Docs: v0.2.0 finalization — README/Pages + media pass (#80)

* README: 32 s gameplay preview montage (mp4) + preview-video runbook

* Prune: drop superseded goldeneye-demo.gif (replaced by gh-preview montage)

* Docs: v0.2.0 finalization pass — final wording, aligned known issues, Deck-verified line, social preview card

- README + pages site: 'v0.2.0 (pre-release)' -> v0.2.0 throughout; the
  stale 'not yet verified on real Deck hardware' line is replaced with the
  playtest fact (D253 fixed, D255 still open).
- Known-issues lists in README + site now match the release notes one-for-one
  (adds the F10 bottom-row duplicate D251 and the intermittent Deck SIGSEGV
  D255; D243/D230/D252/D245/D246/D75 carry their finding labels).
- Working list mentions AllUnlocked default-ON (D257) with the F10 opt-out.
- First-public-release note added to the README hero and site status line,
  hedged with 'to our knowledge'.
- social-preview.png (1280x640 GitHub link card) composed from a gameplay
  frame of the preview montage; scratchpad/make-social-preview.py is the
  local recipe (gitignored, like make-preview.py).
- Commit docs/img/shots/manifest.csv (gallery -> source recording map);
  gitignore the regenerable CONTACT-SHEET.jpg; drop scratch-gdb-cmds.txt.

* Social preview: regenerate card from updated briefing HTML (v0.2.0 final wording)

The PNG committed earlier was a screenshot of the rendered site (stale
wording, video element unrendered). The canonical source is
.github/social-preview.html per .github/social-preview.md; update its
Status/Statistics lines to the v0.2.0 final state and re-render:

- Status: RELEASED v0.2.0 — WINDOWS · LINUX · STEAM DECK
- All 21 solo missions — full campaign completed in playtesting
- ~22k lines C/C++ · ~10k Python (port layer + tools)
- ~250 bugs root-caused · two coding agents, one human, part-time

Verified by pixel-diff against the previous render: only the four text
bands changed; title/fonts/layout identical. Drop the unreferenced
root-level social-preview.png.

* docs: refresh social preview + status for v0.2.0 playtest results

- Social card: 'RELEASED v0.2.0', 21/21 missions completed in playtesting,
  ~250 bugs fixed, two agents + one human; re-rendered the PNG from the
  canonical .github/social-preview.html source (pixel-diff vs the old render
  shows only the four edited text bands changed)
- README Status: campaign now claimed as completable end to end (user
  playtest: full campaign, Agent difficulty, PC); Working list matches
- findings: D255 updated with the Deck register capture (Rdi=nil -> NULL
  ObjectRecord.model, destroy-path ordering case confirmed; truncation ruled
  out) and the rule-#2 sign-off question for a guard; D254 field-verified

* docs: regenerate findings index (D254/D255 status updates)
This commit is contained in:
James Dansereau authored and GitHub committed 2026-09-13 22:12:13 -04:00
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@@ -118,18 +118,18 @@
<div class="h1">GOLDENEYE <span class="r">007</span><br><small>PC&nbsp;PORT</small></div>
<div class="meta">
Mission: Native PC port of GoldenEye, compiled from the N64 decomp project
Mission: Native PC port of GoldenEye 007, compiled from the N64 decomp project
</div>
<div class="rep">REPORT:</div>
<div class="rows">
<div class="statusline">Status: <span class="status">ALPHA v0.1.0 &mdash; PHASE 2 OF 4</span></div>
<div class="statusline">Status: <span class="status">RELEASED v0.2.0 &mdash; WINDOWS &middot; LINUX &middot; STEAM DECK</span></div>
<div class="stats">
<span class="k">Statistics:</span><span>19 / 21 solo missions completable in a full playthrough</span>
<span class="k">Statistics:</span><span>All 21 solo missions &mdash; full campaign completed in playtesting</span>
<span></span><span>~230 game-code units, compiled unmodified</span>
<span></span><span>~17k lines C/C++ &nbsp;&middot;&nbsp; ~6k Python (port layer + tools)</span>
<span></span><span>~190 bugs root-caused &nbsp;&middot;&nbsp; built in ~3 weeks, part-time</span>
<span></span><span>~22k lines C/C++ &nbsp;&middot;&nbsp; ~10k Python (port layer + tools)</span>
<span></span><span>~250 bugs root-caused &nbsp;&middot;&nbsp; two coding agents, one human, part-time</span>
</div>
</div>
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@@ -156,6 +156,9 @@ ge007.crash.log
# agent scratch space + audio probe artifacts (regenerable dumps/traces)
scratchpad/
# montage work artifact: the tiled contact sheet behind docs/img/shots/ and
# the preview video (regenerable from the same session recordings)
docs/img/shots/CONTACT-SHEET.jpg
/audiodump.raw
/audiotrace.log
/mixertrace.log
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@@ -12,9 +12,11 @@ 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 (pre-release)** 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)).
**v0.2.0** 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)). To our knowledge it's also the
first open-source port of the original N64 game to ship as a public release:
free to download, build on and modify (you bring the ROM).
It's also a case study in AI-agent collaboration on a large, low-level
codebase: two coding agents, driven by one person part-time, porting ~230
@@ -28,11 +30,10 @@ See [Background](#background).
<p align="center">
<img src="docs/img/attract-bunker1.png" width="32%" alt="Bunker 1 intro camera">
<img src="docs/media/goldeneye-demo.gif" width="32%" alt="~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives">
<video src="docs/media/goldeneye-gh-preview.mp4" width="32%" controls muted loop></video>
<img src="docs/img/attract-dam.png" width="32%" alt="Dam intro camera">
<br><em>In-engine, running in the port — Bunker&nbsp;1 and Dam attract views, and a
~15&nbsp;s clip (the clip itself has no audio track): mission dossier &rarr;
Facility &rarr; Silo &rarr; Jungle &rarr; Archives.</em>
~32&nbsp;s gameplay montage from live play sessions (the clip has no audio track).</em>
</p>
## Download
@@ -58,34 +59,46 @@ Then:
3. Run the one-time asset step: `python3 prepare-assets/prepare-assets.py` (Python 3.8+, stdlib only).
4. Launch the executable from that folder.
Read the [Status](#status) caveats first — this is a pre-release.
