forked from Ports/goldeneye-pc-port
- The Windows and Linux bundles shipped without the GCC runtime and SDL2 license texts when the build machine lacked them (CI's MSYS2 has no share/licenses/gcc-libs; CI's Linux image has no dpkg). bundle-win.sh, bundle-linux.sh and package-macos.sh now fall back to in-tree copies: tools_pc/dist/GPL-3.0.txt, GCC-RUNTIME-EXCEPTION.txt, SDL2-LICENSE.txt. - NOTICE / README: say the repository and downloads carry no ROM data or original assets and that the C source is a reconstruction (not "no Nintendo code"); describe the license-text sources. - README: "What this port offers"; split-screen for up to 4 players; the few game-code changes keep N64 behavior or are opt-in; neutral wording for the comparison with the XBLA recompilation projects (rows about their status and motives removed); verification approach stated; release notes drop the 165/240 testing caveat.
81 lines
3.9 KiB
Plaintext
81 lines
3.9 KiB
Plaintext
GoldenEye 007 PC port
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=====================
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WHAT IS AND ISN'T COVERED BY THIS PROJECT'S LICENSE
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--------------------------------------------------
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The MIT License in the LICENSE file covers the original work in this
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repository:
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* the port layer port/
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* the PC build system CMakeLists.txt, cmake/, build-pc.sh
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* PC-port tooling tools_pc/
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* macOS packaging scripts/package-macos.sh, scripts/gen_macho_syms.py,
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scripts/strip_weak_pragmas.py
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* agent-development tooling pi/ (not part of the game build)
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* documentation docs/, README.md
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Third-party code vendored into the port layer keeps its own license:
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* port/fast3d/ - software RSP adapted from the Perfect Dark port /
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libultraship / sm64-port lineage; see port/fast3d/LICENSE.txt.
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* port/fast3d/glad/ - generated OpenGL loader (glad), public domain / MIT.
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Runtime libraries bundled in the downloads (not in this repository) keep
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their own licenses; each license text ships in the download's licenses/ folder:
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* SDL2 (all platforms) and SDL3 (macOS, loaded by sdl2-compat) - zlib license.
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* zlib - zlib license.
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* Windows: the MinGW-w64 runtime (libwinpthread, libgcc, libstdc++).
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* macOS: the GCC runtime (libgcc_s, libstdc++) - GPL-3.0 with the GCC
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Runtime Library Exception 3.1. The GPL-3.0 text the macOS package ships
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is tools_pc/dist/GPL-3.0.txt.
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The license texts the downloads carry come from the build environment where
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it provides them, otherwise from tools_pc/dist/ (GPL-3.0.txt,
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GCC-RUNTIME-EXCEPTION.txt, SDL2-LICENSE.txt).
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Vendored build tooling keeps its own license (none of it is compiled or linked
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into the PC port; it belongs to the N64 decompilation build):
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* tools/ido5.3_recomp/rabbitizer/ - disassembler library (rabbitizer), MIT,
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(c) 2022 Decompollaborate; license text in that directory's LICENSE file.
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* tools/armips.cpp - assembler (armips), MIT, (c) 2009-2020 Kingcom.
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* tools/extractor/puff.c, puff.h - puff-style inflate, zlib-style license,
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(c) Mark Adler.
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* tools/gzipsrc/ - gzip 1.x sources, GPL-2.0-or-later, (c) 1992-1993
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Jean-loup Gailly; the GPL-2.0 text is tools/gzipsrc/COPYING. These sources
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are build tooling only: they are never linked into the port, and they are
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not part of any download package.
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It does NOT cover:
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* src/, include/, assets/, Makefile, tools/, rsp/, ld/, and the other
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files inherited from the GoldenEye 007 decompilation
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(https://github.com/n64decomp/007). The upstream project is published
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without an explicit license; those files are included here on the same
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basis, unmodified except where a PC-port ABI fix is marked `#ifdef PORT`
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and documented in docs/dev/findings.md. This repository is a downstream
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fork of that decompilation with a PC port added on top.
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As is standard for console decompilation projects, some game data is
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present as re-expressed source (animation tables, display lists, data
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tables) inherited verbatim from the upstream repository. The bulk game
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assets -- textures, audio, models, level geometry, in-game text -- are
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NOT included and are extracted from your own ROM at build time.
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NO ROM DATA OR ORIGINAL ASSETS ARE DISTRIBUTED HERE
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--------------------------------------------------
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This repository contains NO ROM data and none of the original game assets
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(textures, models, levels, audio, text), and no original Nintendo/Rare
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binaries. The C source under src/ is the decompilation community's
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reconstruction of the game's code (see above). Building a playable
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executable requires a GoldenEye 007 Nintendo 64 ROM that you legally own;
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the build extracts the required assets from that ROM on your own machine.
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GoldenEye 007 is a trademark of its respective rights holders. This project
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is a non-commercial, fan-made preservation and porting effort, and is not
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affiliated with or endorsed by Nintendo, Rare, MGM, EON Productions, Danjaq,
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or any other rights holder.
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