docs(M-102): fix findings-index false-positive, release <version> bug, land parked site cleanup (#53)

* docs(M-102): fix findings-index false-positive, release <version> bug, land parked site cleanup

Docs triage pass (docs/dev/notes/PROMPT-docs-triage-session.md).

- gen_findings_index.py: D194's row was silently bucketed FIXED (an open
  design item) because it had no distinct status cell, so the generator's
  fallback keyword search matched "fixed" somewhere inside 6,500 chars of
  narrative -- the same misleading-index failure mode that cost a session
  on D227 (see docs/dev/findings.md SS H "D227 -- M-98"/"M-99"). Gave D194
  a real status cell. Also extended LEAD_RE/bucket() with 5 verdict tokens
  already in use in the doc (ANALYZED, GUARDED, DIAGNOSTIC SHIPPED,
  ROOT-CAUSED, NOT A BUG) and added a leading verdict word to 4 more rows
  that had a status cell but no recognized token -- fixes all 10 rows the
  generator previously bucketed "?" (D175 D174 D173 D220 D160 D133 D136
  D156 D153, plus D194). findings-index.csv regenerated; --check passes;
  diff reviewed, only these 10 rows moved.
- ci.yml: release-notes.md's <version> placeholders were never substituted
  before `gh release create --notes-file`, so every published release body
  (including the live v0.1.0 release) ships the literal text. Now sed'd to
  the tag first.
- Landed docs/dev/notes/UNLANDED-docs-site-cleanup-steps3-5.{md,patch}
  (parked M-101, never pushed, branch deleted): deletes the orphaned
  docs/StructureGuide.md (0 tracked references), adds title/description
  frontmatter to 5 published Pages docs, rewrites docs/index.md's stale
  "Phase 2 of 4 / no audio yet / 19-of-21" status text to match the
  current README. The 2 files whose hunks no longer applied via `git am`
  (docs/index.md, docs/dev/agentic-development.md) were redone by hand
  against current main.
- docs/BACKLOG.md (local, gitignored): retargeted a dead
  docs/PORT-LEARNINGS.md reference to docs/porting-notes.md.

Larger triage items (findings.md monster-row convention, full
status-accuracy sweep, duplicate-defect clustering, dev-notes plan
triage, HANDOFF rotation policy) scoped but not started -- see
docs/dev/notes/FOLLOWUP-docs-triage-session.md (gitignored).

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG

* docs/index.md: fix stale in-level-music claim before merge

This PR predates the M-102c/M-105 correction (already landed in the
README via PR #55): in-level music is NOT absent, it plays with some
tracks having wrong-sounding instruments / occasional garbling (D77
fixed, D230 filed for the residual). This branch's own rewritten Status
paragraph still said music 'doesn't yet' play -- fixing it to match
before merge so main doesn't briefly regress to a stale claim this
session already corrected elsewhere.
This commit is contained in:
James Dansereau authored and GitHub committed 2026-09-12 09:33:54 -04:00
1 parent 8f0abae18f
commit 646798be56
12 files changed
+83 -75

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+3 -1
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@@ -333,8 +333,10 @@ jobs:
if gh release view "$TAG" >/dev/null 2>&1; then
gh release upload "$TAG" "${ASSETS[@]}" --clobber
else
NOTES="$(mktemp)"
sed "s/<version>/${TAG}/g" .github/release-notes.md > "$NOTES"
gh release create "$TAG" "${ASSETS[@]}" \
--draft --prerelease \
--title "GoldenEye 007 PC Port $TAG" \
--notes-file .github/release-notes.md
--notes-file "$NOTES"
fi
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@@ -1,5 +1,10 @@
# Setup Guide
> Inherited from the decompilation this repo forks. It covers building the
> **N64 ROM** with the IDO toolchain — needed only for the one-time
> asset-extraction step referenced from [`building.md`](building.md), not for
> building or running the PC port itself.
<!-- TOC -->
* [Setup Guide](#setup-guide)
* [Prerequisites](#prerequisites)
-39
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@@ -1,39 +0,0 @@
# Project Structure
```
goldeneye_src
|-- .github/workflows: GitHub use only
├── assets: game assets
│   ├── font: font data
│   ├── images: image data
│   │   └── split: split image data
│   ├── music: music data
│   ├── obseg: animation data
│   │   ├── bg: bg data
│   │   ├── brief: briefing data
│   │   ├── chr: c model data
│   │   ├── gun: g model data
│   │   ├── prop: p model data
│   │   ├── setup: setup data
│   │   ├── stan: stan data
│   │   └── text: text data
│   └── ramrom: demo data
├── bin: files that haven't been touched
├── build: output directory
├── include: header files
├── rsp: Custom GBI code (Assembly) (C0 and 4Tri)
├── src: C source code for game
│   ├── game: core ge specific code 0x7f000000 range
│   ├── inflate: statically linked initial decompression code
│   ├── libultra: currently used libultra.s
│   └── libultrarare: libultra modified by Rare
└── tools: build tools
```
Documentation has been moved to https://github.com/kholdfuzion/goldeneye_docs/tree/master/notes
Style Guide is https://github.com/kholdfuzion/goldeneye_src/blob/AIListLogic/notes/StyleGuide.md
This decompilation was only made possible thanks to many awesome 00 Agents who will be revealed only if they wish.
GE and PD documentation made by Zoinkity.
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@@ -1,3 +1,8 @@
---
title: Building
description: Full build and asset-extraction guide for the GoldenEye 007 PC port, covering Windows (MSYS2) and Linux.
---
# Building the PC port
Stages:
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@@ -1,3 +1,8 @@
---
title: Development Process
description: The investigation workflow behind the port — task budgets, file partitioning, and the finding-log discipline used across sessions and agents.
---
# How this port is developed
Most of this port's work is not writing code — it is **diagnosis**: figuring
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@@ -1,3 +1,8 @@
---
title: Agentic Development
description: A case study in two AI coding agents porting a Nintendo 64 game to PC — the setup, timeline, handoff workflow, and an honest assessment of what worked.
---
# Agentic development: two AI coding agents porting GoldenEye 007
*How this port was actually built: a local open-weight model (Qwen 3.8 on a
+10 -10
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@@ -20,7 +20,7 @@ D189,FIXED,Linux -fstack-protector aborts on the decomp's latent stack-buffer ov
D190,?,"Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open).","CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows)."
D191,FIXED,Windows -O2 release-bundle crash:,FIXED + PLAYTEST-VERIFIED (M-79).
D193,FIXED,NPC AI locomotion is too slow —,FIXED + user-playtest-verified (M-81) —
D194,?,Mouse input needs another tuning pass —,
D194,OPEN,Mouse input needs another tuning pass —,"OPEN — root cause and fix direction known, not implemented."
D195,OPEN,"Transparency / alpha surfaces broken on Control (M-49, user playtest) —","OPEN — not investigated (M-49), needs a capture"
D197,OPEN,"Character face/head textures wrap around the head, seen on Silo (M-49, user playtest).","OPEN — not investigated (M-49), needs a capture"
D198,FIXED,alAdpcmPull/_decodeChunk used K0_TO_PHYS (an unconditional & 0x1FFFFFFF mask) on 64-bit heap pointers (src/libultra/audio/load.c).,FIXED (src/libultra/audio/load.c) —
@@ -52,13 +52,13 @@ 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,?,In-game stutter / brief hang during normal play (user QA report):,"Observed, not investigated"
D175,OPEN,In-game stutter / brief hang during normal play (user QA report):,"OPEN — observed, not investigated"
D176,FIXED,"Surface exterior renders wrong (-level_36), two independent defects.","(a) ""scrolls too fast/tiles too visibly"" ROOT-CAUSED + FIXED (see ""D176(a) —"
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):
D174,?,"""No blood effect"" (user QA report).",Observed; first step = BUNKER1 firefight with regenerated sidecars
D174,OPEN,"""No blood effect"" (user QA report).",OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars
D183,OPEN,"M-36 Family A (""texture line/pitch shear"") is DISPROVEN for the Surface repro (-level_36).",Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN
D173,?,Third-person Bond model spawns too high (user QA report):,"Observed, not investigated."
D173,OPEN,Third-person Bond model spawns too high (user QA report):,"OPEN — observed, not investigated."
D179,FIXED,Packaged build crashes after the logos —,"Diagnosed, not fixed —"
D180,PARTIAL,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).","LANDED, port-only, no #ifdef PORT."
D181,PARTIAL,Game.ScreenShakeIntensity —,"LANDED behind config, default = original."
@@ -72,13 +72,13 @@ D216,PARTIAL,"Game.SkipIntro — boot straight to the file-select menu (M-83, po
D217,FIXED,1P weapon viewmodel + third-person Bond model textures render garbled —,FIXED (M-90/M-92/M-97; PR #47 texpool alignment + PR #49 CI-cache palette key) —
D218,PROPOSED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
D219,OPEN,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","OPEN — observed, not investigated."
