forked from Ports/goldeneye-pc-port
Public-copy language pass, homepage restructure and Documentation rename, 404 page, dead-anchor and permalink fixes, release-gate sign-off, and the pre-release review fixes of the 2026-10-05 batch (probe-doc drift, build-path hygiene, verify.sh and capture safety). Refs: D533 D534
186 lines
7.1 KiB
Markdown
186 lines
7.1 KiB
Markdown
---
|
|
title: Building
|
|
description: Full build and asset-extraction guide for the GoldenEye 007 PC port, covering Windows (MSYS2) and Linux.
|
|
---
|
|
|
|
## Building the PC port
|
|
|
|
Stages:
|
|
|
|
1. **Extract assets from your ROM** (§2): a one-time step using the
|
|
decompilation's own toolchain to pull levels, models, textures, fonts and
|
|
music into `assets/`. *(Only needed to regenerate the committed data files;
|
|
a plain `git clone` already has what the PC build compiles.)*
|
|
2. **Build the port** (§3): a CMake build compiling the game sources plus the
|
|
`port/` layer into a native executable. Needs no ROM.
|
|
3. **Generate the PC asset sidecars** (§4): two pure-Python converters turn
|
|
ROM model / stage data into the PC-layout `data/pcmodels-*` / `data/pccg-*`
|
|
files the port loads at runtime. **Required to run.**
|
|
|
|
You need a GoldenEye 007 N64 ROM you legally own (`.z64`, big-endian). See the
|
|
[Requirements table in the README](https://github.com/jkdansereau/goldeneye-pc-port#requirements)
|
|
for accepted versions and hashes.
|
|
|
|
---
|
|
|
|
## 1. Dependencies
|
|
|
|
### Port build
|
|
|
|
> **The Windows (MSYS2 MINGW64) path is the primary one.** The Linux build is
|
|
> compiled by CI on every push and ships in the release bundle (also
|
|
> playtested on Steam Deck hardware); the macOS column is best-effort
|
|
> guidance and has never been built or run there. Expect to fix build breaks
|
|
> yourself on untested platforms.
|
|
|
|
| Need | Windows (MSYS2 MINGW64) | Debian/Ubuntu | macOS (Homebrew) |
|
|
|------|------------------------|---------------|------------------|
|
|
| toolchain | `mingw-w64-x86_64-toolchain` | `build-essential` | Xcode CLT / `gcc` |
|
|
| CMake | `mingw-w64-x86_64-cmake` | `cmake` | `cmake` |
|
|
| SDL2 | `mingw-w64-x86_64-SDL2` | `libsdl2-dev` | `sdl2` |
|
|
| zlib | `mingw-w64-x86_64-zlib` | `zlib1g-dev` | `zlib` |
|
|
| OpenGL | (in the toolchain) | `libgl1-mesa-dev` | (system) |
|
|
| Python 3 | `mingw-w64-x86_64-python` | `python3` | `python3` |
|
|
|
|
### Asset extraction (decompilation toolchain)
|
|
|
|
The extraction scripts need `binutils-mips-linux-gnu` (or an equivalent MIPS
|
|
binutils), `make`, `git`, and `python3`. They build a small host-compiled
|
|
`tools/extractor` and slice blobs straight out of the ROM; **no IDO / IRIX
|
|
toolchain is involved in extraction or in the PC build.** (The IDO toolchain is
|
|
only needed to build the N64 ROM itself, and its proprietary SGI binaries are
|
|
not distributed here; see [`SetupGuide.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/SetupGuide.md) "Recompile IDO".)
|
|
On Windows this is easiest under WSL or a Linux VM. Full details and
|
|
alternatives (Docker) are in `SetupGuide.md`.
|
|
|
|
---
|
|
|
|
## 2. Extract assets
|
|
|
|
Put your **US** ROM at the repository root as `baserom.u.z64` (this name is
|
|
required by the extraction scripts; it is git-ignored and never committed),
|
|
then:
|
|
|
|
```sh
|
|
./scripts/extract_baserom.u.sh
|
|
```
|
|
|
|
For PAL or JP, additionally place `baserom.e.z64` / `baserom.j.z64` at the root
|
|
and run:
|
|
|
|
```sh
|
|
./scripts/extract_baserom.u.sh && ./scripts/extract_diff.e.sh # PAL
|
|
./scripts/extract_baserom.u.sh && ./scripts/extract_diff.j.sh # JP
|
|
```
|
|
|
|
(US extraction is a prerequisite for the others.)
|
|
|
|
This populates `assets/` with the generated `.bin` blobs the build needs. See
|
|
[`SetupGuide.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/SetupGuide.md) for the in-depth build/asset pipeline.
