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WS4 level sweep driven to completion: 12/21 solo levels PASS (load + render + no-crash). Full matrix in docs/LEVEL-STATUS.md, reusable runner tools_pc/level_sweep.sh, WS6 checklist docs/LEVEL-PLAYTEST.md. Fixes: - D123 (tools_pc/d88_propdefs.py): crash class C1 on 6 levels (Dam/Runway/Frigate/Statue/Streets/Cradle). D122 fallout - the widened Vehichle/AircraftRecord.ailist slot was zeroed instead of carrying its read-before-write integer AI-list id, so prop.c -> ailistFindById(0) -> GAILIST_AIM_AT_BOND -> ai() ran a CHR aim list with a NULL chr -> chrIsNotDeadOrShot(NULL). New OBJ_ID_WORDS arm. 4 levels -> PASS, Runway falls through to C2. BUNKER1/Silo unregressed. - D124 (port/src/gimgfixup.c): crash class C2 on Jungle. Compiled explosion-DL pointer-sync keyed on an IMAGESEG marker that texLoad() had already erased -> compiled globalDL_0xNNN arrays kept link-time IMAGESEG words -> 0xABCDxxxx into fast3d on first explosion draw. Latent on every level. Detect the slot from the compiled array instead. Diagnosed, NOT fixed (write-ups in PCPortResearch.md SF): - C2-GDL (D124-Facility addendum): Facility/Runway - model texture-pool path yields a garbage tex->data; every model file loads at an odd bank base (mempAllocBytesInBank does no alignment). Suspect d43_emit.py/pcmodels sidecar texture-blob offsets (N64 8B vs PC 16B Gfx). - C3/C6 (D125): Aztec/Bunker2/Surface2 - converted propDefs blob in RAM doesn't match d88_propdefs.py offline output (garbage after record 0); runtime sizepropdef() walk drifts ~100 records -> wrong door/modelid. d88_propdefs.py convert_stream + sizepropdef() PORT strides verified correct; suspect a dest-offset/pd_end bug in d88_emit.py propdefs emit. Remaining: 9 crashes / 6 classes (C2-GDL, C3/C6, C2m Jungle G_MTX, C5 Control BG portal, C4 Depot BG tile/room, C7 Surface1 sndSetupSound). Priority order in docs/LEVEL-STATUS.md. Also folds in the in-progress docs restructure (HANDOFF/AGENTS/CLAUDE, PCPortResearch D121/D122 SF/SH entries, PLAN-linear-level-sweep, HANDOFF-ARCHIVE, BACKLOG).
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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).
docs/PCPortResearch.mdis the reference — architecture, GE-specific RSP deltas, phased plan (§1–§10), and the Dxx finding log (§F + §H, indexed at the top of §F). Read the section you need; don't linear-read it. Current task lives indocs/HANDOFF.md.- Starting a fresh session? Read
docs/HANDOFF.md— the paste-ready brief with the immediate task, standing procedure, and environment gotchas. - Dispatching subagents?
docs/AGENT-WORKFLOW.md— task budgets/deadlines, file partitioning, pre-flight, the standard brief template. Every investigation subagent readsdocs/PORT-LEARNINGS.md(recurring bug classes) first and appends to it.
Non-negotiables
- N64 build untouched.
Makefile,tools/,rsp/,ld/belong to the N64 build. Never modify them for the PC port. - 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 — the fix belongs inport/. Narrow exception (ABI/layout only): the 32→64-bit transition forces a small class of mechanical, semantics-preserving edits that cannot be isolated inport/— chiefly pointer-width reconciliation in ROM-serialized structs (a struct with a 32-bit-pointer field misaligns when read as 64-bit). These follow the PD ground-truth pattern (store the embedded address asu32, cast to a real pointer at the use site), change no logic or behavior, and are each documented indocs/PCPortResearch.md§F/D3x. No other game-code edits are permitted. - Region macros mirror the Makefile.