D220,?,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
D220,PARTIAL,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
D85,OPEN,room primary/secondary DL → texLoadFromGdl garbage,"OPEN (safety-netted; widen/pool fixes landed, geometry now renders)"
D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure,resolved
D88.4,RESOLVED,propDefs polymorphic record stream not byteswapped → setupDoor crash,resolved (d88_propdefs.py); layout audit M-20 → D132
D132,PROPOSED,D88 propDefs layout audit (M-20):,proposed fix (not applied) —
D157,FIXED,"Campaign never unlocks the next level (M-30, user bug —","FIXED (src/bondtypes.h, #ifdef PORT —"
D160,?,Dam level-end cutscene (Bond off the dam / bungee) never plays —,"DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1):"
D160,PARTIAL,Dam level-end cutscene (Bond off the dam / bungee) never plays —,"DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1):"
D89-D92,RESOLVED,"stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs",resolved
D93-D102,RESOLVED,struct-pun / hardcoded-size pass:,resolved (D95 pool bump partial)
D103-D107,RESOLVED,"BUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tile",resolved
@@ -97,18 +97,18 @@ D125,RESOLVED,crash classes C3+C6 (Aztec/Bunker2/Surface2):,resolved (M-16b) —
D126,RESOLVED,"crash classes C3r/C4/C6 (Bunker2 -level_27 door7F054FB4 propobj.c:13523, Depot -level_30 prop.c:902, Surface2 -level_43 loadobjectmodel.c:393):",resolved — d88_propdefs.py PROPDEF_PC_BYTES[30/32/33/35]=24 + typed handler; loadobjectmodel.c sizepropdef PORT returns 6.
D124,FIXED,crash class C2: fast3d bad texture pointer.,Jungle fixed (port/src/gimgfixup.c); Facility → D130
D131,RESOLVED,crash class C2m (Jungle -level_37):,"resolved — seg_addr() restores the module high word for any fallthrough w1 in [0x40000000, 0x70000000) (module fixed-based at 0x140000000, no ASLR; DRAM/KSEG0/segmented/phys all handled earlier)."
D133,?,intro render triage (M-20):,"not a regression — parked (D75/D76, GRAPHICS-BACKLOG.md)"
D133,RESOLVED,intro render triage (M-20):,"RESOLVED — not a regression, parked (D75/D76, GRAPHICS-BACKLOG.md)"
D134,FIXED,"Frame-2 boot hang / sweep ""NO-FRAMES"" flakiness —",FIXED (port/src/libultra.c)
D135,FIXED,"Firefight crash — bgTestHitOnObj (propobj.c:8446) is an unported N64 GBI parser (M-22, WS6 playtest).","FIXED (src/game/propobj.c, #ifdef PORT —"
D136,?,"Stage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough).",ROOT-CAUSED → D139 (it was NOT a layout bug —
D136,RESOLVED,"Stage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough).",ROOT-CAUSED → D139 (it was NOT a layout bug —
D139,FIXED,Stage-unload crash root cause + fix (M-23).,"FIXED (src/game/cleanup_objects.c, #ifdef PORT —"
D140,FIXED,Pause-menu crash (M-23 open → M-27 fixed).,"FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT)."
D141,FIXED,"Watch-menu item-model crash (M-27), exposed by D140.","FIXED (src/game/gunfire.c, #ifdef PORT)."
D152,OPEN,"Mission-failed / objective-failed → permanent black screen (M-28, user bug report —","MITIGATED (port/src/libultra.c, M-28, #ifdef PORT/port-only)."
D154,FIXED,"bg.c room-geometry ray/hit-test GBI parser port (M-28, WRITTEN / UNVERIFIED / UNCOMMITTED).",M-30 re-audit + fixes (still playtest-gated for final verify).
D156,?,"Facility outro-cutscene ""hang"" —","GUARDED (src/game/model.c, #ifdef PORT):"
D156,PARTIAL,"Facility outro-cutscene ""hang"" —","GUARDED (src/game/model.c, #ifdef PORT):"
D155,FIXED,"Facility outro-cutscene end → ""hang"" = unclamped deltaFrames spiral (M-29, user bug report).","FIXED (src/game/frametiming.c, #ifdef PORT —"
D153,?,"-level_09 frame ~900–1400 0xc0000005 = D117/D134 load flakiness, NOT a bug (M-28).",NOT A BUG — closed. Run anchors on a quiet machine.
D153,RESOLVED,"-level_09 frame ~900–1400 0xc0000005 = D117/D134 load flakiness, NOT a bug (M-28).",NOT A BUG — closed. Run anchors on a quiet machine.
D151,FIXED,Watch data all blank —,"FIXED (src/bondtypes.h, #ifdef PORT —"
D130,RESOLVED,"crash class C2 (Facility -level_34, Runway -level_35):",resolved — stage all 6 N64 fields in a local f[6] before writing any.
D164,PROPOSED,"Disclaimer / legal screen only draws the first line (D76 root cause, M-31).","FIX PROPOSED, NOT APPLIED (front.c is owned by another agent this session)."
1 # GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
20 D190
21 D191
22 D193
23 D194
24 D195
25 D197
26 D198
52 D168
53 D169
54 D178
55 D175
56 D176
57 D177
58 D172
59 D174
60 D183
61 D173
62 D179
63 D180
64 D181
72 D217
73 D218
74 D219
75 D220
76 D85
77 D86 · D87
78 D88.4
79 D132
80 D157
81 D160
82 D89-D92
83 D93-D102
84 D103-D107
97 D126
98 D124
99 D131
100 D133
101 D134
102 D135
103 D136
104 D139
105 D140
106 D141
107 D152
108 D154
109 D156
110 D155
111 D153
112 D151
113 D130
114 D164
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@@ -393,7 +393,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D190 | **Linux `-level_45` SIGSEGV at load in `add_ptr_to_objective` (`objective.c:64`) (M-48, open).** `objective_ptrs[objective->menu] = objective;` faults — `objective` wild or `objective->menu` a garbage index → OOB write. Almost certainly the D122/D126/D132 propDef-stride / ROM-serialized-struct-widening family (`struct objective_entry` / the type-23/type-1E setup-text record chain read at the wrong stride on PC). Found in the M-48 Linux level sweep: **5/6 spot-checked levels (`-level_09/20/27/34/37`) load + render fine; `-level_45` is the one failure.** Not a v0.1.0-alpha blocker (alpha is explicitly "expect crashes"). Windows: `-level_45` load status not re-checked this session. | **CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows).** Full chain: `setup_text_pointers[45]` = `"UsetupimpZ"` (`chraidata.c:824`), but that name is **not in the ROM file table** (`assets/obseg/file_resource_table.inc.c`) — only the MP variant `"Ump_setupimpZ"` is. BASEMENT is a 4-player MP level (`front.c:557` `multi_stage_setups[]`, alongside STACK/TEMPLE/COMPLEX/CAVES/LIBRARY — exactly the other missing solo names); MP play prepends `mp_` to the name (`prop.c:1261-1269`), so the solo name was never shipped. A solo `-level_45` boot (debug flag only; no solo mission references stage 45) requests a nonexistent file: on PC the inert rmon stubs (`osReadHost`/`osWriteHost`, `n64stubs.c`) leave the CheckFileExists response in `fileGetIndex`'s dynamic path (`ob.c:421`) **uninitialized** → fresh table entry with size 0 → `fileIndexLoadToBank` allocates bank memory, loads 0 bytes → the setup rebase + propDef walk in `proplvreset2` runs over **stale pool memory** → garbage records (M-105 Windows crash: `modelLoad` via `domakedefaultobj`, `obj=0x784f`; M-48 Linux hit `add_ptr_to_objective` — same garbage walk, different stale contents). N64 parity: the file is genuinely absent there too (indy host answers not-found → index-0 load) — this boot is broken in the original as well. No fix taken: a port-layer guard cannot synthesize a valid setup (the walks need `-1`/`PROPDEF_END` terminators no zeroed buffer provides), and fabricating ROM content for an out-of-scope MP level has no ground truth. The M-48 "Linux-specific" framing was wrong — the failure is platform-independent; it was merely found on Linux first. |
| D191 | **Windows `-O2` release-bundle crash: SIGSEGV in `modelGetNodeRwData` (`src/game/model.c:478`) — the `root->Parent` node-tree walk (M-49, user playtests of the v0.1.0 win64 bundle).** **Two instances, identical fault PC `0x1400801b1`:** (1) fresh save, killed the first guard right after escaping the cell in Bunker ii; (2) Statue (`-level_49`?), right after the Trevelyan meeting cutscene. `ge007.crash.log` (auto-dump; symbols intact in the shipped exe, `addr2line` resolves): PC = `modelGetNodeRwData` at `model.c:478` — the `switch (root->Opcode & 0xff)`, i.e. `root` (a `ModelNode *`) is bad; `addr2line` puts it in the inlined self-recursion at `:532`, so the `while (root->Parent) { root = root->Parent; … }` walk (`model.c:527-540`) handed a garbage node into the recursive call. Instance 1: `Rdx = 0x70267bc000000000` — a `~0x70266xxx` heap address in the **high 32 bits, zero low half** = 32-bit pointer field read as 64-bit (or a byte-swapped `u32` pair). Instance 2: `Rdx = 0`, FAULT ADDR `0x0` — `root` (or `root->Parent`) resolved to NULL. Both: `Rcx=Rdi` = the `~0x7008xxxx`/`~0x7007xxxx` object ptr, `R8 = 0x1d` (29). So the `Parent` chain in some model contains a **truncated or NULL link** — pointer-width / byte-swap family (D3x, D119 `weapons_held[]->chr` type-pun, D122/D126/D132 propDef-stride). NOT weapon-fire-specific — common factor is `modelGetNodeRwData` running on a character/cutscene model whose node tree has a bad `Parent`. Crash logs saved: `scratchpad/crashlogs/`. **Repro aid:** shipped exe has full symbols; `debug-crash.ps1` in the bundle dir runs it under gdb, `GE_D51=1` → `d52rw.log` rwdata-pool trace. The crash.c EBP backtrace breaks immediately (`#01: 0x1d`) — need a real `bt` + `p *root` + `p *Objinst` at the fault. Not yet reproduced under a debugger; no fix. | FIXED + PLAYTEST-VERIFIED (M-79). User replayed Bunker ii (first-guard kill) and Statue (post-Trevelyan cutscene) on the fix build — **both no longer crash** → 21/21 solo levels crash-free (v0.2.0 gate met; Cradle's remaining issue is D193, not a crash). Build clean; bunker1 golden framediff 3/3. **Real gdb backtrace (M-79):** the fault is NOT in the `root->Parent` walk — `root` arrives *already* garbage (`0x70267a9000000000` = a half-word-swapped `u32` `0x70267a90`) from frame #1 `bondviewSelectCuff(model=0x70076808, header=0x700763a0, switchindex=29)`, called from `gunUpdateAndFire(GUNRIGHT)` on the frame the player fires. `bondviewSelectCuff` byte-indexes `header->Switches` (a `ModelNode *` array — **8-byte stride on PC**, widened per D43/D45) with `offset = switchindex << 2` (N64 4-byte stride), so every `base[N]` deref lands mid-slot and yields a misaligned half-pointer that is non-NULL by luck → `modelGetNodeRwData(root=garbage)`. **Exactly the D140 bug class** — D140 fixed the identical pattern in `gunfire.c:1740`; this call site was missed. Fix: PORT-only `offset = switchindex * (s32) sizeof(ModelNode *)`; the `base = (u8*)switches + offset` math and the `#else` N64 line are unchanged. ABI/pointer-width only (D3x class), no game-logic change. The Statue instance (`Rdx=0`, NULL fault addr) is the same site landing on a slot whose bytes read as 0. |
