From b2efc0af9db478c46c39847e6c117516a72fc942 Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Tue, 8 Sep 2026 20:38:39 -0400 Subject: [PATCH] fix(D176a): phase-fold sky texcoords to kill the horizon streak (Defect 1) Cloud tile is s_skywaterimages[0] = 64x64 IA8, G_TX_WRAP -> it tiles. GE's screen-space textured-quad idiom is tc = width<<5 (glass2.c:678), so skyPortRenderPoly's *32.0f scale was correct; the bug was (s16) overflow on the +/-20k-texel horizon S/T (unk20/unk24 are texel coords, not fractions). Fix: fold every vertex of one primitive by the same multiple of the 64-texel tile period before scaling. Inter-vertex deltas (hence the interpolated cloud texture) are preserved; magnitudes stay in s16 range. Exact for any triangle whose S/T span is < ~1000 texels -- everything except tris straddling the horizon line, which are Defect 2 (adaptive tessellation). sky.c #ifdef PORT only; N64 path unchanged. Builds clean; bunker1 + statue verify PASS, no crash. UNVERIFIED VISUALLY -- owed: one -level_22 screenshot (D176a-SKY-NOTES.md 'Verification ask'). Also: rebased onto main (porting-notes.md conflict resolved). --- docs/dev/D176a-SKY-NOTES.md | 62 ++++++++++++++++++++++++++++++------ docs/dev/GRAPHICS-BACKLOG.md | 2 +- docs/dev/findings.md | 25 +++++++++++++++ src/game/sky.c | 21 ++++++++++-- 4 files changed, 97 insertions(+), 13 deletions(-) diff --git a/docs/dev/D176a-SKY-NOTES.md b/docs/dev/D176a-SKY-NOTES.md index 0f506ab4..2e728c89 100644 --- a/docs/dev/D176a-SKY-NOTES.md +++ b/docs/dev/D176a-SKY-NOTES.md @@ -47,17 +47,39 @@ this doc. ## Defect 1 — texcoord shear (clouds smeared into streaks) -`skyPortRenderPoly` uses `tc = unk20 × 32.0f` — a magic number. GBI vertex -`tc` is **S8.8 texel** space; the real RSP path applies the sky image's tile -shifts to the streamed S/T. Fix spec: +`skyPortRenderPoly` uses `tc = unk20 × 32.0f` — a magic number. -1. Read the base-tile descriptor of the cloud image (`skywaterimages[0]`, - GIMG offset `0xFB4` per M-36) from the extracted assets/sidecar — get W, H - and shifts/shiftt. -2. Cross-check against how `gfx_pc.cpp` addresses texels for a known-good - textured DL (the working reference). -3. Replace the magic: if streamed S/T are image fractions f ∈ [0,1), then - `tc = f × (W << 8)` / `f × (H << 8)`. Verify on `-level_22`. +### M-82 update — the scale is right, the magnitude is the bug + +- **Cloud texture is `s_skywaterimages[0]` = `IMAGE_CLOUDS_GRAYSCALE`, + `0x40 × 0x40` (64×64), `G_IM_FMT_IA` / `G_IM_SIZ_8b`, `G_TX_WRAP`/`G_TX_WRAP`** + (`assets/oddtextures.c:646`). Not a fraction-indexed texture — it *tiles*. +- **GE's own screen-space textured-quad idiom is `tc = width << 5`** + (`src/game/glass2.c:678,689` — `sImageTableEntry.width << 5` / + `.height << 5`). `<< 5` = ×32 = the S10.5 texel fixed-point fast3d expects, + and it divides `tc` by `tex_width` before GL_REPEAT. So the patch's `× 32.0f` + **is the correct scale** — provided `unk20`/`unk24` are already in *texel* + units (they are: the cloud-tiling math in `sub_GAME_7F097388` / + `CloudRepeat(skyheight)=10000` produces texel coords in the thousands, and + M-47 measured `unk20` reaching ±20 000 near the horizon). +- **The bug: `(s16)(20000 * 32)` overflows.