Files
goldeneye-pc-port/docs/HANDOFF.md
T
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

11 KiB
Raw Blame History

Handoff brief — GoldenEye 007 PC port (Phase 2: Session H — D69 BG/stan stage loading)

Paste-ready briefing. Authoritative detail lives in AGENTS.md and docs/PCPortResearch.md (§F/D59–D69 findings, §G status, §H procedure); this is the summary + the immediate tasks.

Your job

  • Session H: two live threads, both verified reproducible:
    1. D72.3 (intro logo pixels): after D71 (logo byte order) + D72 (tc[] UVs), the Rareware logo still doesn't appear — all its triangles project off-screen, and a flat dark-blue checkerboard triangle (broken rasterization of something else) fills the lower screen instead. Tools are in place: GE_PCDUMP frame capture + GE_DBGUV/GE_DBGTALL traces in gfx_pc.cpp. Find which triangle draws the checkerboard, then check MP matrix + viewport at logo time (title.c load_display_rare_logo).
    2. D69 (milestone): make the first stage (BUNKER1) load and render — BG-file data is N64 big-endian; reverse-engineer GE's bg .seg + Tbg_*_stanZ formats from the decompiled consumers, then convert/fix for PC. Work agentically: decode → implement → build (~5 s) → verify → commit at each sub-milestone (document findings as D6x/D7x in §F).

Current state (verified this session)

  • Build GREEN. export PATH="/c/msys64/mingw64/bin:$PATH" && ./build-pc.sh ntsc-final.
  • D59–D68 all resolved (details in PCPortResearch.md §F). Highlights:
    • D59/D64 — the old "GL DLL" crash was an unbounded blood-RLE write (sentinel die_blood_image_end lost its N64 section adjacency on PC) clobbering the gun-barrel sub-DL. Sentinel now defined as one-past-the- end of the array under PORT.
    • D65/D65b — enum HEADS/BODIES sentinels: N64 semantics were signed (HEAD_FIXED == -1); PC GCC 16 picks unsigned underlying types, deleting the guard branches. Negative literals under PORT restore the bit pattern with signed semantics.
    • D66 — romCopyAligned + ramrom replay did s32 pointer math; targets in .bss > 4 GiB truncated to wild addresses. 64-bit version under PORT, returns void *.
    • D67 — struct image_entry re-laid (all-u32 bitfields, dataoffset:24 first) so texLoad's raw word read + chrprop.c's 8-byte stride agree; sizeof == 8 on both targets.
    • D68 — Globalimagetable BE→LE fixup (port/src/gimgfixup.c): bswap the IMAGESEG-marked Gfx w1 words (17 DLs) + sImageTableEntry.index (32 tables, counts from D39 layout) after texReset's romCopy; marker scan in texLoadFromDisplayList moved to bytes 6..7 under PORT; compiled globalDL shadows synced after texLoad (gimgSyncCompiledGlobalDLs).
  • D70–D72 (intro logo pixels, latest session): D70 env-gated PPM frame capture (GE_PCDUMP → ./ppm/, gitignored); D71 RESOLVED — C-array texture sources (the four rarewarelogo.c RGBA16 images) were byte-swapped on LE PC → pink/green logo; port-layer per-source bswap normalizes them. D72 RESOLVED the UV path (GE always uses authored tc[] UVs; lookat defaults off) but D72.3 OPEN: all logo triangles project off-screen and a flat dark-blue checkerboard triangle rasterizes instead — see Your job #1.
  • Runtime: boots → intro music → full intro (logo, gun barrel w/ Brosnan, cast screen) at ~59 fps → crash in load_bg_file (bg.c:830) on first stage load. EXCEPTION 0xc0000005, FAULT ADDR ≈ header buffer + 0x500000F.
  • Committed through D72 (see git log). TEMP diagnostics from the D51–D72 sessions are still in the tree — strip list in Task 3.

