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GoldenEye 007 (XBLA remaster, PC)
PORTSNATIVE

GoldenEye 007 (XBLA remaster, PC)

PORT NATIVOSHOOTER / DISPAROSWINDOWSBETA

GoldenEye 007 (XBLA remaster, PC)

GoldenEye 007

OrigenXbox 360

TecnologíaRecompilación Estática (C/C++ nativo)

Disponible paraWindows

Ver proyecto oficial

Sobre el proyecto

GoldenEye 007 es un videojuego de disparos en primera persona desarrollado por Eurocom y distribuido por Activision y MGM Interactive. Es el remake del videojuego del mismo nombre desarrollado por Rare y publicado por Nintendo en 1997 para la consola Nintendo 64 y una reinterpretación de la película de James Bond de 1995, GoldenEye.

10 versiones de GoldenEye 007

Estás viendo: GoldenEye 007 (XBLA remaster, PC)

GoldenEye 007 (XBLA remaster, PC)github.com/CaiusCodes/GoldenEye-007-XBLA-PC-Recomp
Windows
Actual
GoldenEye 007github.com/chrissotraidis/goldenpad
Windows
macOS
›
goldeneye pc port offers (dolent)github.com/dolent/goldeneye-pc-port-offers
Windows
Linux
›
GoldenEye 007 (goldeneye-metal)github.com/ysrdevs/goldeneye-metal
Windows
macOS
›
GoldenEye 007 (kholdfuzion)github.com/kholdfuzion/GoldenRecomp
Windows
›
GoldenEye 007 (n64decomp)github.com/n64decomp/007
Windows
›
GoldenEye 007 (XBLA Remaster)github.com/Fable2Recomp/beanRecomp
Windows
›
GoldenEye 007 Recompiledgithub.com/cblock85/GoldenEye64Recomp
macOS
Linux
›
GoldenEye Recompgithub.com/SunJaycy/GoldenEye-Recomp
Windows
›
Project Midas (GoldenEye 007)github.com/murkantor/Project-Midas
Windows
Linux
›

Información oficial del proyecto

README original del autor (en inglés)Abrir en GitHub ↗

GoldenEye 007 XBLA PC Recomp

A native Windows PC version of GoldenEye 007 based on the unreleased Xbox 360/XBLA remaster, created through static recompilation with ReXGlue. It runs at up to 4K with 16:9 and 21:9 widescreen at a steady 60 FPS and switches between the original and enhanced graphics at the press of a key. Keyboard and mouse, Xbox controllers and online multiplayer through LAN and virtual LAN services are all supported.

You need your own copy of GoldenEye 007 XBLA. This project contains no original game executable, graphics, sound, music or other game data. The first time you start it, it reads the Xbox 360 GoldenEye 007 package you provide, checks that it is the supported version and imports the game data from it into the game's folder on your PC. This is different from the Bean build which had a fake build date only adding updated generic skydomes which did not match the level day/night and unlock rows which was common for most XBLA trial games.

Like the GoldenEye 007 XBLA PC Recomp and to support future projects, you can tip me on Ko-fi.

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Main menu

Requirements

  • Windows 10 or 11, 64-bit
  • A graphics card with DirectX 12 or Vulkan support (integrated laptop graphics such as Intel HD 620 or AMD Radeon included)
  • Your own GoldenEye 007 Xbox Live Arcade package (the Xbox 360 game file for Title ID 584108A9)

Install and play

  1. Download the latest release ZIP from the Releases page and extract the GoldenEye 007 folder to a location of your choice (not Program Files).
  2. Open GoldenEye 007.exe. The first time, the setup window opens.
  3. Browse package and select your game package or place the package file besides GoldenEye 007.exe or in a Game Package folder next to it and will be found and imported automatically.
  4. Tick any optional extras: start in fullscreen, desktop shortcut, 100% game completion.
  5. Play.

Setup window

From then on opening GoldenEye 007.exe starts the game straight away; the package is not needed again. Everything stays inside the extracted folder (resources\assets for the imported game data, resources\userdata for user save data and settings), so it can be moved or backed up as a whole. To open setup again (change extras, re-import), hold Shift while opening GoldenEye 007.exe, or choose Help & Options > Other Settings > Run Setup Again in the game. Coming from an older release with Setup GoldenEye 007.exe and a Game folder? Extract into or next to the old folder and setup imports straight from the old install, saves and settings included.

Setup only reads your package and never changes it. It downloads nothing and neither setup nor the game contacts Xbox Live.

