release: notes completeness pass - 60fps fix (D248), D202 mixer, D393 pad defaults, D314/D290/D342 polish

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James Dansereau committed 2026-09-28 01:14:35 -04:00
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commit b1ee5a3655
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@@ -68,10 +68,13 @@
(D371/D374/D383/D385). (D371/D374/D383/D385).
**Controllers** **Controllers**
- Crouch now uses the engine's real crouch input (D375); Xbox-variant - The default pad layout now matches how the game is actually played:
controller parity (D394); pad invert/deadzone/trigger rows (D237); the **A uses / interacts, X reloads, Y cycles weapons** (previously two
F10 overlay is fully gamepad-driven with value-adjust and hold-to-repeat buttons both crouched and there was no in-game use button) (D393);
(D347). 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, - **The N64 Rumble Pak now drives real gamepad haptics** on supported pads,
with a `Rumble strength` slider (D401). with a `Rumble strength` slider (D401).
@@ -83,14 +86,21 @@
normally first, and back up `data/ge007.eep` before enabling it** (D387). normally first, and back up `data/ge007.eep` before enabling it** (D387).
The in-game warning says the same. The in-game warning says the same.
**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.
**Audio** **Audio**
- Gunshot SFX cadence now matches the N64 original's rate, and the - Gunshot SFX cadence now matches the N64 original's rate, and the
intermittent silence under sustained fire near a looping sound is gone intermittent silence under sustained fire near a looping sound is gone
(D240/D241). (D240/D241).
- Windows audio now prefers the DirectSound backend over WASAPI for lower, - Windows audio now prefers the DirectSound backend over WASAPI for lower,
more robust latency (D322), and long-session audio degradation (issue #87) more robust latency (D322), long-session audio degradation (issue #87) got
got pool hardening plus an optional `GE_D322=1` telemetry probe if it ever pool hardening plus an optional `GE_D322=1` telemetry probe if it ever
recurs. recurs, and the silenced-PPK "slap" plus the broader real-time mixer
corruption behind it are fixed (D202).
- The **particle "rainbow" effect is fixed** (D252): the intermittently - The **particle "rainbow" effect is fixed** (D252): the intermittently
recoloured explosion/spark particles from v0.3.0 no longer occur. recoloured explosion/spark particles from v0.3.0 no longer occur.
@@ -111,7 +121,10 @@
narrowed to a subtle filtering residual and the Nintendo logo/copyright narrowed to a subtle filtering residual and the Nintendo logo/copyright
page renders correctly (D403/D75); the train-intro soldier pose is correct page renders correctly (D403/D75); the train-intro soldier pose is correct
(D392); file-select background/gun-barrel comb rendering fixed (D397); (D392); file-select background/gun-barrel comb rendering fixed (D397);
stale-texture artifacts after level transitions fixed (D235). 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 - Distant-geometry dropout on the biggest open levels (Streets, Egyptian) is
substantially improved at default settings (D249). substantially improved at default settings (D249).