How this port is developed
Most of this port’s work is not writing code; it is diagnosis: figuring
out which N64 hardware or ABI behavior a piece of unmodified game code is
silently relying on, and satisfying it in the port/ layer without touching
the game’s logic. A lot of that diagnosis is done with LLM coding agents, and
the workflow below is what makes that productive rather than chaotic.
For the project context (the two-model split, the timeline, and an honest
assessment of what did and did not work), see
dev/agentic-development.md.
It is adapted from Chris Lewis’s write-up “Decompiling a Nintendo 64 Game in 84 Days” (Snowboard Kids, 2026), an AI-assisted decompilation that ran several times faster than its predecessor. That project bit-matches compiler output; this one matches runtime behavior, so the mechanics differ; but the project-structure lessons carry over directly.
Diagnosis is unrestricted; only the fix is constrained
AGENTS.md non-negotiable #2 restricts changing src/game behavior. It
has never restricted investigating it. An agent that stops short of
naming the exact src/game struct, field, or logic responsible for a bug
— because touching that file “feels” off-limits — is doing worse
diagnosis than the rules require, not better compliance with them.
Several of this port’s hardest, highest-impact bugs (D209, D210, D255)
were exactly this shape: a src/game state variable reading wrong,
root-caused only by tracing fully into the game file that owned it.
Every investigation should end able to say which of three buckets applies:
- (a) ABI/layout-class. The true cause is a struct-layout or
pointer-width misread introduced by the 32→64-bit transition — in a
ROM-serialized record or a live runtime struct/union alike. Fixable
under the narrow exception, entirely inside the game file under
#ifdef PORT, no sign-off needed. Checkdocs/porting-notes.md§A1 first (the pattern’s tells + worked examples) — this is the most common shape a “src/gamebehavior looks wrong” report turns out to have. - (b) Port-layer bug that merely manifests through game state. The
game code is reading state that’s correct for what N64 would have
produced; something in
port/(a shim, fast3d, frame timing, an uninitialized or mis-ordered port-owned value) is what actually differs. Fixable entirely inport/, nosrc/gametouch, no sign-off needed. - (c) Genuine game-logic behavior difference. The decomp’s
byte-identical control flow, given verified-correct inputs, provably
diverges from real N64 behavior. Rare, and requires the rule-2
sign-off procedure (§7 below) before any
src/gameedit.
Bucket (c) is rare by design — most bugs that look like (c) turn out to
be (a) or (b) in disguise — but ruling it in or out requires actually
tracing the state to its source, not stopping at the file boundary.
“This state lives in src/game” is a reason to keep tracing, not a
reason to stop.
1. Every investigation task gets a visible budget
An open-ended tool; for them the permuter, for us “rebuild and run the game and stare at a frame dump”; wrecks throughput when an agent will grind it indefinitely. Giving the agent a deadline it can see lets it trade tool-time against thinking and decide when to give up.
So every investigation brief states:
- a budget; “≤ N build → run → inspect cycles” or “~M minutes”; and
- the fallback on expiry: stop, revert any temporary probes, and write up what was found with an explicit confidence rating. A good write-up of a half-solved bug is a deliverable, not a failure.
The budget scales with the project’s maturity. Early bugs are cheap (one-line truncations, off-by-ones) and get a tight cap; once those are gone the survivors are structural (matrix handedness, serialization formats) and get more room.
2. A shared, append-only learnings file
Lewis’s agents recorded generalisable IDO quirks in a learnings file; later
agents read it and did better. Our equivalent is
porting-notes.md; the recurring N64→PC bug classes,
each entry a terse index into the full
dev/findings.md
log. Every investigation brief links it, and every investigation ends by
appending any new generalisable quirk.
The classes it currently tracks:
- pointer-width struct growth (32→64) in ROM-serialized or pun-allocated structs; the dominant class;
- 16-byte host
Gfx/Vtxvs 8-byte N64; reservation and copy sizing; - big-endian rodata read on a little-endian host:
f32word-pairs, header offset tables, packed bitfields; - N64 hardware idioms the software RSP does not emulate (fill-rect Z clear, LOD/detail tiles, segment-address folds);
- whole serialized formats are converted by an offline sidecar rather than patched at runtime.
