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docs: fold D289 into D255 (likely same terminal crash), consolidate D173/D292 as one Bond-positioning thread
User corrections on the playtest batch: D289 (Dam computer-room crash) is most likely the same computer-terminal SIGSEGV D255 already fixed this session, not a separate mystery -- needs a re-test on the post-fix build before treating as new. D292 (Bond sunk into floor on death) is confirmed the same "Bond's world model positioned wrong" family as D173/D148, not a separate bug -- cross-referenced both directions so the split-across-two-files writeup (GRAPHICS-BACKLOG.md D148 + findings.md D173) is easier to find as one thread covering level-start floating, cutscene spin, and now death-pose sinking. Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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@@ -166,8 +166,8 @@ D285,FIXED,"A real Steam Deck SIGSEGV caught during D255 live-testing (v0.2.1 pu
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D286,OPEN,"User-confirmed real (not system-side) ~8s frame freeze on Caverns, Steam Deck, caught during the same live session as D255/D285 —","OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285."
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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 windo…","OPEN — one confirmed occurrence, real (not self-recovering), not root-caused; gfxFrameMsgQ full is a lead, not a confirmed cause."
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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 — visually confirmed and precisely bounded (frames ~562-741 of a bare -level_20 boot), root cause not yet identified; promoted from the long-parked GRAPHICS-BACKLOG.md D171 entry with real evide…"
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D289,OPEN,"Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).","OPEN — single non-reproducing occurrence, no evidence captured (no crash log, no repro)."
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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."
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D290,OPEN,"Watch's in-game ""controller"" section shows no control-pad graphic (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
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D291,OPEN,"Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
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D292,OPEN,Death animations are glitched —,"OPEN — observed, not investigated."
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D292,OPEN,Death animations are glitched —,"OPEN — same status as D173 (observed, not root-caused)."
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D293,OPEN,"QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —","OPEN — not investigated, low complexity."
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@@ -435,7 +435,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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| D172 | **Bullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).** Particle billboards (`explosion.c` `explosionRenderPart`, `gSPVertex`+`gSP2Triangles`) take their CC/tile state from ROM state records replayed just before them (`g_ExplosionDisplayLists[]` = `assets/oddtextures.c` `globalDL_0x078..`). The dominant record sets `gsDPSetCycleType(G_CYC_2CYCLE)` + `gsDPSetTextureLOD(G_TL_TILE)` + `gsDPSetCombineMode(G_CC_INTERFERENCE, G_CC_MODULATEIA2)` and binds **two** tiles: tile 0 = IA8 "smoke" @ TMEM 0, tile 1 = RGBA16 "fire" @ TMEM 0x188. `G_CC_INTERFERENCE` cycle-0 = `TEXEL0 * TEXEL1`. **fast3d's `gfx_lod_tile_offset()` returns `0` unconditionally** on the `!gfx_detail_textures_enabled` branch — a D107 fix for GE's mip textures (whole chain loaded in one LOADBLOCK at TMEM 0; `port/src/video.c:225` sets the flag `false`). So texunit 1's sampled tile = `first_tile_index + 0` = tile 0 → **TEXEL1 samples the smoke texture, not fire** → `smoke * smoke` → wrong colour. Two earlier M-82 candidates were false trails: (1) "0xB9 unhandled → D146 abort" — 0xB9 is `G_SETOTHERMODE_L` in this non-F3DEX2 build, handled; zero D146 aborts in a sustained-fire run. (2) "records never set 2-cycle" — they do (`0xBA`), and fast3d applies it (probe-confirmed `cycletype=2CYC`). **Probe evidence (`GE_D172=1`, user Silo firefight, `d172_silo.log`):** 40/40 particle tris → `cfg1[tile=1 tmem=392 fmt=RGBA siz=16b]` but `SAMPLED1 = tile0 (tmem=0 fmt=IA)`, `tex_lod=0`. | **FIXED (`port/fast3d/gfx_pc.cpp` `gfx_lod_tile_offset`): `return rdp.tex_lod ? 