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330b2bae466267fc31db535f411d718b1e54d4e0
- tools_pc/d43_emit.py: full emit pass, 512/512 round-trip validated; data/pcmodels-<region>/pcmodels.bin + manifest.csv (gitignored, regenerate) - port/src/pcmodels.c(+h): cart-extension reservation, sidecar copy, one-shot file_resource_table patch; romdata.c/h extended - objecthandler_2.c: #ifdef PORT hook — pcmodelsPatchTable() + poolRemaining=0 reset (closes D48.3/R6 reload hazard) - language.c/textrelated.c: runtime C fixups for lang-bank BE offset tables (romdataFixupLangBank) and font re-layout (romdataFontPcSize/FixupFont) - front.c: legal-screen uninitialized-pointer UB seed (N64 survived by luck) - tex.c (D50.6): texCopyGdls copied only w0 of each 16B Gfx slot on PC — compaction scratch kept stale mempool w1s -> garbage G_SETTIMG -> OOB in import_texture_rgba16. Full-slot copy under #ifdef PORT; byte-proven vs PlegalpageZ sidecar (w0s match, w1s stale). Model GDLs now execute.
PC port: phase 2 — Plan B executed (D50): offline model sidecars + port plumbing; texCopyGdls w1 fix
PC port: phase 2 — Plan B executed (D50): offline model sidecars + port plumbing; texCopyGdls w1 fix
PC port: phase 2 — Plan B executed (D50): offline model sidecars + port plumbing; texCopyGdls w1 fix
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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