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Findings bookkeeping: user status calls + stale-row cleanup (M-201)
User-confirmed fixed/closed: D289 D285 D160 D156 D152 D235; approved closes D286 D296 D85, D323 parked as an enhancement; D218 shipped as DrawDistance. Shipped QoL rows D180-D216 and D333-D338 marked fixed; D318/D320/D321 fixed via D329; D236 sub-passes D265-D280 closed. D186/D339/D202/D207/D174/D308 annotated with user direction.
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@@ -12,19 +12,19 @@ D76 · D164,FIXED,Legal screen only draws line 1 —,"FIXED — this row and the
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D159,FIXED,"front-end wallet-Bond photo ""interlaced""/combed (RC1 / D149) —",FIXED (#ifdef PORT no-op the swap in image.c)
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D161,FIXED,Depot (-level_30) ceiling = bright-blue speckle + radial rays (B2).,FIXED (port/fast3d/gfx_pc.cpp)
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D165 · D166,FIXED,"Input-layer polish (M-31, port-only):",FIXED
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D180 · D181,PARTIAL,Native-PC input pass (QoL run):,"LANDED, config-gated, feel-checks owed"
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D186,PARTIAL,"Video.FpsCap throttles the sim, not just presentation (M-39 diag, M-42 clamp).","CLAMP LANDED (port/fast3d/gfx_sdl2.cpp, port/src/video.c); real fix owed"
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D180 · D181,FIXED,Native-PC input pass (QoL run):,FIXED (2026-09-26 bookkeeping:
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D186,OPEN,"Video.FpsCap throttles the sim, not just presentation (M-39 diag, M-42 clamp).","OPEN (2026-09-26, user direction:"
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D187,FIXED,"HUD ammo-type/weapon icon vanished at -O2 (M-46 root-cause, M-47 fix + verify).","FIXED (src/game/gunfire.c, #ifdef AVOID_UB); PR #19"
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D188,FIXED,Linux -O2 boot crash:,"FIXED (src/libultrare/libc/xprintf.c, src/sprintf.c, #ifdef PORT); PR #22"
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D189,FIXED,Linux -fstack-protector aborts on the decomp's latent stack-buffer overruns (M-48) —,"FIXED (CMakeLists.txt, src/game/stan.c #ifdef PORT); PR #23"
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D190,CLOSED,"Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open).","CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows)."
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D191,FIXED,Windows -O2 release-bundle crash:,FIXED + PLAYTEST-VERIFIED (M-79).…
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D193,FIXED,NPC AI locomotion is too slow —,FIXED + user-playtest-verified (M-81) —…
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D194,PARTIAL,Mouse input needs another tuning pass —,PARTIAL — M-120 human playtest…
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D194,FIXED,Mouse input needs another tuning pass —,FIXED (2026-09-26: user reports the v0.3.0→v0.4.0 mouse changes feel solid and glitch-free; code-side validation owed).
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D195,FIXED,"Transparency / alpha surfaces broken on Control (M-49, user playtest) —","FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_vertex) —…"
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D197,CLOSED,"Character face/head textures wrap around the head, seen on Silo (M-49, user playtest).",CLOSED — user playtest v0.2.0-pre
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D198,FIXED,alAdpcmPull/_decodeChunk used K0_TO_PHYS (an unconditional & 0x1FFFFFFF mask) on 64-bit heap pointers (src/libultra/audio/load.c).,FIXED (src/libultra/audio/load.c) —
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D199,PARTIAL,Phase-3 software audio mixer:,"LANDED (port/src/mixer.c, port/include/mixer.h, include/PR/abi.h) —"
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D199,FIXED,Phase-3 software audio mixer:,FIXED (2026-09-26 bookkeeping:
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D200,FIXED,-level_09 segfault: reverb's ALDelay.input/output are u32 —,FIXED — 5-line cast in reverb.c (this session)
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D196,FIXED,"OS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest).","FIXED (6e758f1d, merged to main) —…"
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D192,CLOSED,Front-end mission/level-select grid pointer still can't reach the outer cells —,"CLOSED — the buggy mode 0 was removed entirely in the v0.2.0 prep pass (see D239); click-to-lock is now the only capture mode, so the unreachable-cells path no longer exists"
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@@ -45,9 +45,9 @@ D228,FIXED,AK47 white missing-texture patches after D217's texpool fix —,"FIXE
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D204,FIXED,PC audio ran ~2 % below real time permanently (AI feedback loop's 3 ms setpoint vs PC jitter).,"FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —"
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D203,CLOSED,"Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:",CLOSED — root cause + fix in D253.
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D201,FIXED,"src/libultra/audio/bnkf.c bank/instrument/sound/wavetable relocation offsets were s32, truncating the real 64-bit base pointer.",FIXED (src/libultra/audio/bnkf.c) —
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D202,?,"Silenced PPK ""slap"" + broader real-time mixer corruption (M-52→M-67).",ROOT CAUSE ESTABLISHED (M-66); Disposition C implemented + measured (M-66b) —
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D202,OPEN,"Silenced PPK ""slap"" + broader real-time mixer corruption (M-52→M-67).",OPEN — by-ear check owed (2026-09-26):
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D206,FIXED,PC played every SFX one bank slot too high —,"FIXED (M-76, src/snd.c:1001, #ifdef PORT) —"
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D207,?,"Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).",MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) —
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D207,FIXED,"Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).",MONITORING — user 2026-09-26:
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D208,FIXED,Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —,FIXED + user playtest-verified (M-78d) —
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D209,FIXED,Every AI character in the game is locked to a *walk* animation regardless of the speed the ailist commands —,FIXED + user-playtest-verified (M-81).
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D210,FIXED,chrToPatrol() leaves act_patrol.lastvisible60 uninitialised on PC —,"FIXED (chraction.c:3872, #ifdef PORT → self->act_patrol.lastvisible60 = -1;, N64 line under #else).…"
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@@ -56,33 +56,33 @@ D152+,FIXED,D152 addendum (M-31):,"FIXED (src/snd.c, port/src/libultra.c, #ifdef
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D168,FIXED,GE_PCDUMP / F12 PPM captures were vertically flipped —,FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
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D169,FIXED,Front-end mouse pointer can't reach the outer cells of the mission/level-select grid —,"FIXED (M-33, port/src/input.c, port-only, no #ifdef PORT)."
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D178,FIXED,Pre-mission briefing screen:,FIXED (M-36) — high confidence
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D175,OPEN,In-game stutter / brief hang during normal play —,"OPEN — observed, not investigated"
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D175,OPEN,In-game stutter / brief hang during normal play —,"OPEN (user, 2026-09-26:"
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D176,FIXED,"Surface exterior renders wrong (-level_36), two independent defects.","(a) scroll-speed FIXED (fidelity pass; HIGH confidence on root cause, MODERATE on N64 parity); M-93 playtest + M-98 Defect-2 starburst screenshot in the sections."
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D177,FIXED,Ladders non-functional —,FIXED (M-36) — high confidence; interactive climb test owed
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D172,FIXED,"Bullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).",FIXED (port/fast3d/gfx_pc.cpp gfx_lod_tile_offset)…
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D174,OPEN,"""No blood effect"" (user QA report).",OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars
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D174,OPEN,"""No blood effect"" (user QA report).","Blood renders (user, 2026-09-26); OPEN only for an N64-accuracy comparison on 1964."
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D183,OPEN,"M-36 Family A (""texture line/pitch shear"") is DISPROVEN for the Surface repro (-level_36).",Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN
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D173,FIXED,Third-person Bond model spawns too high —,"MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed)."
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D179,FIXED,Packaged build crashes after the logos —,"Diagnosed, not fixed —"
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D180,PARTIAL,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).","LANDED, port-only, no #ifdef PORT.…"
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D181,?,Game.ScreenShakeIntensity —,"Menu row pulled (v0.2.1, user testing)."
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D184,PARTIAL,F10 port-layer options overlay —,"LANDED, port-only, no #ifdef PORT in src/."
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D211,PARTIAL,"PC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).",PARTIAL — M-84 refix…
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D212,PARTIAL,Anisotropic-filtering config wiring —,"LANDED, port-only. Build clean."
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D213,PARTIAL,On-screen FPS readout —,"LANDED, port-only. Build clean; bunker1 no-op confirmed."
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D214,PARTIAL,"Keyboard rebinding — [Input.Bind] config section (M-83, port-only, PD parity, Phase 4 debt).",PARTIAL — M-84: code PASS (alt/ctrl); one doc-only fix.
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D180,FIXED,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).",FIXED (2026-09-26 bookkeeping:
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D181,FIXED,Game.ScreenShakeIntensity —,FIXED (2026-09-26 bookkeeping:
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D184,FIXED,F10 port-layer options overlay —,FIXED (2026-09-26 bookkeeping:
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D211,FIXED,"PC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).",FIXED (2026-09-26 bookkeeping:
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D212,FIXED,Anisotropic-filtering config wiring —,FIXED (2026-09-26 bookkeeping:
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D213,FIXED,On-screen FPS readout —,FIXED (2026-09-26 bookkeeping:
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D214,FIXED,"Keyboard rebinding — [Input.Bind] config section (M-83, port-only, PD parity, Phase 4 debt).",FIXED (2026-09-26 bookkeeping:
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D215,FIXED,1P weapon viewmodel never drew in-level —,"FIXED (src/game/gunfire.c, #ifdef PORT)."
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D216,PARTIAL,"Game.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).",LANDED + VERIFIED this session.
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D216,FIXED,"Game.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).",FIXED (2026-09-26 bookkeeping:
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D217,FIXED,1P weapon viewmodel + 3P Bond model textures garbled —,FIXED + merged (PR #47 + PR #49); white residual split out as D228.
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D218,PROPOSED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
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D218,FIXED,Wide FOV exposes the per-level draw-distance / fog boundary —,FIXED (2026-09-26 reclassified:
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D219,RESOLVED,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","RESOLVED (M-115, 2026-09-12) for the original PPK-purple symptom."
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D220,PARTIAL,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
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D85,OPEN,Room primary/secondary DL → texLoadFromGdl garbage.,"OPEN (safety-netted; widen/pool fixes landed, geometry now renders)"
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D85,CLOSED,Room primary/secondary DL → texLoadFromGdl garbage.,"CLOSED (2026-09-26, user-approved:"
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D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure.,resolved
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D88.4,RESOLVED,propDefs polymorphic record stream not byteswapped → setupDoor crash.,resolved (d88_propdefs.py); layout audit M-20 → D132
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D132,PROPOSED,D88 propDefs layout audit (M-20):,proposed fix (not applied) —
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D157,FIXED,"Campaign never unlocks the next level (M-30, user bug —","FIXED (src/bondtypes.h, #ifdef PORT —…"
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D160,PARTIAL,Dam level-end cutscene (Bond off the dam / bungee) never plays —,"DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1)…"
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D160,FIXED,Dam level-end cutscene (Bond off the dam / bungee) never plays —,"FIXED (user, 2026-09-26:"
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D89-D92,RESOLVED,"stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs",resolved
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D93-D102,RESOLVED,struct-pun / hardcoded-size pass:,resolved (D95 pool bump partial)
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D103-D107,RESOLVED,"BUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tile",resolved
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@@ -91,20 +91,20 @@ D113-D116,FIXED,portal BFS ok · matrix chain ok · player raw-offset audit + gu
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D117,OPEN,"Frame nondeterminism root-caused; GE_DETERM attempted, not achieved.","OPEN (mode attempted, not achieved)"
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D118,RESOLVED,"SDL input layer; M-24 mouse-look rework (mode-aware map, real INI); D118b/c FIXED.",resolved (D118a residual)
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D150,FIXED,watch OBJECTIVES / BRIEF page crash:,FIXED (src/str.c #ifdef PORT); interactive re-verify pending
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D260-D265,PARTIAL,"v0.2.1 hotfix batch: D260 wheel direction swap (fixed) · D261 watch-menu nav auto-repeat (fixed, feel-check owed) · D262 watch item-preview model missing → roo…",partial — see rows
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D266-D269,OPEN,"D236/D265 wall, second pass:",OPEN (the wall itself) —
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D270,?,Backfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.,dead-ended into D271/D272; infrastructure kept in tree
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D260-D265,CLOSED,"v0.2.1 hotfix batch: D260 wheel direction swap (fixed) · D261 watch-menu nav auto-repeat (fixed, feel-check owed) · D262 watch item-preview model missing → roo…",CLOSED (2026-09-26 bookkeeping:
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D266-D269,CLOSED,"D236/D265 wall, second pass:",CLOSED (2026-09-26 bookkeeping:
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D270,CLOSED,Backfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.,CLOSED (2026-09-26 bookkeeping:
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D271,FIXED,"D236 wall, third pass —",FIXED-but-insufficient (src/game/bg.c #ifdef PORT) —
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D276,OPEN,"D236 wall, eighth pass —","REFRAMED — oml=0xc81049d8/fmt=3 is the primary suspect now, not D269's CI8 pair; 0x0c184b50 unattributed; wall still open, see D236"
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D279,?,Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in scratch/ (d279_run.log… —,undocumented — artifacts only
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D276,CLOSED,"D236 wall, eighth pass —",CLOSED (2026-09-26 bookkeeping:
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D279,CLOSED,Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in scratch/ (d279_run.log… —,CLOSED (2026-09-26 bookkeeping:
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D281,FIXED,"Game.AllUnlocked (D257) still breaks audio, and can also break right-mouse aim, when enabled before any save has ever been written (v0.2.1 user testing… —","FIXED (2026-09-23, port/src/libultra.c):"
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D282,FIXED,"QoL ask (v0.2.1 user testing, 2026-09-15):","FIXED (port/src/input.c, #ifdef not needed —"
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D283,OPEN,"Steam Deck first-run preset (D-unnumbered in port/src/video.c/main.c, videoApplySteamOSDefaults()) did not apply for a user who added the game via Steam… —","OPEN — mechanism understood, root cause (Desktop-vs-Game-Mode STEAMOS env var difference) unverified on real hardware; user-facing workaround documented in README/release notes."
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D280,?,"D236 wall, ninth pass —","REFRAMED again — no fix; next steps in detail section, see D236"
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D275,?,"D236 wall, eighth pass —","done — probes live, uncommitted; see D276 for what they found"
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D274,OPEN,"D236 wall, seventh pass —","d267_slot_addr fix live (always-on); content/decode question CLOSED; mip-presence CLOSED; wall still open, see D236/D276"
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D273,OPEN,"D236 wall, fifth pass —","RULED OUT (port/fast3d/gfx_pc.cpp palette_to_rgba32, pre-existing/uncommitted GE_D273) —"
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D272,OPEN,"D236 wall, fourth pass —","OPEN — probe GE_D272 added to port/fast3d/gfx_pc.cpp (env-gated, uncommitted); wall still open, see D236"
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D280,CLOSED,"D236 wall, ninth pass —",CLOSED (2026-09-26 bookkeeping:
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D275,CLOSED,"D236 wall, eighth pass —",CLOSED (2026-09-26 bookkeeping:
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D274,CLOSED,"D236 wall, seventh pass —",CLOSED (2026-09-26 bookkeeping:
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D273,CLOSED,"D236 wall, fifth pass —",CLOSED (2026-09-26 bookkeeping:
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D272,CLOSED,"D236 wall, fourth pass —",CLOSED (2026-09-26 bookkeeping:
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D137,FIXED,right-mouse (aim-sight) crash:,FIXED (src/game/gunfire.c #ifdef PORT —
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D119 · D120,FIXED,guard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hang,D119 fixed · D120 FIXED (M-30)
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D120,FIXED,Blood-decal PointUsage[] chain —,FIXED (tools_pc/d43_emit.py).
