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
This commit is contained in:
James Dansereau committed 2026-09-20 10:09:33 -04:00
1 parent 448444ed38
commit 63315030f8
7 files changed
+134 -62

No files matched your search

+20 -1
View File
@@ -2,7 +2,7 @@
<p align="center"> <p align="center">
<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.3.0/docs/media/goldeneye-gh-preview.gif" width="480" <img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v0.3.0/docs/media/goldeneye-gh-preview.gif" width="480"
alt="~32 s gameplay montage from live play sessions (no audio track)"> alt="~12 s gameplay montage from live v0.3.0 play sessions (no audio track)">
</p> </p>
> The full single-player campaign runs at a steady 60 fps with audio (music + > The full single-player campaign runs at a steady 60 fps with audio (music +
@@ -64,6 +64,15 @@
Center on 00 Agent difficulty, which would then crash on every subsequent Center on 00 Agent difficulty, which would then crash on every subsequent
relaunch until the save was reset (D295); and a crash selecting most save relaunch until the save was reset (D295); and a crash selecting most save
slots with `Skip Intro` enabled (D299). slots with `Skip Intro` enabled (D299).
- **The elusive complete freeze is root-caused and fixed.** Players had hit
a total, non-self-recovering lockup (most recently when returning from
Caverns to the intro screen) that was real but never reproduced on demand.
It turned out to be a latent defect in the original game's own AI command
stream — a record type the engine mis-measures, which our level-teardown
timing can trigger and the N64 never presents. Fixed with a minimal change
under the project's game-code exception process (D309/D310); a second,
unrelated freeze mechanism found during the same playtest is now guarded
as well (D311).
- **A NULL-pointer guard was added** around a save-data lookup that two - **A NULL-pointer guard was added** around a save-data lookup that two
players hit with an identical crash address (GitHub #87, D301) — this players hit with an identical crash address (GitHub #87, D301) — this
should close that crash, though we weren't able to reproduce the exact should close that crash, though we weren't able to reproduce the exact
@@ -139,6 +148,16 @@
(the wrong direction) on some levels, seen on Bunker — this is the (the wrong direction) on some levels, seen on Bunker — this is the
gameplay security-camera object, not the player's own view (D307). Not gameplay security-camera object, not the player's own view (D307). Not
investigated for this release. investigated for this release.
- **A rare, self-clearing visual quirk**: on an occasional animation
transition, Bond's model can briefly render out of place. It has no effect
on gameplay or your save, and it clears on its own or by re-entering the
level; a safeguard added this release guarantees it can never affect game
stability (D311).
- **Two collision oddities found in final playtesting**: throwable items
(mines, grenades) can occasionally clip through walls in certain spots
(D312), and bullet impacts don't appear on some surfaces — doors and
windows are unaffected (D313). Both are queued for the next release; if
you hit either, an issue with the level and spot helps a lot.
### Downloads ### Downloads
+4
View File
@@ -178,3 +178,7 @@ gdb-hang.txt
# frozen asset converter (built by CI via PyInstaller; local freezes land here) # frozen asset converter (built by CI via PyInstaller; local freezes land here)
tools_pc/dist/prepare-assets/ge007-convert* tools_pc/dist/prepare-assets/ge007-convert*
build-pyinst/ build-pyinst/
# Local working junk (frame captures, timerun state, PPM dumps) - moved here
# from repo root / scratch on 2026-09-18; never commit.
/local/
+14 -7
View File
@@ -39,9 +39,9 @@ account of what worked and what didn't.
<p align="center"> <p align="center">
<img src="docs/media/goldeneye-gh-preview.gif" width="64%" <img src="docs/media/goldeneye-gh-preview.gif" width="64%"
alt="~32 s gameplay montage from live play sessions"> alt="~12 s gameplay montage from live play sessions">
<br><em>All in-engine, running in the port, a ~32&nbsp;s gameplay montage loop <br><em>All in-engine, running in the port — a ~12&nbsp;s gameplay montage
from the v0.2.0 playtest.</em> from live v0.3.0 play sessions.</em>
</p> </p>
## Download ## Download
@@ -112,6 +112,13 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
- In-level security camera props (not the player's own view) can - In-level security camera props (not the player's own view) can
occasionally end up facing backwards on some levels, seen on Bunker occasionally end up facing backwards on some levels, seen on Bunker
(D307). (D307).
- Rarely, Bond's model can briefly render out of place after an animation
transition — purely visual: no effect on gameplay or saves, and it clears
on its own or by re-entering the level (D311).
- On Facility, if gas leaks during Ourumov's monologue he can pause for up to
~10 s before resuming the scripted shootout — a latent race that exists in
the N64 original too (where it softlocks permanently); the port detects and
auto-recovers it (D318).
- Some front-end 3D models are off: the spinning Nintendo logo renders as two - 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). white blobs and the Rareware logo's texture filtering looks wrong (D75).
- Surface 1's 2D billboard trees render as a solid wall of tree texture - Surface 1's 2D billboard trees render as a solid wall of tree texture
@@ -432,11 +439,11 @@ This port is a thin layer on a large amount of other people's work.
**Tools and models used to develop the port** **Tools and models used to develop the port**
- Qwen 3.8 (Alibaba Qwen team), run locally as the - Qwen 3.8 (Alibaba Qwen team), run locally from the
[`unsloth/Qwen3.8-27B-GGUF`](https://huggingface.co/unsloth/Qwen3.8-27B-GGUF) [`unsloth/Qwen3.8-27B-GGUF`](https://huggingface.co/unsloth/Qwen3.8-27B-GGUF)
`UD-Q4_K_XL` quant; repo — `UD-Q4_K_XL` as the primary quant, with other quants used along the
[Unsloth](https://unsloth.ai) (the GGUF quantisation and Unsloth Desktop, way; [Unsloth](https://unsloth.ai) (the GGUF quantisation and Unsloth
used as the local model server). Desktop) as the local model server.
- [pi](https://pi.dev/): the local coding-agent harness. - [pi](https://pi.dev/): the local coding-agent harness.
- [Claude / Claude Code](https://claude.com/claude-code) (Anthropic). - [Claude / Claude Code](https://claude.com/claude-code) (Anthropic).
