- docs/dev/release-dropin-rom-plan.md: proposal for a 'download zip, drop in your ROM, double-click' release — covers the romassets/pcmodels/pccg sidecar gap (D179), a native first-run converter, CI and region handling. - docs/_includes/head-custom.html: render fenced mermaid blocks on the docs site (kramdown code fence -> mermaid.run, theme-aware). - CLAUDE.md: 'Local Qwen dispatch' section — tools, worker list, the dispatch rubric, backend reality, and the cmd.exe spot-check quirk.
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Release plan — "drop in your ROM and play"
Status: proposal / not yet scheduled. Owner: TBD.
Goal
An end user downloads the GitHub release zip, unzips it, drops their
legally-owned GoldenEye 007 N64 ROM (.z64, big-endian) into a folder,
double-clicks the exe, and plays. No Python, no MSYS2, no manual
asset-extraction, no command line.
Where we are today
The Windows bundle produced by tools_pc/bundle-win.sh (and uploaded by the
windows-build CI job) already contains only: the engine exe, its MinGW /
SDL2 / zlib DLLs, a README, and licenses. It deliberately ships no ROM and
no game assets. That part is fine.
The gap is everything the runtime needs alongside the ROM before a level will render:
| Dependency | Produced today by | Consumed at runtime by |
|---|---|---|
port/src/romassets_<region>.s — absolute cart-address symbols for every obseg/ramrom/music asset + ge007.ld segment markers |
python3 scripts/gen_romassets.py <u|e|j>, compiled into the exe |
linker; &symbol + romCopy() in game code |
data/pcmodels-<region>/{pcmodels.bin,manifest.csv} (~1.3 MB) — every model file re-laid-out to PC struct layout, RZ-compressed |
python3 tools_pc/d43_emit.py <region> |
port/src/pcmodels.c (pcmodelsReserveSize/LoadSidecars/PatchTable) |
data/pccg-<region>/{pccg.bin,manifest.csv} (~3.6 MB) — every stage bg/*.seg + Tbg_*_stanZ re-laid-out to PC layout |
python3 tools_pc/d69_emit.py <region> |
port/src/pccg.c |
ROM present at data/ge007.<region>.z64 (or baserom.<r>.z64) |
user copies it | port/src/romdata.c maps it at 0x10000000 |
Without the two sidecar trees the game shows the intro logos and then crashes
in modelPromoteNodeOffsetsToPointers (finding D179).
The full decomp asset-extraction toolchain (scripts/extract_baserom.u.sh,
tools/extractor, MIPS binutils) is not on the runtime path and never
needs to reach an end user — it only regenerates the committed assets/**
.inc.c / .bin metadata that a plain git clone already has.
Important facts established while writing this plan
-
gen_romassets.pydoes not need the ROM. It resolves every symbol foru,e, andjfrom committed files (scripts/filelist.<r>.csv,assets/obseg/file_resource_table.inc.c,assets/ramrom/ramrom.s,assets/music/*.s,ge007.ld). The ROM is only opened to size the trailingimagessegment, and there is already a CSV-derived fallback when it is absent. So all threeromassets_<r>.sfiles can be generated in CI with no ROM. (docs/building.mdclaims PAL/JP need "region-specific prop/font offsets from that region's ROM" — the current generator code shows no such ROM read; treat that sentence as stale, but verify before relying on it — see Open questions.) -
d43_emit.py/d69_emit.pyare pure-stdlib Python 3. They read only the ROM plus committed repo files, and their output is a deterministic function of the ROM. Both carry extensive built-in round-trip validation (re-parse the emitted image, check every field against the N64 source) and exit non-zero on any mismatch.d43_emit.pyalso runs a battery of buffer-fit cross-checks. -
The engine is region-locked at compile time.
REGION_DEFSinCMakeLists.txtdiffer per region (VERSION_US/EU/JP,BUGFIX_*,LEFTOVERDEBUG, …) and are used in 60+ game files. One exe cannot serve all three ROMs; the release must ship three exes (or one launcher that dispatches to three). -
Data/config location is already sane.
sysResolvePath()maps$S/to./data/(next to CWD if present, else next to the exe).ge007.ini,ge007.eep, and the sidecar trees all live under$S/. First launch already writesge007.inithere. The sidecar loaders already search$S/,$E/, and./. -
ROM identity checking already half-exists.
port/src/romdata.cvalidates magic / title / cart-ID / country byte.tools_pc/romverify.cgoes further (recomputes then64cksum6102 checksum over[0x1000,0x100000)usingtools/n64cksum.c). Canonical SHA-1s for all three regions are in the README requirements table.
