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# GoldenEye 007 — PC Port: Preliminary Research
This document captures the preliminary research done to plan a PC port of
GoldenEye 007, based on the decompilation in this repository
(`n64decomp/007`). It is modelled on the approach used by the
[Perfect Dark PC port](https://github.com/perfect-dark-pc-port/perfect_dark),
which ports the same Rare "Indy" engine (a later revision) to modern
platforms.
---
## 1. Executive summary
* **Feasibility: HIGH.** GoldenEye and Perfect Dark share the same Rare
engine family. The PD port proves the whole approach works end-to-end
(singleplayer + split-screen multiplayer, mouse-look, widescreen, 60 FPS,
mods). GE is, if anything, a *simpler* graphics pipeline than PD in some
respects, though it has a few custom RSP extensions (see §5).
* **Recommended strategy: fork this decomp and add a `port/` layer**, exactly
mirroring the PD port's layout. The N64 build (Makefile + IDO) stays
untouched; the PC build is a parallel CMake build that compiles the same
game C sources against a set of PC shims.
* **The single hardest component is the RSP (Reality Signal Processor)
emulator.** The PD port ships a complete, working "fast3d" software RSP
(`port/fast3d/`, ~7k lines of C++) that interprets GBI display lists and
emits OpenGL calls. It **already handles `G_TRI4`**, which is the main
custom triangle command GE uses. GE's other custom command, `G_SETTEX`,
appears **unused** (its emitter `gsSPUseTexture` is never called), so the
remaining GE-specific work is mostly **verifying the custom
render/color-combiner modes** against the RSP ucode.
* **Audio is straightforward.** GE uses the standard libaudio (AL) engine on
the R4300, the same as PD. The PD port's SDL audio + mixer approach carries
over directly.
* **Saves** are **EEPROM-based** (controller EEPROM via `osEeprom*`), not
Memory Pak. The PFS/motor code in `joy.c` is only for accessory (Rumble Pak
/ Memory Pak) detection and can be stubbed. Phase 4 is therefore a
file-backed EEPROM plus no-op PFS/motor shims — simpler than a full Memory
Pak emulation.
---
## 2. What the PD port actually does (the reference architecture)
The PD port is a **fork of the PD decomp** with one added top-level
directory, `port/`. The original game code (`src/game/*.c`, `src/lib/*.c`)
is compiled **unmodified** for the PC. All N64-hardware dependencies are
satisfied by the `port/` layer:
```
port/
├── fast3d/ # Software RSP: interprets GBI display lists -> OpenGL
│ ├── gfx_pc.cpp # the RSP interpreter (matrices, lights, tris, fog)
│ ├── gfx_opengl.cpp # OpenGL rendering backend (shaders, textures, zbuf)
│ ├── gfx_sdl2.cpp # SDL2 window-manager backend
│ ├── gfx_cc.cpp # color-combiner -> GLSL shader compiler
│ └── ...
├── include/ # port-facing headers
│ ├── audio.h config.h fs.h input.h mixer.h mod.h
│ ├── romdata.h system.h video.h utils.h platform.h
└── src/
├── main.c # PC entry point (replaces boot.s / _start.s)
├── libultra.c # shims for the libultra OS API (threads, time, VI, PI, SI, SP, AI)
├── video.c # SDL2 window + GL context + frame pacing
├── audio.c # SDL audio device, buffer queueing
├── mixer.c # audio mixing / RSP-audio-buffer processing
├── mod.c # MOD music playback
├── input.c # SDL2 keyboard/mouse/gamepad -> N64 controller structs
├── fs.c # filesystem abstraction over the ROM + data dir
├── romdata.c # loads the .z64 ROM from disk, sets up segments
├── config.c # INI config (pd.ini)
├── system.c # platform primitives (time, logging, paths)
├── crash.c # crash handler / stack traces
├── pdsched.c # replacement RCP scheduler that drives the software RSP
└── utils.c
```
### 2.1 The key architectural insight: emulate the RSP, bypass the RDP
On real hardware the render path is:
```
R4300 builds a Gfx display list
|
v
RSP (coproc 0) runs "fast3d" ucode, turns GBI cmds into RDP cmds
|
v
RDP (coproc 1) rasterizes into the framebuffer
```
The PD port **emulates the RSP in software** (`fast3d/gfx_pc.cpp`) and
**bypasses the RDP entirely**: the software RSP translates GBI commands
directly into OpenGL calls. The R4300 game code is run natively and is
unaware of the difference — it just builds display lists and "starts the
RSP" as usual.
The frame flow (from `port/src/pdsched.c` + `port/src/video.c`):
```
videoStartFrame() -> gfx_start_frame()
game builds display list (Gfx*)
videoSubmitCommands(Gfx* cmds) -> gfx_run(cmds) # <- the software RSP runs here
videoEndFrame() -> gfx_end_frame() # swap buffers, FPS accounting
```
### 2.2 How the RSP is invoked
The game's RCP scheduler (`src/lib/sched.c` in PD, `src/sched.c` in GE) calls
`osSpTaskLoad()` + `osSpTaskStartGo()` to hand a task (gfx or audio) to the
RSP. The port:
* **Excludes** the original `libultra/io/sptask.c` (and the other `io/*.c`
hardware drivers) from the PC build.
* Provides its own scheduler (`pdsched.c`) that, instead of writing to RSP
registers, calls `gfx_run()` on the display list for gfx tasks and feeds the
audio buffer for audio tasks.
* Shims the rest of the libultra OS API in `libultra.c` (threads become
no-ops / single-threaded, `osGetTime` maps to a host clock, VI/PI/SI/AI
functions map to the port's video/audio/fs/input layers).
### 2.3 Build system
The PC build is **CMake** (the N64 build stays Make + IDO). Dependencies:
**SDL2, zlib, OpenGL** (plus `stdc++`, `m`, `dl`). It compiles:
* `src/game/*.c` (all of it)
* a curated list of `src/lib/*.c` (the engine helpers that are
platform-independent: mema, memp, model, music, snd, vi, rdp, etc.)
* `src/lib/ultra/audio/*.c` (libaudio — runs fine on the CPU)
* `src/lib/ultra/gu/*.c` (gu matrix helpers)
* `port/src/*.c` + `port/src/*.cpp` + `port/fast3d/*.cpp`
It deliberately **excludes** the N64 I/O drivers (`src/lib/ultra/io/*.c`),
the boot/TLB assembly, and the RSP microcode (`.s` under `rsp/`).
### 2.4 PD-port copy-candidate audit (session 2026-08-22)
The PD port (`PD_PORT_CHECKOUT`) is a **standing reference**
for this project (see AGENTS.md): same Rare "Indy"/Bond engine family, and its
port layer solves the same problem classes we are currently hitting. Audited
against our remaining work items:
**Direct copy candidates (Phase 3/4 — our stubs were scaffolded to be replaced
by these):**
| PD file | Lines | Replaces our | Notes |
|---|---|---|---|
| `port/src/mixer.c` | 722 | 31-line stub | libaudio→SDL final mixer; same RareAL family. Adapt to GE's `audi.c` wiring (sample rate/buffering) |
| `port/src/input.c` | 1551 | 48-line stub | SDL_GameController backend: hotplug, rumble, keyboard fallback. Remap the button table to GE's scheme (C-buttons/Z-trig differ from PD) |
| `port/src/fs.c` | 294 | 81 lines | File-backed save dir (`--savedir`, `$S` path expansion) — foundation for Phase 4 EEPROM/PFS file backing (ours are no-op stubs today) |
| `port/src/audio.c` | 75 | 70 lines | Near-identical; diff when Phase 3 starts |
**Reference implementations (Phase 2 — the D32/D37/D43 class).** PD's port
layer has a `port/src/preprocess/` module (~4,125 lines): a per-ROM-segment
`preprocessfunc` table in their `romdata.c` that converts N64-layout asset data
to PC-native layout *at load time* — a systematic solution to the problem class
we have been fixing ad-hoc per asset type.
- `filemodel.c` (1,114) — the direct **D43** analogue: same `PROMOTE` idiom,
**same vma 0x5000000**. NOT a drop-in copy (GE's `ModelRoData` union + opcode
set differ — PD has stargunfire/headspot/gundl node types), but the node-walk
order, placement/alignment choices, and record handling are Rare-validated
against near-identical data: adapt rather than design from scratch.
- `filebg.c` (524) — BG tables (an expected D43 follow-on fault).
- `segaudio.c` (362) — audio bank-tree conversion; cross-check for our D37
`romdataFixupAudioBank`.
- `filelang.c`, `filetiles.c`, `filepads.c`, `filesetup.c`, `gbi.c`,
`segfonts.c` — the remaining asset types we will hit.
**Not copyable:** GE-specific `ModelRoData` record map; fast3d CC/RM
correctness (GE's custom GBI modes vs `gmain.s` do not exist in PD); PD extras
(`config.c`, `optionsmenu.c`, `mpsetups.c`, `mod.c`) — options menu, MP setup,
MOD player; not part of 1:1 fidelity.
**Caveats:** copy **port-layer files only** — their decomp was modified for PC
(e.g. `types.h` keeps N64 offset comments while using real pointers); our
non-negotiables are unchanged. Same family ≠ identical format: validate every
copied conversion per-field against GE headers + ROM ground truth (the standing
D32 procedure).
---
## 3. GoldenEye decomp: what we're porting
* **Repo:** `n64decomp/007` (this repo). WIP decomp that byte-matches the
US/EU/JP ROMs. Game code lives in `src/game/` (~242 files) plus engine
files in `src/`.
* **Engine layout** (same family as PD):
* `src/sched.c` — RCP scheduler (`osCreateScheduler`, `__scExec`,
`__scYield`). Structurally near-identical to PD's `src/lib/sched.c`.
* `src/game/rsp.c` — builds the Gfx display list, wraps it in an `OSScTask`,
and starts it via the scheduler (`rspGfxTaskStart`).
* `src/fr.c` — frame/VI management, video modes (`osViSetMode`).
* `src/audi.c`, `src/snd.c`, `src/music.c` — libaudio-based sound + music.
* `src/joy.c` — controllers, **EEPROM** save handling (via `joyGamePak*`
-> `osEeprom*`), plus PFS/motor code for accessory (Rumble Pak / Memory
Pak) detection only.
* `src/init.c` — `init()` -> `mainproc()` -> `bossEntry()` (game entry).
**Compiled for the PC** (provides `mainproc()`); its N64-only `init()` is
stubbed (see A3).
* **Custom RSP microcode:** `rsp/graphics/gmain.s` (1545 lines) — a modified
fast3d. This is the RSP-side code that consumes the display list. For the PC
port we do **not** run this; we replace it with the software RSP. But it is
the authoritative reference for which GBI commands GE actually emits.
### 3.1 Entry / main loop
```
boot.s -> init() [src/init.c]
-> decompress data segment
-> osInitialize(), TLB setup
-> osCreateThread(mainThread, mainproc)
mainproc()
-> idleCreateThread(), piCreateManager(), rmonCreateThread()
-> schedulerInitThread() # osCreateScheduler + osScAddClient(gfxClient)
-> bossEntry() # [src/boss.c] real game start
```
The port's `main.c` replaces `boot.s`/`init()` and drives `mainproc()` (or
`bossEntry()`) directly after setting up video/audio/input/ROM.
### 3.2 The two libultra trees: `src/libultra/` and `src/libultrare/`
GE ships **two** libultra trees. `src/libultra/` is the standard Nintendo
libultra; `src/libultrare/` holds Rare's modified/replacement files. The N64
build selects which files to compile via `src/libultrare/Makefile.libultrare`,
which explicitly lists each file as *original* (from `libultra/`) or *Rare*
(from `libultrare/`). The Rare files **override** the originals where they
overlap.
What the PC build must do with each:
* **`src/libultra/audio/*.c`** — standard libaudio (AL). Runs on the CPU;
**compile** (the game's `audi.c`/`snd.c`/`music.c` depend on it).
* **`src/libultrare/audio/*.c`** (`drvrNew.c`, `env.c`, `reverb.c`) — Rare's
audio "New" driver. `synthesizer.c` calls `alSaveNew`/`alAuxBusNew`/
`alMainBusNew`/`alLoadNew`/`alResampleNew`/`alEnvmixerNew`/`alEnvmixerParam`/
`alFxParam`, all defined here. Runs on the CPU; **compile**.
