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