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goldeneye-pc-port/docs/dev/LEVEL-PLAYTEST.md
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James Dansereau 5ea053667f docs: correct solo-mission count 21 -> 20 (level_54 'Cuba' is the ending-credits sequence, not a mission)
The campaign has 20 playable missions (SP_LEVEL_MAX // 20 in
bondconstants.h; mission_folder_setup_entries in front.c has exactly 20
entries). The old '21' counted -level_54 (LEVELID_CUBA), which the front
end jumps to after the final mission for the extended cast display +
credits scroll (do_extended_cast_display / bondviewRenderCredits, D129) -
it is not a selectable mission.

- README, docs/index.md, .github/release-notes.md,
  docs/security-and-fidelity-status.md: 21 -> 20 in current-status claims
- AGENTS.md phase status: same correction
- docs/dev/LEVEL-STATUS.md + LEVEL-PLAYTEST.md: relabel the level list;
  counting note explains historical '21/21 PASS' sweep results = 21 stage
  boots (20 missions + ending sequence)
- social-preview card: stat line 21 -> 20, PNG regenerated (1280x640)
2026-09-21 05:23:11 -04:00

85 lines
3.7 KiB
Markdown

# LEVEL-PLAYTEST — WS6 human completion-validation checklist
Run **after** `docs/dev/LEVEL-STATUS.md` is all-21 load+render PASS. This is
the part that needs real input — a human plays each level start to finish
and confirms it matches retail. Findings feed a WS5-style triage round
(log each as a crash-class row or a new Dxx candidate).
## How to run one level
```sh
export PATH="/c/msys64/mingw64/bin:$PATH" && ./build-pc.sh ntsc-final
./build-pc/ge007.x86_64.exe -level_XX # bare — pools auto-injected (D121)
```
Controls: `port/src/input.c` — keyboard+mouse or SDL gamepad. Mouse-look is
mode-aware since M-24 (hold RMB = analog aim). **M-24 input/QoL changes +
what to verify while playing: `docs/M-24-QOL-REVIEW.md`.** Tune feel in
`data/ge007.ini` `[Input]` (`MouseAimSpeed` 50, `MouseTurnSpeed` 100,
`MouseInvertY` 0) with the game closed. Known residual (do not re-log):
D118a — hipfire pitch is digital vs analog yaw. **F12** = screenshot to
`ppm/shot_NNN.ppm`. **Mouse wheel** = cycle weapon. **Alt-Enter** =
fullscreen. Alt-tab away frees the cursor (re-grabs on focus). Title bar
shows FPS.
Difficulty for a bare `-level_XX` boot defaults to Agent; use the menu path
(mission select → difficulty) to test 00/007.
Objective status: `src/game/objective_status.c`
(`get_status_of_objective()` `:161`); objective propDefs are
`PROPDEF_OBJECTIVE_*` (`bondconstants.h:4332`).
## Per-level checklist (copy this block per level)
```
### <Level> (-level_XX) difficulty tested: [ ] Agent [ ] Secret Agent [ ] 00 Agent
- [ ] Spawn point + start orientation match retail
- [ ] Geometry / textures / lighting recognisable, no missing rooms
- [ ] Guards spawn, path, react, take/deal damage, die correctly
- [ ] Doors / lifts / switches / destructibles work
- [ ] Pickups (ammo, armour, key items, gadgets) present and collectable
- [ ] Each difficulty-gated objective reachable AND registers COMPLETE
(objective_status)
- [ ] Alarms / reinforcements / scripted events fire
- [ ] Level exit trigger fires → MISSION COMPLETE (not a hang / wrong screen)
- [ ] Auto-advance to next briefing works
- [ ] Frame rate + timing acceptable
- Notes / defects:
```
## The 20 solo missions (+ ending sequence; mission order — numbers = `-level_XX`)
| # | Level | -level | Briefing asset |
|---|---|---|---|
| 1 | Dam | 33 | UbriefdamZ |
| 2 | Facility | 34 | UbriefarkZ |
| 3 | Runway | 35 | UbriefrunZ |
| 4 | Surface 1 | 36 | UbriefsevxZ |
| 5 | Bunker 1 | 09 | UbriefsevbunkerZ |
| 6 | Silo | 20 | UbriefsiloZ |
| 7 | Frigate | 26 | UbriefdestZ |
| 8 | Surface 2 | 43 | UbriefsevxbZ |
| 9 | Bunker 2 | 27 | UbriefsevbZ |
| 10 | Statue | 22 | UbriefstatueZ |
| 11 | Archives | 24 | UbriefarchZ |
| 12 | Streets | 29 | UbriefpeteZ |
| 13 | Depot | 30 | UbriefdepoZ |
| 14 | Train | 25 | UbrieftraZ |
| 15 | Jungle | 37 | UbriefjunZ |
| 16 | Control | 23 | UbriefcontrolZ |
| 17 | Caverns | 39 | UbriefcaveZ |
| 18 | Cradle | 41 | UbriefcradZ |
| 19 | Aztec | 28 | UbriefaztZ |
| 20 | Egypt | 32 | UbriefcrypZ |
| — | *Ending sequence* ("Cuba") | 54 | not a playable mission — cast/credits stage (D129) |
(Mission table: `front.c`, `mission_folder_setup_entries` — exactly 20
playable missions; the game's own enum says it, `SP_LEVEL_MAX // 20` in
`bondconstants.h`). "Cuba" (`-level_54`, `LEVELID_CUBA`) is **not** a
selectable mission: after the final mission the front end jumps straight to
it for the extended cast display + credits scroll
(`front.c` `selected_stage = LEVELID_CUBA` → `do_extended_cast_display(TRUE)`;
`bondviewRenderCredits`, D129). Older docs and sweep logs count it as a 21st
"level" — the campaign is 20 missions; "21/21" sweep results mean 21 stage
boots, of which 20 are missions.)