* **`src/libultra/gu/*.c`** — matrix helpers (`guMtxF`, `guOrtho`, ...).
**Compile**.
* **`src/libultrare/io/vitbl.c`** — defines `osViModeTable` (a data table),
referenced ~15× by `fr.c`. **Compile** (it's data, not a driver). This is the
*only* `io/` file we compile.
* **All other `src/libultra/io/*.c` and `src/libultrare/io/*.c`** — hardware
drivers (PI, SI, SP, DP, VI, controller, PFS, motor, EEPROM, ...). **Exclude
and shim** in `port/src/libultra.c`. Notably `pfsinit.c`/`pfsisplug.c`
(`osPfsInit`/`osPfsIsPlug`) and `motor.c` (`osMotor*`) are called by
`joy.c` only for accessory detection, so they are shimmed as no-ops (see §7).
* **`src/libultra/os/*.c` + `src/libultrare/os/*.c`** — OS core (threads,
message queues, timers, cache, TLB). **Exclude and shim** in
`port/src/libultra.c` (+ `n64stubs.c` for the boot/TLB/FPU symbols).
> The exact original-vs-Rare file lists are in
> `src/libultrare/Makefile.libultrare` (`LIBULTRA_*_C_FILES` vs
> `LIBULTRARE_*_C_FILES`). Use it as the ground truth when curating the PC
> build's source list.
---
## 4. N64 hardware surfaces that must be shimmed
| Subsystem | GE API used | Port strategy (from PD) |
|-----------|-------------|--------------------------|
| RSP (coproc 0) | `osSpTaskLoad/StartGo/Yield`, display lists | Software RSP (`fast3d`) — **main work** |
| RDP (coproc 1) | `osDpSetStatus`, `osDpSetNextBuffer`, render modes | Bypassed; OpenGL backend |
| VI (video) | `osViSetMode`, `osViVSyncCallback`, `osViWaitVSync` | SDL2 window + GL context + frame pacing |
| AI (audio) | `osAiSetFrequency/SetNextBuffer/GetLength` | SDL audio device + queue |
| PI (peripheral) | `osPiRawStartDma`, `osPiCreateManager`, cart reads | Read from ROM file on disk |
| SI (controller) | `osContInit/StartReadData`, `osEeprom*`, `osPfs*`/`osMotor*` | SDL input + file-backed EEPROM; PFS/motor stubbed (accessory detection only) |
| OS core | threads, msg queues, timers, `osGetTime`, cache | Single-threaded shims + host clock |
| R4300 specifics | TLB, cache, FPU csr, K0/K1 segments | No-ops / identity (native x86-64) |
---
## 5. GE-specific graphics differences vs PD (the RSP work)
GE's `include/gbi_extension.h` defines the custom GBI surface. Compared to the
PD port's `fast3d`, the deltas are:
1. **`G_TRI4`** — draws up to 4 triangles in one command using 4-bit vertex
indices (0–15). A memory-saving optimization (Rare packed 4 tris into the
slot normally used for `G_TRI2`).
* **Status: already supported** by the PD `fast3d` (`gfx_sp_tri4`, and the
PD game itself uses it). ✅
2. **`G_SETTEX`** (`0xc0`) — "use texture from bank": selects a texture by
bank/tile with detail/mipmap type, min-level, detail-id and texture-id.
Emitted only by `gsSPUseTexture` (`include/gbi_extension.h:193`).
* **Status: appears UNUSED.** `gsSPUseTexture` is defined but never called
anywhere in the game code or the RSP ucode (`rsp/graphics/gmain.s`), and
`G_SETTEX` appears nowhere outside its `#define`. The game uses the
standard texture commands (`gSPTexture`, `gSPTextureL`,
`gSPTextureRectangle`, `gSPTextureRectangleFlip`) — all already handled
by the PD `fast3d`. **If this holds (verify the decomp is complete),
Phase 2 shrinks to verifying the custom CC/RM modes and the PD fast3d
may work largely as-is.** Keep a `G_SETTEX` decode path as a safety net,
but it is no longer the headline task.
3. **Custom color-combiner modes** — `G_CC_MODULATEIFADE`, `G_CC_FADE`,
`G_CC_DECALFADE`, `G_CC_BLENDRGBFADEA`, etc. (fade/blend variants).
* **Status: handled generically** by the fast3d color-combiner -> GLSL
shader compiler (`gfx_cc.cpp`), which compiles arbitrary CC equations.
Needs verification that each GE mode produces correct GLSL.
4. **Custom render mode** — `G_RM_CUSTOM_AA_ZB_XLU_SURF` (AA_ZB_XLU with
`Z_UPD`).
* **Status: handled** by the render-mode -> GL state mapping; verify.
5. **`gDPLoadTLUT06/07`** — custom TLUT load variants.
* **Status: minor**, map onto the existing `G_LOADTLUT` path.
**Conclusion:** the PD `fast3d` is a strong starting point. `G_SETTEX` appears
unused (see item 2), so the concrete new RSP work is **verification of the
custom CC/RM modes** against `gmain.s`, with `G_SETTEX` as a low-priority
safety net. Everything else (matrices, lights, fog, tri1/tri4, texture load,
sync/flush) is shared.
> Note: GE's on-hardware RSP ucode is `rsp/graphics/gmain.s`. We do not run it
> on PC, but it is the ground truth for the exact command encodings GE emits —
> use it to validate the software RSP's command decoding.
---
## 6. Audio
* GE uses **libaudio (AL)** on the R4300 (`src/audi.c`, `src/snd.c`,
`src/music.c`) — identical architecture to PD. Sound synthesis (ADPCM
decode, mixing, FX) runs on the CPU; the RSP audio ucode is a thin
pass-through to the AI DMA.
* The PD port runs libaudio natively and routes the mixed output through
`audio.c` (SDL device) + `mixer.c`. **Carries over directly.**
* Music: GE uses the same MOD-style music system; PD's `mod.c` is the model.
* Output rate: PD uses 22020 Hz stereo s16. GE's `OUTPUT_RATE` in `audi.c`
should be matched.
---
## 7. Input & saves
* **Controllers:** `src/joy.c` uses `osContInit` / `osContStartReadData`.
The port maps SDL2 keyboard/mouse/gamepad into the N64 `OSError`/controller
structs. PD implements 1964GEPD-style and Xbox-style bindings — a good
default for GE too (fire=Z, aim=R, etc.).
* **Saves:** GE saves are **EEPROM-based**, not Memory Pak. The actual save
I/O (`src/game/file2.c`) uses `joyGamePakProbe/LongRead/LongWrite`, which
map to `osEepromProbe/LongRead/LongWrite` (controller EEPROM). The PFS/motor
code in `joy.c` (`osPfsInit`, `osMotorInit/Start/Stop`) is only for
accessory (Rumble Pak / Memory Pak) detection. The port therefore:
* backs the EEPROM with a file in the data dir (e.g. `eeprom.bin`), and
* stubs PFS/motor to report "no accessory" so the game proceeds without
rumble/mempak.
This is simpler than a full Memory Pak/PFS emulation.
---
## 8. Recommended plan
### Phase 0 — Scaffolding (this change)
* Add `port/` directory structure + headers + stub sources.
* Add a top-level `CMakeLists.txt` (+ `cmake/` modules) for the PC build,
parallel to the N64 `Makefile`.
* This document + `port/README.md`.
### Phase 1 — Boot to a window
* Port `system.c`, `fs.c`, `romdata.c`, `config.c`, `main.c`.
* Port `video.c` + a minimal `fast3d` (clear color, present).
* Goal: load `ge007.u.z64`, open a window, draw a clear color.
### Phase 1.5 — Boot to first frame (ABI reconciliation)
* Get mainThread through all of `bossInitMainthreadData()` → `bossEntry()` →
`bossMainloop()` and render frame 1. This is the current frontier (post-D31).
* Recurring mechanism: **ROM-data struct ABI/layout fixes** (the D32 pattern) —
a 32-bit-pointer struct read as a 64-bit-pointer struct misaligns; convert
embedded pointer fields to `u32` + cast at use sites (PD ground truth), then
verify the load-time rebase yields valid DRAM addresses. See §H for the
step-by-step procedure and the standing "non-negotiable #2 ABI exception."
* Goal: title screen / first level actually drawn on the GL surface.
### Phase 2 — RSP / rendering
* Bring in the PD `fast3d` (gfx_pc / gfx_opengl / gfx_cc / gfx_sdl2).
* Verify the custom CC/RM modes against `gmain.s`; add a `G_SETTEX` decode
path only if it turns out to be used (see §5 — it appears unused).
* Port `pdsched.c` (GE variant) to drive the software RSP.
* Goal: render the title screen / first level.
### Phase 3 — Audio + input
* Port `audio.c`, `mixer.c`, `mod.c`; wire libaudio output to SDL.
* **Decide the ASP strategy** (see §11 C2): if audio runs the `aspMain`
microcode, wire `aspMainTextStart`/`aspMainDataStart` to the real microcode
bytes in the ROM; if audio is CPU-only, the `port/src/ucode.c` dummies stand.
* Port `input.c` (keyboard/mouse/gamepad).
* Goal: playable with sound.
### Phase 4 — Saves + polish
* File-backed EEPROM (saves); PFS/motor already stubbed as no-ops.
* Widescreen, mouse-look, FPS options, config file, crash handler.
* Goal: feature-parity with the original + QoL extras.
---
## 9. Open questions / risks
1. **`G_SETTEX` (low priority)** — appears unused (`gsSPUseTexture` is never
called). If a future decomp revision or a missed call site shows it is used,
reverse the texture-bank selection (bank -> image, tile, detail/mipmap type)
from `gmain.s` + `tex.c` / `initmttex.c`. Not currently the main unknown.
2. **Custom CC correctness** — the GLSL compiler must handle every fade/blend
mode GE uses; validate per-mode against the original. This is now the main
rendering unknown.
3. **Scheduler fidelity** — GE's `sched.c` has speed-graph / profiling hooks
(`speedgraphMarkerHandler`) and a slightly different task model than PD;
the port scheduler must reproduce the gfx/audio interleaving and VSync
pacing.
4. **Decomp completeness** — the decomp is WIP; some functions may still be
stubs/`unk_`. The PC port inherits whatever state the decomp is in. Track
the upstream `n64decomp/007` and rebase.
5. **Endianness / alignment** — GE, like PD, is big-endian N64 code with
unaligned accesses; the PD port handles this with careful casts and
`-fno-strict-aliasing`. Reuse those flags.
---
## 10. References
* PD port: https://github.com/perfect-dark-pc-port/perfect_dark
* PD decomp: https://github.com/n64decomp/perfect_dark
* GE decomp (this repo): https://github.com/n64decomp/007
* GE docs: https://github.com/kholdfuzion/goldeneye_docs
* N64 devkit / libultra: `include/PR/*.h` in this repo
* GE custom GBI: `include/gbi_extension.h`
* GE RSP ucode: `rsp/graphics/gmain.s`
---
## 11. Scaffolding review: findings & resolutions
The initial scaffolding was reviewed against the sources. Each finding below
was verified and resolved in the same change. Code comments in `CMakeLists.txt`
and `port/src/` reference these labels (A1–A4, B1–B4).
### A. Build-blocking issues
* **A1 — Region/version macros.** The N64 `Makefile` defines a full per-region
macro set (`VERSION_*`, `LANG_*`, `REFRESH_*`, `LEFTOVERDEBUG`,
`LEFTOVERSPECTRUM`, `BUGFIX_R*`, `BYTEMATCH`) that the game code `#ifdef`s
heavily (e.g. `VERSION_EU` in 60+ files). **Resolved:** `CMakeLists.txt`
now emits the matching `REGION_DEFS` per `ROMID`, mirroring the Makefile
exactly.
* **A2 — Missing source files.** The initial `SRC_ENGINE` list + "exclude all
`io/*.c`" strategy missed files the included code depends on. **Resolved:**
added `src/cfb.c` (defines `cfb_16`, the framebuffer),
`src/libultrare/audio/*.c` (`drvrNew`/`env`/`reverb` — the audio "New"
driver `synthesizer.c` calls), and `src/libultrare/io/vitbl.c` (defines
`osViModeTable`, referenced ~15× by `fr.c`). `motor.c` / `pfsinit.c` /
`pfsisplug.c` are **not** compiled — `joy.c` calls `osMotor*`/`osPfs*` only
for accessory detection, so they are shimmed as no-ops (see B2).
