diff --git a/.github/SECURITY.md b/.github/SECURITY.md
index b018d9ef..a75ad5b8 100644
--- a/.github/SECURITY.md
+++ b/.github/SECURITY.md
@@ -51,12 +51,12 @@ by this repo's CI from the release tag, and nothing else. Verify any
downloaded artifact with:
```sh
-gh attestation verify goldeneye-pc-port-0.5.0-win64.zip \
+gh attestation verify goldeneye-pc-port-0.6.0-win64.zip \
--repo jkdansereau/goldeneye-pc-port
```
(use the name of the file you downloaded, e.g.
-`goldeneye-pc-port-0.5.0-linux-x86_64.tar.gz` on Linux). A passing check confirms both
+`goldeneye-pc-port-0.6.0-linux-x86_64.tar.gz` on Linux). A passing check confirms both
the file's digest and its provenance; a tampered or foreign file fails.
Releases before v0.5.0 have no attestations — for those, the per-file
`.sha256` sidecars and a from-source build are the available checks.
diff --git a/.github/release-notes.md b/.github/release-notes.md
index 3be7a0c8..d4c9326b 100644
--- a/.github/release-notes.md
+++ b/.github/release-notes.md
@@ -5,109 +5,77 @@
-Platforms: **Windows x86-64** and **Linux x86-64 (including Steam Deck)**.
-Region: **NTSC-U (US) only**. See [Known issues](#known-issues).
+Platforms: **Windows x86-64** and **Linux x86-64 (including Steam Deck)**, plus
+an **experimental macOS Apple Silicon** download (not notarized; see
+[Running it](#running-it)). Region: **NTSC-U (US) only**. See [Known issues](#known-issues).
## Highlights
-This is the first release since v0.4.0. It includes everything that was
-staged as v0.4.1, which was never published on its own.
+This release is v0.5.0 plus frame rates above 60, an experimental macOS port
+and a batch of fixes.
-- **2-4 player split-screen.** The game's multiplayer runs with a pad per
- player, on every map, with each seat keeping its own controls.
-- **One options menu.** The file-select **PC Options** entry and the F10 overlay
- are now the same menu, laid out like the Perfect Dark PC port's, with
- checkboxes, sliders and dropdowns. The game's own crosshair is the mouse
- pointer, long pages scroll, and a tip explains the selected option.
-- **The game's N64 control styles, per player.** Pick **Original** to use the
- game's own styles 1.1-2.4; each seat keeps its own, saved with the Bond file.
-- **Emulator saves load directly.** Copy a Project64, mupen or 1964 save in as
- `data/ge007.eep` and it is converted on first launch.
-- **Fog and haze closer to the N64.** Ground fog no longer chunks away tile by
- tile, the sky fades into fog at the horizon, and the haze around Bond stays
- steady as he moves. A new **Fog distance** setting (100-800%, 100% = N64) is separate
- from Draw distance, and both apply live.
-- **Fixes you can see:** the Dam ending camera swivels onto Bond as on the N64,
- and rockets no longer pass
- through the ground.
-- **New settings:** an optional always-on crosshair, a custom
- crosshair colour (0-255 RGB, like the Perfect Dark port), fullscreen mode,
- center window, crosshair opacity and crosshair colour by health, a scalable
- HUD overlay, and an optional update check (off by default).
+- **Frame rates above 60.** The *Frame rate cap* (`Video.FpsCap`) now offers
+ **90, 120 and 144**, and an **Auto** setting that matches your display's
+ refresh rate (up to 144). Auto is the default on fresh installs; an existing
+ `ge007.ini` keeps its value. Extra frames are blended between game ticks, so
+ the game still simulates at its original rate. It costs one game tick of
+ extra latency, does nothing on a 60 Hz display, and the *Original N64*
+ display mode caps at 60. This is my rework of f1zz1ec0ke's #137.
+- **macOS on Apple Silicon (experimental).** There is now a
+ `macos-arm64` download (or build from source; see `docs/building.md`). Based
+ on danturn's #95. A 21-level campaign sweep and live sessions ran without
+ crashes on one M3 Mac, but it has not had the wider testing the Windows and
+ Linux builds have, and the download is not notarized. Test reports are very
+ welcome.
+- **Fixes you can see:** geometry vanishing when you stand against a wall
+ (#150), the Cradle catwalk shadow flicker, stale pixels beside the
+ native-widescreen picture on front-end screens, and the first launch opening
+ on the wrong monitor (#151).
+- **Crash fixes:** the Linux end-credits crash (#152) and a crash when a guard
+ spawned wearing a hat (#153).