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@@ -122,9 +122,9 @@ D136,RESOLVED,"Stage-unload crash — objFree obj->prop reads float garbage (M-2
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D139,FIXED,Stage-unload crash root cause + fix (M-23).,"FIXED (src/game/cleanup_objects.c, #ifdef PORT —…"
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D140,FIXED,Pause-menu crash (M-23 open → M-27 fixed).,"FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT)."
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D141,FIXED,"Watch-menu item-model crash (M-27), exposed by D140.","FIXED (src/game/gunfire.c, #ifdef PORT)."
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D152,?,"Mission-failed / objective-failed → permanent black screen (M-28, user bug report —","MITIGATED (port/src/libultra.c, M-28, #ifdef PORT/port-only).…"
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D152,FIXED,"Mission-failed / objective-failed → permanent black screen (M-28, user bug report —","FIXED (user, 2026-09-26:"
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D154,?,"bg.c room-geometry ray/hit-test GBI parser port (M-28, WRITTEN / UNVERIFIED / UNCOMMITTED).",M-30 re-audit + fixes (still playtest-gated for final verify).
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D156,PARTIAL,"Facility outro-cutscene ""hang"" —","GUARDED (src/game/model.c, #ifdef PORT)…"
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D156,FIXED,"Facility outro-cutscene ""hang"" —","FIXED (user, 2026-09-26:"
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D155,FIXED,"Facility outro-cutscene end → ""hang"" = unclamped deltaFrames spiral (M-29, user bug report).","FIXED (src/game/frametiming.c, #ifdef PORT —…"
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D153,RESOLVED,"-level_09 frame ~900–1400 0xc0000005 = D117/D134 load flakiness, NOT a bug (M-28).",NOT A BUG — closed. Run anchors on a quiet machine.
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D151,FIXED,Watch data all blank —,"FIXED (src/bondtypes.h, #ifdef PORT —…"
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@@ -132,10 +132,10 @@ D130,RESOLVED,"crash class C2 (Facility -level_34, Runway -level_35):",resolved
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D164,FIXED,"Disclaimer / legal screen only draws the first line (D76 root cause, M-31).",FIXED — corrected 2026-09-18:
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D165,FIXED,"Front-end menu cursor doesn't feel like a mouse pointer (M-31, user bug B5 follow-up).","FIXED (port/src/input.c; Input.MenuPointerMode, Input.HipfirePitchSpeed added)."
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D166,FIXED,Hipfire mouse pitch is digital while yaw is analog —,FIXED (port/src/input.c).…
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D235,OPEN,Wrong textures load after dying/restarting a level —,"OPEN — fix wired, headless reload clean (2026-09-23); NOT reproduced with the fix off (headless) nor in the 2026-09-25 user playtest (die → mission select → restart)."
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D235,CLOSED,Wrong textures load after dying/restarting a level —,"CLOSED (user, 2026-09-26:"
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D236,CLOSED,"Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).","CLOSED (M-198, pass 26, 425237f9; probes stripped 0503d335):"
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D237,FIXED,"QoL ask (M-106, user QA):","FIXED (2026-09-23): category headers + 5 more settings (SkipIntro, Show FPS, pad invert/deadzone/trigger); wheel scroll already existed."
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D238,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only (port/src/input.c + config.c)
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D238,FIXED,"QoL ask (M-106, user QA):",FIXED (2026-09-26: covered by D337/D338 aim work; user reports mouse feel good; code-side validation owed).
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D239,CLOSED,"QoL ask (M-106, user QA):",CLOSED — executed in the v0.2.0 prep pass (port-only)…
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D240,OPEN,"Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).","OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment."
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D241,OPEN,Player gunshot SFX goes silent under some conditions —,"OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug."
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@@ -160,21 +160,21 @@ D261,FIXED,v0.2.1 (user request:,FIXED — feel-check received; W/S sensitivity
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D262,FIXED,v0.2.1 (user report):,"FIXED (primary cause, D264) —"
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D264,FIXED,"D262's root cause (ABI/layout class, cf.","FIXED — build green, probes removed; visual confirmation pending."
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D263,RESOLVED,v0.2.1 (user report):,"RESOLVED (not a bug), refined (v0.2.1 further user testing, 2026-09-15)."
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D265,?,"D236 investigation (port-layer, port/fast3d/gfx_pc.cpp):",PARKED — reverted to baseline; evidence + suspect list above.
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D265,CLOSED,"D236 investigation (port-layer, port/fast3d/gfx_pc.cpp):",CLOSED (2026-09-26 bookkeeping:
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D258,OPEN,PAL/JP asset conversion is broken at the source-data level —,"OPEN — repair path verified, not applied (out of v0.2.0 scope)."
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D284,FIXED,port/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards —,"FIXED, 21-level sweep clean, no crashes —"
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D285,PARTIAL,Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug:,"PARTIALLY FIXED, RECURRED PAST THE FIX (see D305, 2026-09-18)."
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D286,OPEN,"User-confirmed real ~8s frame freeze on Caverns, Steam Deck —","OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285."
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D285,FIXED,Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug:,"FIXED (user, 2026-09-26:"
|
||||
D286,CLOSED,"User-confirmed real ~8s frame freeze on Caverns, Steam Deck —","CLOSED (2026-09-26, user-approved:"
|
||||
D287,FIXED,"User-confirmed real, non-self-recovering freeze on Windows (M-141, 2026-09-15/16) after ~15-20 minutes with no input, triggered by clicking back into the… —",FIXED (user playtest 2026-09-26:
|
||||
D288,CLOSED,"Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —… —","CLOSED — not reproduced on the current build (2026-09-23 capture) and the 2026-09-25 user Silo playtest confirms it gone (""silo fixed"")."
|
||||
D289,OPEN,"Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).","OPEN — needs a human re-test specifically on a build with the D255 fix (this session's release/v0.3.0, not any earlier build) to see if it still happens.…"
|
||||
D289,FIXED,"Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).","FIXED (user, 2026-09-26:"
|
||||
D290,FIXED,"Watch's in-game ""controller"" section shows no control-pad graphic (M-141, Steam Deck user playtest).","FIXED (2026-09-23): D264-pattern template read in watchRenderController (flags read 0), plus 3 pointer-width/raw-Gfx sites on the same path; controller model verified rendering on Windows."
|
||||
D291,CLOSED,"Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).","CLOSED — duplicate of D306, faithful (M-201, 2026-09-26:"
|
||||
D292,FIXED,Death animations are glitched —,"MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed alongside D173) —"
|
||||
D293,FIXED,"QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —","FIXED (M-141) — ""Quit to desktop"" row added to the F10 overlay; build-verified Win+Linux, not yet live-confirmed.…"
|
||||
D294,FIXED,"Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later… —","FIXED, user playtest confirmed (2026-09-25:"
|
||||
D295,FIXED,"Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtes…",FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed:
|
||||
D296,OPEN,"Control Center, 00 Agent:","OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (tools_pc/debug.ps1), not the packaged release artifact —"
|
||||
D296,CLOSED,"Control Center, 00 Agent:","CLOSED (2026-09-26, user-approved:"
|
||||
D297,FIXED,v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).,FIXED (M-150) — migration shim landed:
|
||||
D298,?,Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build —,"s — regression reported 2026-09-16 during v0.3.0 work (build ce8427cf); user says ""don't fix, just for context""; not yet investigated —"
|
||||
D299,FIXED,Game.SkipIntro crashed selecting any save slot except one —,"FIXED — fileValidateSaves() (only called from the skipped legal screen) never ran under SkipIntro, leaving saves[] all-zero; added the missing call to the SkipIntro shortcut (src/game/lv.c, #ifdef PO…"
|
||||
@@ -186,7 +186,7 @@ D304,FIXED,"Mouse sensitivity menu overhaul (user request, 2026-09-18):","FIXED
|
||||
D305,FIXED,"Steam Deck SIGSEGV on the v0.3.0 pre-release build (Cavern, early in the level, Game.AllUnlocked previously enabled on the session/save) —",FIXED (defensive guard) —
|
||||
D306,CLOSED,"Dam intro/truck wheels render with odd transparent-looking areas, possibly z-fighting (user QA, 2026-09-18).","CLOSED — faithful, confirmed on 1964 (M-201):"
|
||||
D307,OPEN,"In-level security camera entities can be flipped facing the wrong direction (backwards) on some levels, e.g.",OPEN (investigated 2026-09-21) —
|
||||
D308,OPEN,"Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).","OPEN — investigated: PC depth precision == N64 (24-bit both sides; RSP writes full 16.16), so level-authored coincident geometry is the prime suspect; GE_ZF flicker probe in-tree."
|
||||
D308,OPEN,"Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).","OPEN (user, 2026-09-26:"
|
||||
D309,FIXED,Complete non-self-recovering freeze (Windows) returning from Caverns to the intro screen —,FIXED via D310 — user-playtest-confirmed 2026-09-18 (Caverns→intro clean; the spin record itself observed resuming correctly in the post-fix probe log).
|
||||
D310,FIXED,"RULE-2-SIGNOFF: chraiitemsize() mis-sizes 1-byte AI_PRINT records (NUL-scans forward), corrupting AI execution for any list containing an active PRINT —",FIXED — user-playtest-confirmed 2026-09-18 (v2:
|
||||
D311,FIXED,Complete freeze in modelSetAnimFrame2WithChrStuff root-motion loop —,FIXED — root cause D336 (bheadAdjustAnimation read never-written placeholder fields); the #ifdef PORT guard is retained as a safety net.
|
||||
@@ -196,12 +196,12 @@ D314,FIXED,"F10 menu items flicker randomly/intermittently (reported on the main
|
||||
D315,OPEN,Menu scaling differs between main menu and in-game —,"OPEN — disclosed as a known issue, deferred to v0.3.1 (bigger design question, not a mechanical fix)."
|
||||
D316,FIXED,"Mouse-clicking some menu items glitches and lands on the item below instead (user report, v0.3.0 playtest build, 2026-09-18).",FIXED — root-caused to two compounding bugs (naive mouse->logical mapping ignoring the safe-area crop; asymmetric row hit-test band) in port/src/optionsoverlay.c + port/fast3d/gfx_pc.cpp.
|
||||
D317,CLOSED,"Crash when toggling Game.AllUnlocked back and forth in-game (user report, v0.3.0 playtest build, 2026-09-18) —","CLOSED — symptom of D316 (confirmed instant window close, no WER report; the D316 hit-band bias let a click on ""All unlocked"" fall through to the adjacent ""Quit to desktop"" row)."
|
||||
D318,OPEN,Facility (regular play path):,"OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped."
|
||||
D318,FIXED,Facility (regular play path):,FIXED via D329 (2026-09-26 bookkeeping:
|
||||
D319,FIXED,"Frame cap slider was mostly a dead zone; replaced with a plain 30/60 toggle (user ask, 2026-09-18).",FIXED — new ROW_FPSCAP cycle (30/60 only) in port/src/optionsoverlay.c; default changed to 60 in port/src/video.c.
|
||||
D320,OPEN,"D318-class sweep: aim-hold → _update AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).","OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped."
|
||||
D321,OPEN,D318 trigger chain fully mapped:,"OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped."
|
||||
D320,FIXED,"D318-class sweep: aim-hold → _update AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).",FIXED via D329 (2026-09-26 bookkeeping:
|
||||
D321,FIXED,D318 trigger chain fully mapped:,FIXED via D329 (2026-09-26 bookkeeping:
|
||||
D322,FIXED,Long-session audio degradation:,"FIXED (Windows) for the periodic ""garbled"" bursts —"
|
||||
D323,OPEN,G_TL_LOD bindings of explicit-LOD textures:,"OPEN / parked — mechanism confirmed in code; census (tools_pc/bg_lod_audit.py) shows 15 levels with explicit-LOD textures bound under TEXTLOD-on classes (stat 378, azt 806 binds heaviest); overwhelmi…"
|
||||
D323,CLOSED,G_TL_LOD bindings of explicit-LOD textures:,"CLOSED — parked as a fidelity enhancement, not a bug (2026-09-26, user-approved:"
|
||||
D324,FIXED,"GE's <stdlib.h> stub declares nothing, so TUs that include it get NO CRT prototypes —",FIXED (2026-09-22) — proven impact:
|
||||
D325,CLOSED,ROM-mod (xdelta) compatibility:,CLOSED as a question —
|
||||
D326,CLOSED,Random Eye randomizer repacks the ROM too —,CLOSED as a question —
|
||||
@@ -211,10 +211,10 @@ D329,FIXED,The D318/D320 guard anim pin is a tick-granularity divergence:,"FIXED
|
||||
D330,FIXED,"#103 (v0.3.0, Win 11):",FIXED (port/src/input.c) —
|
||||
D331,FIXED,Ejected shell casings never rendered on PC:,"FIXED (gunfire.c #ifdef PORT, explicit template); PP7 casing verified on native Windows (before:"
|
||||
D332,FIXED,Reticule jitter in aim mode (RMB) —,FIXED (fix/mouse-pd-model) —
|
||||
D333,OPEN,"#104 (v0.3.0, Linux):","IMPLEMENTED (port/src/input.c + optionsoverlay.c, port-only); default N64 = unchanged; build + golden clean; feel check owed."
|
||||
D334,?,"Native widescreen, world side (WIDESCREEN-FOV-PLAN Option B Phase 2):",IMPLEMENTED (Rule-2 approved 2026-09-23); 4:3 identity (golden 3/3); native 16:9 centre matches the 4:3 frame (mean diff 4.3 vs 12.4 stretched); 21:9 clean on Bunker/Facility/Dam.
|
||||
D335,?,"Native widescreen, HUD + front end (WIDESCREEN-FOV-PLAN Phase 3):","IMPLEMENTED (Rule-2 approved 2026-09-23); 4:3 byte-identical (no emission at ≤4:3); verified at 16:9/21:9 on HUD, watch, title card, legal/file-select/gun-barrel."
|
||||
D333,FIXED,"#104 (v0.3.0, Linux):",FIXED (2026-09-26 bookkeeping:
|
||||
D334,FIXED,"Native widescreen, world side (WIDESCREEN-FOV-PLAN Option B Phase 2):",FIXED (2026-09-26 bookkeeping:
|
||||
D335,FIXED,"Native widescreen, HUD + front end (WIDESCREEN-FOV-PLAN Phase 3):",FIXED (2026-09-26 bookkeeping:
|
||||
D336,FIXED,"Frigate (and any level) ""all polygons break except the gun"" after turning:","FIXED (src/game/bondhead.c #ifdef PORT, ABI/layout); headless repro (Runway → exit → Frigate → turn, D294 2× room pool) clean, D156 0 fires; golden 3/3; Win + Linux builds."
|
||||
D337,OPEN,Aim modes folded (user decision):,IMPLEMENTED (port/src/input.c + optionsoverlay.c); headless-measured with new scripted-mouse harness; golden 3/3; Win + Linux builds.
|
||||
D338,?,"Input.AimRange (F10 ""Aim range""):","IMPLEMENTED + measured (PC 98%/72%, N64 65%/49%); golden 3/3; Win + Linux builds."
