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98412c281ce354db7a78138186a2e05b1c35ef30
- D38: implicit function declarations truncated pointer returns on x86-64; added port/include/pc_protos.h prototype shim (398 decls, C-only, anchored in port/shim/PR/ucode.h) + pc_netorder.c for ntohl/ntohs; build warning-clean. - D39: Globalimagetable rebasing - per-symbol offsets + GIMG_OFF() in image_bank.c (== N64 (u32)&sym incl. the 0x02000000 base); segment end markers extended to the true 0x13F8 size (CSV entry truncated by 0x930). - D40: g_ModelHitEntries pool sized for the 40-byte PC ModelHitEntry stride (was a 12KB .bss overflow clobbering is_ramrom_flag -> demo-replay SIGSEGV). - D41: release the GL context from the host main thread after videoInit so the game scheduler thread can bind it (WGL single-thread currency; this SDL2 build's MakeCurrent return value is an inverted ABI artifact). - D42: rsp.c g_gfxTaskSettingsList XOR toggle -> explicit toggle on x86-64. Boot now renders real frames ([NOTE] frame N rendered in ... us). Next blocker D43 (model-file loading ABI mismatch) documented in PCPortResearch.md section F/H; HANDOFF.md rewritten for it.
Goldeneye 007
About this repository
This is a WIP decompilation of Goldeneye 007!
It builds the following ROMs:
- ge007.u.z64
sha1: abe01e4aeb033b6c0836819f549c791b26cfde83 - ge007.j.z64
sha1: 2a5dade32f7fad6c73c659d2026994632c1b3174 - ge007.e.z64
sha1: 167c3c433dec1f1eb921736f7d53fac8cb45ee31
Note: This repository does not include all assets necessary for compiling the ROMs. A prior copy of the game is required to extract the assets.
Documentation
- Setup Guide: useful information about installing the necessary dependencies and how to use it
- Structure Guide: learn more about the project structure of this repository
- Style Guide: code style conventions if you want to contribute code
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