v0.5.0 final pass: AI and Deck fixes (D565-D567), docs and site refresh

Fixes:
- D565: AI awareness no longer follows two player render settings. Fog
  distance is floored at 100 (below it the shortened clip hid guards from
  AI on-screen checks); the D466 gameplay fog cull is rescaled to the game's
  own FOV (identity at defaults).
- D566: Steam Deck Game Mode no longer shows the on-screen keyboard at
  launch (SDL text input stopped; screen-keyboard hint off).
- D567: opening PC Options from the front end with a pad no longer drags
  the game's crosshair to the top-left corner.

Docs and site:
- README News/Status/Features/controls brought up to date; the unpublished
  v0.4.1 work is folded into v0.5.0 everywhere; stats to v0.5.0.
- Release notes reordered: player-facing highlights first, finding labels
  and verification at the bottom.
- Site status rewritten; favicon is now the exe icon (make_icon.py writes
  docs/favicon.ico).
- ROADMAP: AI review results, update-check follow-up, stale rows closed.

Verified: Windows + Linux builds; Windows pixel gate Surface 1 PASS;
Deck build deployed for the maintainer's Game Mode checks.
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James Dansereau committed 2026-10-06 21:06:48 -04:00
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# GoldenEye 007 PC Port
<p align="center"><img src="docs/img/icon/ge007-icon.png" width="96" alt="project mark: a generic version of the game's default aim cross -- a circle with N/S/E/W lines crossing its edge (original generated art, see tools_pc/make_icon.py -- no game content)"></p>
[![CI](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml/badge.svg)](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml)
[![Latest release](https://img.shields.io/github/v/release/jkdansereau/goldeneye-pc-port?include_prereleases&label=download)](https://github.com/jkdansereau/goldeneye-pc-port/releases)
![Platforms](https://img.shields.io/badge/platforms-Windows%20%7C%20Linux%20%7C%20Steam%20Deck-blue)
@@ -50,23 +48,30 @@ project is as much a study of that process as it is a port. See
## News
- **2026-10-05** — **v0.5.0**: one real options system: a
single menu (laid out like the Perfect Dark port's) covering every setting,
the game's own N64 control styles as a per-seat preset, and your emulator
saves loading directly; a scalable HUD overlay; fullscreen, window-centring
and crosshair settings; and a fidelity round checked frame-by-frame against
the N64 game (fog, aspect-ratio letterboxing, the Watch menu's own
settings). The reference-frame gate was re-based on both platforms (21
levels, 63 frames each). Plus the small stuff: a menu wording, units and
help-text pass, standardised menu spelling, and antialiased overlay
controls.
[Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.5.0).
- **v0.4.1**: 2–4 player split-screen multiplayer, controller presets and
rebinding, PlayStation/Nintendo button names, master volume and audio
device selection, a steady 60 fps on low-end GPUs, and fidelity fixes
checked against the N64 game (AI visibility at long draw distances, sniper
zoom, turret pacing, Dam/Caverns water, weapons).
[Release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases).
- **2026-10-06** — **v0.5.0** ([release notes](https://github.com/jkdansereau/goldeneye-pc-port/releases/tag/v0.5.0)), the first release
since v0.4.0; it includes the v0.4.1 work, which was never published on
its own:
- **2–4 player split-screen multiplayer** on every multiplayer map, each
player with their own pad, controls and aim settings.
- **One options menu** for every setting, laid out like the Perfect Dark
port's, with the game's own crosshair as the mouse pointer. Pick the
game's own N64 control styles (1.1–2.4) per player, or the Xbox release's
presets with per-player pad rebinding; PlayStation and Nintendo pads show
their own button names.
- **Closer to the N64:** fog and haze (Surface 2's ground fog, the sky at
the horizon), automatic-weapon fire rate, sniper and camera zoom, Dam and
Caverns water, the Jungle boss fight's timing, guard visibility in
widescreen, and the Dam ending camera.
- **Fewer crashes and glitches:** a multiplayer crash with the crouched
rifle, rockets passing through the ground, and broken geometry around
Aztec's shuttle.
- **A steady 60 fps on low-end GPUs** (tested on an Intel HD 3000 laptop),
with lighter first-launch defaults on Atom/Celeron-class graphics.
- **Emulator saves load directly:** copy a 1964 or Project64 save in as
`data/ge007.eep` and it is converted on first launch.
- Also: more audio, video and control settings (master volume, audio device,
trilinear filtering, draw distance up to 800%, PC-friendly crouch and
look-ahead defaults), and controllers are picked up again when replugged.
- **2026-09-28** — **v0.4.0**: native widescreen, a complete aim system for
mouse and controller, in-game key rebinding, crosshair customization,
rumble-pak haptics, a rebuilt options overlay, and a broad fidelity-fix
@@ -136,7 +141,7 @@ resolution is wrong, set it under F10 → *Video → Resolution*.
| Aim mode | Right mouse / `LShift` | Left trigger / LB |
| Use / interact | `E` | A |
| Reload | `R` | X |
| Crouch | `LCtrl` | Left or right stick click |
| Crouch (toggles) | `LCtrl` | Left or right stick click |
| Cycle owned gadgets | Watch inventory | B |
| Next weapon | Mouse wheel down / `Q` | Y |
| Previous weapon | Mouse wheel up | — |
@@ -184,9 +189,11 @@ changes this). A controller unplugged mid-match keeps its player when
