forked from Ports/goldeneye-pc-port
- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING. - Restructure docs: internals.md, porting-notes.md, dev-process.md + dev/agentic-development.md (the research write-up), dev/ (raw record). - Replace decomp status-badge CI with a PC-port validate workflow. - Remove session/agent scaffolding and stale planning docs from the tree. - Add .gitattributes (normalize line endings to LF); add screenshots. The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken (KholdFuzion) and contributors, preserved unchanged. The PC-port work from 2026-08-17 on is mine.
66 lines
1.6 KiB
Markdown
66 lines
1.6 KiB
Markdown
# obseg Asset Readme
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These assets consist of model and level information, and all text in the game.
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There are eight categories (subfolders) of obseg assets included in source code. Visit each subfolder for a more detailed readme.
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obseg asset categories are:
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* `bg`
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* `brief`
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* `chr`
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* `gun`
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* `prop`
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* `setup`
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* `stan`
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* `text`
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## `bg` Assets
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Level background geometry display lists and portal info.
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## `brief` Assets
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Maps text strings into mission briefings.
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## `chr` Assets
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Character models display lists.
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## `gun` Assets
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On screen gun models display lists.
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## `prop` Assets
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Prop and item models display lists.
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## `setup` Assets
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Setups contain the mission scripting logic, AI Scripting, object information, Pad and Portal placement, guard paths and nav mesh. (see below for descriptions)
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## `stan` Assets
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Stand Tiles. Refereed to by Rare Staff as "stans" in GE or simply "Tiles" in PD. (see below for descriptions)
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## `text` Assets
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All game text.
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## Misc Assets
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In the root of this folder is a file listing all of the assets included in the build, with path and filename info. This is used at runtime to resolve the list of available assets.
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-----
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# Concepts
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# Room
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A level is divided into rooms.
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# Portal
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Portals allow Bond to see through them to connected rooms that are otherwise culled to save unnecessary processing.
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# Pad
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A room contains one or more pads.
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# Path
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Guard pathing information between pads.
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# Nav mesh
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Also known as "sets". Colleciton of pads, to aid in the AI algorithm to find the shortest path to Bond.
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# Stan or Tiles
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Defines floor information.
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