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goldeneye-pc-port/README.md
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James Dansereau da31edaa70 Steam Deck: first-run preset (native 1280x800 fullscreen, MSAA 4, 150% draw/LOD distance) (#77)
STEAMOS detection in main() seeds video config defaults before configLoad;
first-launch-only by construction (an existing ge007.ini always wins). The
150% DrawDistance/LodDistance addresses authored N64 fade distances reading
short on the close-up Deck panel (e.g. the Dam lock fading in within sight)
while desktops keep the faithful 100% default.
2026-09-13 21:43:29 -04:00

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# GoldenEye 007 PC Port
[![CI](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml/badge.svg)](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml)
![license](https://img.shields.io/badge/license-MIT-green)
A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the
original N64 game running from reconstructed source, not the Xbox 360
remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
other hardware surface (video, audio, input, timers, save storage) is shimmed
in a dedicated `port/` layer, following the architecture of the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
Rare "Indy" engine family, one hardware generation apart.
**v0.2.0 (pre-release)** is out for Windows and Linux — including Steam Deck,
where the Linux bundle sideloads as-is — and runs the full campaign at a steady
60 fps with known rough edges ([Status](#status)).
It's also a case study in AI-agent collaboration on a large, low-level
codebase: two coding agents, driven by one person part-time, porting ~230
translation units of unmodified big-endian MIPS game code to a 64-bit desktop.
See [Background](#background).
> [!IMPORTANT]
> **You must supply your own GoldenEye 007 ROM.** This repository contains no
> Nintendo code or assets, and no ROM. Nothing here is distributable as a
> playable game — see [Requirements](#requirements) and [Legal](#legal).
<p align="center">
<img src="docs/img/attract-bunker1.png" width="32%" alt="Bunker 1 intro camera">
<img src="docs/media/goldeneye-demo.gif" width="32%" alt="~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives">
<img src="docs/img/attract-dam.png" width="32%" alt="Dam intro camera">
<br><em>In-engine, running in the port — Bunker&nbsp;1 and Dam attract views, and a
~15&nbsp;s clip (the clip itself has no audio track): mission dossier &rarr;
Facility &rarr; Silo &rarr; Jungle &rarr; Archives.</em>
</p>
## Download
| Platform | Bundle | Notes |
|---|---|---|
| **Windows** (x86_64) | [win64.zip](../../releases) | Engine + runtime DLLs + the one-time asset tool. |
| **Linux** (x86_64) / **Steam Deck** | [linux tarball](../../releases) | SDL2 is bundled — runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
Both bundles contain **no ROM and no game assets** — you supply your own
(see [Requirements](#requirements)), which keeps the release legal to
distribute. Earlier builds: v0.1.0 alpha, same page. You can also build it
yourself; see [Building](#building).
### Quick start
You need a GoldenEye 007 N64 ROM (`.z64`, big-endian; NTSC-U recommended — all
three regions are supported). No ROM or game asset is included or distributed.
Then:
1. Download the Windows or Linux bundle from [Releases](../../releases) and unpack it.
2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
3. Run the one-time asset step: `python3 prepare-assets/prepare-assets.py` (Python 3.8+, stdlib only).
4. Launch the executable from that folder.
Read the [Status](#status) caveats first — this is a pre-release.
## Status
**v0.2.0 (pre-release) — playable, with known rough edges.** It runs the full
single-player campaign at a steady 60 fps with no known crashes; the point of
the pre-release is an end-to-end playtest that all 21 missions are completable
start to finish on this build — feedback is welcome.
**Working:** boot sequence and front end (menu → mission select → briefing →
start); all 21 solo missions load, render and are crash-free; steady 60 fps
(software RSP off the presentation critical path); full audio — in-level music
and SFX; keyboard + mouse (click-to-lock, proportional aim mode) and a modern
dual-stick controller layout; file-backed saves; F10 in-game options overlay
(resolution, frame cap, MSAA, filtering, FOV, sensitivity); Windows and Linux.
