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mscrnt edited this page Oct 16, 2026 · 4 revisions

Sightline

Sightline is a modernized, natively-compiled engine fork of the GoldenEye 007 N64 decompilation, covering the full game — all campaign levels, all multiplayer maps. The game code runs as a native Windows executable against a thin platform layer and an OpenGL renderer; no emulator, no RCP simulation.

The repository is a fork of the decomp, not a wrapper around it. The original matching build is kept permanently buildable as the correctness oracle, and the upstream project remains the shared vocabulary for symbols, formats and structure.

Goals

Three deliverables, in dependency order. These are goals, not shipped features:

  1. Smarter AI — squad communication and an alarm information graph: guards know only what has been communicated to them. Behaviour archetypes ported by design from Perfect Dark (a behavioural reference, never a code dependency).
  2. Real lighting — clustered forward rendering with shadow-casting dynamic lights, retaining the original vertex colours as baked indirect light.
  3. NIGHTWATCH — an asymmetric online mode: 1 infiltrator versus up to 7 human guards, across the campaign.

One rule shapes everything: nothing is hand-authored per level. Lights, spawns, guard tables and the rest are derived by tooling from existing level data, with small override files for corrections.

Current status

v0.3.0 (Visual Fidelity) is the current release, a Windows binary that needs no toolchain and no clone. It adds PRESENTATION — one setting that chooses ORIGINAL (the cartridge's own artwork), COMMUNITY HD (the GoldenEye 007 HD texture pack, fetched on your machine by the package's Get-Textures.cmd) or XBLA (the remaster's textures and world assets, prepared from your own sources with a source checkout) — plus WORLD DETAIL, FRAME RATE above the game's own rate and a SHOW FPS counter. v0.2.0 (QoL Phase 1) brought semantic keyboard / mouse / controller controls with persistent remapping, native settings pages, widescreen aspect ratios and FOV, resolution and window modes, and an in-game QUIT GAME. See Releases.

The native Windows build boots the retail game data through the cartridge's own front end and plays the full single-player campaign. Phase 0 (the determinism oracle) is complete — all 20 campaign levels replay byte-identically across 10 consecutive runs — and Phase 1 (excising the RCP) is open, with a parallel AI track running against the matching build.

Pages

  • Download — get the latest release package, what it contains, first run, version history
  • Getting Started — play a release, or build from source
  • ROM Setup — supplying and checking your own ROM dump
  • Building — what setup.ps1, build.ps1 and package-release.ps1 do, and the matching build
  • Running the Game — controls, settings, PRESENTATION, remapping, controller layouts, display and frame rate, play.ps1 options
  • Features and Roadmap — scope, the phases and their gates, what is out of scope
  • Original Behaviour and Toggles — Rare's behaviour is the default; the documented toggles
  • Custom Boot Models — the shipped models, and replacing the boot-screen models with your own glTF
  • Trace Harness — how behavioural parity is kept
  • Licensing — what the Sightline licenses do and do not cover
  • Troubleshooting — the problems the launcher and the scripts already diagnose

Landing page

The project's landing page and short docs are at sightline.loadbearing.games. This wiki is the longer reference; where the two differ, the public source tree is the authority and this wiki follows it.

How to follow the project

Releases, this wiki and the project board are where progress is followed. GitHub Issues are open for bug reports and questions. Pull requests are not accepted.

The detailed phase structure lives in docs/ROADMAP.md; the project rules in docs/project-rules.md.

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