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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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@@ -17,8 +17,10 @@ unfamiliar, low-level codebase**: two coding agents — a local open-weight mode
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part-time through ~230 translation units of unmodified big-endian MIPS game
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code, handing work back and forth through shared written notes.
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**Status:** Phase 2 of 4 (rendering). Boots, renders the full intro and front
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end, loads all 21 solo missions. No audio yet; not playable end to end.
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**Status:** Phase 2 of 4 (rendering); first alpha **v0.1.0** released. Runs the
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full single-player campaign — 19 of 21 missions completable start to finish in
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a full-campaign playtest, two levels still crash mid-mission. No audio yet; AI pacing
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and cutscenes are rough.
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- **[Project repository and README](https://github.com/jkdansereau/goldeneye-pc-port)** — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects.
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@@ -28,5 +30,5 @@ end, loads all 21 solo missions. No audio yet; not playable end to end.
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- **[Development process](dev-process.md)** — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
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- **[Internals](internals.md)** — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
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- **[Porting notes](porting-notes.md)** — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
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- **[Game-behaviour reference](dev/game-behavior-reference.md)** — how the retail N64 game is meant to behave: combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, and the original game's known quirks.
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- **[Game-behavior reference](dev/game-behavior-reference.md)** — how the retail N64 game is meant to behave: combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, and the original game's known quirks.
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- **[Building](building.md)** — full build and asset-extraction guide.
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