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@@ -0,0 +1,91 @@
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# Linux port — status & gap analysis
|
||||
|
||||
Session M-38 (2026-09-02). Goal-2 on the roadmap (after the Windows alpha /
|
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release artifact). This is a scoping + first-patch pass; **nothing here has run
|
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on a Linux machine yet.**
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|
||||
## Method
|
||||
|
||||
Read `build-pc.sh`, `CMakeLists.txt`, `docs/building.md`, and grepped
|
||||
`port/src`, `port/fast3d`, `port/include` for Windows-only headers / Win32 APIs
|
||||
/ unguarded `_WIN32` branches. A local Qwen `triage` pass seeded the hunt; every
|
||||
claim below was re-checked against the real files (the 27B was wrong on two of
|
||||
three headline items — see "Ruled out").
|
||||
|
||||
## What is already Linux-ready (verified by reading)
|
||||
|
||||
- **`port/include/platform.h`** — sets `PLATFORM_LINUX` / `PLATFORM_MACOS` /
|
||||
`PLATFORM_WINDOWS` cleanly.
|
||||
- **`CMakeLists.txt`** — `find_package(SDL2 REQUIRED)`, `find_package(ZLIB
|
||||
REQUIRED)`, and `else()` branches already present for the non-Windows case:
|
||||
`GL_LIBRARY = GL` (l.291), `EXTRA_LIBRARIES = stdc++ m dl pthread` (l.304),
|
||||
`elseif(UNIX)` platform block (l.86). `WIN32_EXECUTABLE` and the MinGW zlib
|
||||
fallback are correctly `if(WIN32)` / `if(MINGW)` guarded.
|
||||
- **`build-pc.sh`** — already documents the Linux apt deps
|
||||
(`cmake libsdl2-dev zlib1g-dev libgl1-mesa-dev`) and is a plain bash script,
|
||||
no MSYS-isms in the executable body.
|
||||
- **`port/src/system.c`** — `sysSleep()` has a `nanosleep()` `#else` branch
|
||||
(l.76-82); `<windows.h>` is `PLATFORM_WINDOWS`-guarded.
|
||||
- **`port/src/libultra.c`** — the OS-thread kernel has a real pthreads branch
|
||||
next to the Win32 `_beginthreadex` one.
|
||||
- **`port/src/crash.c`** — `MessageBoxW` / `SetThreadPriority` / `__debugbreak`
|
||||
all `_WIN32`-guarded, with `PLATFORM_LINUX` counterparts.
|
||||
- **`port/src/video.c`** — `GE_MKDIR` has both `_mkdir` and `mkdir(p,0777)`.
|
||||
- No `__declspec`, `#pragma comment`, or hardcoded `\`-path / drive-letter
|
||||
usage anywhere in `port/`.
|
||||
|
||||
## Ruled out (Qwen triage false positives)
|
||||
|
||||
- ~~`system.c:75` `Sleep()` has no POSIX branch~~ — it does (`nanosleep`).
|
||||
- ~~CMake needs `else()` branches for zlib/pthread on Linux~~ — already there.
|
||||
|
||||
## The one real code gap — FIXED this session (verification owed)
|
||||
|
||||
**`port/src/romdata.c`** — the fixed-address cart map (`0x10000000`, so absolute
|
||||
ROM-asset symbols are live host pointers) had a **Windows-only** implementation
|
||||
(`VirtualAlloc`); the `#else` branch was a stub that logged "not implemented on
|
||||
this platform" and fell straight to the heap-copy fallback. In heap-copy mode
|
||||
anything that dereferences a cart address *directly* (not via
|
||||
`romdataGetRom()` / the PI shims) reads wrong memory — so Linux would run, if at
|
||||
all, in the same degraded mode Windows only hits when `VirtualAlloc` loses the
|
||||
address race.
|
||||
|
||||
**Change (M-38):**
|
||||
- Factored the post-map work (memcpy + `pcmodelsLoadSidecars` +
|
||||
`pccgLoadSidecars` + D55 RLE-header fixup) into `romdataFinishCartMap()`,
|
||||
shared by both paths so they cannot drift.
|
||||
- POSIX `#else` now does an anonymous `mmap((void*)CART_BASE, len,
|
||||
PROT_READ|PROT_WRITE, MAP_PRIVATE|MAP_ANONYMOUS|MAP_FIXED_NOREPLACE, -1, 0)`.
|
||||
`MAP_FIXED_NOREPLACE` (Linux 4.17+) fails rather than clobbering an existing
|
||||
mapping; where the macro is absent the plain hint is advisory and the
|
||||
`at == CART_BASE` check catches a relocated result. On any failure it
|
||||
`munmap`s and falls through to the identical heap-copy path as before.
|
||||
- `romdataDestroy()` `munmap`s on POSIX (tracked length in `mappedLen`).
|
||||
|
||||
**Owed verification (needs a Linux box):**
|
||||
1. Compiles under GCC on Linux (`<sys/mman.h>` resolves; no decomp-include-path
|
||||
shadowing surprise).
