Files
goldeneye-pc-port/port
James Dansereau fd82dda717 D343 M2: GE-styled options panel on file select; D344 docs
The file-select Options label opens a panel drawn in the same hook:
sections as tabs, rows from the F10 overlay's table via an exported row
API, the game's crosshair as pointer (input.c passes the stick, hands the
buttons to the panel). Quit to desktop now goes through videoRequestQuit.
Also repairs two escaped-newline typos in the D343 docs.
2026-09-27 10:38:16 -04:00
..
2026-09-01 19:28:59 -04:00

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) replaces src/sched.c's hardware task submission: instead of writing RSP registers it calls gfx_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.