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- Commit CLAUDE.md + AGENTS.md so a fresh clone has the operating manual and
the ABI/no-game-logic rules (trimmed of stale phase status; the personal
pd_port path removed; points at the split docs).
- Sweep every stale doc reference across the tree after the restructure:
PCPortResearch.md -> internals.md / dev/findings.md,
PORT-LEARNINGS.md -> porting-notes.md,
AGENT-WORKFLOW.md -> dev-process.md,
docs/{GRAPHICS-BACKLOG,HANDOFF-ARCHIVE,GE-ENV-PROBES,LEVEL-*,TEXTURE-GLITCH-ANALYSIS,AUDIT-M6-*,AUDIO-PLAN}.md -> docs/dev/.
- Drop the superseded docs/PLAN-linear-level-sweep.md.
- docs/HANDOFF.md + docs/BACKLOG.md stay local-only (rolling working files);
CLAUDE.md now handles their absence in a fresh clone.
78 lines
3.1 KiB
Markdown
78 lines
3.1 KiB
Markdown
# LEVEL-PLAYTEST — WS6 human completion-validation checklist
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Run **after** `docs/dev/LEVEL-STATUS.md` is all-21 load+render PASS. This is
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the part that needs real input — a human plays each level start to finish
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and confirms it matches retail. Findings feed a WS5-style triage round
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(log each as a crash-class row or a new Dxx candidate).
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## How to run one level
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```sh
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export PATH="/c/msys64/mingw64/bin:$PATH" && ./build-pc.sh ntsc-final
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./build-pc/ge007.x86_64.exe -level_XX # bare — pools auto-injected (D121)
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```
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Controls: `port/src/input.c` — keyboard+mouse or SDL gamepad. Mouse-look is
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mode-aware since M-24 (hold RMB = analog aim). **M-24 input/QoL changes +
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what to verify while playing: `docs/M-24-QOL-REVIEW.md`.** Tune feel in
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`data/ge007.ini` `[Input]` (`MouseAimSpeed` 50, `MouseTurnSpeed` 100,
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`MouseInvertY` 0) with the game closed. Known residual (do not re-log):
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D118a — hipfire pitch is digital vs analog yaw. **F12** = screenshot to
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`ppm/shot_NNN.ppm`. **Mouse wheel** = cycle weapon. **Alt-Enter** =
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fullscreen. Alt-tab away frees the cursor (re-grabs on focus). Title bar
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shows FPS.
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Difficulty for a bare `-level_XX` boot defaults to Agent; use the menu path
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(mission select → difficulty) to test 00/007.
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Objective status: `src/game/objective_status.c`
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(`get_status_of_objective()` `:161`); objective propDefs are
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`PROPDEF_OBJECTIVE_*` (`bondconstants.h:4332`).
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## Per-level checklist (copy this block per level)
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```
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### <Level> (-level_XX) difficulty tested: [ ] Agent [ ] Secret Agent [ ] 00 Agent
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- [ ] Spawn point + start orientation match retail
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- [ ] Geometry / textures / lighting recognisable, no missing rooms
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- [ ] Guards spawn, path, react, take/deal damage, die correctly
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- [ ] Doors / lifts / switches / destructibles work
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- [ ] Pickups (ammo, armour, key items, gadgets) present and collectable
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- [ ] Each difficulty-gated objective reachable AND registers COMPLETE
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(objective_status)
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- [ ] Alarms / reinforcements / scripted events fire
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- [ ] Level exit trigger fires → MISSION COMPLETE (not a hang / wrong screen)
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- [ ] Auto-advance to next briefing works
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- [ ] Frame rate + timing acceptable
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- Notes / defects:
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```
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## 21 solo levels (mission order — numbers = `-level_XX`)
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| # | Level | -level | Briefing asset |
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|---|---|---|---|
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| 1 | Dam | 33 | UbriefdamZ |
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| 2 | Facility | 34 | UbriefarkZ |
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| 3 | Runway | 35 | UbriefrunZ |
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| 4 | Surface 1 | 36 | UbriefsevxZ |
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| 5 | Bunker 1 | 09 | UbriefsevbunkerZ |
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| 6 | Silo | 20 | UbriefsiloZ |
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| 7 | Frigate | 26 | UbriefdestZ |
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| 8 | Surface 2 | 43 | UbriefsevxbZ |
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| 9 | Bunker 2 | 27 | UbriefsevbZ |
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| 10 | Statue | 22 | UbriefstatueZ |
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| 11 | Archives | 24 | UbriefarchZ |
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| 12 | Streets | 29 | UbriefpeteZ |
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| 13 | Depot | 30 | UbriefdepoZ |
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| 14 | Train | 25 | UbrieftraZ |
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| 15 | Jungle | 37 | UbriefjunZ |
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| 16 | Control | 23 | UbriefcontrolZ |
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| 17 | Caverns | 39 | UbriefcaveZ |
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| 18 | Cradle | 41 | UbriefcradZ |
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| 19 | Aztec | 28 | UbriefaztZ |
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| 20 | Egypt | 32 | UbriefcrypZ |
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| 21 | Cuba | 54 | (post-Egypt unlock) |
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(Mission table: `front.c:433`. Cuba = `LEVELID_CUBA`, not in the standard
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folder list — unlocked after Egypt.)
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