forked from Ports/goldeneye-pc-port
Initial scaffolding for a PC port of GoldenEye 007, modeled on the Perfect Dark PC port (same Rare "Indy" engine). The N64 build (Makefile + IDA) is untouched; the PC build is a parallel CMake build. Build: - CMakeLists.txt: SDL2 + zlib + OpenGL. Compiles src/game/*.c + curated engine files + libultra audio/gu + port/. Per-region macro sets (ROMID US/EU/JP) mirror the N64 Makefile's LCDEFS exactly. - build-pc.sh, cmake/: configure+build helper and target/SDL2 modules. Port layer (port/): - video/audio/input/fs/romdata/config/system/mixer: stubs with TODO(Phase N) markers and correct interfaces. - libultra.c: libultra OS shims (message queues, VI, PI, AI, EEPROM, controller, PFS/motor no-ops, region-gated osTvType). - gesched.c: software-RSP scheduler replacing src/sched.c task submission. - n64stubs.c: inert stubs for N64-boot + rmon symbols. - random.c: PRNG ported verbatim from src/random.s (bit-exact). - ucode.c: RSP/ASP/GSP microcode segment markers (dummies; Phase 3 TODO). Docs: - docs/PCPortResearch.md: architecture, GE-specific deltas, phased plan, and the scaffolding review (findings A1-A4/B1-B4/C1-C2 + resolutions). - PORTING.md: top-level entry point. See docs/PCPortResearch.md for the full plan.
43 lines
1.1 KiB
C
43 lines
1.1 KiB
C
#ifndef PORT_ROMDATA_H
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#define PORT_ROMDATA_H
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/*
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* ROM loading: reads the .z64 ROM from the data dir and exposes its segments.
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* Modelled on the PD port's port/include/romdata.h.
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*
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* The N64 build links assets in from the ROM at fixed addresses. The PC port
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* instead loads the ROM file and maps the game's data segments (code, data,
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* assets) into a heap-allocated image, then patches the segment table so the
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* game's IMAGESEG / asset references resolve into that image.
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*/
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#include <PR/ultratypes.h>
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#ifdef __cplusplus
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extern "C" {
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#endif
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/*
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* Load the ROM for the configured ROMID from the data dir.
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* Returns 0 on success, non-zero on failure.
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*/
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int romdataInit(void);
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void romdataDestroy(void);
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/* Pointer to the loaded ROM image (start of the .z64). */
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const u8 *romdataGetRom(void);
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/* Size of the loaded ROM in bytes. */
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u32 romdataGetRomSize(void);
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/*
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* Map an N64 virtual address (0xA0000000 RDRAM space) to the corresponding
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* pointer in the loaded image. Used to resolve asset/segment references.
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*/
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const void *romdataMapVa(u32 va);
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#ifdef __cplusplus
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}
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#endif
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#endif /* PORT_ROMDATA_H */
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