GoldenEye 007 PC Port
GoldenEye 007 (Nintendo 64, 1997) as a native PC game for Windows, Linux and Steam Deck. Native widescreen, a steady 60 fps, 2–4 player split-screen, mouse and keyboard or a modern controller, rebindable controls and an in-game options menu. No emulator, and not a binary recompilation: the game's own reconstructed C, rebuilt from the GoldenEye 007 decompilation, compiled for your PC and running from your own ROM.
Download the latest release, then follow the Quick start.
Quick start · Controls · Features · Settings and files · Troubleshooting · Roadmap · Building · Legal
Important
You must supply your own GoldenEye 007 ROM. This repository and its downloads contain no Nintendo code or assets, and no ROM. See What's a ROM? and Legal.
v0.5.0 is the current release. It is a pre-1.0 release, not a finished product: the campaign and split-screen multiplayer play end to end, but expect missing pieces (PAL/JP ROMs, macOS) and the occasional breaking change between versions. v1.0 is the target for a feature-complete build.
AI disclosure: this port was developed using AI coding agents (Claude Code and a local open-weight model), directed by one person in their spare time. The project is as much a study of that process as it is a port. See How it was made.
All in-engine, running in the port: a ~29 s montage from live
v0.5.0 play sessions (the Facility intro, auto-aim in the Archives,
the crosshair options and the Dam sniper rifle, Silo, a 2-player rocket kill,
the Facility bathroom, the Dam ending) ·
14 stills in the project index
News
- 2026-10-07 — v0.5.0 (release notes), the first release
since v0.4.0; it includes the v0.4.1 work, which was never published on
its own:
- 2–4 player split-screen multiplayer on every multiplayer map, each player with their own pad, controls and aim settings.
- One options menu for every setting, laid out like the Perfect Dark port's, with the game's own crosshair as the mouse pointer. Pick the game's own N64 control styles (1.1–2.4) per player, or the Xbox release's presets with per-player pad rebinding; PlayStation and Nintendo pads show their own button names.
- Closer to the N64: fog and haze (Surface 2's ground fog, the sky at the horizon), automatic-weapon fire rate, sniper and camera zoom, Dam and Caverns water, the Jungle boss fight's timing, guard visibility in widescreen, and the Dam ending camera.
- Fewer crashes and glitches: a multiplayer crash with the crouched rifle, rockets passing through the ground, and broken geometry around Aztec's shuttle.
- A steady 60 fps on low-end GPUs (tested on an Intel HD 3000 laptop), with lighter first-launch defaults on Atom/Celeron-class graphics.
- Emulator saves load directly: copy a 1964 or Project64 save in as
data/ge007.eepand it is converted on first launch. - Also: more audio, video and control settings (master volume, audio device, trilinear filtering, draw distance up to 800%, PC-friendly crouch and look-ahead defaults), and controllers are picked up again when replugged.
- 2026-09-28 — v0.4.0: native widescreen, a complete aim system for mouse and controller, in-game key rebinding, crosshair customization, rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix pass (water, particles, billboard trees, front-end logo, gunshot SFX, a true stable 60 fps). Release notes.
- 2026-09-20 — v0.3.0: the first release with the complete campaign playable end to end at 60 fps on Windows, Linux, and Steam Deck. Release notes.
- 2026-09-04 → 2026-09-16 — v0.1.0 – v0.2.2: the alpha and beta cycle: build chain, software RSP, first rendered frames, front end, and per-level stabilization across the campaign.
System requirements
Windows: Windows 10 or 11, 64-bit. Nothing else to install: the download carries its own runtime libraries and the one-time asset tool (no Python, no emulator).
Linux / Steam Deck: 64-bit x86 Linux with glibc 2.31 or newer (Ubuntu 20.04+, Debian 11+, Fedora 32+, SteamOS). SDL2 is bundled, so the tarball runs as-is; it sideloads onto a Steam Deck with nothing installed.
