docs: v0.2.1 known-issues sweep, pre-1.0/roadmap framing, AI disclosure

Batched pass across README/release-notes/Pages (one commit instead of the
scattered per-fix pushes earlier this session, per new commit-cadence
preference):

- New known issues surfaced that weren't documented anywhere: no real
  widescreen (16:9 stretches 4:3 rather than expanding FOV), no controller
  rebinding UI / macOS-ARM builds, culling/LOD dropout on Streets/Egyptian
  (D249), gunshot SFX oddities under sustained fire (D240/D241).
- Fixed a stale claim (in three places) that a wrong-sounding-instrument bug
  was still open; it was fixed in v0.2.0 (D230).
- Softened the D259 "All unlocked" fix to reflect reality: still breaks
  audio/aim if enabled before any save exists; flagged experimental
  (new finding D281).
- Corrected D255's repro to the precise, deterministic trigger found this
  session (Facility's door-opening computer terminals, Linux-wide not
  Deck-specific) instead of the vaguer original combat-crash description.
- Logged D282 (front-end menus need right stick not left on gamepad) and
  D283 (Steam Deck first-run preset skipped by an early Desktop Mode
  launch) with user-facing workarounds.
- Refined D263 (Ourumov/Trevelyan) internally with a position-sensitivity
  caveat; no public bullet since it doesn't block progression.
- Added pre-1.0 framing and a new README Roadmap section (known-issues
  cleanup, PAL/JP, real widescreen, rebinding, macOS/ARM, LAN multiplayer
  explicitly "under consideration, no ETA", plus an explicit "not currently
  planned" list) across README/release-notes/Pages.
- Added an AI-development disclosure (agentic development as a genuine
  study of the process, not just a port) across the same three docs.
- Pinned the release-notes hero GIF to the v0.2.1 tag instead of v0.2.0.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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James Dansereau committed 2026-09-15 12:53:57 -04:00
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## GoldenEye 007 PC Port <version>
<p align="center">
<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.2.0/docs/media/goldeneye-gh-preview.gif" width="480"
<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.2.1/docs/media/goldeneye-gh-preview.gif" width="480"
alt="~32 s gameplay montage from live play sessions (no audio track)">
</p>
@@ -10,15 +10,22 @@
> is completable end to end: the whole campaign has been playtested through
> all 21 missions (Agent difficulty). It's an early public cut: all 21 solo
> missions load and run crash-free, but the known issues below are real;
> feedback is very welcome.
> feedback is very welcome. **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.
### What's new since v0.2.0
Small hotfix batch from user playtest feedback on v0.2.0:
- **Fixed: `All unlocked` + a fresh save produced silent music/SFX** (D259).
A brand-new save now seeds max volume the same way the N64 does, whether
or not `All unlocked` is on.
- **Partially fixed: `All unlocked` + a completely fresh EEPROM produced
silent music/SFX** (D259). A brand-new save slot now seeds max volume the
same way the N64 does. **However, user testing after this fix still found
audio (and occasionally right-mouse aim) break when `All unlocked` is
turned on *before* a save has ever been written** — see the Known Issues
note below; do not enable it on a fresh install until you've completed at
least one level normally.
- **Mouse wheel weapon cycling now matches the on-screen wheel-menu order**:
scroll up = previous weapon, scroll down = next (D260).
- **Watch menu: holding a direction now auto-repeats** instead of crawling
@@ -46,7 +53,8 @@ Small hotfix batch from user playtest feedback on v0.2.0:
- **Steady 60 fps** in normal play (the software RSP runs off the presentation
critical path); `Video.DisplayFPS` in the F10 overlay shows it.
- **Audio**: in-level music and sound effects throughout (the alpha was
silent). A handful of tracks have wrong-sounding instruments (below).
silent). A previous wrong-sounding-instrument bug (bad bass synth on
Control/Cavern/Runway) is fixed as of v0.2.0.
- **Mouse**: click-to-lock capture (click to grab, ESC to release) with a
proportional GEPD-style aim mode; sensitivity / Y-inversion / aim-turn split
tunable in `ge007.ini` or the F10 overlay. The legacy always-grab mode is
@@ -66,15 +74,22 @@ Small hotfix batch from user playtest feedback on v0.2.0:
before they become visible (Dam's alarms and wall switches being the tell);
F10 → *Draw distance* / *LOD distance* set back to 100 restores the
console-authentic look. MSAA now defaults to 4× instead of off.
