Files
goldeneye-pc-port/docs/building.md
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James Dansereau 5c3944582b docs: v0.1.0 alpha framing + hygiene pass (#25)
Update the public-facing docs to the M-49 state (v0.1.0 alpha, first
full-campaign playtest: 19/21 missions completable, D191 crashes Bunker ii
+ Statue, D193 AI pacing is the top flaw).

- README: lead with what it is + status, research angle second; new
  Quick start section; Status/Download rewritten for the alpha + dual
  platform; "By the numbers" refreshed (~3 weeks, ~320 commits, ~190
  findings, ~49 sessions, 69 PORT files).
- .github/release-notes.md: v0.1.0 title + known-issues rewrite.
- .github/social-preview.html: status/stat lines (regen + re-upload the
  PNG separately).
- docs/index.md, docs/dev/LEVEL-STATUS.md: M-49 status.
- docs/dev/findings.md, docs/dev/GRAPHICS-BACKLOG.md: D191-D197 +
  D148/D170/D173 M-49 escalations.

Hygiene:
- Fix the `&` literal in internals.md H1.
- Repoint two ../README.md links that 404 on the Pages site.
- Standardise British -> American spelling across the public docs
  (behaviour->behavior, colour->color, catalogue->catalog,
  centre->center, etc.). Deep internal logs left untouched.
- .gitignore: document the local-notes convention (docs/HANDOFF.md,
  docs/BACKLOG.md, and a new docs/dev/notes/ drop for roadmaps and
  session plans) so it survives a fresh clone.
2026-09-04 00:13:43 -04:00

