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D307: investigate CCTV facing-backwards — no port-side bug found; GE_D307 diagnostic in-tree
setupCctv orientation path traced end-to-end and every input verified N64-faithful against the ROM for Bunker1: PcctvZ (not GcameraZ) switch data bit-for-bit, boundpads match the pccg sidecar once the legitimate load-time room-scale (pad->pos *= get_room_data_float2(), ~1.8542) is applied, record config words incl. unkCC match; all matrix/atan2 helpers are byte-identical src/game code. PC orientation values are what the N64 computes; if the symptom genuinely differs from N64 the remaining suspect is fast3d's handling of the non-orthonormal lens matrix (unk84 row 0 scaled 0.1x). Blocked on user repro detail. Also: plan/README/findings refreshed for M-197 (D75 fixed, user-confirmed) and M-198 (D236 closed); D252 retired; findings index regenerated.
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@@ -98,10 +98,6 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
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**Known issues:**
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- Particle colours: a real fix landed (a corrupted-vertex-buffer bug), but
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the rainbow effect can still occur intermittently on either platform, not
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every time or on every level — a second cause hasn't been found yet
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(D252).
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- Some muzzle flashes draw an extra, erroneous long flash straight up from
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the gun (seen on the M16, among others), overlaid on the normal, correctly
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drawn flash. Cosmetic only (D303).
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@@ -111,7 +107,9 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
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(D306). Minor and cosmetic.
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- In-level security camera props (not the player's own view) can
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occasionally end up facing backwards on some levels, seen on Bunker
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(D307).
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(D307). The orientation math has been verified faithful to the N64; if you
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see it, a report of which level and which camera is what's needed to keep
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chasing it.
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- Rarely, Bond's model can briefly render out of place after an animation
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transition — purely visual: no effect on gameplay or saves, and it clears
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on its own or by re-entering the level (D311).
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@@ -119,10 +117,6 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
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~10 s before resuming the scripted shootout — a latent race that exists in
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the N64 original too (where it softlocks permanently); the port detects and
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auto-recovers it (D318).
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- Some front-end 3D models are off: the spinning Nintendo logo renders as two
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white blobs and the Rareware logo's texture filtering looks wrong (D75).
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- Surface 1's 2D billboard trees render as a solid wall of tree texture
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instead of discrete sprites (D236). Under active investigation.
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- **Widescreen is stretched, not native**: on non-4:3 windows the whole
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frame (world and HUD) is stretched horizontally to fill your display —
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about 33% wider than original at 16:9, like a 4:3 video in a TV's "stretch"
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