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* Prune: drop superseded goldeneye-demo.gif (replaced by gh-preview montage)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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James Dansereau authored and GitHub committed 2026-09-13 22:12:13 -04:00
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@@ -2,7 +2,7 @@
title: GoldenEye 007 PC Port
description: >-
A native PC port of the original Nintendo 64 GoldenEye 007, built from its
decompiled source with a software RSP. v0.2.0 pre-release is out for Windows
decompiled source with a software RSP. v0.2.0 is out for Windows
and Linux (including Steam Deck) — download it, drop in your own ROM, and
play; or dig into the code and the engineering record behind it.
---
@@ -15,15 +15,17 @@ N64's graphics coprocessor (RSP) running in software — the same architecture
as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the
same Rare "Indy" engine family, one hardware generation apart.
**Status: v0.2.0 pre-release.** The full single-player campaign runs at a
steady 60 fps with no known crashes, and audio (music + SFX) plays throughout.
**Status: v0.2.0** — to our knowledge, the first open-source port of the
original N64 game to ship as a public release. The full single-player
campaign runs at a steady 60 fps with no known crashes, and audio (music +
SFX) plays throughout.
Known rough edges — cutscenes still glitch, a few music tracks sound wrong, a
handful of cosmetic rendering defects remain — are listed plainly under
[Honest status](#honest-status).
<p align="center">
<img src="media/goldeneye-demo.gif" width="70%" alt="~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives">
<br><em>~15 s of the port running: mission dossier &rarr; Facility &rarr; Silo &rarr; Jungle &rarr; Archives (the clip has no audio track).</em>
<video src="media/goldeneye-gh-preview.mp4" width="70%" controls muted loop></video>
<br><em>~32 s gameplay montage from live play sessions, running in the port (the clip has no audio track).</em>
</p>
## Download
@@ -132,12 +134,12 @@ without a ROM you already own.
</p>
</details>
More captures land here as playtesting continues (Steam Deck session next).
More captures may land here as playtesting continues.
## Play it — or take it apart
- **Try it yourself** — grab a bundle above, bring your own ROM, and play the
campaign. It's a pre-release cut for exactly this: if something breaks, an
campaign. It's an early cut for exactly this: if something breaks, an
[issue](https://github.com/jkdansereau/goldeneye-pc-port/issues) with what
you were doing is genuinely useful.
- **Read the code** — the game logic in `src/` is unmodified decompilation;
@@ -177,6 +179,8 @@ catalogue: [Porting notes](porting-notes.md).
- Particle colours drift through a rainbow palette instead of holding grey/orange.
- Water levels show a moving seam; pixel strips at screen edges at non-integer
scales; some front-end 3D models mispositioned or absent.
- The F10 overlay's bottom row duplicates the selected item; one intermittent
Steam Deck SIGSEGV in heavy firefights remains open (D255).
- No macOS/ARM support; no controller rebinding UI yet.
The full list, with root causes and fix status: the