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release: v0.4.0 site/README consistency + Web 1.0 re-skin
- Docs site: drop jekyll-theme-cayman for a hand-rolled _layouts/default.html
(masthead band + middot text nav + footer with last-updated stamp and legal
line; head re-plumbed with {% seo %}, viewport, favicon); head-custom.html
fully rewritten to the chosen design tokens - charcoal/off-white/amber,
Libre Baskerville headings over system sans, square corners, 1px borders,
flat (no gradients/shadows), mermaid wrapper re-skinned.
- docs/index.md: v0.4.0 status (native widescreen, aim system, rebinding,
crosshair, rumble, rebuilt overlay); Honest status replaced by the v0.4.0
release-notes known issues; body anchor-nav line; legal footer moved to
layout.
- security-and-fidelity-status.md: front matter so {% seo %} titles it.
- README.md: v0.4.0 truth pass (status, Working/Known issues, Deck preset
2x MSAA / 250% per code, background stats 981 commits / 283 findings,
comparison table, GEPD-default controls paragraph, earlier builds) plus
markdown-native motifs matching the site: top anchor-nav line, --- section
rules, last-updated footer stamp, license badge in the amber accent.
- release-notes: SFTP sideload mention (leftover from the Deck session).
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@@ -1,36 +1,39 @@
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---
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title: GoldenEye 007 PC Port
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# v0.3.0: status bumped from v0.2.1; Honest-status bullets synced with the
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# README's v0.3.0 known issues (D255/D282/F10-dup/overscan items removed as
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# fixed). Description kept at 133 chars (Bing's 160 limit).
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# v0.4.0: status bumped from v0.3.0; Honest status replaced by the v0.4.0
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# release-notes known issues (rainbow/water/z-fight/cameras/trees/muzzle/
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# stretched-widescreen/gunshot items all fixed; D335b F10-overlay stretch is
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# the new widescreen residual). Description kept short (Bing's 160 limit).
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description: >-
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A native PC port of the 1997 N64 classic, built from decompiled source with
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a software RSP. v0.3.0 for Windows, Linux and Steam Deck.
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a software RSP. v0.4.0 for Windows, Linux and Steam Deck.
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---
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<!-- v0.2.1 (Bing SEO): the "# GoldenEye 007 PC Port" h1 was removed here --
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the Cayman masthead already renders the site title as an <h1>, so the page
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was emitting two h1 tags. -->
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A native PC port of the original 1997 Nintendo 64 _GoldenEye 007_, compiled
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from the game's [decompiled source](https://github.com/n64decomp/007) with the
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N64's graphics coprocessor (RSP) running in software, the same architecture
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as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the
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same Rare "Indy" engine family, one hardware generation apart.
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**Status: v0.3.0.** The full single-player campaign runs at a steady 60 fps
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and is completable end to end (all 20 missions playtested); all 20 missions
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load and run clean on Windows, Linux and Steam Deck, and audio (music + SFX)
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plays throughout. The known rough edges — mostly cosmetic rendering defects,
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stretched-not-native widescreen, and missing features — are listed plainly
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under [Honest status](#honest-status).
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[Download](#download) · [See it running](#see-it-running) · [Honest status](#honest-status) · [Documentation](#documentation)
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**Status: v0.4.0.** The full single-player campaign runs at a rock-stable
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60 fps and is completable end to end (all 20 missions playtested on Windows
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and Steam Deck). This release adds **native widescreen** (on by default —
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undistorted world at your display's aspect, 4:3 menus pillarboxed), a
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**complete aim system** (N64 or centred PC style, for mouse *and*
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controller), **in-game key rebinding** with a GEPD-style default layout,
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**crosshair customization**, real **rumble-pak haptics** on supported
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gamepads, and a **rebuilt options overlay** with fine-tuning rows (frame cap,
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MSAA, draw/LOD distance, HUD scale). The remaining rough edges are few and
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mostly cosmetic — listed plainly under [Honest status](#honest-status).