|
||||
2. `mmap` actually lands at `0x10000000` on a stock ASLR Linux — `0x10000000`
|
||||
(256 MB) is low but usually free; if the kernel routinely refuses it,
|
||||
consider linking the binary no-PIE or reserving the range via a linker
|
||||
script so the loader keeps it clear.
|
||||
3. `-level_09` boots crash-free with the mapped path taken (check the log says
|
||||
"mapped at 0x10000000 (cart base)", not "using heap copy").
|
||||
4. Whether the heap-copy fallback is actually survivable on Linux if step 2
|
||||
fails — audit for direct `0x1xxxxxxx` derefs outside the PI shims.
|
||||
|
||||
## Remaining Linux work after the romdata patch lands
|
||||
|
||||
| # | Item | Size | Note |
|
||||
|---|------|------|------|
|
||||
| 1 | Run the Ubuntu **`validate`** CI job → upgrade it to a real **compile** job | S | `.github/workflows/ci.yml` already configures on Ubuntu; flipping it to `cmake --build` surfaces the real GCC-strictness gaps cheaply |
|
||||
| 2 | First actual Linux runtime bring-up (`-level_09`) | M | expect a short tail of unguarded calls / struct-layout asserts GCC-on-Linux vs MinGW |
|
||||
| 3 | `docs/building.md` — promote Linux from "untested" to "supported" once 1+2 pass | S | |
|
||||
| 4 | SDL2 / GL context creation on X11 + Wayland | M | fast3d is GL 3.3 core; PD port runs on Linux so the path is known-good |
|
||||
| 5 | Package: an AppImage or tarball equivalent of `bundle-win.sh` | M | reuse `prepare-assets.py` verbatim — it is already OS-agnostic |
|
||||
|
||||
## Recommended next step
|
||||
|
||||
Land the romdata patch behind CI (item 1) — turn the Ubuntu `validate` job into
|
||||
a compile job in the same PR so the "does it build on Linux" question is
|
||||
answered by the bots, then do the runtime bring-up on a real machine.
|
||||
@@ -3,7 +3,7 @@
|
||||
*A case study in AI-agent collaboration on a large, low-level codebase. A
|
||||
GoldenEye 007 Nintendo 64 → desktop port, taken from "builds a ROM" to
|
||||
"playable front end" in about two weeks — driven mostly by two coding agents (a
|
||||
local open-weight model, Qwen 3, on a single RTX 5090, and a hosted frontier
|
||||
local open-weight model, Qwen 3.8, on a single RTX 5090, and a hosted frontier
|
||||
model, Claude / Claude Code), handing work back and forth through shared
|
||||
written notes under one person's part-time direction. This is the goal, the
|
||||
method, the timeline, and an honest read on what did and didn't work.*
|
||||
|
||||
+64
-1
@@ -392,7 +392,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D169 | **Front-end mouse pointer can't reach the outer cells of the mission/level-select grid — only an inner ~3×3 selectable (M-33, developer bug report).** The D165 pointer P-controller in `port/src/input.c` is hard-coded to a **320×240** virtual field (`MENU_CURSOR_HI_H`/`_HI_V` = 300/220, `MENU_CURSOR_MID_H`/`_MID_V` = 160/120, `input.c:145-149`), but GE's front end runs at **440×330** (`front.c:8570` `viSetViewSize(440,330)`; default cursor home 220/165 `front.c:285`). `frontUpdateControlStickPosition` clamps the real cursor to `[20,420]×[20,310]` (`front.c:1195-1217`); the mission-select hit-test grid spans x 73…352 / y 62…270 with outer split points 317 / 235.5 (`front.c:516,519,3180,3194`). The port clamps its pointer *target* and *estimate* to 300/220 (`input.c:553-564`) → the stick zeroes out once both saturate → the game's `cursor_h_pos`/`cursor_v_pos` park at ≈300/220, short of the two outer columns and the bottom row. File-select / mode-select / main-menu are unaffected because their hit targets (centred folder boxes, the `x=126` mode list, the `x=106` difficulty list) all sit inside the 320×240 sub-box. Not the D118d `joyGetStickY`-threshold class — this is a virtual-resolution constant mismatch, closer to D164 (a front-end layout constant wrong on the PC path). Also note: the "re-syncs whenever the target is held at a screen edge" comment at `input.c:141-143` describes behaviour the code doesn't implement — the only estimator reset is the activation re-home (`input.c:545-549`), so once pinned at the clamp the estimate never recovers. Confidence: **medium-high** (constants + clamp math unambiguous in source; static-only, no build/run this session; exact reachable block "~4×3" vs the reported "3×3" within tolerance). | **FIXED (M-33, `port/src/input.c`, port-only, no `#ifdef PORT`).