0 : i;`** — fold to the base tile only when LOD is actually active. D107's mip case (`tex_lod=1`, blurry ceilings) unchanged; a genuine non-LOD 2-texture combine now samples tile `i`. `bunker1` verify PASS (the D107 repro level), no framediff regression. PR #34. **Owed: in-game eyeball — blood/sparks should read dark red.** Env-gated `GE_D172` probes left in tree (`#ifdef PORT`, inert). |
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| D174 | **"No blood effect" (user QA report).** Likely the unverified D120 decal fix: `d43_emit.py` now emits the opcode-0x18 `PointUsage[]` chain, but it was never interactively verified and requires a full sidecar regen to take effect (`debug.ps1` does not regen). Spray path is D172 (draws, wrong colour) — total absence would be new. See `GRAPHICS-BACKLOG.md` D174. | OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars |
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| D183 | **M-36 Family A ("texture line/pitch shear") is DISPROVEN for the Surface repro (`-level_36`).** The importers' pitch assumption is real but never fires there; the Surface cliff "grey static" is not a shear. Full evidence + what the walls actually are: §F "D183" below. A defensive, provably-no-op de-stride landed in `import_texture()` anyway (covers the `gfx_dp_load_tile` case the `SUPPORT_CHECK`s assert against), plus `GE_DTEX` STRIDED marker + `GE_TEXRAW` raw-source dump. | Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN |
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| D173 | **Third-person Bond model spawns too high** (user QA report): the player-representing figure at level start floats well above the ground "a lot of the time" while the actual player spawn is correct; same on the Cuba end credits — JB ~6 ft in the air above Natalya. D75 animated-model family but a *position* defect, not absence (M-33: gun-barrel Bond renders fine). Suspects: intro/credits puppet chr spawn position vs model base transform; anim root-motion accumulation (`modelSetAnimFrame2WithChrStuff`, cf. D156); packed-float `coord3d` decode in intro setup. "Player spawning OK" localises it to the render-side model, not `g_CurrentPlayer`. See `GRAPHICS-BACKLOG.md` D173. | OPEN — observed, not investigated. **M-87 user playtest: still present** — "Bond floating in the sky / cutscene glitch thing still exists." Related, newly reported: **in some cutscenes Bond spins in circles** (named instance: end of Cradle, when Trevelyan falls) — likely the same actor-position/anim-root class rather than a new bug; logged under D148/D160 (`GRAPHICS-BACKLOG.md`) since it's cutscene-triggered. **M-106 investigation (static only — no build/runtime access in this worktree, see note below):** checked the two most D209-shaped candidates for a puppet Y-position aliasing bug and RULED OUT both. (1) `chrSpawnAtPad`/`chrSpawnAtCoord`/`chrAdjustPosForSpawn` (`src/game/chraction.c:10653-10794`) — the puppet-spawn path a cutscene `guard_play_animation`-style AI cmd would use. `PadRecord.stan` (`src/bondtypes.h:1744-1751`) is a ROM-serialized *pointer* field (`StandTile *stan` at offset 0x28) — exactly the tail-pointer shape D122/D126/D132 warn about — and `tools_pc/d88_emit.py`'s `emit_pad()` zeroes it on conversion with a comment claiming it's "dead-on-load, always set before use." **Verified this claim is TRUE, not a converter bug**: every `PadRecord` literal in the N64 source asset tables (checked `assets/obseg/setup/UsetupdamZ.c:37-51`) initialises `stan` to the literal `0` — the ROM binary never carries a live pointer there on N64 either, so zeroing it on PC is byte-identical behaviour, not a regression. `chrAdjustPosForSpawn` receiving a NULL seed `StandTile*` is therefore the original game's normal case, not a port defect. (2) The anim-root-motion Y-accumulation chain (`modelTickAnim`→`modelSetAnimFrame2WithChrStuff`, `model.c:3060+`, `pos24 = pos34 + rotate(pos)` at `model.c:3322`) was already exhaustively audited for exactly this class of bug during D193/D209 (M-80/M-81) and found self-consistent, with the `padding[]`-union sweep that found D209/D210 explicitly noting `act_anim`/`act_dead` (the union arms active during a played-animation/dead puppet) are "layout-stable" (`porting-notes.md` §A, D210 entry) — i.e. that sweep already covers the cutscene-puppet actiontype, and it came back clean. So the two most probable D209-style aliasing sites for this specific symptom are both cold. **Did not find the actual root cause.