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v0.2.2 hotfix: README + release notes + D285 live-verification
Documents the four hotfix-batch changes since v0.2.1 (D255, D285, D282, D293) in README Status and .github/release-notes.md, and folds in 2026-09-16 real-Deck confirmation that D285's audio-thread lock holds under sustained overlapping-explosion combat (Archives, dual grenade launchers + rocket-launcher-cheat guards).
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@@ -12,7 +12,7 @@ in a dedicated `port/` layer, following the architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
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Rare "Indy" engine family, one hardware generation apart.
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**v0.2.1** is out for Windows and Linux (including Steam Deck, where the
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**v0.2.2** is out for Windows and Linux (including Steam Deck, where the
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Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps
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with known rough edges ([Status](#status)). Free to download, build on and
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modify (you bring the ROM).
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@@ -53,7 +53,7 @@ account of what worked and what didn't.
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Both bundles contain **no ROM and no game assets**: you supply your own
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(see [Requirements](#requirements)), which keeps the release legal to
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distribute. Earlier builds: v0.2.0 and v0.1.0 alpha, same page. You can also build it
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distribute. Earlier builds: v0.2.1, v0.2.0 and v0.1.0 alpha, same page. You can also build it
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yourself; see [Building](#building).
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### Quick start
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@@ -67,24 +67,26 @@ included or distributed. Then:
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2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
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3. Launch the executable from that folder. The first run takes a few extra seconds: it detects the ROM and generates the derived asset folders once (no Python or other tooling needed).
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Read the [Status](#status) caveats first: v0.2.1 has known rough edges,
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Read the [Status](#status) caveats first: v0.2.2 has known rough edges,
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listed plainly there.
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## Status
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**v0.2.1 - playable, with known rough edges.** The full single-player
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**v0.2.2 - playable, with known rough edges.** The full single-player
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campaign is completable end to end (all 21 missions, Agent difficulty,
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playtested), at a steady 60 fps; all 21 solo missions load, render and run
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crash-free, verified on Windows, Linux and real Steam Deck hardware. Feedback
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is very welcome.
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**Working:** boot sequence and front end (menu → mission select → briefing →
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start); all 21 solo missions load, render and are crash-free (full campaign
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start), front-end menu navigation on the left stick to match the F10 overlay
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(D282); all 21 solo missions load, render and are crash-free (full campaign
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playtested end to end at Agent difficulty); steady 60 fps
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(software RSP off the presentation critical path); full audio: in-level music and SFX; keyboard + mouse (click-to-lock, proportional aim mode) and a modern
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dual-stick controller layout; file-backed saves; faithful N64 progression by default
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(F10 → *All unlocked* opens every level, 007 mode and the full cheat menu); F10 in-game
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options overlay (resolution, frame cap, MSAA, filtering, FOV, sensitivity);
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options overlay (resolution, frame cap, MSAA, filtering, FOV, sensitivity,
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quit to desktop);
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Windows and Linux.
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**Known issues:**
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@@ -117,16 +119,15 @@ Windows and Linux.
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at least one save written** (complete a level normally first, e.g. Dam on
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Agent). Enabling it on a brand-new install with no prior save can still
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cause silent audio and odd right-mouse-aim behavior (D257/D259/D281).
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- **Linux / Steam Deck:** an intermittent SIGSEGV remains, with a reliable
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repro found this release — Facility's computer terminals (the ones you
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activate to open a door for level progression) consistently crash the
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game on activation (D255; seen on Linux generally, not Deck-hardware
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specific). Combat-related crashes reported earlier (Bunker, Frigate) may
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be the same bug via a different trigger; current builds capture full
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faulting registers in `ge007.crash.log`.
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- Steam Deck / gamepad: front-end menu navigation (main menu, file select,
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mission-select map) currently requires the right analog stick, not the
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left (D282) — a planned QoL fix, not done in this release.
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- ~~Linux / Steam Deck: intermittent SIGSEGV when destroying objects
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(terminals, exploding grenades)~~ **FIXED (D255)** — a mistyped 4-byte-enum
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field truncated a 64-bit pointer; verified live on real Steam Deck
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hardware. A second, separate Steam Deck/Linux crash during
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explosion-heavy combat is also fixed (D285, an unlocked audio-thread
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list read racing a concurrent write) — live-tested on real Steam Deck
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hardware with sustained, dense overlapping-explosion combat, no crash.
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Please still report any remaining Deck/Linux crashes; current builds
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capture full faulting registers in `ge007.crash.log`.
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- Assorted further cosmetic defects are tracked in
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[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
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- No macOS or ARM support; no controller rebinding UI.
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@@ -230,7 +231,7 @@ code with this one.
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| **How** | Decompilation-based source port: human-reconstructed C, compiled for the host; game logic runs as written | Static binary recompilation: the shipped machine code is auto-translated to C; no source-level understanding |
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| **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family |
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| **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) |
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| **Status** | v0.2.1 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer |
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| **Status** | v0.2.2 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer |
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| **Why it exists** | To run the *original* N64 game from source, and as a [case study in AI-agent collaboration](#background) on a hard low-level codebase | To get a playable PC release of the remaster |
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They answer a different question: how to get the *remaster* onto PC by
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