Post-v0.5.0 docs: Pages markdown fix, credit line, release-notes template, ROADMAP/D572

- Pages: the two cblock sections render as markdown under GitHub Pages'
  kramdown (markdown="1"); the Download block's unparsed `<file>` had swallowed
  every heading below it. Gallery alt text says 3840x2160.
- Credit line (README "How it was made" + social preview card): several coding
  agents directed by one maintainer, with a handful of contributors; card
  findings count 430.
- Release-notes template: drop the stale header-stills comment and the Aztec
  re-check-owed note.
- ROADMAP: Windows display-scaling (not DPI-aware) item
  D572: CI-tarball verification (glibc floor, X220 + Deck fresh
  install, 21/21 pixel gate on both).
This commit is contained in:
James Dansereau committed 2026-10-07 12:04:04 -04:00
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@@ -5,10 +5,6 @@
<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v<version>/docs/img/shots/feature-options.jpg" width="340" alt="The PC options menu: custom crosshair colour sliders"> <img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v<version>/docs/img/shots/feature-options.jpg" width="340" alt="The PC options menu: custom crosshair colour sliders">
</p> </p>
<!-- MAINTAINER: header stills are from the public capture set (docs/img/shots/).
The 15 MB gameplay-montage gif was dropped from the repo on the v0.5.0
docs media pass (C3); the project index now uses a still carousel. -->
Platforms: **Windows x86-64** and **Linux x86-64 (including Steam Deck)**. Platforms: **Windows x86-64** and **Linux x86-64 (including Steam Deck)**.
Region: **NTSC-U (US) only**. See [Known issues](#known-issues). Region: **NTSC-U (US) only**. See [Known issues](#known-issues).
@@ -219,7 +215,6 @@ Rendering and gameplay fidelity:
- **Banded walls near explosions:** in Aztec's dark corridor, walls near rocket - **Banded walls near explosions:** in Aztec's dark corridor, walls near rocket
fire turned into black/white/yellow/blue bands (also seen on the Deck); fixed fire turned into black/white/yellow/blue bands (also seen on the Deck); fixed
by clamping colour-combiner inputs to the range the N64 can produce (D548). by clamping colour-combiner inputs to the range the N64 can produce (D548).
Build-verified; a live Aztec re-check is owed.
- **Rocket and thrown-item crashes/clipping:** a player-fired rocket could pass - **Rocket and thrown-item crashes/clipping:** a player-fired rocket could pass
through the ground when fired near Bond's feet (a stack-layout difference through the ground when fired near Bond's feet (a stack-layout difference
from the N64, D545), and the same class of bug is fixed in thrown grenades, from the N64, D545), and the same class of bug is fixed in thrown grenades,
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<span class="k">Statistics:</span><span>All 20 solo missions &mdash; full campaign completed in playtesting</span> <span class="k">Statistics:</span><span>All 20 solo missions &mdash; full campaign completed in playtesting</span>
<span></span><span>~210 game-code units, compiled unmodified</span> <span></span><span>~210 game-code units, compiled unmodified</span>
<span></span><span>~34k lines C/C++ &nbsp;&middot;&nbsp; ~10k Python (port layer + tools)</span> <span></span><span>~34k lines C/C++ &nbsp;&middot;&nbsp; ~10k Python (port layer + tools)</span>
<span></span><span>407 findings logged &nbsp;&middot;&nbsp; two coding agents, one human, part-time</span> <span></span><span>430 findings logged &nbsp;&middot;&nbsp; AI coding agents + a handful of contributors</span>
</div> </div>
</div> </div>
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@@ -421,7 +421,8 @@ these matter to you, open an issue — it helps prioritize.
## How it was made ## How it was made
The port was built by two coding agents, directed by one person part-time. The port was built by several coding agents directed by one maintainer, with
contributions from a handful of people (credited in the release notes).
A local open-weight model (`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the A local open-weight model (`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the
[pi](https://github.com/earendil-works/pi) agent) did the groundwork: build, boot chain, [pi](https://github.com/earendil-works/pi) agent) did the groundwork: build, boot chain,
software-RSP integration, asset pipeline, first frames. **Claude Code** software-RSP integration, asset pipeline, first frames. **Claude Code**
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@@ -181,6 +181,7 @@ A single campaign pass with these on the checklist would clear most of them.
