Three port-only knobs, each defaulting to byte-identical behaviour: - Video.FovScale (D211): multiplicative half-angle scale on every perspective projection matrix as it is loaded (gfx_apply_fov_scale, gfx_pc.cpp). Columns 0+1 scaled together so H/V FOV widen uniformly and aspect is preserved; ortho (HUD/menu) matrices untouched. Composes with the game's per-frame aim-zoom rewrites for free. Percent of vertical FOV, 50-150, default 100 => guarded early-return (zero FP ops, golden dumps byte-identical). WIDESCREEN-FOV-PLAN Phase 4, landed standalone. - Video.Anisotropy (D212): expose fast3d's already-implemented GL anisotropy hook as config (1-16). New gfx_set_anisotropy_level() extern-C wrapper clamps to the GL max. Default 4 = the value fast3d already hardcoded => no delta. - Video.DisplayFPS (D213): PD-parity top-right FPS readout, sampled once per emitted frame (optionsoverlay.c fpsTick). Config-only; default 0 => emit still returns NULL with the panel closed. F10 overlay gains 'Anisotropic' and 'FOV scale %' rows (DisplayFPS is file-only - the panel is at its 13-row layout limit, matching PD). Build clean (ntsc-final); bunker1 framediff worst_cell 12.219 vs 12.221 baseline = render noise, no-op confirmed. Interactive eyeballs owed (see docs/HANDOFF.md M-83). findings.md: D211-D213 rows + index regen. WIDESCREEN-FOV-PLAN Phase 4 and QOL-INVENTORY rows marked done.
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/internals.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/internals.md §8), largely by
adapting the PD port's port/ layer.