mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-24 00:02:45 +02:00
- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING. - Restructure docs: internals.md, porting-notes.md, dev-process.md + dev/agentic-development.md (the research write-up), dev/ (raw record). - Replace decomp status-badge CI with a PC-port validate workflow. - Remove session/agent scaffolding and stale planning docs from the tree. - Add .gitattributes (normalize line endings to LF); add screenshots. The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken (KholdFuzion) and contributors, preserved unchanged. The PC-port work from 2026-08-17 on is mine.
492 lines
20 KiB
CMake
492 lines
20 KiB
CMake
# ============================================================================
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# GoldenEye 007 — PC port build
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#
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# This is a PARALLEL build system to the N64 `Makefile`. It compiles the same
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# game C sources (src/game, src) for a modern host (Windows/Linux/macOS)
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# against the PC shims in `port/`. The N64 build is untouched.
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#
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# See docs/internals.md for the architecture and plan.
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# Modelled on the Perfect Dark PC port (perfect-dark-pc-port/perfect_dark).
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#
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# Usage:
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# cmake -S . -B build-pc -DROMID=ntsc-final
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# cmake --build build-pc -j
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# ============================================================================
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cmake_minimum_required(VERSION 3.16)
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list(APPEND CMAKE_MODULE_PATH ${CMAKE_SOURCE_DIR}/cmake)
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# The decomp uses the `#define inherits struct` pattern (47x in
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# src/bondtypes.h): a nested `struct Base;` inside a derived struct. GCC
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# treats this as embedding the full base struct (correct layout, matches the
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# N64/IDO behaviour the decomp relies on); Clang treats it as a bare forward
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# declaration (no members) and rejects base-member access. So prefer GCC.
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# (GCC does hard-error on the one struct that declares a member with the same
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# name as an inherited one — CCTVRecord's `pad` — see docs/internals.md.)
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# An explicit -DCMAKE_C_COMPILER=... always wins.
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if(NOT DEFINED CMAKE_C_COMPILER)
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find_program(_GE007_GCC NAMES gcc)
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if(_GE007_GCC)
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set(CMAKE_C_COMPILER "${_GE007_GCC}" CACHE FILEPATH "C compiler" FORCE)
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get_filename_component(_GE007_GCC_DIR "${_GE007_GCC}" DIRECTORY)
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find_program(_GE007_GXX NAMES g++ PATHS "${_GE007_GCC_DIR}" NO_DEFAULT_PATH)
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if(_GE007_GXX)
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set(CMAKE_CXX_COMPILER "${_GE007_GXX}" CACHE FILEPATH "CXX compiler" FORCE)
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endif()
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endif()
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endif()
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if(APPLE)
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if(CMAKE_OSX_ARCHITECTURES MATCHES "arm64")
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set(CMAKE_OSX_DEPLOYMENT_TARGET "11.0" CACHE STRING "" FORCE)
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else()
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set(CMAKE_OSX_DEPLOYMENT_TARGET "10.13" CACHE STRING "" FORCE)
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endif()
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endif()
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# ASM is needed for the generated absolute ROM asset symbols
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# (port/src/romassets_<region>.s, see scripts/gen_romassets.py).
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project(ge007 C CXX ASM)
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include(TargetArch)
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include(FindPkgConfig)
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set(CMAKE_C_STANDARD 11)
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set(CMAKE_C_EXTENSIONS OFF)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_EXTENSIONS OFF)
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set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
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# Default build type
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if(NOT CMAKE_BUILD_TYPE AND NOT EXISTS ${CMAKE_BINARY_DIR}/CMakeCache.txt)
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set(CMAKE_BUILD_TYPE "RelWithDebInfo" CACHE STRING "" FORCE)
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endif()
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# ----------------------------------------------------------------------------
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# Options
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# ----------------------------------------------------------------------------
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# Which ROM the executable expects in the data/ dir.
