findings: 2026-09-25 release playtest close-outs + D322 capture

D311 FIXED (root cause D336; 0 anomaly lines incl. Caverns combat), D288
CLOSED, D294 and D330 user-confirmed, D235 still unreproduced. D322: pools
healthy (leak hypothesis refuted); SFX soft-cap saturation in firefights
(D207/D241) plus a new periodic SDL output-queue overflow every ~314 s that
starts at the title screen, so it should reproduce headless.
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James Dansereau committed 2026-09-25 18:40:26 -04:00
1 parent 7baf490020
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+29 -12

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@@ -132,7 +132,7 @@ D130,RESOLVED,"crash class C2 (Facility -level_34, Runway -level_35):",resolved
D164,FIXED,"Disclaimer / legal screen only draws the first line (D76 root cause, M-31).",FIXED — corrected 2026-09-18:
D165,FIXED,"Front-end menu cursor doesn't feel like a mouse pointer (M-31, user bug B5 follow-up).","FIXED (port/src/input.c; Input.MenuPointerMode, Input.HipfirePitchSpeed added)."
D166,FIXED,Hipfire mouse pitch is digital while yaw is analog —,FIXED (port/src/input.c).…
D235,OPEN,Wrong textures load after dying/restarting a level —,"OPEN — fix wired, headless reload clean (2026-09-23); bug NOT reproduced even with the fix off (GE_D235_OFF)."
D235,OPEN,Wrong textures load after dying/restarting a level —,"OPEN — fix wired, headless reload clean (2026-09-23); NOT reproduced with the fix off (headless) nor in the 2026-09-25 user playtest (die → mission select → restart)."
D236,CLOSED,"Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).","CLOSED (M-198, pass 26, 425237f9; probes stripped 0503d335):"
D237,FIXED,"QoL ask (M-106, user QA):","FIXED (2026-09-23): category headers + 5 more settings (SkipIntro, Show FPS, pad invert/deadzone/trigger); wheel scroll already existed."
D238,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only (port/src/input.c + config.c)
@@ -166,13 +166,13 @@ D284,FIXED,port/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards
D285,PARTIAL,Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug:,"PARTIALLY FIXED, RECURRED PAST THE FIX (see D305, 2026-09-18)."
D286,OPEN,"User-confirmed real ~8s frame freeze on Caverns, Steam Deck —","OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285."
D287,OPEN,"User-confirmed real, non-self-recovering freeze on Windows (M-141, 2026-09-15/16) after ~15-20 minutes with no input, triggered by clicking back into the… —","OPEN — one confirmed occurrence, real (not self-recovering), not root-caused; gfxFrameMsgQ full is a lead, not a confirmed cause."
D288,OPEN,"Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —… —",OPEN — does NOT reproduce on the current build (2026-09-23:
D288,CLOSED,"Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —… —","CLOSED — not reproduced on the current build (2026-09-23 capture) and the 2026-09-25 user Silo playtest confirms it gone (""silo fixed"")."
D289,OPEN,"Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).","OPEN — needs a human re-test specifically on a build with the D255 fix (this session's release/v0.3.0, not any earlier build) to see if it still happens.…"
D290,FIXED,"Watch's in-game ""controller"" section shows no control-pad graphic (M-141, Steam Deck user playtest).","FIXED (2026-09-23): D264-pattern template read in watchRenderController (flags read 0), plus 3 pointer-width/raw-Gfx sites on the same path; controller model verified rendering on Windows."
D291,OPEN,"Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
D292,FIXED,Death animations are glitched —,"MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed alongside D173) —"
D293,FIXED,"QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —","FIXED (M-141) — ""Quit to desktop"" row added to the F10 overlay; build-verified Win+Linux, not yet live-confirmed.…"
D294,FIXED,"Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later… —",FIXED pending user playtest (2026-09-22) —
D294,FIXED,"Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later… —","FIXED, user playtest confirmed (2026-09-25:"
D295,FIXED,"Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtes…",FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed:
D296,OPEN,"Control Center, 00 Agent:","OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (tools_pc/debug.ps1), not the packaged release artifact —"
D297,FIXED,v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).,FIXED (M-150) — migration shim landed:
@@ -189,7 +189,7 @@ D307,OPEN,"In-level security camera entities can be flipped facing the wrong dir
D308,OPEN,"Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).","OPEN — investigated: PC depth precision == N64 (24-bit both sides; RSP writes full 16.16), so level-authored coincident geometry is the prime suspect; GE_ZF flicker probe in-tree."
D309,FIXED,Complete non-self-recovering freeze (Windows) returning from Caverns to the intro screen —,FIXED via D310 — user-playtest-confirmed 2026-09-18 (Caverns→intro clean; the spin record itself observed resuming correctly in the post-fix probe log).
D310,FIXED,"RULE-2-SIGNOFF: chraiitemsize() mis-sizes 1-byte AI_PRINT records (NUL-scans forward), corrupting AI execution for any list containing an active PRINT —",FIXED — user-playtest-confirmed 2026-09-18 (v2:
D311,PARTIAL,Complete freeze in modelSetAnimFrame2WithChrStuff root-motion loop —,"GUARDED (#ifdef PORT, D156-guard extension in the same file) —"
D311,FIXED,Complete freeze in modelSetAnimFrame2WithChrStuff root-motion loop —,FIXED — root cause D336 (bheadAdjustAnimation read never-written placeholder fields); the #ifdef PORT guard is retained as a safety net.
D312,FIXED,"Throwable items (mines, grenades, etc.) can clip through walls in certain spots (user report, v0.3.0 pre-release playtest, 2026-09-18).",FIXED — bgBuildRoomVtxBounds mis-reads the G_VTX vertex count on PC (Gfx_le.dma.par bit-layout shift):
D313,FIXED,Bullet impacts do not appear on some walls/surfaces —,"FIXED — same root cause as D312, merged diagnosis; same one-line fix."
D314,OPEN,"F10 menu items flicker randomly/intermittently (reported on the main-menu context, user report, v0.3.0 playtest build, 2026-09-18).",OPEN — confirmed still present post-D316 fix (2026-09-18); user deprioritized chasing it further for now.
@@ -200,7 +200,7 @@ D318,OPEN,Facility (regular play path):,"OPEN — re-classified 2026-09-23 by D3
D319,FIXED,"Frame cap slider was mostly a dead zone; replaced with a plain 30/60 toggle (user ask, 2026-09-18).",FIXED — new ROW_FPSCAP cycle (30/60 only) in port/src/optionsoverlay.c; default changed to 60 in port/src/video.c.
