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</p>
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> [!NOTE]
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> **Updating?** Your progress and settings carry over. Unpack the new version
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> into a new folder and copy your ROM, `ge007.eep` and `ge007.ini` into its
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> `data/` folder. Leave the old `pcmodels-*` and `pccg-*` folders behind; the
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> new version makes its own.
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> **Updating?** Your progress and settings carry over. Unpack the new version into a new folder and copy your ROM, `ge007.eep` and `ge007.ini` into its `data/` folder. Leave the old `pcmodels-*` and `pccg-*` folders behind; the new version makes its own.
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> [!NOTE]
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> The downloads aren't code-signed. On Windows, if SmartScreen appears, click
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> **More info**, then **Run anyway**. On macOS, see [Getting started](#getting-started).
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> The downloads aren't code-signed. On Windows, if SmartScreen appears, click **More info**, then **Run anyway**. On macOS, see [Getting started](#getting-started).
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## Highlights
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- **Frame rates above 60.** Pick 90, 120, 144, 165 or 240, or **Auto** to
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match your display (up to 240). The game still runs at its original speed;
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the extra frames are blended between its ticks. A rework of f1zz1ec0ke's
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#137.
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- **macOS on Apple Silicon (experimental).** A new download for M1 and later
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Macs, based on danturn's #95. Tested on one M3 Mac so far; reports are
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welcome.
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- **Original controls are now original (#145, #149).** With *Control style*
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set to Original, your pad behaves as an N64 controller, and *Invert look*
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works in every original style.
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- **Fixes:** geometry vanishing up close (#150), the first launch opening on
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the wrong monitor (#151), the end-credits crash on Linux and macOS (#152)
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and a crash when a guard spawns with a hat (#153, #156).
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- **Also:** an optional mission timer (#144), the file-select crest fixed
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(#146), and a fix for a Windows blue screen on exit.
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- **Frame rates above 60.** Pick 90, 120, 144, 165 or 240, or **Auto** to match your display (up to 240). The game still runs at its original speed; the extra frames are blended between its ticks. A rework of f1zz1ec0ke's #137.
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- **macOS on Apple Silicon (experimental).** A new download for M1 and later Macs, based on danturn's #95. Tested on one M3 Mac so far; reports are welcome.
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- **Original controls are now original (#145, #149).** With *Control style* set to Original, your pad behaves as an N64 controller, and *Invert look* works in every original style.
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- **Fixes:** geometry vanishing up close (#150), the first launch opening on the wrong monitor (#151), the end-credits crash on Linux and macOS (#152) and a crash when a guard spawns with a hat (#153, #156).
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- **Also:** an optional mission timer (#144), the file-select crest fixed (#146), and a fix for a Windows blue screen on exit.
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## Downloads
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@@ -41,25 +27,17 @@
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| `goldeneye-pc-port-<version>-linux-x86_64.tar.gz` | Linux x86-64 (glibc 2.31+), including Steam Deck |
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| `goldeneye-pc-port-<version>-macos-arm64.tar.gz` | macOS 14+ on Apple Silicon (experimental) |
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Each download is ready to run: it carries its runtime libraries, a README,
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the license texts and the one-time asset tool. **No ROM and no game assets
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are included; you need your own US GoldenEye 007 ROM.**
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Each download is ready to run: it carries its runtime libraries, a README, the license texts and the one-time asset tool. **No ROM and no game assets are included; you need your own US GoldenEye 007 ROM.**
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## Getting started
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1. Unpack the download.
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2. Make a `data/` folder next to the executable and put your ROM in it as
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`ge007.ntsc-final.z64`.
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3. Start the game. The first start takes a few extra seconds while it prepares
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the game files from your ROM. **F10** (controller: **Select**) opens the
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options menu.
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2. Make a `data/` folder next to the executable and put your ROM in it as `ge007.ntsc-final.z64`.
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3. Start the game. The first start takes a few extra seconds while it prepares the game files from your ROM. **F10** (controller: **Select**) opens the options menu.
