Root cause: src/game/mp_music.c's sub_GAME_7F0C0BF0() is a one-line wrapper around get_mTrack2Vol() with no return statement. On N64/IDO the value happened to already sit in $v0; at the PC release build's -O2 the return register is genuinely undefined (docs/porting-notes.md D6 class, same as D187). Every in-level music trigger goes through set_missionstate()'s MISSION_STATE_1/4 cases (the only path that starts a level's background track), which feeds this garbage/zero value straight into musicTrack1ApplySeqpVol()/musicTrack3ApplySeqpVol() right before musicTrack1Play()/musicTrack3Play() — silencing the whole track for its entire duration while note-on processing continues normally. Front-end/menu music bypasses set_missionstate() entirely (front.c calls musicTrack1Play() directly), which is why it was never affected. Fix: return the tail call under #ifdef AVOID_UB, #else keeps the N64 body verbatim. One line, no game-logic change. Diagnostic: added a temporary, cheap (~1/s, gated on GE_AUDIOTRACE) [AUDIOLVL] peak/RMS probe of the exact buffer audioSetNextBuffer() hands to SDL (port/src/audio.c), interleaved into the same audiotrace.log as the existing csplayer.c [MUSICNOTE] probe via the shared geTracePrintf lock. Before the fix: 173 [MUSICNOTE] events over a 28s BUNKER1 capture, but every single [AUDIOLVL] reading (29 samples spanning the full run) read peak=0 rms=0.0. After the fix: same note count, every [AUDIOLVL] reading sustained non-zero (peak ~2700-10300, rms ~800-2900). tools_pc/verify.sh bunker1: PASS, no visual regression. Docs: docs/dev/findings.md D77 updated from stale "nothing reaches PC speakers" framing to the actual root cause + verification; new D6 instance logged in docs/porting-notes.md. Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
GoldenEye 007 — PC port layer
This directory contains the PC port layer: the code that lets the (unmodified) GoldenEye game sources run on a modern host instead of N64 hardware.
It mirrors the layout of the Perfect Dark PC
port, which ports the
same Rare engine family. See docs/internals.md (repo root) for the full
research write-up and phased plan.
Layout
port/
├── fast3d/ # Software RSP: interprets GBI display lists -> OpenGL
│ ├── gfx_pc.cpp # 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
│ ├── platform.h romdata.h system.h video.h utils.h
│ └── versioninfo.h.in
└── src/
├── main.c # PC entry point (replaces boot.s / init())
├── libultra.c # shims for the libultra OS API
├── video.c # SDL2 window + GL context + frame pacing
├── audio.c # SDL audio device, buffer queueing
├── mixer.c # audio mixing
├── 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 (ge007.ini)
├── system.c # platform primitives (time, logging, paths)
├── crash.c # crash handler / stack traces
├── gesched.c # replacement RCP scheduler that drives the software RSP
└── utils.c
How it works (short version)
- The R4300 game code (
src/game,src) is compiled unmodified. - The RSP is emulated in software (
fast3d/): it interprets the Gfx display list the game builds and emits OpenGL calls, bypassing the RDP. - The RCP scheduler (
gesched.c) replacessrc/sched.c's hardware task submission: instead of writing RSP registers it callsgfx_run(). - libultra OS functions are shimmed in
libultra.c(single-threaded, host clock, VI/PI/SI/AI mapped onto the video/audio/fs/input layers). - Saves (Memory Pak / EEPROM) are backed by files in the data dir.
GE-specific RSP work
The PD fast3d already handles G_TRI4 (GE's 4-triangle command). The new
work for GE is:
G_SETTEX— GE's custom texture-bank command (include/gbi_extension.h,gsSPUseTexture). Must be added to the RSP interpreter + GL backend.- Verify GE's custom color-combiner modes (
G_CC_*FADE*) and render mode (G_RM_CUSTOM_AA_ZB_XLU_SURF) produce correct GLSL / GL state.
Use rsp/graphics/gmain.s (the real GE RSP ucode) as the ground truth for the
exact command encodings.
Status
Scaffolding only. The files in src/ and fast3d/ are stubs that define
the interfaces and mark the work to be done. The actual implementation is
brought in phase by phase (see docs/internals.md §8), largely by
adapting the PD port's port/ layer.