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Releases: MrSco/goldeneye-vr
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GoldenEye VR v0.5.1
GoldenEye VR v0.5.1
Bullet wounds on XBLA heads, and a tidier Mods page.
Project Bean (XBLA visuals)
- Head shots now leave a wound on Bean guards' heads, where the shot landed.
A Bean head is its own mesh, so in v0.5.0 a head shot's wound went to the
body's collar and the face stayed clean. As in Dab's Mod, a head wound
covers a smaller area than a body wound, and hits elsewhere no longer mark
the head.
Launcher
- Mods: the Blood patch checkbox has its own row above Done again. The
page still fits without scrolling in every download state.
Validation
- Checked on Quest 3: head-shot wounds on Bean guards and the Mods page
layout. - Native regressions cover the skin shader's head and body wound radii and the
Mods page in every download state at Quest font size.
Update and multiplayer compatibility
Download GoldenEye-VR-v0.5.1.apk or use Update in the headset launcher.
Updating over an earlier release keeps your settings. This APK contains no
GoldenEye, XBLA or Perfect Dark game data; use your existing game files.
Android version: 0.5.1; versionCode: 81; network protocol: 21.
v0.4.16 through v0.5.1 share the same multiplayer protocol.
SHA-256 (GoldenEye-VR-v0.5.1.apk): ab96de0780b5ceef881b737e0274749f2313f37894a552913907b5bcd3afafdd
GoldenEye VR v0.5.0
GoldenEye VR v0.5.0
XBLA visuals (Project Bean) at 120 Hz on Quest 3, much closer to the Xbox
release's look, guards' missed shots flying past again, Wreck's blood patch as
a mod, and a fix for a Goldfinger 64 title-screen crash.
Performance: XBLA at 120 Hz
- The game now ticks before the headset frame's wait, in time it used to spend
idle, and the eye view is drawn by the same replay that draws every
in-between frame. On Quest 3 at 120 Hz on Dam with XBLA rooms, missed frames
went from about 145 to 4-8 a minute (all during full-speed turning), with no
compositor drops, and motion-to-photon latency dropped from 31.5 to about
26.5 ms. - Fewer draw calls: Dam's trees and the opaque world draw 4096 triangles at a
time, and Show stats draws its readout as one picture instead of about 270
draws a frame. - Smoother walking, turning and hand tracking: frames whose display time came
back slightly earlier than predicted no longer make locomotion and aim
steadying stutter.
Project Bean (XBLA visuals)
Ported from Dab's Mod:
- Guards and props take the room's shading, props darken when shot, pickups
fade, and the first-person gun is tinted, as GoldenEye draws them. - Dead bodies fade out; destroyed props blacken and crumple.
- Shot guards show bullet wounds on their Bean bodies.
- Windows reflect the view properly instead of one flat colour that jumped as
you moved your head. - Dam's reservoir moves at GoldenEye's own water speed, with its two-layer
ripple, instead of racing across at four times that. - GoldenEye backdrop the Xbox release removed no longer shows: the boulder
standing in the water in front of the dam in Dam's opening shot is gone. - Opening shots and cutscene cameras that stand outside the level or inside a
prop no longer show the backs of Bean rooms and props. - Glass draws once, in the translucent pass.
- The boot sequence shows the release's gold Rare logo and its line in place
of the Nintendo logo screen. - Bean HD fill (Mods, on by default): pictures Bean leaves at the
cartridge's (such as mission-select stage pictures) come from the HD + AI or
HD pack when one is installed.
Gameplay
- Guards' missed shots fly past Bond again, as in GoldenEye (#181). Since
v0.4.11 every miss stopped and sparked on Bond, so every bullet looked like a
hit while most did nothing. Damage and hit rates are unchanged. - Mods: Blood patch (by Wreck), off by default: shot guards spray the red
blood sparks Rare left in the game instead of smoke. The values from Wreck's
patch are applied at run time; your ROM is not changed. In the launcher's
Mods tab or the watch's Mods page. - Stepping off the guard tower's top edge onto its stairs no longer jerks the
camera height. - Props that are off screen can't be grabbed. A stale position had let a grip
board the Dam speedboat from the other side of the level.
