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release: v0.4.0 notes as source of truth - feature-organized, every claim code-verified (labels, options, defaults, D248 root cause)
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## GoldenEye 007 PC Port v0.4.0
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# GoldenEye 007 PC Port — v0.4.0
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<p align="center">
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<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.3.0/docs/media/goldeneye-gh-preview.gif" width="480"
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alt="~12 s gameplay montage from live v0.3.0 play sessions (no audio track)">
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</p>
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> The full single-player campaign runs at a steady 60 fps with audio (music +
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> SFX) playing throughout, on Windows and Linux including Steam Deck, and it
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> is completable end to end: the whole campaign has been playtested through
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> all 20 missions (Agent difficulty), on both Windows and Steam Deck with a
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> physical controller. **This is a pre-1.0 release, not a finished
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> product** — expect rough edges and missing features until v1.0; see the
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> [README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap)
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> for where this is headed. **v0.4.0 ships the NTSC-U (US) region only** —
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> PAL and JP ROMs are on the post-release roadmap.
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Platforms: **Windows x86-64** and **Linux x86-64 (including Steam Deck)**.
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Region: **NTSC-U (US) only** — see [Things to know](#things-to-know).
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### What's new since v0.3.0
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v0.4.0 is a large feature and fidelity release. The full campaign runs at a
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steady 60 fps with music and SFX throughout, and has been playtested end to
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end (all 20 missions, Agent difficulty) on Windows and on Steam Deck with a
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physical controller. This is a pre-1.0 release: the known issues below are
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real, and some areas (multiplayer, PAL/JP, HD assets) are still ahead of us.
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**Native widescreen**
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- **The world now renders natively at your display's aspect ratio**
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(D334/D335): undistorted world geometry at any aspect (wider view, same
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vertical FOV), the HUD keeps its shape and anchors to the screen edges,
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and the 4:3 front-end menus are pillarboxed. The ending-credits sequence
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wraps widescreen too. The F10 `Native widescreen` toggle restores the old
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stretched frame if you prefer it.
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---
|
||||
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**Aim, reworked for every input device**
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- **Reticule jitter in aim mode is gone**: mouse aim now uses the Perfect
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Dark PC port's aim model (D332) on top of v0.3.0's direct-look rework.
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- **New `Aim style` option** (D333/D337): N64 (the crosshair deflects and
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the camera follows at the edge; internally it runs on the PD aim model
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above) or Centred (crosshair fixed at screen center, input moves the
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camera directly). In v0.3.0 the centred mode only worked with a mouse;
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**v0.4.0 makes it work with a controller too**, with full-stick speed
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matching the N64 original's top turn rate (D404).
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- **New `Aim range` option** (D338): PC (full-screen feel, the default) or
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N64 (original 65% stick limits). A single mouse-sensitivity control with a
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wider range remains from v0.3.0.
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## New features
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**A modern, regrouped options experience**
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- Both options screens were reorganized into functional sections (video/
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graphics, sound, bond file) with per-section reset-to-defaults, and the
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confusing "save file" wording is now "profile" — settings are scoped per
|
||||
profile (D353–D356).
|
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- The **F10 in-game overlay** got a GE-style refresh: category headers,
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controller value-adjust with hold-to-repeat, pointer/keyboard navigation
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fixes, plus five new settings — Skip Intro, Show FPS, and pad
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invert/deadzone/trigger rows (D237/D345–D347/D360–D370).
|
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- The front end gained a **PC Options screen** next to the file-select bar,
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and file-select Copy/Erase moves into the bottom bar (D343).
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- Options that only existed in the in-level watch (auto-aim, look-ahead and
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friends) are now editable from the PC options — and they *stick*: the
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"auto-aim won't stay on" report (issue #103) is fixed (D330/D350/D352/
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D354).
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- **New `HUD scale` option** (75–150%): scale the ammo counter, pickup
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text, and subtitle bars for smaller/larger displays (D226).
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### Native widescreen *(on by default)*
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**Crosshair, your way (opt-in)**
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- On/off, colour, size and style rows were added to the options. All default
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to the untouched N64 crosshair — nothing changes unless you ask
|
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(D373/D379/D381/D382).
|
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The world now renders natively at your display's aspect ratio instead of
|
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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
|
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front-end menus and ending-credits sequence are pillarboxed. Turn it off
|
||||
with the **`Native widescreen`** toggle (F10 → Display) to restore the old
|
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stretched frame. (D334/D335)
|
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|
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**Key rebinding + new default layout**
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- A two-slot key editor (PC layout + in-level layout) lives in both options
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screens, alongside a **GEPD-style preset layout that is the new default**
|
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and a crouch/reload binding set. INI-file bindings still work
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(D371/D374/D383/D385).
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### A true, stable 60 fps
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|
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**Controllers**
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- The default pad layout now matches how the game is actually played:
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**A uses / interacts, X reloads, Y cycles weapons** (previously two
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buttons both crouched and there was no in-game use button) (D393);
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crouch itself now uses the engine's real crouch input (D375); Xbox-
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variant controller parity (D394); pad invert/deadzone/trigger rows
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(D237); and the F10 overlay is fully gamepad-driven with value-adjust and
|
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hold-to-repeat (D347/D395/D396).
|
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- **The N64 Rumble Pak now drives real gamepad haptics** on supported pads,
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with a `Rumble strength` slider (D401).
|
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v0.3.0 could settle at 30 fps game-wide on some setups. The cause was a
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pointer-width bug in the game's frame scheduler: a "present every frame"
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flag was read back at a hardcoded byte offset that the 32→64-bit transition
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silently moved, so the render path ran on the audio client's every-other-
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frame cadence. Fixed at the root; the game now holds a rock-stable 60 fps
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(measured with the in-game FPS readout) on both platforms. (D248)
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**`All unlocked`, now a documented EXPERIMENTAL feature**
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- It works for its intended purpose (skip to any mission, 007 mode, full
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cheat menu) — including on a fresh install, which now yields the game's
|
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own fresh-slot layout instead of corrupting (D281). But enabling it can
|
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still leave odd audio/aim state in edge cases: **complete a level
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normally first, and back up `data/ge007.eep` before enabling it** (D387).