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# Building the PC port
Stages:
1. **Extract assets from your ROM** (§2) — a one-time step using the
decompilation's own toolchain to pull levels, models, textures, fonts and
music into `assets/`. *(Only needed to regenerate the committed data files;
a plain `git clone` already has what the PC build compiles.)*
2. **Build the port** (§3) — a CMake build compiling the game sources plus the
`port/` layer into a native executable. Needs no ROM.
3. **Generate the PC asset sidecars** (§4) — two pure-Python converters turn
ROM model / stage data into the PC-layout `data/pcmodels-*` / `data/pccg-*`
files the port loads at runtime. **Required to run.**
You need a GoldenEye 007 N64 ROM you legally own (`.z64`, big-endian). See the
[Requirements table in the README](https://github.com/jkdansereau/goldeneye-pc-port#requirements)
for accepted versions and hashes.
---
## 1. Dependencies
### Port build
> **Only the Windows (MSYS2 MINGW64) path is tested.** The Debian/Ubuntu and
> macOS columns below are best-effort guidance — the port has never been built
> or run on Linux or macOS. Expect to fix build breaks yourself on those
> platforms.
| Need | Windows (MSYS2 MINGW64) | Debian/Ubuntu | macOS (Homebrew) |
|------|------------------------|---------------|------------------|
| toolchain | `mingw-w64-x86_64-toolchain` | `build-essential` | Xcode CLT / `gcc` |
| CMake | `mingw-w64-x86_64-cmake` | `cmake` | `cmake` |
| SDL2 | `mingw-w64-x86_64-SDL2` | `libsdl2-dev` | `sdl2` |
| zlib | `mingw-w64-x86_64-zlib` | `zlib1g-dev` | `zlib` |
| OpenGL | (in the toolchain) | `libgl1-mesa-dev` | (system) |
| Python 3 | `mingw-w64-x86_64-python` | `python3` | `python3` |
### Asset extraction (decompilation toolchain)
The extraction scripts need `binutils-mips-linux-gnu` (or an equivalent MIPS
binutils), `make`, `git`, and `python3`. They build a small host-compiled
`tools/extractor` and slice blobs straight out of the ROM — **no IDO / IRIX
toolchain is involved in extraction or in the PC build.** (The IDO toolchain is
only needed to build the N64 ROM itself, and its proprietary SGI binaries are
not distributed here — see [`SetupGuide.md`](SetupGuide.md) "Recompile IDO".)
On Windows this is easiest under WSL or a Linux VM. Full details and
alternatives (Docker) are in [`SetupGuide.md`](SetupGuide.md).
---
## 2. Extract assets
Put your **US** ROM at the repository root as `baserom.u.z64` (this name is
required by the extraction scripts; it is git-ignored and never committed),
then:
```sh
./scripts/extract_baserom.u.sh
```
For PAL or JP, additionally place `baserom.e.z64` / `baserom.j.z64` at the root
and run:
```sh
./scripts/extract_baserom.u.sh && ./scripts/extract_diff.e.sh # PAL
./scripts/extract_baserom.u.sh && ./scripts/extract_diff.j.sh # JP
```
(US extraction is a prerequisite for the others.)
This populates `assets/` with the generated `.bin` blobs the build needs. See
[`SetupGuide.md`](SetupGuide.md) for the in-depth build/asset pipeline.
---
## 3. Build
```sh
./build-pc.sh ntsc-final # or: pal-final / jpn-final
```
which is equivalent to:
```sh
cmake -S . -B build-pc -DROMID=ntsc-final
cmake --build build-pc -j
```
For PAL/JP you must first generate that region's ROM-asset symbol file
(the US one is committed):
```sh
python3 scripts/gen_romassets.py e # PAL -> port/src/romassets_e.s
python3 scripts/gen_romassets.py j # JP -> port/src/romassets_j.s
```
The executable lands at `build-pc/ge007.x86_64` (`.exe` on Windows). PAL/JP
builds are named `ge007.pal-final.x86_64` / `ge007.jpn-final.x86_64`.
---
## 4. Generate the PC asset sidecars (required to run)
The port does **not** read model geometry, stage bg/stan data, or per-level
setup data from the raw ROM at runtime — it reads them from PC-layout *sidecar*
files under `data/`, produced offline by three converters. **Without them the
game shows the intro logos and then crashes** in
`modelPromoteNodeOffsetsToPointers` (finding D179) or on the first level load
(missing stage setup).
Put your ROM in `data/` first (same file the game runs from):
```sh
mkdir -p data
cp /path/to/your/rom.z64 data/ge007.ntsc-final.z64 # or pal-final / jpn-final
```
Then run all three emit passes for that region, **in this order** (d88 appends
to d69's output):
```sh
python3 tools_pc/d43_emit.py ntsc-final # -> data/pcmodels-ntsc-final/{pcmodels.bin,manifest.csv} (~1.3 MB)
python3 tools_pc/d69_emit.py ntsc-final # -> data/pccg-ntsc-final/{pccg.bin,manifest.csv} (bg + stan)
python3 tools_pc/d88_emit.py ntsc-final --regen # appends the 21 per-level Usetup*Z stage-setup files -> ~3.6 MB
```
These are **pure-stdlib Python 3** (no MIPS toolchain, independent of the
step-2 asset extraction) and read only the ROM plus files already committed to
the repo (`scripts/filelist.u.csv`, `assets/obseg/file_resource_table.inc.c`,
`assets/**/ModelFileHeader.inc.c`, the bg/stan `.inc.c`). Output is a
deterministic function of the ROM. Re-run after any change to `d43_emit.py` /
`d69_emit.py` / `d88_emit.py` or the model/bg converters (`d43_*`, `d69_*`,
`d88_propdefs.py`).
> The release bundle ships `prepare-assets/prepare-assets.py`, which runs all
> three passes against your ROM automatically — see the bundled `README.md`.
> `data/pcmodels-*/` and `data/pccg-*/` are gitignored ROM-derived game data —
> never commit or redistribute them.
---
## 5. Run
```sh
./build-pc/ge007.x86_64 # run from the repo root
```
The ROM in `data/` (from step 4) and the sidecars are both required at
runtime. `ge007.ini` is written under `data/` on first launch.
### Useful flags / env
| | |
|---|---|
| `-level_NN` | boot straight into a solo level (e.g. `-level_09` = Bunker 1) |
| `GE_PCDUMP="first-last:step"` | dump rendered frames as PPM (debugging) |
More diagnostic switches are cataloged in
[`dev/GE-ENV-PROBES.md`](dev/GE-ENV-PROBES.md).