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