Architecture & plan
This began as the pre-implementation research note and is kept as the architecture reference. Sections 1–9 describe the design; section 10 lists external references. The phased plan in section 8 is largely done through Phase 2; for current status see the README and
ROADMAP.md; for the blow-by-blow finding log seedev/findings.md.
This document captures the research done to plan a PC port of
GoldenEye 007, based on the decompilation this repository is forked from
(n64decomp/007). It is modeled on the
approach used by the
Perfect Dark PC port,
which ports the same Rare “Indy” engine (a later revision) to modern
platforms.
Contents
- Executive summary
- What the PD port actually does (the reference architecture) · 2.1 Emulate the RSP, bypass the RDP · 2.2 How the RSP is invoked · 2.3 Build system · 2.4 PD-port copy-candidate audit
- GoldenEye decomp: what we’re porting · 3.1 Entry / main loop · 3.2 The two libultra trees
- N64 hardware surfaces that must be shimmed
- GE-specific graphics differences vs PD (the RSP work)
- Audio
- Input & saves
- Recommended plan; phases 0–4
- Open questions / risks
- References
1. Executive summary
- Feasibility: HIGH. GoldenEye and Perfect Dark share the same Rare engine family. The PD port proves the whole approach works end-to-end (singleplayer + split-screen multiplayer, mouse-look, widescreen, 60 FPS, mods). GE is, if anything, a simpler graphics pipeline than PD in some respects, though it has a few custom RSP extensions (see §5).
- Recommended strategy: fork this decomp and add a
port/layer, exactly mirroring the PD port’s layout. The N64 build (Makefile + IDO) stays untouched; the PC build is a parallel CMake build that compiles the same game C sources against a set of PC shims. - The single hardest component is the RSP (Reality Signal Processor)
emulator. The PD port ships a complete, working “fast3d” software RSP
(
port/fast3d/, ~7k lines of C++) that interprets GBI display lists and emits OpenGL calls. It already handlesG_TRI4, which is the main custom triangle command GE uses. GE’s other custom command,G_SETTEX, appears unused (its emittergsSPUseTextureis never called), so the remaining GE-specific work is mostly verifying the custom render/color-combiner modes against the RSP ucode. - Audio is straightforward. GE uses the standard libaudio (AL) engine on the R4300, the same as PD. The PD port’s SDL audio + mixer approach carries over directly.
- Saves are EEPROM-based (controller EEPROM via
osEeprom*), not Memory Pak. The PFS/motor code injoy.cis only for accessory (Rumble Pak / Memory Pak) detection and can be stubbed. Phase 4 is therefore a file-backed EEPROM plus no-op PFS/motor shims; simpler than a full Memory Pak emulation.
2. What the PD port actually does (the reference architecture)
The PD port is a fork of the PD decomp with one added top-level
directory, port/. The original game code (src/game/*.c, src/lib/*.c)
is compiled unmodified for the PC. All N64-hardware dependencies are
satisfied by the port/ layer:
port/
├── fast3d/ # Software RSP: interprets GBI display lists -> OpenGL
│ ├── gfx_pc.cpp # the RSP interpreter (matrices, lights, tris, fog)
│ ├── gfx_opengl.cpp # OpenGL rendering backend (shaders, textures, zbuf)
│ ├── gfx_sdl2.cpp # SDL2 window-manager backend
│ ├── gfx_cc.cpp # color-combiner -> GLSL shader compiler
│ └── ...
├── include/ # port-facing headers
│ ├── audio.h config.h fs.h input.h mixer.h mod.h
│ ├── romdata.h system.h video.h utils.h platform.h
└── src/
├── main.c # PC entry point (replaces boot.s / _start.s)
├── libultra.c # shims for the libultra OS API (threads, time, VI, PI, SI, SP, AI)
├── video.c # SDL2 window + GL context + frame pacing
├── audio.c # SDL audio device, buffer queueing
├── mixer.c # audio mixing / RSP-audio-buffer processing
├── mod.c # MOD music playback
├── input.c # SDL2 keyboard/mouse/gamepad -> N64 controller structs
├── fs.c # filesystem abstraction over the ROM + data dir
├── romdata.c # loads the .z64 ROM from disk, sets up segments
├── config.c # INI config (pd.ini)
├── system.c # platform primitives (time, logging, paths)
├── crash.c # crash handler / stack traces
├── pdsched.c # replacement RCP scheduler that drives the software RSP
└── utils.c
2.1 The key architectural insight: emulate the RSP, bypass the RDP
On real hardware the render path is:
R4300 builds a Gfx display list
|
v
RSP (coproc 0) runs "fast3d" ucode, turns GBI cmds into RDP cmds
|
v
RDP (coproc 1) rasterizes into the framebuffer
The PD port emulates the RSP in software (fast3d/gfx_pc.cpp) and
bypasses the RDP entirely: the software RSP translates GBI commands
directly into OpenGL calls. The R4300 game code is run natively and is
unaware of the difference; it just builds display lists and “starts the
RSP” as usual.
