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The Windows bundle from bundle-win.sh / CI was unrunnable on its own (D179):
the port loads two ROM-derived directories (data/pcmodels-<region>/ and
data/pccg-<region>/) that are gitignored and cannot be shipped.
Add tools_pc/dist/prepare-assets/prepare-assets.py — a stdlib-only wrapper
(no compiler, no N64 toolchain, no network) that:
- auto-detects the ROM near the bundle, verifies SHA-1 -> region
(NTSC-U / PAL / NTSC-J), rejects unrecognised / byte-swapped dumps
- runs d43_emit.py + d69_emit.py against a vendored input tree
- writes data/pcmodels-<region>/ and data/pccg-<region>/ next to the exe
bundle-win.sh assembles prepare-assets/ fresh at package time (emit scripts
from tools_pc/, filelist.u.csv + file_resource_table.inc.c + the 512
modelFileHeader.inc.c files as vendored inputs) so it can never drift from
the scripts. Vendored inputs are decomp layout/symbol metadata, not game
assets. bundled README gets a one-time "prepare-assets" setup step.
Verified end-to-end: from a bundle containing only exe + DLLs + a US ROM,
prepare-assets.py produces all four output files byte-identical to
d43_emit.py / d69_emit.py run from the repo root. Bundle 14.1 MB (< 60 MB
guard). Error paths (no ROM / unknown SHA-1) tested.
Resolves BACKLOG "Alpha release — asset-prep tool" steps 1-3; step 4
(clean-machine smoke test with the game actually running) still owed.