Files
goldeneye-pc-port/assets
James Dansereau 5ea46fabc1 PC port: full compile + link milestone (ge007.x86_64.exe builds clean)
All ~235 translation units now compile and the target links under MSYS2
GCC 16 + CMake/Ninja (ninja ge007 -k 0: 236/236, zero errors). N64 build
untouched; every src/ change is -DPORT-gated.

Portability fixes (findings D7-D17 in docs/PCPortResearch.md section 11):
- AI X-macro system: SWITCH() call sites activated to the author's
  hand-written byte-identical references under PORT; port/shim/
  bondaicommands.h + bondconstants.h + CPPLib.h re-emit the IDO paste
  tricks (isSubroutine, file-record macros, generated CALL) GCC-clean.
- 64-bit pointer-in-word initializers: monAnim jump targets now go
  through an index table resolved by the interpreter (chrai.h/propobj.c);
  UsetuplenZ.c credits pointer PORT-gated to 0.
- IDO printf engine compiled for PC (xprintf/xlitob/xldtob) with a
  shadow xstdio.h resolving the _Printf prototype clash.
- Host-libc gaps stubbed in port/: bcopy/bzero, __libm_qnan_f,
  tlbmanage*, g_ViXScales/YScales; chrObjRandom PRNG ported from .s.

Asset data strategy (D16): single-file assets compiled for real
(animation tables, fonts, textures, rareware logo); obseg per-file .c
excluded (colliding file-local globals the N64 build isolates via
per-ELF linking); 758 ROM-derived table symbols + ramrom_* + segment
markers stubbed in port/src/assetstubs.c / n64stubs.c.

fast3d is a no-op placeholder (port/src/gfxstub.c) until Phase 2 brings
in the real software RSP. Binary not yet runnable end-to-end: ROM
loading in romdata.c is still a TODO.
2026-08-20 20:27:06 -04:00
..
2026-08-16 17:30:25 -04:00
2023-09-28 11:49:33 -04:00
2022-06-06 15:07:33 -05:00
2022-06-06 15:07:33 -05:00
2022-06-06 15:07:33 -05:00
2019-08-03 18:01:45 +00:00
2026-08-16 17:30:25 -04:00
2022-06-06 15:07:33 -05:00
2022-06-06 15:07:33 -05:00

Asset Readme

Assets consist of the things like sounds, images, animations, models, level descriptions, etc.

There are five categories (subfolders) of assets included in source code. Visit each subfolder for a more detailed readme.

Asset categories are:

  • font
  • images
  • music
  • obseg
  • ramrom

font Assets

This contains font information for rendering text.

images Assets

Contains ALL textures used in game (UI, Objects and BG)

music Assets

obseg Assets

Contains level information, game models, and all text used in the game.

ramrom Assets

This contains demo information the game plays if no folder is selected from the first screen.

Misc Assets

In addition to the assets outlined above, the root assets folder also contains model animation definition, as well as a global image table.