Features

  • Native Windows PC build: no emulator, runs as a normal Windows program
  • New native renderer: the game is drawn directly with Direct3D 12 (or Vulkan) instead of emulating the Xbox 360's graphics chip, using about half the CPU and graphics power, so it runs at a steady 60 FPS on laptops and integrated graphics too. The first time a level loads, its shaders are translated on your PC (a moment longer; later loads are quick). The classic renderer of earlier versions stays available (gpu_native = false in ge.toml)
  • Up to 4K: windowed sizes from 1024×768 to 3840×2160, or fullscreen at your screen's resolution; render scale 1x (1280×720, the default), 2x or 3x with FSR upscaling
  • Widescreen: 4:3, 16:9 and 21:9 (Screen Ratio in Video Settings, which also picks matching window sizes), with a desk backdrop around the menus on wide screens GoldenEye 007 running in 21:9 widescreen
  • Steady 60 FPS (the game's own rate), with tear-free V-Sync and an optional FPS / frame-time counter
  • Original and enhanced graphics: switch between the two at any time (F, or RB on a controller)
  • Keyboard and mouse: mouse look, rebindable keys, mouse sensitivity, separate precise-aim sensitivity, invert look, mouse wheel zoom on the sniper rifle and the mouse in the menus and the pause watch
  • Xbox controller support, working alongside keyboard and mouse
  • LAN multiplayer (Multiplayer → LAN or Virtual LAN), and online multiplayer through virtual LAN services such as Radmin VPN, ZeroTier, Tailscale and Hamachi Two players in a LAN match
  • Settings menu (Help & Options): Keyboard & Mouse, Video Settings (display mode, resolution, screen ratio, V-Sync, render scale, FSR upscaling, texture filtering, anti-aliasing, field of view, FPS counter, post-processing colour filter), Online Settings, and Other Settings (with Run Setup Again). The new renderer uses Direct3D 12 and switches to Vulkan by itself if Direct3D 12 can't start; gpu_native_api = "vulkan" in ge.toml picks Vulkan Help & Options menu with the PC settings pages
  • Wider field of view (10 degrees wider by default, adjustable from the original up to +30)
  • Optional 100% game completion in setup: every mission, difficulty, 007 mode and cheat unlocked
  • Portable: one program to open, no installer, no administrator rights; saves and settings stay in the game folder LAN lobby with two players joined

Controls

Key / buttonAction
W, A, S, DMove
MouseLook and aim; moves the crosshair in menus
Left clickFire
Right clickAim and precise aim; back in menus
EActivate (A button); select in menus
QCycle gadgets
RReload
Mouse wheelCycle weapons; zoom while aiming the sniper rifle
FToggle graphics (original / enhanced)
CtrlCrouch
Escape, EnterStart: pause with the watch menu; Escape is back in menus
TabObjectives / scores
Arrow keysD-pad

Keys can be changed in Help & Options → Keyboard & Mouse, or on the watch's Keyboard Controls page during a mission. An Xbox controller works as on the console.

Fixes implemented so far

  • Removed the beta text on the logo screen and the blur in original graphics mode.
  • Dam intro camera fix.
  • Level bug fix, guards spawning without weapons on Runway.
  • Frigate's water now drawn correctly in enhanced graphics, including near the speedboat.
  • Frigate, five invisible locked doors that blocked walkways are now normal doors that open both ways (multiplayer).
  • Frigate, both small balconies can be walked onto and players can drop off the large ledge onto the deck below (multiplayer).
  • Bunker: the entrance out to the snow is walled off again, so players can’t leave the map (multiplayer).
  • Music fixed watch/pause theme, Mission Select music after a mission ends and the Control and Caverns elevator music which now resumes where it left off.
  • Dead guards stay 10 seconds before they fade out (the original faded them after 1.5 seconds).
  • Cradle: killing Trevelyan at the final showdown now ends the mission.
  • Tank turret aiming with the mouse.
  • Fixed two different characters both being called "Scientist" on character select.
  • Fixed multiplayer characters icons "?" now show character models in character select.
  • Fixed Bond and the Russian infantry guard showing two heads with old graphics.
  • Removed Xbox-only messages that don't apply on PC.
  • Removed Xbox LIVE-only menu entries and the player card's View Gamercard and Add To Friends List rows which led nowhere.
  • Every player now hears the same music in LAN matches.
  • Fixed the watch volume sliders' range and door sounds that went silent at a distance.
  • Fixed LAN games not finding each other over virtual LAN adapters such as Radmin VPN and Hamachi, or on PCs with several network adapters.
  • Fixed the automatic shotgun's muzzle flash showing all the time on guns held by players and lying on the floor.
  • Fixed shotgun and automatic shotgun shots never reaching other players in multiplayer.
  • Fixed the spike, fin and flat band sticking out of Dam's mountains with old graphics.
  • Other Misc fixes.

Known limitations

  • Windows only for now.
  • Only the GoldenEye 007 Xbox Live Arcade package with Title ID 584108A9 and the exact game program this port was recompiled from is supported; setup refuses other builds.
  • The game is not digitally signed, so Windows SmartScreen may warn the first time; choose More info → Run anyway. Windows also asks for network access the first time you host or join a LAN game.
  • Issues remaining relating to the original build.

If something goes wrong include the newest files from resources\runtime\logs when reporting it.

For slowdowns, stutter or freezes, a detailed log helps most:

  1. Close the game and add performance_diagnostics = true to resources\userdata\ge.toml (open it in Notepad).
  2. Start the game, do what shows the problem for a minute or two, then close it.
  3. Attach the newest ge_NNN.log from resources\runtime\logs. It lists the settings and graphics card at the top, then frame timing; it holds no saves or passwords.
  4. Set it back to false afterwards.

