From 4b51ded7d1991097ad1841f000b38e14a50bca09 Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Tue, 15 Sep 2026 10:04:02 -0400 Subject: [PATCH] docs: SEO round 2 (Bing) - demote per-page h1 to h2 site-wide, re-trim meta description, bump README/Pages to v0.2.1 Bing Webmaster re-flagged the site after the first SEO pass (32f193a0): - Every Jekyll-processed doc page (building.md, dev-process.md, internals.md, porting-notes.md, dev/agentic-development.md, plus index.md caught last time) opens with its own "# Heading" on top of the Cayman theme's masthead

, so all of them emitted two h1 tags, not just the homepage. Demoted each page's opening heading to h2 -- anchor slugs are unaffected (kramdown ids don't depend on heading level). - index.md's meta description was 161 chars (1 over Bing's 160 limit) and still said v0.2.0; re-trimmed to 133 chars and bumped to v0.2.1. - README.md and docs/index.md's Status lines/comparison table bumped from v0.2.0 to v0.2.1 to match the actual current release. Verified against a live, cache-busted fetch of the deployed Pages site (the first Bing report was reading a stale CDN edge cache from before the 32f193a0 deploy, per its own Last-Modified header) that the underlying fix was already live; this pass addresses what was still genuinely wrong. Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi --- README.md | 12 +++++++----- docs/building.md | 2 +- docs/dev-process.md | 2 +- docs/dev/agentic-development.md | 2 +- docs/index.md | 8 ++++---- docs/internals.md | 2 +- docs/porting-notes.md | 2 +- 7 files changed, 16 insertions(+), 14 deletions(-) diff --git a/README.md b/README.md index 34a17222..52e92201 100644 --- a/README.md +++ b/README.md @@ -12,7 +12,7 @@ in a dedicated `port/` layer, following the architecture of the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same Rare "Indy" engine family, one hardware generation apart. -**v0.2.0** is out for Windows and Linux (including Steam Deck, where the +**v0.2.1** is out for Windows and Linux (including Steam Deck, where the Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps with known rough edges ([Status](#status)). Free to download, build on and modify (you bring the ROM). @@ -43,7 +43,7 @@ See [Background](#background). Both bundles contain **no ROM and no game assets**: you supply your own (see [Requirements](#requirements)), which keeps the release legal to -distribute. Earlier builds: v0.1.0 alpha, same page. You can also build it +distribute. Earlier builds: v0.2.0 and v0.1.0 alpha, same page. You can also build it yourself; see [Building](#building). ### Quick start @@ -57,12 +57,12 @@ included or distributed. Then: 2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`. 3. Launch the executable from that folder. The first run takes a few extra seconds: it detects the ROM and generates the derived asset folders once (no Python or other tooling needed). -Read the [Status](#status) caveats first: v0.2.0 has known rough edges, +Read the [Status](#status) caveats first: v0.2.1 has known rough edges, listed plainly there. ## Status -**v0.2.0 - playable, with known rough edges.** The full single-player +**v0.2.1 - playable, with known rough edges.** The full single-player campaign is completable end to end (all 21 missions, Agent difficulty, playtested), at a steady 60 fps; all 21 solo missions load, render and run crash-free, verified on Windows, Linux and real Steam Deck hardware. Feedback @@ -92,6 +92,8 @@ Windows and Linux. white blobs and the Rareware logo's texture filtering looks wrong (D75). - The F10 overlay's bottom row duplicates whatever item is currently selected (D251). +- Surface 1's 2D billboard trees render as a solid wall of tree texture + instead of discrete sprites (D236). Under active investigation. - **Steam Deck:** one intermittent SIGSEGV remains in heavy firefights (D255); current builds capture full faulting registers in `ge007.crash.log`. - Assorted further cosmetic defects are tracked in @@ -170,7 +172,7 @@ code with this one. | **How** | Decompilation-based source port: human-reconstructed C, compiled for the host; game logic runs as written | Static binary recompilation: the shipped machine code is auto-translated to C; no source-level understanding | | **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family | | **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) | -| **Status** | v0.2.0 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer | +| **Status** | v0.2.1 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer | | **Why it exists** | To run the *original* N64 game from source, and as a [case study in AI-agent collaboration](#background) on a hard low-level codebase | To get a playable PC release of the remaster | They answer a different question: how to get the *remaster* onto PC by diff --git a/docs/building.md b/docs/building.md index d3f59c4e..5fdf93b4 100644 --- a/docs/building.md +++ b/docs/building.md @@ -3,7 +3,7 @@ title: Building description: Full build and asset-extraction guide for the GoldenEye 007 PC port, covering Windows (MSYS2) and Linux. --- -# Building the PC port +## Building the PC port Stages: diff --git a/docs/dev-process.md b/docs/dev-process.md index e0856387..59e6aaea 100644 --- a/docs/dev-process.md +++ b/docs/dev-process.md @@ -3,7 +3,7 @@ title: Development Process description: The investigation workflow behind the port; task budgets, file partitioning, and the finding-log discipline used across sessions and agents. --- -# How this port is developed +## How this port is developed Most of this port's work is not writing code; it is **diagnosis**: figuring out which N64 hardware or ABI behavior a piece of unmodified game code is diff --git a/docs/dev/agentic-development.md b/docs/dev/agentic-development.md index f6e808bb..d06f1c7e 100644 --- a/docs/dev/agentic-development.md +++ b/docs/dev/agentic-development.md @@ -3,7 +3,7 @@ title: Agentic Development description: A case study in two AI coding agents porting a Nintendo 64 game to PC; the setup, timeline, handoff workflow, and an honest assessment of what worked. --- -# Agentic development: two AI coding agents porting GoldenEye 007 +## Agentic development: two AI coding agents porting GoldenEye 007 *How this port was actually built: a local open-weight model (Qwen 3.8 on a single RTX 5090) and a hosted frontier model (Claude / Claude Code) handing diff --git a/docs/index.md b/docs/index.md index d725d024..a0b3a083 100644 --- a/docs/index.md +++ b/docs/index.md @@ -1,10 +1,10 @@ --- title: GoldenEye 007 PC Port -# v0.2.1 (Bing SEO): meta description trimmed to ~160 chars (was 277). +# v0.2.1 (Bing SEO round 2): re-shortened to 133 chars (was 161, 1 over +# Bing's 160 limit) and bumped the stale v0.2.0 mention. description: >- A native PC port of the 1997 N64 classic, built from decompiled source with - a software RSP. v0.2.0 for Windows and Linux (incl. Steam Deck) -- bring - your own ROM. + a software RSP. v0.2.1 for Windows, Linux and Steam Deck. ---