** `Vtx.tc` is `s16` (±32767); a + horizon vertex needs `tc` ≈ 640 000. It wraps/saturates → the streak. +- **Fix (no fast3d change, no grid needed for the near/mid sky):** phase-fold + every vertex of *one primitive* by the **same** multiple of the tile period + (64 texels), so inter-vertex deltas are preserved but magnitudes stay in + s16 range: + ```c + s32 foldS = (s32)floorf(vmin_unk20 / 64.0f) * 64; // vmin over this prim's verts + s32 foldT = (s32)floorf(vmin_unk24 / 64.0f) * 64; + tc[0] = (s16)((v[i]->unk20 - foldS) * 32.0f); + tc[1] = (s16)((v[i]->unk24 - foldT) * 32.0f); + ``` + This is exact wherever the S/T *span across a single triangle* is + < ~1000 texels (s16 range ÷ 32). It holds for the corner-quad tessellation + the current patch emits everywhere except triangles that straddle the + horizon line, where the span diverges — those still need Defect-2's + finer/adaptive tessellation. Land the fold first (fixes most of the frame), + keep the grid as the horizon-band follow-up. ## Defect 2 — vertical coverage (band fills only top ~25%) @@ -83,3 +105,23 @@ Next steps (one focused session): Finish **Path B** first — geometry already works; both defects are unit/ vertex-set questions answerable in one render-iterate session. Keep Path A as fallback; it is now fully specified by this doc if B stalls. + +## Verification ask (M-82 — for the next session with a display) + +The Defect-1 phase-fold is committed to PR #18 but **unverified visually** +(this session had no display). One check settles it: + +1. `./build-pc/ge007.x86_64.exe -level_22` (Statue, night). At the intro the + camera faces the horizon within a few seconds. +2. Look at the upper half of the frame: + - **Black** → Path B still not emitting (regression from the rebase — + check `skyPortRenderPoly` is reached; `GE_D176=1`). + - **Clouds, but smeared into horizontal streaks** → the fold didn't take; + re-check `unk20`/`unk24` really are texels (probe their range). + - **Recognisable tiled cloud texture, correct near/mid, ragged or missing + right at the horizon line** → fold works; that ragged band is Defect 2 + → adaptive tessellation is the next task. + - **Looks right** → close Defect 1, mark PR #18 ready pending a + `-level_36`/`-29`/Dam-exterior spot check. +3. A `GE_PCDUMP="330-390:30"` capture of that run attached to PR #18 is enough + for a remote reviewer to make the same call. diff --git a/docs/dev/GRAPHICS-BACKLOG.md b/docs/dev/GRAPHICS-BACKLOG.md index 4bbf5861..1081fd74 100644 --- a/docs/dev/GRAPHICS-BACKLOG.md +++ b/docs/dev/GRAPHICS-BACKLOG.md @@ -21,7 +21,7 @@ once the game is playable start-to-finish without crashes. | **D172** | Bullet-impact / blood particle spray renders magenta or cyan instead of dark red (visible on guards hit at close range on Silo). | **Root-cause candidate found, static research done** (`docs/dev/D172-PARTICLE-COLOR-RESEARCH.md`). Particles get CC/tile state from 15 ROM records replayed via `gSPDisplayList` (`explosion.c:894`); each record contains an opcode **0xB9** that fast3d does not handle → the D146 unknown-opcode guard kills the sub-DL before the record's `G_SETCOMBINE`+`G_SETTIMG` apply → particles draw with stale state = magenta/cyan. SETCOMBINE decode itself verified correct. Verify in-game: watch console for `D146: unknown GBI opcode 0xb9` while shooting (rate-limited to 20). Fix: decode 0xB9 semantics (ginit.s missing from repo — trace gmain.s 0x80–0xBF group or infer from data) + implement in fast3d. | | **D178** | Objectives not listed correctly on the pre-mission briefing screen (the mission overview shown before starting a level). | **M-36 triage: the objective lines are BLANK, not wrong.