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.
- 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, seesettings/split-screen.md). - Optional patches from xenia-canary: no lens flares, 16x anisotropic filtering.
- 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 ID | 415608AF |
| Media ID | 40583A82 |
| Module hash | 065D6021C0BDD535 |
| XEX timestamp | 4E88BBE7 (2011-10-02) |
-
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. -
Extract the ISO (
extract-xiso -x GoldenEye.iso) and copy its contents intoassets/(gitignored):assets/ Default.xex DATA/ nxeart -
Build:
cmake --preset win-amd64-release cmake --build --preset win-amd64-releaseThere 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_backendinhardware.toml). Codegen (Default.xex→generated/) runs automatically as part of the build.
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\.
All settings live in settings/ and are loaded at startup.
CLI flags and REX_* environment variables override them.
| File | What it covers |
|---|---|
hardware.toml |
renderer (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.toml |
input backend, keyboard and mouse |
All SDK rendering options are described in settings/faq.md.
- Set
dev_debug_runtime = trueto stub every unknown function and log missing ones tologs/stub_sweep.txtandlogs/missed_functions.txt. - Codegen keeps CR, CTR, XER and the reserved register in C++ locals
(
*_as_localingoldeneye007reloadedrecomp_manifest.toml). Changing them regenerates all ofgenerated/. - The game's XDK
memcpy/memset/memmoverun as host code (src/render/native_memory_hook.cpp, cvarnative_memory).
- ReXGlue SDK, whose runtime is derived from Xenia
- xenia-canary/game-patches, the source of the optional patches
- SDL_GameControllerDB,
for
settings/gamecontrollerdb.txt(zlib license) - extract-xiso, for dumping the game
MIT. See LICENSE. This applies to this project's own code only, not to the game or its assets.