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bb14baf3bfc9dcb5ba228d4dff14436ba786c869
D131: restore truncated module ptr in seg_addr (Jungle -level_37) explosionRenderPropSmoke passes a compiled .bss matrix symbol (&dword_CODE_bss_8007A100) through osVirtualToPhysical() -- a u32-returning shim -- into gSPMatrix, truncating the 0x1_00000000 module high word. w1 lands as 0x40xxxxxx and seg_addr() returns it raw -> wild deref in gfx_sp_matrix when the first explosion draws (~frame 300). Fix: seg_addr() restores the module high word for any fallthrough w1 in [0x40000000, 0x70000000) (module fixed-based at 0x140000000, no ASLR; DRAM/KSEG0/segmented/phys are all handled in earlier branches). Covers the ~30 latent osVirtualToPhysical(<compiled matrix/vtx symbol>) sites in explosion/glass/blood/bondview2. Verified: Jungle renders to frame 1500-2400+ crash-free at 91.7% content; -level_20/-level_24 unregressed. Sweep 18->19/21 (note: -level_09 has a separate pre-existing boot crash regressed since M-18 -- see HANDOFF). @
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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