Files
goldeneye-pc-port/docs/documentation.md
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James Dansereau 4b710728bf v0.5.0 playtest fold-in: fog and near-plane clip, crash fixes, polish (D540-D564)
Deck/Windows playtest fixes: fog rework (D540) and RSP-style CPU near-plane
clip with per-vertex N64 fog (D543), with fog recomputed on near-plane-clipped vertices as the RSP does,
so the haze around the player stays steady (D553); colour-combiner clamp for banded walls
(D548); rocket and thrown-item stack overflows (D545, D549); menu
double-trigger mitigation (D541); Dam ending first-shot camera swivel
restored by removing an old port look-at workaround (D552); settings standardisation (D546), live
All unlocked (D547), F10 mouse (D544); static window title and the project
mark (the in-game crosshair shape, site gold) as window/taskbar icon and
favicon (D550). Reference frames re-based
on Windows, Linux and Steam Deck (A/B-confirmed); capture_p7.sh runs on
Windows. Opt-in update check, off by default (D551: one HTTPS request to
GitHub per launch when enabled; winhttp.dll loaded only then; the tag CI
job checks the tag against GE007_VERSION). Release notes, ROADMAP,
internals and security docs updated; tree-hygiene pass.

Refs: D540 D541 D543 D544 D545 D546 D547 D548 D549 D550 D551 D552 D553 D554 D555 D556 D557 D558 D559 D560 D561 D562 D563 D564
2026-10-06 18:35:44 -04:00

1.5 KiB

title, description, date, modified_time
title description date modified_time
Documentation The technical documentation for the GoldenEye 007 PC port; the architecture, the N64-to-PC bug catalogue, and how the project is developed. 2026-10-05 2026-10-05

Documentation

The technical documentation for the port: the architecture and how the project is developed. (Building and running from source live on the separate Building page.)

Architecture

  • Internals — the architecture: the software RSP, the port layer, the asset pipeline, and the phased plan. The single reference for what the port is and how it's put together.
  • Porting notes — the catalogue of N64→PC bugs: the recurring classes of defect and the ground-truth pattern each fix follows.

Development

  • Development process — the investigation workflow: task budgets, file partitioning, the finding-log discipline, and the rules for what counts as a diagnosis versus a change.
  • Agentic development — the case study: how the two-AI-agent setup ran, its timeline and numbers, and an honest read on what did and didn't work.
  • Security status — what the release packages install (and don't): no networking unless you opt in to the update check, no telemetry, no ROM, no system writes.
  • Fidelity status — how faithfully the port reproduces the N64 game's logic, and what was audited to back that claim.