** The `menuMode` pointer branch now derives its clamp bounds from the live virtual screen — `[screenleft+20, screenleft+screenwidth-20] × [screentop+20, screentop+screenheight-20]` via `getPlayer_c_screenwidth/height/left/top()` (`src/game/bondview.c:880-895`) — falling back to the old 320×240 constants when the front-end screen isn't set (`sw` outside 200…2000). The estimator seed on activation is now the real `cursor_h_pos`/`cursor_v_pos` (`front.c:285`, externed in `front.h`) instead of the 160/120 centre guess. `MENU_CURSOR_HI_H/_V` / `MID_H/_V` kept only as the fallback. **Verified:** builds + links clean (`getPlayer_c_screen*` and `cursor_[hv]_pos` all resolve — non-static engine symbols, as expected); `GE_STARTMENU=7` mission-select boots crash-free 600+ frames; `-level_09` unregressed (framediff 3/3 within threshold, 91.6% nonclear). The in-level path is untouched (menu-only branch). **Interactive feel-check still owed** — headless input can't drive the mouse pointer, so "every grid tile is now reachable" is inferred from the corrected clamp math, not observed. `Input.MenuPointerMode=0` (legacy velocity) and the constant fallback remain as escape hatches. |
|
||||
| D178 | **Pre-mission briefing screen: objectives blank / missing, briefing pages blank (also the D143 "briefing text blank" side effect) — FIXED (M-36).** Root cause: the briefing segment (`Ubrief*Z`, source `assets/obseg/brief/*.c`) is a raw ROM image of `struct BriefStruct` = `{ u16 brief[4]; struct { u16 textid; u16 enabled_difficulty; } objective[10]; }` (48 bytes), loaded by `front.c load_briefing_text_for_stage()` via `_fileNameLoadToAddr()` — **no converter and no BE→LE fixup anywhere in the chain**. On the LE host all 24 `u16` read byte-swapped. Measured on Dam (`GE_D178=1`): raw `brief=002c,012c,022c,032c obj0=042c/0100 obj3=072c/0000` vs correct `2c00,2c01,2c02,2c03 / 2c04/0001 / 2c07/0000`. Two independent symptoms follow: (a) `textid` `0x2C04` (= `getStringID(LDAM,4)`, bank 11 slot 4) reads as `0x042C` → bank 1 slot 44, never loaded → `langGet()` NULL → **blank text** (this is exactly the D143 residual, `front.c:6732` and `brief[0..3]` at `front.c:6855-6867`); (b) `enabled_difficulty` `0x0001` (Secret Agent) reads as `0x0100 = 256`, so `selected_difficulty >= enabled_difficulty` (`front.c:6729`) is false for every difficulty-gated objective — on Agent only the one `DIFFICULTY_AGENT`(0) objective survived the filter, which is why a single bare "a." bullet printed. **Fix:** `romdataFixupBriefing()` in `port/src/romdata.c` (+ `port/include/romdata.h`), called from a `#ifdef PORT` block in `load_briefing_text_for_stage()` right after the load — the same shape as `langFixupLoadedBank()` in `language.c` (BE-serialized-struct reconciliation, semantics-preserving, no game logic touched). `GE_D178=1` prints the raw and fixed words. **Verified:** Dam briefing on Agent now shows "a. Bungee jump from platform"; on `GE_STARTMENU_DIFF=3` (00 Agent) all four (Neutralize all alarms / Install covert modem / Intercept data backup / Bungee jump from platform), correct difficulty gating. `-level_09` framediff 3/3; `GE_STARTMENU=7`/`=13` crash-free. | **FIXED (M-36)** — high confidence |
|
||||
| D175 | **In-game stutter / brief hang during normal play** (user QA report): opening a door on Runway (`-level_35`, mission 3) and also observed on Surface. Self-recovered; no backtrace captured. Likely one of the known transient-hang classes (D155 catch-up spiral / D156 anim NaN loop / D134 task-done event / D147-D152 audio-lock steal) or a benign new-room texture-import frame spike on door open. See `GRAPHICS-BACKLOG.md` D175 for the gdb pattern-match sheet. | Observed, not investigated |
|
||||
| D176 | **Surface exterior renders wrong (`-level_36`), two independent defects.** **(a)** sky solid black — env data is correct (`Clouds=1`, warm `CloudRGB`), the cloud-sky path runs, but `skyRenderTri`/`skyRenderFull` emit nothing → see "D176(a)" below, partial, not root-caused. **(b)** cliff/rock walls = grey diagonal static — NOT a texture decode bug (D183 disproved the shear hypothesis, 0/166 loads strided); re-scope from ROM ground truth of the wall texnum. See `GRAPHICS-BACKLOG.md` D176. | (a) partial / (b) open — both M-36 |
|
||||