Read the [Status](#status) caveats first — v0.2.0 has known rough edges,
listed plainly there.
## Status
**v0.2.0 (pre-release) — playable, with known rough edges.** It runs the full
single-player campaign at a steady 60 fps with no known crashes; the point of
the pre-release is an end-to-end playtest that all 21 missions are completable
start to finish on this build — feedback is welcome.
**v0.2.0 — 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
is very welcome.
**Working:** boot sequence and front end (menu → mission select → briefing →
start); all 21 solo missions load, render and are crash-free; steady 60 fps
start); all 21 solo missions load, render and are crash-free (full campaign
playtested end to end at Agent difficulty); steady 60 fps
(software RSP off the presentation critical path); full audio — in-level music
and SFX; keyboard + mouse (click-to-lock, proportional aim mode) and a modern
dual-stick controller layout; file-backed saves; F10 in-game options overlay
(resolution, frame cap, MSAA, filtering, FOV, sensitivity); Windows and Linux.
dual-stick controller layout; file-backed saves; all levels, 007 mode and the full cheat menu unlocked by
default (F10 → *All unlocked* restores faithful N64 progression); F10 in-game
options overlay (resolution, frame cap, MSAA, filtering, FOV, sensitivity);
Windows and Linux.
**Known issues:**
- **Cutscenes glitch frequently** — skipped beats, wrong camera, misplaced or
hovering actors, wrong timing. The most visible gap in this release.
- A few in-level music tracks sound wrong (wrong instruments, occasional
garbling).
hovering actors, wrong timing; the Dam level-end cutscene is racy (D243).
The most visible gap in this release.
- A few in-level music tracks sound wrong — a wrong-sounding bass instrument
on some elevator/level tracks (D230).
- Particle colours drift through a rainbow palette instead of holding their
grey/orange intent (bullet sparks, lingering smoke/explosion residue).
- Water levels show a moving seam between two water patterns; pixel strips at
the left/right screen edges at non-integer scales; some front-end 3D models
(spinning Nintendo logo, MISSION COMPLETE / mode-select) mispositioned or
absent. Assorted further cosmetic defects are tracked in
grey/orange intent (bullet sparks, lingering smoke/explosion residue) (D252).
- Water levels show a moving seam between two water patterns (D245); thin
pixel strips at the left/right screen edges at non-integer window scales
(D246).
- Some front-end 3D models are off — the spinning Nintendo logo renders as two
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).
- **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
[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
- No macOS or ARM support; no controller rebinding UI.
@@ -102,9 +115,10 @@ installing. On SteamOS the first launch seeds `ge007.ini` with Deck-friendly
defaults — native 1280×800 fullscreen, VSync, MSAA 4, and 150% draw/LOD
distance (the authored N64 fade distances read short on the close-up panel);
everything is changeable in the options overlay and persists afterwards. The renderer is CPU-bound (software RSP); expect original N64-era
performance at 60 fps rather than more. A v0.1.0-era crash on the Deck in
Facility was never reproduced and its prime suspect has since been fixed, but
this release has not yet been verified on real Deck hardware.
performance at 60 fps rather than more. This release was playtested on real
Deck hardware — the v0.1.0-era Facility crash was never reproduced there, and
its prime suspect (D253) is fixed; one intermittent SIGSEGV in heavy
firefights remains open (D255).
**In-game settings on the Deck.** The options overlay is fully gamepad-driven:
it opens with **Select**, the D-pad or left stick (up/down) moves between
@@ -160,7 +174,7 @@ 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 pre-release; see [Status](#status) | Playable full game, higher frame rates, online multiplayer |
| **Status** | v0.2.0; see [Status](#status) | Playable full game, higher frame rates, online multiplayer |
| **Why it exists** | A [case study in AI-agent collaboration](#background) on a hard low-level codebase | A polished, playable PC release of the remaster |
If you just want to play GoldenEye on PC today, use one of the recompilation
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@@ -135,6 +135,7 @@ D250,?,FPS is inconsistent/low on many levels since the port started actually ru
D251,FIXED,F10 options overlay QoL pass:,"FIXED (port-only, port/src/optionsoverlay.c)."
D252,?,"Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).",
D253,FIXED,Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —,FIXED — Deck-verified:
D254,FIXED,Linux crash handler destroyed its own logs:,FIXED — needs one Deck crash to prove the new format in the field.
D255,OPEN,"Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle, D253 fix confirmed working —",OPEN — awaiting register capture from the Deck.
D254,FIXED,Linux crash handler destroyed its own logs:,FIXED — field-verified.
D255,OPEN,"Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle, D253 fix confirmed working —","OPEN — case identified (NULL model on an active OBJ record; destroy-path ordering), reproducible on Deck in combat (Bunker + Frigate); fix pending rule-#2 sign-off."
D256,FIXED,Saves (and config) silently failed to persist on Linux whenever the game was not launched from the directory containing data/ —,FIXED (path half) — save-flow detail still owed from the user.
D257,FIXED,"New Game.AllUnlocked option (F10, default ON for this cut):",FIXED — verified by user playtest; PR open.
