# ============================================================================ # GoldenEye 007 — PC port build # # This is a PARALLEL build system to the N64 `Makefile`. It compiles the same # game C sources (src/game, src) for a modern host (Windows/Linux/macOS) # against the PC shims in `port/`. The N64 build is untouched. # # See docs/internals.md for the architecture and plan. # Modelled on the Perfect Dark PC port (perfect-dark-pc-port/perfect_dark). # # Usage: # cmake -S . -B build-pc -DROMID=ntsc-final # cmake --build build-pc -j # ============================================================================ cmake_minimum_required(VERSION 3.16) list(APPEND CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake) # The decomp uses the `#define inherits struct` pattern (47x in # src/bondtypes.h): a nested `struct Base;` inside a derived struct. GCC # treats this as embedding the full base struct (correct layout, matches the # N64/IDO behaviour the decomp relies on); Clang treats it as a bare forward # declaration (no members) and rejects base-member access. So prefer GCC. # (GCC does hard-error on the one struct that declares a member with the same # name as an inherited one — CCTVRecord's `pad` — see docs/internals.md.) # An explicit -DCMAKE_C_COMPILER=... always wins. if(NOT DEFINED CMAKE_C_COMPILER) find_program(_GE007_GCC NAMES gcc) if(_GE007_GCC) set(CMAKE_C_COMPILER "${_GE007_GCC}" CACHE FILEPATH "C compiler" FORCE) get_filename_component(_GE007_GCC_DIR "${_GE007_GCC}" DIRECTORY) find_program(_GE007_GXX NAMES g++ PATHS "${_GE007_GCC_DIR}" NO_DEFAULT_PATH) if(_GE007_GXX) set(CMAKE_CXX_COMPILER "${_GE007_GXX}" CACHE FILEPATH "CXX compiler" FORCE) endif() endif() endif() if(APPLE) if(CMAKE_OSX_ARCHITECTURES MATCHES "arm64") set(CMAKE_OSX_DEPLOYMENT_TARGET "11.0" CACHE STRING "" FORCE) else() set(CMAKE_OSX_DEPLOYMENT_TARGET "10.13" CACHE STRING "" FORCE) endif() endif() # ASM is needed for the generated absolute ROM asset symbols # (port/src/romassets_.s, see scripts/gen_romassets.py). project(ge007 C CXX ASM) include(TargetArch) include(FindPkgConfig) set(CMAKE_C_STANDARD 11) # GNU extensions ON: strict -std=c11/-std=c++20 define __STRICT_ANSI__, which # disables glibc's _DEFAULT_SOURCE and hides POSIX symbols the port needs # (clock_gettime/CLOCK_REALTIME in port/src/libultra.c, mmap flags, etc.). # -std=gnu11/gnu++20 is GCC's own default and what MinGW was already using. set(CMAKE_C_EXTENSIONS ON) set(CMAKE_CXX_STANDARD 20) set(CMAKE_CXX_EXTENSIONS ON) set(CMAKE_EXPORT_COMPILE_COMMANDS ON) # Opt-in ccache launcher. The game sources are frozen (1:1 with the decomp), # so ccache makes branch-switch / worktree rebuilds nearly free. No-op when # ccache is not installed. find_program(CCACHE_PROGRAM ccache) if(CCACHE_PROGRAM) set(CMAKE_C_COMPILER_LAUNCHER "${CCACHE_PROGRAM}") set(CMAKE_CXX_COMPILER_LAUNCHER "${CCACHE_PROGRAM}") message(STATUS "ccache enabled: ${CCACHE_PROGRAM}") endif() # Default build type if(NOT CMAKE_BUILD_TYPE AND NOT EXISTS ${CMAKE_BINARY_DIR}/CMakeCache.txt) set(CMAKE_BUILD_TYPE "RelWithDebInfo" CACHE STRING "" FORCE) endif() # ---------------------------------------------------------------------------- # Options # ---------------------------------------------------------------------------- # Which