Initial scaffolding for a PC port of GoldenEye 007, modeled on the Perfect Dark PC port (same Rare "Indy" engine). The N64 build (Makefile + IDA) is untouched; the PC build is a parallel CMake build. Build: - CMakeLists.txt: SDL2 + zlib + OpenGL. Compiles src/game/*.c + curated engine files + libultra audio/gu + port/. Per-region macro sets (ROMID US/EU/JP) mirror the N64 Makefile's LCDEFS exactly. - build-pc.sh, cmake/: configure+build helper and target/SDL2 modules. Port layer (port/): - video/audio/input/fs/romdata/config/system/mixer: stubs with TODO(Phase N) markers and correct interfaces. - libultra.c: libultra OS shims (message queues, VI, PI, AI, EEPROM, controller, PFS/motor no-ops, region-gated osTvType). - gesched.c: software-RSP scheduler replacing src/sched.c task submission. - n64stubs.c: inert stubs for N64-boot + rmon symbols. - random.c: PRNG ported verbatim from src/random.s (bit-exact). - ucode.c: RSP/ASP/GSP microcode segment markers (dummies; Phase 3 TODO). Docs: - docs/PCPortResearch.md: architecture, GE-specific deltas, phased plan, and the scaffolding review (findings A1-A4/B1-B4/C1-C2 + resolutions). - PORTING.md: top-level entry point. See docs/PCPortResearch.md for the full plan.
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GoldenEye 007 — PC Port
A work-in-progress port of GoldenEye 007 to modern platforms (Windows / Linux / macOS), built on the decompilation in this repository.
It follows the approach of the Perfect Dark PC port, which ports the same Rare "Indy" engine (a later revision).
Status: scaffolding. The directory structure, build system, and port-layer interfaces are in place. The actual implementation is being brought in phase by phase. See below.
Read this first
- docs/PCPortResearch.md — the preliminary
research: how the PD port works, what GE-specific work remains (the
G_SETTEXRSP command, custom color-combiner/render modes), the hardware surfaces that must be shimmed, and the phased plan. Start here. - port/README.md — the port layer layout and how it fits together.
How it works (one paragraph)
The N64 game code (src/game, src) is compiled unmodified for the host.
The RSP (the N64's 3D coprocessor) is emulated in software
(port/fast3d/): it interprets the display list the game builds and emits
OpenGL calls, bypassing the RDP. All other N64 hardware (VI, AI, PI, SI, OS
threads/timers) is shimmed in port/src/libultra.c and friends. Saves
(Memory Pak / EEPROM) are backed by files.
Layout
CMakeLists.txt # PC build (parallel to the N64 Makefile)
cmake/ # CMake helper modules
build-pc.sh # configure + build helper
port/
├── fast3d/ # software RSP (adapted from the PD port)
├── include/ # port-facing headers
└── src/ # port layer (main, libultra shims, video, audio, input, ...)
docs/PCPortResearch.md
The N64 build (Makefile, tools/, rsp/, etc.) is untouched.
Building (once implementation lands)
./build-pc.sh ntsc-final # or pal-final / jpn-final
Then put your ROM in ./data/ and run the binary. (The ROM is not
distributed; you must own the game.)
Phased plan (summary)
| Phase | Goal |
|---|---|
| 0 | Scaffolding (this change) |
| 1 | Boot to a window: system/fs/rom/config/video + OS shims |
| 2 | Rendering: bring in fast3d, add G_SETTEX, port scheduler |
| 3 | Audio + input |
| 4 | Saves + polish (widescreen, mouse-look, FPS, config) |
Details and risks: docs/PCPortResearch.md §8–9.