forked from Ports/goldeneye-pc-port
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)
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@@ -8,7 +8,7 @@
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> The full single-player campaign runs at a steady 60 fps with audio (music +
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> SFX) playing throughout, on Windows and Linux including Steam Deck, and it
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> is completable end to end: the whole campaign has been playtested through
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> all 21 missions (Agent difficulty). It's an early public cut: all 21 solo
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> all 20 missions (Agent difficulty). It's an early public cut: all 20 solo
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> missions load and run crash-free, but the known issues below are real;
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> feedback is very welcome. **This is a pre-1.0 release, not a finished
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> product** — expect rough edges and missing features until v1.0; see the
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@@ -126,7 +126,7 @@
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<div class="rows">
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<div class="statusline">Status: <span class="status">RELEASED v0.3.0 — WINDOWS · LINUX · STEAM DECK</span></div>
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<div class="stats">
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<span class="k">Statistics:</span><span>All 21 solo missions — full campaign completed in playtesting</span>
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<span class="k">Statistics:</span><span>All 20 solo missions — full campaign completed in playtesting</span>
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<span></span><span>~230 game-code units, compiled unmodified</span>
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<span></span><span>~24k lines C/C++ · ~7k Python (port layer + tools)</span>
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<span></span><span>199 findings root-caused · two coding agents, one human, part-time</span>
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@@ -51,8 +51,9 @@ Run `/linkcheck` for this sweep. Record new findings in `docs/dev/findings.md`
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- **Phase 0–1.5:** done. Build system, boot chain, OS-shim layer, fast3d
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integration, first frames, full intro rendering.
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- **Phase 2 (rendering):** in progress. All 21 solo levels load + render +
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survive an unattended window; front end (menu → mission select → briefing →
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- **Phase 2 (rendering):** in progress. All 20 solo missions (plus the
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ending-credits sequence, `-level_54`) load + render + survive an
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unattended window; front end (menu → mission select → briefing →
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start) is functional; file-backed EEPROM saves work. Cosmetic defects are
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parked in `docs/dev/GRAPHICS-BACKLOG.md`.
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- **Phase 3 (audio + input):** input layer done (`port/src/input.c`); polish
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@@ -73,9 +73,10 @@ listed plainly there.
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## Status
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**v0.3.0 - playable, with known rough edges.** The full single-player
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campaign is completable end to end (all 21 missions, Agent difficulty,
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playtested), at a steady 60 fps; all 21 solo missions load, render and run
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crash-free, verified on Windows, Linux and real Steam Deck hardware. Feedback
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campaign is completable end to end (all 20 missions, Agent difficulty,
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playtested), at a steady 60 fps; all 20 solo missions — plus the
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end-of-campaign credits sequence — load, render and run crash-free, verified
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on Windows, Linux and real Steam Deck hardware. Feedback
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is very welcome.
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What a release actually installs (no networking, no telemetry, no ROM or
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@@ -84,8 +85,8 @@ game's logic: [Security & fidelity status](docs/security-and-fidelity-status.md)
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**Working:** boot sequence and front end (menu → mission select → briefing →
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start), front-end menu navigation on the left stick to match the F10 overlay
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(D282); all 21 solo missions load, render and are crash-free (full campaign
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playtested end to end at Agent difficulty); steady 60 fps
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(D282); all 20 solo missions load, render and are crash-free (full campaign
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playtested end to end at Agent difficulty, including the ending sequence); steady 60 fps
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(software RSP off the presentation critical path); full audio: in-level music and SFX; keyboard + mouse (click-to-lock, proportional aim mode, a single
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simplified sensitivity control) and a modern dual-stick controller layout;
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automatic widescreen FOV scaling; Bond is fixed in cutscenes (no more
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@@ -47,7 +47,7 @@ Objective status: `src/game/objective_status.c`
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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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## The 20 solo missions (+ ending sequence; mission order — numbers = `-level_XX`)
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| # | Level | -level | Briefing asset |
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|---|---|---|---|
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@@ -71,7 +71,14 @@ Objective status: `src/game/objective_status.c`
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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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| — | *Ending sequence* ("Cuba") | 54 | not a playable mission — cast/credits stage (D129) |
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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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(Mission table: `front.c`, `mission_folder_setup_entries` — exactly 20
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playable missions; the game's own enum says it, `SP_LEVEL_MAX // 20` in
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`bondconstants.h`). "Cuba" (`-level_54`, `LEVELID_CUBA`) is **not** a
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selectable mission: after the final mission the front end jumps straight to
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it for the extended cast display + credits scroll
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(`front.c` `selected_stage = LEVELID_CUBA` → `do_extended_cast_display(TRUE)`;
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`bondviewRenderCredits`, D129). Older docs and sweep logs count it as a 21st
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"level" — the campaign is 20 missions; "21/21" sweep results mean 21 stage
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boots, of which 20 are missions.)
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@@ -1,4 +1,10 @@
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# LEVEL-STATUS — 21 solo-level load+render sweep (WS4)
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# LEVEL-STATUS — level load+render sweep (WS4) — 20 solo missions + ending sequence
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**Counting note:** the campaign is **20 playable missions** (`SP_LEVEL_MAX //
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20` in `bondconstants.h`; `mission_folder_setup_entries` in `front.c` has
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exactly 20 entries). The sweep's 21st boot target, "Cuba" (`-level_54`,
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`LEVELID_CUBA`), is the end-of-campaign cast/credits stage (D129), not a solo
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mission — so "21/21 PASS" below means *21 stage boots*, 20 of them missions.
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Method: bare `./build-pc/ge007.x86_64.exe -level_XX` (per-level `-m*` pools
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auto-injected, D121), `GE_PCDUMP="80-260:40"`, ~24 s watchdog then
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+1
-1
@@ -19,7 +19,7 @@ as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the
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same Rare "Indy" engine family, one hardware generation apart.
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**Status: v0.3.0.** The full single-player campaign runs at a steady 60 fps
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and is completable end to end (all 21 missions playtested); all 21 missions
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and is completable end to end (all 20 missions playtested); all 20 missions
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load and run clean on Windows, Linux and Steam Deck, and audio (music + SFX)
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plays throughout. The known rough edges — mostly cosmetic rendering defects,
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stretched-not-native widescreen, and missing features — are listed plainly
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@@ -82,7 +82,8 @@ port of the N64's PRNG, but wasn't — a shift-operation helper didn't match
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the real MIPS64 instruction semantics it was meant to mirror. This was
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independently confirmed by hand-tracing the assembly against the C port,
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tracked as finding D284, and fixed before the release (verified clean
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across a full 21-level sweep, no crashes). It affected loot placement, AI
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across a full level sweep — all 20 missions plus the ending sequence —
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no crashes). It affected loot placement, AI
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behavior variance, and replay-state determinism from the very first random
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draw, in every release before v0.3.0. Because of the fix, RNG-derived
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output — including the save-file CRC — changed, which meant existing save
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