Both: a GPU with OpenGL 3.0 drivers (practically any PC GPU from the last fifteen years; keep the driver up to date). A 2011 laptop with Intel HD 3000 graphics holds 60 fps; on very weak integrated GPUs (Atom/Celeron class) the first launch lowers draw distance and anti-aliasing to keep up. A keyboard and mouse, or a controller (Xbox, PlayStation, Switch and most SDL-supported pads); split-screen needs one controller per extra player.
Not yet: macOS, ARM Linux and Windows 7 are on the roadmap.
Quick start
- From Releases, download the win64.zip (Windows) or the linux tarball (Linux and Steam Deck), and extract it. On Windows, never run the exe from inside the zip.
- Make a
data/folder next to the executable and put your ROM in it asge007.ntsc-final.z64. Only the US (NTSC-U) ROM works today; see What's a ROM? to check yours. - Launch the executable from that folder. Windows may show "Windows protected your PC" (SmartScreen, because the exe is not code-signed): click More info, then Run anyway.
- The first start takes a few extra seconds: the port reads your ROM and generates its asset files once. After that it starts normally.
- Play. F10 (pad: Select) opens the options overlay; on the file-select screen the PC Options entry opens the same overlay. The Controls table lists the default keys.
Steam Deck: the Linux tarball is the Deck build. Download it on the Deck
(or copy it over from your PC), extract it, add your ROM to data/, launch
it once, and add the executable as a non-Steam game. On first start it
applies Deck-friendly display defaults (native 1280×800 fullscreen); if the
resolution is wrong, set it under F10 → Video → Resolution.
Controls
| Action | Keyboard / mouse | Controller |
|---|---|---|
| Move / strafe | W A S D |
Left stick (or D-pad) |
| Move / turn | Arrow keys | — |
| Aim / look | Mouse | Right stick |
| Fire | Left mouse | Right trigger |
| Aim mode | Right mouse / LShift |
Left trigger / LB |
| Use / interact | E |
A |
| Reload | R |
X |
| Crouch (toggles) | LCtrl |
Left or right stick click |
| Cycle owned gadgets | Watch inventory | B |
| Next weapon | Mouse wheel down / Q |
Y |
| Previous weapon | Mouse wheel up | — |
| Start | Enter / Tab |
Start |
| Options overlay | F10 |
Select |
The keyboard defaults are a GEPD-style layout. The controller layout matches Rare's Xbox 1.1 (Jinx) button roles; the other Xbox styles (1.2 Christmas, 1.3 Frost, 1.4 Elektra, which swap the stick roles) are selectable under Controller (pick a player first, then Layout preset). PlayStation and Nintendo controllers show their own button names in the menus.
Control style: Controller → Control style (named after the watch's own setting, with Perfect Dark's "Ext" for the port's controls) picks how the game's controller style (the watch's 1.1–1.4 selector) is treated. Ext (the default) keeps the port's feel and fixes the style itself, so the watch's selector has no effect. Original stops the port from touching the style: pick 1.1, 1.2, 1.3 or 1.4 on the watch (or in the multiplayer setup) and it behaves as on the N64, and the Controller page then offers the game's own styles ("Controller style", 1.1 Honey to 2.4 Goodhead, saved in the Bond file like the watch's) instead of the layout presets, which apply in Ext only. Buttons are passed through as the N64's buttons, so 1.3 and 1.4 move fire and aim exactly as the console does. The 2.x dual-controller styles run faithfully too: the game reads their second stick from the next controller slot, which the port does not map yet (a second pad assigned to that slot should provide it, untested), so with one pad pick a 1.x style. Saves made with earlier builds may hold 1.2 (the port wrote its forced style back into the save), so when you switch to the Original control style, pick your style on the watch once.