1 # GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
135 D251
136 D252
137 D253
138 D254
139 D255
140 D256
141 D257
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@@ -531,8 +531,8 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D251 | **F10 options overlay QoL pass: (a) bottom rows drawn off-screen in the in-game 2D space — the layout assumed a ~320×240 field and hard-fit all rows, but `viSetXY` gives 440×330 on front-end screens (`src/game/front.c:8618`) vs 320×240 in-game (`front.c:8628`), so with 17 rows × 15u pitch + 2 header rows the last rows land at y≈282, off-screen whenever the panel is opened in-level; (b) MSAA row only cycled forward — `rowAdjust()`'s `ROW_MSAA` case clamped its index to [0,3] instead of wrapping, so left-click stuck it at 8x with no way down via clicks; (c) manual % rows (`Video.DrawDistance`/`Video.LodDistance`) showed unconditionally even while their `*AutoFov` toggles were on, where the percent is inert/misleading. | **FIXED (port-only, `port/src/optionsoverlay.c`).** (a) The panel now computes how many rows fit the *actual* current 2D height (`maxVisibleRows()` from `viGetY()`) and scrolls: a visible-row window (`s_scroll`) follows the selection, driven by wheel (`optionsOverlayScroll`) and arrow/D-pad at the list edges; layout, mouse hit-testing (`overlayRowAtY` now returns a visible position) and keyboard nav all index the visible list (`s_visIdx`/`s_visN`, `s_sel` is now a visible-list index), so it fits both 240- and 330-tall spaces with no per-space tuning. (b) `ROW_MSAA` wraps `(idx + dir + 4) % 4` — OFF→2x→4x→8x→OFF in both directions, matching the already-wrapping `ROW_ENUM`/`ROW_RES`; sliders keep clamping (standard for drag-able values). (c) New `Row.hiddenIfOn`/`hidePtr` fields: a row is hidden while the named option is nonzero — `Draw distance %` hides under `Video.DrawDistanceAutoFov`, `LOD distance %` under `Video.LodDistanceAutoFov`; rebuilt every frame in `overlayUpdateVisible()` (selection clamped into range when its row vanishes). Hint line updated to "click / drag / arrows / wheel". **Verified:** compiles clean in the full 241-target build; final link of this session was blocked only by a running game instance holding the exe (re-link pending). Not yet eyeballed live: scroll feel at 320×240, hover/scroll interaction, and the auto/% row appear-vanish transitions. Cross-ref D213 (FPS readout in the same file), D218/D249 (the auto-coupling these rows expose). **Follow-up after live test:** (d) list navigation (wheel + arrows) wrapped at both ends, so scrolling past the bottom made the highlight "repeat" from the top — now clamped at both edges like a normal PC settings list; (e) new `Input.SensLink` toggle (default ON, registered in `port/src/input.c`) links the aim/turn sensitivity knobs: moving either rescales the other to hold the stock 38 (`Input.AimModeSens`) : 50 (`Input.MouseTurnSpeed`) ratio, via a re-entrancy-guarded pair-write in `rowSet()`; (f) the "Mouse aim speed" row now edits `Input.AimModeSens` (the knob the default GEPD aim path actually uses — it previously edited `Input.MouseAimSpeed`, which only feeds the legacy velocity-stick fallback and was inert under default settings). **Second follow-up:** hover-to-highlight removed entirely -- moving the mouse over the panel no longer moves the selection or scrolls; near a list edge the hover->select->scroll-shift->new-row-under-cursor feedback loop made the bottom of the list twitch/echo (the persistent "duplicate row" report). Selection now moves only by explicit click (which also selects the clicked row), wheel, or arrows. **Reassessment of the 4K-fullscreen ghost-row bug:** the presentation-UV-wrap theory is DEAD — `gfxFramebuffer` has zero readers (the textured-quad present never happens); presentation is a full-frame `glBlitFramebuffer` from the same-size MSAA FBO to the default framebuffer (fb index 0 is reserved for the window, `gfx_opengl_init`), which has no UVs and cannot wrap. The overlay DL draws each visible row exactly once, in-bounds, with its own scissor. Local repro (maximized 16:9 window + MSAA=4 + `GE_OPTIONSOVERLAY=1` + `GE_PCDUMP`) shows NO ghost — the FBO/MSAA path alone is not the trigger; the remaining variable is true fullscreen on the user's 3072×1728 display (driver/display-level suspect). Next: user bisection — Fullscreen ON + MSAA OFF (restart) → does the ghost persist? **User follow-up (logged, not fixed):** the 4K-fullscreen ghost is *intermittent* across launches, and the user suspects the `hiddenIfOn` appear/vanish transitions of the Draw/LOD distance % rows (visible-list resize while the panel is open) — unverified; note `overlayUpdateVisible()`+`overlayUpdateScroll()` are re-run together in both emit and input each frame, so a stale-state window would have to come from elsewhere (e.g. the one frame a row count changes). MSAA-off bisection still pending. User: in the sessions seen so far the ghost is present on *first open* of F10 (not only after an auto-toggle flip) — weakens but does not kill the appear/vanish theory (toggles had flipped in earlier sessions before a restart). **v0.2.0-pre playtest (user, latest build):** the symptom has changedLine truncated