The frame flow (from port/src/pdsched.c + port/src/video.c):
videoStartFrame() -> gfx_start_frame()
game builds display list (Gfx*)
videoSubmitCommands(Gfx* cmds) -> gfx_run(cmds) # <- the software RSP runs here
videoEndFrame() -> gfx_end_frame() # swap buffers, FPS accounting
2.2 How the RSP is invoked
The game’s RCP scheduler (src/lib/sched.c in PD, src/sched.c in GE) calls
osSpTaskLoad() + osSpTaskStartGo() to hand a task (gfx or audio) to the
RSP. The port:
- Excludes the original
libultra/io/sptask.c(and the otherio/*.chardware drivers) from the PC build. - Provides its own scheduler (
pdsched.c) that, instead of writing to RSP registers, callsgfx_run()on the display list for gfx tasks and feeds the audio buffer for audio tasks. - Shims the rest of the libultra OS API in
libultra.c(threads become no-ops / single-threaded,osGetTimemaps to a host clock, VI/PI/SI/AI functions map to the port’s video/audio/fs/input layers).
2.3 Build system
The PC build is CMake (the N64 build stays Make + IDO). Dependencies:
SDL2, zlib, OpenGL (plus stdc++, m, dl). It compiles:
src/game/*.c(all of it)- a curated list of
src/lib/*.c(the engine helpers that are platform-independent: mema, memp, model, music, snd, vi, rdp, etc.) src/lib/ultra/audio/*.c(libaudio; runs fine on the CPU)src/lib/ultra/gu/*.c(gu matrix helpers)port/src/*.c+port/src/*.cpp+port/fast3d/*.cpp
It deliberately excludes the N64 I/O drivers (src/lib/ultra/io/*.c),
the boot/TLB assembly, and the RSP microcode (.s under rsp/).
2.4 PD-port copy-candidate audit (session 2026-08-22)
The Perfect Dark port is a standing reference for this project (see CONTRIBUTING.md): same Rare “Indy”/Bond engine family, and its port layer solves the same problem classes we are currently hitting. Audited against our remaining work items:
Direct copy candidates (Phase 3/4; our stubs were scaffolded to be replaced by these):
| PD file | Lines | Replaces our | Notes |
|---|---|---|---|
port/src/mixer.c |
722 | 31-line stub | libaudio→SDL final mixer; same RareAL family. Adapt to GE’s audi.c wiring (sample rate/buffering) |
port/src/input.c |
1551 | 48-line stub | SDL_GameController backend: hotplug, rumble, keyboard fallback. Remap the button table to GE’s scheme (C-buttons/Z-trig differ from PD) |
port/src/fs.c |
294 | 81 lines | File-backed save dir (--savedir, $S path expansion); foundation for Phase 4 EEPROM/PFS file backing (ours are no-op stubs today) |
port/src/audio.c |
75 | 70 lines | Near-identical; diff when Phase 3 starts |
Reference implementations (Phase 2; the D32/D37/D43 class). PD’s port
layer has a port/src/preprocess/ module (~4,125 lines): a per-ROM-segment
preprocessfunc table in their romdata.c that converts N64-layout asset data
to PC-native layout at load time; a systematic solution to the problem class
we have been fixing ad-hoc per asset type.
filemodel.c(1,114); the direct D43 analogue: samePROMOTEidiom, same vma 0x5000000. NOT a drop-in copy (GE’sModelRoDataunion + opcode set differ; PD has stargunfire/headspot/gundl node types), but the node-walk order, placement/alignment choices, and record handling are Rare-validated against near-identical data: adapt rather than design from scratch.filebg.c(524); BG tables (an expected D43 follow-on fault).segaudio.c(362); audio bank-tree conversion; cross-check for our D37romdataFixupAudioBank.filelang.c,filetiles.c,filepads.c,filesetup.c,gbi.c,segfonts.c; the remaining asset types we will hit.
