From 73dd0c4ca0144f4cbb3505a920aaf18370c2f43a Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Mon, 28 Sep 2026 02:27:56 -0400 Subject: [PATCH] readme and docs site: v0.4.0 release status, release news section, masthead tagline, and accuracy pass - v0.4.0 status framing (the most complete release to date; the common defect classes fixed; a short list of known caveats) and the pre-1.0 note, on both the README and the Pages home page. - Dated release news section with links to the GitHub release tags. - Keyword-reinforced meta descriptions; site masthead tagline. - Accuracy: options section list per the shipped overlay, Xbox 1.1 (Jinx) controller roles (D394), Select opens the overlay, Deck 2x MSAA / 250% preset, background stats, footer last-updated stamp. --- README.md | 150 ++++++++++++++++++++++++++--------------------- docs/_config.yml | 2 +- docs/index.md | 63 +++++++++++++------- 3 files changed, 127 insertions(+), 88 deletions(-) diff --git a/README.md b/README.md index 2da8e65e..f6a8afaf 100644 --- a/README.md +++ b/README.md @@ -3,40 +3,38 @@ [![CI](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml/badge.svg)](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml) ![license](https://img.shields.io/badge/license-MIT-ffb454) -[Download](#download) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal) +

GoldenEye 007 (Nintendo 64, 1997) on the PC — +decompiled, ported, and playable at 60 fps.

-This is a PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64) — the -original N64 game, not the Xbox 360 remaster. +[Download](#download) · [News](#news) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal) -The game code is the community [decompilation](https://github.com/n64decomp/007): -the original game reconstructed as C source, compiled here for x86-64. The -N64's graphics coprocessor (the RSP) is emulated in software, and the -remaining console hardware — video, audio, controllers, timers, save memory -— is replaced by a thin porting layer in `port/`. The approach follows the -[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark): the same -Rare engine family, one hardware generation apart. +A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from +the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the +original N64 game running from reconstructed source, not the Xbox 360 +remaster. The N64's graphics coprocessor (RSP) is emulated in software; every +other hardware surface (video, audio, input, timers, save storage) is shimmed +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. -**News:** +**v0.4.0** (released 2026-09-28) is out for Windows and Linux (including +Steam Deck, where the Linux bundle sideloads as-is). It is the most complete +release to date: the full campaign runs at a steady 60 fps with the known +issues now few and mostly cosmetic ([Status](#status)). Free to download, +build on and modify (you bring the ROM). -- **2026-09-28** — v0.4.0 released for Windows and Linux (the Linux bundle - runs unmodified on Steam Deck). The full campaign plays at 60 fps, and - this release was playtested end to end; the remaining known issues are - listed under [Status](#status). The bundles are free to download and - modify; you supply the ROM. - -**This is a pre-1.0 release, not a finished product.** It plays the complete -game, but expect rough edges, missing features, and occasional breaking -changes before 1.0. [Status](#status) lists what works and what does not; -[Roadmap](#roadmap) outlines the direction. +**This is a pre-1.0 release, not a finished product.** v1.0 is the target +for a polished, feature-complete build; until then, expect missing features +and the occasional breaking change between versions. See [Status](#status) +for what works today and [Roadmap](#roadmap) for where this is headed. **AI disclosure:** development here was agentic - Claude Pro plus a local open-weight model on a single RTX 5090, as of August–September 2026. This project is as much a study of *that process* as it is a port: whether current LLMs can carry a codebase like this, and what actually goes wrong -along the way. Judge the result for yourself. -Development is directed by a single maintainer working in spare time, not a -team. See [Background](#background) for the full setup, timeline, and an -honest account of what worked and what didn't. +along the way. Judge the result for yourself. I'm one person doing this in my +spare time, not a team. See [Background](#background) for the full setup, +timeline, and an honest account of what worked and what didn't. > [!IMPORTANT] > **You must supply your own GoldenEye 007 ROM.