From 0e1d43021377089a0faead7d026c9288c0ffd2f4 Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Wed, 2 Sep 2026 20:17:10 -0400 Subject: [PATCH] docs: drop-in-ROM release plan, mermaid rendering, Qwen dispatch guide MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit - docs/dev/release-dropin-rom-plan.md: proposal for a 'download zip, drop in your ROM, double-click' release — covers the romassets/pcmodels/pccg sidecar gap (D179), a native first-run converter, CI and region handling. - docs/_includes/head-custom.html: render fenced mermaid blocks on the docs site (kramdown code fence -> mermaid.run, theme-aware). - CLAUDE.md: 'Local Qwen dispatch' section — tools, worker list, the dispatch rubric, backend reality, and the cmd.exe spot-check quirk. --- CLAUDE.md | 25 +++ docs/_includes/head-custom.html | 35 ++++ docs/dev/release-dropin-rom-plan.md | 244 ++++++++++++++++++++++++++++ 3 files changed, 304 insertions(+) create mode 100644 docs/dev/release-dropin-rom-plan.md diff --git a/CLAUDE.md b/CLAUDE.md index 6888f20a..b2816cee 100644 --- a/CLAUDE.md +++ b/CLAUDE.md @@ -66,3 +66,28 @@ Full template: `docs/dev-process.md` -> "Investigation-brief template". - **Per batch / integration checkpoint:** one 60s `-level_09` crash-free run. - Subagents on small disjoint subsystems (input, audio, saves, converters) don't run the game — the overseer verifies. + +## Local Qwen dispatch (cost-free, data-local worker) + +A local Qwen3.8-27B is wired in via the `delegate-local` MCP server (see +`C:\Users\james\Source\Repos\20260902-qwen38claudepair`). Use it as a +*subagent whose compute runs on-machine* for scoped, checkable work — the lead +still owns judgment, planning, and the verification gate. + +- **Tools:** `local_backend_status()` (run once before first dispatch), + `list_local_agents()`, `delegate_to_local_agent(agent_name, task, workdir, max_turns?, max_tokens?)`. +- **Workers** (`~/.claude/agents/`): `repo-mapper` (read-only ingest/map), + `mechanical-coder`, `test-writer`, `triage` (read-only root-cause + patch), + `refactor-bot`. +- **Dispatch when ALL hold:** narrow blast radius, clear spec, output checkable + by a build/test/diff. Keep on Claude: ABI/handedness/format reasoning, novel + debugging, anything you can't cheaply verify. +- **Backend reality:** ~1 inference slot, slow per token — dispatch + **sequentially**, `max_tokens` ~4–8K, treat as batch work. Needs the LiteLLM + proxy (`litellm/run.ps1`) + Unsloth Studio both up. +- **Windows quirk:** the worker's shell is `cmd.exe`, not bash — its agent + prompt tells it to use `read_file`/`findstr`, not `cat`/`grep`. Always + spot-check the returned artifact against the real files before integrating; + the 27B will confidently fabricate if a read fails. +- Fits the **dispatch preflight** rules above (FILES / BUDGET / ON EXPIRY / + CONSTRAINTS / REPORT) — write the `task` string to that shape. diff --git a/docs/_includes/head-custom.html b/docs/_includes/head-custom.html index c8965e02..253dcf8d 100644 --- a/docs/_includes/head-custom.html +++ b/docs/_includes/head-custom.html @@ -250,4 +250,39 @@ .page-header { padding: 3rem 1rem 2.75rem; } .main-content { padding-top: 2rem; } } + + /* ---- Mermaid diagrams ------------------------------------------------ */ + /* Kramdown renders ```mermaid fences as
.
