Releases: jeffory/GoldenEye-Recomp
Release list
GoldenEye Recomp v1.5.0
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(branchdevelop) - rexglue SDK:
9cd1fd8
GoldenEye Recomp v1.4.2
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(branchdevelop) - rexglue SDK:
d110a80
GoldenEye Recomp v1.4.1
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(branchdevelop) - rexglue SDK:
d110a80
GoldenEye Recomp v1.4.0
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(branchdevelop) - rexglue SDK:
0cf4773
GoldenEye Recomp v1.3.0-android.7
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(branchdevelop) - rexglue SDK:
e87fc0e
GoldenEye Recomp v1.3.0-android.6
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(branchdevelop) - rexglue SDK:
06ce9bd
GoldenEye Recomp v1.3.0-android.5
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(branchdevelop) - rexglue SDK:
d521ad7
GoldenEye Recomp v1.3.0-android.4
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(branchdevelop) - rexglue SDK:
d521ad7
GoldenEye Recomp v1.3.0-android.3
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(branchdevelop) - rexglue SDK:
f4a79d8
GoldenEye Recomp v1.3.0-android.2
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(branchperf/arm64-handheld) - rexglue SDK:
de05de1