First runtime bring-up on Linux (Ubuntu, gcc-14). -level_09 now renders past frame 1200 crash-free with a clean shutdown, matching Windows. - port/src/romdata.c: no-PIE loads the image at 0x400000, so the D34 'clear low 32 bits of a symbol address' gives 0 -> false 'image base not 4GiB-aligned' abort. The ANIM_DATA_* lvalues are only ever address-taken (never dereferenced), so fall back to a fixed 4GiB-aligned sentinel (0x100000000) for g_pc_animdata_base. - port/src/main.c: the 'image must load at 0x140000000' assertion is PE-specific (.refptr base relocations); ELF no-PIE resolves dram_syms.s absolute symbols literally regardless of load address. Guard it to PLATFORM_WINDOWS. - port/src/libultra.c: mmap game-thread stacks with MAP_32BIT so they sit in the low 2GiB. The decomp truncates stack-buffer pointers to u32 (e.g. in texLoad); glibc pthread stacks live above 4GiB and those truncations corrupt. One fix covers the whole idiom class. Windows pthread stacks are already low. - src/game/image.c: belt-and-braces #ifdef PORT -- align compbuffer at uintptr_t width (identical result on N64). - CMakeLists.txt: drop the -Ttext-segment experiment (needs -mcmodel=large; breaks R_X86_64_32 relocs) -- comment only. Windows: build 240/241, -level_09 crash-free past frame 1440.
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) replacessrc/sched.c's hardware task submission: instead of writing RSP registers it callsgfx_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.