|
|
|
|
---
|
|
|
|
## 3. Build
|
|
|
|
```sh
|
|
./build-pc.sh ntsc-final # or: pal-final / jpn-final
|
|
```
|
|
|
|
which is equivalent to:
|
|
|
|
```sh
|
|
cmake -S . -B build-pc -DROMID=ntsc-final
|
|
cmake --build build-pc -j
|
|
```
|
|
|
|
On Windows, `build-pc.sh` also locates the MSYS2 MinGW64 toolchain itself
|
|
(so it works from Git Bash or a non-login shell too, even with another
|
|
`cmake` earlier on PATH) and, if native child processes would get an
|
|
unwritable `TMP`, re-runs the configure+build under PowerShell with a
|
|
writable one. If MSYS2 is not installed at `C:\msys64`, set
|
|
`GE_MSYS2_ROOT` (e.g. `GE_MSYS2_ROOT='C:\tools\msys64'` for a custom
|
|
install location). Re-exec logs:
|
|
`build-pc/ge007-native-reexec-*.log`.
|
|
|
|
For PAL/JP you must first generate that region's ROM-asset symbol file
|
|
(the US one is committed):
|
|
|
|
```sh
|
|
python3 scripts/gen_romassets.py e # PAL -> port/src/romassets_e.s
|
|
python3 scripts/gen_romassets.py j # JP -> port/src/romassets_j.s
|
|
```
|
|
|
|
The executable lands at `build-pc/ge007.x86_64` (`.exe` on Windows). PAL/JP
|
|
builds are named `ge007.pal-final.x86_64` / `ge007.jpn-final.x86_64`.
|
|
|
|
---
|
|
|
|
## 4. Generate the PC asset sidecars (required to run)
|
|
|
|
The port does **not** read model geometry, stage bg/stan data, or per-level
|
|
setup data from the raw ROM at runtime; it reads them from PC-layout *sidecar*
|
|
files under `data/`, produced offline by three converters. **Without them the
|
|
game shows the intro logos and then crashes** in
|
|
`modelPromoteNodeOffsetsToPointers` (finding D179) or on the first level load
|
|
(missing stage setup).
|
|
|
|
Put your ROM in `data/` first (same file the game runs from):
|
|
|
|
```sh
|
|
mkdir -p data
|
|
cp /path/to/your/rom.z64 data/ge007.ntsc-final.z64 # or pal-final / jpn-final
|
|
```
|
|
|
|
Then run all three emit passes for that region, **in this order** (d88 appends
|
|
to d69's output):
|
|
|
|
```sh
|
|
python3 tools_pc/d43_emit.py ntsc-final # -> data/pcmodels-ntsc-final/{pcmodels.bin,manifest.csv} (~1.3 MB)
|
|
python3 tools_pc/d69_emit.py ntsc-final # -> data/pccg-ntsc-final/{pccg.bin,manifest.csv} (bg + stan)
|
|
python3 tools_pc/d88_emit.py ntsc-final --regen # appends the 21 solo Usetup*Z + 13 multiplayer Ump_setup*Z stage-setup files -> ~3.6 MB
|
|
```
|
|
|
|
**PAL / JP note:** both regions convert, build and boot from source (finding
|
|
D258, fixed 2026-10-02; D487/D488 fixed the PAL frame height and TV type).
|
|
Run the three emit passes with `pal-final` or `jpn-final`, and build into a
|
|
separate directory, for example `BUILD_DIR=build-pal ./build-pc.sh pal-final`.
|
|
Release packages are still NTSC-U only until per-region packaging lands
|
|
(issue #85).
|
|
|
|
These are **pure-stdlib Python 3** (no MIPS toolchain, independent of the
|
|
step-2 asset extraction) and read only the ROM plus files already committed to
|
|
the repo (`scripts/filelist.u.csv`, `assets/obseg/file_resource_table.inc.c`,
|
|
`assets/**/ModelFileHeader.inc.c`, the bg/stan `.inc.c`). Output is a
|
|
deterministic function of the ROM. Re-run after any change to `d43_emit.py` /
|
|
`d69_emit.py` / `d88_emit.py` or the model/bg converters (`d43_*`, `d69_*`,
|
|
`d88_propdefs.py`).
|
|
|
|
> The release bundle ships the same converter frozen as
|
|
> `prepare-assets/ge007-convert`; the game spawns it on first launch when the
|
|
> sidecars are missing, so end users never run it by hand. See the bundled
|
|
> `README.md`.
|
|
|
|
> `data/pcmodels-*/` and `data/pccg-*/` are gitignored ROM-derived game data;
|
|
> never commit or redistribute them.
|
|
|
|
---
|
|
|
|
## 5. Run
|
|
|
|
```sh
|
|
./build-pc/ge007.x86_64 # run from the repo root
|
|
```
|
|
|
|
The ROM in `data/` (from step 4) and the sidecars are both required at
|
|
runtime. `ge007.ini` is written under `data/` on first launch.
|
|
|
|
### Useful flags / env
|
|
|
|
| | |
|
|
|---|---|
|
|
| `-level_NN` | boot straight into a solo level (e.g. `-level_09` = Bunker 1) |
|
|
| `GE_PCDUMP="first-last:step"` | dump rendered frames as PPM (debugging) |
|
|
|
|
More diagnostic switches are cataloged in
|
|
[`dev/GE-ENV-PROBES.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/dev/GE-ENV-PROBES.md).
|