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https://github.com/jkdansereau/goldeneye-pc-port.git
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1b48fa60b2f4c278b992c22d3cd89362f41dcbca
Re-walked the glyph path a 4th time; confirmed ammo digits use the same textrelated.c path (gunfire.c:5906 -> textRender -> textRenderGlyph), no separate HUD-number renderer. Same contradiction as M-6/7/8: every stage runtime-verified non-mirrored, glyphs still X-flip. Needs RenderDoc or the asymmetric-texel experiment, not another static trace. New finding: gfx_pc.cpp:1546/1551 D74 wrap-block is dead code (cms & G_TX_WRAP with G_TX_WRAP==0) + OOB vertex-vs-texunit array index. Latent, logged not fixed. New docs/GRAPHICS-BACKLOG.md collects all cosmetic items (D74/D75/D76/ D77/D114/D116) below level-progression + crash priority per user.
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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