mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-23 15:52:42 +02:00
D236 pass 11: GE_INPUTSCRIPT nav attempt, no working path found, one new data point
Tried to keep the -level_36 deterministic boot's camera in the outdoor room past its scripted indoor transition, to re-run GE_D236RM facing the tree line directly (the concrete next step pass 10 named). Three GE_INPUTSCRIPT variants (sustained SDOWN, sustained SUP, a START-skip + delayed SUP) each changed the pre-transition room (curRoom 7/12/13) but none held the camera outdoor past the transition, which fires at roughly the same real time regardless of direction and earlier when START skips faster -- timer/event-driven, not position-driven. One new data point: the START-skip run's very first two GE_D236RM samples hit count=10 then 6 (vs pass 10's flat max of 4) before collapsing back to 2 then 0 within ~100 draw-list calls. Still far short of D280's ~720 free-run figure -- best current explanation is that D280's original number came from a genuinely different, later, closer vantage than anything reachable in this boot's opening seconds, not a CPU-side instantiation bug at this specific vantage. No src/game or port/ file touched (GE_D236RM unmodified from pass 10). Added the "opening cutscene isn't fully input-inert, but its transition may still be time-gated not position-gated" quirk to porting-notes.md. findings-index.csv regen was a no-op (no new Dxx label).
This commit is contained in:
1 parent
b73742ca2c
commit
7e81fb5e55
2 files changed
+76
No files matched your search
@@ -10787,6 +10787,66 @@ Probe left in tree (`GE_D236RM`, env-gated, zero cost unset, cataloged in
|
||||
correlation); LOW-to-none on the original "wall vs discrete sprites"
|
||||
symptom, which this pass didn't reach.
|
||||
|
||||
**Pass 11 (same day): partial nav progress via `GE_INPUTSCRIPT`, still
|
||||
short of D280's ~720 baseline — no bucket resolved, wrote up as
|
||||
directed.** Attempted to keep the camera in the outdoor room and facing
|
||||
the tree line using `GE_INPUTSCRIPT` stick holds from frame 0:
|
||||
|
||||
- `GE_INPUTSCRIPT="0:SDOWN"` (sustained backward): `curRoom=7` at the
|
||||
first sample (vs pass 10's baseline `curRoom=12`), meaning held stick
|
||||
input during the pre-transition window *does* change which room the
|
||||
player/camera occupies — this is not a fully input-inert cutscene.
|
||||
Tree-card count stayed flat (4 for 535 samples, then 2, then 0) —
|
||||
never exceeded pass 10's baseline.
|
||||
- `GE_INPUTSCRIPT="0:SUP"` (sustained forward): `curRoom=13` at the
|
||||
first sample — a third distinct starting room, confirming input
|
||||
changes the pre-transition room but not in an obviously useful
|
||||
direction. Count stayed flat at 2-3, again never scaling up.
|
||||
- `GE_INPUTSCRIPT="0:START;60:START;900:SUP"` (skip the intro faster
|
||||
with two `START` presses, then try to walk back out): `curRoom=12`
|
||||
again (pass 10's exact baseline room) and the room-18 transition
|
||||
happened noticeably *earlier* (D104 tick ~1801 vs ~6601 in the other
|
||||
two runs) — `START` does shorten the pre-transition window rather than
|
||||
extending it, the opposite of what's wanted. **But this run's very
|
||||
first `GE_D236RM` samples hit `count=10` then `count=6`** (dl=1, dl=2)
|
||||
before immediately collapsing to 2 by dl=95 and 0 by dl=599 — the
|
||||
highest counts seen in any of the four runs to date (pass 10's three +
|
||||
this one), all occurring in the first couple of rendered frames.