| D176 | **Surface exterior renders wrong (`-level_36`), two independent defects.** **(a)** sky solid black — env data is correct (`Clouds=1`, warm `CloudRGB`), the cloud-sky path runs, but `skyRenderTri`/`skyRenderFull` emit only `G_RDPHALF_*` immediates which `gfx_pc.cpp:2901` deliberately no-ops → **root-caused M-37** (see "D176(a) — M-37 UPDATE"); fix = decode the RDPHALF sky-tri stream in fast3d. **(b)** cliff/rock walls = grey diagonal static — NOT a texture decode bug (D183 disproved the shear hypothesis, 0/166 loads strided); re-scope from ROM ground truth of the wall texnum (M-37: inconclusive, leaning tiling-density). See `GRAPHICS-BACKLOG.md` D176. | (a) root-caused, fix owed / (b) open |
|
||||
| D177 | **Ladders non-functional — progression blocker (user QA report) — FIXED (M-36).** Not the input path and not the ladder state machine: `MoveBond` gates the ladder-collision path on `stanGetLocusCount(&curLocus)`, which was pinned at 0 on PC. `stanCheckLinkedSpecialTile` writes the LADDER signal via raw `outFlags[1] = 1` into a `struct StandTileLocusCallbackRecord` whose first member `s32 *rooms` is pointer-widened on PC → `[1]` is the high half of `rooms`, and `count` (moved +4→+8) is never written. Compounded by `curLocus` being declared as the 8-byte placeholder `move_bond_temp_struct` (too small for the widened record) and a `(s32)coords` pointer-truncation AV waiting in `stanGetMoveBondCollisionTiles`. **Fix:** `#ifdef PORT` — write record fields by name, declare `curLocus` as the real struct, `PORT_PTRADD` for the truncating cast (`src/game/stan.c`, `src/game/bondview2.c`; no game logic). Full detail: §F "D177". | **FIXED (M-36)** — high confidence; interactive climb test owed |
|
||||
| D174 | **"No blood effect" (user QA report).** Likely the unverified D120 decal fix: `d43_emit.py` now emits the opcode-0x18 `PointUsage[]` chain, but it was never interactively verified and requires a full sidecar regen to take effect (`debug.ps1` does not regen). Spray path is D172 (draws, wrong colour) — total absence would be new. See `GRAPHICS-BACKLOG.md` D174. | Observed; first step = BUNKER1 firefight with regenerated sidecars |
|
||||
| D183 | **M-36 Family A ("texture line/pitch shear") is DISPROVEN for the Surface repro (`-level_36`).** The importers' pitch assumption is real but never fires there; the Surface cliff "grey static" is not a shear. Full evidence + what the walls actually are: §F "D183" below. A defensive, provably-no-op de-stride landed in `import_texture()` anyway (covers the `gfx_dp_load_tile` case the `SUPPORT_CHECK`s assert against), plus `GE_DTEX` STRIDED marker + `GE_TEXRAW` raw-source dump. | Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN |
|
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@@ -4557,6 +4557,24 @@ Remaining candidates, in order:
|
||||
still be a real `gfx_dp_load_tile` strided case (front-end `texLoadFromGdl`
|
||||
paths do use windowed loads). The defensive fix in §5 would cover it if so.
|
||||
|
||||
**M-37 UPDATE (inconclusive, ~8-min timebox):** the §7 offline decoder + logs
|
||||
live *outside* this checkout — a full offline ROM decode was not achievable.
|
||||
Static findings: Surface's bg is `bg/bg_sevx_all_p.seg` (`bg.c:201`); the wall
|
||||
texture is a `u16` image ID *embedded in the bg GDL stream*, not a static
|
||||
per-level texnum list, so it cannot be grepped — needs a runtime `GE_DTEX`/
|
||||
`GE_TEXRAW` correlation. `assets/images.def` has no rock/cliff names (only
|
||||
`STATIC_NOISE 0x389`); Surface-named entries are mission-select thumbnails.
|
||||
Leaning **"real texture / tiling-density" (candidate 2), low-med confidence** —
|
||||
D183's own measurement (constant full alpha 0x0F + full-range noise intensity,
|
||||
zero residual structure at any pitch) is the signature of an intentional grey
|
||||
rock-detail tile, not a mis-decoded structured image. Decisive next steps:
|
||||
(i) grep the *converted* `bg_sevx_all_p` GDL for opcode `0xC0` (`G_SETTEX`) —
|
||||
settles the one remaining "wrong bind" scenario (stale tile state, TEXTURE-
|
||||
GLITCH-ANALYSIS §2 RC1) offline; (ii) headless `-level_36` `GE_DTEX/TEXRAW=1`
|
||||
logging the image ID bound to the cliff tris, look it up in `g_Textures[]`,
|
||||
read + decode that ROM range per §4. Scratch note: M-37 session scratchpad
|
||||
`D176b-rom-groundtruth.md`.
|
||||
|
||||
### 5. What shipped (`port/fast3d/gfx_pc.cpp` only)
|
||||
|
||||
- **De-stride in `import_texture()`**, before the format dispatch: when
|
||||
@@ -4637,6 +4655,51 @@ sunset cloud gradient. Headless `-level_36` + `GE_D176=1` probe
|
||||
`src/game/bgfog.c` + `src/game/sky.c`. Separate from D176(b) (the tree/rock
|
||||
"grey static", Family A / a different investigation).