|
||||
D339,PARTIAL,"#92 (low-end ~30 fps, Celeron N3060 / HD 400) —",INVESTIGATING — probe landed; target-hardware numbers needed before any fix.
|
||||
D337,FIXED,Aim modes folded (user decision):,FIXED (2026-09-26 bookkeeping:
|
||||
D338,FIXED,"Input.AimRange (F10 ""Aim range""):",FIXED (2026-09-26 bookkeeping:
|
||||
D339,OPEN,"#92 (low-end ~30 fps, Celeron N3060 / HD 400) —","OPEN (2026-09-26, user:"
|
||||
|
+49
-49
@@ -396,19 +396,19 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D159 | front-end wallet-Bond photo "interlaced"/combed (RC1 / D149) — `texSwapAltRowBytes` odd-row 8-byte pre-swap (N64 RDP odd-line TMEM XOR compensation) not reversed by fast3d | FIXED (`#ifdef PORT` no-op the swap in `image.c`) |
|
||||
| D161 | Depot (`-level_30`) ceiling = bright-blue speckle + radial rays (B2). A CI8 tile drawn with `gsDPSetTextureLUT(G_TT_NONE)` was decoded against the stale `rdp.palette` → garbage. Fix: `#ifdef`-free narrow route CI→I when `palette_fmt == G_TT_NONE` in `gfx_pc.cpp import_texture()`. | FIXED (`port/fast3d/gfx_pc.cpp`) |
|
||||
| D165 · D166 | **Input-layer polish (M-31, port-only)**: cursor P-controller + hipfire C-pulse. — full `## D165` / `## D166` entries at file tail | FIXED |
|
||||
| D180 · D181 | **Native-PC input pass (QoL run)**: click-to-lock capture + ScreenShakeIntensity hook. — full `## D180` / `## D181` entries at file tail | LANDED, config-gated, feel-checks owed |
|
||||
| D186 | **`Video.FpsCap` throttles the sim, not just presentation (M-39 diag, M-42 clamp).** The frame-pacing `sysSleep`+busy-wait in `sync_framerate_with_timer` (`port/fast3d/gfx_sdl2.cpp`) runs inline on the scheduler thread (`osSpTaskStartGo`→`gfx_run`→`swap_buffers_begin`), so a low cap blocks VI-retrace delivery and drags every game thread down to the cap rate (no N64 analogue — RSP/RDP are separate silicon). **Landed:** `0 < FpsCap < 30` → treated as `0` (uncapped) + warning, at both `videoInit` (normalises a bad `ge007.ini` for the next `configSave`) and `gfx_sdl_set_target_fps` (covers the F10-overlay live path); caps ≥ 30 unchanged. Verified: default `FpsCap=0` framediff 3/3 golden-identical; `FpsCap=10` now runs at the uncapped rate; `FpsCap=60` still paces. **Owed:** move pacing off the scheduler thread so any cap only drops presented frames. See §F "D186" + porting-notes.md §E. | CLAMP LANDED (`port/fast3d/gfx_sdl2.cpp`, `port/src/video.c`); real fix owed |
|
||||
| D180 · D181 | **Native-PC input pass (QoL run)**: click-to-lock capture + ScreenShakeIntensity hook. — full `## D180` / `## D181` entries at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: LANDED, config-gated, feel-checks owed |
|
||||
| D186 | **`Video.FpsCap` throttles the sim, not just presentation (M-39 diag, M-42 clamp).** The frame-pacing `sysSleep`+busy-wait in `sync_framerate_with_timer` (`port/fast3d/gfx_sdl2.cpp`) runs inline on the scheduler thread (`osSpTaskStartGo`→`gfx_run`→`swap_buffers_begin`), so a low cap blocks VI-retrace delivery and drags every game thread down to the cap rate (no N64 analogue — RSP/RDP are separate silicon). **Landed:** `0 < FpsCap < 30` → treated as `0` (uncapped) + warning, at both `videoInit` (normalises a bad `ge007.ini` for the next `configSave`) and `gfx_sdl_set_target_fps` (covers the F10-overlay live path); caps ≥ 30 unchanged. Verified: default `FpsCap=0` framediff 3/3 golden-identical; `FpsCap=10` now runs at the uncapped rate; `FpsCap=60` still paces. **Owed:** move pacing off the scheduler thread so any cap only drops presented frames. See §F "D186" + porting-notes.md §E. | OPEN (2026-09-26, user direction: target an "original" framerate/timing mode, with 60 fps + options on top; pacing must stop throttling the sim). Earlier: CLAMP LANDED (`port/fast3d/gfx_sdl2.cpp`, `port/src/video.c`); real fix owed |
|
||||
| D187 | **HUD ammo-type/weapon icon vanished at `-O2` (M-46 root-cause, M-47 fix + verify).** — full `## D187` entry at file tail | FIXED (`src/game/gunfire.c`, `#ifdef AVOID_UB`); PR #19 |
|
||||
| D188 | **Linux `-O2` boot crash: `_Printf` passes `&args` of a by-value `va_list` param (M-48).** — full `## D188` entry at file tail | FIXED (`src/libultrare/libc/xprintf.c`, `src/sprintf.c`, `#ifdef PORT`); PR #22 |
|
||||
| D189 | **Linux `-fstack-protector` aborts on the decomp's latent stack-buffer overruns (M-48) — FIXED.** — full `## D189` entry at file tail | FIXED (`CMakeLists.txt`, `src/game/stan.c` `#ifdef PORT`); PR #23 |
|
||||
| D190 | **Linux `-level_45` SIGSEGV at load in `add_ptr_to_objective` (`objective.c:64`) (M-48, open).** — full `## D190` entry at file tail | **CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows).** Full chain… |
|
||||
| D191 | **Windows `-O2` release-bundle crash: SIGSEGV in `modelGetNodeRwData` (`src/game/model.c:478`) — the `root->Parent` node-tree walk (M-49, user playtests of the…** — full `## D191` entry at file tail | FIXED + PLAYTEST-VERIFIED (M-79).… |
|
||||
| D193 | **NPC AI locomotion is too slow — characters don't move to their destinations at the original game's rate (M-49, user playtest; clarified after the FULL 21-level…** — full `## D193` entry at file tail | **FIXED + user-playtest-verified (M-81) —… |
|
||||
| D194 | **Mouse input needs another tuning pass — RMB aim over-sensitive + sensitivity couples to frame/sim rate (M-49, user playtest).** — full `## D194` entry at file tail | **PARTIAL — M-120 human playtest… |
|
||||
| D194 | **Mouse input needs another tuning pass — RMB aim over-sensitive + sensitivity couples to frame/sim rate (M-49, user playtest).** — full `## D194` entry at file tail | FIXED (2026-09-26: user reports the v0.3.0→v0.4.0 mouse changes feel solid and glitch-free; code-side validation owed). Earlier: **PARTIAL — M-120 human playtest… |
|
||||
| D195 | **Transparency / alpha surfaces broken on Control (M-49, user playtest)** — full `## D195` entry at file tail | **FIXED (`port/fast3d/gfx_pc.cpp`, `gfx_sp_vertex`) —… |
|
||||
| D197 | **Character face/head textures wrap around the head, seen on Silo (M-49, user playtest).** — full `## D197` entry at file tail | CLOSED — user playtest v0.2.0-pre |
|
||||
| D198 | **`alAdpcmPull`/`_decodeChunk` used `K0_TO_PHYS` (an unconditional `& 0x1FFFFFFF` mask) on 64-bit heap pointers (`src/libultra/audio/load.c`).** — full `## D198` entry at file tail | FIXED (`src/libultra/audio/load.c`) — part of the Phase-3 mixer landing, not yet build/runtime-verified in isolation |
|
||||
| D199 | **Phase-3 software audio mixer: macro-swap `aXxx` opcode execution + reverse-engineered `aSetBuffer` persistent-context semantics (`port/src/mixer.c`…** — full `## D199` entry at file tail | LANDED (`port/src/mixer.c`, `port/include/mixer.h`, `include/PR/abi.h`) — functional on `-level_09`, context-inference risk noted, needs a wider level sweep |
|
||||
| D199 | **Phase-3 software audio mixer: macro-swap `aXxx` opcode execution + reverse-engineered `aSetBuffer` persistent-context semantics (`port/src/mixer.c`…** — full `## D199` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: LANDED (`port/src/mixer.c`, `port/include/mixer.h`, `include/PR/abi.h`) — functional on `-level_09`, context-inference risk noted, needs a wider level sweep |
|
||||
| D200 | **`-level_09` segfault: reverb's `ALDelay.input/output` are u32 — `-d->output` zero-extends to a +4GB pointer offset on 64-bit (D3x class, FIXED).** `src/libultrare/audio/reverb.c` back-references the delay ring as `&r->input[-d->output]`; on N64 (s32 `ptrdiff_t`) the u32 negation wraps to a small negative index, on PC x86-64 it zero-extends to +4294967136 samples → `_loadBuffer`/`_saveBuffer` write 13–52KB wild, trampling the delay array / `r->base` / adjacent heap in a self-propagating loop until unmapped memory. Fixed with `(s32)` negation casts at 5 sites (PD ground truth `n_reverb.c` does exactly this); ramalign line gets `(s64)`. Verified: `-level_09` runs 120 s+ crash-free, DRAM guard window over the FX region sees zero OOB writes. | FIXED — 5-line cast in reverb.c (this session) |
|
||||
| D196 | **OS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest).** — full `## D196` entry at file tail | **FIXED (`6e758f1d`, merged to `main`) —… |
|
||||
| D192 | **Front-end mission/level-select grid pointer still can't reach the outer cells — but only under `Input.MouseCaptureMode=0` (legacy always-grab) (M-49, user…** — full `## D192` entry at file tail | CLOSED — the buggy mode 0 was removed entirely in the v0.2.0 prep pass (see D239); click-to-lock is now the only capture mode, so the unreachable-cells path no longer exists |
|
||||
@@ -429,9 +429,9 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D204 | **PC audio ran ~2 % below real time permanently (AI feedback loop's 3 ms setpoint vs PC jitter).** — full `## D204` entry at file tail | FIXED (`port/src/audio.c`, `port/src/libultra.c`, `port/include/audio.h`) — measured; a by-ear pass on a real playthrough still owed |
|
||||
| D203 | **Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle: Facility (`-level_34`) crashes "after loading in as James Bond" (user bug report).** — full `## D203` entry at file tail | CLOSED — root cause + fix in D253. |
|
||||
| D201 | **`src/libultra/audio/bnkf.c` bank/instrument/sound/wavetable relocation offsets were `s32`, truncating the real 64-bit base pointer.** — full `## D201` entry at file tail | FIXED (`src/libultra/audio/bnkf.c`) — part of the Phase-3 mixer landing, not yet build/runtime-verified in isolation |
|
||||
| D202 | **Silenced PPK "slap" + broader real-time mixer corruption (M-52→M-67).** — full `## D202` entry at file tail | ROOT CAUSE ESTABLISHED (M-66); Disposition C implemented + measured (M-66b) — stuck loop is sound 203, a faithful N64 quirk; PC-side expiration fades it. M-67 static analysis exhausted. Full trail in the section. |
|
||||
| D202 | **Silenced PPK "slap" + broader real-time mixer corruption (M-52→M-67).** — full `## D202` entry at file tail | OPEN — by-ear check owed (2026-09-26): fire the silenced PPK a lot, listen for a slap/crackle or a lingering loop. Earlier: ROOT CAUSE ESTABLISHED (M-66); Disposition C implemented + measured (M-66b) — stuck loop is sound 203, a faithful N64 quirk; PC-side expiration fades it. M-67 static analysis exhausted. Full trail in the section. |
|
||||
| D206 | **PC played every SFX one bank slot too high — pointer-width layout shift in `struct ALInstrumentAlt_s` (M-76).** Root cause of D205 (3)/(4) + D202's "slap". — full `## D206` entry at file tail | **FIXED (M-76, `src/snd.c:1001`, `#ifdef PORT`)** — ABI/layout-only (D3x class); user by-ear A/B vs N64 = PASS (M-77c) → D202 closed. |
|
||||
| D207 | **Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).** — full `## D207` entry at file tail | MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) — voice-starvation hypothesis did NOT hold up (M-77b); designed pass reverted. |
|
||||
| D207 | **Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).** — full `## D207` entry at file tail | MONITORING — user 2026-09-26: "fixed possibly"; M-201 live captures showed no drops (see D241). Earlier: MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) — voice-starvation hypothesis did NOT hold up (M-77b); designed pass reverted. |
|
||||
| D208 | **Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) — `struct` field `bondview.h:200 s32 field_A48` is used as a second…** — full `## D208` entry at file tail | FIXED + user playtest-verified (M-78d) — Bunker firefight: player gunshots persist through the whole engagement and survive the klaxon stopping. Committed 7601b9db (PR #29, merged). |
|
||||
| D209 | **Every AI character in the game is locked to a *walk* animation regardless of the speed the ailist commands — `act_ubytes.padding[45]`, a raw-byte alias into…** — full `## D209` entry at file tail | **FIXED + user-playtest-verified (M-81).** `chraction.c:3665`, `#ifdef PORT` → `get_sound_at_range(self, self->act_gopos.unk59, ...)`; the N64 line kept verbatim under `#else`.… |
|
||||
| D210 | **`chrToPatrol()` leaves `act_patrol.lastvisible60` uninitialised on PC — a raw-byte union alias (`act_init.padding[0x13]`) that shifts when `act_patrol` widens…** — full `## D210` entry at file tail | **FIXED (`chraction.c:3872`, `#ifdef PORT` → `self->act_patrol.lastvisible60 = -1;`, N64 line under `#else`).… |
|
||||
@@ -441,25 +441,25 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D168 | **`GE_PCDUMP` / F12 PPM captures were vertically flipped — the entire source of the bogus D114/D116 "HUD/text X-mirror" (M-33, developer-confirmed).** — full `## D168` entry at file tail | FIXED (`port/fast3d/gfx_opengl.cpp`); D114 / D116 reclassified as capture-orientation artifacts (below). |
|
||||
| D169 | **Front-end mouse pointer can't reach the outer cells of the mission/level-select grid — only an inner ~3×3 selectable (M-33, developer bug report).** — full `## D169` entry at file tail | **FIXED (M-33, `port/src/input.c`, port-only, no `#ifdef PORT`).** The `menuMode` pointer branch now derives its clamp bounds from the live virtual screen —… |
|
||||
| D178 | **Pre-mission briefing screen: objectives blank / missing, briefing pages blank (also the D143 "briefing text blank" side effect) — FIXED (M-36).** — full `## D178` entry at file tail | **FIXED (M-36)** — high confidence |
|
||||
| D175 | **In-game stutter / brief hang during normal play** — full `## D175` entry at file tail | OPEN — observed, not investigated |
|
||||
| D175 | **In-game stutter / brief hang during normal play** — full `## D175` entry at file tail | OPEN (user, 2026-09-26: still happens occasionally; keep). Earlier: OPEN — observed, not investigated |
|
||||
| D176 | **Surface exterior renders wrong (`-level_36`), two independent defects.** (a) black sky = RDPHALF no-op, root-caused M-37; scroll-speed FIXED (perspective-correct tc in `skyPortRenderPoly`). (b) cliff/rock walls = grey diagonal static — NOT a decode bug (D183: 0/166 loads strided); re-scope from ROM ground truth of the wall texnum (M-37 inconclusive, leaning tiling-density). — full `## D176(a)` entries at file tail; see also GRAPHICS-BACKLOG.md D176 | **(a) scroll-speed FIXED** (fidelity pass; HIGH confidence on root cause, MODERATE on N64 parity); M-93 playtest + M-98 Defect-2 starburst screenshot in the sections. **(b) open.** |
|
||||
| D177 | **Ladders non-functional — progression blocker (user QA) — FIXED (M-36): `count`/`rooms` land in the high half of a widened pointer.** — full `## D177` entry at file tail | **FIXED (M-36)** — high confidence; interactive climb test owed |
|
||||
| D172 | **Bullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).** — full `## D172` entry at file tail | **FIXED (`port/fast3d/gfx_pc.cpp` `gfx_lod_tile_offset`)… |
|
||||
