From ad20cf210a0e6465f15c30ffbd4d107bac557169 Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Mon, 28 Sep 2026 01:17:59 -0400 Subject: [PATCH] release: v0.4.0 notes as source of truth - feature-organized, every claim code-verified (labels, options, defaults, D248 root cause) --- .github/release-notes.md | 416 +++++++++++++++++++++++---------------- 1 file changed, 249 insertions(+), 167 deletions(-) diff --git a/.github/release-notes.md b/.github/release-notes.md index 81205a2b..7d10d8ae 100644 --- a/.github/release-notes.md +++ b/.github/release-notes.md @@ -1,178 +1,260 @@ -## GoldenEye 007 PC Port v0.4.0 +# GoldenEye 007 PC Port — v0.4.0

~12 s gameplay montage from live v0.3.0 play sessions (no audio track)

-> The full single-player campaign runs at a steady 60 fps with audio (music + -> SFX) playing throughout, on Windows and Linux including Steam Deck, and it -> is completable end to end: the whole campaign has been playtested through -> all 20 missions (Agent difficulty), on both Windows and Steam Deck with a -> physical controller. **This is a pre-1.0 release, not a finished -> product** — expect rough edges and missing features until v1.0; see the -> [README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap) -> for where this is headed. **v0.4.0 ships the NTSC-U (US) region only** — -> PAL and JP ROMs are on the post-release roadmap. +Platforms: **Windows x86-64** and **Linux x86-64 (including Steam Deck)**. +Region: **NTSC-U (US) only** — see [Things to know](#things-to-know). -### What's new since v0.3.0 +v0.4.0 is a large feature and fidelity release. The full campaign runs at a +steady 60 fps with music and SFX throughout, and has been playtested end to +end (all 20 missions, Agent difficulty) on Windows and on Steam Deck with a +physical controller. This is a pre-1.0 release: the known issues below are +real, and some areas (multiplayer, PAL/JP, HD assets) are still ahead of us. -**Native widescreen** -- **The world now renders natively at your display's aspect ratio** - (D334/D335): undistorted world geometry at any aspect (wider view, same - vertical FOV), the HUD keeps its shape and anchors to the screen edges, - and the 4:3 front-end menus are pillarboxed. The ending-credits sequence - wraps widescreen too. The F10 `Native widescreen` toggle restores the old - stretched frame if you prefer it. +--- -**Aim, reworked for every input device** -- **Reticule jitter in aim mode is gone**: mouse aim now uses the Perfect - Dark PC port's aim model (D332) on top of v0.3.0's direct-look rework. -- **New `Aim style` option** (D333/D337): N64 (the crosshair deflects and - the camera follows at the edge; internally it runs on the PD aim model - above) or Centred (crosshair fixed at screen center, input moves the - camera directly). In v0.3.0 the centred mode only worked with a mouse; - **v0.4.0 makes it work with a controller too**, with full-stick speed - matching the N64 original's top turn rate (D404). -- **New `Aim range` option** (D338): PC (full-screen feel, the default) or - N64 (original 65% stick limits). A single mouse-sensitivity control with a - wider range remains from v0.3.0. +## New features -**A modern, regrouped options experience** -- Both options screens were reorganized into functional sections (video/ - graphics, sound, bond file) with per-section reset-to-defaults, and the - confusing "save file" wording is now "profile" — settings are scoped per - profile (D353–D356). -- The **F10 in-game overlay** got a GE-style refresh: category headers, - controller value-adjust with hold-to-repeat, pointer/keyboard navigation - fixes, plus five new settings — Skip Intro, Show FPS, and pad - invert/deadzone/trigger rows (D237/D345–D347/D360–D370). -- The front end gained a **PC Options screen** next to the file-select bar, - and file-select Copy/Erase moves into the bottom bar (D343). -- Options that only existed in the in-level watch (auto-aim, look-ahead and - friends) are now editable from the PC options — and they *stick*: the - "auto-aim won't stay on" report (issue #103) is fixed (D330/D350/D352/ - D354). -- **New `HUD