Goldfinger 64
- Fixes a crash on the title screen's character cast (report da10370a): the
cast's models now fit the campaign's model capacity.
Validation
- Checked on Quest 3: 120 Hz frame timing on Dam (traces per pipeline mode),
locomotion and hand smoothness, the guard tower stairs, window reflections,
the blood patch, Bean bullet wounds, the Dam reservoir's motion, Dam's
opening shot, and the Goldfinger title cast. - Native regressions cover the early tick's locomotion and aim samples, the
skin shader's wounds and reflections, Bean room mapping, and the Goldfinger
cast tables. - Still worth play: multiplayer at 120 Hz, both scopes, pausing in and out,
and destroying the boat mid-crossing.
Update and multiplayer compatibility
Download GoldenEye-VR-v0.5.0.apk or use Update in the headset launcher.
Updating over an earlier release keeps your settings. This APK contains no
GoldenEye, XBLA or Perfect Dark game data; use your existing game files.
Android version: 0.5.0; versionCode: 80; network protocol: 21.
v0.4.16 through v0.5.0 share the same multiplayer protocol.
SHA-256 (GoldenEye-VR-v0.5.0.apk): a4bb210e24bec02a7e7383efbd55fda4dcf4f9e6812790d6098f6bffc1d304ad
GoldenEye VR v0.4.23
GoldenEye VR v0.4.23
Steadier aiming at 90 and 120 Hz, tidier body slots, each hand's ammo on its
own hand, and a fix for a Dam speedboat crash.
Aiming and comfort
- Aim steadying now updates every headset frame, including in-between
redraws, so the gun and scope no longer hold still between game frames.
Its strength is matched to the 60 Hz feel at any display rate: fast hand
moves follow as quickly at 90 and 120 Hz as at 60. - Screen shake (explosions and the like) is off in VR. Walking head bob stays
off; recoil and weapon animations are unchanged.
Body slots
- The chest (knives, thrown) and belt (gadgets) now show the item a grip
would take, at half size and centred on the slot, so they stay out of the
way. The hip pistols and reload magazines are unchanged. - The watch laser shows on the belt as the watch alone, face up, at the size
it is on your wrist, instead of the whole two-arm rig.
HUD
- Dual-wielding: each gun's ammo count now sits on its own hand. The off
hand's count used to sit beside the gun hand's on the gun hand.
Dam speedboat
- Fixes a crash after the speedboat was destroyed or removed (report
252ac6ae). The boat is a normal prop now; if the hull is lost while you
ride it, you land back on the north jetty instead of mid-reservoir.
Project Bean
- Hidden and fully culled Bean meshes are skipped before any setup, and
mirrored skins stay on the GPU. On Quest 3 with XBLA visuals on, fresh
frames were 0.3-0.9 ms faster in moving and wall-contact phases; with only
the Bean pack (XBLA visuals off) these paths don't run and nothing changes.
120 Hz with XBLA rooms is still over budget when turning.
Validation
- Checked on Quest 3: body-slot models and their slot centres, the watch on
the belt, dual-wield ammo panels, and A/B frame timing against v0.4.22
(three runs per build, Dam). Details:
VR tracking and Bean checks,
crash 252ac6ae. - Native regressions cover the steadying response across 60/90/120 Hz, the
boat's lifecycle under ASan/UBSan, slot scale and centring, and the
two-hand ammo split. - Still worth play: destroying the boat mid-crossing, and the chest and belt
models at your own slot positions.
Update and multiplayer compatibility
Download GoldenEye-VR-v0.4.23.apk or use Update in the headset launcher.
Updating over an earlier release keeps your settings. This APK contains no
GoldenEye, XBLA or Perfect Dark game data; use your existing game files.
Android version: 0.4.23; versionCode: 79; network protocol: 21.
v0.4.16 through v0.4.23 share the same multiplayer protocol.
APK SHA-256: bc9e9c7aeb529022a025fe6a0dac2dd96e318b90443c85be5d8c394c0944269d
GoldenEye VR v0.4.22
GoldenEye VR v0.4.22
Fixes co-op mission starts blocked by unused player bodies, including the
first player's Facility air vent. The mission intro also keeps your checked
start position intact when gameplay begins.
