Files
goldeneye-pc-port/docs/dev
Dan Turner 498be832c2 macos: packaging, sweep tooling, and two runtime fixes (D299, D300)
- tools_pc/bundle-mac.sh: a signed, double-clickable GoldenEye.app. Homebrew's
  libstdc++/libgcc_s and SDL2 are not system libraries, so they are bundled
  and rewritten to @executable_path/@loader_path. Note sdl2-compat (Homebrew's
  `sdl2`) finds its SDL3 backend through a RELATIVE rpath baked into the dylib,
  so SDL3 ships too and that rpath is repointed — copy it without that and
  sdl2-compat raises a modal error dialog from its initialiser and the app
  hangs before main(). prepare-assets/ goes in Contents/Resources/: codesign
  treats a directory under Contents/MacOS/ as nested code and fails the bundle.
- tools_pc/level_sweep_mac.sh: per-level crash-log sweep, symbolicated with
  atos, with a rendered-pixel check so "runs but renders nothing" is caught.
- D299: sndPlaySfx() rejected EVERY sound on arm64 — all in-level SFX were
  silent, while music played (separate player). Its guard predated the shifted
  window: `sp >= 0x400000000ULL` (16 GiB) is correct on x86_64 (DRAM at
  0x70000000) and rejects everything on arm64 (DRAM at ~0x1000_707b_5740).
  Fixed with a portAddrIsInWindow() helper rather than absolute bounds.
- D300: cleanupObjects() did `u32 *obj = (u32)g_CurrentSetup.propDefs`,
  truncating a host pointer to 32 bits. Crashed at stage unload — only
  reachable once a level actually ends.

Verified: 21/21 on both the no-input and full-control sweeps; SFX voices
allocate on every level.
2026-10-04 10:50:01 +01:00
..
2026-09-01 19:28:59 -04:00