+20 -2
View File
@@ -3,7 +3,7 @@
Every `getenv("GE_…")` in the tree. The table prose is hand-curated; Every `getenv("GE_…")` in the tree. The table prose is hand-curated;
**`tools_pc/gen_env_probes.py`** re-greps the live sites and reports drift **`tools_pc/gen_env_probes.py`** re-greps the live sites and reports drift
(NEW / GONE vars + a fresh file:line map) — run it before trusting the (NEW / GONE vars + a fresh file:line map) — run it before trusting the
File:line cells. Last reconciled 2026-09-04 (M-51). All are **env-gated**: unset = zero behavior File:line cells. Last reconciled 2026-09-20 (v0.3.0 release review). All are **env-gated**: unset = zero behavior
change, so they are safe to leave in a release build (they only cost a change, so they are safe to leave in a release build (they only cost a
`getenv` on the guarded path). "Dead" below means *the finding it was built `getenv` on the guarded path). "Dead" below means *the finding it was built
for is closed* — the probe is strip-candidate scaffolding, not that it does for is closed* — the probe is strip-candidate scaffolding, not that it does
@@ -24,6 +24,8 @@ Two classes:
| `GE_INPUTLOG` | `port/src/input.c:329`, `port/src/config.c:53` (`configGetInputLog`) | Logs computed pad state (buttons + stick) each poll when non-zero. Also `[Debug] InputLog` ini. Also traces D165 `menuptr est/tgt/eff/stick`. | **live** | | `GE_INPUTLOG` | `port/src/input.c:329`, `port/src/config.c:53` (`configGetInputLog`) | Logs computed pad state (buttons + stick) each poll when non-zero. Also `[Debug] InputLog` ini. Also traces D165 `menuptr est/tgt/eff/stick`. | **live** |
| `GE_STARTMENU` (+ `GE_STARTMENU_PAGE`, `GE_STARTMENU_DIFF`) | `src/game/lv.c:398-402` (`#ifdef PORT`) | Boot straight into a front-end menu id (13=MISSION_COMPLETE, 10=BRIEFING, 7=MISSION_SELECT, 12=MISSION_FAILED, 6=MODE_SELECT); `_PAGE`=folder row (def 1=Dam), `_DIFF`=0..3. Crash-test a screen fast. | **live** | | `GE_STARTMENU` (+ `GE_STARTMENU_PAGE`, `GE_STARTMENU_DIFF`) | `src/game/lv.c:398-402` (`#ifdef PORT`) | Boot straight into a front-end menu id (13=MISSION_COMPLETE, 10=BRIEFING, 7=MISSION_SELECT, 12=MISSION_FAILED, 6=MODE_SELECT); `_PAGE`=folder row (def 1=Dam), `_DIFF`=0..3. Crash-test a screen fast. | **live** |
| `GE_UNLOCK_ALL` | `src/game/debugmenu_handler.c:1098` (`get_debug_enable_all_levels_flag`, `#ifdef PORT`) | Mission-select shows every solo level (playtest jump-to-any-level aid). Cached in a `static int c`. | **live** | | `GE_UNLOCK_ALL` | `src/game/debugmenu_handler.c:1098` (`get_debug_enable_all_levels_flag`, `#ifdef PORT`) | Mission-select shows every solo level (playtest jump-to-any-level aid). Cached in a `static int c`. | **live** |
| `GE_DEBUG_UNLOCKALL` | `src/game/file2.c:404` (`#ifdef PORT`) | Forces the "all levels unlocked" flag TRUE regardless of the shipped save — same effect as `GE_UNLOCK_ALL` but at the file2 unlock-query site. Cached in a `static int`. | **live** (playtest aid) |
| `GE_DEBUGMENU` | `src/boss.c:566` (`#ifdef PORT`) | Makes the L+R debug menu respond to live controller input (C-up+C-down open/close, stick + buttons read from pad 0) instead of the `#ifndef DEBUGMENU` path; unset reproduces that path exactly. Cached in a `static int`. | **live** (playtest aid) |
| `GE_OPTIONSOVERLAY` | `port/src/optionsoverlay.c:231` | Force-enable the F10 port-layer options overlay (D184 / PR #10) regardless of ini. `atoi != 0`. | **live** | | `GE_OPTIONSOVERLAY` | `port/src/optionsoverlay.c:231` | Force-enable the F10 port-layer options overlay (D184 / PR #10) regardless of ini. `atoi != 0`. | **live** |
| `GE_D204` | `port/src/audio.c` (`audioSetNextBuffer`) | **Audio-health monitor (D204).** One line per 5 s of wall clock: `rt=` produced-audio/wall ratio (1.000 healthy; below 1 = the 30 Hz audio retrace is starving and the device is padding with silence), `q=` SDL queue depth / `queueLimit` (pinning at the limit with `drop=` climbing = overproduction, the "eventually no audio" state), `drop=` blocks discarded, `max=` largest block vs its `g_MaxFrameSize*4` allocation. **Deliberately cheap (~30 clock reads/s) — safe to leave on for a full playtest, unlike `GE_MIXERTRACE`.** The instrument of record for D202. | **live** | | `GE_D204` | `port/src/audio.c` (`audioSetNextBuffer`) | **Audio-health monitor (D204).** One line per 5 s of wall clock: `rt=` produced-audio/wall ratio (1.000 healthy; below 1 = the 30 Hz audio retrace is starving and the device is padding with silence), `q=` SDL queue depth / `queueLimit` (pinning at the limit with `drop=` climbing = overproduction, the "eventually no audio" state), `drop=` blocks discarded, `max=` largest block vs its `g_MaxFrameSize*4` allocation. **Deliberately cheap (~30 clock reads/s) — safe to leave on for a full playtest, unlike `GE_MIXERTRACE`.** The instrument of record for D202. | **live** |
| `GE_D204_OLD` | `port/src/audio.c` (`d204OldMode`) | Restores pre-D204 behaviour (`osAiGetLength()` reports the whole SDL queue depth; `queueLimit` back to 8192) so before/after can be A/B'd in **one binary**, without build-to-build variance. Temporary — remove when D204 closes. | **live** (D204 A/B) | | `GE_D204_OLD` | `port/src/audio.c` (`d204OldMode`) | Restores pre-D204 behaviour (`osAiGetLength()` reports the whole SDL queue depth; `queueLimit` back to 8192) so before/after can be A/B'd in **one binary**, without build-to-build variance. Temporary — remove when D204 closes. | **live** (D204 A/B) |
@@ -47,8 +49,9 @@ Two classes:
| `GE_D243CAM` | `src/game/bondview2.c` (`bondviewFrozenCameraTick`, three `CAMERAMODE_POSEND` branches) | Dumps eye/look-at positions (+theta/verta on the `gBondViewCutscene` branch, +dt/angle/pad on the orbit branch) per call. **Found M-143**: the `gBondViewCutscene` branch fires and its look-at (`field_3C4/8/C`) sweeps through a filter catch-up after the cutscene warp — the shake mechanism. | **live** (D243) | | `GE_D243CAM` | `src/game/bondview2.c` (`bondviewFrozenCameraTick`, three `CAMERAMODE_POSEND` branches) | Dumps eye/look-at positions (+theta/verta on the `gBondViewCutscene` branch, +dt/angle/pad on the orbit branch) per call. **Found M-143**: the `gBondViewCutscene` branch fires and its look-at (`field_3C4/8/C`) sweeps through a filter catch-up after the cutscene warp — the shake mechanism. | **live** (D243) |
