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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James Dansereau authored and GitHub committed 2026-09-04 00:13:43 -04:00
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# GoldenEye 007 — game-behaviour reference
# GoldenEye 007 — game-behavior reference
Community-documented account of how the retail N64 game is *supposed* to
behave: the combat/AI/stealth model, difficulty scaling, per-level objective
sets, timers, weapon data, and the original game's known quirks and glitches.
**Status of this document.** This is secondary source material, not ground
truth. The decompiled game code in `src/` is authoritative for behaviour (see
truth. The decompiled game code in `src/` is authoritative for behavior (see
`AGENTS.md`). Use this doc to know *what correct looks like* when playtesting
the port — which objectives a level must expose, what a timer value should be,
whether a weird behaviour you just saw is an original-game quirk or a port
whether a weird behavior you just saw is an original-game quirk or a port
regression.
**Sources** (subjective commentary stripped; mechanical/factual data only):
@@ -20,7 +20,7 @@ regression.
Distilled from `goldeneye_007_reference.md` (the full raw walkthrough dump);
the walkthrough's per-stage tactical routes were dropped as not
behaviour-defining.
behavior-defining.
---
@@ -78,11 +78,11 @@ Relative to the lower tiers:
never alert.
- **Security cameras**: if a camera acquires the player it raises an alert
that **spawns black-clad guards** armed with DD44s and KF7s. Shoot the
camera centre for a one-shot kill.
camera center for a one-shot kill.
- **Retreating** breaks pursuit — most guards stop following after a set
distance, letting the player reload / heal / reposition.
### AI line-of-sight & animation quirks (exploitable, i.e. defining behaviour)
### AI line-of-sight & animation quirks (exploitable, i.e. defining behavior)
- A guard behind a **wall, low barrier or railing cannot shoot** the player,
even point-blank — it must path around the obstacle. **Exception:** a guard
@@ -97,7 +97,7 @@ Relative to the lower tiers:
## 3. Player state
| System | Behaviour |
| System | Behavior |
|---|---|
| Health | restored by health packs; no regen. 00 Agent pool ≈ 8 KF7 hits (§1). |
| Body armour | separate absorbing layer; fixed pickup locations (e.g. by the Jungle drone guns, start of Antenna Cradle). Nearly absent on 00 Agent. |
@@ -223,10 +223,10 @@ scientist casualties.
## 7. Weapons — data table
Clip / max-capacity / behaviour. (Balance and capacity numbers to cross-check
Clip / max-capacity / behavior. (Balance and capacity numbers to cross-check
against the decomp's weapon tables.)
| Weapon | Type | Clip | Max | Behaviour notes |
| Weapon | Type | Clip | Max | Behavior notes |
|---|---|---|---|---|
| PP7 | pistol | 7 | 800 | default sidearm |
| PP7 (Silenced) | pistol | 7 | 800 | no alert on fire |
@@ -284,7 +284,7 @@ noted. **All Guns** cheat unlocks everything.
| Object | Rule |
|---|---|
| Red alarm boxes | shoot to complete "neutralize all alarms"; a guard reaching one spawns reinforcements |
| Security cameras | destroy (centre = one-shot); acquisition raises the black-clad alert |
| Security cameras | destroy (center = one-shot); acquisition raises the black-clad alert |
| Sentry guns | fixed turrets (Bunker 2 striped corridor, Depot); destroy to pass |
| Drone guns | remote turrets (Jungle, Control Center, Water Caverns, Aztec); some pairs must be destroyed together |
| Locks / grates | shootable (e.g. the 4-lock vent grate at the end of Surface) |
@@ -344,7 +344,7 @@ faithful; if you see one while testing, it is probably *not* a port bug.
Ourumov has no objective use, but "firing" the key (action button) near the
rocket opens the giant launch doors. Otherwise both items are inert.
- **Cut content left in levels**: the Dam has the unused geometry of a
cancelled boat mission out on the water; the Train's rear region past
canceled boat mission out on the water; the Train's rear region past
Alec/Trevelyan leads nowhere; the Facility's starting vent has a second path
blocked purely cosmetically and shootable ceiling glass.