Agentic development: two AI coding agents porting GoldenEye 007
A case study in AI-agent collaboration on a large, low-level codebase. A GoldenEye 007 Nintendo 64 → desktop port, taken from “builds a ROM” to “playable front end” in about two weeks — driven mostly by two coding agents (a local open-weight model, Qwen 3.8, on a single RTX 5090, and a hosted frontier model, Claude / Claude Code), handing work back and forth through shared written notes under one person’s part-time direction. This is the goal, the method, the timeline, and an honest read on what did and didn’t work.
Contents
- Why this project exists
- The setup
- Timeline
- By the numbers — Commit velocity · Who did what
- The handoff workflow
- Assessment
Why this project exists
The playable port is real, but it is not the primary deliverable. The goal was to test how well coding agents hold up on a large, unfamiliar, low-level codebase — one with none of the properties that make web-app work easy for an LLM:
- ~230 translation units of decompiled Nintendo 64 game C, compiled unmodified;
- big-endian, 32-bit, MIPS ABI assumptions throughout, run on a little-endian 64-bit host;
- bugs that surface as a fault or a garbled frame hundreds of milliseconds after the actual cause, often in a different subsystem;
- a graphics coprocessor (the RSP) that has to be emulated in software before anything draws at all.
Concretely it set out to validate a two-agent arrangement: a locally-hosted open-weight model doing the bulk of the work on a single consumer GPU, a hosted frontier model brought in for a collaborative phase, and — the part that turned out most interesting — the two handing work back and forth through shared written artifacts, directed by one human.
The setup
| Local agent | unsloth/Qwen3.8-27B-GGUF:UD-Q4_K_XL on a single NVIDIA RTX 5090, driven mainly through the pi coding agent. Unsloth Desktop (Unsloth’s local model runtime, which can drive agents such as Claude Code) was also trialed but not used significantly. |
| Hosted agent | Claude, via Claude Code, on a Claude Pro subscription — mostly Sonnet 5, with Opus 5 used as an escalation tier for the hardest problems and whenever there was subscription budget to spend on it |
| Human | one person: direction, work partitioning, integration, and every build / playtest / frame-capture the agents could not run |
| Base | fork of the GoldenEye 007 decompilation (years of prior work by Larry Ficken (“kholdfuzion”) and contributors) |
| Reused | the Perfect Dark PC port’s fast3d software RSP — same Rare engine family |
The port is the GoldenEye-specific porting work on top of those two existing bodies of work; it is not a from-scratch reimplementation of either.
In practice the models formed a three-tier escalation: the local model handled well-scoped work, Sonnet 5 took what it stalled on, and Opus 5 was reserved for the bugs that needed the most reasoning held at once — the same “escalate when stuck” move applied at every level.
Timeline
All dates from this repository’s own commit history (August 2026).
gantt
dateFormat YYYY-MM-DD
axisFormat %b %d
title GoldenEye 007 PC port — from fork to playable front end
section Local model - Qwen 3.8 via pi
Fork + PC-port scaffolding :m1, 2026-08-16, 1d
Full compile + link (~230 TUs) :m2, 2026-08-20, 1d
Boot to window (ROM map + SDL2) :m3, 2026-08-20, 1d
OS shims, threads, fast3d integration :2026-08-21, 2d
First rendered frames :m4, 2026-08-22, 1d
Offline asset-conversion pipeline :2026-08-22, 2d
Entire intro renders (logos to cast) :m5, 2026-08-24, 1d
section Both agents - handoff workflow
Claude joins :milestone, 2026-08-27, 0d
Stage load; Bunker 1 renders + firefight :2026-08-27, 2d
21 solo levels load + render + no-crash :m6, 2026-08-29, 1d
SDL input layer (kbd/mouse/gamepad) :2026-08-29, 1d
Front-end flow (menu to briefing to start) :m7, 2026-08-30, 1d
File-backed EEPROM saves :2026-08-31, 1d
- Day 0 (16 Aug): repository forked, PC-port scaffolding added.
- Day 4 (20 Aug): the entire ~230-TU game + libultra set compiles and links as a host binary.
- Day 6 (22 Aug): first real frames render.
- Day 8 (24 Aug): the whole intro sequence renders — logos, gun-barrel, cast roll.
- Day 11 (27 Aug): second agent joins.
- Day 13 (29 Aug): all 21 solo missions load, render, and survive an unattended play window without crashing.
- Day 14 (30–31 Aug): front end playable end to end (menu → mission select → difficulty → briefing → start); file-backed saves.
So roughly two weeks, one person part-time, to take a decompilation from “builds an N64 ROM” to “boots on desktop, renders every solo level, playable through the front end into the early game” — with audio and a set of cosmetic issues still outstanding.
By the numbers
| Calendar time | 16 days (16 Aug – 1 Sep 2026), one person part-time |
| Commits on the port | ~223 |
| Root-caused bugs logged | 162 (D1–D169 in findings.md; some later merged or withdrawn) |
| Handoff sessions | ~33 (M-2 … M-33) |
Game-source files given #ifdef PORT ABI edits |
63 files, 241 blocks |
| New port-layer / tooling files | 128 |
| Port layer | ~17,000 lines C/C++ (port/) |
| PC asset-conversion tooling | ~6,300 lines Python (tools_pc/) |
| Outcome | intro + all 21 solo missions render, front end playable; audio not yet done |
Commit velocity
xychart-beta
title "Commits per day"
x-axis ["8/16", "8/17", "8/20", "8/21", "8/22", "8/23", "8/24", "8/27", "8/28", "8/29", "8/30", "8/31", "9/1"]
y-axis "commits" 0 --> 60
bar [1, 2, 2, 6, 9, 2, 4, 7, 57, 39, 39, 46, 9]
Days with no commits are omitted. The 8/25–8/26 gap is between phases; the step up from 8/28 onward is the collaborative phase in full swing, including the parallel multi-agent “bursts” used near the end.
