GoldenEye 007
5 recomps and 2 ports
GoldenEye 007 XBLA (SunJaycy)
SunJaycy/GoldenEye-Recomp
Native port of the canceled XBLA GoldenEye remaster (v1.0, June 2026): controller support, online multiplayer, post-processing, and 60 fps.
You needYour own GoldenEye 007 XBLA game files (Xbox 360).
GoldenEye 007 (Project Midas)
murkantor/Project-Midas
Project Midas: a work-in-progress GoldenEye 007 port for Windows and Linux built on the N64 decompilation. It reads the game data from your own US cartridge. It has widescreen, mouse look, modern controller support, and in-game settings, plus player profiles, lifetime multiplayer stats, and custom multiplayer weapon sets. Co-op, netplay, and mod loading are in development. Its author states that Claude was used to make it.
You needAn image of your own US GoldenEye 007 cartridge. There are builds for Windows, Linux, and Steam Deck; the Linux one needs 32-bit SDL2 and OpenGL.
GoldenEye 007 (jkdansereau)
jkdansereau/goldeneye-pc-port
A native GoldenEye 007 port for Windows, Linux, and Steam Deck built on the N64 decompilation (n64decomp/007), which its repository starts from: the game’s reconstructed C code is compiled for your PC, and a software RSP adapted from the Perfect Dark port translates its graphics to OpenGL. On first launch it extracts textures, audio, models, levels, and text from your ROM. According to its author it’s fully playable, with a few known issues: all 20 missions and the credits run without crashes, and the whole campaign was played start to finish on 0.4.0. It has native widescreen with the HUD at the screen edges, a steady 60 fps even on an Intel HD 3000, 2–4 player split-screen on every multiplayer map, mouse aiming in N64 or FPS style, modern controllers with rumble, rebindable controls, the N64’s and the Xbox release’s control styles, adjustable field of view and draw distance, up to 16x MSAA, an “Original N64” mode, and an in-game options menu, and it loads saves from emulators such as Project64. Version 0.5.0 (October 7) added split-screen and brought fog, water, and zoom closer to the N64. Its author states it was developed with AI coding agents (Claude Code and a local open-weight model) directed by one person, and that the project is also a study of that process. Like the decompilation it starts from, the repository includes the game’s level data (geometry, collision, and mission scripts) and all of its text as C code, about 25 MB.
You needYour own US (NTSC-U) GoldenEye 007 ROM for N64 in .z64 format (SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83), copied as data/ge007.ntsc-final.z64; European and Japanese ROMs don’t work yet. Plus 64-bit Windows 10 or 11 or x86-64 Linux with glibc 2.31 or later (Steam Deck included), and a graphics card with OpenGL 3.0. There’s no macOS build yet.
GoldenEye 007 (kholdfuzion)
kholdfuzion/GoldenRecomp
Recompilation of Rare’s shooter: stable with working sound, but the multiplayer UI is incomplete and there’s no release yet. It needs a decompressed “TLBFREE” ROM.
You needA “TLBFREE” GoldenEye 007 ROM (N64, US version) built from the decompilation.
GoldenEye 007 XBLA (GoldenEye Metal)
ysrdevs/goldeneye-metal
GoldenEye Metal: a native Apple silicon Mac port of the canceled GoldenEye 007 remaster for Xbox 360 (XBLA). The game’s code is recompiled ahead of time for ARM64, and a compatibility runtime provides the Xbox 360 APIs; graphics skip Vulkan and MoltenVK entirely: the Xenos shaders are translated and drawn directly with Metal. It’s built on a fork of ReXGlue and on the game integration code of GoldenEye-Recomp, SunJaycy’s Windows port also in the catalog, and adds the Metal renderer, a macOS launcher that imports your files once, save management, a safe mode after a crash, and diagnostic export. The campaign and two- to four-player local split-screen are playable, with keyboard and mouse or modern controllers with remapping, and you can switch between the original and remastered graphics mid-game. It renders internally at 1280×720 and scales to the window with MetalFX or filters; on an M3 Ultra it averaged 59.85 fps in Dam. It has a testing page with 14 cheats and level unlocks. Version 0.5.1 came out on October 9. Code for Windows and Linux exists, but the project’s changes aren’t verified there.