Every log, detailed or not, has a line a minute with the frame rate and the frames that took too long. The 20 newest logs are kept.

For a character that gets stuck (someone who should walk somewhere and doesn't, so the mission can't finish), do the same with npc_path_log = true: play until it happens, wait a minute, close the game and attach the newest log. It records where characters stopped and which part of the mission script they were running.

For Developers

Building from source. You need Git, CMake 3.25 or newer, Ninja, LLVM/Clang 18 or newer (installed in C:\Program Files\LLVM), Python 3, Visual Studio 2022 or newer with the C++ workload (Windows SDK and the Visual C++ runtime that releases ship) and Windows PowerShell, plus your own GoldenEye 007 package.

ReXGlue is the rexglue-sdk submodule, pinned to upstream v0.10.0. This project's changes to it, including the GoldenEye Recomp ReXGlue fork, are kept in patches/rexglue.patch, which CMake applies automatically. The native renderer's libraries are submodules too: thirdparty/plume (Plume) and thirdparty/XenosRecomp (XenosRecomp, which brings Microsoft's DirectX Shader Compiler binaries), with small changes in patches/plume.patch and patches/xenosrecomp.patch, also applied by CMake. The dependencies are nested deeply, so enable long paths when cloning:

git -c core.longpaths=true clone --recurse-submodules --shallow-submodules https://github.com/CaiusCodes/GoldenEye-007-XBLA-PC-Recomp.git

Extract your package into game/, generate the recompiled code from your own default.xex, then build the game:

.\tools\Extract-STFS.ps1 -Path <your package> -OutputDir game
cmake --preset win-amd64-release
cmake --build --preset win-amd64-release --target ge_codegen
cmake --preset win-amd64-release
cmake --build --preset win-amd64-release

The ge_codegen step builds ReXGlue's code generator and translates game/default.xex into C++ in generated/; the second configure picks that code up. Later builds rerun the generator by themselves when its inputs change. The generated code is derived from the game, so it is never committed (only the SDK boilerplate generated/rexglue.cmake is); ge_config.toml holds the function addresses and hooks the generator uses.

The game is built to out/build/win-amd64-release/GoldenEye 007.exe. To run it from there, link your extracted package in as its assets folder:

New-Item -ItemType Junction -Path "out\build\win-amd64-release\assets" -Target game

ReXGlue's developer hotkeys (F3 debug overlay, backtick console, F4 settings overlay, F7 achievements overlay) are off. Set developer_hotkeys = true in ge.toml to bring them back; ge_debug_menu = true enables the game's hidden debug menu (press F9 in a mission, or set another key with ge_debug_menu_key, for example ge_debug_menu_key = "F10").

.\tools\Make-Release.ps1 (or Make Release.bat) builds the release ZIP, out\release\GoldenEye-007-XBLA-PC-Recomp-v<version>.zip. It holds one GoldenEye 007 folder with the launcher (GoldenEye 007.exe, built from packaging/launcher by packaging/Build-Launcher.ps1), README, licences and resources\runtime (the game and its DLLs), and never any game data. The version comes from the VERSION file.

Licence and credits

This project is built on the work of others:

  • GoldenEye Recomp by SunJaycy, the original ReXGlue recompilation of GoldenEye 007 this port is based on (The Unlicense), and his ReXGlue fork (BSD 3-Clause), whose runtime fixes are part of patches/rexglue.patch.
  • GoldenEye Recomp Watch Music Fix by mrfox-1 and contributors: music, tank, body-fading, Frigate water and menu fixes (MIT, see LICENSE-community-fixes-MIT.txt).
  • The BeanTools Community Edition GoldenEye XBLA fixes, which GoldenEye Recomp carries over as code and changed values.
  • ReXGlue by Tom Clay and contributors (BSD 3-Clause), which includes code derived from Xenia.
  • Plume (MIT) and XenosRecomp (MIT), which the native renderer draws with and translates the game's shaders with.

This project's own code is released under The Unlicense, like GoldenEye Recomp (see LICENSE, which also lists what it does not cover). The STFS package reader (packaging/launcher/stfs.cpp and tools/Extract-STFS.ps1) is derived from Velocity and is GPL-3.0, so the launcher it is compiled into (GoldenEye 007.exe in the release root) is distributed under the GPL-3.0; the game itself is a separate program. ReXGlue and its third-party libraries keep their own licences; see packaging/licenses. The release ships Microsoft's DirectX Shader Compiler (dxcompiler.dll, LLVM/MIT licences, and dxil.dll, Microsoft's redistributable under the Microsoft Software License Terms); its terms are in packaging/licenses-native, and using dxil.dll means accepting them.

GoldenEye 007, James Bond, Xbox and Xbox 360 are trademarks or property of their respective owners. This is an unofficial fan project, not affiliated with or endorsed by them.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Shooter / Disparos
Estado
beta
Plataforma de origen
Xbox 360
Tecnología
Recompilación Estática (C/C++ nativo)
Versión
—
Actualización
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Plataformas de destino 1

Windows
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