v0.2.1 polish: pull Game.SkipIntro from the F10 menu (breaks audio)

User spot-check of the v0.2.1 draft found that enabling Skip intro breaks
audio. It was already off by default (D216); removing the menu row so
players can't enable it until the audio interaction is root-caused. The
config var and lv.c hook are untouched (dead unless an existing ini already
has it set).

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
This commit is contained in:
James Dansereau committed 2026-09-15 09:18:40 -04:00
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@@ -30,6 +30,9 @@ Small hotfix batch from user playtest feedback on v0.2.0:
confirmed it's proximity/line-of-sight-triggered exactly as on the N64
(walk toward the room), not a port bug — the full scripted beat, including
the execution shot, fires correctly (D263).
- **Removed the `Skip intro` F10 toggle** — user testing found it breaks
audio. It was already off by default; it's now also pulled from the menu
entirely until root-caused (D216).
### What's new since v0.1.0
@@ -66,8 +69,8 @@ Small hotfix batch from user playtest feedback on v0.2.0:
per-mission pickups, as on N64).
- **Steam Deck first-run preset**: on SteamOS the first launch seeds
Deck-friendly defaults (native 1280×800 fullscreen, VSync, MSAA 4, 150%
draw/LOD distance); an existing `ge007.ini` always wins. Two more F10 rows:
*No hit flash* (suppresses the damage-flash overlay) and *Skip intro*.
draw/LOD distance); an existing `ge007.ini` always wins. One more F10 row:
*No hit flash* (suppresses the damage-flash overlay).
- **Modern dual-stick controller layout** (the scheme used by the console
re-releases): left stick move/strafe, right stick look, right trigger fire,
left trigger aim, A/X use, B/Y crouch/cancel, **RB/LB cycle weapons**.
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@@ -445,7 +445,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D213 | **On-screen FPS readout — `Video.DisplayFPS` (M-83 QoL wave, port-only, PD parity).** `port/src/optionsoverlay.c` samples frame time once per emitted frame (`fpsTick()` via `sysGetMicroseconds()`, ~0.5 s window) and, when enabled, emits a small top-right green "N FPS" DL even while the F10 panel is closed. Config-only knob (kept off the 13-row panel, which is at its documented layout limit — matches PD, whose `DisplayFPS` is also file-only). **Default 0 ⇒ `optionsOverlayEmit()` still returns NULL when the panel is closed ⇒ golden dumps byte-identical.** | **LANDED, port-only.** Build clean; `bunker1` no-op confirmed. **Owed:** eyeball that the counter reads a sane ~30 and doesn't overlap the HUD. |
| D214 | **Keyboard rebinding — `[Input.Bind]` config section (M-83, port-only, PD parity, Phase 4 debt).** `port/src/input.c` gains 12 gameplay actions (Forward/Back/StrafeLeft/StrafeRight/TurnLeft/TurnRight/Fire/Aim/Action/Cancel/LeanLeft/Start), each a comma-separated list of up to 4 SDL scancode names (`Input.Bind.Forward = W,Up` …). `inputRebuildBinds()` (called from `inputInit()`, after `configLoad()`) parses them via `SDL_GetScancodeFromName`; unknown names log a warning and are skipped. The old hardcoded `keyDown(ks, SDL_SCANCODE_*)` block in `inputComputePad` is replaced by `actHeld(ks, IA_*)`. Mouse buttons (fire = LMB, aim = RMB) stay hardwired; the mouse-wheel weapon-cycle A-pulse is untouched. **Defaults reproduce the previous FPS layout exactly — verified: all 20 default key names round-trip to the identical `SDL_Scancode` the old code used (`SDL_GetScancodeFromName` test, 0 mismatches).