forked from Ports/goldeneye-pc-port
- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING. - Restructure docs: internals.md, porting-notes.md, dev-process.md + dev/agentic-development.md (the research write-up), dev/ (raw record). - Replace decomp status-badge CI with a PC-port validate workflow. - Remove session/agent scaffolding and stale planning docs from the tree. - Add .gitattributes (normalize line endings to LF); add screenshots. The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken (KholdFuzion) and contributors, preserved unchanged. The PC-port work from 2026-08-17 on is mine.
321 lines
15 KiB
Markdown
321 lines
15 KiB
Markdown
# GoldenEye 007 — PC port
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A work-in-progress native port of **GoldenEye 007** (Rare, 1997) to modern
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desktop platforms, built on top of the
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[GoldenEye decompilation](https://github.com/n64decomp/007).
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It follows the architecture of the
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[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) — the same
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Rare "Indy" engine family, one hardware generation apart. The unmodified game C
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sources are compiled for the host; the N64's Reality Signal Processor is
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emulated in software; every other hardware surface (video, audio, input,
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timers, save storage) is shimmed in a dedicated `port/` layer.
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> **You must supply your own GoldenEye 007 ROM.** This repository contains no
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> Nintendo code or assets, and no ROM. Nothing here is distributable as a
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> playable game — see [Requirements](#requirements) and [Legal](#legal).
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<p align="center">
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<img src="docs/img/archives-1.png" width="49%" alt="Archives level rendering in the port">
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<img src="docs/img/bunker1-1.png" width="49%" alt="Bunker 1 rendering in the port">
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<br>
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<img src="docs/img/archives-2.png" width="32%" alt="Guards in the Archives level">
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<img src="docs/img/bunker1-2.png" width="32%" alt="Bunker 1 with HUD">
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<img src="docs/img/bunker1-3.png" width="32%" alt="Bunker 1 storage room">
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<br><em>In-engine captures — Archives and Bunker 1 running in the port.</em>
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</p>
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## Background
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This port is primarily a **research project on agentic software development** —
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how far coding agents can be driven, by one person, through a large and
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unfamiliar low-level codebase (~230 translation units of unmodified
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big-endian MIPS game code, made to run on a 64-bit desktop).
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It used two agents:
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- a **local open-weight model** —
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`unsloth/Qwen3.8-27B-GGUF:UD-Q4_K_XL` on a single **RTX 5090**, driven mainly
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through the **[pi](https://pi.dev/)** coding agent (Unsloth Desktop was also
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trialed) — which did the groundwork: the CMake build, the boot chain, the
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software-RSP integration, the offline asset-conversion pipeline, and the
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first rendered frames;
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- **Claude** (via **Claude Code** — mostly **Sonnet 5**, with **Opus 5** as an
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escalation tier for the hardest bugs), which joined on 27 Aug 2026 for a
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collaborative phase: the 21-level load/render/no-crash sweep, the ABI/layout
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finding catalogue, the SDL input layer, and the front-end flow.
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The two **handed work back and forth** through shared written artifacts:
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```mermaid
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flowchart LR
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H["human<br/>direction · integration<br/>build + playtest"]
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C["Claude<br/>(Claude Code)"]
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Q["Qwen 3.8<br/>(pi, local RTX 5090)"]
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D[("shared artifacts<br/>finding log · bug-class notes · handoff doc")]
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H -->|"scoped task + budget"| C
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H -->|"scoped task + budget"| Q
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C <-->|read / append| D
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Q <-->|read / append| D
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C -.->|"hit usage limit ->"| Q
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Q -.->|"needs deeper reasoning ->"| C
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C -->|"patch + write-up"| H
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Q -->|"patch + write-up"| H
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```
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The handoff document was originally a session-to-session note; it became the
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**interface between the two models** — when Claude hit a usage limit
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mid-problem, the local model picked the task up from that state and continued.
