forked from Ports/goldeneye-pc-port
2acb7f6a426659b34ad50165448bce2a1a91fe0e
Implements the D80-D81 format spec: size-preserving bswap of bg .seg header/room/envdata tables, growth+relocation of the portal_data_entry table (8B N64 -> 16B PC, offset_portal stays a real dereferenced pointer) and its point-data blob (relocated by portal_delta, content size unchanged), and the Tbg_*_stanZ prefix room-offset array (4B N64 -> 8B PC slots, matching StanPrefixRecord's PC-compiled pointer alignment) plus per-tile bswap of mid/tail halves and point coordinates. Round-trip validated against BUNKER1 (bg/bg_sev_all_p.seg, Tbg_sev_all_p_stanZ): header offsets, MaxNumRooms walk, portal targets/connectedRoom bytes, and all 1066 stan tiles match the N64 source exactly. Output: data/pccg-<region>/pccg.bin + manifest.csv (gitignored, same shape as pcmodels.bin/D43). Regenerate: python tools_pc/d69_emit.py ntsc-final. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01C3xib6jjMV8o2iE4JfixAo
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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