Port-layer only (port/src/input.c, optionsoverlay.c); zero src/game edits. All new knobs off/neutral at default = byte-identical at defaults. New controller input options (CONTROLLER-INPUT-PLAN Wave A): - Input.PadLookSensX/Y: per-axis right-stick look sensitivity (100 = native) - Input.PadSouthpaw: swap fire<->grenade triggers (applied after edge capture, so edge-detection stays consistent) - Input.PadDeadzoneL/R: per-stick deadzone; legacy Input.PadDeadzone key kept registered (no row) + one-time migration in inputInit() seeds any unset L/R from it (C-init sentinel PAD_DZ_UNSET) before the first configSave - Input.PadLookSmooth: 0-10 per-pad EMA low-pass on the natural-pitch look output (default 0 = off), reset on pad hot-unplug - Input.MouseYScale: pre-existing registered key finally gets an INPUT row Verbiage baseline (Turok PC options menu, user-provided verbatim): Mouse horizontal/vertical sensitivity, X axis/Y axis look sensitivity, Look smoothing, Southpaw, Vibration (was "Rumble strength"), Deadzone (left/right stick). GE keeps one flat INPUT section (D356), so the two Invert-look rows retain their (mouse)/(controller) suffixes. Display baseline (Turok scales): sensitivity + deadzone rows render 0-100 with 50 = default (existing calibratedDefault path); look smoothing renders 0-10 via a new dispMax "N/M" row formatter (alongside the existing N/100 and N/255 special cases). Tested on a real pad (Windows build) - all six options behave as intended.
GoldenEye 007 — PC port layer
This directory contains the PC port layer: the code that lets the (unmodified) GoldenEye game sources run on a modern host instead of N64 hardware.
It mirrors the layout of the Perfect Dark PC
port, which ports the
same Rare engine family. See docs/internals.md (repo root) for the full
research write-up and phased plan.
Layout
port/
├── fast3d/ # Software RSP: interprets GBI display lists -> OpenGL
│ ├── gfx_pc.cpp # RSP interpreter (matrices, lights, tris, fog)
│ ├── gfx_opengl.cpp # OpenGL rendering backend (shaders, textures, zbuf)
│ ├── gfx_sdl2.cpp # SDL2 window-manager backend
│ ├── gfx_cc.cpp # color-combiner -> GLSL shader compiler
│ └── ...
├── include/ # port-facing headers
│ ├── audio.h config.h fs.h input.h mixer.h
│ ├── platform.h romdata.h system.h video.h utils.h
│ └── versioninfo.h.in
└── src/
├── main.c # PC entry point (replaces boot.s / init())
├── libultra.c # shims for the libultra OS API
├── video.c # SDL2 window + GL context + frame pacing
├── audio.c # SDL audio device, buffer queueing
├── mixer.c # audio mixing
├── input.c # SDL2 keyboard/mouse/gamepad -> N64 controller structs
├── fs.c # filesystem abstraction over the ROM + data dir
├── romdata.c # loads the .z64 ROM from disk, sets up segments
├── config.c # INI config (ge007.ini)
├── system.c # platform primitives (time, logging, paths)
├── crash.c # crash handler / stack traces
├── gesched.c # replacement RCP scheduler that drives the software RSP
└── utils.c
How it works (short version)
- The R4300 game code (
src/game,src) is compiled unmodified. - The RSP is emulated in software (
fast3d/): it interprets the Gfx display list the game builds and emits OpenGL calls, bypassing the RDP. - The RCP scheduler (
gesched.c) replacessrc/sched.c's hardware task submission: instead of writing RSP registers it callsgfx_run(). - libultra OS functions are shimmed in
libultra.c(single-threaded, host clock, VI/PI/SI/AI mapped onto the video/audio/fs/input layers). - Saves (Memory Pak / EEPROM) are backed by files in the data dir.
GE-specific RSP work
The PD fast3d already handles G_TRI4 (GE's 4-triangle command). The new
work for GE is:
G_SETTEX— GE's custom texture-bank command (include/gbi_extension.h,gsSPUseTexture). Must be added to the RSP interpreter + GL backend.- Verify GE's custom color-combiner modes (
G_CC_*FADE*) and render mode (G_RM_CUSTOM_AA_ZB_XLU_SURF) produce correct GLSL / GL state.
Use rsp/graphics/gmain.s (the real GE RSP ucode) as the ground truth for the
exact command encodings.
Status
Scaffolding only. The files in src/ and fast3d/ are stubs that define
the interfaces and mark the work to be done. The actual implementation is
brought in phase by phase (see docs/internals.md §8), largely by
adapting the PD port's port/ layer.