docs: v0.2.1 known-issues sweep, pre-1.0/roadmap framing, AI disclosure

Batched pass across README/release-notes/Pages (one commit instead of the
scattered per-fix pushes earlier this session, per new commit-cadence
preference):

- New known issues surfaced that weren't documented anywhere: no real
  widescreen (16:9 stretches 4:3 rather than expanding FOV), no controller
  rebinding UI / macOS-ARM builds, culling/LOD dropout on Streets/Egyptian
  (D249), gunshot SFX oddities under sustained fire (D240/D241).
- Fixed a stale claim (in three places) that a wrong-sounding-instrument bug
  was still open; it was fixed in v0.2.0 (D230).
- Softened the D259 "All unlocked" fix to reflect reality: still breaks
  audio/aim if enabled before any save exists; flagged experimental
  (new finding D281).
- Corrected D255's repro to the precise, deterministic trigger found this
  session (Facility's door-opening computer terminals, Linux-wide not
  Deck-specific) instead of the vaguer original combat-crash description.
- Logged D282 (front-end menus need right stick not left on gamepad) and
  D283 (Steam Deck first-run preset skipped by an early Desktop Mode
  launch) with user-facing workarounds.
- Refined D263 (Ourumov/Trevelyan) internally with a position-sensitivity
  caveat; no public bullet since it doesn't block progression.
- Added pre-1.0 framing and a new README Roadmap section (known-issues
  cleanup, PAL/JP, real widescreen, rebinding, macOS/ARM, LAN multiplayer
  explicitly "under consideration, no ETA", plus an explicit "not currently
  planned" list) across README/release-notes/Pages.
- Added an AI-development disclosure (agentic development as a genuine
  study of the process, not just a port) across the same three docs.
- Pinned the release-notes hero GIF to the v0.2.1 tag instead of v0.2.0.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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James Dansereau committed 2026-09-15 12:53:57 -04:00
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@@ -17,10 +17,20 @@ Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps
with known rough edges ([Status](#status)). 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
translation units of unmodified big-endian MIPS game code to a 64-bit desktop.
See [Background](#background).
**This is a pre-1.0 release, not a finished product.** v1.0 is the target
for a polished, feature-complete build; until then, expect rough edges,
missing features, and breaking changes between versions. See
[Status](#status) for what works today and [Roadmap](#roadmap) for where
this is headed.
**AI disclosure:** development here was agentic - Claude Pro plus a local
open-weight model on a single RTX 5090, as of August–September 2026. This
project is as much a study of *that process* as it is a port: whether
current LLMs can carry a codebase like this, and what actually goes wrong
along the way. Judge the result for yourself.
I'm one person doing this in my spare time, not a team. See
[Background](#background) for the full setup, timeline, and an honest
account of what worked and what didn't.
> [!IMPORTANT]
> **You must supply your own GoldenEye 007 ROM.** This repository contains no
@@ -94,8 +104,29 @@ Windows and Linux.
(D251).
- Surface 1's 2D billboard trees render as a solid wall of tree texture
instead of discrete sprites (D236). Under active investigation.
- **Steam Deck:** one intermittent SIGSEGV remains in heavy firefights (D255);
current builds capture full faulting registers in `ge007.crash.log`.
- No true widescreen: 16:9 stretches the 4:3-authored view (world + HUD)
rather than properly expanding the horizontal FOV; the F10 *FOV scale %*
slider is a manual workaround, not real widescreen.
- Distant geometry can drop out on the biggest open levels (Streets,
Egyptian) at default FOV — a culling/LOD issue that sometimes
self-corrects as you keep moving (D249).
- Gunshot SFX can sound off during sustained/rapid fire: cadence can drift
from the N64 original's rate, and PP7/AK47 fire can occasionally go silent
under heavy automatic fire near another looping sound (D240/D241).
- **`All unlocked` is highly experimental — don't enable it until you have
at least one save written** (complete a level normally first, e.g. Dam on
Agent). Enabling it on a brand-new install with no prior save can still
cause silent audio and odd right-mouse-aim behavior (D257/D259/D281).
- **Linux / Steam Deck:** an intermittent SIGSEGV remains, with a reliable
repro found this release — Facility's computer terminals (the ones you
activate to open a door for level progression) consistently crash the
game on activation (D255; seen on Linux generally, not Deck-hardware
specific). Combat-related crashes reported earlier (Bunker, Frigate) may
be the same bug via a different trigger; current builds capture full
faulting registers in `ge007.crash.log`.
- Steam Deck / gamepad: front-end menu navigation (main menu, file select,
mission-select map) currently requires the right analog stick, not the
left (D282) — a planned QoL fix, not done in this release.
- 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.
@@ -112,7 +143,13 @@ derived assets), and add the executable as a non-Steam game. SDL2 is bundled, so
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
everything is changeable in the options overlay and persists afterwards.
**Do that first launch in Game Mode, not Desktop Mode** — an ini created by
an earlier Desktop Mode launch (e.g. while testing before adding it as a
Steam shortcut) permanently skips the Deck preset, since any existing ini
always wins over it (D283). If your resolution isn't 1280×800 on first
Game Mode boot, just set it manually: F10 → *Resolution*. The renderer is
CPU-bound (software RSP); expect original N64-era
performance at 60 fps rather than more. This release was playtested on real
Deck hardware; the v0.1.0-era Facility crash (D203) did not recur: its root
cause was identified and fixed (D253), verified on the Deck; one intermittent
@@ -125,6 +162,27 @@ options, **A** steps the selected option forward, **B** steps it back, and
filtering cycle, sliders step in increments. With a keyboard attached the same
overlay is `F10` + arrows/Enter.
## Roadmap
No fixed timeline or committed feature list — this is spare-time work — but
directionally, on the way to v1.0:
- Working through the [known issues](#status) above and the fuller list in
[`docs/dev/findings.md`](docs/dev/findings.md).
- **PAL and JP ROM support** ([issue #85](https://github.com/jkdansereau/goldeneye-pc-port/issues/85)); NTSC-U is the only supported region today.
- **Real widescreen** (properly expanding the field of view at 16:9, rather
than today's 4:3-stretch).
- **Controller rebinding UI**, and macOS/ARM builds.
- **LAN multiplayer**: reviving GoldenEye's original split-screen/deathmatch
netplay across multiple PCs on a local network. Genuinely under
consideration, but early and not started; no ETA.
- General polish: performance, remaining rendering/audio defects, save/config
robustness.
Not currently planned: new game modes GE never shipped (e.g. co-op), online (non-LAN)
multiplayer, ray tracing. If any of these matter to you, open an issue —
it helps prioritize.
## Beyond playing
- **Tweak it**: `ge007.ini` and the F10 in-game overlay expose resolution,