**Known issues:**
- **Cutscenes glitch frequently** — skipped beats, wrong camera, misplaced or
hovering actors, wrong timing. The most visible gap in this release.
- A few in-level music tracks sound wrong (wrong instruments, occasional
garbling).
- Particle colours drift through a rainbow palette instead of holding their
grey/orange intent (bullet sparks, lingering smoke/explosion residue).
- Water levels show a moving seam between two water patterns; pixel strips at
the left/right screen edges at non-integer scales; some front-end 3D models
(spinning Nintendo logo, MISSION COMPLETE / mode-select) mispositioned or
absent. Assorted further cosmetic defects are tracked in
[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
- No macOS or ARM support; no controller rebinding UI.
Root causes and fix status for every item: the [release notes](../../releases)
and the finding log in [`docs/dev/findings.md`](docs/dev/findings.md).
### Steam Deck
The Linux bundle is the Deck build. SFTP it over from your PC, or download
it straight from the [releases page](../../releases) on the Deck itself:
unzip, drop your ROM in `data/`, run `prepare-assets` once, and add the
executable as a non-Steam game. SDL2 is bundled, so no dependencies need
installing. On SteamOS the first launch seeds `ge007.ini` with Deck-friendly
defaults — native 1280×800 fullscreen, VSync, MSAA 4, and 150% draw/LOD
distance (the authored N64 fade distances read short on the close-up panel);
everything is changeable in the options overlay and persists afterwards. The renderer is CPU-bound (software RSP); expect original N64-era
performance at 60 fps rather than more. A v0.1.0-era crash on the Deck in
Facility was never reproduced and its prime suspect has since been fixed, but
this release has not yet been verified on real Deck hardware.
**In-game settings on the Deck.** The options overlay is fully gamepad-driven:
it opens with **Select**, the D-pad or left stick (up/down) moves between
options, **A** steps the selected option forward, **B** steps it back, and
**Start** (or Select again) closes. Toggles flip, resolution / MSAA /
filtering cycle, sliders step in increments. With a keyboard attached the same
overlay is `F10` + arrows/Enter.
## Beyond playing
- **Tweak it** — `ge007.ini` and the F10 in-game overlay expose resolution,
frame cap, MSAA, texture filtering, FOV/draw distance and mouse feel;
launch with `-fresh` for a clean-slate run.
- **Read it** — [`docs/internals.md`](docs/internals.md) maps the
architecture and the software RSP; [`docs/porting-notes.md`](docs/porting-notes.md)
is the catalogue of N64→PC bug classes hit along the way. Game logic in
`src/` is unmodified decompilation; every hardware surface lives in the
MIT-licensed `port/` layer.
- **Mod it** — the port layer, build system and `tools_pc/` are yours to
extend (see [License](#license)); [`CONTRIBUTING.md`](CONTRIBUTING.md) has
the ground rules for getting changes in, and [`docs/dev/`](docs/dev/) is
the raw engineering record behind every fix.
## Background
The port was built by two coding agents — a local open-weight model
(`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the [pi](https://pi.dev/)
agent) doing the groundwork (build, boot chain, software-RSP integration,
asset pipeline, first frames), and **Claude Code** (Sonnet 5, Opus 5 for the
hardest bugs) joining for the collaborative phase (the 21-level sweep, the
ABI finding catalog, SDL input, front end) — handing work back and forth
through shared written notes, directed by one person part-time. In short:
~3.5 weeks, ~430 commits, 200+ root-caused bugs logged.
The full write-up (timeline, handoff mechanism, effort breakdown, an honest
"what worked / what didn't"): [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md).
The workflow itself: [`docs/dev-process.md`](docs/dev-process.md). To cite the
project or its findings: [`CITATION.cff`](CITATION.cff) (GitHub's "Cite this
repository" menu).
