Files
goldeneye-pc-port/AGENTS.md
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James Dansereau ad3856892a v0.4.1 sync: build and CI fixes, settings presets D440-D447, outside PRs
build-pc.sh Windows temp-dir re-exec fixes; CI pin actions and no-cache ROM
handling; original-N64 and Deck presets; D440 preset labelling; D442 All
unlocked as a RAM/query-time override; D443 settings values (MSAA 16x,
Restart game); D444 front-end Previous/Next paging; D447 Original-aspect
pillarbox/letterbox. Outside contributions by dolent: PRs #120 and #121 (relabelled D445,
D446), merged as dolent's original commits.

Refs: D440 D441 D442 D443 D444 D445 D446 D447 D387 D283 #120 #121
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AGENTS.md — GoldenEye 007 PC Port

What this is

  • n64decomp/007: WIP decompilation of GoldenEye 007 (N64), byte-matches US/EU/JP ROMs.
  • Active work: PC port modelled on the Perfect Dark PC port (same Rare "Indy" engine family).
  • Reference docs: docs/internals.md — architecture, GE-specific RSP deltas, phased plan (§1–§10). docs/dev/findings.md — the Dxx finding log (§F + §H). Look up findings via docs/dev/findings-index.csv (label, one-liner, status; regenerate with tools_pc/gen_findings_index.py), then read only the specific ## Dxx entry (multi-pass labels like D202/D176(a) have large sections — grep within the section or read with offset/limit, don't slurp it whole). Never linear-read. docs/porting-notes.md — the recurring N64→PC bug classes (dense; skim the headers, read what's relevant).
  • Open work / known issues: docs/ROADMAP.md — the single tracker; add new items there, never start a new backlog/roadmap file.
  • Current status: the README "Status" section (docs/dev/LEVEL-STATUS.md is a historical per-level sweep record). Current task + environment: docs/HANDOFF.md (a rolling local working file — may be absent in a fresh clone; fall back to the README "Status" section).
  • Dispatching subagents? docs/dev-process.md — task budgets/deadlines, file partitioning, pre-flight, the standard brief template. Every investigation subagent reads docs/porting-notes.md first and appends to it.

Non-negotiables

  1. N64 build untouched. Makefile, tools/, rsp/, ld/ belong to the N64 build. Never modify them for the PC port.
  2. Game logic is unmodified. The decomp's control flow and behavior are ground truth for 1:1 fidelity — never change them. All N64 hardware dependencies are satisfied by the port/ layer; if a game file seems to need a behavioral change, stop and check the exception below before assuming the fix belongs in port/. Diagnosis is never restricted — only the fix. Trace a bug as deep into src/game state as the evidence leads, and name the exact struct/field/logic responsible, before deciding which of three buckets it falls in (full framing: docs/dev-process.md). Narrow exception (ABI/layout only): the 32→64-bit pointer-width transition forces a small class of mechanical, semantics-preserving edits that cannot be isolated in port/ — any struct-layout or pointer-width-driven misread caused by 32→64-bit widening, whether in a ROM-serialized record (a struct with a 32-bit-pointer field misaligns when read as 64-bit) or a live runtime struct/union (a raw-byte offset alias into a union arm whose true field shifted because an earlier member in the same union widened — the D209/D210/D255 pattern; see docs/porting-notes.md §A1 for the full catalogue and its diagnostic tells). These follow the PD ground-truth pattern (store the embedded address as u32 and cast to a real pointer at the use site; or read the correctly-named/typed field instead of a raw-offset/mistyped alias), change no logic or behavior, and are each documented in docs/dev/findings.md §F/D3x, cross-tagged to §A1 where that pattern applies. A genuine behavioral difference — the decomp's byte-identical code, given verified-correct inputs, still diverging from real N64 behavior — is not covered by this exception and requires the rule-2 sign-off procedure (docs/dev-process.md) before any src/game edit. No other game-code edits are permitted.
  3. Region macros mirror the Makefile. CMakeLists.txt REGION_DEFS must match the N64 Makefile's per-region macro set exactly (finding A1). Divergence = silent branch divergence + link failures.
  4. src/libultrare/Makefile.libultrare is ground truth for original-vs-Rare libultra files (finding B3). The PC build compiles: libultra/audio, libultrare/audio (drvrNew/env/reverb), libultra/gu, and libultrare/io/vitbl.c only. All other io/ + os/ files are excluded and shimmed in port/src/libultra.c.
  5. rsp/graphics/gmain.s is the RSP ground truth — the authoritative reference for which GBI commands GE emits (modified fast3d, 1545 lines). We do not run it on PC; port/fast3d/ replaces it. Use it to validate the software RSP's command decoding and the custom CC/RM modes.