| D252 | **Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).** Shooting repeatedly makes the bullet-impact "sparks" slowly progress through the full hue wheel (~10 shots to sweep it); other lingering particle effects — smoke / explosion residue — show the same rainbow colouration instead of their intended grey/orange palette. **Mechanism context (verified this session):** particle tris carry no per-primitive material; their colour comes entirely from the ROM-resident state records `globalDL_0x078 … globalDL_0xa50` (`assets/oddtextures.c`, 15 of them) replayed per particle batch (`explosion.c:894`). Each record binds a **distinct** texture pair — `IMAGE_SMOKE_N` (IA, tile 0 @ TMEM 0) × `IMAGE_FIRE_N` (RGBA16, tile 1 @ TMEM 0x188) under `G_CC_INTERFERENCE` (TEXEL0·TEXEL1), and `explosionRenderPart` uses a fixed all-white default vertex (`explosion.c:215`) — so the intended per-stage colour is whatever those 15 fire/smoke pairs encode, and particles **age through the records** (`var_s2` 14→0 at `frame/flareanimspeed`), so a per-texture decode error surfaces exactly as a hue sweep over time / across shots. **Ruled out this session:** (a) the M-82/D172 tile-offset fix is correctly configured for this path — `gsDPSetTextureLOD(G_TL_TILE)` does NOT set the `G_TL_LOD` bit, so `rdp.tex_lod` stays false (`gfx_pc.cpp:2860`) and `gfx_lod_tile_offset` returns `i`, i.e. TEXEL1 genuinely samples tile 1; (b) the RGBA16/5551 texel decode in `import_texture_rgba16` is correct (big-endian, R=bits15-11 G=10-6 B=5-1 A=bit0). **Prime suspect: the width/height derivation in `import_texture_rgba16`** — `width = rdp.texture_tile[tile].line_size_bytes / 2`, `height = size_bytes / line_size_bytes`. The fire tiles are 16 px wide with a MASK_16 TMEM line (64 bytes), so `width` computes 32 (true: 16) and, with `size_bytes` = the LOADBLOCK's 16×14×2 = 448, `height` computes 7 (true: 14) — the GL texture would be built from the right pixels at the wrong dimensions, scrambling each of the 15 fire sprites into a different wrong-hued smear; that fits "slow rainbow progression" precisely (each aging stage = a different scrambled sprite). **Not yet confirmed** — needs one imported fire tile dumped and compared against the raw `IMAGE_FIRE_N` bytes (`GE_TEXDUMP`/`GE_PCDUMP`, or a targeted probe at the `upload_texture` call). **Per user instruction: documented only, NOT fixed for v0.2.0-pre** — ships as a known issue; pick up afterwards (cheap if the suspect holds: derive width/height from the LOADBLOCK's dtx/dlh rather than the tile line size, or special-case non-32-texel-wide RGBA16 tiles). D172/M-82 lineage. |
| D253 | **Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck — `stanCheckLinkedSpecialTile` stores to a garbage `outFlags` pointer (D203 root cause).** The B-callback typedef `standTileLocusCallback_B_t` (`bondtypes.h:573`) declares the middle three params as `f32 f32 f32`, so on x86-64 SysV the caller (`sub_GAME_7F0B1DDC`, `stan.c:2228`) passes the 6th arg (`record`) in **`%rdx`** (3rd integer slot; the floats take xmm0–2). But the actual implementation `stanCheckLinkedSpecialTile` was decompiled with an all-`s32` prototype, so it reads `outFlags` from **`%r9`** (6th integer slot) — a stale scratch value left by earlier callees. On the N64 (MIPS o32) both prototypes agree: everything flows through GPRs a0–a5 in order, 6th arg = a5 either way, so the original is fine and the decompilation looked consistent. The mismatch stays dormant until a tile actually hits the FORCECROUCH or LADDER branch and *stores* through `outFlags` → SEGV; that's why it was level-specific (Facility's opening crouch tile) and input-dependent, and why idle repros were negative. The sibling B-callback `stanLocusEdgeIsAboveY` already had the correct float prototype, which is why only this path was booby-trapped. **Fix (ABI-class, semantics-preserving):** declare the three middle params of `stanCheckLinkedSpecialTile` as `f32` in both the forward decl and definition (`stan.c:152`, `stan.c:2407`) to match the typedef; the body never uses them, and on N64 o32 f32 args occupy the same GPRs, so N64 codegen is unaffected. **Verified:** gdb run on WSL (gcc 15) — pre-fix, SIGSEGV at `stan.c:2441` with `r9=0x3` and valid `record=0x409fea00` in the caller frame; post-fix, the same walk route completes with no crash. Side benefit: the FORCECROUCH/LADDER branches were effectively dead-on-arrival on PC (any hit = crash); they now function. **Also observed post-fix (separate, WSLg-only):** a segfault *inside libgallium* during `gfx_opengl_upload_texture` (32×48 RGBA + mipmaps) while walking further — GL-driver-side under WSLg's Mesa; not reproducible on Windows; park as a new finding if it recurs on real hardware. | FIXED — Deck-verified: user got past the crouch tile with the re-cut bundle (a *new*, later crash is D255). |
| D254 | **Linux crash handler destroyed its own logs: `ge007.crash.log` only ever contained the SIGABRT block, never the original SEGV.** The POSIX `crashHandler` (`port/src/crash.c`) finished by calling `sysFatalError()` → `abort()` → SIGABRT, which re-entered the *same* handler (SIGABRT was one of the installed signals); the second pass reopened the log with `"wb"` and overwrote the first pass's SEGV block — faulting PC, signal, everything. The Deck firefight crash (D255) came back as a bare `SIGNAL: 6` abort record for exactly this reason, forcing offline disassembly of the CI binary to recover what the log should have said. **Fix (port-only):** re-entrancy guard (`inCrashHandler`, second pass `_exit(128+sig)` immediately) + terminate directly with `_exit()` instead of `sysFatalError()` (the Windows path already terminated directly for the same reason) + the Linux block now dumps the faulting context: `FAULT ADDR` (`si_addr`) and the full general register set (Rax/Rcx/Rdx/Rsi/Rdi/R8–R11, Rsp/Rbp) from the `ucontext`, so a field crash now names the bad pointer on its face. | FIXED — needs one Deck crash to prove the new format in the field. |