|
||||
|
||||
### D176(a) — M-37 UPDATE: ROOT-CAUSED (static analysis, high confidence)
|
||||
|
||||
The emit path is not "wrong" — **the PC software RSP deliberately discards it.**
|
||||
`port/fast3d/gfx_pc.cpp:2901`:
|
||||
|
||||
```cpp
|
||||
case (uint8_t)G_RDPHALF_1:
|
||||
case (uint8_t)G_RDPHALF_2:
|
||||
case (uint8_t)G_RDPHALF_CONT:
|
||||
// on N64 skyRender uses these to render some types of skies and skybox water
|
||||
// by issuing low-level ucode commands G_TRI_FILL and G_TRI_SHADE_TXTR
|
||||
// the port renders the sky in a different manner
|
||||
break;
|
||||
```
|
||||
|
||||
`skyRenderTri` / `skyRenderFull` build their geometry **exclusively** as
|
||||
`gImmp1(gdl++, G_RDPHALF_1 / G_RDPHALF_CONT / G_RDPHALF_2, …)` pairs — a bespoke
|
||||
packed triangle-raster stream (command byte in bits 24–31 = `G_TRI_SHADE_TXTR`/
|
||||
`G_TRI_FILL`, `0x00800000` backface flag, subpixel Y coords, then S15.16 edge X +
|
||||
dX/dY slopes via `sub_GAME_7F094298`, then per-vertex RGBA shade + S/T/W tex-coord
|
||||
gradients, `G_RDPHALF_2` terminator) that GE's modified RSP ucode (`gmain.s`)
|
||||
interprets. There is **no** `gSPVertex`/`gSP*Triangle` fallback and **no**
|
||||
fill-rect on the textured case-12 branch — only `viSetFillColor(env->RGB)` sets
|
||||
FILL state that nothing consumes. → dropped → solid black.
|
||||
|
||||
Explains every prior observation: `!Clouds` levels use a plain `gDPFillRectangle`
|
||||
(→ work today); `Clouds` levels (Surface, Statue `-level_22`, Frigate `-level_29`,
|
||||
Dam exterior) go through the RDPHALF stream (→ black). The projector
|
||||
`sub_GAME_7F097388` is pure float math off endian-clean matrices — not the bug.
|
||||
|
||||
**No PD-port shortcut:** `pd_port/port/fast3d/gfx_pc.cpp:2512` has the identical
|
||||
no-op + comment and PD's `sky.c` emits the same stream; no port-side sky
|
||||
replacement exists anywhere in the PD tree. The comment is aspirational in both.
|
||||
|
||||
**Fix (Phase 2, ~1 session, genuine new fast3d code):** decode the RDPHALF stream
|
||||
in `gfx_pc.cpp` — accumulate words, on a `G_RDPHALF_1` carrying a tri opcode start
|
||||
a primitive, synthesise screen-space `LoadedVertex[3]` (bypass model/proj
|
||||
transform like the 2D `gSPTextureRectangle` path; screen XY = value/4 − viewport;
|
||||
shade + ST from integrating the slopes over the vertex delta), rasterise with the
|
||||
current combiner/tile, close on `G_RDPHALF_2`. Full stream spec + the alternative
|
||||
`#ifdef PORT` sky.c option in the M-37 scratch note.
|
||||
|
||||
Cheap first step: headless `-level_22` / `-level_29` — confirm also black (proves
|
||||
emit path, not a Surface asset).
|
||||
|
||||
---
|
||||
|
||||
## D177 — Ladders non-functional: `count`/`rooms` land in the high half of a widened pointer (M-36)
|
||||
|
||||
@@ -0,0 +1,244 @@
|
||||
# Release plan — "drop in your ROM and play"
|
||||
|
||||
Status: proposal / not yet scheduled. Owner: TBD.
|
||||
|
||||
## Goal
|
||||
|
||||
An end user downloads the GitHub release zip, unzips it, drops their
|
||||
legally-owned GoldenEye 007 N64 ROM (`.z64`, big-endian) into a folder,
|
||||
double-clicks the exe, and plays. No Python, no MSYS2, no manual
|
||||
asset-extraction, no command line.
|
||||
|
||||
## Where we are today
|
||||
|
||||
The Windows bundle produced by `tools_pc/bundle-win.sh` (and uploaded by the
|
||||
`windows-build` CI job) already contains only: the engine exe, its MinGW /
|
||||
SDL2 / zlib DLLs, a README, and licenses. It deliberately ships **no** ROM and
|
||||
**no** game assets. That part is fine.
|
||||
|
||||
The gap is everything the runtime needs *alongside* the ROM before a level
|
||||
will render:
|
||||
|
||||
| Dependency | Produced today by | Consumed at runtime by |
|
||||
|---|---|---|
|
||||
| `port/src/romassets_<region>.s` — absolute cart-address symbols for every obseg/ramrom/music asset + `ge007.ld` segment markers | `python3 scripts/gen_romassets.py <u\|e\|j>`, compiled **into** the exe | linker; `&symbol` + `romCopy()` in game code |
|
||||
| `data/pcmodels-<region>/{pcmodels.bin,manifest.csv}` (~1.3 MB) — every model file re-laid-out to PC struct layout, RZ-compressed | `python3 tools_pc/d43_emit.py <region>` | `port/src/pcmodels.c` (`pcmodelsReserveSize`/`LoadSidecars`/`PatchTable`) |
|
||||
| `data/pccg-<region>/{pccg.bin,manifest.csv}` (~3.6 MB) — every stage `bg/*.seg` + `Tbg_*_stanZ` re-laid-out to PC layout | `python3 tools_pc/d69_emit.py <region>` | `port/src/pccg.c` |
|
||||
| ROM present at `data/ge007.<region>.z64` (or `baserom.<r>.z64`) | user copies it | `port/src/romdata.c` maps it at `0x10000000` |
|
||||
|
||||
Without the two sidecar trees the game shows the intro logos and then crashes
|
||||
in `modelPromoteNodeOffsetsToPointers` (finding D179).