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set(ROMID "ntsc-final" CACHE STRING "ROM id: ntsc-final (US), pal-final (EU), jpn-final (JP)")
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# ----------------------------------------------------------------------------
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# Target arch / platform
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# ----------------------------------------------------------------------------
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target_architecture(TARGET_ARCH)
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if(TARGET_ARCH MATCHES "64")
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set(TARGET_IS_64BIT TRUE)
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else()
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set(TARGET_IS_64BIT FALSE)
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endif()
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message(STATUS "Target arch: ${TARGET_ARCH} (64bit=${TARGET_IS_64BIT})")
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if(WIN32)
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set(TARGET_OS "windows")
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elseif(APPLE)
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set(TARGET_OS "osx")
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elseif(UNIX)
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set(TARGET_OS "linux")
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else()
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message(FATAL_ERROR "Unknown target OS")
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endif()
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set(TARGET_PLATFORM "${TARGET_ARCH}-${TARGET_OS}")
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message(STATUS "Target platform: ${TARGET_PLATFORM}")
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# Region -> compile definitions.
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#
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# The game code #ifdefs a full per-region macro set (see the N64 Makefile,
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# the VERSION blocks). e.g. VERSION_EU is used in 60+ files, LEFTOVERDEBUG in
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# 26, BUGFIX_R1 in 21. We MUST emit the same set the N64 build uses for the
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# matching region, or the PC build takes different conditional branches and
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# silently diverges (and fails to link). These mirror Makefile LCDEFS exactly.
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if(ROMID STREQUAL "ntsc-final")
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set(VERSION_IS_PAL 0)
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set(BIN_REGION "")
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set(ASSET_REGION "u")
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set(REGION_DEFS
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-DVERSION_US -DLANG_US -DREFRESH_NTSC
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-DLEFTOVERDEBUG -DLEFTOVERSPECTRUM -DBUGFIX_R0 -DBYTEMATCH)
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elseif(ROMID STREQUAL "pal-final")
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set(VERSION_IS_PAL 1)
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set(BIN_REGION ".pal")
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set(ASSET_REGION "e")
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set(REGION_DEFS
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-DVERSION_EU -DLANG_EU -DREFRESH_PAL
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-DBUGFIX_R1 -DBUGFIX_R2 -DBYTEMATCH)
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elseif(ROMID STREQUAL "jpn-final")
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set(VERSION_IS_PAL 0)
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set(BIN_REGION ".jpn")
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set(ASSET_REGION "j")
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set(REGION_DEFS
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-DVERSION_JP -DLANG_JP -DREFRESH_NTSC
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-DBUGFIX_R1 -DLEFTOVERDEBUG -DLEFTOVERSPECTRUM -DBYTEMATCH)
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else()
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message(FATAL_ERROR "Unknown ROMID: ${ROMID}")
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endif()
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# git hash for version info
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execute_process(COMMAND git rev-parse --short HEAD
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WORKING_DIRECTORY ${CMAKE_SOURCE_DIR}
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OUTPUT_VARIABLE VERSION_HASH OUTPUT_STRIP_TRAILING_WHITESPACE
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ERROR_QUIET)
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if(NOT VERSION_HASH)
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set(VERSION_HASH "unknown")
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endif()
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configure_file(
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"${CMAKE_SOURCE_DIR}/port/include/versioninfo.h.in"
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"${CMAKE_BINARY_DIR}/port/include/versioninfo.h" @ONLY)
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# Host <string.h> path for port/shim/string.h. The N64 include/string.h
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# declares strlen/strchr with `const unsigned char *`, which conflicts with
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# the host declarations that SDL (and other system headers) pull in, and it
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# sits earlier on the include path than the toolchain's own string.h — so the
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# shim cannot use #include_next (it would find the N64 header first). Derive
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# the toolchain include dir from the compiler location (MinGW/MSYS2 layout:
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# bin/../include) and generate an absolute-path include.