Two process lessons from the sibling GEVR VR port (same decomp lineage,
reference-only survey in scratchpad/GEVR-TRIAGE.md item D — their corpus
hit both repeatedly enough to name them): (1) a grep standing in for a
read — a site list built by grepping one helper name or spelling misses
siblings spelled differently or living in an adjacent file (their own
missed-smoke-scissor-site example); treat a grep-built site list as a draft,
not a census, until it’s been read against. (2) write the falsifier before
the run — state up front what result would kill the hypothesis (“if X
survives, hypothesis Y is dead”), not just what would confirm it; this fits
the existing budget/findings discipline directly and costs one sentence per
brief.
3. Parallelise by file, consolidate often
Lewis ran multiple git worktrees and found the real cost was synchronisation. For parallel investigation agents the same rule applies:
- Partition tracks by the files they will touch, so patches never collide. A task that can’t be cleanly file-partitioned shouldn’t be parallelised.
- Each agent reverts its own temporary probes before reporting, leaving only committed, env-gated, capped diagnostics; and never touches another track’s uncommitted edits.
- One integrator merges each track with its write-up, then the next round starts from a clean tree. Investigation branches are not allowed to drift.
4. Spend the cheap automated pass before spending agent time
Before dispatching an investigation agent:
- confirm the build is green and the link is clean;
- run the existing env-gated probes for the area and attach their output;
- capture a baseline frame dump;
- grep the finding log for a prior instance of the same bug class;
- check the Perfect Dark port for the analogous code; same engine family.
Then hand the agent the findings, not just the problem.
5. What does not transfer from the decomp workflow
- The match-percentage loop. This port doesn’t bit-match. “Done” is: no fault, and visually correct against N64 reference footage.
- “Understanding the function is the easy part.” True when decompiling; inverted here; the hard part is identifying the implicit hardware/ABI contract the already-readable C depends on.
6. Keep PR/git-history noise low
A session produces a lot of small, independently-verifiable units of work; one Dxx row, one docs pass, one mechanical fix. Left unmanaged that turns into a pile of small open PRs that’s harder to review than the work justifies. Rules:
- Squash-merge single-purpose and docs-only PRs. The repo has squash
merge enabled; use it (
gh pr merge --squash --delete-branch) for anything whose in-branch commit history (iteration, probe-add, probe-strip) isn’t itself useful to keep; which is most PRs. Reserve a plain merge commit for a PR whose individual commits are each a distinct, reviewable unit someone might want togit revertindependently (e.g. this session’s PR #50: a fix commit + a separate analysis-only commit). - Batch same-session, same-flavor docs updates into one PR/branch
instead of opening a new PR per finding row. A runtime re-check that
updates one
findings.mdrow (like #48) doesn’t need its own PR if another docs-only branch is already open in the same session; fold it in. Only split into separate PRs when the pieces have genuinely different review/merge timing (e.g. one needs a human playtest, the other doesn’t). - A branch takes only the change it’s named for. Don’t let unrelated housekeeping (a stray gitignore fix, a config tweak) ride along on an active feature/fix branch just because it’s the one checked out; cut a separate branch, even for a one-line change.
- Stacked PRs declare the dependency in the title/body (“step 2 of N, step 1 is #N”) and get rebased/merged in order promptly; don’t let a later step sit open so long the earlier step’s content drifts under it.
- Triage the open-PR list at least once a session, ordered by
time-to-close (docs-only and non-draft first, human-playtest-gated last).
A PR idle long enough that
mainhas moved past the finding rows it touches is stale, not just old; check for real textual conflict (git merge-tree), not just calendar age. Ifmainalready has more current information than the PR (a bug the PR still listsOPENthat’s since been fixed and verified), close it rather than force a merge or spend a cycle rebasing it; re-derive only whatever part of its content is still true as a fresh, small PR against currentmain. Merging stale content back over newer information is a regression, not a save. - Commit/tree hygiene is a standing rule, not a per-session judgment —
see AGENTS.md §Tree hygiene & release gate. In short: no local absolute
paths or usernames in tracked files (use the placeholder convention), no
contributor emails in prose (name + PR number), every vendored third-party
license declared in
NOTICE, no bulk ROM-derived captures in the tree (capture output dirs are gitignored — keep them on disk, untracked), and one batched commit per session rather than one per approved fix.