Rebinding: Key Bindings in the options overlay rebinds the keyboard and mouse (one list: movement, then actions). Controller buttons are rebindable per controller under Controller (pick a player first): set Layout preset to Custom, select an action and press a pad button (tap B or Esc to cancel, hold B to bind B itself, hold Back to clear; Y clears the selected slot). Each action takes up to two buttons. Menus always keep A/X accept and B/Y cancel, so you can't lock yourself out. There is no warning yet when two actions share a button, and the Xbox release's "left stick aims the crosshair" and "D-pad copies the left stick" behaviors are not reproduced (here the right stick aims and the D-pad strafes, as on the N64).
Split-screen: pick Multiplayer from the main menu. With one controller,
keyboard/mouse is player 1 and the controller is player 2; with two or more
controllers, the controllers take players 1–4 (Input.MPMode in ge007.ini
changes this). A controller unplugged mid-match keeps its player when
plugged back in.
Options overlay with a controller (also how it works on the Deck):
Select opens it, the D-pad or left stick moves between rows and
left/right adjusts the selected value, A opens a page or toggles a row,
B goes back one page (and closes from the top), and Start (or Select
again) closes. With a keyboard, use F10, the arrow keys, Enter and
Backspace.
Features
- 2–4 player split-screen multiplayer on every MP map, with the N64's own setup flow and per-player HUD.
- Native widescreen at any aspect ratio: the world is undistorted, the HUD sits at the screen edges, and 4:3 menus are pillarboxed. FOV and draw/LOD distance are adjustable, and AI behaviour stays as on the N64 whatever you set them to.
- The original look in one click: the Display mode row (F10 → Video) switches between Modern and Original N64 (it reads Custom once you edit a setting it covers), and Aspect ratio → Original shows the exact 4:3 frame.
- A steady 60 fps, with VSync and a frame cap (30 or 60), including on low-end GPUs.
- Graphics options: resolution, borderless or exclusive fullscreen, a Center window action while windowed, MSAA (up to 16×), anisotropic filtering, and nearest, bilinear, trilinear or the N64's own 3-point texture filter.
- Mouse aim in your choice of style (the N64's, or centered FPS-style) with per-device sensitivity, smoothing and Y-inversion.
- Modern controller support: dual-stick layout, deadzones, sensitivity, southpaw, trigger thresholds, rumble-pak vibration, and PlayStation/Nintendo button names.
- Rebindable controls for keyboard, mouse and each controller.
- HUD and crosshair options: HUD scale (also scales the in-game options menu), an optional always-on crosshair, a custom RGB crosshair color with adjustable opacity and a health-based color, and a no-hit-flash option.
- Full audio: in-level music and sound effects, with music, FX and master volume and a choice of output device.
- An in-game options overlay (F10 / pad Select) for all of the above, saved automatically; the game's crosshair is the mouse pointer, and each page has a Reset to defaults row.
- Faithful N64 progression by default. Opt-in extras: Skip intro and All unlocked (every level, 007 mode and the full cheat menu, without touching your save), and Check for updates (off by default; one request to GitHub per launch when on, see Security).
- Saves in a plain file next to the game, so backing up is a file copy; 1964 and Project64 saves load directly (details).
Status
Fully playable, with a small set of known caveats. All 20 solo missions and the end-of-campaign credits load, render and run crash-free. v0.5.0 was played on Windows and Steam Deck (campaign spot-checks, 2–4 player split-screen and controller-only sessions), and every level's reference frames were compared pixel by pixel on Windows, Linux and Steam Deck. The full campaign was last played end to end, at Agent difficulty on all three platforms, for v0.4.0. Split-screen was played live in 2P on every multiplayer map and in 4P on Temple.
Known issues: see the known-issues table (what you'll notice, impact, workarounds). The short version: NTSC-U ROMs only in the release packages, and no macOS/ARM builds yet.
All unlocked never changes your save since v0.5.0: it unlocks every level and cheat in memory only, and switching it off shows your real progress. v0.4.0 and earlier could write fake unlocks into the save, and those are not repaired; if you used it on an older build, keep a backup of
data/ge007.eep.
What a release installs (no networking unless you turn on the opt-in update check, which is off by default and makes one HTTPS request to GitHub per launch; no telemetry, no ROM or game assets)
and how faithfully the port tracks the original game's logic:
Security and fidelity status.