** Did not get to: the *separate* Cuba end-credits case (`front.c` `init_menu18_displaycast`/`constructor_menu18_displaycast`, `front.c:7821-8320`+ — a **different**, single-actor "cast roster" display model shared by the intro roster and the credits roster, using `getsuboffset`/`subcalcpos`/`cast_rootpos_smoothed` root-motion smoothing, not the in-level chr path at all) — spot-checked `getsuboffset` (`model.c:684-700`) and it is `#MATCH`-verified clean, but did not trace the smoothing math or confirm this is even the code path the "JB above Natalya" report hits (that report implies two actors on screen at once, which this single-`cast_model` code doesn't obviously support — may be a distinct, not-yet-located two-actor cutscene-puppet path). **Confidence: LOW-MEDIUM that this is the D209-style struct-aliasing family at all** — the two most likely aliasing sites check out clean, which argues *against* the shared-root-cause theory for D173 specifically (unlike D160, where the analogous check also came back clean but for a different reason — no pointer fields to alias in the first place). Next investigator: get a live Cradle (`-level_41`) capture of Trevelyan's chr during the death sequence with a position-logging probe (none shipped yet — would need a new `#ifdef PORT` env-gated trace, not added this session per the no-build-verification constraint), and separately locate the actual two-actor Cuba credits code path (grep for wherever `intro_char_table`/cast display is invoked with two simultaneous models, if it exists — not found this session). **M-141: no new lead this session** (see D243's M-141 entry) — checked whether D243's stale-memory front-end/menu bug could share a mechanism with this puppet-position bug; no code-level link found, kept as an unconfirmed hypothesis to watch for during the next live cutscene capture, not a new suspect to chase on its own. **M-141: Steam Deck playtest confirmation** — user reports Bond floating at level start on both Dam andLine truncated
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| D173 | **Third-person Bond model spawns too high** (user QA report): the player-representing figure at level start floats well above the ground "a lot of the time" while the actual player spawn is correct; same on the Cuba end credits — JB ~6 ft in the air above Natalya. D75 animated-model family but a *position* defect, not absence (M-33: gun-barrel Bond renders fine). Suspects: intro/credits puppet chr spawn position vs model base transform; anim root-motion accumulation (`modelSetAnimFrame2WithChrStuff`, cf. D156); packed-float `coord3d` decode in intro setup. "Player spawning OK" localises it to the render-side model, not `g_CurrentPlayer`. See `GRAPHICS-BACKLOG.md` D173. | OPEN — observed, not investigated. **M-87 user playtest: still present** — "Bond floating in the sky / cutscene glitch thing still exists." Related, newly reported: **in some cutscenes Bond spins in circles** (named instance: end of Cradle, when Trevelyan falls) — likely the same actor-position/anim-root class rather than a new bug; logged under D148/D160 (`GRAPHICS-BACKLOG.md`) since it's cutscene-triggered. **M-106 investigation (static only — no build/runtime access in this worktree, see note below):** checked the two most D209-shaped candidates for a puppet Y-position aliasing bug and RULED OUT both. (1) `chrSpawnAtPad`/`chrSpawnAtCoord`/`chrAdjustPosForSpawn` (`src/game/chraction.c:10653-10794`) — the puppet-spawn path a cutscene `guard_play_animation`-style AI cmd would use. `PadRecord.stan` (`src/bondtypes.h:1744-1751`) is a ROM-serialized *pointer* field (`StandTile *stan` at offset 0x28) — exactly the tail-pointer shape D122/D126/D132 