Files
goldeneye-pc-port/port/fast3d
James Dansereau 36acf324fa M-27: D145 - ESC no longer hard-quits (it is the menu back key)
port/src/video.c, port/fast3d/gfx_sdl2.cpp, port/src/input.c: bare ESC was
wired to exit(0) in both event handlers. On the front-end / debrief / mission-
complete screens ESC is the natural "back / previous page" key, so a player
paging through the post-mission report with ESC quit the whole game -- a
clean exit(0), no crash log, looked like a crash. ESC now feeds the N64 B
button (back / cancel) through input.c alongside X/R/F; quitting is
window-close (X) or Alt+F4 only.

Verified: -level_09 boots crash-free, 8 frames rendered.
2026-08-30 15:05:12 -04:00
..

fast3d — software RSP for the GE PC port

This directory will hold the software RSP: a C++ interpreter that consumes the Gfx display list the game builds and emits OpenGL calls, bypassing the N64 RDP entirely.

Source: adapt from the Perfect Dark PC port

The PD port ships a complete, working fast3d at perfect-dark-pc-port/perfect_dark/port/fast3d/:

File Role ~Lines
gfx_pc.cpp The RSP interpreter: matrices, lights, fog, tri1/tri4, vtx 2800
gfx_opengl.cpp OpenGL backend: shaders, textures, zbuf, framebuffers 1300
gfx_cc.cpp Color-combiner equation -> GLSL shader compiler 60
gfx_sdl2.cpp SDL2 window-manager backend 460
gfx_api.h Public API (gfx_init/run/start_frame/end_frame/...) 58
gfx_pc.h Internal state (RSP struct, texture cache, combiner pool) 60
gfx_rendering_api.h Rendering-API vtable (GL backend implements this) 61
gfx_window_manager_api.h Window-manager vtable (SDL2 implements this) 54
glad/ GL loader —

The PD fast3d already handles G_TRI4 (GE's 4-triangle command) — the PD game uses it too. So the bulk of the RSP work is done; we adapt, not rewrite.

GE-specific work to add

  1. G_SETTEX (opcode 0xc0) — GE's custom texture-bank command (include/gbi_extension.h, gsSPUseTexture). Add a case in the gfx_pc.cpp dispatch and a corresponding texture-bank selection in the GL backend. Reverse the exact semantics from rsp/graphics/gmain.s + src/game/tex.c / initmttex.c.
  2. Verify custom color-combiner modes — G_CC_MODULATEIFADE, G_CC_FADE, G_CC_DECALFADE, G_CC_BLENDRGBFADEA, etc. The gfx_cc.cpp compiler handles arbitrary CC equations; confirm each GE mode compiles to correct GLSL.
  3. Verify the custom render mode — G_RM_CUSTOM_AA_ZB_XLU_SURF (AA_ZB_XLU with Z_UPD).
  4. gDPLoadTLUT06/07 — map onto the existing G_LOADTLUT path.

Ground truth

rsp/graphics/gmain.s (repo root) is the real GE RSP ucode. We do not run it on PC, but it is the authoritative reference for the exact command encodings GE emits — use it to validate the software RSP's decoding.

Status

Empty (scaffolding). Populate during Phase 2 by adapting the PD fast3d and adding the GE-specific commands above.