Files
goldeneye-pc-port/AGENTS.md
T
James Dansereau 5ea46fabc1 PC port: full compile + link milestone (ge007.x86_64.exe builds clean)
All ~235 translation units now compile and the target links under MSYS2
GCC 16 + CMake/Ninja (ninja ge007 -k 0: 236/236, zero errors). N64 build
untouched; every src/ change is -DPORT-gated.

Portability fixes (findings D7-D17 in docs/PCPortResearch.md section 11):
- AI X-macro system: SWITCH() call sites activated to the author's
  hand-written byte-identical references under PORT; port/shim/
  bondaicommands.h + bondconstants.h + CPPLib.h re-emit the IDO paste
  tricks (isSubroutine, file-record macros, generated CALL) GCC-clean.
- 64-bit pointer-in-word initializers: monAnim jump targets now go
  through an index table resolved by the interpreter (chrai.h/propobj.c);
  UsetuplenZ.c credits pointer PORT-gated to 0.
- IDO printf engine compiled for PC (xprintf/xlitob/xldtob) with a
  shadow xstdio.h resolving the _Printf prototype clash.
- Host-libc gaps stubbed in port/: bcopy/bzero, __libm_qnan_f,
  tlbmanage*, g_ViXScales/YScales; chrObjRandom PRNG ported from .s.

Asset data strategy (D16): single-file assets compiled for real
(animation tables, fonts, textures, rareware logo); obseg per-file .c
excluded (colliding file-local globals the N64 build isolates via
per-ELF linking); 758 ROM-derived table symbols + ramrom_* + segment
markers stubbed in port/src/assetstubs.c / n64stubs.c.

fast3d is a no-op placeholder (port/src/gfxstub.c) until Phase 2 brings
in the real software RSP. Binary not yet runnable end-to-end: ROM
loading in romdata.c is still a TODO.
2026-08-20 20:27:06 -04:00

4.4 KiB
Raw Blame History

AGENTS.md — GoldenEye 007 PC Port

What this is

  • n64decomp/007: WIP decompilation of GoldenEye 007 (N64), byte-matches US/EU/JP ROMs.
  • Active work: PC port modelled on the Perfect Dark PC port (same Rare "Indy" engine family).
  • Read docs/PCPortResearch.md first — architecture, GE-specific RSP deltas, phased plan, and review findings (A1–C2 in §11).

Non-negotiables

  1. N64 build untouched. Makefile, tools/, rsp/, ld/ belong to the N64 build. Never modify them for the PC port.
  2. Game code compiles unmodified. src/game/*.c + the curated src/*.c list compile as-is for the host. All N64 hardware dependencies are satisfied by the port/ layer. If a game file seems to need a change, stop — the fix belongs in port/.
  3. Region macros mirror the Makefile. CMakeLists.txt REGION_DEFS must match the N64 Makefile's per-region macro set exactly (finding A1). Divergence = silent branch divergence + link failures.
  4. src/libultrare/Makefile.libultrare is ground truth for original-vs-Rare libultra files (finding B3). The PC build compiles: libultra/audio, libultrare/audio (drvrNew/env/reverb), libultra/gu, and libultrare/io/vitbl.c only. All other io/ + os/ files are excluded and shimmed in port/src/libultra.c.
  5. rsp/graphics/gmain.s is the RSP ground truth — the authoritative reference for which GBI commands GE emits (modified fast3d, 1545 lines). We do not run it on PC; port/fast3d/ replaces it. Use it to validate the software RSP's command decoding and the custom CC/RM modes.

Critical files

File Role
docs/PCPortResearch.md Research + plan + findings (A1–C2). Read first.
CMakeLists.txt PC build (parallel to the N64 Makefile). Source list + REGION_DEFS live here.
port/src/ Shims: libultra.c (OS API), gesched.c (scheduler), n64stubs.c (boot/TLB/FPU/rmon), random.c (PRNG ported verbatim from random.s), ucode.c (microcode segment markers), main.c, video.c, …
port/fast3d/ Software RSP (adapted from the PD port). The main Phase 2 work.
rsp/graphics/gmain.s GE's RSP ucode — ground truth for GBI/CC/RM.
PD_PORT_CHECKOUT Perfect Dark PC port checkout — ground truth for the port layer. Its port/fast3d/ is the starting point for ours.

Build

./build-pc.sh ntsc-final   # or pal-final / jpn-final

Needs CMake + SDL2 + zlib + OpenGL (MSYS2 packages: see build-pc.sh header). ROM goes in ./data/ (not distributed).

Verification ritual (after any build-affecting change)

  1. Undefined symbols. Every symbol referenced by the compiled set (see CMakeLists.txt: SRC_GAME, SRC_ENGINE, SRC_LIBAUDIO, SRC_LIBULTRARE_AUDIO, SRC_LIBULTRARE_DATA, SRC_GU, SRC_PORT*) must be defined exactly once in the compiled set or in port/. Symbols that live in EXCLUDED files (libultra/io/*, libultrare/io/* except vitbl.c, libultra/os/*, libultrare/os/*, sched.c, rmon.c, vi.c, src/*.s) must be provided by port/src/libultra.c, gesched.c, n64stubs.c, random.c, or ucode.c.
  2. Duplicates. No symbol defined twice across the compiled set (watch sp_* stacks, rmon*, os* shims, segment markers).
  3. Syntax. Every touched file must parse; once the toolchain is installed, ./build-pc.sh is the final word.

Run /linkcheck for this sweep. Record new findings in docs/PCPortResearch.md §11 style (next label after the last used).

Phase status

  • Phase 0 (scaffolding): done, committed.
  • Compile+link milestone: all ~235 TUs compile and ge007.x86_64.exe links clean (ninja ge007 -k 0, 236/236). Findings D7–D17 in docs/PCPortResearch.md §11; asset stubs in port/src/assetstubs.c, fast3d no-ops in port/src/gfxstub.c (delete when real fast3d lands).
  • Phase 1 (boot to window): remaining — ROM loading in romdata.c (currently a TODO), run the binary, wire gfx stubs to a real window.
  • Phase 2 (rendering): bring in PD fast3d (replaces port/src/gfxstub.c), verify custom CC/RM modes against gmain.s, port the scheduler; replace asset stubs with ROM-backed data (D16).
  • Phase 2 (rendering): bring in PD fast3d, verify custom CC/RM modes against gmain.s, port the scheduler.
  • Phase 3 (audio + input): libaudio → SDL; decide the ASP strategy (C2: aspMain* dummies in ucode.c).
  • Phase 4 (saves + polish): file-backed EEPROM; PFS/motor already no-op stubs.