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