scale` option** (75–150%): scale the ammo counter, pickup - text, and subtitle bars for smaller/larger displays (D226). +### Native widescreen *(on by default)* -**Crosshair, your way (opt-in)** -- On/off, colour, size and style rows were added to the options. All default - to the untouched N64 crosshair — nothing changes unless you ask - (D373/D379/D381/D382). +The world now renders natively at your display's aspect ratio instead of +stretched 4:3: geometry is undistorted (wider view, same vertical FOV), the +in-level HUD keeps its shape and anchors to the screen edges, and the 4:3 +front-end menus and ending-credits sequence are pillarboxed. Turn it off +with the **`Native widescreen`** toggle (F10 → Display) to restore the old +stretched frame. (D334/D335) -**Key rebinding + new default layout** -- A two-slot key editor (PC layout + in-level layout) lives in both options - screens, alongside a **GEPD-style preset layout that is the new default** - and a crouch/reload binding set. INI-file bindings still work - (D371/D374/D383/D385). +### A true, stable 60 fps -**Controllers** -- The default pad layout now matches how the game is actually played: - **A uses / interacts, X reloads, Y cycles weapons** (previously two - buttons both crouched and there was no in-game use button) (D393); - crouch itself now uses the engine's real crouch input (D375); Xbox- - variant controller parity (D394); pad invert/deadzone/trigger rows - (D237); and the F10 overlay is fully gamepad-driven with value-adjust and - hold-to-repeat (D347/D395/D396). -- **The N64 Rumble Pak now drives real gamepad haptics** on supported pads, - with a `Rumble strength` slider (D401). +v0.3.0 could settle at 30 fps game-wide on some setups. The cause was a +pointer-width bug in the game's frame scheduler: a "present every frame" +flag was read back at a hardcoded byte offset that the 32→64-bit transition +silently moved, so the render path ran on the audio client's every-other- +frame cadence. Fixed at the root; the game now holds a rock-stable 60 fps +(measured with the in-game FPS readout) on both platforms. (D248) -**`All unlocked`, now a documented EXPERIMENTAL feature** -- It works for its intended purpose (skip to any mission, 007 mode, full - cheat menu) — including on a fresh install, which now yields the game's - own fresh-slot layout instead of corrupting (D281). But enabling it can - still leave odd audio/aim state in edge cases: **complete a level - normally first, and back up `data/ge007.eep` before enabling it** (D387). - The in-game warning says the same. +### A complete aim system for mouse *and* controller -**Performance** -- **The whole game now holds a steady 60 fps.** v0.3.0 could settle at 30 - fps game-wide on some setups; the cause was a geometry in the frame - timing chain, and it's root-caused and fixed (D248). Combined with the - v0.3.0 software-RSP work, the campaign runs at a steady 60 with audio. +- **`Aim style`** — **N64** (default): the crosshair deflects and the + camera follows once it reaches the screen edge. **Centred (PC)**: the + crosshair is fixed at screen center and your mouse — or your right stick — + moves the camera directly. In v0.3.0 the centred mode only worked with a + mouse; it now works with a controller too, using the N64 original's own + stick-response curve so full stick matches the original's top turn rate. + (D332/D333/D337/D404) +- **`Aim range`** (shown while Centred is selected) — **PC** (default, + full-screen feel) or **N64** (the original 65% stick limits). (D338) +- **Reticule jitter in aim mode is gone** — mouse aim now runs on the + Perfect Dark PC port's aim model. (D332) +- Per-device sensitivity: `Mouse horizontal/vertical sensitivity`, and for + controllers `X axis / Y axis look sensitivity (controller)` plus + `Look smoothing (controller)`. -**Audio** -- Gunshot SFX cadence now matches the N64 original's rate, and the - intermittent silence under sustained fire near a looping sound is gone - (D240/D241). -- Windows audio now prefers the DirectSound backend over WASAPI for lower, - more robust latency (D322), long-session audio degradation (issue #87) got - pool hardening plus an optional `GE_D322=1` telemetry probe if it ever - recurs, and the silenced-PPK "slap" plus the broader real-time mixer - corruption behind it are fixed (D202). +### Rebuilt options (F10 overlay + front-end PC Options) -**Graphics fixes from the final playtest wave** -- **Water is fixed** (D245): the `IsWater` shimmer/cross-fade (Dam, - Frigate, Surface 2, …) now matches the N64 original — the moving seam and - the pattern "resetting" as you moved are gone, verified against an - era-correct 1994 reference. -- The **particle "rainbow" effect is fixed** (D252): the intermittently - recoloured explosion/spark particles from v0.3.0 no longer occur. +- Both options screens are reorganized into functional sections — **Display, + Input, Gameplay, HUD, Bond file** — each with its own *Reset to + defaults*; per-profile settings scoping; and the old "save file" wording + is now **profile**. (D353–D356) +- The **F10 in-game overlay** was refreshed GE-style: category headers, + full controller support (value-adjust with hold-to-repeat), fixed pointer/ + keyboard navigation, and new rows: **Show FPS**, **Skip intro**, pad + **Invert look / Southpaw / Deadzone / Trigger threshold**. (D237/D345– + D347/D360–D370) +- The front end gained a **PC Options screen** beside the file-select bar, + and save-file **Copy/Erase** moved into the bottom bar. (D343) +- Watch-only settings — **Auto-aim**, **Look ahead** and the rest — are now + editable from the PC options and **persist correctly** (this closes the + "auto-aim won't stay on" report, issue #103). (D330/D350/D352/D354) +- **`HUD scale`** (75–150%, default 100%): scales the ammo counter, pickup + text and subtitle bars for smaller or larger displays. (D226) + +### Crosshair customization *(defaults leave the N64 crosshair untouched)* + +**Show crosshair** (on/off), **Crosshair colour** (the original red, +or green / blue / yellow / cyan / magenta / white, or custom RGB), **Crosshair size** +(default 100% of the original drawing), and **Crosshair style** (Original / +Thin cross). (D373/D379/D381/D382) + +### In-game key rebinding + new default layout + +A two-group key editor (**Movement**, **Actions**, each with its own *Reset +to defaults*) lives in both options screens. The new default **Actions** +layout is the GEPD-style preset (e.g. Action/next-weapon on the keys you'd +expect from a modern layout); existing INI bindings are honored and older +ones migrate automatically. (D371/D374/D383/D385) + +### Controller improvements + +- **Sane pad defaults**: **A = use/interact, X = reload, Y = weapon cycle** + (v0.3.0 mapped two buttons to crouch and had no in-game use button). (D393) +- Crouch uses the engine's real crouch input, with a **`Crouch mode`** + toggle (hold / latched). (D375) +- Xbox-variant controller parity, **Southpaw**, and per-stick + **deadzone** + **trigger threshold** rows. (D237/D394) +- **The N64 Rumble Pak now drives real gamepad haptics** (Steam Deck + included), scaled by a global **`Vibration`** slider (default 50%). (D401) +- The F10 overlay is fully gamepad-driven. (D347/D395/D396) + +### `All unlocked` ships as a documented EXPERIMENTAL feature + +F10 → Gameplay → **`All unlocked (EXPERIMENTAL)`** opens every mission, 007 +mode and the full cheat menu. On a fresh install it now yields the game's +own fresh-slot layout instead of corrupting state (D281) — but enabling it +can still bake synthetic cheat/completion data into your save that switching +it off does not undo: **complete a level normally first, and back up +`data/ge007.eep` before enabling it.