| D193 | **NPC AI locomotion is too slow — characters don't move to their destinations at the original game's rate (M-49, user playtest; clarified after the FULL 21-level playthrough — "the biggest overall flaw").** Not (primarily) an animation-playback bug — the *travel speed* of scripted/AI movement is wrong: guards, named NPCs (Trevelyan, Ourumov) and friendlies (Natalya) all take noticeably longer to run/walk to their goal positions than on N64. General, not chr-specific. **Leading hypothesis — the D117/D134/D155/D156 wall-clock-timing family:** `chr.c` / `chrai.c` integrate movement as `pos += speed * g_GlobalTimerDelta` and step sim loops `while (i < g_ClockTimer)` / `-= g_ClockTimer` (`chr.c:1437,1446,1491-1502,1862,2359,2569`; `chrai.c:76`). On the port `osGetCount()` is free-running wall-clock (D117), `g_GlobalTimerDelta`/`g_ClockTimer` are derived from it, and D155's `FRAMETIMING_PORT_MAX_CATCHUP = 6` clamps `nextFrameTime`. If the effective per-second sum of `g_GlobalTimerDelta` (or the `g_ClockTimer` tick count) runs low — quantization, the catch-up clamp biting during normal play, or a units mismatch (`g_JP_GlobalTimerDelta` vs `g_GlobalTimerDelta`, `chr.c:1435/1437`) — every delta-scaled AI motion integrates slow while **player** movement (input-driven per frame) still feels right, which is exactly the reported split. Related: **D170** (Ourumov/Trevelyan "flee" looks wrong — flagged there as possibly the same locomotion-speed issue rather than an AI divergence). Also possible: `chrGoToBond/Chr(SPEED_RUN/WALK/SPRINT)` speed enum → path-follow step, or pathfinding advancing ≤1 waypoint per frame-quantized tick. **Instances seen (M-49 full playthrough):** (a) Facility — the post-scripted-scene beat with Ourumov + the soldier squad: the soldiers **walk in super slowly and take a long time to path into firing positions** before they start shooting (this is regular squad combat AI, not a named-NPC script — good evidence the slowdown is general delta-scaled `chr` locomotion / path-following, not one ailist); (b) the named-NPC flee behaviour on Silo (Ourumov) and Cradle (Trevelyan) — see D170; (c) **Natalya (the escort NPC) always walks really slow** — on every escort level (Bunker ii, Statue, Control, Archives) she trails far behind, forcing the player to wait. Escort follow-AI is the same `chrGoToChr`/path-follow path as (a). **WORST CASE — Cradle (`-level_51`) is "bugged out completely" due to Trevelyan's behaviour (M-49).** The final level is Trevelyan-fleeing-and-scripted end to end (he runs the antenna cradle, climbs, drops to the cradle floor, the helicopter beat); if his locomotion timing / path-following is off he never hits the trigger points and the level's scripted progression stalls or goes haywire. This makes D193 effectively a **can't-properly-finish-the-game** bug, not just cosmetic sluggishness. **Next:** log `g_GlobalTimerDelta` + `g_ClockTimer` per frame during normal play and check the 1-second sum vs the N64's ~60; time a guard's run across a known distance vs reference footage; then watch Trevelyan's chr state / current AI command on Cradle. | **FIXED + user-playtest-verified (M-81) — root cause is D209**: `act_ubytes.padding[45]`, a raw-byte union alias for `act_gopos.unk59` (the SPEED tier), lands on offset 45 which is `unk59` on N64 but is byte 5 of `waypoints[1]` at 64-bit — always `0x00`. So the locomotion-animation selector `get_sound_at_range()` always received tier 0 and bound `ANIM_DATA_walking`/`walking_unarmed` for **every AI chr in the game**, and since travel is anim-root-motion driven they all moved at walk pace no matter what the ailist commanded. User verified on Cradle: Trevelyan and the guards run. Full elimination trail below — **steady-state timing keystone MEASURED and the "sim sums low" hypothesis is CONTRADICTED (M-80).** Added a `GE_D193=1` per-wall-second probe in `waitForNextFrame()` (`src/game/frametiming.c`, `#ifdef PORT`, env-gated): logs render frames, sim ticks delivered (= sum of the `deltaFrames` fed to `updateFrameCounters` = sum of `g_ClockTimer`), catch-up clamp hits, and max raw pre-clamp delta. Built ntsc-final, ran `-level_09 / _20 / _27 / _34` idle-after-load, ~20 s each. **Every level, rock-steady: render = 30.0 fps, sim = 60.0 ticks/s, clamped = 0, maxraw = 2.** i.e. each rendered frame carries `g_ClockTimer = 2` and the per-second sum is *exactly* the N64's ~60 — the wall-clock timer is NOT running low in steady state, and `FRAMETIMING_PORT_MAX_CATCHUP` never bites in normal play. VSync on/off made no difference (still 30/60). So the B1 premise ("`g_GlobalTimerDelta`/`g_ClockTimer` sum low over a real second") is wrong for the common case; D193 must come from elsewhere. **Residual quantization risk (not yet observed):** `nextFrameTime = (dt_counts + 387937) / 775875` is integer-rounded per frame with no remainder carry, so a scene that renders at a *steady* rate between 30 and 60 that is not an integeLine truncated
| D194 | **Mouse input needs another tuning pass — RMB aim over-sensitive + sensitivity couples to frame/sim rate (M-49, user playtest).** Two parts. **(a) Aim mode (RMB) is near bang-bang, not proportional** (`port/src/input.c:697-707`): any per-poll delta past `AIM_MOVE_THRESH` emits stick `m = clamp(61 + |Δ|·(MouseAimSpeed/100)·AIM_GAIN, 61, 60+AimBand)` = `[61,80]` — with the M-29 defaults (`MouseAimSpeed=16`, `AIM_GAIN=4.0`, `AimBand=20`) `m` is already 61 (fast) at ~1.5 px/poll and saturates at 80 by ~30 px/poll, so the usable proportional band is tiny and sits near the top of GE's aim range → "way too sensitive," turn rate barely tracks how fast you actually move the mouse. Needs a real response curve (low floor, wider proportional band, maybe a gamma), not a threshold+clamp. **(b) Overall sensitivity correlates with movement/frame rate** (user's words: "correlated with movement speed, does not feel good"): `input.c` emits raw stick counts **per controller poll** with no `g_GlobalTimerDelta` / polls-per-frame normalization (hipfire yaw `sx += edx·(MouseTurnSpeed/100)·6.0` at `:709`; aim as above). GE integrates the stick scaled by its sim delta, and the port's poll cadence vs render/sim cadence drifts with scene load — so effective sensitivity shifts when the framerate does (which reads as "when I'm moving"). Fix direction: accumulate mouse delta and convert to stick using a fixed reference dt (or feed the game a dt-consistent value), so a given hand motion = a given view rotation regardless of fps. Lineage: D118a (hipfire pitch digital vs analog), D165 (menu pointer), D166 (hipfire pitch pulses), D180-B3 (`MouseAimSpeed` 25→16). New adjacent QoL ask, root-caused → **D223** (mouse-wheel direction should reverse weapon cycle direction, currently both directions cycle forward). Config knobs exist (`Input.MouseAimSpeed/AimBand/MouseTurnSpeed/HipfirePitchSpeed`) but the *shape* of the mapping is the problem. **M-87 design-goal note (user):** overall mouse feel should move toward **Quake Remaster / the Perfect Dark PC port** — raw, direct, responsive 1:1 mouse-look — while explicitly **not losing GE's original aiming nuance** (the analog-stick aim-mode vs digital-hipfire split this whole D118/D194 lineage exists to preserve). Reframes the fix direction from "just widen the proportional band" to: normalize by a fixed reference dt first (part (b), the frame-rate coupling — this alone should fix most of "feels unresponsive"), then re-derive the aim-mode response curve, and treat raw hipfire mouse-look (PD/Quake-style, bypassing the N64 digital-stick emulation entirely when the player is *not* in aim mode) as a real design option to evaluate against "keep GE's aim-mode feel," not assume the N64 stick-emulation path is mandatory everywhere. **M-87 — found it: GE already has exactly this control scheme, unused by the port.