mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-23 15:52:42 +02:00
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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@@ -3,40 +3,38 @@
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[](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml)
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[](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml)
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[Download](#download) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal)
|
<p align="center"><em>GoldenEye 007 (Nintendo 64, 1997) on the PC —
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|
decompiled, ported, and playable at 60 fps.</em></p>
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|
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This is a PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64) — the
|
[Download](#download) · [News](#news) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal)
|
||||||
original N64 game, not the Xbox 360 remaster.
|
|
||||||
|
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The game code is the community [decompilation](https://github.com/n64decomp/007):
|
A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
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the original game reconstructed as C source, compiled here for x86-64. The
|
the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the
|
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N64's graphics coprocessor (the RSP) is emulated in software, and the
|
original N64 game running from reconstructed source, not the Xbox 360
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remaining console hardware — video, audio, controllers, timers, save memory
|
remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
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— is replaced by a thin porting layer in `port/`. The approach follows the
|
other hardware surface (video, audio, input, timers, save storage) is shimmed
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark): the same
|
in a dedicated `port/` layer, following the architecture of the
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||||||
Rare engine family, one hardware generation apart.
|
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
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||||||
|
Rare "Indy" engine family, one hardware generation apart.
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|
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**News:**
|
**v0.4.0** (released 2026-09-28) is out for Windows and Linux (including
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|
Steam Deck, where the Linux bundle sideloads as-is). It is the most complete
|
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|
release to date: the full campaign runs at a steady 60 fps with the known
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|
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
|
**This is a pre-1.0 release, not a finished product.** v1.0 is the target
|
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runs unmodified on Steam Deck). The full campaign plays at 60 fps, and
|
for a polished, feature-complete build; until then, expect missing features
|
||||||
this release was playtested end to end; the remaining known issues are
|
and the occasional breaking change between versions. See [Status](#status)
|
||||||
listed under [Status](#status). The bundles are free to download and
|
for what works today and [Roadmap](#roadmap) for where this is headed.
|
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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.
|
|
||||||
|
|
||||||
**AI disclosure:** development here was agentic - Claude Pro plus a local
|
**AI disclosure:** development here was agentic - Claude Pro plus a local
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open-weight model on a single RTX 5090, as of August–September 2026. This
|
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
|
project is as much a study of *that process* as it is a port: whether
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||||||
current LLMs can carry a codebase like this, and what actually goes wrong
|
current LLMs can carry a codebase like this, and what actually goes wrong
|
||||||
along the way. Judge the result for yourself.
|
along the way. Judge the result for yourself. I'm one person doing this in my
|
||||||
Development is directed by a single maintainer working in spare time, not a
|
spare time, not a team. See [Background](#background) for the full setup,
|
||||||
team. See [Background](#background) for the full setup, timeline, and an
|
timeline, and an honest account of what worked and what didn't.
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||||||
honest account of what worked and what didn't.
|
|
||||||
|
|
||||||
> [!IMPORTANT]
|
> [!IMPORTANT]
|
||||||
> **You must supply your own GoldenEye 007 ROM.** This repository contains no
|
> **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
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|
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
|
## Download
|
||||||
|
|
||||||
| Platform | Bundle | Notes |
|
| 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`.
|
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).
|
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,
|
Read the [Status](#status) section first: the small number of known issues
|
||||||
listed plainly there.
|
in this release are listed plainly there.
|
||||||
|
|
||||||
---
|
---
|
||||||
|
|
||||||
## Status
|
## Status
|
||||||
|
|
||||||
**v0.4.0 - playable, with known rough edges.** The full single-player
|
**v0.4.0 - fully playable, with a small set of known caveats.** The full
|
||||||
campaign is completable end to end (all 20 missions, Agent difficulty,
|
single-player campaign is completable end to end (all 20 missions, Agent
|
||||||
playtested), at a steady 60 fps; all 20 solo missions — plus the
|
difficulty, playtested), at a steady 60 fps; all 20 solo missions — plus
|
||||||
end-of-campaign credits sequence — load, render and run crash-free, verified
|
the end-of-campaign credits sequence — load, render and run crash-free,
|
||||||
on Windows, Linux and real Steam Deck hardware. Feedback and bug reports
|
verified on Windows, Linux and real Steam Deck hardware. The most common
|
||||||
are welcome — open an issue.
|
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
|
What a release actually installs (no networking, no telemetry, no ROM or
|
||||||
game assets shipped) and how faithfully the port tracks the original N64
|
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
|
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
|
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
|
by default (F10 → *All unlocked* opens every level, 007 mode and the full
|
||||||
cheat menu); F10 in-game options overlay (display, audio, gameplay, HUD;
|
cheat menu); F10 in-game options overlay (video, input, gameplay, HUD,
|
||||||
resolution, frame cap, MSAA, filtering, FOV, sensitivity); Windows and
|
graphics, audio; frame cap, MSAA, filtering, FOV, sensitivity, key rebinding,
|
||||||
|
crosshair, vibration); Windows and
|
||||||
Linux, including Steam Deck.
