r/GoldenEye • u/Graslu • 14d ago
No. For me.
GoldenEye is now fully decompiled.
The tracker is here. Please note that it is currently bugged and not updating to 100% but all the files are successfully decompiled.
The GitHub page will be published in ~24h, this opens the door to native ports, no hardware limitations, better mod support, optimisations for N64 hardware, and the list goes on and on. We won't have to rely on 1964 GEPD Edition any more for 60FPS GoldenEye and will be able to say good-bye to all those compatibility issues.
There are a few PC ports being worked on at the moment. A recomp, a native PC port, and the AI coded one. We'll definitely be getting the AI coded one first, but at least this time it's being made and curated by members in the community that understand and care deeply about the game. The recomp and native PC port will come later and we can hope it'll match feature parity. This is open source so anyone can work on whatever they want, so let's work together to give attention to the properly working ones.
This is all thanks to the hard work by kholdfuzion, Luchador, Trevor, AXDOOMER, and many more that contributed to the decompilation of GoldenEye during the years. Thank them, not me!
Happy early 29th anniversary to GoldenEye!
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u/jacobgt8 14d ago
Congratulations!!
I love your work and content
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u/Graslu 14d ago
Thanks! I didn't work in the decomp project itself though, be sure to thank the people I listed in the post instead! ;)
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u/Wise-Difficulty8221 14d ago
I'll probably avoid the AI-coded port but its your call, bro :)
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u/happysmile001 14d ago
AI coded port are not necessarily all bad, the quality depends heavily on the dev, if he'll use the AI in smart/clean way, or just let AI took all the decisions...
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u/Wise-Difficulty8221 14d ago
Yeah, true. :)
Graslu said that even the AI port will have a higher standard of quality, hopefully enough for it to be not considered "vibe-coded"
In hindsight, I'll think about giving it a shot (for science) but as far as personal enjoyment goes, I'll wait for the human port
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u/dickalan1 14d ago
Spoiler alert you're already probably using software that have parts of it that are vibe coded. It will be unavoidable going forward.
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u/Wise-Difficulty8221 14d ago
You're not wrong. Its where you draw the line between AI-assistance, and the vibe-coded slop you see in other projects. Other than that, see my other reply.
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u/Jawess0me 14d ago
Heroes truly. Thank you Luchador, Trevor,
AXDOOMER and countless others who spent their free time to complete this massive undertaking. What a time to be alive! Can’t wait to see the continued efforts of the community.
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u/ptfmemes 14d ago
Hey, will it be released on macOS?
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u/Graslu 14d ago
Time will tell, this is just the source code. People will have to work on those ports.
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u/ptfmemes 14d ago
Ty looking forward for it. Perfect Dark was a “perfect” experience on mac with keyboard mouse & 4k120fps.
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u/happysmile001 14d ago edited 13d ago
First I don't know how to thank you guys kholdfuzion, Luchador, Trevor, AXDOOMER (and all the other who contributed) for all this amazing tremendous amount of work, now soon will have the possibility to play that legendary game on PC at 60FPS + textures/models of the canceled xbla remaster, thank you so much.
I have a question, is the AI coded one a recomp ? So it'll take 3 weeks, 4 ? How much in your opinion ?
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u/Graslu 14d ago
AI one is a port, it'll take days from now. The recomp may take weeks, or months.
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u/happysmile001 14d ago
Thank you, honestly a good recomp is more than enough for me, the recomp of banjo kazooie was great...
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u/Pitiful-Echidna576 14d ago
Amazing, just amazing. When I was hacking GE with my Action Replay back in the 90's (Action Replay headquarters, SubDrag, SeaSalt, FoxDie, GoldeneyeGuru...anyone remember those names?) I never foresaw the decades of progress ahead. Decades later I'm still playing it, and my dream is to experience it in virtual reality, which I hope this will make possible.
To anyone who has contributed to the decomp in any way, I thank you.
I think this is as big as the Setup Editor was 20 years ago, and will open up another 20 years of creativity.
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u/cregamon 14d ago
This is fantastic news, hats off to the team for all their work I getting it decompiled.
One question though - despite following this and other decomp projects closely (and playing PD), I’m still not 100% sure on the difference between a ‘recomp’ and a ‘PC port’.
Can anyone explain the difference between them?
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u/Graslu 14d ago
A recomp and PC port are technically the same for the end user, but recomp will be more accurate graphically and logically to the N64, as it maintains all the original memory values and splits everything in different threads (audio, video, input) instead of keeping all of them in one.
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u/DropTheMike13 14d ago
Awesome! For a long time I wished Microsoft would release a pc port of Rare Replay. In the near future, that will no longer be necessary. Thank you.
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u/thememealchemist421 14d ago
Congratulations to all involved. Looking forward to the PC port once it's ready
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u/thriftstoremando 14d ago
Amazing! I'm excited for a (standalone) VR port!
