v0.4.0 final review: D404 pad-centred aim (N64-parity quadratic curve) + full campaign-playtest sign-off bookkeeping

- input.c: padDirectCompute() — pad twin of the mouse Centred aim; the natural
  pitch path routes AIMMODE_CENTRED through it, AIMMODE_N64 keeps classic
  stick-deflection behavior. Parity pass uses bondview2's verbatim N64
  quadratic curve (sign(v)*clamp(defl/70,+-1)^2 * fov/60 * 3.5 deg/poll), so
  full-stick Centred matches N64's top rate exactly.
- optionsoverlay: aim rows device-neutral (Aim style / Aim range).
- findings.md: D404 RESOLVED (user-validated on Steam Deck, both passes);
  21 sign-off status updates from the user's full campaign playtest
  (D175/D224/D235/D236/D240/D241/D245/D249/D281/D286/D287/D289/D291/D294/
  D303/D306/D307/D308/D311/D320/D322/D75/D387/D395/D396/D399/D400); stale
  options-wave rows closed (D346-D391 batch); D383/D394 kept PARTIAL with
  v0.5.0 scopes; D281 root cause -> v0.5.0; D258 -> NTSC-only for v0.4.0.
- README: Known issues = the true residual set (D318, D75 Rareware logo,
  AllUnlocked EXPERIMENTAL, NTSC-only); stale v0.3.0 clause removed.
- AGENTS.md: native-reexec guard status re-confirmed for 2026-09-28.
This commit is contained in:
James Dansereau committed 2026-09-28 01:02:09 -04:00
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+6
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@@ -75,6 +75,12 @@ Needs CMake + SDL2 + zlib + OpenGL, and must run from the MSYS2 MINGW64 shell
(suspect: heredoc line-ending/whitespace corruption).
**Working workaround:** extract the heredoc `.ps1` and run
`powershell -NoProfile -ExecutionPolicy Bypass -File <ps1> "C:\msys64\usr\bin" "C:\msys64\mingw64\bin" C:/msys64 <repo-win-path> build-pc <romid>`.
Re-confirmed 2026-09-28: in-script re-exec fails again (cmake configure
dies inside the ps1; re-exec logs left stale) while the identical
standalone invocation reconfigured and built cleanly (extract with
`awk "/<<'PS1'\$/{f=1;next} /^PS1\$/{f=0} f" build-pc.sh > /tmp/ps1`
— mind the leading whitespace, and `export PATH` to include mingw/bin
first, failure mode 3).
2. **`cannot open output file ge007.x86_64.exe: Permission denied`.** A
**running** `ge007.x86_64.exe` locks the output file (Windows rule; you
can't relink over a live PE). Check with `Get-Process | Where-Object {
+6 -25
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@@ -99,21 +99,6 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
**Known issues:**
- Some muzzle flashes draw an extra, erroneous long flash straight up from
the gun (seen on the M16, among others), overlaid on the normal, correctly
drawn flash. Cosmetic only (D303).
- Water levels show a moving seam between two water patterns (D245).
- Occasional z-fighting on some levels' geometry (D308) — a Dam intro/
truck-wheel instance showing odd transparent-looking areas may be related
(D306). Minor and cosmetic.
- In-level security camera props (not the player's own view) can
occasionally end up facing backwards on some levels, seen on Bunker
(D307). The orientation math has been verified faithful to the N64; if you
see it, a report of which level and which camera is what's needed to keep
chasing it.
- Rarely, Bond's model can briefly render out of place after an animation
transition — purely visual: no effect on gameplay or saves, and it clears
on its own or by re-entering the level (D311).
- On Facility, if gas leaks during Ourumov's monologue he can pause for up to
~10 s before resuming the scripted shootout — a latent race that exists in
the N64 original too (where it softlocks permanently); the port detects and
@@ -122,19 +107,15 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
your display's aspect (wider view, same vertical FOV) and the HUD keeps its
shape; front-end menus are shown 4:3 with side bars. The F10 *Native
widescreen* toggle restores the old stretched frame.
- Distant geometry can drop out on the biggest open levels (Streets,
Egyptian) at default FOV — a culling/LOD issue that sometimes
self-corrects as you keep moving (D249).
- Gunshot SFX can sound off during sustained/rapid fire: cadence can drift
from the N64 original's rate, and PP7/AK47 fire can occasionally go silent
under heavy automatic fire near another looping sound (D240/D241).
- The Rareware front-end logo shows a subtle texture-filtering artifact
(Nintendo logo and legal page are clean). Cosmetic only (D75).
- This release ships NTSC (US) assets; PAL/JP ROMs are not supported in this
version (D258).
- **`All unlocked` is experimental: back up `data/ge007.eep` before enabling
it.** Any save while ON, even a profile-settings change, can permanently
write artificial cheat unlocks and completion times into the EEPROM;
switching OFF does not undo them (D387). In the v0.3.0 release, turning it
on before a real save exists can also cause silent audio and missing
aim/HUD settings (D257/D259/D281). Do not use it on a save whose original
progression you need to preserve.
switching OFF does not undo them (D387). Do not use it on a save whose
original progression you need to preserve.
- Assorted further cosmetic defects are tracked in
[`docs/dev/GRAPHICS-BACKLOG.md`](docs/dev/GRAPHICS-BACKLOG.md).
- No macOS or ARM support; no controller rebinding UI.
+31 -31
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@@ -7,7 +7,7 @@ D43-D50,RESOLVED,"model-file loading → offline sidecar ""Plan B"" (d43_emit.py
D51-D58,RESOLVED,"font pixeldata, osGetCount tick rate, model RW pools, cseq BE header, synth slots, RLE menu bg, watch raw offsets, gun-barrel DL",resolved
D59-D68,RESOLVED,"intro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LE",resolved
D70-D74,RESOLVED,"intro-logo pixels: C-array bswap, UV path, sinf/cosf DVAL(), texture-import truncation",resolved
D75,FIXED,front-end 3D model transforms (D77 audio split out below —,"FIXED (M-197, 2026-09-21; user-confirmed live):"
D75,PARTIAL,front-end 3D model transforms (D77 audio split out below —,PARTIAL (M-197 fixed the logo texture blobs; v0.4.0 campaign 2026-09-28:
D76 · D164,FIXED,Legal screen only draws line 1 —,"FIXED — this row and the ## D164 entry below were stale; the proposed one-line #ifdef PORT fix was actually committed 8dfc578f4 (2026-08-31), well before this correction (2026-09-18)."
D159,FIXED,"front-end wallet-Bond photo ""interlaced""/combed (RC1 / D149) —",FIXED (#ifdef PORT no-op the swap in image.c)
D161,FIXED,Depot (-level_30) ceiling = bright-blue speckle + radial rays (B2).,FIXED (port/fast3d/gfx_pc.cpp)
@@ -56,7 +56,7 @@ D152+,FIXED,D152 addendum (M-31):,"FIXED (src/snd.c, port/src/libultra.c, #ifdef
D168,FIXED,GE_PCDUMP / F12 PPM captures were vertically flipped —,FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
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)."
D178,FIXED,Pre-mission briefing screen:,FIXED (M-36) — high confidence
D175,OPEN,In-game stutter / brief hang during normal play —,"OPEN (user, 2026-09-26:"
D175,CLOSED,In-game stutter / brief hang during normal play —,"CLOSED (v0.4.0 campaign sign-off 2026-09-28, user:"
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."
D177,FIXED,Ladders non-functional —,FIXED (M-36) — high confidence; interactive climb test owed
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)…
@@ -137,15 +137,15 @@ D236,CLOSED,"Surface 1: 2D billboard trees render as a wall/sheet of tree textur
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."
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).
D239,CLOSED,"QoL ask (M-106, user QA):",CLOSED — executed in the v0.2.0 prep pass (port-only)…
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."
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."
D240,CLOSED,"Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).","CLOSED (v0.4.0 campaign sign-off 2026-09-28, user:"
D241,CLOSED,Player gunshot SFX goes silent under some conditions —,"CLOSED as the D207 family (v0.4.0 campaign sign-off 2026-09-28, user:"
D242,FIXED,Player-death sequence UX regression vs N64 original:,"FIXED/CLOSED (2026-09-26, user:"
D243,FIXED,"Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject):","FIXED, live-confirmed by the user (M-189/M-190, 2026-09-18)."
D245,FIXED,IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —,"FIXED (M-201, 2026-09-26, user-verified vs 1964):"
D246,FIXED,"Tiny pixel strips at the left and right edges of the screen, ""like overscan"" —","FIXED (2026-09-18 session, port-only, Video.SafeAreaCrop)."
D247,FIXED,Black bars top and bottom of screen —,"FIXED (2026-09-18 session, port-only, Video.SafeAreaCrop)."
D248,FIXED,"Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).","FIXED, root-caused to a genuine pointer-width ABI bug in src/sched.c (compiled for the PC build, not excluded)."
D249,OPEN,"LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —","OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more c…"
D249,OPEN,"LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —","OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); CLOSED (v0.4.0 campaign sign-off 2026-09-28, user:"
D250,FIXED,"FPS is inconsistent/low on many levels after 60 Hz shipped (M-119, user QA; D248 follow-on).","FIXED — per-call getenv() cost was the bottleneck; rock-steady 60-61 fps after, user re-tested 1440p/4K clean."
D251,FIXED,F10 options overlay QoL pass:,"FIXED (port-only, port/src/optionsoverlay.c)."
D252,FIXED,"Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).","FIXED (M-201, 2026-09-26, user-verified):"
@@ -161,7 +161,7 @@ D262,FIXED,v0.2.1 (user report):,"FIXED (primary cause, D264) —"
D264,FIXED,"D262's root cause (ABI/layout class, cf.","FIXED — build green, probes removed; visual confirmation pending."
D263,RESOLVED,v0.2.1 (user report):,"RESOLVED (not a bug), refined (v0.2.1 further user testing, 2026-09-15)."
D265,CLOSED,"D236 investigation (port-layer, port/fast3d/gfx_pc.cpp):",CLOSED (2026-09-26 bookkeeping:
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)."
D258,PROPOSED,PAL/JP asset conversion is broken at the source-data level —,DEFERRED (user call 2026-09-28:
D284,FIXED,port/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards —,"FIXED, 21-level sweep clean, no crashes —"
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:"
@@ -223,11 +223,11 @@ D342,FIXED,"File select: folder bodies and Bond photos vanish after selecting a
D343,FIXED,"File select: PC ""Options"" label opens the settings overlay (v0.4.0 feature, M1 of the route-B options screen, 2026-09-27); also fixes F10 on file select jumpin…","FIXED (M1, closed): one Rule-2 #ifdef PORT draw hook (user sign-off 2026-09-27); headless + user-verified (mouse, F10, >30 s, widescreen, physical controller on the bottom-bar label and options scree…"
D344,FIXED,Host PC bugchecks (BSOD 0x119 VIDEO_SCHEDULER_INTERNAL_ERROR) during game test runs; probable cause:,"FIXED (probable cause; orderly quit + GE_QUITFRAME), headless + user-verified; no dump, watch for recurrence."
D345,FIXED,"Front-end crosshair snaps away from the pointer on screen/page changes (file select → mode select setCursorPOSforMode(0), front.c:2516; every MENU_PC_OPTIONS p…","Port-only, user-verified (parts a–g):"
D346,PARTIAL,PC-settings wording pass:,Port-only display change landed (optionsoverlay.c rows[]/valueText + one colour match in frontoptions.c); both UIs (F10 overlay + options screen) share the table.
D346,CLOSED,PC-settings wording pass:,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D347,FIXED,F10 overlay controller:,"FIXED (port-only, optionsoverlay.c):"
D348,?,"File-select ""PC Options"" label:",SUPERSEDED by D398 (glyph replaced with the IMG_DOT texture; no new art).
D349,PARTIAL,GE watch settings are not normally saved to the Bond file:,ANALYZED (static decomp audit):
D350,PARTIAL,Watch-backed PC options:,"PARTIAL (implemented; user reports tests good, review pending):"
D349,CLOSED,GE watch settings are not normally saved to the Bond file:,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D350,CLOSED,Watch-backed PC options:,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D351,FIXED,Existing D346 value/unit rows had positional initializers shifted into hidePtr:,"FIXED (port-only): designated row initializers restore unit, deadzone divisor and hide-if-auto fields; build clean, headless smoke clean."
D352,FIXED,D350 review of 1303c0eb:,"FIXED (port-only, port/src/watchsettings.c):"
D353,FIXED,Turok-style settings regrouping:,"FIXED (port-only, optionsoverlay.c/frontoptions.c):"
@@ -235,49 +235,49 @@ D354,FIXED,Front-end F10 Bond rows silently disabled:,"FIXED (port-only, port/sr
D355,FIXED,F10/options Music slider inaudible in-stage:,"FIXED (port-only, port/src/watchsettings.c):"
D356,FIXED,"Settings regroup: Turok-style pages renamed to functional sections (INPUT/GAMEPLAY/GRAPHICS/AUDIO/VIDEO) with PD-style ""(File N)"" scoping annotations, the redu…","FIXED (port-only, port/src/optionsoverlay.{h,c} + port/src/watchsettings.{h,c} + port/src/frontoptions.c; plan docs/dev/D356-SETTINGS-REGROUP-PLAN.md):"
D358,FIXED,D356 level-1 overlap:,"FIXED (port-only, port/src/frontoptions.c):"
D359,PARTIAL,"Settings UI file terminology settled on the end-user term ""Profile"":","LANDED (port-only, frontoptions.c + optionsoverlay.c + comments):"
D360,OPEN,F10 INPUT heading scrolled away; F10 navigation and distance defaults (2026-09-27).,IMPLEMENTED (port-only):
D359,CLOSED,"Settings UI file terminology settled on the end-user term ""Profile"":",CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D360,CLOSED,F10 INPUT heading scrolled away; F10 navigation and distance defaults (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D361,FIXED,Main-menu F10 Audio freezes the game:,"FIXED (port-only, port/src/watchsettings.c + F10 probe in optionsoverlay.c):"
D362,CLOSED,F10 GoldenEye dossier-style visual refresh (2026-09-27).,CLOSED (superseded by D363 after user playtest):
D363,FIXED,F10 return to a dark overlay with the N64 watch's green/Bank Gothic visual language (2026-09-27).,"FIXED (palette/font user-approved, 2026-09-27); D364 follows up on profile tags, click alignment and slider calibration."
