docs(findings): migrate fat §F rows D218-D243 to tail sections (ctx-opt P1, batch 6/8)

21 rows: topic/status cells moved verbatim to new '## Dxx' sections at file
tail; table rows now carry a one-line summary + pointer. CSV regenerated, label
set unchanged (171). Nothing deleted.
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James Dansereau committed 2026-09-15 21:23:26 -04:00
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@@ -30,15 +30,15 @@ D196,FIXED,"OS mouse cursor stays visible after closing the F10 options overlay
D192,?,Front-end mission/level-select grid pointer still can't reach the outer cells —,"CLOSED — the buggy mode 0 was removed entirely in the v0.2.0 prep pass (see D239); click-to-lock is now the only capture mode, so the unreachable-cells path no longer exists"
D221,FIXED,SELECT FILE screen: the mouse hit-box for a file slot is vertically offset from its visible box —,FIXED (M-91) — root cause was NOT a coordinate/origin mismatch:
D222,FIXED,High Video.FovScale breaks culling —,"FIXED, awaiting visual verification (M-121)."
D223,FIXED,QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter —,"FIXED (M-105, port/src/input.c) —"
D224,FIXED,"QoL gap (M-87, from a PD-PC-port survey):","DEPRIORITIZED (M-87, user call)."
D223,FIXED,QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter —,"FIXED (M-105, port/src/input.c) —…"
D224,?,"QoL gap (M-87, from a PD-PC-port survey):","DEPRIORITIZED (M-87, user call)."
D225,OPEN,"Dev-tooling QoL (M-87, user ask):","OPEN — root-caused, not implemented."
D226,OPEN,"QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.","OPEN — root cause / call sites identified, not designed or implemented."
D227,FIXED,Sky renders as two independently-moving halves —,"FIXED (M-100b, PR #43) —"
D229,FIXED,"Water on IsWater levels renders green and pulses blue<->green on an interval (M-101, user playtest, Frigate -level_26; Surface 2 also an IsWater level).",FIXED (port-layer) — root cause:
D230,OPEN,In-level music quality:,"OPEN — static-analysis pass done (M-108), not runtime-confirmed."
D233,FIXED,All levels (intermittent):,"FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_tri1) —"
D234,FIXED,"Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).",VISUALLY VERIFIED FIXED (M-108) —
D233,FIXED,All levels (intermittent):,"FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_tri1) —…"
D234,FIXED,"Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).",VISUALLY VERIFIED FIXED (M-108) —…
D244,OPEN,Self-hosted CI runner (corpyvt6agent01) link failure:,"OPEN, not yet fixed. Next:"
D228,FIXED,AK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix —,"FIXED (port/fast3d/gfx_pc.cpp, palette_to_rgba32) —"
D204,FIXED,PC audio ran ~2 % below real time permanently:,"FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —"
@@ -73,7 +73,7 @@ D214,PARTIAL,"Keyboard rebinding — [Input.Bind] config section (M-83, port-onl
D215,FIXED,1P weapon viewmodel never drew in-level —,"FIXED (src/game/gunfire.c, #ifdef PORT)."
D216,PARTIAL,"Game.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).",LANDED + VERIFIED this session.
D217,FIXED,1P weapon viewmodel + third-person Bond model textures render garbled —,FIXED (M-90/M-92/M-97; PR #47 texpool alignment + PR #49 CI-cache palette key) —
D218,FIXED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
D218,PROPOSED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
D219,RESOLVED,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","RESOLVED (M-115, 2026-09-12) —"
D220,PARTIAL,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
D85,OPEN,room primary/secondary DL → texLoadFromGdl garbage,"OPEN (safety-netted; widen/pool fixes landed, geometry now renders)"
@@ -131,11 +131,11 @@ D130,RESOLVED,"crash class C2 (Facility -level_34, Runway -level_35):",resolved
D164,PROPOSED,"Disclaimer / legal screen only draws the first line (D76 root cause, M-31).","FIX PROPOSED, NOT APPLIED (front.c is owned by another agent this session).…"
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 — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot.