|
Linux, including Steam Deck.
|
||||||
|
|
||||||
**Known issues:**
|
**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
|
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:
|
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
|
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
|
installing. On SteamOS the first launch seeds `ge007.ini` with Deck-friendly
|
||||||
defaults: native 1280×800 fullscreen, VSync, 2× MSAA, and 250% draw/LOD
|
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);
|
distance (the N64-authored fade distances read short on the close-up 7"
|
||||||
everything is changeable in the options overlay and persists afterwards.
|
panel); everything is changeable in the options overlay and persists
|
||||||
**Do that first launch in Game Mode, not Desktop Mode** — an ini created by
|
afterwards. **Do that first launch in Game Mode, not Desktop Mode** — an ini
|
||||||
an earlier Desktop Mode launch (e.g. while testing before adding it as a
|
created by an earlier Desktop Mode launch (e.g. while testing before adding
|
||||||
Steam shortcut) permanently skips the Deck preset, since any existing ini
|
it as a Steam shortcut) permanently skips the Deck preset, since any
|
||||||
always wins over it (D283). If your resolution isn't 1280×800 on first
|
existing ini always wins over it (D283). If your resolution isn't 1280×800
|
||||||
Game Mode boot, just set it manually: F10 → *Resolution*. The renderer is
|
on first Game Mode boot, just set it manually: F10 → *Resolution*. The
|
||||||
CPU-bound (software RSP); expect original N64-era
|
renderer is CPU-bound (software RSP); expect original N64-era performance at
|
||||||
performance at 60 fps rather than more. This release was playtested on real
|
60 fps rather than more. This release was playtested on real Deck hardware;
|
||||||
Deck hardware; the v0.1.0-era Facility crash (D203) did not recur: its root
|
the v0.1.0-era Facility crash (D203) did not recur: its root cause was
|
||||||
cause was identified and fixed (D253), and a separate intermittent SIGSEGV
|
identified and fixed (D253), and a separate intermittent SIGSEGV in heavy
|
||||||
in heavy firefights/terminal destruction (D255) and an audio-thread crash
|
firefights/terminal destruction (D255) and an audio-thread crash (D305) are
|
||||||
(D305) are both fixed and live-verified on real hardware as of this release.
|
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:
|
**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
|
it opens with **Select**, the D-pad or left stick (up/down) moves between
|
||||||
@@ -171,8 +190,8 @@ overlay is `F10` + arrows/Enter.
|
|||||||
|
|
||||||
## Roadmap
|
## Roadmap
|
||||||
|
|
||||||
No committed timeline — this is spare-time work. Directionally, on the way
|
No fixed timeline or committed feature list — this is spare-time work — but
|
||||||
to 1.0:
|
directionally, on the way to v1.0:
|
||||||
|
|
||||||
- Working through the [known issues](#status) above and the fuller list in
|
- Working through the [known issues](#status) above and the fuller list in
|
||||||
[`docs/dev/findings.md`](docs/dev/findings.md).
|
[`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
|
hardest bugs) joining for the collaborative phase (the 21-level sweep, the
|
||||||
ABI finding catalog, SDL input, front end), handing work back and forth
|
ABI finding catalog, SDL input, front end), handing work back and forth
|
||||||
through shared written notes, directed by one person part-time. In short:
|
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
|
43 days (16 Aug – 28 Sep), 981 commits, 283 findings root-caused and logged
|
||||||
logged (`D1`–`D405`).
|
(`D1`–`D405`).
|
||||||
|
|
||||||
The full write-up (timeline, handoff mechanism, effort breakdown, an honest
|
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).
|
"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 |
|
| Next weapon | Mouse wheel down / `Q` | Y |
|
||||||
| Previous weapon | Mouse wheel up | — |
|
| Previous weapon | Mouse wheel up | — |
|
||||||
| Start | `Enter` / `Tab` | Start |
|
| 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
|
The default layout is the GEPD-style preset on the keyboard and the standard
|
||||||
[StrategyWiki control table](https://strategywiki.org/wiki/GoldenEye_007/Controls):
|
dual-stick scheme on controllers (left stick move, right stick look,
|
||||||
A use, X reload, B gadget cycle, Y weapon cycle, either stick click crouch,
|
triggers fire/aim, A use, X reload, B gadget cycle, Y weapon cycle, stick
|
||||||
LB/LT aim and RT fire. The PC gadget cycle selects the next owned gadget in
|
click crouch). The watch gadget cycle selects the next owned gadget in the
|
||||||
the N64 inventory; the user has confirmed the gameplay buttons on a physical
|
N64 inventory. The controller layout matches Rare's Xbox 1.1 (Jinx) button
|
||||||
pad, but exact gadget-category parity remains unaudited. In menus A
|
roles (user-tested on a physical pad; D394), and the remaining Xbox schemes
|
||||||
accepts and B cancels. RB's *updated graphics* toggle cannot be provided by
|
(1.2 Christmas, 1.3 Frost, 1.4 Elektra) are planned as selectable presets
|
||||||
the original N64 port (no remastered assets); it is reserved. Back opens PC
|
and not yet available. Keyboard → Bindings edits **keyboard/mouse only**; a
|
||||||
options rather than Xbox's *view scores*; exact menu parity is not claimed.
