forked from Ports/goldeneye-pc-port
docs: v0.3.0 release prep — final review pass
- GE-ENV-PROBES.md reconciled (18 new vars documented, GE_D243X3 tombstoned after the M-170 permanent fix removed it) — CI gen_env_probes.py --check passes - release notes gif alt text: ~32 s -> ~12 s (matches README/index captions) - agentic-development.md stats regenerated for the month-one milestone - docs/index.md status bumped to v0.3.0, honest-status synced with README - .gitignore: local/ working-junk dir
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@@ -68,7 +68,7 @@ All dates from this repository's own commit history (August 2026).
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gantt
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dateFormat YYYY-MM-DD
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axisFormat %b %d
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title GoldenEye 007 PC port; from fork to playable front end
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title GoldenEye 007 PC port; from fork to v0.3.0
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section Local model - Qwen 3.8 via pi
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Fork + PC-port scaffolding :m1, 2026-08-16, 1d
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Full compile + link (~230 TUs) :m2, 2026-08-20, 1d
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@@ -84,6 +84,10 @@ gantt
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SDL input layer (kbd/mouse/gamepad) :2026-08-29, 1d
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Front-end flow (menu to briefing to start) :m7, 2026-08-30, 1d
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File-backed EEPROM saves :2026-08-31, 1d
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section Month one - front end to v0.3.0
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Audio mixer (music + SFX) :2026-09-02, 7d
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Steam Deck hardening + F10 overlay QoL :2026-09-14, 3d
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v0.3.0 released (full campaign playtested) :milestone, 2026-09-18, 0d
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```
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- **Day 0** (16 Aug): repository forked, PC-port scaffolding added.
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@@ -97,50 +101,59 @@ gantt
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unattended play window without crashing.**
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- **Day 14** (30–31 Aug): front end playable end to end (menu → mission
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select → difficulty → briefing → start); file-backed saves.
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- **Day 33** (18 Sep): **v0.3.0 released** — the full campaign playtested
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end to end at Agent difficulty, audio complete, bundles for Windows,
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Linux and Steam Deck.
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So roughly **two weeks**, one person part-time, to take a decompilation from
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"builds an N64 ROM" to "boots on desktop, renders every solo level, playable
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through the front end into the early game"; with audio and a set of cosmetic
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issues still outstanding.
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through the front end into the early game". The rest of month one (29 Aug –
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18 Sep) took it from there to a public release: the 21-level sweep to
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full-campaign completion, the audio mixer, input and Steam Deck polish,
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widescreen FOV scaling, and the v0.3.0 bundles — with a set of cosmetic
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issues documented rather than outstanding.
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## By the numbers
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| | |
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|---|---|
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| Calendar time | 26 days (17 Aug – 11 Sep 2026), one person part-time |
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| Commits on the port | ~430 |
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| Root-caused bugs logged | `D1`–`D226` in [`findings.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/dev/findings.md), 116 still-listed entries (some labels later merged or withdrawn) |
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| Handoff sessions | 89+ (`M-2` … `M-89`, and counting) |
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| Game-source files given `#ifdef PORT` ABI edits | 67 files, ~305 blocks |
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| New port-layer / tooling files | ~114 |
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| Port layer | ~21,900 lines C/C++ (`port/`) |
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| PC asset-conversion tooling | ~7,050 lines Python (`tools_pc/`) |
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| Outcome | intro + all 21 solo missions render and are crash-free, front end playable, in-level SFX + menu/intro music play; in-level music and full-campaign completion re-confirmation still owed |
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| Calendar time | 34 days (16 Aug – 18 Sep 2026), one person part-time |
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| Commits on the port | ~690 |
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| Root-caused bugs logged | `D1`–`D311` in [`findings.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/dev/findings.md), 190 tracked entries in the index (some labels later merged or withdrawn) |
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| Handoff sessions | 190+ (`M-2` … `M-191`, and counting) |
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| Game-source files given `#ifdef PORT` ABI edits | 71 files, ~385 blocks |
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| New port-layer / tooling files | ~119 |
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| Port layer | ~24,450 lines C/C++ (`port/`) |
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| PC asset-conversion tooling | ~7,180 lines Python (`tools_pc/`) |
