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Releases: jeffory/GoldenEye-Recomp

GoldenEye Recomp v1.5.0

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@jeffory jeffory released this 11 Jul 07:05

GoldenEye Recomp v1.5.0

Release build of the Android handheld port + Linux desktop build.

Artifacts

  • GoldenEye-Recomp-v1.5.0-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.5.0-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • chore(release): v1.5.0
  • docs: shader-seed bundling spec + plan (perf deep-dive item 2B part 1)
  • chore(android): refresh shader seed with acceptance-session coverage
  • fix(scripts): force-stop the game before pulling the shader seed
  • docs(perf): addendum — Android storage never persisted (bionic a+b read bug)
  • fix(android): isolate per-file shader-seed copy failures
  • feat(android): copy bundled shader seed into the cache dir on first boot
  • feat(release): warn when the bundled shader seed is stale (>30 days)
  • feat(android): bundle shader-storage seed + refresh script
  • docs: GESPIKE attribution counters spec + plan (perf deep-dive item 2A)
  • docs(perf): first-shot hitch attribution findings (phase 2A capture)
  • feat(perf): parse + cluster first-use attribution fields in perf_report
  • feat(perf): surface first-use attribution counters in GESPIKE + watchdog dump
  • docs: pipeline-cache persistence spec + plan (perf deep-dive item 1)

Provenance

  • game: 707e9c0 (branch develop)
  • rexglue SDK: 9cd1fd8

GoldenEye Recomp v1.4.2

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@jeffory jeffory released this 10 Jul 06:42

GoldenEye Recomp v1.4.2

Release build of the Android handheld port + Linux desktop build.

Artifacts

  • GoldenEye-Recomp-v1.4.2-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.4.2-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • chore(release): v1.4.2
  • fix(ds): weapon bridge was inert in every release APK (/proc/self/mem needs ptrace)

Provenance

  • game: 85cdbce (branch develop)
  • rexglue SDK: d110a80

GoldenEye Recomp v1.4.1

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@jeffory jeffory released this 10 Jul 05:44

GoldenEye Recomp v1.4.1

Release build of the Android handheld port + Linux desktop build.

Artifacts

  • GoldenEye-Recomp-v1.4.1-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.4.1-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • chore(release): v1.4.1
  • fix(android): show the missing-files error on a completely empty install

Provenance

  • game: c17563a (branch develop)
  • rexglue SDK: d110a80

GoldenEye Recomp v1.4.0

Pre-release

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@jeffory jeffory released this 10 Jul 05:02

GoldenEye Recomp v1.4.0

Release build of the Android handheld port + Linux desktop build.

Artifacts

  • GoldenEye-Recomp-v1.4.0-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.4.0-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • chore(release): v1.4.0
  • chore: ignore .opencode/; stable-release wording in cut-release notes
  • feat(android): on-screen touch controls for devices without a gamepad
  • feat: verify game dump against a required-file manifest at startup

Provenance

  • game: 6a2c285 (branch develop)
  • rexglue SDK: 0cf4773

GoldenEye Recomp v1.3.0-android.7

Pre-release

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@jeffory jeffory released this 05 Jul 04:47

GoldenEye Recomp v1.3.0-android.7

Prerelease build of the Android handheld port + stability fixes.

Artifacts

  • GoldenEye-Recomp-v1.3.0-android.7-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.3.0-android.7-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • chore(release): v1.3.0-android.7
  • tools: add capture-audio-death.sh — one-shot live-evidence grab for on-device failures
  • fix(android): break the vendor second-display IME focus storm before it kills the process
  • docs(readme): document weapon quick select (PC keys/wheel, Android second screen)

Provenance

  • game: 82f4c75 (branch develop)
  • rexglue SDK: e87fc0e

GoldenEye Recomp v1.3.0-android.6

Pre-release

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@jeffory jeffory released this 03 Jul 07:43

GoldenEye Recomp v1.3.0-android.6

Prerelease build of the Android handheld port + stability fixes.

