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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