docs: v0.4.0 plan/README/backlog/porting-notes refresh for the modern-options wave

- V0.4.0-PLAN: 2026-09-27 refresh (M-wave state, D393-D397 session
  additions, M7 deferral decision).
- README: known-issues + options documentation for the landed
  crosshair/controller/options work.
- GRAPHICS-BACKLOG / porting-notes: D392/D397 and crosshair entries.
- .gitignore: per-landing sweep capture dirs.
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James Dansereau committed 2026-09-27 22:04:07 -04:00
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@@ -128,10 +128,13 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
- 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 (D240/D241).
- **`All unlocked` is highly experimental — don't enable it until you have
at least one save written** (complete a level normally first, e.g. Dam on
Agent). Enabling it on a brand-new install with no prior save can still
cause silent audio and odd right-mouse-aim behavior (D257/D259/D281).
- **`All unlocked` is experimental: back up `data/ge007.eep` before enabling
it.** Any save while ON, even a profile-settings change, can permanently
write artificial cheat unlocks and completion times into the EEPROM;
switching OFF does not undo them (D387). In the v0.3.0 release, turning it
on before a real save exists can also cause silent audio and missing
aim/HUD settings (D257/D259/D281). Do not use it on a save whose original
progression you need to preserve.
- Assorted further cosmetic defects are tracked in
[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
- No macOS or ARM support; no controller rebinding UI.
@@ -318,18 +321,30 @@ lives in `ge007.eep`. Launch with `-fresh` to wipe both before starting
|---------------------|--------------------------|---------------|
| Move / strafe | `W` `A` `S` `D` / arrows | Left stick (or D-pad) |
| Aim / look | Mouse | Right stick |
| Fire (Z) | Left mouse / `LCtrl` | Right trigger |
| Aim mode (R) | Right mouse / `LShift` | Left trigger |
| Use / accept (A) | `Space` / `E` / `X` | A / X |
| Reload / cancel (B) | `R` / `F` | B / Y |
| Next weapon | Mouse wheel up | RB |
| Previous weapon | Mouse wheel down | LB |
| Fire | Left mouse | Right trigger |
| Aim mode | Right mouse / `LShift` | Left trigger / LB |
| Use / interact | `E` | A |
| Reload | `R` | X |
| Crouch | `LCtrl` | Left or right stick click |
| Cycle owned gadgets | Watch inventory | B |
| Next weapon | Mouse wheel down / `Q` | Y |
| Previous weapon | Mouse wheel up | — |
| Start | `Enter` / `Tab` | Start |
| Options overlay | `F10` | Select (D-pad/stick + A/B navigate, Start closes) |
| Options overlay | `F10` | Back (A selects/toggles; B backs; D-pad/stick left/right adjusts sliders; Start closes) |
The controller layout follows the modern dual-stick scheme used by the
console re-releases (left stick move, right stick look, triggers fire/aim,
shoulders cycle weapons).
Gameplay follows the Xbox **1.1 Jinx** button roles in the user-provided
[StrategyWiki control table](https://strategywiki.org/wiki/GoldenEye_007/Controls):
A use, X reload, B gadget cycle, Y weapon cycle, either stick click crouch,
LB/LT aim and RT fire. The PC gadget cycle selects the next owned gadget in
the N64 inventory; the user has confirmed the gameplay buttons on a physical
pad, but exact gadget-category parity remains unaudited. In menus A
accepts and B cancels. RB's *updated graphics* toggle cannot be provided by
the original N64 port (no remastered assets); it is reserved. Back opens PC
options rather than Xbox's *view scores*; exact menu parity is not claimed.
The other Xbox schemes (1.2 Christmas, 1.3 Frost, 1.4 Elektra) are planned,
not yet selectable. Input → Bindings → Movement/Actions edits **keyboard/mouse
only**; a controller can navigate those pages and use B to go back, but
controller-button rebinding is not supported yet.
Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the
`[Input]` section of `ge007.ini`.