Artifacts

  • GoldenEye-Recomp-v1.3.0-android.6-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.3.0-android.6-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • chore(release): v1.3.0-android.6
  • fix(weapons): final-review fixes -- MP net-session guard for direct switch, harness/read hardening, doc truth-ups
  • docs(weapons): amend spec Phase-3 to the shipped retry-with-cap design
  • docs(weapons): close out direct-switch handoffs; corrected codegen recipe; desktop verification log
  • fix(weapons): let the final direct-switch retry wait out its confirm window before give-up
  • feat(weapons): instant weapon switch -- direct guest call under RequestEquipWeapon, Y-cycle fallback
  • feat(weapons): two-hand pair call in ge_direct_equip (dual grant + off-hand clear, native recipe)
  • diag(weapons): equip harness takes optional hand arg (dual-wield experiment)
  • diag(input): GEWHEEL boundary logs for dead scrollwheel investigation
  • feat(weapons): direct-call equip (ge_direct_equip) + memscan equip verification harness
  • docs(weapons): direct-switch entry identified (sub_820A6F70 hand/id/1) — RE findings
  • fix(weapons): deliver scrollwheel as frame pulses to key_down (wheel select was dead)
  • fix(weapons): fault-safe guest reads in ge_dbg_weapon_apply (level-start total freeze)
  • feat(weapons): diag entry hook on per-hand weapon applier (direct-switch RE instrumentation)
  • feat(weapons): number keys 1-9 + scrollwheel select carried weapons (desktop)
  • fix(weapons): guard equip driver against unheld targets, reset cleanly on retarget, fix stale bridge docs
  • docs: implementation plan for instant weapon direct-switch
  • docs: design spec for instant weapon switch via direct guest-function call

Provenance

  • game: 20b0893 (branch develop)
  • rexglue SDK: 06ce9bd

GoldenEye Recomp v1.3.0-android.5

Pre-release

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@jeffory jeffory released this 02 Jul 22:42

GoldenEye Recomp v1.3.0-android.5

Prerelease build of the Android handheld port + stability fixes.

Audio (tentative)

Positional-sound drop-outs a few minutes into play are under investigation. The suspected
cause is the game's 200-slot positional-sound emitter pool exhausting (the same condition
behind the old mid-combat lockup, which the v1.3.0-android.2 failsafe already absorbs).
This build adds GEEFFPOOL pool-occupancy telemetry to ge.log so any recurrence is
self-documenting, and a ~15-minute test session showed no drop-outs — but the audio fix
should be considered tentative until a combat-heavy session confirms the pool recycles.
If sound drops for you, please attach ge.log (look for GEEFFPOOL / GEWWFAILSAFE lines).

Artifacts

  • GoldenEye-Recomp-v1.3.0-android.5-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.3.0-android.5-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • diag(audio): GEEFFPOOL occupancy telemetry for the emitter pool
  • (carried from v1.3.0-android.4) present-path unpin, XI2 raw mouse + smoothing, VSync-worker priority, second-screen focus fix, weapon labels

Provenance

  • game: 64e9c15 (branch develop)
  • rexglue SDK: d521ad7

GoldenEye Recomp v1.3.0-android.4

Pre-release

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@jeffory jeffory released this 02 Jul 22:17

GoldenEye Recomp v1.3.0-android.4

Prerelease build of the Android handheld port + stability fixes.

Artifacts

  • GoldenEye-Recomp-v1.3.0-android.4-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.3.0-android.4-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • chore(release): v1.3.0-android.4
  • feat(ds): label weapon ids 10 (D5K), 11 (D5K Silenced), 12 (Phantom)
  • fix(ds): stop the bottom-panel weapon menu stealing input focus
  • docs: implementation plan for perf + input smoothing branch
  • feat(input): optional ge_mouse_smooth EMA for mouse look
  • feat(input): consume raw XI2 mouse deltas, float precision
  • perf(present): only register overlay dialogs while they draw
  • docs(ds): handoff for the weapon-select feature (Task 1 done, 2-4 pending)

Provenance

  • game: 82e6fb2 (branch develop)
  • rexglue SDK: d521ad7

GoldenEye Recomp v1.3.0-android.3

Pre-release

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@jeffory jeffory released this 02 Jul 14:36

GoldenEye Recomp v1.3.0-android.3

Prerelease build of the Android handheld port + stability fixes.

