James Dansereau 6229d20a6d D95: double the -mgfx master-DL buffer on PC (16-byte Gfx vs N64 8-byte)
g_GfxSizesByPlayerCount / -mgfx is a BYTE budget sized for N64 8-byte Gfx
slots. On x86-64 a Gfx is 16 bytes, so the master display list needs 2x
the bytes for the same command count. Every render fn appends with a bare
'gdl++' and no bounds check, so once BUNKER1 emits real room geometry the
list overruns g_GfxBuffers[1]/[2], runs off the stage mempool, and faults
writing a GBI command at the end of the 8 MB emulated DRAM (0x70800000) --
non-deterministically, and corrupting room GDL blobs on the way (the
'unknown GBI opcode' / seg-9 0x90000000 faults were downstream of this).

Scale the gfx allocation by sizeof(Gfx)/8 under #ifdef PORT. Vtx/Mtx are
16/64 bytes on both targets so g_VtxBuffers is unchanged.

Verified: -level_09 runs 90 s+ (5000+ VI posts) with no crash where it
previously faulted within seconds. (Separate open issue: the kernel
heartbeat reports frames=0 -- render-loop completion needs a look.)
2026-08-28 16:04:37 -04:00
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Goldeneye 007

NTSC-Status JP-Status PAL-Status

About this repository

This is a WIP decompilation of Goldeneye 007!

It builds the following ROMs:

  • ge007.u.z64 sha1: abe01e4aeb033b6c0836819f549c791b26cfde83
  • ge007.j.z64 sha1: 2a5dade32f7fad6c73c659d2026994632c1b3174
  • ge007.e.z64 sha1: 167c3c433dec1f1eb921736f7d53fac8cb45ee31

Note: This repository does not include all assets necessary for compiling the ROMs. A prior copy of the game is required to extract the assets.

Documentation

  • Setup Guide: useful information about installing the necessary dependencies and how to use it
  • Structure Guide: learn more about the project structure of this repository
  • Style Guide: code style conventions if you want to contribute code
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