
Joshua-1248 spent the late stretch of September pushing a public snapshot of GoldenEye 007 Plus, a fork of the fully decompiled Nintendo 64 source that can place James Bond on screen for an entire mission. Footage from Graslu00, shot on an Analogue 3D and confirmed to run on original hardware, walks Silo, Bunker I, and Surface I with the camera sitting behind Bond instead of inside his eyes.
Building GoldenEye 007 Plus was far more difficult than a simple memory poke in a cartridge dump, as he needed to start the KholdFuzion decompilation. Compiling the game from that source doesn’t even require a genuine ROM, though it does check the one you’re using against the SHA-1 hash before doing anything, and the only assets it includes are those you already own. Users can either build the game from scratch or apply a patch to a clean baserom.u.z64, but this is not for the faint of heart. We have notes on the current build flying around, and it appears that we have the tree up to the R22-derived checkpoint till the end of September 2026. To clarify, none of this is officially linked with Nintendo, Rare, MGM, or EON.
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You can adjust the camera distance and crosshair settings to suit your playstyle. Manual aim now displays a ghostly image for you to line up with, rather than painting a large block over the screen, making it difficult to see what you’re doing. Because projectiles, beams, and tracers were entirely off when the new camera view was activated, he had to go and align them as well; the Moonraker laser, for example, received particular treatment so that you could see what Bond was doing. That may seem like a minor detail, but trust us when you’re in the heat of a gunfight and your tracers are all over the place, it makes a significant impact.

Cutscene handoffs were another significant difficulty. Surface II used to crash whenever the third person view was enabled, and this was not restricted to solo play; it also happened in co-op modes. That is now fixed. We’ve also fixed Dam’s ending camera to work properly, even if you’re playing in third person, and we’ve included a feature that allows you to play co-op in the campaign with up to four players, with shared mission items and objectives kept in sync so you can have a second Bond standing alongside you without the game logic falling apart.

Good is never enough, as he additionally improved load times, made menus and special choices save between sessions, and added the ability to toggle mirrored levels if desired. Oh, and he brought back Citadel as a multiplayer stage, as well as a slew of other experimental features, such as the game’s map builder. He also worked on dual-wield behavior and character selection for multiplayer. The one caveat is that Graslu00 is still harping on us about some of these features being incomplete. For the time being, Bond is crouched as if preparing to perform a backward somersault while walking, which does not seem particularly cool on a concrete floor.

If you’re still rocking a clean NTSC cart or ROM, you might want to try the latest snapshot from the Joshua-1248 repository and see how things go. Just a heads-up: to avoid playing in a black environment, you’ll need to force a depth-buffer clear on Project64 using GLideN64. On the other side, if you have a real Nintendo 64 or an Analog 3D, the patched ROM boots as expected and maintains a stable frame rate, just like the original from 1997. Watching Bond knock down a silo from over his shoulder in third-person view feels strangely familiar after all these years.
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