ROM the executable expects in the data/ dir. set(ROMID "ntsc-final" CACHE STRING "ROM id: ntsc-final (US), pal-final (EU), jpn-final (JP)") # ---------------------------------------------------------------------------- # Target arch / platform # ---------------------------------------------------------------------------- target_architecture(TARGET_ARCH) if(TARGET_ARCH MATCHES "64") set(TARGET_IS_64BIT TRUE) else() set(TARGET_IS_64BIT FALSE) endif() message(STATUS "Target arch: ${TARGET_ARCH} (64bit=${TARGET_IS_64BIT})") if(WIN32) set(TARGET_OS "windows") elseif(APPLE) set(TARGET_OS "osx") elseif(UNIX) set(TARGET_OS "linux") else() message(FATAL_ERROR "Unknown target OS") endif() set(TARGET_PLATFORM "${TARGET_ARCH}-${TARGET_OS}") message(STATUS "Target platform: ${TARGET_PLATFORM}") # Region -> compile definitions. # # The game code #ifdefs a full per-region macro set (see the N64 Makefile, # the VERSION blocks). e.g. VERSION_EU is used in 60+ files, LEFTOVERDEBUG in # 26, BUGFIX_R1 in 21. We MUST emit the same set the N64 build uses for the # matching region, or the PC build takes different conditional branches and # silently diverges (and fails to link). These mirror Makefile LCDEFS exactly. if(ROMID STREQUAL "ntsc-final") set(VERSION_IS_PAL 0) set(BIN_REGION "") set(ASSET_REGION "u") set(REGION_DEFS -DVERSION_US -DLANG_US -DREFRESH_NTSC -DLEFTOVERDEBUG -DLEFTOVERSPECTRUM -DBUGFIX_R0 -DBYTEMATCH) elseif(ROMID STREQUAL "pal-final") set(VERSION_IS_PAL 1) set(BIN_REGION ".pal") set(ASSET_REGION "e") set(REGION_DEFS -DVERSION_EU -DLANG_EU -DREFRESH_PAL -DBUGFIX_R1 -DBUGFIX_R2 -DBYTEMATCH) elseif(ROMID STREQUAL "jpn-final") set(VERSION_IS_PAL 0) set(BIN_REGION ".jpn") set(ASSET_REGION "j") set(REGION_DEFS -DVERSION_JP -DLANG_JP -DREFRESH_NTSC -DBUGFIX_R1 -DLEFTOVERDEBUG -DLEFTOVERSPECTRUM -DBYTEMATCH) else() message(FATAL_ERROR "Unknown ROMID: ${ROMID}") endif() # git hash for version info execute_process(COMMAND git rev-parse --short HEAD WORKING_DIRECTORY ${CMAKE_SOURCE_DIR} OUTPUT_VARIABLE VERSION_HASH OUTPUT_STRIP_TRAILING_WHITESPACE ERROR_QUIET) if(NOT VERSION_HASH) set(VERSION_HASH "unknown") endif() # Provenance, printed by --version and at startup (port/src/main.c): a build # keeps pointing at this repository no matter who compiles or renames it. set(VERSION_CODENAME "larkspur") set(ORIGIN_URL "https://github.com/jkdansereau/goldeneye-pc-port") configure_file( "${CMAKE_SOURCE_DIR}/port/include/versioninfo.h.in" "${CMAKE_BINARY_DIR}/port/include/versioninfo.h" @ONLY) # Host path for port/shim/string.h. The N64 include/string.h # declares strlen/strchr with `const unsigned char *`, which conflicts with # the host declarations that SDL (and other system headers) pull in, and it # sits earlier on the include path than the toolchain's own string.h — so the # shim cannot use #include_next (it would find the N64 header first). Derive # the toolchain include dir from the compiler location (MinGW/MSYS2 layout: # bin/../include) and generate an absolute-path include. get_filename_component(_PORT_GCC_DIR "${CMAKE_C_COMPILER}" DIRECTORY) get_filename_component(PORT_HOST_STRING_H "${_PORT_GCC_DIR}/../include/string.h" ABSOLUTE) configure_file( "${CMAKE_SOURCE_DIR}/port/include/hoststring.h.in" "${CMAKE_BINARY_DIR}/port/include/hoststring.h" @ONLY) # Host