-Played on Windows and Steam Deck: campaign spot-checks, 2-4 player split-screen
-and controller-only sessions.
+Checked on PC at 120 Hz with VSync on a G-Sync display, and on the Steam Deck
+at 90 fps.
---
## What's new
-### Options menu
+### Frame rate
-- Six sections in the Perfect Dark port's order: Video, Audio, Mouse,
- Controller, Key Bindings and Game. **Display mode** is a dropdown; **Backspace** goes back.
-- The F10 overlay and FPS counter are the same on-screen size in the front end
- and in a level, and **Game.HudScale** scales them with the in-game HUD.
- Sliders and arrows are drawn smooth at any window size.
-- The OS cursor stays visible over the overlay (no main-menu flicker),
- right-click goes back, and the tip follows the hovered row.
-- Clearer wording: 27 menu-wording edits, sliders with real units (percent,
- frames, seconds, pixels), wrapped tips, one `Key: Action` hint style and
- consistent names (Original / Extended, "Original layout"). *Skip intro* and
- *All unlocked* are no longer marked experimental, and *All unlocked* applies
- live. The game's own *Look up/down* row is gone; use *Invert look* on the
- Mouse and Controller pages.
+- **Auto, 90, 120 and 144** join 30 and 60 in the F10 *Frame rate cap* row.
+ Above 60 the port draws extra frames between game ticks by blending the
+ previous and current frame. It only applies when the display is faster than
+ 60 Hz; on a 60 Hz display nothing changes.
+- A fresh install uses **Auto**, so a 90 Hz screen runs at 90 and a 144 Hz
+ monitor at 144. The *Original N64* display mode sets the cap to 60.
+- A fast camera turn, or a large change in what is on screen, falls back to a
+ full frame instead of a blend.
+- The Steam Deck at 90 is good on most levels (see the known issues).
-### Controls
+### macOS (Apple Silicon, experimental)
-- **Control style:** **Ext** (this port's scheme, unchanged) or **Original**
- (the game's N64 styles 1.1-2.4), chosen per seat.
-- The Xbox-release presets (1.1 Jinx, 1.2 Christmas, 1.3 Frost, 1.4 Elektra)
- and Custom rebinding carry over. Preset names refer to the Xbox
- release's control styles; this project is not affiliated with Microsoft or Rare.
-- The right stick aims and the D-pad strafes, as on the N64; the Xbox
- release's "left stick aims the crosshair" and "D-pad copies the left stick"
- behaviours are not reproduced.
-- New profiles default to Crouch Toggle and Look ahead off (it fights mouse look
- on PC). Existing untouched empty save folders get the same on first play;
- played or customised profiles are not changed.
+- On arm64 macOS the N64 address window sits at a high host base (set
+ automatically by CMake). The 64-bit address fixes this needed (textures,
+ input, animation and multiplayer crashes) are in the shared code and have no
+ effect at base 0 on Windows and Linux.
+- Build from source with Homebrew's GNU `gcc`; there is no download. The
+ x86_64 macOS code (Julio C. Rocha's #88) is in the tree but was never
+ verified on Intel hardware.
-### Saves
+### Settings and diagnostics
-- An emulator-format `data/ge007.eep` is converted on first launch (the
- original is kept as `ge007.eep.emulator.bak`). The converter `eep_convert.py` still does explicit two-way conversion.
- (Live playtest owed.)
-
-### Picture and settings
-
-- Fog and near-plane clipping closer to the N64 (details under the technical
- section below). Forced aspect ratios letterbox/pillarbox without re-cropping
- the play area.
-- Draw and LOD distance default to 2.0x (N64 = 1.0x), stick deadzone to 25%,
- mouse sensitivity maximum is 4x. **FOV** is vertical degrees, 30-90, with
- 60 = the N64 view. "Guard AI uses full wide view" is now **Gameplay view
- area** (Original / Extended). Old values migrate once; existing `ge007.ini`
- files still load.
-
-### Window and updates
-
-- The title bar is static (the FPS readout is still in the F10 overlay) and
- the window/taskbar icon is a new project mark.
-- **Check for updates** (Game, **off by default**): when on, one HTTPS request
- to GitHub per launch and an "Update available" row linking to the releases page.
-
-### Also new since v0.4.0
-
-- **Split-screen multiplayer** for 2-4 players, played live in 2P on every
- multiplayer map and in 4P on Temple.
-- Controller presets and rebinding, PlayStation and Nintendo button names,
- master volume and audio-device selection.
