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https://github.com/jkdansereau/goldeneye-pc-port.git
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- D38: implicit function declarations truncated pointer returns on x86-64; added port/include/pc_protos.h prototype shim (398 decls, C-only, anchored in port/shim/PR/ucode.h) + pc_netorder.c for ntohl/ntohs; build warning-clean. - D39: Globalimagetable rebasing - per-symbol offsets + GIMG_OFF() in image_bank.c (== N64 (u32)&sym incl. the 0x02000000 base); segment end markers extended to the true 0x13F8 size (CSV entry truncated by 0x930). - D40: g_ModelHitEntries pool sized for the 40-byte PC ModelHitEntry stride (was a 12KB .bss overflow clobbering is_ramrom_flag -> demo-replay SIGSEGV). - D41: release the GL context from the host main thread after videoInit so the game scheduler thread can bind it (WGL single-thread currency; this SDL2 build's MakeCurrent return value is an inverted ABI artifact). - D42: rsp.c g_gfxTaskSettingsList XOR toggle -> explicit toggle on x86-64. Boot now renders real frames ([NOTE] frame N rendered in ... us). Next blocker D43 (model-file loading ABI mismatch) documented in PCPortResearch.md section F/H; HANDOFF.md rewritten for it.
Asset Readme
Assets consist of the things like sounds, images, animations, models, level descriptions, etc.
There are five categories (subfolders) of assets included in source code. Visit each subfolder for a more detailed readme.
Asset categories are:
fontimagesmusicobsegramrom
font Assets
This contains font information for rendering text.
images Assets
Contains ALL textures used in game (UI, Objects and BG)
music Assets
obseg Assets
Contains level information, game models, and all text used in the game.
ramrom Assets
This contains demo information the game plays if no folder is selected from the first screen.
Misc Assets
In addition to the assets outlined above, the root assets folder also contains model animation definition, as well as a global image table.