## How this differs from the other GoldenEye PC projects
This is a native port of the original 1997 Nintendo 64 game, built from its
actual reconstructed source code, the same lineage as the Perfect Dark PC
port. The other well-known "GoldenEye on PC" projects are something
different: they machine-translate the shipped binary of the *unreleased Xbox
360 XBLA remaster*, a different game on a different codebase with no shared
code with this one.
| | This project | [GoldenEye-Recomp](https://github.com/SunJaycy/GoldenEye-Recomp) / [Steam Deck build](https://github.com/couchk1ng/GoldenEye-Recomp-SteamDeck) |
|---|---|---|
| **What it ports** | The original **Nintendo 64** game (1997) | The **Xbox 360 XBLA** HD remaster (built ~2007, never released) |
| **How** | Decompilation-based source port — human-reconstructed C, compiled for the host; game logic runs as written | Static binary recompilation — the shipped machine code is auto-translated to C; no source-level understanding |
| **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family |
| **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) |
| **Status** | v0.2.0 pre-release; see [Status](#status) | Playable full game, higher frame rates, online multiplayer |
| **Why it exists** | A [case study in AI-agent collaboration](#background) on a hard low-level codebase | A polished, playable PC release of the remaster |
If you just want to play GoldenEye on PC today, use one of the recompilation
projects: they are finished and this is not. What's here is the other half,
getting the *original* game running from source.
## Requirements
You need a GoldenEye 007 (Nintendo 64) ROM that you legally own, in
big-endian (`.z64`) format, matching one of:
| Region | ROMID | ROM filename (in `data/`) | SHA-1 |
|--------|-------|---------------------------|-------|
| NTSC-U (US) | `ntsc-final` | `ge007.ntsc-final.z64` | `abe01e4aeb033b6c0836819f549c791b26cfde83` |
| PAL (EU) | `pal-final` | `ge007.pal-final.z64` | `167c3c433dec1f1eb921736f7d53fac8cb45ee31` |
| NTSC-J (JP) | `jpn-final` | `ge007.jpn-final.z64` | `2a5dade32f7fad6c73c659d2026994632c1b3174` |
US is the recommended and best-tested version.
The port also relies on the decompilation's asset-extraction step, which pulls
the level, model, texture and music data out of your ROM at build time. That
step, too, requires your ROM and is part of [Building](#building).
## Building
Prerequisites: CMake >= 3.16, a C/C++ toolchain, SDL2, zlib, OpenGL, Python 3,
plus the decompilation's own build dependencies (an IRIX MIPS toolchain via
`qemu-irix`, used only for the one-time asset extraction). See
[`docs/building.md`](docs/building.md) for the full walkthrough and the
asset-extraction details.
### Windows (MSYS2)
```sh
# in the MINGW64 shell
pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2 \
mingw-w64-x86_64-zlib mingw-w64-x86_64-cmake \
mingw-w64-x86_64-python make git
git clone https://github.com/jkdansereau/goldeneye-pc-port.git
cd goldeneye-pc-port
# 1. extract assets from your ROM (see docs/building.md)
# 2. build the port
./build-pc.sh ntsc-final # or pal-final / jpn-final
```
### Linux
The Linux build is compiled on every push by CI (ubuntu-24.04); the release
bundle additionally bundles SDL2 so no system packages are needed at runtime.
```sh
sudo apt install build-essential cmake python3 libsdl2-dev zlib1g-dev libgl1-mesa-dev
git clone https://github.com/jkdansereau/goldeneye-pc-port.git
cd goldeneye-pc-port
# extract assets (docs/building.md), then:
./build-pc.sh ntsc-final
```
The executable is written to `build-pc/ge007.x86_64` (on Windows,
`build-pc/ge007.x86_64.exe`).
## Running
1. Create a `data/` directory in the repo root.
2. Put your ROM in it, named as in the table above
(e.g. `data/ge007.ntsc-final.z64`).
3. Run the executable from the repo root:
`./build-pc/ge007.x86_64`.
Configuration is written to `ge007.ini` on first run; game progress
lives in `ge007.eep`. Launch with `-fresh` to wipe both before starting
(a clean-slate run for playtesting).