| `GE_D243M` | `src/game/bondview2.c` (`solo_char_load`, `bondviewRemovePlayerBody`, `playerTick`; cached `d243mEnabled`) + `src/game/objecthandler.c` (`drawjointlist`, both region variants) + `src/game/chr.c` (`chrTick`, `after_position_update:`) | M-151/M-154/M-159 probe for the Dam-abseil "frozen Bonds + shake": `D243M: CREATE/REMOVE` at both `bodyModel` sites; `D243M: tick` (idx/model/**propptr/chrptr**/cam modes/`prop->pos`/`field_488.pos`/`field_3B8`/`field_3C4-8-C`/**rp** = render_pos pointer, **never dereferenced** — M-154 fix 2: tick-time `render_pos` holds arbitrary stale slot contents until the first draw pass, so the pre-view root translation is logged by `chrdraw` only) while the model exists or POSEND/INTRO is active; `D243M: draw` per on-screen player render submission; `D243M: chrdraw` — M-154 per-frame model-draw census, one line per CHR render submission (Model* + raw root translation) while a scripted camera mode (POSEND/INTRO/SWIRL/FADESWIRL) is active; a second Bond instance = extra lines with *distinct* model pointers at the same frame (same model is drawn twice/frame — two passes — dedupe by (frame, model)); `D243M: onscreen` (M-159/M-162/M-163/M-166, `chr.c`) — one line per `chrTick` call while the probe is active: `vis=` `posIsOnScreen`'s result (M-159's frustum hypothesis, REFUTED by M-160) + the live `prop->pos` + `actiontype=`/`anim=` (M-160/M-164: which of `chrTick`'s branches fired, the attached-animation pointer) + `aidx=`/`animframe=` (M-166: the animation reverse-resolved to its `animation_table_ptrs1` index, GE_D193A's technique, + its current playback phase — tests whether the visible chr's animation *phase* at cutscene-entry, not just its identity, is what differs from N64) + `x2active=`/`x2raw=` (M-162/M-163, gated on `GE_D243X2`: whether the decisive save/restore experiment ran this tick, and the raw pre-restore position it overrode — the whole `prop->pos` vector as of M-163, not just Z). Silent during FPS play, silent on the `GE_D243X2` fields unless that env var is also set. Note: `field_3B8` x/z read at 10× world units in the smoke capture — not plain world position. | **live** (D243) | | `GE_D243M` | `src/game/bondview2.c` (`solo_char_load`, `bondviewRemovePlayerBody`, `playerTick`; cached `d243mEnabled`) + `src/game/objecthandler.c` (`drawjointlist`, both region variants) + `src/game/chr.c` (`chrTick`, `after_position_update:`) | M-151/M-154/M-159 probe for the Dam-abseil "frozen Bonds + shake": `D243M: CREATE/REMOVE` at both `bodyModel` sites; `D243M: tick` (idx/model/**propptr/chrptr**/cam modes/`prop->pos`/`field_488.pos`/`field_3B8`/`field_3C4-8-C`/**rp** = render_pos pointer, **never dereferenced** — M-154 fix 2: tick-time `render_pos` holds arbitrary stale slot contents until the first draw pass, so the pre-view root translation is logged by `chrdraw` only) while the model exists or POSEND/INTRO is active; `D243M: draw` per on-screen player render submission; `D243M: chrdraw` — M-154 per-frame model-draw census, one line per CHR render submission (Model* + raw root translation) while a scripted camera mode (POSEND/INTRO/SWIRL/FADESWIRL) is active; a second Bond instance = extra lines with *distinct* model pointers at the same frame (same model is drawn twice/frame — two passes — dedupe by (frame, model)); `D243M: onscreen` (M-159/M-162/M-163/M-166, `chr.c`) — one line per `chrTick` call while the probe is active: `vis=` `posIsOnScreen`'s result (M-159's frustum hypothesis, REFUTED by M-160) + the live `prop->pos` + `actiontype=`/`anim=` (M-160/M-164: which of `chrTick`'s branches fired, the attached-animation pointer) + `aidx=`/`animframe=` (M-166: the animation reverse-resolved to its `animation_table_ptrs1` index, GE_D193A's technique, + its current playback phase — tests whether the visible chr's animation *phase* at cutscene-entry, not just its identity, is what differs from N64) + `x2active=`/`x2raw=` (M-162/M-163, gated on `GE_D243X2`: whether the decisive save/restore experiment ran this tick, and the raw pre-restore position it overrode — the whole `prop->pos` vector as of M-163, not just Z). Silent during FPS play, silent on the `GE_D243X2` fields unless that env var is also set. Note: `field_3B8` x/z read at 10× world units in the smoke capture — not plain world position. | **live** (D243) |
| `GE_D243X2` | `src/game/chr.c` (`chrTick`, gated additionally on `d243mProbeActive()`) | **Not a probe — a decisive behavioral experiment, off by default, NOT a fix.** M-162/M-163: saves `prop->pos` right before `chrTick`'s position-update dispatch (`chr.c:2541-2617`) runs, restores it at `after_position_update:` — before the render-matrix computation later in the same tick can see the cycled value (unlike M-161, which restored too late to have any effect). Tests whether `chrTick`'s own animation-position write (M-160/M-164) is what produces the Dam-abseil shake. M-162 was Z-only (confirmed the mechanism on that axis, but the visible glitch persisted because that capture's chr cycled on Y instead); M-163 widened it to the whole vector. **M-163's live result: NEGATIVE for the visible shake** — `prop->pos` genuinely went smooth (log-verified) but the shake was unchanged, because the camera's look-at filter reads a *different* variable (`field_488.pos`, see `GE_D243X3`) that this experiment never touches. Kept in the tree as a real, useful (if ultimately not the visible-symptom fix) data point — always pair with `GE_D243M=1` so the `x2active=`/`x2raw=` fields on `D243M: onscreen` show whether/what it overrode. Do not ship. | **live, test-only** (D243) | | `GE_D243X2` | `src/game/chr.c` (`chrTick`, gated additionally on `d243mProbeActive()`) | **Not a probe — a decisive behavioral experiment, off by default, NOT a fix.** M-162/M-163: saves `prop->pos` right before `chrTick`'s position-update dispatch (`chr.c:2541-2617`) runs, restores it at `after_position_update:` — before the render-matrix computation later in the same tick can see the cycled value (unlike M-161, which restored too late to have any effect). Tests whether `chrTick`'s own animation-position write (M-160/M-164) is what produces the Dam-abseil shake. M-162 was Z-only (confirmed the mechanism on that axis, but the visible glitch persisted because that capture's chr cycled on Y instead); M-163 widened it to the whole vector. **M-163's live result: NEGATIVE for the visible shake** — `prop->pos` genuinely went smooth (log-verified) but the shake was unchanged, because the camera's look-at filter reads a *different* variable (`field_488.pos`, see `GE_D243X3`) that this experiment never touches. Kept in the tree as a real, useful (if ultimately not the visible-symptom fix) data point — always pair with `GE_D243M=1` so the `x2active=`/`x2raw=` fields on `D243M: onscreen` show whether/what it overrode. Do not ship. | **live, test-only** (D243) |
