v0.6.0 docs accuracy pass: credits-crash and exit wording, known-issues table, download README save import and menu paths, D951

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James Dansereau committed 2026-10-13 13:14:59 -04:00
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@@ -28,10 +28,10 @@
set to Original, your pad behaves as an N64 controller, and *Invert look* set to Original, your pad behaves as an N64 controller, and *Invert look*
works in every original style. works in every original style.
- **Fixes:** geometry vanishing up close (#150), the first launch opening on - **Fixes:** geometry vanishing up close (#150), the first launch opening on
the wrong monitor (#151), the Linux end-credits crash (#152) and a crash when the wrong monitor (#151), the end-credits crash on Linux and macOS (#152)
a guard spawns with a hat (#153, #156). and a crash when a guard spawns with a hat (#153, #156).
- **Also:** an optional mission timer (#144), the file-select crest fixed - **Also:** an optional mission timer (#144), the file-select crest fixed
(#146), and a fix for a Windows exit crash. (#146), and a fix for a Windows blue screen on exit.
## Downloads ## Downloads
@@ -103,12 +103,12 @@ covers controls, settings, emulator saves and troubleshooting.
- Geometry vanishing when you stand against a wall (#150). - Geometry vanishing when you stand against a wall (#150).
- The first launch opening on the wrong monitor (#151). - The first launch opening on the wrong monitor (#151).
- A Linux crash during the end credits (#152). - A crash during the end credits on Linux and macOS (#152).
- A crash when a guard spawns wearing a hat (#153, #156). - A crash when a guard spawns wearing a hat (#153, #156).
- The file-select crest drawing on a dark square (#146). - The file-select crest drawing on a dark square (#146).
- *Invert look* now works in every original control style and stays in sync - *Invert look* now works in every original control style and stays in sync
with the watch's *Look up/down* (#145). with the watch's *Look up/down* (#145).
- A crash on exit on some Windows GPUs. - A Windows blue screen (0x119) when the game exits, seen on an NVIDIA GPU.
- The Cradle catwalk shadow flicker, and stale pixels beside the widescreen - The Cradle catwalk shadow flicker, and stale pixels beside the widescreen
picture on front-end screens. picture on front-end screens.
- Sound and text pointer checks that rejected valid pointers (#108, with - Sound and text pointer checks that rejected valid pointers (#108, with
@@ -119,7 +119,7 @@ covers controls, settings, emulator saves and troubleshooting.
### Changed ### Changed
- Windows: per-monitor DPI awareness, so fullscreen on a scaled 4K display is - Windows: per-monitor DPI awareness, so fullscreen on a scaled 4K display is
native resolution; exclusive fullscreen uses the desktop mode. native resolution.
- F10 dropdowns stay inside the settings box. - F10 dropdowns stay inside the settings box.
- The crosshair look (colour, size, style) is no longer reset by the *Display - The crosshair look (colour, size, style) is no longer reset by the *Display
mode* presets. mode* presets.
@@ -132,7 +132,7 @@ covers controls, settings, emulator saves and troubleshooting.
| On the Steam Deck at 90 fps, firefights in the centre of Bunker 1 and 2 can drop a few fps, and Jungle can feel slightly less smooth | Set the frame cap to 60 for those levels | | On the Steam Deck at 90 fps, firefights in the centre of Bunker 1 and 2 can drop a few fps, and Jungle can feel slightly less smooth | Set the frame cap to 60 for those levels |
| Cradle's turret explosions may draw wrongly | None yet | | Cradle's turret explosions may draw wrongly | None yet |
| On Windows, the picture can look hazy for a moment after alt-tabbing back | It settles on its own | | On Windows, the picture can look hazy for a moment after alt-tabbing back | It settles on its own |
| macOS: the end credits may crash | Your progress is already saved by then | | macOS: the window can stay black on the very first start | Close it and start it again |
| PAL and JP ROMs aren't supported yet | Use the US (NTSC-U) ROM | | PAL and JP ROMs aren't supported yet | Use the US (NTSC-U) ROM |
| Saves from v0.4.0 and earlier can hold fake unlocks from *All unlocked* | Keep a backup of `data/ge007.eep` from before you used it | | Saves from v0.4.0 and earlier can hold fake unlocks from *All unlocked* | Keep a backup of `data/ge007.eep` from before you used it |
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@@ -121,7 +121,11 @@ below).
