docs: v0.4.0 plan/README/backlog/porting-notes refresh for the modern-options wave

- V0.4.0-PLAN: 2026-09-27 refresh (M-wave state, D393-D397 session
  additions, M7 deferral decision).
- README: known-issues + options documentation for the landed
  crosshair/controller/options work.
- GRAPHICS-BACKLOG / porting-notes: D392/D397 and crosshair entries.
- .gitignore: per-landing sweep capture dirs.
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@@ -10,6 +10,7 @@ once the game is playable start-to-finish without crashes.
|----|---------|----------------|
| ~~**D114/D116**~~ | ~~HUD text + ammo digits render each glyph individually X-mirrored~~ | **CLOSED — NOT A BUG (M-33, §F D168).** The `GE_PCDUMP` PPM writer never reversed `glReadPixels` rows, so every capture was upside-down; "mirrored" was a misread of inverted asymmetric content. The game renders correctly on hardware (developer-confirmed). Writer fixed (`gfx_opengl.cpp`). "Every stage verified non-mirrored" was correct — there was no mirror. |
| ~~**D74 wrap-block**~~ | ~~`gfx_pc.cpp:1546/1551` PORT block is dead code (guard `cms & G_TX_WRAP` always false; indexes per-texunit arrays with the vertex index → OOB if reached).~~ | **RESOLVED (M-30, RC3/D167).** The in-vertex-loop wrap block was reworked and hoisted to a per-texunit pre-wrap window (`gfx_pc.cpp` ~1574, now `cms`-correct and indexed by texunit not vertex), behind the `Video.WrapFix` knob (default OFF). No longer dead code or OOB. See §F "RC3 · D167". |
| **D392** | In the opening attract-mode Train demo, a soldier consistently looks more hunched on PC than in 1964/GEPD; his hand intersects his body at the wrong position. User comparison: `docs/img/animation-glitch-pc-port.png` and `docs/img/animation-glitch-1964gepd.png`. | **FIXED — user visually verified (D392).** Train's normal opening (`-level_25`) has a central firing guard (`chr=5`) whose torso/shoulder aim offsets reached `aimupback=-0.855`, `shoulder=-0.606,+0.868` radians by tick 100. `chrlvUpdateAimendbackShoulders` used N64 `((f32*)arg1)[12/13/16/17]` offsets into a firing table whose first member widens from a 4-byte to an 8-byte pointer union on PC; it read *other* floats and bent the torso/arms to wrong angles. `#ifdef PORT` now reads `max_up/max_down/free_arm_frac_up/free_arm_frac_down` by name; with the same short Train intro probe the torso offset stays 0, shoulders ~0.028/+0.014 at tick 100. User's original comparison: `docs/img/animation-glitch-pc-port.png` vs `docs/img/animation-glitch-1964gepd.png`. The user subsequently confirmed the soldier's pose looked fixed in-game; this session's image tool itself cannot display PNGs. No ramrom demo override needed; ordinary `-level_25` reproduces. |
| **D75** | ~~Nintendo logo mispositioned; gun-barrel Bond model absent~~; cast-roll character models — status unknown. (Rareware logo OK.) | **Nintendo logo + GoldenEye logo + legal page FIXED (M-197, user-confirmed live 2026-09-21).** Root cause: the D50 sidecar converter (`tools_pc/d43_emit.py`) reserved + remapped the model's embedded texture-blob span but never copied the pixel bytes into the emitted RZ image → TEXEL0 sampled a zeroed buffer → the texture-modulate logo rendered black (M-195/M-196 had proven emission/transform/combiner all correct). Same latent bug hit `PgoldeneyelogoZ` + `PlegalpageZ`. Fix = tooling-only (blob raw-copy + round-trip check); ntsc sidecars regenerated; logo window now renders 23k px (7.59%) vs 0–33 pre-fix. Gun-barrel Bond renders correctly (M-33). Cast roll still unverified — recheck with `GE_PCDUMP="1400-2200:25"`. `findings.md` §F D75 (M-195/M-196/M-197 updates) + M-197 at file tail. |
| **D76** | 2D disclaimer screen only partially drawn. | §F D76. |
| ~~**D77**~~ | ~~No audible music on PC.~~ | **RESOLVED (M-104, PR #42) — in-level music now plays.** Root cause was a D6-class missing `return` in `sub_GAME_7F0C0BF0` (`mp_music.c`) that zeroed the seqp volume on the only in-level trigger path; menu/intro music bypassed it and was always fine. The remaining audio-*quality* gap (wrong-sounding instruments on some tracks — elevator named specifically — plus occasional garbling) is tracked as **D230**. §F D77/D230. |
@@ -30,7 +31,7 @@ once the game is playable start-to-finish without crashes.