| D174 | **"No blood effect" (user QA report).** — full `## D174` entry at file tail | OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars |
|
||||
| D174 | **"No blood effect" (user QA report).** — full `## D174` entry at file tail | Blood renders (user, 2026-09-26); OPEN only for an N64-accuracy comparison on 1964. Earlier: OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars |
|
||||
| D183 | **M-36 Family A ("texture line/pitch shear") is DISPROVEN for the Surface repro (`-level_36`).** The importers' pitch assumption is real but never fires there; the Surface cliff "grey static" is not a shear. Full evidence + what the walls actually are: §F "D183" below. A defensive, provably-no-op de-stride landed in `import_texture()` anyway (covers the `gfx_dp_load_tile` case the `SUPPORT_CHECK`s assert against), plus `GE_DTEX` STRIDED marker + `GE_TEXRAW` raw-source dump. | Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN |
|
||||
| D173 | **Third-person Bond model spawns too high** — full `## D173` entry at file tail | **MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed).** User: "9/10 times he's in the right place now, if he's off it's only by a small amount, no more floating in midair or glitching out spinning like before." The M-160/M-165 shared-mechanism hypothesis (D243's animation-state/position desync class) holds for this bug too, confirmed by outcome even though the exact code path was never separately traced for D173 specifically. Small positional-offset residual remains, not investigated further — no more full floating/spin. |
|
||||
| D179 | **Packaged build crashes after the logos — the D43/D69 model + bg sidecars are ROM-derived and absent from any build that has no ROM (M-34, alpha-release QA).** — full `## D179` entry at file tail | Diagnosed, not fixed — release packaging gap + latent `romdata.c` fallback |
|
||||
| D180 | **Native-PC input pass (M-XX QoL run, `qol/native-pc-input-menu`, port-only).** — full `## D180` entry at file tail | LANDED, port-only, no `#ifdef PORT`.… |
|
||||
| D181 | **`Game.ScreenShakeIntensity` — first route-(b) `src/` gameplay-cosmetic hook (M-XX QoL run).** — full `## D181` entry at file tail | **Menu row pulled (v0.2.1, user testing).** The hook is correct on its own narrow terms —… |
|
||||
| D184 | **F10 port-layer options overlay — the approach-(C) surface from `OPTIONS-MENU-PLAN.md` (M-37).** — full `## D184` entry at file tail | **LANDED, port-only, no `#ifdef PORT` in `src/`.** Build links 241/241.… |
|
||||
| D211 | **PC FOV slider — `Video.FovScale` (M-83 QoL wave, port-only, `WIDESCREEN-FOV-PLAN.md` Phase 4).** — full `## D211` entry at file tail | **PARTIAL — M-84 refix… |
|
||||
| D212 | **Anisotropic-filtering config wiring — `Video.Anisotropy` (M-83 QoL wave, port-only).** — full `## D212` entry at file tail | **LANDED, port-only.** Build clean. **Owed:** eyeball at 16× on a grazing surface (Depot roof / Dam walkway) vs 1×. |
|
||||
| D213 | **On-screen FPS readout — `Video.DisplayFPS` (M-83 QoL wave, port-only, PD parity).** — full `## D213` entry at file tail | **LANDED, port-only.** Build clean; `bunker1` no-op confirmed. **Owed:** eyeball that the counter reads a sane ~30 and doesn't overlap the HUD. |
|
||||
| D214 | **Keyboard rebinding — `[Input.Bind]` config section (M-83, port-only, PD parity, Phase 4 debt).** — full `## D214` entry at file tail | **PARTIAL — M-84: code PASS (alt/ctrl); one doc-only fix.** LANDED, port-only, no `#ifdef PORT`; build clean.… |
|
||||
| D180 | **Native-PC input pass (M-XX QoL run, `qol/native-pc-input-menu`, port-only).** — full `## D180` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: LANDED, port-only, no `#ifdef PORT`.… |
|
||||
| D181 | **`Game.ScreenShakeIntensity` — first route-(b) `src/` gameplay-cosmetic hook (M-XX QoL run).** — full `## D181` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: **Menu row pulled (v0.2.1, user testing).** The hook is correct on its own narrow terms —… |
|
||||
| D184 | **F10 port-layer options overlay — the approach-(C) surface from `OPTIONS-MENU-PLAN.md` (M-37).** — full `## D184` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: **LANDED, port-only, no `#ifdef PORT` in `src/`.** Build links 241/241.… |
|
||||
| D211 | **PC FOV slider — `Video.FovScale` (M-83 QoL wave, port-only, `WIDESCREEN-FOV-PLAN.md` Phase 4).** — full `## D211` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: **PARTIAL — M-84 refix… |
|
||||
| D212 | **Anisotropic-filtering config wiring — `Video.Anisotropy` (M-83 QoL wave, port-only).** — full `## D212` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: **LANDED, port-only.** Build clean. **Owed:** eyeball at 16× on a grazing surface (Depot roof / Dam walkway) vs 1×. |
|
||||
| D213 | **On-screen FPS readout — `Video.DisplayFPS` (M-83 QoL wave, port-only, PD parity).** — full `## D213` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: **LANDED, port-only.** Build clean; `bunker1` no-op confirmed. **Owed:** eyeball that the counter reads a sane ~30 and doesn't overlap the HUD. |
|
||||
| D214 | **Keyboard rebinding — `[Input.Bind]` config section (M-83, port-only, PD parity, Phase 4 debt).** — full `## D214` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: **PARTIAL — M-84: code PASS (alt/ctrl); one doc-only fix.** LANDED, port-only, no `#ifdef PORT`; build clean.… |
|
||||
| D215 | **1P weapon viewmodel never drew in-level — `gunRenderFirstPersonGunModels` builds its `ModelRenderData` from a reinterpret across separately-declared adjacent…** — full `## D215` entry at file tail | **FIXED (`src/game/gunfire.c`, `#ifdef PORT`).** Build clean.… |
|
||||
| D216 | **`Game.SkipIntro` — boot straight to the file-select menu (M-83, port + one `#ifdef PORT` game-code line, PD parity, Phase 4 quick win).** — full `## D216` entry at file tail | **LANDED + VERIFIED this session.** Build clean.… |
|
||||
| D216 | **`Game.SkipIntro` — boot straight to the file-select menu (M-83, port + one `#ifdef PORT` game-code line, PD parity, Phase 4 quick win).** — full `## D216` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: **LANDED + VERIFIED this session.** Build clean.… |
|
||||
| D217 | **1P weapon viewmodel + 3P Bond model textures garbled — wrong/stale palette on model-DL CI textures (M-84).** Two defects: ① texpool arena misalignment (the green), ② CI texture-cache collision. — full `## D217` entries (M-86→M-97) at file tail | **FIXED + merged** (PR #47 + PR #49); white residual split out as D228. |
|
||||
| D218 | **Wide FOV exposes the per-level draw-distance / fog boundary — "blue artifacting" down long peripheral sightlines (M-84, user QA on the D211 FOV slider).** — full `## D218` entry at file tail | **Logged (M-84), fix proposed + parked.** Plan… |
|
||||
| D218 | **Wide FOV exposes the per-level draw-distance / fog boundary — "blue artifacting" down long peripheral sightlines (M-84, user QA on the D211 FOV slider).** — full `## D218` entry at file tail | FIXED (2026-09-26 reclassified: the proposed fix shipped as Video.DrawDistance + DrawDistanceAutoFov, default 150). Earlier: **Logged (M-84), fix proposed + parked.** Plan… |
|
||||
| D219 | **PPK explosions render purple on Dam (M-87, user QA, "not 3D but noting").** — full `## D219` entry at file tail | **RESOLVED (M-115, 2026-09-12)** for the original PPK-purple symptom. **The adjacent bullet-spark-rainbow investigation logged under this label (M-157/M-158) is also FIXED (2026-09-18 session)** — `glass2.c`'s `bullet_spark_render` read the spark's RGBA colour via a hardcoded raw byte offset instead of the named `s_bullet_spark` struct fields, landing in the wrong memory on 64-bit PC; fixed by reading the named fields. User live-confirmed. D252's duplicate "lingering particle residue" report closes as the same bug (M-188). |
|
||||
|
||||
**M-111 (2026-09-12, live session, 6 build/relaunch cycles): G_LIGHTING lead RULED OUT; texture-cache-collision lead RULED OUT; ROOT CAUSE FOUND — R/B channel swap in the decoded fire particle texture data itself.** Live-captured 4 rounds against a real user playtest (not scripted) with the user confirming explosions were still blue/purple in every capture:
|
||||
@@ -474,13 +474,13 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
3. **Fix (`src/game/image.c`, `#ifdef PORT`/`#else` macro, no `src/` logic changed):** added `PORT_PIXEL16`/`PORT_PIXEL32` — `__builtin_bswap16`/`32` under `#ifdef PORT`, identity under `#else` (so the N64 build is byte-for-byte unaffected, verified by inspection: the macro is a no-op expansion, not a code path change) — and wrapped every wide-pixel (`RGBA32`/`RGB24`/`RGBA16`/`IA16`/`RGB15`) store in the five functions listed above. CI/I4/I8/IA4/IA8 branches (single-byte, no byte order) are untouched. This is the D3x/AGENTS.md#2 narrow ABI/byte-layout exception class: mechanical, semantics-preserving (same numeric color, corrected byte order for the LE host), scoped to exactly the format cases that need it.
|
||||
4. **Verified, numerically and visually:** `GE_TEXDUMP=1` PPM capture of the 15 `IMAGE_FIRE_N` textures post-fix — average RGB flipped from B-dominant (M-111: `fire000 (102,67,138)`) to R-dominant (post-fix `fire000 (141,127,53)`, `fire003 (147,81,24)`, `fire005 (47,10,2)`); a 10x-upscaled render of one frame and a 6-frame animation strip (frames 000-006, session scratchpad) show a clean, unambiguous fire-sprite animation — bright yellow-white core cooling through orange to red/black ash, exactly the expected in-game fire look, no purple/blue anywhere. Sanity-checked a montage of 12 ordinary (non-fire) world textures from the same Dam capture (clouds, hazard stripes, pipes, grating, concrete) — all render correctly, no regression from the format-gated change. `-level_09` (BUNKER1) and `-level_33` (Dam) both boot and render crash-free post-fix (10s+ each, no `ge007.crash.log`). **Not yet done:** a full 21-level `verify.sh sweep` and a genuine live human playtest confirming the fix in real (non-scripted) gameplay — the scripted-fire + texdump evidence here is strong but the row should stay open until a human eyeballs a real firefight on this build. `docs/porting-notes.md` gets a new entry for this bug class (runtime-decoded multi-byte pixel formats need explicit byte-order handling; static C-array textures already get this via D71/`gfx_tex_normalize_source`, runtime-decompressed ones did not). **M-114 — REGRESSION, reverted.** User playtest after M-113 landed reported 1P muzzle flash rendering blue and the ammo HUD counter rendering pink — colors inverted on textures that were fine before. Root cause: M-113's `PORT_PIXEL16`/`PORT_PIXEL32` swap is applied unconditionally to every call site in `texReadUncompressed`, `texChannelsToPixels`, `texInflateLookup`, and `texInflateLookupFromBuffer` — i.e. to every RGBA16/RGB15/IA16/RGBA32/RGB24 texture decoded through these shared functions, not just `IMAGE_FIRE_N`. This is the exact failure mode already logged above against the sibling function ("do NOT attempt a blanket R/B swap in `import_texture_rgba16` — it's shared by the whole game and would break every correctly-rendering RGBA16 texture"), just repeated one file over. Muzzle flash and the ammo HUD icon evidently decode through this same shared path without needing the swap. **Fix applied:** `PORT_PIXEL16`/`PORT_PIXEL32` reverted to identity (no-op) in `src/game/image.c`; the macro/call-site wrapping is left in place as scaffolding. **D219 is OPEN again** — the fire-particle color bug is unfixed. **Next, concrete, not yet done:** find the actual property that distinguishes `IMAGE_FIRE_N`'s decode from a working same-format sibling (M-112 already narrowed one candidate: FIRE is baked directly into a DL rather than going through the `sImageTableEntry` table that flare/ammo/impact sprites use — confirm whether that DL-embedded path is what needs the swap, or whether it's specifically `compmethod`, per M-112's still-open next step) and scope the macro to that property, not to a hardcoded texnum range. Not runtime-verified this session (static revert only, done to stop an active regression fast) — a human should confirm muzzle flash/ammo colors are back to normal on this build. **M-115 (2026-09-12, delegated session, 3 build/run cycles): fix RE-APPLIED, scoped by GBI pixel format — the M-114 regression resolved by construction, fire fixed again.** Per M-114's brief, found the property that distinguishes `IMAGE_FIRE_N`'s decode from working same-format siblings and scoped the macros to it. (1) **The discriminator is the decoded pixel FORMAT, not compmethod or texnum.** Full offline census of all 2698 ROM image-table entries (`scratch/d219_headers.py`, parsing real bitstream headers with the same MSB-first `texReadBits` contract as `src/game/image_bank.c`; zlib images skipped after the 2-byte `rz` preamble per `decompressdata`): only 94 non-zlib wide-pixel images exist — RGBA16=19, RGB15=14, IA16=1, RGBA32=60. The fire frames span compmethods RLE(4)/LOOKUP(5)/RLELOOKUP(7)/HUFFMANBLUR(8) (confirmed offline AND at runtime), so compmethod cannot scope the fix; a texnum range is a hardcoded landmine. Format IS structural: every 16-bit GBI-size format (RGBA16/RGB15/IA16) is consumed by importers that read the pool as **manually big-endian bytes** (`import_texture_rgba16`: `col16=(addr[0]<<8)|addr[1]`; `import_texture_ia16`: `intensity=addr[0], alpha=addr[1]`), while every 32-bit format (RGBA32/RGB24) is consumed by `import_texture_rgba32`, which does `PD_BE32()` on a **native** u32 load — it expects host-order words. So bswap-at-store is required for exactly the 16-bit family and must be identity for the 32-bit family; M-113's blanket swap hit both (M-114), M-114's full revert broke the 16-bit family again. (2) **Change (`src/game/image.c`, `#ifdef PORT` only, no call-site edits):** `PORT_PIXEL16(x)` = `__builtin_bswap16((unsigned short)(x))`; `PORT_PIXEL32(x)` = `(x)`. Every existing call site Line truncated
|
||||
| D220 | **1P muzzle flash position shifts upward at higher `Video.FovScale` (M-87, user QA, Jungle/M16).** — full `## D220` entry at file tail | **ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL.** The 1P hand + flash are model nodes in ONE gun DL (`gunfire.c` builds `rwmtx[1..4]` for hammer/flash/billboard nodes) drawn through the single per-frame projection from `viSetupCurrentPlayerView` —… |
|
||||
| D85 | **Room primary/secondary DL → `texLoadFromGdl` garbage.** — see §H (D85 entries: root cause + widen/texture-pool fixes) | OPEN (safety-netted; widen/pool fixes landed, geometry now renders) |
|
||||
| D85 | **Room primary/secondary DL → `texLoadFromGdl` garbage.** — see §H (D85 entries: root cause + widen/texture-pool fixes) | CLOSED (2026-09-26, user-approved: widen + texture-pool fixes landed long ago, safety net in place, no current symptoms). Earlier: OPEN (safety-netted; widen/pool fixes landed, geometry now renders) |