The blocker, precisely (D69)

load_bg_file (src/game/bg.c:800+) for level BUNKER1:

  1. obLoadBGFileBytesAtOffset("bg/bg_sev_all_p.seg", header, 0, 0x40) — works. &fileentry->hw_address[offset] == hw_address + offset; compiled asset symbols are absolute cart addresses (e.g. bg_sev_all_p_seg @ 0x10438660) into the ROM mapped at CART_BASE, and the PI shim memcpys from there. GE_D69 probe confirms: idx=1, rom_size=0x10DF0, hw=0x10438660.
  2. ((s32 *)ptr_bg_data)[1] — the bug. ROM bytes at +4 are 0F 00 00 14 (BE value 0x0F000014). N64: BG_SEG_TO_PTR folds off + 0xF1000000 → file offset 0x14. PC reads LE 0x1400000F → pointer ~5 MB past the stack buffer → fault reading [1].pPointTableBin.
  3. Same class applies to: every bg_room_data record (more 0x0Fxxxxxx offsets, pPointTableBin at record+0x28 per the crash disasm), the rest of the .seg header/tables, and the whole Tbg_sev_all_p_stanZ geometry file (stanDetermineEOF/stanLoadFile in stan.c).

Strategy options (decide after decoding; AGENTS.md prefers offline):

  • (a) Offline sidecar conversion (the D43/Plan-B pattern): a tools_pc script converts all bg/.seg + Tbg__stanZ per region into one image + manifest, served through the existing load path via a port-layer table patch (cf. port/src/pcmodels.c). Pros: matches established pattern, no runtime cost, regenerable per region. Cons: must fully decode both formats.
  • (b) Runtime port-layer fixup after each load (hook where the bytes land). Same format knowledge; smaller initial step if only a few fields matter for first-frame render — but stage geometry is deep; likely most fields end up needing conversion anyway.

Caveat: PD's port/src/preprocess/filebg.c describes a different BG format (zipped multi-section: primary/section1/2/3 headers). GE's .seg files are raw with segment-0x0F internal offsets. Same engine family ≠ identical format — use PD only as an approach reference; validate every field against GE's own consumers (bg.c, stan.c, and the N64 disasm where in doubt).

Read first (authoritative, in order)

  1. AGENTS.md — non-negotiables, critical files, build, verification ritual.
  2. docs/PCPortResearch.md §F/D69 (blocker + strategy), then D68 (Globalimagetable fixup — the template for BE data in this segment family), §G status, and the environment reminders at the end of §H.
  3. The consumers: src/game/bg.c (load_bg_file ~line 795+, levelinfotable line 183, BG_SEG_TO_PTR in bg.h:23), src/game/stan.c (stanLoadFile / stanDetermineEOF), src/game/ob.c (obLoadBGFileBytesAtOffset — note the TEMP D69 probe), assets/obseg/file_resource_table.inc.c (name→symbol map).
  4. Reference for the offline pattern: tools_pc/d43_emit.py + port/src/pcmodels.c + romdata cart-extension plumbing.

Task 1 — decode the formats

  1. Dump BUNKER1's .seg header + first records from the ROM (cart 0x10438660, size 0x10DF0) and map each word to its consumer in bg.c:
    • word0 = 0; word1 = room-fileposition-list offset (0x14); word2/word3 = more table offsets (0x334 / 0x32C).
    • Follow ptr_bgdata_room_fileposition_list[1].pPointTableBin etc. into bg_room_data (bg.h) and note every offset field + its base (BG_SEG_TO_PTR = base + off + 0xF1000000, i.e. stored as 0x0Fxxxxxx).
  2. Do the same for Tbg_sev_all_p_stanZ (cart 0x1087C3F0, size 0x3DD0): StanPrefixRecord + whatever stanLoadFile walks. Cross-check struct field offsets against the N64 disasm of the consumer functions where the decomp is ambiguous.
  3. Write the format notes into PCPortResearch.md §F/D69 (or a new §I) as you go — they are the converter spec.