D320,OPEN,"D318-class sweep: aim-hold → _update AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).","OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped."
D321,OPEN,D318 trigger chain fully mapped:,"OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped."
D322,OPEN,Long-session audio degradation:,"OPEN — static triage done (teardown audit, mixer statelessness, D202-coverage check); ranked hypotheses:"
D322,OPEN,Long-session audio degradation:,OPEN — 2026-09-25 capture:
D323,OPEN,G_TL_LOD bindings of explicit-LOD textures:,"OPEN / parked — mechanism confirmed in code; census (tools_pc/bg_lod_audit.py) shows 15 levels with explicit-LOD textures bound under TEXTLOD-on classes (stat 378, azt 806 binds heaviest); overwhelmi…"
D324,FIXED,"GE's <stdlib.h> stub declares nothing, so TUs that include it get NO CRT prototypes —",FIXED (2026-09-22) — proven impact:
D325,CLOSED,ROM-mod (xdelta) compatibility:,CLOSED as a question —
@@ -208,7 +208,7 @@ D326,CLOSED,Random Eye randomizer repacks the ROM too —,CLOSED as a question
D327,RESOLVED,"Mod support, resolved plan:",RESOLVED — superseded by D328; approach (a) is NOT ruled out (these scans missed the 1172-compressed data segment).
D328,CLOSED,"Mod support is viable and D327's ""ruled out"" was wrong:",CLOSED as a question —
D329,FIXED,The D318/D320 guard anim pin is a tick-granularity divergence:,"FIXED — Rule-2 high-FPS fix in model.c; clk=1 no longer pins (WSL + native Windows), 0 triggers at clk=2; bunker1 golden failure predates it (on/off A/B); user playtest confirms N64-matching Ourumov…"
D330,FIXED,"#103 (v0.3.0, Win 11):","FIXED (port/src/input.c), build clean, bunker1 golden 3/3; mouse feel-check owed (a human must run it:"
D330,FIXED,"#103 (v0.3.0, Win 11):",FIXED (port/src/input.c) —
D331,FIXED,Ejected shell casings never rendered on PC:,"FIXED (gunfire.c #ifdef PORT, explicit template); PP7 casing verified on native Windows (before:"
D332,FIXED,Reticule jitter in aim mode (RMB) —,FIXED (fix/mouse-pd-model) —
D333,OPEN,"#104 (v0.3.0, Linux):","IMPLEMENTED (port/src/input.c + optionsoverlay.c, port-only); default N64 = unchanged; build + golden clean; feel check owed."
1 # GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
132 D164
133 D165
134 D166
135 D235
136 D236
137 D237
138 D238
166 D285
167 D286
168 D287
169 D288
170 D289
171 D290
172 D291
173 D292
174 D293
175 D294
176 D295
177 D296
178 D297
189 D308
190 D309
191 D310
192 D311
193 D312
194 D313
195 D314
200 D319
201 D320
202 D321
203 D322
204 D323
205 D324
206 D325
208 D327
209 D328
210 D329
211 D330
212 D331
213 D332
214 D333
+23 -6
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@@ -539,7 +539,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D166 | **Hipfire mouse pitch is digital while yaw is analog — inconsistent feel (user bug B7 / D118a, "cheaper alternative").** — full `## D166` entry at file tail | FIXED (`port/src/input.c`).… |
| D233 | **All levels (intermittent): indoor level geometry invisible near doors — you can see through walls/floors into rooms you can't see into, while world objects…** — full `## D233` entry at file tail | **FIXED + VISUALLY VERIFIED (M-107 fix, M-108 verify).** See the other D233 row for full detail. |
| D234 | **Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).** — full `## D234` entry at file tail | **VISUALLY VERIFIED FIXED (M-108), mechanism unexplained.** See the other D234 row for detail. |
| D235 | **Wrong textures load after dying/restarting a level — not Facility-specific, seen on multiple levels (M-106, user QA report; clarified same session).** — full `## D235` entry at file tail | OPEN — fix wired, headless reload clean (2026-09-23); bug NOT reproduced even with the fix off (GE_D235_OFF). Needs the original die → mission select → restart trigger in a playtest to close. |
| D235 | **Wrong textures load after dying/restarting a level — not Facility-specific, seen on multiple levels (M-106, user QA report; clarified same session).** — full `## D235` entry at file tail | OPEN — fix wired, headless reload clean (2026-09-23); NOT reproduced with the fix off (headless) nor in the 2026-09-25 user playtest (die → mission select → restart). Keep the fix; close if it stays unreproduced through the release playtests. |
| D236 | **Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).** — full `## D236` entry at file tail | **CLOSED (M-198, pass 26, `425237f9`; probes stripped `0503d335`): root cause = `TEXTURETYPE_DETAIL` tile binding — fast3d drew the detail tile (opaque IA8 noise) instead of the base image; `gfx_lod_tile_offset` now samples tile 1 when the pair differs (`Video.DetailBaseTile`, default on). Live-verified Surface 1/2 + Depot; awaiting user play-test sign-off.** Historical trail — pass 24 (2026-09-21, static) DECODED THE TREE TEXTURE** (new `tools_pc/texdecode.py` ports image.c's LOOKUP/HUFFLOOKUP/RLELOOKUP codecs). **`tex1198` LOD 0 = 64×17 RGBA5551, 44.2% opaque, and its 1-bit alpha renders as an unmistakable treeline silhouette** — pass 23's identification confirmed by decode, not inference. **Rare authored a six-level LOD pyramid that PRESERVES the silhouette and its alpha coverage (44.2% → 43.1% → 38.8%), each level a separately-authored image with its own compmethod.** Since `XLU_SURF` has no alpha test (pass 22), averaging that 0/1 alpha into fractional mip alpha would smear the minified treeline into exactly the reported band — so 'authored LOD chain replaced by driver-generated mips' is now the leading mechanism, with hard ground truth behind it. Corrects pass 23: only `tex1198` is a treeline (`tex1199` 89.4% opaque denser foliage; `tex1200`/`tex1201` 100% opaque detail textures sharing the class). Two decoder bugs found while porting (missing per-image byte-align, `image.c:1096`; a GUESSED rather than ported RLE fudge) — both produced confident wrong pictures. **Pass 25 (live) answered all three questions: (1) YES 64×17 RGBA16 intact, pool ≡ offline decode; (2) YES alpha survives (44.2% opaque); (3) NO — no code path uploads authored chains as GL mips.** New: `tex1198`–`1201` are **never drawn from an idle spawn** (zero RGBA16 imports in 4800 frames) — the spawn wall is painted by other classes (cf D276/D280); the drawn tree-class card is **`tex149` IA8 32×64 hard cutout, byte-exact import, no authored chain**. Mip mechanism located: `texGetDepthAndSize` sizes LOADBLOCKs from the header `lods` field even for single-image textures (live A/B: 2808 B vs 2048 B real data), and the port's RC2 clip + `glGenerateMipmap`/trilinear (observed live) box-filters hard 0/F alpha into fractional mips → XLU smear. Pass 26 fix directions in entry (cheapest: no mip gen for no-chain textures). |