Not copyable: GE-specific ModelRoData record map; fast3d CC/RM
correctness (GE’s custom GBI modes vs gmain.s do not exist in PD); PD extras
(config.c, optionsmenu.c, mpsetups.c, mod.c); options menu, MP setup,
MOD player; not part of 1:1 fidelity.
Caveats: copy port-layer files only; their decomp was modified for PC
(e.g. types.h keeps N64 offset comments while using real pointers); our
non-negotiables are unchanged. Same family ≠ identical format: validate every
copied conversion per-field against GE headers + ROM ground truth (the standing
D32 procedure).
3. GoldenEye decomp: what we’re porting
- Repo:
n64decomp/007(this repo). WIP decomp that byte-matches the US/EU/JP ROMs. Game code lives insrc/game/(~242 files) plus engine files insrc/. - Engine layout (same family as PD):
src/sched.c; RCP scheduler (osCreateScheduler,__scExec,__scYield). Structurally near-identical to PD’ssrc/lib/sched.c.src/game/rsp.c; builds the Gfx display list, wraps it in anOSScTask, and starts it via the scheduler (rspGfxTaskStart).src/fr.c; frame/VI management, video modes (osViSetMode).src/audi.c,src/snd.c,src/music.c; libaudio-based sound + music.src/joy.c; controllers, EEPROM save handling (viajoyGamePak*->osEeprom*), plus PFS/motor code for accessory (Rumble Pak / Memory Pak) detection only.src/init.c;init()->mainproc()->bossEntry()(game entry). Compiled for the PC (providesmainproc()); its N64-onlyinit()is stubbed (see A3).
- Custom RSP microcode:
rsp/graphics/gmain.s(1545 lines); a modified fast3d. This is the RSP-side code that consumes the display list. For the PC port we do not run this; we replace it with the software RSP. But it is the authoritative reference for which GBI commands GE actually emits.
3.1 Entry / main loop
boot.s -> init() [src/init.c]
-> decompress data segment
-> osInitialize(), TLB setup
-> osCreateThread(mainThread, mainproc)
mainproc()
-> idleCreateThread(), piCreateManager(), rmonCreateThread()
-> schedulerInitThread() # osCreateScheduler + osScAddClient(gfxClient)
-> bossEntry() # [src/boss.c] real game start
The port’s main.c replaces boot.s/init() and drives mainproc() (or
bossEntry()) directly after setting up video/audio/input/ROM.
3.2 The two libultra trees: src/libultra/ and src/libultrare/
GE ships two libultra trees. src/libultra/ is the standard Nintendo
libultra; src/libultrare/ holds Rare’s modified/replacement files. The N64
build selects which files to compile via src/libultrare/Makefile.libultrare,
which explicitly lists each file as original (from libultra/) or Rare
(from libultrare/). The Rare files override the originals where they
overlap.
What the PC build must do with each:
src/libultra/audio/*.c; standard libaudio (AL). Runs on the CPU; compile (the game’saudi.c/snd.c/music.cdepend on it).src/libultrare/audio/*.c(drvrNew.c,env.c,reverb.c); Rare’s audio “New” driver.synthesizer.ccallsalSaveNew/alAuxBusNew/alMainBusNew/alLoadNew/alResampleNew/alEnvmixerNew/alEnvmixerParam/alFxParam, all defined here. Runs on the CPU; compile.src/libultra/gu/*.c; matrix helpers (guMtxF,guOrtho, …). Compile.src/libultrare/io/vitbl.c; definesosViModeTable(a data table), referenced ~15× byfr.c. Compile (it’s data, not a driver). This is the onlyio/file we compile.- All other
src/libultra/io/*.candsrc/libultrare/io/*.c; hardware drivers (PI, SI, SP, DP, VI, controller, PFS, motor, EEPROM, …). Exclude and shim inport/src/libultra.c. Notablypfsinit.c/pfsisplug.c(osPfsInit/osPfsIsPlug) andmotor.c(osMotor*) are called byjoy.conly for accessory detection, so they are shimmed as no-ops (see §7). src/libultra/os/*.c+src/libultrare/os/*.c; OS core (threads, message queues, timers, cache, TLB). Exclude and shim inport/src/libultra.c(+n64stubs.cfor the boot/TLB/FPU symbols).