Recommended approach
Two-part: (A) fold the ROM-independent piece into CI now, and (B) add a native first-run converter to the engine so the sidecars are generated on the user's machine from their own ROM.
Part A — ship all three regions, pre-generate all romassets
Small, low-risk, unblocks a "download three exes, pick the one for your ROM" release even before Part B lands.
- CI
windows-buildbecomes a 3-way matrix (ntsc-final,pal-final,jpn-final). Each leg runsgen_romassets.py <u|e|j>thenbuild-pc.sh. bundle-win.shcollects all three exes (ge007.ntsc-final.exe,ge007.pal-final.exe,ge007.jpn-final.exe) into one bundle, with shared DLLs.- Add a tiny launcher
ge007.exe(≈150 lines C, its own CMake target): readsdata/*.z64(andbaserom.*.z64), checks the header country byte + SHA-1 against the three known-good hashes, thenCreateProcesses the matching region exe. On no ROM / unknown ROM it shows a message box naming the accepted versions and hashes and the folder to drop the ROM in.- Alternative if a separate launcher is unwanted: make each region exe, on detecting a ROM whose country byte is for a different region, re-exec its sibling. Slightly hackier; avoids a fourth binary.
Part B — native first-run sidecar converter
Port d43_emit.py and d69_emit.py to C as a new engine module
port/src/pcconvert/ (files: pcconvert.h, d43.c, d69.c,
pcconvert.c orchestrator). On startup, romdataInit() (after it has the
mapped ROM and region) calls pcconvertEnsureSidecars(region):
- If
$S/pcmodels-<region>/pcmodels.binand$S/pccg-<region>/pccg.binexist and their embedded format-version tag matches the build → return immediately (the common case after first run). - Otherwise show a "Preparing game data from your ROM (one-time, ~5 s)…"
splash / log line, run the two converters, write the four output files
into
$S/, then continue boot. Cache apcconvert.stampwith the ROM SHA-1 + converter version so a ROM swap or engine upgrade re-runs it.
The converters need, besides the ROM:
scripts/filelist.u.csvassets/obseg/file_resource_table.inc.cassets/**/ModelFileHeader.inc.c(NS/NT per model)- the stage
bg/stan.inc.cmetadatad69reads
These are committed text/CSV, a few hundred KB total. Embed them into the
exe at build time via a CMake codegen step (file(READ ...) →
.byte/const char[]), so the release stays "exe + DLLs" with nothing loose.
A build-file change is required here (new add_custom_command + generated
source) — out of scope for this doc, but noted as the one unavoidable
CMakeLists.txt edit.
Reuse: zlib is already linked (RZ = 0x11 0x72 + raw deflate — the exact
codec pcmodels/pccg already decompress). The engine already has robust
byte-swap helpers in romdata.c. The Python round-trip validators should be
ported too and run in debug builds / behind an env flag.
Effort estimate: d43_emit.py is ~1000 lines of intricate model-graph
simulation (LOD/SWITCH rewire, BSP splice, marker-expansion bounds, DFS
placement) + validation; d69_emit.py ~500 lines. Call it a 2–4 week
focused task with careful diffing of C output against the Python output
byte-for-byte on all three ROMs before trust. This is the single biggest
work item.
Interim option (faster Part B, if timeline pressure)
Freeze the two emit scripts with PyInstaller / Nuitka in the Windows CI
job (the runner has Python) into one ge007-convert.exe, ship it in the
bundle, and have the engine CreateProcess it on first run when sidecars are
missing. Pure-stdlib scripts freeze into a single clean exe with no user
Python. Downsides: ~8–15 MB added to the bundle, Windows-only, and it is a
second binary to sign / trust. Recommend this only as a stopgap that buys
time for the real C port; it satisfies "no user-visible Python/MSYS2" but not
"single native binary" or non-Windows.
Rejected options
- Precompute and ship the sidecars. They are ROM-derived copyrighted game
data (
data/pcmodels-*,data/pccg-*are gitignored precisely for this). Redistribution is not acceptable. Rejected. - Region-independent sidecars.
d43/d69output is a function of the ROM; there is no region-independent form to precompute, and even if there were it would still be ROM-derived data. Rejected. - Bundle CPython + the .py scripts loose. Meets the letter of "no MSYS2" but not "no Python", ages badly, and is bigger than a frozen exe for no gain. Rejected in favour of the interim freeze if a stopgap is needed.
