From 82476f3dd2e579eb7ec50e860058c6490161c425 Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Mon, 28 Sep 2026 01:34:43 -0400 Subject: [PATCH] readme: v0.4.0 voice pass over a web-1.0 structure Plain declarative prose throughout the overview and section intros - no product-page register, no first-person winks. Structure carries the period feel: top anchor-nav line (middot separators), a dated news line for the release, --- section rules, and a last-updated footer stamp. --- README.md | 56 +++++++++++++++++++++++++++++-------------------------- 1 file changed, 30 insertions(+), 26 deletions(-) diff --git a/README.md b/README.md index 71662bf8..2da8e65e 100644 --- a/README.md +++ b/README.md @@ -5,34 +5,38 @@ [Download](#download) · [Status](#status) · [Roadmap](#roadmap) · [Building](#building) · [Docs](#documentation) · [Legal](#legal) -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. +This is a PC port of _GoldenEye 007_ (Rare, 1997, Nintendo 64) — the +original N64 game, not the Xbox 360 remaster. -**v0.4.0** is out for Windows and Linux (including Steam Deck, where the -Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps -with known rough edges ([Status](#status)). Free to download, build on and -modify (you bring the ROM). +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. -**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 rough edges, -missing features, and breaking changes between versions. See -[Status](#status) for what works today and [Roadmap](#roadmap) for where -this is headed. +**News:** + +- **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. **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. -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. +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. > [!IMPORTANT] > **You must supply your own GoldenEye 007 ROM.** This repository contains no @@ -82,8 +86,8 @@ listed plainly there. 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 -is very welcome. +on Windows, Linux and real Steam Deck hardware. Feedback and bug reports +are welcome — open an issue. What a release actually installs (no networking, no telemetry, no ROM or game assets shipped) and how faithfully the port tracks the original N64 @@ -167,8 +171,8 @@ overlay is `F10` + arrows/Enter. ## Roadmap -No fixed timeline or committed feature list — this is spare-time work — but -directionally, on the way to v1.0: +No committed timeline — this is spare-time work. Directionally, on the way +to 1.0: - Working through the [known issues](#status) above and the fuller list in [`docs/dev/findings.md`](docs/dev/findings.md). @@ -191,8 +195,8 @@ it helps prioritize. - **Tweak it**: `ge007.ini` and the F10 in-game overlay expose resolution, frame cap, MSAA, texture filtering, FOV/draw distance, mouse feel, key -rebinding, crosshair and vibration; launch with `-fresh` for a clean-slate -run. + rebinding, crosshair and vibration; launch with `-fresh` for a clean-slate + run. - **Read it**: [`docs/internals.md`](docs/internals.md) maps the architecture and the software RSP; [`docs/porting-notes.md`](docs/porting-notes.md) is the catalogue of N64→PC bug classes hit along the way. Game logic in