** Config-file only (no in-overlay text entry — matches PD, whose rebinding is also file-driven); a fresh `ge007.ini` gets the full `[Input.Bind]` block with the defaults visible. | **PARTIAL — M-84: code PASS (alt/ctrl); one doc-only fix.** LANDED, port-only, no `#ifdef PORT`; build clean. One doc bug fixed (no code change): `config.c` groups keys by the substring *before the last `.`*, so the section header is **`[Input.Bind]`**, not `[Bind]` — earlier finding/commit/QOL text was wrong. Working syntax: put `Fire = Left Alt` under `[Input.Bind]`, or write a fully-qualified `Input.Bind.Fire = Left Alt` line anywhere (`config.c:307`). Separately: the pause→**watch menu** does not wire Esc→back (still Enter to open/close/back) — pre-existing, `options.c`, minor. |
| D215 | **1P weapon viewmodel never drew in-level — `gunRenderFirstPersonGunModels` builds its `ModelRenderData` from a reinterpret across separately-declared adjacent globals that only works on N64 (M-83, D3x/ABI class; retires VIEWMODEL-RESEARCH.md).** The N64 line `renderdata = *(ModelRenderData *)&D_80035CC0;` (`gunfire.c`) casts the lone `u32 D_80035CC0 = 0;` to a whole `ModelRenderData` and reads on into the next declared global, `u32 D_80035CC4[] = {1, 3, 0, 0, …}` (`gun.c`) — yielding `{ basemtx=0, zbufferenabled=1, flags=3, rest=0 }` **only because the N64 linker lays the two globals out contiguously in declaration order and pointers are 4 B**. On x86-64 it breaks twice: `ModelRenderData`'s three pointer members (`basemtx`/`gdl`/`mtxlist`) widen 4→8 B so `flags` is no longer at struct offset 8, and C guarantees nothing about the two globals' relative placement. Measured (`GE_DVM=1`, BUNKER1): `renderdata.flags == 0`, so **every** weapon-model DL node was gated off at `modelRenderNodeGundl` (`(renderdata->flags & 1)`), and `subdraw()` for the weapon emitted just its `gSPSegment` — 1 gfx command instead of ~150. All three VIEWMODEL-RESEARCH.md ranked suspects were ruled out by the same probe first: `field_87F==1` (gate open), `RootNode` valid, `numRecords 22 < 192` (pool fine), node walk visits 24+ valid `DL`/`SWITCH`/`BSP` nodes. **Fix:** `#ifdef PORT` → set the three fields explicitly (`zbufferenabled=TRUE; flags=3;`), N64 line verbatim under `#else`. ABI/layout only, no logic change. | **FIXED (`src/game/gunfire.c`, `#ifdef PORT`).** Build clean. `GE_DVM=1` post-fix: `flags=0x3`, weapon `subdraw()` now emits **153** gfx commands (was 1). Regression sweep crash-free. `GE_DVM` gate+render probes left in, env-gated (cf. `GE_D193*`). **Owed:** one BUNKER1 eyeball that the gun model is actually visible + correctly posed (headless can't see pixels; the DL is now provably generated). The committed `bunker1` golden will need re-baselining — the gun now renders in-frame. |
| D216 | **`Game.SkipIntro` — boot straight to the file-select menu (M-83, port + one `#ifdef PORT` game-code line, PD parity, Phase 4 quick win).** New `s32 portSkipIntro` (`port/src/video.c`, `configRegisterInt("Game.SkipIntro", 0, 1)`), read once in `src/game/lv.c` at `LEVELID_TITLE` stage load — in the `else` of the existing `GE_STARTMENU` `#ifdef PORT` block. When set it does what every intro stage's own `!is_first_time_on_main_menu` branch does (`front.c`): `is_first_time_on_main_menu = FALSE; prev_keypresses = TRUE; maybe_is_in_menu = TRUE; menu_update = MENU_FILE_SELECT;` — i.e. it reuses the game's own post-intro route rather than inventing one, so the legal screen + Nintendo/Rare/GoldenEye logo attract loop is skipped. `GE_STARTMENU` still wins when both are set. Default 0 ⇒ untouched. | **LANDED + VERIFIED this session.** Build clean. Headless: default boot frame 90 = the TWYCROSS classification screen (10% non-black), `SkipIntro=1` frame 90 = the **SELECT FILE menu** (folders/photos/cursor all render, 89% non-black), no crash across repeated boots. Screenshots captured + eyeballed. **Owed:** nothing critical — a human boot to confirm the menu is fully interactive (cursor moves, a save slot opens). |
