Files
goldeneye-pc-port/docs/dev
James Dansereau f5af9f3b05 docs(D224): new — rumble fully dropped, PD wires it to real gamepad rumble
Survey of the PD PC port for other N64-legacy things worth dropping/
modernizing (per user ask, following D223's control-preset finding).

D224: GE genuinely has a rumble subsystem (motor.c, joy.c) but the
port's osMotorInit/Start/Stop are hard stubs returning -1 / NOPACK
unconditionally - every rumble event (recoil, explosions) computes and
calls into a dead path. PD's PC port wires the equivalent straight
through to SDL_GameControllerRumble via inputRumbleSupported/inputRumble
+ a per-pad RumbleScale config + options-menu slider - same 'pretend the
N64 accessory is there' pattern this port already uses for osMemSize/
Expansion Pak, just applied to a real capability instead of faked.
Straightforward port-only fix, no game-logic touch.

Also checked and found NOT applicable here: PD's Controller Pak
formatting UI has no GE equivalent (front.c has no PFS/pak menu code),
so there's no dead UI to hide there.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:24:57 -04:00
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2026-09-01 19:28:59 -04:00