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https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-24 00:02:45 +02:00
Built the migrated tree (MSYS2 mingw64 + ROM + sidecar regen) and ran -level_09 with GE_PCDUMP: HUD text and the exit arrow now read right-side-up. D114/D116 confirmed as capture artifacts. - tools_pc/golden/*.png regenerated from a fresh correctly-oriented run (replaces the stopgap in-place flip); stray v*.png removed - D75 shrunk: with upright captures the gun-barrel Bond RENDERS fine (walk + fire) -- the "absent" reports were the flipped capture. The Nintendo logo is genuinely broken (renders as 2 white blobs shifted left -- a real logoinst transform bug, not a flip). Cast roll not re-captured. - D169 entry -> FIXED with the build/verify note Claude-Session: https://claude.ai/code/session_01UpTM1AcBRJuTetoZNcCD5V
Golden baseline frames
frame_NNNNNN.png — reference GE_PCDUMP captures for framediff.py
(-level_09 BUNKER1 intro pan). Compared structurally, not exactly — the port
is not frame-deterministic (see docs/internals.md "D117").
Regenerate after a deliberate visual change:
GE_PCDUMP="200-440:120" ./build-pc/ge007.x86_64.exe -level_09
python tools_pc/framediff.py ppm --update # then rm any stray *.png it copied
History
- D168 (2026-09-01): the
GE_PCDUMPPPM writer emittedglReadPixelsrows unreversed, so every capture — and this baseline set — was vertically flipped. Writer fixed (port/fast3d/gfx_opengl.cpp); this set regenerated from a fresh, correctly-oriented-level_09run.