Files
James Dansereau cdf43d0140 v0.6.0: license texts in every download; README/NOTICE wording pass
- The Windows and Linux bundles shipped without the GCC runtime and SDL2
  license texts when the build machine lacked them (CI's MSYS2 has no
  share/licenses/gcc-libs; CI's Linux image has no dpkg). bundle-win.sh,
  bundle-linux.sh and package-macos.sh now fall back to in-tree copies:
  tools_pc/dist/GPL-3.0.txt, GCC-RUNTIME-EXCEPTION.txt, SDL2-LICENSE.txt.
- NOTICE / README: say the repository and downloads carry no ROM data or
  original assets and that the C source is a reconstruction (not "no
  Nintendo code"); describe the license-text sources.
- README: "What this port offers"; split-screen for up to 4 players; the
  few game-code changes keep N64 behavior or are opt-in; neutral wording
  for the comparison with the XBLA recompilation projects (rows about their
  status and motives removed); verification approach stated; release notes
  drop the 165/240 testing caveat.
2026-10-13 09:58:48 -04:00

81 lines
3.9 KiB
Plaintext

GoldenEye 007 PC port
=====================
WHAT IS AND ISN'T COVERED BY THIS PROJECT'S LICENSE
--------------------------------------------------
The MIT License in the LICENSE file covers the original work in this
repository:
* the port layer port/
* the PC build system CMakeLists.txt, cmake/, build-pc.sh
* PC-port tooling tools_pc/
* macOS packaging scripts/package-macos.sh, scripts/gen_macho_syms.py,
scripts/strip_weak_pragmas.py
* agent-development tooling pi/ (not part of the game build)
* documentation docs/, README.md
Third-party code vendored into the port layer keeps its own license:
* port/fast3d/ - software RSP adapted from the Perfect Dark port /
libultraship / sm64-port lineage; see port/fast3d/LICENSE.txt.
* port/fast3d/glad/ - generated OpenGL loader (glad), public domain / MIT.
Runtime libraries bundled in the downloads (not in this repository) keep
their own licenses; each license text ships in the download's licenses/ folder:
* SDL2 (all platforms) and SDL3 (macOS, loaded by sdl2-compat) - zlib license.
* zlib - zlib license.
* Windows: the MinGW-w64 runtime (libwinpthread, libgcc, libstdc++).
* macOS: the GCC runtime (libgcc_s, libstdc++) - GPL-3.0 with the GCC
Runtime Library Exception 3.1. The GPL-3.0 text the macOS package ships
is tools_pc/dist/GPL-3.0.txt.
The license texts the downloads carry come from the build environment where
it provides them, otherwise from tools_pc/dist/ (GPL-3.0.txt,
GCC-RUNTIME-EXCEPTION.txt, SDL2-LICENSE.txt).
Vendored build tooling keeps its own license (none of it is compiled or linked
into the PC port; it belongs to the N64 decompilation build):
* tools/ido5.3_recomp/rabbitizer/ - disassembler library (rabbitizer), MIT,
(c) 2022 Decompollaborate; license text in that directory's LICENSE file.
* tools/armips.cpp - assembler (armips), MIT, (c) 2009-2020 Kingcom.
* tools/extractor/puff.c, puff.h - puff-style inflate, zlib-style license,
(c) Mark Adler.
* tools/gzipsrc/ - gzip 1.x sources, GPL-2.0-or-later, (c) 1992-1993
Jean-loup Gailly; the GPL-2.0 text is tools/gzipsrc/COPYING. These sources
are build tooling only: they are never linked into the port, and they are
not part of any download package.
It does NOT cover:
* src/, include/, assets/, Makefile, tools/, rsp/, ld/, and the other
files inherited from the GoldenEye 007 decompilation
(https://github.com/n64decomp/007). The upstream project is published
without an explicit license; those files are included here on the same
basis, unmodified except where a PC-port ABI fix is marked `#ifdef PORT`
and documented in docs/dev/findings.md. This repository is a downstream
fork of that decompilation with a PC port added on top.
As is standard for console decompilation projects, some game data is
present as re-expressed source (animation tables, display lists, data
tables) inherited verbatim from the upstream repository. The bulk game
assets -- textures, audio, models, level geometry, in-game text -- are
NOT included and are extracted from your own ROM at build time.
NO ROM DATA OR ORIGINAL ASSETS ARE DISTRIBUTED HERE
--------------------------------------------------
This repository contains NO ROM data and none of the original game assets
(textures, models, levels, audio, text), and no original Nintendo/Rare
binaries. The C source under src/ is the decompilation community's
reconstruction of the game's code (see above). Building a playable
executable requires a GoldenEye 007 Nintendo 64 ROM that you legally own;
the build extracts the required assets from that ROM on your own machine.
GoldenEye 007 is a trademark of its respective rights holders. This project
is a non-commercial, fan-made preservation and porting effort, and is not
affiliated with or endorsed by Nintendo, Rare, MGM, EON Productions, Danjaq,
or any other rights holder.