The binaries are not code-signed; from v0.5.0 on each release artifact also
carries a GitHub build-provenance attestation you can check with
gh attestation verify <file> --repo jkdansereau/goldeneye-pc-port
(see SECURITY.md).
Settings and files
Options overlay: press F10 (pad: Select) in game or in the menus.
Changes are saved automatically. Most settings live in ge007.ini; the
ones that come from the game's own watch menu (auto-aim, aim
control, sight, look ahead, ammo on screen, screen size, screen ratio, music
and FX volume) are part of your save, as on the N64. Screen size (Full / Wide /
Cinema) and screen ratio (Normal / 16:9) combine with the PC Aspect ratio
setting: Aspect ratio owns the window shape, while the watch's two options
only change what the game renders inside it.
Where files live: everything stays inside the game's own folder. The port
never writes to %APPDATA%, the registry or any system location.
| File | What it is |
|---|---|
data/ge007.ntsc-final.z64 |
Your ROM (you put it there). |
data/ge007.eep |
Your game progress (the N64 save). |
data/ge007.ini |
Settings, written on first start. |
data/pcmodels-<region>/, data/pccg-<region>/ |
Asset files generated from your ROM on first start. Safe to delete: they are made again on the next start. |
data/ge007.shaders |
A list of the graphics shaders the game used, compiled at startup to avoid stutter. Safe to delete. |
ge007.crash.log |
Written in the folder you launched from if the game crashes. |
Removing ROM-derived content: the only files on your machine that come
from the game are the ROM you put there and the two generated asset folders
(data/pcmodels-<region>/, data/pccg-<region>/). Delete those and every
ROM-derived file is gone; your save (ge007.eep) and settings (ge007.ini)
are separate files, yours to keep or delete.
ge007.ini uses [Section] headers and Key = value lines. A few
common keys and their defaults:
[Video] Fullscreen = 0 VSync = 1 FpsCap = 60 MSAA = 2 TextureFilter = 1 NativeWidescreen = 1 FovScale = 100 DrawDistance = 200 [Audio] MasterVolume = 100
Fullscreen 1 is borderless fullscreen; TextureFilter is 0 nearest,
1 bilinear, 2 the N64 3-point filter, 3 trilinear; FovScale and DrawDistance are
percentages of the original (the options overlay shows the field of view in
degrees). On Atom/Celeron-class GPUs the first launch writes lighter values
for draw distance, LOD distance and MSAA. Edit the file with the game
closed: it is rewritten on a clean exit, and comments are dropped.
Launch options: -fresh wipes the save and settings before starting (a
clean-slate run). --version prints the build id.
What's a ROM?
A ROM is a copy of the game cartridge's data, made with a cartridge dumper
from a cartridge you own. This project can't provide or link one. The port
needs the big-endian .z64 format, and supports the US version today:
| Region | ROM filename (in data/) |
SHA-1 | Supported |
|---|---|---|---|
| NTSC-U (US) | ge007.ntsc-final.z64 |
abe01e4aeb033b6c0836819f549c791b26cfde83 |
yes |
| PAL (EU) | ge007.pal-final.z64 |
167c3c433dec1f1eb921736f7d53fac8cb45ee31 |
not yet (#85) |
| NTSC-J (JP) | ge007.jpn-final.z64 |
2a5dade32f7fad6c73c659d2026994632c1b3174 |
not yet (#85) |
To check which file you have, compute its SHA-1: on Windows,
certutil -hashfile ge007.ntsc-final.z64 SHA1; on Linux,
sha1sum ge007.ntsc-final.z64.
Updating
Extract the new release into a new folder, then copy your ROM, ge007.eep
and ge007.ini from the old data/ folder into the new one. Don't copy the
generated pcmodels-* and pccg-* folders: the new version makes its own on first start, and
stale ones from an older version can cause glitches.