| D255 | **Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle, D253 fix confirmed working — user got past the opening crouch tile).** Crash during gunplay; abort-unwind backtrace points at `sub_GAME_7F09BAC4` (`vtxstore.c:158`) ← `sub_GAME_7F09BBBC` (`:220`) ← `lvlManageMpGame` (`lv.c:1302`) ← `bossMainloop` (`boss.c:567`). Disassembling the exact CI binary at the fault PC (`0x200db135`) gives `mov 0x14(%rax),%edi; mov 0x10(%rdi),%rax`: the function walks the active PropRecord list keeping `type == 1` — which is **PROP_TYPE_OBJ, not CHR** (the decompiler cast to the union's first member and misnamed the field `ChrRecord.chrflags`; it is actually `ObjectRecord.model` at `0x14`) — then dereferences `model->obj`. Two port-relevant wrinkles: (a) the load is **32-bit zero-extended** because the decomp types the field through the `CHRFLAG` enum, so a model pointer ≥ 4 GB would truncate to garbage; (b) the loop skips records whose `model->obj` is NULL but *dereferences* `model` unconditionally, so an active object with a NULL/freed `model` faults — plausible in a firefight where destructibles (crates etc.) die. Not reproduced on WSL after equivalent play. **Next:** the D254 handler now captures registers at fault time (`rax` = the ObjectRecord, `rdi` = its model value) — one more Deck crash identifies which case: tiny/zero `rdi` → destroy-path ordering; plausible-but-wrong `rdi` → stale/reused record or truncation. | OPEN — awaiting register capture from the Deck. |
| D254 | **Linux crash handler destroyed its own logs: `ge007.crash.log` only ever contained the SIGABRT block, never the original SEGV.** The POSIX `crashHandler` (`port/src/crash.c`) finished by calling `sysFatalError()` → `abort()` → SIGABRT, which re-entered the *same* handler (SIGABRT was one of the installed signals); the second pass reopened the log with `"wb"` and overwrote the first pass's SEGV block — faulting PC, signal, everything. The Deck firefight crash (D255) came back as a bare `SIGNAL: 6` abort record for exactly this reason, forcing offline disassembly of the CI binary to recover what the log should have said. **Fix (port-only):** re-entrancy guard (`inCrashHandler`, second pass `_exit(128+sig)` immediately) + terminate directly with `_exit()` instead of `sysFatalError()` (the Windows path already terminated directly for the same reason) + the Linux block now dumps the faulting context: `FAULT ADDR` (`si_addr`) and the full general register set (Rax/Rcx/Rdx/Rsi/Rdi/R8–R11, Rsp/Rbp) from the `ucontext`, so a field crash now names the bad pointer on its face. **Field-verified 2026-09-13:** the D255 Deck crash came back as `SIGNAL: 11` + `FAULT ADDR: 0x10` + full register set — exactly the format designed here; it directly identified the NULL-model case (see D255). | FIXED — field-verified. |
| D255 | **Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle, D253 fix confirmed working — user got past the opening crouch tile).** Crash during gunplay; abort-unwind backtrace points at `sub_GAME_7F09BAC4` (`vtxstore.c:158`) ← `sub_GAME_7F09BBBC` (`:220`) ← `lvlManageMpGame` (`lv.c:1302`) ← `bossMainloop` (`boss.c:567`). Disassembling the exact CI binary at the fault PC (`0x200db135`) gives `mov 0x14(%rax),%edi; mov 0x10(%rdi),%rax`: the function walks the active PropRecord list keeping `type == 1` — which is **PROP_TYPE_OBJ, not CHR** (the decompiler cast to the union's first member and misnamed the field `ChrRecord.chrflags`; it is actually `ObjectRecord.model` at `0x14`) — then dereferences `model->obj`. Two port-relevant wrinkles: (a) the load is **32-bit zero-extended** because the decomp types the field through the `CHRFLAG` enum, so a model pointer ≥ 4 GB would truncate to garbage; (b) the loop skips records whose `model->obj` is NULL but *dereferences* `model` unconditionally, so an active object with a NULL/freed `model` faults — plausible in a firefight where destructibles (crates etc.) die. Not reproduced on WSL after equivalent play. **Register capture (D254 format, 2026-09-13):** two more Deck crashes — Bunker mid-firefight, then Frigate with ~3 NPCs alive; log: `SIGNAL: 11 / FAULT ADDR: 0x10 / Rax=0x701e5f54 Rdi=(nil) / PC 0x200db135`. `Rdi` = the record's model value = **exactly NULL** → case (b) confirmed: an active PROP_TYPE_OBJ record with a NULL `model`, dereferenced by the unconditional `mov 0x10(%rdi),%rax`; truncation (a) and stale/garbage pointers are ruled out. Faulting PC matches the recorded disassembly (`sub_GAME_7F09BAC4` = `vtxstore_fix_refs`). Grep-verified: nothing in game code ever writes NULL into `ObjectRecord.model` — `clear_model_obj()` nulls `model->obj` only, and `objInit`/spawn paths only activate a record once model ≠ NULL — so the NULL comes from either a fresh/uninitialized record slot being activated or a destroy-path ordering race (model freed/nulled while the record is still active this tick). **Fix constraint:** any guard lands in game code (`vtxstore.c`) → needs rule-#2 sign-off; `port/` cannot intercept this dereference. Next: (1) decision on whether a NULL-model skip in `vtxstore_fix_refs` qualifies as an ABI-class exception (semantics-preserving defensive guard, PD analogue check); (2) if yes, add it plus a `#ifdef PORT` trace at the deactivation/model-free sites to name the path that leaves the record model-less. | OPEN — case identified (NULL model on an active OBJ record; destroy-path ordering), reproducible on Deck in combat (Bunker + Frigate); fix pending rule-#2 sign-off. |
