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src/game/lv.c (#ifdef PORT, after init_menus_or_reset on the title stage): GE_STARTMENU=<id> boots the front end directly into a menu, skipping intro + folder/mode/mission/difficulty select. GE_STARTMENU_PAGE=<n> picks the mission_folder_setup_entries row (default 1 = Dam), GE_STARTMENU_DIFF the difficulty. Sets briefingpage / selected_stage / gamemode=SOLO / selected_difficulty / prev_keypresses so the target screen has usable context. Lets WS2 screens be retested in seconds: 13 = MISSION_COMPLETE 12 = MISSION_FAILED 10 = BRIEFING 7 = MISSION_SELECT 6 = MODE_SELECT No effect unless the env var is set; not compiled without PORT. Verified: GE_STARTMENU=13 -> mission-complete renders, "Next" (A) transitions to briefing -> mission-select with no crash/hang (D75 3D-model cosmetics aside). -level_09 unregressed.
Goldeneye 007
About this repository
This is a WIP decompilation of Goldeneye 007!
It builds the following ROMs:
- ge007.u.z64
sha1: abe01e4aeb033b6c0836819f549c791b26cfde83 - ge007.j.z64
sha1: 2a5dade32f7fad6c73c659d2026994632c1b3174 - ge007.e.z64
sha1: 167c3c433dec1f1eb921736f7d53fac8cb45ee31
Note: This repository does not include all assets necessary for compiling the ROMs. A prior copy of the game is required to extract the assets.
Documentation
- Setup Guide: useful information about installing the necessary dependencies and how to use it
- Structure Guide: learn more about the project structure of this repository
- Style Guide: code style conventions if you want to contribute code
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