forked from Ports/goldeneye-pc-port
* README: 32 s gameplay preview montage (mp4) + preview-video runbook * Prune: drop superseded goldeneye-demo.gif (replaced by gh-preview montage) * Docs: v0.2.0 finalization pass — final wording, aligned known issues, Deck-verified line, social preview card - README + pages site: 'v0.2.0 (pre-release)' -> v0.2.0 throughout; the stale 'not yet verified on real Deck hardware' line is replaced with the playtest fact (D253 fixed, D255 still open). - Known-issues lists in README + site now match the release notes one-for-one (adds the F10 bottom-row duplicate D251 and the intermittent Deck SIGSEGV D255; D243/D230/D252/D245/D246/D75 carry their finding labels). - Working list mentions AllUnlocked default-ON (D257) with the F10 opt-out. - First-public-release note added to the README hero and site status line, hedged with 'to our knowledge'. - social-preview.png (1280x640 GitHub link card) composed from a gameplay frame of the preview montage; scratchpad/make-social-preview.py is the local recipe (gitignored, like make-preview.py). - Commit docs/img/shots/manifest.csv (gallery -> source recording map); gitignore the regenerable CONTACT-SHEET.jpg; drop scratch-gdb-cmds.txt. * Social preview: regenerate card from updated briefing HTML (v0.2.0 final wording) The PNG committed earlier was a screenshot of the rendered site (stale wording, video element unrendered). The canonical source is .github/social-preview.html per .github/social-preview.md; update its Status/Statistics lines to the v0.2.0 final state and re-render: - Status: RELEASED v0.2.0 — WINDOWS · LINUX · STEAM DECK - All 21 solo missions — full campaign completed in playtesting - ~22k lines C/C++ · ~10k Python (port layer + tools) - ~250 bugs root-caused · two coding agents, one human, part-time Verified by pixel-diff against the previous render: only the four text bands changed; title/fonts/layout identical. Drop the unreferenced root-level social-preview.png. * docs: refresh social preview + status for v0.2.0 playtest results - Social card: 'RELEASED v0.2.0', 21/21 missions completed in playtesting, ~250 bugs fixed, two agents + one human; re-rendered the PNG from the canonical .github/social-preview.html source (pixel-diff vs the old render shows only the four edited text bands changed) - README Status: campaign now claimed as completable end to end (user playtest: full campaign, Agent difficulty, PC); Working list matches - findings: D255 updated with the Deck register capture (Rdi=nil -> NULL ObjectRecord.model, destroy-path ordering case confirmed; truncation ruled out) and the rule-#2 sign-off question for a guard; D254 field-verified * docs: regenerate findings index (D254/D255 status updates)
175 lines
4.0 KiB
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175 lines
4.0 KiB
Plaintext
#Git and VS files
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.*~
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__pycache__/
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.vscode/
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.[vV][sS]/
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*.rz
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*.tmp
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*.o
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branchdiff.sh
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branchdiff_report.txt
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*.dump
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*.cdata*
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/StructLayoutSettings.json
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# rom files
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*.[zZnN]64
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021990.bin
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0219D0.bin
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# Assets
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assets/animationtable_data.bin
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assets/animationtable_entries.bin
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assets/font/*.bin
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assets/ge007.e.118660.jfont_chardata.bin
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assets/ge007.j.118660.jfont_chardata.bin
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assets/jfont_dl.bin
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assets/font_chardataj.bin
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assets/font_chardatae.bin
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assets/ge007.u.29D160.Globalimagetable.bin
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assets/rarewarelogo.bin
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assets/ge007.u.2A4D50.usedby7F008DE4.bin
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assets/ge007.u.117880.jfont_dl.bin
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assets/ge007.u.117940.jfont_chardata.bin
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assets/ge007.u.123040.efont_chardata.bin
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assets/ge007.u.29E560.Globalimagetable_commandblock.bin
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#images
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assets/images/split/*.bin*
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assets/images/combined/*.bin*
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assets/images/out/*
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assets/images/split/png/*
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#music
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assets/music/*.bin
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assets/music/*.ctl
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assets/music/*.tbl
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assets/music/*.sbk
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assets/music/*.seq
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assets/music/*.aifc
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assets/music/*.aiff
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#obseg
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assets/obseg/bg/*.bin
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assets/obseg/bg/e/*.bin
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assets/obseg/chr/*/Model.c
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assets/obseg/gun/*/Model.c
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assets/obseg/ob__ob_end.seg
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assets/obseg/prop/*/Model.c
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assets/obseg/setup/*.bin
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assets/obseg/setup/[eju]/*.bin
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assets/obseg/stan/*.bin
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assets/obseg/text/*.bin
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assets/obseg/text/[eju]/*.bin
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assets/obseg/text/[eju]/*.c
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assets/ramrom/*.bin
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assets/ramrom/[eju]/*.bin
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# bin is required, but lets prevent accidental deletion
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bin/*
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build/*
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build-*/*
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notes/*
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# Local working / planning notes — rolling drafts, not published, not tracked.
