Nintendo 64 · USA · 1997
Credits & provenance
Original game
GoldenEye 007 was developed by Rare and published by Nintendo in 1997. This preservation edition uses the supplied USA revision 0 cartridge image, unchanged.
- Cartridge identity
- NGEE · CRC DCBC50D1 / 09FD1AA3
- File bytes
- 12,582,912 · 16-bit byte-swapped source
- SHA-256
- 33d4609661bd207d22146463e64edbcc5cc9a21668f4f8e450642d2a2f6d2de8
Browser runtime
Self-hosted EmulatorJS 4.2.3 and the Mupen64Plus-Next libretro core. No BIOS is required. Runtime licenses and exact source records accompany the runtime source record, frontend license and core license.
New website features
Journey, route, equipment notebook, local save controls and state backups were adapted for GoldenEye from the COSOM Castlevania interface. All save identities and guide content are separate.
Verification scope
The original October 30 release skipped gameplay testing at the owner’s request. A separate October 31 local renderer comparison checked only the observations recorded in the rendering receipt. Native save/reload, complete-campaign, physical-controller and cheat-effect acceptance remain unverified. This release requires the pinned standard nonthreaded WebGL2 core; the original ROM and both retained core archives are unchanged.
Renderer repair · 1.0.1
A sequential local comparison reproduced missing menu backgrounds and difficulty labels with the original legacy core. The bundled standard WebGL2 core rendered the copyright screen, mission-selection menu and Dam difficulty labels legibly using the same unchanged USA cartridge.
Dated comparison results and limits · Rendering evidence record
Modern dual-stick controls · 1.0.2
Left-stick movement and strafing, right-stick looking, and familiar aim/fire triggers through GoldenEye’s native 2.2 Galore control style.
For solo play with a standard dual-stick gamepad. First choose 2.2 Galore, Upright look and Hold aiming in Bond’s watch; then enable Modern dual sticks in the player. The original mapping remains the setup default on every visit.
Twenty-six synthetic input-source checks passed. One isolated local player check confirmed that 2.2 Galore, Upright look and Hold aim could be selected in the native watch, and that the modern-layout selector, invert checkbox, sensitivity and deadzone controls updated visibly. No physical controller was connected; actual dual-stick movement, looking and trigger response remain unverified.
Setup, controls and verification scope · Controls verification record
The modern controller bridge is new COSOM wrapper code. It sends one selected physical gamepad to two virtual N64 controller ports, without modifying the cartridge, core, native control preferences or saved controller mappings. Keyboard and touch retain the runtime’s original input paths.
Control behavior was researched from the pinned GoldenEye decompilation and EmulatorJS 4.2.3 input code. Native behavior and local wrapper verification are recorded separately in the dated note.
Startup and control setup · 1.0.3
Modern controls now require native-setup acknowledgement and Apply. Background rewind starts off by default, with an experimental startup option and clearer playback diagnostics.
Leave experimental rewind history unchecked for the normal startup path. Fast-forward remains available; in fast-forward-only mode RT fast-forwards while LT keeps its aim action. The original cartridge, core and save formats are unchanged; the retained 1.0.2 modern module remains preserved.
Source checks passed: 33 speed/input, 28 runtime-health, 31 modern-setup and nine integration checks. One isolated foreground Microsoft Edge candidate session observed Dam on 00 Agent with changing native weapon imagery and world/HUD visible over 40.936 seconds, followed by native watch open, close and resumed world. The website’s pending setup and disabled Apply button were observed; native 2.2 Galore/Upright/Hold setup, Apply and physical-controller behavior were not verified. The reported freeze on another computer has not been reproduced; its cause remains unestablished.
Changes, evidence and remaining limits · Stage-startup verification record
The new speed wrapper explicitly controls whether the runtime prepares rewind history. The new read-only health panel samples a runtime callback counter and listens for graphics-context loss and errors from this player’s owned runtime. A callback count is not a frame-rate or mission-progress measurement.
The research includes EmulatorJS 4.2.3 configuration/source and upstream PR 662. The latter describes an Android/OpenSL serialization deadlock; it is a risk clue, not evidence of an Edge cause or an Edge fix. No patch from that PR or replacement core is included.
