forked from Ports/goldeneye-pc-port
652663aac6639f3c81f27f19cd5892539e23770d
Adds env-gated GE_D75 probe in title.c sub_GAME_7F007F30 (capped 8 lines). Booted the bare front end through the gun-barrel sequence: - Bond chr model + gun model entirely absent; both Model instances are valid (non-NULL obj, numMatrices 21/1) -> 'model not loaded' ruled out. - chrModelInstance->render_pos is valid and freshly written each frame (== that frame's dynAllocate mtxlist base, clean double-buffer swap, o2p returns it unchanged) -> the 'render_pos = stale dynAllocate arena' hypothesis (D115 #5) is RULED OUT; do NOT land a persistent render_pos buffer. - Zero fast3d DL warnings during the sequence -> not the D144/D146 corrupt-sub-DL family. Failure is downstream in drawjointlist/dotube vtx/node-DL resolution or an off-screen basemtx. Next step: a drawjointlist-level probe. Full write-up in PCPortResearch.md 'D75 Bug 2 - RUNTIME PROBE'. -level_09 nonclear stable (91.66->91.62, D117 pan noise); build green.
Goldeneye 007
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
Languages
C
92.9%
C++
2.8%
Python
1.8%
Assembly
1.2%
HTML
0.4%
Other
0.7%