James Dansereau 8337a87fb2 D118: implement SDL input layer (kbd/mouse/gamepad -> N64 pad)
port/src/input.c was a stub; input only worked via libultra.c's minimal
contSnapshotFromKeyboard (no C-buttons, mouse, or gamepad).

- input.c: keyboard+mouse + SDL_GameController -> OSContPad. Analog stick
  = move, C-buttons = aim. Mouse-look bridged to digital C-buttons via a
  clamped per-axis accumulator (proportional press dwell). RMB/LT = aim
  mode, LMB/RT = fire. Config: ge007.ini [Input] MouseEnabled /
  MouseAimSpeed / MouseInvertY.
- input.h: add inputConnectedMask() + inputComputePad().
- libultra.c SI section: contSnapshotFromKeyboard() now delegates to the
  input module (single source of controller state); osContGetReadData()
  fills all MAXCONTROLLERS channels, not just controller 0.
- GE_INPUTLOG=1 gates a per-poll OSContPad trace (zero-cost when unset).

Build green (ntsc-final); boots -level_09 crash-free 35s. Live input
untested from headless agent - human playtest owed.
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Goldeneye 007

NTSC-Status JP-Status PAL-Status

About this repository

This is a WIP decompilation of Goldeneye 007!

It builds the following ROMs:

  • ge007.u.z64 sha1: abe01e4aeb033b6c0836819f549c791b26cfde83
  • ge007.j.z64 sha1: 2a5dade32f7fad6c73c659d2026994632c1b3174
  • ge007.e.z64 sha1: 167c3c433dec1f1eb921736f7d53fac8cb45ee31

Note: This repository does not include all assets necessary for compiling the ROMs. A prior copy of the game is required to extract the assets.

Documentation

  • Setup Guide: useful information about installing the necessary dependencies and how to use it
  • Structure Guide: learn more about the project structure of this repository
  • Style Guide: code style conventions if you want to contribute code
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