Linux reference-frame set for all 21 levels and the cross-platform golden rule (D521); golden tooling made non-destructive (D524); the gate pins a canonical in-tree save (D529) and the PRNG seed (D532); the capture tool's per-level re-pin bug fixed and the Linux set re-captured under the canonical save (D530, D531); no-arg verify.sh exits non-zero. README and docs visual/consolidation passes; the 15 MB preview gif replaced by stills. Refs: D521 D523 D524 D525 D526 D527 D528 D529 D530 D531 D532
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title, description
| title | description |
|---|---|
| The software RSP | How the GoldenEye 007 PC port emulates the N64's Reality Signal Processor (the graphics coprocessor) in software and bypasses the RDP. |
The software RSP
On the N64, the Reality Signal Processor (RSP) is the graphics coprocessor. The R4300 CPU builds a list of graphics commands each frame (the GBI display list); the RSP runs a "fast3d" microcode that turns those commands into RDP (rasterizer) commands, which the RDP turns into pixels.
The port does two things to that pipeline:
- It emulates the RSP in software.
port/fast3d/(~7,000 lines of C++, adapted from the Perfect Dark port) is the RSP: it interprets the GBI display list the game builds and, instead of emitting RDP commands, emits OpenGL calls directly. - It bypasses the RDP entirely — there is no rasterizer to emulate, because the software RSP talks straight to the GPU.
The game's own R4300 code runs natively and is unaware of the difference: it
builds display lists and "starts the RSP" exactly as it would on hardware. A
replacement scheduler (pdsched.c) catches the "start the RSP" call and runs
the software RSP on the render thread.
GoldenEye's custom commands are handled by the same interpreter: the packed
four-triangle G_TRI4 command and the fade/blend color-combiner modes
(compiled on the fly from the N64's combiner equation to a GLSL shader by
gfx_cc.cpp). The N64's own RSP microcode (rsp/graphics/gmain.s) is not
run on PC but is the reference the software RSP's command decoding is checked
against.
More: internals §2 (the reference architecture) and §5 (GoldenEye-specific graphics work).