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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@@ -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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