docs: correct download status — no pre-built binaries yet

Nothing runs end to end (Phase 2 WIP), so the 'pre-built Windows bundles
are published under Releases' language in the README and site was
inaccurate. Reword to: no binaries yet, build from source; bundles may
follow once the port is playable. Also rename the local model Qwen 3 ->
Qwen 3.8 in the docs to match reality.
This commit is contained in:
James Dansereau committed 2026-09-02 20:17:10 -04:00
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@@ -187,13 +187,13 @@ the front end into the early game. It is not finished and it is not stable.
## Download
Pre-built **Windows x86-64** bundles are published under
[Releases](../../releases) as marked pre-releases — the engine executable plus
its runtime DLLs, no ROM and no game assets. You still supply your own ROM (see
[Requirements](#requirements)) and drop it in `data/` as described in the
bundled README. Every download is a research alpha with the caveats in
[Status](#status) above; there is no stable build yet. To build from source
instead, see [Building](#building).
There are no pre-built binaries yet. The project is Phase 2 WIP with the
caveats in [Status](#status) above — nothing runs end to end — so the only way
to try it is to build it yourself; see [Building](#building). You supply your
own ROM (see [Requirements](#requirements)) and drop it in `data/` before
building. Pre-release **Windows x86-64** bundles (engine executable plus
runtime DLLs, no ROM or game assets) may be published under
[Releases](../../releases) once the port is playable.
## Requirements
@@ -388,19 +388,19 @@ GitHub. It follows the same conventions they do:
- **No ROM and no game assets are distributed** — not in this repository and
not in any release. Textures, audio, models, level data and in-game text are
extracted from a ROM *you already own*, on *your* machine (at build time for
a source build; at first run for a pre-built binary).
extracted from a ROM *you already own*, on *your* machine, at build time.
- The repository is a fork of the public
[GoldenEye 007 decompilation](https://github.com/n64decomp/007) and inherits
its contents unmodified (see [`NOTICE`](NOTICE) for what that includes).
- No official logos, box art, or marketing assets are used. "GoldenEye 007",
"007", "James Bond" and related marks belong to their respective owners
(Nintendo, Microsoft/Rare, MGM, Danjaq, EON Productions).
- **Pre-built binaries** offered under [Releases](../../releases) contain only
the engine — the `port/` layer plus the compiled decompilation, with no game
data of any kind — bundled with permissively-licensed runtime libraries
(SDL2, zlib, the MinGW runtime; their licenses travel in the download). Any
build, yours or ours, is useless without a ROM you supply.
- **If** pre-built binaries are published under [Releases](../../releases) in
the future, they will contain only the engine — the `port/` layer plus the
compiled decompilation, with no game data of any kind — bundled with
permissively-licensed runtime libraries (SDL2, zlib, the MinGW runtime; their
licenses travel in the download). No such release exists yet, and any build —
yours or ours — is useless without a ROM you supply.
This project is **not affiliated with, endorsed by, or sponsored by** Nintendo,
Rare, Microsoft, MGM, Danjaq, EON Productions, or any rights holder in
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*A case study in AI-agent collaboration on a large, low-level codebase. A
GoldenEye 007 Nintendo 64 → desktop port, taken from "builds a ROM" to
"playable front end" in about two weeks — driven mostly by two coding agents (a
local open-weight model, Qwen 3, on a single RTX 5090, and a hosted frontier
local open-weight model, Qwen 3.8, on a single RTX 5090, and a hosted frontier
model, Claude / Claude Code), handing work back and forth through shared
written notes under one person's part-time direction. This is the goal, the
method, the timeline, and an honest read on what did and didn't work.*
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@@ -13,7 +13,7 @@ graphics coprocessor in software. It follows the architecture of the
It is also a **research project on AI-agent collaboration in a large,
unfamiliar, low-level codebase**: two coding agents — a local open-weight model
(Qwen 3) on a single RTX 5090, and Claude / Claude Code — driven by one person
(Qwen 3.8) 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, handing work back and forth through shared written notes.