--- title: Fidelity status description: How faithfully the port reproduces the N64 game: unmodified decompiled logic, Makefile-mirrored region macros, one game-logic-adjacent change, and PRNG notes. date: '2026-10-05' modified_time: '2026-10-05' --- ## Fidelity status This page answers one question plainly: *how faithfully does the port actually reproduce the original N64 game's logic*? The audit was run end-to-end on 2026-09-15 and re-verified for the v0.3.0 release bundles on 2026-09-18. **v0.5.0 update pass, 2026-10-05:** two of the checks were re-run directly against the current tree — the region build macros were compared line-by-line against the original N64 Makefile's macro sets (all three regions match exactly), and the library file classification (which original files compile versus get PC-shimmed) was re-checked against the project's own ground-truth manifest (the CMake build compiles the libultra and libultrare audio sets, the gu matrix helpers, and `io/vitbl.c` only — no silent gaps, no silent duplicates). The full game-logic audit was not re-run in this pass; recent `src/game` edits on the release branch are finding-gated (for example the D519 front-end options work, and a model-c scripted-camera clamp removal that returned those files to pure decompilation). The full engineering record behind each item is in the project's finding log ([`docs/dev/findings.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/dev/findings.md)). ## The rule and what was checked The port's non-negotiable rule is that decompiled game logic is never changed — only genuine N64-hardware dependencies get a PC-side replacement, in the `port/` layer. This was audited directly: - **Region build macros** exactly mirror the original N64 Makefile's macro sets for all three regions — verified line-by-line (re-run 2026-10-05). - **The audio/library file classification** (which original files compile vs. get PC-shimmed) exactly matches the project's own ground-truth manifest — no silent gaps, no silent duplicates (re-run 2026-10-05). - **The one shipped game-logic-adjacent change** (a portal-culling float-precision fix, D271) is `#ifdef PORT`-gated, documented in the finding log, and moves *toward* matching N64 behavior, not away from it. Every other deviation from the decompiled source is one of the documented 32→64-bit pointer-width ABI corrections described above. ## One issue, found and fixed before v0.3.0 shipped The port's random-number generator (`port/src/random.c`) was documented as a bit-exact port of the N64's PRNG, but wasn't — a shift-operation helper didn't match the real MIPS64 instruction semantics it was meant to mirror. This was independently confirmed by hand-tracing the assembly against the C port, tracked as finding D284, and fixed before the release (verified clean across a full level sweep — all 20 missions plus the ending sequence — no crashes). It affected loot placement, AI behavior variance, and replay-state determinism from the very first random draw, in every release before v0.3.0. Because of the fix, RNG-derived output — including the save-file CRC — changed, which meant existing save files and any previously recorded replays no longer validate; v0.3.0's release notes describe the automatic save migration that handles this. We'd rather say this plainly than let a "verified bit-exact" claim stand uncorrected, both when it was wrong and now that it's fixed. Everything else checked (the documented ABI/pointer-width exceptions used for the 32-to-64-bit transition, a sample of the finding log's own claimed fixes against the actual current code) matched what's documented. --- *This page is kept current alongside future releases. Its source review is a manual, human-reviewed process today — see the project roadmap for plans to partially automate the mechanical parts of it.*