warn about — and `tools_pc/d88_emit.py`'s `emit_pad()` zeroes it on conversion with a comment claiming it's "dead-on-load, always set before use." **Verified this claim is TRUE, not a converter bug**: every `PadRecord` literal in the N64 source asset tables (checked `assets/obseg/setup/UsetupdamZ.c:37-51`) initialises `stan` to the literal `0` — the ROM binary never carries a live pointer there on N64 either, so zeroing it on PC is byte-identical behaviour, not a regression. `chrAdjustPosForSpawn` receiving a NULL seed `StandTile*` is therefore the original game's normal case, not a port defect. (2) The anim-root-motion Y-accumulation chain (`modelTickAnim`→`modelSetAnimFrame2WithChrStuff`, `model.c:3060+`, `pos24 = pos34 + rotate(pos)` at `model.c:3322`) was already exhaustively audited for exactly this class of bug during D193/D209 (M-80/M-81) and found self-consistent, with the `padding[]`-union sweep that found D209/D210 explicitly noting `act_anim`/`act_dead` (the union arms active during a played-animation/dead puppet) are "layout-stable" (`porting-notes.md` §A, D210 entry) — i.e. that sweep already covers the cutscene-puppet actiontype, and it came back clean. So the two most probable D209-style aliasing sites for this specific symptom are both cold. **Did not find the actual root cause.** Did not get to: the *separate* Cuba end-credits case (`front.c` `init_menu18_displaycast`/`constructor_menu18_displaycast`, `front.c:7821-8320`+ — a **different**, single-actor "cast roster" display model shared by the intro roster and the credits roster, using `getsuboffset`/`subcalcpos`/`cast_rootpos_smoothed` root-motion smoothing, not the in-level chr path at all) — spot-checked `getsuboffset` (`model.c:684-700`) and it is `#MATCH`-verified clean, but did not trace the smoothing math or confirm this is even the code path the "JB above Natalya" report hits (that report implies two actors on screen at once, which this single-`cast_model` code doesn't obviously support — may be a distinct, not-yet-located two-actor cutscene-puppet path). **Confidence: LOW-MEDIUM that this is the D209-style struct-aliasing family at all** — the two most likely aliasing sites check out clean, which argues *against* the shared-root-cause theory for D173 specifically (unlike D160, where the analogous check also came back clean but for a different reason — no pointer fields to alias in the first place). Next investigator: get a live Cradle (`-level_41`) capture of Trevelyan's chr during the death sequence with a position-logging probe (none shipped yet — would need a new `#ifdef PORT` env-gated trace, not added this session per the no-build-verification constraint), and separately locate the actual two-actor Cuba credits code path (grep for wherever `intro_char_table`/cast display is invoked with two simultaneous models, if it exists — not found this session). **M-141: no new lead this session** (see D243's M-141 entry) — checked whether D243's stale-memory front-end/menu bug could share a mechanism with this puppet-position bug; no code-level link found, kept as an unconfirmed hypothesis to watch for during the next live cutscene capture, not a new suspect to chase on its own. **M-141: Steam Deck playtest confirmation** — user reports Bond floating at level start on both Dam andLine truncated
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| D179 | **Packaged build crashes after the logos — the D43/D69 model + bg sidecars are ROM-derived and absent from any build that has no ROM (M-34, alpha-release QA).** The first `goldeneye-pc-port-*-win64.zip` from CI (bundle-win.sh) shows the Rare/Nintendo logos (compiled-in `assets/rarewarelogo.c`) then AVs at `0x6b157a88`/`0x70157a88` — symbolised: `modelPromoteNodeOffsetsToPointers` (`model.c`) ← `load_object_fill_header` (`objecthandler_2.c`) ← first prop/item model load. Root cause is **not** a code regression: the port loads PC-layout model geometry from `data/pcmodels-<region>/{pcmodels.bin,manifest.csv}` and stage bg/stan from `data/pccg-<region>/{pccg.bin,manifest.csv}`, both produced offline by `tools_pc/d43_emit.py` / `d69_emit.py` from the ROM (see `port/src/pcmodels.c` / `pccg.c`; `pcmodelsReserveSize` logs *"pcmodels.bin not found — model loads