Artifacts

  • GoldenEye-Recomp-v1.3.0-android.3-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.3.0-android.3-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • chore(release): v1.3.0-android.3
  • fix(release): cut-release finds GoldenEye (OUTPUT_NAME), not ge
  • chore(ds): disable the temp N weapon-cycle key for the prerelease
  • feat(ds): actuate weapon switch via native-Y injection (cycle-to-target)
  • docs(ds): revise plan Task 1 to native-Y injection actuation
  • feat(ds): live memscan 'write' command + weapon-switch RE handoff
  • docs(ds): implementation plan for scrollwheel/number weapon select
  • docs(ds): record overlay/select defaults + in-game menu toggle
  • docs(ds): design spec for desktop scrollwheel/number weapon select
  • feat(ds): add more confirmed weapon names
  • feat(ds): correct weapon names from on-device-confirmed ids
  • fix(ds): fault-safe guest reads in the inventory walk (Thor lockup)
  • feat(ds): show ammo count only when known in the weapon grid
  • feat(ds): enumerate all carried weapons via the inventory linked list
  • feat(ds): live equipped-weapon readout via deterministic guest addresses
  • feat(ds): 3x font on the second-screen weapon menu
  • feat(ds): re-enable the second-screen weapon menu by default
  • fix(ds): register JNI natives explicitly, gate menu on render, default feature off
  • fix(android): register libge.so with ART so the DS JNI methods resolve
  • DS integration: weapon menu UI, Android display binding, toggle, fallback (HOM-163)
  • DS game-state bridge: read carried weapons/ammo + switch active weapon

Provenance

  • game: 613598c (branch develop)
  • rexglue SDK: f4a79d8

GoldenEye Recomp v1.3.0-android.2

Pre-release

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@jeffory jeffory released this 02 Jul 06:23

GoldenEye Recomp v1.3.0-android.2

Prerelease build of the Android handheld port + stability fixes.

Artifacts

  • GoldenEye-Recomp-v1.3.0-android.2-android-arm64.apk — signed Android APK (arm64-v8a).
  • GoldenEye-Recomp-v1.3.0-android.2-linux-amd64.tar.gz — Linux amd64 bundle (run.sh + libs).

Requirements

  • Android: arm64 device with an Adreno (Qualcomm) GPU (needs Vulkan vertexPipelineStoresAndAtomics; Mali is unsupported).
  • You must supply your own legally-owned GoldenEye 007 game data. No copyrighted assets are shipped.

Changes

  • chore(release): v1.3.0-android.2
  • docs: record lockup root cause + Dam render-scale experiment results
  • feat(diag): surface write-watch fault diagnostics in ge.log
  • docs: hand off the open Thor gameplay-lockup investigation
  • feat(diag): watchdog TOTAL-FREEZE trigger for everything-stopped lockups
  • feat(android): enable GPU timestamps on the handheld
  • feat(overlay): per-stage frame-time bars + displayed fps; render-scale combo
  • fix(tools): derive net CP work in perf_report.py
  • feat(tools): perf_report.py -- offline analysis of GE perf telemetry
  • feat(diag): GESPIKE stage-breakdown line + guest-wait/starvation feeds
  • feat(menu): 'Record Perf CSV' toggle in the VIDEO tab
  • feat(diag): GESHOWN2 req/s + loop/s rates (Android)
  • feat(diag): GESHOWN present-pipeline rate line
  • fix(fps): make GEFPS stats match player-perceived performance
  • fix(android): keep the native lib named libge.so
  • fix(android): gate the unverified mouse-look port off on pad-first handhelds
  • perf(android): optimized release build + split debug/release packaging
  • Implemented ALOT of CEpatches
  • fix(input): make mouse-look additive so the right stick works again
  • feat(diag): on-screen + logged guest-FPS benchmark recorder
  • fix(release): scope gh release create to origin repo explicitly
  • docs: add SDD for keyboard & mouse (mouselook) PC support

Provenance

  • game: 77de4b9 (branch perf/arm64-handheld)
  • rexglue SDK: de05de1