|
||||
| D86 · D87 | **modelInitRwData truncated ptr · attract-demo BE `ramromfilestructure`.** — see §H (D86, D87) | resolved |
|
||||
| D88.1–D88.3 · D88.5–D88.6 | `Usetup*Z` header + sub-table width/endian conversion (`d88_emit.py`) | resolved |
|
||||
| D88.4 | **`propDefs` polymorphic record stream not byteswapped → `setupDoor` crash.** — see §H (D88.4) + `## D132` | resolved (`d88_propdefs.py`); layout audit M-20 → **D132** |
|
||||
| D132 | D88 propDefs layout audit (M-20): converter cursor confirmed vs real PC struct layout for all types the 21 levels emit. DOOR/OBJECT-prefix/VEHICHLE/AIRCRAFT/TANK/AUTOGUN/AMMO/TINTED_GLASS/objective sub-records all MATCH. **Divergence found:** types 14 LINK / 19 SWITCH / 38 LOCK_DOOR / 44 SAFE_ITEM — each has `s32 IndexN` fields sharing a union with a pointer (`LinkRecord.first`/`Index1`), so on PC the field sits in an 8-byte, 8-aligned union slot, but the converter emits it at N64 tight-4-byte-word offsets → `pdef->Index1` reads `Index2`'s value, `Index2` reads 0 → switch-doors / dual-weapons / locked-doors / safes silently fail their validity guard (non-crash; guard failure also prevents the under-sized-record `->next` overflow). | proposed fix (not applied) — see below |
|
||||
| D157 | **Campaign never unlocks the next level (M-30, user bug — "complete Dam on Agent, Facility stays locked, no save").** — full `## D157` entry at file tail | FIXED (`src/bondtypes.h`, `#ifdef PORT` —… |
|
||||
| D160 | **Dam level-end cutscene (Bond off the dam / bungee) never plays — cuts straight to the MISSION COMPLETE report (M-30/M-31, user bug D148).** — full `## D160` entry at file tail | DIAGNOSTIC SHIPPED, not root-caused (`c95713f5`, `#ifdef PORT` + `GE_D160=1`)… |
|
||||
| D160 | **Dam level-end cutscene (Bond off the dam / bungee) never plays — cuts straight to the MISSION COMPLETE report (M-30/M-31, user bug D148).** — full `## D160` entry at file tail | FIXED (user, 2026-09-26: the Dam ending cutscene plays since v0.3.0). Earlier: DIAGNOSTIC SHIPPED, not root-caused (`c95713f5`, `#ifdef PORT` + `GE_D160=1`)… |
|
||||
| D161 | **Depot (`-level_30`) ceiling renders as bright-blue speckle + radial "light-ray" streaks converging to a point instead of a dark corrugated roof (M-30/M-31…** — full `## D161` entry at file tail | FIXED (`port/fast3d/gfx_pc.cpp` `import_texture`, `port/fast3d/gfx_opengl.cpp` diag). porting-notes.md §D. |
|
||||
| D89–D92 | stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs | resolved |
|
||||
| D93–D102 | struct-pun / hardcoded-size pass: player alloc, player.model inline Model, weapon Model pun, master-DL buffer | resolved (D95 pool bump partial) |
|
||||
@@ -490,20 +490,20 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D117 | **Frame nondeterminism root-caused; `GE_DETERM` attempted, not achieved.** — see §H (D117 M-8 root cause + M-52 addenda) | OPEN (mode attempted, not achieved) |
|
||||
| D118 | **SDL input layer; M-24 mouse-look rework (mode-aware map, real INI); D118b/c FIXED.** — see §H (D118 + M-24 entries) | resolved (D118a residual) |
|
||||
| D150 | watch OBJECTIVES / BRIEF page crash: `strcat(buf, langGet(id))` with `langGet` → NULL (unloaded bank) → NULL deref; `str.c` str* builtins elide a plain param NULL check, so guard via asm-laundered `GE_IS_NULL` | FIXED (`src/str.c` `#ifdef PORT`); interactive re-verify pending |
|
||||
| D260–D265 | v0.2.1 hotfix batch: D260 wheel direction swap (fixed) · D261 watch-menu nav auto-repeat (fixed, feel-check owed) · D262 watch item-preview model missing → root-caused to D264 (fixed at Gfx level, visual check pending) · D263 Facility Ourumov/Trevelyan beat — **resolved: not a bug**, proximity/LOS-triggered as on N64; full chain incl. execution shot verified firing on PC (teleport probe + user playtest) · D264 watch preview renderdata.flags zeroed by cross-global template read on PC (ABI/layout class; fixed) · D236/D265 Surface 1 tree "wall": IA16 importer dimensions transposed (fixed); decode attempt reverted after raw-byte proof that byte-pair is the authored image; root cause = `import_texture_ia4` decoding RDP I2:A2 as I3:A1, inverting the tree strip's alpha ramp → opaque repeating silhouettes; IA4 I3:A1→I2:A2 decode fix applied and user re-tested — **still a wall; reverted, parked** with evidence + suspect list in D265 | partial — see rows |
|
||||
| D266–D269 | D236/D265 wall, second pass: **the wall is CI8 32×32, not IA** (D269) — band-gated probe finds two draw classes per room stream (OPA oml=0xc4112078 + XLU oml=0xc41049d8), both BILERP/TEXTLOD/2-cycle/**FOG-on**; cards are soft gradient blobs, stripe period ≈ one card per visible room. D266: re-applied the reverted I2:A2 IA4 decode + replaced the hardcoded 0.19 edge quantize with AC-aware handling (census shows zero IA4 draws at boot). D267: IA8 dump infra — the three IA8 images are noise/mast sprites, not the wall. D268: force-alpha A/B proves the blend pipeline works. Ranked suspects now: fog range/application (D218 family) > TEXTLOD/mip sampling > draw density/culling > palette | OPEN (the wall itself) — probes live in tree (`GE_D266`/`GE_D266W`/`GE_D267`/`GE_D268_FORCEA`); the D266 decode + D271 portal-culling fixes **landed** (`532092c7`, M-139 R2 extraction) |
|
||||
| D270 | **Backfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.** — full `## D270` entry at file tail | dead-ended into D271/D272; infrastructure kept in tree |
|
||||
| D260–D265 | v0.2.1 hotfix batch: D260 wheel direction swap (fixed) · D261 watch-menu nav auto-repeat (fixed, feel-check owed) · D262 watch item-preview model missing → root-caused to D264 (fixed at Gfx level, visual check pending) · D263 Facility Ourumov/Trevelyan beat — **resolved: not a bug**, proximity/LOS-triggered as on N64; full chain incl. execution shot verified firing on PC (teleport probe + user playtest) · D264 watch preview renderdata.flags zeroed by cross-global template read on PC (ABI/layout class; fixed) · D236/D265 Surface 1 tree "wall": IA16 importer dimensions transposed (fixed); decode attempt reverted after raw-byte proof that byte-pair is the authored image; root cause = `import_texture_ia4` decoding RDP I2:A2 as I3:A1, inverting the tree strip's alpha ramp → opaque repeating silhouettes; IA4 I3:A1→I2:A2 decode fix applied and user re-tested — **still a wall; reverted, parked** with evidence + suspect list in D265 | CLOSED (2026-09-26 bookkeeping: v0.2.1 hotfix batch shipped; D265 is a D236 sub-pass, closed M-198). Earlier: partial — see rows |
|
||||
| D266–D269 | D236/D265 wall, second pass: **the wall is CI8 32×32, not IA** (D269) — band-gated probe finds two draw classes per room stream (OPA oml=0xc4112078 + XLU oml=0xc41049d8), both BILERP/TEXTLOD/2-cycle/**FOG-on**; cards are soft gradient blobs, stripe period ≈ one card per visible room. D266: re-applied the reverted I2:A2 IA4 decode + replaced the hardcoded 0.19 edge quantize with AC-aware handling (census shows zero IA4 draws at boot). D267: IA8 dump infra — the three IA8 images are noise/mast sprites, not the wall. D268: force-alpha A/B proves the blend pipeline works. Ranked suspects now: fog range/application (D218 family) > TEXTLOD/mip sampling > draw density/culling > palette | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: OPEN (the wall itself) — probes live in tree (`GE_D266`/`GE_D266W`/`GE_D267`/`GE_D268_FORCEA`); the D266 decode + D271 portal-culling fixes **landed** (`532092c7`, M-139 R2 extraction) |
|
||||
| D270 | **Backfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.** — full `## D270` entry at file tail | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: dead-ended into D271/D272; infrastructure kept in tree |
|
||||
| D271 | **D236 wall, third pass — suspect #3 (draw density/culling) CONFIRMED as a real over-draw; the D106 guard was the cause (M-129).** — full `## D271` entry at file tail | FIXED-but-insufficient (`src/game/bg.c` `#ifdef PORT`) — **landed** `532092c7` (M-139 R2 extraction, probes stripped); wall still open, see D236 |
|
||||
| D276 | **D236 wall, eighth pass — the true painter of the visible weave is a fully-opaque IA8 blocky-noise texture, not either of D269's named CI8 classes (M-134).** — full `## D276` entry at file tail | REFRAMED — `oml=0xc81049d8`/`fmt=3` is the primary suspect now, not D269's CI8 pair; `0x0c184b50` unattributed; wall still open, see D236 |
|
||||
| D279 | **Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in `scratch/` (`d279_run.log`…** — full `## D279` entry at file tail | undocumented — artifacts only |
|
||||
| D276 | **D236 wall, eighth pass — the true painter of the visible weave is a fully-opaque IA8 blocky-noise texture, not either of D269's named CI8 classes (M-134).** — full `## D276` entry at file tail | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: REFRAMED — `oml=0xc81049d8`/`fmt=3` is the primary suspect now, not D269's CI8 pair; `0x0c184b50` unattributed; wall still open, see D236 |
|
||||
| D279 | **Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in `scratch/` (`d279_run.log`…** — full `## D279` entry at file tail | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: undocumented — artifacts only |
|
||||
| D281 | **`Game.AllUnlocked` (D257) still breaks audio, and can also break right-mouse aim, when enabled before any save has ever been written (v0.2.1 user testing…** — full `## D281` entry at file tail | FIXED (2026-09-23, port/src/libultra.c): the AllUnlocked patch now reproduces the game's fresh-slot result (folder saves with DEFAULT_OPTIONS + one free slot) instead of five folder-1 slots with options 0 (no aim sight). Verified by fresh-eep SAVELOG; audio half owed a user check. |
|
||||
| D282 | **QoL ask (v0.2.1 user testing, 2026-09-15): front-end menu navigation (main menu, file select, mission-select map) currently requires the RIGHT analog stick —…** — full `## D282` entry at file tail | FIXED (`port/src/input.c`, `#ifdef` not needed — port-layer-only file), feel unconfirmed. |
|
||||
| D283 | **Steam Deck first-run preset (D-unnumbered in `port/src/video.c`/`main.c`, `videoApplySteamOSDefaults()`) did not apply for a user who added the game via Steam…** — full `## D283` entry at file tail | OPEN — mechanism understood, root cause (Desktop-vs-Game-Mode `STEAMOS` env var difference) unverified on real hardware; user-facing workaround documented in README/release notes. |
|
||||
| D280 | **D236 wall, ninth pass — fog math VERIFIED N64-faithful; the IA8 noise class VISUALLY confirmed as the weave's painter (M-135).** No quick win for trees. — full `## D280` entry at file tail | REFRAMED again — no fix; next steps in detail section, see D236 |
|
||||
| D275 | **D236 wall, eighth pass — probe upgrades (`GE_D270PIX` list, `GE_D270KEEPOML` counter) (M-133).** — full `## D275` entry at file tail | done — probes live, uncommitted; see D276 for what they found |
|
||||
| D274 | **D236 wall, seventh pass — probe identity (`seq`) unreliable; per-slot address stamp. Content-vs-decode question was a bug in our own offline analysis (M-132).** — full `## D274` entry at file tail | `d267_slot_addr` fix live (always-on); content/decode question CLOSED; mip-presence CLOSED; wall still open, see D236/D276 |
|
||||
| D273 | **D236 wall, fifth pass — N64 ground-truth screenshot obtained; `GE_D273` palette-decode A/B RULED OUT (M-131).** — full `## D273` entry at file tail | RULED OUT (`port/fast3d/gfx_pc.cpp` `palette_to_rgba32`, pre-existing/uncommitted `GE_D273`) — wall still open, see D236/D272 |
|
||||
| D272 | **D236 wall, fourth pass — per-card S/T audit RULES OUT "identical UV window" + converter bug; cards sample a wide authored UV range (M-130).** — full `## D272` entry at file tail | OPEN — probe `GE_D272` added to `port/fast3d/gfx_pc.cpp` (env-gated, uncommitted); wall still open, see D236 |
|
||||
| D280 | **D236 wall, ninth pass — fog math VERIFIED N64-faithful; the IA8 noise class VISUALLY confirmed as the weave's painter (M-135).** No quick win for trees. — full `## D280` entry at file tail | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: REFRAMED again — no fix; next steps in detail section, see D236 |
|
||||
| D275 | **D236 wall, eighth pass — probe upgrades (`GE_D270PIX` list, `GE_D270KEEPOML` counter) (M-133).** — full `## D275` entry at file tail | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: done — probes live, uncommitted; see D276 for what they found |
|
||||
| D274 | **D236 wall, seventh pass — probe identity (`seq`) unreliable; per-slot address stamp. Content-vs-decode question was a bug in our own offline analysis (M-132).** — full `## D274` entry at file tail | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: `d267_slot_addr` fix live (always-on); content/decode question CLOSED; mip-presence CLOSED; wall still open, see D236/D276 |
|
||||
| D273 | **D236 wall, fifth pass — N64 ground-truth screenshot obtained; `GE_D273` palette-decode A/B RULED OUT (M-131).** — full `## D273` entry at file tail | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: RULED OUT (`port/fast3d/gfx_pc.cpp` `palette_to_rgba32`, pre-existing/uncommitted `GE_D273`) — wall still open, see D236/D272 |
|
||||
| D272 | **D236 wall, fourth pass — per-card S/T audit RULES OUT "identical UV window" + converter bug; cards sample a wide authored UV range (M-130).** — full `## D272` entry at file tail | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: OPEN — probe `GE_D272` added to `port/fast3d/gfx_pc.cpp` (env-gated, uncommitted); wall still open, see D236 |
|
||||
| D137 | **right-mouse (aim-sight) crash:** — full `## D137` entry at file tail | FIXED (`src/game/gunfire.c` `#ifdef PORT` — `sp54` is `Gfx *`) |
|
||||
| D119 · D120 | guard-attack `weapons_held[]->chr` pun crash · blood-stain `PointUsage[]` chain hang | D119 fixed · **D120 FIXED (M-30)** |
|
||||
| D120 | **Blood-decal `PointUsage[]` chain — converter now emits it (M-30).** — full `## D120` entry at file tail | FIXED (`tools_pc/d43_emit.py`). Interactive verify pending — blood decals on a BUNKER1 firefight should now appear + no hang. |
|
||||
@@ -523,10 +523,10 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D118d | **Watch-menu list over-scrolls with keyboard (M-27, user bug report).** `game_options_inventory_navigation` / `sub_GAME_7F0A611C` (`options.c`) have a "slam the stick" fast-scroll: a raw *level* check `joyGetStickY(PLAYER_1) < -0x46` / `>= 0x47` that steps `watch_inventory_cursor_pos` by 1 **every frame** it's held. An N64 stick rarely sustains past ~0x46 on-axis so a human taps it; keyboard W/S (and SDL pads pegged at 0x80) sit there every frame → one keypress skips several items (breaks item selection needed to finish the game). Fix: `#ifdef PORT` macro `GE_WATCH_STICK_FAST{UP,DOWN}` → `0` for the port — stick list-nav then goes only through the latched single-step path (`watch_stick_y_pressed_*`, one step per press, existing game mechanism) and the -0x1e..-0x45 smooth-scroll band; D-pad/C-buttons keep edge-repeat. N64 `#else` = verbatim. | FIXED (`src/game/options.c`, `#ifdef PORT`). Build green, `-level_09` unregressed. **Feel to be confirmed in playtest** (probe couldn't reach the INVENTORY watch page headlessly). D118 input family. Latent sibling: `front.c` menu nav uses `joyGetStick*InRange` level checks the same way. |
