James Dansereau 080056b125 M-27: GE_STARTMENU debug harness - jump straight to a front-end menu
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.
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Goldeneye 007

NTSC-Status JP-Status PAL-Status

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
Languages
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C++ 2.8%
Python 1.8%
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