+ The script below hands their text to mermaid and swaps in the SVG. Keep
+ the pre unstyled (no dark code background) while it waits to render. */
+ .main-content pre.mermaid,
+ .main-content pre > code.language-mermaid {
+ background: transparent;
+ border: 0;
+ color: var(--ink);
+ padding: 0;
+ }
+ .main-content pre.mermaid { text-align: center; overflow-x: auto; }
+ .main-content pre.mermaid:not([data-processed]) { visibility: hidden; }
+
+
diff --git a/docs/dev/release-dropin-rom-plan.md b/docs/dev/release-dropin-rom-plan.md
new file mode 100644
index 00000000..c374f266
--- /dev/null
+++ b/docs/dev/release-dropin-rom-plan.md
@@ -0,0 +1,244 @@
+# Release plan — "drop in your ROM and play"
+
+Status: proposal / not yet scheduled. Owner: TBD.
+
+## Goal
+
+An end user downloads the GitHub release zip, unzips it, drops their
+legally-owned GoldenEye 007 N64 ROM (`.z64`, big-endian) into a folder,
+double-clicks the exe, and plays. No Python, no MSYS2, no manual
+asset-extraction, no command line.
+
+## Where we are today
+
+The Windows bundle produced by `tools_pc/bundle-win.sh` (and uploaded by the
+`windows-build` CI job) already contains only: the engine exe, its MinGW /
+SDL2 / zlib DLLs, a README, and licenses. It deliberately ships **no** ROM and
+**no** game assets. That part is fine.
+
+The gap is everything the runtime needs *alongside* the ROM before a level
+will render:
+
+| Dependency | Produced today by | Consumed at runtime by |
+|---|---|---|
+| `port/src/romassets_.s` — absolute cart-address symbols for every obseg/ramrom/music asset + `ge007.ld` segment markers | `python3 scripts/gen_romassets.py `, compiled **into** the exe | linker; `&symbol` + `romCopy()` in game code |
+| `data/pcmodels-/{pcmodels.bin,manifest.csv}` (~1.3 MB) — every model file re-laid-out to PC struct layout, RZ-compressed | `python3 tools_pc/d43_emit.py ` | `port/src/pcmodels.c` (`pcmodelsReserveSize`/`LoadSidecars`/`PatchTable`) |
+| `data/pccg-/{pccg.bin,manifest.csv}` (~3.6 MB) — every stage `bg/*.seg` + `Tbg_*_stanZ` re-laid-out to PC layout | `python3 tools_pc/d69_emit.py ` | `port/src/pccg.c` |
+| ROM present at `data/ge007..z64` (or `baserom..z64`) | user copies it | `port/src/romdata.c` maps it at `0x10000000` |
+
+Without the two sidecar trees the game shows the intro logos and then crashes
+in `modelPromoteNodeOffsetsToPointers` (finding D179).
+
+The full decomp asset-extraction toolchain (`scripts/extract_baserom.u.sh`,
+`tools/extractor`, MIPS binutils) is **not** on the runtime path and never
+needs to reach an end user — it only regenerates the committed `assets/**`
+`.inc.c` / `.bin` metadata that a plain `git clone` already has.
+
+### Important facts established while writing this plan
+
+1. **`gen_romassets.py` does not need the ROM.** It resolves every symbol for
+ `u`, `e`, and `j` from committed files (`scripts/filelist..csv`,
+ `assets/obseg/file_resource_table.inc.c`, `assets/ramrom/ramrom.s`,
+ `assets/music/*.s`, `ge007.ld`). The ROM is only opened to size the
+ trailing `images` segment, and there is already a CSV-derived fallback when
+ it is absent. So all three `romassets_.s` files can be generated in CI
+ with no ROM. (`docs/building.md` claims PAL/JP need "region-specific
+ prop/font offsets from that region's ROM" — the current generator code
+ shows no such ROM read; treat that sentence as stale, but verify before
+ relying on it — see Open questions.)
