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@@ -401,6 +401,46 @@ Start, exactly like the retail game.** No crashes, no hangs. 10 commits
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- The D75 front-end / cutscene 3D-model family (D148/D149) is now the
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biggest *visible* gap but is cosmetic — below crashes.
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## Done this session (M-30) — user batch defect list; 3 commits + docs
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User playtest batch report (5 items; #1 disregarded):
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- **#4 main-menu hang (file-select → main menu → back → 5fps, no input, force-close).**
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Crash log was D146 spam + `D63 [1479] from=... No stack`. **Root cause: the
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D63 debug trail in `gfx_pc.cpp` fired ~10 `sysLogPrintf` lines + a full trail
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walk on EVERY unknown GBI opcode, unconditionally** — on the D149 corrupt
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front-end model DL that ran per-frame and collapsed the menu to ~5fps with
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input starved. **FIXED `d0789358`:** stripped the D63 trail (statics,
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per-G_DL recording, default-case dump); the rate-limited D146 "ending DL"
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log (cap 20) stays. Headless: FILE_SELECT / MODE_SELECT / MISSION_SELECT all
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boot + render 900+ frames clean, 0-1 D146 lines, no hang. `-level_09` 3/3
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framediff, `-level_20` 91.6% unregressed. **User to re-verify the live
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menu-nav transition** — the exact folder→mode→back path wasn't reproducible
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headless, but the per-frame log flood (the "5fps no input") is gone.
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- **#2 file-select mouse only moves side-to-side.** The front-end cursor is
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stick-driven (`frontUpdateControlStickPosition` reads `joyGetStickX/Y`); the
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port only fed mouse-X to the stick in menus (mouse-Y → C-buttons, ignored by
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menus). **FIXED `<menu-pointer commit>`:** `port/src/input.c` — when
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`current_menu != MENU_RUN_STAGE` (and `!= MENU_INVALID`, so bare `-level_XX`
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in-game aim is untouched) mouse velocity drives stick X+Y as a pointer, no
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C-buttons / aim band, LMB=A (select) RMB=B (back). Reads the game global
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`current_menu` for UI context only (enum MENU is ABI int) — no logic change.
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New knob `Input.MenuPointerSpeed` (%, default 100). **User to verify feel.**
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- **#5 menu + saving for playtest.** EEPROM saves (`osEeprom*` →
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`data/ge007.eep`, write-through, M-29 `bf5e4d3d`) audited — sound; progress
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persists across restart *once the menu works* (#4). No change needed; verify
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after #4.
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- **#3 "interlaced" textures** (`screenshots/interlaced texture example.jpg` —
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Bond wallet photo + right panel show alternating-row tearing on the main
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menu). This is `docs/TEXTURE-GLITCH-ANALYSIS.md` RC1 (G_SETTEX 0xc0 no-op —
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the wallet-Bond model emits 2830 of them) + RC2 (mip-chain contamination).
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**NOT fixed** — it's the §6 fix plan in that doc (G_SETTEX impl + base-LOD-
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only upload + drop glGenerateMipmap). Real fast3d work, parked per M-29
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priority (textures elevated but investigation/impl-gated). Next: fix-plan
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item 1 (G_SETTEX dispatch per `rsp/graphics/gmain.s` + `gbi_extension.h`).
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- Regenerated `docs/LEVEL-OBJECTIVES.md` for all 21 solo levels (Track A);
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committed loose reference docs/tools.
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## Done this session (M-29) — race-to-release plan; audio DEFERRED; 2 commits
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**Direction (user, M-29):** ship the solo campaign start→finish, fastest.
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