** User asked why vertical mouse feels less responsive than horizontal; investigation found the port forces `controldef = CONTROLLER_CONFIG_HONEY` (1.1), under which hipfire pitch is genuinely digital-only (C-up/C-down) while yaw is analog — an intentional N64-era asymmetry (D166), not a port bug, but avoidable. **`CONTROLLER_CONFIG_SOLITARE` (1.2) / `GOODNIGHT` (1.4)** — user's own recollection, verified in code — redirect forward/back/strafe-L/R onto digital C-buttons/D-pad (`bondview2.c:5195-5253`, `moveData.digitalStep{Forward,Back,Left,Right}`), which frees the **entire primary analog stick** for continuous, unclamped pitch **and** yaw: `moveData.canNaturalPitch`/`canNaturalTurn` (set `!insightaimmode`, i.e. active outside aim mode, not gated behind holding aim) drive `analogPitch/70.0f` / `analogTurn/70.0f` directly (`bondview2.c:5950`/`6008`) — no threshold, no digital step, no `[61,80]`-style clamp band (that clamp is specific to the *aim-mode* zoom-turn path, a separate codepath, `insightaimmode && stick_y>60`). `analogPitch`/`analogTurn` default to the primary stick's raw X/Y for every 1.x scheme (`bondview2.c:4881-4882`) unless a 2.x dual-controller scheme overrides them from a second controller. **This is architecturally identical to a modern FPS mouselook**: continuous analog look on the stick, discrete step movement on buttons — a legitimate, unmodified original GE control scheme, not a port invention. Recommended fix: force the port's `controldef` to SOLITAIRE or GOODNIGHT instead of HONEY, map WASD to the digital step-movement buttons (already close to how keyboard hipfire movement works today) and mouse X/Y directly to the primary stick's continuous X/Y — this should resolve the vertical-vs-horizontal asymmetry completely (no more digital-pulse emulation needed at all, D166 becomes largely moot) and likely fixes much of "feels unresponsive" too, since it's direct continuous stick input rather than any thresholded emulation. The frame-rate-coupling issue (part b) is orthogonal and still needs fixing regardless of scheme. Cross-ref D166, D22Line truncated
| D194 | **Mouse input needs another tuning pass — RMB aim over-sensitive + sensitivity couples to frame/sim rate (M-49, user playtest).** Two parts. **(a) Aim mode (RMB) is near bang-bang, not proportional** (`port/src/input.c:697-707`): any per-poll delta past `AIM_MOVE_THRESH` emits stick `m = clamp(61 + |Δ|·(MouseAimSpeed/100)·AIM_GAIN, 61, 60+AimBand)` = `[61,80]` — with the M-29 defaults (`MouseAimSpeed=16`, `AIM_GAIN=4.0`, `AimBand=20`) `m` is already 61 (fast) at ~1.5 px/poll and saturates at 80 by ~30 px/poll, so the usable proportional band is tiny and sits near the top of GE's aim range → "way too sensitive," turn rate barely tracks how fast you actually move the mouse. Needs a real response curve (low floor, wider proportional band, maybe a gamma), not a threshold+clamp. **(b) Overall sensitivity correlates with movement/frame rate** (user's words: "correlated with movement speed, does not feel good"): `input.c` emits raw stick counts **per controller poll** with no `g_GlobalTimerDelta` / polls-per-frame normalization (hipfire yaw `sx += edx·(MouseTurnSpeed/100)·6.0` at `:709`; aim as above). GE integrates the stick scaled by its sim delta, and the port's poll cadence vs render/sim cadence drifts with scene load — so effective sensitivity shifts when the framerate does (which reads as "when I'm moving"). Fix direction: accumulate mouse delta and convert to stick using a fixed reference dt (or feed the game a dt-consistent value), so a given hand motion = a given view rotation regardless of fps. Lineage: D118a (hipfire pitch digital vs analog), D165 (menu pointer), D166 (hipfire pitch pulses), D180-B3 (`MouseAimSpeed` 25→16). New adjacent QoL ask, root-caused → **D223** (mouse-wheel direction should reverse weapon cycle direction, currently both directions cycle forward). Config knobs exist (`Input.MouseAimSpeed/AimBand/MouseTurnSpeed/HipfirePitchSpeed`) but the *shape* of the mapping is the problem. **M-87 design-goal note (user):** overall mouse feel should move toward **Quake Remaster / the Perfect Dark PC port** — raw, direct, responsive 1:1 mouse-look — while explicitly **not losing GE's original aiming nuance** (the analog-stick aim-mode vs digital-hipfire split this whole D118/D194 lineage exists to preserve). Reframes the fix direction from "just widen the proportional band" to: normalize by a fixed reference dt first (part (b), the frame-rate coupling — this alone should fix most of "feels unresponsive"), then re-derive the aim-mode response curve, and treat raw hipfire mouse-look (PD/Quake-style, bypassing the N64 digital-stick emulation entirely when the player is *not* in aim mode) as a real design option to evaluate against "keep GE's aim-mode feel," not assume the N64 stick-emulation path is mandatory everywhere. **M-87 — found it: GE already has exactly this control scheme, unused by the port.** User asked why vertical mouse feels less responsive than horizontal; investigation found the port forces `controldef = CONTROLLER_CONFIG_HONEY` (1.1), under which hipfire pitch is genuinely digital-only (C-up/C-down) while yaw is analog — an intentional N64-era asymmetry (D166), not a port bug, but avoidable. **`CONTROLLER_CONFIG_SOLITARE` (1.2) / `GOODNIGHT` (1.4)** — user's own recollection, verified in code — redirect forward/back/strafe-L/R onto digital C-buttons/D-pad (`bondview2.c:5195-5253`, `moveData.digitalStep{Forward,Back,Left,Right}`), which frees the **entire primary analog stick** for continuous, unclamped pitch **and** yaw: `moveData.canNaturalPitch`/`canNaturalTurn` (set `!insightaimmode`, i.e. active outside aim mode, not gated behind holding aim) drive `analogPitch/70.0f` / `analogTurn/70.0f` directly (`bondview2.c:5950`/`6008`) — no threshold, no digital step, no `[61,80]`-style clamp band (that clamp is specific to the *aim-mode* zoom-turn path, a separate codepath, `insightaimmode && stick_y>60`). `analogPitch`/`analogTurn` default to the primary stick's raw X/Y for every 1.x scheme (`bondview2.c:4881-4882`) unless a 2.x dual-controller scheme overrides them from a second controller. **This is architecturally identical to a modern FPS mouselook**: continuous analog look on the stick, discrete step movement on buttons — a legitimate, unmodified original GE control scheme, not a port invention. Recommended fix: force the port's `controldef` to SOLITAIRE or GOODNIGHT instead of HONEY, map WASD to the digital step-movement buttons (already close to how keyboard hipfire movement works today) and mouse X/Y directly to the primary stick's continuous X/Y — this should resolve the vertical-vs-horizontal asymmetry completely (no more digital-pulse emulation needed at all, D166 becomes largely moot) and likely fixes much of "feels unresponsive" too, since it's direct continuous stick input rather than any thresholded emulation. The frame-rate-coupling issue (part b) is orthogonal and still needs fixing regardless of scheme. Cross-ref D166, D22Line truncated
| D195 | **Transparency / alpha surfaces broken on Control (M-49, user playtest)** — Natalya's console room, the glass partitions + translucent projected wall displays. Failure mode not yet specified by the reporter (no `GE_PCDUMP` capture taken). Likely a fast3d render-mode / alpha-blend path defect, not a decode one — neighbours D161 (CI8/LUT decode), D172, D176(b) (both blend-adjacent) but those are texture-format bugs, this reads as a blend-state one; check D128 portal adjacency in case the glass geometry is portal-culled wrong instead. Logged in `GRAPHICS-BACKLOG.md`. **Next:** `GE_PCDUMP` capture on Control near the console room, compare RDP render-mode words against N64 `gmain.s` for the glass/display materials. | OPEN — not investigated (M-49), needs a capture |
| D197 | **Character face/head textures wrap around the head, seen on Silo (M-49, user playtest).** Reads as `G_TX_CLAMP` not honoured (or a non-power-of-two wrap period) on a head/face texture tile — the texture repeats around the mesh instead of clamping at the UV edge. Not yet isolated to a specific character or texture; no `GE_PCDUMP`/`GE_TEXDUMP` capture taken. Likely fast3d texture-tile setup (clamp/wrap mode bits from the tile descriptor not round-tripped) rather than a data bug, given it's cosmetic and geometry-independent. **Next:** `GE_TEXDUMP` the offending head texture's tile descriptor on Silo, diff clamp/mirror bits against `gmain.s`'s expectations for that material. | OPEN — not investigated (M-49), needs a capture |
| D198 | **`alAdpcmPull`/`_decodeChunk` used `K0_TO_PHYS` (an unconditional `& 0x1FFFFFFF` mask) on 64-bit heap pointers (`src/libultra/audio/load.c`).** `K0_TO_PHYS` is the N64 kseg0→physical mask, valid only because N64 pointers fit in 32 bits; on PC's 64-bit heap it truncates any pointer whose value exceeds 512MB, corrupting the `aLoadADPCM`/`aSetLoop`/`aADPCMdec` DRAM addresses at 3 call sites (`load.c:71`, `:468`, `:474`). Every sibling call site in `env.c`/`resample.c`/`reverb.c` already resolves state pointers via `osVirtualToPhysical` (the port shim, `port/src/libultra.c`), which is bit-identical to `K0_TO_PHYS` for real N64 kseg0 addresses but correctly PC-shimmed. **Fix (ABI-layer, `#ifdef`-free — same call resolves correctly on both platforms):** replace the 3 `K0_TO_PHYS(...)` calls with `osVirtualToPhysical(...)`. No behavior change on N64 (identical result for kseg0 pointers); fixes PC. Surfaced while building the Phase-3 software mixer (D199) — the acmd list these opcodes feed now actually executes on PC instead of being ignored. | FIXED (`src/libultra/audio/load.c`) — part of the Phase-3 mixer landing, not yet build/runtime-verified in isolation |
