James Dansereau 8ed411d3f1 D70-D72: PPM capture tool, C-array texture byte-order fix, tc[] UV restore
- D70: GE_PCDUMP env-gated PPM frame dump (video.c + gfx_opengl.cpp); ppm/ gitignored
- D71: per-source bswap of C-array texture sources in import_texture (the four
  rarewarelogo.c RGBA16 images are LE u32 arrays on PC -> pink/green logo)
- D72: removed PD-inherited normal/lookat UV override; lookat_enabled defaults
  false (GE always uses authored tc[] UVs; N64 boots with RSP mem zeroed)
- D72.3 OPEN: logo triangles still project off-screen; a flat dark-blue
  checkerboard triangle is rasterized instead - identity pending
  (GE_DBGUV/GE_DBGTALL env-gated traces added)
- Docs: PCPortResearch.md F/D70-D72, HANDOFF refreshed, D71 log gated
2026-08-24 19:12:40 -04:00
2026-08-16 17:30:25 -04:00
2026-08-17 13:48:42 -04:00
2026-08-17 13:48:42 -04:00
2026-08-17 13:48:42 -04:00
2026-08-16 17:30:25 -04:00
2021-03-08 12:58:16 -06:00
2021-03-08 12:58:16 -06:00
2021-03-08 12:58:16 -06:00
2026-08-17 13:48:42 -04:00

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
Languages
C 92.9%
C++ 2.8%
Python 1.8%
Assembly 1.2%
HTML 0.4%
Other 0.7%