| `GE_D243X3` | `src/game/bondview2.c` (`playerTick`, the `field_488.pos` write site, gated on `g_CameraMode == CAMERAMODE_POSEND`) | **Not a probe — the experiment that actually confirmed the mechanism, off by default, NOT a fix.** M-167: skips the `field_488.pos.x/y/z` assignment (`bondview2.c:10495-10497`) entirely while POSEND is active, freezing it at whatever value it held the instant suppression engaged. `field_488.pos` — not `prop->pos` — is what the cutscene's leaky-integrator look-at filter (M-143, `field_3B8`/`field_3C4-8-C`) actually reads; it comes from `render_pos` (the model's animated-skeleton readback), an independent data path from `prop->pos`. **Live-confirmed positive: user — "yep camera shake is gone now."** Logs a companion `D243M: f488write frame=... idx=... x3active=... x3skip=... epoch=... f488pos=x,y,z` line (always-on when `GE_D243M=1`, independent of whether `GE_D243X3` itself is set) so the freeze is log-verifiable. **M-169: no longer freezes forever** — re-baselines (`x3skip=0`, write allowed through) exactly on the tick a legitimate shot-change teleport fires (`d243GetTeleportEpoch()`, bumped by `chrai.c`'s `AI_TRYTeleportingChrToPad` right after its real `setsuboffset()` call), addressing the M-168 postmortem's "camera looks the wrong way for later shots" incompleteness — untested live yet, next session's first move. Revert once a real root-cause fix replaces it; do not ship as-is. | **live, test-only** (D243) | | `GE_D243X3` | `src/game/bondview2.c` (`playerTick`, the `field_488.pos` write site, gated on `g_CameraMode == CAMERAMODE_POSEND`) | **Not a probe — the experiment that actually confirmed the mechanism, off by default, NOT a fix.** M-167: skips the `field_488.pos.x/y/z` assignment (`bondview2.c:10495-10497`) entirely while POSEND is active, freezing it at whatever value it held the instant suppression engaged. `field_488.pos` — not `prop->pos` — is what the cutscene's leaky-integrator look-at filter (M-143, `field_3B8`/`field_3C4-8-C`) actually reads; it comes from `render_pos` (the model's animated-skeleton readback), an independent data path from `prop->pos`. **Live-confirmed positive: user — "yep camera shake is gone now."** Logs a companion `D243M: f488write frame=... idx=... x3active=... x3skip=... epoch=... f488pos=x,y,z` line (always-on when `GE_D243M=1`, independent of whether `GE_D243X3` itself is set) so the freeze is log-verifiable. **M-169: no longer freezes forever** — re-baselines (`x3skip=0`, write allowed through) exactly on the tick a legitimate shot-change teleport fires (`d243GetTeleportEpoch()`, bumped by `chrai.c`'s `AI_TRYTeleportingChrToPad` right after its real `setsuboffset()` call), addressing the M-168 postmortem's "camera looks the wrong way for later shots" incompleteness — untested live yet, next session's first move. **Superseded: D243 shipped its permanent fix (`4ccab22c`, M-170), which removed the X3 suppression block from `playerTick` — no live site remains.** Kept here as a tombstone; the generator flags it GONE. | **dead** (D243 closed — probe removed) |
| `GE_D243X4` | `src/game/chr.c` (`chrTick`, the `render_pos` snapshot/restore, gated on `d243mProbeActive()`) | **Not a probe — the M-168 experiment applying X3's technique to the actual draw-path consumer, off by default, NOT a fix.** Snapshots `model->render_pos[]` after a 2-tick warm-up once POSEND engages, then holds it steady by copying the cached contents back over each subsequent tick's freshly-computed buffer — `subcalcmatrices()` always still runs first (never skipped; the first two attempts skipped it and crashed on a reused-pointer stale `-1` tombstone, see findings.md D243 M-168). Addresses Bond's own rendered-body duplication (the consumer X3 never touched). Crash-free, stable, but same forever-freeze incompleteness as X3 pre-M-169. **M-169: same teleport-epoch re-baseline as X3** — the warm-up counter now also resets (re-snapshots) whenever `d243GetTeleportEpoch()` changes, not only on the active/inactive edge. Untested live yet. Revert once a real root-cause fix replaces it; do not ship as-is. | **live, test-only** (D243) | | `GE_D243X4` | `src/game/chr.c` (`chrTick`, the `render_pos` snapshot/restore, gated on `d243mProbeActive()`) | **Not a probe — the M-168 experiment applying X3's technique to the actual draw-path consumer, off by default, NOT a fix.** Snapshots `model->render_pos[]` after a 2-tick warm-up once POSEND engages, then holds it steady by copying the cached contents back over each subsequent tick's freshly-computed buffer — `subcalcmatrices()` always still runs first (never skipped; the first two attempts skipped it and crashed on a reused-pointer stale `-1` tombstone, see findings.md D243 M-168). Addresses Bond's own rendered-body duplication (the consumer X3 never touched). Crash-free, stable, but same forever-freeze incompleteness as X3 pre-M-169. **M-169: same teleport-epoch re-baseline as X3** — the warm-up counter now also resets (re-snapshots) whenever `d243GetTeleportEpoch()` changes, not only on the active/inactive edge. Untested live yet. Revert once a real root-cause fix replaces it; do not ship as-is. | **live, test-only** (D243) |
| `GE_D243SWIRL` | `src/game/bondview2.c:10480` (`playerTick`, cached `d243SwirlTarget`) | D243 follow-up probe: `GE_D243SWIRL=<chrnum>` logs a per-tick line for that chr while the swirl/fade camera path is active (tick counter + state), to verify post-fix behavior of the swirl transition. Inert unless set to a non-negative chr number. | **live** (D243 verification) |
| `GE_D193` | `src/game/frametiming.c` (`waitForNextFrame`, `#ifdef PORT`) | Per-wall-second line: `render=` rendered frames, `sim=` sim ticks delivered (Σ of the `deltaFrames`/`g_ClockTimer` fed downstream), `clamped=` frames whose catch-up hit `FRAMETIMING_PORT_MAX_CATCHUP`, `maxraw=` largest pre-clamp delta. Healthy steady state = `render=30 sim=60 clamped=0 maxraw=2` (measured M-80, all levels idle). Use to check whether the wall-clock timer under-advances under real AI load (D193). Cheap; safe for a full playtest. | **live** (D193) | | `GE_D193` | `src/game/frametiming.c` (`waitForNextFrame`, `#ifdef PORT`) | Per-wall-second line: `render=` rendered frames, `sim=` sim ticks delivered (Σ of the `deltaFrames`/`g_ClockTimer` fed downstream), `clamped=` frames whose catch-up hit `FRAMETIMING_PORT_MAX_CATCHUP`, `maxraw=` largest pre-clamp delta. Healthy steady state = `render=30 sim=60 clamped=0 maxraw=2` (measured M-80, all levels idle). Use to check whether the wall-clock timer under-advances under real AI load (D193). Cheap; safe for a full playtest. | **live** (D193) |
