forked from Ports/goldeneye-pc-port
dbeee7353f1a402699e38b9e5896fbd3e96c5a4c
- D31 (resolved): replace GE's gzip-1.2.4 inflate with real-zlib decompressdata() in port/src/rzdecomp.c; exclude src/game/decompress.c + zlib.c from the PC build. Root cause: struct huft is 8B on MIPS but 16B on x86-64, overflowing load_resource's fixed 0x2100 buffer and clobbering its frame/retaddr on the first file load. mainThread now boots past all language files into bossInitMainthreadData(). - D32 (in progress): ROM-serialized structs with 32-bit pointer fields misalign when read as 64-bit pointers. Part A done: ModelAnimation's bitDescriptors/bitStream are now u32 (N64 layout preserved) with casts at the two use sites in model.c. Part B (load-time rebase in expand_ani_table_entries) is open — see docs §F/D32 + §H. - Docs: D31 resolved, D32 recorded (A done / B open), Phase 1.5 added, new §H handoff section. AGENTS.md: refined non-negotiable #2 to "game logic is unmodified" with a narrow ABI/layout exception; refreshed phase status.
Goldeneye 007
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
Languages
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