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Initial scaffolding for a PC port of GoldenEye 007, modeled on the Perfect Dark PC port (same Rare "Indy" engine). The N64 build (Makefile + IDA) is untouched; the PC build is a parallel CMake build. Build: - CMakeLists.txt: SDL2 + zlib + OpenGL. Compiles src/game/*.c + curated engine files + libultra audio/gu + port/. Per-region macro sets (ROMID US/EU/JP) mirror the N64 Makefile's LCDEFS exactly. - build-pc.sh, cmake/: configure+build helper and target/SDL2 modules. Port layer (port/): - video/audio/input/fs/romdata/config/system/mixer: stubs with TODO(Phase N) markers and correct interfaces. - libultra.c: libultra OS shims (message queues, VI, PI, AI, EEPROM, controller, PFS/motor no-ops, region-gated osTvType). - gesched.c: software-RSP scheduler replacing src/sched.c task submission. - n64stubs.c: inert stubs for N64-boot + rmon symbols. - random.c: PRNG ported verbatim from src/random.s (bit-exact). - ucode.c: RSP/ASP/GSP microcode segment markers (dummies; Phase 3 TODO). Docs: - docs/PCPortResearch.md: architecture, GE-specific deltas, phased plan, and the scaffolding review (findings A1-A4/B1-B4/C1-C2 + resolutions). - PORTING.md: top-level entry point. See docs/PCPortResearch.md for the full plan.
fast3d — software RSP for the GE PC port
This directory will hold the software RSP: a C++ interpreter that consumes the Gfx display list the game builds and emits OpenGL calls, bypassing the N64 RDP entirely.
Source: adapt from the Perfect Dark PC port
The PD port ships a complete, working fast3d at
perfect-dark-pc-port/perfect_dark/port/fast3d/:
| File | Role | ~Lines |
|---|---|---|
gfx_pc.cpp |
The RSP interpreter: matrices, lights, fog, tri1/tri4, vtx | 2800 |
gfx_opengl.cpp |
OpenGL backend: shaders, textures, zbuf, framebuffers | 1300 |
gfx_cc.cpp |
Color-combiner equation -> GLSL shader compiler | 60 |
gfx_sdl2.cpp |
SDL2 window-manager backend | 460 |
gfx_api.h |
Public API (gfx_init/run/start_frame/end_frame/...) |
58 |
gfx_pc.h |
Internal state (RSP struct, texture cache, combiner pool) | 60 |
gfx_rendering_api.h |
Rendering-API vtable (GL backend implements this) | 61 |
gfx_window_manager_api.h |
Window-manager vtable (SDL2 implements this) | 54 |
glad/ |
GL loader | — |
The PD fast3d already handles G_TRI4 (GE's 4-triangle command) — the PD
game uses it too. So the bulk of the RSP work is done; we adapt, not rewrite.
GE-specific work to add
G_SETTEX(opcode0xc0) — GE's custom texture-bank command (include/gbi_extension.h,gsSPUseTexture). Add a case in thegfx_pc.cppdispatch and a corresponding texture-bank selection in the GL backend. Reverse the exact semantics fromrsp/graphics/gmain.s+src/game/tex.c/initmttex.c.- Verify custom color-combiner modes —
G_CC_MODULATEIFADE,G_CC_FADE,G_CC_DECALFADE,G_CC_BLENDRGBFADEA, etc. Thegfx_cc.cppcompiler handles arbitrary CC equations; confirm each GE mode compiles to correct GLSL. - Verify the custom render mode —
G_RM_CUSTOM_AA_ZB_XLU_SURF(AA_ZB_XLU withZ_UPD). gDPLoadTLUT06/07— map onto the existingG_LOADTLUTpath.
Ground truth
rsp/graphics/gmain.s (repo root) is the real GE RSP ucode. We do not run
it on PC, but it is the authoritative reference for the exact command
encodings GE emits — use it to validate the software RSP's decoding.
Status
Empty (scaffolding). Populate during Phase 2 by adapting the PD fast3d and adding the GE-specific commands above.