-- A steady 60 fps on low-end GPUs (tested on an Intel HD 3000 laptop).
-- Fidelity fixes checked against the N64 game: AI visibility at long draw
- distances, sniper zoom, turret pacing, Dam/Caverns water, weapons.
-- Fixes for reported issues: fire rate (#114), the tank-crush sound loop
- (#115), tank movement (#116), weapon sway (#117), recoil on some GPUs (#118)
- and light fixtures that didn't react to shots (#119).
+- The old front-end **Velocity** pointer mode is removed; the retired ini keys
+ are ignored quietly (D574).
+- The Linux/macOS **update check** no longer fails on a response over 64 KB
+ (D575).
+- Every log line is also written to **`ge007.log`** next to the ini; the
+ previous run is kept as `ge007.prev.log` (D576).
+- F10 slider labels no longer end in ".." at HUD scale 150 (D577).
+- The crosshair look (colour, size, style, alpha, health colour) is your
+ preference and is no longer reset by the *Display mode* presets (D440).
+- The sound-effect and text-bank pointer guards check the real address range,
+ so they work at any address base (D573, #108 with italoarruda).
---
@@ -119,12 +87,14 @@ and controller-only sessions.
|---|---|
| `goldeneye-pc-port--win64.zip` | Windows x86-64 |
| `goldeneye-pc-port--linux-x86_64.tar.gz` | Linux x86-64 (incl. Steam Deck) |
+| `goldeneye-pc-port--macos-arm64.tar.gz` | macOS Apple Silicon, experimental |
Each contains the engine executable, a README, license texts, and the
one-time asset tool. **No ROM, no game assets.** The Windows bundle carries
its runtime DLLs and the Linux bundle carries SDL2, so nothing needs to be
installed first. The Linux bundle runs on glibc 2.31 or newer (Ubuntu 20.04+,
-Debian 11+, SteamOS).
+Debian 11+, SteamOS). The macOS bundle carries SDL2 and the C++ runtime and
+needs an M1 or later Mac on macOS 14 or newer.
### Running it
@@ -141,6 +111,18 @@ ROM, `ge007.eep` (your progress) and `ge007.ini` (your settings) into its
`data/` folder. Don't copy the old `pcmodels-*` / `pccg-*` folders: the new
version makes its own.
+**macOS (experimental):** the app is not signed with a Developer ID or
+notarized, so Gatekeeper blocks a downloaded copy. After unpacking and before the
+first launch, run this once in Terminal, then start `./ge007.aarch64` from
+the folder:
+
+```
+xattr -dr com.apple.quarantine goldeneye-pc-port--macos-arm64
+```
+
+I have only run it on one M3 Mac, so please report what Mac and macOS you
+tried and what happened.
+
**Steam Deck:** do the steps above on the Deck, then add the executable as a
non-Steam game. The options overlay opens with **Select** and is fully
controller-driven.
@@ -153,132 +135,62 @@ Full steps, controls and troubleshooting are in the bundled `README.md`.
| Issue | Impact | Workaround |
|---|---|---|
+| On the Steam Deck at 90 fps, firefights in the centre of Bunker 1 and 2 can drop several fps | Performance, Deck only | Set the frame cap to 60 for those levels |
+| Jungle can feel slightly less smooth at 90 fps than other levels | Feel | Frame cap 60 |
+| Cradle's turret explosions may draw wrongly | Cosmetic; reported, not yet investigated | None |
+| macOS (Apple Silicon) is experimental, tested on one Mac, and not notarized | Platform | Run `xattr -dr com.apple.quarantine ` before the first launch; reports welcome |
| PAL and JP ROMs aren't supported in release packages | NTSC-U only | Use an NTSC-U ROM. Both regions convert, build and boot from source; packaging is still open |
| Changing aspect ratio inside a level can briefly glitch the gun/hand model, rarely | Cosmetic, one-off | Change the ratio from the front-end PC Options, or accept it |
-| No macOS or ARM builds | Platform | — |
| Saves from v0.4.0 and earlier can hold fake unlocks from `All unlocked` | Save data | Not repaired automatically. Since v0.5.0 the option never writes the save; keep a backup of `data/ge007.eep` from before you used it |
| The first frame of a level takes a little longer while its textures upload | Brief FPS-counter dip | None needed |
| Far objects almost fully in fog are now hidden as on the N64, except in widescreen where a faint distant building edge can still show (e.g. Surface's dish from the start area); 4:3 matches the N64 | Cosmetic | Higher Draw/LOD distance shows more |
-The full list, with workarounds, is the
+Faithful original-game quirks are not port bugs. The full list, with
+workarounds, is the
[known-issues table](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/ROADMAP.md#known-issues).
