docs: SEO round 2 (Bing) - demote per-page h1 to h2 site-wide, re-trim meta description, bump README/Pages to v0.2.1

Bing Webmaster re-flagged the site after the first SEO pass (32f193a0):
- Every Jekyll-processed doc page (building.md, dev-process.md, internals.md,
  porting-notes.md, dev/agentic-development.md, plus index.md caught last
  time) opens with its own "# Heading" on top of the Cayman theme's masthead
  <h1 class="project-name">, so all of them emitted two h1 tags, not just the
  homepage. Demoted each page's opening heading to h2 -- anchor slugs are
  unaffected (kramdown ids don't depend on heading level).
- index.md's meta description was 161 chars (1 over Bing's 160 limit) and
  still said v0.2.0; re-trimmed to 133 chars and bumped to v0.2.1.
- README.md and docs/index.md's Status lines/comparison table bumped from
  v0.2.0 to v0.2.1 to match the actual current release.

Verified against a live, cache-busted fetch of the deployed Pages site
(the first Bing report was reading a stale CDN edge cache from before the
32f193a0 deploy, per its own Last-Modified header) that the underlying fix
was already live; this pass addresses what was still genuinely wrong.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
This commit is contained in:
James Dansereau committed 2026-09-15 10:04:02 -04:00
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@@ -12,7 +12,7 @@ in a dedicated `port/` layer, following the architecture of the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the same
Rare "Indy" engine family, one hardware generation apart.
**v0.2.0** is out for Windows and Linux (including Steam Deck, where the
**v0.2.1** is out for Windows and Linux (including Steam Deck, where the
Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps
with known rough edges ([Status](#status)). Free to download, build on and
modify (you bring the ROM).
@@ -43,7 +43,7 @@ See [Background](#background).
Both bundles contain **no ROM and no game assets**: you supply your own
(see [Requirements](#requirements)), which keeps the release legal to
distribute. Earlier builds: v0.1.0 alpha, same page. You can also build it
distribute. Earlier builds: v0.2.0 and v0.1.0 alpha, same page. You can also build it
yourself; see [Building](#building).
### Quick start
@@ -57,12 +57,12 @@ included or distributed. Then:
2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
3. Launch the executable from that folder. The first run takes a few extra seconds: it detects the ROM and generates the derived asset folders once (no Python or other tooling needed).
Read the [Status](#status) caveats first: v0.2.0 has known rough edges,
Read the [Status](#status) caveats first: v0.2.1 has known rough edges,
listed plainly there.
## Status
**v0.2.0 - playable, with known rough edges.** The full single-player
**v0.2.1 - playable, with known rough edges.** The full single-player
campaign is completable end to end (all 21 missions, Agent difficulty,
playtested), at a steady 60 fps; all 21 solo missions load, render and run
crash-free, verified on Windows, Linux and real Steam Deck hardware. Feedback
@@ -92,6 +92,8 @@ Windows and Linux.
white blobs and the Rareware logo's texture filtering looks wrong (D75).
- The F10 overlay's bottom row duplicates whatever item is currently selected
(D251).
- Surface 1's 2D billboard trees render as a solid wall of tree texture
instead of discrete sprites (D236). Under active investigation.
- **Steam Deck:** one intermittent SIGSEGV remains in heavy firefights (D255);
current builds capture full faulting registers in `ge007.crash.log`.
- Assorted further cosmetic defects are tracked in
@@ -170,7 +172,7 @@ code with this one.
| **How** | Decompilation-based source port: human-reconstructed C, compiled for the host; game logic runs as written | Static binary recompilation: the shipped machine code is auto-translated to C; no source-level understanding |
| **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family |
| **Renderer** | Software RSP → OpenGL | Hardware (Vulkan) |
| **Status** | v0.2.0 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer |
| **Status** | v0.2.1 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game with online multiplayer |
| **Why it exists** | To run the *original* N64 game from source, and as a [case study in AI-agent collaboration](#background) on a hard low-level codebase | To get a playable PC release of the remaster |
They answer a different question: how to get the *remaster* onto PC by
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@@ -3,7 +3,7 @@ title: Building
description: Full build and asset-extraction guide for the GoldenEye 007 PC port, covering Windows (MSYS2) and Linux.
---
# Building the PC port
## Building the PC port
Stages:
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@@ -3,7 +3,7 @@ title: Development Process
description: The investigation workflow behind the port; task budgets, file partitioning, and the finding-log discipline used across sessions and agents.
---
# How this port is developed
## How this port is developed
Most of this port's work is not writing code; it is **diagnosis**: figuring
out which N64 hardware or ABI behavior a piece of unmodified game code is
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@@ -3,7 +3,7 @@ title: Agentic Development
description: A case study in two AI coding agents porting a Nintendo 64 game to PC; the setup, timeline, handoff workflow, and an honest assessment of what worked.
---
# Agentic development: two AI coding agents porting GoldenEye 007
## Agentic development: two AI coding agents porting GoldenEye 007
*How this port was actually built: a local open-weight model (Qwen 3.8 on a
single RTX 5090) and a hosted frontier model (Claude / Claude Code) handing
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@@ -1,10 +1,10 @@
---
title: GoldenEye 007 PC Port
# v0.2.1 (Bing SEO): meta description trimmed to ~160 chars (was 277).
# v0.2.1 (Bing SEO round 2): re-shortened to 133 chars (was 161, 1 over
# Bing's 160 limit) and bumped the stale v0.2.0 mention.
description: >-
A native PC port of the 1997 N64 classic, built from decompiled source with
a software RSP. v0.2.0 for Windows and Linux (incl. Steam Deck) -- bring
your own ROM.
a software RSP. v0.2.1 for Windows, Linux and Steam Deck.
---
<!-- v0.2.1 (Bing SEO): the "# GoldenEye 007 PC Port" h1 was removed here --
@@ -17,7 +17,7 @@ N64's graphics coprocessor (RSP) running in software, the same architecture
as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the
same Rare "Indy" engine family, one hardware generation apart.
**Status: v0.2.0.** The full single-player campaign runs at a steady 60 fps
**Status: v0.2.1.** The full single-player campaign runs at a steady 60 fps
and is completable end to end; all 21 missions load and run clean on Windows
and Linux (one intermittent Steam Deck crash remains, listed below), and
audio (music + SFX) plays throughout. The known
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@@ -3,7 +3,7 @@ title: Internals
description: Architecture behind the PC port; the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, and the phased development plan.
---
# GoldenEye 007 PC Port: architecture & plan
## GoldenEye 007 PC Port: architecture & plan
> This began as the pre-implementation research note and is kept as the
> architecture reference. Sections 1–9 describe the design; section 10 lists
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@@ -3,7 +3,7 @@ title: Porting Notes
description: A field guide to the recurring N64-to-PC bug classes hit while running unmodified big-endian game code on a 64-bit host, each with its symptom and fix.
---
# Porting notes: recurring N64→PC bug classes
## Porting notes: recurring N64→PC bug classes
A field guide to the bug classes that keep recurring when running big-endian
32-bit N64 game code, unmodified, on a little-endian 64-bit host. Terse by