will fail"* and returns 0). CI has no ROM so it never runs the emit scripts, and the two `data/` dirs are (correctly) gitignored ROM-derived game data — **cannot be committed or shipped** (converted Nintendo/Rare geometry, DLs, collision, stan nav; = distributing assets). A local build with those dirs present runs clean (verified M-34: 1741 frames, `romdataInit ... mapped at 0x10000000`, `pcmodels: 512 sidecars`, `pccg: 73 sidecars`, no crash — so `0x10000000` is *not* the problem here). The `docs/building.md` sidecar-gen step was also missing entirely. **Fix = release-side, backlogged** (`docs/BACKLOG.md` → "Alpha release"): bundle the emit scripts + their committed inputs as a pure-stdlib-Python asset-prep tool the user runs once against their own ROM (~5 MB output, no MIPS toolchain). Secondary/latent: the fixed-address `VirtualAlloc((LPVOID)0x10000000)` in `romdata.c` has no working fallback (`"using heap copy — direct ROM reads will fail"` then limps into the same crash) — didn't bite M-34 but will on a machine where something occupies `0x10000000`; harden separately (reserve earliest in `main`, or retry low bases and derive all segment math from the base obtained). | Diagnosed, not fixed — release packaging gap + latent `romdata.c` fallback |
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| D180 | **Native-PC input pass (M-XX QoL run, `qol/native-pc-input-menu`, port-only).** Three parts, all config-gated with default = prior behaviour: **(WI-1) `Input.MouseCaptureMode`** (0 = legacy always-grab; 1 = Quake-style click-to-lock) in `port/src/input.c` + `port/src/video.c` — in mode 1 the OS cursor is free until a click lands in the game window (`SDL_MOUSEBUTTONDOWN` → `inputNotifyClick`), and ESC / focus-loss / entering any front-end menu (`current_menu != MENU_RUN_STAGE`) frees it again; re-entering a stage while still "armed" re-locks so unpausing needs no click. `reconcileGrab()` runs once per controller-0 poll. Mouse buttons are suppressed from the game while the cursor is free in-stage (no phantom fire). Controller paths untouched. **(WI-2) absolute-cursor menu tracking** — when capture mode is on and the cursor is free in a menu, the D165/D169 pointer P-controller takes its target from the real cursor's absolute window position mapped onto the live virtual front-end rect (`getPlayer_c_screen*`), giving true 1:1 tracking instead of the relative-delta estimator. Relative path unchanged for legacy/grabbed. **(B3) `Input.MouseAimSpeed` default 25 → 16** (aim mode still overshot at 25 per the backlog). | LANDED, port-only, no `#ifdef PORT`. Build 241/241, `-level_09` framediff 3/3 within threshold (unregressed), `GE_STARTMENU` menu boot crash-free. **Feel-checks owed** (headless can't drive the mouse): click-to-lock ergonomics, absolute menu tracking, the new aim-speed default. |
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| D181 | **`Game.ScreenShakeIntensity` — first route-(b) `src/` gameplay-cosmetic hook (M-XX QoL run).** `src/fr.c viShake()` gains a single `#ifdef PORT` line — `intensity *= portScreenShakeScale;` (extern `f32`, defined + `configRegisterFloat`'d 0.0–10.0 in `port/src/video.c`) — before the existing clamp. Default `1.0f` ⇒ exact no-op, every headless golden dump byte-unaffected; `0.0` disables explosion/effect screen shake, up to `10.0` exaggerates it. N64 build (no `-DPORT`) keeps the original line verbatim. Precedent per `docs/BACKLOG.md` "Fun features → screen-shake intensity slider" and AGENTS.md #2's documented-exception path. Same policy class as a future FOV hook. | **Menu row pulled (v0.2.1, user testing).** The hook is correct on its own narrow terms — `viShake()` is called only from `explosion.c`, so the slider does exactly what it says (scales explosion/effect shake) — but that's a much narrower scope than the "Screen shake" label implies to a player: it does not touch the always-on walking head-bob or any getting-shot reaction, so a user swinging it from 0 to max during ordinary play sees nothing and reasonably calls it broken. Removed from `port/src/optionsoverlay.c`'s row table until it covers all screen-shake/view-bob sources, not just explosions; config var (`portScreenShakeScale`) and the `fr.c` hook are untouched. Build green. |