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**By the numbers:** ~2 weeks, one person part-time · 217 commits · 160
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root-caused bugs logged · ~30 handoff sessions · `#ifdef PORT` ABI edits in 63
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game-source files · ~17k lines of port layer + ~6k lines of Python asset
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tooling. By day 4 the full ~230-unit codebase compiled and linked; by day 8
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the intro rendered; by **day 13 all 21 solo missions ran crash-free**; by
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day 14 the front end was playable end to end. Estimated effort split
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(milestone-weighted): **~60% Claude / ~40% local model** — the local model
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built the entire foundation (build, boot, RSP wiring, converters).
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Full write-up, timeline chart, and an honest "what worked / what didn't":
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[`docs/dev/agentic-development.md`](docs/dev/agentic-development.md). The
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workflow itself: [`docs/dev-process.md`](docs/dev-process.md).
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## Status
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**Phase 2 of 4 (rendering).** The port boots, renders, and is playable through
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the front end into the early game. It is not finished and it is not stable.
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**Working**
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- Boot -> Rare/Nintendo logos -> gun-barrel -> cast intro, fully rendered.
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- Front end: main menu -> mission select -> difficulty -> briefing -> mission start.
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- **All 21 solo missions load, render, and survive an unattended play window
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without crashing** (see [`docs/dev/LEVEL-STATUS.md`](docs/dev/LEVEL-STATUS.md)).
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- Software RSP (fast3d): textured world geometry, skeletal characters, HUD,
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the GE-specific color-combiner / render modes and `G_TRI4`.
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- Input: keyboard + mouse (with mode-aware mouse-look) and SDL game
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controllers, mapped onto the N64 pad. Tunable via `ge007.ini`.
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- File-backed EEPROM saves.
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**Not yet working**
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- **Audio** — not implemented (Phase 3). The game runs silent.
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- Front-end 3D models (spinning Nintendo logo, gun-barrel Bond, cast) are
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mispositioned or absent.
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- Assorted cosmetic defects (some text layout, a few incomplete asset
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conversions) are tracked in
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[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md) and parked
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below crash/level work.
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- Only `x86_64` Windows and Linux are exercised regularly. No macOS/ARM
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testing yet; no controller rebinding UI; no widescreen.
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## Requirements
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You need a **GoldenEye 007 (Nintendo 64) ROM** that you legally own, in
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big-endian (`.z64`) format, matching one of:
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| Region | ROMID | ROM filename (in `data/`) | SHA-1 |
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|--------|-------|---------------------------|-------|
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| NTSC-U (US) | `ntsc-final` | `ge007.ntsc-final.z64` | `abe01e4aeb033b6c0836819f549c791b26cfde83` |
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| PAL (EU) | `pal-final` | `ge007.pal-final.z64` | `167c3c433dec1f1eb921736f7d53fac8cb45ee31` |
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| NTSC-J (JP) | `jpn-final` | `ge007.jpn-final.z64` | `2a5dade32f7fad6c73c659d2026994632c1b3174` |
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US is the recommended and best-tested version.
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The port also relies on the decompilation's asset-extraction step, which pulls
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the level, model, texture and music data out of your ROM at build time. That
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step, too, requires your ROM and is part of [Building](#building).
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## Building
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Prerequisites: CMake >= 3.16, a C/C++ toolchain, SDL2, zlib, OpenGL, Python 3,
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plus the decompilation's own build dependencies (an IRIX MIPS toolchain via
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`qemu-irix`, used only for the one-time asset extraction). See
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[`docs/building.md`](docs/building.md) for the full walkthrough and the
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asset-extraction details.
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### Windows (MSYS2)
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```sh
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# in the MINGW64 shell
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pacman -S mingw-w64-x86_64-toolchain mingw-w64-x86_64-SDL2 \
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mingw-w64-x86_64-zlib mingw-w64-x86_64-cmake \
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mingw-w64-x86_64-python make git
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git clone https://github.com/jkdansereau/goldeneye-pc-port.git
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cd goldeneye-pc-port
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# 1. extract assets from your ROM (see docs/building.md)
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# 2. build the port
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./build-pc.sh ntsc-final # or pal-final / jpn-final
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```
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### Linux
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```sh
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sudo apt install build-essential cmake python3 libsdl2-dev zlib1g-dev libgl1-mesa-dev
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git clone https://github.com/jkdansereau/goldeneye-pc-port.git
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cd goldeneye-pc-port
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# extract assets (docs/building.md), then:
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./build-pc.sh ntsc-final
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```
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The executable is written to `build-pc/ge007.x86_64` (Windows: `.exe`).
