docs: final v0.2.0 pre-tag pass

- Drop-in ROM wording everywhere (README quick start, Pages landing,
  release notes, bundled README): first launch auto-generates the
  derived assets via the frozen converter; no Python/toolchain needed.
  PAL/JP marked not-yet-supported with issue #85 pointers.
- building.md: Linux build is CI-compiled and ships in the bundle
  (was 'never built or run on Linux'); bundle note now describes the
  frozen ge007-convert auto-spawn; PAL/JP sidecar caveat (D258).
- Status rewording across README/Pages/release notes: drop the
  'first open-source port to our knowledge' claim; cutscene glitch
  description aligned to 'mostly with James Bond'; index.md status
  no longer contradicts the open D255 Deck crash.
- Em-dash cleanup across all GitHub Pages docs (index, building,
  internals, porting-notes, dev-process, agentic-development,
  release notes); internal dev logs untouched.
This commit is contained in:
James Dansereau committed 2026-09-13 23:51:27 -04:00
1 parent b2d5551ece
commit 436484a926
9 files changed
+476 -469

No files matched your search

+28 -25
View File
@@ -1,4 +1,4 @@
## GoldenEye 007 PC Port — <version>
## 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"
@@ -6,15 +6,17 @@
</p>
> The full single-player campaign runs at a steady 60 fps with audio (music +
> SFX) playing throughout, on Windows and Linux including Steam Deck — and it
> SFX) playing throughout, on Windows and Linux including Steam Deck, and it
> is completable end to end: the whole campaign has been playtested through
> all 21 missions (Agent difficulty). To our knowledge this is also the first
> open-source port of the original N64 game to ship as a public release. 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.
> 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.
### What's new since v0.1.0
- **Drop-in ROM, no tooling**: unpack the bundle, drop your NTSC-U (US) ROM
in `data/`, launch; the first run generates the derived assets
automatically. No Python, no installer, nothing to set up.
- **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
@@ -26,38 +28,39 @@
- **Rendering**: outdoor skies render correctly; water no longer renders
green/pulsing; reflective surfaces (glass, chrome weapon skins) work.
- **Crash fixes**: the two v0.1.0-era crashing levels (Bunker ii, Statue) and
the AI-pacing bug that broke Cradle are fixed and playtest-verified — all 21
the AI-pacing bug that broke Cradle are fixed and playtest-verified: all 21
solo missions load and run crash-free. Also fixed: the Steam Deck / Linux
Facility crash triggered by walking into the crouch-forcing spot at the
level's opening (D253) — this also revives the auto-crouch and ladder
level's opening (D253); this also revives the auto-crouch and ladder
signals, which were dead on PC before.
- **QoL**: F10 in-game options overlay (fullscreen, resolution, frame cap,
MSAA, texture filtering, FOV/draw distance, sensitivity), F12 screenshot.
- **Everything unlocked by default** — all 21 solo levels are selectable at
- **Everything unlocked by default**: all 21 solo levels are selectable at
every difficulty from the first launch, 007 mode is available, and the cheat
menu is fully populated. No *active* cheats are enabled (weapons remain
per-mission pickups, as on N64); F10 → *All unlocked* switches back to
faithful N64 progression.
- **Steam Deck first-run preset** — on SteamOS the first launch seeds
- **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. Two more F10 rows:
*No hit flash* (suppresses the damage-flash overlay) and *Skip intro*.
- **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**.
- **Linux / Steam Deck**: the Linux bundle now ships its own SDL2 — it runs
- **Linux / Steam Deck**: the Linux bundle now ships its own SDL2, so it runs
as-is on any distro, and sideloads onto a Steam Deck with nothing
installed. Saves and F10 settings now persist no matter which directory you
launch from (previously Linux wrote them relative to the launch directory
only, so they silently failed elsewhere — D256); the options overlay is
only, so they silently failed elsewhere; D256); the options overlay is
fully gamepad-driven on the Deck.
### Known issues
- **Cutscenes frequently glitch** — skipped beats, wrong camera, misplaced or
hovering actors, wrong timing; the Dam level-end cutscene is racy (D243).
The most visible gap in this release.
- **Particle colours cycle through a rainbow palette** — bullet-impact sparks
- **Cutscenes still glitch, mostly with James Bond**: in scripted sequences
Bond is the one who gets misplaced, hovers, or spins; the other actors are
fine for the most part now. The Dam level-end cutscene is racy (D243).
Still the most visible gap in this release.
- **Particle colours cycle through a rainbow palette**: bullet-impact sparks
and lingering smoke/explosion residue drift through the hues over time
instead of holding their intended grey/orange palette (D252).
- Water on `IsWater` levels shows a moving seam between two patterns (D245);
@@ -69,14 +72,14 @@
selected** (e.g. the MSAA value appears both on its own row and again at
the panel bottom); earlier builds showed it as an intermittent 4K-
fullscreen ghost of the top row.
- **Steam Deck: one intermittent crash remains** — the v0.1.0-era Facility
- **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 —
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.
playtime across levels is welcome; please report any Deck-specific faults.
### Downloads
@@ -87,13 +90,13 @@
Each contains the engine executable, a README, license texts, and the
`prepare-assets` tool. **No ROM, no game assets.** The Windows bundle carries
its runtime DLLs; the Linux bundle carries SDL2 — on both platforms nothing
its runtime DLLs; the Linux bundle carries SDL2, so on both platforms nothing
needs to be installed first.
### Running it
You supply your own **GoldenEye 007 N64 ROM** (`.z64`, big-endian) that you
legally own — the **NTSC-U (US)** release is what this build supports (PAL / JP
legally own: the **NTSC-U (US)** release is what this build supports (PAL / JP
are on the roadmap). No Python, no toolchain, nothing to install.
1. Unpack the archive.
@@ -103,13 +106,13 @@ are on the roadmap). No Python, no toolchain, nothing to install.
seconds: it detects your ROM, generates the two derived asset folders
(`data/pcmodels-ntsc-final/`, `data/pccg-ntsc-final/`) once, and saves them
for every future run. (The generator is `prepare-assets/ge007-convert`
inside the bundle; you can also run it manually — it prints what it's doing.)
inside the bundle; you can also run it manually; it prints what it's doing.)
**Steam Deck:** sideload the unpacked folder (USB or a file manager), do steps
2–3, then add the executable to Games → *Add Game* as a non-Steam game.
**In-game settings on the Deck:** the options overlay is fully gamepad-driven
— it opens with **Select**, the D-pad or left stick (up/down) moves between
**In-game settings on the Deck:** the options overlay is fully gamepad-driven:
it opens with **Select**, the D-pad or left stick (up/down) moves between
options, **A** steps the selected option forward, **B** steps it back, and
**Start** (or Select again) closes. No keyboard needed.
@@ -124,7 +127,7 @@ sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
### Source & docs
<https://github.com/jkdansereau/goldeneye-pc-port> — built on the
<https://github.com/jkdansereau/goldeneye-pc-port>, built on the
[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