GoldenEye Recomp v1.3.0-android.5
Pre-release
Pre-release
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