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.
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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:
- 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 plaingit clonealready has what the PC build compiles.) - Build the port (§3): a CMake build compiling the game sources plus the
port/layer into a native executable. Needs no ROM. - 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_sand SDL2 come from Homebrew and are not system libraries, so a redistributable build must bundle them — usetools_pc/bundle-mac.sh(below), which produces a signed, double-clickableGoldenEye.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 bundledREADME.md.
data/pcmodels-*/anddata/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.