** `GE_STARTMENU=10` Dam briefing renders the header fine ("OHMSS / Agent: James Bond / Mission 1: Arkangelsk / Part i: Dam / PRIMARY OBJECTIVES:") then just the bullet "a." with no text and no b/c/d. → **D143/D151 blank-text family** (`langGet()` → NULL → silent blank), *not* a propDef walk / difficulty decode. **Family B** in `docs/dev/M-36-TRIAGE.md` — find which lang bank the front-end briefing flow fails to load. Re-confirm the exact shape in a *real* briefing (the `GE_STARTMENU` boot skips real save state). Close relatives: D151 (watch objective text blank — type-35/23 `text` slot u16→u32 fix, M-28; interactive re-verify was still pending), D143 (briefing/objective text blank via `langGet` NULL), D157 (objective difficulty byte offset — could make difficulty-gated objectives appear/disappear wrongly). The pre-start briefing is a *different surface* from the in-level watch, so D151's fix may not cover it. **Next:** ask user which level + what exactly shows vs expected; compare against `docs/dev/LEVEL-OBJECTIVES.md` (regenerated post-D157); if lines are blank → D143/D151 family (`langGet` NULL guard = silent blank), if wrong objectives listed → propDef type-23 record walk / difficulty decode. | | **D175** | In-game stutter / brief hang during normal play — observed opening a door on Runway (mission 3, `-level_35`) and also on Surface. No backtrace captured (gdb attach missed the window; it self-recovered). | **Observed, not investigated** (user QA report). Matches known transient-hang classes rather than looking new: D155 (post-slow-load catch-up spiral — clamped), D156 (anim NaN loop — guarded, prints one-shot stderr diag if it fires), D134 (SP/DP task-done event swallowed — fixed M-22, Runway was an original victim), D147/D152 (audio `s_imLock` steal = ~2 s hiccup). Door-open specifically = new room first visible → one-off texture-import/frame spike (likely benign). **Next:** reproduce under `tools_pc/debug.ps1` with the box idle; check console for the D156 stderr diag; if it recurs, attach gdb mid-hang and pattern-match `bt` (import_texture = benign slow frame; model.c:3131 spin = D156; pthread_mutex_lock on s_imLock = D147/D152). | -| **D176** | Surface exterior renders wrong (two co-located defects). **(a)** Sky is solid **black** — the skybox / sky gradient does not draw at all (reference: warm sunset cloud gradient). **(b)** The perimeter **tree-line backdrop renders as grey TV-static / comb interlacing** instead of snow-laden pines — the geometry is present and roughly the right silhouette but every tree texture is scrambled noise. Ground, tunnel and the dish/bunker building draw fine. | **Observed, screenshots committed** (M-35, user QA; `docs/img/bugs/d176-surface-exterior-our-build.png` vs `-reference.png`). Level is the shared Surface exterior — user reached it Dam→Surface on Agent so this is **Surface (i) `-level_36`** (confirm it also affects `-level_43`). **(a)** black sky: **M-36 partial (findings.md "D176(a)").** Env data is correct (`Sky.Clouds=1`, `CloudRGB=240,120,30`, `SkyImageId=0`); `skyRender` runs the cloud path and classifies corners correctly (switch case 12), but `skyRenderTri`/`skyRenderFull` emit nothing — not even the `env->RGB` fill shows. Not root-caused: next is probing `sub_GAME_7F097388` projected coords, verifying `skywaterimages[0]` resolves on PC (`image_bank.c` GIMG offset `0xFB4`), and a fast3d sky-tri trace. `GE_D176=1` probe shipped. **M-37: ROOT-CAUSED** — `skyRenderTri`/`skyRenderFull` build geometry *exclusively* as `G_RDPHALF_*` immediates, which `gfx_pc.cpp` deliberately no-ops (identical no-op in the PD port); fix = decode the RDPHALF tri-raster stream in fast3d (~1 session, genuine new code). **M-42: `-level_22` (Statue) confirmed a clean headless repro** — bare boot, frame ~360, upper half pure black; use it to verify the decoder. **M-47 + read-only consolidation:** Path B draft exists (`scratchpad/sky.patch`, `skyPortRenderPoly` PORT hook — geometry+texture reach GL, two unit defects open) and the full RDPHALF wire format is now decoded (S15.1 half-packing, 8-component perspective-interpolated vertex vectors); next session is mechanical per `docs/dev/D176a-SKY-NOTES.md`. `-level_36`/`-43` intro cams face down (not a sky test without `GE_INPUTSCRIPT`). **(b)** tree/rock static: **M-36 triage — NOT the D159 family.