| D256 | **Saves (and config) silently failed to persist on Linux whenever the game was not launched from the directory containing `data/` — reported as "saves do not work at all" on Steam Deck.** `romdataInit` finds the ROM in `$S/` (CWD `data/`) *or* `$E/` (exe dir) *or* `./`, but `sysResolvePath`'s POSIX `$S` branch (used by `ge007.eep` and `ge007.ini`) only ever produced a CWD-relative path — its "fallback" was `./data/`, identical to the primary. Launch from any other CWD (Steam non-steam-game shortcut, terminal in `~`): ROM loads via the exe-dir candidate, game runs, but every EEPROM/config write hits `fopen(..., "wb")` on a nonexistent `./data/` and fails with a stderr-only "cannot write" — saves never persist, and **every launch also starts with default settings** (F10 changes don't stick), which presents as "draw distance/LOD is low" on levels like Dam where the user had raised `Video.DrawDistance` on another machine. The Windows branch already did CWD-else-exedir; the POSIX branch now mirrors it (`readlink("/proc/self/exe")`) and creates the directory best-effort so first-run writes don't fail. **Verified on WSL:** with exe+`data/` in `/tmp/fb2` and CWD=`/`, config/eeprom/ROM all resolve into `/tmp/fb2/data/` and a 25 s run completes clean; the pre-fix binary in the same layout fails to find the ROM at all. **Caveat:** if the user's Deck launch *was* from the bundle dir (CWD had `data/`), this fix does not explain their save failure — need the save-flow detail (does the memory-card screen appear? slot confirm? "saved" message?) before closing the report. Side note found while testing: a `data/` without the generated sidecars (`pccg-*/`, `pcmodels-*/` from `tools_pc/d69_emit.py`/`d43_emit.py`) starts fine but faults in `load_bg_file` (`bg.c:865`) on level load — the reserve functions warn "stage loads will fault" and return 0; expected degraded mode, not a new bug. | FIXED (path half) — save-flow detail still owed from the user. |
| D257 | **New `Game.AllUnlocked` option (F10, default ON for this cut): skip N64 progression entirely — all 21 solo levels selectable at every difficulty, 007 mode available, and the cheat menu fully populated. Port-layer only; no game-code edits.** Three mechanisms, all in `port/`: (1) `main.c` seeds the two live `LEFTOVERDEBUG` RAM flags after `configLoad()` — `debug_enable_all_levels_flag` (all levels) and `debug_007_unlock_flag` (007 mode; both in `src/game/debugmenu_handler.c`, same class as the existing `GE_UNLOCK_ALL` getenv hook in the getter); (2) the eep shim (`libultra.c geEepromPatchAllCheats`) patches the save block at read time — special-casing `fileValidateSaves`'s exact pattern (block 4, 5×96 bytes) — setting all 20 progression-gated cheat-unlock bits per slot (`unlocked_cheats_1/2/3`; the cheat menu row on mode-select only renders when ≥1 is set, `front.c interface_menu06_modesel`) **and** filling every *empty* stage/difficulty completion-time field with the max time 0x3FF (existing player times preserved); both are then CRC'd per slot with the game's own `fileGenerateCRC` or `fileValidateSaves` would wipe the slots. (3) `optionsoverlay.c` row so users can toggle OFF for faithful progression. **Why the completion-time half is required (found by user repro):** when ANY single-player cheat is active, `g_AppendCheatSinglePlayer` makes mission-select (`get_highest_unlocked_difficulty_for_level`, front.c) accept only levels with status `STAGESTATUS_COMPLETED (3)`, not merely `UNLOCKED (1)` — AllUnlocked's debug-flag path returns 1, so enabling a cheat locked every level ("could only do Silo"). Reading the save as a fully-completed campaign satisfies both branches. Time bit-math mirrors `fileGet/SetSaveStageDifficultyTime` verbatim (10-bit fields, difficulties 0–2; 007 times are virtual). **Pitfall hit during implementation:** the first mirror of `save_data` used `times[80]` instead of `(SP_LEVEL_MAX-1)*4 = 76`, making `sizeof` 100≠96 so the block-read size check silently never matched — now enforced by a compile-time `ge_save_slot_size_check`. **Semantics:** unlocked cheats/completions persist to `ge007.eep` on any subsequent save write (self-consistent; mirrors N64 where completing a level permanently unlocks its cheat). No *active* cheats are enabled (invincibility/all-guns stay OFF); weapons remain per-mission pickups. **Verified:** fresh eep — all 5 slots validate `stored==calc` under `GE_SAVELOG=1`; user playtest: all levels selectable at each difficulty, 007 mode present, cheat menu populated, cheats toggle and work (time-modifying cheats untested by user), mission select intact with all cheats ON. | FIXED — verified by user playtest; PR open. |
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@@ -0,0 +1,78 @@
# GitHub preview video — runbook
The README embeds `docs/media/goldeneye-gh-preview.mp4` (the gif of the same
name is too heavy for GitHub; keep it only if someone wants a local copy).
It's a ~32 s, 8-clip montage of gameplay cut from ShadowPlay session
recordings.
## Tooling
`scratchpad/` is gitignored, so `make-preview.py` is a **local** tool (it
hardcodes local video paths anyway) — this doc is the tracked artifact. If it
goes missing, the commands below describe exactly what to rebuild. Run with
plain `python`.
Working files (per-clip mp4s, concat list, palette, `state.json`) go to
`scratchpad/.preview-work/` — disposable, safe to wipe (but then re-run
`build` after any edit).
```sh
python scratchpad/make-preview.py list # montage index -> source session + time
python scratchpad/make-preview.py shift <i> <±sec> # nudge a clip within its source video
python scratchpad/make-preview.py set <i> <sec> # absolute source time
python scratchpad/make-preview.py replace <i> <.10|.12|.18|.19> # new random spot in a session
python scratchpad/make-preview.py regen --seed N # full random redo (same clips/lengths)
python scratchpad/make-preview.py build # re-concat + re-render from state.json
```
Every edit command rebuilds mp4 + gif automatically. A full rebuild takes
~30–50 s; a single-clip shift is the same cost (concat dominates). Budget
one command per step if running under a timeout — cut+concat and the two gif
passes together fit in ~55 s.
