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release: add Linux x86-64 bundle + dual-platform release notes
- tools_pc/bundle-linux.sh: package a Linux build (exe + README + licenses + prepare-assets) as a .tar.gz. Mirrors bundle-win.sh's ROM / size guards and prepare-assets assembly. No shared libs bundled — the generated README tells the user to install SDL2 / zlib / libGL from their distro. - tools_pc/dist/README.md.in: made OS-neutral via @PLATFORM@ / @EXE@ / @DEPS@ / @LICENSE_EXTRA@ tokens; refreshed the known-issues list (dropped the stale "ladders don't work" line — D177 fixed M-36; added black sky + missing HUD weapon icon). - .github/workflows/ci.yml: linux-build now packages + uploads the Linux bundle; the release job attaches both platforms to the draft pre-release. - .github/release-notes.md: rewritten for the two-platform NTSC-U alpha with the prepare-assets step and current known issues. Alpha scope: NTSC-U only, one-time prepare-assets step (Part A launcher and Part B native converter from release-dropin-rom-plan.md remain follow-ups). Claude-Session: https://claude.ai/code/session_01V4pK3pT83YnPsBp3Ey4RP2
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@@ -3,31 +3,53 @@
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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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> - some front-end 3D models and some text are broken;
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> - **ladders don't work** and can block progression on some levels;
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> - some front-end 3D models and some text are broken (the spinning Nintendo
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> logo, MISSION COMPLETE / mode-select models, some briefing objective text);
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> - outdoor levels render with a **black sky**;
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> - the in-HUD **weapon icon is missing** (the ammo count still shows);
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> - expect crashes and glitches once past the level intro.
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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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> [project README](https://github.com/jkdansereau/goldeneye-pc-port#how-this-differs-from-the-other-goldeneye-pc-projects).
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### Download
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### Downloads
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`goldeneye-pc-port-<version>-win64.zip` — the engine executable, its runtime
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DLLs, a README, and license texts. **Windows x86-64 only.** No ROM, no game
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assets.
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| File | Platform |
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|---|---|
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| `goldeneye-pc-port-<version>-win64.zip` | Windows x86-64 |
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| `goldeneye-pc-port-<version>-linux-x86_64.tar.gz` | Linux x86-64 |
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Each contains the engine executable, a README, license texts, and the
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`prepare-assets` tool. **No ROM, no game assets.** The Windows bundle also
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carries its runtime DLLs; the Linux bundle links against your distro's SDL2 /
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zlib / libGL (`sudo apt install libsdl2-2.0-0 zlib1g libgl1`, or the equivalent).
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Windows development and playtesting is the primary path; the Linux build boots
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and renders (tested on WSLg) but has had far less exercise.
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### Running it
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You supply your own **NTSC-U GoldenEye 007 N64 ROM** (`.z64`, big-endian,
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`SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83`). Unzip, put the ROM in a
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`data/` folder next to the exe as `ge007.ntsc-final.z64`, run the exe from that
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folder. Full steps in the bundled `README.md`.
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`SHA-1 abe01e4aeb033b6c0836819f549c791b26cfde83`). Only the US ROM is supported
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in this alpha.
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1. Unpack the archive.
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2. Make a `data/` folder next to the executable and put the ROM in it as
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`ge007.ntsc-final.z64`.
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3. Run the one-time asset step (needs Python 3.8+):
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`python3 prepare-assets/prepare-assets.py`
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— it reads your ROM and writes the two `data/pc*-ntsc-final/` folders the
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engine needs. Standard library only; a few seconds.
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4. Run the executable **from that folder**.
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Full steps are in the bundled `README.md`.
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### Verify the download
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```
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sha256sum -c goldeneye-pc-port-<version>-win64.zip.sha256
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sha256sum -c goldeneye-pc-port-<version>-linux-x86_64.tar.gz.sha256
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```
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### Source & docs
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