** This repository contains no @@ -52,6 +50,23 @@ honest account of what worked and what didn't. --- +## News + +- **2026-09-28** — **v0.4.0**: native widescreen, a complete aim system for + mouse and controller, in-game key rebinding, crosshair customization, + rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix + pass (water, particles, billboard trees, front-end logo, gunshot SFX, a + true stable 60 fps). [Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.4.0) · + [downloads](#download). +- **2026-09-20** — **v0.3.0**: the first release with the complete campaign + playable end to end at 60 fps on Windows, Linux, and Steam Deck. + [Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.3.0). +- **2026-09-04 → 2026-09-16** — **v0.1.0 – v0.2.2**: the alpha and beta + cycle — build chain, software RSP, first rendered frames, front end, and + per-level stabilization across the campaign. + +--- + ## Download | Platform | Bundle | Notes | @@ -75,19 +90,22 @@ 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: v0.4.0 has known rough edges, -listed plainly there. +Read the [Status](#status) section first: the small number of known issues +in this release are listed plainly there. --- ## Status -**v0.4.0 - playable, with known rough edges.** The full single-player -campaign is completable end to end (all 20 missions, Agent difficulty, -playtested), at a steady 60 fps; all 20 solo missions — plus the -end-of-campaign credits sequence — load, render and run crash-free, verified -on Windows, Linux and real Steam Deck hardware. Feedback and bug reports -are welcome — open an issue. +**v0.4.0 - fully playable, with a small set of known caveats.** The full +single-player campaign is completable end to end (all 20 missions, Agent +difficulty, playtested), at a steady 60 fps; all 20 solo missions — plus +the end-of-campaign credits sequence — load, render and run crash-free, +verified on Windows, Linux and real Steam Deck hardware. The most common +defect classes from earlier releases — particle colour drift, water seams, +z-fighting, billboard trees, muzzle flashes, the front-end Nintendo logo, +gunshot SFX — are fixed in this version; what remains is a short list, +below. Feedback is very welcome. What a release actually installs (no networking, no telemetry, no ROM or game assets shipped) and how faithfully the port tracks the original N64 @@ -107,8 +125,9 @@ crosshair customization (opt-in); Bond is fixed in cutscenes (no more floating or spin-glitching) and his third-person model positioning generally is right the large majority of the time now, at most a small drift when off; 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 (display, audio, gameplay, HUD; -resolution, frame cap, MSAA, filtering, FOV, sensitivity); Windows and +cheat menu); F10 in-game options overlay (video, input, gameplay, HUD, +graphics, audio; frame cap, MSAA, filtering, FOV, sensitivity, key rebinding, +crosshair, vibration); Windows and Linux, including Steam Deck. **Known issues:** @@ -142,23 +161,23 @@ and the finding log in [`docs/dev/findings.md`](docs/dev/findings.md). The Linux bundle is the Deck build. SFTP it over from your PC, or download it straight from the [releases page](https://github.com/jkdansereau/goldeneye-pc-port/releases) on the Deck itself: -unzip, drop your ROM in `data/`, launch it once (the first run generates the +extract, drop your ROM in `data/`, launch it once (the first run generates the derived assets), and add the executable as a non-Steam game. SDL2 is bundled, so no dependencies need installing. On SteamOS the first launch seeds `ge007.ini` with Deck-friendly defaults: native 1280×800 fullscreen, VSync, 2× MSAA, and 250% draw/LOD -distance (the N64-authored fade distances read short on the close-up 7" panel); -everything is changeable in the options overlay and persists afterwards. -**Do that first launch in Game Mode, not Desktop Mode** — an ini created by -an earlier Desktop Mode launch (e.g. while testing before adding it as a -Steam shortcut) permanently skips the Deck preset, since any existing ini -always wins over it (D283). If your resolution isn't 1280×800 on first -Game Mode boot, just set it