| D216 | **`Game.SkipIntro` — boot straight to the file-select menu (M-83, port + one `#ifdef PORT` game-code line, PD parity, Phase 4 quick win).** New `s32 portSkipIntro` (`port/src/video.c`, `configRegisterInt("Game.SkipIntro", 0, 1)`), read once in `src/game/lv.c` at `LEVELID_TITLE` stage load — in the `else` of the existing `GE_STARTMENU` `#ifdef PORT` block. When set it does what every intro stage's own `!is_first_time_on_main_menu` branch does (`front.c`): `is_first_time_on_main_menu = FALSE; prev_keypresses = TRUE; maybe_is_in_menu = TRUE; menu_update = MENU_FILE_SELECT;` — i.e. it reuses the game's own post-intro route rather than inventing one, so the legal screen + Nintendo/Rare/GoldenEye logo attract loop is skipped. `GE_STARTMENU` still wins when both are set. Default 0 ⇒ untouched. | **LANDED + VERIFIED this session.** Build clean. Headless: default boot frame 90 = the TWYCROSS classification screen (10% non-black), `SkipIntro=1` frame 90 = the **SELECT FILE menu** (folders/photos/cursor all render, 89% non-black), no crash across repeated boots. Screenshots captured + eyeballed. **Owed:** nothing critical — a human boot to confirm the menu is fully interactive (cursor moves, a save slot opens). **REGRESSED (v0.2.1 user testing, 2026-09-15): user reports enabling `Skip intro` breaks audio.** Not root-caused this session — leading suspect is that the intro/attract stages perform some audio-subsystem init (title/attract music kickoff, or a first-touch of the mixer) that `portSkipIntro`'s jump to `MENU_FILE_SELECT` bypasses. **Mitigation applied:** the `Game.SkipIntro` row was pulled from the F10 options overlay (`port/src/optionsoverlay.c`) so players can no longer enable it from the menu; the config var, default (0/off), and `lv.c` hook are untouched (so an existing `ge007.ini` with it already set would still trigger the bug — worth a follow-up hard-disable if that turns out to matter). Do not re-add the menu row without root-causing the audio interaction first. |
| D217 | **1P weapon viewmodel + third-person Bond model textures render garbled — wrong/stale palette on model-DL CI textures (M-84, user QA; surfaced by D215 now that the viewmodel draws).** BUNKER1/Facility: the PP7 viewmodel has yellow+blue scrambled texels and a solid **green** patch by the hammer; Bond's in-game **watch face** shows the same green mismatch; user reports the **third-person Bond world model** does this "sometimes" too. Signature matches the **D161 family** — a CI-format tile drawn without the expected TLUT state, so fast3d's `import_texture` indexes a **stale `rdp.palette`**. D161 fixed the explicit `G_TT_NONE` case; this looks like model DLs not emitting `gDPLoadTLUT` through the port path, or the palette segment not resolving for weapon/character geometry. **Not a D215 regression** — D215 only un-gated the DL. | **FIXED (M-90/M-92/M-97; PR #47 texpool alignment + PR #49 CI-cache palette key) — the green-texture defect is fixed and merged, confirmed by two independent human playtests. The white missing-texture residual (AK47 / NPC-held world-model weapons) is split out as D228.** Status cell had gone stale at OPEN; corrected M-105. History: root cause characterised M-86; headless repro: `-level_34` FACILITY ~frame 300–400, PP7 **grip = flat green block** + green ring at the barrel joint + green-cast hand; barrel/slide upper correct black. Also green on `-level_30` DEPOT. **Clean on `-level_09` BUNKER1** (A/B control — same PP7, identical DL). **Two separate defects found:** ① **Wrong palette bound (the visible green — upstream of fast3d).