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https://github.com/jkdansereau/goldeneye-pc-port.git
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8482ba3ed16a46ebb4fee9d5688edb84a7992c61
structured fields + x86-64 loop-stride bug; fix designed, handoff updated - Finding D33 in docs/PCPortResearch.md: the .z64 stores multi-byte structured fields in big-endian byte order (bit-packed streams raw); per-field load-time transform rule (u32 bswap32 / u16 bswap16 / u8 identity) validated over all 173 animation entries; full blob layout mapped; exact reproduction of the gdb-observed garbage values. - Second root cause: expand_ani_table_entries iterates s32** (+8 bytes/iter on x86-64 vs +4 on N64), rebasing only even-indexed entries (verified in compiled binary). Fix design: romdataFixupAnimationData() in port/, one call between romCopy and expand, s32* loop stride fix. - docs/HANDOFF.md rewritten with the implementation task; AGENTS.md phase status updated. tools_pc/disasm.py (BE ROM research tool) added.
Goldeneye 007
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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