- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING. - Restructure docs: internals.md, porting-notes.md, dev-process.md + dev/agentic-development.md (the research write-up), dev/ (raw record). - Replace decomp status-badge CI with a PC-port validate workflow. - Remove session/agent scaffolding and stale planning docs from the tree. - Add .gitattributes (normalize line endings to LF); add screenshots. The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken (KholdFuzion) and contributors, preserved unchanged. The PC-port work from 2026-08-17 on is mine.
1.6 KiB
fast3d — software RSP
A C++ interpreter that consumes the Gfx display list the game builds each
frame and emits OpenGL calls, replacing the Nintendo 64's Reality Signal
Processor and Reality Display Processor.
Origin and license
This code is adapted from the Perfect Dark PC
port (port/fast3d/), which in
turn is the Ship of Harkinian /
libultraship fast3d, itself descended from
sm64-port.
LICENSE.txt in this directory (MIT, © 2020 Emill, MaikelChan) covers that
lineage. glad/ is generated by glad
(© David Herberth, MIT). GoldenEye-specific changes in this directory are
under the repository's top-level MIT license.
Files
| File | Role |
|---|---|
gfx_pc.cpp |
the RSP interpreter — matrices, lights, fog, G_TRI1/G_TRI4, vtx |
gfx_opengl.cpp |
OpenGL backend — shaders, textures, z-buffer, framebuffers |
gfx_cc.cpp |
color-combiner equation -> GLSL shader |
gfx_sdl2.cpp |
SDL2 window-manager backend |
gfx_api.h |
public API (gfx_init / gfx_run / gfx_start_frame / ...) |
gbiex.h |
GoldenEye custom GBI command definitions |
glad/ |
OpenGL loader |
GoldenEye-specific work
The PD fast3d already handles G_TRI4 (GoldenEye uses it too). The GE additions
are the custom color-combiner / render modes and the handling of GE's GBI
extension commands. rsp/graphics/gmain.s (GE's real RSP microcode, in the
repo root) is the ground truth for the exact command encodings.