github jkdansereau/goldeneye-pc-port v0.2.0
GoldenEye 007 PC Port v0.2.0

latest releases: v0.3.0, v0.2.2, v0.2.1...
pre-release9 days ago

GoldenEye 007 PC Port 0.2.0

Warning

⚠️ Outdated release — Please use the latest release instead. It may contain bugs that have since been fixed.

The full single-player campaign runs at a steady 60 fps with audio (music +
SFX) playing throughout, on Windows and Linux including Steam Deck, and it
is completable end to end: the whole campaign has been playtested through
all 21 missions (Agent difficulty). It's an early public cut: all 21 solo
missions load and run crash-free, but the known issues below are real;
feedback is very welcome.

What's new since v0.1.0

  • Drop-in ROM, no tooling: unpack the bundle, drop your NTSC-U (US) ROM
    in data/, launch; the first run generates the derived assets
    automatically. No Python, no installer, nothing to set up.
  • Steady 60 fps in normal play (the software RSP runs off the presentation
    critical path); Video.DisplayFPS in the F10 overlay shows it.
  • Audio: in-level music and sound effects throughout (the alpha was
    silent). A handful of tracks have wrong-sounding instruments (below).
  • Mouse: click-to-lock capture (click to grab, ESC to release) with a
    proportional GEPD-style aim mode; sensitivity / Y-inversion / aim-turn split
    tunable in ge007.ini or the F10 overlay. The legacy always-grab mode is
    gone.
  • Rendering: outdoor skies render correctly; water no longer renders
    green/pulsing; reflective surfaces (glass, chrome weapon skins) work.
  • Crash fixes: the two v0.1.0-era crashing levels (Bunker ii, Statue) and
    the AI-pacing bug that broke Cradle are fixed and playtest-verified: all 21
    solo missions load and run crash-free. Also fixed: the Steam Deck / Linux
    Facility crash triggered by walking into the crouch-forcing spot at the
    level's opening (D253); this also revives the auto-crouch and ladder
    signals, which were dead on PC before.
  • QoL: F10 in-game options overlay (fullscreen, resolution, frame cap,
    MSAA, texture filtering, FOV/draw distance, sensitivity), F12 screenshot.
  • Sharper defaults out of the box: draw distance and LOD swap distance now
    default to 150% of the authored N64 values, so props no longer fade in just
    before they become visible (Dam's alarms and wall switches being the tell);
    F10 → Draw distance / LOD distance set back to 100 restores the
    console-authentic look. MSAA now defaults to 4× instead of off.
  • All-unlocked toggle: F10 → All unlocked makes all 21 solo levels
    selectable at every difficulty from the first launch, adds 007 mode, and
    fully populates the cheat menu. It is off by default (faithful N64
    progression). No active cheats are enabled either way (weapons remain
    per-mission pickups, as on N64).
  • Steam Deck first-run preset: on SteamOS the first launch seeds
    Deck-friendly defaults (native 1280×800 fullscreen, VSync, MSAA 4, 150%
    draw/LOD distance); an existing ge007.ini always wins. Two more F10 rows:
    No hit flash (suppresses the damage-flash overlay) and Skip intro.
  • Modern dual-stick controller layout (the scheme used by the console
    re-releases): left stick move/strafe, right stick look, right trigger fire,
    left trigger aim, A/X use, B/Y crouch/cancel, RB/LB cycle weapons.
  • Linux / Steam Deck: the Linux bundle now ships its own SDL2, so it runs
    as-is on any distro, and sideloads onto a Steam Deck with nothing
    installed. Saves and F10 settings now persist no matter which directory you
    launch from (previously Linux wrote them relative to the launch directory
    only, so they silently failed elsewhere; D256); the options overlay is
    fully gamepad-driven on the Deck.

Known issues

  • Cutscenes still glitch, mostly with James Bond: in scripted sequences
    Bond is the one who gets misplaced, hovers, or spins; the other actors are
    fine for the most part now. The Dam level-end cutscene is racy (D243).
    Still the most visible gap in this release.
  • Particle colours cycle through a rainbow palette: bullet-impact sparks
    and lingering smoke/explosion residue drift through the hues over time
    instead of holding their intended grey/orange palette (D252).
  • Water on IsWater levels shows a moving seam between two patterns (D245);
    thin pixel strips at the left/right screen edges at non-integer window
    scales (D246).
  • The front-end Nintendo logo renders as two white blobs, and the
    Rareware logo is close but its texture filtering looks off (D75).
  • The F10 overlay's bottom row duplicates whatever item is currently
    selected
    (e.g. the MSAA value appears both on its own row and again at
    the panel bottom); earlier builds showed it as an intermittent 4K-
    fullscreen ghost of the top row.
  • Steam Deck: one intermittent crash remains: the v0.1.0-era Facility
    crash is confirmed fixed on Deck hardware, but a SIGSEGV can occasionally
    occur during heavy firefights (D255; seen on Bunker and Frigate). The
    faulting-register capture in ge007.crash.log has pinned it: an object
    record whose model reference is NULL while the record is still active;
    i.e. something in a mid-firefight destruction leaves the record live one
    tick too long. We're tracking down the exact destruction path; more Deck
    playtime across levels is welcome; please report any Deck-specific faults.

Downloads

File Platform
goldeneye-pc-port-0.2.0-win64.zip Windows x86-64
goldeneye-pc-port-0.2.0-linux-x86_64.tar.gz Linux x86-64 (incl. Steam Deck)

Each contains the engine executable, a README, license texts, and the
prepare-assets tool. No ROM, no game assets. The Windows bundle carries
its runtime DLLs; the Linux bundle carries SDL2, so on both platforms nothing
needs to be installed first.

Running it

You supply your own GoldenEye 007 N64 ROM (.z64, big-endian) that you
legally own: the NTSC-U (US) release is what this build supports (PAL / JP
are on the roadmap). No Python, no toolchain, nothing to install.

  1. Unpack the archive.
  2. Make a data/ folder next to the executable and put the ROM in it, named
    ge007.ntsc-final.z64.
  3. Run the executable from that folder. The first run takes a few extra
    seconds: it detects your ROM, generates the two derived asset folders
    (data/pcmodels-ntsc-final/, data/pccg-ntsc-final/) once, and saves them
    for every future run. (The generator is prepare-assets/ge007-convert
    inside the bundle; you can also run it manually; it prints what it's doing.)

Steam Deck: sideload the unpacked folder (USB or a file manager), do steps
2–3, then add the executable to Games → Add Game as a non-Steam game.

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. No keyboard needed.

Full steps are in the bundled README.md.

Verify the download

sha256sum -c goldeneye-pc-port-0.2.0-win64.zip.sha256
sha256sum -c goldeneye-pc-port-0.2.0-linux-x86_64.tar.gz.sha256

Source & docs

https://github.com/jkdansereau/goldeneye-pc-port, built on the
GoldenEye 007 decompilation, architecture
after the Perfect Dark PC port.
Non-commercial fan preservation/research project; not affiliated with any
rights holder.

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