---
## Fixes and changes, with finding labels
-Menu and settings work:
-
-- One options UI: the file-select entry opens the F10 menu (D519). Six
- PD-ordered sections with checkboxes, sliders and dropdowns (D504); display
- mode dropdown and Backspace-back (D504 follow-up).
-- Control styles: Ext / Original with the N64 styles 1.1-2.4 (D513, D516),
- chosen per seat and saved with the Bond file (D518, D516).
-- Emulator `ge007.eep` import (D514).
-- F10 overlay and FPS counter match in size front-end vs level (D510); HudScale
- covers them (D512).
-- Fullscreen mode, Center window, crosshair opacity and crosshair colour by
- health: the four settings the Perfect Dark port had that this port lacked (D511).
-- Wording, units, tips and spelling: D505, D506, D507; settings wording pass
- and tip wrapping (D554); Look up/down row removed (D564).
-- Settings standardised: defaults, FOV in vertical degrees, Gameplay view area (D546).
-- Optional update check (D551). All unlocked applies live (D547).
-- Crosshair mouse pointer and scrollbar (D555, D556); long tips no longer cut
- off inside a level (D558). New defaults: Crouch Toggle, Look ahead off (D556,
- D557); same for untouched empty save folders (D559).
-- Crosshair always on, opt-in, off by default (D436, #123 by dolent). Crosshair colour is
- Original or Custom RGB with 0-255 sliders, as in the Perfect Dark port; a
- saved named preset carries over as Custom (D569). Long dropdowns stay on
- screen (D568).
-- F10 overlay mouse behaviour (D544). Static title bar and new icon (D550).
-- Overlay slider wedges, markers and dropdown arrows used to step in whole
- canvas pixels and grew visibly at large window sizes; now smooth (D520).
- Holding left/right on a Bond settings row no longer drops the FPS counter (D517).
-- Watch menu: closing the in-level **Watch** menu saves the watch's own screen
- size and ratio, which no longer fight the front-end **Aspect ratio** setting;
- the earlier findings-log note was corrected (D349).
-
-Rendering and gameplay fidelity:
-
-- **Dam ending camera:** the first shot of the ending cutscene swivels up onto
- Bond again, as on the N64; an old port workaround snapped it straight onto
- him (D552).
-- **Fog rework (Surface 2, from Deck playtest):** ground fog no longer "chunks"
- away tile by tile, and the sky fades into fog toward the horizon as on the
- N64 (D540). Large near-camera triangles are now clipped against the near
- plane the way the N64's RSP does, with per-vertex fog recomputed on the
- clipped edge, so the haze around Bond stays steady as he moves instead of
- brightening and darkening (D543, D553; compared against hardware-level
- emulation). A new **Fog distance** setting (100% = N64) is independent of
- Draw distance, and Draw and Fog distance now apply live instead of on the
- next level load.
-- **Banded walls near explosions:** in Aztec's dark corridor, walls near rocket
- fire turned into black/white/yellow/blue bands (also seen on the Deck); fixed
- by clamping colour-combiner inputs to the range the N64 can produce (D548).
-- **Rocket and thrown-item crashes/clipping:** a player-fired rocket could pass
- through the ground when fired near Bond's feet (a stack-layout difference
- from the N64, D545), and the same class of bug is fixed in thrown grenades,
- knives and objects (D549).
-- **Menu double-trigger (Steam Deck):** one A press could advance two menu
- screens, and one B could back out two overlay pages. A short release
- hold-off on menu A/B/Start and a single back action per press are now in
- place. This is a mitigation: the exact cause is unconfirmed (the Deck
- re-check passed) (D541).
-- **Fog snap:** objects far in fog are hidden as on the N64; in widescreen
- the wider view can still show a faint distant building edge (e.g. Surface's
- dish from the start area); 4:3 matches the N64 (D503).
-- **Aspect ratio:** forced ratios letterbox/pillarbox without re-cropping the
- play area (D508); the rare gun/hand model glitch after changing ratio
- mid-level is largely fixed, a rare remainder is logged (D509).
-
-Build, tooling and harness:
-
-- A fresh build directory no longer produces an untagged executable name (D515).
-- The asset converter's argument quoting and sidecar size check are
- tightened; the CI cache actions no longer carry stale ROM paths.
