forked from Ports/goldeneye-pc-port
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 Docs and site: - README News/Status/Features/controls brought up to date; the unpublished v0.4.1 work is folded into v0.5.0 everywhere; stats to v0.5.0.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.
This commit is contained in:
1 parent
4b710728bf
commit
1d15e5695a
17 files changed
+418
-242
No files matched your search
@@ -1,7 +1,5 @@
|
||||
# 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>
|
||||
|
||||
[](https://github.com/jkdansereau/goldeneye-pc-port/actions/workflows/ci.yml)
|
||||
[](https://github.com/jkdansereau/goldeneye-pc-port/releases)
|
||||

|
||||
@@ -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>*
|
||||
Reference in new issue
Block a user