| **D217** | 1P weapon viewmodel + character-model CI textures render with a wrong palette on many levels / multiple weapons — PP7 grip + hand render flat green on Facility & Depot, "weird or missing" gun textures elsewhere; Bond's watch face too. Surfaced by D215 (viewmodel now draws). Clean on Bunker1. | **Defect ① FIXED (M-90), pending human playtest eyeball — full detail in `findings.md` §H "D217 — M-90" and §F D217.** Root cause: weapon texpool arena bases land %8==4 on PC (memp bump drift from pointer bloat); `texAlignIndices` absolute 8-byte row padding then shifts every palette 4 bytes early while model-DL `G_LOADTLUT` reads the N64 offset (grip count=1 load lands on next tenant's header slot → `0x1A00` green; larger loads read a 2-entry zero pad — the M-86 tell). Fix: `texInitPool` rounds the base up to 8 under `#ifdef PORT` (no-op on N64); 21/21 sweep PASS. Two defects: ① **visible green = misaligned texpool arena** (fixed as above). ② **CI texture-cache collision** (no palette-content key) — proven, **fix landed on branch `fix/d217-model-texture-palette` `f6fc0399`** (palette FNV-1a hash in the CI cache key), owes a 21-level `verify.sh sweep`; does not fix ①. |
| **D174** | "No blood effect" — user reports no visible blood when shooting guards / into surfaces. | **User QA report; likely D120, unverified.** Decals: the D120 `PointUsage[]` converter fix (M-30) was never interactively verified and only takes effect after a full sidecar regen (`d43 && d69 && d88 --regen`) — check whether the playtest build had regenerated sidecars before concluding the fix failed. Spray: D172 observed the particle spray *drawing* (wrong color, magenta/cyan) on Silo — if the user sees no spray either, that's new info (different weapon/range, or the D172 decode is worse than "wrong color"). First step: BUNKER1 firefight with regenerated sidecars; if decals still absent, instrument the `chr.c:3328` decal walk. |
| **D173** | Third-person Bond model (the player-representing figure shown at level start) spawns too high — floats well above the ground "a lot of the time" while the actual player spawn is correct. Same symptom on the Cuba end credits: JB stands ~6 ft in the air above Natalya. | **Confirmed still present across the full 21-level playthrough (M-49).** **Observed, not investigated** (user QA report). D75 animated-model family but a *position* defect, not absence — M-33 confirmed the gun-barrel Bond renders fine upright. Suspects: (a) intro/credits puppet chr spawn position vs the model's base transform; (b) anim root-motion accumulation (`modelSetAnimFrame2WithChrStuff`, D156 area) offsetting the rendered joints above the body origin; (c) a `coord3d`/packed-float decode in the intro camera/model setup. "Player spawning is OK" localises it to the render-side model, not `g_CurrentPlayer` state. |
| **D182** | SELECT FILE screen degrades after navigating away and back (main menu → file select, or backing out of file select and re-entering). On the fresh screen the 007 gun-barrel spiral / Bond silhouette renders behind the file boxes; after a round-trip **the Bond image stops drawing entirely** and the whole background gains the **comb / interlacing** artifact (horizontal line scramble). File boxes, text and the Copy/Erase icons still draw. | **Observed, screenshot committed** (M-35, user QA; `docs/img/bugs/d182-file-select-backout-20260902.png`). Two symptoms, likely linked: **(1)** background 3D image stops rendering after re-entry → a front-end model/DL whose `render_pos` / segment binding is only valid on first construction (D149 / D75 `constructor_menuXX` family — the dossier/wallet models have the same "renders once" behavior). **(2)** interlacing = **M-36 triage: Family A**, the `import_texture_*` `line` vs `full_image_line` shear (see D176(b) / `docs/dev/M-36-TRIAGE.md`) — **not** the D159 `texSwapAltRowBytes` path (that is a full PORT no-op). Open question: why only *after* a round-trip — first import may land `line == width`, re-import may not, or the tile descriptor is stale on re-entry. Repro: `GE_STARTMENU` to file-select, back out with ESC/B, re-enter; `GE_DTEX` on the spiral texture across both visits. Shares defect (2) with D176(b). |