CI / release changes
windows-build→ matrix over the three ROMIDs; each leg generates itsromassets_<r>.sand builds.- Commit all three
port/src/romassets_{u,e,j}.s(or generate in each CI leg — committing is simpler and lets non-CI builds skip the generator). Add ane/jregen +git diff --statcheck to thevalidatejob mirroring the existing US one. bundle-win.sh: bundle all three region exes + the launcher; keep the "no ROM / size ≤ 60 MB" guards (raise the limit only if the interim frozen converter is included).releasejob: unchanged shape (draft pre-release); update.github/release-notes.mdwith the drop-in-ROM instructions + the requirements/hash table.- Add a CI check that runs
d43_emit.py --check-only/ ad69equivalent against a CI-only ROM if one can be provided via encrypted secret; otherwise this stays a manual pre-publish smoke test (the release job is already a human-gated draft). - Once Part B lands: a CI step that builds the C converter, runs it and the
Python converter on the same ROM (secret), and
cmps the outputs.
Code to be written
| File(s) | Rough scope | Notes |
|---|---|---|
port/src/launcher/ge007_launch.c + CMake target |
~150 lines | ROM detect, SHA-1 match vs 3 known hashes, CreateProcess region exe, message-box on failure |
port/src/pcconvert/d43.c |
~1000–1300 lines | C port of tools_pc/d43_emit.py incl. graph sim + validation |
port/src/pcconvert/d69.c |
~500–700 lines | C port of tools_pc/d69_emit.py |
port/src/pcconvert/pcconvert.c + .h |
~200 lines | orchestrator, stamp file, splash text, wired into romdataInit() |
| CMake codegen for embedded metadata | ~40 lines CMake + generated .c |
embeds filelist.u.csv, file_resource_table.inc.c, ModelFileHeader.inc.c, bg/stan .inc.c |
tools_pc/bundle-win.sh, .github/workflows/ci.yml |
edits | matrix, 3 exes, launcher, notes |
| SHA-1 helper (or reuse a vendored small SHA-1) | ~100 lines | for launcher + pcconvert.stamp; romverify.c's n64cksum path is an alternative identity check |
ROM SHA-1 / region handling
- Accept a ROM at
data/ge007.<region>.z64,data/*.z64(any name — sniff the header), orbaserom.{u,e,j}.z64. - Verify: N64 magic + "GOLDENEYE" + "GE" + country byte (already done), then
SHA-1 against the README table. On a header-valid but hash-mismatched ROM
(bad dump, byte-swapped
.n64/.v64, ROM hack): warn but allow a--skip-rom-check/ ini opt-out; byte-swapped images should be detected and the user told to supply a true big-endian.z64. - Region is taken from the country byte (
E→ntsc-final,P→pal-final,J→jpn-final), which already drivespcmodelsRegionForCountry().
Config / data location
No change needed. $S/ = ./data/ (or <exedir>/data/). First run creates
ge007.ini; Part B additionally creates pcmodels-<region>/,
pccg-<region>/, and pcconvert.stamp there. Document that the user makes a
data/ folder next to the exe and drops the ROM in it (the launcher can
offer to create it).
Open questions
- Does PAL/JP
romassetsgeneration truly need nothing from the ROM?docs/building.mdsays it needs region-specific offsets; the code says otherwise. Generateeandjin CI and diff against a locally-ROM-generated copy to confirm before committing them. - Does
d43_emit.pyreally usescripts/filelist.u.csvfor all three regions? It hard-codesFILELIST = "scripts/filelist.u.csv"even whenREGIONispal-final/jpn-final. Either model file offsets are US-identical across regions (plausible — models live in obseg which may not shift) or PAL/JP model conversion is currently untested. Confirm before promising PAL/JP support in the release. - Launcher vs self-re-exec vs three shortcuts — pick one UX.
- Splash UI for the first-run convert — reuse the SDL window / a simple progress line, or a pre-SDL Win32 dialog? ~5 s is short enough that a log line + busy cursor may suffice.
- Non-Windows. Part B's C converter is portable; the launcher and bundling are Windows-only today. Out of scope but the C port keeps the door open.
- Signing. Unsigned exes + a "reads your ROM" first-run step will trip SmartScreen. Not blocking, but worth a release-notes note.
Suggested milestone ordering
- Part A (3-region matrix + pre-generated
romassets+ launcher) — days. - Interim frozen
ge007-convert.exewired to first-run — days, optional. - Part B C port of
d43/d69+ embedded metadata + output diffing — weeks. - Drop the interim binary; single-binary drop-in experience complete.