The exact original-vs-Rare file lists are in
src/libultrare/Makefile.libultrare(LIBULTRA_*_C_FILESvsLIBULTRARE_*_C_FILES). Use it as the ground truth when curating the PC build’s source list.
4. N64 hardware surfaces that must be shimmed
| Subsystem | GE API used | Port strategy (from PD) |
|---|---|---|
| RSP (coproc 0) | osSpTaskLoad/StartGo/Yield, display lists |
Software RSP (fast3d); main work |
| RDP (coproc 1) | osDpSetStatus, osDpSetNextBuffer, render modes |
Bypassed; OpenGL backend |
| VI (video) | osViSetMode, osViVSyncCallback, osViWaitVSync |
SDL2 window + GL context + frame pacing |
| AI (audio) | osAiSetFrequency/SetNextBuffer/GetLength |
SDL audio device + queue |
| PI (peripheral) | osPiRawStartDma, osPiCreateManager, cart reads |
Read from ROM file on disk |
| SI (controller) | osContInit/StartReadData, osEeprom*, osPfs*/osMotor* |
SDL input + file-backed EEPROM; PFS/motor stubbed (accessory detection only) |
| OS core | threads, msg queues, timers, osGetTime, cache |
Single-threaded shims + host clock |
| R4300 specifics | TLB, cache, FPU csr, K0/K1 segments | No-ops / identity (native x86-64) |
5. GE-specific graphics differences vs PD (the RSP work)
GE’s include/gbi_extension.h defines the custom GBI surface. Compared to the
PD port’s fast3d, the deltas are:
G_TRI4; draws up to 4 triangles in one command using 4-bit vertex indices (0–15). A memory-saving optimization (Rare packed 4 tris into the slot normally used forG_TRI2).- Status: already supported by the PD
fast3d(gfx_sp_tri4, and the PD game itself uses it). ✅
- Status: already supported by the PD
G_SETTEX(0xc0); “use texture from bank”: selects a texture by bank/tile with detail/mipmap type, min-level, detail-id and texture-id. Emitted only bygsSPUseTexture(include/gbi_extension.h:193).- Status: appears UNUSED.
gsSPUseTextureis defined but never called anywhere in the game code or the RSP ucode (rsp/graphics/gmain.s), andG_SETTEXappears nowhere outside its#define. The game uses the standard texture commands (gSPTexture,gSPTextureL,gSPTextureRectangle,gSPTextureRectangleFlip); all already handled by the PDfast3d. If this holds (verify the decomp is complete), Phase 2 shrinks to verifying the custom CC/RM modes and the PD fast3d may work largely as-is. Keep aG_SETTEXdecode path as a safety net, but it is no longer the headline task.
- Status: appears UNUSED.
- Custom color-combiner modes;
G_CC_MODULATEIFADE,G_CC_FADE,G_CC_DECALFADE,G_CC_BLENDRGBFADEA, etc. (fade/blend variants).- Status: handled generically by the fast3d color-combiner -> GLSL
shader compiler (
gfx_cc.cpp), which compiles arbitrary CC equations. Needs verification that each GE mode produces correct GLSL.
- Status: handled generically by the fast3d color-combiner -> GLSL
shader compiler (
- Custom render mode;
G_RM_CUSTOM_AA_ZB_XLU_SURF(AA_ZB_XLU withZ_UPD).- Status: handled by the render-mode -> GL state mapping; verify.
gDPLoadTLUT06/07; custom TLUT load variants.- Status: minor, map onto the existing
G_LOADTLUTpath.
- Status: minor, map onto the existing
Conclusion: the PD fast3d is a strong starting point. G_SETTEX appears
unused (see item 2), so the concrete new RSP work is verification of the
custom CC/RM modes against gmain.s, with G_SETTEX as a low-priority
safety net. Everything else (matrices, lights, fog, tri1/tri4, texture load,
sync/flush) is shared.
