Files
goldeneye-pc-port/docs/index.md
T
James Dansereau 646798be56 docs(M-102): fix findings-index false-positive, release <version> bug, land parked site cleanup (#53)
* docs(M-102): fix findings-index false-positive, release <version> bug, land parked site cleanup

Docs triage pass (docs/dev/notes/PROMPT-docs-triage-session.md).

- gen_findings_index.py: D194's row was silently bucketed FIXED (an open
  design item) because it had no distinct status cell, so the generator's
  fallback keyword search matched "fixed" somewhere inside 6,500 chars of
  narrative -- the same misleading-index failure mode that cost a session
  on D227 (see docs/dev/findings.md SS H "D227 -- M-98"/"M-99"). Gave D194
  a real status cell. Also extended LEAD_RE/bucket() with 5 verdict tokens
  already in use in the doc (ANALYZED, GUARDED, DIAGNOSTIC SHIPPED,
  ROOT-CAUSED, NOT A BUG) and added a leading verdict word to 4 more rows
  that had a status cell but no recognized token -- fixes all 10 rows the
  generator previously bucketed "?" (D175 D174 D173 D220 D160 D133 D136
  D156 D153, plus D194). findings-index.csv regenerated; --check passes;
  diff reviewed, only these 10 rows moved.
- ci.yml: release-notes.md's <version> placeholders were never substituted
  before `gh release create --notes-file`, so every published release body
  (including the live v0.1.0 release) ships the literal text. Now sed'd to
  the tag first.
- Landed docs/dev/notes/UNLANDED-docs-site-cleanup-steps3-5.{md,patch}
  (parked M-101, never pushed, branch deleted): deletes the orphaned
  docs/StructureGuide.md (0 tracked references), adds title/description
  frontmatter to 5 published Pages docs, rewrites docs/index.md's stale
  "Phase 2 of 4 / no audio yet / 19-of-21" status text to match the
  current README. The 2 files whose hunks no longer applied via `git am`
  (docs/index.md, docs/dev/agentic-development.md) were redone by hand
  against current main.
- docs/BACKLOG.md (local, gitignored): retargeted a dead
  docs/PORT-LEARNINGS.md reference to docs/porting-notes.md.

Larger triage items (findings.md monster-row convention, full
status-accuracy sweep, duplicate-defect clustering, dev-notes plan
triage, HANDOFF rotation policy) scoped but not started -- see
docs/dev/notes/FOLLOWUP-docs-triage-session.md (gitignored).

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

* docs/index.md: fix stale in-level-music claim before merge

This PR predates the M-102c/M-105 correction (already landed in the
README via PR #55): in-level music is NOT absent, it plays with some
tracks having wrong-sounding instruments / occasional garbling (D77
fixed, D230 filed for the residual). This branch's own rewritten Status
paragraph still said music 'doesn't yet' play -- fixing it to match
before merge so main doesn't briefly regress to a stale claim this
session already corrected elsewhere.
2026-09-12 09:33:54 -04:00

2.1 KiB

title, description
title description
GoldenEye 007 PC Port Landing page for the GoldenEye 007 PC port — what it is, current status, and links to the build guide and engineering documentation.

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's also a case study in AI-agent collaboration on a large, 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: alpha, v0.1.0 released. Runs the full single-player campaign — all 21 missions load, render, and are crash-free; a full re-playthrough confirming all 21 completable start to finish is still owed. In-level sound effects and in-level music both play; a handful of tracks have wrong-sounding instruments or occasional garbling. 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.