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.
GoldenEye 007 — PC port layer
This directory contains the PC port layer: the code that lets the (unmodified) GoldenEye game sources run on a modern host instead of N64 hardware.
It mirrors the layout of the Perfect Dark PC
port, which ports the
same Rare engine family. See docs/PCPortResearch.md (repo root) for the full
research write-up and phased plan.
Layout
port/
├── fast3d/ # Software RSP: interprets GBI display lists -> OpenGL
│ ├── gfx_pc.cpp # RSP interpreter (matrices, lights, tris, fog)
│ ├── gfx_opengl.cpp # OpenGL rendering backend (shaders, textures, zbuf)
│ ├── gfx_sdl2.cpp # SDL2 window-manager backend
│ ├── gfx_cc.cpp # color-combiner -> GLSL shader compiler
│ └── ...
├── include/ # port-facing headers
│ ├── audio.h config.h fs.h input.h mixer.h
│ ├── platform.h romdata.h system.h video.h utils.h
│ └── versioninfo.h.in
└── src/
├── main.c # PC entry point (replaces boot.s / init())
├── libultra.c # shims for the libultra OS API
├── video.c # SDL2 window + GL context + frame pacing
├── audio.c # SDL audio device, buffer queueing
├── mixer.c # audio mixing
├── input.c # SDL2 keyboard/mouse/gamepad -> N64 controller structs
├── fs.c # filesystem abstraction over the ROM + data dir
├── romdata.c # loads the .z64 ROM from disk, sets up segments
├── config.c # INI config (ge007.ini)
├── system.c # platform primitives (time, logging, paths)
├── crash.c # crash handler / stack traces
├── gesched.c # replacement RCP scheduler that drives the software RSP
└── utils.c
How it works (short version)
- The R4300 game code (
src/game,src) is compiled unmodified. - The RSP is emulated in software (
fast3d/): it interprets the Gfx display list the game builds and emits OpenGL calls, bypassing the RDP. - The RCP scheduler (
gesched.c) replacessrc/sched.c's hardware task submission: instead of writing RSP registers it callsgfx_run(). - libultra OS functions are shimmed in
libultra.c(single-threaded, host clock, VI/PI/SI/AI mapped onto the video/audio/fs/input layers). - Saves (Memory Pak / EEPROM) are backed by files in the data dir.
GE-specific RSP work
The PD fast3d already handles G_TRI4 (GE's 4-triangle command). The new
work for GE is:
G_SETTEX— GE's custom texture-bank command (include/gbi_extension.h,gsSPUseTexture). Must be added to the RSP interpreter + GL backend.- Verify GE's custom color-combiner modes (
G_CC_*FADE*) and render mode (G_RM_CUSTOM_AA_ZB_XLU_SURF) produce correct GLSL / GL state.
Use rsp/graphics/gmain.s (the real GE RSP ucode) as the ground truth for the
exact command encodings.
Status
Scaffolding only. The files in src/ and fast3d/ are stubs that define
the interfaces and mark the work to be done. The actual implementation is
brought in phase by phase (see docs/PCPortResearch.md §8), largely by
adapting the PD port's port/ layer.