|---|---|---|---| |---|---|---|---|
| PAL and JP ROMs aren't supported in release packages | NTSC-U only | Use an NTSC-U ROM. Both regions convert, build and boot from source (D258, D487, D488; see `docs/building.md`); packaging (per-region exe, CI matrix, converter region check) is still open | D258, #85, §1 | | PAL and JP ROMs aren't supported in release packages | NTSC-U only | Use an NTSC-U ROM. Both regions convert, build and boot from source (D258, D487, D488; see `docs/building.md`); packaging (per-region exe, CI matrix, converter region check) is still open | D258, #85, §1 |
| Changing Aspect ratio in a level (mostly Fill window to Original or a forced ratio) can briefly glitch the gun / hand model, rarely | Cosmetic, one-off | Change the ratio from the front-end PC Options, or accept it | D509 (frame hold fixed the common case; the rare remainder is logged, not investigated) | | Changing Aspect ratio in a level (mostly Fill window to Original or a forced ratio) can briefly glitch the gun / hand model, rarely | Cosmetic, one-off | Change the ratio from the front-end PC Options, or accept it | D509 (frame hold fixed the common case; the rare remainder is logged, not investigated) |
| No macOS or ARM builds | Platform | — | #88, #95, #101, §4 | | No Intel macOS or ARM Linux builds (the macOS download is Apple Silicon only, experimental and not notarized) | Platform | — | #88, #95, #101, #154, §4 |
| Steam Deck at 90 fps: centre firefights in Bunker 1/2 drop several fps; Jungle feels slightly less smooth than other levels | Brief FPS drops | Frame cap 60 for those levels | D583, D585 (present thread, v0.7.0), D614 |
| Cradle's turret explosions may draw wrongly | Cosmetic | None yet | Deck per-level pass (2026-10-10), not investigated |
| Windows: the picture can look hazy for a moment after alt-tabbing back; fast repeated alt-tabbing recovers slowly | Cosmetic, temporary | It settles on its own | D578, alt-tab row in §4 (v0.7.0) |
| macOS: the window can stay black on the very first start of a new download (seen 4 times, passes on re-run) | First launch only | Close it and start it again | v0.6.0 release checks |
| Saves from v0.4.0 and earlier can hold fake unlocks from `All unlocked` | Save data | Not repaired automatically. Since v0.5.0 the option never writes the save; keep a backup of `data/ge007.eep` from before you used it | D442, D387 | | Saves from v0.4.0 and earlier can hold fake unlocks from `All unlocked` | Save data | Not repaired automatically. Since v0.5.0 the option never writes the save; keep a backup of `data/ge007.eep` from before you used it | D442, D387 |
| The first frame of a level takes a little longer while its textures upload | Brief FPS-counter dip | None needed | D475, D480 | | The first frame of a level takes a little longer while its textures upload | Brief FPS-counter dip | None needed | D475, D480 |
| Far objects almost fully in fog are now hidden as on the N64, except in widescreen, where the wider view can still show a faint distant building edge (e.g. Surface's dish from the start area). 4:3 matches the N64 | Cosmetic | None; higher Draw/LOD distance shows more | D503, §5c | | Far objects almost fully in fog are now hidden as on the N64, except in widescreen, where the wider view can still show a faint distant building edge (e.g. Surface's dish from the start area). 4:3 matches the N64 | Cosmetic | None; higher Draw/LOD distance shows more | D503, §5c |
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@@ -28,19 +28,21 @@ The full notes for each version are on the [Releases page](https://github.com/jk
- **macOS on Apple Silicon (experimental).** There is now a `macos-arm64` - **macOS on Apple Silicon (experimental).** There is now a `macos-arm64`
download (or build from source; see [Building](building.md)). Based download (or build from source; see [Building](building.md)). Based
on danturn's #95 (with Julio C. Rocha's earlier Intel groundwork in on danturn's #95 (with Julio C. Rocha's earlier Intel groundwork in
#88). A campaign sweep and live sessions ran without crashes on one M3 #88). Tested with a 21-level sweep and live sessions on one M3 Mac (the
Mac; the download is not notarized, so see [macOS](user-guide.md#macos-apple-silicon-experimental) one crash seen, in the end credits, is guarded in this release); the download is not notarized, so see [macOS](user-guide.md#macos-apple-silicon-experimental)
for the one-line unblock. Test reports are very welcome. for the one-line unblock. Test reports are very welcome.