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| Outcome | **v0.3.0 released**: full campaign playable end to end (all 21 missions playtested at Agent difficulty) at a steady 60 fps, full audio (music + SFX), file-backed saves; Windows, Linux and Steam Deck; known cosmetic defects documented in the finding log |
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### Commit velocity
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```mermaid
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xychart-beta
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title "Commits per day"
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x-axis ["8/16", "8/17", "8/20", "8/21", "8/22", "8/23", "8/24", "8/27", "8/28", "8/29", "8/30", "8/31", "9/1"]
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y-axis "commits" 0 --> 60
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bar [1, 2, 2, 6, 9, 2, 4, 7, 57, 39, 39, 46, 9]
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x-axis ["8/16", "8/17", "8/20", "8/21", "8/22", "8/23", "8/24", "8/27", "8/28", "8/29", "8/30", "8/31", "9/1", "9/2", "9/3", "9/4", "9/5", "9/6", "9/7", "9/8", "9/9", "9/10", "9/11", "9/12", "9/13", "9/14", "9/15", "9/16", "9/17", "9/18"]
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y-axis "commits" 0 --> 90
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bar [1, 2, 2, 6, 9, 2, 4, 7, 57, 39, 39, 46, 11, 52, 39, 8, 8, 2, 8, 34, 17, 30, 20, 30, 57, 4, 84, 38, 22, 13]
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```
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Days with no commits are omitted. The 8/25–8/26 gap is between phases; the
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step up from 8/28 onward is the collaborative phase in full swing, including
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the parallel multi-agent "bursts" used near the end.
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Days with no commits are omitted (18–19 and 25–26 Aug). The step up from
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8/28 onward is the collaborative phase in full swing, including the parallel
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multi-agent "bursts"; the 9/15 spike is the Steam Deck playtest-feedback
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batch landing at once.
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### Who did what
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```mermaid
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pie showData title "Commits by agent (raw count)"
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pie showData title "Commits by agent (raw count, snapshot through early September)"
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"Claude" : 161
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"Local model (Qwen 3.8 / pi)" : 62
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```
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(Phase A, the first 26 commits, to 24 Aug, was entirely the local model,
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solo; from 27 Aug on the two agents worked in parallel.)
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solo; from 27 Aug on the two agents worked in parallel. The raw tally was
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not re-run for the final third of the project; treat the milestone-weighted
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estimate below as the better number.)
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| Milestone / workstream | Primary agent | Weight |
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|---|---|---|
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@@ -208,9 +221,11 @@ let them substitute for each other:
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usage limit mid-problem, the local model picked the task up from the
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HANDOFF state and continued; when the local model hit a bug that needed
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deeper structural reasoning, it wrote up where it was and Claude took over.
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2. **`findings.md`**; the chronological finding log. 162 numbered entries,
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each a root cause with `file:line` evidence and the fix. New agents (either
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model) are pointed at the relevant entries before they start.
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2. **`findings.md`**; the chronological finding log. 311 numbered `D`
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entries by v0.3.0 (190 tracked in the index; some labels merged or
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withdrawn), each a root cause with `file:line` evidence and the fix. New
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agents (either model) are pointed at the relevant entries before they
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start.
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3. **`porting-notes.md`**; the append-only "recurring bug classes" file. The
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single highest-leverage artifact: it stopped both models from
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re-deriving the same class of N64→PC bug over and over.
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@@ -262,7 +277,8 @@ Honest notes, for anyone weighing whether this transfers.
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to Opus 5. Each tier earned its place on the problems the tier below it
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couldn't close.
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**Still outstanding** (parked below crash/level work): audio is not
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implemented; several front-end 3D transforms and some text rendering are
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wrong. See
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**Still outstanding** (the v0.3.0 known-issues list): cosmetic rendering
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defects (particle colours, Surface 1 billboard trees, front-end logos, water
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seam), stretched-not-native widescreen, PAL/JP support, a controller
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rebinding UI, and macOS/ARM builds. See the README's Status section and
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[`GRAPHICS-BACKLOG.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/dev/GRAPHICS-BACKLOG.md).
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