CMakeLists.txtREGION_DEFSmust match the N64 Makefile's per-region macro set exactly (finding A1). Divergence = silent branch divergence + link failures. src/libultrare/Makefile.libultrareis ground truth for original-vs-Rare libultra files (finding B3). The PC build compiles:libultra/audio,libultrare/audio(drvrNew/env/reverb),libultra/gu, andlibultrare/io/vitbl.conly. All otherio/+os/files are excluded and shimmed inport/src/libultra.c.rsp/graphics/gmain.sis 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/PCPortResearch.md |
Research + plan (§1–§10) + Dxx finding log (§F/§H, indexed at top of §F). Reference, not a linear read. |
CMakeLists.txt |
PC build (parallel to the N64 Makefile). Source list + REGION_DEFS live here. |
port/src/ |
Shims: libultra.c (OS API), gesched.c (scheduler), 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. |
PD_PORT_CHECKOUT |
Perfect Dark PC port checkout — standing reference for this project: consult it whenever a remaining 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 at load; filemodel.c is the D43 near-analogue, same vma 0x5000000) and mixer.c/input.c/fs.c (Phase 3/4 — our stubs were scaffolded to be replaced by these). Caveats: port-layer files only; same family ≠ identical format — validate per field. Full audit: docs/PCPortResearch.md §2.4. |
Build
./build-pc.sh ntsc-final # or pal-final / jpn-final
Needs CMake + SDL2 + zlib + OpenGL (MSYS2 packages: see build-pc.sh header). ROM goes in ./data/ (not distributed).
Verification ritual (after any build-affecting change)
- 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 inport/. Symbols that live in EXCLUDED files (libultra/io/*,libultrare/io/*exceptvitbl.c,libultra/os/*,libultrare/os/*,sched.c,rmon.c,vi.c,src/*.s) must be provided byport/src/libultra.c,gesched.c,n64stubs.c,random.c, orucode.c. - Duplicates. No symbol defined twice across the compiled set (watch
sp_*stacks,rmon*,os*shims, segment markers). - Syntax. Every touched file must parse; once the toolchain is installed,
./build-pc.shis the final word.
Run /linkcheck for this sweep. Record new findings in docs/PCPortResearch.md §F/§H style (next Dxx label after the last used) and add the label to the §F index.
Phase status
- Phase 0 (scaffolding): done, committed.
- Compile+link milestone: all ~235 TUs compile and
ge007.x86_64.exelinks clean (ninja ge007 -k 0, 236/236). Findings D7–D17 indocs/PCPortResearch.md§11; asset stubs inport/src/assetstubs.c, fast3d no-ops inport/src/gfxstub.c(delete when real fast3d lands). - Phase 1 (boot to window): done — ROM loads/validates/maps at cart base 0x10000000 (
romdata.c), SDL2 window + GL clear loop (video.c), absolute asset symbols fromscripts/gen_romassets.py→port/src/romassets_<r>.s(findings D18–D23). - Phase 1.5 (boot to first frame): DONE — boot chain complete AND real frames render (
[NOTE] frame N rendered in … us). D34–D42 closed the blockers on top of D31–D33: ANIM_DATA lvalues, music seq-table ABI+endianness, music-heap sizing, libaudio bank-tree re-layout, implicit-declaration prototype shim (D38), Globalimagetable rebasing + true segment size (D39), ModelHitEntry pool sizing (D40), cross-thread GL context release (D41), rsp task-settings toggle (D42). ROM dump verified against the No-Intro good dump (byte-identical, header CRCs re-checked —tools_pc/romverify.c). - Phase 2 (rendering): IN PROGRESS. fast3d integrated; the entire
intro renders (logos → gun barrel → cast). BUNKER1 (
-level_09) loads, renders recognisably (textured rooms, skeletal guards) and survives a firefight crash-free. Now pivoted breadth-first — seedocs/PLAN-linear-level-sweep.md(the plan of record): make boot→menu→level-select functional, then sweep all 21 solo levels for load+render+no-crash.- Cross-level blocker: D88.4 —
Usetup*ZpropDefsrecord stream not byteswapped bytools_pc/d88_emit.py(crashes insetupDoor). - Cosmetic defects are parked in
docs/GRAPHICS-BACKLOG.md(D75 3D model transforms, D76 disclaimer, D77 audio, D114/D116 text X-mirror). Below crash/level work. - Recurring sub-task: ABI/layout fixes per the D32 procedure
(§H) as new asset types are touched — the classes are catalogued in
docs/PORT-LEARNINGS.md. - Full finding history:
docs/PCPortResearch.md§F + §H (D31–D121, indexed at top of §F); session narrative indocs/HANDOFF-ARCHIVE.md.
- Cross-level blocker: D88.4 —
- Phase 3 (audio + input): input layer DONE (D118 —
port/src/input.c, SDL keyboard/mouse/gamepad → N64 pad; polish bugs D118a/b open). Audio remains: libaudio → SDL, copy-and-adapt from PD (mixer.c722 lines vs our 31-line stub; §2.4); decide the ASP strategy (C2:aspMain*dummies inucode.c). - Phase 4 (saves + polish): file-backed EEPROM — build on PD's
fs.c(file-backed save dir); PFS/motor already no-op stubs.