forked from Ports/goldeneye-pc-port
docs: v0.3.0 release prep — D251 closed, security page published, notes cleanup
- release-notes: drop the internal 'carried forward' meta paragraph; move the
D251 bottom-row duplication out of Known Issues into the F10 fix bullet
(no longer occurring per user live playtest of the D304 build)
- findings: close D251's last symptom; mark D304 live F10 playtest done;
de-stale D266/D271 'uncommitted' cells (landed in 532092c7); regen index CSV
- README: link the security & fidelity status page
- docs/security-and-fidelity-status.md: publish — re-verified for v0.3.0 on
2026-09-18 (bundle contents, no-networking source check, asset converter);
D271 now landed; D284 RNG history reworded as found-and-fixed pre-v0.3.0
Verified: build-pc.sh ntsc-final clean (243/243); tools_pc/verify.sh sweep
21/21 PASS on this tree (scratch/verify_sweep_v030_final.json).
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@@ -12,7 +12,7 @@ in a dedicated `port/` layer, following the architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
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Rare "Indy" engine family, one hardware generation apart.
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**v0.2.1** is out for Windows and Linux (including Steam Deck, where the
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**v0.3.0** is out for Windows and Linux (including Steam Deck, where the
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Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps
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with known rough edges ([Status](#status)). Free to download, build on and
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modify (you bring the ROM).
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@@ -53,8 +53,8 @@ account of what worked and what didn't.
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Both bundles contain **no ROM and no game assets**: you supply your own
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(see [Requirements](#requirements)), which keeps the release legal to
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distribute. Earlier builds: v0.2.0 and v0.1.0 alpha, same page. You can also build it
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yourself; see [Building](#building).
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distribute. Earlier builds: v0.2.2, v0.2.1, v0.2.0, and v0.1.0 alpha, same
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page. You can also build it yourself; see [Building](#building).
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### Quick start
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@@ -67,46 +67,61 @@ included or distributed. Then:
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2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
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3. Launch the executable from that folder. The first run takes a few extra seconds: it detects the ROM and generates the derived asset folders once (no Python or other tooling needed).
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Read the [Status](#status) caveats first: v0.2.1 has known rough edges,
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Read the [Status](#status) caveats first: v0.3.0 has known rough edges,
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listed plainly there.
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## Status
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**v0.2.1 - playable, with known rough edges.** The full single-player
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**v0.3.0 - playable, with known rough edges.** The full single-player
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campaign is completable end to end (all 21 missions, Agent difficulty,
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playtested), at a steady 60 fps; all 21 solo missions load, render and run
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crash-free, verified on Windows, Linux and real Steam Deck hardware. Feedback
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is very welcome.
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What a release actually installs (no networking, no telemetry, no ROM or
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game assets shipped) and how faithfully the port tracks the original N64
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game's logic: [Security & fidelity status](docs/security-and-fidelity-status.md).
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**Working:** boot sequence and front end (menu → mission select → briefing →
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start); all 21 solo missions load, render and are crash-free (full campaign
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playtested end to end at Agent difficulty); steady 60 fps
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(software RSP off the presentation critical path); full audio: in-level music and SFX; keyboard + mouse (click-to-lock, proportional aim mode) and a modern
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dual-stick controller layout; file-backed saves; faithful N64 progression by default
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(F10 → *All unlocked* opens every level, 007 mode and the full cheat menu); F10 in-game
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options overlay (resolution, frame cap, MSAA, filtering, FOV, sensitivity);
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Windows and Linux.
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(software RSP off the presentation critical path); full audio: in-level music and SFX; keyboard + mouse (click-to-lock, proportional aim mode, a single
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simplified sensitivity control) and a modern dual-stick controller layout;
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automatic widescreen FOV scaling; the Dam end-of-level cutscene, and Bond's
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third-person model positioning generally, are fixed (right the large
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majority of the time now, at most a small drift when off — no more floating
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or spin-glitching); file-backed saves; faithful N64 progression
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by default (F10 → *All unlocked* opens every level, 007 mode and the full
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cheat menu); F10 in-game options overlay (resolution, frame cap, MSAA,
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filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
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**Known issues:**
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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 drift through a rainbow palette instead of holding their
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grey/orange intent (bullet sparks, lingering smoke/explosion residue) (D252).
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- Water levels show a moving seam between two water patterns (D245); thin
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pixel strips at the left/right screen edges at non-integer window scales
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(D246).
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- Particle colours: a real fix landed (a corrupted-vertex-buffer bug), but
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the rainbow effect can still occur intermittently on either platform, not
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every time or on every level — a second cause hasn't been found yet
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(D252).
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- Some muzzle flashes draw an extra, erroneous long flash straight up from
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the gun (seen on the M16, among others), overlaid on the normal, correctly
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drawn flash. Cosmetic only (D303).