+
+2. **`d43_emit.py` / `d69_emit.py` are pure-stdlib Python 3.** They read only
+ the ROM plus committed repo files, and their output is a deterministic
+ function of the ROM. Both carry extensive built-in round-trip validation
+ (re-parse the emitted image, check every field against the N64 source) and
+ exit non-zero on any mismatch. `d43_emit.py` also runs a battery of
+ buffer-fit cross-checks.
+
+3. **The engine is region-locked at compile time.** `REGION_DEFS` in
+ `CMakeLists.txt` differ per region (`VERSION_US/EU/JP`, `BUGFIX_*`,
+ `LEFTOVERDEBUG`, …) and are used in 60+ game files. One exe cannot serve
+ all three ROMs; the release must ship three exes (or one launcher that
+ dispatches to three).
+
+4. **Data/config location is already sane.** `sysResolvePath()` maps `$S/` to
+ `./data/` (next to CWD if present, else next to the exe). `ge007.ini`,
+ `ge007.eep`, and the sidecar trees all live under `$S/`. First launch
+ already writes `ge007.ini` there. The sidecar loaders already search
+ `$S/`, `$E/`, and `./`.
+
+5. **ROM identity checking already half-exists.** `port/src/romdata.c`
+ validates magic / title / cart-ID / country byte. `tools_pc/romverify.c`
+ goes further (recomputes the `n64cksum` 6102 checksum over
+ `[0x1000,0x100000)` using `tools/n64cksum.c`). Canonical SHA-1s for all
+ three regions are in the README requirements table.
+
+## Recommended approach
+
+**Two-part: (A) fold the ROM-independent piece into CI now, and (B) add a
+native first-run converter to the engine so the sidecars are generated on the
+user's machine from their own ROM.**
+
+### Part A — ship all three regions, pre-generate all `romassets`
+
+Small, low-risk, unblocks a "download three exes, pick the one for your ROM"
+release even before Part B lands.
+
+- CI `windows-build` becomes a 3-way matrix (`ntsc-final`, `pal-final`,
+ `jpn-final`). Each leg runs `gen_romassets.py ` then `build-pc.sh`.
+- `bundle-win.sh` collects all three exes (`ge007.ntsc-final.exe`,
+ `ge007.pal-final.exe`, `ge007.jpn-final.exe`) into one bundle, with shared
+ DLLs.
+- Add a tiny **launcher** `ge007.exe` (≈150 lines C, its own CMake target):
+ reads `data/*.z64` (and `baserom.*.z64`), checks the header country byte +
+ SHA-1 against the three known-good hashes, then `CreateProcess`es the
+ matching region exe. On no ROM / unknown ROM it shows a message box naming
+ the accepted versions and hashes and the folder to drop the ROM in.
+ - Alternative if a separate launcher is unwanted: make each region exe, on
+ detecting a ROM whose country byte is for a different region, re-exec its
+ sibling. Slightly hackier; avoids a fourth binary.
+
+### Part B — native first-run sidecar converter
+
+Port `d43_emit.py` and `d69_emit.py` to C as a new engine module
+`port/src/pcconvert/` (files: `pcconvert.h`, `d43.c`, `d69.c`,
+`pcconvert.c` orchestrator). On startup, `romdataInit()` (after it has the
+mapped ROM and region) calls `pcconvertEnsureSidecars(region)`:
+
+1. If `$S/pcmodels-/pcmodels.bin` **and** `$S/pccg-/pccg.bin`
+ exist and their embedded format-version tag matches the build → return
+ immediately (the common case after first run).
+2. Otherwise show a "Preparing game data from your ROM (one-time, ~5 s)…"
+ splash / log line, run the two converters, write the four output files
+ into `$S/`, then continue boot. Cache a `pcconvert.stamp` with the ROM
+ SHA-1 + converter version so a ROM swap or engine upgrade re-runs it.
