docs: final v0.2.0 pre-tag pass

- Drop-in ROM wording everywhere (README quick start, Pages landing,
  release notes, bundled README): first launch auto-generates the
  derived assets via the frozen converter; no Python/toolchain needed.
  PAL/JP marked not-yet-supported with issue #85 pointers.
- building.md: Linux build is CI-compiled and ships in the bundle
  (was 'never built or run on Linux'); bundle note now describes the
  frozen ge007-convert auto-spawn; PAL/JP sidecar caveat (D258).
- Status rewording across README/Pages/release notes: drop the
  'first open-source port to our knowledge' claim; cutscene glitch
  description aligned to 'mostly with James Bond'; index.md status
  no longer contradicts the open D255 Deck crash.
- Em-dash cleanup across all GitHub Pages docs (index, building,
  internals, porting-notes, dev-process, agentic-development,
  release notes); internal dev logs untouched.
This commit is contained in:
James Dansereau committed 2026-09-13 23:51:27 -04:00
1 parent b2d5551ece
commit 436484a926
9 files changed
+476 -469

No files matched your search

+19 -13
View File
@@ -7,13 +7,13 @@ description: Full build and asset-extraction guide for the GoldenEye 007 PC port
Stages:
1. **Extract assets from your ROM** (§2) — a one-time step using the
1. **Extract assets from your ROM** (§2): a one-time step using the
decompilation's own toolchain to pull levels, models, textures, fonts and
music into `assets/`. *(Only needed to regenerate the committed data files;
a plain `git clone` already has what the PC build compiles.)*
2. **Build the port** (§3) — a CMake build compiling the game sources plus the
2. **Build the port** (§3): a CMake build compiling the game sources plus the
`port/` layer into a native executable. Needs no ROM.
3. **Generate the PC asset sidecars** (§4) — two pure-Python converters turn
3. **Generate the PC asset sidecars** (§4): two pure-Python converters turn
ROM model / stage data into the PC-layout `data/pcmodels-*` / `data/pccg-*`
files the port loads at runtime. **Required to run.**
@@ -27,10 +27,11 @@ for accepted versions and hashes.
### Port build
> **Only the Windows (MSYS2 MINGW64) path is tested.** The Debian/Ubuntu and
> macOS columns below are best-effort guidance — the port has never been built
> or run on Linux or macOS. Expect to fix build breaks yourself on those
> platforms.
> **The Windows (MSYS2 MINGW64) path is the primary one.** The Linux build is
> compiled by CI on every push and ships in the release bundle (also
> playtested on Steam Deck hardware); the macOS column is best-effort
> guidance and has never been built or run there. Expect to fix build breaks
> yourself on untested platforms.
| Need | Windows (MSYS2 MINGW64) | Debian/Ubuntu | macOS (Homebrew) |
|------|------------------------|---------------|------------------|
@@ -45,10 +46,10 @@ for accepted versions and hashes.
The extraction scripts need `binutils-mips-linux-gnu` (or an equivalent MIPS
binutils), `make`, `git`, and `python3`. They build a small host-compiled
`tools/extractor` and slice blobs straight out of the ROM — **no IDO / IRIX
`tools/extractor` and slice blobs straight out of the ROM; **no IDO / IRIX
toolchain is involved in extraction or in the PC build.** (The IDO toolchain is
only needed to build the N64 ROM itself, and its proprietary SGI binaries are
not distributed here — see [`SetupGuide.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/SetupGuide.md) "Recompile IDO".)
not distributed here; see [`SetupGuide.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/SetupGuide.md) "Recompile IDO".)
On Windows this is easiest under WSL or a Linux VM. Full details and
alternatives (Docker) are in [`SetupGuide.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/SetupGuide.md).
@@ -108,7 +109,7 @@ builds are named `ge007.pal-final.x86_64` / `ge007.jpn-final.x86_64`.
## 4. Generate the PC asset sidecars (required to run)
The port does **not** read model geometry, stage bg/stan data, or per-level
setup data from the raw ROM at runtime — it reads them from PC-layout *sidecar*
setup data from the raw ROM at runtime; it reads them from PC-layout *sidecar*
files under `data/`, produced offline by three converters. **Without them the
game shows the intro logos and then crashes** in
`modelPromoteNodeOffsetsToPointers` (finding D179) or on the first level load
@@ -130,6 +131,9 @@ python3 tools_pc/d69_emit.py ntsc-final # -> data/pccg-ntsc-final/{pccg
python3 tools_pc/d88_emit.py ntsc-final --regen # appends the 21 per-level Usetup*Z stage-setup files -> ~3.6 MB
```
**PAL / JP note:** sidecar generation for these regions is currently broken at
the source-data level (finding D258); use an NTSC-U ROM until issue #85 lands.
These are **pure-stdlib Python 3** (no MIPS toolchain, independent of the
step-2 asset extraction) and read only the ROM plus files already committed to
the repo (`scripts/filelist.u.csv`, `assets/obseg/file_resource_table.inc.c`,
@@ -138,10 +142,12 @@ deterministic function of the ROM. Re-run after any change to `d43_emit.py` /
`d69_emit.py` / `d88_emit.py` or the model/bg converters (`d43_*`, `d69_*`,
`d88_propdefs.py`).
> The release bundle ships `prepare-assets/prepare-assets.py`, which runs all
> three passes against your ROM automatically — see the bundled `README.md`.
> The release bundle ships the same converter frozen as
> `prepare-assets/ge007-convert`; the game spawns it on first launch when the
> sidecars are missing, so end users never run it by hand. See the bundled
> `README.md`.
> `data/pcmodels-*/` and `data/pccg-*/` are gitignored ROM-derived game data —
> `data/pcmodels-*/` and `data/pccg-*/` are gitignored ROM-derived game data;
> never commit or redistribute them.
---