--- title: GoldenEye 007 PC Port # v0.5.0: status bumped from v0.4.0. Description kept short (Bing's 160 limit). description: >- A native PC port of GoldenEye 007 (Nintendo 64, 1997), built from decompiled source with a software RSP. v0.5.0 for Windows, Linux and Steam Deck. # Freshness signals for jekyll-seo-tag (article:published_time / modified_time # and the WebPage JSON-LD dates). Keep these equal to the last real content # change of THIS page, not to the last release. date: '2026-10-05' modified_time: '2026-10-07' locale: en_US # The masthead is this page's title, so its first content h2 must NOT get the # amber page-title look (double header). See the .flat-title rule in # _includes/head-custom.html. flat_title: true --- 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. [Status](#status) · [Download](#download) · [See it running](#see-it-running) · [Known issues](#known-issues) · [Documentation](#documentation) ## Status
### v0.5.0 (2026-10-07) — split-screen multiplayer, one options menu, closer to the N64. - **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.eep` and 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.
What remains is a short list, under [Known issues](#known-issues). **This is a pre-1.0 release, not a finished product.** v1.0 is the target for a polished, feature-complete build; expect missing features and the occasional breaking change until then. The [README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap) is the single tracker for what comes next.
Known issues

Full table in the roadmap's known-issues section; root causes in the finding log.

Release history

Warning: always use the latest release — earlier builds are kept in the release history for reference only; they lack the features and fixes of newer versions, so don't install an older release.

## Download
| Platform | Bundle | Notes | |---|---|---| | **Windows** (x86_64) | [win64.zip](https://github.com/jkdansereau/goldeneye-pc-port/releases) | Engine + runtime DLLs + the one-time asset tool. | | **Linux** (x86_64) / **Steam Deck** | [linux tarball](https://github.com/jkdansereau/goldeneye-pc-port/releases) | SDL2 is bundled, so it runs as-is on any distro, and sideloads onto a Deck with nothing installed. | | macOS / ARM Linux | — | Roadmap: not shipped yet. | **Bring your own ROM.** Both bundles contain no ROM and no game assets: you supply your own GoldenEye 007 N64 ROM (the [Requirements table](https://github.com/jkdansereau/goldeneye-pc-port#requirements) has the region filenames and SHA-1s). This release supports the NTSC-U (US) ROM; PAL and JP are on the roadmap. Then: unpack, drop the ROM in `data/`, and launch; the first run generates the derived assets automatically (no Python or other tooling needed). The full steps are in the [Quick start](https://github.com/jkdansereau/goldeneye-pc-port#quick-start); the packages carry no ROM or game assets, and run only with a ROM you already own. The binaries are not code-signed; each release artifact carries a GitHub build-provenance attestation you can verify with `gh attestation verify --repo jkdansereau/goldeneye-pc-port`.
What the release actually installs is covered on [Security status](security.md); how faithfully it tracks the N64 game, on [Fidelity status](fidelity.md). ## See it running
viewer — in-engine captures, 3840×2160 1 / 14
GoldenEye 007 PC port — 2-player split-screen multiplayer, in-engine capture
2-player split-screen — v0.5.0
## Play it, or take it apart - **Try it yourself**: grab a bundle above, bring your own ROM, and play the campaign. It's a pre-1.0 build for exactly this: if something breaks, an [issue](https://github.com/jkdansereau/goldeneye-pc-port/issues) with what you were doing is genuinely useful. - **Read the code**: the game logic in `src/` is unmodified decompilation; every hardware surface (video, audio, input, save storage, and the software-RSP renderer) is shimmed in the MIT-licensed `port/` layer. [Internals](internals.md) is the map; [Porting notes](porting-notes.md) is the catalogue of N64→PC bug classes hit along the way, a good read even if you never touch the code. - **Mod it**: the port layer, build system and `tools_pc/` helpers are MIT licensed and yours to extend: new video options, input tweaks, your own asset sidecar. [CONTRIBUTING](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/CONTRIBUTING.md) has the ground rules that keep it faithful to the original game. - **AI disclosure**: development here used AI coding agents — Claude Code plus a local open-weight model on a single RTX 5090, directed by one person in their spare time. The project is as much a study of that process as it is a port; the write-up records what happened and takes no position for or against using LLMs on a project like this. See [the full write-up](dev/agentic-development.md) — the setup, timeline, handoff workflow, and an honest account of what did and didn't work. ## How it works The R4300 game code's logic and control flow are the decompilation's, and remain the reference we preserve. The port's changes inside `src/` are few in kind and each is gated behind `#ifdef PORT`: mechanical 32→64-bit pointer-width fixes, a couple of approved timing fixes, and the opt-in *All unlocked* and *Skip intro* hooks. The N64's Reality Signal Processor (RSP), the graphics coprocessor that builds and executes each frame's display list, is emulated in software: the port interprets the graphics command stream (GBI) the game emits and translates it to OpenGL, bypassing the RDP entirely. Everything else that would touch N64 hardware (video, audio, input, timers, save storage) is shimmed in a small dedicated layer, following the architecture of the Perfect Dark PC port from the same Rare engine family. Full detail: [Internals](internals.md); the bug catalogue: [Porting notes](porting-notes.md). ## Documentation The technical docs live on the [Documentation](documentation.md) page — the architecture, the N64→PC bug catalogue, and how the project is developed. [Building](building.md) covers building and running from source.