+
+The converters need, besides the ROM:
+
+- `scripts/filelist.u.csv`
+- `assets/obseg/file_resource_table.inc.c`
+- `assets/**/ModelFileHeader.inc.c` (NS/NT per model)
+- the stage `bg` / `stan` `.inc.c` metadata `d69` reads
+
+These are committed text/CSV, a few hundred KB total. **Embed them into the
+exe at build time** via a CMake codegen step (`file(READ ...)` →
+`.byte`/`const char[]`), so the release stays "exe + DLLs" with nothing loose.
+A build-file change is required here (new `add_custom_command` + generated
+source) — out of scope for this doc, but noted as the one unavoidable
+`CMakeLists.txt` edit.
+
+Reuse: `zlib` is already linked (RZ = `0x11 0x72` + raw deflate — the exact
+codec `pcmodels`/`pccg` already decompress). The engine already has robust
+byte-swap helpers in `romdata.c`. The Python round-trip validators should be
+ported too and run in debug builds / behind an env flag.
+
+**Effort estimate:** `d43_emit.py` is ~1000 lines of intricate model-graph
+simulation (LOD/SWITCH rewire, BSP splice, marker-expansion bounds, DFS
+placement) + validation; `d69_emit.py` ~500 lines. Call it a 2–4 week
+focused task with careful diffing of C output against the Python output
+byte-for-byte on all three ROMs before trust. This is the single biggest
+work item.
+
+### Interim option (faster Part B, if timeline pressure)
+
+Freeze the two emit scripts with **PyInstaller / Nuitka in the Windows CI
+job** (the runner has Python) into one `ge007-convert.exe`, ship it in the
+bundle, and have the engine `CreateProcess` it on first run when sidecars are
+missing. Pure-stdlib scripts freeze into a single clean exe with no user
+Python. Downsides: ~8–15 MB added to the bundle, Windows-only, and it is a
+second binary to sign / trust. Recommend this **only** as a stopgap that buys
+time for the real C port; it satisfies "no user-visible Python/MSYS2" but not
+"single native binary" or non-Windows.
+
+### Rejected options
+
+- **Precompute and ship the sidecars.** They are ROM-derived copyrighted game
+ data (`data/pcmodels-*`, `data/pccg-*` are gitignored precisely for this).
+ Redistribution is not acceptable. Rejected.
+- **Region-independent sidecars.** `d43`/`d69` output is a function of the
+ ROM; there is no region-independent form to precompute, and even if there
+ were it would still be ROM-derived data. Rejected.
+- **Bundle CPython + the .py scripts loose.** Meets the letter of "no MSYS2"
+ but not "no Python", ages badly, and is bigger than a frozen exe for no
+ gain. Rejected in favour of the interim freeze if a stopgap is needed.
+
+## CI / release changes
+
+1. `windows-build` → matrix over the three ROMIDs; each leg generates its
+ `romassets_.s` and builds.
+2. Commit all three `port/src/romassets_{u,e,j}.s` (or generate in each CI
+ leg — committing is simpler and lets non-CI builds skip the generator).
+ Add an `e`/`j` regen + `git diff --stat` check to the `validate` job
+ mirroring the existing US one.
+3. `bundle-win.sh`: bundle all three region exes + the launcher; keep the
+ "no ROM / size ≤ 60 MB" guards (raise the limit only if the interim frozen
+ converter is included).
+4. `release` job: unchanged shape (draft pre-release); update
+ `.github/release-notes.md` with the drop-in-ROM instructions + the
+ requirements/hash table.
+5. Add a CI check that runs `d43_emit.py --check-only` / a `d69` equivalent
+ against a **CI-only** ROM if one can be provided via encrypted secret;
+ otherwise this stays a manual pre-publish smoke test (the release job is
+ already a human-gated draft).
+6. Once Part B lands: a CI step that builds the C converter, runs it and the
+ Python converter on the same ROM (secret), and `cmp`s the outputs.