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## Running
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1. Create a `data/` directory in the repo root.
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2. Put your ROM in it, named as in the table above
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(e.g. `data/ge007.ntsc-final.z64`).
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3. Run the executable **from the repo root**:
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`./build-pc/ge007.x86_64`.
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Configuration is written to `ge007.ini` on first run.
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### Default controls
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| Action | Keyboard / mouse | Controller |
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|-------------------|-------------------------|-----------------------|
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| Move / strafe | `W` `A` `S` `D` / arrows | Left stick |
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| Aim / look | Mouse | Right stick |
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| Fire (Z) | Left mouse / `LCtrl` | Right trigger |
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| Aim mode (R) | Right mouse / `LShift` | Left trigger |
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| Use / accept (A) | `Space` / `E` | A / X |
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| Reload / cancel (B)| `R` / `F` | B / Y / RB |
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| L trigger | `Q` | LB |
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| Start | `Enter` / `Tab` | Start |
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Mouse sensitivity, Y-inversion and the aim/turn split are tunable in the
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`[Input]` section of `ge007.ini`.
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## How it works
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The R4300 game code in `src/` is compiled **completely unmodified** — the
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decompilation's control flow is treated as ground truth. Everything that would
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touch N64 hardware is redirected into `port/`:
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- **`port/fast3d/`** — a software RSP. It interprets the GBI display list the
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game builds each frame and emits OpenGL, bypassing the RDP. Adapted from the
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Perfect Dark port and extended for GoldenEye's custom GBI.
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- **`port/src/gesched.c`** — replaces the RCP scheduler; instead of poking RSP
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registers it drives the software RSP directly.
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- **`port/src/libultra.c`** — single-threaded shims for the libultra OS API
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(threads, messages, timers, PI/SI/AI/VI) over the host.
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- **`port/src/{video,audio,input,fs,romdata,config}.c`** — the SDL2 / OpenGL /
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filesystem backends.
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The 32->64-bit transition forces a small, catalogued class of mechanical
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ABI-only edits to ROM-serialized structs (pointer-width reconciliation); these
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change no behaviour and are documented individually.
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Where it diverges from the Perfect Dark port: GoldenEye's N64 serialized asset
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formats (level setup, models, backgrounds) are converted **offline** by a set
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of Python "sidecar" converters in `tools_pc/`, rather than fixed up at load
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time. See [`docs/internals.md`](docs/internals.md) and
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[`docs/porting-notes.md`](docs/porting-notes.md).
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## Project layout
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```
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CMakeLists.txt PC build (parallel to the decomp's Makefile, which is untouched)
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build-pc.sh configure + build helper
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src/ include/ the decompilation (game + libultra) - compiled unmodified
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port/
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fast3d/ software RSP -> OpenGL
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src/ port layer (main, OS shims, video, audio, input, fs, ...)
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include/ port-facing headers
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tools/ Makefile the N64 build + asset extraction (from the decomp; do not modify)
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tools_pc/ PC-port helper + analysis scripts
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docs/ see below
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```
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## Documentation
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- [`docs/building.md`](docs/building.md) — full build + asset-extraction guide.
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- [`docs/internals.md`](docs/internals.md) — architecture, the RSP-emulation
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approach, GE-vs-PD engine differences, the phased plan.
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- [`docs/porting-notes.md`](docs/porting-notes.md) — the recurring N64->PC bug
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classes hit during the port, with fixes.
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- [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md) — the
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research angle: the two-agent setup, timeline, handoff workflow, and a
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candid assessment of what did and didn't work.
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- [`docs/dev-process.md`](docs/dev-process.md) — the investigation workflow in
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detail (budgets, file partitioning, the finding-log discipline).