|
controller can navigate those pages and use B to go back, but
|
||||||
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
|
|
||||||
controller-button rebinding is not supported yet.
|
controller-button rebinding is not supported yet.
|
||||||
|
|
||||||
Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the
|
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 · <a href="https://github.com/jkdansereau/goldeneye-pc-port">GitHub</a> · <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases">Releases</a>*
|
||||||
+1
-1
@@ -6,7 +6,7 @@ title: GoldenEye 007 PC Port
|
|||||||
# long version made a ~230-char title. It also renders as the masthead
|
# 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
|
# tagline on every page. Per-page meta/og descriptions come from each page's
|
||||||
# front matter `description:` (see index.md), not from here.
|
# 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
|
# 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
|
# design in _includes/head-custom.html (charcoal/off-white/amber, square and
|
||||||
# flat.)
|
# flat.)
|
||||||
|
|||||||
+43
-20
@@ -5,32 +5,40 @@ title: GoldenEye 007 PC Port
|
|||||||
# stretched-widescreen/gunshot items all fixed; D335b F10-overlay stretch is
|
# stretched-widescreen/gunshot items all fixed; D335b F10-overlay stretch is
|
||||||
# the new widescreen residual). Description kept short (Bing's 160 limit).
|
# the new widescreen residual). Description kept short (Bing's 160 limit).
|
||||||
description: >-
|
description: >-
|
||||||
A native PC port of the 1997 N64 classic, built from decompiled source with
|
A native PC port of GoldenEye 007 (Nintendo 64, 1997), built from
|
||||||
a software RSP. v0.4.0 for Windows, Linux and Steam Deck.
|
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
|
A native PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64), compiled from
|
||||||
from the game's [decompiled source](https://github.com/n64decomp/007) with the
|
the [GoldenEye 007 decompilation](https://github.com/n64decomp/007): the
|
||||||
N64's graphics coprocessor (RSP) running in software, the same architecture
|
original N64 game running from reconstructed source, not the Xbox 360
|
||||||
as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the
|
remaster. The N64's graphics coprocessor (RSP) is emulated in software; every
|
||||||
same Rare "Indy" engine family, one hardware generation apart.
|
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
|
**Status: v0.4.0 (2026-09-28) — fully playable, with a small set of known
|
||||||
60 fps and is completable end to end (all 20 missions playtested on Windows
|
caveats.** The full single-player campaign runs at a steady 60 fps and is
|
||||||
and Steam Deck). This release adds **native widescreen** (on by default —
|
completable end to end (all 20 missions, plus the ending-credits sequence,
|
||||||
undistorted world at your display's aspect, 4:3 menus pillarboxed), a
|
playtested on Windows, Linux and Steam Deck). It is the most complete release
|
||||||
**complete aim system** (N64 or centred PC style, for mouse *and*
|
to date: **native widescreen** (on by default — undistorted world at your
|
||||||
controller), **in-game key rebinding** with a GEPD-style default layout,
|
display's aspect, 4:3 menus pillarboxed), a **complete aim system** (N64 or
|
||||||
**crosshair customization**, real **rumble-pak haptics** on supported
|
centred PC style, for mouse *and* controller), **in-game key rebinding** with
|
||||||
gamepads, and a **rebuilt options overlay** with fine-tuning rows (frame cap,
|
a GEPD-style default layout, **crosshair customization**, **rumble-pak
|
||||||
MSAA, draw/LOD distance, HUD scale). The remaining rough edges are few and
|
haptics** on supported gamepads, and a **rebuilt options overlay** with
|
||||||
mostly cosmetic — listed plainly under [Honest status](#honest-status).
|
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
|
**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
|
for a polished, feature-complete build; expect missing features and the
|
||||||
features until then. See the
|
occasional breaking change until then. See the
|
||||||
[README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap)
|
[README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap)
|
||||||
for direction (PAL/JP support, controller-button rebinding, LAN multiplayer
|
for direction (PAL/JP support, controller-button rebinding, LAN multiplayer
|
||||||
under consideration, and more).
|
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>
|
<br><em>~12 s gameplay montage from live v0.3.0 play sessions, running in the port.</em>
|
||||||
</p>
|
</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
|
## Download
|
||||||
|
|
||||||
| Platform | Bundle | Notes |
|
| Platform | Bundle | Notes |
|
||||||
|
|||||||
Reference in new issue
Block a user