D364,FIXED,Settings UI feedback:,FIXED (user mostly accepted; D365 follows up on annotation size and click targets).
D365,OPEN,F10 annotation hierarchy and visible mouse change targets (2026-09-27).,IMPLEMENTED (optionsoverlay.c):
D366,PARTIAL,Input calibration label:,PARTIAL: label changed in both UIs; numeric parity with external GEPD bundle needs its actual settings before changing input defaults.
D365,CLOSED,F10 annotation hierarchy and visible mouse change targets (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D366,CLOSED,Input calibration label:,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D367,?,F10 full-width control boxes misaligned with their contents (2026-09-27).,SUPERSEDED by D368 after user playtest:
D368,?,Simplify F10 click targets:,"INPUT RULE KEPT; tinted strips user-rejected, removed in D369."
D369,FIXED,Remove F10 row boxes/strips entirely (2026-09-27).,FIXED (awaiting live acceptance):
D370,PARTIAL,F10 distance/volume drags hurt frame rate (2026-09-27).,PARTIAL (user live test):
D370,CLOSED,F10 distance/volume drags hurt frame rate (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D371,FIXED,"GEPD key-layout preset + reload/crouch bindings, v0.4.0 modern options wave M3 (2026-09-27).",FIXED (headless-verified; awaiting user live accept):
D372,FIXED,"Low-end perf preset (v0.4.0 modern options wave M5, 2026-09-27).",FIXED (headless-verified; awaiting user live accept):
D373,FIXED,"In-game crosshair on/off + colour (v0.4.0 modern options wave M2, 2026-09-27).",FIXED (user live-tested; rule-2 sign-off recorded 2026-09-27):
D374,FIXED,"GEPD becomes the default key layout; preset layering fix (v0.4.0 M3 playtest feedback, 2026-09-27).",FIXED (headless + user live-tested):
D375,PARTIAL,Crouch wired to the wrong pad bit:,"PARTIAL; single-controller keyboard fixed, but gamepad B/Y still emitted B (D376)."
D376,PARTIAL,Crouch follow-up + modern-options spot check (2026-09-27).,"PARTIAL: gamepad B/Y mapping corrected, but aim gate was inappropriate for GEPD-style free crouch; superseded by D377."
D375,CLOSED,Crouch wired to the wrong pad bit:,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D376,CLOSED,Crouch follow-up + modern-options spot check (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D377,FIXED,GEPD independent crouch (2026-09-27).,FIXED (scripted stance verified; user says live crouch was good; pad/hold-vs-toggle specifics owed):
D378,FIXED,GEPD use/reload separation (2026-09-27).,FIXED (headless edges tested; user says E/R seemed good; targeted door/partial-mag cases owed):
D379,FIXED,Crosshair colour: authored texture is red (2026-09-27).,FIXED (cyan frame capture; live yellow/blue recheck owed):
D380,FIXED,One PC keyboard layout; PD-style rebind design (2026-09-27).,FIXED (follow-up D383):
D381,PARTIAL,"RULE-2-SIGNOFF: opt-in RGB, size and Beta crosshair (2026-09-27).",PARTIAL (scripted captures + informal user report crosshair looks good; specific size/colour/style and visual gate owed):
D382,PARTIAL,Crosshair menu placement and slider hitches (2026-09-27).,PARTIAL (NTSC build + isolated boot; user thinks slider performance fixed; no timing measurement):
D383,PARTIAL,PD-style keyboard rebinding in both options UIs (2026-09-27).,"PARTIAL (user found A/D/C front-menu regression, D384 repair pending live retest):"
D384,PARTIAL,Front PC Options key-bind navigation feedback + two-slot UI (2026-09-27).,"PARTIAL (NTSC build, isolated probes, user said fresh-settings retest looks good; visual gate owed):"
D385,PARTIAL,Real mouse 1–5 action rebinding in the two-slot editor (2026-09-27).,"PARTIAL (NTSC build + isolated probes; user spotted wrong Aim default, D386):"
D386,PARTIAL,Correct Aim default from SDL middle (Mouse 2) to right (Mouse 3) (2026-09-27).,PARTIAL (NTSC build and isolated ini migration test; live acceptance owed):
D381,CLOSED,"RULE-2-SIGNOFF: opt-in RGB, size and Beta crosshair (2026-09-27).",CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D382,CLOSED,Crosshair menu placement and slider hitches (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D383,PARTIAL,PD-style keyboard rebinding in both options UIs (2026-09-27).,PARTIAL (2026-09-28).
D384,CLOSED,Front PC Options key-bind navigation feedback + two-slot UI (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D385,CLOSED,Real mouse 1–5 action rebinding in the two-slot editor (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D386,CLOSED,Correct Aim default from SDL middle (Mouse 2) to right (Mouse 3) (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D387,OPEN,M7 AllUnlocked's read-time fake unlocks leak into saved EEPROM (2026-09-27).,OPEN (isolated user-data-copy save/untoggle repro; no fix):
D388,PARTIAL,Nest functional binding/HUD menus and remove redundant M5 toggle (2026-09-27).,"PARTIAL (NTSC build, isolated nested navigation/reset/capture probes; physical UI acceptance and visual release gate owed):"
D389,PARTIAL,F10 footer clipping and ambiguous submenu links (2026-09-27).,PARTIAL (NTSC build + measured 320-wide footer variants; visual/user review owed):
D390,PARTIAL,F10 pinned Back selection did not visibly change (2026-09-27).,PARTIAL (NTSC build + isolated page/tree probes; human visual check owed):
D391,PARTIAL,F10 click at glyph bottom could select next row (2026-09-27).,"PARTIAL (pixel-bound measurement, NTSC build, isolated hit probes; real pointer UX owed):"
D388,CLOSED,Nest functional binding/HUD menus and remove redundant M5 toggle (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D389,CLOSED,F10 footer clipping and ambiguous submenu links (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D390,CLOSED,F10 pinned Back selection did not visibly change (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D391,CLOSED,F10 click at glyph bottom could select next row (2026-09-27).,CLOSED (2026-09-28). Shipped in v0.4.0; accepted in the user's final review / campaign playtest.
D392,FIXED,Train intro soldier hunched; hand intersects torso vs 1964 —,FIXED (#ifdef PORT ABI/layout in chraction.c); Train aim-angle probe confirms correction; user visually verified the soldier looks fixed against 1964.
D393,FIXED,Controller B/Y both crouch; no in-game use button —,FIXED + user live-tested A use / X reload / Y weapon cycle.
D394,PARTIAL,Xbox 1.1 Jinx controller parity —,PARTIAL (port 1.1 gameplay button roles user-tested; exact gadget-category parity and other selectable presets outstanding; RB HD toggle unavailable).
D395,PARTIAL,Controller trapped in keyboard/mouse-only binding capture —,PARTIAL (both options UIs block pad-initiated capture; pad B can cancel an active modal; Steam Deck retest 2026-09-27:
D396,PARTIAL,"F10 pad B/A used as slider decrement/increment, not back/select —","PARTIAL (B backs one F10 page, closes at root; A/X accept/toggle on edge but never shift a slider; D-pad/stick left/right still adjust; NTSC linked, pad retest owed)."
D394,PARTIAL,Xbox 1.1 Jinx controller parity —,PARTIAL (2026-09-28).
D395,RESOLVED,Controller trapped in keyboard/mouse-only binding capture —,"RESOLVED (v0.4.0 campaign sign-off 2026-09-28, user:"
D396,RESOLVED,"F10 pad B/A used as slider decrement/increment, not back/select —","RESOLVED (v0.4.0 campaign sign-off 2026-09-28, user:"
D397,RESOLVED,SELECT FILE background + intro gun-barrel show an interlaced/comb look —,RESOLVED (2026-09-28):
D398,FIXED,PC Options label: D348's procedural slider glyph replaced with an existing mainfolderimages texture (2026-09-27).,"SUPERSEDED by D400 (icon removed, text-only label; purple-hover bug moot; the D400 textMeasure arg-swap bug was found and fixed there)."
D399,PARTIAL,File-select bottom row (SELECT FILE text + Copy/Erase + PC Options dot/label) shifted 15px left as a block (user sign-off 2026-09-27).,"LANDED (port-only, D343 class):"
D400,PARTIAL,"File-select ""PC Options"" label:","LANDED (port-only, frontoptions.c):"
D401,PARTIAL,Rumble Pak → real gamepad haptics (re-promotes D224/M-87):,"LANDED (port-only, input.c/input.h/libultra.c + optionsoverlay.c per docs/dev/RUMBLE-PLAN.md; zero src/ edits)."
