Files
goldeneye-pc-port/docs/building.md
T
Dan Turner aebce4013e macos/arm64: relabel findings to descriptive tags, use portAddrIsInWindow, document src/ edits
Owner review follow-ups on #95:

- Findings labels: replace the branch's D409-D421 (which clash with
  upstream's D-range) with descriptive MACOS-<TOPIC> tags across
  findings.md (section F rows + tail entries), findings-index.csv,
  porting-notes.md, MACOS-ARM64-PLAN.md, CMakeLists.txt, building.md and
  the code comments. Real D-numbers get assigned at merge.
- gen_findings_index.py: accept non-D descriptive tags as labels so the
  generated index stays complete while the branch is unmerged (D-rows
  unchanged).
- language.c: convert the last hardcoded numeric address bound in the
  boot path to portAddrIsInWindow(), per the branch rule (address
  plausibility checks must not use numeric bounds).
- Document the src/ edits the owner flagged as unwritten: the two
  vtxstore_allocate() callers and objDeform() (both the PORT_N64PTR(0)
  -> NULL class, under MACOS-BLOODSTAIN), the crouched-rifle table
  terminator (MACOS-CAST-CENSUS), and an honest note on which widened
  sites are #ifdef PORT and which follow the existing unguarded house
  style.
- Drop the stray .DS_Store from history (it was added in the base commit
  and only deleted at the tip).

No behaviour change: PORT_ADDR_BASE == 0 everywhere but macOS, and the
one logic edit (language.c) is an identity there. Build + window +
port_addr self-test ALL PASS on arm64.
2026-10-04 10:58:12 +01:00

9.5 KiB

title, description
title description
Building Full build and asset-extraction guide for the GoldenEye 007 PC port on Windows, Linux, and macOS.

Building the PC port

Stages:

  1. Extract assets from your ROM (§2): a one-time step using the decompilation's own toolchain to pull levels, models, textures, fonts and music into assets/. (Only needed to regenerate the committed data files; a plain git clone already has what the PC build compiles.)
  2. Build the port (§3): a CMake build compiling the game sources plus the port/ layer into a native executable. Needs no ROM.
  3. Generate the PC asset sidecars (§4): two pure-Python converters turn ROM model / stage data into the PC-layout data/pcmodels-* / data/pccg-* files the port loads at runtime. Required to run.

You need a GoldenEye 007 N64 ROM you legally own (.z64, big-endian). See the Requirements table in the README for accepted versions and hashes.


1. Dependencies

Port build

The Windows (MSYS2 MINGW64) path is the primary one. Linux is compiled by CI and ships in the release bundle. macOS is supported natively on both Intel and Apple Silicon (arm64); see the note below the table for the arm64-specific points.

Need Windows (MSYS2 MINGW64) Debian/Ubuntu macOS (Homebrew)
toolchain mingw-w64-x86_64-toolchain build-essential Xcode CLT + Homebrew gcc
CMake mingw-w64-x86_64-cmake cmake cmake
SDL2 mingw-w64-x86_64-SDL2 libsdl2-dev sdl2
zlib mingw-w64-x86_64-zlib zlib1g-dev zlib
OpenGL (in the toolchain) libgl1-mesa-dev (system)
Python 3 mingw-w64-x86_64-python python3 python3

On macOS, install the build dependencies with:

brew install cmake gcc sdl2 zlib python3

The project requires real GNU GCC for the decomp's Plan 9 struct extensions. Apple's /usr/bin/gcc is Clang and is not compatible. CMake automatically selects Homebrew's versioned gcc-N/g++-N executables.

Apple Silicon (arm64). Everything above applies as-is; ./build-pc.sh detects the architecture and produces build-pc/ge007.aarch64. Two arm64 specifics are handled automatically:

  • Native arm64 cannot map the low 4 GiB (mandatory __PAGEZERO), so the N64 address-space window is placed at a 16 TiB host base (PORT_ADDR_BASE, port/include/port_addr.h). It is a CMake cache var (-DPORT_ADDR_BASE=...) for tooling that needs it elsewhere; every game-visible 32-bit value is identical to the other platforms.
  • GCC's libstdc++/libgcc_s and SDL2 come from Homebrew and are not system libraries, so a redistributable build must bundle them — use tools_pc/bundle-mac.sh (below), which produces a signed, double-clickable GoldenEye.app.

Asset extraction (decompilation toolchain)

The extraction scripts need binutils-mips-linux-gnu (or an equivalent MIPS binutils), make, git, and python3. They build a small host-compiled tools/extractor and slice blobs straight out of the ROM; no IDO / IRIX toolchain is involved in extraction or in the PC build. (The IDO toolchain is only needed to build the N64 ROM itself, and its proprietary SGI binaries are not distributed here; see SetupGuide.md "Recompile IDO".) On Windows this is easiest under WSL or a Linux VM. Full details and alternatives (Docker) are in SetupGuide.md.


2. Extract assets

Put your US ROM at the repository root as baserom.u.z64 (this name is required by the extraction scripts; it is git-ignored and never committed), then:

./scripts/extract_baserom.u.sh

For PAL or JP, additionally place baserom.e.z64 / baserom.j.z64 at the root and run:

./scripts/extract_baserom.u.sh && ./scripts/extract_diff.e.sh   # PAL
./scripts/extract_baserom.u.sh && ./scripts/extract_diff.j.sh   # JP

(US extraction is a prerequisite for the others.)