* **A3 — `mainproc()` / `init.c` + the excluded engine files' symbols.**
`mainproc()` is defined only in `src/init.c`, which the initial build
excluded, contradicting `main.c` calling it. **Resolved:** `init.c` is now
**compiled** (it provides `mainproc()` + the thread-setup helpers). Its
N64-only `init()` is compiled but not called.
Compiling `init.c` (and the other included engine files) pulls in a set of
symbols that live in the EXCLUDED files (`sched.c`, `rmon.c`, `vi.c`,
`stacks.c`). Each is now provided:
* **`src/stacks.c`** (added to `SRC_ENGINE`) — thread-stack arrays
`sp_boot`/`sp_rmon`/`sp_idle`/`sp_shed`/`sp_main`/`sp_audi` (+ `sp_debug`
under `LEFTOVERDEBUG`). Pure data; the `SP_*_SZ` sizes in
`bondconstants.h` match exactly, so `sizeof()` is correct.
* **`port/src/gesched.c`** (replaces `sched.c`) — scheduler globals
`os_scheduler`, `gfxClient[3]`, `g_schedViCurrentFrameBuffer`,
`g_ViChangeVideoModes`, `g_ViModes`, `g_ViModePtrs`, plus
`get_counters()` and `permit_stderr()`.
* **`port/src/n64stubs.c`** — `init()`'s N64 symbols (segment starts,
segment boundary pointers, `jump_decompressfile`, TLB, FPU CSR) and the
rmon host-I/O functions (`rmonMain`, `osReadHost`, `osWriteHost`,
`rmonGetToken`, `rmonStatus`, `osSyncPrintf`).
* **`port/src/libultra.c`** — the libultra OS calls `init.c` makes, plus
`osTvType` (region-based), `viInit`, `vi_c_debug_MQ` (from the excluded
`vi.c`), and `osPiReadIo` (cartridge token read, called by `token.c`).
Every external symbol referenced by the compiled set was cross-checked
against its definition; no duplicates (all other `sp_*`/`rmon*` references
are `extern` decls).
* **A4 — `libultra.c` missing the high-level message API + others.** The
initial stub had low-level `osEnqueueMesg`/`osDequeueMesg` but not
`osSendMesg`/`osRecvMesg` (used in 13/26 files) or several others. **
Resolved:** `port/src/libultra.c` now provides `osSendMesg`/`osRecvMesg`/
`osSetEventMesg`, the controller query/read API, `osPfs*`/`osMotor*`,
`osSetTimer`/`osStopTimer`/`osSetIntMask`, `osViBlack`/`osViSetYScale`/
`osViSetXScale`/`osViSetEvent`, `osUnmapTLB`, `__osGetFpcCsr`/
`__osSetFpcCsr`, `piCreateManager`, and `viDebugRemoved`. The scheduler API
(`osCreateScheduler`/`osScAddClient`/`osScGetCmdQ`) lives in
`port/src/gesched.c` (it's game scheduler API, not libultra).
### B. Research-doc corrections
* **B1 — `G_SETTEX` appears unused.** `gsSPUseTexture` (the only emitter) is
never called in the game code or `gmain.s`; the game uses standard texture
commands the PD `fast3d` already handles. **Resolved:** §5, §8 (Phase 2),
and §9 updated — Phase 2 shrinks to verifying the custom CC/RM modes; a
`G_SETTEX` decode path is kept only as a safety net.
* **B2 — Saves are EEPROM-based, not Memory Pak/PFS.** The save I/O
(`src/game/file2.c`) uses `joyGamePak*` -> `osEeprom*`; the PFS/motor code
in `joy.c` is accessory detection only. **Resolved:** §7 and Phase 4
updated — Phase 4 is a file-backed EEPROM + no-op PFS/motor shims.
* **B3 — `src/libultrare/` was unmentioned.** **Resolved:** new §3.2 documents
the two libultra trees and exactly which files the PC build compiles vs.
shims, citing `Makefile.libultrare` as ground truth.
* **B4 — `src/spectrum.c` does not exist.** **Resolved:** removed from the
`CMakeLists.txt` excluded-files comment.
### C. Assembly (`.s`) file symbols
The A/B sweeps covered excluded **`.c`** files. A second symbol source is the
MIPS assembly (`src/*.s`), also not compiled for the PC. Sweeping every global
label in the `.s` files against the compiled C set found **10 more** undefined
symbols, in two distinct classes:
* **C1 — PRNG (`src/random.s`) — ported to C, not stubbed.** `randomGetNext`,
`randomGetNextFrom`, `randomSetSeed`, and `g_randomSeed` are used for real
gameplay logic: `randomGetNextFrom()` feeds the CRC (`src/game/crc.c`),
`g_randomSeed` is persisted in replay state (`src/game/ramromreplay.c`), and
`randomGetNext()` drives `RANDOMFRAC()`/`RANDOMGETNEXT_F32()`. A no-op would
silently corrupt CRCs and replays. **Resolved:** `port/src/random.c` ports
the three functions **verbatim** (each MIPS instruction mirrored with explicit
`dsll32`/`dsrl32` masks for bit-exactness) and defines
`u64 g_randomSeed = 0xAB8D9F7781280783ULL` (the two `.words` in `random.s`).
Signatures match `src/random.h`. Verified bit-exact against a Python
simulation of the assembly (the PRNG is effectively 32-bit stored in a u64;
the initial seed's high 32 bits are exercised only on the first call).
* **C2 — RSP/ASP/GSP microcode segment markers — dummy definitions.**
`rspbootTextStart`/`rspbootTextEnd` (`rspboot.s`), `gsp3DTextStart`/
`gsp3DDataStart` (`gspboot.s`), `aspMainTextStart`/`aspMainDataStart`
(`aspboot.s`) are ROM addresses of the RSP/ASP microcode, referenced by
`src/audi.c` and `src/game/rsp.c` (declared `extern long long int <name>[]`).
**Resolved:** `port/src/ucode.c` defines all six as `long long int <name>[1] = {0}`.
The graphics path is safe permanently (fast3d interprets the GBI list directly
and never runs the gsp3D microcode, so the size differences are never read).
**Carried into Phase 3:** the audio path is the one place it could matter — if
the port emulates the ASP by *running* the `aspMain` microcode, those two
markers must point at the real microcode bytes in the ROM (PD `pd.ld`
`RSP_TEXT_SEGMENT` model); if audio is CPU-only, the dummies are fine.
A `TODO(Phase 3)` on the `aspMain*` dummies records this decision.
### D. Host-compiler portability (GCC 16 vs IDO)
The N64 build targets IDO (MIPS). The PC build targets GCC 16 (x86-64). IDO
tolerates a number of non-standard constructs that the decompilation relies on;
GCC rejects them as hard errors. Each finding below was verified and resolved
in the same change. Where a fix could not be made purely in `port/`, the minimal
`src/` change is `-DPORT`-gated (N64 build untouched) and flagged with a
`PC port:` comment. These are **portability** fixes, not game-logic changes.
* **D1 — `inherits` = struct inlining + duplicate member name.**
`src/bondtypes.h:44` does `#define inherits struct`, so `inherits X;` inside a
struct becomes `struct X;`. IDO resolves this by **inlining** X's members into
the enclosing struct (C++-style base), which the decomp depends on (offset
comments like `CCTVRecord.unk84` at `0x84`, and positional initializers like
`New_CCTVRecord(pad)` = `{New_PropDefHeaderRecord(6), 0, pad+0}` only line up
with the inlined layout). GCC 16 also inlines `struct X;` (correct layout) but
**hard-errors** on duplicate member names; Clang treats `struct X;` as a no-op
nested tag (wrong layout). No flag/pragma downgrades the duplicate-name error.
A sweep of `bondtypes.h` found exactly **one** parent/child member-name
collision: `CCTVRecord` redeclares `pad` (s32 @0x80) which `ObjectRecord` also
has (s16 @0x08). The game code's `->pad` (e.g. `setupCctv`, prop.c) is used as
the **pad index**, which `New_CCTVRecord` stores at 0x08 (the *inherited* pad),
so IDO resolves the ambiguous `->pad` to the inherited one; CCTVRecord's own
`pad` (0x80, "lookpad") is never accessed by name. **Resolved:** under `-DPORT`
only, CCTVRecord's own `pad` is renamed to `lookpad` (layout byte-identical);
the N64 build keeps `pad` (IDO tolerates it).
* **D2 — `port/shim/PR/gbi.h` needed an include guard.** The shim redefines the
`Gfx` union members as little-endian `G*_le` typedefs. With no guard, a TU that
includes it twice (directly + via another header) re-creates the anonymous
`Gdma_le`/`Gtri_le`/… struct types → "conflicting types for 'Gdma_le'". The real
header's guard is `_GBI_H_`; the shim now uses a distinct `_PORT_SHIM_GBI_H_`.
* **D3 — `New_Vector()`/`New_Coord3d()` called with zero args.** The decomp's
macros are declared with exactly 3 params (`x,y,z`) and use the
`IF_ELSE(IS_EMPTY(..))` trick to default each to 0, but the game code calls
them with **zero** args (`New_Vector()` at chrai.c:1358/1378, `New_Coord3d()`
at chrai.c:4491), relying on IDO's leniency with empty macro args. GCC rejects
`New_Vector()` against a 3-param macro. A sweep found these are the **only**
call sites (all zero-arg). **Resolved in `port/`:** `port/shim/bondtypes.h`
redefines both as `#define New_Vector(...) {0,0,0}` / `New_Coord3d(...) {0,0,0}`
after including the real header (the shim is found first via the include path).
* **D4 — local `#define osSyncPrintf()`/`(x)` arg-count mismatch.** Five files
locally disable `osSyncPrintf` with a fixed-arity macro (`#define
osSyncPrintf()` or `(x)`) but then call it with more args (2–4), relying on
IDO's leniency. GCC errors ("passed N arguments, but takes just M").
**Resolved:** the five local defines (bg.c, debugmenu_handler.c,
debug_camera.c, deb_loadallmodels.c, initexplosioncasing.c) are made variadic
(`#define osSyncPrintf(...)`); they still expand to nothing, so behavior is
unchanged.
* **D5 — array-initialized-from-array.** `chraction.c:2485` had `s16 mrs[3] =
metal_ricochet_SFX;` (a local array "initialized" by a global array). C requires
a constant-expression initializer; IDO treated it as a runtime copy. **
Resolved:** replaced with an explicit 3-element copy (no new includes needed).
* **D6 — flexible array member in a nested context.** `bg.c` declared `s_special
portal specialportalarray[]` where `s_specialportal` has a flexible array member
(`u8 portallist[]`). C forbids initializing a FAM in a nested context (an array
element); GCC enforces it, IDO tolerated it. The code treats the data as a flat
byte array (cast to `u8*` in `sub_GAME_7F0B37EC`, walked byte-by-byte). **
Resolved:** defined `specialportalarray` as a flat `u8[]` with the identical
byte sequence.
* **D7 — AI X-macro system (`chraidata.c`) — RESOLVED.** The AI command system
(`bondaicommands.h` + `aicommands.def` + `CPPLib.h`) uses deep preprocessor
metaprogramming (`SWITCH` with 49 fixed params + `IF_VA`/`IS_EMPTY`,
`DEFINED(SETUPSUBROUTINES(ID))` token-pasting, `_AI_CMD_POLYMORPH` redefined
per-include) that relies on IDO-specific `##`/expansion behavior. GCC rejects
several of these (e.g. `pasting ')' and '_'` in `DEFINED(SETUPSUBROUTINES(ID))`,
`SWITCH requires 49 arguments, but only 20 given`). Note `src/aicommands2.h`
is a **pre-generated** header (from `tools/cmdbuilder.c`) already included by
`bondaicommands.h:864`; the failing path is the *raw* `aicommands.def` include
(bondconstants.h:731 for the `AI_CMD` enum, chrai.c:172/920 for the command
table).