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@@ -564,10 +564,10 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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| D286 | **User-confirmed real (not system-side) ~8s frame freeze on Caverns, Steam Deck, caught during the same live session as D255/D285 — self-recovered, not a crash.** The game's own hang watchdog (`portHeartbeatCheck`) fired once (no frame for ~8s, `frames=46404`), dumped all-thread state via `crashDumpThreads`, then rendering resumed normally and the session continued to a clean close. Not tied to an explosion/terminal (rules out D255/D285). Not root-caused — no distinguishing log line precedes it; leading unconfirmed guess is a heavy room/asset stream-in stall (Caverns is a large level, cross-ref D250's FPS lineage, though the symptom shape differs). Also fixed in passing: the heartbeat log printed a raw microsecond value with a `ms` label (cosmetic, `port/src/libultra.c`). Full body below. | OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285. Do not chase a repro without a better lead. |
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| 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 window.** Caught live under `tools_pc/debug.ps1` (gdb-attached), evidence preserved at `scratch/d287_freeze_gdb.txt`. Last real `frame N rendered` log line: frame 17616. The heartbeat (`portHeartbeatCheck`) then fired 3 times with a **growing** stall (8001ms → 13017ms → 18021ms, `frames=17616` unchanged all 3 times) and then stopped logging entirely, while the VI-retrace pacemaker (`D51 vi post #N`) kept incrementing at its normal ~60 Hz rate for well over 100 more real seconds until the user closed the window — i.e. the pacemaker/OS-timer side is alive, the sim/render side is genuinely wedged, not the D286 shape (which self-recovered after one dump). **Different from D286**: no explosion/level-streaming context (idle + refocus, not combat), and the growing-then-silent heartbeat pattern (vs. D286's single fire-then-recover) points at a different mechanism. **Leading lead, not yet confirmed:** at freeze time, `gfxFrameMsgQ` (`src/init.c`, the scheduler's 32-slot client completion queue, registered via `osScAddClient`) shows `valid=32/32` — completely full — while the VI-retrace queue (8-slot) is not (`valid=1/8`). A full *client* queue with the producer (scheduler) still ticking implies the **consumer** (the main thread's `osRecvMesg(&gfxFrameMsgQ, ...)` in the frame loop) stopped draining it — consistent with the main/render thread blocking on something else (a lock, a GL call, a Windows message-pump stall) during or after a long-idle refocus, not with the scheduler itself stalling. Not yet identified what that something is. A pre-existing, currently-unused diagnostic (`GE_D60`, `port/src/libultra.c:630+`) already watches `gfxFrameMsgQ` receives and looks like the right next probe to enable. **Next, concrete:** reproduce with `GE_D60=1` (and ideally `GE_INPUTLOG=1`) running under `debug.ps1`, leave the window idle+unfocused 15-20 min, refocus, and once frozen `bt full` the actual game/render thread (not just the auto-dump's generic `WaitForMultipleObjects` frames for `shedThread`/`audioThread`) to find what it's blocked on. Cross-ref D134's superficially-similar-sounding-but-different mechanism (a different, 8-slot queue, already fixed) — do not assume the same fix applies here without confirming the actual blocked call site. | OPEN — one confirmed occurrence, real (not self-recovering), not root-caused; `gfxFrameMsgQ` full is a lead, not a confirmed cause. |
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| 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 — "weird triangle drawn on silo intro randomly when the camera pans around the rocket"; previously catalogued as `GRAPHICS-BACKLOG.md` D171, "observed, not investigated" since M-34, never given a full findings.md entry until now).