- **Fixes:** geometry vanishing when you press against a wall (#150), - **Fixes:** geometry vanishing when you press against a wall (#150),
the first launch opening on the wrong monitor (#151), a Linux crash in the the first launch opening on the wrong monitor (#151), a crash in the end
end credits (#152), a crash when a guard spawns with a hat (#153, #156), a credits on Linux and macOS (#152), a crash when a guard spawns with a hat (#153, #156), a
sound/text pointer check that rejected valid pointers (#108), a Cradle sound/text pointer check that rejected valid pointers (#108), a Cradle
catwalk shadow flicker, and stale watch pixels in native widescreen. catwalk shadow flicker, and stale pixels beside the widescreen picture on
front-end screens.
- **Original controls (#145, #149):** with *Control style* set to Original, - **Original controls (#145, #149):** with *Control style* set to Original,
a gamepad now behaves as an N64 controller (South = A, West = B, the game a gamepad now behaves as an N64 controller (South = A, West = B, the game
decides what each does), and *Invert look* works in every original style. decides what each does), and *Invert look* works in every original style.
Also an optional mission timer (#144), the file-select crest no longer Also an optional mission timer (#144), the file-select crest no longer
drawing on a dark square (#146), and a Windows exit-crash fix. drawing on a dark square (#146), and a fix for a Windows blue screen on
exit.
- **Smaller changes:** the legacy front-end Velocity pointer mode is gone, - **Smaller changes:** the legacy front-end Velocity pointer mode is gone,
the Linux/macOS update check no longer fails on a large response, every the Linux/macOS update check no longer fails on a large response, every
run is also logged to `ge007.log` next to the ini, and F10 slider labels run is also logged to `ge007.log` next to the ini, and F10 slider labels
@@ -91,9 +93,7 @@ The full notes for each version are on the [Releases page](https://github.com/jk
and the end-of-campaign credits load, render and run crash-free. For v0.6.0 and the end-of-campaign credits load, render and run crash-free. For v0.6.0
the release downloads themselves were tested on Windows, Steam Deck (Desktop the release downloads themselves were tested on Windows, Steam Deck (Desktop
and Game Mode), macOS on Apple Silicon and a 2011 Linux laptop: a fresh and Game Mode), macOS on Apple Silicon and a 2011 Linux laptop: a fresh
folder with only the ROM, a first launch, then all 21 solo levels. The folder with only the ROM, a first launch, then all 21 solo levels. The new frame-rate path and the listed fixes were also checked by
21-level comparison of captured frames against reference images passes on
Windows. The new frame-rate path and the listed fixes were also checked by
playing on Windows and the Steam Deck. The full campaign was last played end playing on Windows and the Steam Deck. The full campaign was last played end
to end, at Agent difficulty on Windows, Linux and the Deck, for v0.4.0. to end, at Agent difficulty on Windows, Linux and the Deck, for v0.4.0.
Split-screen was played live in 2P on every multiplayer map and in 4P on Split-screen was played live in 2P on every multiplayer map and in 4P on
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@@ -462,6 +462,7 @@ D643,FIXED,Issues #145 (b)(c) / #149:,FIXED 2026-10-12 (port-only; GE_PADMAPTEST
D644,FIXED,File-select royal crest drew on an opaque dark square (#146):,"FIXED 2026-10-12 (import_texture_ia4; 1964-confirmed symptom, maintainer-verified; Win sweep unchanged)" D644,FIXED,File-select royal crest drew on an opaque dark square (#146):,"FIXED 2026-10-12 (import_texture_ia4; 1964-confirmed symptom, maintainer-verified; Win sweep unchanged)"
D645,FIXED,"Original 1.1: F10 ""Invert look"" did not invert vertical look (#145 a):",FIXED 2026-10-12 (F10 row and watch row synced in Original; maintainer-verified) D645,FIXED,"Original 1.1: F10 ""Invert look"" did not invert vertical look (#145 a):",FIXED 2026-10-12 (F10 row and watch row synced in Original; maintainer-verified)