| D237 | **QoL ask (M-106, user QA): F10 options overlay — make it scrollable with the mouse wheel, expose more settings into it (e.g. screen-flash / no-hit-flash…** — full `## D237` entry at file tail | FIXED (2026-09-23): category headers + 5 more settings (SkipIntro, Show FPS, pad invert/deadzone/trigger); wheel scroll already existed. Hands-on pass owed. |
| D238 | **QoL ask (M-106, user QA): mouse sensitivity rework toward normal PC-shooter feel.** — full `## D238` entry at file tail | OPEN — not designed; port-only (`port/src/input.c` + `config.c`) |
@@ -574,13 +574,13 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D285 | **Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug: the `sndHandleEvent` preempt-scan walks the active-sound list unlocked (M-140; fixed M-141).** — full `## D285` entry at file tail | **PARTIALLY FIXED, RECURRED PAST THE FIX (see D305, 2026-09-18).** `osSetIntMask` lock added around the preempt-scan (M-141), live-verified crash-free on real Deck hardware (2026-09-16) — but the exact same fault (same FAULT ADDR, same site) recurred on the v0.3.0 pre-release build, disproving the lock as a *complete* fix: it stops concurrent mutation but not a scan that starts on an already-empty list. D305 adds the actually-missing NULL guard. Do not conflate with D255 — different thread, different subsystem. |
| D286 | **User-confirmed real ~8s frame freeze on Caverns, Steam Deck — self-recovered, not a crash (M-140).** — full `## D286` entry at file tail | OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285. Do not chase a repro without a better lead. |
| D287 | **User-confirmed real, non-self-recovering freeze on Windows (M-141, 2026-09-15/16) after ~15-20 minutes with no input, triggered by clicking back into the…** — full `## D287` entry at file tail | OPEN — one confirmed occurrence, real (not self-recovering), not root-caused; `gfxFrameMsgQ` full is a lead, not a confirmed cause. |
| D288 | **Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —…** — full `## D288` entry at file tail | OPEN — does NOT reproduce on the current build (2026-09-23: dense Silo-intro capture + colour scan; D271 A/B ruled out as the fixer). Close if the Silo playtest does not see it. |
| D288 | **Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —…** — full `## D288` entry at file tail | CLOSED — not reproduced on the current build (2026-09-23 capture) and the 2026-09-25 user Silo playtest confirms it gone ("silo fixed"). Fixer not isolated (D271 A/B ruled out). |
| D289 | **Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).** — full `## D289` entry at file tail | OPEN — needs a human re-test specifically on a build with the D255 fix (this session's `release/v0.3.0`, not any earlier build) to see if it still happens.… |
| D290 | **Watch's in-game "controller" section shows no control-pad graphic (M-141, Steam Deck user playtest).** — full `## D290` entry at file tail | FIXED (2026-09-23): D264-pattern template read in `watchRenderController` (flags read 0), plus 3 pointer-width/raw-Gfx sites on the same path; controller model verified rendering on Windows. |
| D291 | **Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).** — full `## D291` entry at file tail | OPEN — observed, not investigated. Needs a live repro with the truck's exact position/timing and, ideally, a screenshot. |
| D292 | **Death animations are glitched — Bond is often sunk halfway into the floor (M-141, Steam Deck user playtest).** — full `## D292` entry at file tail | **MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed alongside D173) — same fix, same outcome: right 9/10 times, small residual offset only when off, no more full sinking/glitching.** See D173 for the user's exact confirmation wording; not separately re-tested, reported together. |
| D293 | **QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest — "couldn't see a way to exit the game. Maybe build this into the…** — full `## D293` entry at file tail | FIXED (M-141) — "Quit to desktop" row added to the F10 overlay; build-verified Win+Linux, not yet live-confirmed.… |
| D294 | **Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later…** — full `## D294` entry at file tail | **FIXED pending user playtest (2026-09-22)** — root cause: room-model POOL exhaustion (authored `-ma220`=220 KB < ~250 KB monument-plaza demand at FovScale 130 + max DD/Lod); `memaAlloc` NULL → silent skip → undrawn room shows the night-sky clear colour. Stochastic (wall-clock seed → load order). Fix: `portRoomPoolScale()` (video.c, identity at N64-faithful settings) applied in `bossMainloop`; verified headless (faithful→exact authored size; user settings→0 failures; `GE_ROOMPOOL=0.25`→exhaustion on demand). Playtest: main patch gone; residual corner flicker traced to full-level residency (487 KB = 2.2× authored) starving the 2× pool; the 3×/linear fix REGRESSED the renderer on the menu-driven path (D156 NaN anim state, not a bank overflow) → reverted to sqrt + 2.0 cap (ma=450560). Residual open; probes in place for next capture. High-DD horizon edge on night levels = setting-inherent, documented only.… |
| D294 | **Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later…** — full `## D294` entry at file tail | **FIXED, user playtest confirmed (2026-09-25: not reproduced)** — root cause: room-model POOL exhaustion (authored `-ma220`=220 KB < ~250 KB monument-plaza demand at FovScale 130 + max DD/Lod); `memaAlloc` NULL → silent skip → undrawn room shows the night-sky clear colour. Stochastic (wall-clock seed → load order). Fix: `portRoomPoolScale()` (video.c, identity at N64-faithful settings) applied in `bossMainloop`; verified headless (faithful→exact authored size; user settings→0 failures; `GE_ROOMPOOL=0.25`→exhaustion on demand). Playtest: main patch gone; residual corner flicker traced to full-level residency (487 KB = 2.2× authored) starving the 2× pool; the 3×/linear fix REGRESSED the renderer on the menu-driven path (D156 NaN anim state, not a bank overflow) → reverted to sqrt + 2.0 cap (ma=450560). Residual open; probes in place for next capture. High-DD horizon edge on night levels = setting-inherent, documented only.… |
