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Project Midas (GoldenEye 007)
PORTSNATIVE

Project Midas (GoldenEye 007)

PORT NATIVOSHOOTER / DISPAROSWINDOWSLINUXESTABLE

Project Midas (GoldenEye 007)

GoldenEye 007

OrigenNintendo 64

TecnologíaPort Nativo C/C++ (Reimplementación de Motor)

Disponible paraWindows, Linux

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: Project Midas (GoldenEye 007)

Project Midas (GoldenEye 007)github.com/murkantor/Project-Midas
Windows
Linux
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, PC)github.com/CaiusCodes/GoldenEye-007-XBLA-PC-Recomp
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
›

Información oficial del proyecto

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

Project Midas

Project Midas

This is a video game about Jimothy's presumed-dead best friend Jarvis turns out to be alive, and in possession of a space laser he intends to point at a city - so Jimothy goes to the Cuban jungle and drops Jarvis off a satellite dish.

Project Midas is a work-in-progress PC port of GE, built from the N64 decompilation. It runs on Windows and Linux and reads its game data from your own copy of the US cart.

AI Disclaimer

Claude was used in the making of this project. If you don't agree with this, please do not download either the executables or the source.

Playing

  1. Put your GE (USA) cart image in the Data folder next to the executable. See Data/README.txt for the accepted formats and other ways to point the game at it.
  2. Run ProjectMidas.exe (Windows) or ProjectMidas (Linux).

Files next to the executable:

PathWhat it is
midas.iniSettings. Written on first run; delete it to restore the defaults. See midas_ini_help.txt.
Data/Your cart image goes here.
Data/Saves/eeprom.binSave file.
Data/Profiles/Player profiles (.geprofile) and lifetime multiplayer stats (.gestats).
Data/WeaponSets/Custom multiplayer weapon sets (.gewset).
Data/MatchSettings/Saved multiplayer settings (.gemp), from Load / Save Settings.
Data/Devices/Per-device settings (.gedevice). Keyboard and mouse binds are in kbm.gedevice.
gamecontrollerdb.txtSDL controller mappings.
gamecontrollerdefault.txtBuilt-in controller layouts.
gamecontrolleruser.txtYour saved controller layouts.
Data/Logs/ge_direct.logThe run log on Windows (the game opens no console window).
Data/Logs/crash.logWritten if the game crashes.
Mods/Reserved for modded carts. This build loads the stock cart only.

An older ge.ini is renamed to midas.ini automatically on first run.

Building

The build runs in Docker, which has every tool and library both builds need. You also need the GE (USA) cart as baserom.u.z64 in the repository root:

sha1: abe01e4aeb033b6c0836819f549c791b26cfde83

On Windows: use WSL

The commands below are for a Linux shell. On Windows, run them in WSL:

  1. Install WSL with Ubuntu (wsl --install in PowerShell), and turn on WSL integration in Docker Desktop (Settings > Resources > WSL integration).
  2. Open the Ubuntu terminal and clone the repository inside WSL, not under /mnt/c (much faster):
    cd ~
    git clone https://github.com/murkantor/Project-Midas.git
    cd Project-Midas
    
  3. Copy your cart in, for example from your Windows Downloads folder:
    cp /mnt/c/Users/<you>/Downloads/baserom.u.z64 .
    

Build steps

  1. Build the image (once):
    docker build --network=host --build-arg HOST_UID=$(id -u) --build-arg HOST_GID=$(id -g) -t goldeneye .
    
  2. Start a container in the repository:
    docker run --rm -it -v $(pwd):/home/dev/project goldeneye
    
  3. Extract the assets (once):
    ./scripts/extract_baserom.u.sh
    make convert_props convert_chrs convert_guns combine_images
    
  4. Build for Windows (x86):
    cmake -B build_win -DCMAKE_TOOLCHAIN_FILE=cmake/mingw-i686.cmake -DCMAKE_BUILD_TYPE=Debug -DGE_VIDEO=ON -DSDL2_MINGW_ROOT=$HOME/sdl2-mingw/SDL2-2.30.11/i686-w64-mingw32
    cmake --build build_win -j$(nproc)
    