D646,FIXED,"F10 dropdown popup drew over the hint/tooltip panel (popup bounded by the screen edge, not the settings box) —",FIXED 2026-10-12 (ddGeom bounded to the box; maintainer-verified) D646,FIXED,"F10 dropdown popup drew over the hint/tooltip panel (popup bounded by the screen edge, not the settings box) —",FIXED 2026-10-12 (ddGeom bounded to the box; maintainer-verified)
D951,OPEN,"v0.6.0 release gate: Windows golden sweep flags are timing noise in the test, not rendering changes —",OPEN (test-side; 2026-10-13)
D607,OPEN,Address model unified into one header:,DONE 2026-10-07 (macos branch; Windows identity gate: D607,OPEN,Address model unified into one header:,DONE 2026-10-07 (macos branch; Windows identity gate:
D608,FIXED,D34 ANIM_DATA_x re-basing guard in assets/animationtable_data.h was __x86_64__-only:,"FIXED 2026-10-07 (macos branch; mechanical guard widening, arm64 link clean)" D608,FIXED,D34 ANIM_DATA_x re-basing guard in assets/animationtable_data.h was __x86_64__-only:,"FIXED 2026-10-07 (macos branch; mechanical guard widening, arm64 link clean)"
D609,FIXED,macOS arm64 SIGKILL at exec:,"FIXED 2026-10-07 (macos branch; probe-confirmed; arm64 keeps the 4 GiB pagezero, floor 11.0)" D609,FIXED,macOS arm64 SIGKILL at exec:,"FIXED 2026-10-07 (macos branch; probe-confirmed; arm64 keeps the 4 GiB pagezero, floor 11.0)"
1 # GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
462 D644
463 D645
464 D646
465 D951
466 D607
467 D608
468 D609
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@@ -873,6 +873,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D644 | **File-select royal crest drew on an opaque dark square (#146): IA4 decoded as I2:A2 instead of the RDP's I3:A1** — full `## D644` entry at file tail | FIXED 2026-10-12 (`import_texture_ia4`; 1964-confirmed symptom, maintainer-verified; Win sweep unchanged) | | D644 | **File-select royal crest drew on an opaque dark square (#146): IA4 decoded as I2:A2 instead of the RDP's I3:A1** — full `## D644` entry at file tail | FIXED 2026-10-12 (`import_texture_ia4`; 1964-confirmed symptom, maintainer-verified; Win sweep unchanged) |
| D645 | **Original 1.1: F10 "Invert look" did not invert vertical look (#145 a): D605 flipped the move stick; the game's own Look up/down drives C-button/aim pitch** — full `## D645` entry at file tail | FIXED 2026-10-12 (F10 row and watch row synced in Original; maintainer-verified) | | D645 | **Original 1.1: F10 "Invert look" did not invert vertical look (#145 a): D605 flipped the move stick; the game's own Look up/down drives C-button/aim pitch** — full `## D645` entry at file tail | FIXED 2026-10-12 (F10 row and watch row synced in Original; maintainer-verified) |
| D646 | **F10 dropdown popup drew over the hint/tooltip panel (popup bounded by the screen edge, not the settings box)** — full `## D646` entry at file tail | FIXED 2026-10-12 (`ddGeom` bounded to the box; maintainer-verified) | | D646 | **F10 dropdown popup drew over the hint/tooltip panel (popup bounded by the screen edge, not the settings box)** — full `## D646` entry at file tail | FIXED 2026-10-12 (`ddGeom` bounded to the box; maintainer-verified) |
| D951 | **v0.6.0 release gate: Windows golden sweep flags are timing noise in the test, not rendering changes** — full `## D951` entry at file tail | OPEN (test-side; 2026-10-13) |
Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS
threads, compiled GE's real `src/sched.c`, and brought in PD's fast3d software threads, compiled GE's real `src/sched.c`, and brought in PD's fast3d software
@@ -21982,3 +21983,19 @@ unbound-fallback, stick -> PASS.
**Fix.** The popup is bounded to the settings box (`o.titleB + 1` .. `o.bottom - 1`): it opens upward when there is no room below, and the D568 fallback now pins it flush to the box bottom instead of the screen. **Fix.** The popup is bounded to the settings box (`o.titleB + 1` .. `o.bottom - 1`): it opens upward when there is no room below, and the D568 fallback now pins it flush to the box bottom instead of the screen.
**Status.** FIXED, maintainer-verified 2026-10-12. **Status.** FIXED, maintainer-verified 2026-10-12.
## D951: v0.6.0 Windows golden sweep flags are test timing, not rendering (2026-10-13)
**Context.** Release-gate runs of `tools_pc/verify.sh sweep` on the v0.6.0 release code (Windows, RTX 5090, 120 Hz display).