** `texSwapAltRowBytes` is a full `#ifdef PORT` no-op (`image.c:2199`), it cannot cause this. Real cause: `port/fast3d/gfx_pc.cpp` `import_texture_*` assume `line_size_bytes == full_image_line_size_bytes` (`SUPPORT_CHECK`; rgba16's is commented out *"trips ... with a garbage size"* `:658`) → non-PoT / sub-rect tiles get a flat linear read → diagonal row shear = grey static. **Family A** in `docs/dev/M-36-TRIAGE.md`. Fix: honour `line_size_bytes` as the real source pitch. Same defect as D182(2). | +| **D176** | Surface exterior renders wrong (two co-located defects). **(a)** Sky is solid **black** — the skybox / sky gradient does not draw at all (reference: warm sunset cloud gradient). **(b)** The perimeter **tree-line backdrop renders as grey TV-static / comb interlacing** instead of snow-laden pines — the geometry is present and roughly the right silhouette but every tree texture is scrambled noise. Ground, tunnel and the dish/bunker building draw fine. | **Observed, screenshots committed** (M-35, user QA; `docs/img/bugs/d176-surface-exterior-our-build.png` vs `-reference.png`). Level is the shared Surface exterior — user reached it Dam→Surface on Agent so this is **Surface (i) `-level_36`** (confirm it also affects `-level_43`). **(a)** black sky: **M-36 partial (findings.md "D176(a)").** Env data is correct (`Sky.Clouds=1`, `CloudRGB=240,120,30`, `SkyImageId=0`); `skyRender` runs the cloud path and classifies corners correctly (switch case 12), but `skyRenderTri`/`skyRenderFull` emit nothing — not even the `env->RGB` fill shows. Not root-caused: next is probing `sub_GAME_7F097388` projected coords, verifying `skywaterimages[0]` resolves on PC (`image_bank.c` GIMG offset `0xFB4`), and a fast3d sky-tri trace. `GE_D176=1` probe shipped. **M-37: ROOT-CAUSED** — `skyRenderTri`/`skyRenderFull` build geometry *exclusively* as `G_RDPHALF_*` immediates, which `gfx_pc.cpp` deliberately no-ops (identical no-op in the PD port); fix = decode the RDPHALF tri-raster stream in fast3d (~1 session, genuine new code). **M-42: `-level_22` (Statue) confirmed a clean headless repro** — bare boot, frame ~360, upper half pure black; use it to verify the decoder. **M-47 + read-only consolidation:** Path B draft exists (`scratchpad/sky.patch`, `skyPortRenderPoly` PORT hook — geometry+texture reach GL, two unit defects open) and the full RDPHALF wire format is now decoded (S15.1 half-packing, 8-component perspective-interpolated vertex vectors); next session is mechanical per `docs/dev/D176a-SKY-NOTES.md`. `-level_36`/`-43` intro cams face down (not a sky test without `GE_INPUTSCRIPT`). **M-82: PR #18 rebased onto main + Defect-1 fix applied** — cloud tile is `s_skywaterimages[0]` = 64×64 IA8; the patch's `tc = S·32` scale is correct (matches GE's `width<<5` idiom, `glass2.c:678`), the bug was `(s16)` overflow on the ±20k-texel horizon S/T; fix = per-primitive phase-fold to the 64-texel period (`sky.c` `skyPortRenderPoly`, `#ifdef PORT`). Builds clean, no crash (bunker1/statue/surface1 verify PASS). **Unverified visually** — owed: one `-level_22` screenshot (see `D176a-SKY-NOTES.md` "verification ask"). Defect 2 (horizon-band coverage / straddling tris) still open → adaptive tessellation. **(b)** tree/rock static: **M-36 triage — NOT the D159 family.