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Steam Deck target. LS move/strafe + RS look + RT fire + LT aim were already in place (D194/D238 naturalPitchMode); this completes the scheme with shoulder weapon cycling per the console re-releases: RB rising edge = next weapon, LB rising edge = previous weapon. Cycling rides the game's own A-line formulas (bondview2.c weaponForwardOffset/weaponBackOffset): a fresh A edge cycles forward; A+Z presented on the same tick cycles backward -- the identical trick the mouse-wheel path uses (D223), which also guarantees no stray shot (triggerOn is gated off while invButtons is held). Edges are emitted for exactly one poll so holding a shoulder cannot latch A and block firing; both are suppressed in menu mode where A means select. A/X = action/use, B/Y = crouch/cancel (unchanged); LB no longer maps to lean. README controls table + release notes updated.
101 lines
4.8 KiB
Markdown
101 lines
4.8 KiB
Markdown
## GoldenEye 007 PC Port — <version> (pre-release)
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> **Pre-release.** The full single-player campaign runs at a steady 60 fps
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> with no known crashes, audio (music + SFX) playing throughout. This cut is
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> for playtesting: a full end-to-end confirmation that all 21 missions are
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> completable on this build is still owed, and the known issues below are real.
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### What's new since v0.1.0
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- **Steady 60 fps** in normal play (the software RSP runs off the presentation
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critical path); `Video.DisplayFPS` in the F10 overlay shows it.
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- **Audio**: in-level music and sound effects throughout (the alpha was
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silent). A handful of tracks have wrong-sounding instruments (below).
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- **Mouse**: click-to-lock capture (click to grab, ESC to release) with a
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proportional GEPD-style aim mode; sensitivity / Y-inversion / aim-turn split
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tunable in `ge007.ini` or the F10 overlay. The legacy always-grab mode is
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gone.
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- **Rendering**: outdoor skies render correctly; water no longer renders
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green/pulsing; reflective surfaces (glass, chrome weapon skins) work.
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- **Crash fixes**: the two v0.1.0-era crashing levels (Bunker ii, Statue) and
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the AI-pacing bug that broke Cradle are fixed and playtest-verified — all 21
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solo missions load and run crash-free.
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- **QoL**: F10 in-game options overlay (fullscreen, resolution, frame cap,
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MSAA, texture filtering, FOV/draw distance, sensitivity), mute-on-focus-loss,
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F12 screenshot.
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- **Modern dual-stick controller layout** (the scheme used by the console
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re-releases): left stick move/strafe, right stick look, right trigger fire,
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left trigger aim, A/X use, B/Y crouch/cancel, **RB/LB cycle weapons**.
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- **Linux / Steam Deck**: the Linux bundle now ships its own SDL2 — it runs
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as-is on any distro, and sideloads onto a Steam Deck with nothing installed.
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### Known issues
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- **Cutscenes frequently glitch** — skipped beats, wrong camera, misplaced or
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hovering actors, wrong timing; the Dam level-end cutscene is racy (D243).
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The most visible gap in this release.
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- **Music quality on some tracks** — a wrong-sounding bass instrument on a few
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elevator/level tracks (D230).
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- **Particle colours cycle through a rainbow palette** — bullet-impact sparks
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and lingering smoke/explosion residue drift through the hues over time
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instead of holding their intended grey/orange palette (D252).
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- Water on `IsWater` levels shows a moving seam between two patterns (D245);
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thin pixel strips at the left/right screen edges at non-integer window
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scales (D246); character face textures can wrap on Silo (D197).
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- Some front-end 3D models are mispositioned or absent — the spinning
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Nintendo logo and the MISSION COMPLETE / mode-select models (D75).
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- The F10 overlay occasionally shows a ghost repeat of the top row at the
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panel bottom in true 4K fullscreen with MSAA on (intermittent, display-
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specific; windowed is unaffected).
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- **Not yet verified on real Steam Deck hardware** — the bundle is built for
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it and its prime crash suspect from v0.1.0 was fixed, but please report any
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Deck-specific faults (a `ge007.crash.log` next to the exe helps).
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### Downloads
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| File | Platform |
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| `goldeneye-pc-port-<version>-win64.zip` | Windows x86-64 |
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| `goldeneye-pc-port-<version>-linux-x86_64.tar.gz` | Linux x86-64 (incl. Steam Deck) |
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Each contains the engine executable, a README, license texts, and the
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`prepare-assets` tool. **No ROM, no game assets.** The Windows bundle carries
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its runtime DLLs; the Linux bundle carries SDL2 — on both platforms nothing
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needs to be installed first.
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### Running it
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You supply your own **GoldenEye 007 N64 ROM** (`.z64`, big-endian) that you
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legally own — NTSC-U (US), PAL (EU) or NTSC-J (JP); the asset step detects the
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region from the SHA-1. US is the best-tested.
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1. Unpack the archive.
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2. Make a `data/` folder next to the executable and put the ROM in it, named
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per region (`ge007.ntsc-final.z64` / `ge007.pal-final.z64` /
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`ge007.jpn-final.z64`).
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3. Run the one-time asset step (needs Python 3.8+):
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`python3 prepare-assets/prepare-assets.py` — it reads your ROM and writes
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the two `data/pc*-<region>/` folders the engine needs. Standard library
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only; a few seconds.
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4. Run the executable **from that folder**.
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**Steam Deck:** sideload the unpacked folder (USB or a file manager), do steps
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2–4, then add the executable to Games → *Add Game* as a non-Steam game.
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Full steps are in the bundled `README.md`.
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### Verify the download
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```
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sha256sum -c goldeneye-pc-port-<version>-win64.zip.sha256
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sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
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```
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### Source & docs
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<https://github.com/jkdansereau/goldeneye-pc-port> — built on the
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[GoldenEye 007 decompilation](https://github.com/n64decomp/007), architecture
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after the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark).
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Non-commercial fan preservation/research project; not affiliated with any
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rights holder.
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