Task 2 — implement + verify

  1. Implement the chosen conversion/fixup; wire it in (sidecar table patch or load hook).
  2. Verify: stage loads without fault, then renders frames (watch for the next BE field class surfacing at render time — vertex tables, DL pointers, texture refs inside stan data; expect a few iterations, D43 had ~10).
  3. Once a stage renders: pixel-assert soak (PPM dump + tools_pc/pixcount.py), then move on (next stages use the same files pattern — make sure all 20+ levels' bg/stan files are covered, not just BUNKER1).

Task 3 — strip TEMP diagnostics before committing

Env-gated probes to remove (grep GE_D + TEMP D):

  • ob.c: D69 probe (both obLoadBGFileBytesAtOffset versions) + its stdio/stdlib includes.
  • image.c / image_bank.c: D66 texLoad probe if still present.
  • gfx_pc.cpp: D59 seg probes, D63 dram-branch/modelRenderNodeGundl/rspGfxTaskStart.
  • gfx_pc.cpp: D70/D71/D72 TEMP — GE_DBGUV/GE_DBGTALL UV+triangle loggers (gfx_dbg_uv_enabled + the DBGTRI/DBGTALL blocks in gfx_sp_vertex/gfx_sp_tri1) and the GE_D71LOG normalize log. Keep the D71 normalization itself — it's the fix, not a probe.
  • video.c + gfx_opengl.cpp: D70 GE_PCDUMP frame capture (videoEndFrame dump hook, gfx_opengl_pcdump_* implementations).
  • blood_animation.c: D63 g_GfxMemPos probe.
  • front.c: D63 menu probes (d63MenuProbe/After + call sites).
  • rsp.c, model.c, initanitable.c, language.c, title.c, ramromreplay.c, n64stubs.c, libultra.c, romdata.c: leftover TEMP blocks from D51–D66 (D51 vi-post logging, D54 music, D56 watch, D57 pool, D60/D61 DMA logging — decide per item whether the guard stays permanent; D60's target validation is a permanent safety net and should stay).
  • Scratch files at repo root: run_*.log, d62mesg.log, all.txt, b3.c, btest*.c, buildtest.txt, err.txt, gcout.txt, preproc.txt, vsize.c/.exe, scratch-logs/ — delete (add to .gitignore if they recur).

Standing procedure (per AGENTS.md)

  • N64 build untouched; game logic unmodified — narrow exception for pointer-width/ABI-only edits under #ifdef PORT, each documented in PCPortResearch.md §F/D3x style.
  • Verification ritual after any build-affecting change: undefined symbols, duplicates, syntax (./build-pc.sh is the final word).
  • Run the game from the repo root (cd REPO_ROOT && ./build-pc/ge007.x86_64.exe) — running from build-pc/ picks up the wrong ROM (baserom.u.z64) and misses the sidecar.
  • Gfx.words.w0/w1 are both uintptr_t (16-byte Gfx on PC); ROM-copied N64 Gfx DLs stay 8 bytes in memory — walk them at 8-byte stride when scanning.
  • N64 CPU/RDP data in ROM is big-endian; any raw *(u32*) read of ROM-copied buffers needs a bswap under PORT (D68 pattern) or offline conversion.

Environment reminders

  • MSYS2 tools: export PATH="/c/msys64/mingw64/bin:$PATH". Build ~5 s.
  • Crash log ge007.crash.log now includes FAULT ADDR, STACK@RSP window, and module list — first stop for any fault. Symbolicate offline: addr2line -e build-pc/ge007.x86_64.exe -f -C <pc>.
  • gdb is launch-mode only and far too slow for timing-dependent crashes — prefer env-gated probes + the crash log.
  • Image base 0x140000000; DRAM V1 @ 0x70000000, V2 @ 0x80000000 (8 MB each); CART_BASE = 0x10000000; model sidecar extends the cart region at 0x10C00000. osGetCount advances at ~46.5525 ticks/µs (D52).
  • ROM: data/ge007.ntsc-final.z64 (byte-identical to the No-Intro good dump); sidecar: data/pcmodels-ntsc-final/ (gitignored, regenerate with tools_pc/d43_emit.py per region).