Co-op starts (#164)
- Co-op reserves four player bodies even when the host plays alone. Unused
bodies could block movement with invalid collision bounds. Empty, loading
and departed player slots now stay out of collision checks, and every
body's bounds are initialized at spawn. - Real teammates keep the existing soft collision: they can pass one
another instead of trapping each other in a vent or narrow corridor.
Four-player parties keep the same rule. - Intro animation no longer replaces the checked gameplay position or floor
tile. Normal and skipped intros, repeated mission loads and a late join
during the intro use the corrected handoff.
Validation
- Quest 3 logs reproduced the Facility vent failure with the host alone and
identified an unused player body as the blocker. The user retested the
replacement and approved this release. - Native collision and intro regressions pass, including vacant slots with
invalid bounds, occupied teammates, full four-player parties, repeated
loads, late-join corrections and offline controls. The regression fails
on the previous build at the vacant body's movement-volume check. - All 77 multiplayer regressions, 30 Android release unit tests and the
twenty-mission floor audit pass. - Broader two/four-headset starts, abort/reloads and host swaps still need
play, especially Jungle, Train, Control, Caverns and Cradle. Check Jungle
Natalya separately. Keep #164 open until those results are confirmed.
Update and multiplayer compatibility
Download GoldenEye-VR-v0.4.22.apk or use Update in the headset launcher.
Updating over an earlier release keeps your settings. This APK contains no
GoldenEye, XBLA or Perfect Dark game data; use your existing game files.
Android version: 0.4.22; versionCode: 78; network protocol: 21.
v0.4.16 through v0.4.22 share the same multiplayer protocol. Update every
co-op headset to get these fixes on each player's device.
APK SHA-256: ff00beed347aa25b12fe39d8d187a281617b2d70830f179b559f9e61f4688899
GoldenEye VR v0.4.21
GoldenEye VR v0.4.21
Tomorrow Never Dies 64 starts again: v0.4.20 crashed launching the
campaign, and then after the Rare logo. Co-op mission starts no longer
leave players stuck in scenery, and guards' muzzle flashes no longer show
through trees and walls.
This APK contains no GoldenEye, XBLA or Perfect Dark game data. Use your
existing USA GoldenEye 007 ROM. Updating over an earlier release keeps your
settings.
Tomorrow Never Dies 64
- TND64 Expanded 06-22 rebuilt GoldenEye's animation data, moving every
animation but the first. The game read them where GoldenEye has them and
crashed as the campaign started. It now reads TND's own animation tables
and finds each animation where TND put it, as Dab's Mod does. - TND64 keeps GoldenEye's Rare logo but moved it. The title read it from
GoldenEye's address and crashed after the logo spun. It now reads it where
TND keeps it. - Goldfinger 64 and GoldenEye load as before.
Co-op mission starts (#164)
- On v0.4.20 the first player couldn't move at Jungle's start, and on
Train, Control, Caverns and Cradle neither player could. Every player's
start, the first player's included, is now checked against the level's
loaded scenery at standing height. A player whose spot is blocked starts
at the nearest clear spot beside it. A clear start pad is kept as before. - Solo starts are unchanged.
Guards' muzzle flashes
- Guards and other players hold the detailed first-person gun models
(DetailedGuns, on by default), and their muzzle flash was drawn the way
your own gun's is: on top of everything. A guard firing from behind a
tree trunk or a wall showed its flash through it, in the headset and on
the screen. Their flashes now hide behind the world; your own gun's flash
is unchanged.
Validation and remaining checks
- On real ROMs, all 173 of TND's moved animations read back as TND's own and
its logo is found where its layout says; Goldfinger 64's campaign check
still passes. TND64 loaded into its first mission in the headset. - The rest of the TND campaign needs play, including its Girl Power
options. - Co-op starts: the placement test runs the game's own collision code and
fails on v0.4.20; the floor audit passes for all twenty missions. Two
headsets still need to start Jungle, Train, Control, Caverns and Cradle,
then the rest and a late join. In Jungle, check that Natalya follows once
the first player can move (reported stuck in co-op on v0.4.20); on this
build she moved normally in Jungle in the headset. - Muzzle flashes: a guard firing from behind a Jungle trunk is hidden by it
in the headset. Each of the 13 cartridge guns with a flash is checked as
the game loads it.