** `texSwapAltRowBytes` is a full `#ifdef PORT` no-op (`image.c:2199`), it cannot cause this. Real cause: `port/fast3d/gfx_pc.cpp` `import_texture_*` assume `line_size_bytes == full_image_line_size_bytes` (`SUPPORT_CHECK`; rgba16's is commented out *"trips ... with a garbage size"* `:658`) → non-PoT / sub-rect tiles get a flat linear read → diagonal row shear = grey static. **Family A** in `docs/dev/M-36-TRIAGE.md`. Fix: honour `line_size_bytes` as the real source pitch. Same defect as D182(2). | | **D174** | "No blood effect" — user reports no visible blood when shooting guards / into surfaces. | **User QA report; likely D120, unverified.** Decals: the D120 `PointUsage[]` converter fix (M-30) was never interactively verified and only takes effect after a full sidecar regen (`d43 && d69 && d88 --regen`) — check whether the playtest build had regenerated sidecars before concluding the fix failed. Spray: D172 observed the particle spray *drawing* (wrong color, magenta/cyan) on Silo — if the user sees no spray either, that's new info (different weapon/range, or the D172 decode is worse than "wrong color"). First step: BUNKER1 firefight with regenerated sidecars; if decals still absent, instrument the `chr.c:3328` decal walk. | | **D173** | Third-person Bond model (the player-representing figure shown at level start) spawns too high — floats well above the ground "a lot of the time" while the actual player spawn is correct. Same symptom on the Cuba end credits: JB stands ~6 ft in the air above Natalya. | **Confirmed still present across the full 21-level playthrough (M-49).** **Observed, not investigated** (user QA report). D75 animated-model family but a *position* defect, not absence — M-33 confirmed the gun-barrel Bond renders fine upright. Suspects: (a) intro/credits puppet chr spawn position vs the model's base transform; (b) anim root-motion accumulation (`modelSetAnimFrame2WithChrStuff`, D156 area) offsetting the rendered joints above the body origin; (c) a `coord3d`/packed-float decode in the intro camera/model setup. "Player spawning is OK" localises it to the render-side model, not `g_CurrentPlayer` state. | | **D182** | SELECT FILE screen degrades after navigating away and back (main menu → file select, or backing out of file select and re-entering). On the fresh screen the 007 gun-barrel spiral / Bond silhouette renders behind the file boxes; after a round-trip **the Bond image stops drawing entirely** and the whole background gains the **comb / interlacing** artifact (horizontal line scramble). File boxes, text and the Copy/Erase icons still draw. | **Observed, screenshot committed** (M-35, user QA; `docs/img/bugs/d182-file-select-backout-20260902.png`). Two symptoms, likely linked: **(1)** background 3D image stops rendering after re-entry → a front-end model/DL whose `render_pos` / segment binding is only valid on first construction (D149 / D75 `constructor_menuXX` family — the dossier/wallet models have the same "renders once" behavior). **(2)** interlacing = **M-36 triage: Family A**, the `import_texture_*` `line` vs `full_image_line` shear (see D176(b) / `docs/dev/M-36-TRIAGE.md`) — **not** the D159 `texSwapAltRowBytes` path (that is a full PORT no-op). Open question: why only *after* a round-trip — first import may land `line == width`, re-import may not, or the tile descriptor is stale on re-entry. Repro: `GE_STARTMENU` to file-select, back out with ESC/B, re-enter; `GE_DTEX` on the spiral texture across both visits. Shares defect (2) with D176(b). | diff --git a/docs/dev/findings.md b/docs/dev/findings.md index 