D401,CLOSED,Rumble Pak → real gamepad haptics (re-promotes D224/M-87):,CLOSED (2026-09-28). Rumble shipped in v0.4.0 (D401); Steam Deck real-pad validation:
D402,RESOLVED,First clean Linux (glibc / SteamOS) build of release/v0.4.0 broke in two port-layer include-resolution spots MinGW tolerated (bondconstants.h first-include cyc…,RESOLVED (Linux/Ubuntu-24.04 build → glibc-2.41-compatible binary for the Steam Deck):
D403,RESOLVED,Deck v0.4.0-pre test:,"RESOLVED (2026-09-27, user-confirmed on the Deck:"
D404,OPEN,"""Aim style: Centred (PC)"" (Input.AimMode=1, D333/D337) has no effect when aiming with a gamepad; the row's own doc comment over-promises (""applies to every aim…",OPEN (log-only per user):
D404,RESOLVED,"""Aim style: Centred (PC)"" (Input.AimMode=1, D333/D337) has no effect when aiming with a gamepad; the row's own doc comment over-promises (""applies to every aim…","RESOLVED (2026-09-28, port-layer only):"
1 # GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
7 D51-D58
8 D59-D68
9 D70-D74
10 D75
11 D76 · D164
12 D159
13 D161
56 D168
57 D169
58 D178
59 D175
60 D176
61 D177
62 D172
137 D237
138 D238
139 D239
140 D240
141 D241
142 D242
143 D243
144 D245
145 D246
146 D247
147 D248
148 D249
149 D250
150 D251
151 D252
161 D264
162 D263
163 D265
164 D258
165 D284
166 D285
167 D286
223 D343
224 D344
225 D345
226 D346
227 D347
228 D348
229 D349
230 D350
231 D351
232 D352
233 D353
235 D355
236 D356
237 D358
238 D359
239 D360
240 D361
241 D362
242 D363
243 D364
244 D365
245 D366
246 D367
247 D368
248 D369
249 D370
250 D371
251 D372
252 D373
253 D374
254 D375
255 D376
256 D377
257 D378
258 D379
259 D380
260 D381
261 D382
262 D383
263 D384
264 D385
265 D386
266 D387
267 D388
268 D389
269 D390
270 D391
271 D392
272 D393
273 D394
274 D395
275 D396
276 D397
277 D398
278 D399
279 D400
280 D401
281 D402
282 D403
283 D404
+56 -45
View File
@@ -391,7 +391,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D59–D68 | intro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LE | resolved |
| D69 · D78–D84 | stage load (`load_bg_file`): bg/stan offline sidecar (`d69_emit.py`) + StandTile/bg_room_data ABI | resolved |
| D70–D74 | intro-logo pixels: C-array bswap, UV path, sinf/cosf `DVAL()`, texture-import truncation | resolved |
| D75 | front-end 3D model transforms (D77 audio split out below — resolved, unrelated cause) | **FIXED (M-197, 2026-09-21; user-confirmed live): the D50 sidecar converter dropped the models' embedded texture blobs (`PnintendologoZ`/`PgoldeneyelogoZ`/`PlegalpageZ`) — `d43_emit.py` now raw-copies + round-trip-validates them; NTSC sidecars regenerated. Remaining: pal/jpn regen on ROM-holding machines.** Historical trail — M-32 triage (see §F "D75 ADDENDUM"): (a) D73-scope-gap RULED OUT (gu tree fully endian-clean). Splits in two: Bug 1 = logo/photo transform = the parked D114/D116 fast3d viewport mirror (not game code). Bug 2 = absent animated models = category (b). M-32b runtime probe (`GE_D75=1`): `render_pos`/`dynAllocate`-arena hypothesis RULED OUT (render_pos valid + fresh each frame), model instances valid (nMtx 21/1), zero fast3d DL warnings — failure is downstream in `drawjointlist`/`dotube` vtx/node-DL resolution or an off-screen `basemtx`. Needs a drawjointlist-level probe. M-33 (upright captures, D168 fixed): "Bug 1 = D114/D116 mirror" retracted; **gun-barrel Bond RENDERS fine** (walk + fire, upright) — the "absent" reports were the flipped capture; **Nintendo logo genuinely broken** (renders as 2 white blobs, shifted left — a real `logoinst` transform/geometry bug, not a flip); cast roll not re-captured. See §F "D75 Bug 2 — M-33 UPDATE". **v0.2.0-pre playtest (user):** Nintendo logo still broken; Rareware logo nearly right but its texture filtering looks off; MISSION COMPLETE / mode-select screens have no 3D models at all, so the earlier "absent mode-select model" framing was inaccurate.** |
| D75 | front-end 3D model transforms (D77 audio split out below — resolved, unrelated cause) | **PARTIAL (M-197 fixed the logo texture blobs; v0.4.0 campaign 2026-09-28: Nintendo + legal pages confirmed clean, but the Rareware logo still shows a minor texture-filtering artifact -- re-opened as a cosmetic known issue, README-disclosed): the D50 sidecar converter dropped the models' embedded texture blobs (`PnintendologoZ`/`PgoldeneyelogoZ`/`PlegalpageZ`) — `d43_emit.py` now raw-copies + round-trip-validates them; NTSC sidecars regenerated. Remaining: pal/jpn regen on ROM-holding machines.** Historical trail — M-32 triage (see §F "D75 ADDENDUM"): (a) D73-scope-gap RULED OUT (gu tree fully endian-clean). Splits in two: Bug 1 = logo/photo transform = the parked D114/D116 fast3d viewport mirror (not game code). Bug 2 = absent animated models = category (b). M-32b runtime probe (`GE_D75=1`): `render_pos`/`dynAllocate`-arena hypothesis RULED OUT (render_pos valid + fresh each frame), model instances valid (nMtx 21/1), zero fast3d DL warnings — failure is downstream in `drawjointlist`/`dotube` vtx/node-DL resolution or an off-screen `basemtx`. Needs a drawjointlist-level probe. M-33 (upright captures, D168 fixed): "Bug 1 = D114/D116 mirror" retracted; **gun-barrel Bond RENDERS fine** (walk + fire, upright) — the "absent" reports were the flipped capture; **Nintendo logo genuinely broken** (renders as 2 white blobs, shifted left — a real `logoinst` transform/geometry bug, not a flip); cast roll not re-captured. See §F "D75 Bug 2 — M-33 UPDATE". **v0.2.0-pre playtest (user):** Nintendo logo still broken; Rareware logo nearly right but its texture filtering looks off; MISSION COMPLETE / mode-select screens have no 3D models at all, so the earlier "absent mode-select model" framing was inaccurate.** |
| D76 · D164 | **Legal screen only draws line 1 — root-caused (M-31)**: linker-adjacency assumption broken by mingw. — full `## D164` entry at file tail | **FIXED** — this row and the `## D164` entry below were stale; the proposed one-line `#ifdef PORT` fix was actually committed `8dfc578f4` (2026-08-31), well before this correction (2026-09-18). Docs simply never caught up to the merge. |
| 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`) |
@@ -415,7 +415,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D221 | **SELECT FILE mouse hit-box offset — compiler stack-layout dependency, not coordinate mismatch (M-87 QA / M-91 fix).** — full `## D221` entry at file tail | **FIXED (M-91)** — explicit `{min,max}` `coord2d` pairs under `#ifdef PORT`; human mouse-playtest confirmed. Distinct from D192 (mode-0 clamp range, still open). |
| D222 | **High `Video.FovScale` breaks culling — NPCs and some world objects stop rendering near the screen edges (M-87, user QA).** — full `## D222` entry at file tail | **FIXED, awaiting visual verification (M-121).** Root cause traced one step further than the original write-up… |
| D223 | **QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter — wheel up = next weapon, wheel down = previous — instead of both directions…** — full `## D223` entry at file tail | **FIXED (M-105, `port/src/input.c`) —… |
| D224 | **QoL gap (M-87, from a PD-PC-port survey): the N64 Rumble Pak is fully dropped instead of modernized.** — full `## D224` entry at file tail | **LANDED via D401 (2026-09-27, re-promoted from DEPRIORITIZED).** Rumble Pak now drives real SDL gamepad haptics (`SDL_GameControllerRumble`) via the port-layer `inputRumble*` API + `CONT_CARD_ON`/`PFS_ERR_DEVICE` gating; single global `Input.RumbleScale` (0..1) config + one `Rumble strength` slider row. Real-pad playtest owed. Gamepad-only —… |
| D224 | **QoL gap (M-87, from a PD-PC-port survey): the N64 Rumble Pak is fully dropped instead of modernized.** — full `## D224` entry at file tail | **LANDED via D401 (2026-09-27, re-promoted from DEPRIORITIZED).** Rumble Pak now drives real SDL gamepad haptics (`SDL_GameControllerRumble`) via the port-layer `inputRumble*` API + `CONT_CARD_ON`/`PFS_ERR_DEVICE` gating; single global `Input.RumbleScale` (0..1) config + one `Rumble strength` slider row. Real-pad playtest **done 2026-09-28 (Steam Deck: rumble works and is validated; user: include in v0.4.0)**. Gamepad-only —… |
| D225 | **Dev-tooling QoL (M-87, user ask): a debug-build/env toggle that unlocks all missions + all cheats, for testing.** — full `## D225` entry at file tail | **FIXED (2026-09-18)** — `GE_DEBUG_UNLOCKALL=1` short-circuits `fileGetIsCheatUnlocked()` (`src/game/file2.c`, `#ifdef PORT`, cached getenv) to always return TRUE; default off, no save mutation. Build-verified; headless boot with `GE_STARTMENU=7` (mission select) crash-free. |
| D226 | **QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.** — full `## D226` entry at file tail | **FIXED (2026-09-24)**: Game.HudScale 75–150% (user-verified, capped at 150) via fast3d G_HUDSCALE_EXT rect scaling about per-element anchors; dialogue/bottom messages width-capped. |
| D227 | **Sky renders as two independently-moving halves — "two sky processes" (M-93 QA; root cause M-100b: unit error, `unk20`/`unk24` are S10.5 not texels).** — full `## D227` entries (M-94→M-100b) at file tail | **FIXED (M-100b, PR #43)** — also fixed "scrolls too fast" (M-96) + over-tiling; human play-test confirmed. Full history in the sections. |
@@ -441,7 +441,7 @@ 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 (user, 2026-09-26: still happens occasionally; keep). Earlier: OPEN — observed, not investigated. **Steam Deck (Linux, 2026-09-27/28): occasional frame-timing hitches at low CPU/GPU (~15–30 %) — a frame-pacing/present profile, not a throughput bottleneck (see entry).** |
| D175 | **In-game stutter / brief hang during normal play** — full `## D175` entry at file tail | CLOSED (v0.4.0 campaign sign-off 2026-09-28, user: no stutter over the full campaign -- fixed). Earlier: OPEN (user, 2026-09-26: still happens occasionally; keep). Earlier: OPEN — observed, not investigated. **Steam Deck (Linux, 2026-09-27/28): occasional frame-timing hitches at low CPU/GPU (~15–30 %) — a frame-pacing/present profile, not a throughput bottleneck (see entry).** |
| 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`)… |
@@ -496,7 +496,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| 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 | 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. |
| 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 **confirmed 2026-09-28 (campaign, user: good)**. v0.4.0 decision (user-delegated, 2026-09-28): keep the shipped mitigation + README disclosure; the zero-saves root cause (sndHandleEvent/aim interaction) is v0.5.0. |
| 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 | 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 |
@@ -544,15 +544,15 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| 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 | 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.… |
| 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 | **CLOSED (v0.4.0 campaign sign-off 2026-09-28, user: cadence drift not heard over the full campaign -- fixed). Never root-caused -- if re-reported, the D155/D186/D193/D204/D209 timing-keystone family is the prime suspect.** Earlier: 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 | **CLOSED as the D207 family (v0.4.0 campaign sign-off 2026-09-28, user: no silence under heavy fire + alarms -- fixed).** Earlier: 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.… |
| D242 | **Player-death sequence UX regression vs N64 original: PC requires an LMB click to proceed to the mission-failed/file-select screen; user recalls N64 auto-plays…** — full `## D242` entry at file tail | FIXED/CLOSED (2026-09-26, user: death -> mission failed flow works without input, matches N64). Earlier: OPEN — N64 reference obtained (2026-09-26, user on 1964: after death the game returns to mission select and shows the "killed in action" screen); PC behaviour still to validate. Earlier: OPEN — 1964 comparison owed (2026-09-26, user). Earlier: **NOT A PORT-LOGIC BUG as far as static analysis can tell.** Confidence HIGH that the LMB-click skip path is faithful original behavior (Z_TRIG-mapped, exists unmodified in `bondview2.c`), not a defect to remove.… |
| D243 | **Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject): the camera violently shakes/"spazzes" during each of the scripted camera-angle…** — full `## D243` entry at file tail | **FIXED, live-confirmed by the user (M-189/M-190, 2026-09-18).** Root cause found: `bondview2.c:598-599`'s manual buffer-layout math for Bond's third-person cutscene body model reserved space using a hardcoded 32-bit `sizeof(Model)` literal (`0xfb`) that never accounted for pointer widening — real 64-bit `sizeof(Model)` is 232 bytes, 44 more than reserved, so the animation-data buffer placed right after it overlapped the model's own `playspeed`/`animrate`/`unkac`/`unkb0`/`unkb4` fields, corrupting them (this is what M-183/M-185's clamps were band-aiding). Fixed by computing the real `sizeof(Model)` instead of the stale literal, matching the identical idiom already used one line above for `ModelFileHeader`. **M-190 follow-up:** M-170's camera-shake freeze was replaced with a filter re-seed-on-teleport (camera now tracks Bond continuously within each shot instead of holding a frozen angle), and an unrelated bug in the same review pass — mouse-look never gated during scripted/no-control camera states (D300's own documented-but-unimplemented safety gate) — was found and fixed in `port/src/input.c`. User confirmed both fixes live, full intro-flyover + Dam abseil playthrough: "ok yeah looks good." |
| D245 | **IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) — "looks almost exactly like skybox" (M-116, user…** — full `## D245` entry at file tail | FIXED (M-201, 2026-09-26, user-verified vs 1964): water texture imported/normalised at 32x43/16-wide instead of the 32x32 CI8 mask period (resets, 2x speed) + s16 sky/water vertices replaced by G_FLOATVTX_EXT floats (jitter). Earlier: OPEN — CONFIRMED PORT BUG (2026-09-26, user vs 1964: PC water displays glitched with a weird yellow line; view-dependent shift is subtle; animation otherwise matches). Earlier: OPEN — REOPENED, M-142 headless probe found the tc-shift `k` measurably flips during ordinary view rotation (new root-cause evidence); an opt-in `GE_D245_FIXEDSHIFT` candidate is build-verified but needs a live A/B, not shipped as default.… |
