Prepare repository for public release

- README: attract-mode stills + demo GIF as the hero row, status/warning
  callouts, metrics table, "Contents" index, doc-index table; simplified
  the two-agent workflow diagram (LR -> TD, fewer edges) for GitHub web
- Table-of-contents indexes added to internals.md, porting-notes.md,
  agentic-development.md, AUDIO-PLAN.md
- CI: add Windows/MSYS2 build job, minimal token (contents: read),
  persist-credentials: false, concurrency group; run on main + master.
  validate job regenerates the US ROM-asset symbol file only and configures
  ntsc-final (PAL/JP need a region ROM; no ROM is used in CI)
- .github: SECURITY.md, issue forms + chooser config, PR template,
  labels.yml, dependabot (Actions, monthly)
- Do not track the proprietary SGI IRIX IDO toolchain or SGIImageViewer.exe;
  document in SetupGuide.md / building.md how to obtain IDO for N64 ROM
  builds (the PC port does not need it)
- Stop tracking two committed *.pyc files; drop stale screenshots and a
  redundant .gitignore line; misc doc cross-reference fixes

Claude-Session: https://claude.ai/code/session_01GULf6knbsqfsnW39tMr9WT
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James Dansereau committed 2026-09-01 22:42:52 -04:00
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@@ -2,26 +2,43 @@ name: CI
on:
push:
branches: [ master ]
branches: [ main, master ]
paths-ignore: [ '**.md', 'docs/**', 'LICENSE', 'NOTICE' ]
pull_request:
paths-ignore: [ '**.md', 'docs/**', 'LICENSE', 'NOTICE' ]
workflow_dispatch:
# The full port build needs assets extracted from a copyrighted ROM, which CI
# does not have. This job validates everything that does NOT depend on those
# assets: the PC-port tooling, the generated ROM-asset symbol files, and a
# CMake configure of all three regions (which checks REGION_DEFS, the source
# list, and that SDL2 / zlib / OpenGL are discoverable).
# Minimal token: CI only reads the repo and uploads build artifacts, neither of
# which needs write access. Fork PRs run untrusted build scripts on the runner,
# so keep the granted scope as small as possible and never expose secrets here.
permissions:
contents: read
concurrency:
group: ci-${{ github.ref }}
cancel-in-progress: true
# Two jobs:
#
# This is a configure-only smoke test. It does NOT compile or run the port, and
# it running on ubuntu is NOT a statement that the port builds or works on
# Linux — it has only ever been built and tested on Windows (MSYS2).
# validate — ubuntu, configure-only. Byte-compiles the tooling,
# regenerates the US ROM-asset symbol file, and CMake-
# configures ntsc-final (REGION_DEFS, the source list, and
# that SDL2 / zlib / OpenGL are discoverable). No ROM is used.
# Does NOT compile; running on ubuntu is NOT a claim the port
# works on Linux.
#
# windows-build — windows/MSYS2, the real supported platform. Compiles and
# links the full executable. Neither the ROM nor extracted
# assets are needed to BUILD (they are runtime-only), so CI
# builds but never runs the port.
jobs:
validate:
runs-on: ubuntu-22.04
steps:
- uses: actions/checkout@v4
with:
persist-credentials: false
- name: Install dependencies
run: |
@@ -31,17 +48,61 @@ jobs:
- name: Byte-compile Python tooling
run: python3 -m compileall -q scripts tools_pc
- name: Regenerate ROM-asset symbol files
# US only. gen_romassets.py resolves every symbol for the US region from
# the committed CSVs with no ROM present; PAL/JP each need a handful of
# region-specific prop/font offsets that only come from that region's ROM
# (see docs/building.md — PAL/JP builders generate romassets_e/j.s
# locally). No ROM is used or required here.
- name: Regenerate ROM-asset symbol file (US)
run: |
python3 scripts/gen_romassets.py u
python3 scripts/gen_romassets.py e
python3 scripts/gen_romassets.py j
git diff --stat -- port/src/romassets_u.s
- name: CMake configure (all regions)
run: |
for r in ntsc-final pal-final jpn-final; do
echo "::group::configure $r"
cmake -S . -B "build-$r" -DROMID="$r"
echo "::endgroup::"
done
- name: CMake configure (ntsc-final)
run: cmake -S . -B build-ntsc -DROMID=ntsc-final
# Real Windows (MSYS2 MINGW64) build — the only platform the port is
# developed and tested on. This compiles and LINKS the full executable.
#
# No ROM and no extracted assets are needed to build: the compiled asset set
# is a handful of committed pure-data .c files plus the generated
# address-constant romassets_<region>.s. The ROM (.z64) and the ROM-derived
# blobs are runtime-only dependencies — CI cannot run the game, only build it.
windows-build:
runs-on: windows-latest
defaults:
run:
shell: msys2 {0}
steps:
- uses: actions/checkout@v4
with:
persist-credentials: false
- uses: msys2/setup-msys2@v2
with:
msystem: MINGW64
update: true
install: >-
mingw-w64-x86_64-toolchain
mingw-w64-x86_64-cmake
mingw-w64-x86_64-SDL2
mingw-w64-x86_64-zlib
mingw-w64-x86_64-python
- name: Regenerate ROM-asset symbol file (US)
run: python scripts/gen_romassets.py u
- name: Build (ntsc-final)
run: ./build-pc.sh ntsc-final
- name: Upload executable
uses: actions/upload-artifact@v4
with:
name: ge007-ntsc-final
path: build-pc/ge007*
if-no-files-found: error
retention-days: 14
# CI builds the executable but does not run it — running the port needs a
# ROM, which CI does not provide. Runtime checks (the -level_09 soak, a
# golden-frame diff) would run on a self-hosted runner instead. Not planned.