plugged back in.
**Options overlay with a controller** (also how it works on the Deck):
**Select** opens it, the D-pad or left stick moves between options, **A**
steps the selected option forward, **B** steps it back, and **Start** (or
Select again) closes. With a keyboard, use `F10` and the arrow keys/Enter.
**Select** opens it, the D-pad or left stick moves between rows and
left/right adjusts the selected value, **A** opens a page or toggles a row,
**B** goes back one page (and closes from the top), and **Start** (or Select
again) closes. With a keyboard, use `F10`, the arrow keys, Enter and
Backspace.
## Features
@@ -217,29 +224,33 @@ Select again) closes. With a keyboard, use `F10` and the arrow keys/Enter.
- **Full audio:** in-level music and sound effects, with music, FX and master
volume and a choice of output device.
- **An in-game options overlay** (F10 / pad Select) for all of the above,
saved automatically.
saved automatically; the game's crosshair is the mouse pointer, and
each page has a *Reset to defaults* row.
- **Faithful N64 progression by default.** Opt-in extras: *Skip intro* and
*All unlocked* (every level, 007 mode and the full cheat menu, without
touching your save), and *Check for updates* (off
by default; one request to GitHub per launch when on, see Security).
- **Saves in a plain file** next to the game, so backing up is a file copy.
- **Saves in a plain file** next to the game, so backing up is a file copy;
1964 and Project64 saves load directly ([details](#using-an-emulator-save)).
## Status
**Fully playable, with a small set of known caveats.** All 20 solo missions
and the end-of-campaign credits load, render and run crash-free; the full
campaign was playtested end to end at Agent difficulty on Windows, Linux and
real Steam Deck hardware for v0.4.0. Split-screen multiplayer was played live
in 2P on every MP map and in 4P on Temple.
<!-- MAINTAINER: after the v0.5.0 play session, add what it covered here. -->
and the end-of-campaign credits load, render and run crash-free. v0.5.0 was
played on Windows and Steam Deck (campaign spot-checks, 2–4 player
split-screen and controller-only sessions), and every level's reference
frames were compared pixel by pixel on Windows, Linux and Steam Deck. The
full campaign was last played end to end, at Agent difficulty on all three
platforms, for v0.4.0. Split-screen was played live in 2P on every
multiplayer map and in 4P on Temple.
**Known issues:** see the **[known-issues table](docs/ROADMAP.md#known-issues)**
(what you'll notice, impact, workarounds). The short version: NTSC-U ROMs
only in the release packages, and no macOS/ARM builds yet.
> ***All unlocked* never changes your save** since v0.4.1: it unlocks every
> ***All unlocked* never changes your save** since v0.5.0: it unlocks every
> level and cheat in memory only, and switching it off shows your real
> progress. Builds before v0.4.1 could write fake unlocks into the save, and
> progress. v0.4.0 and earlier could write fake unlocks into the save, and
> those are not repaired; if you used it on an older build, keep a backup of
> `data/ge007.eep`.
@@ -257,7 +268,7 @@ carries a GitHub build-provenance attestation you can check with
**Options overlay:** press **F10** (pad: **Select**) in game or in the menus.
Changes are saved automatically. Most settings live in `ge007.ini`; the
ones that come from the game's own watch menu (look up/down, auto-aim, aim
ones that come from the game's own watch menu (auto-aim, aim
control, sight, look ahead, ammo on screen, screen size, screen ratio, music
and FX volume) are part of your save, as on the N64. Screen size (Full / Wide /
Cinema) and screen ratio (Normal / 16:9) combine with the PC **Aspect ratio**
@@ -294,7 +305,7 @@ MSAA = 2
TextureFilter = 1
NativeWidescreen = 1
FovScale = 100
DrawDistance = 250
DrawDistance = 200
[Audio]
MasterVolume = 100
@@ -412,11 +423,12 @@ The port was built by two coding agents, directed by one person part-time.
A local open-weight model (`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the
[pi](https://github.com/earendil-works/pi) agent) did the groundwork: build, boot chain,
software-RSP integration, asset pipeline, first frames. **Claude Code**
(Sonnet 5, Opus 5 for the hardest bugs) joined for the collaborative phase:
(Sonnet 5 and Opus 5, now 5.5; Opus for the hardest bugs) joined for the collaborative phase:
the 21-level sweep, the ABI finding catalog, SDL input, front end. The two
handed work back and forth through shared written notes. Up to v0.4.0: 43
days (16 Aug – 28 Sep), 1005 commits, 286 findings root-caused and logged
(`D1`–`D408`).
handed work back and forth through shared written notes. Up to v0.5.0: 51
days (16 Aug – 6 Oct), 1,537 commits (the public history squashes the
v0.4.1–v0.5.0 work into 17), and 419 findings root-caused and logged
(`D1`–`D564`).
The full write-up (timeline, handoff mechanism, effort breakdown, an honest
"what worked / what didn't"): [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md).
@@ -685,4 +697,4 @@ is covered by [`NOTICE`](NOTICE), not by that license.
---
*Last updated 2026-10-05 — v0.5.0 · <a href="https://github.com/jkdansereau/goldeneye-pc-port">GitHub</a> · <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases">Releases</a>*
*Last updated 2026-10-06 — v0.5.0 · <a href="https://github.com/jkdansereau/goldeneye-pc-port">GitHub</a> · <a href="https://github.com/jkdansereau/goldeneye-pc-port/releases">Releases</a>*