|
||||
|
||||
The full decomp asset-extraction toolchain (`scripts/extract_baserom.u.sh`,
|
||||
`tools/extractor`, MIPS binutils) is **not** on the runtime path and never
|
||||
needs to reach an end user — it only regenerates the committed `assets/**`
|
||||
`.inc.c` / `.bin` metadata that a plain `git clone` already has.
|
||||
|
||||
### Important facts established while writing this plan
|
||||
|
||||
1. **`gen_romassets.py` does not need the ROM.** It resolves every symbol for
|
||||
`u`, `e`, and `j` from committed files (`scripts/filelist.<r>.csv`,
|
||||
`assets/obseg/file_resource_table.inc.c`, `assets/ramrom/ramrom.s`,
|
||||
`assets/music/*.s`, `ge007.ld`). The ROM is only opened to size the
|
||||
trailing `images` segment, and there is already a CSV-derived fallback when
|
||||
it is absent. So all three `romassets_<r>.s` files can be generated in CI
|
||||
with no ROM. (`docs/building.md` claims PAL/JP need "region-specific
|
||||
prop/font offsets from that region's ROM" — the current generator code
|
||||
shows no such ROM read; treat that sentence as stale, but verify before
|
||||
relying on it — see Open questions.)
|
||||
|
||||
2. **`d43_emit.py` / `d69_emit.py` are pure-stdlib Python 3.** They read only
|
||||
the ROM plus committed repo files, and their output is a deterministic
|
||||
function of the ROM. Both carry extensive built-in round-trip validation
|
||||
(re-parse the emitted image, check every field against the N64 source) and
|
||||
exit non-zero on any mismatch. `d43_emit.py` also runs a battery of
|
||||
buffer-fit cross-checks.
|
||||
|
||||
3. **The engine is region-locked at compile time.** `REGION_DEFS` in
|
||||
`CMakeLists.txt` differ per region (`VERSION_US/EU/JP`, `BUGFIX_*`,
|
||||
`LEFTOVERDEBUG`, …) and are used in 60+ game files. One exe cannot serve
|
||||
all three ROMs; the release must ship three exes (or one launcher that
|
||||
dispatches to three).
|
||||
|
||||
4. **Data/config location is already sane.** `sysResolvePath()` maps `$S/` to
|
||||
`./data/` (next to CWD if present, else next to the exe). `ge007.ini`,
|
||||
`ge007.eep`, and the sidecar trees all live under `$S/`. First launch
|
||||
already writes `ge007.ini` there. The sidecar loaders already search
|
||||
`$S/`, `$E/`, and `./`.
|
||||
|
||||
5. **ROM identity checking already half-exists.** `port/src/romdata.c`
|
||||
validates magic / title / cart-ID / country byte. `tools_pc/romverify.c`
|
||||
goes further (recomputes the `n64cksum` 6102 checksum over
|
||||
`[0x1000,0x100000)` using `tools/n64cksum.c`). Canonical SHA-1s for all
|
||||
three regions are in the README requirements table.
|
||||
|
||||
## Recommended approach
|
||||
|
||||
**Two-part: (A) fold the ROM-independent piece into CI now, and (B) add a
|
||||
native first-run converter to the engine so the sidecars are generated on the
|
||||
user's machine from their own ROM.**
|
||||
|
||||
### Part A — ship all three regions, pre-generate all `romassets`
|
||||
|
||||
Small, low-risk, unblocks a "download three exes, pick the one for your ROM"
|
||||
release even before Part B lands.
|
||||
|
||||
- CI `windows-build` becomes a 3-way matrix (`ntsc-final`, `pal-final`,
|
||||
`jpn-final`). Each leg runs `gen_romassets.py <u|e|j>` then `build-pc.sh`.
|
||||
- `bundle-win.sh` collects all three exes (`ge007.ntsc-final.exe`,
|
||||
`ge007.pal-final.exe`, `ge007.jpn-final.exe`) into one bundle, with shared
|
||||
DLLs.
|
||||
- Add a tiny **launcher** `ge007.exe` (≈150 lines C, its own CMake target):
|
||||
reads `data/*.z64` (and `baserom.*.z64`), checks the header country byte +
|
||||
SHA-1 against the three known-good hashes, then `CreateProcess`es the
|
||||
matching region exe. On no ROM / unknown ROM it shows a message box naming
|
||||
the accepted versions and hashes and the folder to drop the ROM in.
|
||||
- Alternative if a separate launcher is unwanted: make each region exe, on
|
||||
detecting a ROM whose country byte is for a different region, re-exec its
|
||||
sibling. Slightly hackier; avoids a fourth binary.