### Default controls
| Action | Keyboard / mouse | Controller |
|---------------------|--------------------------|---------------|
| Move / strafe | `W` `A` `S` `D` / arrows | Left stick (or D-pad) |
| Aim / look | Mouse | Right stick |
| Fire (Z) | Left mouse / `LCtrl` | Right trigger |
| Aim mode (R) | Right mouse / `LShift` | Left trigger |
| Use / accept (A) | `Space` / `E` / `X` | A / X |
| Reload / cancel (B) | `R` / `F` | B / Y |
| Next weapon | Mouse wheel up | RB |
| Previous weapon | Mouse wheel down | LB |
| Start | `Enter` / `Tab` | Start |
| Options overlay | `F10` | Select (D-pad/stick + A/B navigate, Start closes) |
The controller layout follows the modern dual-stick scheme used by the
console re-releases (left stick move, right stick look, triggers fire/aim,
shoulders cycle weapons).
Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the
`[Input]` section of `ge007.ini`.
## How it works
The R4300 game code in `src/` is compiled completely unmodified; the
decompilation's control flow is ground truth. Everything that would touch N64
hardware is redirected into `port/`: a **software RSP** (`port/fast3d/`,
adapted from the Perfect Dark port) that interprets the GBI display list the
game builds each frame and emits OpenGL, bypassing the RDP; a scheduler
replacement (`port/src/gesched.c`) that drives it directly; single-threaded
libultra OS shims (`port/src/libultra.c`); and SDL2/OpenGL/filesystem backends
for video, audio, input and storage. The 32→64-bit transition forces a small,
cataloged class of mechanical ABI-only edits to ROM-serialized structs
(pointer-width reconciliation); these change no behavior and are documented
individually. Where it diverges from the Perfect Dark port: GoldenEye's N64
serialized asset formats are converted offline by Python "sidecar" converters
in `tools_pc/` rather than fixed up at load time. Full detail:
[`docs/internals.md`](docs/internals.md) and
[`docs/porting-notes.md`](docs/porting-notes.md).
```
CMakeLists.txt PC build (parallel to the decomp's Makefile, which is untouched)
build-pc.sh configure + build helper
src/ include/ the decompilation (game + libultra) - compiled unmodified
port/
fast3d/ software RSP -> OpenGL
src/ port layer (main, OS shims, video, audio, input, fs, ...)
include/ port-facing headers
tools/ Makefile the N64 build + asset extraction (from the decomp; do not modify)
tools_pc/ PC-port helper + analysis scripts
docs/ see below
```
## Documentation
Key docs are also published as a site:
<https://jkdansereau.github.io/goldeneye-pc-port/>.
| Doc | What's in it |
|---|---|
| [`docs/building.md`](docs/building.md) | Full build + asset-extraction guide. |
| [`docs/internals.md`](docs/internals.md) | Architecture, the RSP-emulation approach, GE-vs-PD engine differences, the phased plan. |
| [`docs/porting-notes.md`](docs/porting-notes.md) | The recurring N64→PC bug classes hit during the port, with fixes. |
| [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md) | The research angle: the two-agent setup, timeline, handoff workflow, and an assessment of what did and didn't work. |
| [`docs/dev-process.md`](docs/dev-process.md) | The investigation workflow in detail — budgets, file partitioning, the finding-log discipline. |
| [`docs/dev/`](docs/dev/) | The raw engineering record: the full finding log, per-level status, graphics backlog, playtest matrices, and [`docs/dev/game-behavior-reference.md`](docs/dev/game-behavior-reference.md) (a secondary-sourced playtest reference for how the retail game is meant to behave — repo-only, code is ground truth). |
| [`docs/SetupGuide.md`](docs/SetupGuide.md), [`docs/StyleGuide.md`](docs/StyleGuide.md) | Inherited from the decompilation this repo forks. |
## Credits
This port is a thin layer on a large amount of other people's work.
**Prior work it is built on**
- The [GoldenEye 007 decompilation](https://github.com/n64decomp/007) — years of
effort by Larry Ficken ("kholdfuzion") and the project's contributors; plus
zoinkity's GoldenEye documentation, which the decomp started from. This port
is a fork of that repository.