| D295 | **Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtest).** — full `## D295` entry at file tail | FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed: port-side JPN-cache seed (`port/src/main.c`) + `#ifdef PORT` buffer widen in `front.c` (D8 class). Verified: previously-crashing input now clean, 21/21 sweep PASS. Companion save-wipe regression → D297. History — M-148 fully root-caused + **reproduced on current HEAD**: `difficultytext[4]` (`front.c:2616`) overflow — `strcpy("00 Agent")`/`strcat("\n")` spills onto `textpos.p[0]` (y, ≥0x80 in normal geometries) → high-bit byte → `langGetJpnCharPixels` NULL deref (`language.c:320`, `g_JpnCacheCacheItems` NULL outside JPN mode — likewise unallocated on N64 non-JP builds, crash potential is decomp-native). The user's save is a *valid pre-D284* save (all 5 slot CRCs bit-exact under the old PRNG); post-fix builds wipe it at validation, which is why the unmodified artifact no longer triggers it — NOT a fix. No OOB exists (M-147 guess retracted: 007 difficulty has no stored times). Fix options flagged for sign-off (port-side JPN-cache init preferred; `difficultytext` enlarge = D8 class). Side finding: v0.3.0 silently wipes all pre-fix saves on first launch (D284 side effect — own D entry owed). Separate still-open issue found: unconditional `[EVTQ-DROP]` audio-pool-exhaustion logging, `src/libultra/audio/event.c:92`.… |
| D296 | **Control Center, 00 Agent: noticeable stutter, user's own read is "maybe from the drone guns" (M-146, same D295 investigation session).** — full `## D296` entry at file tail | OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (`tools_pc/debug.ps1`), not the packaged release artifact — user flagged that harness overhead has caused false stutter before. Needs a plain-exe / real-release repro check before any perf tracing.… |
| D297 | **v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).** — full `## D297` entry at file tail | FIXED (M-150) — migration shim landed: `port/src/legacycrc.c` (isolated, deliberately-wrong pre-D284 PRNG, reviewer-verified bit-exact against `0de99b4d^`) + eeprom-shim read-path hook in `libultra.c` (block 4 only; persists pristine+migrated bytes before the read-time-only AllUnlocked patch). Verified: user's #87 artifact → `D297-migrated 5`, all slots OK, idempotent on relaunch; native post-fix save untouched; corrupt slot left to the game's own wipe path; fresh eep untouched; 21/21 sweep PASS. Block-0 header needed no migration (factory seal, verified). |
@@ -597,7 +597,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D308 | **Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).** — full `## D308` entry at file tail | OPEN — investigated: PC depth precision == N64 (24-bit both sides; RSP writes full 16.16), so level-authored coincident geometry is the prime suspect; GE_ZF flicker probe in-tree. |
| D309 | **Complete non-self-recovering freeze (Windows) returning from Caverns to the intro screen — boss thread spins forever in `ai()` on `m_RunToBondPersistent` via a phantom `GotoNext(lblZero)` created by `chraiitemsize`'s `AI_PRINT` NUL-scan mis-sizing a stringless PRINT record (user report + live GDB diagnosis, 2026-09-18).** — full `## D309` entry at file tail | **FIXED via D310 — user-playtest-confirmed 2026-09-18** (Caverns→intro clean; the spin record itself observed resuming correctly in the post-fix probe log). The teardown-ordering open question (why PC presents the unreachable-Bond state) remains documented but is now harmless. |
| D310 | **RULE-2-SIGNOFF: `chraiitemsize()` mis-sizes 1-byte `AI_PRINT` records (NUL-scans forward), corrupting AI execution for any list containing an active PRINT — fixes D309's freeze mechanism and the Caverns standing-still guards (`Stop`+`PRINT("wait")` mis-lands on EndList, re-executed every tick; user report 2026-09-18).** — full `## D310` entry at file tail | **FIXED — user-playtest-confirmed 2026-09-18** (v2: global-list-only sizing via `d310ItemSize`; guards resume, Trevelyan pathing intact, Caverns→intro clean; probe log verified both list classes). PD precedent: PRINT removed, slot 0xAD reassigned. |
| D311 | **Complete freeze in `modelSetAnimFrame2WithChrStuff` root-motion loop — D156 guard hole: poisoned `framea` (`model->animframe1`) passes the frameb-only clamp and saturates to a ~3.1e9-iteration spin (Caverns, live GDB diagnosis, 2026-09-18).** — full `## D311` entry at file tail | GUARDED (`#ifdef PORT`, D156-guard extension in the same file) — freeze class neutralized; upstream speed/frame poison source OPEN (level reload clears displaced model state). No AI involvement — distinct from D309/D310. |
| D311 | **Complete freeze in `modelSetAnimFrame2WithChrStuff` root-motion loop — D156 guard hole: poisoned `framea` (`model->animframe1`) passes the frameb-only clamp and saturates to a ~3.1e9-iteration spin (Caverns, live GDB diagnosis, 2026-09-18).** — full `## D311` entry at file tail | FIXED — root cause D336 (`bheadAdjustAnimation` read never-written placeholder fields); the `#ifdef PORT` guard is retained as a safety net. 2026-09-25 user playtest incl. ~2 min of Caverns combat: 0 D311 ANOMALY / D156 lines in a ~46-min session. |
| D312 | **Throwable items (mines, grenades, etc.) can clip through walls in certain spots (user report, v0.3.0 pre-release playtest, 2026-09-18).** — full `## D312` entry at file tail | FIXED — `bgBuildRoomVtxBounds` mis-reads the G_VTX vertex count on PC (`Gfx_le.dma.par` bit-layout shift): n=16 batches collapse to single-point bounds and fail the per-batch AABB pre-test, so their wall triangles are never ray-tested. One-line `#ifdef PORT` fix; verified by repro. |
| D313 | **Bullet impacts do not appear on some walls/surfaces — the projectile appears to pass through them; impacts DO work on some surfaces such as doors/windows (user report, v0.3.0 pre-release playtest, 2026-09-18).** — full `## D313` entry at file tail | FIXED — same root cause as D312, merged diagnosis; same one-line fix. Doors/windows use the separate working `bgTestHitOnObj` path, hence the "surface-dependent" appearance. |
| D314 | **F10 menu items flicker randomly/intermittently (reported on the main-menu context, user report, v0.3.0 playtest build, 2026-09-18).** — full `## D314` entry at file tail | OPEN — confirmed still present post-D316 fix (2026-09-18); user deprioritized chasing it further for now. Diagnostic probe (`GE_D314=1`) landed in `optionsOverlayHandleInput()` if revisited. |