path for port/shim/sched.h. The decomp's src/sched.h is on # the include path and shadows the system header; libstdc++'s /gthr # headers in the fast3d C++ TUs need the real (cpu_set_t, # sched_yield). Both MinGW and Linux keep at bin/../include. get_filename_component(PORT_HOST_SCHED_H "${_PORT_GCC_DIR}/../include/sched.h" ABSOLUTE) configure_file( "${CMAKE_SOURCE_DIR}/port/include/hostsched.h.in" "${CMAKE_BINARY_DIR}/port/include/hostsched.h" @ONLY) # Host path for port/shim/stdlib.h. The N64 include/stdlib.h # typedefs lldiv_t/ldiv_t, which conflict with the host's when both land in # one C++ TU (fast3d): MinGW's own sec_api/stdlib_s.h does `#include # `, which resolves to the N64 header via -I. The shim routes C++ # TUs to the host header by absolute path (same trick as hoststring.h). get_filename_component(PORT_HOST_STDLIB_H "${_PORT_GCC_DIR}/../include/stdlib.h" ABSOLUTE) configure_file( "${CMAKE_SOURCE_DIR}/port/include/hoststdlib.h.in" "${CMAKE_BINARY_DIR}/port/include/hoststdlib.h" @ONLY) # Host path for port/shim/stddef.h (same reason as stdlib: the N64 # stub shadows the host header in C++ TUs, hiding max_align_t from cstddef). # stddef.h is compiler-internal, not in bin/../include: on a native Linux GCC # it lives under lib/gcc///include. Ask the compiler where it is; # fall back to the MinGW bin/../include layout. execute_process( COMMAND "${CMAKE_C_COMPILER}" -print-file-name=include/stddef.h OUTPUT_VARIABLE _PORT_GCC_STDDEF OUTPUT_STRIP_TRAILING_WHITESPACE ERROR_QUIET) if(_PORT_GCC_STDDEF AND EXISTS "${_PORT_GCC_STDDEF}") get_filename_component(PORT_HOST_STDDDEF_H "${_PORT_GCC_STDDEF}" ABSOLUTE) else() get_filename_component(PORT_HOST_STDDDEF_H "${_PORT_GCC_DIR}/../include/stddef.h" ABSOLUTE) endif() configure_file( "${CMAKE_SOURCE_DIR}/port/include/hoststddef.h.in" "${CMAKE_BINARY_DIR}/port/include/hoststddef.h" @ONLY) # ---------------------------------------------------------------------------- # Compiler definitions & flags # ---------------------------------------------------------------------------- add_definitions( -DPORT=1 -D_LANGUAGE_C=1 -DAVOID_UB=1 -DPAL=${VERSION_IS_PAL} ${REGION_DEFS} ) if(TARGET_IS_64BIT) add_definitions(-DPLATFORM_64BIT=1) endif() # The decomp is big-endian N64 code with unaligned accesses; these flags are # required to compile it cleanly on a little-endian host (same as the PD port). add_compile_options( -fno-strict-aliasing -funsigned-char -fwrapv -include "versioninfo.h" ) # The decompiled game code has a class of latent fixed-size stack-buffer # over/under-runs (e.g. stan.c sub_GAME_7F0B1DDC's tileStack, bondview2.c # bondviewCalcIntroSwirlCamera's pointbuf[10] indexed [-3..11]) that write a # few words into adjacent stack scratch. On the N64, and on the MinGW/Windows # build (no default stack protector), this is harmless in practice — verified # stable over thousands of frames. Only Ubuntu's gcc default # (-fstack-protector-strong) turns these into a fatal __stack_chk_fail at # stage load / first frames. Match the N64 and MinGW builds so the same code # runs the same way; the genuinely understood cases are still fixed properly # under #ifdef PORT (D189). A hardened Linux build