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docs: v0.1.0 alpha framing + hygiene pass (#25)
Update the public-facing docs to the M-49 state (v0.1.0 alpha, first full-campaign playtest: 19/21 missions completable, D191 crashes Bunker ii + Statue, D193 AI pacing is the top flaw). - README: lead with what it is + status, research angle second; new Quick start section; Status/Download rewritten for the alpha + dual platform; "By the numbers" refreshed (~3 weeks, ~320 commits, ~190 findings, ~49 sessions, 69 PORT files). - .github/release-notes.md: v0.1.0 title + known-issues rewrite. - .github/social-preview.html: status/stat lines (regen + re-upload the PNG separately). - docs/index.md, docs/dev/LEVEL-STATUS.md: M-49 status. - docs/dev/findings.md, docs/dev/GRAPHICS-BACKLOG.md: D191-D197 + D148/D170/D173 M-49 escalations. Hygiene: - Fix the `&` literal in internals.md H1. - Repoint two ../README.md links that 404 on the Pages site. - Standardise British -> American spelling across the public docs (behaviour->behavior, colour->color, catalogue->catalog, centre->center, etc.). Deep internal logs left untouched. - .gitignore: document the local-notes convention (docs/HANDOFF.md, docs/BACKLOG.md, and a new docs/dev/notes/ drop for roadmaps and session plans) so it survives a fresh clone.
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## GoldenEye 007 PC Port — alpha
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## GoldenEye 007 PC Port — v0.1.0 alpha
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> ⚠️ **Very early research alpha. Not a playable game.**
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> The intro and menus render and all 21 solo missions load, but:
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> - **no audio** (Phase 3, not started);
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> ⚠️ **Research alpha. Playable, not polished.**
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> The full single-player campaign runs. In a full-campaign playtest on this
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> build, **19 of 21 missions were completable start to finish**. Known issues:
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> - **no audio** (Phase 3, not started) — the game runs silent;
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> - **two levels crash mid-mission** — Bunker ii and Statue (one root cause, D191);
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> - **AI characters move too slowly**, which breaks Cradle (the final level)
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> via Trevelyan's scripted behavior (D193);
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> - **cutscenes frequently glitch** — skipped, wrong camera, misplaced actors (D148/D160);
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> - some front-end 3D models are broken (the spinning Nintendo logo, the
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> MISSION COMPLETE / mode-select models);
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> - outdoor levels render with a **black sky**;
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> - expect crashes and glitches once past the level intro.
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> - mouse aim and some textures/transparency have rough edges.
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>
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> This is a technical demo of the porting work. If you want to *play* GoldenEye
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> on PC, use one of the Xbox 360 recompilation projects instead — see the
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> If you just want to *play* GoldenEye on PC today, use one of the Xbox 360
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> recompilation projects instead — see the
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> [project README](https://github.com/jkdansereau/goldeneye-pc-port#how-this-differs-from-the-other-goldeneye-pc-projects).
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### Downloads
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<div class="rep">REPORT:</div>
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<div class="rows">
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<div class="statusline">Status: <span class="status">PHASE 2 OF 4 — RENDERING</span></div>
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<div class="statusline">Status: <span class="status">ALPHA v0.1.0 — PHASE 2 OF 4</span></div>
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<div class="stats">
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<span class="k">Statistics:</span><span>21 / 21 solo missions load & render</span>
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<span class="k">Statistics:</span><span>19 / 21 solo missions completable in a full playthrough</span>
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<span></span><span>~230 game-code units, compiled unmodified</span>
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<span></span><span>~17k lines C/C++ · ~6k Python (port layer + tools)</span>
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<span></span><span>162 bugs root-caused · built in ~2 weeks, part-time</span>
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<span></span><span>~190 bugs root-caused · built in ~3 weeks, part-time</span>
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</div>
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</div>
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