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- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING. - Restructure docs: internals.md, porting-notes.md, dev-process.md + dev/agentic-development.md (the research write-up), dev/ (raw record). - Replace decomp status-badge CI with a PC-port validate workflow. - Remove session/agent scaffolding and stale planning docs from the tree. - Add .gitattributes (normalize line endings to LF); add screenshots. The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken (KholdFuzion) and contributors, preserved unchanged. The PC-port work from 2026-08-17 on is mine.
31 lines
835 B
Markdown
31 lines
835 B
Markdown
# Asset Readme
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Assets consist of the things like sounds, images, animations, models, level descriptions, etc.
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There are five categories (subfolders) of assets included in source code. Visit each subfolder for a more detailed readme.
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Asset categories are:
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* `font`
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* `images`
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* `music`
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* `obseg`
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* `ramrom`
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## `font` Assets
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This contains font information for rendering text.
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## `images` Assets
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Contains ALL textures used in game (UI, Objects and BG)
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## `music` Assets
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## `obseg` Assets
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Contains level information, game models, and all text used in the game.
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## `ramrom` Assets
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This contains demo information the game plays if no folder is selected from the first screen.
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## Misc Assets
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In addition to the assets outlined above, the root assets folder also contains model animation definition, as well as a global image table.
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