would need the whole class # swept first — tracked in docs/dev/findings.md. add_compile_options(-fno-stack-protector) # Keep frame pointers: dbghelp's StackWalk64 (crash handler + thread dumps) # cannot read DWARF unwind info on MinGW, so the EBP chain is the only way to # get a real backtrace of a hung/crashed game thread. add_compile_options(-fno-omit-frame-pointer) # Optimisation: the software RSP + software rasteriser in port/fast3d are the # hot path and are very sensitive to -O level (the difference between ~1 fps # and playable). Non-Debug builds keep the CMAKE_BUILD_TYPE optimisation # (RelWithDebInfo => -O2); only an explicit Debug build drops to -Og. if(CMAKE_BUILD_TYPE STREQUAL "Debug") add_compile_options(-Og) endif() add_compile_options( -Wall -Wno-address -Wno-misleading-indentation -Wno-missing-braces -Wno-multichar -Wno-tautological-compare -Wno-unused-but-set-variable -Wno-unused-value -Wno-unused-variable ) # The decomp was written for IDO's leniency. These downgrade hard errors to # warnings so the unmodified game code compiles; each class is a tracked # decomp finding (see docs/internals.md): # int-conversion: raw 32-bit ROM address constants assigned to pointers # (WIP decomp; genuine 64-bit hazards to fix upstream as phases progress) # incompatible-pointer-types: Mtxf union vs float[4][4], Gfx array idioms # implicit-function-declaration: missing header declarations (e.g. # get_ptr_long_watch_text_for_item, defined in gunfire.c) add_compile_options( -Wno-error=int-conversion -Wno-error=incompatible-pointer-types -Wno-error=implicit-function-declaration ) add_compile_options($<$:-Wno-pointer-sign>) add_compile_options($<$:-Wno-unused-function>) # The decomp's `#define inherits struct` idiom (src/bondtypes.h) makes the base # struct an unnamed tagged member and accesses its fields directly # (obj->type where type lives in the embedded PropRecord). GCC targeting # *-w64-mingw32 enables this via -fms-extensions implicitly; a native Linux/ # macOS GCC does not, so `'ObjectRecord' has no member named 'type'`. Enable # the Plan 9 extensions explicitly there (superset of -fms-extensions: also the # automatic base-pointer conversion the idiom relies on). C only — the decomp # is C; fast3d C++ does not use `inherits`. if(NOT MINGW) add_compile_options($<$:-fplan9-extensions>) # GCC 14 promoted several long-standing C leniencies to hard errors # (int<->pointer for a known prototype, incompatible-pointer arg types, # implicit int/function). The WIP decomp still trips these (e.g. # append_text_picked_up's vestigial u8* params in propobj.c). -fpermissive # downgrades them to warnings — the C counterpart of the -Wno-error lines # above, and the documented path for building older C against GCC 14+. add_compile_options($<$:-fpermissive>) endif() # ASLR must be OFF: dram_syms.s defines absolute symbols (cfb_16 @ 0x70000000, # _bssSegmentEnd @ 0x70050000) that the game references through pointer-typed # externs (src/bondgame.h: `extern u32 *_bssSegmentEnd`). On x86-64/PE, taking # their address emits a .refptr slot holding the absolute value PLUS a base # relocation; with ASLR the loader rebases it to runtime_base+0x70050000 = # garbage. With DYNAMICBASE disabled the image loads at its preferred