  5. Build for Linux:
    cmake -B build_pc -DCMAKE_BUILD_TYPE=Debug -DGE_VIDEO=ON -DSDL2_LINUX_ROOT=$HOME/sdl2-linux-i686
    cmake --build build_pc -j$(nproc)
    
BuildGameNext to it
Windowsbuild_win/ProjectMidas.exeSDL2.dll, the controller files, Data/
Linuxbuild_pc/ProjectMidasthe controller files, Data/

To play, put a copy of baserom.u.z64 in that build's Data/ folder. On Windows, copy the whole build_win folder somewhere in Windows (from WSL: explorer.exe build_win) and run ProjectMidas.exe there. The Linux build needs 32-bit SDL2 and OpenGL on the machine that runs it. On Ubuntu or Debian:

sudo dpkg --add-architecture i386
sudo apt update
sudo apt install libsdl2-2.0-0:i386 libgl1:i386

Known issues

  • On some Linux systems, levels draw as a few large blank triangles. Starting the game with these environment variables works around it:
    GE_FULLHEIGHT=0 GE_EDGEINSET=1 ./ProjectMidas
    

Contributing

Co-op, netplay and mod loading are already in progress. Please contribute here rather than forking; see CONTRIBUTING.md for what a good pull request looks like, including the rules for AI-assisted changes.

License

The Project Midas port code is MIT licensed; see LICENSE. The license does not cover the decompiled game code, GE itself or its assets. Bundled third-party code keeps its own license; see tools/THIRD_PARTY_NOTICES.txt.

Acknowledgements

Project Midas builds on the work of many people and projects.

Projects and references

  • GoldenEye decompilation by KholdFuzion and contributors
  • GoldenEye docs by KholdFuzion and contributors
  • Perfect Dark decompilation by Ryan Dwyer and contributors
  • Perfect Dark PC port by fgsfds and contributors
  • Perfect Dark netplay by murkantor, a fork of fgsfds' port-net
  • GE Plus by Joshua
  • The DOOM III Network Architecture by J.M.P. van Waveren (id Software, 2006)
  • ENet by Lee Salzman
  • xdelta3 by Josh MacDonald
  • qemu-irix by the n64decomp contributors
  • pj64raphnetraw by Raphael Assenat (raphnet-tech), the reference for the raphnet adapter protocol
  • The 1964 emulator and its GE/Perfect Dark mouse injector

Bundled third-party code

Each keeps its own license. The full license texts are in tools/THIRD_PARTY_NOTICES.txt.

  • Fast3D renderer by Emill and MaikelChan (MIT), in port/fast3d
  • glad by David Herberth, with the Khronos platform header by The Khronos Group (MIT-style), in port/fast3d/glad
  • SDL2 by Sam Lantinga and contributors (zlib), linked at runtime
  • SDL_GameControllerDB by Gabriel Jacobo and contributors (zlib), in tools/gamecontrollerdb.txt
  • SpectNetIDE by Istvan Novak (MIT), Z80 opcode comments in src/game/spectrum_hw.h
  • inflate.c by Mark Adler (public domain), in src/inflate and src/game/zlib.c
  • gzip 1.2.4 by Jean-loup Gailly (GPL-2.0+), build tool in tools/gzipsrc
  • puff by Mark Adler (zlib), build tool in tools/extractor
  • armips by Kingcom (MIT), build tool in tools/armips.cpp
  • rabbitizer by Decompollaborate (MIT), build tool in tools/ido5.3_recomp/rabbitizer
  • ido-static-recomp by Emill and decompals (no license published), build tool in tools/ido5.3_recomp

GE is owned by Rare, Nintendo and the Bond rights holders. This project contains no game assets.

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FICHA DEL PROYECTO

Tipo de proyecto
PORT NATIVO
Género
Shooter / Disparos
Estado
Estable
Plataforma de origen
Nintendo 64
Tecnología
Port Nativo C/C++ (Reimplementación de Motor)
Versión
—
Actualización
18 oct 2026

Plataformas de destino 2

Windows
Linux
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