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# docs/HANDOFF.md and docs/BACKLOG.md are the long-standing pair (also in
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# .git/info/exclude); docs/dev/notes/ is the drop for everything else
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# (roadmaps, session plans, scratch triage).
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docs/HANDOFF.md
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docs/BACKLOG.md
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docs/dev/notes/
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# PC port (see CMakeLists.txt / port/)
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build-pc/
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tools_pc/*.exe
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data/
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# release bundles built by tools_pc/bundle-win.sh (repo root only; the
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# packaging template lives in tools_pc/dist/ and IS tracked)
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/dist/
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ge007.ini
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!build/test.c
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!notes/StyleGuide.md
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#tools
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# Original SGI IRIX 5.3 IDO toolchain (proprietary SGI binaries) and the SGI
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# image viewer are NOT distributed with this repo. They are only needed to
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# build the N64 ROM or to regenerate tools/ido5.3_recomp; the PC port does not
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# use them. See docs/SetupGuide.md "Recompile IDO" for how to obtain them.
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tools/irix/
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tools/SGIImageViewer.exe
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tools/extractor/*.o
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tools/extractor/extractor
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tools/aaa_rip/main.o
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tools/aaa_rip/aaa_rip
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tools/n64cksum
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tools/armips
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tools/gzipsrc/gzip
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tools/gzipsrc/*.o
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tools/report/report
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tools/report/index.html
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tools/report/JPN.htm
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tools/gaudio/*
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bondtypes_AI.h
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acpp_c.c
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as1_c.c
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cc_c.c
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cfe_c.c
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copt_c.c
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ugen_c.c
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ujoin_c.c
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uld_c.c
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umerge_c.c
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uopt_c.c
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usplit_c.c
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#exclude local user scripts in root folder
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/my_*.sh
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assets/obseg/em/data/alien8.seg
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assets/obseg/em/data/atic.seg
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assets/obseg/em/data/cookie.seg
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assets/obseg/em/data/gunfright.seg
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assets/obseg/em/data/jetman.seg
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assets/obseg/em/data/jetpac.seg
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assets/obseg/em/data/knightlore.seg
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assets/obseg/em/data/pssst.seg
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assets/obseg/em/data/sabre.seg
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assets/obseg/em/data/spec_rom.seg
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assets/obseg/em/data/under.seg
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scripts/local/
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scripts/make/local/
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# PC port debug/session artifacts
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_run.log
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ge007.crash.log
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.pi/
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run_out.log
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ppm/
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screenshots/
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# tools_pc/perf.ps1 output (raw ETW traces + CSV analysis, regenerable)
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perf_captures/
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# local Mupen64 Plus checkout (N64 reference footage); binaries, do not commit
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tools_pc/mupen64/
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# local N64 emulator checkout (D205 A/B reference)
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mupen64/
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# PC port run/scratch logs
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run_*.log
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d6*.log
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ge007.crash.log
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# agent scratch space + audio probe artifacts (regenerable dumps/traces)
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scratchpad/
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# montage work artifact: the tiled contact sheet behind docs/img/shots/ and
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# the preview video (regenerable from the same session recordings)
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docs/img/shots/CONTACT-SHEET.jpg
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/audiodump.raw
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/audiotrace.log
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/mixertrace.log
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# Claude Code local state / agent worktrees
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.claude/
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# saved reference webpage assets (keep the .htm, not the sidecar cruft)
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docs/reference/*_files/
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nohup.out
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gdb.txt
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gdb-hang.txt
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