- The [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark)
(Ryan Dwyer and contributors) — the reference architecture for this port and
the source of the `fast3d` software RSP.
- The [Perfect Dark decompilation](https://github.com/n64decomp/perfect_dark) —
the sibling decomp the PD port is built on.
- **Carnivorous** — author of the *Mouse Injector* input plugin for 1964 (the
"GEPD Edition" bundle). Its mouse-aim behaviour for GoldenEye/Perfect Dark is
what our in-game GEPD-style aim mode is modelled on; the implementation here
is an independent reimplementation of that behaviour, not derived code.
Thanks also to **Rice** and **schibo** of the 1964 team for the emulator it
shipped with.
**Vendored / adapted code**
- `port/fast3d/` — the software RSP, adapted from the PD port. It originates
with the [Ship of Harkinian](https://github.com/HarbourMasters) /
libultraship fast3d (© Emill, MaikelChan; MIT — see `port/fast3d/LICENSE.txt`),
which itself descends from
[sm64-port](https://github.com/sm64-port/sm64-port)'s fast3d and audio mixer.
- `port/fast3d/glad/` — OpenGL loader generated by
[glad](https://github.com/Dav1dde/glad) (David Herberth, MIT).
- The decompilation toolchain: [`ido-static-recomp`](https://github.com/decompals/ido-static-recomp)
(Emill / decompals), [`qemu-irix`](https://github.com/n64decomp/qemu-irix) and
`rabbitizer` (n64decomp).
- [SDL2](https://libsdl.org) and [zlib](https://zlib.net).
**Methodology**
- Chris Lewis, [*"Decompiling a Nintendo 64 Game in 84 Days"*](https://blog.chrislewis.au/decompiling-a-nintendo-64-game-in-84-days/) (the Snowboard
Kids decompilation write-up) — the agent-workflow practices in
[`docs/dev-process.md`](docs/dev-process.md) are adapted from it.
**Tools and models used to develop the port**
- Qwen 3.8 (Alibaba Qwen team), run locally as the
[`unsloth/Qwen3.8-27B-GGUF`](https://huggingface.co/unsloth/Qwen3.8-27B-GGUF)
`UD-Q4_K_XL` quant;
[Unsloth](https://unsloth.ai) (the GGUF quantisation and Unsloth Desktop,
used as the local model server).
- [pi](https://pi.dev/) — the local coding-agent harness.
- [Claude / Claude Code](https://claude.com/claude-code) (Anthropic).
## Legal
This is a non-commercial fan preservation/research project, in the same
category as the many other N64 decompilation and native-port repositories on
GitHub. It follows the same conventions they do:
- **No ROM and no game assets are distributed** — not in this repository and
not in any release. Textures, audio, models, level data and in-game text are
extracted from a ROM *you already own*, on *your* machine, at build time.
- The repository is a fork of the public
[GoldenEye 007 decompilation](https://github.com/n64decomp/007) and inherits
its contents unmodified (see [`NOTICE`](NOTICE) for what that includes).
- No official logos, box art, or marketing assets are used. "GoldenEye 007",
"007", "James Bond" and related marks belong to their respective owners
(Nintendo, Microsoft/Rare, MGM, Danjaq, EON Productions).
- Pre-built binaries published under [Releases](../../releases) contain
only the engine (the `port/` layer plus the compiled decompilation, with no
game data of any kind), bundled with permissively-licensed runtime libraries
(SDL2, zlib, the MinGW runtime; their licenses travel in the download). Any
build, yours or ours, is useless without a ROM you supply.
This project is **not affiliated with, endorsed by, or sponsored by** Nintendo,
Rare, Microsoft, MGM, Danjaq, EON Productions, or any rights holder in
GoldenEye or James Bond. If you are a rights holder with a concern, open an
issue and it will be addressed.
## License
The original work in this repository, the port layer (`port/`), the PC build
system, `tools_pc/`, and the documentation, is released under the MIT License;
see [`LICENSE`](LICENSE). Everything inherited from the upstream decompilation
is covered by [`NOTICE`](NOTICE), not by that license.