forked from Ports/goldeneye-pc-port
181f6db07dc26e3493d7f7009884d9a160ef0e9f
- bondtypes.h/model.c/chr.c/objecthandler_2.c/tex.c: PORT-guarded pointer-width and Gfx-size fixes (D43 step 2, uncommitted since prior session) - front.c cast-screen bufferRemaining 0x1C000->0x25000, initmenus.c logo buffer 0x7C000->0x85000 (D46 strict bound) - gfx_pc.cpp seg_addr: resolve raw 0x05xxxxxx via segmentPointers[5] + low24 (unmarked segmented addresses, ROM convention) - docs: D47 finding — converter contract finalized (compaction delta=R-P, accessors at 0x80090000, G_VTX GBI1 encoding, opcode-aware w1 remap rule, vertex formats, no embedded blobs, zero-vtx-array rule, staging contract, reload-hazard poolRemaining reset); HANDOFF rewritten around the remaining C implementation - build-pc/d43_convert.py (gitignored, local): reference converter + validator — full N64->PC conversion spec run on all 512 ROM files, ALL CLEAN (max D_PC=0xB7E0)
Goldeneye 007
About this repository
This is a WIP decompilation of Goldeneye 007!
It builds the following ROMs:
- ge007.u.z64
sha1: abe01e4aeb033b6c0836819f549c791b26cfde83 - ge007.j.z64
sha1: 2a5dade32f7fad6c73c659d2026994632c1b3174 - ge007.e.z64
sha1: 167c3c433dec1f1eb921736f7d53fac8cb45ee31
Note: This repository does not include all assets necessary for compiling the ROMs. A prior copy of the game is required to extract the assets.
Documentation
- Setup Guide: useful information about installing the necessary dependencies and how to use it
- Structure Guide: learn more about the project structure of this repository
- Style Guide: code style conventions if you want to contribute code
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