Using an emulator save
Saves from N64 emulators (1964, Project64, …) load directly: with the game
closed, just copy your .eep to data/ge007.eep. On first launch the game
detects the emulator byte order and converts it in place, keeping a backup of
the original file next to it as ge007.eep.emulator.bak (never overwriting an
existing one). Any slot that is corrupt in both formats is left alone and gets
reset by the game, exactly as before. An existing port save is untouched.
To take a save back into an emulator, use the small converter that ships in
the release folder as tools/eep_convert.py
(tools_pc/eep_convert.py in a source checkout; plain Python 3, no
dependencies):
python tools/eep_convert.py pc-to-n64 data/ge007.eep back-to-emulator.eep # port -> emulator python tools/eep_convert.py verify some-file.eep # which format is this?
verify checks every save checksum and, without --as n64|pc, tells you
which convention the file uses.
Uninstalling
Delete the folder. The port writes nothing anywhere else, so that removes the
game, your save and your settings; back up data/ge007.eep first if you
want to keep your progress.
Troubleshooting
- The game says the ROM is missing or wrong: check it is in
data/, namedge007.ntsc-final.z64, in.z64byte order, and that its SHA-1 matches the US row in What's a ROM?. PAL and JP ROMs are not supported yet. - Windows shows a SmartScreen warning: the exe is not code-signed. Click More info, then Run anyway.
- Black screen or no window: update your graphics driver; the port needs OpenGL 3.0.
- Wrong resolution on the Steam Deck: F10 → Video → Resolution.
- Where are my saves?
data/ge007.eep. Copy it somewhere safe while the game is not running to back it up. - The game crashes: open an
issue
and attach
ge007.crash.log(in the folder you launched from), the output of--version, your OS, your GPU and your ROM's SHA-1. Never attach the ROM itself.
Roadmap
The goal is a feature-complete, faithful port: every mode and region the
N64 cartridge ships, behaving 1:1 with the original, with modern options on
top that can always be switched back to the original look and feel. The full
list of open items, and which ones are waiting on a decision, lives in one
place: docs/ROADMAP.md. In brief:
- PAL and JP ROM support in the release packages (#85). Both regions already convert, build and boot from source.
- macOS and ARM builds.
- The remaining small accuracy differences, each checked against the N64 game in an emulator.
- 1.0 sign-off: a full campaign playthrough at more than one difficulty plus a split-screen session, on every platform that ships.
This is spare-time work, so there's no timeline. Opt-in extras beyond the N64 game (LAN play, bots, co-op, HD textures, enhanced visuals, frame rates above 60) come after 1.0, and always off by default. Not planned: online multiplayer over the internet, achievements or cloud saves, remake-scope assets (new models, music or voice), and new movement mechanics. If any of these matter to you, open an issue — it helps prioritize.
How it was made
The port was built by several coding agents directed by one maintainer, with
contributions from a handful of people (credited in the release notes).
A local open-weight model (unsloth/Qwen3.8-27B-GGUF on one RTX 5090, via the
pi agent) did the groundwork: build, boot chain,
software-RSP integration, asset pipeline, first frames. Claude Code
(Sonnet 5 and Opus 5, now 5.5; Opus for the hardest bugs) joined for the collaborative phase:
the 21-level sweep, the ABI finding catalog, SDL input, front end. The two
handed work back and forth through shared written notes. Up to v0.5.0: 51
days (16 Aug – 6 Oct), 1,537 commits (the public history squashes the
v0.4.1–v0.5.0 work into 17), and 419 findings root-caused and logged
(D1–D564).
The full write-up (timeline, handoff mechanism, effort breakdown, an honest
"what worked / what didn't"): docs/dev/agentic-development.md.
