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Sightline v0.3.0 (Visual Fidelity, Windows binary)

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@mscrnt mscrnt released this 16 Oct 06:48

Sightline v0.3.0 — Visual Fidelity. One setting, PRESENTATION, chooses how the game looks: the cartridge's own artwork, the Community HD texture pack, or the Xbox 360 remaster's textures and world assets. The simulation is the game's own in every setting.

Play it

  1. Download Sightline-v0.3.0-win32.zip below (and Sightline-v0.3.0-win32.zip.sha256 to verify it).
  2. Extract the whole ZIP to a folder of your choice.
  3. Copy your own compatible GoldenEye 007 (USA) .z64 dump into that folder, beside Sightline.cmd (or point SL_ROM at it).
  4. Double-click Sightline.cmd.
  5. Optional: double-click Get-Textures.cmd once for the Community HD textures, then choose OPTIONS → SETTINGS → DISPLAY → PRESENTATION = COMMUNITY HD (or press F5 in a level).

README.txt inside the package covers the ROM requirement, where the save is written (%LOCALAPPDATA%\sightline) and how to verify the download. Windows 10 / 11 x64, 32-bit build, OpenGL.

This package contains no GoldenEye ROM and no game data. Everything the game draws, plays and loads is read from your ROM at run time. Required: a plain, uncompressed, big-endian .z64 of 12582912 bytes, SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83.

What is in it

  • PRESENTATION — ORIGINAL / COMMUNITY HD / XBLA. One choice moves the texture and world-asset providers together. F5, or View / Create on a controller, cycles it in a level; it is also under OPTIONS → SETTINGS → DISPLAY and the watch's SIGHTLINE → GRAPHICS.
    • COMMUNITY HD: the GoldenEye 007 HD texture pack, created by intermissionfb with font textures by GhostlyDark (GhostlyDark/GoldenEye-007-HD). Get-Textures.cmd downloads the pinned release from that repository, verifies it, and converts it on your machine; Sightline does not include or redistribute it.
    • XBLA: the remaster's textures, backgrounds, skies, characters, props and first-person models across all 20 campaign missions, prepared from your own ROM and your own copy of the remaster's archive with a source checkout (tools\windows\prepare-all.ps1, see docs/xbla-setup.md). The package reads prepared sets from %LOCALAPPDATA%\sightline\assets\. Where the remaster and the game disagree, the difference is a documented divergence (D-023 – D-056).
  • WORLD DETAIL — ORIGINAL / ENHANCED: props and characters are no longer withheld by the near-fog visibility range at the render seam; render only.
  • FRAME RATE: ORIGINAL (default), 30, 60, 120, 144, 165, 240, UNLIMITED. Extra frames are presented between game frames with a blended camera; the simulation's rate and per-tick traces are unchanged. SHOW FPS puts a presented-frame counter in the corner.
  • Fixes: the model-code crashes when shooting guards (a byte-swap defect in the native model loader, present under every presentation); dynamic doors drawn at the game's own live box; destroyed objects kept; renderer performance repairs under XBLA.

Nothing ROM-derived ships

As in v0.2.0, the executable carries Sightline's own code and permitted runtime material only. The package validator scans every shipped file against ROM-derived excerpts with a ROM given and finds none. The Community HD pack and the remaster's assets are fetched or prepared on your machine and never shipped.

Known / deferred

  • #67 — the gun-barrel / sniper intro's widescreen composition: still open.
  • XBLA per-stage items (Surface, Statue, Depot, Train, Jungle, Aztec, Egyptian, Frigate) and XBLA frame time in dense views are recorded in docs/backlog.md.
  • XBLA preparation needs a source checkout; the package carries no XBLA tooling.
  • Not in this release: Modern Lighting.

Provenance

canonical commit 8d672a24b9d12f3077b2148a00e916d3db84c9d0 (tag v0.3.0 on the canonical repository)
public commit d11d271d72527e17ba58cd0fa04b9e12d98a895e (this tag; the sanitized export of the canonical commit)
sightline.exe SHA-256 49def2a82c47d230face64dea6aeab4db57f2e222c70aca2942ead79a7d1be08
package Sightline-v0.3.0-win32.zip, SHA-256 ac2e621dcad78aeb72f8e8a1adcf8c6f3609a644001a9ac7da969cb252f0a554 (also in the .sha256 file beside it); VERSION.txt inside lists the SHA-256 of every file

Full notes: docs/releases/v0.3.0.md. Previous release: v0.2.0 (QoL Phase 1).

Sightline v0.2.0 (QoL Phase 1, Windows binary)

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@mscrnt mscrnt released this 21 Sep 14:49

Sightline v0.2.0 — QoL Phase 1. The first release with a downloadable Windows binary.

Play it

  1. Download Sightline-v0.2.0-win32.zip below (and Sightline-v0.2.0-win32.zip.sha256 to verify it).
  2. Extract the whole ZIP to a folder of your choice.
  3. Copy your own compatible GoldenEye 007 (USA) .z64 dump into that folder, beside Sightline.cmd (or point SL_ROM at it).
  4. Double-click Sightline.cmd.

