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https://github.com/jkdansereau/goldeneye-pc-port.git
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D478-D490: crash log, session start, performance, fidelity, regions
Crash-log snprintf (D478), start-mp folder (D479), shader pre-warm (D480), render worker thread (#92 low-end 45 to 60 fps, D481), lighter first-launch defaults (D482), sniper crouch/zoom fixes (D483-D485, #136), Rareware text TMEM swap (D75), D173 residual, turret/explosion fidelity (D486, #126), 21-level Windows golden rebase with a two-tier gate, PAL and JP convert/build/ boot (D258) with PAL frame height (D487) and osTvType (D488). Refs: D478 D479 D480 D481 D482 D483 D484 D485 D486 D75 D173 D258 D487 D488 #136 #126
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@@ -6,6 +6,9 @@
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---------------------------------------------------------------------*/
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#ifdef PORT
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#include "porttick.h" /* D486 */
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#endif
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#include <ultra64.h>
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#include <math.h>
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#ifdef PORT
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@@ -6338,6 +6341,11 @@ s32 objTick(struct PropRecord *prop)
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if ((autogun->is_active != 0) && (!(obj->flags & PROPFLAG_IS_DRONE_GUN)))
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{
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#ifdef PORT
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/* D486 (RULE-2): the shot counter advanced per frame; step it at the N64's 2-ticks-per-frame pace */
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if (portN64FrameStep())
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{
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#endif
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autogun->unkAC = autogun->unkAC + 1;
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sp13C = (autogun->unkAC & 1) == 0;
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@@ -6345,6 +6353,9 @@ s32 objTick(struct PropRecord *prop)
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{
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sp138 = (autogun->unkAC & 1) == 1;
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}
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#ifdef PORT
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}
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#endif
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if (autogun->unkC0 < g_GlobalTimer)
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{
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@@ -6439,7 +6450,12 @@ s32 objTick(struct PropRecord *prop)
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if ((temp_f20_4 <= (((beam_xdiff * beam_xdiff) + (beam_ydiff * beam_ydiff)) + (beam_collisionTile * beam_collisionTile))) && (bondviewGetIfCurrentPlayerDamageShowTime() == 0))
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{
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temp_f0_35 = sqrtf(temp_f20_4);
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#ifdef PORT
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/* D486: one shot now spans a 2-tick N64 frame below 2 ticks/frame, so charge that frame's delta (damage per second unchanged) */
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var_f2_7 = (0.16f * (g_ClockTimer >= 2 ? OBJECT_INTERACTION_TIMER_DELTA : 2.0f)) * g_AutogunPendingDamageTick;
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#else
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var_f2_7 = (0.16f * OBJECT_INTERACTION_TIMER_DELTA) * g_AutogunPendingDamageTick;
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#endif
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if (temp_f0_35 > 200.0f)
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{
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var_f2_7 *= 200.0f / temp_f0_35;
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