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GoldenEye 007 Reloaded
PORTSNATIVE

GoldenEye 007 Reloaded

NATIVE PORTSHOOTER / ACTIONWINDOWSBETA

GoldenEye 007 Reloaded

TechnologyStatic recompilation (native C/C++)

Available forWindows

View official project

About the project

GoldenEye 007: Reloaded es un videojuego de disparos.

Official project information

Author's original READMEOpen on GitHub ↗

GoldenEye007ReloadedRecomp

<div align="center"> <img src="assets/icon.png" alt="GoldenEye007ReloadedRecomp" width="480"> </div>

A static recompilation of GoldenEye 007: Reloaded (Xbox 360, 2011, Title ID 415608AF) to native PC, built on the ReXGlue SDK. The game's PowerPC code is translated into C++ and compiled. There is no emulator.

This project is not affiliated with Activision, Eurocom or MGM. It contains no game files: you need your own legally owned copy of the game. This is fan research project.

Status

  • Boots to the main menu with video, audio and controller input.
  • Single player works: training and the first mission load and play.
  • Online multiplayer is not implemented.
  • Local split-screen: the runtime can sign in a second player on a second gamepad (enabled in hardware.toml, see settings/split-screen.md).
  • Optional patches from xenia-canary: no lens flares, 16x anisotropic filtering.

Requirements

  • CMake 3.25+, Ninja, and Clang/LLVM. MSVC alone won't build this.
  • The game's files, extracted from your disc or ISO with extract-xiso.

Check that your dump is the expected retail release:

Title ID415608AF
Media ID40583A82
Module hash065D6021C0BDD535
XEX timestamp4E88BBE7 (2011-10-02)

Build

  1. Clone the repo with its submodule. The ReXGlue SDK is built from source (thirdparty/rexglue-sdk).

    git clone --recursive <repo-url>
    

    If you already cloned without it, run git submodule update --init --recursive.

  2. Extract the ISO (extract-xiso -x GoldenEye.iso) and copy its contents into assets/ (gitignored):

    assets/
      Default.xex
      DATA/
      nxeart
    
  3. Build:

    cmake --preset win-amd64-release
    cmake --build --preset win-amd64-release
    

    There are also Linux and macOS presets (linux-amd64-*, mac-*), but only Windows is tested. Codegen (Default.xex → generated/) runs automatically as part of the build.

Run

out\build\win-amd64-release\goldeneye007reloadedrecomp.exe

Game files are found in <repo>/assets automatically; use --game_data_root to point somewhere else. Logs go to out\build\<preset>\logs\.

Configuration

All settings live in settings/ and are loaded at startup. CLI flags and REX_* environment variables override them.

FileWhat it covers
hardware.tomlrenderer, window, gpu_wait_mode, language (user_language), local players for split-screen (max_local_users, keyboard_own_player), patches (disable_lens_flares, anisotropic_filtering_16x)
mapping.tomlinput backend, keyboard and mouse

Development notes

  • Set dev_debug_runtime = true to stub every unknown function and log missing ones to logs/stub_sweep.txt and logs/missed_functions.txt.

Credits

  • ReXGlue SDK, whose runtime is derived from Xenia
  • xenia-canary/game-patches, the source of the optional patches
  • SDL_GameControllerDB, for settings/gamecontrollerdb.txt (zlib license)
  • extract-xiso, for dumping the game

License

MIT. See LICENSE. This applies to this project's own code only, not to the game or its assets.

View official project
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PROJECT FILE

Project type
NATIVE PORT
Genre
Shooter / Action
Status
beta
Original platform
—
Technology
Static recompilation (native C/C++)
Version
—
Updated
Oct 23, 2026

Target platforms 1

Windows
View on GitHub
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