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# Goldeneye 007
[![NTSC-Status][NTCS-badge]][NTCS-link]
[![JP-Status][JP-badge]][JP-link]
[![PAL-Status][PAL-badge]][PAL-link]
[NTCS-link]: https://kholdfuzion.github.io/goldeneyestatus/
[NTCS-badge]: ../../workflows/NTSC-Status/badge.svg
[JP-link]: https://kholdfuzion.github.io/goldeneyestatus/JPN.htm
[JP-badge]: ../../workflows/JP-Status/badge.svg
[PAL-link]: https://kholdfuzion.github.io/goldeneyestatus/EU.htm
[PAL-badge]: ../../workflows/EU-Status/badge.svg
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.**
## Installation
### Linux (Native or under WSL / VM)
#### Step 1: Install build dependencies
The requirements for Debian / Ubuntu should be:
```bash
sudo apt-get update
sudo apt-get install binutils-mips-linux-gnu make git python3
sudo apt-get install libcapstone-dev pkg-config
```
If you don't have host development tools already installed then you will also need to install `build-essential`:
```bash
sudo apt-get install build-essential
```
Optionally [qemu-irix](https://github.com/n64decomp/qemu-irix/releases) is needed. Download the package to a desired location and install with:
```bash
sudo dpkg -i qemu-irix-2.11.0-2169-g32ab296eef_amd64.deb
```
#### Step 2: Clone the repository
Clone this repository where you wish to have the project, with a command such as:
```bash
git clone https://github.com/kholdfuzion/goldeneye_src
```
#### Step 3: Recompile IDO
Recompile IDO for your platform for increased compile speed
```bash
cd tools/ido5.3_recomp
make
```
#### Step 4: Prepare baserom(s) for asset extraction
Place an unmodified copy of your existing NTSC (US) ROM inside the root of this repository with the name `baserom.u.z64`.
To extract the baserom assets run:
```bash
./extract_baserom.u.sh
```
For JP and PAL (EU) versions support, place each existing ROM in the root of this repository with the name `baserom.<VERSION>.z64` (where `<VERSION>` is the country code, `j`, or `e`).
Extracting NTSC (US) baserom assets is mandatory before extracting JP or PAL assets.
To extract JP assets run:
```bash
./extract_baserom.u.sh && ./extract_diff.j.sh
```
To extract PAL assets run:
```bash
./extract_baserom.u.sh && ./extract_diff.e.sh
```
Other options to extract baserom assets or extract diff:
```bash
./extract_baserom.u.sh /path_to/rom.n64 # ROM in another directory
./extract_baserom.u.sh /mnt/e/Goldeneye.n64 # ROM located on EverDrive
./extract_baserom.u.sh files # Extract files only
./extract_baserom.u.sh images # Extract images only
```
Note: If you are upgrading from an old repository, run:
```bash
./clean_baserom.sh && ./extract_baserom.u.sh && make clean
```
## Build the ROM
Run `make` to build the ROM (defaults to `VERSION=US`).
```bash
make
```
If all goes well, resulting artifacts can be found in the `build` directory and the following text should be printed:
```bash
build/u/ge007.u.z64: OK
```
Other examples:
```bash
make VERSION=JP -j4 # build JP version instead with 4 jobs
make VERSION=EU COMPARE=0 # build PAL (EU) version but do not compare ROM hashes
```
The full list of configurable variables are listed below, with the default being the first listed:
* ``VERSION``: ``US``, ``JP``, ``EU``
* ``COMPARE``: ``1`` (compare ROM hash), ``0`` (do not compare ROM hash)
* ``IDO_RECOMP``: ``YES`` (build with IDO recomp), ``NO`` (build using [qemu-irix](https://github.com/n64decomp/qemu-irix/releases))
* ``FINAL``: ``YES`` (builds final version with -O2 optimization), ``NO`` (debug)
* ``VERBOSE``: ``0`` (quiet), ``1``
Additional documentation of the build process can be found [here](readme-build.md).
## Project Structure
```
goldeneye_src
|-- .github/workflows: GitHub use only
├── assets: game assets
│   ├── font: font data
│   ├── images: image data
│   │   └── split: split image data
│   ├── music: music data
│   ├── obseg: animation data
│   │   ├── bg: bg data
│   │   ├── brief: briefing data
│   │   ├── chr: c model data
│   │   ├── gun: g model data
│   │   ├── prop: p model data
│   │   ├── setup: setup data
│   │   ├── stan: stan data
│   │   └── text: text data
│   └── ramrom: demo data
├── bin: files that haven't been touched
├── build: output directory
├── include: header files
├── rsp: Custom GBI code (Assembly) (C0 and 4Tri)
├── src: C source code for game
│   ├── game: core ge specific code 0x7f000000 range
│   ├── inflate: statically linked initial decompression code
│   ├── libultra: currently used libultra.s
│   └── libultrarare: libultra modified by Rare
└── tools: build tools
```
Documentation has been moved to https://github.com/kholdfuzion/goldeneye_docs/tree/master/notes
Style Guide is https://github.com/kholdfuzion/goldeneye_src/blob/AIListLogic/notes/StyleGuide.md
This decompilation was only made possible thanks to many awesome 00 Agents who will be revealed only if they wish.
GE and PD documentation made by Zoinkity.