A general GCC-clean reimplementation of `SWITCH()` was investigated and ruled
out: its content arguments are single preprocessor arguments that expand to
top-level comma lists, and the C preprocessor cannot detect where one content
ends and the next `CASE`/`VAL` begins (arity is not recoverable after
expansion). The three active `SWITCH()` call sites in chraidata.c (m_IdleAnimations,
m_BashKeyboard, m_RunToBondPersistent) each have a **hand-written equivalent
already present in the file behind `#if 0`** — the author's own reference form.
Each was verified byte-identical to the IDO expansion of the adjacent `SWITCH`
call (including the `IFNewRandomGreaterThan(N, lbl)` == `SetNewRandom()` +
`IFRandomGreaterThan(N, lbl)` identity, confirmed against the runtime check in
chrai.c:1605). **Resolved:** under `-DPORT` the three `#if 0` blocks are
activated (the `SWITCH` calls become dead `#else` branches); `port/shim/bondaicommands.h`
keeps the original 49-param `SWITCH` defined but replaces it with a marker
that fails loudly if any *new* game code uses `SWITCH()` on the port. See also
D8–D11 for the sibling paste/comma issues in the same macro system.
* **D8 — `MODELSKELETON`/`New_ModelSkeleton` paste failure.** The model-record
macros in bondconstants.h write `SKELETON(##NAME##)`-style pastes that IDO
tolerates but GCC hard-errors on ("pasting does not give a valid
preprocessing token"). **Resolved:** `port/shim/bondconstants.h` re-emits the
affected macros with equivalent byte-identical expansions.
* **D9 — `CPPLib.h` helpers.** The CPPLib metaprogramming header's
`IS_EMPTY`/`IF_VA`/`DEFINED` family uses paste tricks that break under GCC.
**Resolved:** `port/shim/CPPLib.h` provides a paste-free reimplementation with
identical results for every usage in the tree (intercepted via the include
path; inert on N64).
* **D10 — file-record macros paste `&` onto NAME.** `CHRFILERECORD`/
`GUNFILERECORD`/`SUIT_LFRECORD` and `GUNSTATS` write `{& ## NAME ## _header, …}`.
IDO tolerated the failed `&##NAME` paste; GCC hard-errors. **Resolved:**
`port/shim/bondconstants.h` rewrites them with the `&` kept out of the paste;
expansion is byte-identical (`&NAME_header`, `&NAME_stats`).
* **D11 — generated `CALL()` double trailing comma.** The pre-generated
`CALL()` (aicommands2.h) concatenates `SetReturnAiList()` and
`SetChrAiList()`, each ending in its own trailing comma, then appends its own
separator → `…, ,` inside the array initializer. IDO accepted it; GCC
hard-errors. The artifact byte is never executed: `AI_SetChrAiList(CHR_SELF)`
switches to the called list at offset 0 and `AI_Return` resumes the return
list at offset 0 (chrai.c), so anything after the `SetChrAiList` record in a
`CALL` is dead. **Resolved:** `port/shim/bondaicommands.h` re-emits `CALL`
without the artifact byte.
* **D12 — 64-bit pointer→integer in static initializers.** On a 32-bit target
(MIPS) storing an array address in a 32-bit field is fine; on x86-64 GCC 16
makes it a hard error ("initializer element is not computable at load time")
that no warning flag suppresses. Two sites, two fixes:
* `process_monitor_animation_microcode` jump targets: the monAnim script tables
(chrai.h) stored raw `monAnim*` array addresses in the tvcmd word's 32-bit
field. **Resolved:** under `-DPORT` the initializers store an *index* into
`_PORT_monAnimPtrs[]` (defined in propobj.c after all 35 monAnim arrays, via
a shared `_PORT_MONANIM_LIST` x-macro in chrai.h) and the interpreter
resolves index→pointer at `TVCMD_SETCMDLIST`/`TVCMD_RANDSETCMDLIST`. On-script
layout unchanged (12-byte tvcmd words, same opcode bytes).
* `assets/obseg/setup/{u,e,j}/UsetuplenZ.c`: the `intro[]` table stored
`&credits_data_0` in an `s32` slot. **Resolved:** PORT-gated replacement with
`0` (the N64 initializer is kept in the `#else` branch). The value is only
consumed by romCopy-style size arithmetic, which is inert until Phase 2.
(These files are currently excluded from the PC build per D16; the patch
keeps them compilable should any setup data be pulled into the host link.)
* **D13 — assorted IDO leniency hard errors.** Small strictness failures with no
semantic content:
* `front.c:2405`: bare `return;` in an `s32` function (GCC error). The sole
caller ignores the value → PORT-gated `return 0;`.
* `audi.c` `audioInit`: C++-style array initializer `s32 sp48[…] =
CUSTOM_FX_PARAMS_N;` (IDO accepted, GCC rejects) → PORT-gated explicit
`memcpy` of the same bytes.
* **D14 — `_Printf` prototype clash (xstdio.h vs xprintf.c).** The IDO printf
engine is compiled for the PC (`src/libultrare/libc/xprintf.c` + helpers
`src/libultra/libc/xlitob.c`/`xldtob.c`, added to CMakeLists) because
`src/sprintf.c`'s `sprintf()` calls `_Printf` directly. xstdio.h declares it
with `u8 *` params; xprintf.c defines it with `char *` — IDO-compatible,
GCC-fatal. **Resolved:** `port/shim/libc/xstdio.h` renames the declaration
(`_Printf_u8decl`) before pulling in the real header via `#include_next`, so
xprintf.c's definition is the sole prototype. The only caller (sprintf.c)
doesn't include the header and passes its char*-based outfun, matching the
definition exactly.
* **D15 — host libc lacks IDO/K&R symbols.** MinGW provides none of: `bcopy`/
`bzero` (declared in PR/os.h with `int` sizes), `__libm_qnan_f` (quiet-NaN
helper used by gu/cosf.c and game/zlib.c), the `tlbmanage*` API (boss.c calls
two of them; tlb_manage.c is excluded — N64 TLB management), and
`g_ViXScales`/`g_ViYScales` (defined in vi.c on N64, written at runtime by
fr.c). Also `chrObjRandomGetNext/SetSeed` + `g_chrObjRandomSeed` live in
`src/game/chrObjRandom.s` (not built for PC). **Resolved:** all provided in
`port/src/n64stubs.c` / `port/src/libultra.c`; the chrObj PRNG is ported
verbatim from chrObjRandom.s into `port/src/random.c` (same xorshift as
`randomGetNext`, separate state).
* **D16 — asset data strategy for the single host link.** The N64 build links
each model/level file into its own ELF and `.incbin`s compressed ROM blobs;
none of that transfers. Three buckets:
* **Compiled for real** (self-contained, unique symbol names):
`assets/animationtable_data.c`, `animationtable_entries.c`,
`oddtextures.c`, `font_chardatae.c`, `font_chardataj.c`, `font_dl.c`,
`rarewarelogo.c` → added to CMakeLists (`SRC_ASSETS`). Real font/image/
animation-table data is therefore live in the binary.
* **Excluded — symbol collisions:** every `assets/obseg/{bg,brief,setup,stan}/*.c`
defines generic file-local globals (`header`, `room_data_table`, `intro`,
`padlist`, …) that collide in a single link. The N64 build isolates them by
per-file ELF linking; the PC build cannot. Their top-level symbols are
stubbed instead.
* **Stubbed — ROM-derived / absent:** `port/src/assetstubs.c` defines the 758
model/level/text symbols referenced by ob.c's `file_resource_table`
(one zero word each), the 14 `ramrom_*` replay pointers (NULL), and the
`unknown2`/`unknown2_end` pair (same address → zero-length romCopy in
title.c). All `*Segment*` linker-script markers (normally from ge007.ld)
are defined as NULL `u32 *` in n64stubs.c, so address arithmetic computes
zero lengths and any Phase-1 romCopy is a safe no-op. Real data arrives
with ROM loading in Phase 2 (`port/src/romdata.c`), which will also replace
the table's address arithmetic.
* **D17 — fast3d placeholder.** `port/fast3d/` contains only `gfx_api.h`; the
real software RSP lands in Phase 2. `port/src/gfxstub.c` provides no-op
implementations of every entry point (plus `gfx_current_dimensions`) so
video.c links. **Delete it when the real fast3d sources are added** (same
symbols → duplicate-definition error if both remain).
* **D18 — GE ROM header offsets.** The N64 header is GE-specific
(`src/rom_header.s`): magic `0x80371240` @0x00, ROM name "GOLDENEYE" @0x20,
cartridge ID "GE" **@0x3C**, country byte **@0x3E** ('E' US / 'P' EU /
'J' JP), version @0x3F. The standard-N64 offsets (ID @0x38, country @0x3A)
are wrong for GE — verified against `baserom.u.z64` (hexdump: `... 47 45
45 00` at 0x3C–0x3F). romdata.c validates all four fields.
* **D19 — music table is big-endian in the ROM.** The `.music` section of
`assets/music/music.s` (the `RareALSeqBankFile` header + 63 × 8-byte
`music_table_entry` records) is stored in the ROM in **big-endian** word
order: at 0x419790 the bytes are `00 3f 00 00 | 00 00 01 fc` = BE u16
seqCount=63 (= NUM_MUSIC_TRACKS), BE u16 unk=0, then BE u32 offset 508 for
the first track. The N64 build evidently assembles that section with
big-endian output; the PC port never reassembles it — the CSV offsets are
unaffected and `musicSeqPlayerInit()`'s romCopy + `musicSeqFileNew()`
patching work on the raw bytes unchanged.
* **D20 — US music tracks are RLE-compressed in ROM.** The `music_file`
macro incbins `build/u/assets/music/<name>.rz` under `.ifdef VERSION_US`, so
every M* track lives in the ROM 1172/RLE-compressed; the filelist sizes are
the compressed lengths and per-track `end_` symbols = start + csv_size are
correct boundaries. Decompression happens at playback (Phase 3 audio), not
at load — no Phase-1/2 action needed.
* **D21 — scanner-prefixed manifest names.** `filelist.<r>.csv` contains
entries whose file column is prefixed with the scan origin, e.g.
`assets/ge007.u.117880.jfont_dl.bin` (real name `jfont_dl.bin`).
gen_romassets.py aliases such names to their suffix after the
`ge007.<r>.<hexoffset>.` prefix, so font/image/oddtexture segments resolve.
* **D22 — CMake silently skips `.s` files without ASM enabled.** The first
assembly source in the PC build (`romassets_u.s`) was added to the target
but never compiled: `project(ge007 C CXX)` had no ASM language, and CMake
does not error on unknown extensions — it just drops them, surfacing only as
a wall of undefined asset symbols at link. Fixed with
`project(ge007 C CXX ASM)`. Lesson: when adding a new source *extension*,
verify the object file actually appears in the build graph.
* **D23 — absolute cart-address asset symbols (Phase 1 approach).** Instead of
zeroed stubs (D16), every ROM asset symbol is now an ABSOLUTE cart address:
`scripts/gen_romassets.py` emits `port/src/romassets_<r>.s` defining all
obseg labels (in `file_resource_table.inc.c` order — ob.c computes file
sizes as `table[i+1].hw_address - table[i].hw_address`, so order matters),
ramrom files, music tracks/markers, and the ge007.ld segment markers as
`0x10000000 + rom_offset` from `filelist.<r>.csv`. romdata.c maps the .z64
at exactly 0x10000000 (VirtualAlloc preferred address), so `&symbol` is a
live host pointer and the PI shims (`osPiStartDma`/`osPiRawStartDma` in
libultra.c) service reads as bounds-checked memcpys. This makes both DMA'd
assets (models, banks) and direct-read assets (fonts, image display lists)
work with unmodified game code. `assetstubs.c` is deleted; n64stubs.c keeps
only the pure-RAM segment symbols (`_bssSegmentEnd`, `_csegment*`,
`_inflate/_gameSegmentVaddr*`). US-only for now: EU/JPN manifests have
naming inconsistencies (trailing-Z add/drop, region subdirs) that need the
same treatment before those regions build.
### E. Compile + link milestone (status)
All ~235 translation units compile and the target **links**: clean build from
scratch is `236/236` steps, zero errors (`ninja ge007 -k 0`), producing
`ge007.x86_64.exe`. Remaining warnings (~4.5k) are expected IDO-leniency noise
(int-conversion, implicit declarations, etc.), demoted via the CMake warning
flags.