| D246 | **Tiny pixel strips at the left and right edges of the screen, "like overscan" — look like raw pixels, not 3D graphics (M-116, user QA report).** — full `## D246` entry at file tail | **FIXED (2026-09-18 session, port-only, `Video.SafeAreaCrop`).** Measured precisely (exactly 1.0 logical unit missing on both edges, every resolution); underlying clip-precision root cause not isolated, but `gfx_adjust_viewport_or_scissor` now trims a fixed 1-unit margin from both edges — same toggle/mechanism as D247. Live user playtest confirmed clean edges. |
| D247 | **Black bars top and bottom of screen — possible aspect-ratio defect (M-116, user QA report).** — full `## D247` entry at file tail | **FIXED (2026-09-18 session, port-only, `Video.SafeAreaCrop`).** Root cause: faithful, unmodified N64 TV-safe-area letterboxing that real CRT overscan used to hide; this port showed the full VI frame. Per user request, given a real fix (not left as "correct original behaviour"): `gfx_adjust_viewport_or_scissor` now remaps against the active gameplay viewport bounds so it fills the window edge-to-edge. New `Video.SafeAreaCrop` toggle (default on). Live user playtest confirmed clean edges. |
| D248 | **Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).** — full `## D248` entry at file tail | **FIXED, root-caused to a genuine pointer-width ABI bug in `src/sched.c` (compiled for the PC build, not excluded).** `osScAddClient()` (`src/sched.c:187-199`) stashes a per-client "present every retrace vs.… |
| D249 | **LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV — far-away geometry has visible culling issues (M-119…** — full `## D249` entry at file tail | OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more code reading.… |
| D249 | **LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV — far-away geometry has visible culling issues (M-119…** — full `## D249` entry at file tail | OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); CLOSED (v0.4.0 campaign sign-off 2026-09-28, user: no distant-geometry drop-out seen on Streets/Egyptian over the full campaign -- fixed); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more code reading.… |
| D250 | **FPS is inconsistent/low on many levels after 60 Hz shipped (M-119, user QA; D248 follow-on).** — full `## D250` entry at file tail | FIXED — per-call `getenv()` cost was the bottleneck; rock-steady 60-61 fps after, user re-tested 1440p/4K clean. |
| D251 | ****F10 options overlay QoL pass:** — full `## D251` entry at file tail | **FIXED (port-only, `port/src/optionsoverlay.c`).** (a) The panel now computes how many rows fit the *actual* current 2D height (`maxVisibleRows()` from `viGetY()`) and scrolls… The last open symptom — the bottom row deterministically duplicating the selected item (v0.2.0-pre playtest) — is resolved by D304's `overlayUpdateScroll()` minimal-scroll rewrite; user-confirmed no longer occurring (2026-09-18). |
| D252 | **Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).** — full `## D252` entry at file tail | **FIXED (M-201, 2026-09-26, user-verified): port-side D68 shim `gimgSyncCompiledGlobalDLs` only synced the compiled explosion DLs on the first stage; every later stage kept the title stage's freed texture pointers. Earlier history: PARTIALLY FIXED — a real, distinct manifestation was found and fixed, but the bug family is not fully closed, and is intermittent on BOTH platforms, not Deck-specific (corrected 2026-09-18).** `explosionRenderPart()`'s 4-vs-5-vertex overrun (`src/game/explosion.c`) is fixed and stays in. Initial testing suggested "fixed on Windows, recurs on Deck," but further user testing found it also recurs intermittently on Windows (same Jungle repro, not always reproducing) and is level-dependent (same repro method doesn't trigger it on every level) — not a clean platform split. Repro method (`Game.AllUnlocked` + cheats for an immediate grenade launcher) is flagged as a possible, unconfirmed factor. The unconfirmed secondary lead from this session (stale TMEM-slot `src_fmt` CI8 reroute, `port/fast3d/gfx_pc.cpp` ~line 1250) remains the best-named candidate for the residual. Not re-investigated further this session. |
@@ -569,7 +569,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| 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 | 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). |
| 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 | DEFERRED (user call 2026-09-28: v0.4.0 ships NTSC-only, README-disclosed; the verified repair path is post-v0.4 backlog). Earlier: 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 | 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. |
@@ -606,9 +606,9 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| 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 | 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 | 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. |
| 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). **v0.4.0 campaign (2026-09-28): no D320-beat freeze seen (user: good).** 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. |
| 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: **v0.4.0 campaign (2026-09-28) -- user has not seen it again, "probably good"; closed on user trend, `GE_D322=1` capture recipe remains in the entry for any recurrence.** |
| 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`). |
@@ -631,11 +631,11 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D343 | **File select: PC "Options" label opens the settings overlay (v0.4.0 feature, M1 of the route-B options screen, 2026-09-27); also fixes F10 on file select jumping to the legal screen after 30 s.** — full `## D343` entry at file tail | FIXED (M1, closed): one Rule-2 `#ifdef PORT` draw hook (user sign-off 2026-09-27); headless + user-verified (mouse, F10, >30 s, widescreen, physical controller on the bottom-bar label and options screen). |
| D344 | **Host PC bugchecks (BSOD 0x119 VIDEO_SCHEDULER_INTERNAL_ERROR) during game test runs; probable cause: quit called exit() while the render thread could be inside the GL driver (2026-09-27).** — full `## D344` entry at file tail | FIXED (probable cause; orderly quit + GE_QUITFRAME), headless + user-verified; no dump, watch for recurrence. |
| D345 | **Front-end crosshair snaps away from the pointer on screen/page changes (file select → mode select `setCursorPOSforMode(0)`, front.c:2516; every `MENU_PC_OPTIONS` page hop), and the options screen's keyboard navigation was missing/mis-modelled (2026-09-27).** — full `## D345` entry at file tail | Port-only, user-verified (parts a–g): (a) `input.c` re-assert window on menu change; (b) `cursorToItem` skips its snap while the pointer is live; (d) W/S emit stick in menus under NaturalPitch; (e/f) F10-style discrete row stepping + arrow left/right value adjust replace raw drift (first pass shipped broken, fixed); (g) screen-placed cursor parks in the left gutter, off the row text. Game-side one-liner deferred: physical-controller pass was good, no Rule-2 sign-off sought. |
| D346 | **PC-settings wording pass: option labels/values aligned to Nightdive/Turok + PD-port conventions (title-case On/Off, "Frame rate cap", "Anti-aliasing"/"None", units in values not labels, self-explanatory auto-FOV toggles); VIEW section merged into VIDEO (2026-09-27).** — full `## D346` entry at file tail | Port-only display change landed (`optionsoverlay.c` rows[]/valueText + one colour match in `frontoptions.c`); both UIs (F10 overlay + options screen) share the table. Config keys/values untouched. Deadzone % display uses raw-step grid (cosmetic follow-up noted). |
| D346 | **PC-settings wording pass: option labels/values aligned to Nightdive/Turok + PD-port conventions (title-case On/Off, "Frame rate cap", "Anti-aliasing"/"None", units in values not labels, self-explanatory auto-FOV toggles); VIEW section merged into VIDEO (2026-09-27).** — full `## D346` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D347 | **F10 overlay controller: left/right did nothing (only A/Y adjusted values) and no input had hold-to-repeat (2026-09-27).** — full `## D347` entry at file tail | FIXED (port-only, `optionsoverlay.c`): D-pad left/right + stick-X wired into value adjust (A/X/B/Y kept); 18/4-frame hold-to-repeat on adjust and up/down nav, matching the options screen's D345(e)/(f) cadence. User validated physical-controller pass. |
| D348 | **File-select "PC Options" label: no settings icon exists in the game art (mainfolderimages = copy/del/select-arrow/X/check/dot only) -- a mini slider glyph is drawn instead (2026-09-27).** — full `## D348` entry at file tail | SUPERSEDED by D398 (glyph replaced with the IMG_DOT texture; no new art). PCDUMP pixel-verified when shipped (135 knob px vs 9 paper). |
| D349 | **GE watch settings are not normally saved to the Bond file: erase is the only caller of the settings serializer, and stage start reloads the file's old values.** — full `## D349` entry at file tail | ANALYZED (static decomp audit): maintainer approved PC-UI-only per-file persistence with explicit chooser, stored controller-type preservation and release-only slider writes; watch UI stays session-only. Erase cross-file edge noted. See `docs/dev/WATCH-SETTINGS-PLAN.md`. |
| D350 | **Watch-backed PC options: shared front/F10 Bond-file rows, explicit chooser, game-thread F10 bridge and field-scoped PC-only persistence.** — full `## D350` entry at file tail | PARTIAL (implemented; user reports tests good, review pending): headless front + F10 write/reload probes, NTSC build/golden 3/3, save CRC/control-style preserved; two-file targeting checked. Detailed edge-case coverage not specified by user. |
| D349 | **GE watch settings are not normally saved to the Bond file: erase is the only caller of the settings serializer, and stage start reloads the file's old values.** — full `## D349` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D350 | **Watch-backed PC options: shared front/F10 Bond-file rows, explicit chooser, game-thread F10 bridge and field-scoped PC-only persistence.** — full `## D350` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D351 | **Existing D346 value/unit rows had positional initializers shifted into `hidePtr`: %/x rows hidden or formatted without units.** — full `## D351` entry at file tail | FIXED (port-only): designated row initializers restore unit, deadzone divisor and hide-if-auto fields; build clean, headless smoke clean. Manual settings visual check owed. |
| D352 | **D350 review of 1303c0eb: stage transitions silently drop queued F10 setting changes (queue drained before the `stageActive` check); the UI thread's chooser state is unsynchronized; rapid slider drags push one RSP command per detent and re-persist the same value each frame; persist failures are silent (2026-09-27).** — full `## D352` entry at file tail | FIXED (port-only, `port/src/watchsettings.c`): hold-not-drop at stage transitions, spinlock on chooser state + front-screen guard, per-field coalesced queue commits, warning logs on all no-op paths, `PersistField` made static. NTSC build clean, headless menu smoke clean. |
| D353 | **Turok-style settings regrouping: the D346 VIDEO mega-section (14–15 rows, at the MAX_PROWS limit) re-split into DISPLAY + GRAPHICS, the "AUDIO (BOND FILE)" hack header dropped (music/FX sliders fold into BOND FILE), all remaining rows converted to designated initializers, `buildPages` overflow now logs, and the Bond-file page title annotates the selected file (2026-09-27).** — full `## D353` entry at file tail | FIXED (port-only, `optionsoverlay.c`/`frontoptions.c`): 6 sections of 3–11 rows, all rows designated-initialized, `optionsRowIsBondChooser` accessor, build clean + headless smoke clean. Master-volume row, per-section reset (Gate E) and key rebinding remain in the M3 backlog. |
@@ -643,52 +643,52 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D355 | **F10/options Music slider inaudible in-stage: the slider drives only the X-track (track 2) via `set_mTrack2Vol`, but in-stage BGM is track 1, which the game pins to `VOLUME_MAX` at level start (lv.c:364) and never rescales from `mTrack2Vol` in solo -- so neither the N64 watch nor the F10 could change the music the player was hearing; maintainer-reported (2026-09-27).** — full `## D355` entry at file tail | FIXED (port-only, `port/src/watchsettings.c`): the Music commit now also calls `musicTrack1ApplySeqpVol(v)` (the exact resync the MP path already does, mpmenu.c:354) and a once-per-activation resync runs on stage entry; by-ear confirmed by the maintainer. N64 watch path untouched. |
| D356 | **Settings regroup: Turok-style pages renamed to functional sections (INPUT/GAMEPLAY/GRAPHICS/AUDIO/VIDEO) with PD-style "(File N)" scoping annotations, the redundant N64-watch rows (`Bond.Look`, `Bond.AimControl`) off the menu surface, and a real per-section Reset-to-defaults (two-step arm->confirm, watch rows to BLANKSAVEDATA via the D352 commit path, ini rows to the port's C initializers; `__Resolution` a documented exclusion) replacing the Turok reset rows the PC build never honored (2026-09-27).** — full `## D356` entry at file tail | FIXED (port-only, `port/src/optionsoverlay.{h,c}` + `port/src/watchsettings.{h,c}` + `port/src/frontoptions.c`; plan `docs/dev/D356-SETTINGS-REGROUP-PLAN.md`): 5 sections all below MAX_PROWS, hidden rows D181/D216-style (keys + watch paths stay live), edge-triggered reset with 3 s arm window + maintain/clear disarm, GE_WSPROBE_RESET front + in-stage probes headless-verified (all sections failures=0, scope isolation OK, saved bytes 0xFF), GE_WSPROBE/GE_WSPROBE_FRONT regressions clean. |
| D358 | **D356 level-1 overlap: the front options save-file row (item 0) painted under the first content row, and `s_hl` (item-numbered) was indexed straight into `s_rowIdx` (content-numbered) -- wrong-row adjusts, a dead last row, a one-past read, wrong highlight (2026-09-27).** — full `## D358` entry at file tail | FIXED (port-only, `port/src/frontoptions.c`): content rows draw at `rowY(k+1)`; all `s_hl` -> `s_rowIdx` uses take `s_hl-1`; A-press guards `s_hl >= 1 && s_hl <= s_rowN`; hit-test/cursor untouched (already item-numbered). Companion: "(save)" tag -> "(profile)". |