**Observed.**
- Default ini (`FpsCap = -1`, Auto = 120 on this display): 8 of 21 levels REGRESSION (runway, surface1, silo, frigate, streets, depot, jungle, cradle; 1.0-9.3% of pixels over tolerance). The goldens were captured at 60 fps and the run did not pin the cap, so the capture frames are not the golden frames.
- `VERIFY_INI_EXTRA='[Video]
FpsCap = 60'`: 20/21 PASS; statue REGRESSION (4.66%, frame 900).
- Statue alone at 60, same binary (exe not rebuilt), five runs: REGRESSION (worst_cell 67.1), then PASS 0.3775, 0.3775, 0.45, 0.3775.
**Reading.** Same binary and inputs give near-identical passing scores 4 of 5 times and one far outlier: the capture is timing-sensitive (D117: the intro flyby is wall-clock paced, so a slow first run lands different frames), not a rendering change. The 2026-10-12 release-candidate gate saw the same with streets (HANDOFF: "flips at tolerance with and without the changes").
**Owed (test side only).** (1) verify.sh should pin `FpsCap = 60` in its ini itself, since the goldens are 60 fps captures; (2) a flagged level should be re-run once before it counts as a regression, or the first run should be discarded as warm-up. No game-code change.
**Status.** OPEN, test-side.
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@@ -38,18 +38,18 @@ controls, every setting and file, and fixes for common problems.
The keyboard defaults are a GEPD-style layout. The controller layout matches The keyboard defaults are a GEPD-style layout. The controller layout matches
Rare's Xbox 1.1 (Jinx) button roles; the other Xbox styles (1.2 Christmas, Rare's Xbox 1.1 (Jinx) button roles; the other Xbox styles (1.2 Christmas,
1.3 Frost, 1.4 Elektra, which swap the stick roles) are selectable under 1.3 Frost, 1.4 Elektra, which swap the stick roles) are selectable under
*Controller* (pick a player first, then *Layout preset*). PlayStation and Nintendo controllers *Controller* (pick a player first, then *Layout presets*). PlayStation and Nintendo controllers
show their own button names in the menus. show their own button names in the menus.
**Control style:** *Controller → Control style* (named after the watch's own **Control style:** *Controller → Control style* (named after the watch's own
setting, with Perfect Dark's "Ext" for the port's controls) picks how the setting, with **Extended**, after Perfect Dark's "Ext", for the port's controls) picks how the
game's controller style (the watch's 1.1–1.4 selector) is treated. **Ext** game's controller style (the watch's 1.1–1.4 selector) is treated. **Extended**
(the default) keeps the port's feel and fixes the style itself, so the watch's (the default) keeps the port's feel and fixes the style itself, so the watch's
selector has no effect. **Original** stops the port from touching the style: selector has no effect. **Original** stops the port from touching the style:
pick 1.1, 1.2, 1.3 or 1.4 on the watch (or in the multiplayer setup) and it pick 1.1, 1.2, 1.3 or 1.4 on the watch (or in the multiplayer setup) and it
behaves as on the N64, and the Controller page then offers the game's own behaves as on the N64, and the Controller page then offers the game's own
styles ("Controller style", 1.1 Honey to 2.4 Goodhead, saved in the Bond file styles ("Controller style", 1.1 Honey to 2.4 Goodhead, saved in the Bond file
like the watch's) instead of the layout presets, which apply in Ext only. Buttons are passed like the watch's) instead of the layout presets, which apply in Extended only. Buttons are passed
through as the N64's buttons, so 1.3 and 1.4 move fire and aim exactly as the through as the N64's buttons, so 1.3 and 1.4 move fire and aim exactly as the
console does. The 2.x dual-controller styles run faithfully too: the game console does. The 2.x dual-controller styles run faithfully too: the game
reads their second stick from the next controller slot, which the port does not reads their second stick from the next controller slot, which the port does not
@@ -64,7 +64,7 @@ button and the game decides what it means (so *B* uses a door or reloads, as
on the console). Default layout, remappable per player in the ini on the console). Default layout, remappable per player in the ini
(`Input.N64Pad.<Button>`, `Input.N64Pad2..4` for players 2-4; up to two pad (`Input.N64Pad.<Button>`, `Input.N64Pad2..4` for players 2-4; up to two pad
buttons each) and with `Input.N64StickFeel` (1 = linear +/-80 stick with a buttons each) and with `Input.N64StickFeel` (1 = linear +/-80 stick with a
small dead centre, 0 = the Ext deadzone): small dead centre, 0 = the Extended deadzone):
| Pad | N64 | Pad | N64 | | Pad | N64 | Pad | N64 |
|---|---|---|---| |---|---|---|---|
@@ -76,7 +76,7 @@ small dead centre, 0 = the Ext deadzone):
**Rebinding:** *Key Bindings* in the options overlay rebinds the **Rebinding:** *Key Bindings* in the options overlay rebinds the
keyboard and mouse (one list: movement, then actions). Controller buttons are keyboard and mouse (one list: movement, then actions). Controller buttons are
rebindable per controller under *Controller* (pick a player first): set *Layout preset* to rebindable per controller under *Controller* (pick a player first): set *Layout presets* to
*Custom*, select an action and press a pad button (tap B or Esc to cancel, *Custom*, select an action and press a pad button (tap B or Esc to cancel,
hold B to bind B itself, hold Back to clear; Y clears the selected slot). hold B to bind B itself, hold Back to clear; Y clears the selected slot).