base # (0x140000000) and the relocations are no-ops. main.c sanity-checks the load # base at startup. if(MINGW) set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,--disable-dynamicbase") elseif(UNIX AND NOT APPLE) # Linux equivalent of the ASLR-off requirement above: dram_syms.s defines # absolute symbols at 0x70000000 referenced through pointer-typed externs. A # PIE build (GCC's default on modern distros) emits GOT/relative relocations # for them — R_X86_64_32S link errors, or a runtime rebase to garbage. Build # and link no-PIE so the image keeps its preferred load address. add_compile_options(-fno-pie) set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -no-pie") # Move the image base to 0x20000000. The default no-PIE base 0x400000 puts # .data/.bss symbols around 0x00500000-0x00600000, which COLLIDES with the # N64 address ranges fast3d's seg_addr() decodes: a game-built display list # that embeds `&symbol` (via the osVirtualToPhysical identity shim) hands # seg_addr a value < 0x800000, which it treats as a K0-physical DRAM offset # and remaps to 0x80xxxxxx (zeroed DRAM mirror) -> "unknown GBI opcode 0x00" # -> black screen. 0x20000000 sits in the gap between the segmented-address # space (< 0x10000000), the cart map (0x10000000), the D131 module range # ([0x40000000,0x70000000)) and DRAM (>= 0x70000000); seg_addr passes such # addresses through untouched. Still < 2GiB so -mcmodel=small / R_X86_64_32 # relocations are fine (unlike a 0x140000000 base, which needs mcmodel=large). # This is the ELF analogue of the Windows build's fixed 0x140000000 base. set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,-Ttext-segment=0x20000000") endif() # port/shim first: PC-only shadow headers (bondtypes.h, bondconstants.h, # PR/gbi.h) that fix N64-compiler assumptions without touching src/ or # include/. Inert in the N64 build (its Makefile never sees port/shim). include_directories( "${CMAKE_SOURCE_DIR}/port/shim" "${CMAKE_SOURCE_DIR}" "${CMAKE_SOURCE_DIR}/include" "${CMAKE_SOURCE_DIR}/include/PR" "${CMAKE_SOURCE_DIR}/src" "${CMAKE_SOURCE_DIR}/src/game" "${CMAKE_SOURCE_DIR}/src/libultra" "${CMAKE_SOURCE_DIR}/src/libultra/audio" "${CMAKE_SOURCE_DIR}/port/include" "${CMAKE_BINARY_DIR}/port/include" ) # ---------------------------------------------------------------------------- # Dependencies: SDL2, zlib, OpenGL # ---------------------------------------------------------------------------- set(LIBS "") find_package(SDL2 REQUIRED) include_directories(SYSTEM "${SDL2_INCLUDE_DIR}") list(APPEND LIBS "${SDL2_LIBRARY}") find_package(ZLIB REQUIRED) if(ZLIB_INCLUDE_DIR) include_directories(SYSTEM "${ZLIB_INCLUDE_DIR}") endif() list(APPEND LIBS "${ZLIB_LIBRARY}") # Real for port/src/rzdecomp.c (which backs decompressdata() with real # zlib). The game's own src/game/zlib.h sits on the -I path and shadows a plain # `#include ` in a port TU, so generate an absolute-path include (same # trick as hoststring.h). Prefer find_package(ZLIB)'s dir; fall back to the # toolchain include dir (MinGW layout: bin/../include), where # mingw-w64-x86_64-zlib installs zlib.h. set(PORT_REAL_ZLIB_H "${ZLIB_INCLUDE_DIR}/zlib.h") if(NOT EXISTS "${PORT_REAL_ZLIB_H}") set(PORT_REAL_ZLIB_H "${_PORT_GCC_DIR}/../include/zlib.h") endif() if(NOT