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- README: attract-mode stills + demo GIF as the hero row, status/warning callouts, metrics table, "Contents" index, doc-index table; simplified the two-agent workflow diagram (LR -> TD, fewer edges) for GitHub web - Table-of-contents indexes added to internals.md, porting-notes.md, agentic-development.md, AUDIO-PLAN.md - CI: add Windows/MSYS2 build job, minimal token (contents: read), persist-credentials: false, concurrency group; run on main + master. validate job regenerates the US ROM-asset symbol file only and configures ntsc-final (PAL/JP need a region ROM; no ROM is used in CI) - .github: SECURITY.md, issue forms + chooser config, PR template, labels.yml, dependabot (Actions, monthly) - Do not track the proprietary SGI IRIX IDO toolchain or SGIImageViewer.exe; document in SetupGuide.md / building.md how to obtain IDO for N64 ROM builds (the PC port does not need it) - Stop tracking two committed *.pyc files; drop stale screenshots and a redundant .gitignore line; misc doc cross-reference fixes Claude-Session: https://claude.ai/code/session_01GULf6knbsqfsnW39tMr9WT
120 lines
3.8 KiB
Markdown
120 lines
3.8 KiB
Markdown
# Building the PC port
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Building has two stages:
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1. **Extract assets from your ROM** — a one-time step that uses the
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decompilation's own toolchain to pull levels, models, textures, fonts and
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music out of your ROM into `assets/`.
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2. **Build the port** — a CMake build that compiles the game sources plus the
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`port/` layer into a native executable.
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You need a GoldenEye 007 N64 ROM you legally own (`.z64`, big-endian). See the
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[Requirements table in the README](../README.md#requirements) for accepted
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versions and hashes.
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---
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## 1. Dependencies
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### Port build
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> **Only the Windows (MSYS2 MINGW64) path is tested.** The Debian/Ubuntu and
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> macOS columns below are best-effort guidance — the port has never been built
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> or run on Linux or macOS. Expect to fix build breaks yourself on those
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> platforms.
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| Need | Windows (MSYS2 MINGW64) | Debian/Ubuntu | macOS (Homebrew) |
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|------|------------------------|---------------|------------------|
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| toolchain | `mingw-w64-x86_64-toolchain` | `build-essential` | Xcode CLT / `gcc` |
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| CMake | `mingw-w64-x86_64-cmake` | `cmake` | `cmake` |
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| SDL2 | `mingw-w64-x86_64-SDL2` | `libsdl2-dev` | `sdl2` |
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| zlib | `mingw-w64-x86_64-zlib` | `zlib1g-dev` | `zlib` |
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| OpenGL | (in the toolchain) | `libgl1-mesa-dev` | (system) |
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| Python 3 | `mingw-w64-x86_64-python` | `python3` | `python3` |
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### Asset extraction (decompilation toolchain)
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The extraction scripts need `binutils-mips-linux-gnu` (or an equivalent MIPS
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binutils), `make`, `git`, and `python3`. They build a small host-compiled
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`tools/extractor` and slice blobs straight out of the ROM — **no IDO / IRIX
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toolchain is involved in extraction or in the PC build.** (The IDO toolchain is
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only needed to build the N64 ROM itself, and its proprietary SGI binaries are
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not distributed here — see [`SetupGuide.md`](SetupGuide.md) "Recompile IDO".)
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On Windows this is easiest under WSL or a Linux VM. Full details and
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alternatives (Docker) are in [`SetupGuide.md`](SetupGuide.md).
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---
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## 2. Extract assets
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Put your **US** ROM at the repository root as `baserom.u.z64` (this name is
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required by the extraction scripts; it is git-ignored and never committed),
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then:
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```sh
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./scripts/extract_baserom.u.sh
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```
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For PAL or JP, additionally place `baserom.e.z64` / `baserom.j.z64` at the root
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and run:
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```sh
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./scripts/extract_baserom.u.sh && ./scripts/extract_diff.e.sh # PAL
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./scripts/extract_baserom.u.sh && ./scripts/extract_diff.j.sh # JP
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```
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(US extraction is a prerequisite for the others.)
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This populates `assets/` with the generated `.bin` blobs the build needs. See
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[`SetupGuide.md`](SetupGuide.md) for the in-depth build/asset pipeline.
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---
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## 3. Build
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```sh
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./build-pc.sh ntsc-final # or: pal-final / jpn-final
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```
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which is equivalent to:
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```sh
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cmake -S . -B build-pc -DROMID=ntsc-final
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cmake --build build-pc -j
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```
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For PAL/JP you must first generate that region's ROM-asset symbol file
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(the US one is committed):
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```sh
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python3 scripts/gen_romassets.py e # PAL -> port/src/romassets_e.s
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python3 scripts/gen_romassets.py j # JP -> port/src/romassets_j.s
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```
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The executable lands at `build-pc/ge007.x86_64` (`.exe` on Windows). PAL/JP
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builds are named `ge007.pal-final.x86_64` / `ge007.jpn-final.x86_64`.
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---
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## 4. Run
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```sh
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mkdir -p data
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cp /path/to/your/rom.z64 data/ge007.ntsc-final.z64
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./build-pc/ge007.x86_64 # run from the repo root
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```
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The port maps the ROM at the N64 cart address at runtime, so the ROM file
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itself is still required to run — not just to build. `ge007.ini` is written
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next to the working directory on first launch.
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### Useful flags / env
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| `-level_NN` | boot straight into a solo level (e.g. `-level_09` = Bunker 1) |
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| `GE_PCDUMP="first-last:step"` | dump rendered frames as PPM (debugging) |
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More diagnostic switches are catalogued in
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[`dev/GE-ENV-PROBES.md`](dev/GE-ENV-PROBES.md).
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