README.txt inside the package covers the ROM requirement, where the save is written (%LOCALAPPDATA%\sightline) and how to verify the download. Windows 10 / 11 x64, 32-bit build, OpenGL.

This package contains no GoldenEye ROM and no game data. Everything the game draws, plays and loads is read from your ROM at run time. Required: a plain, uncompressed, big-endian .z64 of 12582912 bytes, SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83. .n64 / .v64 dumps are byte-swapped and are refused at start-up with the reason on the console.

What is in it

  • Controls: semantic keyboard / mouse / controller controls bound to game actions, with persistent remapping; modern controller layouts (DEFAULT, SOUTHPAW, GREEN THUMB) and Xbox / DualSense models on the controller page (a control bound to nothing reads UNBOUND); the bumpers mirror the triggers (RB / R1 FIRE, LB / L1 AIM) and the d-pad carries the weapon cycle and the zoom; mouse sensitivity with a separate scoped sensitivity; controller look sensitivity and deadzones; Hold / Toggle crouch and sprint.
  • Display: widescreen aspect ratios (4:3 / 16:9 / 21:9 / 32:9), FOV, resolution, windowed / borderless / fullscreen, VSync; the widescreen cursor repair and the watch pointer's visibility.
  • Front end: native SETTINGS pages in the front end and the in-game watch, persisted in config.ini; 4. QUIT GAME on the main menu.

Nothing ROM-derived ships

At v0.1.0 the executable carried 528 bytes read out of the ROM at build time (the audio microcode's ENVMIXER ramp and RESAMPLE table), which is why v0.1.0 is source-only. v0.2.0 derives both tables from your own ROM at start-up, in memory; the executable embeds only two SHA-1 digests used to refuse a wrong or patched ROM, never the data, and there is no fallback table. The package validator scans every shipped file against ROM-derived excerpts with a ROM given and finds none (it finds both tables in a v0.1.0 build). The Windows build's other non-Git input, the matching build's linker map, is now a tracked extraction of symbol names and link addresses with its provenance recorded.

Known / deferred

  • #67 — the gun-barrel / sniper intro's widescreen composition: confirmed, accepted for v0.2.0 as outstanding, deferred to v0.3.0 Visual Fidelity.
  • Not in this release: World Detail, Community HD / XBLA texture sets, Modern Lighting.

Provenance

canonical commit 2f86070058bf7cd5cd50c1b0881a328d9d1f8e7a (tag v0.2.0 on the canonical repository)
public commit 64fa363893eda2c463ac64410d111a8c778f9408 (this tag; the sanitized export of the canonical commit)
sightline.exe SHA-256 551186b6c7cc3d62066b7a5427f6e0f4507741dc6add606f3fd380e0539c5616
package Sightline-v0.2.0-win32.zip, SHA-256 1d9a250041d622ba201454d6a94ed81a3cf54599964076c959c80b06a4831c50 (also in the .sha256 file beside it); VERSION.txt inside lists the SHA-256 of every file

Full notes: docs/releases/v0.2.0.md. Previous release: v0.1.0 (source-only checkpoint).

Sightline v0.1.0 (source checkpoint)

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@mscrnt mscrnt released this 21 Sep 13:51

Sightline v0.1.0 is the pre-QoL native source checkpoint: the canonical tree immediately before the QoL Phase 1 line was integrated. It is a source-only release.

No Windows binary is attached, deliberately. This historical checkpoint compiled 528 bytes of ROM-derived N64 audio-microcode table data into the executable (the ENVMIXER ramp, 16 bytes, and the RESAMPLE polyphase table, 512 bytes, both read out of the aspMain microcode data segment at build time). Sightline's redistribution policy does not ship ROM-derived game data, so a binary built from this checkpoint is not something the project distributes.

The source checkpoint is preserved exactly as it was tagged. It was not altered to retrofit release behaviour; the tag points at the historical commit.

v0.2.0 moves those two tables to runtime derivation from the user's own ROM and is intended to be the first downloadable Windows binary release.

What this checkpoint contains

  • A native Windows executable (tools/windows/build.ps1: PE32 / i686, MinGW GCC, SDL2, OpenGL) that boots the retail game data through the cartridge's own front end and plays the full single-player campaign.
  • Keyboard and mouse as a native override at the game's input seam; the gamepad as a virtual N64 controller.
  • The correctness spine: the matching build and the trace harness, with the determinism gate green on all 20 campaign levels.

Not in this checkpoint (the QoL Phase 1 line, v0.2.0): semantic key / mouse / controller bindings and remapping, persisted settings, the native front-end and watch settings pages, aspect ratios, FOV, resolution and window modes, controller profiles and presentation, QUIT GAME.

ROM requirement

Sightline includes no GoldenEye ROM and no game data. Building and running this checkpoint requires your own GoldenEye 007 (USA) dump: a plain, uncompressed, big-endian .z64, 12582912 bytes, SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83.

See docs/releases/v0.1.0.md on the v0.2.0 line for the full record of this checkpoint.