forked from Ports/goldeneye-pc-port
70793eba4f83e9b0dc9e678dc22d0128bec974af
D143 (src/game/textrelated.c): langGet() returns NULL for a string slot the current flow has not loaded (non-DEBUG builds; DEBUG substitutes a placeholder). The N64 retail menu flow guarantees every front-end string is resident before it is drawn; the PC flow does not yet, so a missing briefing/objective/mode-select string reached textRender/textMeasure/ textWrap as NULL and faulted in the `*text` scan. Added #ifdef PORT NULL guards at all four entry points -> degrade to "draw nothing" (blank text) instead of crashing. User verified: front-end now navigable folder -> mode -> difficulty -> level -> in-game. D144 (port/fast3d/gfx_pc.cpp gfx_sp_matrix): a front-end 3D model (MISSION COMPLETE dossier / mode-select wallets - D75 family) emits a gSPMatrix whose pointer field was never resolved; w1 arrives as 0xFFFFFFFFFFFFFFFF, seg_addr() passes it through, and gfx_sp_matrix faults reading addr[]. Guard: an unmapped/non-canonical addr -> substitute identity (model draws with wrong transform, already a parked D75 cosmetic) so the screen and its "Next" -> menu transition survive. Verified: -level_09 unregressed (framediff 2/2 ok w/ HUD mask, no crash).
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
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