Critical files

File Role
docs/internals.md Architecture + RSP deltas + phased plan (§1–§10). Reference, not a linear read.
docs/dev/findings.md The Dxx finding log (§F/§H); lookups via docs/dev/findings-index.csv.
CMakeLists.txt PC build (parallel to the N64 Makefile). Source list + REGION_DEFS live here.
port/src/ Shims: libultra.c (OS API; also shims the scheduler's hardware leaf calls and runs the software RSP inline — the game's real src/sched.c is compiled), n64stubs.c (boot/TLB/FPU/rmon), random.c (PRNG ported verbatim from random.s), ucode.c (microcode segment markers), main.c, video.c, …
port/fast3d/ Software RSP (adapted from the PD port). The main Phase 2 work.
rsp/graphics/gmain.s GE's RSP ucode — ground truth for GBI/CC/RM.
reference/mouse-injector/README.md Stub only — the vendored GEPD-Edition Mouse Injector source (GPLv2) was removed from the public repo 2026-09-19 (license hygiene: GPL code + prebuilt binary in an MIT project; it was never compiled here). The stub records provenance + how to re-vendor locally (gitignored). The ported mouse-aim model lives in port/src/input.c (D194 lineage); design record: docs/dev/GEPD-INPUT-PLAN.md.
A local Perfect Dark PC port checkout (fgsfdsfgs/perfect_dark) Standing reference — consult it whenever a work item has a PD analogue (same Rare engine family): port-layer ground truth (port/fast3d/, crash/system/video), plus copy candidates port/src/preprocess/ (N64→PC asset conversion; filemodel.c is the D43 near-analogue) and mixer.c/input.c/fs.c. Port-layer files only; same family ≠ identical format — validate per field. Full audit: docs/internals.md §2.4.

Build

./build-pc.sh ntsc-final   # or pal-final / jpn-final

Needs CMake + SDL2 + zlib + OpenGL, and must run from the MSYS2 MINGW64 shell (see build-pc.sh header and docs/building.md). ROM goes in ./data/ (not distributed); assets must be extracted from it first (docs/building.md).

Windows build environment (three recurring failure modes — diagnose in this order):

