forked from Ports/goldeneye-pc-port
ddef038238944ee060030019ca0d00b364acfd63
Reported: menu / room textures look 'interlaced' (alternating garbage rows). Root cause (docs/TEXTURE-GLITCH-ANALYSIS.md RC2): GE's texGetDepthAndSize() packs base level + every LOD mip into one gDPLoadBlock, so fast3d's upload height (size_bytes / row) runs ~1.3x taller than the base image and the mip bytes render as rows below it. GE_DTEX=1 confirmed it: 64x64 I4 uploaded 64x87, 65x65 -> 65x95, etc. Fix in import_texture(): when LOD is active (rdp.tex_lod) and the load is a plain full-width block (not a windowed gfx_dp_load_tile - the D74 sub-tile / Rare-logo case, which is lod=0), clip size_bytes to the SETTILESIZE base-tile height. GL then builds correct mips from a correct base. New knob Video.FixMipTextures (default 1; =0 restores old upload, verified byte-identical to golden -level_09 3/3). BUNKER1 with the fix on: side-wall textures visibly cleaner, geometry/HUD unchanged; Silo unregressed. -level_09/-level_20 framediff WILL flag with the fix on (textures changed for the better) - refresh golden after the user confirms the menu + Depot look right. New GE_DTEX=1 env probe logs load params for the first 64 textures.
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
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