+
+## Code to be written
+
+| File(s) | Rough scope | Notes |
+|---|---|---|
+| `port/src/launcher/ge007_launch.c` + CMake target | ~150 lines | ROM detect, SHA-1 match vs 3 known hashes, `CreateProcess` region exe, message-box on failure |
+| `port/src/pcconvert/d43.c` | ~1000–1300 lines | C port of `tools_pc/d43_emit.py` incl. graph sim + validation |
+| `port/src/pcconvert/d69.c` | ~500–700 lines | C port of `tools_pc/d69_emit.py` |
+| `port/src/pcconvert/pcconvert.c` + `.h` | ~200 lines | orchestrator, stamp file, splash text, wired into `romdataInit()` |
+| CMake codegen for embedded metadata | ~40 lines CMake + generated `.c` | embeds `filelist.u.csv`, `file_resource_table.inc.c`, `ModelFileHeader.inc.c`, bg/stan `.inc.c` |
+| `tools_pc/bundle-win.sh`, `.github/workflows/ci.yml` | edits | matrix, 3 exes, launcher, notes |
+| SHA-1 helper (or reuse a vendored small SHA-1) | ~100 lines | for launcher + `pcconvert.stamp`; `romverify.c`'s n64cksum path is an alternative identity check |
+
+## ROM SHA-1 / region handling
+
+- Accept a ROM at `data/ge007..z64`, `data/*.z64` (any name — sniff
+ the header), or `baserom.{u,e,j}.z64`.
+- Verify: N64 magic + "GOLDENEYE" + "GE" + country byte (already done), then
+ SHA-1 against the README table. On a header-valid but hash-mismatched ROM
+ (bad dump, byte-swapped `.n64`/`.v64`, ROM hack): warn but allow a
+ `--skip-rom-check` / ini opt-out; byte-swapped images should be detected and
+ the user told to supply a true big-endian `.z64`.
+- Region is taken from the country byte (`E`→ntsc-final, `P`→pal-final,
+ `J`→jpn-final), which already drives `pcmodelsRegionForCountry()`.
+
+## Config / data location
+
+No change needed. `$S/` = `./data/` (or `/data/`). First run creates
+`ge007.ini`; Part B additionally creates `pcmodels-/`,
+`pccg-/`, and `pcconvert.stamp` there. Document that the user makes a
+`data/` folder next to the exe and drops the ROM in it (the launcher can
+offer to create it).
+
+## Open questions
+
+1. **Does PAL/JP `romassets` generation truly need nothing from the ROM?**
+ `docs/building.md` says it needs region-specific offsets; the code says
+ otherwise. Generate `e` and `j` in CI and diff against a
+ locally-ROM-generated copy to confirm before committing them.
+2. **Does `d43_emit.py` really use `scripts/filelist.u.csv` for all three
+ regions?** It hard-codes `FILELIST = "scripts/filelist.u.csv"` even when
+ `REGION` is `pal-final`/`jpn-final`. Either model file offsets are
+ US-identical across regions (plausible — models live in obseg which may not
+ shift) or PAL/JP model conversion is currently untested. Confirm before
+ promising PAL/JP support in the release.
+3. **Launcher vs self-re-exec vs three shortcuts** — pick one UX.
+4. **Splash UI for the first-run convert** — reuse the SDL window / a simple
+ progress line, or a pre-SDL Win32 dialog? ~5 s is short enough that a log
+ line + busy cursor may suffice.
+5. **Non-Windows.** Part B's C converter is portable; the launcher and
+ bundling are Windows-only today. Out of scope but the C port keeps the
+ door open.
+6. **Signing.** Unsigned exes + a "reads your ROM" first-run step will trip
+ SmartScreen. Not blocking, but worth a release-notes note.
+
+## Suggested milestone ordering
+
+1. Part A (3-region matrix + pre-generated `romassets` + launcher) — days.
+2. Interim frozen `ge007-convert.exe` wired to first-run — days, optional.
+3. Part B C port of `d43`/`d69` + embedded metadata + output diffing — weeks.
+4. Drop the interim binary; single-binary drop-in experience complete.