|
||||
|
||||
### Part B — native first-run sidecar converter
|
||||
|
||||
Port `d43_emit.py` and `d69_emit.py` to C as a new engine module
|
||||
`port/src/pcconvert/` (files: `pcconvert.h`, `d43.c`, `d69.c`,
|
||||
`pcconvert.c` orchestrator). On startup, `romdataInit()` (after it has the
|
||||
mapped ROM and region) calls `pcconvertEnsureSidecars(region)`:
|
||||
|
||||
1. If `$S/pcmodels-<region>/pcmodels.bin` **and** `$S/pccg-<region>/pccg.bin`
|
||||
exist and their embedded format-version tag matches the build → return
|
||||
immediately (the common case after first run).
|
||||
2. Otherwise show a "Preparing game data from your ROM (one-time, ~5 s)…"
|
||||
splash / log line, run the two converters, write the four output files
|
||||
into `$S/`, then continue boot. Cache a `pcconvert.stamp` with the ROM
|
||||
SHA-1 + converter version so a ROM swap or engine upgrade re-runs it.
|
||||
|
||||
The converters need, besides the ROM:
|
||||
|
||||
- `scripts/filelist.u.csv`
|
||||
- `assets/obseg/file_resource_table.inc.c`
|
||||
- `assets/**/ModelFileHeader.inc.c` (NS/NT per model)
|
||||
- the stage `bg` / `stan` `.inc.c` metadata `d69` reads
|
||||
|
||||
These are committed text/CSV, a few hundred KB total. **Embed them into the
|
||||
exe at build time** via a CMake codegen step (`file(READ ...)` →
|
||||
`.byte`/`const char[]`), so the release stays "exe + DLLs" with nothing loose.
|
||||
A build-file change is required here (new `add_custom_command` + generated
|
||||
source) — out of scope for this doc, but noted as the one unavoidable
|
||||
`CMakeLists.txt` edit.
|
||||
|
||||
Reuse: `zlib` is already linked (RZ = `0x11 0x72` + raw deflate — the exact
|
||||
codec `pcmodels`/`pccg` already decompress). The engine already has robust
|
||||
byte-swap helpers in `romdata.c`. The Python round-trip validators should be
|
||||
ported too and run in debug builds / behind an env flag.
|
||||
|
||||
**Effort estimate:** `d43_emit.py` is ~1000 lines of intricate model-graph
|
||||
simulation (LOD/SWITCH rewire, BSP splice, marker-expansion bounds, DFS
|
||||
placement) + validation; `d69_emit.py` ~500 lines. Call it a 2–4 week
|
||||
focused task with careful diffing of C output against the Python output
|
||||
byte-for-byte on all three ROMs before trust. This is the single biggest
|
||||
work item.
|
||||
|
||||
### Interim option (faster Part B, if timeline pressure)
|
||||
|
||||
Freeze the two emit scripts with **PyInstaller / Nuitka in the Windows CI
|
||||
job** (the runner has Python) into one `ge007-convert.exe`, ship it in the
|
||||
bundle, and have the engine `CreateProcess` it on first run when sidecars are
|
||||
missing. Pure-stdlib scripts freeze into a single clean exe with no user
|
||||
Python. Downsides: ~8–15 MB added to the bundle, Windows-only, and it is a
|
||||
second binary to sign / trust. Recommend this **only** as a stopgap that buys
|
||||
time for the real C port; it satisfies "no user-visible Python/MSYS2" but not
|
||||
"single native binary" or non-Windows.
|
||||
|
||||
### Rejected options
|
||||
|
||||
- **Precompute and ship the sidecars.** They are ROM-derived copyrighted game
|
||||
data (`data/pcmodels-*`, `data/pccg-*` are gitignored precisely for this).
|
||||
Redistribution is not acceptable. Rejected.
|
||||
- **Region-independent sidecars.** `d43`/`d69` output is a function of the
|
||||
ROM; there is no region-independent form to precompute, and even if there
|
||||
were it would still be ROM-derived data. Rejected.
|
||||
- **Bundle CPython + the .py scripts loose.** Meets the letter of "no MSYS2"
|
||||
but not "no Python", ages badly, and is bigger than a frozen exe for no
|
||||
gain. Rejected in favour of the interim freeze if a stopgap is needed.
|
||||
|
||||
## CI / release changes
|
||||
|
||||
1. `windows-build` → matrix over the three ROMIDs; each leg generates its
|
||||
`romassets_<r>.s` and builds.
|
||||
2. Commit all three `port/src/romassets_{u,e,j}.s` (or generate in each CI
|
||||
leg — committing is simpler and lets non-CI builds skip the generator).
|
||||
Add an `e`/`j` regen + `git diff --stat` check to the `validate` job
|
||||
mirroring the existing US one.
|
||||
3. `bundle-win.sh`: bundle all three region exes + the launcher; keep the
|
||||
"no ROM / size ≤ 60 MB" guards (raise the limit only if the interim frozen
|
||||
converter is included).
|
||||
4. `release` job: unchanged shape (draft pre-release); update
|
||||
`.github/release-notes.md` with the drop-in-ROM instructions + the
|
||||
requirements/hash table.