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- [`docs/dev/`](docs/dev/) — the raw engineering record: the full finding log,
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per-level status, graphics backlog, playtest matrices.
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- [`docs/SetupGuide.md`](docs/SetupGuide.md),
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[`docs/StructureGuide.md`](docs/StructureGuide.md),
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[`docs/StyleGuide.md`](docs/StyleGuide.md) — inherited from the decompilation.
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## Credits
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This port is a thin layer on a large amount of other people's work.
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**Prior work it is built on**
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- The [GoldenEye 007 decompilation](https://github.com/n64decomp/007) — years of
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effort by kholdfuzion, Larry Ficken, and the project's contributors; plus
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zoinkity's GoldenEye documentation, which the decomp started from. This port
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is a fork of that repository.
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- The [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark)
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(Ryan Dwyer and contributors) — the reference architecture for this port and
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the source of the `fast3d` software RSP.
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- The [Perfect Dark decompilation](https://github.com/n64decomp/perfect_dark) —
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the sibling decomp the PD port is built on.
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**Vendored / adapted code**
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- `port/fast3d/` — the software RSP, adapted from the PD port. It originates
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with the [Ship of Harkinian](https://github.com/HarbourMasters) /
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libultraship fast3d (© Emill, MaikelChan; MIT — see `port/fast3d/LICENSE.txt`),
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which itself descends from
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[sm64-port](https://github.com/sm64-port/sm64-port)'s fast3d and audio mixer.
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- `port/fast3d/glad/` — OpenGL loader generated by
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[glad](https://github.com/Dav1dde/glad) (David Herberth, MIT).
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- The decompilation toolchain: [`ido-static-recomp`](https://github.com/decompals/ido-static-recomp)
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(Emill / decompals), [`qemu-irix`](https://github.com/n64decomp/qemu-irix) and
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`rabbitizer` (n64decomp).
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- [SDL2](https://libsdl.org) and [zlib](https://zlib.net).
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**Methodology**
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- Chris Lewis, [*"Decompiling a Nintendo 64 Game in 84 Days"*](https://blog.chrislewis.au/decompiling-a-nintendo-64-game-in-84-days/) (the Snowboard
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Kids decompilation write-up) — the agent-workflow practices in
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[`docs/dev-process.md`](docs/dev-process.md) are adapted from it.
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**Tools and models used to develop the port**
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- [Qwen 3.8](https://github.com/QwenLM/Qwen) (Alibaba Qwen team);
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[Unsloth](https://unsloth.ai) (the GGUF quantisation and Unsloth Desktop).
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- [pi](https://pi.dev/) — the local coding-agent harness.
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- [Claude / Claude Code](https://claude.com/claude-code) (Anthropic).
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## Legal
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This is a non-commercial fan preservation/research project, in the same
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category as the many other N64 decompilation and native-port repositories on
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GitHub. It follows the same conventions they do:
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- **No ROM and no bulk game assets are distributed.** Textures, audio, models,
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level data and in-game text are extracted from a ROM *you already own*, on
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*your* machine, at build time.
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- The repository is a fork of the public
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[GoldenEye 007 decompilation](https://github.com/n64decomp/007) and inherits
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its contents unmodified (see [`NOTICE`](NOTICE) for what that includes).
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- No official logos, box art, or marketing assets are used. "GoldenEye 007",
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"007", "James Bond" and related marks belong to their respective owners
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(Nintendo, Microsoft/Rare, MGM, Danjaq, EON Productions).
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- No binaries containing game data are distributed. Any build you make is
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personal to you.
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This project is **not affiliated with, endorsed by, or sponsored by** Nintendo,
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Rare, Microsoft, MGM, Danjaq, EON Productions, or any rights holder in
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GoldenEye or James Bond. If you are a rights holder with a concern, open an
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issue and it will be addressed.
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## License
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The original work in this repository — the port layer (`port/`), the PC build
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system, `tools_pc/`, and the documentation — is released under the MIT License,
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see [`LICENSE`](LICENSE). Everything inherited from the upstream decompilation
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is covered by [`NOTICE`](NOTICE), not by that license.
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