** Reproduced headlessly this session: `GE_PCDUMP=1-2000:10 ./build-pc/ge007.x86_64.exe -level_20` (run backgrounded, not foregrounded — see the environment note below), captured to `./ppm/`. Visual sweep (contact-sheet montages, `docs/img/bugs/D288-silo-stray-triangle-sheet.png` covers frames 571-751; `-closeup.png` is a full-res crop of frame 691) shows: **clean at frames 481-561** (no triangle), **first appears between frame ~562-601**, grows continuously in screen size through frame ~711 (by which point it covers roughly a third of the frame), then **shrinks and is gone by ~731-741** as the scene cuts to the first-person shaft-corridor view. Sampled pixel color is **exactly uniform** across the whole triangle (`RGB(83,62,44)` / `#533E2C` at two different sample points) — no gradient, no texture detail — i.e. this is a flat-shaded (no per-vertex color variance, no texture bound) single triangle, not garbage/noisy vertex-color data. **Reading of the evidence:** the grow-then-shrink-then-vanish arc across ~15 real seconds of camera motion is the classic signature of a genuine 3D triangle in world space that the camera flies close to/through during the scripted pan — not a 2D HUD/UI element (which would stay roughly fixed in screen size) and not obviously a `D146`-class freed-memory read (which reads as noisy garbage bytes, not a clean uniform flat color). The flat uniform color argues this is a REAL, correctly-colored asset triangle whose position/transform is wrong, which points at the same neighborhood as D106/D233 (near-plane / w-clip mishandling in `port/fast3d/gfx_pc.cpp`) rather than a game-code or converter data bug — but this is a read of the visual evidence, not a code-level confirmation; no probe has been run yet. **Not yet identified:** which model/prop this triangle belongs to (nothing in `UsetupsiloZ.c` was grepped for a matching solid-brown material this session), and no `port/fast3d/` tracing was done to catch the actual triangle at draw time. **Environment note (new, useful beyond this bug):** launching `ge007.x86_64.exe` in the **foreground** under this session's Bash tool with `timeout N ...` produced **zero** `ppm/` output despite `GE_PCDUMP` being set and verified exported — the `ppm/` directory was never even created (`GE_MKDIR` never ran or `frames`-gated capture never fired). Backgrounding the same invocation (`... &`, `sleep N`, `kill`) worked immediately and reliably. Not root-caused (didn't block this investigation), but worth remembering for the next session that needs `GE_PCDUMP` from this same tool. **Next, concrete:** (1) grep `assets/obseg/setup/UsetupsiloZ.c` / the missile-shaft model's material table for a solid `RGB(83,62,44)`-ish prim/vertex color to identify the source asset; (2) add a temporary `#ifdef PORT` probe in `gfx_sp_tri1` logging any triangle whose post-transform screen-space bounding box exceeds some fraction of the viewport together with each vertex's `w`, gated to `-level_20` frames ~560-740, to catch the culprit triangle's `w` sign/magnitude at the moment it blows up — same style as the existing `GE_D271`/`GE_D104` probes; (3) cross-check against D233's `w<0` trivial-reject fix and D106/D271's near-plane portal-bound clamp to see if this is a third site with the same underlying class of bug, or a genuinely new mechanism. | OPEN — visually confirmed and precisely bounded (frames ~562-741 of a bare `-level_20` boot), root cause not yet identified; promoted from the long-parked `GRAPHICS-BACKLOG.md` D171 entry with real evidence. |
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| D289 | **Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).** No crash log or further detail captured — the session moved on before it could be investigated live. Could be any of several already-open Dam-adjacent crash classes (D255-family list-race timing, a stray D146-class stale-DL read, or something new) — genuinely unknown without a crash log or a repeat occurrence. | OPEN — single non-reproducing occurrence, no evidence captured (no crash log, no repro). If it recurs, get `ge007.crash.log` (or a gdb `bt full` if running under `debug.ps1`) and the exact in-room action/trigger. |
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| D289 | **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. | 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. If it does, get `ge007.crash.log` (or a gdb `bt full` under `debug.ps1`) and the exact terminal/action — that's the actionable next step, not further static analysis. |
