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https://github.com/jkdansereau/goldeneye-pc-port.git
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fda4c19159a203ff611e82c3cbe10b8f2fcec700
romdataFixupFont re-lays out the N64 24B fontchar array into the PC 32B array in place; for glyphs 0/1/2 dst overlaps src by less than the 24B read span, so a forward field write clobbered a later field's source mid-loop (glyph 1 width = bswap(index), glyph 2 pixeldata -> wild ptr). Facility's level title 'Chemical Warfare Facility #2' rendered '#' with the wild pixeldata -> gDPLoadTextureBlock -> fast3d AV in import_texture_i8. Fix: stage all six N64 fields in a local f[6] before writing any. Not the model-GDL relocation the D124-Facility addendum suspected (disproved; D124 entry + BRIEF-C2gdl-model-reloc premise corrected). Verified: -level_34 0/~14 runs, -level_35 0/4 (was ~3/4); -level_09/20/24 unregressed. Sweep 18 -> 20/21 PASS; only Jungle C2m (gfx_sp_matrix explosion-DL G_MTX) remains. Docs: D130 in PCPortResearch §F/§H, LEVEL-STATUS 20/21, HANDOFF M-18, PORT-LEARNINGS §A (in-place relayout aliasing + negative glyph index).
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
Languages
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2.8%
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