8a1499c4..4d8eabb4 100644 --- a/docs/dev/findings.md +++ b/docs/dev/findings.md @@ -5149,6 +5149,31 @@ established screen-space-overlay idiom; compile is clean. The two numeric unknowns (texture scale, and whether fast3d's viewport transform composes with this ortho exactly as the projection math intends) need one visual check. +### D176(a) — M-82: PR #18 rebased; Defect 1 (texcoord) fixed by static analysis + +- **PR #18 rebased onto `main`** (was 5 days stale, `docs/porting-notes.md` + conflict resolved). Builds clean; `bunker1` verify PASS, `worst_cell` + unchanged (sky.c change is `#ifdef PORT` and only touches cloud-sky levels). +- **Defect 1 root-caused, no visual iteration needed.** The M-46 "untested + risk — texture scale" is resolved: + - Cloud tile = `s_skywaterimages[0]` = `IMAGE_CLOUDS_GRAYSCALE`, **64×64 + IA8, `G_TX_WRAP`** (`assets/oddtextures.c:646`). It *tiles* — S/T are not + [0,1) fractions. + - GE's own screen-space textured-quad idiom is `tc = width << 5` + (`src/game/glass2.c:678`), so the patch's `× 32.0f` **is the right scale**. + - `unk20`/`unk24` are texel coords reaching ±20 000 near the horizon (M-47), + so `(s16)(S × 32)` **overflows** → the streak. + - **Fix (committed):** per-primitive phase-fold — subtract the same + multiple of the 64-texel tile period from every vertex of one triangle + before scaling. Preserves inter-vertex deltas (hence the interpolated + texture); keeps `tc` in s16 range. Exact for any triangle whose S/T span + is < ~1000 texels — i.e. everything except triangles straddling the + horizon line, which remain Defect 2. +- **Defect 2 (coverage / horizon-straddling tris) still open** → adaptive + tessellation, denser toward the horizon. +- **Owed:** one `-level_22` visual check — see `docs/dev/D176a-SKY-NOTES.md` + "Verification ask". + --- ## D177 — Ladders non-functional: `count`/`rooms` land in the high half of a widened pointer (M-36) diff --git a/src/game/sky.c b/src/game/sky.c index 79ecbcbd..5fc74ef3 100644 --- a/src/game/sky.c +++ b/src/game/sky.c @@ -1513,6 +1513,23 @@ static Gfx *skyPortRenderPoly(Gfx *gdl, SkyRelated38 **v, s32 nverts) f32 b = t + getPlayer_c_screenheight(); s32 i; + /* D176(a) Defect 1 (M-82): unk20/unk24 are S/T in *texel* units for the + * 64x64 cloud tile (s_skywaterimages[0]) and reach many thousands near + * the horizon -- (s16)(S * 32) overflows Vtx.tc and streaks the clouds. + * GL_REPEAT has period tex_width (64), so fold every vertex of this one + * primitive by the SAME multiple of 64: magnitudes drop into s16 range, + * inter-vertex deltas (hence the interpolated texture) are preserved + * exactly. Triangles whose S/T span exceeds ~1000 texels (only those + * straddling the horizon) still need Defect-2's finer tessellation. */ + f32 foldS = v[0]->unk20, foldT = v[0]->unk24; + for (i = 1; i < nverts; i++) + { + if (v[i]->unk20 < foldS) foldS = v[i]->unk20; + if (v[i]->unk24 < foldT) foldT = v[i]->unk24; + } + foldS = (f32) ((s32) floorf(foldS / 64.0f) * 64); + foldT = (f32) ((s32) floorf(foldT / 64.0f) * 64); + guOrtho(proj, l, r, b, t, -32768.0f, 32768.0f, 1.0f); guMtxIdent(mv); @@ -1522,8 +1539,8 @@ static Gfx *skyPortRenderPoly(Gfx *gdl, SkyRelated38 **v, s32 nverts) vtx[i].v.ob[1] = (s16) (v[i]->unk2c * 0.25f); vtx[i].v.ob[2] = (s16) (v[i]->unk30 * 0.25f); vtx[i].v.flag = 0; - vtx[i].v.tc[0] = (s16) (v[i]->unk20 * 32.0f); - vtx[i].v.tc[1] = (s16) (v[i]->unk24 * 32.0f); + vtx[i].v.tc[0] = (s16) ((v[i]->unk20 - foldS) * 32.0f); + vtx[i].v.tc[1] = (s16) ((v[i]->unk24 - foldT) * 32.0f); vtx[i].v.cn[0] = (u8) v[i]->r; vtx[i].v.cn[1] = (u8) v[i]->g; vtx[i].v.cn[2] = (u8) v[i]->b;