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get_filename_component(_PORT_GCC_DIR "${CMAKE_C_COMPILER}" DIRECTORY)
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get_filename_component(PORT_HOST_STRING_H "${_PORT_GCC_DIR}/../include/string.h" ABSOLUTE)
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configure_file(
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"${CMAKE_SOURCE_DIR}/port/include/hoststring.h.in"
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"${CMAKE_BINARY_DIR}/port/include/hoststring.h" @ONLY)
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# Host <stdlib.h> path for port/shim/stdlib.h. The N64 include/stdlib.h
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# typedefs lldiv_t/ldiv_t, which conflict with the host's when both land in
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# one C++ TU (fast3d): MinGW's own sec_api/stdlib_s.h does `#include
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# <stdlib.h>`, which resolves to the N64 header via -I. The shim routes C++
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# TUs to the host header by absolute path (same trick as hoststring.h).
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get_filename_component(PORT_HOST_STDLIB_H "${_PORT_GCC_DIR}/../include/stdlib.h" ABSOLUTE)
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configure_file(
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"${CMAKE_SOURCE_DIR}/port/include/hoststdlib.h.in"
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"${CMAKE_BINARY_DIR}/port/include/hoststdlib.h" @ONLY)
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# Host <stddef.h> path for port/shim/stddef.h (same reason as stdlib: the N64
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# stub shadows the host header in C++ TUs, hiding max_align_t from cstddef).
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get_filename_component(PORT_HOST_STDDDEF_H "${_PORT_GCC_DIR}/../include/stddef.h" ABSOLUTE)
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configure_file(
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"${CMAKE_SOURCE_DIR}/port/include/hoststddef.h.in"
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"${CMAKE_BINARY_DIR}/port/include/hoststddef.h" @ONLY)
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# ----------------------------------------------------------------------------
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# Compiler definitions & flags
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# ----------------------------------------------------------------------------
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add_definitions(
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-DPORT=1
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-D_LANGUAGE_C=1
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-DAVOID_UB=1
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-DPAL=${VERSION_IS_PAL}
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${REGION_DEFS}
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)
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if(TARGET_IS_64BIT)
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add_definitions(-DPLATFORM_64BIT=1)
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endif()
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# The decomp is big-endian N64 code with unaligned accesses; these flags are
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# required to compile it cleanly on a little-endian host (same as the PD port).
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add_compile_options(
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-fno-strict-aliasing
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-funsigned-char
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-fwrapv
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-include "versioninfo.h"
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)
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# Keep frame pointers: dbghelp's StackWalk64 (crash handler + thread dumps)
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# cannot read DWARF unwind info on MinGW, so the EBP chain is the only way to
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# get a real backtrace of a hung/crashed game thread.
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add_compile_options(-fno-omit-frame-pointer)
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if(NOT CMAKE_BUILD_TYPE STREQUAL "Debug")
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add_compile_options(-Og)
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endif()
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add_compile_options(
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-Wall
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-Wno-address
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-Wno-misleading-indentation
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-Wno-missing-braces
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-Wno-multichar
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-Wno-tautological-compare
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-Wno-unused-but-set-variable
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-Wno-unused-value
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-Wno-unused-variable
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)
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# The decomp was written for IDO's leniency. These downgrade hard errors to
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# warnings so the unmodified game code compiles; each class is a tracked
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# decomp finding (see docs/internals.md):
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# int-conversion: raw 32-bit ROM address constants assigned to pointers
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# (WIP decomp; genuine 64-bit hazards to fix upstream as phases progress)
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# incompatible-pointer-types: Mtxf union vs float[4][4], Gfx array idioms
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# implicit-function-declaration: missing header declarations (e.g.