-- The reference-frame tooling is non-destructive and drift-free: a verification
- sweep used to overwrite your own `data/ge007.ini` and leave the previous
- level's save file behind, and now pins both idempotently (your ini and save
- are restored whatever the run does); the capture helper reads its frame
- windows out of the gate instead of a stale hardcoded copy (D524). The gate's
- recipe was re-based: per-level windows in settled gameplay rather than the
- intro flyby, and the save file pinned present (D522, D523).
-- Debug env vars are documented: `GE_PCDUMP` must be `first-last:step` (a colon
- where the dash belongs silently dumps every frame, D527), and a
- `GE_STARTMENU` boot skips the EEPROM import, so the imported-save test must
- run from a normal boot (D528). A per-triangle draw-state census probe
- (`GE_D526`/`GE_D526BOX`/`GE_D526MAX`) is available for transparency/texture
- triage (D526; the P13 Dam-ending grate show-through it targeted was confirmed
- faithful N64 behaviour on 1964/GEPD, so no change shipped).
+- **Frame interpolation above 60 fps** (D578, rework of #137). 120 fps with
+ VSync on G-Sync/VRR: black frames and OLED flicker fixed (D583). Steam Deck
+ 90 Hz pacing (D583).
+- **#150 geometry disappearing when too close to a wall:** the near-plane clip
+ now cuts at the camera plane (D579).
+- **Cradle catwalk shadow flicker:** a D579 regression, fixed (D584).
+- **Native-widescreen stale pixels** on front-end screens: the canvas sides are
+ cleared (D579 follow-up).
+- **#151** the first launch opens on the primary monitor (D581).
+- **#152** Linux end-credits crash: a garbage text pointer is rejected (D582).
+- **#153** hat-spawn crash: the object record type was read from the wrong byte
+ on a little-endian machine (D580).
+- **#108** SFX / text-bank pointer guards (D573).
+- Velocity removal, update-check fix, `ge007.log`, HUD-150 sliders, preset
+ scope (D574-D577, D440).
+- **macOS arm64:** one address-model header, the 64-bit pointer fixes and a
+ display-locked tick (D586, D591, D594, D595, D599-D604, D607-D613).
## Verification
-**Reference-frame gate for this release:** Windows, Linux and Steam Deck each
-carry the full 21-level reference-frame set (63 frames each) at the same stems,
-re-captured for this release's fog and near-plane changes and confirmed by two
-independent capture passes per platform. The full pixel gate is green on all
-three against their own goldens on the final build: Windows 21/21, Linux
-(Intel HD 3000) 21/21 and Steam Deck 21/21. The recipe pins the run for you: the
-save file's CONTENT is pinned (the gate installs its own canonical save per
-level, the same way it pins the display ini — D529) and the PRNG seed is
-hard-pinned (a stray `GE_RSEED` in your environment warns and is ignored rather
-than re-seeding the gate — D532), so a gate run and a capture run see the same
-starting state. The cross-platform spread on the shipped sets (0.188-4.553% of
-pixels over tol 2 on the 20 non-Cuba levels) is informational only — it is not
-a cross-platform pixel-parity claim.
+I did not re-run the three-platform reference-frame gate for this release; the
+last full run was for v0.5.0. For v0.6.0 I checked the frame-rate path and the
+fixes above by playing on Windows and the Steam Deck, and the macOS build with
+a 21-level sweep and live sessions.
## Thanks
-Outside contributions merged for this release: dolent (PRs #120–#123), MST246
-(#125 draw-distance investigation), italoarruda (#109 gamepad-preset ideas),
-TenebrusoM (DexDrive / the D514 save-format sample), plus reporter credits on
-the issue numbers named above.
+f1zz1ec0ke (#137, the frame-interpolation design this release reworks),
+danturn (#95, macOS), Julio C. Rocha (#88, the first macOS groundwork),
+italoarruda (#108), dolent (#120-#123, already in v0.5.0), plus reporter
+credits on the issue numbers named above.