** (D387) + +### Steam Deck / Linux + +The first clean SteamOS/glibc build, plus a first-launch preset for decks +without a config (native 1280×800, 2× MSAA, vsync, 250% draw/LOD +distances). (D402/D283) + +--- + +## Bug fixes + +### Fidelity (verified against the N64 original / era-correct references) + +- **Water** on the `IsWater` levels (Dam, Frigate, Surface 2, …) matches + the original: the moving seam between two patterns and the pattern + "resetting" as you moved are gone. (D245) +- The **particle "rainbow" effect** (intermittently recoloured sparks and + explosion residue) no longer occurs. (D252) +- **Frigate: "every polygon breaks except the gun"** after turning — and + the rare "Bond briefly out of place" quirk — were the same never-written + fields read by the head-bob animation; both are fixed. (D336/D311) - Surface 1/2: the tree backdrop that rendered as a solid wall of texture - now renders as proper camera-facing tree cards (D236). -- Frigate (and the rare "model briefly out of place" quirk): both were the - same never-written-fields read in the head-bob animation; fixed - (D336/D311). -- Ejected shell casings now render (D331); the intro gun-barrel blood drip - draws correctly (D341); the extra erroneous long muzzle-flash on some guns - is gone (D303); the occasional z-fighting is fixed (D308); backwards-facing - security-camera props fixed (D307); the front-end Rareware logo work - narrowed to a subtle filtering residual and the Nintendo logo/copyright - page renders correctly (D403/D75); the train-intro soldier pose is correct - (D392); file-select background/gun-barrel comb rendering fixed (D397); - stale-texture artifacts after level transitions fixed (D235); the - randomly flickering F10 menu items are gone (D314); the watch's - controller-page graphic renders again (D290); and file-select folders - and Bond photos no longer vanish after backing out of a file (D342). -- Distant-geometry dropout on the biggest open levels (Streets, Egyptian) is - substantially improved at default settings (D249). + now renders as proper camera-facing tree cards. (D236) +- Ejected **shell casings** render again. (D331) +- The intro **gun-barrel blood drip** draws correctly. (D341) +- The extra erroneous **long muzzle flash** on some guns is gone. (D303) +- Occasional **z-fighting** fixed; **security-camera props** no longer face + backwards; the front-end **Nintendo logo and copyright page** render + correctly. (D308/D307/D403) +- The **train-intro soldier pose** is correct. (D392) +- File-select background / gun-barrel comb rendering fixed. (D397) +- Stale-texture artifacts after level transitions fixed. (D235) +- Distant-geometry dropout on the biggest open levels (Streets, Egyptian) + substantially improved at default settings. (D249) +- The **Facility execution-scene watchdog** from v0.3.0 stays enabled as a + safeguard; the animation-pinning that motivated it is root-caused (a tick + granularity divergence) and fixed, so the scene plays out as authored. + (D329/D318) -**Windows / PC stability** -- Game exit is now orderly, so quitting no longer lands inside the graphics - driver (a class of driver bugchecks seen during testing) (D344); an - idle-then-click mouse-mode fix cleared a Windows non-self-recovering - freeze (D287); plus a port-wide code audit (missing returns, prototypes, - undefined-behaviour shifts). -- The Facility execution-scene watchdog from v0.3.0 stays enabled as a - safeguard; the animation-pinning that motivated it is root-caused and - fixed at the tick level (D329). +### Front end & UI -**Steam Deck / Linux** -- The first clean SteamOS/glibc build (D402), plus a first-launch preset - (native 1280×800, 2× MSAA, vsync) for decks without a config yet (D283). +- Randomly **flickering F10 menu items** are gone. (D314) +- The watch's **controller-page graphic** renders again. (D290) +- File-select **folders and Bond photos** no longer vanish after backing + out of a file. (D342) +- File-select bottom row (SELECT FILE / Copy / Erase / PC Options) aligned. + (D398–D400) -**Renderer robustness (community contribution, PR #106)** -- Setting MSAA above your driver's maximum no longer risks a black screen - (the request is clamped to `GL_MAX_SAMPLES`), and two framebuffer-state - bugs in the render/resolve paths were fixed. Affects both Windows and - Linux builds (D405). +### Audio -**Also this cycle (research, not yet features)** -- ROM-level mod support was investigated and found viable (the game's file - table lives in the ROM) (D325–D328); HD-texture packs and the drop-in-ROM - flow are tracked post-1.0; a measured CPU budget on low-end hardware - reshaped the #92 performance investigation toward the GPU (D339). +- **Gunshot SFX** cadence matches the N64 original's rate, and the + intermittent silence of the PP7/AK47 under sustained fire near a looping + sound is gone. (D240/D241) +- The silenced **PPK "slap"** and the broader real-time mixer corruption + behind it are fixed. (D202) +- Windows audio now prefers the **DirectSound** backend over WASAPI (lower, + more robust latency). (D322) +- In-stage music **re-synchronizes** correctly at stage transitions and + level entry. (D355) +- Long-session audio degradation (issue #87): pool hardening shipped, plus + an optional `GE_D322=1` telemetry probe if it ever recurs. -### Known issues +### Stability & renderer + +- **Orderly game exit**: quitting no longer lands inside the graphics + driver (a class of Windows driver bugchecks seen during testing). (D344) +- A **non-self-recovering Windows freeze** after the window sat idle and + lost focus is fixed (mouse-mode changes now applied on the window + thread). (D287) +- **MSAA above your driver's maximum no longer black-screens** (the request + is clamped to `GL_MAX_SAMPLES`), and two framebuffer-state bugs in the + render/resolve paths were fixed — community contribution, PR #106, + security-reviewed. (D405) +- Port-wide code audit: missing returns in front-end menus, missing + prototypes, undefined-behaviour shifts. + +--- + +## Options reference + +All settings available in v0.4.0, in both options screens (front-end +**PC Options** and the in-game **F10 overlay**). Defaults in parentheses. + +| Setting | Section | Default | +|---|---|---| +| `Native widescreen` | Display | On | +| `Frame rate cap` | Display | 60 (30 / 60) | +| `Show FPS` | Display | Off | +| `MSAA` | Display | 2× (1/2/4/8, clamped to driver max) | +| `Aim style` | Input | N64 (N64 / Centred (PC)) | +| `Aim range` | Input | PC (shown while Centred) | +| `Mouse horizontal/vertical sensitivity` | Input | calibrated midpoint | +| `Invert look (mouse)` / `Invert look (controller)` / `Southpaw` | Input | Off | +| `X / Y axis look sensitivity (controller)` | Input | 100% (native) | +| `Look smoothing (controller)` | Input | 0 | +| `Deadzone (left/right stick)` | Input | 70% | +| `Trigger threshold` | Input | 23% | +| `Vibration` | Input | 50% | +| `Crouch mode` | Input | Hold | +| `Bindings…` (Movement / Actions editors) | Input | GEPD-style preset | +| `Auto-aim` / `Look ahead` | Gameplay | Off (watch-backed) | +| `Skip intro` / `No hit flash` | Gameplay | Off | +| `All unlocked (EXPERIMENTAL)` | Gameplay | Off | +| `HUD scale` | HUD | 100% (75–150%) | +| `Show crosshair` / `Crosshair colour` / `Crosshair size` / `Crosshair style` | HUD | N64-intact (size 100%) | + +--- + +## Things to know + +- **NTSC-U (US) ROMs only.** PAL and JP ROMs are not supported in this + version; asset repair for those regions is on the post-release roadmap. + (D258) +- **The default Actions key layout is new** (GEPD-style). If you preferred + the v0.3.0 defaults, rebind them in *Input → Bindings…* or reset the + group. Existing INI bindings are auto-migrated and still honored. +- **Back up `data/ge007.eep` before using `All unlocked`** (see above). +- Steam Deck: the first launch in Game Mode applies the Deck preset only if + no `ge007.ini` exists yet; F10 changes always win afterwards. + +## Known issues - 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). + 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 - only). The front-end menus themselves are pillarboxed correctly (D335b). + window instead of pillarboxing like the front-end menus (legible; + cosmetic). (D335b) - The front-end Rareware logo shows a subtle texture-filtering artifact - (Nintendo logo and legal page are clean). Cosmetic only (D75). -- This release ships NTSC (US) assets; PAL/JP ROMs are not supported in this - version (D258). -- **`All unlocked` is experimental: back up `data/ge007.eep` before - enabling it.