@@ -426,13 +426,13 @@ 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).** `gfx_opengl_dump_bound_fbo` (`port/fast3d/gfx_opengl.cpp`) wrote `glReadPixels` output straight to a P6 PPM. GL framebuffer origin is bottom-left; PPM P6 is top-row-first — so every capture (and the `tools_pc/golden/` set, and every screenshot pasted into the finding log since M-6) was upside-down. On real hardware / an actual screen the game renders correctly (developer confirmed). The successive D114→D116 "shared fast3d mirror" investigations — each of which found *every probed stage clean yet the output "mirrored"* — were reading an inverted capture and pattern-matching upside-down asymmetric content (text, guards, the Nintendo logo) as "mirrored". Fix: emit PPM rows bottom-to-top. `tools_pc/golden/*.png` flipped in place to match (see `tools_pc/golden/README.md`); regenerate from a real run when convenient. **Not runtime-verified this session** (no ROM / toolchain in the migrated tree — see the migration note) — needs a fresh capture to confirm text reads normally. Confidence: **high** (mechanism is unambiguous; developer has hardware confirmation the screen is correct). porting-notes.md §D2. | 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).** The D165 pointer P-controller in `port/src/input.c` is hard-coded to a **320×240** virtual field (`MENU_CURSOR_HI_H`/`_HI_V` = 300/220, `MENU_CURSOR_MID_H`/`_MID_V` = 160/120, `input.c:145-149`), but GE's front end runs at **440×330** (`front.c:8570` `viSetViewSize(440,330)`; default cursor home 220/165 `front.c:285`). `frontUpdateControlStickPosition` clamps the real cursor to `[20,420]×[20,310]` (`front.c:1195-1217`); the mission-select hit-test grid spans x 73…352 / y 62…270 with outer split points 317 / 235.5 (`front.c:516,519,3180,3194`). The port clamps its pointer *target* and *estimate* to 300/220 (`input.c:553-564`) → the stick zeroes out once both saturate → the game's `cursor_h_pos`/`cursor_v_pos` park at ≈300/220, short of the two outer columns and the bottom row. File-select / mode-select / main-menu are unaffected because their hit targets (centred folder boxes, the `x=126` mode list, the `x=106` difficulty list) all sit inside the 320×240 sub-box. Not the D118d `joyGetStickY`-threshold class — this is a virtual-resolution constant mismatch, closer to D164 (a front-end layout constant wrong on the PC path). Also note: the "re-syncs whenever the target is held at a screen edge" comment at `input.c:141-143` describes behaviour the code doesn't implement — the only estimator reset is the activation re-home (`input.c:545-549`), so once pinned at the clamp the estimate never recovers. Confidence: **medium-high** (constants + clamp math unambiguous in source; static-only, no build/run this session; exact reachable block "~4×3" vs the reported "3×3" within tolerance). | **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 — `[screenleft+20, screenleft+screenwidth-20] × [screentop+20, screentop+screenheight-20]` via `getPlayer_c_screenwidth/height/left/top()` (`src/game/bondview.c:880-895`) — falling back to the old 320×240 constants when the front-end screen isn't set (`sw` outside 200…2000). The estimator seed on activation is now the real `cursor_h_pos`/`cursor_v_pos` (`front.c:285`, externed in `front.h`) instead of the 160/120 centre guess. `MENU_CURSOR_HI_H/_V` / `MID_H/_V` kept only as the fallback. **Verified:** builds + links clean (`getPlayer_c_screen*` and `cursor_[hv]_pos` all resolve — non-static engine symbols, as expected); `GE_STARTMENU=7` mission-select boots crash-free 600+ frames; `-level_09` unregressed (framediff 3/3 within threshold, 91.6% nonclear). The in-level path is untouched (menu-only branch). **Interactive feel-check still owed** — headless input can't drive the mouse pointer, so "every grid tile is now reachable" is inferred from the corrected clamp math, not observed. `Input.MenuPointerMode=0` (legacy velocity) and the constant fallback remain as escape hatches. |
| D178 | **Pre-mission briefing screen: objectives blank / missing, briefing pages blank (also the D143 "briefing text blank" side effect) — FIXED (M-36).** Root cause: the briefing segment (`Ubrief*Z`, source `assets/obseg/brief/*.c`) is a raw ROM image of `struct BriefStruct` = `{ u16 brief[4]; struct { u16 textid; u16 enabled_difficulty; } objective[10]; }` (48 bytes), loaded by `front.c load_briefing_text_for_stage()` via `_fileNameLoadToAddr()` — **no converter and no BE→LE fixup anywhere in the chain**. On the LE host all 24 `u16` read byte-swapped. Measured on Dam (`GE_D178=1`): raw `brief=002c,012c,022c,032c obj0=042c/0100 obj3=072c/0000` vs correct `2c00,2c01,2c02,2c03 / 2c04/0001 / 2c07/0000`. Two independent symptoms follow: (a) `textid` `0x2C04` (= `getStringID(LDAM,4)`, bank 11 slot 4) reads as `0x042C` → bank 1 slot 44, never loaded → `langGet()` NULL → **blank text** (this is exactly the D143 residual, `front.c:6732` and `brief[0..3]` at `front.c:6855-6867`); (b) `enabled_difficulty` `0x0001` (Secret Agent) reads as `0x0100 = 256`, so `selected_difficulty >= enabled_difficulty` (`front.c:6729`) is false for every difficulty-gated objective — on Agent only the one `DIFFICULTY_AGENT`(0) objective survived the filter, which is why a single bare "a." bullet printed. **Fix:** `romdataFixupBriefing()` in `port/src/romdata.c` (+ `port/include/romdata.h`), called from a `#ifdef PORT` block in `load_briefing_text_for_stage()` right after the load — the same shape as `langFixupLoadedBank()` in `language.c` (BE-serialized-struct reconciliation, semantics-preserving, no game logic touched). `GE_D178=1` prints the raw and fixed words. **Verified:** Dam briefing on Agent now shows "a. Bungee jump from platform"; on `GE_STARTMENU_DIFF=3` (00 Agent) all four (Neutralize all alarms / Install covert modem / Intercept data backup / Bungee jump from platform), correct difficulty gating. `-level_09` framediff 3/3; `GE_STARTMENU=7`/`=13` crash-free. | **FIXED (M-36)** — high confidence |
| D175 | **In-game stutter / brief hang during normal play** (user QA report): opening a door on Runway (`-level_35`, mission 3) and also observed on Surface. Self-recovered; no backtrace captured. Likely one of the known transient-hang classes (D155 catch-up spiral / D156 anim NaN loop / D134 task-done event / D147-D152 audio-lock steal) or a benign new-room texture-import frame spike on door open. See `GRAPHICS-BACKLOG.md` D175 for the gdb pattern-match sheet. | Observed, not investigated |
| D175 | **In-game stutter / brief hang during normal play** (user QA report): opening a door on Runway (`-level_35`, mission 3) and also observed on Surface. Self-recovered; no backtrace captured. Likely one of the known transient-hang classes (D155 catch-up spiral / D156 anim NaN loop / D134 task-done event / D147-D152 audio-lock steal) or a benign new-room texture-import frame spike on door open. See `GRAPHICS-BACKLOG.md` D175 for the gdb pattern-match sheet. | OPEN — observed, not investigated |
| D176 | **Surface exterior renders wrong (`-level_36`), two independent defects.** **(a)** sky solid black — env data is correct (`Clouds=1`, warm `CloudRGB`), the cloud-sky path runs, but `skyRenderTri`/`skyRenderFull` emit only `G_RDPHALF_*` immediates which `gfx_pc.cpp:2901` deliberately no-ops → **root-caused M-37** (see "D176(a) — M-37 UPDATE"); fix = decode the RDPHALF sky-tri stream in fast3d. **(b)** cliff/rock walls = grey diagonal static — NOT a texture decode bug (D183 disproved the shear hypothesis, 0/166 loads strided); re-scope from ROM ground truth of the wall texnum (M-37: inconclusive, leaning tiling-density). See `GRAPHICS-BACKLOG.md` D176. | (a) **"scrolls too fast/tiles too visibly" ROOT-CAUSED + FIXED** (see "D176(a) — fidelity pass" below): `skyPortRenderPoly` interpolated tc *linearly* under a `w=1` ortho projection when the source S/T data assumes RDP-style perspective-correct interpolation (per-vertex camera-space `w` differed up to 38x within one primitive); fixed by giving each vertex its real `w` via a custom projection matrix, `#ifdef PORT` in `src/game/sky.c` only. Verified: `bunker1` regression-clean, `-level_22`/`-level_41` (Cradle) before/after captures show the expected uniform-aliasing → perspective-converging-fan change; Cradle sky at default FOV is no longer black. Confidence HIGH on root cause/fix direction, MODERATE on full N64 parity (no N64 reference capture available to diff against). (b) open. Defect 2 (horizon-band coverage/adaptive tessellation) and the separate FOV-coupled black-sky-past-frustum-edge symptom (D218/D222-adjacent) are **unchanged, still open** — not attempted this pass. **M-93 human playtest of PR #43 (debug build):** confirms Cradle default-FOV black sky is FIXED, and Statue's scaling is measurably better but still reads too fast. Confirms the already-flagged FOV-coupled black-sky symptom too — Cradle's black skybox reappears