## Verify the download
```
sha256sum -c goldeneye-pc-port--win64.zip.sha256
sha256sum -c goldeneye-pc-port--linux-x86_64.tar.gz.sha256
+shasum -a 256 -c goldeneye-pc-port--macos-arm64.tar.gz.sha256 # macOS
```
## Source & docs
diff --git a/.github/social-preview.html b/.github/social-preview.html
index 50cf14f3..f86b2509 100644
--- a/.github/social-preview.html
+++ b/.github/social-preview.html
@@ -122,12 +122,12 @@
REPORT:
-
Status: RELEASED v0.5.0 — WINDOWS · LINUX · STEAM DECK
+
Status: RELEASED v0.6.0 — WINDOWS · LINUX · STEAM DECK
- Statistics:All 20 solo missions — full campaign completed in playtesting
+ Statistics:All 20 solo missions — 60 to 144 fps · macOS (experimental)
~210 game-code units, compiled unmodified
~34k lines C/C++ · ~10k Python (port layer + tools)
- 430 findings logged · AI coding agents + a handful of contributors
+ 465 findings logged · AI coding agents + a handful of contributors
diff --git a/.github/social-preview.png b/.github/social-preview.png
index 51734a70..906c88ca 100644
Binary files a/.github/social-preview.png and b/.github/social-preview.png differ
diff --git a/README.md b/README.md
index 4f8d2d84..50d7ca97 100644
--- a/README.md
+++ b/README.md
@@ -6,8 +6,8 @@

**GoldenEye 007 (Nintendo 64, 1997) as a native PC game for Windows, Linux
-and Steam Deck.** Native widescreen, a steady 60 fps, 2–4 player
-split-screen, mouse and keyboard or a modern controller, rebindable controls
+and Steam Deck.** Native widescreen, 60 fps or higher (90/120/144 on fast
+displays), 2–4 player split-screen, mouse and keyboard or a modern controller, rebindable controls
and an in-game options menu. No
emulator, and not a binary recompilation: the game's own
reconstructed C, rebuilt from the
@@ -24,9 +24,9 @@ then follow the [Quick start](#quick-start).
> downloads contain no Nintendo code or assets, and no ROM. See
> [What's a ROM?](#whats-a-rom) and [Legal](#legal).
-**v0.5.0** is the current release. It is a **pre-1.0 release, not a
+**v0.6.0** is the current release. It is a **pre-1.0 release, not a
finished product**: the campaign and split-screen multiplayer play end to
-end, but expect missing pieces (PAL/JP ROMs, macOS) and the occasional
+end, but expect missing pieces (PAL/JP ROMs, a notarized macOS build) and the occasional
breaking change between versions. v1.0 is the target for a feature-complete
build.
@@ -49,6 +49,31 @@ project is as much a study of that process as it is a port. See
## News
+- **RELEASE-DATE** — **v0.6.0** ([release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.6.0)):
+ - **Frame rates above 60.** `Video.FpsCap` now offers 90, 120 and 144, and
+ an **Auto** setting (the new default on fresh installs) that matches your
+ display's refresh rate. Frames between game ticks are blended from the
+ previous and current frame; the game still simulates at its original
+ rate. It costs one game tick of extra latency, does nothing on a 60 Hz
+ display, and the *Original N64* preset caps at 60. This is a rework of
+ f1zz1ec0ke's #137. I checked 120 Hz with VSync on a G-Sync display
+ on PC and 90 fps on the Steam Deck.
+ - **macOS on Apple Silicon, experimental, build from source.** Based on
+ danturn's #95 (with Julio C. Rocha's earlier Intel groundwork in
+ #88). There is no macOS download. See [Building](docs/building.md).
+ - **Fixes:** geometry vanishing when you press against a wall (#150),
+ the first launch opening on the wrong monitor (#151), a Linux crash in the
+ end credits (#152), a crash when a guard spawns with a hat (#153), a
+ sound/text pointer check that rejected valid pointers (#108), a Cradle
+ catwalk shadow flicker, and stale watch pixels in native widescreen.
+ - **Smaller changes:** the legacy front-end Velocity pointer mode is gone,
+ the Linux/macOS update check no longer fails on a large response, every
+ run is also logged to `ge007.log` next to the ini, and F10 slider labels
+ fit at HUD 150.
+ - **Known issues on the Steam Deck at 90 fps:** firefights in the centre of
+ Bunker 1 and 2 can drop several fps, and Jungle can feel slightly less
+ smooth than other levels. Cradle's turret explosions may draw wrongly
+ (reported, not yet investigated).
- **2026-10-07** — **v0.5.0** ([release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.5.0)), the first release
since v0.4.0; it includes the v0.4.1 work, which was never published on
its own:
@@ -104,7 +129,7 @@ the first launch lowers draw distance and anti-aliasing to keep up. A
keyboard and mouse, or a controller (Xbox, PlayStation, Switch and most
SDL-supported pads); split-screen needs one controller per extra player.
-**Not yet:** macOS, ARM Linux and Windows 7 are on the [roadmap](#roadmap).