|
||||
5. Add a CI check that runs `d43_emit.py --check-only` / a `d69` equivalent
|
||||
against a **CI-only** ROM if one can be provided via encrypted secret;
|
||||
otherwise this stays a manual pre-publish smoke test (the release job is
|
||||
already a human-gated draft).
|
||||
6. Once Part B lands: a CI step that builds the C converter, runs it and the
|
||||
Python converter on the same ROM (secret), and `cmp`s the outputs.
|
||||
|
||||
## Code to be written
|
||||
|
||||
| File(s) | Rough scope | Notes |
|
||||
|---|---|---|
|
||||
| `port/src/launcher/ge007_launch.c` + CMake target | ~150 lines | ROM detect, SHA-1 match vs 3 known hashes, `CreateProcess` region exe, message-box on failure |
|
||||
| `port/src/pcconvert/d43.c` | ~1000–1300 lines | C port of `tools_pc/d43_emit.py` incl. graph sim + validation |
|
||||
| `port/src/pcconvert/d69.c` | ~500–700 lines | C port of `tools_pc/d69_emit.py` |
|
||||
| `port/src/pcconvert/pcconvert.c` + `.h` | ~200 lines | orchestrator, stamp file, splash text, wired into `romdataInit()` |
|
||||
| CMake codegen for embedded metadata | ~40 lines CMake + generated `.c` | embeds `filelist.u.csv`, `file_resource_table.inc.c`, `ModelFileHeader.inc.c`, bg/stan `.inc.c` |
|
||||
| `tools_pc/bundle-win.sh`, `.github/workflows/ci.yml` | edits | matrix, 3 exes, launcher, notes |
|
||||
| SHA-1 helper (or reuse a vendored small SHA-1) | ~100 lines | for launcher + `pcconvert.stamp`; `romverify.c`'s n64cksum path is an alternative identity check |
|
||||
|
||||
## ROM SHA-1 / region handling
|
||||
|
||||
- Accept a ROM at `data/ge007.<region>.z64`, `data/*.z64` (any name — sniff
|
||||
the header), or `baserom.{u,e,j}.z64`.
|
||||
- Verify: N64 magic + "GOLDENEYE" + "GE" + country byte (already done), then
|
||||
SHA-1 against the README table. On a header-valid but hash-mismatched ROM
|
||||
(bad dump, byte-swapped `.n64`/`.v64`, ROM hack): warn but allow a
|
||||
`--skip-rom-check` / ini opt-out; byte-swapped images should be detected and
|
||||
the user told to supply a true big-endian `.z64`.
|
||||
- Region is taken from the country byte (`E`→ntsc-final, `P`→pal-final,
|
||||
`J`→jpn-final), which already drives `pcmodelsRegionForCountry()`.
|
||||
|
||||
## Config / data location
|
||||
|
||||
No change needed. `$S/` = `./data/` (or `<exedir>/data/`). First run creates
|
||||
`ge007.ini`; Part B additionally creates `pcmodels-<region>/`,
|
||||
`pccg-<region>/`, and `pcconvert.stamp` there. Document that the user makes a
|
||||
`data/` folder next to the exe and drops the ROM in it (the launcher can
|
||||
offer to create it).
|
||||
|
||||
## Open questions
|
||||
|
||||
1. **Does PAL/JP `romassets` generation truly need nothing from the ROM?**
|
||||
`docs/building.md` says it needs region-specific offsets; the code says
|
||||
otherwise. Generate `e` and `j` in CI and diff against a
|
||||
locally-ROM-generated copy to confirm before committing them.
|
||||
2. **Does `d43_emit.py` really use `scripts/filelist.u.csv` for all three
|
||||
regions?** It hard-codes `FILELIST = "scripts/filelist.u.csv"` even when
|
||||
`REGION` is `pal-final`/`jpn-final`. Either model file offsets are
|
||||
US-identical across regions (plausible — models live in obseg which may not
|
||||
shift) or PAL/JP model conversion is currently untested. Confirm before
|
||||
promising PAL/JP support in the release.
|
||||
3. **Launcher vs self-re-exec vs three shortcuts** — pick one UX.
|
||||
4. **Splash UI for the first-run convert** — reuse the SDL window / a simple
|
||||
progress line, or a pre-SDL Win32 dialog? ~5 s is short enough that a log
|
||||
line + busy cursor may suffice.
|
||||
5. **Non-Windows.** Part B's C converter is portable; the launcher and
|
||||
bundling are Windows-only today. Out of scope but the C port keeps the
|
||||
door open.
|
||||
6. **Signing.** Unsigned exes + a "reads your ROM" first-run step will trip
|
||||
SmartScreen. Not blocking, but worth a release-notes note.
|
||||
|
||||
## Suggested milestone ordering
|
||||
|
||||
1. Part A (3-region matrix + pre-generated `romassets` + launcher) — days.
|
||||
2. Interim frozen `ge007-convert.exe` wired to first-run — days, optional.
|
||||
3. Part B C port of `d43`/`d69` + embedded metadata + output diffing — weeks.
|
||||
4. Drop the interim binary; single-binary drop-in experience complete.
|
||||
Reference in new issue
Block a user