**Phase 1 (boot to window) is done:** `romdata.c` loads and validates the ROM
(`baserom.u.z64` at the repo root, or a final .z64 in `data/` / next to the
exe), maps it at cart base 0x10000000 (D23); `video.c` opens an SDL2 640×480
window with a GL context and clears/presents every frame; `main.c` runs a
demo loop (ESC quits) in place of `mainproc()`, which is deferred until the
software RSP + scheduler can service real frames. Verified: ROM header passes
validation, 12 MB mapped at 0x10000000, window renders for the full test
duration. Asset symbol spot-checks against the ROM confirm correct offsets
(e.g. music bank BE seqCount=63 @0x419790, first track offset 508 → Mno_music
@0x41998C; sfx/instrument banks start with GE's `B1` header).
### F. Phase 2 runtime findings (threads, DRAM, addresses)
Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS
threads, compiled GE's real `src/sched.c`, and brought in PD's fast3d software
RSP (`port/fast3d/`). The boot path now runs: ROM map → DRAM reserve → video
init → mainThread (real pthread) → bossEntry → bossInitMainthreadData through
mempool init, VI init, rspInit, joyInit + controller-init timers, stanInit,
gameInit — and currently dies inside `langInit()` (D31).
* **D24 — setjmp/longjmp green threads are unusable on MinGW x64.** The first
kernel used setjmp/longjmp context switches; under Windows x64 + MinGW the
longjmp path corrupts FPU/MC state when it interacts with SEH unwinding
(observed: STATUS_DATATYPE_MISALIGNMENT-class crash inside a resumed
"thread" with garbage register state). PD's port does not use setjmp at all.
**Resolved:** `port/src/libultra.c` now runs every game thread as a real
pthread (`PortThread` side table, 8 MB stacks). Message queues keep the N64
`OSMesgQueue` layout and get a `PortQueue` side table (mutex + condvar, max
64 queues); all osSendMesg/osRecvMesg paths lock it. A dedicated tick thread
posts one VI retrace per frame (NTSC 60 Hz) and services the software timers
(both OS_MESG_NOBLOCK — the tick thread can never deadlock). `idleThread` is
intercepted by ID and parked; `mainproc` runs as a real pthread so the host
main thread is free to pump SDL/OS events (`videoPumpEvents()` in the host
loop — on Windows WndProc only runs on the window-creating thread). The GL
context is made current on shedThread per frame via
`gfx_sdl_make_context_current()`. Verified live: VI retrace flowing, all 4
controller-init timers fire, bossmq loop completes.
* **D25 — dual-mapped N64 DRAM region.** Game code needs two incompatible
address forms of the same RAM: `osVirtualToPhysical`/s32 arithmetic wants
live host pointers that fit in a positive s32, while `offset | 0x80000000`
rebuilds (bg.c:3184/3322, propobj.c:8578/8699, title.c:476) want a KSEG0
view at 0x80000000. **Resolved:** one 8 MB backing store mapped twice —
V1 @ 0x70000000 (all game RAM symbols live here) and V2 @ 0x80000000
(byte-identical mirror). `port/src/dram.c`: Windows uses
`CreateFileMappingW(INVALID_HANDLE_VALUE,…)` + two `MapViewOfFileEx(…, base)`
calls (the documented kernel32 API that maps a section at an exact address;
`NtMapViewOfSection` fails with STATUS_MEMORY_NOT_ALLOCATED 0xc0000045 and
segfaults on wrong SECTION_INHERIT values — do not retry it); POSIX uses
memfd + two MAP_SHARED|MAP_FIXED mmaps. Both views sanity-checked to alias.
`port/src/dram_syms.s` pins the absolute symbols: `cfb_16` @ 0x70000000
(0x4B000), `_bssSegmentEnd` @ 0x70050000 (mempool start), tlb block end @
0x702F4400 (= page_align_down(0x803AB400) − 93×0x2000, the exact N64 value;
the tlbmanage stub returns it so `mempInit`'s pool size is correct — a NULL
return here made the mempool spin in `while(1)` at src/memp.c:164).
* **D26 — address-width shims (K0 sign-extension).** N64 K0 addresses have bit
31 set; passing them through s32 parameters sign-extends to invalid x86-64
pointers. With the dual map, live RAM sits below 0x80000000 so identity is
safe: `port/shim/PR/R4300.h` → `PHYS_TO_K0(x) = (x)`; `port/shim/PR/os.h` →
`OS_K0_TO_PHYSICAL(x) = (u32)((char *)x - 0x70000000)` (GBI w1 words then
carry small offsets) and `OS_PHYSICAL_TO_K0(x) = (x)`. fast3d's `seg_addr()`
(gfx_pc.cpp) resolves both forms: full host pointers pass through, values <
0x800000 get +0x80000000 (landing in V2). Same remap applied to the
G_MW_SEGMENT handler.
* **D27 — ASLR must be OFF for this exe.** `src/bondgame.h:8` declares
`extern u32 *_bssSegmentEnd;` (pointer type), so `&_bssSegmentEnd` in game
code emits a `.refptr._bssSegmentEnd` slot holding the absolute value with a
BASE relocation. Under ASLR the loader rebases it to runtime_base +
0x70050000 = garbage, and `mempCheckMemflagTokens` then spins/AVs with
poolAreaStart ≈ 0xF0xxxxxx. (On MIPS `&abs_symbol` is the symbol value
itself; x86-64/PE cannot do that.) **Resolved:** MINGW link flag
`-Wl,--disable-dynamicbase` (note: `--disable-dynamic-base` is NOT
recognized by GNU ld 2.47); the image now loads at its preferred base
0x140000000 and relocations are no-ops. `main.c` fails loudly at startup if
`sysImageBase() != 0x140000000ul` so any future ASLR regression is a clean
error, not silent DRAM corruption.
* **D28 — ninja stale-object hazard with new shim headers.** If a shim header
did not exist when a .obj was last built, it is absent from that object's
.d dependency file and ninja will NOT rebuild the TU after the header
appears — the old (unshimmed) code silently persists. Observed: boss.c.obj
still contained `or $0x80000000,%eax` (original PHYS_TO_K0) days after the
shim landed. **Rule:** whenever anything under `port/shim/` changes, delete
all `.obj` files and full-rebuild. Verify with `gcc -E` using the exact
ninja flags (`ninja -C build-pc -t commands <tgt>`) plus objdump of the
rebuilt object.
* **D29 — `osPiStartDma` must post its completion message on every path.** The
N64 PI posts the caller's OSMesgPI to mq when a DMA completes; GE never
inspects the message but always blocks on it (`romReceiveMesg()` →
`osRecvMesg(OS_MESG_BLOCK)` in ramrom.c:44). The shim did the memcpy
synchronously and posted nothing → mainThread deadlocked in the first file
load. **Resolved:** post unconditionally after `piServiceDma()` (also for
skipped/dropped DMAs) with OS_MESG_BLOCK, posting the caller's OSMesgPI.
* **D30 — crash handler without SEH.** MinGW GCC 16 has no `__try`/`__except`
and does not recognize `-fseh-exceptions`, so the unhandled-exception filter
cannot rely on structured exceptions to protect symbolication. **Resolved:**
`port/src/crash.c` phase 1 writes raw fault info (registers, modules) to
`ge007.crash.log` without touching dbghelp (SymInitialize/StackWalk64 can
allocate and re-fault inside the filter); phase 2 does a validated manual
EBP-chain walk (`-fno-omit-frame-pointer` on all TUs; each frame is [saved
RBP, return address], stop if saved_fp ≤ fp or outside thread stack limits).
`TerminateProcess` instead of abort (SIGABRT can re-enter the exception
machinery). `crashDumpThreads()` (Toolhelp32 snapshot + SuspendThread +
GetThreadContext + StackWalk64 per thread) is called from the heartbeat
error dump with TID→name matching; StackWalk64 cannot read DWARF unwind info
on MinGW, so multi-frame traces depend entirely on the EBP chain. Symbols
are recovered offline: `addr2line -e build-pc/ge007.x86_64.exe -f -C
<base+rel>` (the log's "rel" = address − actual load base).
* **D31 — langInit SIGSEGV: `zlib_huft_build` overflows load_resource's frame via the x86-64-grown `struct huft` (RESOLVED).**
After D24–D29, mainThread reaches `langInit()` and dies on the **first** file
load (`_fileNameLoadToBank(LnameX_lookuptable[LGUN][…])` → index 670 →
`fileIndexLoadToBank` → `mempAllocBytesInBank` → `load_resource`). Crash
signature: RIP = 0x140330003 (inside `.bss`, in `g_Props`), RSP only ~0xD8
below langInit's entry RSP (a *shallow* chain — the stack pointer itself is
fine), and the frame region above load_resource's return address is filled
with 8-byte slots `{u32, 0x00000001}` where each u32 is the **low 32 bits of
a live .bss pointer**, alternating between `g_Props` (0x14033xxxx) and
`resource_lookup_data_array` (0x14034xxxx). The crash is a `ret` popping one
of these truncated pointers as the return address (observed RIP equals the
table value exactly, high word 0x00000001). Something in the load chain is
storing 64-bit pointers into s32/int storage (fine on 32-bit MIPS,
truncating on x86-64) and that storage overlaps a live frame.
Established facts (all under gdb, `gdb -batch -ex "handle SIGSEGV stop"`):
* All arguments at `load_resource` entry are valid: ptrdata=0x702aa400
(mempool), srcfile->hw_address=0x108ed250, rom_size=0x720, source=
0x702f3ce0. `romCopy` (PI shim memcpy) completes.
* `zlib_inflate()` itself **completes normally** (`finish` → returns 0,
rz_wp=3872; the RZ stream is plain deflate after a 2-byte header, so
endianness is not an issue in the bitstream). At its entry rz_outbuf =
ptrdata ✓, rz_inbuf = source+2 ✓, and the huft table base (tl) sits inside
load_resource's 8 KB local `buffer` (rz_hlist).
* **Root cause (confirmed):** `struct huft {u8 e; u8 b; union{u16 n;
struct huft *t} v;}` is **8 B on MIPS** (4-byte pointer in the union) but
**16 B on x86-64** (8-byte pointer, 8-aligned). GE's gzip-1.2.4 inflate
builds its Huffman tables contiguously into load_resource's fixed local
`u8 buffer[0x2100]` (8448 B), sized for the 32-bit layout (~1056 entries);
on x86-64 only ~528 entries fit, so a stream needing more (observed
`rz_hufts` ≈ 797) writes past the buffer and clobbers load_resource's frame
— including the return-address slot. The earlier "truncated-pointer table"
reading was a misattribution of this same overflow (the 8-byte `{u32,0x1}`
slots are huft records spilling over the frame).
* Ruled out by code inspection: `mempAddEntryOfSizeToBank` (only touches
pool pos/prevpos), `fileGetIndex` (reads only), `decompressdata` epilogue
(returns rz_wp).
* `load_resource` prologue: `push rbp/rdi/rsi/rbx; mov $0x2128,%eax;
call ___chkstk_ms; sub %rax,%rsp; lea 0x80(%rsp),%rbp` — RBP is a **fake
frame pointer** (RSP+0x80); the real return address is at [RBP+0x20E8].
The compiler reuses pushed-register slots as locals (verified: the saved-
rbx slot [RBP+0x20D0] legitimately receives `buffer+12`). Watchpoints on
RBP-relative offsets are therefore easy to misplace — compute from entry
RSP instead.
* Hardware watchpoint on the real retaddr slot (set at the first
instruction, where [RSP] = retaddr): first write changes it from a valid
.text return address to **`buffer+12`** (a pointer into load_resource's
own local array), reported RIP at the prologue boundary (`push %rdi`) —
i.e. either a concurrent write by another thread (hardware watchpoints are
global) or an 8-byte-attributed access. A `thread apply all bt` at that
moment showed every other game thread parked (RtlUserThreadStart / sleep
syscalls; gdb could not unwind their stacks further), so the writer is not
yet identified.
**Resolution (fix in `port/`, game code untouched).** Mirrors the Perfect
Dark port, which replaces its assembly rzip with a real-zlib C impl
(`pd_port/src/lib/rzip_c.c`: `inflateInit2` + `inflate`). We exclude
`src/game/decompress.c` + `src/game/zlib.c` from the PC build (CMake
`list(REMOVE_ITEM SRC_GAME …)`) and add `port/src/rzdecomp.c`, which backs the
two externally-referenced entry points with host zlib:
* `decompressdata(src,dst,hlist)` → `inflateInit2(-15)` (raw deflate),
`next_in = src+2` (GE's RZ = 2-byte header `0x11 0x72` + raw deflate, no
size field), loop on `Z_OK`, return `total_out`.
