forked from Ports/goldeneye-pc-port
- Replace setjmp/longjmp green threads with real pthreads (8MB stacks); PortQueue side table (mutex+condvar) for OSMesgQueue; dedicated tick thread posts VI retrace + services timers (D24). - Dual-mapped N64 DRAM: one 8MB store at V1 0x70000000 (s32-safe, all game RAM symbols) and V2 0x80000000 (KSEG0 mirror for offset|0x80000000 rebuilds). Windows: CreateFileMappingW + MapViewOfFileEx; POSIX: memfd + MAP_FIXED. dram_syms.s pins cfb_16/_bssSegmentEnd/tlb block (D25). - Address-width shims: PHYS_TO_K0 identity, OS_K0_TO_PHYSICAL = offset from V1 base, OS_PHYSICAL_TO_K0 identity; fast3d seg_addr() remaps small offsets into V2 (D26). - ASLR off (-Wl,--disable-dynamicbase): absolute symbols referenced through pointer-typed externs (.refptr + BASE reloc) must not rebase; startup sanity check on image base 0x140000000 (D27). - osPiStartDma posts its completion message on every path (fixes romReceiveMesg deadlock) (D29). - SEH-free crash handler: raw fault log first, validated manual EBP-chain walk second (-fno-omit-frame-pointer), TerminateProcess; crashDumpThreads via Toolhelp32 for heartbeat hang dumps (D30). - PD fast3d integrated (port/fast3d/), replaces gfxstub.c; real src/sched.c compiled; mainproc runs as a real pthread, host thread pumps SDL events. - Docs: findings D24-D31 + Phase 2 status (section F/G). Current state: boots through bossInitMainthreadData to langInit(), then SIGSEGVs on the first file load — stack frame clobbered by a table of truncated s32 pointers (D31, open). Next: attribute the write with 'set scheduler-locking on' + hardware watchpoint.
8 lines
132 B
C
8 lines
132 B
C
#ifndef GFX_SCREEN_CONFIG_H
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#define GFX_SCREEN_CONFIG_H
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#define DESIRED_SCREEN_WIDTH 640
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#define DESIRED_SCREEN_HEIGHT 480
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#endif
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