## Source material
`C:\Users\james\Videos\NVIDIA\Build-pc\new\` — ShadowPlay recordings
(3072x1728 @ 60 fps, h264), no usable audio track (cut with `-an`). The four
sessions and their tags are hardcoded in `SESSIONS` at the top of the script;
add a new session there (tag, filename suffix, duration) to use it.
## Rules learned from review rounds
- **Never start a clip in the first ~60 s** of a session: desktop / boot /
menus. (`MIN_START`)
- **Bad zones** — source times that show non-gameplay; random picks avoid
them and `replace` should too. Currently known (in `BAD_ZONES`):
- `.10` @ ~395–425 s: file-select menu
- `.10` @ ~1290–1420 s: watch close-up (appears twice in that session)
Add new ones here whenever a review round finds another.
- **Clip length** 4 s is the sweet spot; 5 s starts to drag, <3 s flickers.
- **Same-session spacing**: two clips from one session ≥90 s apart, or they
read as a repeat of the same scene.
- When told "roll forward/back ~N seconds", use N ± a few s and prefer a
high-motion moment in that window if you have keyframe stats (see below);
otherwise a flat offset is fine.
- If a pick lands on a menu/loading screen, step it forward again rather
than picking a new random time — the user's "a bit later/earlier" almost
always means the *same* scene, different part.
## Output spec (don't change casually)
- mp4: 1920x1080 @ 30 fps, libx264 crf 20, `+faststart`, no audio. ~25 MB for 32 s.
- gif: 512 px wide, 12 fps, two-pass palette (`palettegen` then
`paletteuse=dither=bayer:bayer_scale=3`). ~28 MB — local use only.
## Optional: motion data to find "cool" moments
`scratchpad/analyze-sessions.py` dumps per-keyframe YAVG stats for the
session files; the diff between consecutive keyframes is a decent proxy for
"something is happening". If you need to find the coolest moment in a time
window, maximize it — but note plain random picks with spacing constraints
have been preferred by the reviewer over signal-optimized cuts, so use this
only when asked for "something cool".
## ffmpeg notes (Windows)
No system ffmpeg; the script falls back to the `imageio-ffmpeg` static
binary (`pip install imageio-ffmpeg`). Pass paths as forward-slash or bare
filenames with `cwd=` set — drive-letter colons and backslashes break
filter-graph argument parsing.
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new_name,original,video_session,snapshot_time
shot-01.jpg,Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_02.11.149.jpg,2026.09.13 - 16.05.44.10,02:11:149
shot-02.jpg,Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_06.00.446.jpg,2026.09.13 - 16.05.44.10,06:00:446
shot-03.jpg,Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_07.56.664.jpg,2026.09.13 - 16.05.44.10,07:56:664
shot-04.jpg,Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_08.33.264.jpg,2026.09.13 - 16.05.44.10,08:33:264
shot-05.jpg,Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_10.16.041.jpg,2026.09.13 - 16.05.44.10,10:16:041
shot-06.jpg,Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_11.03.430.jpg,2026.09.13 - 16.05.44.10,11:03:430
shot-07.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_02.25.190.jpg,2026.09.13 - 16.54.07.12,02:25:190
shot-08.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_03.05.000.jpg,2026.09.13 - 16.54.07.12,03:05:000
shot-09.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_05.39.999.jpg,2026.09.13 - 16.54.07.12,05:39:999
shot-10.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_05.55.651.jpg,2026.09.13 - 16.54.07.12,05:55:651
shot-11.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_06.25.650.jpg,2026.09.13 - 16.54.07.12,06:25:650
shot-12.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_09.33.997.jpg,2026.09.13 - 16.54.07.12,09:33:997
shot-13.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_12.09.456.jpg,2026.09.13 - 16.54.07.12,12:09:456
shot-14.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_12.59.497.jpg,2026.09.13 - 16.54.07.12,12:59:497
shot-15.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_13.09.496.jpg,2026.09.13 - 16.54.07.12,13:09:496
shot-16.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_15.22.656.jpg,2026.09.13 - 16.54.07.12,15:22:656
shot-17.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_15.39.495.jpg,2026.09.13 - 16.54.07.12,15:39:495
shot-18.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_16.54.496.jpg,2026.09.13 - 16.54.07.12,16:54:496
shot-19.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_17.29.495.jpg,2026.09.13 - 16.54.07.12,17:29:495
shot-20.jpg,Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_17.39.495.jpg,2026.09.13 - 16.54.07.12,17:39:495
shot-21.jpg,Build-pc 2026.09.13 - 17.49.35.18.mp4_snapshot_00.21.484.jpg,2026.09.13 - 17.49.35.18,00:21:484
shot-22.jpg,Build-pc 2026.09.13 - 17.49.35.18.mp4_snapshot_00.31.328.jpg,2026.09.13 - 17.49.35.18,00:31:328
shot-23.jpg,Build-pc 2026.09.13 - 17.49.35.18.mp4_snapshot_02.03.469.jpg,2026.09.13 - 17.49.35.18,02:03:469
shot-24.jpg,Build-pc 2026.09.13 - 17.54.08.19.mp4_snapshot_00.11.972.jpg,2026.09.13 - 17.54.08.19,00:11:972
shot-25.jpg,Build-pc 2026.09.13 - 17.54.08.19.mp4_snapshot_02.36.532.jpg,2026.09.13 - 17.54.08.19,02:36:532
shot-26.jpg,settings menu.jpg,settings-menu,
1 new_name original video_session snapshot_time
2 shot-01.jpg Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_02.11.149.jpg 2026.09.13 - 16.05.44.10 02:11:149
3 shot-02.jpg Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_06.00.446.jpg 2026.09.13 - 16.05.44.10 06:00:446