at max FOV (D218/D222 family, unchanged). **New, previously undocumented residual found this pass, split out as D227:** the sky visibly renders as two independently-moving halves ("two sky processes") on both Statue and Cradle — see D227. **M-98: Defect 2 (horizon-band tessellation) visually confirmed on Cradle with a concrete screenshot** — checking Cradle for D227 regressions (it wasn't) turned up a much more visible, distinct artifact: looking up the suspension-tower catwalk near the level's start, roughly the left half of the sky renders as a sharp "starburst" of radiating light-ray-like streaks converging toward a point near the top of the screen, stitched right up against normal-looking horizontal cloud streaks on the right half — `docs/img/bugs/d176a-cradle-tower-starburst.png` (`-level_41` frame 350). **Confirmed pre-existing, not a regression from M-98's fold fix or M-95's wScale fix** — identical pixel-for-pixel with `src/game/sky.c` reverted to its pre-M-98 state, same camera/frame. **Confirmed static, not the D227 "moves at a different rate" symptom** — pixel-identical across frames 350 and 380 (30 ticks apart) at this static camera. This matches the already-known, already-open Defect 2 exactly: the code comment at `skyPortRenderPoly`'s fold logic already predicts it — "Triangles whose S/T span exceeds ~1000 texels (only those straddling the horizon) still need Defect-2's finer tessellation." Looking nearly straight up the tower is exactly the camera angle that produces one sky triangle spanning from near-camera to horizon-grazing texel coordinates, i.e. the >1000-texel-span case the fold logic already flags as unhandled. Not fixed this pass (tessellation work, separate from the D227 fold/wScale-sharing fix) — logged here so whoever picks up Defect 2 has a concrete repro + screenshot instead of the prior "inconclusive, leaning tiling-density" note. |
| D177 | **Ladders non-functional — progression blocker (user QA report) — FIXED (M-36).** Not the input path and not the ladder state machine: `MoveBond` gates the ladder-collision path on `stanGetLocusCount(&curLocus)`, which was pinned at 0 on PC. `stanCheckLinkedSpecialTile` writes the LADDER signal via raw `outFlags[1] = 1` into a `struct StandTileLocusCallbackRecord` whose first member `s32 *rooms` is pointer-widened on PC → `[1]` is the high half of `rooms`, and `count` (moved +4→+8) is never written. Compounded by `curLocus` being declared as the 8-byte placeholder `move_bond_temp_struct` (too small for the widened record) and a `(s32)coords` pointer-truncation AV waiting in `stanGetMoveBondCollisionTiles`. **Fix:** `#ifdef PORT` — write record fields by name, declare `curLocus` as the real struct, `PORT_PTRADD` for the truncating cast (`src/game/stan.c`, `src/game/bondview2.c`; no game logic). Full detail: §F "D177". | **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).** Particle billboards (`explosion.c` `explosionRenderPart`, `gSPVertex`+`gSP2Triangles`) take their CC/tile state from ROM state records replayed just before them (`g_ExplosionDisplayLists[]` = `assets/oddtextures.c` `globalDL_0x078..`). The dominant record sets `gsDPSetCycleType(G_CYC_2CYCLE)` + `gsDPSetTextureLOD(G_TL_TILE)` + `gsDPSetCombineMode(G_CC_INTERFERENCE, G_CC_MODULATEIA2)` and binds **two** tiles: tile 0 = IA8 "smoke" @ TMEM 0, tile 1 = RGBA16 "fire" @ TMEM 0x188. `G_CC_INTERFERENCE` cycle-0 = `TEXEL0 * TEXEL1`. **fast3d's `gfx_lod_tile_offset()` returns `0` unconditionally** on the `!gfx_detail_textures_enabled` branch — a D107 fix for GE's mip textures (whole chain loaded in one LOADBLOCK at TMEM 0; `port/src/video.c:225` sets the flag `false`). So texunit 1's sampled tile = `first_tile_index + 0` = tile 0 → **TEXEL1 samples the smoke texture, not fire** → `smoke * smoke` → wrong colour. Two earlier M-82 candidates were false trails: (1) "0xB9 unhandled → D146 abort" — 0xB9 is `G_SETOTHERMODE_L` in this non-F3DEX2 build, handled; zero D146 aborts in a sustained-fire run. (2) "records never set 2-cycle" — they do (`0xBA`), and fast3d applies it (probe-confirmed `cycletype=2CYC`). **Probe evidence (`GE_D172=1`, user Silo firefight, `d172_silo.log`):** 40/40 particle tris → `cfg1[tile=1 tmem=392 fmt=RGBA siz=16b]` but `SAMPLED1 = tile0 (tmem=0 fmt=IA)`, `tex_lod=0`. | **FIXED (`port/fast3d/gfx_pc.cpp` `gfx_lod_tile_offset`): `return rdp.tex_lod ? 0 : i;`** — fold to the base tile only when LOD is actually active. D107's mip case (`tex_lod=1`, blurry ceilings) unchanged; a genuine non-LOD 2-texture combine now samples tile `i`. `bunker1` verify PASS (the D107 repro level), no framediff regression. PR #34. **Owed: in-game eyeball — blood/sparks should read dark red.** Env-gated `GE_D172` probes left in tree (`#ifdef PORT`, inert). |
| D174 | **"No blood effect" (user QA report).** Likely the unverified D120 decal fix: `d43_emit.py` now emits the opcode-0x18 `PointUsage[]` chain, but it was never interactively verified and requires a full sidecar regen to take effect (`debug.ps1` does not regen). Spray path is D172 (draws, wrong colour) — total absence would be new. See `GRAPHICS-BACKLOG.md` D174. | Observed; first step = BUNKER1 firefight with regenerated sidecars |
| D174 | **"No blood effect" (user QA report).** Likely the unverified D120 decal fix: `d43_emit.py` now emits the opcode-0x18 `PointUsage[]` chain, but it was never interactively verified and requires a full sidecar regen to take effect (`debug.ps1` does not regen). Spray path is D172 (draws, wrong colour) — total absence would be new. See `GRAPHICS-BACKLOG.md` D174. | OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars |
| D183 | **M-36 Family A ("texture line/pitch shear") is DISPROVEN for the Surface repro (`-level_36`).** The importers' pitch assumption is real but never fires there; the Surface cliff "grey static" is not a shear. Full evidence + what the walls actually are: §F "D183" below. A defensive, provably-no-op de-stride landed in `import_texture()` anyway (covers the `gfx_dp_load_tile` case the `SUPPORT_CHECK`s assert against), plus `GE_DTEX` STRIDED marker + `GE_TEXRAW` raw-source dump. | Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN |
| D173 | **Third-person Bond model spawns too high** (user QA report): the player-representing figure at level start floats well above the ground "a lot of the time" while the actual player spawn is correct; same on the Cuba end credits — JB ~6 ft in the air above Natalya. D75 animated-model family but a *position* defect, not absence (M-33: gun-barrel Bond renders fine). Suspects: intro/credits puppet chr spawn position vs model base transform; anim root-motion accumulation (`modelSetAnimFrame2WithChrStuff`, cf. D156); packed-float `coord3d` decode in intro setup. "Player spawning OK" localises it to the render-side model, not `g_CurrentPlayer`. See `GRAPHICS-BACKLOG.md` D173. | Observed, not investigated. **M-87 user playtest: still present** — "Bond floating in the sky / cutscene glitch thing still exists." Related, newly reported: **in some cutscenes Bond spins in circles** (named instance: end of Cradle, when Trevelyan falls) — likely the same actor-position/anim-root class rather than a new bug; logged under D148/D160 (`GRAPHICS-BACKLOG.md`) since it's cutscene-triggered. |
| D173 | **Third-person Bond model spawns too high** (user QA report): the player-representing figure at level start floats well above the ground "a lot of the time" while the actual player spawn is correct; same on the Cuba end credits — JB ~6 ft in the air above Natalya. D75 animated-model family but a *position* defect, not absence (M-33: gun-barrel Bond renders fine). Suspects: intro/credits puppet chr spawn position vs model base transform; anim root-motion accumulation (`modelSetAnimFrame2WithChrStuff`, cf. D156); packed-float `coord3d` decode in intro setup. "Player spawning OK" localises it to the render-side model, not `g_CurrentPlayer`. See `GRAPHICS-BACKLOG.md` D173. | OPEN — observed, not investigated. **M-87 user playtest: still present** — "Bond floating in the sky / cutscene glitch thing still exists." Related, newly reported: **in some cutscenes Bond spins in circles** (named instance: end of Cradle, when Trevelyan falls) — likely the same actor-position/anim-root class rather than a new bug; logged under D148/D160 (`GRAPHICS-BACKLOG.md`) since it's cutscene-triggered. |
