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https://github.com/jkdansereau/goldeneye-pc-port.git
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d88_emit.py appends the 21 Usetup*Z stage-setup files (object placement, AI scripts, pads/nav) to the same data/pccg-<region>/ sidecar d69 produces. Without it the port has no setup data for any level and segfaults on load before frame 1 (this was mis-filed as D185 'd69 regression' — it was a missing pipeline step). Vendor d88_emit.py + its one local import d88_propdefs.py; run d43 -> d69 -> d88 --regen. Verified: fresh d43+d69+d88 from an assembled bundle produces pccg.bin (3604378 B, 74 rows) and pcmodels.bin byte-identical to the known-good sidecars; -level_09 and -level_20 boot crash-free against them.
122 lines
5.0 KiB
Bash
Executable File
122 lines
5.0 KiB
Bash
Executable File
#!/usr/bin/env bash
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#
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# Package a Windows GoldenEye 007 PC port build for distribution.
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#
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# Run from anywhere, inside the MSYS2 MINGW64 shell, AFTER ./build-pc.sh:
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#
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# tools_pc/bundle-win.sh [VERSION]
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#
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# Produces, under dist/ :
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# goldeneye-pc-port-<VERSION>-win64/ the unpacked bundle
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# goldeneye-pc-port-<VERSION>-win64.zip + .zip.sha256
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#
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# The bundle contains ONLY: the engine executable, its MinGW / SDL2 / zlib
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# runtime DLLs, a README, and license texts. It contains NO ROM and NO game
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# assets (textures, audio, models, levels, text) — the user supplies those at
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# runtime from a ROM they own. The script hard-fails if a ROM image or an
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# oversized blob ends up inside the bundle.
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#
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set -euo pipefail
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REPO_ROOT="$(cd "$(dirname "${BASH_SOURCE[0]}")/.." && pwd)"
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cd "$REPO_ROOT"
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VERSION="${1:-$(git describe --tags --always --dirty 2>/dev/null || echo 0.0.0-dev)}"
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VERSION="${VERSION#v}" # strip a leading "v"
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NAME="goldeneye-pc-port-${VERSION}-win64"
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OUT="dist/${NAME}"
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MINGW="${MINGW_PREFIX:-/mingw64}"
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EXE="$(ls build-pc/ge007*.exe 2>/dev/null | head -n1 || true)"
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[ -n "$EXE" ] || { echo "error: no build-pc/ge007*.exe found — run ./build-pc.sh first" >&2; exit 1; }
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echo "==> Bundling $EXE -> $NAME"
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rm -rf "$OUT"
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mkdir -p "$OUT/licenses"
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cp "$EXE" "$OUT/"
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# --- runtime DLLs ---------------------------------------------------------
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# Explicit allowlist; the closure check below fails the build if the exe needs
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# a MinGW DLL that is not on this list.
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DLLS=(
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SDL2.dll
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zlib1.dll
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libwinpthread-1.dll
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libstdc++-6.dll
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libgcc_s_seh-1.dll
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libssp-0.dll
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)
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for d in "${DLLS[@]}"; do
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if [ -f "$MINGW/bin/$d" ]; then
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cp "$MINGW/bin/$d" "$OUT/"
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echo " + $d"
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else
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echo " . $d (not in $MINGW/bin — skipped)"
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fi
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done
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# --- verify the dependency closure --------------------------------------
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missing=0
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if command -v ldd >/dev/null 2>&1; then
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while read -r name _ path _; do
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case "$path" in
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"$MINGW"/*|*/mingw64/*)
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[ -f "$OUT/$name" ] || { echo " MISSING: $name ($path)" >&2; missing=1; } ;;
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esac
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done < <(ldd "$EXE")
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else
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echo " (ldd unavailable — skipping closure check)"
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fi
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[ "$missing" -eq 0 ] || { echo "error: exe needs MinGW DLLs that were not bundled (see above)" >&2; exit 1; }
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# --- docs + licenses ---------------------------------------------------
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sed "s/@VERSION@/${VERSION}/g" tools_pc/dist/README.md.in > "$OUT/README.md"
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cp NOTICE "$OUT/licenses/NOTICE"
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cp LICENSE "$OUT/licenses/LICENSE-port-MIT.txt"
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[ -f port/fast3d/LICENSE.txt ] && cp port/fast3d/LICENSE.txt "$OUT/licenses/LICENSE-fast3d.txt"
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for l in SDL2 zlib gcc-libs libwinpthread mingw-w64; do
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[ -d "$MINGW/share/licenses/$l" ] && cp -r "$MINGW/share/licenses/$l" "$OUT/licenses/$l"
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done
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# --- asset-prep tool -------------------------------------------------
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# The port needs two ROM-derived directories (data/pcmodels-<region>/ and
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# data/pccg-<region>/) that we cannot ship. prepare-assets.py regenerates
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# them from the user's own ROM using only the Python standard library. It is
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# assembled fresh from the tree here so it can never drift from the emit
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# scripts. The vendored inputs are decomp layout/symbol metadata (.inc.c /
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# .csv), NOT game assets (no textures, audio, models, levels, or text).
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PREP="$OUT/prepare-assets"
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mkdir -p "$PREP/vendor/scripts" "$PREP/vendor/assets/obseg"
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cp tools_pc/dist/prepare-assets/prepare-assets.py "$PREP/"
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cp tools_pc/d43_emit.py tools_pc/d69_emit.py "$PREP/"
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cp tools_pc/d88_emit.py tools_pc/d88_propdefs.py "$PREP/" # d88 = per-level stage setup (+ its only local import)
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cp scripts/filelist.u.csv "$PREP/vendor/scripts/"
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cp assets/obseg/file_resource_table.inc.c "$PREP/vendor/assets/obseg/"
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# d43_emit.py os.walk()s assets/ for every *modelFileHeader.inc.c — preserve paths.
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( cd . && find assets -iname 'modelfileheader.inc.c' -print0 \
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| xargs -0 -I{} cp --parents {} "$PREP/vendor/" )
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nmh="$(find "$PREP/vendor/assets" -iname 'modelfileheader.inc.c' | wc -l)"
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echo " + prepare-assets/ (emit scripts + $nmh model headers)"
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[ "$nmh" -gt 400 ] || { echo "error: prepare-assets vendored only $nmh model headers — expected ~512" >&2; exit 1; }
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# --- guard: no ROM / game data snuck in --------------------------------
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if find "$OUT" -type f \( -iname '*.z64' -o -iname '*.n64' -o -iname '*.v64' \) | grep -q .; then
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echo "error: bundle contains a ROM image — aborting" >&2
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exit 1
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fi
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BYTES="$(du -sb "$OUT" | cut -f1)"
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LIMIT=$((60 * 1024 * 1024))
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if [ "$BYTES" -gt "$LIMIT" ]; then
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echo "error: bundle is $BYTES bytes (> 60 MB) — likely contains game data, aborting" >&2
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exit 1
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fi
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# --- zip + checksum --------------------------------------------------
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( cd dist && rm -f "${NAME}.zip" "${NAME}.zip.sha256" \
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&& zip -qr "${NAME}.zip" "$NAME" \
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&& sha256sum "${NAME}.zip" > "${NAME}.zip.sha256" )
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echo "==> dist/${NAME}.zip ($(du -h "dist/${NAME}.zip" | cut -f1))"
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cat "dist/${NAME}.zip.sha256"
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( cd dist && unzip -l "${NAME}.zip" ) 2>/dev/null || find "$OUT" -type f | sed "s#^dist/##" | sort
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