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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James Dansereau committed 2026-09-21 23:26:18 -04:00
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@@ -98,10 +98,6 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
**Known issues:**
- Particle colours: a real fix landed (a corrupted-vertex-buffer bug), but
the rainbow effect can still occur intermittently on either platform, not
every time or on every level — a second cause hasn't been found yet
(D252).
- 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).
@@ -111,7 +107,9 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
(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).
(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).
@@ -119,10 +117,6 @@ filtering, FOV, sensitivity); Windows and Linux, including Steam Deck.
~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
auto-recovers it (D318).
- Some front-end 3D models are off: the spinning Nintendo logo renders as two
white blobs and the Rareware logo's texture filtering looks wrong (D75).
- Surface 1's 2D billboard trees render as a solid wall of tree texture
instead of discrete sprites (D236). Under active investigation.
- **Widescreen is stretched, not native**: on non-4:3 windows the whole
frame (world and HUD) is stretched horizontally to fill your display —
about 33% wider than original at 16:9, like a 4:3 video in a TV's "stretch"