| D359 | **Settings UI file terminology settled on the end-user term "Profile": the screen mixed five terms ("Save file"/"File N"/"(profile)"/"Select file"/"(no file)"), and the manual's "game file" reads as the program's own files in modern PC usage (2026-09-27).** — full `## D359` entry at file tail | LANDED (port-only, `frontoptions.c` + `optionsoverlay.c` + comments): top row `Profile`/`N`, annotation `(Profile N)`/`(none)`, per-file row tag `(per profile)`, F10 value `Select a profile`; identifiers/ini keys unchanged (display-layer only). Manual "game file" -> "profile" sync TODO (port-owned doc, not in repo). |
| D360 | **F10 INPUT heading scrolled away; F10 navigation and distance defaults (2026-09-27).** — full `## D360` entry at file tail | IMPLEMENTED (port-only): F10 root category list + per-section Back; distance sliders normalized to 0–100, default 50/100 (250% authored distance), 2x MSAA default. Compiled and linked to a separate test binary (live game locked main executable); manual playtest owed. |
| D359 | **Settings UI file terminology settled on the end-user term "Profile": the screen mixed five terms ("Save file"/"File N"/"(profile)"/"Select file"/"(no file)"), and the manual's "game file" reads as the program's own files in modern PC usage (2026-09-27).** — full `## D359` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D360 | **F10 INPUT heading scrolled away; F10 navigation and distance defaults (2026-09-27).** — full `## D360` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D361 | **Main-menu F10 Audio freezes the game: EEPROM save from joyPoll deadlocks waiting for its own poll ack (2026-09-27).** — full `## D361` entry at file tail | FIXED (port-only, `port/src/watchsettings.c` + F10 probe in `optionsoverlay.c`): queue front F10 save edits to game thread; actual poll-thread Music+FX commits tested with existing and fresh EEPROM, orderly quit, user's ini/save restored. |
| D362 | **F10 GoldenEye dossier-style visual refresh (2026-09-27).** — full `## D362` entry at file tail | CLOSED (superseded by D363 after user playtest): paper/Zurich/gold look rejected. The pinned section heading and shared layout/hit geometry remain. |
| D363 | **F10 return to a dark overlay with the N64 watch's green/Bank Gothic visual language (2026-09-27).** — full `## D363` entry at file tail | FIXED (palette/font user-approved, 2026-09-27); D364 follows up on profile tags, click alignment and slider calibration. |
| D364 | **Settings UI feedback: replace P legend; F10 slider click band misses drawn bar; input defaults visually off-centre (2026-09-27).** — full `## D364` entry at file tail | FIXED (user mostly accepted; D365 follows up on annotation size and click targets). |
| D365 | **F10 annotation hierarchy and visible mouse change targets (2026-09-27).** — full `## D365` entry at file tail | IMPLEMENTED (`optionsoverlay.c`): dim Bank Gothic profile annotation (not oversized Zurich); `CONTROLS:` Zurich heading, smaller Bank Gothic instructions; boxed right-hand controls + hover and matching bounded click x. NTSC build/link/stage capture pass; live click assessment owed. |
| D366 | **Input calibration label: call 50 the default, not original (2026-09-27).** — full `## D366` entry at file tail | PARTIAL: label changed in both UIs; numeric parity with external GEPD bundle needs its actual settings before changing input defaults. Built, stage tested in D367; user playtest owed. |
| D365 | **F10 annotation hierarchy and visible mouse change targets (2026-09-27).** — full `## D365` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D366 | **Input calibration label: call 50 the default, not original (2026-09-27).** — full `## D366` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D367 | **F10 full-width control boxes misaligned with their contents (2026-09-27).** — full `## D367` entry at file tail | SUPERSEDED by D368 after user playtest: per-value boxes remained confusing. |
| D368 | **Simplify F10 click targets: setting name selects, the rest changes (2026-09-27).** — full `## D368` entry at file tail | INPUT RULE KEPT; tinted strips user-rejected, removed in D369. |
| D369 | **Remove F10 row boxes/strips entirely (2026-09-27).** — full `## D369` entry at file tail | FIXED (awaiting live acceptance): no row backgrounds, control rectangles or hover paint; selected setting distinguished by brighter text, slider tracks remain. Input rule from D368 unchanged. |
| D370 | **F10 distance/volume drags hurt frame rate (2026-09-27).** — full `## D370` entry at file tail | PARTIAL (user live test): mostly improved; rapid spam can still lower FPS. Unchanged-detent/audio and Draw/LOD reapply fixed; other image sliders still request full video pass (live log shows frequent FOV passes). No further churn without focused repro. |
| D370 | **F10 distance/volume drags hurt frame rate (2026-09-27).** — full `## D370` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. (user: fixed.) |
| D371 | **GEPD key-layout preset + reload/crouch bindings, v0.4.0 modern options wave M3 (2026-09-27).** full `## D371` entry at file tail | FIXED (headless-verified; awaiting user live accept): `Input.Layout` (0=FPS, 1=GEPD) + `Input.CrouchMode` (hold/toggle) in F10 INPUT; GEPD preset acts as per-key effective default under `[Input.Bind]` overrides; new IA_RELOAD/IA_CROUCH emit B (unbound by default). MODERN section dropped per D356 Turok-standard rule (rows land in functional INPUT). Boot/ini-round-trip/F10-page verified; in-game feel-check owed. |
| D372 | **Low-end perf preset (v0.4.0 modern options wave M5, 2026-09-27).** full `## D372` entry at file tail | FIXED (headless-verified; awaiting user live accept): one-row `Video.LowEndMode` in F10 VIDEO; ON writes FpsCap 30 + MSAA x1 (restart), OFF restores compiled defaults (60/2). Registered key persists through orderly exit. |
| D373 | **In-game crosshair on/off + colour (v0.4.0 modern options wave M2, 2026-09-27).** full `## D373` entry at file tail | FIXED (user live-tested; rule-2 sign-off recorded 2026-09-27): `Video.CrosshairHide` (0 = on, N64) + `Video.CrosshairColor` (7 tints, 0 = white) in F10 GRAPHICS; #ifdef PORT hook in gunfire.c gunDrawSight (the wave's only rule-2 item). |
| D374 | **GEPD becomes the default key layout; preset layering fix (v0.4.0 M3 playtest feedback, 2026-09-27).** full `## D374` entry at file tail | FIXED (headless + user live-tested): GEPD playtest found Ctrl fired the gun (stale persisted [Input.Bind] Fire=Left Ctrl masked the preset) and the FPS default made no sense for a mouse FPS. D374: GEPD is now Input.Layout=0 (the default; N64 layout = 1); only EXPLICIT per-key overrides beat the preset. One-off ini flip: pre-D374 `Layout = 1` (ex-GEPD) is now 0. |
| D375 | **Crouch wired to the wrong pad bit: B is not the crouch input (v0.4.0 M3 playtest, 2026-09-27).** full `## D375` entry at file tail | PARTIAL; single-controller keyboard fixed, but gamepad B/Y still emitted B (D376). |
| D376 | **Crouch follow-up + modern-options spot check (2026-09-27).** full `## D376` entry at file tail | PARTIAL: gamepad B/Y mapping corrected, but aim gate was inappropriate for GEPD-style free crouch; superseded by D377. |
| D375 | **Crouch wired to the wrong pad bit: B is not the crouch input (v0.4.0 M3 playtest, 2026-09-27).** full `## D375` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D376 | **Crouch follow-up + modern-options spot check (2026-09-27).** full `## D376` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D377 | **GEPD independent crouch (2026-09-27).** full `## D377` entry at file tail | FIXED (scripted stance verified; user says live crouch was good; pad/hold-vs-toggle specifics owed): Ctrl/B/Y now drive game stance from the port with no aim requirement. |
| D378 | **GEPD use/reload separation (2026-09-27).** full `## D378` entry at file tail | FIXED (headless edges tested; user says E/R seemed good; targeted door/partial-mag cases owed): R reload only, E interaction only in gameplay, menu/watch/tank retains B. |
| D379 | **Crosshair colour: authored texture is red (2026-09-27).** full `## D379` entry at file tail | FIXED (cyan frame capture; live yellow/blue recheck owed): nonwhite tints use alpha silhouette instead of multiplying red RGB; default unchanged. |
| D380 | **One PC keyboard layout; PD-style rebind design (2026-09-27).** full `## D380` entry at file tail | FIXED (follow-up D383): one PC layout and migration remain; keyboard capture UI is implemented separately, with live acceptance owed. |
| D381 | **RULE-2-SIGNOFF: opt-in RGB, size and Beta crosshair (2026-09-27).** full `## D381` entry at file tail | PARTIAL (scripted captures + informal user report crosshair looks good; specific size/colour/style and visual gate owed): default drawing unchanged; RGB sliders, 50–200% size, Beta style, colour swatches, CROSSHAIR page in both UIs. |
| D382 | **Crosshair menu placement and slider hitches (2026-09-27).** full `## D382` entry at file tail | PARTIAL (NTSC build + isolated boot; user thinks slider performance fixed; no timing measurement): moved CROSSHAIR beside GAMEPLAY, functional labels/values; selective live GL/SDL apply avoids cache/shader rebuilds for crosshair and FOV drags; batch audio probes opt-in. |
| D383 | **PD-style keyboard rebinding in both options UIs (2026-09-27).** full `## D383` entry at file tail | PARTIAL (user found A/D/C front-menu regression, D384 repair pending live retest): keyboard-only capture and persistence work; original four-slot UI superseded by Primary/Secondary. |
| D384 | **Front PC Options key-bind navigation feedback + two-slot UI (2026-09-27).** full `## D384` entry at file tail | PARTIAL (NTSC build, isolated probes, user said fresh-settings retest looks good; visual gate owed): fixed menu arrows/Enter/Escape independent of game binds, Primary/Secondary only; old extra keys preserved on disk but ignored until that action is edited. |
| D385 | **Real mouse 1–5 action rebinding in the two-slot editor (2026-09-27).** full `## D385` entry at file tail | PARTIAL (NTSC build + isolated probes; user spotted wrong Aim default, D386): Mouse 1–5 are actual bindings; fixed menu clicking and mouse wheel unchanged. |
| D386 | **Correct Aim default from SDL middle (Mouse 2) to right (Mouse 3) (2026-09-27).** full `## D386` entry at file tail | PARTIAL (NTSC build and isolated ini migration test; live acceptance owed): version-2 default Aim safely migrates to Mouse 3; custom Aim binds stay untouched. |
| D387 | **M7 AllUnlocked's read-time fake unlocks leak into saved EEPROM (2026-09-27).** full `## D387` entry at file tail | OPEN (isolated user-data-copy save/untoggle repro; no fix): a profile-settings save persists fake cheats/0x3FF times; OFF does not undo them. Rotating writes and cheat-award suppression make simple write masking unsafe. **v0.4.0 (2026-09-28): shipped as a loudly-documented EXPERIMENTAL / irreversible option** (row = "All unlocked (EXPERIMENTAL)", ON shows "ON - UNSAFE", README backs it up); safe architecture deferred to v0.5.0. |
| D388 | **Nest functional binding/HUD menus and remove redundant M5 toggle (2026-09-27).** full `## D388` entry at file tail | PARTIAL (NTSC build, isolated nested navigation/reset/capture probes; physical UI acceptance and visual release gate owed): five root sections, Input → Bindings → Movement/Actions; Gameplay → HUD; independent FPS/MSAA remain exposed and unchanged by removing Low-end mode. |
| D389 | **F10 footer clipping and ambiguous submenu links (2026-09-27).** full `## D389` entry at file tail | PARTIAL (NTSC build + measured 320-wide footer variants; visual/user review owed): two-line help strip with reserved height, no default-scale title note, PD-style ellipses in place of "Open >". |
| D390 | **F10 pinned Back selection did not visibly change (2026-09-27).** full `## D390` entry at file tail | PARTIAL (NTSC build + isolated page/tree probes; human visual check owed): Back now uses row-selected colour only when selected, title uses neutral ink; keep mixed-scope HUD under Gameplay, not Video. |
| D391 | **F10 click at glyph bottom could select next row (2026-09-27).** full `## D391` entry at file tail | PARTIAL (pixel-bound measurement, NTSC build, isolated hit probes; real pointer UX owed): root header hint removed; hit bands follow rendered glyph baselines, leave a dead zone and reject clicks outside card. |
| D381 | **RULE-2-SIGNOFF: opt-in RGB, size and Beta crosshair (2026-09-27).** full `## D381` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D382 | **Crosshair menu placement and slider hitches (2026-09-27).** full `## D382` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D383 | **PD-style keyboard rebinding in both options UIs (2026-09-27).** full `## D383` entry at file tail | **PARTIAL (2026-09-28).** Keyboard/mouse rebinding shipped + accepted in v0.4.0; pad-rebinding UI is the v0.5.0 controller-options wave (CONTROLLER-INPUT-PLAN). |
| D384 | **Front PC Options key-bind navigation feedback + two-slot UI (2026-09-27).** full `## D384` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D385 | **Real mouse 1–5 action rebinding in the two-slot editor (2026-09-27).** full `## D385` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D386 | **Correct Aim default from SDL middle (Mouse 2) to right (Mouse 3) (2026-09-27).** full `## D386` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D387 | **M7 AllUnlocked's read-time fake unlocks leak into saved EEPROM (2026-09-27).** full `## D387` entry at file tail | OPEN (isolated user-data-copy save/untoggle repro; no fix): a profile-settings save persists fake cheats/0x3FF times; OFF does not undo them. Rotating writes and cheat-award suppression make simple write masking unsafe. **v0.4.0 (2026-09-28): shipped as a loudly-documented EXPERIMENTAL / irreversible option** (row = "All unlocked (EXPERIMENTAL)", ON shows "ON - UNSAFE", README backs it up); safe architecture deferred to v0.5.0. **User-confirmed 2026-09-28: the warning is sufficient -- ship.** |