** The grip is a CI4 solid-fill of palette index 0. Green `(24,65,0)` == RGBA5551 `0x1A00` == `rdp.palette[0]` at grip-import time. The grip's `count=1` model `G_LOADTLUT` is fed **different source bytes per level** for the same tile: BUNKER `00 01`→`PD_BE16`→`0x0001` (black ✓), FACILITY `1a 00`→`0x1A00` (green ✗). fast3d byteswaps + stores faithfully (proven correct by BUNKER) — the wrong bytes *arrive* from the model-DL / segment-address path. Strong tell: every *larger* model TLUT has `raw[0]==raw[1]==0x0000` with real colour from index 2 ⇒ GE's model-TLUT payload likely carries a **4-byte (2-entry) leading zero pad**, OR the port's model-TLUT source pointer is **4 bytes / 2 entries too low** (then the `count=1` grip load reads the tail of the preceding CI blob — BUNKER lucky, FACILITY not; fits "widespread across levels + weapons"). Ruled out this session: not tail-overflow (index 0 is in-range; matches M-85 `GE_D217Z`), not the fast3d byteswap. **Next:** dump the grip TLUT `G_SETTIMG` target vs the ROM/`pcmodels` sidecar PP7-grip material bytes; confirm the 4-byte offset vs N64; fix in model-DL segment resolution or `tools_pc/d43_emit.py` blob placement (sidecar regen). ② **CI texture-cache collision (proven, real, separate; fix landed).** `gfx_texture_cache_lookup` (`gfx_pc.cpp:522`) keyed CI textures on `{addr, palette_addrs[0/1], palidx, size_bytes}` with **no palette-content check**; GE reissues `gDPLoadTLUT` from repeated scratch-arena addresses with different content, so a later material could take a stale HIT and sample another material's decoded palette. **Fix on branch `fix/d217-model-texture-palette` (commit `f6fc0399`):** FNV-1a hash of the 512-byte `rdp.palette` computed only in `gfx_dp_load_tlut()`, added to the CI cache key (`port/fast3d/gfx_pc.{cpp,h}`, fast3d-internal, no `#ifdef`). Cheap, cannot worsen a decode; **owes a full 21-level `verify.sh sweep`** before merge (touches every palettized world texture's import path — cache-churn risk only). Does **not** fix defect ①. Screenshots: session scratchpad `d217/`, `fac_gun_crop.png`. Cross-ref `docs/dev/GRAPHICS-BACKLOG.md`. **User playtest matrix (M-87, raw notes — not yet triaged):** DAM/PPK: watch still green; AK47 viewmodel has white (missing-texture) patches on the magazine + barrel. FACILITY: PPK garbled **green AND blue**; 3rd-person Bond world model shows greenness on level load-in; AK47 has "weird blue / glitched" textures. JUNGLE: M16 viewmodel is orange in spots. Confirms multi-weapon (PP7/AK47/M16), multi-color (green/blue/white/orange) — consistent with the upstream model-TLUT-source theory (different trailing garbage per weapon/material) rather than one single fixed offset. **Scope clarified (M-87):** not just Bond's 1P viewmodel / 3P world model — **NPC-held weapon models (other characters' guns in third person) show the same glitched-color/white-missing texture symptom.** So the defect is in the shared weapon-model-DL/TLUT path used by *any* character holding that weapon, not something specific to Bond's model or the 1P viewmodel rig — widens the likely fix surface (weapon model loading in general) beyond "Bond's gun." **M-87 clarification:** not uniform across levels — severity and glitch *type* both vary per level (some levels show it lightly, some not at all in a given session, and the specific wrong-color/missing pLine truncated