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The in-game warning says the same.
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### A complete aim system for mouse *and* controller
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**Performance**
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- **The whole game now holds a steady 60 fps.** v0.3.0 could settle at 30
|
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fps game-wide on some setups; the cause was a geometry in the frame
|
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timing chain, and it's root-caused and fixed (D248). Combined with the
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v0.3.0 software-RSP work, the campaign runs at a steady 60 with audio.
|
||||
- **`Aim style`** — **N64** (default): the crosshair deflects and the
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camera follows once it reaches the screen edge. **Centred (PC)**: the
|
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crosshair is fixed at screen center and your mouse — or your right stick —
|
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moves the camera directly. In v0.3.0 the centred mode only worked with a
|
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mouse; it now works with a controller too, using the N64 original's own
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stick-response curve so full stick matches the original's top turn rate.
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(D332/D333/D337/D404)
|
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- **`Aim range`** (shown while Centred is selected) — **PC** (default,
|
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full-screen feel) or **N64** (the original 65% stick limits). (D338)
|
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- **Reticule jitter in aim mode is gone** — mouse aim now runs on the
|
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Perfect Dark PC port's aim model. (D332)
|
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- Per-device sensitivity: `Mouse horizontal/vertical sensitivity`, and for
|
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controllers `X axis / Y axis look sensitivity (controller)` plus
|
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`Look smoothing (controller)`.
|
||||
|
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**Audio**
|
||||
- Gunshot SFX cadence now matches the N64 original's rate, and the
|
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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
|
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corruption behind it are fixed (D202).
|
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### Rebuilt options (F10 overlay + front-end PC Options)
|
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|
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**Graphics fixes from the final playtest wave**
|
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- **Water is fixed** (D245): the `IsWater` shimmer/cross-fade (Dam,
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Frigate, Surface 2, …) now matches the N64 original — the moving seam and
|
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the pattern "resetting" as you moved are gone, verified against an
|
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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,
|
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Input, Gameplay, HUD, Bond file** — each with its own *Reset to
|
||||
defaults*; per-profile settings scoping; and the old "save file" wording
|
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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–
|
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D347/D360–D370)
|
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- The front end gained a **PC Options screen** beside the file-select bar,
|
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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
|
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text and subtitle bars for smaller or larger displays. (D226)
|
||||
|
||||
### Crosshair customization *(defaults leave the N64 crosshair untouched)*
|
||||
|
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**Show crosshair** (on/off), **Crosshair colour** (the original red,
|
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or green / blue / yellow / cyan / magenta / white, or custom RGB), **Crosshair size**
|
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(default 100% of the original drawing), and **Crosshair style** (Original /
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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
|
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to defaults*) lives in both options screens. The new default **Actions**
|
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layout is the GEPD-style preset (e.g. Action/next-weapon on the keys you'd
|
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expect from a modern layout); existing INI bindings are honored and older
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ones migrate automatically. (D371/D374/D383/D385)
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### Controller improvements
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|
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- **Sane pad defaults**: **A = use/interact, X = reload, Y = weapon cycle**
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(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)
|
||||
|
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### `All unlocked` ships as a documented EXPERIMENTAL feature
|
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|
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F10 → Gameplay → **`All unlocked (EXPERIMENTAL)`** opens every mission, 007
|
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mode and the full cheat menu. On a fresh install it now yields the game's
|
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own fresh-slot layout instead of corrupting state (D281) — but enabling it
|
||||
can still bake synthetic cheat/completion data into your save that switching
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it off does not undo: **complete a level normally first, and back up
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`data/ge007.eep` before enabling it.** (D387)
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### Steam Deck / Linux
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The first clean SteamOS/glibc build, plus a first-launch preset for decks
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without a config (native 1280×800, 2× MSAA, vsync, 250% draw/LOD
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distances). (D402/D283)
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---
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## Bug fixes
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### 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
|
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"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
|
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the rare "Bond briefly out of place" quirk — were the same never-written
|
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fields read by the head-bob animation; both are fixed. (D336/D311)
|
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- Surface 1/2: the tree backdrop that rendered as a solid wall of texture
|
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now renders as proper camera-facing tree cards (D236).
|
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- Frigate (and the rare "model briefly out of place" quirk): both were the
|
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same never-written-fields read in the head-bob animation; fixed
|
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(D336/D311).
|
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- Ejected shell casings now render (D331); the intro gun-barrel blood drip
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draws correctly (D341); the extra erroneous long muzzle-flash on some guns
|
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is gone (D303); the occasional z-fighting is fixed (D308); backwards-facing
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security-camera props fixed (D307); the front-end Rareware logo work
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narrowed to a subtle filtering residual and the Nintendo logo/copyright
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page renders correctly (D403/D75); the train-intro soldier pose is correct
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(D392); file-select background/gun-barrel comb rendering fixed (D397);
|
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stale-texture artifacts after level transitions fixed (D235); the
|
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randomly flickering F10 menu items are gone (D314); the watch's
|
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controller-page graphic renders again (D290); and file-select folders
|
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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)
|
||||
|
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**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
|
||||
|
||||
<https://github.com/jkdansereau/goldeneye-pc-port>, 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
|
||||
|
||||
Reference in new issue
Block a user