Docs: crosshair when not aiming (#123, D436) and PD-style crosshair colour (D569) in README, release notes and ROADMAP

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James Dansereau committed 2026-10-06 21:23:01 -04:00
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@@ -34,9 +34,10 @@ staged as v0.4.1, which was never published on its own.
- **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:** fullscreen mode, center window, crosshair opacity and
crosshair colour by health, a scalable HUD overlay, and an optional update
check (off by default).
- **New settings:** an optional crosshair when not aiming, 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).
Played on Windows and Steam Deck: campaign spot-checks, 2-4 player split-screen
and controller-only sessions.
@@ -188,6 +189,10 @@ Menu and settings work:
- 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 when not aiming, opt-in (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).
@@ -268,7 +273,7 @@ a cross-platform pixel-parity claim.
## Thanks
Outside contributions merged for this release: dolent (PRs #120–#122), MST246
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.
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@@ -219,8 +219,8 @@ Backspace.
button names.
- **Rebindable controls** for keyboard, mouse and each controller.
- **HUD and crosshair options:** HUD scale (also scales the in-game options
menu), an optional customizable crosshair with adjustable opacity and a
health-based color, and a no-hit-flash option.
menu), an optional crosshair when not aiming, a custom RGB crosshair color
with adjustable opacity and a health-based color, and a no-hit-flash option.
- **Full audio:** in-level music and sound effects, with music, FX and master
volume and a choice of output device.
- **An in-game options overlay** (F10 / pad Select) for all of the above,
@@ -604,7 +604,7 @@ This port is a thin layer on a large amount of other people's work.
**Contributors**
- **dolent** (#120, #121, #122), **italoarruda** (#107, #109),
- **dolent** (#120, #121, #122, #123), **italoarruda** (#107, #109),
**JosephAHK** (#133), and **MST246** (the #125 investigation), plus
everyone who filed issues.
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@@ -211,7 +211,7 @@ Background research lives in the maintainer's local notes (gitignored):
| Control style Original shows the game's own N64 styles | verify | #139 follow-up, D516, D517 | **Landed 2026-10-04 (D516, merged @ 91595597):** "Controller style" row (Original only; the game's own 1.1-2.4 per seat, saved to the Bond file; front end reads "(in a mission)"); D498 presets hidden in Original. **D517:** hold-repeat on any Bond row dropped fps (EEPROM rewrite per detent); now staged like sliders. Live passes 2026-10-04 (maintainer): single player + split-screen 2P with different styles per seat. **Owed:** the 2.x second-pad pass (real second controller). |
| Pad layout preset per player (setting P2's no longer moves P1) | verify | D518, D498 follow-up | **Landed 2026-10-04 (D518):** `Input.PadPreset` kept as seat 1's key + new `Input.PadPreset2/3/4`; the F10/front-end preset row follows the Select-player seat. Headless GE_PADMAPTEST PASS; **live passes 2026-10-04** (P2 change leaves P1 alone; split-screen: each seat ran its own preset). |
| Control scheme selectable: Ext / Original control style | verify | #139, D513, D498, D166 | **Landed 2026-10-04 (D513, merged into `release/v0.4.1`).** `Input.ControlScheme` (row "Control style", Ext default / Original) on the Controller page, both UIs. Original leaves the game's own style alone; D498 presets set layout and stick swap only in Original; 2.x runs faithfully; global in v1, per seat with the Select Player work. **Owed:** pad pass in both modes, watch-selected 1.1-1.4, split-screen 2P with different styles, 2.x with a second pad. |
| Outside PRs #107–#109, #122–#124 | decided | #122 hot-plugged pads never reopen, #123 persistent crosshair (`gunfire.c`), #124 compact health/armour bars (`bondview2.c`); #107/#108/#109 (italoarruda) | **Decided 2026-10-01:** **#120/#121/#122** merged locally (#122 = D450); close on push. **#123**: accept-with-changes, deferred (Original N64 preset, relabel D436, Rule-2 line, 2P + sniper-zoom check). **#124**: deferred (ignores HudScale, overlaps status text, ultrawide anchoring, split-screen untested). **#133**: duplicates D472; close as superseded on push. **#109** (pad rebinding): decline as-is; supersede with our pad presets (§5a), crediting the author (Co-authored-by). **#107**: folded into D441; close on push. **#108**: belongs with `macos`; ask for a range check. |
| Outside PRs #107–#109, #122–#124 | decided | #122 hot-plugged pads never reopen, #123 persistent crosshair (`gunfire.c`), #124 compact health/armour bars (`bondview2.c`); #107/#108/#109 (italoarruda) | **Decided 2026-10-01:** **#120/#121/#122** merged locally (#122 = D450); close on push. **#123**: merged 2026-10-06 into v0.5.0 (D436; presets set it off, tip, Rule-2 signed off; by-eye hipfire / sniper zoom / 2P owed). **#124**: deferred (ignores HudScale, overlaps status text, ultrawide anchoring, split-screen untested). **#133**: duplicates D472; close as superseded on push. **#109** (pad rebinding): decline as-is; supersede with our pad presets (§5a), crediting the author (Co-authored-by). **#107**: folded into D441; close on push. **#108**: belongs with `macos`; ask for a range check. |
| Gamepad presets: duplicate-binding warning, Xbox stick behaviours | open (after v0.5.0; documented in the README) | D469, D498, D518, D394 | D469 (pad action table, Jinx 1.1 default, Custom per-seat bindings), **D498** (Xbox 1.2 Christmas / 1.3 Frost / 1.4 Elektra) and the per-seat preset (**D518**) are done and maintainer-verified with pads. Not done (maintainer 2026-10-04: skip in game for v0.5.0, document only): a warning when two actions share a button; the Xbox "left stick aims the crosshair" and "D-pad copies the left stick" behaviours (D394). |
| Pad button names on a Nintendo pad | verify | D471; local note `PAD-MENU-AUDIT.md` | Audit done 2026-10-01 (no controller-only trap; D472 fixed G1-G3). D471 family button names + player LEDs: **PS5 DualSense verified 2026-10-03.** **Owed:** a Nintendo (Switch) pad check; the maintainer has no such pad, so this waits for one or for a user report. |
| Mute and auto-pause on focus loss; PNG screenshots to `screenshots/` | parked | D231, PR #56 (closed unmerged), `docs/dev/notes/parked/0001-QoL-*.patch` (local) | Deprioritised by the maintainer on 2026-09-25. F12 today is the dev PPM dump. |