manually: F10 → *Resolution*. The renderer is -CPU-bound (software RSP); expect original N64-era -performance at 60 fps rather than more. This release was playtested on real -Deck hardware; the v0.1.0-era Facility crash (D203) did not recur: its root -cause was identified and fixed (D253), and a separate intermittent SIGSEGV -in heavy firefights/terminal destruction (D255) and an audio-thread crash -(D305) are both fixed and live-verified on real hardware as of this release. +distance (the N64-authored fade distances read short on the close-up 7" +panel); everything is changeable in the options overlay and persists +afterwards. **Do that first launch in Game Mode, not Desktop Mode** — an ini +created by an earlier Desktop Mode launch (e.g. while testing before adding +it as a Steam shortcut) permanently skips the Deck preset, since any +existing ini always wins over it (D283). If your resolution isn't 1280×800 +on first Game Mode boot, just set it manually: F10 → *Resolution*. The +renderer is CPU-bound (software RSP); expect original N64-era performance at +60 fps rather than more. This release was playtested on real Deck hardware; +the v0.1.0-era Facility crash (D203) did not recur: its root cause was +identified and fixed (D253), and a separate intermittent SIGSEGV in heavy +firefights/terminal destruction (D255) and an audio-thread crash (D305) are +both fixed and live-verified on real hardware as of this release. **In-game settings on the Deck.** The options overlay is fully gamepad-driven: it opens with **Select**, the D-pad or left stick (up/down) moves between @@ -171,8 +190,8 @@ overlay is `F10` + arrows/Enter. ## Roadmap -No committed timeline — this is spare-time work. Directionally, on the way -to 1.0: +No fixed timeline or committed feature list — this is spare-time work — but +directionally, on the way to v1.0: - Working through the [known issues](#status) above and the fuller list in [`docs/dev/findings.md`](docs/dev/findings.md). @@ -218,8 +237,8 @@ asset pipeline, first frames), and **Claude Code** (Sonnet 5, Opus 5 for the hardest bugs) joining for the collaborative phase (the 21-level sweep, the ABI finding catalog, SDL input, front end), handing work back and forth through shared written notes, directed by one person part-time. In short: -43 days (16 Aug – 28 Sep), 981 commits, 283 findings root-caused and -logged (`D1`–`D405`). +43 days (16 Aug – 28 Sep), 981 commits, 283 findings root-caused and logged +(`D1`–`D405`). The full write-up (timeline, handoff mechanism, effort breakdown, an honest "what worked / what didn't"): [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md). @@ -342,20 +361,17 @@ lives in `ge007.eep`. Launch with `-fresh` to wipe both before starting | Next weapon | Mouse wheel down / `Q` | Y | | Previous weapon | Mouse wheel up | — | | Start | `Enter` / `Tab` | Start | -| Options overlay | `F10` | Back (A selects/toggles; B backs; D-pad/stick left/right adjusts sliders; Start closes) | +| Options overlay | `F10` | Select (A toggles/steps; B backs; D-pad/stick adjusts sliders; Start closes) | -Gameplay follows the Xbox **1.1 Jinx** button roles in the user-provided -[StrategyWiki control table](https://strategywiki.org/wiki/GoldenEye_007/Controls): -A use, X reload, B gadget cycle, Y weapon cycle, either stick click crouch, -LB/LT aim and RT fire. The PC gadget cycle selects the next owned gadget in -the N64 inventory; the user has confirmed the gameplay buttons on a physical -pad, but exact gadget-category parity remains unaudited. In menus A -accepts and B cancels. RB's *updated graphics* toggle cannot be provided by -the original N64 port (no remastered assets); it is reserved. Back opens PC -options rather than Xbox's *view scores*; exact menu parity is not claimed. -The other Xbox schemes (1.2 Christmas, 1.3 Frost, 1.4 Elektra) are planned, -not yet selectable. Keyboard → Bindings edits **keyboard/mouse -only**; a controller can navigate those pages and use B to go back, but +The default layout is the GEPD-style preset on the keyboard and the standard +dual-stick scheme on controllers (left stick move, right stick look, +triggers fire/aim, A use, X reload, B gadget cycle, Y weapon cycle, stick +click crouch). The watch gadget cycle selects the next owned gadget in the +N64 inventory. The controller layout matches Rare's Xbox 1.1 (Jinx) button +roles (user-tested on a physical pad; D394), and the remaining Xbox schemes +(1.2 Christmas, 1.3 Frost, 1.4 Elektra) are planned as selectable presets +and not yet available. Keyboard → Bindings edits **keyboard/mouse only**; a +controller can navigate those pages and use B to go back, but controller-button rebinding is not supported yet. Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the @@ -508,4 +524,4 @@ is covered by [`NOTICE`](NOTICE), not by that license. --- -*Last updated 2026-09-28 — v0.4.0.* +*Last updated 2026-09-28 — v0.4.0 · GitHub · Releases* diff --git a/docs/_config.yml b/docs/_config.yml index 7ec684a5..14895403 100644 --- a/docs/_config.yml +++ b/docs/_config.yml @@ -6,7 +6,7 @@ title: GoldenEye 007 PC Port # long version made a ~230-char title. It also renders as the masthead # tagline on every page. Per-page meta/og descriptions come from each page's # front matter `description:` (see index.md), not from here. -description: N64 GoldenEye 007, decompiled for PC. +description: GoldenEye 007 (Nintendo 64, 1997) on the PC - decompiled, ported, and playable. # No GitHub theme: the site uses a hand-rolled _layouts/default.html plus the # design in _includes/head-custom.html (charcoal/off-white/amber, square and # flat.) diff --git a/docs/index.md b/docs/index.md index 3ac27507..22904097 100644 --- a/docs/index.md +++ b/docs/index.md @@ -5,32 +5,40 @@ title: GoldenEye 007 PC Port # 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. v0.4.0 for Windows, Linux and Steam Deck. + A native PC port of GoldenEye 007 (Nintendo 64, 1997), built from + decompiled source with a software RSP. v0.4.0 for Windows, Linux and + Steam Deck. --- -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. +A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from +the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the +original N64 game running from reconstructed source, not the Xbox 360 +remaster. The N64's graphics coprocessor (RSP) is emulated in software; every +other hardware surface (video, audio, input, timers, save storage) is shimmed +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. -[Download](#download) · [See it running](#see-it-running) · [Honest status](#honest-status) · [Documentation](#documentation) +[Download](#download) · [News](#news) · [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). +**Status: v0.4.0 (2026-09-28) — fully playable, with a small set of known +caveats.** The full single-player campaign runs at a steady 60 fps and is +completable end to end (all 20 missions, plus the ending-credits sequence, +playtested on Windows, Linux and Steam Deck). It is the most complete release +to date: **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**, **rumble-pak +haptics** on supported gamepads, and a **rebuilt options overlay** with +fine-tuning rows (frame cap, MSAA, draw/LOD distance, HUD scale). The most +common defect classes from earlier releases — particle colour drift, water +seams, z-fighting, billboard trees, muzzle flashes, the front-end Nintendo +logo, gunshot SFX — are fixed in this version; what remains is a short list, +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 +for a polished, feature-complete build; expect missing features and the +occasional breaking change until then. See the [README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap) for direction (PAL/JP support, controller-button rebinding, LAN multiplayer under consideration, and more). @@ -41,6 +49,21 @@ under consideration, and more).
~12 s gameplay montage from live v0.3.0 play sessions, running in the port.

+## News + +- **2026-09-28** — **v0.4.0**: native widescreen, a complete aim system for + mouse and controller, in-game key rebinding, crosshair customization, + rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix + pass (water, particles, billboard trees, front-end logo, gunshot SFX, a + true stable 60 fps). [Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.4.0) · + [downloads](#download). +- **2026-09-20** — **v0.3.0**: the first release with the complete campaign + playable end to end at 60 fps on Windows, Linux, and Steam Deck. + [Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.3.0). +- **2026-09-04 → 2026-09-16** — **v0.1.0 – v0.2.2**: the alpha and beta + cycle — build chain, software RSP, first rendered frames, front end, and + per-level stabilization across the campaign. + ## Download | Platform | Bundle | Notes |