  1. Cannot create temporary file in C:\Windows\: Permission denied at the link step. The PE toolchain (ninja → cmd → gcc/ld) needs a writable TMP/TEMP; the msys→native env conversion drops it in non-login shells (agent harnesses; the C:/msys64 tree here was built for D:/M/msys64, so its conversion is unreliable). build-pc.sh now self-heals: it probes a native child's TMP (via a file — piped cmd.exe stdout is unreliable under msys console emulation) and, if broken, re-runs cmake+build under PowerShell with TMP/TEMP set natively (the native→native boundary passes env through intact; only msys→native is broken). If you run cmake/ninja by hand from a broken shell: run them from cmd/PowerShell with C:\msys64\mingw64\bin on PATH. Guard revision (2026-09-28): the re-exec writes a self-contained .ps1 to a temp file and runs powershell -File with plain path/word args only (the msys→native argv conversion mangles $-bearing -Command strings; a file write is conversion-free). Inside: PATH is built explicitly (never trust the inherited value); TMP is chosen from writable candidates (%LocalAppData%\Temp first — [System.IO.Path]::GetTempPath() honours the inherited broken TMP, observed as C:\Windows\); every native step self-logs to build-pc/ge007-native-reexec-{diag,cmake,build}.log; a null $LASTEXITCODE ("did not execute") is a distinct failure (exit 2/3) — in PS 5.1 a piped native command errors out non-terminating and never sets it, so an unguarded if ($LASTEXITCODE -ne 0) passes vacuously. In .ps1, -DROMID=$Var is a literal (bare tokens don't expand) — it must be "-DROMID=$Var". Launch powershell plainly — env -i before it breaks the nested cmake launch (verified 2026-09-28). FIXED 2026-09-30 (fix/build-pc-tmp-reexec): the heredoc .ps1 was byte-identical to a hand-extracted copy — not line endings. Three real bugs: (a) the TMP probe's inline cmd //c "... \"path\" ..." never ran (msys re-escapes embedded quotes as \", which cmd rejects), so every build took the re-exec, and it only tested that TMP existed; (b) the .ps1's toolchain dirs were derived from command -v cmake, which in Git Bash/agent shells is a pip cmake (no MSYS2 toolchain) — the hand-run worked because it passed explicit C:\msys64\... paths; (c) /tmp + cygpath disagree when Git Bash and MSYS2 usr/bin are both on PATH, so the .ps1 could be written to one /tmp and powershell pointed at the other (it then exits 0 having done nothing). Now: the MSYS2 mingw64/bin is located and validated (override: GE_MSYS2_ROOT) and prepended to PATH; the probe is a .cmd file that tests TMP writability; all native-facing files live in the build dir with paths from bash's own pwd -W. Verified from an agent Git Bash shell: fresh + incremental builds, both on the direct path and with a forced unwritable TMP (TMP=C:\Windows\) through the re-exec. FIXED 2026-09-30 (fix/build-pc-reexec-noop): the re-exec exited rc=2 with the diag log ending cmake ran LASTEXITCODE=[]. From a shell with MSYS2 usr/bin first on PATH, powershell inherits a stripped ~13-var env with PATHEXT=.CPL and no ComSpec/TMP/TEMP, so & cmake.exe silently launches nothing. The .ps1 now restores PATHEXT and ComSpec. In that shell the re-exec itself is legitimately needed (no TMP), so the probe is correct. Verified: MSYS2-PATH shell, forced TMP=C:\Windows\, and a no-change incremental run all exit 0 with a fresh exe.
  2. cannot open output file ge007.x86_64.exe: Permission denied. A running ge007.x86_64.exe locks the output file (Windows rule; you can't relink over a live PE). Check with Get-Process | Where-Object { $_.ProcessName -like '*ge007*' } and close the game before rebuilding. An agent must not kill the user's game process to make a link succeed.
  3. cc1.exe: ... libmpfr-6.dll: cannot open shared object file. The calling PATH lacks C:\msys64\mingw64\bin (the gcc driver finds cc1 via its own directory, but the child needs the mingw DLL dir on PATH). In an msys shell: export PATH="/c/msys64/mingw64/bin:/c/msys64/usr/bin:$PATH" before building.

Verification ritual (after any build-affecting change)

  1. Undefined symbols. Every symbol referenced by the compiled set (see CMakeLists.txt: SRC_GAME, SRC_ENGINE, SRC_LIBAUDIO, SRC_LIBULTRARE_AUDIO, SRC_LIBULTRARE_DATA, SRC_GU, SRC_PORT*) must be defined exactly once in the compiled set or in port/. Symbols that live in EXCLUDED files (libultra/io/*, libultrare/io/* except vitbl.c, libultra/os/*, libultrare/os/*, sched.c, rmon.c, vi.c, src/*.s) must be provided by port/src/libultra.c, n64stubs.c, random.c, or ucode.c.
  2. Duplicates. No symbol defined twice across the compiled set (watch sp_* stacks, rmon*, os* shims, segment markers).
  3. Syntax. Every touched file must parse; ./build-pc.sh is the final word.

Run /linkcheck for this sweep. Record new findings in docs/dev/findings.md §F/§H style (next Dxx label after the last used) and add the label to the §F index.

Phase status

Do not keep a status summary here — it goes stale. Open work, known issues and decisions owed: docs/ROADMAP.md (the single tracker). Current release state: the README "Status" section.