forked from Ports/goldeneye-pc-port
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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@@ -17,10 +17,20 @@ Linux bundle sideloads as-is) and runs the full campaign at a steady 60 fps
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with known rough edges ([Status](#status)). Free to download, build on and
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modify (you bring the ROM).
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It's also a case study in AI-agent collaboration on a large, low-level
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codebase: two coding agents, driven by one person part-time, porting ~230
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translation units of unmodified big-endian MIPS game code to a 64-bit desktop.
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See [Background](#background).
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**This is a pre-1.0 release, not a finished product.** v1.0 is the target
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for a polished, feature-complete build; until then, expect rough edges,
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missing features, and breaking changes between versions. See
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[Status](#status) for what works today and [Roadmap](#roadmap) for where
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this is headed.
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**AI disclosure:** development here was agentic - Claude Pro plus a local
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open-weight model on a single RTX 5090, as of August–September 2026. This
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project is as much a study of *that process* as it is a port: whether
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current LLMs can carry a codebase like this, and what actually goes wrong
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along the way. Judge the result for yourself.
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I'm one person doing this in my spare time, not a team. See
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[Background](#background) for the full setup, timeline, and an honest
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account of what worked and what didn't.
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> [!IMPORTANT]
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> **You must supply your own GoldenEye 007 ROM.** This repository contains no
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@@ -94,8 +104,29 @@ Windows and Linux.
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(D251).
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- Surface 1's 2D billboard trees render as a solid wall of tree texture
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instead of discrete sprites (D236). Under active investigation.
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- **Steam Deck:** one intermittent SIGSEGV remains in heavy firefights (D255);
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current builds capture full faulting registers in `ge007.crash.log`.
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- No true widescreen: 16:9 stretches the 4:3-authored view (world + HUD)
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rather than properly expanding the horizontal FOV; the F10 *FOV scale %*
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slider is a manual workaround, not real widescreen.
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- Distant geometry can drop out on the biggest open levels (Streets,
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Egyptian) at default FOV — a culling/LOD issue that sometimes
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self-corrects as you keep moving (D249).
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- Gunshot SFX can sound off during sustained/rapid fire: cadence can drift
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from the N64 original's rate, and PP7/AK47 fire can occasionally go silent
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under heavy automatic fire near another looping sound (D240/D241).
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- **`All unlocked` is highly experimental — don't enable it until you have
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at least one save written** (complete a level normally first, e.g. Dam on
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Agent). Enabling it on a brand-new install with no prior save can still
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cause silent audio and odd right-mouse-aim behavior (D257/D259/D281).
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- **Linux / Steam Deck:** an intermittent SIGSEGV remains, with a reliable
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repro found this release — Facility's computer terminals (the ones you
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activate to open a door for level progression) consistently crash the
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game on activation (D255; seen on Linux generally, not Deck-hardware
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specific). Combat-related crashes reported earlier (Bunker, Frigate) may
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be the same bug via a different trigger; current builds capture full
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faulting registers in `ge007.crash.log`.
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- Steam Deck / gamepad: front-end menu navigation (main menu, file select,
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mission-select map) currently requires the right analog stick, not the
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left (D282) — a planned QoL fix, not done in this release.
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- Assorted further cosmetic defects are tracked in
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[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
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- No macOS or ARM support; no controller rebinding UI.
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@@ -112,7 +143,13 @@ derived assets), and add the executable as a non-Steam game. SDL2 is bundled, so
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installing. On SteamOS the first launch seeds `ge007.ini` with Deck-friendly
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defaults: native 1280×800 fullscreen, VSync, MSAA 4, and 150% draw/LOD
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distance (the authored N64 fade distances read short on the close-up panel);
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everything is changeable in the options overlay and persists afterwards. The renderer is CPU-bound (software RSP); expect original N64-era
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everything is changeable in the options overlay and persists afterwards.
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**Do that first launch in Game Mode, not Desktop Mode** — an ini created by
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an earlier Desktop Mode launch (e.g. while testing before adding it as a
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Steam shortcut) permanently skips the Deck preset, since any existing ini
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always wins over it (D283). If your resolution isn't 1280×800 on first
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Game Mode boot, just set it manually: F10 → *Resolution*. The renderer is
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CPU-bound (software RSP); expect original N64-era
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performance at 60 fps rather than more. This release was playtested on real
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Deck hardware; the v0.1.0-era Facility crash (D203) did not recur: its root
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cause was identified and fixed (D253), verified on the Deck; one intermittent
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@@ -125,6 +162,27 @@ options, **A** steps the selected option forward, **B** steps it back, and
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filtering cycle, sliders step in increments. With a keyboard attached the same
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overlay is `F10` + arrows/Enter.
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## Roadmap
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No fixed timeline or committed feature list — this is spare-time work — but
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directionally, on the way to v1.0:
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- Working through the [known issues](#status) above and the fuller list in
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[`docs/dev/findings.md`](docs/dev/findings.md).
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- **PAL and JP ROM support** ([issue #85](https://github.com/jkdansereau/goldeneye-pc-port/issues/85)); NTSC-U is the only supported region today.
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- **Real widescreen** (properly expanding the field of view at 16:9, rather
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than today's 4:3-stretch).
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- **Controller rebinding UI**, and macOS/ARM builds.
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- **LAN multiplayer**: reviving GoldenEye's original split-screen/deathmatch
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netplay across multiple PCs on a local network. Genuinely under
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consideration, but early and not started; no ETA.
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- General polish: performance, remaining rendering/audio defects, save/config
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robustness.
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Not currently planned: new game modes GE never shipped (e.g. co-op), online (non-LAN)
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multiplayer, ray tracing. If any of these matter to you, open an issue —
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it helps prioritize.
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## Beyond playing
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- **Tweak it**: `ge007.ini` and the F10 in-game overlay expose resolution,
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