James Dansereau 840208b58d D75 triage (M-32): rule out D73 gu-scope gap; split into fast3d-mirror + dynAllocate-arena leads
Static-only pass. (a) D73 scope gap DISPROVEN: src/libultra/gu/* and
matrixmath.c are all endian-clean; the Rareware logo exercises the full
gu pipeline front-end and renders correctly.

D75 now splits into two independent bugs:
- Bug 1 (Nintendo/GE logo transform, wallet/Bond-photo 180deg): the
  parked D114/D116 shared fast3d viewport/MP-matrix mirror. Not game
  code; static tracing banned per PORT-LEARNINGS D2.
- Bug 2 (gun-barrel Bond + cast models entirely absent): category (b),
  independent of any transform. In-level skeletal models render via the
  identical joint path, so the discriminator is the front-end setup:
  render_pos pointed at a transient dynAllocate gfx arena (D115 MED #5)
  is the lead suspect and an in-scope #ifdef PORT fix candidate.

docs only: PCPortResearch.md D75 ADDENDUM + index row; PORT-LEARNINGS
section C (D73/gu scope now settled - stop re-auditing).
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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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