| `GE_D193A` | `src/game/chr.c` (`chrTick` → `d193aSample`, plus `d193aMoved` in `chrUpdateAnim`; `#ifdef PORT`) | Per-wall-second per-ticked-chr locomotion telemetry (D193/D209): `chr=` chrnum, `act=` ACT_TYPE, `speed=` world-units travelled/s, `gtd=` g_GlobalTimerDelta, `tier=` `act_gopos.unk59` SPEED tier (0 walk / 1 run / 2 sprint; `-1` when not ACT_GOPOS), `gspd=` `act_gopos.speed` (**a turn rate, not a travel rate** — 0 means running straight), `typ=` PROP_TYPE (3=CHR, 6=VIEWER), `tick=`/`move=`/`frz=` chrTick entries vs `chrUpdateAnim` calls vs freeze-gated (move « tick = the chr is being visibility-culled out of its own locomotion; `move=0` at high `speed` = WAYMODE_MAGIC), `hid=` CHRFLAG_HIDDEN, then the root-motion scalars `scale` / `xlscale` / `animrate` / `playspeed` / `mspeed` (model->speed) / `endframe` / `anim` ptr / `aidx=` that pointer reverse-resolved to its `animation_table_ptrs1` index (40 walking, 41 sprinting, 42 running, 107 walking_unarmed — map via `src/game/initanitable.c`). `GE_D193A_CHR=<n>` restricts to one chrnum. **This probe found D209**: Cradle showed `tier=1` (RUN) with `aidx=40/107` (walk anims) on every sample. | **live** (D193/D209) | | `GE_D193A` | `src/game/chr.c` (`chrTick` → `d193aSample`, plus `d193aMoved` in `chrUpdateAnim`; `#ifdef PORT`) | Per-wall-second per-ticked-chr locomotion telemetry (D193/D209): `chr=` chrnum, `act=` ACT_TYPE, `speed=` world-units travelled/s, `gtd=` g_GlobalTimerDelta, `tier=` `act_gopos.unk59` SPEED tier (0 walk / 1 run / 2 sprint; `-1` when not ACT_GOPOS), `gspd=` `act_gopos.speed` (**a turn rate, not a travel rate** — 0 means running straight), `typ=` PROP_TYPE (3=CHR, 6=VIEWER), `tick=`/`move=`/`frz=` chrTick entries vs `chrUpdateAnim` calls vs freeze-gated (move « tick = the chr is being visibility-culled out of its own locomotion; `move=0` at high `speed` = WAYMODE_MAGIC), `hid=` CHRFLAG_HIDDEN, then the root-motion scalars `scale` / `xlscale` / `animrate` / `playspeed` / `mspeed` (model->speed) / `endframe` / `anim` ptr / `aidx=` that pointer reverse-resolved to its `animation_table_ptrs1` index (40 walking, 41 sprinting, 42 running, 107 walking_unarmed — map via `src/game/initanitable.c`). `GE_D193A_CHR=<n>` restricts to one chrnum. **This probe found D209**: Cradle showed `tier=1` (RUN) with `aidx=40/107` (walk anims) on every sample. | **live** (D193/D209) |
| `GE_D193B` | `src/game/model.c` (`sub_GAME_7F06D3F4`, `#ifdef PORT`) | Rate-limited (1/97) raw anim root-motion decode trace (D193): `joint=` / `flip=` / `base=` mtx channel index / `frame=` / `tmp=` decoded s16 translation triple from the anim bitstream / `angle=` / `anim` ptr / `bd=`+`bs=` the D32 u32 bitDescriptors/bitStream addresses / `njoints`. M-80 Facility: `base=0`, `angle=0` **always** (root-motion facing delta never non-zero — top lead), `tmp` ≈ (±small, ~1086 hip-height, ±small). Compare `tmp`/`angle` magnitudes against a clean N64 decomp build of the same anim+frame. | **live** (D193) | | `GE_D193B` | `src/game/model.c` (`sub_GAME_7F06D3F4`, `#ifdef PORT`) | Rate-limited (1/97) raw anim root-motion decode trace (D193): `joint=` / `flip=` / `base=` mtx channel index / `frame=` / `tmp=` decoded s16 translation triple from the anim bitstream / `angle=` / `anim` ptr / `bd=`+`bs=` the D32 u32 bitDescriptors/bitStream addresses / `njoints`. M-80 Facility: `base=0`, `angle=0` **always** (root-motion facing delta never non-zero — top lead), `tmp` ≈ (±small, ~1086 hip-height, ±small). Compare `tmp`/`angle` magnitudes against a clean N64 decomp build of the same anim+frame. | **live** (D193) |
@@ -61,6 +64,13 @@ Two classes:
| `GE_D116` | `port/fast3d/gfx_pc.cpp:1710,2362`, `src/game/textrelated.c:265,541` (cached `ge_d116`) | HUD/text "X-mirror" (D114/D116) vbo/uv trace. **D114/D116 CLOSED — NOT A BUG (M-33/D168): the captures were upside-down, not mirrored.** Probe is now dead scaffolding — strip on the next cleanup pass. | dead (D114/D116 closed) | | `GE_D116` | `port/fast3d/gfx_pc.cpp:1710,2362`, `src/game/textrelated.c:265,541` (cached `ge_d116`) | HUD/text "X-mirror" (D114/D116) vbo/uv trace. **D114/D116 CLOSED — NOT A BUG (M-33/D168): the captures were upside-down, not mirrored.** Probe is now dead scaffolding — strip on the next cleanup pass. | dead (D114/D116 closed) |
| `GE_D288` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri1`, right after the D233 trivial-reject guard; cached `ge_d288`) | M-152 diag for the Silo intro stray triangle: logs any triangle whose clip-space NDC bbox covers >15% of the screen or goes non-finite, with each vertex's `w` and `any_behind_camera`. **Investigation in progress** — narrowed to two candidates (an unguarded `w`-division NaN leak in the backface-cull test just below, or the D106/D271 portal-BFS family), not yet root-caused; needs a live/headless `-level_20` run to disambiguate. | **live** (D288) | | `GE_D288` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri1`, right after the D233 trivial-reject guard; cached `ge_d288`) | M-152 diag for the Silo intro stray triangle: logs any triangle whose clip-space NDC bbox covers >15% of the screen or goes non-finite, with each vertex's `w` and `any_behind_camera`. **Investigation in progress** — narrowed to two candidates (an unguarded `w`-division NaN leak in the backface-cull test just below, or the D106/D271 portal-BFS family), not yet root-caused; needs a live/headless `-level_20` run to disambiguate. | **live** (D288) |
| `GE_D236RM` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri1`, unconditional getenv, no state kept when unset) | M-155/pass-10 diag for D236: per-frame (`num_dls`) triangle count of the `0x0c184b50` render-mode class (`other_mode_l` exact match), heartbeat-logged every 300 frames even at zero. **REFRAMED D280's "run-to-run dependent instantiation" as ordinary room-based occlusion**, not a CPU-side gating bug — see `## D236` pass-10 writeup. | **live** (D236 OPEN, kept for future passes) | | `GE_D236RM` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri1`, unconditional getenv, no state kept when unset) | M-155/pass-10 diag for D236: per-frame (`num_dls`) triangle count of the `0x0c184b50` render-mode class (`other_mode_l` exact match), heartbeat-logged every 300 frames even at zero. **REFRAMED D280's "run-to-run dependent instantiation" as ordinary room-based occlusion**, not a CPU-side gating bug — see `## D236` pass-10 writeup. | **live** (D236 OPEN, kept for future passes) |