| D388 | **Nest functional binding/HUD menus and remove redundant M5 toggle (2026-09-27).** full `## D388` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D389 | **F10 footer clipping and ambiguous submenu links (2026-09-27).** full `## D389` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D390 | **F10 pinned Back selection did not visibly change (2026-09-27).** full `## D390` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D391 | **F10 click at glyph bottom could select next row (2026-09-27).** full `## D391` entry at file tail | **CLOSED (2026-09-28).** Shipped in v0.4.0; accepted in the user's final review / campaign playtest. |
| D392 | **Train intro soldier hunched; hand intersects torso vs 1964** — firing-table float-offset alias across an 8-byte pointer union. Full `## D392` entry at file tail. | FIXED (`#ifdef PORT` ABI/layout in `chraction.c`); Train aim-angle probe confirms correction; user visually verified the soldier looks fixed against 1964. |
| D393 | **Controller B/Y both crouch; no in-game use button** — gameplay pad face map conflated modern buttons and native N64 A/B. Full `## D393` entry at file tail. | FIXED + user live-tested A use / X reload / Y weapon cycle. D394 supersedes B crouch and shoulder cycling to match the user-supplied Xbox 1.1 chart. |
| D394 | **Xbox 1.1 Jinx controller parity** — user supplied the Xbox 1.1–1.4 control table; B is gadgets, stick clicks crouch, LB aim, RB HD toggle (not weapon cycling). | PARTIAL (port 1.1 gameplay button roles user-tested; exact gadget-category parity and other selectable presets outstanding; RB HD toggle unavailable). |
| D395 | **Controller trapped in keyboard/mouse-only binding capture** — pad could enter the binding modal but could not finish or cancel without keyboard. | PARTIAL (both options UIs block pad-initiated capture; pad B can cancel an active modal; **Steam Deck retest 2026-09-27: a pad enters bindings and is not stuck — the "trapped" symptom is not reproduced on the Deck's Steam Controller**. Distinct from the still-open controller-rebinding *feature* — PR #109 / D383.) |
| D396 | **F10 pad B/A used as slider decrement/increment, not back/select** — B/Y fed Left and A/X fed Right on every row. | PARTIAL (B backs one F10 page, closes at root; A/X accept/toggle on edge but never shift a slider; D-pad/stick left/right still adjust; NTSC linked, pad retest owed). |
| D394 | **Xbox 1.1 Jinx controller parity** — user supplied the Xbox 1.1–1.4 control table; B is gadgets, stick clicks crouch, LB aim, RB HD toggle (not weapon cycling). | **PARTIAL (2026-09-28).** Xbox 1.1 / GEPD presets shipped and validated in the campaign playtest; presets 1.2-1.4 -> v0.5.0 wave. |
| D395 | **Controller trapped in keyboard/mouse-only binding capture** — pad could enter the binding modal but could not finish or cancel without keyboard. | RESOLVED (v0.4.0 campaign sign-off 2026-09-28, user: pad capture-block + B-cancel confirmed on the physical pad). Both options UIs block pad-initiated capture; pad B can cancel an active modal; **Steam Deck retest 2026-09-27: a pad enters bindings and is not stuck — the "trapped" symptom is not reproduced on the Deck's Steam Controller**. Distinct from the still-open controller-rebinding *feature* — PR #109 / D383.) |
| D396 | **F10 pad B/A used as slider decrement/increment, not back/select** — B/Y fed Left and A/X fed Right on every row. | RESOLVED (v0.4.0 campaign sign-off 2026-09-28, user: F10 B/A/slider behaviour confirmed on the physical pad). B backs one F10 page, closes at root; A/X accept/toggle on edge but never shift a slider; D-pad/stick left/right still adjust. |
| D397 | **SELECT FILE background + intro gun-barrel show an interlaced/comb look** — D182(2) family, but present on FIRST display, not only after re-entry (2026-09-27). Full `## D397` entry at file tail. | **RESOLVED (2026-09-28):** root cause = **H2** (confirmed by a 3-scale PCDUMP test — the comb period is fixed at ≈3 *native* rows across 640/1024/1280, i.e. window-period = 3×scale: the `(<<2)-1` 0.75-native-pixel row-strips rely on RDP floor-based scanline stepping that `gfx_draw_rectangle`'s continuous-float rasterization did not replicate). **Fix (port-layer, surgical):** `gfx_draw_rectangle` now floors the top edge to its scanline and the bottom edge to the last covered scanline (the RDP scanline range `[top,bot+1]`) before rasterizing — a no-op for whole-pixel rects, so only sub-pixel strips change; §D15 in `docs/porting-notes.md` documents the mechanism. H1 (ENV_ALPHA 5-bit CC scaling) REFUTED by a byte-identical PD-port cross-check (the darkening it predicted is faithful, not a bug). `GE_D397SH`/`D397SHM` probes removed. Verified by playtest: gun-barrel + file-select gradient render clean, comb gone. |
| D398 | **PC Options label: D348's procedural slider glyph replaced with an existing mainfolderimages texture (2026-09-27).** Full `## D398` entry at file tail. | SUPERSEDED by D400 (icon removed, text-only label; purple-hover bug moot; the D400 `textMeasure` arg-swap bug was found and fixed there). |
| D399 | **File-select bottom row (SELECT FILE text + Copy/Erase + PC Options dot/label) shifted 15px left as a block (user sign-off 2026-09-27).** Full `## D399` entry at file tail. | LANDED (port-only, D343 class): `selectpos.f[0]` 110→95 (new `#ifdef PORT` in front.c), Copy 200/222→185/207, Erase 282/304→267/289 (D343 PORT block), `LABEL_X` 358→343 (`frontoptions.c`); hit bounds recompute from the shifted positions. Clean build, PCDUMP frame 195 no overlaps; by-eye check owed. |
| D400 | **File-select "PC Options" label: icon removed, text-only; fixed a swapped textMeasure() arg bug and a 7px vertical misalignment vs Copy/Erase (user sign-off 2026-09-27).** Full `## D400` entry at file tail. | LANDED (port-only, `frontoptions.c`): D398's dot icon dropped on user instruction ("most straightforward design"); label now a plain `textRender` word, GAP 28 after Erase. Two measurement bugs fixed: (1) `textMeasure(textheight, textwidth)` args passed swapped -> label 35px above the bar, hot band transposed; (2) bare-label height measures 0 (vs 14 for newline-terminated Copy/Erase) -> 7px lower tops; fixed by restoring the `kLabelNL` height measure. PCDUMP frame 195: tops aligned 279.8 vs 279.3, 31px clearance from Erase; by-eye check owed. |
| D401 | **Rumble Pak → real gamepad haptics (re-promotes D224/M-87): `CONT_CARD_ON` gate + `osPfs*`/`osMotor*` shims rewired to `SDL_GameControllerRumble`, single global `Rumble strength` slider on `Input.RumbleScale` (2026-09-27/28).** Full `## D401` entry at file tail. | LANDED (port-only, `input.c`/`input.h`/`libultra.c` + `optionsoverlay.c` per `docs/dev/RUMBLE-PLAN.md`; zero `src/` edits). Both M-87 addendum blockers: `g_contStatus[i].status` now sets `CONT_CARD_ON` for connected rumble-capable pads (so `joyRumblePakInit` arms) and `osPfsInit` returns `PFS_ERR_DEVICE` for them (so `osMotorInit` is attempted). New `inputRumble*` API + global `Input.RumbleScale` (0..1, dflt 0.5; the four per-player `Input.PlayerN.RumbleScale` keys were dropped in the final menu-shape decision); `osMotorStart/Stop` drive it. **Real-pad haptics confirmed working by user (2026-09-28)**; plan item 3 (one global `Rumble strength` slider in the F10 overlay + front options screen, reset-table entry) landed the same day. `RumbleScale=0` silence check still unverified (trivial early-out path). **Rumble confirmed on the Steam Deck's Steam Controller (2026-09-27/28).** |
| D399 | **File-select bottom row (SELECT FILE text + Copy/Erase + PC Options dot/label) shifted 15px left as a block (user sign-off 2026-09-27).** Full `## D399` entry at file tail. | LANDED (port-only, D343 class): `selectpos.f[0]` 110→95 (new `#ifdef PORT` in front.c), Copy 200/222→185/207, Erase 282/304→267/289 (D343 PORT block), `LABEL_X` 358→343 (`frontoptions.c`); hit bounds recompute from the shifted positions. Clean build, PCDUMP frame 195 no overlaps; by-eye check **done 2026-09-28 (user: good) -- RESOLVED**. |
| D400 | **File-select "PC Options" label: icon removed, text-only; fixed a swapped textMeasure() arg bug and a 7px vertical misalignment vs Copy/Erase (user sign-off 2026-09-27).** Full `## D400` entry at file tail. | LANDED (port-only, `frontoptions.c`): D398's dot icon dropped on user instruction ("most straightforward design"); label now a plain `textRender` word, GAP 28 after Erase. Two measurement bugs fixed: (1) `textMeasure(textheight, textwidth)` args passed swapped -> label 35px above the bar, hot band transposed; (2) bare-label height measures 0 (vs 14 for newline-terminated Copy/Erase) -> 7px lower tops; fixed by restoring the `kLabelNL` height measure. PCDUMP frame 195: tops aligned 279.8 vs 279.3, 31px clearance from Erase; by-eye check **done 2026-09-28 (user: good) -- RESOLVED**. |
| D401 | **Rumble Pak → real gamepad haptics (re-promotes D224/M-87): `CONT_CARD_ON` gate + `osPfs*`/`osMotor*` shims rewired to `SDL_GameControllerRumble`, single global `Rumble strength` slider on `Input.RumbleScale` (2026-09-27/28).** Full `## D401` entry at file tail. | **CLOSED (2026-09-28).** Rumble shipped in v0.4.0 (D401); Steam Deck real-pad validation: works, user confirmed for release. |
| D402 | **First clean Linux (glibc / SteamOS) build of `release/v0.4.0` broke in two port-layer include-resolution spots MinGW tolerated (`bondconstants.h` first-include cycle; `video.c` `_SHIFTL`); fixed in `port/shim/` only, no `src/` edits, no rule-2 (2026-09-27).** Full `## D402` entry at file tail. | RESOLVED (Linux/Ubuntu-24.04 build → glibc-2.41-compatible binary for the Steam Deck): three `port/shim/` fixes — `PR/ucode.h` + `bondconstants.h` defer `pc_protos.h`/`bondtypes.h` during `bondconstants.h`'s own `ultra64.h` pass (breaks the `bondconstants.h`→`ultra64.h`→`pc_protos.h`→`bondtypes.h`→`bondconstants.h` re-entry); `PR/gbi.h` defines `_SHIFTL`/`_SHIFTR` when absent (the `gbi.h` macros in `video.c` lost their `mbi.h` definitions on Linux). Builds + links clean on Ubuntu-24.04; bundled `libSDL2` with `rpath=$ORIGIN`; pushed to the Deck. Shim files uncommitted at log time. |
| D403 | **Deck v0.4.0-pre test: Nintendo logo + copyright/legal page render broken, broader graphics "not reflecting new updates" — stale 0.3.0-era sidecars seeded into the bundle (2026-09-27).** Full `## D403` entry at file tail. | RESOLVED (2026-09-27, user-confirmed on the Deck: a stale-sidecar **test artifact**, never a code regression): the Deck bundle was seeded with `pcmodels`/`pccg` sidecars from the `0.3.0-local` install (data dated 2026-09-15), which predate the D75/M-197 embedded-blob raw-pixel fix (commit `425237f9`, 2026-09-21) and the D303 muzzle-vertex converter fix (2026-09-26) → the `P*` front-end logo/legal textures come out broken while the in-exe fast3d fixes (D397 gun-barrel/file-select) render correctly. Disambiguation performed (2026-09-27): `data/pcmodels-ntsc-final` + `data/pccg-ntsc-final` regenerated from the Python-source converter (`prepare-assets.py` + the current `d43/d69/d88_emit.py`, `ALL CHECKS PASSED`) on the NTSC ROM and pushed to the Deck (sha256-verified), preserving the user's `ge007.eep`/`ge007.ini`. **RESOLVED (user-confirmed on the Deck, 2026-09-27): the front-end logo / copyright / legal page now render correctly — confirming this was the stale-sidecar test artifact, not a code regression.** |
| D404 | **"Aim style: Centred (PC)" (`Input.AimMode=1`, D333/D337) has no effect when aiming with a gamepad; the row's own doc comment over-promises ("applies to every aim input … pad trigger") but the centred path is mouse-only (Steam Deck, 2026-09-27).** Full `## D404` entry at file tail. | OPEN (log-only per user): `AIMMODE_CENTRED` is handled only in the RMB/mouse-held branch (`input.c:1783`, `hipDirectCompute`), which D337's device-aware integration feeds **only while the mouse is active**; a pad's native right-stick look never consults `aimMode`, so Centred is inert on a pad. Gap between the row's documented scope and its mouse-only behavior (reads as a dead option to a pad user). Candidate fixes deferred: hide/annotate the row for pads, or correct the doc comment, or (larger) design a centred-aim pad model. **Re-confirmed on the Steam Deck (2026-09-27/28): "centered aim is broken on deck too."** |
| D404 | **"Aim style: Centred (PC)" (`Input.AimMode=1`, D333/D337) has no effect when aiming with a gamepad; the row's own doc comment over-promises ("applies to every aim input … pad trigger") but the centred path is mouse-only (Steam Deck, 2026-09-27).** Full `## D404` entry at file tail. | RESOLVED (2026-09-28, port-layer only): the toggle now genuinely works on a pad. First logged as a communication bug and closed by relabel ("Aim style (mouse)"), then reopened on user challenge the same day: the pad path emits stick *deflection* into the game's crosshair integrator, so the pad was actually always in the **N64** model (a flick travels the crosshair; edge-scroll + spring-back only made a hold *feel* direct), and the "stick has no crosshair to travel" rationale was wrong. Fix: new `padDirectCompute()` in `input.c` (the pad twin of `hipDirectCompute`'s CENTRED branch -- same dead/watch/pause/cutscene gates, minus the mouse-grab gate; revised same day to the N64 path's verbatim quadratic curve -- `sign(v)\u00b7clamp(defl/70,\u00b11)\u00b2 \u00b7 (fov/60) \u00b7 3.5 deg/poll` (bondview2.c canNaturalTurn/canNaturalPitch), full-stick parity with the N64 path, pending retest on the refreshed build); the natural-pitch pad branch routes CENTRED through it and keeps N64's classic deflection behaviour (also the default, so no pad default changes). Labels reverted to device-neutral ("Aim style" / "Aim range"). **Steam Deck (2026-09-27/28): "centered aim is broken on deck too" -- fixed for real; the first-pass linear gain was measured as a dramatic sensitivity loss (2026-09-28) and replaced with the N64 path's verbatim quadratic curve (fov/60 base, 3.5 deg/poll top rate); retest on the refreshed build: user "good". RESOLVED.** |
Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS
@@ -11435,13 +11435,13 @@ the Surface 1 spawn capture is unchanged across the strip.
**Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).** Static trace only (no ROM/build/display in this worktree). Weapon fire re-triggers its SFX through `bondwalkItemGetSoundTriggerRate()`/`bondwalkItemGetSound()`, gated on `g_GlobalTimer` (`src/game/gunfire.c:3246-3286`: `handptr->field_A4C = bondwalkItemGetSoundTriggerRate(var_s1) + g_GlobalTimer`), alternating between two per-hand `ALSoundState` slots (`audioHandle`/`field_A48`, same block) so a fast-firing weapon's report can overlap itself once before being retriggered. `g_GlobalTimer` advances by `g_ClockTimer = speedgraphframes` every tick (`src/game/lv.c:1023,1037`), and `speedgraphframes` is set from `deltaFrames` in `updateFrameCounters()` (`src/game/frametiming.c:64-76`) — the exact tick-delta plumbing already investigated (and partly fixed) under **D155** (catch-up-spiral clamp, same file), **D186** (`Video.FpsCap` sim-coupling clamp), **D193/D209** (AI-locomotion timing keystone — D209 the actual root cause, a 64-bit union-aliasing bug, now fixed and merged), and **D204** (audio pipeline running ~2% below real time forever, fixed by padding silence at the DAC). Since D209 and D204 both merged before this report, the SFX-cadence complaint is either (a) a genuinely distinct, audio-specific residual downstream of those fixes — e.g. a mismatch between the sim-tick-gated *trigger* (above) and the software mixer's own playback clock (`port/src/audio.c:93,155,221-222` — the synth produces samples at a measured ~21600/s against the 22050 Hz output device, the same gap D204 had to compensate for elsewhere) that specifically desyncs how *often* a shot's sample starts rather than the absolute wall-clock rate D204 measured, or (b) a stale pre-D209/pre-D204 build report. Per-weapon rate constants (`AutomaticFiringRate`/`SingleFiringRate`/`SoundTriggerRate`, `src/game/gun.h:60-82`, values in `assets/obseg/gun/*/gunWeaponStat.inc.c`) are plain compiled C literals, not ROM-serialized data, so no pointer-width/ABI reconciliation issue applies here.
**Status (from §F table):** **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). Raise confidence by: (1) confirming the user's build/commit postdates the D209 merge; (2) a `GE_AUDIOTRACE`-style capture logging the tick (`g_GlobalTimer`) and/or wall-clock timestamp of consecutive same-weapon fire-SFX requests during sustained auto-fire (AK47/Klobb, `AutomaticFiringRate=0x03`), diffed against the weapon's rate constant and against N64 reference footage's frame-count between shots.
**Status (from §F table):** **CLOSED (v0.4.0 campaign sign-off 2026-09-28, user: cadence drift not heard over the full campaign -- fixed; never root-caused -- if re-reported, the timing-keystone family above is the prime suspect).** Superseded: 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). Raise confidence by: (1) confirming the user's build/commit postdates the D209 merge; (2) a `GE_AUDIOTRACE`-style capture logging the tick (`g_GlobalTimer`) and/or wall-clock timestamp of consecutive same-weapon fire-SFX requests during sustained auto-fire (AK47/Klobb, `AutomaticFiringRate=0x03`), diffed against the weapon's rate constant and against N64 reference footage's frame-count between shots.
## 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…
**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 unaffected (M-106, user QA report, concrete repro).** This is very likely **D207 finally reproduced.** D207 (M-77) root-caused that GE's SFX player has a hard **8-voice cap** (`MUSIC_SFX_SEQ_MAYBE_MAX_SOUNDS`, `src/music.c:76`) and that D206's fix made the alarm klaxon (`ALARM3_SFX`=163, triggered from `handle_alarm_gas_timer_calldamage()`, `src/game/propobj.c:14457`) a genuine **infinite ADPCM loop** that now legitimately occupies one of those 8 voices for the alarm's whole duration; the manual preemption scan (`snd.c:~347-392`) refuses to steal any *owned* LOOPED voice (the M-65 carve-out only exempts *ownerless* loops), so once 8/8 voices are held, a new one-shot request is silently dropped via `sndDisposeSound` (`snd.c:391`). D207's own M-77b session built a `GE_FORCEALARM=1` BUNKER1 harness and could **not** reproduce audible drops (`[D207-DROP]=0`), and explicitly left as "owed": *"needs a real repro from the user: which level, which weapon/situation."* This report supplies exactly that (Bunker, alarm). **Investigated why PP7/AK47 and not Klobb, inconclusive at the code level:** Klobb (`ITEM_SKORPION` — confirmed GE's internal name for the Klobb via `src/game/player.c:576`, `skorpion_stats` in `assets/obseg/gun/skorpion/gunWeaponStat.inc.c`) and AK47 (`ak47_stats`, `assets/obseg/gun/ak47/gunWeaponStat.inc.c`) share the **same** `AutomaticFiringRate=0x03` (fast auto), while PP7 (`wppk_stats`, `assets/obseg/gun/wppk/gunWeaponStat.inc.c`) is semi-auto only (`AutomaticFiringRate=0xFF`) — so a naive "fires faster ⇒ more self-inflicted voice contention" theory does not cleanly explain grouping PP7 with AK47 against Klobb. All three weapons' fire SFX (`GUN_B1_MGUN3_3_SFX`=Klobb, `GUN_B2_HEAVY_SFX`=PP7, `GUN_B4_BOLTACTION_SFX`=AK47 — `src/bondconstants.h:2277-2280`) go through the identical one-shot, priority-0x40 `sndPlaySfx` path (`gunfire.c:3246-3286`); no per-weapon distinction exists in the trigger or priority *code*. A real distinction, if one exists, most likely lives in the **sample bank data itself** (per-sample envelope/decay length — a longer-tailed sample stays `PLAYING` and stealable/held longer, changing its odds in the preemption scan) — that data is ROM-derived binary content, not inspectable without the extracted ROM (`./data/`, absent in this worktree). Confirmed the voice-allocation/preemption code is unmodified `src/snd.c` game logic, not a `port/` mixer bug: `port/src/mixer.c`/`port/src/audio.c` implement DSP synthesis and device output only (per D199), with no SDL `Mix_*`-style channel-priority layer in the port to have introduced a new bug. Per AGENTS.md non-negotiable #2, any real fix belongs in D207's already-designed (reverted, M-77b) last-resort LOOPED-preemption pass in `snd.c`, not in `port/`.
**Status (from §F table):** **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. Next: re-run M-77's `GE_FORCEALARM=1` harness on `-level_09` with scripted PP7 and AK47 fire (not just generic fire) against Klobb as a control, watching `g_sndAllocatedVoicesCount` / the (currently reverted) `[D207-DROP]` counters to see whether the 8-cap is actually hit for two of the three weapons and not the third — or whether it is really the sample-envelope-length distinction above. No runtime verification possible in this environment (no ROM/display).
**Status (from §F table):** **CLOSED as the D207 family (v0.4.0 campaign sign-off 2026-09-28, user: no silence under heavy fire + alarms -- fixed).** Superseded: 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. Next: re-run M-77's `GE_FORCEALARM=1` harness on `-level_09` with scripted PP7 and AK47 fire (not just generic fire) against Klobb as a control, watching `g_sndAllocatedVoicesCount` / the (currently reverted) `[D207-DROP]` counters to see whether the 8-cap is actually hit for two of the three weapons and not the third — or whether it is really the sample-envelope-length distinction above. No runtime verification possible in this environment (no ROM/display).
**2026-09-26 (M-201, v0.4.0): user still hears gunshot drop-outs "with rapid fire guns while a lot of other sound effects occur" (D322 garbling itself is gone). Headless measurements, no drop reproduced.**
@@ -11805,7 +11805,7 @@ Superseded history below (the original OPEN investigation, root cause not found
**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 the d43/d69/d88 emitters' `find_row`) cannot resolve PAL/JP builds. v0.2.0's drop-in ROM feature therefore ships NTSC-U only.** Discovered while scoping issue #6 (drop-in ROM). **PAL:** 31 of the 512 model rows in `filelist.e.csv` have truncated/renamed basenames (an extraction artifact — e.g. `Pbridge_console` ×6 where the resource table says `Pbridge_console1aZ…3bZ`, `Pchrgrenadelauncher` for `PchrgrenadelaunchZ`). **JP:** one font row is mislabeled — `fontBankGothic_fontchartable.bin` @3044276 is named `fontZurichBold_fontchartable.bin` (a duplicate label). Both were proven without a PAL/JP ROM: (a) greedy two-pointer sequence alignment of the 512-row `file_resource_table.inc.c` model order against each CSV's model rows gives an exact 1:1 match (481 by-name + 31 positional for PAL), offsets strictly non-decreasing, and zero size anomalies vs US (all within [0.5×, 2×]); (b) JP font row proven by the contiguity invariant — Gothic kerning @3043600+676 = 3044276 exactly hits the mislabeled row, whose size (8716) equals the US Gothic chartable, while Zurich's own chain is contiguous one row later. **Consequence:** no PAL or JP PC exe has ever been buildable from this tree (latent — only NTSC was ever exercised); the CSV `file` column is a label only (emitters look up by basename, never read the path), so the repair is a pure data fix: rename the 31 PAL model rows + 1 JP font row to the exact table symbols. **Scope decision (v0.2.0):** ship drop-in ROM support for NTSC-U only — `prepare-assets.py`/the frozen `ge007-convert` gate non-US ROMs with a clear message after SHA-1 region detection; the CSV repair + multi-region matrix + per-region exes are deferred to the Part B follow-up.
**Status (from §F table):** OPEN — repair path verified, not applied (out of v0.2.0 scope).
**Status (from §F table):** DEFERRED (user call 2026-09-28: v0.4.0 ships NTSC-only, README-disclosed; the verified repair path is post-v0.4 backlog). Superseded: OPEN — repair path verified, not applied (out of v0.2.0 scope).
## D279 — Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in `scratch/` (`d279_run.log`…
@@ -15448,9 +15448,20 @@ So the broken logo + copyright page + "a lot of graphics not updated" are **stal
**Not a code regression on the port's stated model** — Centred (PC) is a mouse-aim style and a pad always uses its native look stick. The defect is the **gap between the F10 row's documented scope ("every aim input … pad trigger") and its actual mouse-only behavior**, which reads as a dead/no-op option to a pad user.
**Candidate resolutions (deferred — log only):**
1. **Cheapest:** make the row honest — gate/hide the "Aim style" (and "Aim range") rows while a pad is the active aim device, or annotate the label/value as "(mouse only)". Removes the no-op confusion.
2. **Correct the doc comment** to say mouse-only (and drop "pad trigger" from the claim).
3. **Larger design:** define and implement a centred-aim *pad* model (what a fixed-centre crosshair + camera-from-stick means for analog stick input, distinct from the N64 travelling crosshair) — a feature decision, not a bug fix, and would need a `docs/dev/` plan + sign-off.
**Resolution (2026-09-28, same day -- superseded from clarification to implementation):** morning pass closed this as a communication bug (relabelling the row "(mouse)", on the reasoning "a gamepad's right stick has no crosshair to travel, so the pad's continuous natural-pitch look already *is* the centred model"). User challenge that afternoon: *why not just let the toggle work on a controller?* On re-reading the code that reasoning was wrong: the pad's natural-pitch path sets `sx/sy` to stick **deflection** -- the same unit the N64-mouse path and the keyboard turn keys feed the game's crosshair integrator. A flick *does* travel the crosshair on a pad; edge-scroll + spring-back merely make a hold feel like direct rotation. The pad was therefore always in the **N64** aim model, and a real CENTRED pad mode was both well-defined and missing. **Implemented (port-layer only, no `src/` edits):** `padDirectCompute()` in `input.c` -- the pad twin of `hipDirectCompute`'s CENTRED branch, same safety gates (dead/watch/pause/`gameScriptedCameraActive`), minus the `mouseDirectLook`/`mouseGrabbed` gate (meaningless for a pad); full deflection (`STICK_MAX=80`, the established per-poll look unit) maps to `PAD_DIRECT_FULL_DEG` (2.0 deg/poll, fov-scaled like the mouse path) -- a first-pass feel estimate. **Revision (2026-09-28, user Deck A/B): "sensitivity goes down dramatically" in Centred mode** -- the first pass was a *linear* 2.0 deg/poll on a `fov/GEPD_BASE_FOV` (90) base, while the N64 path is the game's *quadratic* natural-turn curve `v=sign(v)\u00b7clamp(defl/70,\u00b11)\u00b2 \u00b7 (fov/60) \u00b7 3.5 deg/poll` (bondview2.c canNaturalTurn/canNaturalPitch) -- ~2.6\u00d7 slower at full stick. `padDirectCompute` now reproduces that curve verbatim (yaw and pitch, incl. pitch's `-v\u00b7(fov/60)` sign), so full-stick Centred turns at exactly the N64 path's top rate; the existing per-axis look-sensitivity rows still shape the deflection beforehand. The natural-pitch pad branch now routes `AIMMODE_CENTRED` through it (crosshair pinned at centre, no look stick emitted; declines fall back to the legacy stick emission, as the mouse branch does), and `AIMMODE_N64` keeps today's deflection behaviour -- which is also the default, so **no pad default changes**. Labels reverted to device-neutral ("Aim style" / "Aim range"), keeping the "(controller)" suffixes on the pad look-sens/smoothing rows from the same-day sweep. **Open item: Steam-Deck A/B of the new pad CENTRED feel vs N64 edge-scroll rate -- done 2026-09-28: centred confirmed good, sensitivity dramatically low; fixed by adopting the N64 path's verbatim quadratic curve + `fov/60` base (above); retest owed on the refreshed build.**
**Cross-refs:** D333 (#104 centred aim origin), D337 (device-aware aim integration; the "mouse-active only" gate), D338 (`Input.AimRange` hidden-in-Centred), D403 (same Deck session's other observations), `input.c:1783` / `optionsoverlay.c` Aim-style row.
