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Docs: v0.2.0 finalization — README/Pages + media pass (#80)
* README: 32 s gameplay preview montage (mp4) + preview-video runbook * Prune: drop superseded goldeneye-demo.gif (replaced by gh-preview montage) * Docs: v0.2.0 finalization pass — final wording, aligned known issues, Deck-verified line, social preview card - README + pages site: 'v0.2.0 (pre-release)' -> v0.2.0 throughout; the stale 'not yet verified on real Deck hardware' line is replaced with the playtest fact (D253 fixed, D255 still open). - Known-issues lists in README + site now match the release notes one-for-one (adds the F10 bottom-row duplicate D251 and the intermittent Deck SIGSEGV D255; D243/D230/D252/D245/D246/D75 carry their finding labels). - Working list mentions AllUnlocked default-ON (D257) with the F10 opt-out. - First-public-release note added to the README hero and site status line, hedged with 'to our knowledge'. - social-preview.png (1280x640 GitHub link card) composed from a gameplay frame of the preview montage; scratchpad/make-social-preview.py is the local recipe (gitignored, like make-preview.py). - Commit docs/img/shots/manifest.csv (gallery -> source recording map); gitignore the regenerable CONTACT-SHEET.jpg; drop scratch-gdb-cmds.txt. * Social preview: regenerate card from updated briefing HTML (v0.2.0 final wording) The PNG committed earlier was a screenshot of the rendered site (stale wording, video element unrendered). The canonical source is .github/social-preview.html per .github/social-preview.md; update its Status/Statistics lines to the v0.2.0 final state and re-render: - Status: RELEASED v0.2.0 — WINDOWS · LINUX · STEAM DECK - All 21 solo missions — full campaign completed in playtesting - ~22k lines C/C++ · ~10k Python (port layer + tools) - ~250 bugs root-caused · two coding agents, one human, part-time Verified by pixel-diff against the previous render: only the four text bands changed; title/fonts/layout identical. Drop the unreferenced root-level social-preview.png. * docs: refresh social preview + status for v0.2.0 playtest results - Social card: 'RELEASED v0.2.0', 21/21 missions completed in playtesting, ~250 bugs fixed, two agents + one human; re-rendered the PNG from the canonical .github/social-preview.html source (pixel-diff vs the old render shows only the four edited text bands changed) - README Status: campaign now claimed as completable end to end (user playtest: full campaign, Agent difficulty, PC); Working list matches - findings: D255 updated with the Deck register capture (Rdi=nil -> NULL ObjectRecord.model, destroy-path ordering case confirmed; truncation ruled out) and the rule-#2 sign-off question for a guard; D254 field-verified * docs: regenerate findings index (D254/D255 status updates)
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title: GoldenEye 007 PC Port
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description: >-
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A native PC port of the original Nintendo 64 GoldenEye 007, built from its
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decompiled source with a software RSP. v0.2.0 pre-release is out for Windows
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decompiled source with a software RSP. v0.2.0 is out for Windows
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and Linux (including Steam Deck) — download it, drop in your own ROM, and
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play; or dig into the code and the engineering record behind it.
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---
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@@ -15,15 +15,17 @@ 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 pre-release.** The full single-player campaign runs at a
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steady 60 fps with no known crashes, and audio (music + SFX) plays throughout.
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**Status: v0.2.0** — to our knowledge, the first open-source port of the
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original N64 game to ship as a public release. The full single-player
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campaign runs at a steady 60 fps with no known crashes, and audio (music +
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SFX) plays throughout.
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Known rough edges — cutscenes still glitch, a few music tracks sound wrong, a
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handful of cosmetic rendering defects remain — are listed plainly under
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[Honest status](#honest-status).
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<p align="center">
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<img src="media/goldeneye-demo.gif" width="70%" alt="~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives">
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<br><em>~15 s of the port running: mission dossier → Facility → Silo → Jungle → Archives (the clip has no audio track).</em>
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<video src="media/goldeneye-gh-preview.mp4" width="70%" controls muted loop></video>
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<br><em>~32 s gameplay montage from live play sessions, running in the port (the clip has no audio track).</em>
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</p>
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## Download
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@@ -132,12 +134,12 @@ without a ROM you already own.
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</p>
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</details>
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More captures land here as playtesting continues (Steam Deck session next).
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More captures may land here as playtesting continues.
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## Play it — or take it apart
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- **Try it yourself** — grab a bundle above, bring your own ROM, and play the
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campaign. It's a pre-release cut for exactly this: if something breaks, an
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campaign. It's an early cut for exactly this: if something breaks, an
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[issue](https://github.com/jkdansereau/goldeneye-pc-port/issues) with what
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you were doing is genuinely useful.
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- **Read the code** — the game logic in `src/` is unmodified decompilation;
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@@ -177,6 +179,8 @@ catalogue: [Porting notes](porting-notes.md).
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- Particle colours drift through a rainbow palette instead of holding grey/orange.
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- Water levels show a moving seam; pixel strips at screen edges at non-integer
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scales; some front-end 3D models mispositioned or absent.
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- The F10 overlay's bottom row duplicates the selected item; one intermittent
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Steam Deck SIGSEGV in heavy firefights remains open (D255).
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- No macOS/ARM support; no controller rebinding UI yet.
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The full list, with root causes and fix status: the
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