forked from Ports/goldeneye-pc-port
docs: add operating manual, fix cross-references after doc restructure
- Commit CLAUDE.md + AGENTS.md so a fresh clone has the operating manual and
the ABI/no-game-logic rules (trimmed of stale phase status; the personal
pd_port path removed; points at the split docs).
- Sweep every stale doc reference across the tree after the restructure:
PCPortResearch.md -> internals.md / dev/findings.md,
PORT-LEARNINGS.md -> porting-notes.md,
AGENT-WORKFLOW.md -> dev-process.md,
docs/{GRAPHICS-BACKLOG,HANDOFF-ARCHIVE,GE-ENV-PROBES,LEVEL-*,TEXTURE-GLITCH-ANALYSIS,AUDIT-M6-*,AUDIO-PLAN}.md -> docs/dev/.
- Drop the superseded docs/PLAN-linear-level-sweep.md.
- docs/HANDOFF.md + docs/BACKLOG.md stay local-only (rolling working files);
CLAUDE.md now handles their absence in a fresh clone.
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@@ -81,7 +81,7 @@ storage-room void is NOT closed doors failing to render.
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**Priority (user, M-11): get BUNKER1 — then every level — playable
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start-to-finish with no crashes. Fix crashes/hangs first; cosmetic
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rendering (D74/D75/D76/D114/D116) is logged in `docs/GRAPHICS-BACKLOG.md`
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rendering (D74/D75/D76/D114/D116) is logged in `docs/dev/GRAPHICS-BACKLOG.md`
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and comes later.** D120 (blood-stain converter) is the nearest real
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converter gap; extending `d43_emit.py` for opcode-0x18 is a good
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subagent brief. After BUNKER1: walk the objective/exit path to a level
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@@ -107,13 +107,13 @@ transition, then the next stage.
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boot may spawn Bond holstered — may need forced weapon state or the
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attract path to get the gun on screen. Gate to playability.
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3. **The HUD/text X-mirror (D116)** — DEPRIORITISED, parked in
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`docs/GRAPHICS-BACKLOG.md`. M-11 confirmed the ammo digits use the
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`docs/dev/GRAPHICS-BACKLOG.md`. M-11 confirmed the ammo digits use the
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SAME `textrelated.c` path (no separate renderer — the M-8 premise was
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wrong) and re-hit the same contradiction: every stage verified
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non-mirrored, glyphs still flip. **Do not re-static-trace.** Next
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attempt needs a RenderDoc/apitrace capture or the asymmetric-1-texel
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experiment — nothing else. All cosmetic rendering issues (D74 dead
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wrap-block, D75/D76/D77) now tracked in `docs/GRAPHICS-BACKLOG.md`;
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wrap-block, D75/D76/D77) now tracked in `docs/dev/GRAPHICS-BACKLOG.md`;
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they rank BELOW level-progression and crash work.
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4. **Rest of the `struct player` offset pass** — D115 fixed the HIGH
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`gunfire.c` THROW* bugs; #6 (watch-preview Model pool) + the broader
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