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.
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@@ -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).
<br><em>~12 s gameplay montage from live v0.3.0 play sessions, running in the port.</em>
</p>
## 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 |