- **All-unlocked toggle**: F10 → *All unlocked* makes all 21 solo levels
selectable at every difficulty from the first launch, adds 007 mode, and
fully populates the cheat menu. It is off by default (faithful N64
- **All-unlocked toggle** *(experimental — see Known Issues before using)*:
F10 → *All unlocked* makes all 21 solo levels selectable at every
difficulty, adds 007 mode, and fully populates the cheat menu. It is off by
default (faithful N64
progression). No *active* cheats are enabled either way (weapons remain
per-mission pickups, as on N64).
- **Steam Deck first-run preset**: on SteamOS the first launch seeds
Deck-friendly defaults (native 1280×800 fullscreen, VSync, MSAA 4, 150%
draw/LOD distance); an existing `ge007.ini` always wins. One more F10 row:
*No hit flash* (suppresses the damage-flash overlay).
draw/LOD distance); an existing `ge007.ini` always wins. **If you first
launch it in Desktop Mode (e.g. to add it via Steam) before ever running
it in Game Mode, the preset can be skipped** — an ini gets created before
Game Mode's Deck-specific environment is detected, and once an ini exists
it always wins over the preset on every later launch. If your resolution
isn't 1280×800 on first Game Mode boot, just set it manually: F10 →
*Resolution* (D283). One more F10 row: *No hit flash* (suppresses the
damage-flash overlay).
- **Modern dual-stick controller layout** (the scheme used by the console
re-releases): left stick move/strafe, right stick look, right trigger fire,
left trigger aim, A/X use, B/Y crouch/cancel, **RB/LB cycle weapons**.
@@ -106,14 +121,39 @@ Small hotfix batch from user playtest feedback on v0.2.0:
- **Surface 1: the 2D billboard trees near the start render as a solid wall
of tree texture** instead of discrete sprites (D236). Under active
investigation; no fix in this release.
- **Steam Deck: one intermittent crash remains**: the v0.1.0-era Facility
crash is confirmed fixed on Deck hardware, but a SIGSEGV can occasionally
occur during heavy firefights (D255; seen on Bunker and Frigate). The
faulting-register capture in `ge007.crash.log` has pinned it: an object
record whose model reference is NULL while the record is still active;
i.e. something in a mid-firefight destruction leaves the record live one
tick too long. We're tracking down the exact destruction path; more Deck
playtime across levels is welcome; please report any Deck-specific faults.
- **No true widescreen support**: at 16:9 the game stretches the
4:3-authored view (world geometry and HUD) rather than properly expanding
the horizontal field of view. The F10 *FOV scale %* slider is a manual,
imperfect workaround for the resulting distortion, not real widescreen.
- **No controller rebinding UI, and no macOS or ARM builds.**
- **Distant geometry can drop out on the biggest open levels** (Streets,
Egyptian) at default FOV — a culling/LOD issue that sometimes
self-corrects as you keep moving (D249).
- **Gunshot SFX can sound off during sustained/rapid fire**: cadence can
drift from the N64 original's rate, and PP7/AK47 fire can occasionally go
silent under heavy automatic fire near another looping sound (e.g. an
alarm klaxon) (D240/D241).
- **`All unlocked` is highly experimental — do not enable it until you have
at least one save written.** Complete a level normally first (e.g. Dam on
Agent), then turn the toggle on. Enabling it on a brand-new install with
no prior save can still cause silent audio and odd right-mouse-aim
behavior even after the D259 fix above. We recommend leaving it off unless
you specifically want the unlock goodies and are willing to accept an
experimental feature (D259/D257).
- **Linux / Steam Deck: an intermittent SIGSEGV remains, with a reliable
repro found this release** — Facility's computer terminals, the ones you
activate to open a door for level progression, consistently crash the
game on activation (D255; not Deck-hardware-specific, seen on Linux
generally). Combat-related crashes reported earlier on Bunker/Frigate may
be the same underlying bug (an object record whose model reference goes
NULL while the record is still active for one more tick) via a different
trigger. We're tracking down the exact cause using the terminal repro;
please report any other Deck/Linux-specific faults.
- **Steam Deck / gamepad: the right analog stick currently navigates the
main menu, file select, and mission-select map** — not the left stick.
This matches the N64 default but is unintuitive on a modern controller;
moving front-end menu navigation to the left stick is a planned QoL fix,
not done in this release.
### Downloads
@@ -165,4 +205,9 @@ sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
[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.
rights holder. **AI disclosure:** built through agentic AI coding (Claude
Code + a local open-weight model), directed by one person in their spare
time — as much a study of what agentic development gets wrong on a
game-sized codebase as it is a port. See the README's
[Background section](https://github.com/jkdansereau/goldeneye-pc-port#background)
for the full account.