* `rzipGetSomething()` → returns the stored `next_in` (consumed input).
A generated `port/include/realzlib.h` (from `realzlib.h.in`) `#include`s the
**absolute** host `<zlib.h>` path, because the game's `src/game/zlib.h`
shadows `<zlib.h>` on the `-I` path.
**Verified:** rebuild links clean (238/238); the exe has the new
`decompressdata`/`rzipGetSomething` and no `zlib_inflate`/`zlib_huft_build`.
Under gdb, mainThread now boots **past langInit** (all language files load)
all the way into `bossInitMainthreadData()` (boss.c:233) →
`initWeaponAnimGroups` — i.e. the original first-file-load SIGSEGV is gone.
The next blocker is D32.
* **D32 — ROM-serialized structs with embedded pointers have divergent N64/x86-64 layout (OPEN).**
After the D31 fix, mainThread reaches `bossInitMainthreadData()` and dies in
`init_weapon_animation_groups_maybe()` (boss.c:233) → `initWeaponAnimGroups`
→ … → `modelAnimReadRootMotionValue` (model.c:914), faulting on
`desc->bitCount` where `desc = anim->bitDescriptors`.
**Mechanism.** N64 pointers are 32-bit; x86-64 pointers are 64-bit with
8-byte alignment. `struct ModelAnimation` (src/bondtypes.h:575) declares
`ModelAnimBitField *bitDescriptors` and `u8 *bitStream`. In the N64 ROM
layout these are 4-byte fields at 0x08 and 0x10; on x86-64 the compiler lays
them out as 8-byte fields — `ptype /o` (gdb) shows bitDescriptors @0x08, a
4-byte hole, then bitStream @**0x18**, sizeof = **80** (vs 64 on N64). The
animation data is loaded by `alloc_load_expand_ani_table()`
(initanitable.c:263) via `romCopy(ptr_animation_table,
&_animation_dataSegmentRomStart, size)` — raw N64-layout bytes.
`expand_ani_table_entries()` rebases the **low 32 bits** of
bitDescriptors/bitStream but (a) leaves the high 32 bits as adjacent-field
junk and (b) writes bitStream's rebase to offset 0x10, which on x86-64 is
*not* where the C struct reads bitStream (0x18). Observed under gdb:
anim = 0x702adad4 (base 0x702ad8c0 + 0x214), `*(u32*)(anim+8)` = 0xc82bd8c0 →
as a 64-bit pointer the high word is junk → SIGSEGV.
**Scope.** Any ROM-serialized struct that (i) contains a pointer field and
(ii) has other fields after it misreads the same way: each 64-bit pointer's
high word holds adjacent-field bytes, and every post-pointer field shifts by
the pointer-width delta. ModelAnimation is the first hit; bondtypes.h has ~13
struct blocks with pointer fields (fewer are actually romCopy'd from ROM).
**PD ground truth.** PD keeps its ROM-data structs at N64 layout on both
targets by storing embedded pointers as **u32** — e.g. `struct animtableentry
{ … u32 data; }` (pd_port/src/include/types.h:5124) — and casting to a real
pointer at the use site. GE's decomp instead uses real pointers in
ModelAnimation, so it diverges on x86-64.
**Resolution — Option 1 chosen (user-approved), in progress.** The user
approved the PD pattern after confirming PD does it (`animtableentry.u32 data`,
raw-DMA'd then resolved at use sites). Note PD's *exact* mechanism (u32 ROM
offset + on-demand DMA cache) differs from GE's rebased-DRAM-pointer
ModelAnimation, so we adopt the **principle** (u32 embedded address, cast at
use), not PD's code. This required refining non-negotiable #2 (see §H).
**Part A — struct layout: DONE & proven.** Changed `ModelAnimation`'s two
pointer fields to u32 (src/bondtypes.h:575): `u32 bitDescriptors` @0x08,
`u32 bitStream` @0x10; added casts at the only use sites (model.c:913/921).
`ptype /o` now shows sizeof = **64** with fields at the N64 offsets — layout
matches. `expand_ani_table_entries()` writes s32 to 0x08/0x10 via its own
`struct anim_entry`, which now aligns exactly (no change needed there).
**Part B — pointer-rebase correctness: ROOT-CAUSED (see D33), fix designed,
implementation pending.** The garbage values are *not* a bug in
`expand_ani_table_entries`'s arithmetic — the rebase is correct N64 code fed
wrong bytes, plus one genuine x86-64 ABI stride bug. Both root causes and the
full fix design are in **D33** below.
* **D33 — ROM file stores structured fields big-endian; animation load needs a per-field endianness fixup + an x86-64 loop-stride fix (root cause of D32 Part B).**
**Discovery.** The `.z64` ROM file is not a plain image: multi-byte
*structured* fields (record headers, tables) are stored in **big-endian byte
order**, while bit-packed data streams are raw. Evidence chain:
1. `baserom.u.z64` is byte-for-byte identical to `data/ge007.ntsc-final.z64`;
the ROM header is GE-specific (magic `80 37 12 40` from `src/rom_header.s`,
BE u32 CRC at 0x10/0x14 written by `tools/n64cksum.c`) — not the standard
N64 header layout.
2. Build pipeline: `$(LD)` → ELF → `objcopy -O binary --gap-fill=0xff` →
RareZip cdata compression (`data_compress.sh`) → `n64cksum`. No byte-swap
step; the mips64-elf-gcc toolchain (SGI-style BE default) emits BE bytes.
3. `tools/utils.h` documents the convention: `swap_bytes()` = "convert from
v64 to z64 ordering", `reverse_endian()` = "convert from n64 to z64
ordering" — the project's ".z64" is a word-swapped cart image (community
".n64" format). Real cart = bswap32(file).
4. Animation-blob analysis: reading headers as BE u32/u16 yields self-
consistent values (frame counts, bit widths 0–31, offsets that tile the
blob exactly); LE reads yield garbage.
**Per-field transform rule** (applied at load time to the `animation_data`
segment): u32 fields → bswap32; u16 fields → bswap16; u8 fields → identity;
bit-packed streams → identity. No single uniform word transform exists (mixed
field widths).
**Blob layout** (fully mapped; all 173 entries verified): each C array
(`animation_table_ptrs1/2` in `src/game/initanitable.c`) is a sequence of
20-byte records at the `PTR_ANIM_*` offsets. Record fields: +0x00 address
(entries-segment offset, u32), +0x04 frame count (u16), +0x06 angle bit width
(u8, used by `modelAnimReadBitsAsU16Angle`), +0x07 loop flag (u8), +0x08
bitDescriptors blob offset (u32), +0x0C bitsPerFrame root motion (u16, used by
`sub_GAME_7F06D2E4`: `scaled = unk0C * frame`), +0x0E frame size in bits
(u16, used by `loadAnimationFrame`: `frameSize = unk0E >> 3`), +0x10
bitStream blob offset (u32). Tail (+0x14..+0x3C) is unused by any code — the
effective record size is 20 bytes (= `struct anim_entry`, 5×s32). Interleave
rule: entry *i*'s payload [descriptors][stream] sits at
[PTR_ANIM_{i-1}+0x14, PTR_ANIM_i); all regions are disjoint; stream size =
ceil(frameSizeBits × frames / 8) — exact fit on every entry (fire_standing:
544 bits × 106 frames → 252 bytes). Descriptor array = `ModelAnimBitField`
{u16 bitOffset, u8 bitCount, u8 pad, u16 valueOffset} ×4 (6 bytes each); after
the transform all 692 descriptor arrays pack bitOffsets sequentially from 0.
Null entries use sentinel **1** (not 0) — `expand_ani_table_entries` skips
`*var_v0 == 1`.
**Validation.** Simulated the full transform in Python over all 173 entries:
0 bad descriptor ranges, 0 non-sequential arrays. Root-motion simulation for
fire_standing frames 0–3 (widths 6/7/6/0, bitsPerFrame=19) gives smooth
per-frame deltas (x = 7, 10, 12, 11; y ≈ 1086–1088) — proving the stream
bytes are identity-correct (no transform). The previously observed garbage is
reproduced exactly: file bytes `[00 00 01 58]` at fire_standing_fast's bd →
LE read 0x58010000 + base 0x702ad8c0 = **0xC82BD8C0**, the exact value seen
under gdb. The "zeros at odd indices" observation was a gdb display artifact —
the compiled `.data` array is dense (verified by objdump of
build-pc/ge007.x86_64.exe).
**Second root cause: x86-64 stride bug in `expand_ani_table_entries`.** The
loops iterate with `s32** var_v0; var_v0++` — +4 bytes/iter on N64, but
`s32*` is 8 bytes on x86-64. Verified in the compiled binary (`add $0x8,%rdx`)
: only even-indexed entries are rebased; odd entries keep raw small offsets
(e.g. fire_standing, index 1, would stay 0x144 → instant SIGSEGV on use).
This pattern occurs nowhere else in the compiled set.
**Fix design (implementation pending — this is the immediate task):**
1. New port function `romdataFixupAnimationData(u8 *blob, u32 blobSize,
const s32 *tableA, const s32 *tableB)` in `port/src/romdata.c` (+ decl in
`port/include/romdata.h`): for each non-null (≠0, ≠1) offset in both
tables — bswap the 20-byte record header per-field (u32: +0x00/+0x08/
+0x10; u16: +0x04/+0x0C/+0x0E; u8: +0x06/+0x07 untouched); then transform
the descriptor array at [bd, bs) step 6 (bswap16 on words 0 and 4 only).
Guards: skip if bd==0 && bs==0; require bd < bs ≤ blobSize and
(bs−bd) % 6 == 0.
2. Call it in `alloc_load_expand_ani_table()` (initanitable.c ~line 265)
**between** the `romCopy` and `expand_ani_table_entries` — one line +
`#include "romdata.h"` (`port/include` is already on the include path).
Mechanical ABI edit per non-negotiable #2; must run *before* expand
(expand reads/writes the fields as LE after fixup).
3. Fix the stride in `expand_ani_table_entries()` (initanitable.c:233):
iterate with `s32 *` instead of `s32**` — mechanical ABI fix, semantics-
preserving on N64 where it was already correct.
**Open item.** The entries segment (per-frame joint angles; file offset
0x124AC0, 0x169EC0 bytes) is left as identity for Phase 1.5 — not consumed at
boot (only during rendering). Verify visually in Phase 2 when Bond first
animates.
**D34** `ANIM_DATA_*` address placeholders break on x86-64. On N64 the
`animation_data` segment links at VMA 0, so `(s32)&ANIM_DATA_x` is a small
segment offset; on PC `&ANIM_DATA_x` is a high PE address and the game code's
ubiquitous s32 truncation yields garbage. Audit: all 82 uses are
address-taking only (`(s32)&…`, or through `ANIM_FRAC()` /
`ANIM_FRAC_MUL_FIRST()` in chraction.c/bondview2.c/title.c/
initBondDATAdefaults.c/initactorpropstuff.c) — no data dereferences, no
sizeof, no static initializers. Fix: on x86-64 each `ANIM_DATA_x` is
redefined as an lvalue at `g_pc_animdata_base + offset` where the base is the
PE image address with its low 32 bits zeroed (derived in `romdataInit()` from
a static probe; fail-fast if not 4 GiB-aligned), so
`(s32)&ANIM_DATA_x == PTR_ANIM_x` exactly. Files:
`assets/animationtable_data.h` (guarded macro branch, N64 externs kept under
`#else`), `port/src/romdata.c` (`g_pc_animdata_base` + init),
`CMakeLists.txt` (excludes `assets/animationtable_data.c` +
`animationtable_entries.c` on PC — the arrays are address-only placeholders;
the ROM is the data ground truth via romCopy). Verified under gdb:
`D_80030984 = ANIM_FRAC(ANIM_DATA_walking)` executes; the walking record at
`ptr_animation_table + 0x4018` has entry field `0x10177dcc`
(entries base `0x10124AC0` + `PTR_ANIM_ENTRY_walking`) and frame count 0x25;
after `initWeaponAnimGroups()` the derived globals hold sane floats
(4.59/11.25/16.71/16.19).