EXISTS "${PORT_REAL_ZLIB_H}") message(FATAL_ERROR "Cannot locate the host zlib.h needed by port/src/rzdecomp.c") endif() configure_file( "${CMAKE_SOURCE_DIR}/port/include/realzlib.h.in" "${CMAKE_BINARY_DIR}/port/include/realzlib.h" @ONLY) if(NOT GL_LIBRARY) if(WIN32) set(GL_LIBRARY opengl32) elseif(APPLE) set(GL_LIBRARY "-framework OpenGL") else() set(GL_LIBRARY GL) endif() endif() list(APPEND LIBS "${GL_LIBRARY}") if(NOT EXTRA_LIBRARIES) if(MINGW) # MinGW: pthreads for the real-OS-thread kernel (port/src/libultra.c). set(EXTRA_LIBRARIES dbghelp -static-libstdc++ pthread) elseif(WIN32) set(EXTRA_LIBRARIES dbghelp -static-libstdc++) else() set(EXTRA_LIBRARIES stdc++ m dl pthread) endif() endif() list(APPEND LIBS "${EXTRA_LIBRARIES}") # ---------------------------------------------------------------------------- # Sources # ---------------------------------------------------------------------------- # Port layer (shims + software RSP). file(GLOB_RECURSE SRC_PORT "${CMAKE_SOURCE_DIR}/port/src/*.c") file(GLOB_RECURSE SRC_PORT_CXX "${CMAKE_SOURCE_DIR}/port/src/*.cpp") file(GLOB_RECURSE SRC_FAST3D "${CMAKE_SOURCE_DIR}/port/fast3d/*.cpp" "${CMAKE_SOURCE_DIR}/port/fast3d/glad/*.c") # Generated absolute ROM asset symbols for this region (see # scripts/gen_romassets.py). Defines every obseg/ramrom/music label and the # ge007.ld segment markers as 0x10000000 + rom_offset, so `&symbol` / romCopy() # work once romdata.c maps the .z64 at 0x10000000. set(SRC_ROMASSETS "${CMAKE_SOURCE_DIR}/port/src/romassets_${ASSET_REGION}.s") if(NOT EXISTS ${SRC_ROMASSETS}) message(FATAL_ERROR "Missing ${SRC_ROMASSETS} — run: python3 scripts/gen_romassets.py ${ASSET_REGION}") endif() # Absolute symbols inside the reserved N64-DRAM region (port/src/dram.c): # cfb_16 (replaces src/cfb.c) and _bssSegmentEnd (mempool start marker). set(SRC_DRAM_SYMS "${CMAKE_SOURCE_DIR}/port/src/dram_syms.S") # D441 high-arena test flavour: relocate the DRAM arena for test builds # (tier 1 = 0x90000000). Build option only — the default build is unchanged. # GE_HIGHARENA_BASE=0x90000000 ./build-pc.sh ntsc-final # or -DGE_HIGHARENA_BASE=0x90000000 at configure time. The value must be a # C/asm integer literal; it overrides PORT_DRAM_V1_BASE in portaddr.h for # C, CXX and ASM (dram.c's mapping and the dram_syms.S absolute symbols both # follow it). set(GE_HIGHARENA_BASE "" CACHE STRING "Override PORT_DRAM_V1_BASE for test builds (high-arena flavour)") if(NOT GE_HIGHARENA_BASE) set(GE_HIGHARENA_BASE "$ENV{GE_HIGHARENA_BASE}") endif() if(GE_HIGHARENA_BASE) message(STATUS "GE_HIGHARENA_BASE = ${GE_HIGHARENA_BASE}") set(_d441_arena_def "-DPORT_DRAM_V1_BASE=${GE_HIGHARENA_BASE}") set(CMAKE_C_FLAGS "${CMAKE_C_FLAGS} ${_d441_arena_def}") set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} ${_d441_arena_def}") set(CMAKE_ASM_FLAGS "${CMAKE_ASM_FLAGS} ${_d441_arena_def}") endif() # Game code — compiled unmodified. file(GLOB_RECURSE SRC_GAME "${CMAKE_SOURCE_DIR}/src/game/*.c") # EXCLUDED from src/game (replaced by port/src/rzdecomp.c, which backs # decompressdata()/rzipGetSomething() with real zlib): # decompress.c + zlib.c — GE's custom gzip-1.2.4 inflate builds its Huffman # tables contiguously into a caller-supplied fixed buffer of `struct huft`. # That