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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James Dansereau committed 2026-09-16 09:13:43 -04:00
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@@ -12,7 +12,7 @@ in a dedicated `port/` layer, following the architecture of the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
Rare "Indy" engine family, one hardware generation apart.
**v0.2.1** is out for Windows and Linux (including Steam Deck, where the
**v0.2.2** is out for Windows and Linux (including Steam Deck, where the
Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps
with known rough edges ([Status](#status)). Free to download, build on and
modify (you bring the ROM).
@@ -53,7 +53,7 @@ account of what worked and what didn't.
Both bundles contain **no ROM and no game assets**: you supply your own
(see [Requirements](#requirements)), which keeps the release legal to
distribute. Earlier builds: v0.2.0 and v0.1.0 alpha, same page. You can also build it
distribute. Earlier builds: v0.2.1, v0.2.0 and v0.1.0 alpha, same page. You can also build it
yourself; see [Building](#building).
### Quick start
@@ -67,24 +67,26 @@ included or distributed. Then:
2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
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).
Read the [Status](#status) caveats first: v0.2.1 has known rough edges,
Read the [Status](#status) caveats first: v0.2.2 has known rough edges,
listed plainly there.
## Status
**v0.2.1 - playable, with known rough edges.** The full single-player
**v0.2.2 - playable, with known rough edges.** The full single-player
campaign is completable end to end (all 21 missions, Agent difficulty,
playtested), at a steady 60 fps; all 21 solo missions load, render and run
crash-free, verified on Windows, Linux and real Steam Deck hardware. Feedback
is very welcome.
**Working:** boot sequence and front end (menu → mission select → briefing →
start); all 21 solo missions load, render and are crash-free (full campaign
start), front-end menu navigation on the left stick to match the F10 overlay
(D282); all 21 solo missions load, render and are crash-free (full campaign
playtested end to end at Agent difficulty); steady 60 fps
(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
dual-stick controller layout; file-backed saves; faithful N64 progression by default
(F10 → *All unlocked* opens every level, 007 mode and the full cheat menu); F10 in-game
options overlay (resolution, frame cap, MSAA, filtering, FOV, sensitivity);
options overlay (resolution, frame cap, MSAA, filtering, FOV, sensitivity,
quit to desktop);
Windows and Linux.
**Known issues:**
@@ -117,16 +119,15 @@ Windows and Linux.
at least one save written** (complete a level normally first, e.g. Dam on
Agent). Enabling it on a brand-new install with no prior save can still
cause silent audio and odd right-mouse-aim behavior (D257/D259/D281).
- **Linux / Steam Deck:** an intermittent SIGSEGV remains, with a reliable
repro found this release — Facility's computer terminals (the ones you
activate to open a door for level progression) consistently crash the
game on activation (D255; seen on Linux generally, not Deck-hardware
specific). Combat-related crashes reported earlier (Bunker, Frigate) may
be the same bug via a different trigger; current builds capture full
faulting registers in `ge007.crash.log`.
- Steam Deck / gamepad: front-end menu navigation (main menu, file select,
mission-select map) currently requires the right analog stick, not the
left (D282) — a planned QoL fix, not done in this release.
- ~~Linux / Steam Deck: intermittent SIGSEGV when destroying objects
(terminals, exploding grenades)~~ **FIXED (D255)** — a mistyped 4-byte-enum
field truncated a 64-bit pointer; verified live on real Steam Deck
hardware. A second, separate Steam Deck/Linux crash during
explosion-heavy combat is also fixed (D285, an unlocked audio-thread
list read racing a concurrent write) — live-tested on real Steam Deck
hardware with sustained, dense overlapping-explosion combat, no crash.
Please still report any remaining Deck/Linux crashes; current builds
capture full faulting registers in `ge007.crash.log`.
- Assorted further cosmetic defects are tracked in
[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
- No macOS or ARM support; no controller rebinding UI.
@@ -230,7 +231,7 @@ code with this one.
| **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 |
| **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 |
| **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) |
| **Status** | v0.2.1 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer |
| **Status** | v0.2.2 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer |
| **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 |
They answer a different question: how to get the *remaster* onto PC by