GoldenEye Recomp v1.3.0-android.3
Pre-release
Pre-release
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