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Port nativo

GoldenEye 007: Reloaded

Port nativo de GoldenEye 007: Reloaded para PC.

GoldenEye 007: Reloaded

Port nativo basado en su ficha de origen.

README del repositorio

GoldenEye007ReloadedRecomp

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 and ARM64 ones (linux-amd64-*, win-arm64-*, linux-arm64-*, mac-amd64-*, mac-arm64-*), but only Windows x64 is tested. Windows builds include Direct3D 12, Vulkan and the experimental Direct3D 11 backend (graphics_backend in hardware.toml). 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 (graphics_backend: any, d3d12, vulkan, d3d11), 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

All SDK rendering options are described in settings/faq.md.

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.
  • Codegen keeps CR, CTR, XER and the reserved register in C++ locals (*_as_local in goldeneye007reloadedrecomp_manifest.toml). Changing them regenerates all of generated/.
  • The game's XDK memcpy / memset / memmove run as host code (src/render/native_memory_hook.cpp, cvar native_memory).

Credits

License

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

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