github jkdansereau/goldeneye-pc-port v0.2.2
GoldenEye 007 PC Port v0.2.2

7 hours ago

GoldenEye 007 PC Port 0.2.2

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. This is a pre-1.0 release, not a finished
product
— expect rough edges and missing features until v1.0; see the
README's Roadmap section
for where this is headed.

What's new since v0.2.1

Hotfix batch from Steam Deck/Linux user playtest feedback on v0.2.1 — two
crash fixes plus two QoL asks:

  • Fixed: intermittent SIGSEGV on Steam Deck/Linux when destroying objects
    (terminals, exploding grenades) (D255). Root cause: vtxstore_fix_refs
    read a live object's model pointer through a mistyped 4-byte-enum field
    instead of the real pointer field, truncating it to garbage on 64-bit
    builds — harmless on the original 32-bit N64, fatal on PC. Verified live
    on real Steam Deck hardware, held through Facility (repeated terminal
    destruction) and Caverns' radio-objective terminals with zero crashes.
  • Fixed: a second, separate Steam Deck/Linux crash during explosion-heavy
    combat
    (D285) — the audio thread's pool-exhaustion scan read the active-
    sound list without the lock its writer (sndSetupSound) already takes,
    so a burst of near-simultaneous SFX (an explosion, plus debris/metal)
    could race a concurrent list mutation. Locked to match the existing
    write-side guard. Live-tested on real Steam Deck hardware with dense,
    sustained overlapping-explosion combat (dual grenade launchers plus
    rocket-launcher-cheat guards) — no crash.
  • Front-end menu navigation (main menu, file select, mission-select map)
    now uses the LEFT analog stick
    , matching the F10 options overlay and
    modern controller conventions, instead of requiring the right stick
    (D282).
  • Added a "Quit to desktop" row to the F10 options overlay — previously
    the only way to exit was Alt+F4 / closing the window, a real gap on
    Steam Deck / controller-only / fullscreen setups (D293).

Full changelog history (v0.2.0, v0.1.0, ...) is on each version's own
release page;
this note only covers the delta from the immediately previous release.

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.
  • Surface 1: the 2D billboard trees near the start render as a solid wall
    of tree texture
    instead of discrete sprites (D236). Under active
    investigation; no fix in this release.
  • No true widescreen support: at 16:9 the game stretches the
    4:3-authored view (world geometry and HUD) rather than properly expanding
    the horizontal field of view. The F10 FOV scale % slider is a manual,
    imperfect workaround for the resulting distortion, not real widescreen.
  • No controller rebinding UI, and no macOS or ARM builds.
  • Distant geometry can drop out on the biggest open levels (Streets,
    Egyptian) at default FOV — a culling/LOD issue that sometimes
    self-corrects as you keep moving (D249).
  • Gunshot SFX can sound off during sustained/rapid fire: cadence can
    drift from the N64 original's rate, and PP7/AK47 fire can occasionally go
    silent under heavy automatic fire near another looping sound (e.g. an
    alarm klaxon) (D240/D241).
  • All unlocked is highly experimental — do not enable it until you have
    at least one save written.
    Complete a level normally first (e.g. Dam on
    Agent), then turn the toggle on. Enabling it on a brand-new install with
    no prior save can still cause silent audio and odd right-mouse-aim
    behavior even after the D259 fix above. We recommend leaving it off unless
    you specifically want the unlock goodies and are willing to accept an
    experimental feature (D259/D257).
  • Linux / Steam Deck: an intermittent SIGSEGV, reproducible by destroying
    Facility's computer terminals or other exploding objects
    FIXED
    (D255).
    Root cause: a 32-bit pointer read through a mistyped field
    (ChrRecord.chrflags, a 4-byte enum aliased onto a real 8-bit pointer
    field) silently truncated the pointer on 64-bit builds — harmless on the
    original 32-bit N64, broken on PC. Verified live on real Steam Deck
    hardware: held through the entire Facility level (including repeated
    terminal destruction) and through Caverns' radio-objective terminals
    with zero crashes. Please still report any other Deck/Linux-specific
    faults.

Downloads

File Platform
goldeneye-pc-port-0.2.2-win64.zip Windows x86-64
goldeneye-pc-port-0.2.2-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-0.2.2-win64.zip.sha256
sha256sum -c goldeneye-pc-port-0.2.2-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. AI disclosure: built through agentic AI coding (Claude
Code + a local open-weight model), directed by one person in their spare
time — as much a study of what agentic development gets wrong on a
game-sized codebase as it is a port. See the README's
Background section
for the full account.

Don't miss a new goldeneye-pc-port release

NewReleases is sending notifications on new releases.