@@ -608,7 +608,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D319 | **Frame cap slider was mostly a dead zone; replaced with a plain 30/60 toggle (user ask, 2026-09-18).** — full `## D319` entry at file tail | FIXED — new `ROW_FPSCAP` cycle (30/60 only) in `port/src/optionsoverlay.c`; default changed to 60 in `port/src/video.c`. Root cause was D186 (sim tick ceiling + low-cap guard); this just fixes the menu's exposure of it. Build-verified; interactive confirmation owed. |
| D320 | **D318-class sweep: aim-hold → `_update` AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).** — full `## D320` entry at file tail | OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped. Earlier resolution text kept in the full entry. |
| D321 | **D318 trigger chain fully mapped: tanks → combat bit is an authored ~3.5 s gas-cascade delay (chr 254 script); derail lands same-tick; PC behavior confirmed faithful to N64 (probe captures, 2026-09-20).** — full `## D321` entry at file tail | OPEN — re-classified 2026-09-23 by D329 (tick-granularity divergence at 1 tick/frame, not a platform-invariant lock); fix decision pending, watchdog stays shipped. Earlier resolution text kept in the full entry. |
| D322 | **Long-session audio degradation: full campaign on v0.3.0 — audio progressively worsens from Silo, by Caverns/Cradle the OST is inaudible and SFX "come and go"; restarting the game restores it (issue #87, user report, 2026-09-20).** — full `## D322` entry at file tail | OPEN — static triage done (teardown audit, mixer statelessness, D202-coverage check); ranked hypotheses: voice-pool exhaustion/counter drift > queue starvation > evtq saturation. `GE_D322` pool-telemetry probe shipped; needs a campaign capture with `GE_D322=1 GE_D204=1`. |
| D322 | **Long-session audio degradation: full campaign on v0.3.0 — audio progressively worsens from Silo, by Caverns/Cradle the OST is inaudible and SFX "come and go"; restarting the game restores it (issue #87, user report, 2026-09-20).** — full `## D322` entry at file tail | OPEN — 2026-09-25 capture: pools healthy (no leak; voice-leak hypothesis REFUTED for a 46-min session). Two mechanisms: (a) the 8-voice SFX soft cap saturates in firefights (= D207/D241, N64-design cap); (b) NEW: periodic SDL output-queue overflow bursts every ~314 s (±10 s), ~45 s each, independent of level, VI rate and production rate; reproduces from t=30 s at the title, so it is headless-reproducible. |
| D323 | **G_TL_LOD bindings of explicit-LOD textures: PC samples driver mips from LOD0, N64 samples the authored mip chain (static census, 2026-09-21).** — full `## D323` entry at file tail | OPEN / parked — mechanism confirmed in code; census (`tools_pc/bg_lod_audit.py`) shows 15 levels with explicit-LOD textures bound under TEXTLOD-on classes (stat 378, azt 806 binds heaviest); overwhelmingly CI8/IA8 (subtle), the only RGBA5551 cut-outs are the D236 set (already fixed). No reported artifact; fix path documented (upload GL mip chains for TEXTLOD-on bindings) but not worth doing speculatively. Also documents GE's OMH field-write encoding (op 0xBA, value at absolute bit position in w1). |
| D324 | **GE's <stdlib.h> stub declares nothing, so TUs that include it get NO CRT prototypes — implicit `int f()` declarations silently corrupt non-int returns: `atof` garbage in every float ini parse (D38 class).** — full `## D324` entry at file tail | FIXED (2026-09-22) — proven impact: `Game.ScreenShakeIntensity` (the only float ini option) silently parsed to garbage whenever a user set it; caught via the D294 `GE_ROOMPOOL` hook. Fix: `port/shim/stdlib.h` now declares atof/strtod/strtol/atexit/getenv unconditionally (K&R form); pc_protos.h gains atof/strtod for game TUs; glass2.c PORT block uses `__builtin_memset`. Residual harmless implicit decls (atoi/floorf/sqrtf/memset builtins, lround) documented. |
| D325 | **ROM-mod (xdelta) compatibility: relocating/total-conversion mods cannot work while the file table is compiled in; in-place data-only mods are one sidecar-staleness fix away (Goldfinger 64 probe, 2026-09-22).** — full `## D325` entry at file tail | CLOSED as a question — mechanism measured (GF64 relocates 797/803 vanilla file slices; 12→24 MB expanded ROM; `d43_emit` dies on a vanilla-offset zlib slice). ASM mods never work; relocating mods need a runtime-parsed file table (rule-2 collision for added levels); in-place data-only mods need only a ROM-identity stamp in `manifest.csv` (`port/src/romconvert.c`). |
@@ -616,7 +616,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D327 | **Mod support, resolved plan: reading the file table out of the ROM is ruled out by measurement; content-addressed offset remapping (gap inference over contiguously-packed files) is the viable route (1964GEPD fork review, 2026-09-22).** — full `## D327` entry at file tail | RESOLVED — superseded by D328; approach (a) is NOT ruled out (these scans missed the 1172-compressed data segment). `hw_address` absent from the ROM in all 4 encodings tested (0 hits for the segment-relative form); `file_resource_table.inc.c` is a decomp reconstruction. Viable route: locate unchanged files by content, bound changed ones by neighbour gaps (`obInit` differencing proves contiguity). Verified primitive: GE's `0x7F000000` segment maps uncompressed from ROM `0x34b30`, uniquely signature-findable. 1964 fork is GPL-2.0 — facts only, no code reuse. |
| D328 | **Mod support is viable and D327's "ruled out" was wrong: GE's file table IS in the ROM, inside the 1172-compressed data segment, and locating it needs no hardcoded offsets (PD dabs fork review + verification on vanilla + 2 mods, 2026-09-22).** — full `## D328` entry at file tail | CLOSED as a question — table at `0x252c4` inside the segment inflated from ROM `0x21990` (727 rows; 681 exact offset+size matches vs filelist, 0 mismatches). Hardcode-free scan reads Random Eye's own table -> **704/726 files byte-identical** (vs 0/803 at vanilla offsets in D326) and GF64's 24 MB table correctly. PD's architecture is an offline importer + mod-dir override, not a runtime ROM loader; its MIT `rompatch.c` removes the GPL xdelta3 constraint. Remaining work is the mod-dir override layer. |