Each action takes up to two buttons. Menus always keep A/X accept and B/Y Each action takes up to two buttons. Menus always keep A/X accept and B/Y
@@ -219,7 +219,7 @@ needs the big-endian `.z64` format, and supports the US version today:
To check which file you have, compute its SHA-1: on Windows, To check which file you have, compute its SHA-1: on Windows,
`certutil -hashfile ge007.ntsc-final.z64 SHA1`; on Linux, `certutil -hashfile ge007.ntsc-final.z64 SHA1`; on Linux,
`sha1sum ge007.ntsc-final.z64`. `sha1sum ge007.ntsc-final.z64`; on macOS, `shasum ge007.ntsc-final.z64`.
## macOS (Apple Silicon, experimental) ## macOS (Apple Silicon, experimental)
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@@ -150,7 +150,7 @@ echo " remaining system dependencies:"
otool -L "$OUT/$EXE_NAME" | tail -n +2 | awk '{print " " $1}' | grep -v '@executable_path' || true otool -L "$OUT/$EXE_NAME" | tail -n +2 | awk '{print " " $1}' | grep -v '@executable_path' || true
# --- docs + licenses --------------------------------------------------- # --- docs + licenses ---------------------------------------------------
DEPS_BLOCK=$'## macOS (Apple Silicon, experimental)\n\nThis is an experimental build for Macs with Apple Silicon (M1 or later,\nmacOS @MINOS@ or newer). SDL2 and the C++ runtime are bundled in this folder and\nfound automatically; nothing needs installing, and Homebrew is not required.\n\nThe app is not signed with an Apple Developer ID or notarized, so Gatekeeper\nblocks it when this folder came from a download. After unpacking, open Terminal\nin this folder and run, once:\n\n xattr -dr com.apple.quarantine .\n\nThen run `./@EXE@` from Terminal.\n' DEPS_BLOCK=$'## macOS (Apple Silicon, experimental)\n\nThis is an experimental build for Macs with Apple Silicon (M1 or later,\nmacOS @MINOS@ or newer). SDL2 and the C++ runtime are bundled in this folder and\nfound automatically; nothing needs installing, and Homebrew is not required.\n\nThe app is not signed with an Apple Developer ID or notarized, so Gatekeeper\nblocks it when this folder came from a download. After unpacking, open Terminal\nin this folder and run, once:\n\n xattr -dr com.apple.quarantine .\n\nThen run `./@EXE@` from Terminal. If the window stays black on the very\nfirst start, close it and start it again.\n'
MINOS="$(for f in ${SIGN_LIST[@]+"${SIGN_LIST[@]}"} "$OUT/$EXE_NAME"; do otool -l "$f" | awk '/LC_BUILD_VERSION/ {f=1} f && /minos/ {print $2; exit}'; done | sort -V | tail -1)" MINOS="$(for f in ${SIGN_LIST[@]+"${SIGN_LIST[@]}"} "$OUT/$EXE_NAME"; do otool -l "$f" | awk '/LC_BUILD_VERSION/ {f=1} f && /minos/ {print $2; exit}'; done | sort -V | tail -1)"
echo " minimum macOS (highest minos of the bundled Mach-Os): $MINOS" echo " minimum macOS (highest minos of the bundled Mach-Os): $MINOS"
DEPS_BLOCK="${DEPS_BLOCK//@EXE@/$EXE_NAME}" DEPS_BLOCK="${DEPS_BLOCK//@EXE@/$EXE_NAME}"
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@@ -76,7 +76,7 @@ DEPS_BLOCK="${DEPS_BLOCK//@EXE@/$EXE_NAME}"
# @DECK@: the in-game settings (F10 overlay) controller-mapping guide — only # @DECK@: the in-game settings (F10 overlay) controller-mapping guide — only
# meaningful where Steam input mapping exists (Deck / Linux); Windows bundles # meaningful where Steam input mapping exists (Deck / Linux); Windows bundles