Installation and multiplayer compatibility
Download GoldenEye-VR-v0.4.21.apk or use Update in the headset launcher.
Install it over your current version using your preferred installer.
Android version: 0.4.21; versionCode: 77; network protocol: 21 (unchanged).
v0.4.16 through v0.4.21 use the same multiplayer protocol.
APK SHA-256: fdfba93eeb7db13c1ec7bd7d4a4e2257655bac24b2f8688151fa1227cbf264fb
GoldenEye VR v0.4.20
GoldenEye VR v0.4.20
Project Bean visuals from your own copy of GoldenEye XBLA, the Goldfinger 64
and Tomorrow Never Dies campaigns, the Dam speedboat, and per-gun Gun fit you
can place by hand.
This APK contains no GoldenEye, XBLA or Perfect Dark game data. Use your
existing USA GoldenEye 007 ROM. Updating over an earlier release keeps your
settings.
Project Bean (XBLA) visuals
- The launcher's Mods page imports the XBLA release's meshes, textures,
fonts and pictures from your own copy of GoldenEye XBLA: its.7z, a
.zip, or the Xbox 360 package. Press Choose copy... beside
XBLA / Bean and pick it. Nothing is downloaded; the app keeps only the
files Bean draws (about 360 MB). Select Bean under Visuals beside
Original, HD and HD + AI. - Characters, heads, guns, props, rooms, skies, the HUD, menus and the
briefing folder use the release's art. Gameplay, collision and animation
stay the original game's. This follows Dab's Mod's Bean renderer. - First-person guns move their own slides, cylinders and drums, show the gold
and silver guns' metal, and the rocket launcher carries its own round. The
watch and weapon wheel show the Bean models. - In the headset the off hand is Bean's own arm with the watch. Holding a gun
with both hands, that arm holds it, pinned to the gun. The watch laser and
detonator are pressed by Bean's hand. - Toggle Bean during play in watch > VR options > Mods and fun, or hold
one grip and click the right stick for a second.
Gun fit
- Each gun keeps its own place in the hand and its own two-handed hold, so
fitting one pistol no longer moves another. Bean's models start from fits
made on Bean's arm. - Hold the off hand's trigger in Gun fit to place by hand: holding a gun with
both hands, the holding hand takes your off hand's place and turn on the
gun; otherwise the gun moves with your off hand. The sticks still
fine-tune, A saves and B undoes.
Campaigns, Dam and multiplayer
- The launcher's campaign dropdown starts Goldfinger 64 1.0 or Tomorrow
Never Dies 64 Expanded 06-22 from your own patched ROMs, with separate
saves. Hack campaigns are solo only. See
Goldfinger 64 and Tomorrow Never Dies. - Dam: board the speedboat at the north jetty and cross to the island
(solo). Wall alarms take hits again. - A tall character's view no longer rises through low doorways (Caverns'
tunnel doors), in solo and multiplayer. - The host's stage dropdown fits every stage's name.
- Multiplayer's temporary health and armour gauges appear when hit with
radar enabled, whatever the comfort settings.
Renderer
- With Bean, characters are skinned on the GPU and the world is batched by
material, which lowers Dam frame times on Quest 3. Scopes and redrawn
frames keep their own state.
Validation and remaining checks
- All 69 Python regression files pass, including new native checks for the
two-handed hold placed by hand, per-gun fits, doorway clearance on stairs
and in multiplayer, and the stage dropdown's width. The campaign binder
check passes on a real Goldfinger 64 1.0 ROM, and a real Tomorrow Never
Dies 64 Expanded 06-22 ROM matches, binds and rebinds. The Bean mapping
audit passes all 456 native registrations. The signed ARM64 release builds
with the existing release certificate. - Bean, Gun fit, the doorway fix and the stage dropdown were played in the
headset before release. Some Bean material effects (Dam and Complex water,
Silo and Control floors) are still simplified, and the grenade is still
held in the original hand: the release has no hand holding one. - The campaigns, the speedboat and alarms need broader play; multiplayer
checks on two headsets remain outstanding.
Installation and multiplayer compatibility
Download GoldenEye-VR-v0.4.20.apk or use Update in the headset launcher.
Install it over your current version using your preferred installer.