+**macOS (Apple Silicon, experimental):** an M1 or later Mac on macOS 14 or newer, using the `macos-arm64` download (nothing to install; it is not notarized, so see [macOS](#macos-apple-silicon-experimental) for the one-line unblock) or a [source build](#building-from-source). **Not yet:** ARM Linux and Windows 7 are on the [roadmap](#roadmap).
## Quick start
@@ -210,6 +235,14 @@ Backspace.
and *Aspect ratio → Original* shows the exact 4:3 frame.
- **A steady 60 fps**, with VSync and a frame cap (30 or 60), including on
low-end GPUs.
+- **Frame rates above 60:** 90, 120 or 144 fps, or **Auto** to match your
+ display. Extra frames are blended between game ticks (the game still runs at
+ its original rate), at the cost of one tick of latency. It has no effect on
+ a 60 Hz display, and the *Original N64* preset keeps 60. See
+ [framerate and pacing](docs/framerate-and-pacing.md).
+- **macOS (Apple Silicon), experimental:** a `macos-arm64` download, not
+ notarized (one Terminal command to unblock it, see [macOS](#macos-apple-silicon-experimental)),
+ or build from source. I'd like test reports.
- **Graphics options:** resolution, borderless or exclusive fullscreen,
a Center window action while windowed, MSAA (up to 16×), anisotropic
filtering, and nearest, bilinear, trilinear or the N64's own 3-point
@@ -238,17 +271,22 @@ Backspace.
## Status
**Fully playable, with a small set of known caveats.** All 20 solo missions
-and the end-of-campaign credits load, render and run crash-free. v0.5.0 was
-played on Windows and Steam Deck (campaign spot-checks, 2–4 player
-split-screen and controller-only sessions), and every level's reference
-frames were compared pixel by pixel on Windows, Linux and Steam Deck. The
+and the end-of-campaign credits load, render and run crash-free. v0.6.0 adds
+frame rates above 60 and experimental macOS support; I checked the new
+frame-rate path and the listed fixes by playing on Windows and Steam Deck (120 Hz
+with VSync on a G-Sync display on PC, 90 fps on the Deck), and a macOS
+Apple Silicon build ran the 21-level campaign sweep and live sessions without crashes. The 21-level pixel comparison of reference
+frames against goldens (Windows, Linux, Steam Deck) was last done for v0.5.0. The
full campaign was last played end to end, at Agent difficulty on all three
platforms, for v0.4.0. Split-screen was played live in 2P on every
multiplayer map and in 4P on Temple.
**Known issues:** see the **[known-issues table](docs/ROADMAP.md#known-issues)**
(what you'll notice, impact, workarounds). The short version: NTSC-U ROMs
-only in the release packages, and no macOS/ARM builds yet.
+only in the release packages, and the Apple Silicon macOS download is
+experimental and not notarized. On the Steam Deck at 90 fps, Bunker 1/2
+centre firefights can drop several fps and Jungle can feel slightly less smooth
+than other levels.
> ***All unlocked* never changes your save** since v0.5.0: it unlocks every
> level and cheat in memory only, and switching it off shows your real
@@ -302,7 +340,7 @@ common keys and their defaults:
[Video]
Fullscreen = 0
VSync = 1
-FpsCap = 60
+FpsCap = -1
MSAA = 2
TextureFilter = 1
NativeWidescreen = 1
@@ -313,7 +351,9 @@ DrawDistance = 200
MasterVolume = 100
```
-`Fullscreen` 1 is borderless fullscreen; `TextureFilter` is 0 nearest,
+`Fullscreen` 1 is borderless fullscreen; `FpsCap` -1 is Auto (match the display,
+up to 144), 0 is uncapped, otherwise a fps cap (30, 60, or 90/120/144 for frame
+interpolation on a faster display; an existing ini keeps its value); `TextureFilter` is 0 nearest,
1 bilinear, 2 the N64 3-point filter, 3 trilinear; `FovScale` and `DrawDistance` are
percentages of the original (the options overlay shows the field of view in
degrees). On Atom/Celeron-class GPUs the first launch writes lighter values
@@ -406,15 +446,15 @@ place: [`docs/ROADMAP.md`](docs/ROADMAP.md). In brief:
- **PAL and JP ROM support** in the release packages
([#85](https://github.com/jkdansereau/goldeneye-pc-port/issues/85)). Both
regions already convert, build and boot from source.
-- **macOS and ARM builds**.
+- **A notarized macOS build, Intel Macs and ARM Linux.** Apple Silicon macOS is
+ an experimental, unsigned download in v0.6.0.
- The remaining small accuracy differences, each checked against the N64
game in an emulator.