| D329 | **The D318/D320 guard anim pin is a tick-granularity divergence: it exists only at 1 sim tick per rendered frame (port at 60 fps); at 2+ ticks/frame (GE's normal N64 regime) it cannot persist (lockstep A/B, 2026-09-23).** — full `## D329` entry at file tail | FIXED — Rule-2 high-FPS fix in model.c; clk=1 no longer pins (WSL + native Windows), 0 triggers at clk=2; bunker1 golden failure predates it (on/off A/B); user playtest confirms N64-matching Ourumov timing; watchdog stays shipped for now. |
| D330 | **#103 (v0.3.0, Win 11): Auto-Aim / Look Ahead "won't stay on" in the in-game watch options: the mouse drove the analog stick inside the watch, and a small leftward flick selected OFF.** — full `## D330` entry at file tail | FIXED (port/src/input.c), build clean, bunker1 golden 3/3; mouse feel-check owed (a human must run it: select Auto-Aim, set ON, move the mouse; it must stay ON). |
| D330 | **#103 (v0.3.0, Win 11): Auto-Aim / Look Ahead "won't stay on" in the in-game watch options: the mouse drove the analog stick inside the watch, and a small leftward flick selected OFF.** — full `## D330` entry at file tail | FIXED (port/src/input.c) — user-confirmed 2026-09-25: Auto-Aim set ON in the watch stays ON while moving the mouse. |
| D331 | **Ejected shell casings never rendered on PC: `g_DefaultCasingModelRenderData` (u32[15] template) read as the wider PC `ModelRenderData` gave flags 0 (third instance of the D264 pattern; found by the D290 sibling sweep, never user-reported).** — full `## D331` entry at file tail | FIXED (gunfire.c `#ifdef PORT`, explicit template); PP7 casing verified on native Windows (before: none; after: brass casing ejects and tumbles); golden 3/3; Win + Linux builds clean. |
| D332 | **Reticule jitter in aim mode (RMB) — ROOT-CAUSED from live captures; fixed by adopting the Perfect Dark port's mouse-aim model behind `Input.PdMouseAim`.** The game's damped crosshair update runs once per SIM TICK while the port's GEPD overwrite runs once per input POLL, so the value displayed is `write * damp^k` with k varying (k=1 66%, k=2 18%, k=0 17% of frames). At damp 0.8 that stepped the drawn reticule 20% whenever k changed | **FIXED (`fix/mouse-pd-model`)** — `Input.PdMouseAim` (default off, live via `GE_PDMOUSEAim`): the port accumulates only and the game's integrator is driven by the port-supplied turn with PD's near-zero damp (0.01), via a `#ifdef PORT` hook in `sub_GAME_7F067FBC`. Two earlier fixes were tried and reverted (see the `## D332` entry). **Awaiting feel-test.** |
| D333 | **#104 (v0.3.0, Linux): FPS-style centred aim on RMB, delivered as `Input.AimStyle` (F10 "RMB aim style": N64 / PD DAMP / CENTRED), folding in D332's toggle.** — full `## D333` entry at file tail | IMPLEMENTED (port/src/input.c + optionsoverlay.c, port-only); default N64 = unchanged; build + golden clean; feel check owed. |
@@ -10765,6 +10765,8 @@ D243 (cutscene shake/duplication, its own CONSOLIDATED NEXT STEPS block appears
So on this path, stale keys either miss or hit the same image. Either GE's placement of Bunker 1's bg textures is order-independent here, or the key (`palette_hash`, `size_bytes`, fmt) disambiguates. The fix stays correct by construction: an address-keyed cache with no content check outlives an arena reset, and clearing it at every stage load costs only re-uploads during the loading screen. What's untested is the reported trigger: a real **death → mission failed → mission select → restart** (the front end's image-heavy briefing/folder screens and 3D models go through the stage arena in between) on the level where it was seen (Facility first). **Human test:** reproduce with `GE_D235_OFF=1` (expect wrong textures) and without (expect clean); note the level and surfaces. Confidence that the fix addresses the report: medium, since the mechanism is real but the trigger is not captured.
**2026-09-25 playtest (user, Windows, one ~46-min session Silo → Caverns, `GE_D322=1 GE_D204=1`, build `7baf4900`):** die → mission select → restart did not reproduce wrong textures (fix on). Still unreproduced in every configuration; stays OPEN only because the original trigger was never observed locally.
## D236 — Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).
**Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).** Eight passes so far (D265, D266–D270, D271, D272, D273, D274, D275–D276). Ruled out: IA4/IA8 decode (as originally scoped), the blend pipeline, fog combine (as originally scoped), portal-culling over-draw (D271, real bug, fixed, not the cause), converter/UV-conversion bugs (D272, code-read clean), the CI palette bit-layout (D273/D274, tested twice against real content), "mips absent" (D274, confirmed present/enabled), "identical UV window" *for the CI8 classes* (D272). **Current leading picture (D276, M-134): the actual visible weave at confirmed weave pixels is painted by a different, previously-dismissed class — an IA8 blocky-noise texture (`oml=0xc81049d8`/`fmt=3`) sampled with a fixed, byte-identical 2×-wrapped UV window and low fog, reproducing D265's original "same window" observation exactly (D269's CI8-classes framing had reframed away from that lead prematurely).** A third, unattributed CI8 class (`0x0c184b50`) may be the reference's actual discrete-tree layer and shows an erratic z/w suggesting its own occlusion/billboard bug — D236 may split into two root causes. **Ninth pass (D280, M-135): fog math verified N64-faithful (±2 truncation over 2505 verts), the IA8 noise class visually confirmed as the weave's painter (HF 14.8→2.9 when collapsed), `0xc8102078` ruled out (terrain, 1.4M tris), and the depth-race read inverted — `0x0c184b50` tree cards are IN FRONT of the noise quad (z/w smaller=closer) yet still don't visibly win; under deterministic `-level_36` boot they barely instantiate at all (~4 tris vs 720 in a free run). No quick win: remaining work is CPU-side instantiation/room-streaming, not a port fix.** **Tenth pass (M-155): that CPU-side-instantiation framing itself is REFUTED — three independent deterministic re-runs of the same `-level_36` boot (one with sustained camera rotation) proved the class's per-frame count is byte-identical, not run-to-run dependent; the earlier "~4 vs 720" comparison was an outdoor-vs-indoor room mismatch (the boot's scripted intro walks the camera out of the tree-bearing room at a fixed frame), not nondeterminism. No fix; the original wall-vs-discrete-sprites symptom is unresolved and untouched by this pass.** Distinct from D176(b)'s painted tree-line backdrop. Logged in `GRAPHICS-BACKLOG.md`.