The workflow itself: docs/dev-process.md. To cite the
project or its findings: 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 | The other well-known "GoldenEye on PC" recompilation projects (and their Steam Deck builds) | |
|---|---|---|
| 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; the source is machine-generated |
| Lineage | GoldenEye 007 decompilation + Perfect Dark PC port engine family | Xbox 360 "…Recompiled" static-recompilation family |
| Renderer | Software RSP → OpenGL | Hardware (Vulkan) |
| Status | Pre-1.0 releases; full campaign and split-screen playable at 60 fps (see Status) | Playable full game |
| Why it exists | To run the original N64 game from source, and as a case study in AI-agent collaboration on a hard low-level codebase | To get a playable PC release of the remaster |
Building from source
Prerequisites: CMake >= 3.16, a C/C++ toolchain, SDL2, zlib, OpenGL and
Python 3, plus MIPS binutils, make and git for the one-time asset
extraction (no IDO/IRIX toolchain is involved; on Windows the extraction is
easiest under WSL). See docs/building.md for the full
walkthrough and the asset-extraction details.
Windows (MSYS2)
# 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 # NTSC-U; PAL/JP: see docs/building.md
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.
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). To run a source build, create data/ in the
repo root, put your ROM in it as in What's a ROM?, and run
./build-pc/ge007.x86_64 from the repo root.
How it works
The game code in src/ is the decompilation's, and its control flow is the
reference we preserve. Everything that would touch N64 hardware is redirected into
port/: a software RSP (port/fast3d/, adapted from the Perfect Dark
port) that interprets the graphics command stream (the GBI display list)
the game builds each frame and
emits OpenGL, bypassing the RDP; libultra OS shims (port/src/libultra.c,
game threads as real host threads) that let the game's own scheduler run,
with the software RSP on its own render thread as the RSP was its own chip;
and SDL2/OpenGL/filesystem backends for video, audio, input and storage.
Every port change inside src/ is gated behind #ifdef PORT and
documented. They are few in kind, all narrow in scope: mechanical 32→64-bit
pointer/struct fixes (the pointer-width transition touches many structs, so
there are a lot of them), a few maintainer-approved timing fixes where
per-frame N64 code ran too fast at the PC's 60 fps (for example sniper zoom
and turret fire), the opt-in All unlocked hook, and env-gated diagnostic
probes tied to the bug catalogue (off by default, no behavior change). Where it diverges from the Perfect Dark port: GoldenEye's N64
serialized asset formats are converted in a separate step rather than
fixed up at load time — on first start for a download, or by the offline
Python converters in tools_pc/ for a source build. Full detail:
docs/internals.md and
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); port edits are #ifdef PORT
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/ROADMAP.md |
The single tracker of open work and known issues. |
docs/building.md |
Full build + asset-extraction guide. |
docs/internals.md |
Architecture, the RSP-emulation approach, GE-vs-PD engine differences, the phased plan. |
docs/porting-notes.md |
The recurring N64→PC bug classes hit during the port, with fixes. |
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 |
The investigation workflow in detail: budgets, file partitioning, the finding-log discipline. |
docs/dev/ |
The raw engineering record: the full finding log, per-level status, playtest matrices, and 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/StyleGuide.md |
Inherited from the decompilation this repo forks. |
Contributing and forking
Issues and pull requests are welcome, and so are forks: the port layer, build
system and tools_pc/ are MIT-licensed and exist to be extended. Read
CONTRIBUTING.md first: it has the ground rules that keep
the port faithful (game logic stays unmodified), what to verify before a
pull request, and what a fork is asked to keep.
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, 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
(Ryan Dwyer and contributors), the reference architecture for this port and
the source of the
fast3dsoftware RSP. - The Perfect Dark decompilation, 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 the 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 / libultraship fast3d (© Emill, MaikelChan; MIT, seeport/fast3d/LICENSE.txt), which itself descends from sm64-port's fast3d and audio mixer.port/fast3d/glad/: OpenGL loader generated by glad (David Herberth, MIT).- The decompilation toolchain:
ido-static-recomp(Emill / decompals),qemu-irixandrabbitizer(n64decomp). - SDL2 and zlib.
Methodology
- Chris Lewis, "Decompiling a Nintendo 64 Game in 84 Days" (the Snowboard
Kids decompilation write-up), the agent-workflow practices in
docs/dev-process.mdare adapted from it.
