* README: 32 s gameplay preview montage (mp4) + preview-video runbook * Prune: drop superseded goldeneye-demo.gif (replaced by gh-preview montage) * Docs: v0.2.0 finalization pass — final wording, aligned known issues, Deck-verified line, social preview card - README + pages site: 'v0.2.0 (pre-release)' -> v0.2.0 throughout; the stale 'not yet verified on real Deck hardware' line is replaced with the playtest fact (D253 fixed, D255 still open). - Known-issues lists in README + site now match the release notes one-for-one (adds the F10 bottom-row duplicate D251 and the intermittent Deck SIGSEGV D255; D243/D230/D252/D245/D246/D75 carry their finding labels). - Working list mentions AllUnlocked default-ON (D257) with the F10 opt-out. - First-public-release note added to the README hero and site status line, hedged with 'to our knowledge'. - social-preview.png (1280x640 GitHub link card) composed from a gameplay frame of the preview montage; scratchpad/make-social-preview.py is the local recipe (gitignored, like make-preview.py). - Commit docs/img/shots/manifest.csv (gallery -> source recording map); gitignore the regenerable CONTACT-SHEET.jpg; drop scratch-gdb-cmds.txt. * Social preview: regenerate card from updated briefing HTML (v0.2.0 final wording) The PNG committed earlier was a screenshot of the rendered site (stale wording, video element unrendered). The canonical source is .github/social-preview.html per .github/social-preview.md; update its Status/Statistics lines to the v0.2.0 final state and re-render: - Status: RELEASED v0.2.0 — WINDOWS · LINUX · STEAM DECK - All 21 solo missions — full campaign completed in playtesting - ~22k lines C/C++ · ~10k Python (port layer + tools) - ~250 bugs root-caused · two coding agents, one human, part-time Verified by pixel-diff against the previous render: only the four text bands changed; title/fonts/layout identical. Drop the unreferenced root-level social-preview.png. * docs: refresh social preview + status for v0.2.0 playtest results - Social card: 'RELEASED v0.2.0', 21/21 missions completed in playtesting, ~250 bugs fixed, two agents + one human; re-rendered the PNG from the canonical .github/social-preview.html source (pixel-diff vs the old render shows only the four edited text bands changed) - README Status: campaign now claimed as completable end to end (user playtest: full campaign, Agent difficulty, PC); Working list matches - findings: D255 updated with the Deck register capture (Rdi=nil -> NULL ObjectRecord.model, destroy-path ordering case confirmed; truncation ruled out) and the rule-#2 sign-off question for a guard; D254 field-verified * docs: regenerate findings index (D254/D255 status updates)
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GitHub preview video — runbook
The README embeds docs/media/goldeneye-gh-preview.mp4 (the gif of the same
name is too heavy for GitHub; keep it only if someone wants a local copy).
It's a ~32 s, 8-clip montage of gameplay cut from ShadowPlay session
recordings.
Tooling
scratchpad/ is gitignored, so make-preview.py is a local tool (it
hardcodes local video paths anyway) — this doc is the tracked artifact. If it
goes missing, the commands below describe exactly what to rebuild. Run with
plain python.
Working files (per-clip mp4s, concat list, palette, state.json) go to
scratchpad/.preview-work/ — disposable, safe to wipe (but then re-run
build after any edit).
python scratchpad/make-preview.py list # montage index -> source session + time
python scratchpad/make-preview.py shift <i> <±sec> # nudge a clip within its source video
python scratchpad/make-preview.py set <i> <sec> # absolute source time
python scratchpad/make-preview.py replace <i> <.10|.12|.18|.19> # new random spot in a session
python scratchpad/make-preview.py regen --seed N # full random redo (same clips/lengths)
python scratchpad/make-preview.py build # re-concat + re-render from state.json
Every edit command rebuilds mp4 + gif automatically. A full rebuild takes ~30–50 s; a single-clip shift is the same cost (concat dominates). Budget one command per step if running under a timeout — cut+concat and the two gif passes together fit in ~55 s.
Source material
C:\Users\james\Videos\NVIDIA\Build-pc\new\ — ShadowPlay recordings
(3072x1728 @ 60 fps, h264), no usable audio track (cut with -an). The four
sessions and their tags are hardcoded in SESSIONS at the top of the script;
add a new session there (tag, filename suffix, duration) to use it.
Rules learned from review rounds
- Never start a clip in the first ~60 s of a session: desktop / boot /
menus. (
MIN_START) - Bad zones — source times that show non-gameplay; random picks avoid
them and
replaceshould too. Currently known (inBAD_ZONES):.10@ ~395–425 s: file-select menu.10@ ~1290–1420 s: watch close-up (appears twice in that session) Add new ones here whenever a review round finds another.
- Clip length 4 s is the sweet spot; 5 s starts to drag, <3 s flickers.
- Same-session spacing: two clips from one session ≥90 s apart, or they read as a repeat of the same scene.
- When told "roll forward/back ~N seconds", use N ± a few s and prefer a high-motion moment in that window if you have keyframe stats (see below); otherwise a flat offset is fine.
- If a pick lands on a menu/loading screen, step it forward again rather than picking a new random time — the user's "a bit later/earlier" almost always means the same scene, different part.
Output spec (don't change casually)
- mp4: 1920x1080 @ 30 fps, libx264 crf 20,
+faststart, no audio. ~25 MB for 32 s. - gif: 512 px wide, 12 fps, two-pass palette (
palettegenthenpaletteuse=dither=bayer:bayer_scale=3). ~28 MB — local use only.
Optional: motion data to find "cool" moments
scratchpad/analyze-sessions.py dumps per-keyframe YAVG stats for the
session files; the diff between consecutive keyframes is a decent proxy for
"something is happening". If you need to find the coolest moment in a time
window, maximize it — but note plain random picks with spacing constraints
have been preferred by the reviewer over signal-optimized cuts, so use this
only when asked for "something cool".
ffmpeg notes (Windows)
No system ffmpeg; the script falls back to the imageio-ffmpeg static
binary (pip install imageio-ffmpeg). Pass paths as forward-slash or bare
filenames with cwd= set — drive-letter colons and backslashes break
filter-graph argument parsing.