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# get_ptr_long_watch_text_for_item, defined in gunfire.c)
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add_compile_options(
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-Wno-error=int-conversion
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-Wno-error=incompatible-pointer-types
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-Wno-error=implicit-function-declaration
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)
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add_compile_options($<$<COMPILE_LANGUAGE:C>:-Wno-pointer-sign>)
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add_compile_options($<$<COMPILE_LANGUAGE:CXX>:-Wno-unused-function>)
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# ASLR must be OFF: dram_syms.s defines absolute symbols (cfb_16 @ 0x70000000,
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# _bssSegmentEnd @ 0x70050000) that the game references through pointer-typed
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# externs (src/bondgame.h: `extern u32 *_bssSegmentEnd`). On x86-64/PE, taking
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# their address emits a .refptr slot holding the absolute value PLUS a base
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# relocation; with ASLR the loader rebases it to runtime_base+0x70050000 =
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# garbage. With DYNAMICBASE disabled the image loads at its preferred base
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# (0x140000000) and the relocations are no-ops. main.c sanity-checks the load
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# base at startup.
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if(MINGW)
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set(CMAKE_EXE_LINKER_FLAGS "${CMAKE_EXE_LINKER_FLAGS} -Wl,--disable-dynamicbase")
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endif()
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# port/shim first: PC-only shadow headers (bondtypes.h, bondconstants.h,
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# PR/gbi.h) that fix N64-compiler assumptions without touching src/ or
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# include/. Inert in the N64 build (its Makefile never sees port/shim).
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include_directories(
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"${CMAKE_SOURCE_DIR}/port/shim"
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"${CMAKE_SOURCE_DIR}"
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"${CMAKE_SOURCE_DIR}/include"
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"${CMAKE_SOURCE_DIR}/include/PR"
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"${CMAKE_SOURCE_DIR}/src"
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"${CMAKE_SOURCE_DIR}/src/game"
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"${CMAKE_SOURCE_DIR}/src/libultra"
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"${CMAKE_SOURCE_DIR}/src/libultra/audio"
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"${CMAKE_SOURCE_DIR}/port/include"
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"${CMAKE_BINARY_DIR}/port/include"
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)
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# ----------------------------------------------------------------------------
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# Dependencies: SDL2, zlib, OpenGL
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# ----------------------------------------------------------------------------
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set(LIBS "")
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find_package(SDL2 REQUIRED)
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include_directories(SYSTEM "${SDL2_INCLUDE_DIR}")
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list(APPEND LIBS "${SDL2_LIBRARY}")
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find_package(ZLIB REQUIRED)
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if(ZLIB_INCLUDE_DIR)
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include_directories(SYSTEM "${ZLIB_INCLUDE_DIR}")
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endif()
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list(APPEND LIBS "${ZLIB_LIBRARY}")
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# Real <zlib.h> for port/src/rzdecomp.c (which backs decompressdata() with real
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# zlib). The game's own src/game/zlib.h sits on the -I path and shadows a plain
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# `#include <zlib.h>` in a port TU, so generate an absolute-path include (same
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# trick as hoststring.h). Prefer find_package(ZLIB)'s dir; fall back to the
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# toolchain include dir (MinGW layout: bin/../include), where
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# mingw-w64-x86_64-zlib installs zlib.h.
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set(PORT_REAL_ZLIB_H "${ZLIB_INCLUDE_DIR}/zlib.h")
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if(NOT EXISTS "${PORT_REAL_ZLIB_H}")
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set(PORT_REAL_ZLIB_H "${_PORT_GCC_DIR}/../include/zlib.h")
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endif()
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if(NOT EXISTS "${PORT_REAL_ZLIB_H}")
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message(FATAL_ERROR "Cannot locate the host zlib.h needed by port/src/rzdecomp.c")
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endif()
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configure_file(
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"${CMAKE_SOURCE_DIR}/port/include/realzlib.h.in"
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"${CMAKE_BINARY_DIR}/port/include/realzlib.h" @ONLY)
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if(NOT GL_LIBRARY)
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if(WIN32)
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set(GL_LIBRARY opengl32)
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elseif(APPLE)
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set(GL_LIBRARY "-framework OpenGL")
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else()
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set(GL_LIBRARY GL)
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endif()
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endif()
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list(APPEND LIBS "${GL_LIBRARY}")
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if(NOT EXTRA_LIBRARIES)
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if(MINGW)
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# MinGW: pthreads for the real-OS-thread kernel (port/src/libultra.c).
