docs: v0.2.1 known-issues sweep, pre-1.0/roadmap framing, AI disclosure

Batched pass across README/release-notes/Pages (one commit instead of the
scattered per-fix pushes earlier this session, per new commit-cadence
preference):

- New known issues surfaced that weren't documented anywhere: no real
  widescreen (16:9 stretches 4:3 rather than expanding FOV), no controller
  rebinding UI / macOS-ARM builds, culling/LOD dropout on Streets/Egyptian
  (D249), gunshot SFX oddities under sustained fire (D240/D241).
- Fixed a stale claim (in three places) that a wrong-sounding-instrument bug
  was still open; it was fixed in v0.2.0 (D230).
- Softened the D259 "All unlocked" fix to reflect reality: still breaks
  audio/aim if enabled before any save exists; flagged experimental
  (new finding D281).
- Corrected D255's repro to the precise, deterministic trigger found this
  session (Facility's door-opening computer terminals, Linux-wide not
  Deck-specific) instead of the vaguer original combat-crash description.
- Logged D282 (front-end menus need right stick not left on gamepad) and
  D283 (Steam Deck first-run preset skipped by an early Desktop Mode
  launch) with user-facing workarounds.
- Refined D263 (Ourumov/Trevelyan) internally with a position-sensitivity
  caveat; no public bullet since it doesn't block progression.
- Added pre-1.0 framing and a new README Roadmap section (known-issues
  cleanup, PAL/JP, real widescreen, rebinding, macOS/ARM, LAN multiplayer
  explicitly "under consideration, no ETA", plus an explicit "not currently
  planned" list) across README/release-notes/Pages.
- Added an AI-development disclosure (agentic development as a genuine
  study of the process, not just a port) across the same three docs.
- Pinned the release-notes hero GIF to the v0.2.1 tag instead of v0.2.0.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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James Dansereau committed 2026-09-15 12:53:57 -04:00
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@@ -19,11 +19,17 @@ same Rare "Indy" engine family, one hardware generation apart.
**Status: v0.2.1.** The full single-player campaign runs at a steady 60 fps
and is completable end to end; all 21 missions load and run clean on Windows
and Linux (one intermittent Steam Deck crash remains, listed below), and
audio (music + SFX) plays throughout. The known
rough edges (cutscenes that still glitch, a few music tracks that sound
wrong, a handful of cosmetic rendering defects) are listed plainly under
[Honest status](#honest-status).
and Linux (one intermittent Steam Deck/Linux crash remains, listed below),
and audio (music + SFX) plays throughout. The known rough edges (cutscenes
that still glitch, a handful of cosmetic rendering defects, missing features
like real widescreen) are listed plainly under [Honest status](#honest-status).
**This is a pre-1.0 release, not a finished product** — v1.0 is the target
for a polished, feature-complete build; expect rough edges and missing
features until then. See the
[README's Roadmap section](https://github.com/jkdansereau/goldeneye-pc-port#roadmap)
for direction (PAL/JP support, real widescreen, LAN multiplayer under
consideration, and more).
<p align="center">
<img src="media/goldeneye-gh-preview.gif" width="70%"
@@ -157,11 +163,16 @@ More captures may land here as playtesting continues.
licensed and yours to extend: new video options, input tweaks, your own
asset sidecar. [CONTRIBUTING](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/CONTRIBUTING.md)
has the ground rules that keep it faithful to the original game.
- **The research angle**: this is also a case study in AI-agent collaboration
on a large, low-level codebase: two coding agents (a local open-weight model
on a single RTX 5090, and Claude / Claude Code), driven by one person
part-time through ~230 translation units of unmodified big-endian MIPS game
code. [The full write-up](dev/agentic-development.md): setup, timeline, the
- **AI disclosure**: development here was agentic — Claude Pro plus a local
open-weight model on a single RTX 5090, as of August–September 2026. This
project is as much a study of *that process* as it is a port: whether
current LLMs can carry a codebase like this, and what actually goes wrong
along the way. Game codebases have historically been a rough fit for
LLMs — large, stateful, hardware-adjacent, unforgiving of a subtly wrong
memory layout — more so for older local models, so this is a useful data
point on where that stands now, for better or worse. Judge the result for
yourself. I'm one person doing this in my spare time, not a team. See
[the full write-up](dev/agentic-development.md) for the setup, timeline,
handoff workflow, and an honest assessment of what did and didn't work.
## How it works
@@ -181,12 +192,20 @@ catalogue: [Porting notes](porting-notes.md).
- **Cutscenes still glitch, mostly with James Bond**: in scripted sequences
Bond is the one who gets misplaced, hovers, or spins; the other actors are
fine for the most part now. Still the most visible gap in this release.
- A few in-level music tracks sound wrong (wrong instruments, occasional garbling).
- 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).
- Surface 1's 2D billboard trees render as a solid wall of tree texture
instead of discrete sprites; under active investigation.
- No true widescreen (16:9 stretches the 4:3 view rather than expanding
FOV); distant geometry can drop out on the biggest open levels; gunshot
SFX can sound off during sustained/rapid fire.
- **`All unlocked` is highly experimental** — don't enable it until you have
at least one save written, or it can break audio and mouse aim (D281).
- The F10 overlay's bottom row duplicates the selected item; an intermittent
Linux/Steam Deck SIGSEGV remains, reliably reproducible via Facility's
door-opening computer terminals (D255); front-end menu navigation needs
the right stick, not the left, on gamepad (D282).
- No macOS/ARM support; no controller rebinding UI yet.
The full list, with root causes and fix status: the