| `GE_D236ORDER` | `port/fast3d/gfx_pc.cpp:1844` (`gfx_sp_tri1`, cached `s_d236order`) | D236 pass-12 diag: per-DL sequence log of the tree-class triangles (DL index, screen-space depth, noise min/max census) to test the draw-order hypothesis. Zero cost unset; remove once D236 concludes. | **live** (D236 OPEN) |
| `GE_D236ALPHA` | `port/fast3d/gfx_pc.cpp:1896` (`gfx_sp_tri1`, cached `s_d236alpha`) | D236 pass-14 diag: for the `0x0c184b50` tree-class render mode, logs the combine/alpha state of up to 4000 matching triangles (deduped on combine change) so the captured draw can be cross-checked against the source. Zero cost unset; remove once D236 concludes. | **live** (D236 OPEN) |
| `GE_D236ZFIX` | `port/fast3d/gfx_pc.cpp:1970` (`gfx_sp_tri1`, cached `s_d236zfix`) | D236 pass-12 test override: forces `depth_update=true` for the `0x0c184b50` tree-class render mode — a cheap mechanism test before deciding what a real fix looks like. Off by default; remove once D236 concludes. | **live, test-only** (D236 OPEN) |
| `GE_D236RAW` | `src/game/bg.c:2437` (`#ifdef PORT`) | D236 pass-16 diag: one-shot census of the raw vertex table's alpha-byte distribution (5 buckets + min/max), camera-independent, to check whether any vertex in the whole table exceeds the low ceiling. Zero cost unset; remove once D236 concludes. | **live** (D236 OPEN) |
| `GE_D245V` | `src/game/sky.c:962` (`skyPortRenderPoly`-adjacent, `#ifdef PORT`) | D245 water-seam diag: per-call min/max of the recomputed S/T texture-coordinate ranges for the water fan vertices (rate-limited), to check whether the seam tracks a tc-shift boundary. Inert unset. | **live** (D245 OPEN) |
| `GE_D245_FIXEDSHIFT` | `src/game/sky.c:946` (`#ifdef PORT`) | D245 test override: pins the water tc shift `k` to the given integer (0..SKY_TC_MAX_SHIFT) instead of the computed per-vertex value, to A/B the allowShift=TRUE behavior. Off by default (unset = current behavior). | **live, test-only** (D245 OPEN) |
| `GE_D252` | `port/fast3d/gfx_pc.cpp:733` (`import_texture`, cached `s_d252`) | D252 rainbow-particle diag: one-shot per (address,size) import log of the tile state (tmem/fmt/siz/addr/size/line) for small textures so a suspect particle tile can be checked against its source bytes by hand. Remove once D252 is resolved. | **live** (D252 OPEN — non-reproducible) |
## Dxx diagnostic probes — finding closed unless noted ## Dxx diagnostic probes — finding closed unless noted
@@ -92,6 +102,14 @@ Two classes:
| `GE_D104` | `src/game/bg.c:654` (rate-limited, `d104c`) | D104 depth-clear trace | dead (D104 closed) | | `GE_D104` | `src/game/bg.c:654` (rate-limited, `d104c`) | D104 depth-clear trace | dead (D104 closed) |
| `GE_D71LOG` | `port/fast3d/gfx_pc.cpp:645` | D71 fast3d trace | dead (D71 closed) | | `GE_D71LOG` | `port/fast3d/gfx_pc.cpp:645` | D71 fast3d trace | dead (D71 closed) |
| `GE_D75` | `src/game/title.c` `sub_GAME_7F007F30` (capped 8) | D75 Bug 2 gun-barrel model probe: logs `chrModelInstance`/`gunModelInstance` ptr+obj+numMatrices, `render_pos`, `renderData.mtxlist`, `g_GfxMemPos`, `osVirtualToPhysical(render_pos)` | **LIVE** (D75 Bug 2 OPEN — see §F "D75 Bug 2 — RUNTIME PROBE") | | `GE_D75` | `src/game/title.c` `sub_GAME_7F007F30` (capped 8) | D75 Bug 2 gun-barrel model probe: logs `chrModelInstance`/`gunModelInstance` ptr+obj+numMatrices, `render_pos`, `renderData.mtxlist`, `g_GfxMemPos`, `osVirtualToPhysical(render_pos)` | **LIVE** (D75 Bug 2 OPEN — see §F "D75 Bug 2 — RUNTIME PROBE") |
| `GE_D305` | `src/snd.c:420` (`sndHandleEvent` desync branch, `#ifdef PORT`) | D305: logs the sound-preemption desync state when it is detected (after the NULL-guard fix made the crash itself impossible) — confirms whether `Game.AllUnlocked` correlates or was coincidental, and whether it recurs. Inert unset. | **live** (D305 monitoring) |
| `GE_D309` | `src/game/chrai.c:810,3424`, `src/game/chraction.c:10139` (all `#ifdef PORT`) | D309 freeze probe: logs AI label-not-found restarts (`chrai.c`) and the run-to-bond persistent-list step-on path (`chraction.c`, capped 400 lines) — the diagnostics used to root-cause the elusive complete freeze (D309/D310). Inert unset. | **live** (D309/D310 fixed — kept for recurrence) |
| `GE_D314` | `port/src/optionsoverlay.c:681` (cached `s_d314Enabled`) | D314 F10-flicker probe: logs the overlay's viGetY / visible-row count / scroll / selection each poll. Inert unset; strip candidate once D314 is triaged. | **live** (D314 pending triage) |
| `GE_D318R` | `port/src/random.c:69,147` (`#ifdef PORT`) | PRNG golden probe (D284/D318): logs the first 4000 gameplay-PRNG draws with tick + caller return address, and every `randomSeed` set — verifies the bit-exact port of `random.s` and which call sites consume the stream. Inert unset. | **live** (D284 verification) |
| `GE_RSEED` | `port/src/random.c:134` (`#ifdef PORT`) | Test-only boot-seed override: `GE_RSEED=<hex64>` pins `g_randomSeed` at first seed instead of the wall-clock-derived value — for determinism and N64-parity tests. Inert unset. | **live, test-only** |
| `GE_RSEED_LV` | `port/src/d318watchdog.c:232` (`#ifdef PORT`) | One-shot level-start seed log: logs `g_randomSeed` at the first tick after level start (optionally armed for a specific tick via `<hex>@<tick>`) — ties a saved/loaded game's PRNG state to a level for D318-class repro. Inert unset. | **live** (D318 verification) |
| `GE_D318T` | `port/src/d318watchdog.c:270` (`#ifdef PORT`) | D318 watchdog timeline probe: per-tick log of the Facility ai_22 softlock signature window (c78 list/offset/attack state, c67 health) while the watchdog watches. Inert unset. | **live** (D318 verification) |
| `GE_D318W` | `port/src/d318watchdog.c:136` (`#ifdef PORT`) | **Not a probe — the D318 port-side watchdog itself, ON by default.** Detects the Facility ai_22 hold-pose softlock signature (a latent N64 race, see findings.md D318) for 600 consecutive ticks and re-seeds c78's attack via the game's own fresh-attack entry point. `GE_D318W=0` opts out; logs `D318W:` lines when it acts. **Permanent fix, not strip-candidate.** | **live** (D318 fix — permanent) |
## Notes ## Notes
+42 -26
View File
@@ -68,7 +68,7 @@ All dates from this repository's own commit history (August 2026).