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set(EXTRA_LIBRARIES dbghelp -static-libstdc++ pthread)
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elseif(WIN32)
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set(EXTRA_LIBRARIES dbghelp -static-libstdc++)
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else()
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set(EXTRA_LIBRARIES stdc++ m dl pthread)
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endif()
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endif()
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list(APPEND LIBS "${EXTRA_LIBRARIES}")
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# ----------------------------------------------------------------------------
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# Sources
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# ----------------------------------------------------------------------------
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# Port layer (shims + software RSP).
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file(GLOB_RECURSE SRC_PORT "${CMAKE_SOURCE_DIR}/port/src/*.c")
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file(GLOB_RECURSE SRC_PORT_CXX "${CMAKE_SOURCE_DIR}/port/src/*.cpp")
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file(GLOB_RECURSE SRC_FAST3D "${CMAKE_SOURCE_DIR}/port/fast3d/*.cpp"
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"${CMAKE_SOURCE_DIR}/port/fast3d/glad/*.c")
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# Generated absolute ROM asset symbols for this region (see
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# scripts/gen_romassets.py). Defines every obseg/ramrom/music label and the
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# ge007.ld segment markers as 0x10000000 + rom_offset, so `&symbol` / romCopy()
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# work once romdata.c maps the .z64 at 0x10000000.
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set(SRC_ROMASSETS "${CMAKE_SOURCE_DIR}/port/src/romassets_${ASSET_REGION}.s")
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if(NOT EXISTS ${SRC_ROMASSETS})
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message(FATAL_ERROR "Missing ${SRC_ROMASSETS} — run: python3 scripts/gen_romassets.py ${ASSET_REGION}")
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endif()
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# Absolute symbols inside the reserved N64-DRAM region (port/src/dram.c):
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# cfb_16 (replaces src/cfb.c) and _bssSegmentEnd (mempool start marker).
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set(SRC_DRAM_SYMS "${CMAKE_SOURCE_DIR}/port/src/dram_syms.s")
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# Game code — compiled unmodified.
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file(GLOB_RECURSE SRC_GAME "${CMAKE_SOURCE_DIR}/src/game/*.c")
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# EXCLUDED from src/game (replaced by port/src/rzdecomp.c, which backs
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# decompressdata()/rzipGetSomething() with real zlib):
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# decompress.c + zlib.c — GE's custom gzip-1.2.4 inflate builds its Huffman
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# tables contiguously into a caller-supplied fixed buffer of `struct huft`.
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# That struct is 8 bytes on MIPS (union holds a 32-bit pointer) but 16 bytes
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# on x86-64 (union holds a 64-bit pointer), so on a 64-bit host the tables
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# overflow load_resource's `u8 buffer[0x2100]` and clobber the caller's return
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# address -> SIGSEGV in langInit()'s first file load (finding D32). Real zlib
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# manages its own table memory, removing the fixed-buffer assumption. Mirrors
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# the PD port, which swaps its assembly rzip for a real-zlib-backed rzip_c.c.
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# The only externally-referenced symbols from these two files are
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# decompressdata() and rzipGetSomething(); both are provided by
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# port/src/rzdecomp.c (see the symbol sweep in docs/internals.md §F).
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list(REMOVE_ITEM SRC_GAME
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"${CMAKE_SOURCE_DIR}/src/game/decompress.c"
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"${CMAKE_SOURCE_DIR}/src/game/zlib.c")
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# libaudio (AL) — runs on the CPU, platform independent.
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file(GLOB SRC_LIBAUDIO "${CMAKE_SOURCE_DIR}/src/libultra/audio/*.c")
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# Rare's audio "New" driver (drvrNew/env/reverb) — synthesizer.c calls
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# alSaveNew/alAuxBusNew/alMainBusNew/alLoadNew/alResampleNew/alEnvmixerNew/
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# alEnvmixerParam/alFxParam, all defined here. Runs on the CPU; must be linked.