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| D290 | **Watch's in-game "controller" section shows no control-pad graphic (M-141, Steam Deck user playtest).** Likely a missing/failed texture or model bind on one of the watch's equipment-display pages — candidate area `src/game/bondview2.c` (watch display) alongside the front-end options/controller-config screens, not yet located precisely. | OPEN — observed, not investigated. Needs a live repro (open the watch, navigate to the controller-config page) plus a screenshot for comparison against N64 reference. |
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| D291 | **Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).** No further detail captured (which surface/texture, timing, one-shot vs. every pass). Could be a moving-vehicle-specific instance of a known texture-cache/TMEM-residency class (cf. D124's stale-DL-marker mechanism, a different object family) or something new. | OPEN — observed, not investigated. Needs a live repro with the truck's exact position/timing and, ideally, a screenshot. |
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| D292 | **Death animations are glitched — Bond is often sunk halfway into the floor (M-141, Steam Deck user playtest).** Sounds adjacent to D173's puppet-position family (a render-side model offset bug, not a position/collision bug — matches "player spawn/position is correct, the model isn't") but not confirmed to share a mechanism; could equally be a death-pose/ragdoll-specific animation or ground-height issue distinct from D173's spawn-time case. | OPEN — observed, not investigated. Cross-ref D173 when someone next investigates either — worth checking together, not confirmed related. |
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| D292 | **Death animations are glitched — Bond is often sunk halfway into the floor (M-141, Steam Deck user playtest).** **User confirms this is the same broader "Bond's world model is positioned wrong" problem as D173** — not a new/separate mechanism, another surface of the same known-but-under-investigated bug. The umbrella is already tracked: `GRAPHICS-BACKLOG.md` D148 is explicitly "the tracking entry for the whole cutscene-reliability problem," already lists D173 (floating at level start / Cuba credits) and a Cradle instance ("Bond spins in circles" during the Trevelyan-falls cutscene) under it — findings.md's D173 entry has the fullest investigation detail (M-106's two ruled-out D209-style struct-aliasing candidates, LOW-MEDIUM confidence that class is even the right one). Nothing has actually been lost — the write-up just isn't concentrated in one place (split across `GRAPHICS-BACKLOG.md` D148/D173 and `findings.md` D173), which reads as "known but not detailed" unless you go looking. Sunk-into-floor is a third concrete instance of the family (level-start floating, cutscene spin, now death-pose sinking) — worth keeping as one thread when it's next investigated live, since a single root cause (most likely the render-side puppet/joint transform, not collision) could explain all three. | OPEN — same status as D173 (observed, not root-caused). Cross-ref D173/D148 as one investigation thread, not three separate bugs, next time someone has a live session to chase it. |
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| 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 settings/options menu.").** Confirmed in code: the only quit path is `SDL_QUIT` (`port/src/video.c:515`, the OS window-close event / Alt+F4) — there is no Escape-key handler and no "Quit" entry in the front-end menus or the F10 options overlay. Fine on a desktop with visible window chrome; a real gap on Steam Deck / controller-only / fullscreen setups with no easy way to reach the OS window controls. | OPEN — not investigated, low complexity. Candidate fix: a "Quit to Desktop" row in the F10 overlay (`port/src/optionsoverlay.c`) and/or an Escape-key binding in the front-end menu context (`port/src/input.c`), calling the same path `SDL_QUIT` already triggers. Cheap, port-only, good QoL-batch candidate. |
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Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS
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Reference in new issue
Block a user