Who did what
pie showData title "Commits by agent (raw count)"
"Claude" : 161
"Local model (Qwen 3.8 / pi)" : 62
(Phase A — the first 26 commits, to 24 Aug — was entirely the local model, solo; from 27 Aug on the two agents worked in parallel.)
| Milestone / workstream | Primary agent | Weight |
|---|---|---|
| PC build system, region macros, full compile + link of ~230 units | local model | large |
Boot chain: ROM map, OS-shim layer (libultra.c), host threads, dual-mapped DRAM |
local model | large |
Software-RSP integration + replacement scheduler (gesched.c) |
local model | medium |
Offline asset-conversion architecture + first converters (tools_pc/) |
local model | large |
| Intro rendering (logos → gun-barrel → cast) | local model | medium |
Stage load unblocked (D69–D87) |
Claude | medium |
21-level crash sweep — ~12 crash classes root-caused (D88–D169) |
Claude | large |
| SDL input layer (keyboard / mouse / gamepad, mouse-look) | Claude | medium |
| Front-end flow (menu → briefing → start), EEPROM saves | Claude | medium |
| Parallel struct-layout / converter static audits | local model | medium |
| Continuing tasks after Claude hit a usage limit | local model | small |
| The hardest structural bugs (matrix handedness, format specs) | Claude | — |
| Every build, playtest, frame capture, integration, and direction | human | — |
Estimated effort split. The raw commit count above (~28% local / ~72% Claude) undercounts the local model: Phase A landed the build system and boot chain in relatively few, large commits, and the local model kept contributing ~15–20% of Phase B in parallel. Weighting by milestone difficulty rather than raw commits — the foundation is a heavier third of the project than its commit share suggests — the developer’s estimate is roughly:
pie showData title "Agent effort, milestone-weighted"
"Claude" : 60
"Local model (Qwen 3.8 / pi)" : 40
The local model’s ~40% is front-loaded and foundational (the build, the boot chain, the RSP wiring, the converter architecture) plus continuous parallel support; Claude’s ~60% is the higher-volume Phase-B debugging, the two big discrete features, and the hardest structural bugs. A 27B open-weight model on one consumer GPU carrying the entire foundation of a project like this is the result worth taking away.
The handoff workflow
This is the part worth paying attention to.
flowchart LR
H["Human: direction, integration,<br/>build + playtest verification"]
C["Claude / Claude Code<br/>frontier, hosted"]
Q["Qwen 3.8 via pi<br/>open-weight, local RTX 5090"]
D[(Shared artifacts:<br/>HANDOFF.md · findings.md · porting-notes.md)]
H -->|scopes task, budget, files| C
H -->|scopes task, budget, files| Q
C <-->|reads / appends| D
Q <-->|reads / appends| D
C -.->|usage limit reached| Q
Q -.->|hard structural bug| C
C -->|patch + write-up| H
Q -->|patch + write-up| H
Both agents worked against the same three written artifacts, which is what let them substitute for each other:
HANDOFF.md— the current state, the immediate next task, and the environment gotchas. Originally a session-to-session note for one agent, it became the interface between the two agents: when Claude reached a usage limit mid-problem, the local model picked the task up from the HANDOFF state and continued; when the local model hit a bug that needed deeper structural reasoning, it wrote up where it was and Claude took over.findings.md— the chronological finding log. 162 numbered entries, each a root cause withfile:lineevidence and the fix. New agents (either model) are pointed at the relevant entries before they start.porting-notes.md— the append-only “recurring bug classes” file. The single highest-leverage artifact: it stopped both models from re-deriving the same class of N64→PC bug over and over.
Around these, the working rules (full detail in
../dev-process.md):
- file-partitioned tasks — each agent’s task scoped to a disjoint set of files so patches never collided;
- visible budgets — every investigation task carried an explicit “N build→run cycles” limit and a defined fallback (revert probes, write up with a confidence rating);
- the human owns verification — building, running the game, capturing a frame, and judging it against N64 reference footage was never delegated.
Assessment
Honest notes, for anyone weighing whether this transfers.
Worked well
- The local model carried the groundwork phase — build system, boot chain, OS shims, and the offline-converter architecture. None of it was rewritten later. A 27B open model on one consumer GPU was genuinely productive on this.
- The written-artifact discipline made agent output compound. An agent starting cold late in the project was more effective than one early on, because the accumulated notes were good. This is also what made the two models interchangeable on a given task.
- Handoff on limit turned Claude’s usage cap from a hard stop into a slowdown — the local model kept the problem moving.
- Bounded behavioural bugs (a truncated pointer, a byte-swap off by one) are a good fit for an agent given a tight loop and a reference to diff against.
Worked poorly / needed the human
- Anything requiring the running game. Build, playtest, capture a frame, decide whether it looks right — that loop was the human’s job throughout, and it was the bottleneck.
- Non-deterministic bugs. Frame-timing stalls and concurrent-build flakiness repeatedly fooled agents into “fixing” regressions that were not real. A number of findings are corrections of earlier findings.
- Long structural bugs (matrix handedness, a whole serialized-format spec) often ended in a “here is what I know, confidence medium” writeup rather than a fix, even with the budget raised.
- The capability gap is a gradient, not a wall. The local model was strong on well-scoped work and weaker when a bug needed several interacting facts held at once — those went to Sonnet 5, and the few that stalled Sonnet went to Opus 5. Each tier earned its place on the problems the tier below it couldn’t close.
Still outstanding (parked below crash/level work): audio is not
implemented; several front-end 3D transforms and some text rendering are
wrong. See GRAPHICS-BACKLOG.md.