| D179 | **Packaged build crashes after the logos — the D43/D69 model + bg sidecars are ROM-derived and absent from any build that has no ROM (M-34, alpha-release QA).** The first `goldeneye-pc-port-*-win64.zip` from CI (bundle-win.sh) shows the Rare/Nintendo logos (compiled-in `assets/rarewarelogo.c`) then AVs at `0x6b157a88`/`0x70157a88` — symbolised: `modelPromoteNodeOffsetsToPointers` (`model.c`) ← `load_object_fill_header` (`objecthandler_2.c`) ← first prop/item model load. Root cause is **not** a code regression: the port loads PC-layout model geometry from `data/pcmodels-<region>/{pcmodels.bin,manifest.csv}` and stage bg/stan from `data/pccg-<region>/{pccg.bin,manifest.csv}`, both produced offline by `tools_pc/d43_emit.py` / `d69_emit.py` from the ROM (see `port/src/pcmodels.c` / `pccg.c`; `pcmodelsReserveSize` logs *"pcmodels.bin not found — model loads will fail"* and returns 0). CI has no ROM so it never runs the emit scripts, and the two `data/` dirs are (correctly) gitignored ROM-derived game data — **cannot be committed or shipped** (converted Nintendo/Rare geometry, DLs, collision, stan nav; = distributing assets). A local build with those dirs present runs clean (verified M-34: 1741 frames, `romdataInit ... mapped at 0x10000000`, `pcmodels: 512 sidecars`, `pccg: 73 sidecars`, no crash — so `0x10000000` is *not* the problem here). The `docs/building.md` sidecar-gen step was also missing entirely. **Fix = release-side, backlogged** (`docs/BACKLOG.md` → "Alpha release"): bundle the emit scripts + their committed inputs as a pure-stdlib-Python asset-prep tool the user runs once against their own ROM (~5 MB output, no MIPS toolchain). Secondary/latent: the fixed-address `VirtualAlloc((LPVOID)0x10000000)` in `romdata.c` has no working fallback (`"using heap copy — direct ROM reads will fail"` then limps into the same crash) — didn't bite M-34 but will on a machine where something occupies `0x10000000`; harden separately (reserve earliest in `main`, or retry low bases and derive all segment math from the base obtained). | Diagnosed, not fixed — release packaging gap + latent `romdata.c` fallback |
| D180 | **Native-PC input pass (M-XX QoL run, `qol/native-pc-input-menu`, port-only).** Three parts, all config-gated with default = prior behaviour: **(WI-1) `Input.MouseCaptureMode`** (0 = legacy always-grab; 1 = Quake-style click-to-lock) in `port/src/input.c` + `port/src/video.c` — in mode 1 the OS cursor is free until a click lands in the game window (`SDL_MOUSEBUTTONDOWN` → `inputNotifyClick`), and ESC / focus-loss / entering any front-end menu (`current_menu != MENU_RUN_STAGE`) frees it again; re-entering a stage while still "armed" re-locks so unpausing needs no click. `reconcileGrab()` runs once per controller-0 poll. Mouse buttons are suppressed from the game while the cursor is free in-stage (no phantom fire). Controller paths untouched. **(WI-2) absolute-cursor menu tracking** — when capture mode is on and the cursor is free in a menu, the D165/D169 pointer P-controller takes its target from the real cursor's absolute window position mapped onto the live virtual front-end rect (`getPlayer_c_screen*`), giving true 1:1 tracking instead of the relative-delta estimator. Relative path unchanged for legacy/grabbed. **(B3) `Input.MouseAimSpeed` default 25 → 16** (aim mode still overshot at 25 per the backlog). | LANDED, port-only, no `#ifdef PORT`. Build 241/241, `-level_09` framediff 3/3 within threshold (unregressed), `GE_STARTMENU` menu boot crash-free. **Feel-checks owed** (headless can't drive the mouse): click-to-lock ergonomics, absolute menu tracking, the new aim-speed default. |
| D181 | **`Game.ScreenShakeIntensity` — first route-(b) `src/` gameplay-cosmetic hook (M-XX QoL run).** `src/fr.c viShake()` gains a single `#ifdef PORT` line — `intensity *= portScreenShakeScale;` (extern `f32`, defined + `configRegisterFloat`'d 0.0–10.0 in `port/src/video.c`) — before the existing clamp. Default `1.0f` ⇒ exact no-op, every headless golden dump byte-unaffected; `0.0` disables explosion/effect screen shake, up to `10.0` exaggerates it. N64 build (no `-DPORT`) keeps the original line verbatim. Precedent per `docs/BACKLOG.md` "Fun features → screen-shake intensity slider" and AGENTS.md #2's documented-exception path. Same policy class as a future FOV hook. | LANDED behind config, default = original. Build green. |
@@ -473,7 +473,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D126 | crash classes C3r/C4/C6 (Bunker2 `-level_27` `door7F054FB4` propobj.c:13523, Depot `-level_30` prop.c:902, Surface2 `-level_43` loadobjectmodel.c:393): the objective sub-records `criteria_picture` (30), `criteria_roomentered` (32), `criteria_deposit` (33), `setup_objective_text` (35) each end in a `T *next` list pointer that the setup walk (`set_parent_cur_obj_*` / `setup_briefing_text_entry_parent`) writes unconditionally. On PC that pointer widens 4→8B and lands 8-aligned at offset 16 → struct is 24B/6w (N64 16/20). `d88_propdefs.py` emitted them at N64 size via the generic arm → the runtime 8-byte `->next` write clobbered the *next* record's header → propdef walk desynced, command indices drifted ~100, `linkedDoorOffset + arg2` resolved to the wrong record → door `linkedDoor` chain walked into garbage. | resolved — `d88_propdefs.py` PROPDEF_PC_BYTES[30/32/33/35]=24 + typed handler; `loadobjectmodel.c` sizepropdef PORT returns 6. Bunker2/Depot/Surface2 now PASS (13→16/21) |
| D124 | crash class C2: fast3d bad texture pointer. **Jungle** (`0xabcd0824`): `gimgSyncCompiledGlobalDLs()` slot-detect keyed on the post-fixup marker, which `texLoad()` had already overwritten → compiled `globalDL_0xNNN` explosion DLs kept link-time `IMAGESEG` words → latent on every level, tripped by the first explosion-DL draw. **Facility** (`0x72181ee8`): see **D130** — the model-GDL-relocation hypothesis (M-14 addendum) was WRONG; real cause was `romdataFixupFont` | Jungle fixed (`port/src/gimgfixup.c`); Facility → D130 |
| D131 | crash class C2m (Jungle `-level_37`): fast3d `gfx_sp_matrix` AV on a wild matrix pointer `0x401c68e0` (`gfx_pc.cpp:1046`) ~frame 300, when the first explosion/smoke prop renders. `explosionRenderPropSmoke` builds `gSPMatrix(gdl++, osVirtualToPhysical((void*)&dword_CODE_bss_8007A100), …MODELVIEW)` (+ `applyRoomMatrixToDisplayList`). `osVirtualToPhysical()` is a `u32`-returning shim (`libultra.c:1207`) → truncates the compiled `.bss` symbol's `0x1_00000000` module high word → w1 = `0x40xxxxxx` → `seg_addr()` returns it raw. Same class as D94 (chraction 32-bit ptr truncation), but in a GBI DL word. The projection matrix in the same DL is fine (`get_BONDdata_field_10E0()` is a runtime `0x70xxxxxx` ptr, fits u32); the `gSPDisplayList(&globalDL_0xNNN)` refs are fine (port `Gwords.w1` is 64-bit `uintptr_t`, no macro truncation). ~30 `osVirtualToPhysical(<compiled matrix/vtx symbol>)` sites exist (`explosion.c`, `glass*.c`, `blood_animation.c`, `bondview2.c`) — all latent until that effect first draws. | resolved — `seg_addr()` restores the module high word for any fallthrough w1 in `[0x40000000, 0x70000000)` (module fixed-based at `0x140000000`, no ASLR; DRAM/KSEG0/segmented/phys all handled earlier). Jungle renders to frame 2400+ clean; `-level_20`/`-level_24` unregressed. **18→19/21.** (`-level_09` has a separate pre-existing boot crash, see below.) |
| D133 | intro render triage (M-20): the "intro renders mostly black" item in the M-18/M-19 handoff is **NOT a regression** — it is the D75/D76 parked-cosmetic steady state. M-17 (`9ec6121e`), whose handoff claimed "the entire intro renders — logos → gun barrel → cast", was built in a scratch worktree and captured with the same `GE_PCDUMP="20-900:20"` window: coverage is **pixel-identical** to HEAD `0b5f5d1a` (legal screen 6677 non-clear px / 2.17% on both; centred-logo frames ~7% on both; near-black between). 2D/text/texture layers draw; animated character-model layers (Nintendo-logo transform, gun-barrel Bond, cast models) never appear = D75 exactly. No cheap regression to fix; parked. Secondary: Facility `-level_34` + Jungle `-level_37` re-verify FAILED this pass (boot crash / frame-2 hang) — flagged in LEVEL-STATUS for a clean-machine re-check, not investigated (scope). | not a regression — parked (D75/D76, `GRAPHICS-BACKLOG.md`) |
| D133 | intro render triage (M-20): the "intro renders mostly black" item in the M-18/M-19 handoff is **NOT a regression** — it is the D75/D76 parked-cosmetic steady state. M-17 (`9ec6121e`), whose handoff claimed "the entire intro renders — logos → gun barrel → cast", was built in a scratch worktree and captured with the same `GE_PCDUMP="20-900:20"` window: coverage is **pixel-identical** to HEAD `0b5f5d1a` (legal screen 6677 non-clear px / 2.17% on both; centred-logo frames ~7% on both; near-black between). 2D/text/texture layers draw; animated character-model layers (Nintendo-logo transform, gun-barrel Bond, cast models) never appear = D75 exactly. No cheap regression to fix; parked. Secondary: Facility `-level_34` + Jungle `-level_37` re-verify FAILED this pass (boot crash / frame-2 hang) — flagged in LEVEL-STATUS for a clean-machine re-check, not investigated (scope). | RESOLVED — not a regression, parked (D75/D76, `GRAPHICS-BACKLOG.md`) |
| D134 | **Frame-2 boot hang / sweep "NO-FRAMES" flakiness — root-caused and fixed (M-22).** `osSpTaskStartGo` (port/src/libultra.c) posted the SP/DP task-done events with `OS_MESG_NOBLOCK` into the scheduler's 8-slot `interruptQ`, which the 60 Hz VI pacemaker thread also fills with `VIDEO_MSG`. A gfx task runs the whole frame synchronously on the sched thread (fast3d); the first two frames take 30-80 ms, so the pacemaker queues several retraces meanwhile. Once the queue is full the RSP-done post is **silently dropped** -> `__scMain` never clears `sc->curRSPTask` -> the client never gets `OS_SC_DONE_MSG` -> `bossMainloop`'s `pendingGfx` never clears -> permanent stall (log: `frame 2 rendered`, then `kernel heartbeat ... frames=2`, retrace queue pinned at `valid=8/8 ret=-1`). Reproduced 2 of 3 `-level_09` boots on an idle machine, i.e. most of what M-13..M-21 wrote off as D117 nondeterminism / machine load. `OS_MESG_BLOCK` is NOT the fix (the done event is posted from the sched thread, the queue's only consumer -> self-deadlock): `portPostEventForce()` drops the OLDEST message (always a stale retrace) and retries, and `portPostVIEvent` now reserves 2 slots. Verified: 6/6 `-level_09` boots reach frame 600 with 0 heartbeats (pre-fix 1/3). | FIXED (`port/src/libultra.c`) |