Android version: 0.4.20; versionCode: 76; network protocol: 21 (unchanged).
v0.4.16 through v0.4.20 use the same multiplayer protocol.
APK SHA-256: f9b8185545f57530d010c3acbc7470ebb5b22d179c40d0bd4c3d4229e7f1e1d6
GoldenEye VR v0.4.19
GoldenEye VR v0.4.19
Fixes for offhand two-handed aiming, mission gadgets and the watch laser,
plus ROM validation and a startup decompressor crash fix.
This APK contains no GoldenEye or Perfect Dark game data. Use your existing
USA GoldenEye 007 ROM. Updating over an earlier release keeps your settings.
Hands, aiming and scopes
- Valid controller poses now keep updating during temporary tracking occlusion.
A two-handed hold follows those poses instead of freezing both hands until
full tracking returns. Invalid poses retain their last known room position;
inferred velocities do not start motion throws or melee attacks. - Retained controller poses and the scope lens use the current headset frame
consistently, addressing the lens locking to the headset and jumping against
the gun between frames when supporting an offhand weapon.
Gadgets and the watch
- Either hand can select handheld mission equipment already in inventory from
the gadget belt, including the Dam's covert modem. A mission device can be
held by one hand at a time; pending or stale selections cannot duplicate it. - The GoldenEye X offhand gadget and hand use the same fitted origin and
reflection. The watch stays attached to the posed offhand forearm while it
holds a gadget. - The watch laser is available from either gadget belt selector. Selecting it
always equips its usual watch and firing-hand arrangement, respecting
handedness mode. Drawing another item with the offhand exits the laser setup
and keeps the replacement instead of having the watch rig cancel it. - Using the key analyser or weapon case equips its result into the initiating
hand in VR. The other hand keeps its item.
Startup and launcher
- PR #168 checks every manifest-listed compressed ROM resource before starting
the game and bounds resource decompression. Damaged or incompatible data
produces a ROM error instead of letting that decoder read past its input. - Fixes the immediate launch crash introduced by the first PR #168 test APK:
the cartridge decoder's exportedinflatename intercepted zlib's function.
The legacy entry point now stays private, and a regression test links both
decoders together. - The multiplayer Players dropdown includes enough width for the full label.
Validation and remaining checks
- All 43 Python regression files pass. Native checks cover controller pose validity,
between-frame grip
and scope transforms, gadget ownership and use, both gadget hand models,
watch-laser selection and replacement, body slots, launcher layout and bounded
ROM decoding. The signed ARM64 release builds with JDK 20 and the existing
release certificate. - The latest combined changes still need headset playtesting, including startup,
gadget fit, controller occlusion and offhand slot draws with the watch laser.
Automated checks do not confirm how these look and feel in the headset. - Multiplayer checks on two headsets remain outstanding.
Installation and multiplayer compatibility
Download GoldenEye-VR-v0.4.19.apk or use Update in the headset launcher.
Install it over your current version using your preferred installer.
Android version: 0.4.19; versionCode: 74; network protocol: 21 (unchanged).
v0.4.16, v0.4.17, v0.4.18 and v0.4.19 use the same multiplayer protocol.
APK SHA-256: 840df05e7e3bb5a5619f19438a083d1993e562954e6b74db4198505ea899a786
GoldenEye VR v0.4.18
GoldenEye VR v0.4.18
The watch's Control page now shows the Quest Touch controllers in your hands
and what each control does, and the off hand's trigger no longer aims.
Bring your own game. This APK contains no GoldenEye or Perfect Dark game
data. You need a legally obtained ROM of the USA GoldenEye 007 cartridge you
own. Installing over an earlier release keeps your ROM and settings.
Multiplayer compatibility. The network protocol stays at 21. v0.4.16,
v0.4.17 and v0.4.18 play together; nothing in a match's messages changed.