gantt gantt
dateFormat YYYY-MM-DD dateFormat YYYY-MM-DD
axisFormat %b %d axisFormat %b %d
title GoldenEye 007 PC port; from fork to playable front end title GoldenEye 007 PC port; from fork to v0.3.0
section Local model - Qwen 3.8 via pi section Local model - Qwen 3.8 via pi
Fork + PC-port scaffolding :m1, 2026-08-16, 1d Fork + PC-port scaffolding :m1, 2026-08-16, 1d
Full compile + link (~230 TUs) :m2, 2026-08-20, 1d Full compile + link (~230 TUs) :m2, 2026-08-20, 1d
@@ -84,6 +84,10 @@ gantt
SDL input layer (kbd/mouse/gamepad) :2026-08-29, 1d SDL input layer (kbd/mouse/gamepad) :2026-08-29, 1d
Front-end flow (menu to briefing to start) :m7, 2026-08-30, 1d Front-end flow (menu to briefing to start) :m7, 2026-08-30, 1d
File-backed EEPROM saves :2026-08-31, 1d File-backed EEPROM saves :2026-08-31, 1d
section Month one - front end to v0.3.0
Audio mixer (music + SFX) :2026-09-02, 7d
Steam Deck hardening + F10 overlay QoL :2026-09-14, 3d
v0.3.0 released (full campaign playtested) :milestone, 2026-09-18, 0d
``` ```
- **Day 0** (16 Aug): repository forked, PC-port scaffolding added. - **Day 0** (16 Aug): repository forked, PC-port scaffolding added.
@@ -97,50 +101,59 @@ gantt
unattended play window without crashing.** unattended play window without crashing.**
- **Day 14** (30–31 Aug): front end playable end to end (menu → mission - **Day 14** (30–31 Aug): front end playable end to end (menu → mission
select → difficulty → briefing → start); file-backed saves. select → difficulty → briefing → start); file-backed saves.
- **Day 33** (18 Sep): **v0.3.0 released** — the full campaign playtested
end to end at Agent difficulty, audio complete, bundles for Windows,
Linux and Steam Deck.
So roughly **two weeks**, one person part-time, to take a decompilation from So roughly **two weeks**, one person part-time, to take a decompilation from
"builds an N64 ROM" to "boots on desktop, renders every solo level, playable "builds an N64 ROM" to "boots on desktop, renders every solo level, playable
through the front end into the early game"; with audio and a set of cosmetic through the front end into the early game". The rest of month one (29 Aug –
issues still outstanding. 18 Sep) took it from there to a public release: the 21-level sweep to
full-campaign completion, the audio mixer, input and Steam Deck polish,
widescreen FOV scaling, and the v0.3.0 bundles — with a set of cosmetic
issues documented rather than outstanding.
## By the numbers ## By the numbers
| | | | | |
|---|---| |---|---|
| Calendar time | 26 days (17 Aug – 11 Sep 2026), one person part-time | | Calendar time | 34 days (16 Aug – 18 Sep 2026), one person part-time |
| Commits on the port | ~430 | | Commits on the port | ~690 |
| 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) | | 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) |
| Handoff sessions | 89+ (`M-2` … `M-89`, and counting) | | Handoff sessions | 190+ (`M-2` … `M-191`, and counting) |
| Game-source files given `#ifdef PORT` ABI edits | 67 files, ~305 blocks | | Game-source files given `#ifdef PORT` ABI edits | 71 files, ~385 blocks |
| New port-layer / tooling files | ~114 | | New port-layer / tooling files | ~119 |
| Port layer | ~21,900 lines C/C++ (`port/`) | | Port layer | ~24,450 lines C/C++ (`port/`) |
| PC asset-conversion tooling | ~7,050 lines Python (`tools_pc/`) | | PC asset-conversion tooling | ~7,180 lines Python (`tools_pc/`) |
| 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 | | 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 |
### Commit velocity ### Commit velocity
```mermaid ```mermaid
xychart-beta xychart-beta
title "Commits per day" title "Commits per day"
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"] 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"]
y-axis "commits" 0 --> 60 y-axis "commits" 0 --> 90
bar [1, 2, 2, 6, 9, 2, 4, 7, 57, 39, 39, 46, 9] 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]
``` ```
Days with no commits are omitted. The 8/25–8/26 gap is between phases; the Days with no commits are omitted (18–19 and 25–26 Aug). The step up from
step up from 8/28 onward is the collaborative phase in full swing, including 8/28 onward is the collaborative phase in full swing, including the parallel
the parallel multi-agent "bursts" used near the end. multi-agent "bursts"; the 9/15 spike is the Steam Deck playtest-feedback
batch landing at once.
### Who did what ### Who did what
```mermaid ```mermaid
pie showData title "Commits by agent (raw count)" pie showData title "Commits by agent (raw count, snapshot through early September)"
"Claude" : 161 "Claude" : 161
"Local model (Qwen 3.8 / pi)" : 62 "Local model (Qwen 3.8 / pi)" : 62
``` ```
(Phase A, the first 26 commits, to 24 Aug, was entirely the local model, (Phase A, the first 26 commits, to 24 Aug, was entirely the local model,
solo; from 27 Aug on the two agents worked in parallel.) solo; from 27 Aug on the two agents worked in parallel. The raw tally was
not re-run for the final third of the project; treat the milestone-weighted
estimate below as the better number.)
| Milestone / workstream | Primary agent | Weight | | Milestone / workstream | Primary agent | Weight |
|---|---|---| |---|---|---|
@@ -208,9 +221,11 @@ let them substitute for each other:
usage limit mid-problem, the local model picked the task up from the usage limit mid-problem, the local model picked the task up from the
HANDOFF state and continued; when the local model hit a bug that needed HANDOFF state and continued; when the local model hit a bug that needed
deeper structural reasoning, it wrote up where it was and Claude took over. deeper structural reasoning, it wrote up where it was and Claude took over.
2. **`findings.md`**; the chronological finding log. 162 numbered entries, 2. **`findings.md`**; the chronological finding log. 311 numbered `D`
each a root cause with `file:line` evidence and the fix. New agents (either entries by v0.3.0 (190 tracked in the index; some labels merged or
model) are pointed at the relevant entries before they start. withdrawn), each a root cause with `file:line` evidence and the fix. New
agents (either model) are pointed at the relevant entries before they
start.