| D135 | **Firefight crash — `bgTestHitOnObj` (`propobj.c:8446`) is an unported N64 GBI parser (M-22, WS6 playtest).** The object bullet-hit test walks a model's display list command stream with hardcoded 8-byte-N64-`Gfx` byte/word indices (`*(s8*)gdl`, `((u32*)gdl)[1]`, `((u8*)gdl)[5..7]`, the G_TRI4 nibble reads, the backward `G_SETTIMG` scan). On PC the model GDL is the 16-byte `Gfx` layout (`d43_emit.py`, `{u64 w0; u64 w1}`), so every access reads the wrong bytes → the walk desyncs on the first `G_VTX`/`G_TRI1` → `v->coord.x` deref off the end of the DL → AV (`0x709ae02a`, a near-miss past a live DRAM ptr = the §B signature). Triggered by `propobjFindHit` every time a shot ray resolves a hit on an object model (guards' dropped weapons, attached objects, shootable props) — invisible to `level_sweep.sh` (no weapon fire). Two sibling faults seen the same session (`texSelect`/`texSetRenderMode` wild `gdl`, `objFreeEmbedmentOrProjectile` `prop->obj`) are likely the same corrupted-object cascade. PD `bgTestHitOnObj` (`pd_port/src/game/bg.c:3635`) is the fully-ported ground truth. | FIXED (`src/game/propobj.c`, `#ifdef PORT` — reads `gdl->words.w0/.w1` shifts). **Second fault, same walker:** after the parser fix the Facility firefight then hit `0xc0000094` (int div-by-zero) at `objHit` `propobj.c:9717` `randomGetNext() % impact_sounds->thing2_len` — the ported texnum-recovery (`*(s16*)(phys(w1) − 8)`) returned a bogus positive `texturenum` (`(u32)` cast truncated a 64-bit `words.w1`; the N64 "texnum 8 bytes before the texture data" layout isn't guaranteed for the port's converted/replaced GDLs) → `g_HitTypeSounds[texnum & 0xf]` picked an entry with `thing2_len == 0`. Fixed: the PORT texnum branch now always returns `-1` (→ `g_HitTypeSounds[0]` = `isnd_default`, `thing2_len == 1`, safe). `texturenum` only flavours the bullet-impact sound/decal, so generic-hit is an acceptable degradation (park with D77). **Follow-up:** the BG room-geometry sibling `sub_GAME_…` (`bg.c:~3373-3646`, walks the D85-widened `ptr_expanded_mapping_info`) has the identical unported parser pattern — latent, fires on shooting walls/floor; not yet ported. |
| D136 | **Stage-unload crash — `objFree` `obj->prop` reads float garbage (M-22, WS6 Facility playthrough).** After D135 cleared the firefight crashes the level is completable; then on teardown `lvlUnloadStageTextData` → `cleanupObjects` (`cleanup_objects.c:42`) → `objFreePermanently` → `objFree` (`propobj.c:994`) → `objFreeEmbedmentOrProjectile(obj->prop)` faults at `:888` (`prop->obj` deref). Real gdb `bt`: `obj` = `0x701bd730` (valid) but `obj->prop` = `0x3e567400405c30c0` — two packed `f32` (~0.21, ~3.44), i.e. a `coord3d` read as a pointer → `ObjectRecord.prop` (N64 `/*0x10*/`, after `inherits PropDefHeaderRecord` + `s16 obj; s16 pad; u32 flags; u32 flags2;`) lands at the wrong PC offset for this object's propDef type, OR the record is undersized and setup's `->prop` store never happened / was clobbered. Same family as D122/D132 (`tools_pc/d88_propdefs.py` per-type record sizing vs the compiled `ObjectRecord`/subtype layout). Type not yet identified — needs a gdb run with a breakpoint on `objFree` to read `obj->type` (`cleanupObjects` frees WEAPON/AMMO/MAGAZINE/COLLECTABLE/MONITOR/RACK/AUTOGUN/HAT/ARMOUR/GAS_RELEASING/VEHICHLE/AIRCRAFT/GLASS/SAFE/TANK/TINTED_GLASS via this path). Mission completes; crash is before the next briefing loads. | ROOT-CAUSED → **D139** (it was NOT a layout bug — `cleanupObjects` read the type from the wrong byte on LE and walked off the propDef blob). |
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@@ -1,33 +1,35 @@
---
title: GoldenEye 007 PC Port
description: A native PC port of the original Nintendo 64 GoldenEye 007, built from decompiled source — and a case study in AI-agent collaboration on a large low-level codebase.
description: Landing page for the GoldenEye 007 PC port — what it is, current status, and links to the build guide and engineering documentation.
---
# GoldenEye 007 PC Port
A work-in-progress **native PC port of the original 1997 Nintendo 64
_GoldenEye 007_**, compiled from the game's
A work-in-progress native PC port of the original 1997 Nintendo 64
_GoldenEye 007_, compiled from the game's
[decompiled source](https://github.com/n64decomp/007) and running the N64's
graphics coprocessor in software. It follows the architecture of the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark).
It is also a **research project on AI-agent collaboration in a large,
unfamiliar, low-level codebase**: two coding agents — a local open-weight model
(Qwen 3.8) on a single RTX 5090, and Claude / Claude Code — driven by one person
part-time through ~230 translation units of unmodified big-endian MIPS game
code, handing work back and forth through shared written notes.
It's also a case study in AI-agent collaboration on a large, low-level
codebase: two coding agents (a local open-weight model, Qwen 3.8, on a single
RTX 5090, and Claude / Claude Code), driven by one person part-time through
~230 translation units of unmodified big-endian MIPS game code, handing work
back and forth through shared written notes.
**Status:** Phase 2 of 4 (rendering); first alpha **v0.1.0** released. Runs the
full single-player campaign — 19 of 21 missions completable start to finish in
a full-campaign playtest, two levels still crash mid-mission. No audio yet; AI pacing
and cutscenes are rough.
**Status:** alpha, [v0.1.0](https://github.com/jkdansereau/goldeneye-pc-port/releases)
released. Runs the full single-player campaign — all 21 missions load, render,
and are crash-free; a full re-playthrough confirming all 21 completable start
to finish is still owed. In-level sound effects and in-level music both play;
a handful of tracks have wrong-sounding instruments or occasional garbling.
AI pacing and cutscenes are rough.
- **[Project repository and README](https://github.com/jkdansereau/goldeneye-pc-port)** — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects.
- [Project repository and README](https://github.com/jkdansereau/goldeneye-pc-port) — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects.
## Documentation
- **[The two-agent development case study](dev/agentic-development.md)** — goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn't work.
- **[Development process](dev-process.md)** — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
- **[Internals](internals.md)** — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
- **[Porting notes](porting-notes.md)** — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
- **[Building](building.md)** — full build and asset-extraction guide.
- [The two-agent development case study](dev/agentic-development.md) — goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn't work.
- [Development process](dev-process.md) — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
- [Internals](internals.md) — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
- [Porting notes](porting-notes.md) — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
- [Building](building.md) — full build and asset-extraction guide.
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@@ -1,3 +1,8 @@
---
title: Internals
description: Architecture behind the PC port — the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, and the phased development plan.
---
# GoldenEye 007 — PC Port: architecture & plan
> This began as the pre-implementation research note and is kept as the
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@@ -1,3 +1,8 @@
---
title: Porting Notes
description: A field guide to the recurring N64-to-PC bug classes hit while running unmodified big-endian game code on a 64-bit host, each with its symptom and fix.
---
# Porting notes — recurring N64→PC bug classes
A field guide to the bug classes that keep recurring when running big-endian
+15 -2
View File
@@ -52,7 +52,11 @@ def one_liner(cell: str, limit: int = 160) -> str:
return txt
LEAD_RE = re.compile(r"^\**\s*(OPEN|RESOLVED|FIXED|PROPOSED|PARTIAL|LANDED|CLAMP|DISPROVEN)", re.I)
LEAD_RE = re.compile(
r"^\**\s*(OPEN|RESOLVED|FIXED|PROPOSED|PARTIAL|LANDED|CLAMP|DISPROVEN"
r"|ROOT-CAUSED|GUARDED|ANALYZED|DIAGNOSTIC SHIPPED|NOT A BUG)",
re.I,
)
def bucket(status_cell: str) -> str:
@@ -61,7 +65,16 @@ def bucket(status_cell: str) -> str:
lead = LEAD_RE.match(status_cell.strip())
if lead:
tok = lead.group(1).upper()
return {"LANDED": "PARTIAL", "CLAMP": "PARTIAL", "DISPROVEN": "RESOLVED"}.get(tok, tok)
return {
"LANDED": "PARTIAL",
"CLAMP": "PARTIAL",
"DISPROVEN": "RESOLVED",
"ROOT-CAUSED": "RESOLVED",
"GUARDED": "PARTIAL",
"ANALYZED": "PARTIAL",
"DIAGNOSTIC SHIPPED": "PARTIAL",
"NOT A BUG": "RESOLVED",
}.get(tok, tok)
for name, rx in STATUS_BUCKETS:
if rx.search(status_cell):
return name