Contributors
- dolent (#120, #121, #122, #123), italoarruda (#107, #109), JosephAHK (#133), and MST246 (the #125 investigation), plus everyone who filed issues.
Consultation
- f1zz1ec0ke (GitHub): LLM consultation on model tuning, agent harnesses, and agentic strategy throughout the port's development.
Tools and models used to develop the port
Development ran for most of its life on a single local model — Unsloth's Qwen 3.8 27B — which did nearly all of the local (groundwork) work on its own. In the final week that grew into a small menu, and the current standard is NInfer + Strata; tools are chosen per task, with local models carrying the high-volume work and hosted models the exception. The full record of the models used, and the harnesses that drove them:
| Model | Ran as | How it was used |
|---|---|---|
| Qwen 3.8 27B (Unsloth) | UD-Q4_K_XL, one RTX 5090 |
The primary local workhorse for the bulk of the port's development. |
| Qwen 3.8 27B via NInfer (Windows) | base, NVFP4 and NVFP4-full artifacts; MTP (DFlash2) spec-decode; one 5090 | Trialed in the final week, now half of the standard; the fast day-to-day local driver. |
| Qwen 3.8 27B (ISTA-DASLab) | IQ3_S (GSQ-RCO), larger context |
Briefly trialed for larger-context workloads; shelved, little use since v0.2.0. |
| Qwen 3.8 Flash-Next via Strata | 125B MoE, IQ1_M (1-bit), one gaming GPU |
The big-context local tier: a model that normally needs a server, run locally for the largest-context passes. |
| Claude (Anthropic) | Sonnet 5 / Opus 5, now Sonnet 5.5 / Opus 5.5 (out in the last few weeks) | The orchestrator in the two-agent phase: held what the 27B couldn't close, took over on limit handoff; the 5.5 tier has driven the most recent work. |
| GPT-6 (Sol) (OpenAI), via OpenRouter | a frontier hosted model | Trialed. |
Harnesses and tooling:
- pi — the local coding-agent harness that drives the local models.
- Claude Code (Anthropic) — the agentic harness that drove the Claude models above; the orchestrator in the two-agent phase.
- claude-code-delegate-local — the MCP bridge that let Claude and the local models talk (delegating Claude's subagents to the local engines).
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 is not affiliated with, endorsed by, or sponsored by Nintendo, Rare, Microsoft, Valve, MGM, Danjaq, EON Productions, or any rights holder in GoldenEye or James Bond. "GoldenEye 007", "007", "James Bond" and related marks belong to their respective owners; they are used here only to say which game this port runs. No official logos, box art, or marketing assets are used.
What the download contains
- The engine: the
port/layer plus the compiled decompilation. - Runtime libraries under permissive licenses (SDL2, zlib, the MinGW runtime); their licenses travel in the download.
- The one-time asset tool, which reads your ROM on your machine.
It contains no ROM and no game assets of any kind. Any build, yours or a release, is useless without a ROM you supply.
What happens on your computer
Textures, audio, models, level data and in-game text are extracted from a ROM
you already own, on your machine, the first time you start the game. The
port has no network access unless you turn on the opt-in Check for updates option (Game.CheckUpdates, off by default). When on, it makes one HTTPS request per launch to GitHub's releases API to look for a newer release (GitHub sees the request and your IP, as with any web request), never downloads or installs anything, and never uploads anything.
This repository
The repository is a fork of the public
GoldenEye 007 decompilation and inherits
its contents (see NOTICE for what that includes). The few
port-specific edits inside the decompiled code are marked #ifdef PORT.
The project mark / favicon is original generated art -- a generic version of the game's default aim cross (a circle with N/S/E/W lines crossing its edge), no game screenshots or logos in it.
Your part
- Only use a ROM that you dumped from a cartridge you own.
- Never ask for, link to or share ROMs or extracted game files in issues, discussions or pull requests.
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. Everything inherited from the upstream decompilation
is covered by NOTICE, not by that license.