4 shot-03.jpg Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_07.56.664.jpg 2026.09.13 - 16.05.44.10 07:56:664
5 shot-04.jpg Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_08.33.264.jpg 2026.09.13 - 16.05.44.10 08:33:264
6 shot-05.jpg Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_10.16.041.jpg 2026.09.13 - 16.05.44.10 10:16:041
7 shot-06.jpg Build-pc 2026.09.13 - 16.05.44.10.mp4_snapshot_11.03.430.jpg 2026.09.13 - 16.05.44.10 11:03:430
8 shot-07.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_02.25.190.jpg 2026.09.13 - 16.54.07.12 02:25:190
9 shot-08.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_03.05.000.jpg 2026.09.13 - 16.54.07.12 03:05:000
10 shot-09.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_05.39.999.jpg 2026.09.13 - 16.54.07.12 05:39:999
11 shot-10.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_05.55.651.jpg 2026.09.13 - 16.54.07.12 05:55:651
12 shot-11.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_06.25.650.jpg 2026.09.13 - 16.54.07.12 06:25:650
13 shot-12.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_09.33.997.jpg 2026.09.13 - 16.54.07.12 09:33:997
14 shot-13.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_12.09.456.jpg 2026.09.13 - 16.54.07.12 12:09:456
15 shot-14.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_12.59.497.jpg 2026.09.13 - 16.54.07.12 12:59:497
16 shot-15.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_13.09.496.jpg 2026.09.13 - 16.54.07.12 13:09:496
17 shot-16.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_15.22.656.jpg 2026.09.13 - 16.54.07.12 15:22:656
18 shot-17.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_15.39.495.jpg 2026.09.13 - 16.54.07.12 15:39:495
19 shot-18.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_16.54.496.jpg 2026.09.13 - 16.54.07.12 16:54:496
20 shot-19.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_17.29.495.jpg 2026.09.13 - 16.54.07.12 17:29:495
21 shot-20.jpg Build-pc 2026.09.13 - 16.54.07.12.mp4_snapshot_17.39.495.jpg 2026.09.13 - 16.54.07.12 17:39:495
22 shot-21.jpg Build-pc 2026.09.13 - 17.49.35.18.mp4_snapshot_00.21.484.jpg 2026.09.13 - 17.49.35.18 00:21:484
23 shot-22.jpg Build-pc 2026.09.13 - 17.49.35.18.mp4_snapshot_00.31.328.jpg 2026.09.13 - 17.49.35.18 00:31:328
24 shot-23.jpg Build-pc 2026.09.13 - 17.49.35.18.mp4_snapshot_02.03.469.jpg 2026.09.13 - 17.49.35.18 02:03:469
25 shot-24.jpg Build-pc 2026.09.13 - 17.54.08.19.mp4_snapshot_00.11.972.jpg 2026.09.13 - 17.54.08.19 00:11:972
26 shot-25.jpg Build-pc 2026.09.13 - 17.54.08.19.mp4_snapshot_02.36.532.jpg 2026.09.13 - 17.54.08.19 02:36:532
27 shot-26.jpg settings menu.jpg settings-menu
+11 -7
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@@ -2,7 +2,7 @@
title: GoldenEye 007 PC Port
description: >-
A native PC port of the original Nintendo 64 GoldenEye 007, built from its
decompiled source with a software RSP. v0.2.0 pre-release is out for Windows
decompiled source with a software RSP. v0.2.0 is out for Windows
and Linux (including Steam Deck) — download it, drop in your own ROM, and
play; or dig into the code and the engineering record behind it.
---
@@ -15,15 +15,17 @@ 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 pre-release.** The full single-player campaign runs at a
steady 60 fps with no known crashes, and audio (music + SFX) plays throughout.
**Status: v0.2.0** — to our knowledge, the first open-source port of the
original N64 game to ship as a public release. The full single-player
campaign runs at a steady 60 fps with no known crashes, and audio (music +
SFX) plays throughout.
Known rough edges — cutscenes still glitch, a few music tracks sound wrong, a
handful of cosmetic rendering defects remain — are listed plainly under
[Honest status](#honest-status).
<p align="center">
<img src="media/goldeneye-demo.gif" width="70%" alt="~15 s of the port running: mission dossier, Facility, Silo, Jungle, Archives">
<br><em>~15 s of the port running: mission dossier &rarr; Facility &rarr; Silo &rarr; Jungle &rarr; Archives (the clip has no audio track).</em>
<video src="media/goldeneye-gh-preview.mp4" width="70%" controls muted loop></video>
<br><em>~32 s gameplay montage from live play sessions, running in the port (the clip has no audio track).</em>
</p>
## Download
@@ -132,12 +134,12 @@ without a ROM you already own.
</p>
</details>
More captures land here as playtesting continues (Steam Deck session next).
More captures may land here as playtesting continues.
## Play it — or take it apart
- **Try it yourself** — grab a bundle above, bring your own ROM, and play the
campaign. It's a pre-release cut for exactly this: if something breaks, an
campaign. It's an early cut for exactly this: if something breaks, an
[issue](https://github.com/jkdansereau/goldeneye-pc-port/issues) with what
you were doing is genuinely useful.
- **Read the code** — the game logic in `src/` is unmodified decompilation;
@@ -177,6 +179,8 @@ catalogue: [Porting notes](porting-notes.md).
- Particle colours drift through a rainbow palette instead of holding grey/orange.
- Water levels show a moving seam; pixel strips at screen edges at non-integer
scales; some front-end 3D models mispositioned or absent.
- The F10 overlay's bottom row duplicates the selected item; one intermittent
Steam Deck SIGSEGV in heavy firefights remains open (D255).
- No macOS/ARM support; no controller rebinding UI yet.
The full list, with root causes and fix status: the
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