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**Steam Deck:** do the steps on the Deck, then add the executable as a
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non-Steam game.
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**Steam Deck:** do the steps on the Deck, then add the executable as a non-Steam game.
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**macOS:** the app isn't notarized, so run this once in Terminal before the
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first launch, then start `./ge007.aarch64` from the folder. If the window ever
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stays black on the first start, close it and start it again.
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**macOS:** the app isn't notarized, so run this once in Terminal before the first launch, then start `./ge007.aarch64` from the folder. If the window ever stays black on the first start, close it and start it again.
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```
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xattr -dr com.apple.quarantine goldeneye-pc-port-<version>-macos-arm64
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@@ -71,33 +49,19 @@ Or download it in Terminal, which skips that step:
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curl -L https://github.com/jkdansereau/goldeneye-pc-port/releases/download/v<version>/goldeneye-pc-port-<version>-macos-arm64.tar.gz | tar xz
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```
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Without Terminal: after macOS blocks the first launch, open System Settings →
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Privacy & Security and click **Open Anyway** next to the `ge007.aarch64`
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message.
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Without Terminal: after macOS blocks the first launch, open System Settings → Privacy & Security and click **Open Anyway** next to the `ge007.aarch64` message.
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The [user guide](https://github.com/jkdansereau/goldeneye-pc-port/blob/v0.6.0/docs/user-guide.md)
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covers controls, settings, emulator saves and troubleshooting.
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The [user guide](https://github.com/jkdansereau/goldeneye-pc-port/blob/v0.6.0/docs/user-guide.md) covers controls, settings, emulator saves and troubleshooting.
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## What's new
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### Added
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- **Frame rate cap:** Auto, 90, 120, 144, 165 and 240 join 30 and 60 (F10 →
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*Video*). Auto is the default on fresh installs; an existing `ge007.ini`
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keeps its value. Above 60 the extra frames are blended between game ticks
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(no effect on a 60 Hz display), which adds one tick of latency; a fast camera turn or a big change on screen
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shows a full frame instead. The *Original N64* display mode keeps 60.
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- **macOS Apple Silicon download** (experimental), plus source builds with
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Homebrew's GNU `gcc`.
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- **Original control style as an N64 controller:** every press sends the real
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N64 button in levels, menus, the watch and the tank. Default layout: South =
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A, West = B, right trigger = Z, left trigger / RB = R, LB = L, right stick =
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C-buttons. Each button can be moved per player in `ge007.ini`
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(`Input.N64Pad.A = a`, ...), and `Input.N64StickFeel` picks the N64's linear
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stick range.
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- **Frame rate cap:** Auto, 90, 120, 144, 165 and 240 join 30 and 60 (F10 → *Video*). Auto is the default on fresh installs; an existing `ge007.ini` keeps its value. Above 60 the extra frames are blended between game ticks (no effect on a 60 Hz display), which adds one tick of latency; a fast camera turn or a big change on screen shows a full frame instead. The *Original N64* display mode keeps 60.
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- **macOS Apple Silicon download** (experimental), plus source builds with Homebrew's GNU `gcc`.
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- **Original control style as an N64 controller:** every press sends the real N64 button in levels, menus, the watch and the tank. Default layout: South = A, West = B, right trigger = Z, left trigger / RB = R, LB = L, right stick = C-buttons. Each button can be moved per player in `ge007.ini` (`Input.N64Pad.A = a`, ...), and `Input.N64StickFeel` picks the N64's linear stick range.
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- **Mission timer** (#144): an optional always-visible timer, off by default.
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- **`ge007.log`:** every run is logged next to the ini; the previous run is
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kept as `ge007.prev.log`.
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- **`ge007.log`:** every run is logged next to the ini; the previous run is kept as `ge007.prev.log`.
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### Fixed
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@@ -106,23 +70,18 @@ covers controls, settings, emulator saves and troubleshooting.
