forked from Ports/goldeneye-pc-port
docs: cut-content research round 2 — decomp-only discoveries + full music alignment
New findings not covered by TCRF's articles (full detail in local backlog/cut-content/RESEARCH.md): - The shipped game's M16 pickup text still reads 'an AR33 assault rifle' (LpropobjE PROPOBJ_STR_2A, propobj.c:10471); unused 'US AR33' strings and PROP_CHRM16 comments survive too. - Klobb rename scar verified: GUN_STR_6B is the only out-of-alphabetical-order weapon name in LgunE.c, exactly as TCRF's prerelease page describes. - cartrifle + wristdart: full pickup/prop resources, no ITEM_ enum, no weapon stats — cut weapons missing from TCRF's unused-items list (wrist dart = the AMMO_DARTS hardware; decomp comments it '(BETA)'). - All four Bonds mapped: CUFF_/BOND_ Connery/Dalton/Moore enums + the actor-switch code in bondview2.c with every branch flattened to Brosnan; no former-actor models exist in the ROM (80 C*Z chr models enumerated). - Cuba (LlenE.c) is the only orphan level with recoverable text: cut Natalya dialogue, title card, alternate credits cast. - Orphan-level geometry confirmed present in ROM (obseg.h segment decls); what's missing is mission setup, not geometry. - Music enum vs Notes-page GS index aligned slot-for-slot through 0x2C with four local mismatches past it (49/52/54/59) pending in-game audition.
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@@ -16,6 +16,48 @@ export at `scratchpad/backlog-scrape/restore-cut-content-mod/` (gitignored).
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> table as pickup+prop pairs except heroine; (4) TCRF's 11 unused cheats, music
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> track index, MP character table and build dates all verify 1:1 against
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> `bondconstants.h`/`cheat.c`/`front.c`/`compiletime.c`.
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>
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> **Round 2 (decomp-only discoveries — not in TCRF's documentation):**
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>
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> 1. **The shipped game still calls the M16 an "AR33"** — pickup text
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> `"an AR33 assault rifle."` (`LpropobjE.c` PROPOBJ_STR_2A, used at
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> `propobj.c:10471`), plus unused strings `"US AR33 Assault Rifle"`/
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> `"US AR33"` (`LgunE.c` GUN_STR_74/75) and `PROP_CHRM16 /* AR33 Assault
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> Rifle */` comments. TCRF's prerelease page mentions the AR33 name in early
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> footage but not that it survived into retail text.
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> 2. **Klobb rename trace verified**: weapon-name strings in `LgunE.c` are
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> alphabetical except GUN_STR_6B `"Klobb"` (between "Spy File" and "Staff
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> List") — exactly the last-minute Skorpion→Klobb scar TCRF describes.
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> 3. **Two cut weapons TCRF's unused-items page doesn't list**: `cartrifle` and
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> `wristdart` — full pickup+prop resources (`GcartrifleZ`, `GwristdartZ`,
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> `PchrwristdartZ /* (BETA) */`) but no `ITEM_*` entry and no WeaponStats,
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> i.e. unusable as weapons. The wrist dart is the hardware behind TCRF's
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> `AMMO_DARTS` ($0E).
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> 4. **All four Bonds, fully mapped**: `CUFF_CONNERY/DALTON/MOORE` +
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> `BOND_BROSNAN/CONNERY/DALTON/MOORE` enums; the actor-switch code
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> (`bondview2.c:391-460`) survives with every branch flattened to Brosnan;
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> the save struct keeps the per-dossier actor field. **No Connery/Moore/
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> Dalton models exist in the retail ROM** (80 `C*Z` chr models enumerated —
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> none for the former actors); only enum slots + the `SW_CONNERY`/`SW_DINNER`
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> switches on the watch-arm model remain. TCRF's "four dossiers, four
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> actors" was pre-release state.
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> 5. **Cuba is the one orphan level with recoverable content**: `LlenE.c` holds a
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> cut Natalya dialogue exchange, the "C U B A N J U N G L E" title card, and a
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> full alternate credits cast. The other 12 unused level text files are empty
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> stubs.
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> 6. **Orphan-level geometry IS in the ROM**: `assets/obseg/obseg.h` declares all
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> nine text-only orphans' bg segments (`bg_sho_all_p_seg[]` …) — a
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> byte-matching decomp can't fabricate them. What's missing is mission setup
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> (briefings exist only for the 21 solo levels), not geometry.
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> 7. **Moneypenny's two risqué Frigate-briefing lines are gone from the ROM**
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> (final `LdestE.c` keeps only the toned-down "thighs of steel" paragraph);
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> recoverable only from TCRF's transcription. "Destroyer"→"Frigate" rename is
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> complete; the Manticore yacht mission has zero ROM trace.
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> 8. **Music enum ↔ Notes-page GS index fully aligned**: indices 0–48 match
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> slot-for-slot; four local mismatches past 0x2C (49 `M_CUBA` vs "Ending
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> theme", 52 `M_MPTHEME3` vs "Surface 2 X", 54 `M_GUITARGLISS` vs "MP Death
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> (Alt)", 59 `M_SURFACE2X` vs "Surface 1 X") — in-game `DEB_MUSIC` audition
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> needed to resolve.
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## 1. Findings
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@@ -250,8 +292,9 @@ Cross-reference:
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- Head model dirs exist under `assets/obseg/chr/`: `headken` (the Ken face),
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`headbrosnan*` (4 costume variants), `moonfemale`, plus ~30 named heads.
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The actor-named suits (Connery/Dalton/Moore) do **not** appear as chr dirs —
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likely cut before model export, or embedded in a shared body file.
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**Unverified** which exact models the TCRF face shots show.
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**resolved in round 2**: the ROM holds exactly 80 `C*Z` character models and
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none is a former-Bond actor; only the enum slots + the flattened actor-switch
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code (`bondview2.c:391-460`) survive (see banner, item 4).
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**Status: Tier 2/3.** Cosmetic mod (extra MP faces) = asset-level work if the
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models are in the ROM; verify by dumping `assets/obseg/chr/*/Model.c` headers.
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