forked from Ports/goldeneye-pc-port
Merge pull request from jkdansereau/goldeneye-pc-port/docs/post-v050
Post-v0.5.0 docs: Pages markdown fix, credit line, ROADMAP
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@@ -5,10 +5,6 @@
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<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v<version>/docs/img/shots/feature-options.jpg" width="340" alt="The PC options menu: custom crosshair colour sliders">
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<img src="https://github.com/jkdansereau/goldeneye-pc-port/raw/v<version>/docs/img/shots/feature-options.jpg" width="340" alt="The PC options menu: custom crosshair colour sliders">
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</p>
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</p>
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<!-- MAINTAINER: header stills are from the public capture set (docs/img/shots/).
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The 15 MB gameplay-montage gif was dropped from the repo on the v0.5.0
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docs media pass (C3); the project index now uses a still carousel. -->
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Platforms: **Windows x86-64** and **Linux x86-64 (including Steam Deck)**.
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Platforms: **Windows x86-64** and **Linux x86-64 (including Steam Deck)**.
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Region: **NTSC-U (US) only**. See [Known issues](#known-issues).
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Region: **NTSC-U (US) only**. See [Known issues](#known-issues).
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@@ -219,7 +215,6 @@ Rendering and gameplay fidelity:
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- **Banded walls near explosions:** in Aztec's dark corridor, walls near rocket
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- **Banded walls near explosions:** in Aztec's dark corridor, walls near rocket
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fire turned into black/white/yellow/blue bands (also seen on the Deck); fixed
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fire turned into black/white/yellow/blue bands (also seen on the Deck); fixed
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by clamping colour-combiner inputs to the range the N64 can produce (D548).
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by clamping colour-combiner inputs to the range the N64 can produce (D548).
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Build-verified; a live Aztec re-check is owed.
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- **Rocket and thrown-item crashes/clipping:** a player-fired rocket could pass
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- **Rocket and thrown-item crashes/clipping:** a player-fired rocket could pass
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through the ground when fired near Bond's feet (a stack-layout difference
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through the ground when fired near Bond's feet (a stack-layout difference
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from the N64, D545), and the same class of bug is fixed in thrown grenades,
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from the N64, D545), and the same class of bug is fixed in thrown grenades,
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@@ -127,7 +127,7 @@
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<span class="k">Statistics:</span><span>All 20 solo missions — full campaign completed in playtesting</span>
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<span class="k">Statistics:</span><span>All 20 solo missions — full campaign completed in playtesting</span>
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<span></span><span>~210 game-code units, compiled unmodified</span>
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<span></span><span>~210 game-code units, compiled unmodified</span>
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<span></span><span>~34k lines C/C++ · ~10k Python (port layer + tools)</span>
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<span></span><span>~34k lines C/C++ · ~10k Python (port layer + tools)</span>
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<span></span><span>407 findings logged · two coding agents, one human, part-time</span>
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<span></span><span>430 findings logged · AI coding agents + a handful of contributors</span>
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</div>
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</div>
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</div>
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</div>
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@@ -421,7 +421,8 @@ these matter to you, open an issue — it helps prioritize.
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## How it was made
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## How it was made
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The port was built by two coding agents, directed by one person part-time.
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The port was built by several coding agents directed by one maintainer, with
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contributions from a handful of people (credited in the release notes).
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A local open-weight model (`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the
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A local open-weight model (`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the
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[pi](https://github.com/earendil-works/pi) agent) did the groundwork: build, boot chain,
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[pi](https://github.com/earendil-works/pi) agent) did the groundwork: build, boot chain,
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software-RSP integration, asset pipeline, first frames. **Claude Code**
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software-RSP integration, asset pipeline, first frames. **Claude Code**
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@@ -181,6 +181,7 @@ A single campaign pass with these on the checklist would clear most of them.
