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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 <h1 class="project-name">, 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 the32f193a0deploy, 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
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@@ -12,7 +12,7 @@ in a dedicated `port/` layer, following the architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
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Rare "Indy" engine family, one hardware generation apart.
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**v0.2.0** is out for Windows and Linux (including Steam Deck, where the
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**v0.2.1** is out for Windows and Linux (including Steam Deck, where the
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Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps
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with known rough edges ([Status](#status)). Free to download, build on and
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modify (you bring the ROM).
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@@ -43,7 +43,7 @@ See [Background](#background).
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Both bundles contain **no ROM and no game assets**: you supply your own
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(see [Requirements](#requirements)), which keeps the release legal to
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distribute. Earlier builds: v0.1.0 alpha, same page. You can also build it
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distribute. Earlier builds: v0.2.0 and v0.1.0 alpha, same page. You can also build it
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yourself; see [Building](#building).
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### Quick start
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@@ -57,12 +57,12 @@ included or distributed. Then:
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2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
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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).
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Read the [Status](#status) caveats first: v0.2.0 has known rough edges,
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Read the [Status](#status) caveats first: v0.2.1 has known rough edges,
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listed plainly there.
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## Status
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**v0.2.0 - playable, with known rough edges.** The full single-player
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**v0.2.1 - playable, with known rough edges.** The full single-player
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campaign is completable end to end (all 21 missions, Agent difficulty,
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playtested), at a steady 60 fps; all 21 solo missions load, render and run
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crash-free, verified on Windows, Linux and real Steam Deck hardware. Feedback
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@@ -92,6 +92,8 @@ Windows and Linux.
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white blobs and the Rareware logo's texture filtering looks wrong (D75).
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- The F10 overlay's bottom row duplicates whatever item is currently selected
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(D251).
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- Surface 1's 2D billboard trees render as a solid wall of tree texture
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instead of discrete sprites (D236). Under active investigation.
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- **Steam Deck:** one intermittent SIGSEGV remains in heavy firefights (D255);
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current builds capture full faulting registers in `ge007.crash.log`.
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- Assorted further cosmetic defects are tracked in
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@@ -170,7 +172,7 @@ code with this one.
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| **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 |
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| **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 |
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| **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) |
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| **Status** | v0.2.0 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer |
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| **Status** | v0.2.1 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer |
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| **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 |
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They answer a different question: how to get the *remaster* onto PC by
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@@ -3,7 +3,7 @@ title: Building
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description: Full build and asset-extraction guide for the GoldenEye 007 PC port, covering Windows (MSYS2) and Linux.
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---
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# Building the PC port
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## Building the PC port
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Stages:
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@@ -3,7 +3,7 @@ title: Development Process
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description: The investigation workflow behind the port; task budgets, file partitioning, and the finding-log discipline used across sessions and agents.
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---
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# How this port is developed
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## How this port is developed
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Most of this port's work is not writing code; it is **diagnosis**: figuring
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out which N64 hardware or ABI behavior a piece of unmodified game code is
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@@ -3,7 +3,7 @@ title: Agentic Development
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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.
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---
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# Agentic development: two AI coding agents porting GoldenEye 007
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## Agentic development: two AI coding agents porting GoldenEye 007
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*How this port was actually built: a local open-weight model (Qwen 3.8 on a
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single RTX 5090) and a hosted frontier model (Claude / Claude Code) handing
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@@ -1,10 +1,10 @@
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---
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title: GoldenEye 007 PC Port
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# v0.2.1 (Bing SEO): meta description trimmed to ~160 chars (was 277).
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# v0.2.1 (Bing SEO round 2): re-shortened to 133 chars (was 161, 1 over
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# Bing's 160 limit) and bumped the stale v0.2.0 mention.
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description: >-
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A native PC port of the 1997 N64 classic, built from decompiled source with
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a software RSP. v0.2.0 for Windows and Linux (incl. Steam Deck) -- bring
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your own ROM.
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a software RSP. v0.2.1 for Windows, Linux and Steam Deck.
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---
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<!-- v0.2.1 (Bing SEO): the "# GoldenEye 007 PC Port" h1 was removed here --
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@@ -17,7 +17,7 @@ N64's graphics coprocessor (RSP) running in software, the same architecture
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as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the
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same Rare "Indy" engine family, one hardware generation apart.
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**Status: v0.2.0.** The full single-player campaign runs at a steady 60 fps
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**Status: v0.2.1.** The full single-player campaign runs at a steady 60 fps
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and is completable end to end; all 21 missions load and run clean on Windows
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and Linux (one intermittent Steam Deck crash remains, listed below), and
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audio (music + SFX) plays throughout. The known
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@@ -3,7 +3,7 @@ title: Internals
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description: Architecture behind the PC port; the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, and the phased development plan.
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---
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# GoldenEye 007 PC Port: architecture & plan
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## GoldenEye 007 PC Port: architecture & plan
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> This began as the pre-implementation research note and is kept as the
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> architecture reference. Sections 1–9 describe the design; section 10 lists
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@@ -3,7 +3,7 @@ title: Porting Notes
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description: A field guide to the recurring N64-to-PC bug classes hit while running unmodified big-endian game code on a 64-bit host, each with its symptom and fix.
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---
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# Porting notes: recurring N64→PC bug classes
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## Porting notes: recurring N64→PC bug classes
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A field guide to the bug classes that keep recurring when running big-endian
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32-bit N64 game code, unmodified, on a little-endian 64-bit host. Terse by
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