| D218 | **Wide FOV exposes the per-level draw-distance / fog boundary — "blue artifacting" down long peripheral sightlines (M-84, user QA on the D211 FOV slider).** BUNKER→**Dam main tunnel** at `FovScale` ~150: geometry / backdrop past the level's fog-end distance shows at the widened frustum edges (blue = Dam's fog tint). Not a render bug — `fogLoadCurrentEnvironment` (`bgfog.c:305`) does `viSetZRange(Visibility.BlendMultiplier, Visibility.FarFog)`, so **`Visibility.FarFog` is both the far clip plane and the fog-saturation distance**; levels tune it for the stock ~60° FOV. | **Logged (M-84), fix proposed + parked.** Plan: `Video.DrawDistance` (percent, 100–400, default 100 ⇒ no-op) `#ifdef PORT` multiplier on `FarFog` at `bgfog.c:305` (+ the direct `arg0->Visibility.FarFog` reads just below, so fog stays consistent) plus `Video.DrawDistanceAutoFov` (0/1, default 1 — couples draw distance to `FovScale` unless `DrawDistance` is set explicitly). Clamp effective multiplier ≲2.5× (small znear ⇒ far-field z-fighting risk). **M-87: user confirms still occurring** at high FOV, and — reversing the earlier "not implemented by user request" — **now wants `Video.DrawDistance` implemented as a real QoL feature**, plus scope it to cover **LOD/detail-distance in general**, not just the fog/far-clip boundary this row root-caused. Open question for that broader ask: does GE have a *separate* geometry/object LOD-swap or draw-culling distance mechanism (distinct from `Visibility.FarFog`) worth exposing too, or is fog-distance the only meaningful "how far can you see" knob in this engine? Check for a per-object visibility-radius / simple-model-swap system before assuming `FarFog` is the whole story. **FIXED as designed, awaiting visual verification (M-121).** Implemented exactly the parked plan: `f32 portDrawDistanceMultiplier(void)` (`port/src/video.c`) — an explicit `Video.DrawDistance != 100` wins outright, otherwise `Video.DrawDistanceAutoFov` (default on) couples the multiplier 1:1 to `Video.FovScale`, clamped to `[1.0, 2.5]` (never shrinks draw distance; the 2.5x ceiling is the finding's own far-field z-fighting caution). Applied in `fogLoadCurrentEnvironment` (`bgfog.c`) to a new local (`scaledFarFog`) used at *both* the `viSetZRange` far-clip call and the `g_CurFogDetails.scaled_far_fog_dist` fog-blend read just below it, so the clip plane and the fog math stay consistent per the original plan's own note — the level's `EnvironmentRecord` itself is never mutated (it's shared/reloaded, not a per-frame copy). Both new config keys added to the F10 overlay (`Video.DrawDistance` slider, `Video.DrawDistanceAutoFov` toggle) alongside the existing `FovScale` row. Identity at both defaults (`DrawDistance=100`, `FovScale=100` ⇒ `portFovScale==1.0f`) by construction. **Broader LOD-swap question from M-87 ANSWERED — yes, and now exposed too (same session, M-121 continued).** `src/game/model.c` has a real, distinct geometry-LOD system: `MODELNODE_OPCODE_LOD` nodes whose children are shown/hidden per-frame by `modelUpdateDistanceRelations()` testing a view-space `distance` (scaled by `getPlayer_c_lodscalez()`, itself now FOV-consistent per this session's D222 fix) against each node's `MinDistance`/`MaxDistance` — a genuine detail-swap mechanism, separate from the fog-visibility-fade this row already fixed. It even has an existing ground-truth multiplier hook, `g_ModelDistanceScale`, already used transiently by the game itself (`chr.c`'s 0.3125f close-up override, `front.c`/`title.c`'s menu-model `modelSetDistanceDisabled`). Rather than write to that shared global (would fight those existing overrides), added a second, composed multiplier at the same call site: `f32 portLodDistanceMultiplier(void)` (`port/src/video.c`), driven by new `Video.LodDistance` (percent, 25-400, default 100) and `Video.LodDistanceAutoFov` (**default OFF**, unlike `DrawDistanceAutoFov` — this is meant as a standalone performance lever the user can pull *down*, not something that silently adds cost as FovScale widens) — `distance *= portLodDistanceMultiplier()`, inverse-scaled so `LodDistance=200` keeps full detail twice as far (more cost) and `LodDistance=50` drops to the lower LOD twice as soon (less cost). Both new keys in the F10 overlay alongside `DrawDistance`. Identity at `LodDistance=100`. Rebuilt clean, crash-free at `LodDistance=40` (aggressive) on Dam and at defaults on bunker1. **M-121 live playtest, iterated to a working state.** Two real issues found and fixed while testing live on Dam with the user: (1) **regression** — the D222 fix (above) correctly widened `c_lodscalez` for the screen-edge cull planes, but that same value is *also* read directly by `propobj.c`'s `chrobjFogVisRangeRelated()`/`sub_GAME_7F054C58()` (the character/prop fog-visibility-fade cutoff) — uncompensated, this made guards fade/disappear *sooner* at wide FOV than before D222, the opposite of the intent. Fixed by dividing that same Line truncated
| D219 | **PPK explosions render purple on Dam (M-87, user QA, "not 3D but noting").** Effect-color defect, not a texture-decode one — likely the D172 particle-color family (`gfx_lod_tile_offset` / `G_CC_INTERFERENCE` channel-order class) recurring on a different particle type/weapon than the D172 fix covered, or a fresh instance of the same class. | **RESOLVED (M-115, 2026-09-12)** — byte-order fix in `src/game/image.c` scoped by pixel format (16-bit family bswap16-at-store, 32-bit identity); user playtest-confirmed. Superseded history below, which began: **OPEN — observed, not investigated.** Next: `GE_PCDUMP`/`GE_TEXDUMP` a Dam PPK explosion; check whether it's the same `gfx_lod_tile_offset` tile-sampling defect D172 fixed for blood, on an explosion DL D172's fix didn't touch. **Status: re-checked at runtime M-90 — mechanism covered by the D172 fix on current `main`; close pending a human by-eye pass (folds into PR #47 playtest).** **M-89 triage (local-Qwen, static analysis only, not yet runtime-confirmed):** the explosion DLs (`assets/oddtextures.c` `globalDL_0x078/0x120/0x1c8/0x270…`) use the same `G_CYC_2CYCLE`+`G_CC_INTERFERENCE,G_CC_MODULATEIA2`+`G_TL_TILE`, tile0=IA smoke/tile1=RGBA fire mechanism as the already-fixed D172 blood/spark records — no separate/unfixed code path found in `explosion.c` or the asset DLs. If still purple after D172's fix (which the user's Dam report postdates — needs re-confirming on current `main`), the next suspect is the GLSL combiner implementation of `G_CC_INTERFERENCE`+`G_CC_MODULATEIA2` for cycle 2 specifically (`gfx_generate_cc`, `port/fast3d/gfx_pc.cpp:312-494`), not the tile-offset fix. **Next, concrete:** run Dam (`-level_33`) with `GE_D172=1` while triggering a PPK/grenade explosion and check for "BUG" lines in the log (silence = D172's fix already covers this DL and the row can likely close on a re-test; needs a scripted-fire repro, not yet built). **M-90 runtime re-check DONE (scripted-fire repro built with `GE_INPUTSCRIPT`): the D172 fix demonstrably covers Dam's particle DLs — row can close on a human by-eye pass.** Ran `-level_33` headless with `GE_D172=1`, 64 scripted Z-pulses (`GE_INPUTSCRIPT="200:Z;215:Z;..."