| **D182** | SELECT FILE screen degrades after navigating away and back (main menu → file select, or backing out of file select and re-entering). On the fresh screen the 007 gun-barrel spiral / Bond silhouette renders behind the file boxes; after a round-trip **the Bond image stops drawing entirely** and the whole background gains the **comb / interlacing** artifact (horizontal line scramble). File boxes, text and the Copy/Erase icons still draw. | **Observed, screenshot committed** (M-35, user QA; `docs/img/bugs/d182-file-select-backout-20260902.png`). Two symptoms, likely linked: **(1)** background 3D image stops rendering after re-entry → a front-end model/DL whose `render_pos` / segment binding is only valid on first construction (D149 / D75 `constructor_menuXX` family — the dossier/wallet models have the same "renders once" behavior). **(2)** interlacing = **M-36 triage: Family A**, the `import_texture_*` `line` vs `full_image_line` shear (see D176(b) / `docs/dev/M-36-TRIAGE.md`) — **not** the D159 `texSwapAltRowBytes` path (that is a full PORT no-op). Open question: why only *after* a round-trip — first import may land `line == width`, re-import may not, or the tile descriptor is stale on re-entry. Repro: `GE_STARTMENU` to file-select, back out with ESC/B, re-enter; `GE_DTEX` on the spiral texture across both visits. Shares defect (2) with D176(b). **2026-09-27 (D397):** user re-reported the comb/interlace on the file-select background AND on the **intro gun-barrel** — the latter is a *first-time* render, so the defect is persistent (not only after a round-trip), refuting the "stale descriptor on re-entry" hypothesis. D159 (odd-row swap) is no-op'd and D183 pitch shear is disproven for level_36 + a no-op for the 299×440×1 row-strip. Next step is a live `GE_PCDUMP` capture + ROM ground-truth decode of the gun-barrel RLE image to separate ground-truth dithered content from a GL sampling/texture-cache artifact. See findings.md D397. |
| **D197** | Character face/head textures wrap wrong — the face texture repeats around the side of the head "and continues weird" instead of clamping to the front. Seen on **Silo** (M-49 playtest), intermittent ("sometimes"). Reads as **`G_TX_CLAMP` not honoured** for the character-skin tile in fast3d (→ `GL_REPEAT`, so the face UV region tiles around the skull), or wrong `shifts`/`shiftt` / LOD-tile selection on the head texture, or the D167 non-PoT wrap-period issue (head textures are often non-PoT) hitting skinned models. | **Observed, not investigated** (M-49, user bug report — needs a capture + which chr/level). Distinct from D176(b)/D182(2) (those are *bg wall* pitch shear). Related: RC3/D167 (`Video.WrapFix`, non-PoT wrap period) + the `texWriteTileLods` `shifts=shiftt=lod` note in findings §F "D176(b) → 4. candidate 2". First checks: does `gfx_pc.cpp` map N64 `cms/cmt` `G_TX_CLAMP` → `GL_CLAMP_TO_EDGE` for character DLs; is the head tile getting the base tile vs an LOD tile (D107); try `Video.WrapFix=1` on a repro. |
| **D195** | Transparency / alpha-blended surfaces render wrong — reported on **Control** (Severnaya bunker basement — Natalya's console room; heavy on glass partitions and the translucent projected/holographic wall displays). Exact failure mode not yet pinned by the reporter (M-49 playtest): candidates are alpha-blended geometry drawing fully opaque, translucent panels drawing invisible, or draw-order/sort so translucent surfaces occlude what's behind. | **Observed, not investigated** (M-49, user bug report — needs a `GE_PCDUMP` capture + which surfaces). fast3d render-mode / combiner path. Same neighborhood as D161 (CI8 tile + `G_TT_NONE` → garbage), D172 (particle-sprite channel order), D176(b) (texture pitch shear) — but this is a *blend/alpha* defect, not a texture-decode one. Note D128 already touched Control's `specialportalarray` (portal struct stride) — check whether the affected surfaces are portal-adjacent. First checks: does `gfx_pc.cpp` honour `G_RM_*` XLU render modes + `G_AC_THRESHOLD`/`G_CC` alpha for these DLs; is `gDPSetRenderMode` `w1` being parsed (cf. findings §F "zbuf-clear w1 scribble"); is Z-write-vs-blend ordering right for XLU surfaces. Get the reporter to say: opaque-where-should-be-clear, invisible, or wrong edges? |
| **D252** | Particle effects cycle through a rainbow palette — bullet-impact sparks and lingering smoke/explosion residue drift through the full hue wheel over time (~10 shots to sweep it) instead of holding their intended grey/orange palette (M-124, user playtest). Full mechanism + suspect in findings §F **D252**: colour comes from 15 distinct `IMAGE_SMOKE_N`×`IMAGE_FIRE_N` (RGBA16) pairs the particles age through; prime suspect is `import_texture_rgba16` deriving width/height from the tile line size (32×7 instead of 16×14 for the fire tiles), scrambling each stage's sprite into a different wrong hue. | **Documented only — not fixed for v0.2.0-pre** (user instruction). Confirm with one dumped fire tile vs raw `IMAGE_FIRE_N` bytes, then derive width/height from the LOADBLOCK dtx/dlh. D172/M-82 lineage. |