forked from Ports/goldeneye-pc-port
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.
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@@ -1,4 +1,4 @@
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## GoldenEye 007 PC Port — <version>
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## GoldenEye 007 PC Port <version>
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<p align="center">
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<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.2.0/docs/media/goldeneye-gh-preview.gif" width="480"
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@@ -6,15 +6,17 @@
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</p>
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> The full single-player campaign runs at a steady 60 fps with audio (music +
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> SFX) playing throughout, on Windows and Linux including Steam Deck — and it
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> SFX) playing throughout, on Windows and Linux including Steam Deck, and it
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> is completable end to end: the whole campaign has been playtested through
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> all 21 missions (Agent difficulty). To our knowledge this is also the first
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> open-source port of the original N64 game to ship as a public release. It's
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> an early public cut: all 21 solo missions load and run crash-free, but the
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> known issues below are real — feedback is very welcome.
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> all 21 missions (Agent difficulty). It's an early public cut: all 21 solo
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> missions load and run crash-free, but the known issues below are real;
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> feedback is very welcome.
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### What's new since v0.1.0
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- **Drop-in ROM, no tooling**: unpack the bundle, drop your NTSC-U (US) ROM
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in `data/`, launch; the first run generates the derived assets
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automatically. No Python, no installer, nothing to set up.
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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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@@ -26,38 +28,39 @@
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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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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. Also fixed: the Steam Deck / Linux
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Facility crash triggered by walking into the crouch-forcing spot at the
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level's opening (D253) — this also revives the auto-crouch and ladder
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level's opening (D253); this also revives the auto-crouch and ladder
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signals, which were dead on PC before.
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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), F12 screenshot.
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- **Everything unlocked by default** — all 21 solo levels are selectable at
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- **Everything unlocked by default**: all 21 solo levels are selectable at
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every difficulty from the first launch, 007 mode is available, and the cheat
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menu is fully populated. No *active* cheats are enabled (weapons remain
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per-mission pickups, as on N64); F10 → *All unlocked* switches back to
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faithful N64 progression.
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- **Steam Deck first-run preset** — on SteamOS the first launch seeds
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- **Steam Deck first-run preset**: on SteamOS the first launch seeds
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Deck-friendly defaults (native 1280×800 fullscreen, VSync, MSAA 4, 150%
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draw/LOD distance); an existing `ge007.ini` always wins. Two more F10 rows:
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*No hit flash* (suppresses the damage-flash overlay) and *Skip intro*.
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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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- **Linux / Steam Deck**: the Linux bundle now ships its own SDL2, so it runs
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as-is on any distro, and sideloads onto a Steam Deck with nothing
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installed. Saves and F10 settings now persist no matter which directory you
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launch from (previously Linux wrote them relative to the launch directory
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only, so they silently failed elsewhere — D256); the options overlay is
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only, so they silently failed elsewhere; D256); the options overlay is
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fully gamepad-driven on the Deck.
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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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- **Particle colours cycle through a rainbow palette** — bullet-impact sparks
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- **Cutscenes still glitch, mostly with James Bond**: in scripted sequences
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Bond is the one who gets misplaced, hovers, or spins; the other actors are
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fine for the most part now. The Dam level-end cutscene is racy (D243).
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Still the most visible gap in this release.
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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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@@ -69,14 +72,14 @@
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selected** (e.g. the MSAA value appears both on its own row and again at
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the panel bottom); earlier builds showed it as an intermittent 4K-
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fullscreen ghost of the top row.
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- **Steam Deck: one intermittent crash remains** — the v0.1.0-era Facility
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- **Steam Deck: one intermittent crash remains**: the v0.1.0-era Facility
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crash is confirmed fixed on Deck hardware, but a SIGSEGV can occasionally
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occur during heavy firefights (D255; seen on Bunker and Frigate). The
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faulting-register capture in `ge007.crash.log` has pinned it: an object
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record whose model reference is NULL while the record is still active —
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record whose model reference is NULL while the record is still active;
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i.e. something in a mid-firefight destruction leaves the record live one
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tick too long. We're tracking down the exact destruction path; more Deck
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playtime across levels is welcome — please report any Deck-specific faults.
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playtime across levels is welcome; please report any Deck-specific faults.
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### Downloads
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@@ -87,13 +90,13 @@
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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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its runtime DLLs; the Linux bundle carries SDL2, so 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 — the **NTSC-U (US)** release is what this build supports (PAL / JP
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legally own: the **NTSC-U (US)** release is what this build supports (PAL / JP
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are on the roadmap). No Python, no toolchain, nothing to install.
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1. Unpack the archive.
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@@ -103,13 +106,13 @@ are on the roadmap). No Python, no toolchain, nothing to install.
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seconds: it detects your ROM, generates the two derived asset folders
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(`data/pcmodels-ntsc-final/`, `data/pccg-ntsc-final/`) once, and saves them
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for every future run. (The generator is `prepare-assets/ge007-convert`
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inside the bundle; you can also run it manually — it prints what it's doing.)
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inside the bundle; you can also run it manually; it prints what it's doing.)
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**Steam Deck:** sideload the unpacked folder (USB or a file manager), do steps
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2–3, then add the executable to Games → *Add Game* as a non-Steam game.
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**In-game settings on the Deck:** the options overlay is fully gamepad-driven
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— it opens with **Select**, the D-pad or left stick (up/down) moves between
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**In-game settings on the Deck:** the options overlay is fully gamepad-driven:
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it opens with **Select**, the D-pad or left stick (up/down) moves between
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options, **A** steps the selected option forward, **B** steps it back, and
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**Start** (or Select again) closes. No keyboard needed.
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@@ -124,7 +127,7 @@ sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
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### Source & docs
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<https://github.com/jkdansereau/goldeneye-pc-port> — built on the
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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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