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.
21 lines
805 B
C
21 lines
805 B
C
/*
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* PC port shim for <stdlib.h>.
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*
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* The N64 decomp ships include/stdlib.h (a libc stub: lldiv_t/ldiv_t typedefs
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* + a couple of prototypes). C game code gets it, exactly as on the console.
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*
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* In C++ TUs (fast3d) it must NOT be used: MinGW's own headers pull in the
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* host <stdlib.h> through their include chains (sec_api/stdlib_s.h does
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* `#include <stdlib.h>`, which resolves to the N64 header via -I), and the
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* lldiv_t/ldiv_t typedefs then conflict with the host's. The shim routes C++
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* TUs to the host header by absolute path (generated hoststdlib.h, same
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* trick as port/shim/string.h — see docs/internals.md §11 D12).
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*
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* Inert in the N64 build (port/shim is not on its include path).
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*/
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#if defined(__cplusplus)
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#include "hoststdlib.h"
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#else
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#include "include/stdlib.h"
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#endif
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