|
||||
| D141 | **Watch-menu item-model crash (M-27), exposed by D140.** — full `## D141` entry at file tail | FIXED (`src/game/gunfire.c`, `#ifdef PORT`). Watch page now renders (weapon page verified — mirrored text D114/D116, dark weapon model D75, both parked cosmetic). `-level_09`/`-level_20` unregressed. |
|
||||
| D150 | **Watch objective/briefing page crash (M-28).** — full `## D150` entry at file tail | FIXED (`src/str.c`, `#ifdef PORT`). Build green (`ntsc-final`); `-level_09` 600+ frames @ 91.67% unregressed. Watch-page repro is interactive — user to re-verify. porting-notes.md §C. |
|
||||
| D152 | **Mission-failed / objective-failed → permanent black screen (M-28, user bug report — LIVE process inspected, not yet fixed).** — full `## D152` entry at file tail | MITIGATED (`port/src/libultra.c`, M-28, `#ifdef PORT`/port-only).… |
|
||||
| D152 | **Mission-failed / objective-failed → permanent black screen (M-28, user bug report — LIVE process inspected, not yet fixed).** — full `## D152` entry at file tail | FIXED (user, 2026-09-26: no black screen after mission/objective failure). Earlier: MITIGATED (`port/src/libultra.c`, M-28, `#ifdef PORT`/port-only).… |
|
||||
| D152+ | **D152 addendum — static audit + narrow fix (M-31).** — full `## D152+` entry at file tail | FIXED (`src/snd.c`, `port/src/libultra.c`, `#ifdef PORT`). porting-notes.md §D4. |
|
||||
| D154 | **`bg.c` room-geometry ray/hit-test GBI parser port (M-28, WRITTEN / UNVERIFIED / UNCOMMITTED).** — full `## D154` entry at file tail | **M-30 re-audit + fixes (still playtest-gated for final verify).** Cross-checked the ported G_TRI1 + all 12 G_TRI4 nibble recoveries twice against the N64 `#else` and the raw BE-word bit derivation —… |
|
||||
| D156 | **Facility outro-cutscene "hang" — the actual fix (M-29, user bug report, 2nd occurrence after D155).** — full `## D156` entry at file tail | GUARDED (`src/game/model.c`, `#ifdef PORT`)… |
|
||||
| D156 | **Facility outro-cutscene "hang" — the actual fix (M-29, user bug report, 2nd occurrence after D155).** — full `## D156` entry at file tail | FIXED (user, 2026-09-26: no outro hang seen). Earlier: GUARDED (`src/game/model.c`, `#ifdef PORT`)… |
|
||||
| D155 | **Facility outro-cutscene end → "hang" = unclamped `deltaFrames` spiral (M-29, user bug report).** — full `## D155` entry at file tail | FIXED (`src/game/frametiming.c`, `#ifdef PORT` —… |
|
||||
| D153 | **`-level_09` frame ~900–1400 `0xc0000005` = D117/D134 load flakiness, NOT a bug (M-28).** — full `## D153` entry at file tail | NOT A BUG — closed. Run anchors on a quiet machine. |
|
||||
| D151 | **Watch data all blank — objectives / mission background / M / Q / Moneypenny (M-28, user bug report).** — full `## D151` entry at file tail | FIXED (`src/bondtypes.h`, `#ifdef PORT` —… |
|
||||
@@ -539,10 +539,10 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D166 | **Hipfire mouse pitch is digital while yaw is analog — inconsistent feel (user bug B7 / D118a, "cheaper alternative").** — full `## D166` entry at file tail | FIXED (`port/src/input.c`).… |
|
||||
| D233 | **All levels (intermittent): indoor level geometry invisible near doors — you can see through walls/floors into rooms you can't see into, while world objects…** — full `## D233` entry at file tail | **FIXED + VISUALLY VERIFIED (M-107 fix, M-108 verify).** See the other D233 row for full detail. |
|
||||
| D234 | **Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).** — full `## D234` entry at file tail | **VISUALLY VERIFIED FIXED (M-108), mechanism unexplained.** See the other D234 row for detail. |
|
||||
| D235 | **Wrong textures load after dying/restarting a level — not Facility-specific, seen on multiple levels (M-106, user QA report; clarified same session).** — full `## D235` entry at file tail | OPEN — fix wired, headless reload clean (2026-09-23); NOT reproduced with the fix off (headless) nor in the 2026-09-25 user playtest (die → mission select → restart). Keep the fix; close if it stays unreproduced through the release playtests. |
|
||||
| D235 | **Wrong textures load after dying/restarting a level — not Facility-specific, seen on multiple levels (M-106, user QA report; clarified same session).** — full `## D235` entry at file tail | CLOSED (user, 2026-09-26: not seen since the v0.3.0–v0.4.0 work; fix wired; reopen if it recurs). Earlier: OPEN — fix wired, headless reload clean (2026-09-23); NOT reproduced with the fix off (headless) nor in the 2026-09-25 user playtest (die → mission select → restart). Keep the fix; close if it stays unreproduced through the release playtests. |
|
||||
| D236 | **Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).** — full `## D236` entry at file tail | **CLOSED (M-198, pass 26, `425237f9`; probes stripped `0503d335`): root cause = `TEXTURETYPE_DETAIL` tile binding — fast3d drew the detail tile (opaque IA8 noise) instead of the base image; `gfx_lod_tile_offset` now samples tile 1 when the pair differs (`Video.DetailBaseTile`, default on). Live-verified Surface 1/2 + Depot; awaiting user play-test sign-off.** Historical trail — pass 24 (2026-09-21, static) DECODED THE TREE TEXTURE** (new `tools_pc/texdecode.py` ports image.c's LOOKUP/HUFFLOOKUP/RLELOOKUP codecs). **`tex1198` LOD 0 = 64×17 RGBA5551, 44.2% opaque, and its 1-bit alpha renders as an unmistakable treeline silhouette** — pass 23's identification confirmed by decode, not inference. **Rare authored a six-level LOD pyramid that PRESERVES the silhouette and its alpha coverage (44.2% → 43.1% → 38.8%), each level a separately-authored image with its own compmethod.** Since `XLU_SURF` has no alpha test (pass 22), averaging that 0/1 alpha into fractional mip alpha would smear the minified treeline into exactly the reported band — so 'authored LOD chain replaced by driver-generated mips' is now the leading mechanism, with hard ground truth behind it. Corrects pass 23: only `tex1198` is a treeline (`tex1199` 89.4% opaque denser foliage; `tex1200`/`tex1201` 100% opaque detail textures sharing the class). Two decoder bugs found while porting (missing per-image byte-align, `image.c:1096`; a GUESSED rather than ported RLE fudge) — both produced confident wrong pictures. **Pass 25 (live) answered all three questions: (1) YES 64×17 RGBA16 intact, pool ≡ offline decode; (2) YES alpha survives (44.2% opaque); (3) NO — no code path uploads authored chains as GL mips.** New: `tex1198`–`1201` are **never drawn from an idle spawn** (zero RGBA16 imports in 4800 frames) — the spawn wall is painted by other classes (cf D276/D280); the drawn tree-class card is **`tex149` IA8 32×64 hard cutout, byte-exact import, no authored chain**. Mip mechanism located: `texGetDepthAndSize` sizes LOADBLOCKs from the header `lods` field even for single-image textures (live A/B: 2808 B vs 2048 B real data), and the port's RC2 clip + `glGenerateMipmap`/trilinear (observed live) box-filters hard 0/F alpha into fractional mips → XLU smear. Pass 26 fix directions in entry (cheapest: no mip gen for no-chain textures). |
|
||||
| D237 | **QoL ask (M-106, user QA): F10 options overlay — make it scrollable with the mouse wheel, expose more settings into it (e.g. screen-flash / no-hit-flash…** — full `## D237` entry at file tail | FIXED (2026-09-23): category headers + 5 more settings (SkipIntro, Show FPS, pad invert/deadzone/trigger); wheel scroll already existed. Hands-on pass owed. |
|
||||
| D238 | **QoL ask (M-106, user QA): mouse sensitivity rework toward normal PC-shooter feel.** — full `## D238` entry at file tail | OPEN — not designed; port-only (`port/src/input.c` + `config.c`) |
|
||||
| D238 | **QoL ask (M-106, user QA): mouse sensitivity rework toward normal PC-shooter feel.** — full `## D238` entry at file tail | FIXED (2026-09-26: covered by D337/D338 aim work; user reports mouse feel good; code-side validation owed). Earlier: OPEN — not designed; port-only (`port/src/input.c` + `config.c`) |
|
||||
| D239 | **QoL ask (M-106, user QA): click-to-lock vs always-grab parity.** — full `## D239` entry at file tail | CLOSED — executed in the v0.2.0 prep pass (port-only)… |
|
||||
| D240 | **Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).** — full `## D240` entry at file tail | **OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment.** Confidence LOW-MEDIUM that this is a *new* bug distinct from the D155/D186/D193/D204/D209 timing-keystone family (all of which gate the identical `deltaFrames→speedgraphframes→g_ClockTimer→g_GlobalTimer` chain this SFX trigger consumes).… |
|
||||
| D241 | **Player gunshot SFX goes silent under some conditions — reported on Bunker with the alarm sounding, "or some other factor" — but only for PP7 and AK47, Klobb…** — full `## D241` entry at file tail | **OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug.** Recommend folding this repro into D207 (or closing D241 as a duplicate once D207 is reopened) rather than tracking separately.… |
|
||||
@@ -568,21 +568,21 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D262 | **v0.2.1 (user report): "3D models missing on watch menu screen item select" — the selected-item 3D preview does not appear on the watch inventory page.** — full `## D262` entry at file tail | FIXED (primary cause, D264) — pixel-level confirmation pending user run. |
|
||||
| D264 | **D262's root cause (ABI/layout class, cf. D140/D52): the watch item preview's `ModelRenderData` template is read across two adjacent globals that no longer sit…** — full `## D264` entry at file tail | FIXED — build green, probes removed; visual confirmation pending. |
|
||||
| D263 | **v0.2.1 (user report): Facility — "Ourumov not shooting Trevelyan"; the scripted opening beat never triggers. RESOLVED: not a port bug — the beat is…** — full `## D263` entry at file tail | RESOLVED (not a bug), refined (v0.2.1 further user testing, 2026-09-15). The D318 re-report (2026-09-18) turned out to be a **different** failure mode (derailment race → softlock, see D318 RESOLVED) — D263's proximity-trigger mechanism map stands. |
|
||||
| D265 | **D236 investigation (port-layer, `port/fast3d/gfx_pc.cpp`): the tree cards are IA8/IA4, not IA16 — and `import_texture_ia4` decoded the RDP's I2:A2 texel as…** — full `## D265` entry at file tail | PARKED — reverted to baseline; evidence + suspect list above. |
|
||||
| D265 | **D236 investigation (port-layer, `port/fast3d/gfx_pc.cpp`): the tree cards are IA8/IA4, not IA16 — and `import_texture_ia4` decoded the RDP's I2:A2 texel as…** — full `## D265` entry at file tail | CLOSED (2026-09-26 bookkeeping: sub-pass of D236, which closed in M-198). Earlier: PARKED — reverted to baseline; evidence + suspect list above. |
|
||||
| D258 | **PAL/JP asset conversion is broken at the source-data level — `scripts/filelist.e.csv` and `filelist.j.csv` carry naming defects, so `gen_romassets.py e/j` (and…** — full `## D258` entry at file tail | OPEN — repair path verified, not applied (out of v0.2.0 scope). |
|
||||
| D284 | **`port/src/random.c`'s MIPS64 `dsll32`/`dsrl32` shift helpers were backwards — PC PRNG desynced from the N64's from draw 1, in every release to date (M-138 review; fix M-139b).** — full `## D284` entry at file tail | FIXED, 21-level sweep clean, no crashes — RNG stream changes from every prior build; existing replays will diverge. **"Savegames unaffected" was FALSE (M-148): `fileGenerateCRC` runs off a local constant seed via `randomGetNextFrom`, so the fix invalidates every stored slot CRC — v0.3.0 silently wipes all pre-fix saves on first launch (release-blocker candidate, see D295 M-148)** |
|
||||
| D285 | **Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug: the `sndHandleEvent` preempt-scan walks the active-sound list unlocked (M-140; fixed M-141).** — full `## D285` entry at file tail | **PARTIALLY FIXED, RECURRED PAST THE FIX (see D305, 2026-09-18).** `osSetIntMask` lock added around the preempt-scan (M-141), live-verified crash-free on real Deck hardware (2026-09-16) — but the exact same fault (same FAULT ADDR, same site) recurred on the v0.3.0 pre-release build, disproving the lock as a *complete* fix: it stops concurrent mutation but not a scan that starts on an already-empty list. D305 adds the actually-missing NULL guard. Do not conflate with D255 — different thread, different subsystem. |
|
||||
| D286 | **User-confirmed real ~8s frame freeze on Caverns, Steam Deck — self-recovered, not a crash (M-140).** — full `## D286` entry at file tail | OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285. Do not chase a repro without a better lead. |
|
||||
| D285 | **Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug: the `sndHandleEvent` preempt-scan walks the active-sound list unlocked (M-140; fixed M-141).** — full `## D285` entry at file tail | FIXED (user, 2026-09-26: fixed around v0.2.1/v0.2.2; D305 guard also landed; not seen since). Earlier: **PARTIALLY FIXED, RECURRED PAST THE FIX (see D305, 2026-09-18).** `osSetIntMask` lock added around the preempt-scan (M-141), live-verified crash-free on real Deck hardware (2026-09-16) — but the exact same fault (same FAULT ADDR, same site) recurred on the v0.3.0 pre-release build, disproving the lock as a *complete* fix: it stops concurrent mutation but not a scan that starts on an already-empty list. D305 adds the actually-missing NULL guard. Do not conflate with D255 — different thread, different subsystem. |
|
||||
| D286 | **User-confirmed real ~8s frame freeze on Caverns, Steam Deck — self-recovered, not a crash (M-140).** — full `## D286` entry at file tail | CLOSED (2026-09-26, user-approved: single occurrence on a v0.2.x-era Deck build, before the D255/D285/D305/D329/D336 fixes; not seen since; reopen on recurrence). Earlier: OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285. Do not chase a repro without a better lead. |
|
||||
| D287 | **User-confirmed real, non-self-recovering freeze on Windows (M-141, 2026-09-15/16) after ~15-20 minutes with no input, triggered by clicking back into the…** — full `## D287` entry at file tail | FIXED (user playtest 2026-09-26: idle-unfocused → click-in resumes, mouse checks fine). Earlier: FIX APPLIED, pending user re-test (2026-09-25) — likely mechanism found by code review: SDL mouse-mode/cursor calls (`SDL_SetRelativeMouseMode`, `SDL_ShowCursor`) were made from the scheduler thread (every controller poll) concurrently with the host (window) thread's focus/click handling; the idle+refocus trigger is exactly when both flip grab state. Now queued and applied only on the host thread (`inputApplyMouseRequests`). Not reproduced; confirm with an idle 20 min + refocus test. |