Touch controllers on the watch — PR #166
- Your controllers, not the N64 pad. The watch's Control page used to show
the N64 controller. It now shows the Touch controllers for your headset:
Quest 1, Quest 2, Touch Plus (Quest 3 and 3S) or Touch Pro. To pick a set
yourself, for example Touch Pro controllers paired to a Quest 3, use
VR settings → Controls → Controllers on the watch. - What each control does. Under each controller is a list of its controls
and what they do right now. It follows the play mode, left-handed mode,
Swap sticks, what your off hand holds, Grip use and the other grip gestures,
and Motion throwing. A change in the watch's VR settings shows as soon as
you go back to the page. - Live controls. Pull a trigger, squeeze a grip, push the stick or press a
button: that part moves on the model and lights green, and its line turns
white. As with the N64 controller, select the page's Controller row and use
the stick to spin and tilt the pair. - The models are Meta's controller art, used to show the controllers.
Off-hand trigger
- No more crosshair from the off hand's trigger. In stereo, an empty off
hand's trigger aimed, which showed your gun hand's crosshair. Your gun
hand's grip already does that. The off hand's trigger now fires or throws
what that hand holds and does nothing when it's empty. With GoldenEye X
remote mines out, it still sets them off.
Known issues and untested areas
- Two headsets. Bots, host speed changes, client view, late join and host
migration still need play on two headsets. - Campaign co-op (#161 to #164). These issues are closed with this
release; the fixes have been in since v0.4.16. Solo Natalya on Jungle was
checked in the headset. Two- and four-player co-op checks are still owed.
Reopen an issue if it comes back. - Touch controller sets. Touch Plus on a Quest 3 was tested in the
headset. The Quest 1, Quest 2 and Touch Pro models were checked in PC
previews of the page.
Validation
- Automated. All 38 Python test files pass. The watch controller test
now runs the Controls page with the Touch pair: one depth clear before it,
opaque and fading. - Headset. The user tested a build of these changes on a Quest 3 before
release. - Build. The release APK is signed with the existing release key, and its
v2 signature verifies.
Installation
Use Update in the headset launcher when v0.4.18 appears, or install
GoldenEye-VR-v0.4.18.apk over your current version with SideQuest or ADB. It
uses the existing release signing key. See the
install guide.
Android version: 0.4.18; versionCode: 73; network protocol: 21 (v0.4.16
and v0.4.17 can join).
APK SHA-256: 6e61fa2796a61ad9aa2aed0434955e7bdee20ee47fbc0d6d2a25da33ae768359
GoldenEye VR v0.4.17
GoldenEye VR v0.4.17
A fix for a crash at the start of online matches with bots, a scope that sits
on the gun in your off hand, and no more bot pickup text on the host's screen.
Bring your own game. This APK contains no GoldenEye or Perfect Dark game
data. You need a legally obtained ROM of the USA GoldenEye 007 cartridge you
own. Installing over an earlier release keeps your ROM and settings.
Multiplayer compatibility. The network protocol stays at 21. v0.4.16
and v0.4.17 play together; nothing in a match's messages changed.
Crash fix — report fb1c9718
- Bots no longer crash a match at the start. A collision check walks the
rooms along a line and keeps up to twenty of them, then marks the end of its
list one slot past it. On the N64 that slot was spare; on the Quest it is the
stack guard, so the game stopped with "stack corruption detected". Bots run
that check at every step of planning a path, which made it likely seconds
into a round. Both checks that keep such a list now have room for the end mark.
Off-hand scopes
- The scope sits on the gun in either hand. A GoldenEye X sniper rifle,
laser or KF7 in your left hand is drawn mirrored, but its scope was placed for
an unmirrored gun: about 14 cm to the left on the sniper. The scope now
mirrors with the gun. - One scope fit for both hands. The fit you set on the right hand in Gun
fit carries over to the left, mirrored. There is nothing to fit separately.
The original GoldenEye guns aren't mirrored in the left hand and are unchanged.
Bots in online matches
- No bot messages on your screen. The game keeps a message line per player,
room for five, and online matches have eight. Bots in the last three slots
wrote their pickup and kill text past the end, into the top message, so it
showed whenever a top message was up. Only your own messages are posted now,
and every slot has its own line. - Bot pickup sounds come from the bot. Body armour and key pickups played in
your ears wherever the bot was. They now play where the bot stands, as gun
and ammo pickups already did.
Known issues and untested areas
- Two headsets. Bots, host speed changes, client view, late join and host
migration still need play on two headsets. - Campaign co-op. #161 to #164 stay open until headset play with two and
four players confirms them.
