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Docs: public copy, site presentation, release-gate review (D533, D534)
Public-copy language pass, homepage restructure and Documentation rename, 404 page, dead-anchor and permalink fixes, release-gate sign-off, and the pre-release review fixes of the 2026-10-05 batch (probe-doc drift, build-path hygiene, verify.sh and capture safety). Refs: D533 D534
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@@ -16,12 +16,12 @@ Region: **NTSC-U (US) only**. See [Known issues](#known-issues).
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build was played on (e.g. "Played on Windows and Steam Deck: campaign
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spot-checks, 2-4P split-screen, a controller-only session"). -->
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The headline is **the settings interface, rebuilt**. Both options screens are
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merged into one, laid out like the Perfect Dark PC port's menu, with plain-English
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wording, real-unit sliders and a one-line description under whichever option you
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select. Alongside it: the game's own N64 control styles as a per-seat preset,
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emulator save files that load directly, a scalable HUD overlay, and a round of
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fidelity fixes checked frame-by-frame against the N64 game.
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The headline is **one real options system**: both options
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screens merged into a single menu, laid out like the Perfect Dark PC port's,
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with the game's own N64 control styles as a per-seat preset, emulator save
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files that load directly, and a scalable HUD overlay. A round of fidelity
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fixes, checked frame-by-frame against the N64 game, rounds out the feature
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list.
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---
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@@ -37,15 +37,6 @@ fidelity fixes checked frame-by-frame against the N64 game.
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- **Display mode** is a dropdown; **Backspace** goes back, matching the rest of
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the game's menus (D504 follow-up).
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### Menu wording, units and help text (D505–D507)
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- 27 maintainer-approved wording edits across both menus: option names say what
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they do, not what the internal variable is called (D505).
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- Sliders carry **real units** — percent, frames, seconds, pixels — and their
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values are standardised across the two menus (D506).
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- Selecting an option shows a **one-line description** of it in the same menu
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(D507).
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### Control styles: the game's own N64 layouts (D513, D516, D518)
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- **Control style** offers **Ext** (this port's scheme, unchanged) and
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@@ -79,18 +70,6 @@ fidelity fixes checked frame-by-frame against the N64 game.
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**crosshair colour by health** — the four settings the Perfect Dark port has
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that this port was missing.
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### Overlay controls are antialiased (D520)
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- Slider wedges, slider markers and dropdown arrows no longer step in whole
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canvas pixels (which grew visibly at large window sizes); they are drawn
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smooth at every size.
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### Watch menu keeps its own settings (D349, corrected)
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- Closing the in-level **Watch** menu now saves the watch's own screen size and
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ratio, and they no longer fight the front-end **Aspect ratio** setting. The
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earlier note in the findings log was corrected.
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---
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## Fidelity and stability fixes
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@@ -101,13 +80,19 @@ fidelity fixes checked frame-by-frame against the N64 game.
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- **Aspect ratio:** forced ratios now letterbox/pillarbox without re-cropping the
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play area (D508); the rare gun/hand model glitch after changing ratio
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mid-level is largely fixed, a rare remainder is logged (D509).
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- **Watch menu:** closing the in-level **Watch** menu now saves the watch's own
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screen size and ratio, and they no longer fight the front-end **Aspect ratio**
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setting; the earlier note in the findings log was corrected (D349).
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- **Overlay controls:** slider wedges, slider markers and dropdown arrows no
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longer step in whole canvas pixels (which grew visibly at large window sizes);
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they are drawn smooth at every size (D520).
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- **FPS counter:** holding left/right on a Bond settings row no longer drops the
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FPS counter (D517).
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- **Build:** a fresh build directory no longer produces an untagged executable
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name (D515).
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- **Tooling:** the asset converter's argument quoting and sidecar size check are
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tightened; the CI cache actions no longer carry stale ROM paths. The golden-frame
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tooling is now non-destructive and drift-free: a verification sweep used to
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tightened; the CI cache actions no longer carry stale ROM paths. The
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reference-frame tooling is now non-destructive and drift-free: a verification sweep used to
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overwrite your own `data/ge007.ini` and leave the previous level's save file
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behind, and now pins both idempotently (your ini and save are restored whatever
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the run does); the capture helper reads its frame windows out of the gate instead
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@@ -124,6 +109,16 @@ fidelity fixes checked frame-by-frame against the N64 game.
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---
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## The small stuff
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27 menu-wording edits across both menus (option names say what they do, not
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what the internal variable is called, D505); sliders carrying **real units** —
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percent, frames, seconds, pixels — standardised across the two menus (D506);
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a **one-line description** of the selected option in the same menu (D507);
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and menu spelling standardised to one convention across both menus.
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---
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## Known issues
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| Issue | Impact | Workaround |
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@@ -148,10 +143,16 @@ follow-ups.
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sentence "these were merged and review-verified but not playtested live"
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in the body; never imply a full playtest. -->
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**Golden-gate state for this release:** both platforms carry the full 21-level
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reference-frame set (63 frames each) at the same stems, and each platform's gate
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is green against its own goldens. The cross-platform spread (0.348-3.983% of
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pixels over tol 2 on the 20 non-Cuba levels, structural tier 21/21 clean) is
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**Reference-frame gate for this release:** both platforms carry the full 21-level
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reference-frame set (63 frames each) at the same stems. The Windows gate is green
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against its own goldens (21/21, three consecutive clean sweeps); on Linux the
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crash gate is green and the pixel verdict is still owed (see below). The recipe pins the run for you: the save file's
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CONTENT is pinned (the gate installs its own canonical save per level, the same
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way it pins the display ini — D529) and the PRNG seed is hard-pinned (a stray
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`GE_RSEED` in your environment warns and is ignored rather than re-seeding the
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gate — D532), so a gate run and a capture run see the same starting state. The
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cross-platform spread measured on the shipped pairs (0.380-5.120% of pixels over
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tol 2 on the 20 non-Cuba levels, structural tier 21/21 clean) is
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informational only — it is not a cross-platform pixel-parity claim, and the
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linux *pixel* gate did not run on the capture box (its GL probe fails closed
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there; the linux crash gate did). The Dam ending cutscene has not been checked
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