**D35** Music sequence table: pointer-width + endianness.
`musicSeqPlayerInit()` faulted in `romCopy()` with a NULL destination:
`tblSegmentSize = sizeof(RareALSeqData) * seqCount + 4` was garbage because
(1) `RareALSeqData.address` was `u8 *` — sizeof 16 on x86-64 vs the ROM's
8-byte records — and (2) the header `seqCount` and entry fields are stored
big-endian in ROM but read as LE (63 → 0x3F00 = 16128). Fix: `address` →
`u32` (`src/music.h`; sizeof 8 on both platforms) with `(void *)` casts at the
three use sites in `src/music.c`; new `romdataFixupMusicSeqTable()` in
`port/src/romdata.c` bswaps `seqCount` + per-entry `address`(u32)/
`uncompressed_len`(u16)/`len`(u16), called after both romCopys in
`musicSeqPlayerInit()`. Verified: the header-only (0x10-byte) copy logs the
expected `seqCount 63 exceeds blob capacity 1` clamp; boot passes the old
fault.
**D36** Music heap / PERMANENT pool sizing on x86-64. `alCSPNew()` SIGSEGV'd
because the music bump heap was oversubscribed: x86-64 libaudio runtime
structs are larger (ALVoiceState 88B, ALSeqPlayer 248B, ALCSPlayer 224B, …)
and the debug-token state (`tokenFind(1,"-level_")==NULL` →
`g_DebugAndUpdateStageFlag=1` → stale `-ml0 -me0` tokens) forces the
fixed-size mempool branch with PERMANENT at 296 KiB. Measured under gdb:
pre-music PERMANENT usage 0x1BCA0 left 189,280 B for music vs a measured init
demand of 0x31660 (shortfall 13,056). Fix (PC-only guards):
`MUSIC_ALLOCATION_BYTES` 0x2E000 → 0x32000 (`src/music.c`); PERMANENT fixed
branch 296/308 KiB → 320/340 KiB (`src/memp.c`, non-JP/JP). STAGE absorbs the
difference. Verified: boot reaches `bossMainloop()`.
**D37** libaudio bank trees must be re-laid out, not patched in place. The
audio thread SIGSEGV'd in `__initFromBank()` (`b=0xffffffff00000000`):
`ALBankFile/ALBank/ALInstrument/ALSound/ALWaveTable/…` are serialized in ROM
as big-endian scalars + 4-byte packed table-relative offsets, while the x86-64
C structs use 8-byte pointers — so BE values were LE-misread and 4-byte offset
arrays were walked with 8-byte stride, producing wild rebase pointers in
`alBnkfNew()`/`_bnkfPatch*()`. In-place conversion is impossible: each struct's
expanded tail overlaps whatever follows it in ROM (e.g. the ALWaveTable book
slot at +24 lands inside the ALADPCMBook that sits 12 bytes after the
wavetable). Fix: `romdataAudioBankPcSize()` + `romdataFixupAudioBank()` in
`port/src/romdata.c` — a two-pass DFS re-layout into a compact image where
every sub-struct is placed once (8-byte aligned, children before parents) and
each pointer slot stores the sub-struct's NEW offset from the image start,
zero-extended; `alBnkfNew()`/`_bnkfPatch*()` then rebase unmodified
(`ptr + (s32)file`). `ALWaveTable.base` stays an offset into the separate
wavetable data segment — `_bnkfPatchWaveTable()` adds its `table` argument,
verified at runtime (sfx: base+table = 0x102F19A0 =
`_sfxtblSegmentRomStart`). `music.c` PC branch allocates the re-layout size
and fixups after romCopy. Memory: bank images grow +0x1460 (sfx) / +0xA70
(instruments); init-time heap demand measures 0x33530, so
`MUSIC_ALLOCATION_BYTES` → 0x38000 and PERMANENT → 352/368 KiB (PC only).
Verified under gdb: runtime tree matches ROM ground truth (SFX instCount=1,
soundCount=261, bendRange=200, sampleRate=22050; INSTR instCount=75; all
env/keymap/wavetable/book/loop pointers valid heap addresses; book
order=2 npredictors=1); 25 s soak with every thread alive. Implementation
bugs caught during bring-up: a double bswap (afRd* already decodes BE),
afWr32 initially wrote BE, and the size pass used an uninitialized visited
array (undercount) — all fixed.
**D38** Implicit function declarations truncate pointer returns on x86-64.
~72 game TUs call ~400 functions with no visible prototype (missing `#include`
of the declaring header). Under C11 an implicit declaration assumes
`int f()`: harmless on N64 (32-bit pointers) but on x86-64 it silently
truncates every pointer return to 32 bits — e.g. `tokenFind()` in
`set_mt_tex_alloc()` returned a low-32-bit "pointer" that faulted in
`strtol()`. Fix: a port-layer prototype shim, `port/include/pc_protos.h`
(398 declarations; one-shot generator `scripts/gen_pcprotos.py` — the committed
header is the source of truth, hand-adjusted after generation), declaring each
function with its TRUE return type and an empty parameter list — purely
additive (only the returned value's width changes). Anchored in
`port/shim/PR/ucode.h`, the LAST include of `<ultra64.h>`: anchoring earlier
(e.g. `gbi.h`) poisons libaudio.h because the bondtypes chain reaches
`snd.h → <PR/libaudio.h>` while ultra64.h is still mid-parse. C-only guard:
C++ fast3d TUs reach this header via `SDL_stdinc.h → <stdarg.h> →
port/shim/stdarg.h`, and pulling the bondtypes/bondconstants chain into C++
brakes on `struct ALSoundState*` in `src/bondtypes.h`; no C++ TU needs a
fix here. C11 gotcha: an empty parameter name list `()` cannot match a true
prototype with default-promoted parameters (`s8`/`u8`/`s16`/…), so the 11
such functions get full prototypes with their TRUE parameter types
(substituting `int` for `s8` is NOT compatible). Also: `src/bondconstants.h`
defines function-like macros `ntohl`/`ntohs` over `CharArrayTo32/16`, which
collide with MinGW `<winsock.h>` in TUs that parse both — neutralized in the
port shim, real host functions provided in `port/src/pc_netorder.c` with
winsock-compatible signatures (`u_long` is 64-bit on LLP64!). No game-TU
edits. Result: build clean, zero warnings; the old `strtol()` crash is gone.
**D39** Globalimagetable rebasing idiom breaks on x86-64. `texReset()` /
`texLoadFromDisplayList()` compute ROM-layout pointers as
`globalbank_rdram_offset + (u32)&sym` with
`globalbank_rdram_offset = (u32)pGlobalimagetable + 0xFE000000`; on N64
`(u32)&sym` = `0x02000000 + off` and the 0x02 base cancels the 0xFE. On PC
`(u32)&sym` is a truncated PE address → garbage DL pointers. Fix (in
`src/game/image_bank.c`, PC branch): an enum of all 49 segment offsets (17
Gfx display lists + 32 sImageTableEntry tables) and
`#define GIMG_OFF(sym) (0x02000000u + g_pc_gimg_off_##sym)` — exactly the N64
`(u32)&sym`; all 49 texReset() sites replaced. No changes needed in
gunfire.c / texLoad / texSelect: all game RAM is s32-safe (V1 view,
0x70xxxxxx < 4 GiB), so the u32 math and pointer casts stay lossless.
Also fixed the segment markers: the CSV asset `Globalimagetable.bin`
(0xAC8) is TRUNCATED — the real linker segment (`ge007.ld`: oddtextures.o
`.data`) spans 0x13F8 = Gfx DLs (0xAC8) + ITE tables (0x930); the CSV's
`rarewarelogo` entry is mis-split (the logo actually starts at ROM
0x29E560). `_GlobalimagetableSegment{Rom}End` 0x1029DC28 → 0x1029E558 in
`port/src/romassets_u.s` + a size override in `scripts/gen_romassets.py`
(regeneration verified stable). All 49 offsets verified against the ROM:
the symbols tile `[0x29D160, 0x29E558)` exactly with no gaps; `gun.c`
ammo IconImage values cross-check. Verified under gdb: all 17
texLoadFromDisplayList diffs correct (0, 0x78, 0x120, …); boot passes
texReset. Known Phase-2 follow-up: `explosion.c`'s
`g_ExplosionDisplayLists[]` is a static table of EXE addresses to Gfx arrays
(16-byte entries on PC) — it must point at the ROM-layout copies in
pGlobalimagetable before explosions render.
**D40** N64-sized BSS placeholder pool overflows with pointer-stride structs.
`initModelHitEntryFreeList()` (initunk_005450.c:38, called from
lvlStageLoad) walks 600 ModelHitEntry records writing next/prev; the
decompiler-emitted BSS chain in objecthandler.c (`char g_ModelHitEntries[0xC];`
…dwords… `char g_ModelHitEntriesPenultimate[0x28]`) reproduces N64's
12 000-byte region (600 × 20 B), but PC ModelHitEntry is 40 bytes → the
free-list init writes 24 000 bytes, a 12 KB .bss overflow that clobbered
`is_ramrom_flag` (writer caught with a hardware watchpoint) → the
demo-replay path in bossMainloop ran with `address_demo_loaded == NULL` →
SIGSEGV at ramromreplay.c:341. Fix: PC branch declares a properly sized pool
(`char g_ModelHitEntries[600 * sizeof(ModelHitEntry)]`); the N64 chain stays
verbatim under `#else`; the sentinel assignment in initunk_005450.c is
computed directly on PC (`entries[LEN-1].prev = &entries[LEN-2]` — N64's
g_ModelHitEntriesPenultimate labels the start of entry 598). Verified: no
more SIGSEGV; boot progresses into GL rendering.
**D41** Cross-thread GL context binding. WGL allows a context to be current
on only ONE thread at a time. The window+context are created and made
current on the host main thread (`videoInit → gfx_sdl_init`), but all
rendering runs on the game's scheduler thread; while main still holds the
context, `wglMakeContextCurrent` from the game thread fails with "The
requested resource is in use" — and this SDL2 build (2.32.10, MSYS2)
swallows it: `SDL_GL_MakeCurrent` returns true on failure / 0 on success
(an inverted int-as-bool ABI artifact; confirmed by a minimal repro and
gdb `$1 = 255`). The silent failure left `wglGetCurrentContext() == NULL`
on the game thread → `glCreateShader` returned 0 → "Vertex shader
compilation failed" with an empty info log. Fix: new
`gfx_sdl_release_context()` (`SDL_GL_MakeCurrent(NULL, NULL)`) called at the
end of `videoInit()` after `set_swap_interval` (the last GL work on main);
the scheduler thread re-binds per frame via the existing
gfx_sdl_make_context_current() in videoStartFrame(). Do NOT branch on the
MakeCurrent return value (unreliable). Verified: frame 1 renders (69.7 ms),
several frames before the next (separate) fault.
**D42** rsp.c task-settings toggle idiom truncates pointers.
`g_gfxTaskSettingsList = (GfxInfo_s*)((u32)list ^ (u32)&g_gfxTaskSettings[0]
^ (u32)&g_gfxTaskSettings[1])` toggles between two adjacent settings structs
by XOR — fine on 32-bit, but on x86-64 the u32-truncated PE addresses XOR to
garbage → the next frame's `((GfxInfo_s*)g_gfxTaskSettingsList)->cfb = …`
(fr.c:458) SIGSEGV'd. Fix: explicit toggle under
`#if defined(__x86_64__)` (`list == &[0] ? &[1] : &[0]` — same semantics,
the list is always one of the two); N64 line verbatim under `#else`.
**D43 (OPEN)** Model-file loading ABI mismatch. Stage object load faults in
`modelPromoteNodeOffsetsToPointers()` (model.c:5688). Model files are
ROM-serialized with N64 layout (ModelFileHeader 24 B, ModelNode 20 B,
4-byte pointer fields) but on PC are read as 8-byte-pointer structs (48 B
each): `load_object_fill_header()` derives RootNode from `numtextures`
at the wrong offset, and the `PROMOTE` rebase (`(u32)var + diff`) then
operates on misaligned fields. Needs a D37-style re-layout of the model
file image (header + switches array + texture table + node tree +
ModelRoData records). Phase-2 project; see §H. Reference implementation:
PD port's `port/src/preprocess/filemodel.c` — same PROMOTE idiom, same vma
0x5000000 (§2.4); adapt + per-field validation, not a drop-in copy.