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- Water levels show a moving seam between two water patterns (D245).
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- Occasional z-fighting on some levels' geometry (D308) — a Dam intro/
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truck-wheel instance showing odd transparent-looking areas may be related
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(D306). Minor and cosmetic.
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- In-level security camera props (not the player's own view) can
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occasionally end up facing backwards on some levels, seen on Bunker
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(D307).
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- Some front-end 3D models are off: the spinning Nintendo logo renders as two
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white blobs and the Rareware logo's texture filtering looks wrong (D75).
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- The F10 overlay's bottom row duplicates whatever item is currently selected
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(D251).
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- Surface 1's 2D billboard trees render as a solid wall of tree texture
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instead of discrete sprites (D236). Under active investigation.
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- No true widescreen: 16:9 stretches the 4:3-authored view (world + HUD)
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rather than properly expanding the horizontal FOV; the F10 *FOV scale %*
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slider is a manual workaround, not real widescreen.
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- **Widescreen is stretched, not native**: on non-4:3 windows the whole
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frame (world and HUD) is stretched horizontally to fill your display —
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about 33% wider than original at 16:9, like a 4:3 video in a TV's "stretch"
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mode. Automatic FOV scaling keeps the framing comfortable and gameplay is
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completely unaffected (all game logic runs in world space), but shapes are
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subtly wider than on the N64 — most visible on round objects (barrels, the
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radar). A distortion-free native widescreen render is on the roadmap.
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- Distant geometry can drop out on the biggest open levels (Streets,
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Egyptian) at default FOV — a culling/LOD issue that sometimes
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self-corrects as you keep moving (D249).
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@@ -117,16 +132,6 @@ Windows and Linux.
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at least one save written** (complete a level normally first, e.g. Dam on
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Agent). Enabling it on a brand-new install with no prior save can still
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cause silent audio and odd right-mouse-aim behavior (D257/D259/D281).
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- **Linux / Steam Deck:** an intermittent SIGSEGV remains, with a reliable
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repro found this release — Facility's computer terminals (the ones you
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activate to open a door for level progression) consistently crash the
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game on activation (D255; seen on Linux generally, not Deck-hardware
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specific). Combat-related crashes reported earlier (Bunker, Frigate) may
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be the same bug via a different trigger; current builds capture full
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faulting registers in `ge007.crash.log`.
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- Steam Deck / gamepad: front-end menu navigation (main menu, file select,
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mission-select map) currently requires the right analog stick, not the
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left (D282) — a planned QoL fix, not done in this release.
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- Assorted further cosmetic defects are tracked in
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[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
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- No macOS or ARM support; no controller rebinding UI.
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@@ -152,8 +157,9 @@ Game Mode boot, just set it manually: F10 → *Resolution*. The renderer is
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CPU-bound (software RSP); expect original N64-era
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performance at 60 fps rather than more. This release was playtested on real
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Deck hardware; the v0.1.0-era Facility crash (D203) did not recur: its root
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cause was identified and fixed (D253), verified on the Deck; one intermittent
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SIGSEGV in heavy firefights remains open (D255).
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cause was identified and fixed (D253), and a separate intermittent SIGSEGV
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in heavy firefights/terminal destruction (D255) and an audio-thread crash
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(D305) are both fixed and live-verified on real hardware as of this release.
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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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@@ -170,8 +176,9 @@ directionally, on the way to v1.0:
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- Working through the [known issues](#status) above and the fuller list in
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[`docs/dev/findings.md`](docs/dev/findings.md).
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- **PAL and JP ROM support** ([issue #85](https://github.com/jkdansereau/goldeneye-pc-port/issues/85)); NTSC-U is the only supported region today.
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- **Real widescreen** (properly expanding the field of view at 16:9, rather
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than today's 4:3-stretch).
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- **Native widescreen** — a distortion-free render at your display's aspect
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(correct-aspect projection and a wide-frame HUD), replacing today's
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stretched 4:3 frame + FOV compensation.
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- **Controller rebinding UI**, and macOS/ARM builds.
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- **LAN multiplayer**: reviving GoldenEye's original split-screen/deathmatch
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netplay across multiple PCs on a local network. Genuinely under
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@@ -230,7 +237,7 @@ code with this one.
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| **How** | Decompilation-based source port: human-reconstructed C, compiled for the host; game logic runs as written | Static binary recompilation: the shipped machine code is auto-translated to C; no source-level understanding |
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| **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family |
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| **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) |
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| **Status** | v0.2.1 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer |
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| **Status** | v0.3.0 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game |
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| **Why it exists** | To run the *original* N64 game from source, and as a [case study in AI-agent collaboration](#background) on a hard low-level codebase | To get a playable PC release of the remaster |
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They answer a different question: how to get the *remaster* onto PC by
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