Validation
- Automated. All 38 Python test files pass, including 73 native
multiplayer checks. The new room-list test runs the production line and
volume checks with a full twenty-room walk under bounds trapping; the old
buffers trap. The GE-X weapon test checks the scope in both hands and both
handedness modes; the old placement fails it on the sniper. - Headset. Tested in the headset on a build of these changes before release.
- Build. The release APK is signed with the existing release key, and its
v2 signature verifies.
Installation
Use Update in the headset launcher when v0.4.17 appears, or install
GoldenEye-VR-v0.4.17.apk over your current version with SideQuest or ADB. It
uses the existing release signing key. See the
install guide.
Android version: 0.4.17; versionCode: 72; network protocol: 21 (v0.4.16
can join).
APK SHA-256: 81432742001aa366e7d9a27b96fbff0a9efb3c26aa138fae088cd33d3bc7fc84
GoldenEye VR v0.4.16
GoldenEye VR v0.4.16
Movement speed you can change during play. In multiplayer the host sets it
for the whole session, and it applies at once. Also: campaign co-op fixes for
Surface II, Bunker II, Jungle and co-op starts, and a launcher that fits a
full eight-player lobby without scrolling.
Bring your own game. This APK contains no GoldenEye or Perfect Dark game
data. You need a legally obtained ROM of the USA GoldenEye 007 cartridge you
own. Installing over an earlier release keeps your ROM and settings.
Multiplayer compatibility. The network protocol moves from 20 to
21, because a match now carries the host's movement speed. v0.4.15 and
older can't join v0.4.16 games. Everyone in a session needs this build.
Movement speed — PR #165
- Choose your speed. 50% to 200% in 25% steps; 100% is the default. Solo
and host settings are saved separately. Solo: launcher Comfort, or the
watch's Game Options > VR Settings > Comfort during a mission. Host: launcher
Multiplayer > Host > Match, or pause > Rules during a session. - It applies at once. Solo changes take effect on the next step. A host's
change updates the whole session, bots included, without a restart, a new
round, or a ready reset. Clients see the host's percentage but can't change it. - Room-scale walking is unchanged. Walking around your room stays 1:1.
Launcher and fits
- Two columns. Match, Comfort and host lobby setup share two columns, so
a full eight-player lobby fits. Roster rows are tighter; every name stays
visible and Kick still asks first. - Custom weapons use an Edit popup.
- Chest and Belt defaults use your saved Quest fits, scaled to height.
Personal overrides are kept. See body slots. - Watch controller. The Controls model clears inherited world depth before
drawing, so its shell is no longer hidden by the scene behind it.
Campaign co-op fixes — #161 to #164
- #161 Surface II. Equipping a mine no longer makes a remote player's
hand place a world mine the mission then rejects. Throws still work as before. - #162 Bunker II. Collected documents are shared between host and clients.
The comparison still needs both documents. - #163 Jungle. Natalya no longer picks player bodies as guard targets.
- #164 Co-op starts. Parties start on the intended first pad, spaced
apart with floor and scenery checks. Late joins use the same spacing.
Issues #161 to #164 stay open until headset play confirms them.
Known issues and untested areas
- Two headsets. Host speed changes during a live match, client view, late
join and host migration still need play on two headsets. - Campaign starts. Co-op starts and the Surface II, Bunker II and Jungle
checkpoints need headset play with two and four players. - Watch controller. The Controls shell needs a headset look.
- Solo Jungle. A user playtest on this build saw Natalya following, shooting,
walking and crouching normally. The mission wasn't completed.
Validation
- Automated. All 37 Python test files pass, including 73 native multiplayer
checks: live speed authority, readiness and countdown preservation,
snapshots and host migration. - Android. 24 unit tests pass.
- Campaign regressions. The #161, #162 and #163 regressions fail against
the pre-fix commitd048e74and pass on this build. - Build. The release APK is signed with the existing release key, and its
v2 signature verifies.
Installation
Use Update in the headset launcher when v0.4.16 appears, or install
GoldenEye-VR-v0.4.16.apk over your current version with SideQuest or ADB. It
uses the existing release signing key. See the
install guide.
Android version: 0.4.16; versionCode: 71; network protocol: 21 (v0.4.15
and older can't join).