|
||||
| D288 | **Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —…** — full `## D288` entry at file tail | CLOSED — not reproduced on the current build (2026-09-23 capture) and the 2026-09-25 user Silo playtest confirms it gone ("silo fixed"). Fixer not isolated (D271 A/B ruled out). |
|
||||
| D289 | **Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).** — full `## D289` entry at file tail | OPEN — needs a human re-test specifically on a build with the D255 fix (this session's `release/v0.3.0`, not any earlier build) to see if it still happens.… |
|
||||
| D289 | **Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).** — full `## D289` entry at file tail | FIXED (user, 2026-09-26: no recurrence on post-D255 builds). Earlier: OPEN — needs a human re-test specifically on a build with the D255 fix (this session's `release/v0.3.0`, not any earlier build) to see if it still happens.… |
|
||||
| D290 | **Watch's in-game "controller" section shows no control-pad graphic (M-141, Steam Deck user playtest).** — full `## D290` entry at file tail | FIXED (2026-09-23): D264-pattern template read in `watchRenderController` (flags read 0), plus 3 pointer-width/raw-Gfx sites on the same path; controller model verified rendering on Windows. |
|
||||
| D291 | **Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).** — full `## D291` entry at file tail | CLOSED — duplicate of D306, faithful (M-201, 2026-09-26: user-captured, Dam intro camera 5 only). Earlier: OPEN — observed, not investigated. Needs a live repro with the truck's exact position/timing and, ideally, a screenshot. |
|
||||
| D292 | **Death animations are glitched — Bond is often sunk halfway into the floor (M-141, Steam Deck user playtest).** — full `## D292` entry at file tail | **MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed alongside D173) — same fix, same outcome: right 9/10 times, small residual offset only when off, no more full sinking/glitching.** See D173 for the user's exact confirmation wording; not separately re-tested, reported together. |
|
||||
| D293 | **QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest — "couldn't see a way to exit the game. Maybe build this into the…** — full `## D293` entry at file tail | FIXED (M-141) — "Quit to desktop" row added to the F10 overlay; build-verified Win+Linux, not yet live-confirmed.… |
|
||||
| D294 | **Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later…** — full `## D294` entry at file tail | **FIXED, user playtest confirmed (2026-09-25: not reproduced)** — root cause: room-model POOL exhaustion (authored `-ma220`=220 KB < ~250 KB monument-plaza demand at FovScale 130 + max DD/Lod); `memaAlloc` NULL → silent skip → undrawn room shows the night-sky clear colour. Stochastic (wall-clock seed → load order). Fix: `portRoomPoolScale()` (video.c, identity at N64-faithful settings) applied in `bossMainloop`; verified headless (faithful→exact authored size; user settings→0 failures; `GE_ROOMPOOL=0.25`→exhaustion on demand). Playtest: main patch gone; residual corner flicker traced to full-level residency (487 KB = 2.2× authored) starving the 2× pool; the 3×/linear fix REGRESSED the renderer on the menu-driven path (D156 NaN anim state, not a bank overflow) → reverted to sqrt + 2.0 cap (ma=450560). Residual open; probes in place for next capture. High-DD horizon edge on night levels = setting-inherent, documented only.… |
|
||||
| D295 | **Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtest).** — full `## D295` entry at file tail | FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed: port-side JPN-cache seed (`port/src/main.c`) + `#ifdef PORT` buffer widen in `front.c` (D8 class). Verified: previously-crashing input now clean, 21/21 sweep PASS. Companion save-wipe regression → D297. History — M-148 fully root-caused + **reproduced on current HEAD**: `difficultytext[4]` (`front.c:2616`) overflow — `strcpy("00 Agent")`/`strcat("\n")` spills onto `textpos.p[0]` (y, ≥0x80 in normal geometries) → high-bit byte → `langGetJpnCharPixels` NULL deref (`language.c:320`, `g_JpnCacheCacheItems` NULL outside JPN mode — likewise unallocated on N64 non-JP builds, crash potential is decomp-native). The user's save is a *valid pre-D284* save (all 5 slot CRCs bit-exact under the old PRNG); post-fix builds wipe it at validation, which is why the unmodified artifact no longer triggers it — NOT a fix. No OOB exists (M-147 guess retracted: 007 difficulty has no stored times). Fix options flagged for sign-off (port-side JPN-cache init preferred; `difficultytext` enlarge = D8 class). Side finding: v0.3.0 silently wipes all pre-fix saves on first launch (D284 side effect — own D entry owed). Separate still-open issue found: unconditional `[EVTQ-DROP]` audio-pool-exhaustion logging, `src/libultra/audio/event.c:92`.… |
|
||||
| D296 | **Control Center, 00 Agent: noticeable stutter, user's own read is "maybe from the drone guns" (M-146, same D295 investigation session).** — full `## D296` entry at file tail | OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (`tools_pc/debug.ps1`), not the packaged release artifact — user flagged that harness overhead has caused false stutter before. Needs a plain-exe / real-release repro check before any perf tracing.… |
|
||||
| D296 | **Control Center, 00 Agent: noticeable stutter, user's own read is "maybe from the drone guns" (M-146, same D295 investigation session).** — full `## D296` entry at file tail | CLOSED (2026-09-26, user-approved: stutter seen only under gdb (debug.ps1); D302, fixed two days later, removed a per-triangle uncached getenv costing ~15 fps; reopen if seen on a normal build). Earlier: OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (`tools_pc/debug.ps1`), not the packaged release artifact — user flagged that harness overhead has caused false stutter before. Needs a plain-exe / real-release repro check before any perf tracing.… |
|
||||
| D297 | **v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).** — full `## D297` entry at file tail | FIXED (M-150) — migration shim landed: `port/src/legacycrc.c` (isolated, deliberately-wrong pre-D284 PRNG, reviewer-verified bit-exact against `0de99b4d^`) + eeprom-shim read-path hook in `libultra.c` (block 4 only; persists pristine+migrated bytes before the read-time-only AllUnlocked patch). Verified: user's #87 artifact → `D297-migrated 5`, all slots OK, idempotent on relaunch; native post-fix save untouched; corrupt slot left to the game's own wipe path; fresh eep untouched; 21/21 sweep PASS. Block-0 header needed no migration (factory seal, verified). |
|
||||
| D298 | **Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build — user suspects a debug-launch artifact and asked NOT to raise it until seen in a regular release-targeted build; parked** — full `## D298` entry at file tail |s — regression reported 2026-09-16 during v0.3.0 work (build ce8427cf); user says "don't fix, just for context"; not yet investigated** — full `## D298` entry at file tail |
|
||||
| D299 | **Game.SkipIntro crashed selecting any save slot except one — reproduced on a fresh save and on a clean Release rebuild, ruling out stale save data (found + fixed 2026-09-17).** — full `## D299` entry at file tail | FIXED — `fileValidateSaves()` (only called from the skipped legal screen) never ran under `SkipIntro`, leaving `saves[]` all-zero; added the missing call to the `SkipIntro` shortcut (`src/game/lv.c`, `#ifdef PORT`, zero game-logic change). Build-verified both `RelWithDebInfo`/`Release`; live user re-test confirms all 4 slots now selectable with `SkipIntro=1`. Not yet run through a full 21-level sweep. |
|
||||
@@ -594,7 +594,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D305 | **Steam Deck SIGSEGV on the v0.3.0 pre-release build (Cavern, early in the level, `Game.AllUnlocked` previously enabled on the session/save) — same exact FAULT ADDR 0x62 / `sndHandleEvent` signature as D285, reproduced AFTER D285's own lock fix was already live-verified crash-free on real hardware.** — full `## D305` entry at file tail | FIXED (defensive guard) — `sndHandleEvent`'s preempt-scan (`src/snd.c`) dereferenced its list-walk pointer before ever checking it for NULL (a do-while always runs its body once); D285's `osSetIntMask` lock only prevents another thread from emptying the list mid-scan, not a scan that starts with an already-empty list, so the crash could still happen even with that fix in place. Added the missing `iterState != NULL` guard before the loop, matching D255's established skip-instead-of-dereference precedent. Root desync mechanism (why pool-exhaustion accounting and the list can disagree) still not identified; `Game.AllUnlocked` correlation not proven, only reported. **Live-verified on the Deck (2026-09-18):** user ran two test sessions on Cavern with the updated build, plus toggled `Game.AllUnlocked` off then back on and relaunched — no crash in any of them. |
|
||||
| D306 | **Dam intro/truck wheels render with odd transparent-looking areas, possibly z-fighting (user QA, 2026-09-18).** — full `## D306` entry at file tail | CLOSED — faithful, confirmed on 1964 (M-201): all PC-specific leads refuted (FOV, depth precision, depth state, near plane, wheel transforms); it is the authored truck geometry seen from intro camera 5 under the truck. Absorbs D291. Earlier GE_ZF "real fighting" was a probe-quantisation artefact. |
|
||||
| D307 | **In-level security camera entities can be flipped facing the wrong direction (backwards) on some levels, e.g. Bunker (user QA, 2026-09-18) — NOT the player's view camera.** — full `## D307` entry at file tail | OPEN (investigated 2026-09-21) — no port-side bug found: orientation path traced, every input verified N64-faithful vs ROM (`PcctvZ` switch data, room-scaled boundpads, config words), all math byte-identical `src/game`. Blocked on user repro detail; `GE_D307=1` diagnostic in-tree. |
|
||||
| D308 | **Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).** — full `## D308` entry at file tail | OPEN — investigated: PC depth precision == N64 (24-bit both sides; RSP writes full 16.16), so level-authored coincident geometry is the prime suspect; GE_ZF flicker probe in-tree. |
|
||||
| D308 | **Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).** — full `## D308` entry at file tail | OPEN (user, 2026-09-26: possibly faithful; validate Statue ground z-fighting on 1964 vs port). Earlier: OPEN — investigated: PC depth precision == N64 (24-bit both sides; RSP writes full 16.16), so level-authored coincident geometry is the prime suspect; GE_ZF flicker probe in-tree. |
|
||||
| D309 | **Complete non-self-recovering freeze (Windows) returning from Caverns to the intro screen — boss thread spins forever in `ai()` on `m_RunToBondPersistent` via a phantom `GotoNext(lblZero)` created by `chraiitemsize`'s `AI_PRINT` NUL-scan mis-sizing a stringless PRINT record (user report + live GDB diagnosis, 2026-09-18).** — full `## D309` entry at file tail | **FIXED via D310 — user-playtest-confirmed 2026-09-18** (Caverns→intro clean; the spin record itself observed resuming correctly in the post-fix probe log). The teardown-ordering open question (why PC presents the unreachable-Bond state) remains documented but is now harmless. |
|
||||
| D310 | **RULE-2-SIGNOFF: `chraiitemsize()` mis-sizes 1-byte `AI_PRINT` records (NUL-scans forward), corrupting AI execution for any list containing an active PRINT — fixes D309's freeze mechanism and the Caverns standing-still guards (`Stop`+`PRINT("wait")` mis-lands on EndList, re-executed every tick; user report 2026-09-18).** — full `## D310` entry at file tail | **FIXED — user-playtest-confirmed 2026-09-18** (v2: global-list-only sizing via `d310ItemSize`; guards resume, Trevelyan pathing intact, Caverns→intro clean; probe log verified both list classes). PD precedent: PRINT removed, slot 0xAD reassigned. |
|
||||
| D311 | **Complete freeze in `modelSetAnimFrame2WithChrStuff` root-motion loop — D156 guard hole: poisoned `framea` (`model->animframe1`) passes the frameb-only clamp and saturates to a ~3.1e9-iteration spin (Caverns, live GDB diagnosis, 2026-09-18).** — full `## D311` entry at file tail | FIXED — root cause D336 (`bheadAdjustAnimation` read never-written placeholder fields); the `#ifdef PORT` guard is retained as a safety net. 2026-09-25 user playtest incl. ~2 min of Caverns combat: 0 D311 ANOMALY / D156 lines in a ~46-min session. |
|
||||
@@ -604,12 +604,12 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D315 | **Menu scaling differs between main menu and in-game — main menu scales OK, in-game menu "seems kinda big sometimes" (user report, v0.3.0 playtest build, 2026-09-18).** — full `## D315` entry at file tail | OPEN — disclosed as a known issue, deferred to v0.3.1 (bigger design question, not a mechanical fix). |
|
||||
| D316 | **Mouse-clicking some menu items glitches and lands on the item below instead (user report, v0.3.0 playtest build, 2026-09-18).** — full `## D316` entry at file tail | FIXED — root-caused to two compounding bugs (naive mouse->logical mapping ignoring the safe-area crop; asymmetric row hit-test band) in `port/src/optionsoverlay.c` + `port/fast3d/gfx_pc.cpp`. Build-verified (golden diff PASS, worst_cell=0); interactive click verification owed. |
|
||||
| D317 | **Crash when toggling Game.AllUnlocked back and forth in-game (user report, v0.3.0 playtest build, 2026-09-18) — no dump left behind.** — full `## D317` entry at file tail | CLOSED — symptom of D316 (confirmed instant window close, no WER report; the D316 hit-band bias let a click on "All unlocked" fall through to the adjacent "Quit to desktop" row). Same fix resolves it. |
|
||||
| D318 | **Facility (regular play path): after Objective C (destroying the bottling tanks) completes, Ourumov freezes and does not shoot Trevelyan as he should (user report, 2026-09-18).** — full `## D318` entry at file tail | OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped. Earlier resolution text kept in the full entry. |
|
||||
| D318 | **Facility (regular play path): after Objective C (destroying the bottling tanks) completes, Ourumov freezes and does not shoot Trevelyan as he should (user report, 2026-09-18).** — full `## D318` entry at file tail | FIXED via D329 (2026-09-26 bookkeeping: tick-granularity root cause; Rule-2 fix in model.c, user-verified 2026-09-23). Earlier: OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped. Earlier resolution text kept in the full entry. |
|
||||