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file(GLOB SRC_LIBULTRARE_AUDIO "${CMAKE_SOURCE_DIR}/src/libultrare/audio/*.c")
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# gu matrix helpers.
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file(GLOB SRC_GU "${CMAKE_SOURCE_DIR}/src/libultra/gu/*.c")
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# VI mode table (DATA, not a driver): fr.c references osViModeTable ~15x.
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# This is the only libultra/io file we compile — the rest are hardware
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# drivers that get shimmed in port/src/libultra.c.
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set(SRC_LIBULTRARE_DATA
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src/libultrare/io/vitbl.c
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)
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list(PREPEND SRC_LIBULTRARE_DATA "${CMAKE_SOURCE_DIR}")
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# IDO printf engine: src/sprintf.c's sprintf() calls _Printf(prout, dst, fmt,
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# va_list), the internal formatter from libultrare/libc (pure C, no hardware).
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# xlitob/xldtob are its integer-conversion helpers (_Litob/_Ldtob). The
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# _Printf prototype clash between xstdio.h and xprintf.c is resolved by the
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# port/shim/libc/xstdio.h shadow header.
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set(SRC_LIBULTRARE_LIBC
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src/libultrare/libc/xprintf.c
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src/libultra/libc/xlitob.c
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src/libultra/libc/xldtob.c
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)
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list(PREPEND SRC_LIBULTRARE_LIBC "${CMAKE_SOURCE_DIR}")
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# ----------------------------------------------------------------------------
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# Asset data — decompiled ROM arrays (pure data, no logic).
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#
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# Single-file assets compile unmodified. The per-model / per-level .c files
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# under assets/obseg/{bg,brief,setup,stan} are NOT compiled: each one defines
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# file-local globals with generic names (`header`, `room_data_table`,
|
|
# `intro`, ...) that the N64 build keeps apart by linking every file into its
|
|
# own ELF (see assets/obseg/Makefile.*). In a single host link they collide.
|
|
# The game loads those blobs from ROM at runtime anyway; their top-level
|
|
# symbols (C*Z, G*Z, P*Z, Tbg_*Z, U*Z, L*E/L*J, bg_*_all_p_seg, ...) are now
|
|
# absolute cart addresses in the generated romassets_<region>.s (see
|
|
# scripts/gen_romassets.py), backed by the ROM image that romdata.c maps at
|
|
# 0x10000000. The per-model data itself (chr/*/Model.c etc.) is gitignored
|
|
# ROM-derived and absent from this checkout. See docs/internals.md §11.
|
|
# D34 (docs/internals.md): animationtable_{data,entries}.c are NOT
|
|
# compiled on PC. Their arrays exist only so that &ANIM_DATA_x evaluates to
|
|
# the record's offset within the animation_data segment (N64 links it at VMA
|
|
# 0); on x86-64 assets/animationtable_data.h redefines them as lvalues at
|
|
# g_pc_animdata_base + offset instead. The data itself comes from ROM via
|
|
# romCopy, exactly like every other asset.
|
|
set(SRC_ASSETS
|
|
assets/font_chardatae.c
|
|
assets/font_chardataj.c
|
|
assets/font_dl.c
|
|
assets/oddtextures.c
|
|
assets/rarewarelogo.c
|
|
)
|
|
list(PREPEND SRC_ASSETS "${CMAKE_SOURCE_DIR}")