Note: GE’s on-hardware RSP ucode is
rsp/graphics/gmain.s. We do not run it on PC, but it is the ground truth for the exact command encodings GE emits; use it to validate the software RSP’s command decoding.
6. Audio
- GE uses libaudio (AL) on the R4300 (
src/audi.c,src/snd.c,src/music.c); identical architecture to PD. Sound synthesis (ADPCM decode, mixing, FX) runs on the CPU; the RSP audio ucode is a thin pass-through to the AI DMA. - The PD port runs libaudio natively and routes the mixed output through
audio.c(SDL device) +mixer.c. Carries over directly. - Music: GE uses the same MOD-style music system; PD’s
mod.cis the model. - Output rate: PD uses 22020 Hz stereo s16. GE’s
OUTPUT_RATEinaudi.cshould be matched.
7. Input & saves
- Controllers:
src/joy.cusesosContInit/osContStartReadData. The port maps SDL2 keyboard/mouse/gamepad into the N64OSError/controller structs. PD implements 1964GEPD-style and Xbox-style bindings; a good default for GE too (fire=Z, aim=R, etc.). - Saves: GE saves are EEPROM-based, not Memory Pak. The actual save
I/O (
src/game/file2.c) usesjoyGamePakProbe/LongRead/LongWrite, which map toosEepromProbe/LongRead/LongWrite(controller EEPROM). The PFS/motor code injoy.c(osPfsInit,osMotorInit/Start/Stop) is only for accessory (Rumble Pak / Memory Pak) detection. The port therefore:- backs the EEPROM with a file in the data dir (e.g.
eeprom.bin), and - stubs PFS/motor to report “no accessory” so the game proceeds without rumble/mempak. This is simpler than a full Memory Pak/PFS emulation.
- backs the EEPROM with a file in the data dir (e.g.
- F10 settings overlay: mouse and scrolling (
port/src/optionsoverlay.c,port/src/input.c; D544, D314, D304):- Cursor.
inputSuspendForOverlay()(input.c) drops relative-mouse grab and callsmouseRequestCursor(1). WithInput.CrosshairCursoron (default, D555)inputApplyMouseRequests()(host thread) then hides the OS cursor while the overlay is open anddrawCrosshairPointer()inoptionsoverlay.cdraws the game’s owncrosshairimagesprite at the mouse, last in the overlay DL, at the game’s on-screen size; the front end’s own crosshair keeps tracking the mouse (D519) and the pointer is drawn exactly over it (inputFrontEndCursorUiFrac()), so only one shows; in a level it follows the OS mouse. With the option off the OS arrow shows over the box. One owner of the cursor state (no show/hide race). - Hover vs selection.
overlayHandleInputLocked()maps the pointer to a visible row withoverlayRowAtY()(follows the eased scroll position, so a click lands on the row it visually covers). Hover setss_hoveronly whiles_mouseActive(mouse moved or clicked); it is a focus cue, never the selection. The tip line (helpVisin the emit path) follows the hovered row while the mouse is in use, else the selected row. The wheel clearss_mouseActive. - Clicks. Left-click on a row selects it; headers, links and Back act on
the whole row, otherwise only a click in the control span to the right of
the name changes the setting (toggle/cycle, open a dropdown, start a
binding capture, or set + drag a slider). With a dropdown open
(
s_ddRow >= 0) it owns the pointer: hover picks, click confirms, click outside or right-click cancels. Right-click elsewhere = Esc/back (closes a dropdown first, then one page, then the overlay).s_rmbBlockholds that off until release after a binding capture, so a right-click just bound does not also back out. - Scrolling. Long pages scroll as a window
over the visible-row list (
s_visIdx/s_visN, first displayed entrys_scroll, section header pinned).overlayUpdateScroll()moves the window only when the selection leaves it (D304). The wheel arrives on the host thread:optionsOverlayScroll()only queues notches ins_wheelPending(SDL atomic, D314) andoverlayApplyWheel()applies them on the scheduler thread. The drawn positions_scrollFeases towards_scrolleach emit (snaps on page change vias_scrollSnap). - Scrollbar (D556). A page that overflows (same test as the “^ v” title
marker) draws a thin track + thumb in the card’s right margin
(
overlayScrollbar(): x = right-7..right-4, clear of the value text that ends at right-10); thumb size = visible/total rows, position froms_scrollF. Mouse: a press on the thumb drags it, a press on the track pages up/down; both calloverlayScrollTo(), which setss_scrolland movess_selinto the window (like the wheel; otherwiseoverlayUpdateScroll()would snap back). A scrollbar press never reaches the row-click path.