struct is 8 bytes on MIPS (union holds a 32-bit pointer) but 16 bytes # on x86-64 (union holds a 64-bit pointer), so on a 64-bit host the tables # overflow load_resource's `u8 buffer[0x2100]` and clobber the caller's return # address -> SIGSEGV in langInit()'s first file load (finding D32). Real zlib # manages its own table memory, removing the fixed-buffer assumption. Mirrors # the PD port, which swaps its assembly rzip for a real-zlib-backed rzip_c.c. # The only externally-referenced symbols from these two files are # decompressdata() and rzipGetSomething(); both are provided by # port/src/rzdecomp.c (see the symbol sweep in docs/internals.md §F). list(REMOVE_ITEM SRC_GAME "${CMAKE_SOURCE_DIR}/src/game/decompress.c" "${CMAKE_SOURCE_DIR}/src/game/zlib.c") # libaudio (AL) — runs on the CPU, platform independent. file(GLOB SRC_LIBAUDIO "${CMAKE_SOURCE_DIR}/src/libultra/audio/*.c") # Rare's audio "New" driver (drvrNew/env/reverb) — synthesizer.c calls # alSaveNew/alAuxBusNew/alMainBusNew/alLoadNew/alResampleNew/alEnvmixerNew/ # alEnvmixerParam/alFxParam, all defined here. Runs on the CPU; must be linked. file(GLOB SRC_LIBULTRARE_AUDIO "${CMAKE_SOURCE_DIR}/src/libultrare/audio/*.c") # gu matrix helpers. file(GLOB SRC_GU "${CMAKE_SOURCE_DIR}/src/libultra/gu/*.c") # VI mode table (DATA, not a driver): fr.c references osViModeTable ~15x. # This is the only libultra/io file we compile — the rest are hardware # drivers that get shimmed in port/src/libultra.c. set(SRC_LIBULTRARE_DATA src/libultrare/io/vitbl.c ) list(PREPEND SRC_LIBULTRARE_DATA "${CMAKE_SOURCE_DIR}") # IDO printf engine: src/sprintf.c's sprintf() calls _Printf(prout, dst, fmt, # va_list), the internal formatter from libultrare/libc (pure C, no hardware). # xlitob/xldtob are its integer-conversion helpers (_Litob/_Ldtob). The # _Printf prototype clash between xstdio.h and xprintf.c is resolved by the # port/shim/libc/xstdio.h shadow header. set(SRC_LIBULTRARE_LIBC src/libultrare/libc/xprintf.c src/libultra/libc/xlitob.c src/libultra/libc/xldtob.c ) list(PREPEND SRC_LIBULTRARE_LIBC "${CMAKE_SOURCE_DIR}") # ---------------------------------------------------------------------------- # Asset data — decompiled ROM arrays (pure data, no logic). # # Single-file assets compile unmodified. The per-model / per-level .c files # under assets/obseg/{bg,brief,setup,stan} are NOT compiled: each one defines # file-local globals with generic names (`header`, `room_data_table`, # `intro`, ...) that the N64 build keeps apart by linking every file into its # own ELF (see assets/obseg/Makefile.*). In a single host link they collide. # The game loads those blobs from ROM at runtime anyway; their top-level # symbols (C*Z, G*Z, P*Z, Tbg_*Z, U*Z, L*E/L*J, bg_*_all_p_seg, ...) are now # absolute cart addresses in the generated romassets_.s (see # scripts/gen_romassets.py), backed by the ROM image that romdata.c maps at # 0x10000000. The per-model data itself (chr/*/Model.c etc.) is gitignored # ROM-derived and absent from this checkout. See docs/internals.md §11. # D34 (docs/internals.md): animationtable_{data,entries}.c are NOT # compiled on PC. Their arrays exist only so that &ANIM_DATA_x evaluates to # the record's offset within the animation_data segment (N64 