|
|
|
|
# Engine files in src/ that are platform independent.
|
|
# NOTE: this list is a starting point and must be curated during Phase 1.
|
|
#
|
|
# INCLUDED here (platform-independent or CPU-side):
|
|
# init.c — provides mainproc() (the game's real main entry) + the thread
|
|
# setup helpers. Its N64-only init() is compiled but NOT called;
|
|
# the N64 symbols init() references are stubbed in
|
|
# port/src/n64stubs.c (see A3 in docs/internals.md).
|
|
# cfb.c — defines cfb_16 (the framebuffer), referenced by fr.c and game
|
|
# code (bondview2.c, front.c). Pure data.
|
|
# stacks.c — thread-stack arrays (sp_boot/sp_rmon/sp_idle/sp_shed/sp_main/
|
|
# sp_audi + sp_debug under LEFTOVERDEBUG). Pure data; referenced
|
|
# by init.c (thread setup) and audi.c (sp_audi). The SP_*_SZ
|
|
# sizes in bondconstants.h match these exactly, so sizeof() is
|
|
# correct. No duplicate-definition risk (all other refs are
|
|
# extern decls in bondgame.h / audi.c).
|
|
#
|
|
# EXCLUDED (hardware drivers, replaced by port/ shims):
|
|
# crash.c rmon.c usb.c tlb_*.c pi.c vi.c motor.c
|
|
# (there is no src/spectrum.c in this decomp)
|
|
# All of src/libultra/io/*.c and src/libultrare/io/*.c EXCEPT vitbl.c.
|
|
# motor.c / pfsinit.c / pfsisplug.c are NOT compiled: joy.c calls
|
|
# osMotorInit/Start/Stop and osPfsInit/osPfsIsPlug only for accessory
|
|
# (Rumble Pak / Memory Pak) detection, so they are shimmed as no-ops in
|
|
# port/src/libultra.c (see B2 — saves are EEPROM, not PFS).
|
|
#
|
|
# sched.c IS compiled (Phase 2): the game's real scheduler runs on the
|
|
# cooperative thread kernel; its hardware leaf calls (osSpTaskLoad/StartGo,
|
|
# osDpSetNextBuffer, osVi*) are shimmed in port/src/libultra.c, which runs
|
|
# the software RSP inline and posts the RSP_DONE/RDP_DONE messages.
|
|
set(SRC_ENGINE
|
|
src/init.c
|
|
src/sched.c
|
|
src/audi.c
|
|
src/snd.c
|
|
src/music.c
|
|
src/joy.c
|
|
src/fr.c
|
|
# src/cfb.c — cfb_16 now lives at 0x80000000 in the reserved DRAM region
|
|
# (port/src/dram_syms.s) so OS_K0_TO_PHYSICAL(cfb_16[0]) is a small offset
|
|
# that fast3d can map back; a host-BSS array would truncate to garbage.
|
|
src/stacks.c
|
|
src/boss.c
|
|
src/mema.c
|
|
src/memp.c
|
|
src/deb.c
|
|
src/debugmenu.c
|
|
src/speed_graph.c
|
|
src/token.c
|
|
src/str.c
|
|
src/sprintf.c
|
|
src/ramrom.c
|
|
)
|
|
list(PREPEND SRC_ENGINE "${CMAKE_SOURCE_DIR}")
|
|
|
|
set(SRC
|
|
${SRC_GAME}
|
|
${SRC_PORT}
|
|
${SRC_ROMASSETS}
|
|
${SRC_DRAM_SYMS}
|
|
${SRC_PORT_CXX}
|
|
${SRC_FAST3D}
|
|
${SRC_LIBAUDIO}
|
|
${SRC_LIBULTRARE_AUDIO}
|
|
${SRC_LIBULTRARE_DATA}
|
|
${SRC_LIBULTRARE_LIBC}
|
|
${SRC_ASSETS}
|
|
${SRC_GU}
|
|
${SRC_ENGINE}
|
|
)
|
|
|
|
# ----------------------------------------------------------------------------
|
|
# Target
|
|
# ----------------------------------------------------------------------------
|
|
set(BIN_NAME "ge007${BIN_REGION}.${TARGET_ARCH}")
|
|
add_executable(ge007 ${SRC})
|
|
target_link_libraries(ge007 ${LIBS})
|
|
set_target_properties(ge007 PROPERTIES OUTPUT_NAME "${BIN_NAME}")
|
|
if(WIN32)
|
|
set_target_properties(ge007 PROPERTIES WIN32_EXECUTABLE TRUE)
|
|
endif()
|
|
|
|
message(STATUS "Output binary: ${BIN_NAME}")
|