- Cursor.
8. Recommended plan
Phase 0: Scaffolding (this change)
- Add
port/directory structure + headers + stub sources. - Add a top-level
CMakeLists.txt(+cmake/modules) for the PC build, parallel to the N64Makefile. - This document +
port/README.md.
Phase 1: Boot to a window
- Port
system.c,fs.c,romdata.c,config.c,main.c. - Port
video.c+ a minimalfast3d(clear color, present). - Goal: load
ge007.u.z64, open a window, draw a clear color.
Phase 1.5: Boot to first frame (ABI reconciliation)
- Get mainThread through all of
bossInitMainthreadData()→bossEntry()→bossMainloop()and render frame 1. (Done; D34–D58; see §G.) - Recurring mechanism: ROM-data struct ABI/layout fixes (the D32 pattern);
a 32-bit-pointer struct read as a 64-bit-pointer struct misaligns; convert
embedded pointer fields to
u32+ cast at use sites (PD ground truth), then verify the load-time rebase yields valid DRAM addresses. See §H for the step-by-step procedure and the standing “non-negotiable #2 ABI exception.” - Goal: title screen / first level actually drawn on the GL surface.
Phase 2: RSP / rendering
- Bring in the PD
fast3d(gfx_pc / gfx_opengl / gfx_cc / gfx_sdl2). - Verify the custom CC/RM modes against
gmain.s; add aG_SETTEXdecode path only if it turns out to be used (see §5; it appears unused). - Port
pdsched.c(GE variant) to drive the software RSP. (Done differently: GE compiles its realsrc/sched.cand shims its hardware leaf calls inport/src/libultra.c, which runs the software RSP inline — see the CMakeLists.txtSRC_ENGINEcomment.) - Goal: render the title screen / first level.
Phase 3: Audio + input
- Port
audio.c,mixer.c,mod.c; wire libaudio output to SDL. - Decide the ASP strategy (see §11 C2): if audio runs the
aspMainmicrocode, wireaspMainTextStart/aspMainDataStartto the real microcode bytes in the ROM; if audio is CPU-only, theport/src/ucode.cdummies stand. - Port
input.c(keyboard/mouse/gamepad). - Goal: playable with sound.
Phase 4: Saves + polish
- File-backed EEPROM (saves); PFS/motor already stubbed as no-ops.
- Widescreen, mouse-look, FPS options, config file, crash handler.
- Goal: feature-parity with the original + QoL extras.
9. Open questions / risks
G_SETTEX(low priority); appears unused (gsSPUseTextureis never called). If a future decomp revision or a missed call site shows it is used, reverse the texture-bank selection (bank -> image, tile, detail/mipmap type) fromgmain.s+tex.c/initmttex.c. Not currently the main unknown.- Custom CC correctness; the GLSL compiler must handle every fade/blend mode GE uses; validate per-mode against the original. This is now the main rendering unknown.
- Scheduler fidelity; GE’s
sched.chas speed-graph / profiling hooks (speedgraphMarkerHandler) and a slightly different task model than PD; the port scheduler must reproduce the gfx/audio interleaving and VSync pacing. - Decomp completeness; the decomp is WIP; some functions may still be
stubs/
unk_. The PC port inherits whatever state the decomp is in. Track the upstreamn64decomp/007and rebase. - Endianness / alignment; GE, like PD, is big-endian N64 code with
unaligned accesses; the PD port handles this with careful casts and
-fno-strict-aliasing. Reuse those flags.
10. References
- PD port: https://github.com/fgsfdsfgs/perfect_dark
- PD decomp: https://github.com/n64decomp/perfect_dark
- GE decomp (this repo): https://github.com/n64decomp/007
- GE docs: https://github.com/kholdfuzion/goldeneye_docs
- N64 devkit / libultra:
include/PR/*.hin this repo - GE custom GBI:
include/gbi_extension.h - GE RSP ucode:
rsp/graphics/gmain.s