** Any save while ON — even a profile-settings change — can - leave odd audio/aim state; completing a level normally first avoids the - fresh-install case (D387). + (the Nintendo logo and legal page are clean). Cosmetic only. (D75) +- **`All unlocked` is experimental** (see above); the fresh-install + corruption case is fixed, but saves made while it is on are not + guaranteed recoverable by switching it off. (D387) -### Downloads +## Roadmap since v0.3.0 (research, not yet features) + +- ROM-level **mod support** investigated and found viable (the game's file + table lives in the ROM); HD texture packs and the drop-in-ROM flow are + tracked post-1.0. (D325–D328) +- A measured CPU budget on low-end hardware (issue #92) reshaped the + performance investigation toward the GPU. (D339) +- Controller options wave 2 (presets, pad reassignment UI) and PAL/JP + support are planned post-v0.4.0. + +--- + +## Downloads | File | Platform | |---|---| @@ -180,50 +262,50 @@ | `goldeneye-pc-port-0.4.0-linux-x86_64.tar.gz` | Linux x86-64 (incl. Steam Deck) | Each contains the engine executable, a README, license texts, and the -`prepare-assets` tool. **No ROM, no game assets.** The Windows bundle carries -its runtime DLLs; the Linux bundle carries SDL2, so on both platforms nothing -needs to be installed first. +`prepare-assets` tool. **No ROM, no game assets.** The Windows bundle +carries its runtime DLLs; the Linux bundle carries SDL2, so on both +platforms nothing needs to be installed first. -### Running it +## Running it You supply your own **GoldenEye 007 N64 ROM** (`.z64`, big-endian) that you -legally own: the **NTSC-U (US)** release is the only region this build -supports (PAL / JP are on the post-release roadmap). No Python, no -toolchain, nothing to install. +legally own (NTSC-U only, as noted above). No Python, no toolchain, nothing +to install. 1. Unpack the archive. 2. Make a `data/` folder next to the executable and put the ROM in it, named `ge007.ntsc-final.z64`. 3. Run the executable **from that folder**. The first run takes a few extra seconds: it detects your ROM, generates the two derived asset folders - (`data/pcmodels-ntsc-final/`, `data/pccg-ntsc-final/`) once, and saves them - for every future run. (The generator is `prepare-assets/ge007-convert` - inside the bundle; you can also run it manually; it prints what it's doing.) + (`data/pcmodels-ntsc-final/`, `data/pccg-ntsc-final/`) once, and saves + them for every future run. (The generator is + `prepare-assets/ge007-convert` inside the bundle; you can also run it + manually; it prints what it's doing.) -**Steam Deck:** sideload the unpacked folder (USB or a file manager), do steps -2–3, then add the executable to Games → *Add Game* as a non-Steam game. The -first launch in Game Mode picks up the Deck preset (native 1280×800, 2× MSAA, -vsync) automatically if no config exists yet. +**Steam Deck:** sideload the unpacked folder (USB or a file manager), do +steps 2–3, then add the executable to Games → *Add Game* as a non-Steam +game. The first launch in Game Mode picks up the Deck preset (native +1280×800, 2× MSAA, vsync) automatically if no config exists yet. -**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 -options, **A** steps the selected option forward, **B** steps it back, and -**Start** (or Select again) closes. No keyboard needed. +**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 options, **A** steps the selected option forward, **B** steps +it back, and **Start** (or Select again) closes. No keyboard needed. Full steps are in the bundled `README.md`. -### Verify the download +## Verify the download ``` sha256sum -c goldeneye-pc-port-0.4.0-win64.zip.sha256 sha256sum -c goldeneye-pc-port-0.4.0-linux-x86_64.tar.gz.sha256 ``` -### Source & docs +## Source & docs , built on the -[GoldenEye 007 decompilation](https://github.com/n64decomp/007), architecture -after the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark). +[GoldenEye 007 decompilation](https://github.com/n64decomp/007), +architecture after the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark). Non-commercial fan preservation/research project; not affiliated with any rights holder. **AI disclosure:** built through agentic AI coding (Claude Code + a local open-weight model), directed by one person in their spare