forked from Ports/goldeneye-pc-port
release: notes logic pass - rainbow fix moved to Graphics; Known issues = actual residuals only (D335b F10 overlay stretch replaces the widescreen heads-up)
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@@ -101,14 +101,14 @@
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pool hardening plus an optional `GE_D322=1` telemetry probe if it ever
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recurs, and the silenced-PPK "slap" plus the broader real-time mixer
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corruption behind it are fixed (D202).
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- The **particle "rainbow" effect is fixed** (D252): the intermittently
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recoloured explosion/spark particles from v0.3.0 no longer occur.
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**Graphics fixes from the final playtest wave**
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- **Water is fixed** (D245): the `IsWater` shimmer/cross-fade (Dam,
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Frigate, Surface 2, …) now matches the N64 original — the moving seam and
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the pattern "resetting" as you moved are gone, verified against an
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era-correct 1994 reference.
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- The **particle "rainbow" effect is fixed** (D252): the intermittently
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recoloured explosion/spark particles from v0.3.0 no longer occur.
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- Surface 1/2: the tree backdrop that rendered as a solid wall of texture
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now renders as proper camera-facing tree cards (D236).
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- Frigate (and the rare "model briefly out of place" quirk): both were the
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@@ -160,10 +160,9 @@
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to ~10 s before resuming the scripted shootout — a latent race that exists
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in the N64 original too (where it softlocks permanently); the port detects
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and auto-recovers it (D318).
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- **Native widescreen is new in v0.4.0**: the world renders undistorted at
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your display's aspect and the HUD keeps its shape; front-end menus are
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shown 4:3 with side bars. The F10 *Native widescreen* toggle restores the
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old stretched frame.
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- With *Native widescreen* on, the F10 options overlay stretches with the
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window instead of pillarboxing like the front-end menus (legible; cosmetic
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only). The front-end menus themselves are pillarboxed correctly (D335b).
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- The front-end Rareware logo shows a subtle texture-filtering artifact
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(Nintendo logo and legal page are clean). Cosmetic only (D75).
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- This release ships NTSC (US) assets; PAL/JP ROMs are not supported in this
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