GoldenEye 007 PC Port
A work-in-progress native PC port of the original 1997 Nintendo 64 GoldenEye 007, compiled from the game’s decompiled source and running the N64’s graphics coprocessor in software. It follows the architecture of the Perfect Dark PC port.
It is also a research project on AI-agent collaboration in a large, unfamiliar, low-level codebase: two coding agents — a local open-weight model (Qwen 3.8) on a single RTX 5090, and Claude / Claude Code — driven by one person part-time through ~230 translation units of unmodified big-endian MIPS game code, handing work back and forth through shared written notes.
Status: Phase 2 of 4 (rendering); first alpha v0.1.0 released. Runs the full single-player campaign — 19 of 21 missions completable start to finish in a full-campaign playtest, two levels still crash mid-mission. No audio yet; AI pacing and cutscenes are rough.
- Project repository and README — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects.
Documentation
- The two-agent development case study — goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn’t work.
- Development process — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
- Internals — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
- Porting notes — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
- Game-behavior reference — how the retail N64 game is meant to behave: combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, and the original game’s known quirks.
- Building — full build and asset-extraction guide.