This populates assets/ with the generated .bin blobs the build needs. See SetupGuide.md for the in-depth build/asset pipeline.


3. Build

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

which is equivalent to:

cmake -S . -B build-pc -DROMID=ntsc-final
cmake --build build-pc -j

For PAL/JP you must first generate that region's ROM-asset symbol file (the US one is committed):

python3 scripts/gen_romassets.py e     # PAL   -> port/src/romassets_e.s
python3 scripts/gen_romassets.py j     # JP    -> port/src/romassets_j.s

The executable lands at build-pc/ge007.x86_64 (.exe on Windows). PAL/JP builds are named ge007.pal-final.x86_64 / ge007.jpn-final.x86_64.


4. Generate the PC asset sidecars (required to run)

The port does not read model geometry, stage bg/stan data, or per-level setup data from the raw ROM at runtime; it reads them from PC-layout sidecar files under data/, produced offline by three converters. Without them the game shows the intro logos and then crashes in modelPromoteNodeOffsetsToPointers (finding D179) or on the first level load (missing stage setup).

Put your ROM in data/ first (same file the game runs from):

mkdir -p data
cp /path/to/your/rom.z64 data/ge007.ntsc-final.z64     # or pal-final / jpn-final

Then run all three emit passes for that region, in this order (d88 appends to d69's output):

python3 tools_pc/d43_emit.py ntsc-final          # -> data/pcmodels-ntsc-final/{pcmodels.bin,manifest.csv}  (~1.3 MB)
python3 tools_pc/d69_emit.py ntsc-final          # -> data/pccg-ntsc-final/{pccg.bin,manifest.csv}          (bg + stan)
python3 tools_pc/d88_emit.py ntsc-final --regen  #    appends the 21 per-level Usetup*Z stage-setup files -> ~3.6 MB

PAL / JP note: sidecar generation for these regions is currently broken at the source-data level (finding D258); use an NTSC-U ROM until issue #85 lands.

These are pure-stdlib Python 3 (no MIPS toolchain, independent of the step-2 asset extraction) and read only the ROM plus files already committed to the repo (scripts/filelist.u.csv, assets/obseg/file_resource_table.inc.c, assets/**/ModelFileHeader.inc.c, the bg/stan .inc.c). Output is a deterministic function of the ROM. Re-run after any change to d43_emit.py / d69_emit.py / d88_emit.py or the model/bg converters (d43_*, d69_*, d88_propdefs.py).

The release bundle ships the same converter frozen as prepare-assets/ge007-convert; the game spawns it on first launch when the sidecars are missing, so end users never run it by hand. See the bundled README.md.

data/pcmodels-*/ and data/pccg-*/ are gitignored ROM-derived game data; never commit or redistribute them.


5. Run

./build-pc/ge007.x86_64          # run from the repo root

The ROM in data/ (from step 4) and the sidecars are both required at runtime. ge007.ini is written under data/ on first launch.

On macOS the binary is ./build-pc/ge007.aarch64 (Apple Silicon) or ./build-pc/ge007.x86_64 (Intel).

Debugging address bugs (PORT_ADDR_STRICT)

The port realises the N64 address space at a host base (PORT_ADDR_BASE, non-zero only on arm64 macOS). The recurring failure mode is a 32-bit value that is not a valid N64 address reaching portN64ToHost() — a truncated host pointer, or one that was never re-based. The resulting fault usually happens far from the cause, and sometimes there is no fault at all, just silent corruption.

cmake -S . -B build-strict -DROMID=ntsc-final -DPORT_ADDR_STRICT=ON
cmake --build build-strict -j

Every conversion is then validated against the mapped regions and offenders are reported at the conversion site with a backtrace naming the caller. It is off by default and compiled out entirely, so normal builds pay nothing.

To prove the detector is live rather than merely silent:

GE_ADDRSTRICT_SELFTEST=1 ./build-strict/ge007.aarch64 -level_09

See findings MACOS-SFX-BOUND through MACOS-ADDR-STRICT for the bug family this exists to catch.

Packaging a macOS app

tools_pc/bundle-mac.sh           # -> dist/GoldenEye.app + a .zip + sha256

Builds a double-clickable, ad-hoc-signed GoldenEye.app (the engine plus bundled SDL2 / SDL3 / libstdc++ / libgcc_s, README, licenses, and the prepare-assets tool). Note that Homebrew's sdl2 is sdl2-compat, a shim over SDL3 that locates its backend through a relative rpath (@loader_path/../../../../opt/sdl3/lib): copy it without SDL3 and repointing that rpath, and it shows a modal error dialog from its initializer and the app hangs before main(). The script does both. It contains no ROM and no game data: the player drops their own ROM at GoldenEye.app/Contents/MacOS/data/ge007.ntsc-final.z64 and the app finds it next to the executable. Because the app is ad-hoc signed rather than notarised, first launch needs right-click → Open (or xattr -dr com.apple.quarantine GoldenEye.app).

Useful flags / env

-level_NN boot straight into a solo level (e.g. -level_09 = Bunker 1)
GE_PCDUMP="first-last:step" dump rendered frames as PPM (debugging)

More diagnostic switches are cataloged in dev/GE-ENV-PROBES.md.