Linux reference-frame set for all 21 levels and the cross-platform golden rule (D521); golden tooling made non-destructive (D524); the gate pins a canonical in-tree save (D529) and the PRNG seed (D532); the capture tool's per-level re-pin bug fixed and the Linux set re-captured under the canonical save (D530, D531); no-arg verify.sh exits non-zero. README and docs visual/consolidation passes; the 15 MB preview gif replaced by stills. Refs: D521 D523 D524 D525 D526 D527 D528 D529 D530 D531 D532
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title, description
| title | description |
|---|---|
| Input and aim | How the GoldenEye 007 PC port maps keyboard, mouse and modern controllers onto the N64's controller, including mouse aim. |
Input and aim
port/src/input.c maps SDL2 keyboard, mouse and gamepad events into the
N64's own controller structs, so the game's input code runs unmodified.
Mouse aim is modelled on the GEPD mouse-injector behaviour that the 1964 "GoldenEye/Perfect Dark Edition" bundle used — an independent reimplementation of that behaviour (not derived code), credited to its author in the README. It comes in two styles, the N64's own aim feel or a centered FPS-style, with per-device sensitivity, smoothing and Y-inversion.
Controllers: modern pads get a dual-stick layout, deadzones, sensitivity, southpaw, trigger thresholds, Rumble-Pak vibration, and PlayStation/Nintendo button names. Everything is rebindable — keyboard, mouse and each controller — in the F10 options overlay. Split-screen needs one controller per extra player.
More: internals §7 (input & saves); the aim model's
provenance is the D194 lineage in port/src/input.c.