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- A crash during the end credits on Linux and macOS (#152).
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- A crash when a guard spawns wearing a hat (#153, #156).
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- The file-select crest drawing on a dark square (#146).
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- *Invert look* now works in every original control style and stays in sync
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with the watch's *Look up/down* (#145).
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- *Invert look* now works in every original control style and stays in sync with the watch's *Look up/down* (#145).
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- A Windows blue screen (0x119) when the game exits, seen on an NVIDIA GPU.
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- The Cradle catwalk shadow flicker, and stale pixels beside the widescreen
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picture on front-end screens.
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- Sound and text pointer checks that rejected valid pointers (#108, with
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italoarruda).
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- The Cradle catwalk shadow flicker, and stale pixels beside the widescreen picture on front-end screens.
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- Sound and text pointer checks that rejected valid pointers (#108, with italoarruda).
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- The Linux/macOS update check failing on a large response.
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- F10 slider labels being cut off at HUD scale 150.
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### Changed
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- Windows: per-monitor DPI awareness, so fullscreen on a scaled 4K display is
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native resolution.
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- Windows: per-monitor DPI awareness, so fullscreen on a scaled 4K display is native resolution.
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- F10 dropdowns stay inside the settings box.
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- The crosshair look (colour, size, style) is no longer reset by the *Display
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mode* presets.
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- The crosshair look (colour, size, style) is no longer reset by the *Display mode* presets.
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- The old front-end *Velocity* pointer mode is removed.
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## Known issues
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@@ -136,21 +95,15 @@ covers controls, settings, emulator saves and troubleshooting.
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| PAL and JP ROMs aren't supported yet | Use the US (NTSC-U) ROM |
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| Saves from v0.4.0 and earlier can hold fake unlocks from *All unlocked* | Keep a backup of `data/ge007.eep` from before you used it |
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The full list is the
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[known-issues table](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/ROADMAP.md#known-issues).
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The full list is the [known-issues table](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/ROADMAP.md#known-issues).
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## Tested on
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The release downloads themselves, from a fresh folder with only the ROM: all
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21 solo levels on Windows (at 120 fps), the Steam Deck (Desktop and Game
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Mode, at 90), macOS on Apple Silicon, and a 2011 Linux laptop with Intel HD
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3000 graphics (at 60).
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The release downloads themselves, from a fresh folder with only the ROM: all 21 solo levels on Windows (at 120 fps), the Steam Deck (Desktop and Game Mode, at 90), macOS on Apple Silicon, and a 2011 Linux laptop with Intel HD 3000 graphics (at 60).
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## Thanks
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f1zz1ec0ke (#137, the frame-interpolation design this release reworks),
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danturn (#95, macOS), Julio C. Rocha (#88, the first macOS groundwork),
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italoarruda (#108), and everyone who reported the issues above.
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f1zz1ec0ke (#137, the frame-interpolation design this release reworks), danturn (#95, macOS), Julio C. Rocha (#88, the first macOS groundwork), italoarruda (#108), and everyone who reported the issues above.
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## Verify the download
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@@ -163,8 +116,4 @@ gh attestation verify <file> --repo jkdansereau/goldeneye-pc-port # buil
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---
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Built on the [GoldenEye 007 decompilation](https://github.com/n64decomp/007)
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and modelled on the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark).
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A non-commercial fan project, not affiliated with any rights holder. Developed
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with AI coding agents directed by one maintainer; see
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[About the project](https://github.com/jkdansereau/goldeneye-pc-port/blob/v0.6.0/docs/about.md#how-it-was-made).
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Built on the [GoldenEye 007 decompilation](https://github.com/n64decomp/007) and modelled on the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark). A non-commercial fan project, not affiliated with any rights holder. Developed with AI coding agents directed by one maintainer; see [About the project](https://github.com/jkdansereau/goldeneye-pc-port/blob/v0.6.0/docs/about.md#how-it-was-made).
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