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| Statue/Cradle hitching (maintainer, 2026-09-30) | parked (not player-visible, 2026-10-02) | `GE_PERFSTAT` spike counters | **Diagnosed (D475, D477, D480):** no sustained load — the ~33 ms frames are the frame limiter skipping a retrace after a late gfx task (`boss.c`, D13-class timing); CPU bursts were CI-palette re-imports (ruled out, D477) and in-play shader compiles (fixed, D480). **Parked 2026-10-02:** a play session with the timeline probe felt no hitching. Reopen only if a visible hitch is reported (lever: pre-warm at level load). |
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| Statue/Cradle hitching (maintainer, 2026-09-30) | parked (not player-visible, 2026-10-02) | `GE_PERFSTAT` spike counters | **Diagnosed (D475, D477, D480):** no sustained load — the ~33 ms frames are the frame limiter skipping a retrace after a late gfx task (`boss.c`, D13-class timing); CPU bursts were CI-palette re-imports (ruled out, D477) and in-play shader compiles (fixed, D480). **Parked 2026-10-02:** a play session with the timeline probe felt no hitching. Reopen only if a visible hitch is reported (lever: pre-warm at level load). |
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| Steam Deck preset skipped when first launched from Desktop Mode | verify | D283 | Fixed on `release/v0.4.1`: the Deck is detected by DMI hardware id (Valve Jupiter/Galileo; `STEAMOS` as a second signal) and the preset applies once per ini, only while Fullscreen/Maximized are untouched. Only a Windows build and a Linux `-fsyntax-only` check ran. **Owed: one run on a real Deck** (Desktop-Mode-created ini, then Game Mode; expect fullscreen 1280x800 and the log line `video: Steam Deck (DMI Valve ...)`). The Known-issues row goes when this ships. |
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| Steam Deck preset skipped when first launched from Desktop Mode | verify | D283 | Fixed on `release/v0.4.1`: the Deck is detected by DMI hardware id (Valve Jupiter/Galileo; `STEAMOS` as a second signal) and the preset applies once per ini, only while Fullscreen/Maximized are untouched. Only a Windows build and a Linux `-fsyntax-only` check ran. **Owed: one run on a real Deck** (Desktop-Mode-created ini, then Game Mode; expect fullscreen 1280x800 and the log line `video: Steam Deck (DMI Valve ...)`). The Known-issues row goes when this ships. |
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| Windows 7 | open | #98 | **Re-checked 2026-10-02: likely feasible around 1.0.** The exe imports no Windows 8+ functions and the bundled SDL2 2.32.10 still supports Windows 7. The real blocker is the first-run converter `ge007-convert.exe` (PyInstaller, Python 3.9+): the native C converter (#6 Part B) removes it, or a separate Python 3.8 build. Work: one Windows 7 VM test, then manual per-release checks (CI cannot test it). Supersedes the earlier 'won't-fix' call. |
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| Windows 7 | open | #98 | **Re-checked 2026-10-02: likely feasible around 1.0.** The exe imports no Windows 8+ functions and the bundled SDL2 2.32.10 still supports Windows 7. The real blocker is the first-run converter `ge007-convert.exe` (PyInstaller, Python 3.9+): the native C converter (#6 Part B) removes it, or a separate Python 3.8 build. Work: one Windows 7 VM test, then manual per-release checks (CI cannot test it). Supersedes the earlier 'won't-fix' call. |
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| Windows display scaling: the game is not DPI-aware on scaled displays | open | — | Seen 2026-10-07 during the v0.5.0 4K captures: on a 3840x2160 display at 125% Windows gives the game a 3072x1728 surface and stretches it, so the picture is softer than native. `gfx_sdl2.cpp` sets `SDL_HINT_WINDOWS_DPI_AWARENESS` only when `allow_hidpi` is off; setting it (`permonitorv2`) on the HiDPI path too renders at native resolution. Workaround today: environment variable `SDL_WINDOWS_DPI_AWARENESS=permonitorv2`. |
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## 5. Modern-remaster layer (port features beyond the N64)
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## 5. Modern-remaster layer (port features beyond the N64)
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@@ -18410,3 +18410,10 @@ no longer serves `python3-pip`, so pip comes from a hash-pinned `get-pip.py`
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SDL `GLIBC_2.4`, `ge007-convert` built against 2.31. Verified: the container
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SDL `GLIBC_2.4`, `ge007-convert` built against 2.31. Verified: the container
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build run by hand on the X220 (podman) — fresh install there (ROM only ->
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build run by hand on the X220 (podman) — fresh install there (ROM only ->
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converter -> boot -> clean quit, exit 0). No source changes; packaging only.
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converter -> boot -> clean quit, exit 0). No source changes; packaging only.
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CI-built tarball (run 37623073542, c45dece7, the v0.5.0 packaging): floor
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`GLIBC_2.29`, bundled SDL identifies as `SDL-release-2.30.0`. Fresh install
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(empty folder + ROM -> converter -> boot -> clean quit, exit 0) passed on the
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X220 (Fedora 37, glibc 2.36: the box the 24.04 tarball refused to start on) and
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the Steam Deck; the 21-level pixel gate ran on that binary on both, 21/21 PASS
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each. Shipped in v0.5.0.
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+3
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@@ -30,7 +30,7 @@ Rare "Indy" engine family, one hardware generation apart.
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## Status
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## Status
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<div class="cblock">
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<div class="cblock" markdown="1">
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### v0.5.0 (2026-10-07) — split-screen multiplayer, one options menu, closer to the N64.
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### v0.5.0 (2026-10-07) — split-screen multiplayer, one options menu, closer to the N64.
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@@ -98,7 +98,7 @@ single tracker for what comes next.
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## Download
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## Download
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<div class="cblock">
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<div class="cblock" markdown="1">
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| Platform | Bundle | Notes |
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| Platform | Bundle | Notes |
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|---|---|---|
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@@ -214,7 +214,7 @@ architecture, the N64→PC bug catalogue, and how the project is developed.
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i = (n + slides.length) % slides.length;
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i = (n + slides.length) % slides.length;
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img.src = slides[i].src;
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img.src = slides[i].src;
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img.alt = "GoldenEye 007 PC port — " + slides[i].cap +
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img.alt = "GoldenEye 007 PC port — " + slides[i].cap +
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", in-engine capture, 3072×1728";
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", in-engine capture, 3840×2160";
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cap.textContent = slides[i].cap;
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cap.textContent = slides[i].cap;
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idx.textContent = (i + 1) + " / " + slides.length;
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idx.textContent = (i + 1) + " / " + slides.length;
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}
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}
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