7. The rule-2 sign-off procedure (genuine src/game behavior changes)
Use this only for bucket (c) from the diagnosis framing above — never for
the ABI/layout exception (§A1-class fixes need no sign-off, only
documentation) and never for anything expressible in port/.
To request sign-off, the write-up must state:
- The exact
src/gamefile:line and the specific behavior being proposed for change. - Proof of divergence. Given verified-correct inputs — i.e. every
upstream ABI/layout suspect (§A1) and every port-layer suspect has
been checked and ruled out, with the ruling-out cited — the
byte-identical decomp code still produces behavior that differs from
real N64 reference behavior. Name the reference (a capture, documented
prior N64 behavior, a cited external source). “It looks wrong” is not
proof; “it disagrees with
<reference>, verified by<method>” is. - Why the fix cannot be expressed in
port/, and why it does not qualify under the ABI/layout exception — the two questions that must be answered “no” before this procedure applies at all. - The proposed fix, scoped as tightly as possible to the one named
behavior, plus a same-engine precedent if one exists — the Perfect
Dark port is the standing reference; cite the analogous PD change the
way
docs/dev/WIDESCREEN-FOV-PLAN.md’s “Rule #2 exception framing” section did.
Granting. The user reviews the above and replies with an explicit go-ahead in-thread. There is no implicit or inferred sign-off: silence, “seems reasonable,” a prior similar grant, or approval of a different behavior in the same file do not carry over to a new request.
Recording. Every sign-off gets its own docs/dev/findings.md entry
(next Dxx label), tagged RULE-2-SIGNOFF in its status line
alongside the normal finding classification, and recording: the request
as stated above, the grant (quoted or summarized, with date), and the
resulting diff. Add the label to findings-index.csv like any other row,
so tools_pc/gen_findings_index.py keeps it discoverable — chat history
is not the record of approval; the finding entry is.
Constraints that still apply after approval:
- Still
#ifdef PORT— the N64 build is untouched, and the#elsearm (or the file’s un-PORT-guarded default) still matches the original decomp exactly. - Still scoped to the one named behavior — a grant is not a standing license; a different behavior difference in the same file needs its own request, even if related.
- Still fully documented in the
RULE-2-SIGNOFFfinding entry — that entry is the permanent record of why this specific exception to non-negotiable #2 exists. - If the fix would visibly change behavior at default settings/difficulty/region beyond the one bug being fixed, treat that as a signal the scope drifted mid-implementation — stop and go back for a fresh sign-off on the wider scope rather than shipping it under the narrower original grant.
This generalizes the ad hoc precedent in
docs/dev/WIDESCREEN-FOV-PLAN.md’s “Rule #2 exception framing” section (a
real, already-granted case, kept as historical record) into a reusable
process; new requests cite this section rather than re-deriving the case
for a process each time.
Investigation-brief template
TASK: <one bug, one subsystem>.
READ FIRST: docs/porting-notes.md; docs/dev/findings.md <specific Dxx entries>.
FILES YOU MAY TOUCH: <disjoint from any other in-flight work>.
KNOWN-GOOD / RULED OUT: <list; do not re-investigate>.
PRE-FLIGHT ATTACHED: <probe output, baseline capture, PD-port pointer>.
BUDGET: <N build->run cycles / ~M min>. On expiry: revert probes, write up with confidence.
CONSTRAINTS: diagnosis may trace as deep into src/game state as the evidence
needs — name the exact struct/field/logic responsible before concluding
which bucket applies (see "Diagnosis is unrestricted" above). The FIX is
still constrained: no src/game behavior changes unless (a) it's an
ABI/layout-class struct-layout or pointer-width misread — check
docs/porting-notes.md §A1 first; #ifdef PORT; documented in the finding
log under §F/D3x — or (b) it's fixable entirely in port/ (no src/game
touch). A genuine game-logic behavior difference (bucket c) is NOT
authorized by this brief — stop and write up a rule-2 sign-off request
per docs/dev-process.md §7 instead of applying it.
VERIFY: <the exact tools_pc/verify.sh (or probe) invocation that proves this done; or, if runtime verification is impossible in this environment, say so and name what a human must run>.
REPORT: (a) root cause + file:line evidence (b) fix diff, or why not
(c) probes left in tree (d) confidence.
Append any generalisable quirk to docs/porting-notes.md.