@@ -11752,6 +11754,8 @@ Superseded history below (the original OPEN investigation, root cause not found
**v0.4.0 re-check (2026-09-23, native Windows, current `release/v0.4.0` build): does NOT reproduce.** Bare `-level_20` at 640x480 with a defaults ini, `GE_PCDUMP` 400–1200 every 25 frames, then 500–950 every 5 (91 frames covering the whole rocket pan and the cut to first person). A pixel scan for the reported flat `RGB(83,62,44)` ±6 finds only frames 825–840, and those are Bond's own head fading out as the camera pushes into first person (normal GE behaviour, eyeballed). No stray triangle anywhere in the window. **D271 A/B:** temporarily restoring the pre-D271 portal-bounds limit (1e5 instead of 1e38, `bg.c`) gives the identical result, so the D271 portal-culling fix is not what removed it. The M-155 probe runs (2026-09-16) had already missed the colour, so it has not reproduced headlessly since it was written up. Either it was fixed incidentally before 09-16 (not identified), or it is intermittent, which fits the user's "randomly". **Next:** the playtest brief item (play Silo normally, F12 if seen). If it isn't seen, close as not reproducible.
**2026-09-25 playtest (user, Windows, one ~46-min session Silo → Caverns, `GE_D322=1 GE_D204=1`, build `7baf4900`):** user reports the Silo intro clean. Closed; the specific fixing commit was never isolated.
## D289 — Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).
**Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).** **User's own read, most likely: the same computer-terminal SIGSEGV as D255** (Facility door-opening terminals — root-caused and FIXED this session, M-141, `vtxstore_fix_refs` reading `Model*` through the wrong union field, a 32-bit pointer truncation). D255's mechanism is generic to computer-terminal props, not Facility-specific, so a Dam terminal hitting the same bug is plausible and would already be fixed by the same patch. **Not yet confirmed** which build the user was on when this happened (pre- or post-D255-fix) — if it was pre-fix, this is very likely just D255 and needs no separate investigation; if it recurs on a build that has the D255 fix, that's a new, real, distinct bug worth its own crash log.
@@ -11810,6 +11814,8 @@ Superseded history below (the original OPEN investigation, root cause not found
**Status:** **FIXED (main symptom, user-confirmed); residual corner flicker OPEN** (2026-09-22). The 2× build is the shipped state. To close the residual: capture-bat run at max FOV with fast movement → if `FAIL alloc` recurs, the fix must cover whole-level residency (487 KB) **without** the 3× regression — options: scale only when the level's room-set total is known to exceed pool (bg data has per-room sizes at load), or a smaller targeted bump (e.g. 2.5×); any change needs BOTH a direct-boot AND a menu-driven verification.
**2026-09-25 playtest (user, Windows, one ~46-min session Silo → Caverns, `GE_D322=1 GE_D204=1`, build `7baf4900`):** walking past the CCCP monument did not reproduce the black ground. Confirmed fixed.
## D211 — PC FOV slider — `Video.FovScale` (M-83 QoL wave, port-only, `WIDESCREEN-FOV-PLAN.md` Phase 4).
**PC FOV slider — `Video.FovScale` (M-83 QoL wave, port-only, `WIDESCREEN-FOV-PLAN.md` Phase 4).** fast3d applies a multiplicative half-angle scale to every *perspective* projection matrix as it is loaded (`gfx_apply_fov_scale()` in `gfx_pc.cpp gfx_sp_matrix`, on the `G_MTX_PROJECTION | G_MTX_LOAD` path only — GE always reloads its view projection via `guPerspectiveF` at `fr.c:725`, so a relative `G_MTX_MUL` onto an already-scaled matrix cannot compound). Columns 0 and 1 are scaled by the same factor `tan(half_orig)/tan(half_adj)` → H and V FOV widen uniformly, aspect ratio exactly preserved (no stretch), and because the game rewrites fovy every frame for aim-zoom the scale composes with zoom for free. Ortho matrices (`P[3][3]==1`) are left untouched so HUD/menu 2D is unaffected. `Video.FovScale` = percent of the original vertical FOV, 50–150, **default 100 ⇒ `g_fov_scale == 1.0f` ⇒ guarded early-return, zero FP ops on the matrix ⇒ golden dumps byte-identical**. F10 overlay row "FOV scale %". Math checked offline (`s=1.25 → fovy 60°→75°`, aspect held at 1.3333).
@@ -12399,6 +12405,8 @@ This confirms the M-160/M-164/M-165 hypothesis (`## D173`'s own consolidated-nex
**2026-09-24 — likely root cause found in D336.** D311's own static pass named `bheadAdjustAnimation` as the one path where a corrupted value reaches `model->speed`. D336 showed that path computing Bond's head-bob start frame from a never-written alias field (`field_5C0` = N64 `model.animframe1`), i.e. uninitialised player-struct bytes, whose garbage depends on memory layout (room-pool size, previous level). That matches D311's intermittent `oldspeed=-1.75e18`-at-transition signature. After the D336 fix: headless Caverns (`-level_39`, user settings incl. the 2× room pool `ma=512000`, scripted movement/turning, ~80 s) gave **0 D156 guards, 0 D311 anomaly lines, no crash**. **Close after one live Caverns combat session (~2 min) stays D156/D311-silent.**
**2026-09-25 playtest (user, Windows, one ~46-min session Silo → Caverns, `GE_D322=1 GE_D204=1`, build `7baf4900`):** Caverns combat ~2 min, plus Silo onwards: zero `D311: … ANOMALY` lines (the probe logs via `osSyncPrintf` into the same log, and D318W lines from the same path prove it is live). Combined with D336 (upstream poison source) this closes D311. Guard stays (Rule-2 sign-off 2026-09-19).