You needYour own GoldenEye 007 XBLA files for Xbox 360: the backup ZIP, the Xbox Live STFS package inside it, or a folder with default.xex, files/, music.xwb, and sfx.xwb; the launcher checks it’s the supported revision. Plus an Apple silicon Mac with macOS 14 or later.
GoldenEye 007 XBLA (CaiusCodes)
CaiusCodes/GoldenEye-007-XBLA-PC-Recomp
A native Windows port of the unreleased Xbox Live Arcade remaster of GoldenEye 007, by static recompilation with ReXGlue. It continues SunJaycy’s GoldenEye Recomp, also in the catalog and not updated since June, adding community fixes (from mrfox-1 and BeanTools Community Edition) and its own. A single portable program checks your XBLA package the first time, imports the game data from it, and from then on starts the game directly. It runs at a steady 60 fps, the game’s own rate, windowed from 1024×768 to 3840×2160 or fullscreen, with a 1x–3x render scale, 16:9 and 21:9, a field of view up to 30° wider, and a key to switch between the original and enhanced graphics. It has keyboard and mouse with rebindable controls, Xbox controllers, an in-game options menu, and LAN multiplayer, also online through virtual LAN services such as Radmin VPN, ZeroTier, Tailscale, or Hamachi. Among other things it fixes music bugs, doors and areas in the Frigate and Bunker multiplayer maps, and shotgun shots in multiplayer, and it uses Vulkan on AMD cards because Direct3D 12 crashes on them. Setup can optionally unlock 100% completion. 0.9.6a (October 21) made the render scale actually work and fixed a frozen or black screen. 39 of its 47 commits list Claude as a co-author.
You needYour own GoldenEye 007 Xbox Live Arcade package for Xbox 360 (Title ID 584108A9), with the exact executable it was recompiled from: setup rejects other builds. Plus 64-bit Windows 10 or 11 and a DirectX 12 graphics card.
GoldenEye 007 (cblock85)
cblock85/GoldenEye64Recomp
GoldenEye64Recomp: a native macOS and Linux port of GoldenEye 007, statically recompiled with N64Recomp from the complete decompilation, with RT64 as its renderer (Metal on macOS, Vulkan on Linux). It builds on GoldenRecomp, kholdfuzion’s recomp also in the catalog, which only ran on Windows. Besides the standard mode, with the game code generated at build time, it has a clean mode where the executable carries none of the game’s code: on first launch it recompiles roughly 3,000 game functions from your ROM in memory, in about two seconds. A plain retail dump works: the app converts it on its own into the “TLBFREE” layout the recomp needs. The intro, menus, file select, briefings, missions, audio, controller, interpolation up to your display’s refresh rate, and widescreen all work. Skyboxes render black and water is flat, the multiplayer UI is incomplete, and some weapons fire too fast. It also fixes bugs in N64ModernRuntime, RT64, and N64Recomp that affected every platform. The only release, 1.0.0 from August 20, is for Apple silicon macOS; on Linux you have to build it.
You needYour own US (NTSC-U) GoldenEye 007 ROM, SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83 as a .z64; .v64 and .n64 dumps are converted automatically, and other regions are rejected. For the released build, macOS 13 or later on Apple silicon. To build it, macOS 13 or later (Apple silicon or Intel) with full Xcode and Homebrew, or Linux with a Vulkan-capable graphics card.
Installs with
Quiver Launcher · GithubLauncher (N64RecompLauncher) · Ports Launcher · WLauncher
Questions
Can you play GoldenEye 007 natively on PC?
Yes. The catalog has 5 recomps and 2 ports, and 2 of them are fully playable.
What do I need to play it?
Your own copy of GoldenEye 007 (N64). Recompendium only links projects that don’t distribute the game, and each entry says which version or region you need.
Which one is the most popular?
GoldenEye 007 XBLA (SunJaycy), with 922 stars on GitHub.