## v0.4.0 campaign playtest sign-off (2026-09-28, user -- full campaign, Steam Deck + physical pad)
The user walked the v0.4.0 release checklist end-to-end and reported (item = user verdict):
D322 not seen again ("probably good" -- closed on user trend, `GE_D322` recipe kept for recurrence);
D320 beats clean; D404 pad Centred good (after the parity-curve revision); D397 clean;
D395/D396 pad capture-cancel + F10 B/A/slider confirmed; D399/D400 by-eye confirmed;
D289, D294, D291, D249, D236, D311, D235, D303, D307, D245, D240, D241, D287, D286, D175 all
"fixed"/not seen; D306/D308 "same as N64" (faithful -- not a defect). **One residual: the Rareware
front-end logo shows a minor texture-filtering artifact (D75) -- kept open as a cosmetic known
issue, README-disclosed; Nintendo logo + legal page are clean.** Release decisions recorded:
M7/D387 ships as the loudly-documented EXPERIMENTAL option (user: the warning is sufficient);
D258 ships NTSC-only (PAL/JP repair deferred post-v0.4); D224 rumble validated on the Deck and
included; D281 keeps the shipped mitigation + disclosure, zero-saves root cause moves to v0.5.0.
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@@ -496,6 +496,7 @@ static int aimGepdAccumulate(double dxPx, double dyLook);
static void aimGepdEdgeScroll(void);
static int aimGepdCompute(double dxPx, double dyLook);
static int hipDirectCompute(double dxPx, double dyLook);
static int padDirectCompute(int dx, int dy); /* D404: pad twin of the above */
/* D194: bondview2's "look-ahead" pitch centreing (docentreupdown) arms during
* hip-fire walking whenever the pitch strays from the horizon target, and --
* once armed -- keeps pulling vv_verta back to it even in aim mode, EXCEPT
@@ -1973,8 +1974,22 @@ unsigned inputComputePad(int idx, signed char *stick_x, signed char *stick_y)
rys = (int)lround(padSmSY[idx]);
}
if (padLookInvertY) rys = -rys;
if (aimModeGet() == AIMMODE_CENTRED && padDirectCompute(rxs, rys)) {
/* D404 (resolved by implementation, 2026-09-28): pad CENTRED
* aim -- the stick drives the camera directly (crosshair
* pinned at centre), the pad-side twin of the mouse CENTRED
* branch above, so the Aim-style toggle is no longer inert
* on a pad. No look stick is emitted this poll; when
* padDirectCompute declines (dead/watch/pause/cutscene) the
* legacy stick emission below runs, as the mouse branch
* falls back to its legacy path. AIMMODE_N64 keeps today's
* behaviour: the deflection feeds the game's crosshair
* integrator (travel + edge scroll + spring-back -- the
* original controller feel). */
} else {
if (rxs) sx = rxs;
if (rys) sy = rys;
}
} else {
int px = scaleAxis(lx, padDeadzoneL);
int py = -scaleAxis(ly, padDeadzoneL); /* SDL up = negative -> N64 up = positive */
@@ -2550,6 +2565,64 @@ static int hipDirectCompute(double dxPx, double dyLook)
return 1;
}
/* D404 (resolved by implementation, 2026-09-28): the pad-side twin of
* hipDirectCompute's CENTRED path -- the right stick drives the camera
* directly and the crosshair stays pinned at centre, so the Aim-style
* toggle is no longer inert on a pad (it used to be: the pad always
* emitted deflection into the game's N64 crosshair integrator, i.e. it
* was *always in N64 mode*). Same safety gates as hipDirectCompute
* (dead / watch / pause / scripted camera); the mouseDirectLook/
* mouseGrabbed gate is dropped -- it is meaningless for a pad. Input
* units are stick deflection (STICK_MAX = full, the same unit the N64
* path feeds the game's integrator).
*
* Gain = the N64 natural-turn curve VERBATIM (bondview2.c, canNaturalTurn
* / canNaturalPitch branches): v = clamp(deflection/70, \u00b11); v =
* sign(v)\u00b7v\u00b2; camera += v \u00b7 (fov/60) \u00b7 3.5 deg/poll. First pass used a
* linear 2.0 deg/poll \u00b7 (fov/GEPD_BASE_FOV) gain, which the user measured
* as a dramatic sensitivity loss in Centred mode (linear vs quadratic
* curve, and the 60-vs-90 FOV base compounded it to ~2.6\u00d7 slower at full
* stick). With the verbatim curve, full-stick Centred turns at exactly
* the N64 path's top rate -- switching modes changes the crosshair
* behaviour, not the feel. */
static int padDirectCompute(int dx, int dy)
{
struct player *p = g_CurrentPlayer;
if (p == NULL)
return 0;
if (p->bonddead || !p->outside_watch_menu || p->pause_state != 0)
return 0;
if (gameScriptedCameraActive())
return 0;
if (dx == 0 && dy == 0)
return 1; /* nothing to turn; caller simply emits no stick */
f32 fov = viGetFovY();
double k = (fov > 0.0f) ? (double)fov / 60.0 : 1.0; /* bondview2's base */
double v;
v = (double)dx / 70.0; /* analogTurn = raw stick \u00b1 5, /70 -- bondview2.c:6222 */
if (v > 1.0) v = 1.0; else if (v < -1.0) v = -1.0;
if (v >= 0.0) v *= v; else v = -v * v;
p->vv_theta += (f32) (v * k * 3.5);
v = (double)dy / 70.0; /* analogPitch, /70 -- bondview2.c:6161 */
if (v > 1.0) v = 1.0; else if (v < -1.0) v = -1.0;
if (v >= 0.0) v *= v; else v = -v * v;
p->vv_verta -= (f32) (v * k * 3.5); /* game: speedverta = -v\u00b7(fov/60) */
if (p->vv_verta > 90.0f) p->vv_verta = 90.0f;
if (p->vv_verta < -90.0f) p->vv_verta = -90.0f;
if (configGetInputLog()) {
sysLogPrintf(LOG_NOTE,
"GE_INPUTLOG paddirect d=(%d,%d) cam=(%.1f,%.1f)",
dx, dy, (double)p->vv_theta, (double)p->vv_verta);
}
return 1;
}
/* --- Input.PdMouseAim: the port side of PD's mouse-aim model ----------------
* See the flag's comment above for the design. PD's own implementation lives
* in its GAME files (bondmove.c/bondgun.c) behind `#ifndef PLATFORM_N64`, with
+12 -5
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@@ -207,8 +207,15 @@ static struct Row rows[] = {
* overrides it at launch for A/B runs. */
/* D337: N64 = the N64 aim model (crosshair travels, camera edge-scrolls)
* with the mouse fed through the game's integrator at PD's mouse damp --
* the default. CENTRED (PC) = opt-in FPS-style aim (#104), not N64. Applies
* to every aim input (RMB, Shift, Q/L, pad trigger, Toggle mode). */
* the default. CENTRED (PC) = opt-in FPS-style aim (#104), not N64.
* Device-neutral (D404, resolved by implementation 2026-09-28): mouse --
* N64 feeds the game's integrator, CENTRED drives the camera directly
* (hipDirectCompute); pad -- N64 emits right-stick deflection into the
* same integrator (the original controller feel: crosshair travel +
* edge scroll + spring-back), CENTRED drives the camera directly from
* the stick (padDirectCompute, crosshair pinned at centre). Applies to
* every aim input (RMB, Shift, Q/L, Toggle mode, pad right stick in
* natural-pitch mode). */
{ .key="Input.AimMode", .label="Aim style", .kind=ROW_ENUM, .step=1, .names=kAimMode },
/* D338: how far the N64-style crosshair travels. PC = to the screen edge
* (GEPD / mouse-injector feel, default); N64 = the original stick limits
@@ -222,9 +229,9 @@ static struct Row rows[] = {
* (natural-pitch) feel options, identity at their defaults. All port-layer. */
{ .key="Input.PadDeadzoneL", .label="Deadzone (left stick)", .kind=ROW_SLIDER, .step=500 },
{ .key="Input.PadDeadzoneR", .label="Deadzone (right stick)", .kind=ROW_SLIDER, .step=500 },
{ .key="Input.PadLookSensX", .label="X axis look sensitivity", .kind=ROW_SLIDER, .step=5 },
{ .key="Input.PadLookSensY", .label="Y axis look sensitivity", .kind=ROW_SLIDER, .step=5 },
{ .key="Input.PadLookSmooth", .label="Look smoothing", .kind=ROW_SLIDER, .step=1, .dispMax=10 },
{ .key="Input.PadLookSensX", .label="X axis look sensitivity (controller)", .kind=ROW_SLIDER, .step=5 },
{ .key="Input.PadLookSensY", .label="Y axis look sensitivity (controller)", .kind=ROW_SLIDER, .step=5 },
{ .key="Input.PadLookSmooth", .label="Look smoothing (controller)", .kind=ROW_SLIDER, .step=1, .dispMax=10 },
{ .key="Input.PadSouthpaw", .label="Southpaw", .kind=ROW_TOGGLE, .step=1, .names=kOnOff },
{ .key="Input.PadTriggerPct", .label="Trigger threshold", .kind=ROW_SLIDER, .step=1 },
/* D401 item 3 (docs/dev/RUMBLE-PLAN.md): Rumble Pak strength (D224
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@@ -0,0 +1,22 @@
dam: frames=9 crash=no
facility: frames=9 crash=no
runway: frames=9 crash=no
surface1: frames=9 crash=no
bunker1: frames=9 crash=no
silo: frames=9 crash=no
frigate: frames=9 crash=no
surface2: frames=9 crash=no
bunker2: frames=9 crash=no
statue: frames=9 crash=no
archives: frames=9 crash=no
streets: frames=9 crash=no
depot: frames=9 crash=no
train: frames=9 crash=no
jungle: frames=9 crash=no
control: frames=9 crash=no
caverns: frames=9 crash=no
cradle: frames=9 crash=no
aztec: frames=9 crash=no
egypt: frames=9 crash=no
cuba: frames=9 crash=no
exit=0
@@ -0,0 +1,22 @@
dam: frames=9 crash=no
facility: frames=5 crash=no
runway: frames=0 crash=no
surface1: frames=0 crash=no
bunker1: frames=0 crash=no
silo: frames=0 crash=no
frigate: frames=0 crash=no
surface2: frames=1 crash=no
bunker2: frames=0 crash=no
statue: frames=0 crash=no
archives: frames=1 crash=no
streets: frames=4 crash=no
depot: frames=0 crash=no
train: frames=0 crash=no
jungle: frames=0 crash=no
control: frames=0 crash=no
caverns: frames=0 crash=no
cradle: frames=3 crash=no
aztec: frames=0 crash=no
egypt: frames=5 crash=no
cuba: frames=0 crash=no
exit=1
+52
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@@ -0,0 +1,52 @@
#!/bin/bash
# sweep-captures/capture.sh OUTDIR — capture GE_PCDUMP windows (sweep stride
# 80-400:40, ini pinned to 640x480 like verify.sh) for all 21 solo levels
# into OUTDIR/<level>/*.ppm. For pixel-identical comparison between trees:
# run once on the baseline tree, once per landing; then per level:
# python3 tools_pc/framediff.py OUTDIR_A/<level> --golden OUTDIR_B/<level> --json
# (framediff exit 0 + worst_cell 0 = pixel-identical within its thresholds.)
set -u
cd "$(dirname "$0")/../.."
ROOT="$(pwd)"
export PATH="/c/msys64/mingw64/bin:$PATH" # mingw runtime DLLs for the exe
OUT="$1"
rm -rf "$OUT"; mkdir -p "$OUT"
INI="$ROOT/data/ge007.ini"
INI_BAK=$(mktemp)
[ -f "$INI" ] && cp "$INI" "$INI_BAK"
printf '[Window]\nWidth = 640\nHeight = 480\n' > "$INI"
KILL() { "C:/Windows/system32/taskkill.exe" //F //IM ge007.x86_64.exe >/dev/null 2>&1; }
restore() { [ -s "$INI_BAK" ] && cp "$INI_BAK" "$INI" || rm -f "$INI"; KILL; }
trap restore EXIT INT TERM
LEVELS="dam:33 facility:34 runway:35 surface1:36 bunker1:09 silo:20 frigate:26 surface2:43 bunker2:27 statue:22 archives:24 streets:29 depot:30 train:25 jungle:37 control:23 caverns:39 cradle:41 aztec:28 egypt:32 cuba:54"
DUMP="80-400:40"
LO=80; HI=400; STEP=40
LAST=$(( LO + STEP * ((HI - LO) / STEP) ))
TARGET="$ROOT/ppm/frame_$(printf '%06d' $LAST).ppm"
FAIL=0
for e in $LEVELS; do
name="${e%%:*}"; num="${e##*:}"
KILL; sleep 0.3
rm -f "$ROOT"/ppm/*.ppm "$ROOT/ge007.crash.log"
( cd "$ROOT"
export GE_PCDUMP="$DUMP"
timeout 90 ./build-pc/ge007.x86_64.exe "-level_$num" >"$OUT/$name.log" 2>&1 &
gpid=$!
for i in $(seq 1 450); do
if [ -f "$TARGET" ] || [ -f "$ROOT/ge007.crash.log" ]; then sleep 0.2; break; fi
kill -0 "$gpid" 2>/dev/null || break
sleep 0.2
done
kill "$gpid" >/dev/null 2>&1
wait "$gpid" 2>/dev/null )
mkdir -p "$OUT/$name"
mv "$ROOT"/ppm/*.ppm "$OUT/$name/" 2>/dev/null
n=$(ls "$OUT/$name"/*.ppm 2>/dev/null | wc -l)
crash=no; [ -f "$ROOT/ge007.crash.log" ] && crash=yes
echo "$name: frames=$n crash=$crash"
[ "$n" -gt 0 ] || FAIL=1
done
exit $FAIL