# substitute it with nothing. # substitute it with nothing.
DECK_BLOCK=$'## Steam Deck: in-game settings (options overlay)\n\nThe options overlay is fully gamepad-driven: it opens with **Select**, the\nD-pad or left stick (up/down) moves between options, **A** steps the selected\noption forward, **B** steps it back, and **Start** (or Select again) closes.\nToggles flip, resolution / MSAA / filtering cycle, sliders step in\nincrements. With a keyboard attached the same overlay is `F10` + arrows/Enter.\n\n' DECK_BLOCK=$'## Steam Deck: in-game settings (options overlay)\n\nThe options overlay is fully gamepad-driven: it opens with **Select**, the\nD-pad or left stick moves between options (up/down) and changes the selected\nvalue (left/right), **A** opens a page or steps the selected option, **B** goes\nback one page (and closes from the top), and **Start** (or Select again)\ncloses. With a keyboard attached the same overlay is `F10` + arrows/Enter.\n\n'
sed -e "s|@VERSION@|${VERSION}|g" \ sed -e "s|@VERSION@|${VERSION}|g" \
-e "s|@PLATFORM@|Linux x86-64|g" \ -e "s|@PLATFORM@|Linux x86-64|g" \
-e "s|@EXE@|${EXE_NAME}|g" \ -e "s|@EXE@|${EXE_NAME}|g" \
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@@ -72,8 +72,8 @@ then **Run anyway**.
| Start | `Enter` / `Tab` | Start | | Start | `Enter` / `Tab` | Start |
| Options overlay | `F10` | Select | | Options overlay | `F10` | Select |
Everything is rebindable in the options overlay: *Input -> Bindings...* for Everything is rebindable in the options overlay: *Key Bindings* for keyboard
keyboard and mouse, *Input -> Controller* for each controller. and mouse, *Controller* for each controller (pick a player first).
**Split-screen:** pick Multiplayer from the main menu. With one controller, **Split-screen:** pick Multiplayer from the main menu. With one controller,
keyboard/mouse is player 1 and the controller is player 2; with two or more keyboard/mouse is player 1 and the controller is player 2; with two or more
@@ -87,7 +87,7 @@ Everything stays inside this folder; nothing is written anywhere else.
| File | What it is | | File | What it is |
|---|---| |---|---|
| `data/ge007.eep` | Your game progress. Copy it somewhere safe (with the game closed) to back it up. | | `data/ge007.eep` | Your game progress. Copy it somewhere safe (with the game closed) to back it up. |
| `tools/eep_convert.py` | Converts a save from an N64 emulator (1964, Project64, ...) to this port, or back: `python tools/eep_convert.py n64-to-pc my-save.eep data/ge007.eep`. A straight copy of an emulator save is wiped on first launch. Needs Python 3; back up `data/ge007.eep` first. | | `tools/eep_convert.py` | Takes a save back to an N64 emulator: `python tools/eep_convert.py pc-to-n64 data/ge007.eep back-to-emulator.eep`. Saves from an emulator (1964, Project64, ...) need no tool: with the game closed, copy the `.eep` to `data/ge007.eep`; the first launch converts it and keeps the original as `data/ge007.eep.emulator.bak`. Needs Python 3. |
| `data/ge007.ini` | Your settings. | | `data/ge007.ini` | Your settings. |
| `data/pcmodels-*/`, `data/pccg-*/`, `data/ge007.shaders` | Generated files. Safe to delete; they are made again. | | `data/pcmodels-*/`, `data/pccg-*/`, `data/ge007.shaders` | Generated files. Safe to delete; they are made again. |
| `ge007.crash.log` | Written in the folder you launched from if the game crashes. | | `ge007.crash.log` | Written in the folder you launched from if the game crashes. |