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Repo cleanup: reference footage to docs/reference/, ignore local artifacts
- Move the two N64 reference screenshots out of the repo root into docs/reference/ (n64-footage-2026-08-24.jpg, n64-footage-gun-barrel.png); HANDOFF.md now points there. - Gitignore screenshots/ (session captures) and tools_pc/mupen64/ (local Mupen64 Plus checkout used for N64 reference footage; 8 MB of binaries). - Commit tools_pc/mtxtest.c, the standalone fast3d matrix-convention harness that HANDOFF/D72.3 docs reference as kept-for-reference. - Refresh PORTING.md: status was still 'scaffolding / building once implementation lands'; now reflects Phase 2 in progress and points at docs/HANDOFF.md for current session state.
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@@ -8,9 +8,10 @@ It follows the approach of the
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[Perfect Dark PC port](https://github.com/perfect-dark-pc-port/perfect_dark),
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which ports the same Rare "Indy" engine (a later revision).
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> **Status: scaffolding.** The directory structure, build system, and port-layer
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> interfaces are in place. The actual implementation is being brought in phase
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> by phase. See below.
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> **Status: Phase 2 (rendering) in progress.** The game boots on PC, plays the
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> intro music, and renders the entire intro (logo → gun barrel → cast);
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> the current blocker is first stage load (BG-file endianness, finding D69).
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> Current session state and immediate tasks: **[docs/HANDOFF.md](docs/HANDOFF.md)**.
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## Read this first
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@@ -45,23 +46,23 @@ docs/PCPortResearch.md
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The N64 build (`Makefile`, `tools/`, `rsp/`, etc.) is **untouched**.
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## Building (once implementation lands)
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## Building
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```sh
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./build-pc.sh ntsc-final # or pal-final / jpn-final
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```
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Then put your ROM in `./data/` and run the binary. (The ROM is not
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distributed; you must own the game.)
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Then put your ROM in `./data/` and run the binary from the repo root.
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(The ROM is not distributed; you must own the game.)
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## Phased plan (summary)
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| Phase | Goal |
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|-------|------|
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| 0 | Scaffolding (this change) |
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| 1 | Boot to a window: system/fs/rom/config/video + OS shims |
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| 2 | Rendering: bring in fast3d, add `G_SETTEX`, port scheduler |
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| 3 | Audio + input |
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| 4 | Saves + polish (widescreen, mouse-look, FPS, config) |
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| Phase | Goal | Status |
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|-------|------|--------|
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| 0 | Scaffolding: build system + port-layer interfaces | done |
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| 1 (+1.5) | Boot to window / first frame: ROM map, OS shims, ABI reconciliation | done |
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| 2 | Rendering: fast3d software RSP, asset conversion/fixups | **in progress** (full intro renders; stage load = D69) |
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| 3 | Audio + input (SDL device, mixer, gamepad) | not started |
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| 4 | Saves + polish (file-backed EEPROM, widescreen, config) | not started |
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Details and risks: [docs/PCPortResearch.md §8–9](docs/PCPortResearch.md).
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