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goldeneye-pc-port/docs/index.md
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James Dansereau 4d45e78176 docs: Pages site cleanup step 1 - curated publish set + cross-link fixes (#51)
* docs: step 1 of the docs/site cleanup - whitelist Pages site config, fix cross-links to excluded docs, drop game-behavior-reference index bullet

Publish only the curated set (index/building/internals/porting-notes/
dev-process/agentic-development); everything else under docs/ stays in
the repo but out of the Pages build and sitemap. Cross-links from the
published pages to excluded docs now point at GitHub blob URLs so they
still resolve. No content rewrite yet -- steps 2-5 (README update, per-
page descriptions, light copy passes, repo hygiene) remain.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG

* docs(dev-process): add §6 -- keep PR/git-history noise low

Squash-merge single-purpose/docs PRs, batch same-session docs updates
into one branch instead of one-PR-per-finding, keep unrelated
housekeeping off active branches, declare stacked-PR dependencies, and
triage the open-PR list every session -- close stale PRs (superseded
by newer main content) rather than force-merging or endlessly
rebasing them.

Prompted by this session's PR #26: real conflicts against main because
D191/D193/D149 were all fixed/closed since it was opened; closed
rather than rebased.
2026-09-11 17:31:36 -04:00

2.0 KiB

title, description
title description
GoldenEye 007 PC Port A native PC port of the original Nintendo 64 GoldenEye 007, built from decompiled source — and a case study in AI-agent collaboration on a large low-level codebase.

GoldenEye 007 PC Port

A work-in-progress native PC port of the original 1997 Nintendo 64 GoldenEye 007, compiled from the game's decompiled source and running the N64's graphics coprocessor in software. It follows the architecture of the Perfect Dark PC port.

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 3.8) 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.

Status: Phase 2 of 4 (rendering); first alpha v0.1.0 released. Runs the full single-player campaign — 19 of 21 missions completable start to finish in a full-campaign playtest, two levels still crash mid-mission. No audio yet; AI pacing and cutscenes are rough.

Documentation

  • The two-agent development case study — goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn't work.
  • Development process — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
  • Internals — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
  • Porting notes — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
  • Building — full build and asset-extraction guide.