links it at VMA # 0); on x86-64 assets/animationtable_data.h redefines them as lvalues at # g_pc_animdata_base + offset instead. The data itself comes from ROM via # romCopy, exactly like every other asset. set(SRC_ASSETS assets/font_chardatae.c assets/font_chardataj.c assets/font_dl.c assets/oddtextures.c assets/rarewarelogo.c ) list(PREPEND SRC_ASSETS "${CMAKE_SOURCE_DIR}") # Engine files in src/ that are platform independent. # NOTE: this list is a starting point and must be curated during Phase 1. # # INCLUDED here (platform-independent or CPU-side): # init.c — provides mainproc() (the game's real main entry) + the thread # setup helpers. Its N64-only init() is compiled but NOT called; # the N64 symbols init() references are stubbed in # port/src/n64stubs.c (see A3 in docs/internals.md). # cfb.c — defines cfb_16 (the framebuffer), referenced by fr.c and game # code (bondview2.c, front.c). Pure data. # stacks.c — thread-stack arrays (sp_boot/sp_rmon/sp_idle/sp_shed/sp_main/ # sp_audi + sp_debug under LEFTOVERDEBUG). Pure data; referenced # by init.c (thread setup) and audi.c (sp_audi). The SP_*_SZ # sizes in bondconstants.h match these exactly, so sizeof() is # correct. No duplicate-definition risk (all other refs are # extern decls in bondgame.h / audi.c). # # EXCLUDED (hardware drivers, replaced by port/ shims): # crash.c rmon.c usb.c tlb_*.c pi.c vi.c motor.c # (there is no src/spectrum.c in this decomp) # All of src/libultra/io/*.c and src/libultrare/io/*.c EXCEPT vitbl.c. # motor.c / pfsinit.c / pfsisplug.c are NOT compiled: joy.c calls # osMotorInit/Start/Stop and osPfsInit/osPfsIsPlug only for accessory # (Rumble Pak / Memory Pak) detection, so they are shimmed as no-ops in # port/src/libultra.c (see B2 — saves are EEPROM, not PFS). # # sched.c IS compiled (Phase 2): the game's real scheduler runs on the # cooperative thread kernel; its hardware leaf calls (osSpTaskLoad/StartGo, # osDpSetNextBuffer, osVi*) are shimmed in port/src/libultra.c, which runs # the software RSP inline and posts the RSP_DONE/RDP_DONE messages. set(SRC_ENGINE src/init.c src/sched.c src/audi.c src/snd.c src/music.c src/joy.c src/fr.c # src/cfb.c — cfb_16 now lives at 0x80000000 in the reserved DRAM region # (port/src/dram_syms.s) so OS_K0_TO_PHYSICAL(cfb_16[0]) is a small offset # that fast3d can map back; a host-BSS array would truncate to garbage. src/stacks.c src/boss.c src/mema.c src/memp.c src/deb.c src/debugmenu.c src/speed_graph.c src/token.c src/str.c src/sprintf.c src/ramrom.c ) list(PREPEND SRC_ENGINE "${CMAKE_SOURCE_DIR}") set(SRC ${SRC_GAME} ${SRC_PORT} ${SRC_ROMASSETS} ${SRC_DRAM_SYMS} ${SRC_PORT_CXX} ${SRC_FAST3D} ${SRC_LIBAUDIO} ${SRC_LIBULTRARE_AUDIO} ${SRC_LIBULTRARE_DATA} ${SRC_LIBULTRARE_LIBC} ${SRC_ASSETS} ${SRC_GU} ${SRC_ENGINE} ) # ---------------------------------------------------------------------------- # Target # ---------------------------------------------------------------------------- set(BIN_NAME "ge007${BIN_REGION}.${TARGET_ARCH}") add_executable(ge007 ${SRC}) target_link_libraries(ge007 ${LIBS}) set_target_properties(ge007 PROPERTIES OUTPUT_NAME "${BIN_NAME}") if(WIN32) set_target_properties(ge007 PROPERTIES WIN32_EXECUTABLE TRUE) endif() message(STATUS "Output binary: ${BIN_NAME}")