- README: attract-mode stills + demo GIF as the hero row, status/warning callouts, metrics table, "Contents" index, doc-index table; simplified the two-agent workflow diagram (LR -> TD, fewer edges) for GitHub web - Table-of-contents indexes added to internals.md, porting-notes.md, agentic-development.md, AUDIO-PLAN.md - CI: add Windows/MSYS2 build job, minimal token (contents: read), persist-credentials: false, concurrency group; run on main + master. validate job regenerates the US ROM-asset symbol file only and configures ntsc-final (PAL/JP need a region ROM; no ROM is used in CI) - .github: SECURITY.md, issue forms + chooser config, PR template, labels.yml, dependabot (Actions, monthly) - Do not track the proprietary SGI IRIX IDO toolchain or SGIImageViewer.exe; document in SetupGuide.md / building.md how to obtain IDO for N64 ROM builds (the PC port does not need it) - Stop tracking two committed *.pyc files; drop stale screenshots and a redundant .gitignore line; misc doc cross-reference fixes Claude-Session: https://claude.ai/code/session_01GULf6knbsqfsnW39tMr9WT
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Building the PC port
Building has two stages:
- Extract assets from your ROM — a one-time step that uses the
decompilation's own toolchain to pull levels, models, textures, fonts and
music out of your ROM into
assets/. - Build the port — a CMake build that compiles the game sources plus the
port/layer into a native executable.
You need a GoldenEye 007 N64 ROM you legally own (.z64, big-endian). See the
Requirements table in the README for accepted
versions and hashes.
1. Dependencies
Port build
Only the Windows (MSYS2 MINGW64) path is tested. The Debian/Ubuntu and macOS columns below are best-effort guidance — the port has never been built or run on Linux or macOS. Expect to fix build breaks yourself on those platforms.
| Need | Windows (MSYS2 MINGW64) | Debian/Ubuntu | macOS (Homebrew) |
|---|---|---|---|
| toolchain | mingw-w64-x86_64-toolchain |
build-essential |
Xcode CLT / gcc |
| CMake | mingw-w64-x86_64-cmake |
cmake |
cmake |
| SDL2 | mingw-w64-x86_64-SDL2 |
libsdl2-dev |
sdl2 |
| zlib | mingw-w64-x86_64-zlib |
zlib1g-dev |
zlib |
| OpenGL | (in the toolchain) | libgl1-mesa-dev |
(system) |
| Python 3 | mingw-w64-x86_64-python |
python3 |
python3 |
Asset extraction (decompilation toolchain)
The extraction scripts need binutils-mips-linux-gnu (or an equivalent MIPS
binutils), make, git, and python3. They build a small host-compiled
tools/extractor and slice blobs straight out of the ROM — no IDO / IRIX
toolchain is involved in extraction or in the PC build. (The IDO toolchain is
only needed to build the N64 ROM itself, and its proprietary SGI binaries are
not distributed here — see SetupGuide.md "Recompile IDO".)
On Windows this is easiest under WSL or a Linux VM. Full details and
alternatives (Docker) are in SetupGuide.md.
2. Extract assets
Put your US ROM at the repository root as baserom.u.z64 (this name is
required by the extraction scripts; it is git-ignored and never committed),
then:
./scripts/extract_baserom.u.sh
For PAL or JP, additionally place baserom.e.z64 / baserom.j.z64 at the root
and run:
./scripts/extract_baserom.u.sh && ./scripts/extract_diff.e.sh # PAL
./scripts/extract_baserom.u.sh && ./scripts/extract_diff.j.sh # JP
(US extraction is a prerequisite for the others.)
This populates assets/ with the generated .bin blobs the build needs. See
SetupGuide.md for the in-depth build/asset pipeline.
3. Build
./build-pc.sh ntsc-final # or: pal-final / jpn-final
which is equivalent to:
cmake -S . -B build-pc -DROMID=ntsc-final
cmake --build build-pc -j
For PAL/JP you must first generate that region's ROM-asset symbol file (the US one is committed):
python3 scripts/gen_romassets.py e # PAL -> port/src/romassets_e.s
python3 scripts/gen_romassets.py j # JP -> port/src/romassets_j.s
The executable lands at build-pc/ge007.x86_64 (.exe on Windows). PAL/JP
builds are named ge007.pal-final.x86_64 / ge007.jpn-final.x86_64.
4. Run
mkdir -p data
cp /path/to/your/rom.z64 data/ge007.ntsc-final.z64
./build-pc/ge007.x86_64 # run from the repo root
The port maps the ROM at the N64 cart address at runtime, so the ROM file
itself is still required to run — not just to build. ge007.ini is written
next to the working directory on first launch.
Useful flags / env
-level_NN |
boot straight into a solo level (e.g. -level_09 = Bunker 1) |
GE_PCDUMP="first-last:step" |
dump rendered frames as PPM (debugging) |
More diagnostic switches are catalogued in
dev/GE-ENV-PROBES.md.