| D319 | **Frame cap slider was mostly a dead zone; replaced with a plain 30/60 toggle (user ask, 2026-09-18).** — full `## D319` entry at file tail | FIXED — new `ROW_FPSCAP` cycle (30/60 only) in `port/src/optionsoverlay.c`; default changed to 60 in `port/src/video.c`. Root cause was D186 (sim tick ceiling + low-cap guard); this just fixes the menu's exposure of it. Build-verified; interactive confirmation owed. |
|
||||
| D320 | **D318-class sweep: aim-hold → `_update` AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).** — full `## D320` entry at file tail | OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped. Earlier resolution text kept in the full entry. |
|
||||
| D321 | **D318 trigger chain fully mapped: tanks → combat bit is an authored ~3.5 s gas-cascade delay (chr 254 script); derail lands same-tick; PC behavior confirmed faithful to N64 (probe captures, 2026-09-20).** — full `## D321` entry at file tail | OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped. Earlier resolution text kept in the full entry. |
|
||||
| D320 | **D318-class sweep: aim-hold → `_update` AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).** — full `## D320` entry at file tail | FIXED via D329 (2026-09-26 bookkeeping: tick-granularity root cause; Rule-2 fix in model.c, user-verified 2026-09-23). Earlier: OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped. Earlier resolution text kept in the full entry. |
|
||||
| D321 | **D318 trigger chain fully mapped: tanks → combat bit is an authored ~3.5 s gas-cascade delay (chr 254 script); derail lands same-tick; PC behavior confirmed faithful to N64 (probe captures, 2026-09-20).** — full `## D321` entry at file tail | FIXED via D329 (2026-09-26 bookkeeping: tick-granularity root cause; Rule-2 fix in model.c, user-verified 2026-09-23). Earlier: OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped. Earlier resolution text kept in the full entry. |
|
||||
| D322 | **Long-session audio degradation: full campaign on v0.3.0 — audio progressively worsens from Silo, by Caverns/Cradle the OST is inaudible and SFX "come and go"; restarting the game restores it (issue #87, user report, 2026-09-20).** — full `## D322` entry at file tail | FIXED (Windows) for the periodic "garbled" bursts — root cause SDL2's WASAPI backend, not the device: side-by-side monitor runs on the same USB interface show WASAPI draining 81–88 % for ~30–50 s every ~317 s (1.4 % playback lost overall) while DirectSound stays at exact real time. `port/src/audio.c` now prefers `directsound,wasapi` (SDL_AUDIODRIVER env still overrides). Remaining: SFX drop-outs in firefights, if still heard after this fix (8-voice cap, D207/D241); #87 progressive decay not reproduced here. |
|
||||
| D323 | **G_TL_LOD bindings of explicit-LOD textures: PC samples driver mips from LOD0, N64 samples the authored mip chain (static census, 2026-09-21).** — full `## D323` entry at file tail | OPEN / parked — mechanism confirmed in code; census (`tools_pc/bg_lod_audit.py`) shows 15 levels with explicit-LOD textures bound under TEXTLOD-on classes (stat 378, azt 806 binds heaviest); overwhelmingly CI8/IA8 (subtle), the only RGBA5551 cut-outs are the D236 set (already fixed). No reported artifact; fix path documented (upload GL mip chains for TEXTLOD-on bindings) but not worth doing speculatively. Also documents GE's OMH field-write encoding (op 0xBA, value at absolute bit position in w1). |
|
||||
| D323 | **G_TL_LOD bindings of explicit-LOD textures: PC samples driver mips from LOD0, N64 samples the authored mip chain (static census, 2026-09-21).** — full `## D323` entry at file tail | CLOSED — parked as a fidelity enhancement, not a bug (2026-09-26, user-approved: no reported artifact). Earlier: OPEN / parked — mechanism confirmed in code; census (`tools_pc/bg_lod_audit.py`) shows 15 levels with explicit-LOD textures bound under TEXTLOD-on classes (stat 378, azt 806 binds heaviest); overwhelmingly CI8/IA8 (subtle), the only RGBA5551 cut-outs are the D236 set (already fixed). No reported artifact; fix path documented (upload GL mip chains for TEXTLOD-on bindings) but not worth doing speculatively. Also documents GE's OMH field-write encoding (op 0xBA, value at absolute bit position in w1). |
|
||||
| D324 | **GE's <stdlib.h> stub declares nothing, so TUs that include it get NO CRT prototypes — implicit `int f()` declarations silently corrupt non-int returns: `atof` garbage in every float ini parse (D38 class).** — full `## D324` entry at file tail | FIXED (2026-09-22) — proven impact: `Game.ScreenShakeIntensity` (the only float ini option) silently parsed to garbage whenever a user set it; caught via the D294 `GE_ROOMPOOL` hook. Fix: `port/shim/stdlib.h` now declares atof/strtod/strtol/atexit/getenv unconditionally (K&R form); pc_protos.h gains atof/strtod for game TUs; glass2.c PORT block uses `__builtin_memset`. Residual harmless implicit decls (atoi/floorf/sqrtf/memset builtins, lround) documented. |
|
||||
| D325 | **ROM-mod (xdelta) compatibility: relocating/total-conversion mods cannot work while the file table is compiled in; in-place data-only mods are one sidecar-staleness fix away (Goldfinger 64 probe, 2026-09-22).** — full `## D325` entry at file tail | CLOSED as a question — mechanism measured (GF64 relocates 797/803 vanilla file slices; 12→24 MB expanded ROM; `d43_emit` dies on a vanilla-offset zlib slice). ASM mods never work; relocating mods need a runtime-parsed file table (rule-2 collision for added levels); in-place data-only mods need only a ROM-identity stamp in `manifest.csv` (`port/src/romconvert.c`). |
|
||||
| D326 | **Random Eye randomizer repacks the ROM too — the hypothesised "in-place data-only" mod tier is empty in practice; the in-ROM file table is the single keystone for any mod support (2026-09-22).** — full `## D326` entry at file tail | CLOSED as a question — identical ROM size but 96.5% of bytes and 803/803 file slices differ (content preserved, shifted +7216/+7392/−229888); same `d43_emit` zlib failure. D325's cheap tier disproven. Two bounded scans failed to find the in-ROM `fileentry` table (likely inside the compressed code image); that recovery question gates everything. Backlogged (local notes §5, extends T3.6). |
|
||||
@@ -619,13 +619,13 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D330 | **#103 (v0.3.0, Win 11): Auto-Aim / Look Ahead "won't stay on" in the in-game watch options: the mouse drove the analog stick inside the watch, and a small leftward flick selected OFF.** — full `## D330` entry at file tail | FIXED (port/src/input.c) — user-confirmed 2026-09-25: Auto-Aim set ON in the watch stays ON while moving the mouse. |
|
||||
| D331 | **Ejected shell casings never rendered on PC: `g_DefaultCasingModelRenderData` (u32[15] template) read as the wider PC `ModelRenderData` gave flags 0 (third instance of the D264 pattern; found by the D290 sibling sweep, never user-reported).** — full `## D331` entry at file tail | FIXED (gunfire.c `#ifdef PORT`, explicit template); PP7 casing verified on native Windows (before: none; after: brass casing ejects and tumbles); golden 3/3; Win + Linux builds clean. |
|
||||
| D332 | **Reticule jitter in aim mode (RMB) — ROOT-CAUSED from live captures; fixed by adopting the Perfect Dark port's mouse-aim model behind `Input.PdMouseAim`.** The game's damped crosshair update runs once per SIM TICK while the port's GEPD overwrite runs once per input POLL, so the value displayed is `write * damp^k` with k varying (k=1 66%, k=2 18%, k=0 17% of frames). At damp 0.8 that stepped the drawn reticule 20% whenever k changed | **FIXED (`fix/mouse-pd-model`)** — `Input.PdMouseAim` (default off, live via `GE_PDMOUSEAim`): the port accumulates only and the game's integrator is driven by the port-supplied turn with PD's near-zero damp (0.01), via a `#ifdef PORT` hook in `sub_GAME_7F067FBC`. Two earlier fixes were tried and reverted (see the `## D332` entry). **Awaiting feel-test.** |
|
||||
| D333 | **#104 (v0.3.0, Linux): FPS-style centred aim on RMB, delivered as `Input.AimStyle` (F10 "RMB aim style": N64 / PD DAMP / CENTRED), folding in D332's toggle.** — full `## D333` entry at file tail | IMPLEMENTED (port/src/input.c + optionsoverlay.c, port-only); default N64 = unchanged; build + golden clean; feel check owed. |
|
||||
| D334 | **Native widescreen, world side (WIDESCREEN-FOV-PLAN Option B Phase 2): the world is projected at the real window aspect (Hor+) by generalising GE's own N64 16:9 mode; `Video.NativeWidescreen` (default on).** — full `## D334` entry at file tail | IMPLEMENTED (Rule-2 approved 2026-09-23); 4:3 identity (golden 3/3); native 16:9 centre matches the 4:3 frame (mean diff 4.3 vs 12.4 stretched); 21:9 clean on Bunker/Facility/Dam. HUD still stretched → Phase 3. |
|
||||
| D335 | **Native widescreen, HUD + front end (WIDESCREEN-FOV-PLAN Phase 3): HUD elements anchored left/right/centre and the front end pillarboxed via the fast3d EXT aspect modes (PD pattern), `port/include/hudaspect.h`.** — full `## D335` entry at file tail | IMPLEMENTED (Rule-2 approved 2026-09-23); 4:3 byte-identical (no emission at ≤4:3); verified at 16:9/21:9 on HUD, watch, title card, legal/file-select/gun-barrel. Menu pointer mapped into the pillarbox. One cosmetic leak → GRAPHICS-BACKLOG D335a. |
|
||||
| D333 | **#104 (v0.3.0, Linux): FPS-style centred aim on RMB, delivered as `Input.AimStyle` (F10 "RMB aim style": N64 / PD DAMP / CENTRED), folding in D332's toggle.** — full `## D333` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: IMPLEMENTED (port/src/input.c + optionsoverlay.c, port-only); default N64 = unchanged; build + golden clean; feel check owed. |
|
||||
| D334 | **Native widescreen, world side (WIDESCREEN-FOV-PLAN Option B Phase 2): the world is projected at the real window aspect (Hor+) by generalising GE's own N64 16:9 mode; `Video.NativeWidescreen` (default on).** — full `## D334` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: IMPLEMENTED (Rule-2 approved 2026-09-23); 4:3 identity (golden 3/3); native 16:9 centre matches the 4:3 frame (mean diff 4.3 vs 12.4 stretched); 21:9 clean on Bunker/Facility/Dam. HUD still stretched → Phase 3. |
|
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| D335 | **Native widescreen, HUD + front end (WIDESCREEN-FOV-PLAN Phase 3): HUD elements anchored left/right/centre and the front end pillarboxed via the fast3d EXT aspect modes (PD pattern), `port/include/hudaspect.h`.** — full `## D335` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped, user-verified at 16:9/21:9; F10-overlay pillarbox remains as D335b in GRAPHICS-BACKLOG). Earlier: IMPLEMENTED (Rule-2 approved 2026-09-23); 4:3 byte-identical (no emission at ≤4:3); verified at 16:9/21:9 on HUD, watch, title card, legal/file-select/gun-barrel. Menu pointer mapped into the pillarbox. One cosmetic leak → GRAPHICS-BACKLOG D335a. |
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| D336 | **Frigate (and any level) "all polygons break except the gun" after turning: Bond's head-bob anim read two never-written placeholder fields (`field_5C0`, `animFlipFlag`) that on N64 are raw-offset aliases into the inline `player.model` (D100 follow-up; A1 class). Likely the D311 upstream anim-poison source.** — full `## D336` entry at file tail | FIXED (src/game/bondhead.c `#ifdef PORT`, ABI/layout); headless repro (Runway → exit → Frigate → turn, D294 2× room pool) clean, D156 0 fires; golden 3/3; Win + Linux builds. **User-confirmed 2026-09-24.** |
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| D337 | **Aim modes folded (user decision): N64 (default) = the N64 aim model with the mouse fed through the game's integrator at PD's damp (D332 made default); CENTRED (PC) opt-in; Q/L and Toggle-aim now route mouse aim like RMB; pad/keyboard aim no longer swallowed by the mouse integration.** — full `## D337` entry at file tail | IMPLEMENTED (port/src/input.c + optionsoverlay.c); headless-measured with new scripted-mouse harness; golden 3/3; Win + Linux builds. Open: N64-range calibration decision. |
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| D338 | **`Input.AimRange` (F10 "Aim range"): PC (default, GEPD/mouse-injector full-screen crosshair) or N64 (original stick limits: 65% of half-width, camera turn from ~49%).** — full `## D338` entry at file tail | IMPLEMENTED + measured (PC 98%/72%, N64 65%/49%); golden 3/3; Win + Linux builds. |
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| D339 | **#92 (low-end ~30 fps, Celeron N3060 / HD 400) — measured CPU budget: game thread ~0.2–0.35 ms/frame, render-thread display-list pass 0.4–1.8 ms/frame on this box; CPU very likely not the bottleneck. New `GE_PERFSTAT=1` probe (render phases, tris/batches, game-thread busy, GPU timer query).** — full `## D339` entry at file tail | INVESTIGATING — probe landed; target-hardware numbers needed before any fix. |
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| D337 | **Aim modes folded (user decision): N64 (default) = the N64 aim model with the mouse fed through the game's integrator at PD's damp (D332 made default); CENTRED (PC) opt-in; Q/L and Toggle-aim now route mouse aim like RMB; pad/keyboard aim no longer swallowed by the mouse integration.** — full `## D337` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: IMPLEMENTED (port/src/input.c + optionsoverlay.c); headless-measured with new scripted-mouse harness; golden 3/3; Win + Linux builds. Open: N64-range calibration decision. |
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| D338 | **`Input.AimRange` (F10 "Aim range"): PC (default, GEPD/mouse-injector full-screen crosshair) or N64 (original stick limits: 65% of half-width, camera turn from ~49%).** — full `## D338` entry at file tail | FIXED (2026-09-26 bookkeeping: shipped; user reports it feels good in v0.4.0 play). Earlier: IMPLEMENTED + measured (PC 98%/72%, N64 65%/49%); golden 3/3; Win + Linux builds. |
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| D339 | **#92 (low-end ~30 fps, Celeron N3060 / HD 400) — measured CPU budget: game thread ~0.2–0.35 ms/frame, render-thread display-list pass 0.4–1.8 ms/frame on this box; CPU very likely not the bottleneck. New `GE_PERFSTAT=1` probe (render phases, tris/batches, game-thread busy, GPU timer query).** — full `## D339` entry at file tail | OPEN (2026-09-26, user: review toward the end of v0.4.0; needs a test machine with similar HD 400-class hardware). Earlier: INVESTIGATING — probe landed; target-hardware numbers needed before any fix. |
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Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS
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threads, compiled GE's real `src/sched.c`, and brought in PD's fast3d software
|
||||
|
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Reference in new issue
Block a user