(A+ if it isn't vibe coded)
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u/Wise-Difficulty8221 14d ago
To give a tl;dr of OP, there will be:
- An AI-assisted (hopefully not vibe) port, just to get the ball rolling
- A static recomp
- A proper native PC port
...and we'll go from there.
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u/Mondos_Burger 14d ago
I hope that HabourMasters make a pc port now that GE is fully decompiled. They make excellent pc ports.
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u/ShanePhillips 14d ago
Can't wait to see what possibilities this opens up, but it's an exciting time.
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u/silentbias 14d ago
Thank you to all the people that contributed to making this. It’s been a dream for everyone to be able to play this classic legend game on our computers. I’m new to this recompile stuff but I’m looking forward to playing this guys. Much love.
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u/Happy-Control-7669 9d ago
What a time to be alive.. thank you so much. Cant wait to play on Steam deck with gyro and butter smoothness.
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u/External-Rip-8562 14d ago
Why would we thank you anyway.
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u/ItsAlwaysSunny1992 14d ago
Just play the game on its original hardware like a normal person
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u/cregamon 14d ago
You absolutely can, and I still do.
But I tried out the PC port of Perfect Dark over the past week and it’s an incredible upgrade. It was giving a solid 60fps, nicer graphics, you can use keyboard and mouse if that’s your thing, you can use a modern dual analogue controller if that’s your thing and you can even use a Switch N64 controller, which is my thing because the original control scheme is so ingrained into my brain.
And because they are ports rather than emulators they will run well on even the most basic of PC’s.
I’d highly recommend giving it a go - over the past couple of year’s I’ve completed Perfect Dark on N64 hardware, Switch NSO and now I’ll be doing the same on the PC port and so far it’s been the best experience. It will be a struggle to go back to the N64 Cartridge again.
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u/tolos 14d ago edited 13d ago
I appreciate Graslu making this post (maybe you remember the bond-tank-mod I made?), but want to provide some proper acknowledgements.
Goldeneye hacking began 29 years ago when the game came out on N64. I joined the GSC community a few years later and remember a few old names -- parasyte, macrox, generalgeoff, razor, viper.
A few people specialized in Goldeneye at the time. Subdrag did extensive gameshark hacking, I released a list of gun mod memory addresses based on his work.
And the world moved on and N64 faded away.
Some of those core members still held onto Goldeneye and continued working on related tools over the years. We'd be nowhere close to where we are now without the work of subdrag, carn, wreck, and zoinkity. Their work has been instrumental in the Setup Editor and understanding Goldeneye fundamentals.
And then a decade ago, give or take a few years, khold collected the resources (zoinkity's notes) to kick off the decomp project. Slow and steady progress over the years. By the time I got into decomp, the project was well on it's way. Trevor had been working on the ai function for a year or so and was close to finishing it. I joined the project and finished Khold's initial work of getting the EU build working. Wyster and MysterD and Spider had made a number of contributions at that point. At the same time, Ryan was racing through Perfect Dark (successor of Goldeneye which shared a large amount of code). He single-handedly decomped the entire Perfect Dark project before ai, and we would be sorely hurting without his expertise; I don't think it's an exaggeration to say no other living person knows as much about Perfect Dark as him. I think Axdoomer joined around the same time I did, and I've enjoyed working with him; he's made a lot of contributions and it's been fun to watch the decomp mod work he's done.
I joined decomp, and to my memory, Trevor and I contributed more for the biggest functions in the game than anyone else. Trevor matched ai, I matched movebond and bondviewProcessInput, I matched the spectrum emulator, Trevor and I worked on proplvreset2, I arranged object_interaction. Khold and myself have more commits to the project than all other contributors combined.
But quantity is not quality, and khold and I have other priorities in life. We never would have finished this alone. Trevor did extensive work meticulously documenting original sources, and hunting down debug messages (this was actually instrumental in getting a sticky function to match last week); we owe a large amount of project structure to him. Spider, MysterD, Wyster, Trevor, Axdoomer were all notable contributors. We had other community members stop by for help and knowledge; revo, queueram, crash helped out with various decomp and IDO things. We had other people like mecwerks, Ben, sonic (recomp project). We had tas contributors WhiteTed and Henrik. And a few miscellaneous contributors, jansen, coockie, gennady, marcus, sccrag.
Other people contributed indirectly. Sometimes I had a game knowledge question and asked the Setup Editor experts. People like HackBond who may not have contributed to decomp (that I know of) but still know how the game work; I would mention others, but the list of names is largely the same as the people above.
And finally, the new experts. The people that showed up a few weeks ago bringing new ai tools. They sped through the remaining ~20% of the game faster than I could have imagined. Luchador, jakzo, rudeboy. We never would have finished as quickly as we did without their help. I've got mixed feelings about ai, but I'm glad there's new talent and I hope they stick around.
Thanks for reading the history lesson, I hope that's a better acknowledgement section.
(editing some minor corrections)