|
||||
|
||||
**Interpretation:** all three attempts confirm player stick input *does*
|
||||
influence the pre-transition room (curRoom varies 7/12/13 depending on
|
||||
direction), refuting a fully-scripted-camera-only model — but none found
|
||||
a way to *hold* the camera in the outdoor room past the transition, and
|
||||
the transition itself appears to be timer/event-driven (not
|
||||
distance-to-a-trigger), since `START`-skipping made it fire sooner, not
|
||||
later. The one genuinely new data point — a brief `count=10` at the very
|
||||
first sampled frame of the `START`-skip run — shows the discrete
|
||||
tree-card class CAN render more than pass 10's flat 4, but still nowhere
|
||||
near D280's ~720 figure, and only for 1-2 frames before dropping back
|
||||
down. **This is the strongest evidence yet that D280's ~720-triangle
|
||||
sample was taken from a materially different vantage (later in the level,
|
||||
in a genuine free-roam session, likely much closer to the tree line or
|
||||
facing a wider arc of it) than anything reachable from this deterministic
|
||||
`-level_36` boot's opening seconds** — not evidence of a CPU-side
|
||||
instantiation bug at this vantage. No src/game or port/ file touched;
|
||||
`GE_D236RM` unmodified from pass 10. Confidence: MEDIUM that the
|
||||
transition is timer-driven rather than position-driven (3 consistent
|
||||
data points); LOW-to-none on why D280's original ~720 figure was so much
|
||||
higher — that needs either a `GE_INPUTSCRIPT` script that survives well
|
||||
past the mission-start hand-off into free movement (not attempted this
|
||||
pass — budget spent), or a live human session with `GE_D236RM` set,
|
||||
walking toward the tree line and comparing against this deterministic
|
||||
boot's numbers directly.
|
||||
|
||||
**Next pass, concrete:** don't fight the scripted intro further — instead
|
||||
run `-level_36` with `GE_D236RM=1` interactively (human input, no
|
||||
`GE_INPUTSCRIPT`) *or* extend the script well past the mission hand-off
|
||||
(needs `GE_INPUTLOG` calibration of the frame-vs-real-time ratio first,
|
||||
not done this pass) and walk toward the tree line from inside the level
|
||||
proper, not during the opening establishing shot. Correlate against
|
||||
D280's own capture conditions (what level state/position produced 720)
|
||||
if that's recorded anywhere in the D280 write-up above.
|
||||
|
||||
## 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…
|
||||
|
||||
**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 `Game.NoHitFlash`, and other easily-exposed config keys), and organise rows by category (mouse settings together, video together, etc.).** The overlay (`port/src/optionsoverlay.c`) already renders over the registered `config.c` option list; what's missing is wheel-scroll nav, a broader row set, and grouping headers. Cross-ref `OPTIONS-MENU-PLAN.md` §3 (v1 minimum set) + QOL-INVENTORY "PD has, GE lacks".
|
||||
|
||||
@@ -1145,6 +1145,22 @@ made mutually acceptable (dual validation / one-time migration).
|
||||
correlate against a room/position probe (`GE_D104`-style) in the SAME
|
||||
run** to rule out "the camera simply isn't where you assumed it was
|
||||
yet" before chasing an instantiation or streaming bug.
|
||||
- **A level's opening cutscene is not necessarily input-inert, and
|
||||
`GE_INPUTSCRIPT` stick holds during it are not necessarily useful.**
|
||||
D236 pass 11 (M-155): holding `SUP`/`SDOWN` from frame 0 of the
|
||||
`-level_36` deterministic boot changed which room the player occupied
|
||||
at the very first probe sample (`curRoom` 12/7/13 depending on the held
|
||||
direction) — the pre-transition window is NOT purely camera-scripted
|
||||
with input discarded, as pass 10 might suggest. But none of forward,
|
||||
backward, or a `START`-skip attempt could keep the camera in the
|
||||
outdoor room past the scripted indoor transition, which fired at
|
||||
roughly the same real time regardless of held direction and *earlier*
|
||||
when `START` was pressed to skip faster — i.e. the transition looks
|
||||
timer/event-driven, not distance-to-a-trigger-driven. **Don't assume a
|
||||
scripted sequence's transition point is walkable-around just because
|
||||
input has *some* visible effect during it** — test whether the specific
|
||||
transition you care about is time-gated vs. position-gated before
|
||||
investing in a nav script to avoid it.
|
||||
- **Anything blocking on the scheduler thread throttles the whole sim**
|
||||
(D186, cf. D134). The gfx task runs synchronously on `src/sched.c`'s
|
||||
thread, and that same thread delivers VI-retrace events; any `sysSleep` /
|
||||
|
||||
Reference in new issue
Block a user