## D312 — Throwable items (mines, grenades, etc.) can clip through walls in certain spots (user report, v0.3.0 pre-release playtest, 2026-09-18) — FIXED: `bgBuildRoomVtxBounds` mis-reads the G_VTX vertex count on PC (Gfx_le `dma.par` bit-layout shift), collapsing whole batches of wall geometry out of the collision query (diagnosed + fixed, 2026-09-18).
**Reported:** user's last-minute v0.3.0 playtest: thrown/placed throwable items — mines, grenades, "etc." — can pass through wall geometry in certain spots rather than colliding with it. Spot-dependent ("certain spots"), not universal.
@@ -12687,6 +12695,13 @@ Full campaign (or at minimum Silo → Caverns/Cradle) with **`GE_D322=1 GE_D204=
**Status:** **FIXED, user-confirmed live (2026-09-21)** — "the images and legal page and Nintendo logo are good now." Tooling fix + ntsc-final sidecars regenerated; headless-verified before the live check. Remaining: `pal-final`/`jpn-final` sidecar regeneration on machines holding those ROMs (`python tools_pc/d43_emit.py <region>` — the fix is in the tool, so any future regen is correct), and D75's last unverified scope: cast-roll models (status unknown since M-33; recheck with `GE_PCDUMP="1400-2200:25"`).
**2026-09-25 capture (user, Windows, ~46 min, Silo → Caverns, `GE_D322=1 GE_D204=1`, build `7baf4900`; log `scratch/d322_session.log`).** User: "sound gets glitchy… gunshots from your gun and other sounds start to drop out as things stack up"; "audio did get garbled" (times not noted). No crash.
- **Pools: no leak.** SFX voices (`sfx`) fall back to 0–2 in quiet stretches; physical voices never exhausted (min free 4/24, `lame` always 0); event queue max 28/64. The voice-pool-exhaustion/counter-drift hypothesis (ranked #1 above) is **refuted** for this session length.
- **(a) SFX soft cap saturation:** `sfx=8/8` in 10 of 204 samples in the first 17 min, all during combat. While 8 are playing, `sndPlaySfx` refuses new requests, so the player's own gunshots drop out. This is D207/D241. `maxSounds=8` is the game's own configuration, so the N64 has the same cap; open question = whether N64 voices free sooner (per-sound duration/release) or the port holds slots longer.
- **(b) NEW: periodic output-queue overflow ("garbled").** 1,244 blocks (~33 ms each) dropped at `audioSetNextBuffer` (`port/src/audio.c`, `q >= queueLimit` 2880) in **10 bursts starting at t = 30, 356, 672, 984, 1295, 1612, 1923, 2229, 2546 s**: period **~314 s** (306–326), each ~20–50 s, drops per 5 s ramping up (4 → 7 → … → 20) then stopping abruptly with `q` collapsing (e.g. 2576 → 624). Across bursts: VI steady at 60/s; produced-audio rate (`rt`, which counts dropped blocks too) ~0.99 throughout. So the queue sits near the limit while production is *not* above nominal, which implies the SDL device drains more slowly during a burst (or the regulator's floor exceeds the drain rate). It happens on every level and **already at t=30 s (title/menus)**, so it is **not gameplay load** and should reproduce headless.
- **Next (cheap):** headless 6–7 min run at the title with `GE_D204=1` (expect bursts at ~30 s and ~345 s); add per-block timestamps / SDL queued-bytes deltas to measure drain rate inside vs outside a burst; check the regulator floor (`g_MinFrameSize` × audio ticks/s vs 22050) and the `AUDIO_TARGET_FRAMES` setpoint (D204/F5) for a beat against the 60 Hz VI timer. A ~314 s period at a 2000-frame swing corresponds to a ~6 frames/s (~290 ppm) mismatch between the clocks.
## D323 — G_TL_LOD bindings of explicit-LOD textures: PC samples driver mips from LOD0; N64 samples the authored mip chain (static census, 2026-09-21)
**Context.** D107 established that GE's room DLs emit `G_TL_LOD` and that the port folds every LOD draw to tile 0 (driver-generated GL mips from the finest level). D236 then found + fixed the one case where that folding was *visibly* wrong for a type-1 (DETAIL) binding of an RGBA5551 cut-out. This entry closes the loop on the rest of the surface: how often do LOD-on draw classes bind textures that actually carry **authored** mip levels, and does the N64 hardware behavior differ from the port's?
@@ -13225,6 +13240,8 @@ So a player sets Auto-Aim ON with a key, touches the mouse, and it snaps back OF
**Status:** FIXED, feel-check owed. Cross-ref: D194, D261, WI-1 (`hipDirectCompute`).
**2026-09-25 playtest (user, Windows, one ~46-min session Silo → Caverns, `GE_D322=1 GE_D204=1`, build `7baf4900`):** watch → Control Options → Auto-Aim ON → mouse moved → stays ON. Feel-check done.
## D331 — Ejected shell casings never rendered on PC (D264 pattern, third site) (2026-09-23)
Found by the sibling-site sweep that D290 prompted (porting-notes §B "one layout bug often has sibling call sites"); never user-reported, likely because a missing casing is easy to overlook. `sub_GAME_7F068EC4` (`gunfire.c`, casing draw) initialises its render data with `*(ModelRenderData *)g_DefaultCasingModelRenderData`, where the global is `u32[15] = {0, 1, 3, 0…}` (`gun.c`): the N64 template basemtx NULL, zbufferenabled TRUE, flags 3. On PC `basemtx` is 8 bytes, so the words shift: zbufferenabled = 3, **flags = 0**, and `subdraw()` gates off every node. The copy also reads past the 60-byte array into whatever the linker put next. **Fix (`#ifdef PORT`, ABI/layout class, no Rule-2):** the explicit template, as in D264/D290. **Verified (native Windows, headless):** `-level_09`, `GE_INPUTSCRIPT="1000:Z;1020:Z"`, `GE_PCDUMP=850-1000:3`, shots at frames ~970/991. Before: impact sparks only, no casing. After: a brass casing ejects right of the PP7 and tumbles across frames 973–979. Bunker 1 golden 3/3; Windows + Linux builds clean. Sweep status: every `*(ModelRenderData *)` read in `src/game` is now covered (D215 :1592, D264, D290, D331). Cross-ref: D264, D290, porting-notes §A1/§B.