3. **`porting-notes.md`**; the append-only "recurring bug classes" file. The 3. **`porting-notes.md`**; the append-only "recurring bug classes" file. The
single highest-leverage artifact: it stopped both models from single highest-leverage artifact: it stopped both models from
re-deriving the same class of N64→PC bug over and over. re-deriving the same class of N64→PC bug over and over.
@@ -262,7 +277,8 @@ Honest notes, for anyone weighing whether this transfers.
to Opus 5. Each tier earned its place on the problems the tier below it to Opus 5. Each tier earned its place on the problems the tier below it
couldn't close. couldn't close.
**Still outstanding** (parked below crash/level work): audio is not **Still outstanding** (the v0.3.0 known-issues list): cosmetic rendering
implemented; several front-end 3D transforms and some text rendering are defects (particle colours, Surface 1 billboard trees, front-end logos, water
wrong. See seam), stretched-not-native widescreen, PAL/JP support, a controller
rebinding UI, and macOS/ARM builds. See the README's Status section and
[`GRAPHICS-BACKLOG.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/dev/GRAPHICS-BACKLOG.md). [`GRAPHICS-BACKLOG.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/dev/GRAPHICS-BACKLOG.md).
+34 -26
View File
@@ -1,10 +1,11 @@
--- ---
title: GoldenEye 007 PC Port title: GoldenEye 007 PC Port
# v0.2.1 (Bing SEO round 2): re-shortened to 133 chars (was 161, 1 over # v0.3.0: status bumped from v0.2.1; Honest-status bullets synced with the
# Bing's 160 limit) and bumped the stale v0.2.0 mention. # README's v0.3.0 known issues (D255/D282/F10-dup/overscan items removed as
# fixed). Description kept at 133 chars (Bing's 160 limit).
description: >- description: >-
A native PC port of the 1997 N64 classic, built from decompiled source with A native PC port of the 1997 N64 classic, built from decompiled source with
a software RSP. v0.2.1 for Windows, Linux and Steam Deck. a software RSP. v0.3.0 for Windows, Linux and Steam Deck.
--- ---
<!-- v0.2.1 (Bing SEO): the "# GoldenEye 007 PC Port" h1 was removed here -- <!-- v0.2.1 (Bing SEO): the "# GoldenEye 007 PC Port" h1 was removed here --
@@ -17,12 +18,12 @@ N64's graphics coprocessor (RSP) running in software, the same architecture
as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the
same Rare "Indy" engine family, one hardware generation apart. same Rare "Indy" engine family, one hardware generation apart.
**Status: v0.2.1.** The full single-player campaign runs at a steady 60 fps **Status: v0.3.0.** 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 is completable end to end (all 21 missions playtested); all 21 missions
and Linux (one intermittent Steam Deck/Linux crash remains, listed below), load and run clean on Windows, Linux and Steam Deck, and audio (music + SFX)
and audio (music + SFX) plays throughout. The known rough edges (cutscenes plays throughout. The known rough edges — mostly cosmetic rendering defects,
that still glitch, a handful of cosmetic rendering defects, missing features stretched-not-native widescreen, and missing features — are listed plainly
like real widescreen) are listed plainly under [Honest status](#honest-status). under [Honest status](#honest-status).
**This is a pre-1.0 release, not a finished product** — v1.0 is the target **This is a pre-1.0 release, not a finished product** — v1.0 is the target
for a polished, feature-complete build; expect rough edges and missing for a polished, feature-complete build; expect rough edges and missing
@@ -33,8 +34,8 @@ consideration, and more).
<p align="center"> <p align="center">
<img src="media/goldeneye-gh-preview.gif" width="70%" <img src="media/goldeneye-gh-preview.gif" width="70%"
alt="~32 s gameplay montage from live play sessions"> alt="~12 s gameplay montage from live play sessions">
<br><em>~32 s gameplay montage loop from live play sessions, running in the port.</em> <br><em>~12 s gameplay montage from live v0.3.0 play sessions, running in the port.</em>
</p> </p>
## Download ## Download
@@ -189,23 +190,30 @@ catalogue: [Porting notes](porting-notes.md).
## Honest status ## Honest status
- **Cutscenes still glitch, mostly with James Bond**: in scripted sequences - **Particle colours** can still drift through a rainbow palette
Bond is the one who gets misplaced, hovers, or spins; the other actors are intermittently: one genuine cause is fixed this release, a second hasn't
fine for the most part now. Still the most visible gap in this release. been found yet (D252).
- Particle colours drift through a rainbow palette instead of holding grey/orange. - **Some muzzle flashes draw an extra erroneous long flash** straight up from
- Water levels show a moving seam; pixel strips at screen edges at non-integer the gun, on top of the correct one. Cosmetic only (D303).
scales; some front-end 3D models mispositioned or absent. - Water levels show a moving seam between two water patterns (D245);
occasional z-fighting on some geometry (D308); in-level security-camera
props can occasionally face backwards (D307). Minor and cosmetic.
- **The front-end Nintendo logo renders as two white blobs** and the Rareware
logo's texture filtering looks off (D75).
- Surface 1's 2D billboard trees render as a solid wall of tree texture - Surface 1's 2D billboard trees render as a solid wall of tree texture
instead of discrete sprites; under active investigation. instead of discrete sprites; under active investigation (D236).
- No true widescreen (16:9 stretches the 4:3 view rather than expanding - **Widescreen is stretched, not native**: 16:9 stretches the 4:3 frame to
FOV); distant geometry can drop out on the biggest open levels; gunshot fill the display; automatic FOV scaling keeps the framing comfortable and
SFX can sound off during sustained/rapid fire. gameplay is unaffected, but a distortion-free native widescreen render is
still on the roadmap. Distant geometry can also drop out on the biggest
open levels (D249).
- **Gunshot SFX can sound off during sustained/rapid fire** (D240/D241).
- **`All unlocked` is highly experimental** — don't enable it until you have - **`All unlocked` is highly experimental** — don't enable it until you have
at least one save written, or it can break audio and mouse aim (D281). at least one save written, or it can break audio and mouse aim
- The F10 overlay's bottom row duplicates the selected item; an intermittent (D257/D259/D281).
Linux/Steam Deck SIGSEGV remains, reliably reproducible via Facility's - Bond's cutscene positioning is fixed and right the large majority of the
door-opening computer terminals (D255); front-end menu navigation needs time now; on the rare occasion he's off it's a small drift — no more
the right stick, not the left, on gamepad (D282). floating or spin-glitching (D173/D292/D243).
- No macOS/ARM support; no controller rebinding UI yet. - No macOS/ARM support; no controller rebinding UI yet.
The full list, with root causes and fix status: the The full list, with root causes and fix status: the
Binary file not shown.

Before

Width:  |  Height:  |  Size: 27 MiB

After

Width:  |  Height:  |  Size: 22 MiB