| Statue/Cradle hitching (maintainer, 2026-09-30) | parked (not player-visible, 2026-10-02) | `GE_PERFSTAT` spike counters | **Diagnosed (D475, D477, D480):** no sustained load — the ~33 ms frames are the frame limiter skipping a retrace after a late gfx task (`boss.c`, D13-class timing); CPU bursts were CI-palette re-imports (ruled out, D477) and in-play shader compiles (fixed, D480). **Parked 2026-10-02:** a play session with the timeline probe felt no hitching. Reopen only if a visible hitch is reported (lever: pre-warm at level load). | | Statue/Cradle hitching (maintainer, 2026-09-30) | parked (not player-visible, 2026-10-02) | `GE_PERFSTAT` spike counters | **Diagnosed (D475, D477, D480):** no sustained load — the ~33 ms frames are the frame limiter skipping a retrace after a late gfx task (`boss.c`, D13-class timing); CPU bursts were CI-palette re-imports (ruled out, D477) and in-play shader compiles (fixed, D480). **Parked 2026-10-02:** a play session with the timeline probe felt no hitching. Reopen only if a visible hitch is reported (lever: pre-warm at level load). |
| Steam Deck preset skipped when first launched from Desktop Mode | verify | D283 | Fixed on `release/v0.4.1`: the Deck is detected by DMI hardware id (Valve Jupiter/Galileo; `STEAMOS` as a second signal) and the preset applies once per ini, only while Fullscreen/Maximized are untouched. Only a Windows build and a Linux `-fsyntax-only` check ran. **Owed: one run on a real Deck** (Desktop-Mode-created ini, then Game Mode; expect fullscreen 1280x800 and the log line `video: Steam Deck (DMI Valve ...)`). The Known-issues row goes when this ships. | | Steam Deck preset skipped when first launched from Desktop Mode | verify | D283 | Fixed on `release/v0.4.1`: the Deck is detected by DMI hardware id (Valve Jupiter/Galileo; `STEAMOS` as a second signal) and the preset applies once per ini, only while Fullscreen/Maximized are untouched. Only a Windows build and a Linux `-fsyntax-only` check ran. **Owed: one run on a real Deck** (Desktop-Mode-created ini, then Game Mode; expect fullscreen 1280x800 and the log line `video: Steam Deck (DMI Valve ...)`). The Known-issues row goes when this ships. |
| Windows 7 | open | #98 | **Re-checked 2026-10-02: likely feasible around 1.0.** The exe imports no Windows 8+ functions and the bundled SDL2 2.32.10 still supports Windows 7. The real blocker is the first-run converter `ge007-convert.exe` (PyInstaller, Python 3.9+): the native C converter (#6 Part B) removes it, or a separate Python 3.8 build. Work: one Windows 7 VM test, then manual per-release checks (CI cannot test it). Supersedes the earlier 'won't-fix' call. | | Windows 7 | open | #98 | **Re-checked 2026-10-02: likely feasible around 1.0.** The exe imports no Windows 8+ functions and the bundled SDL2 2.32.10 still supports Windows 7. The real blocker is the first-run converter `ge007-convert.exe` (PyInstaller, Python 3.9+): the native C converter (#6 Part B) removes it, or a separate Python 3.8 build. Work: one Windows 7 VM test, then manual per-release checks (CI cannot test it). Supersedes the earlier 'won't-fix' call. |
| Windows display scaling: the game is not DPI-aware on scaled displays | open | — | Seen 2026-10-07 during the v0.5.0 4K captures: on a 3840x2160 display at 125% Windows gives the game a 3072x1728 surface and stretches it, so the picture is softer than native. `gfx_sdl2.cpp` sets `SDL_HINT_WINDOWS_DPI_AWARENESS` only when `allow_hidpi` is off; setting it (`permonitorv2`) on the HiDPI path too renders at native resolution. Workaround today: environment variable `SDL_WINDOWS_DPI_AWARENESS=permonitorv2`. |
## 5. Modern-remaster layer (port features beyond the N64) ## 5. Modern-remaster layer (port features beyond the N64)
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@@ -18410,3 +18410,10 @@ no longer serves `python3-pip`, so pip comes from a hash-pinned `get-pip.py`
SDL `GLIBC_2.4`, `ge007-convert` built against 2.31. Verified: the container SDL `GLIBC_2.4`, `ge007-convert` built against 2.31. Verified: the container
build run by hand on the X220 (podman) — fresh install there (ROM only -> build run by hand on the X220 (podman) — fresh install there (ROM only ->
converter -> boot -> clean quit, exit 0). No source changes; packaging only. converter -> boot -> clean quit, exit 0). No source changes; packaging only.
CI-built tarball (run 37623073542, c45dece7, the v0.5.0 packaging): floor
`GLIBC_2.29`, bundled SDL identifies as `SDL-release-2.30.0`. Fresh install
(empty folder + ROM -> converter -> boot -> clean quit, exit 0) passed on the
X220 (Fedora 37, glibc 2.36: the box the 24.04 tarball refused to start on) and
the Steam Deck; the 21-level pixel gate ran on that binary on both, 21/21 PASS
each. Shipped in v0.5.0.
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@@ -30,7 +30,7 @@ Rare "Indy" engine family, one hardware generation apart.
## Status ## Status
<div class="cblock"> <div class="cblock" markdown="1">
### v0.5.0 (2026-10-07) — split-screen multiplayer, one options menu, closer to the N64. ### v0.5.0 (2026-10-07) — split-screen multiplayer, one options menu, closer to the N64.
@@ -98,7 +98,7 @@ single tracker for what comes next.
## Download ## Download
<div class="cblock"> <div class="cblock" markdown="1">
| Platform | Bundle | Notes | | Platform | Bundle | Notes |
|---|---|---| |---|---|---|
@@ -214,7 +214,7 @@ architecture, the N64→PC bug catalogue, and how the project is developed.
i = (n + slides.length) % slides.length; i = (n + slides.length) % slides.length;
img.src = slides[i].src; img.src = slides[i].src;
img.alt = "GoldenEye 007 PC port — " + slides[i].cap + img.alt = "GoldenEye 007 PC port — " + slides[i].cap +
", in-engine capture, 3072×1728"; ", in-engine capture, 3840×2160";
cap.textContent = slides[i].cap; cap.textContent = slides[i].cap;
idx.textContent = (i + 1) + " / " + slides.length; idx.textContent = (i + 1) + " / " + slides.length;
} }