`, ~15 controller-reads apart) and a `GE_PCDUMP` window over the same span. Result: **40/40 particle multitex tris log `SAMPLED1=tile1 (tmem=392)`** — the correct RGBA fire tile, i.e. exactly the post-D172-fix behaviour (pre-fix these read `SAMPLED1 = tile0 (tmem=0 fmt=IA)`, the smoke texture); **zero** "BUG"/unknown-GBI/D146-abort lines; **0** purple/magenta pixels (`r>120, b>120, g<90, r-g>50, b-g>50`) across all 28 captured frames. Caveat: the user's M-87 "purple" report may predate the D172 fix on their binary (playtests run on whatever build was current); this re-check proves the sampling path is correct on current `main`, which is as far as a headless pass can take it — a final by-eye look at a live Dam PPK firefight is the honest closer (cheap for the user, folds into the D217 PR #47 playtest). **M-108 — REOPENED, the by-eye closer FAILED.** User played a live Dam (`-level_33`) PPK firefight on the current `main` build (post-D233/D234 fixes, same session as D243) and confirmed explosions are **still blue/purple**, directly contradicting M-90's clean scripted-repro result (40/40 correct-tile samples, 0 purple pixels, 28 frames). This means the M-90 `GE_INPUTSCRIPT` scripted-fire repro was very likely **not exercising the same explosion instance/DL the live firefight hits** — plausible gaps: a different explosion variant (grenade vs. bullet-impact spark vs. enemy-death vs. PPK-specific muzzle/hit effect) using a DL the scripted test's Z-pulses didn't trigger, or a state/lighting/prim-color condition (M-89's alternate suspect: the `G_CC_INTERFERENCE`+`G_CC_MODULATEIA2` cycle-2 GLSL combiner implementation, `gfx_generate_cc`, `port/fast3d/gfx_pc.cpp:312-494`) that only manifests under conditions the synthetic repro didn't reproduce. **Do not trust the M-90 all-clear for this finding going forward** — it proved one particle path clean, not that Dam's live-fire purple is fixed. Next: a live `GE_PCDUMP`/`GE_D172=1` capture during an actual purple explosion in real play (not a scripted approximation) is now the only way forward — need to pin down exactly what triggers it (PPK gunshots hitting a surface/enemy? a thrown/tossed explosive? which). **User has now confirmed (2026-09-12) this is NOT Dam-exclusive — game-wide, not just suspected.** Treat as confirmed scope, not pending a second-level check. **User wants this actively fixed, not just triaged** — next session should prioritize a live `GE_PCDUMP`/`GE_D172=1` capture during a real explosion (any level) over further static analysis, since the M-89/M-90 static passes are exhausted on this finding without producing a fix. **New HIGH-interest lead (M-110): `explosion.c` never clears `G_LIGHTING` before drawing any of the 15 particle DLs** (`globalDL_0x078` through `0Line truncated
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@@ -127,9 +127,11 @@ static struct Row rows[] = {
/* D232: the community "no damage flash" toggle (suppresses the red/green
* hit-flash overlay in bondview2). */
{ "Game.NoHitFlash", "No hit flash", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
/* D216: read once at title-stage load (lv.c) -- toggling it takes effect
* the next time the title screen is reached. */
{ "Game.SkipIntro", "Skip intro", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },
/* D216/Game.SkipIntro: user report (v0.2.1 testing) that it breaks audio
* -- pulled from the menu until root-caused. Not exposed to players; the
* config var + lv.c hook stay in place (dead unless an existing ini has
* it set, which no menu path can do any more). Do not re-add without
* fixing the underlying issue first. */
/* D257: everything-unlocked goodie (default ON). Consumed at startup by
* main.c -- applies from the next launch. */
{ "Game.AllUnlocked", "All unlocked", ROW_TOGGLE, 1, kOnOff, 0, 0, 0, 0,0,0,0,0 },