- **1.0 sign-off**: a full campaign playthrough at more than one difficulty
plus a split-screen session, on every platform that ships.
This is spare-time work, so there's no timeline. Opt-in extras beyond the N64
-game (LAN play, bots, co-op, HD textures, enhanced visuals, frame rates above
-60) come after 1.0, and always off by default. Not planned: online
+game (LAN play, bots, co-op, HD textures, enhanced visuals) come after 1.0, and always off by default. Not planned: online
multiplayer over the internet, achievements or cloud saves, remake-scope
assets (new models, music or voice), and new movement mechanics. If any of
these matter to you, open an issue — it helps prioritize.
@@ -454,7 +494,7 @@ 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; the source is machine-generated |
| **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** | Pre-1.0 releases; full campaign and split-screen playable at 60 fps (see [Status](#status)) | Playable full game |
+| **Status** | Pre-1.0 releases; full campaign and split-screen playable at 60 fps or higher (see [Status](#status)) | Playable full game |
| **Why it exists** | To run the *original* N64 game from source, and as a [case study in AI-agent collaboration](#how-it-was-made) on a hard low-level codebase | To get a playable PC release of the remaster |
---
@@ -500,6 +540,37 @@ The executable is written to `build-pc/ge007.x86_64` (on Windows,
repo root, put your ROM in it as in [What's a ROM?](#whats-a-rom), and run
`./build-pc/ge007.x86_64` from the repo root.
+### macOS (Apple Silicon, experimental)
+
+**Download:** `goldeneye-pc-port--macos-arm64.tar.gz` from the release
+page, for Apple Silicon (M1 or later), macOS 14 or newer. It bundles SDL2 and the
+C++ runtime, so Homebrew is not needed. The app is experimental and **not
+signed with an Apple Developer ID or notarized**, so Gatekeeper blocks it when
+it comes from a download. Unpack it, then run `xattr -dr com.apple.quarantine ` in Terminal once, before the first launch:
+
+```sh
+xattr -dr com.apple.quarantine goldeneye-pc-port--macos-arm64
+```
+
+Then set up `data/` with your ROM as in the package README and run
+`./ge007.aarch64` from that folder in Terminal. If you launch it first, the process
+stalls before the window appears (it never reached `main` in my test; that is
+most likely Gatekeeper, and clearing the flag afterwards did not unstick that
+copy), so re-extract the archive and clear the flag before launching. I have run
+the package on one M3 Mac only, so test reports (what Mac, what macOS, what
+happened) are very welcome.
+
+**Build from source:** use Homebrew's
+GNU `gcc` (Apple's Clang can't compile the decomp), then the same
+asset-extraction and `./build-pc.sh ntsc-final` steps as above. Details are in
+[`docs/building.md`](docs/building.md).
+
+```sh
+brew install cmake gcc sdl2 zlib python3
+```
+
+On Apple Silicon the executable is tagged `aarch64` instead of `x86_64`.
+
## How it works
The game code in `src/` is the decompilation's, and its control flow is the
@@ -607,14 +678,16 @@ This port is a thin layer on a large amount of other people's work.
**Contributors**
-- **dolent** (#120, #121, #122, #123), **italoarruda** (#107, #109),
- **JosephAHK** (#133), and **MST246** (the #125 investigation), plus
- everyone who filed issues.
+- **dolent** (#120, #121, #122, #123), **italoarruda** (#106, #107, #108, #109),
+ **danturn** (#95 macOS, #96), **Julio C. Rocha** (#88 macOS Intel groundwork),
+ **f1zz1ec0ke** (#137 frame interpolation), **JosephAHK** (#133), and
+ **MST246** (the #125 investigation), plus everyone who filed issues.
**Consultation**
- **f1zz1ec0ke** ([GitHub](https://github.com/f1zz1ec0ke)): LLM consultation on model
- tuning, agent harnesses, and agentic strategy throughout the port's development.
+ tuning, agent harnesses, and agentic strategy throughout the port's development
+ (and the author of the #137 frame-interpolation design noted above).
**Tools and models used to develop the port**
@@ -700,4 +773,4 @@ is covered by [`NOTICE`](NOTICE), not by that license.
---
-*Last updated 2026-10-07 — v0.5.0 · GitHub · Releases*
+*Last updated 2026-10-10 — v0.6.0 · GitHub · Releases*
diff --git a/docs/_layouts/default.html b/docs/_layouts/default.html
index c9602d86..b018e711 100644
--- a/docs/_layouts/default.html
+++ b/docs/_layouts/default.html
@@ -55,7 +55,7 @@