**D44 (OPEN)** Crash-handler Phase 2 backtrace self-faults before printing.
`crashStackTraceSym()` in `port/src/crash.c` calls
`GetCurrentThreadStackLimits(low, high)` passing the NULL pointer *values*
rather than `&low, &high` (Phase 1's `crashStackTraceRaw` passes them
correctly). The API writes the stack limits to address 0x0 → access violation
*inside the SEH filter* → Windows terminates the process without a second
dispatch. Symptom: `ge007.crash.log` contains only Phase 1 (EXCEPTION/PC/
MxCsr/thread-stack/MODULE lines) and no `BACKTRACE:` section — verified twice
live; this is why every D3x fault so far cost a full gdb launch-mode session.
Fix: one line, `GetCurrentThreadStackLimits(&low, &high)`. The build already
compiles with `-fno-omit-frame-pointer` (CMakeLists.txt:193), so after the fix
every crash auto-logs an EBP-chain backtrace to console + ge007.crash.log,
symbolicable offline with addr2line. Verify: run, confirm `BACKTRACE:` with
#00..#NN frames appears in the log and the D43 chain (modelPromoteNodeOffsets-
ToPointers ← load_object_fill_header ← …) is visible without gdb.
### G. Phase 2 status (current)
Done: PD fast3d integrated (`port/fast3d/`, replaces the deleted gfxstub.c);
GE's real `src/sched.c` compiled (shedThread runs `__scMain`); real pthread
kernel (D24); dual-mapped DRAM + address shims (D25/D26); ASLR off with startup
sanity check (D27); PI completion messages (D29); SEH-free crash handler with
thread dumps (D30). The process now boots, maps the ROM, opens the window,
runs `mainproc()` → `bossInitMainthreadData` through controller init / timers /
mempool / VI / rsp / stan / game init. The D31 langInit file-load SIGSEGV is
**fixed** (real-zlib decompression, §F/D31): mainThread now loads all language
files and proceeds into `bossInitMainthreadData()` → `alloc_load_expand_ani_table`
→ `init_weapon_animation_groups_maybe` (boss.c:233), where it SIGSEGVs on the
**D32** ROM-struct pointer-width issue. D32 is decomposed: **Part A** (struct
layout — u32 pointer fields) is DONE & proven; **Part B** (the load-time pointer
rebase in `expand_ani_table_entries`) is OPEN and is the current blocker. No
frames rendered yet. See §H for the handoff + plan.
Reference — the file-load chain (for D31 debugging):
`langInit` (language.c:230) loads 7 text banks via
`_fileNameLoadToBank(LnameX_lookuptable[bank][j_text_trigger], …, 0x100,
MEMPOOL_PERMANENT)` → `fileGetIndex` (strcmp over file_resource_table) →
`fileIndexLoadToBank(index, …)` (ob.c:216): if poolRemaining==0 take
`mempGetBankSizeLeft(bank)`; `ptrdata = mempAllocBytesInBank(…)`; hw_address
nonzero → `load_resource(ptrdata, poolRemaining, &file_resource_table[index],
&resource_lookup_data_array[index])` (ob.c:37): `source = (ptrdata + bytes) −
((rom_size+7)&−8)`; `romCopy(source, hw_address, rom_size)`;
`decompressdata(source, ptrdata, buffer)` with `u8 buffer[0x2100]` on the
stack → sets rz_inbuf=source+2 / rz_outbuf=ptrdata / rz_hlist=buffer →
`zlib_inflate()` (src/game/zlib.c:668). rom_size for index 670 = 0x720,
decompressed size = 3872 (0xF20). `file_resource_table` is compiled
(`assets/obseg/file_resource_table.inc.c`) with hw_address = cart addresses;
rom_size = adjacent-marker differences computed in obInit.
Debugging techniques that worked: gdb **launch** mode (`gdb -batch -ex
"handle SIGSEGV stop" -ex run …` — attach fails with error 87); breakpoint
chains through init functions to bracket the crash; `finish` to let a suspect
function complete and inspect its return; hardware watchpoints on exact stack
slots (compute offsets from entry RSP, not RBP — see D31); `addr2line` for
offline symbolication; objdump + `gcc -E` with exact ninja flags to verify
shim expansion in compiled code.
### H. Handoff & plan (current session)
**State.** Boot is complete AND the first frames render: mainThread runs through
all of `bossInitMainthreadData()` + `bossEntry()`, enters `bossMainloop()`,
loads the stage, and fast3d renders real display lists — `[NOTE] frame N rendered
in … us` logs appear (frame 1 in ~70 ms). Findings **D34–D42** (§F) closed out
the boot + first-render blockers on top of D31–D33:
- **D34** `ANIM_DATA_*` → address-only lvalues at PE-image-base + ROM offset.
- **D35** music seq table: `RareALSeqData.address` → `u32` + BE fixup.
- **D36** music heap / PERMANENT pool grown for x86-64 libaudio struct bloat.
- **D37** libaudio bank trees re-laid out to PC-native form (`romdataFixupAudioBank`).
- **D38** implicit-declaration pointer truncation → `port/include/pc_protos.h`
prototype shim (398 decls, generator in build-pc/); build now warning-clean.
- **D39** Globalimagetable rebasing: per-symbol offsets + `GIMG_OFF()` macro
(== N64 `(u32)&sym`, incl. the 0x02000000 base) in image_bank.c; segment end
markers extended to the true 0x13F8 size (CSV truncation).
- **D40** ModelHitEntry BSS pool sized for the 40-byte PC stride (was 12 KB
overflow clobbering `is_ramrom_flag`).
- **D41** GL context released from the host main thread after init so the game
thread can bind it (WGL single-thread currency; SDL2 MakeCurrent return value
is an inverted ABI artifact — don't branch on it).
- **D42** rsp.c `g_gfxTaskSettingsList` XOR toggle → explicit toggle on x86-64.
**ROM provenance locked:** the working ROM is byte-identical to the No-Intro
good dump `GoldenEye 007 (U) [!].z64` (MD5 `70c525880240c1e838b8b1be35666c3b`,
0xC00000 bytes, country 'E'); embedded header CRCs DCBC50D1/09FD1AA3
re-computed and matched via `tools/n64cksum.c`'s CIC-6102 routine — see
`tools_pc/romverify.c` (one-shot re-check) and docs/HANDOFF.md Environment.
**Current blocker — D43: model-file loading ABI mismatch.** After a few frames,
stage object load faults in `modelPromoteNodeOffsetsToPointers()`
(model.c:5688). Model files are ROM-serialized with N64 layout (ModelFileHeader
24 B / ModelNode 20 B, 4-byte pointer fields) but read on PC as 8-byte-pointer
structs; `load_object_fill_header()` (objecthandler_2.c) derives RootNode from
`numtextures` at the wrong offset before any rebase. Plan: a D37-style two-pass
re-layout of the model file image in `port/src/romdata.c` — header, switches
array, texture table, ModelNode tree (walked via Child/Next/Parent), and the
per-opcode ModelRoData records — with every embedded pointer rewritten as a
zero-extended offset from the image start so the existing
`PROMOTE`/`diff = fileramaddr - vma` rebase works unmodified. Map the record
types (bondtypes.h `ModelRoData` union, opcodes in bondconstants.h) — but do
NOT design from scratch: PD port's `port/src/preprocess/filemodel.c` (§2.4) is
a Rare-validated near-analogue (same PROMOTE idiom, same vma 0x5000000); adapt
its node walk / placement / record handling and validate every GE record type
per-field against bondtypes.h + ROM ground truth. Expect more D32-class ABI
fixes as other per-level asset types are first touched — standing sub-task,
not a one-off; PD's `preprocess/` module already solves most of them
(`filebg.c`, `filetiles.c`, …).
**Dev-loop measurements + speedups (session of 2026-08-22).** Measured
iteration costs on the dev box (16 cores): full clean rebuild ≈ 5 s wall
(239 ninja steps) — the build is NOT a bottleneck, ccache would be wasted
effort; launch → D43 crash ≈ 3.7 s — runtime wait is negligible. The cost is
in *diagnosis*: gdb launch-only mode + manual `addr2line` image-base arithmetic
per fault. Speedups, in priority order: (1) the D44 one-line fix → automatic
backtrace on every crash; (2) a `tools_pc/sym.sh` wrapper (PC or rel offset →
add image base 0x140000000 → `addr2line -f -C`); (3) a Python ROM/asset
inspector (`tools_pc/romdump.py`) that parses ModelFileHeader/ModelNode trees
straight from the .z64 using the bondtypes.h layout (opcode sequences, node
links, Data records) — accelerates D43 and every follow-on asset type, and can
validate re-layout output against ROM ground truth without running the game;
(4) env-gated framebuffer PPM dumps every N frames + a non-clear-color pixel
count/diff script — turns "the scene contains actual model geometry" into an
assert, makes the 30 s soak scriptable, and enables screenshot diffs against
an emulator (Mupen64Plus with the verified No-Intro dump). NOT worth it
(measured): ccache, boot fast-forward/skip-to-mainloop hooks.
**Audio (Phase 3 prep).** Bank trees are correctly laid out at boot and the
libaudio manager + audio thread run without crashing; actual sound output still
needs an SDL backend for `alDriver`, and the ASP strategy question (C2) remains
open. No work required until rendering is stable. The SDL backend is largely
copy-and-adapt from PD: `port/src/mixer.c` (722 lines vs our 31-line stub,
which was scaffolded for it) plus `input.c`/`fs.c` for Phase 3/4 — see §2.4.
**D32 repeatable fix procedure** (apply to any ROM-serialized struct that faults
on a pointer-field read):
1. At the fault, `ptype /o <Struct>` in gdb. If a pointer field's offset/size
diverges from the N64 offset comment (e.g. an 8-byte pointer where N64 has 4),
it is this bug class.
2. Change the embedded pointer fields to `u32` in the struct (keeps N64 layout on
x86-64). Add casts at every use site (`(T *)field`). Document as D3x.
3. Verify the load-time rebase/fixup writes valid **V1** DRAM addresses (< 0x80000000)
into those u32 fields; if not, debug the fixup (see Part B below).
4. Rebuild and confirm the boot advances past this struct to the next init step.
5. If the struct is a *tree* of packed sub-structs (like the libaudio banks, D37,
or model files, D43), an in-place BE→LE patch will not fit — the expanded
8-byte pointer slots overrun the following ROM data. Re-lay it out into a
fresh compact image and rewrite each pointer slot as the sub-struct's new
offset (zero-extended), so the existing `ptr + (s32)base` rebase still works.
6. If the fault is NOT in ROM-loaded data but in an address arithmetic idiom over
exe-resident symbols (`(u32)&sym`, XOR toggles, pointer-delta math — D39/D42),
guard a PC branch that reproduces the N64 32-bit value exactly (e.g. keep the
0x02000000 base) or replace the idiom with an explicit equivalent; N64 line
stays verbatim under `#else`.
**Non-negotiable #2 refinement (applied to AGENTS.md).** The original "game code
compiles unmodified / fix belongs in port/" is too absolute: pointer-width layout
cannot be isolated in `port/` (no hook between the romCopy and the first read).
Refined to "game **logic** is unmodified" with a narrow, documented exception for
mechanical, semantics-preserving ABI/layout changes forced by the 32→64-bit
transition (embedded pointers → u32 + cast at use; PC-guarded pool sizing),
following PD ground truth. No logic/behavior changes; each such edit is logged in
§F/D3x.
**Environment reminders.** MSYS2 tools in `/c/msys64/mingw64/bin/` (not on PATH —
prefix `export PATH=…`). Build: `./build-pc.sh ntsc-final`. gdb **launch** mode
only (attach fails, error 87); symbolicate offline with `addr2line -e
build-pc/ge007.x86_64.exe -f -C <0x140000000+rel>`. Image base 0x140000000.
`load_resource`/many init fns use a fake RBP — compute stack offsets from entry
RSP. The D30 crash handler writes Phase 1 of `ge007.crash.log` (raw PC/
registers) but its Phase 2 backtrace self-faults before printing (**D44**,
one-line fix pending) — until fixed, attribute crashes via gdb; after the fix
the crash log is the first stop.