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GoldenEye Recomp v1.3.0-android.5

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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