mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-23 15:52:42 +02:00
40f177a98299258f8c5609e8cb94d5df9303d0da
fast3d never stored the N64 tile mask and wrapped textures purely at the
uploaded image size; the RDP wraps a WRAP render tile at 1<<mask, which GE
sets to ceil(log2(dim)) - so non-power-of-two surfaces (Depot room
textures) repeat at the next power of two on console and one image-width
too soon in the port ('textures repeat oddly').
- gfx_dp_set_tile: store masks/maskt on the tile.
- gfx_sp_tri1 hoisted pre-wrap block (the reworked D74 block, indexed by
texunit): when WRAP and 1<<mask != tex_width, fold UV at 1<<mask and
clamp the [dim,1<<mask) overflow band (no real texels) to the edge.
- GE_WRAPFIX env override (wins over the ini) for testing.
Behind the existing Video.WrapFix knob, default OFF -> byte-identical to
golden. Per-level captures (-level_09/-30/-34/-20, off vs on): no crashes,
no structural regression; Depot shows small localized ceiling/wall texel
changes. Kept default off pending a human visual check on Depot.
docs: PCPortResearch.md RC3/D167, PORT-LEARNINGS.md D, TEXTURE-GLITCH-ANALYSIS.md 6d.
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
Languages
C
92.9%
C++
2.8%
Python
1.8%
Assembly
1.2%
HTML
0.4%
Other
0.7%