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**This is a pre-1.0 release, not a finished product** — v1.0 is the target
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for a polished, feature-complete build; expect rough edges and missing
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features until then. See the
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[README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap)
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for direction (PAL/JP support, real widescreen, LAN multiplayer under
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consideration, and more).
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for direction (PAL/JP support, controller-button rebinding, LAN multiplayer
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under consideration, and more).
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<p align="center">
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<img src="media/goldeneye-gh-preview.gif" width="70%"
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@@ -190,34 +193,25 @@ catalogue: [Porting notes](porting-notes.md).
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## Honest status
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- **Particle colours** can still drift through a rainbow palette
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intermittently: one genuine cause is fixed this release, a second hasn't
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been found yet (D252).
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- **Some muzzle flashes draw an extra erroneous long flash** straight up from
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the gun, on top of the correct one. Cosmetic only (D303).
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- Water levels show a moving seam between two water patterns (D245);
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occasional z-fighting on some geometry (D308); in-level security-camera
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props can occasionally face backwards (D307). Minor and cosmetic.
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- **The front-end Nintendo logo renders as two white blobs** and the Rareware
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logo's texture filtering looks off (D75).
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- Surface 1's 2D billboard trees render as a solid wall of tree texture
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instead of discrete sprites; under active investigation (D236).
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- **Widescreen is stretched, not native**: 16:9 stretches the 4:3 frame to
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fill the display; automatic FOV scaling keeps the framing comfortable and
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gameplay is unaffected, but a distortion-free native widescreen render is
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still on the roadmap. Distant geometry can also drop out on the biggest
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open levels (D249).
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- **Gunshot SFX can sound off during sustained/rapid fire** (D240/D241).
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- **`All unlocked` is highly experimental** — don't enable it until you have
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at least one save written, or it can break audio and mouse aim
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(D257/D259/D281).
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- Bond's cutscene positioning is fixed and right the large majority of the
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time now; on the rare occasion he's off it's a small drift — no more
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floating or spin-glitching (D173/D292/D243).
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- No macOS/ARM support; no controller rebinding UI yet.
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- On Facility, if gas leaks during Ourumov's monologue he can pause for up to
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~10 s before resuming the scripted shootout — a latent race that exists in
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the N64 original too (where it softlocks permanently); the port detects and
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auto-recovers it. (D318)
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- With native widescreen on, the F10 options overlay stretches with the
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window instead of pillarboxing like the front-end menus (legible; cosmetic;
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the F10 *Native widescreen* toggle restores the old stretched frame
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throughout). The world/HUD widescreen rendering itself is correct. (D335b)
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- The front-end Rareware logo shows a subtle texture-filtering artifact
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(the Nintendo logo and legal page are clean). Cosmetic only. (D75)
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- **`All unlocked` is experimental**: the fresh-install corruption case is
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fixed, but saves made while it is on are not guaranteed recoverable by
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switching it off — complete a level normally first, and back up
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`data/ge007.eep` before enabling it. (D387)
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- No macOS or ARM support. Keyboard/mouse rebinding shipped in v0.4.0;
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controller-button rebinding is not supported yet.
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The full list, with root causes and fix status: the
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[README's Status section](https://github.com/jkdansereau/goldeneye-pc-port#status)
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[release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases)
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and the [finding log](https://github.com/jkdansereau/goldeneye-pc-port/tree/main/docs/dev).
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## Documentation
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@@ -227,9 +221,3 @@ and the [finding log](https://github.com/jkdansereau/goldeneye-pc-port/tree/main
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- [Internals](internals.md): architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
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- [Porting notes](porting-notes.md): the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
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- [Building](building.md): full build and asset-extraction guide.
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---
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<small>Non-commercial fan preservation/research project. No ROM or game assets
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are distributed; you supply a ROM you already own. Not affiliated with or
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endorsed by Nintendo, Rare, Microsoft, MGM, Danjaq, or EON Productions.</small>
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