D235,OPEN,Wrong textures load after dying/restarting a level —,OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot.…
D236,OPEN,"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).",OPEN — ninth pass closed with no fix; see D276/D280
D237,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only
D238,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only (port/src/input.c + config.c)
D239,?,"QoL ask (M-106, user QA):",CLOSED — executed in the v0.2.0 prep pass (port-only):
D239,?,"QoL ask (M-106, user QA):",CLOSED — executed in the v0.2.0 prep pass (port-only)…
D240,OPEN,"Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).","OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment."
D241,OPEN,Player gunshot SFX goes silent under some conditions —,"OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug."
D242,?,Player-death sequence UX regression vs N64 original:,NOT A PORT-LOGIC BUG as far as static analysis can tell.
1 # GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
30 D192
31 D221
32 D222
33 D223
34 D224
35 D225
36 D226
37 D227
38 D229
39 D230
40 D233
41 D234
42 D244
43 D228
44 D204
73 D215
74 D216
75 D217
76 D218
77 D219
78 D220
79 D85
131 D164
132 D165
133 D166
134 D235
135 D236
136 D237
137 D238
138 D239
139 D240
140 D241
141 D242
+147 -21
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@@ -402,16 +402,16 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D196 | **OS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest).** — full `## D196` entry at file tail | **FIXED (`6e758f1d`, merged to `main`) —… |
| D192 | **Front-end mission/level-select grid pointer still can't reach the outer cells — but only under `Input.MouseCaptureMode=0` (legacy always-grab) (M-49, user…** — full `## D192` entry at file tail | CLOSED — the buggy mode 0 was removed entirely in the v0.2.0 prep pass (see D239); click-to-lock is now the only capture mode, so the unreachable-cells path no longer exists |
| D221 | **SELECT FILE screen: the mouse hit-box for a file slot is vertically offset from its visible box — you have to click *below* a file to select it, hovering directly over it doesn't (M-87, user QA, default `MouseCaptureMode=1`).** Different symptom from D192 (D192 is an unreachable-outer-cells *clamp range* bug under legacy mode 0; this is a per-row hit-test/highlight *offset* bug under the shipped default mode 1). | **FIXED (M-91) — root cause was NOT a coordinate/origin mismatch: it's a compiler stack-layout dependency in `interface_menu05_fileselect` (`front.c`).** The hit-test projects each wallet's model extents via `projectRectCornersTo2D`, which takes `{min,max}` `coord2d` *pairs* — but the file-select caller passed `&xmin, &ymin` (four separate f32 locals), relying on the N64 compiler laying out the max adjacent to each min. On PC (declaration-order locals) `arg1->f[1]` reads **ymax** as an X coordinate and `arg2->f[1]` reads an unrelated stack float (observed: `2.25734`, later `nan`) — so the vertical hit band collapsed to a ~14 px strip at the bottom edge of each wallet, sometimes NaN (never selectable that frame). Exactly "click below the file." The other caller (`objective_status.c:525`) passes real `coord2d` structs and was always fine. Fix: pass explicit `{xmin,xmax}`/`{ymin,ymax}` pairs under `#ifdef PORT` (identical values to what the N64 binary used; N64 path untouched). Verified headless: pre-fix A-press at cursor (154.7,127.8) over folder 0 never selected; post-fix same press selects folder 0 and advances. **Human mouse-playtest (this session): confirmed clicking directly over each visible file wallet selects it immediately, no aiming low required; consistent across all slots and the Copy/Erase icons; no crash.** Full details in §H "D221 — M-91". |
| D222 | **High `Video.FovScale` breaks culling — NPCs and some world objects stop rendering near the screen edges (M-87, user QA).** Split out of D211's noted residual: `currentPlayerSetCameraScale()` / the game's frustum-cull and screen↔world math still run at the **nominal, unscaled** fovy while the actual render projection is widened by `portFovScale` (`fr.c:737`) — so objects that are on-screen in the widened view but outside the nominal-FOV frustum get culled before they reach the renderer. Confirmed **not cosmetic** — a real, noticeable functional regression at high FovScale, not just "culls a hair early." | **FIXED, awaiting visual verification (M-121).** Root cause traced one step further than the original write-up: `currentPlayerSetCameraScale()` (`game/bondview.c`) derives both the frustum-cull plane normals (`c_cameratopnorm`/`c_cameraleftnorm`) *and* the fog/LOD distance-visibility-fade scale (`c_scalelod`/`c_lodscalez`, consumed by `chrobjFogVisRangeRelated()` et al. in `propobj.c`) from `c_perspfovy`, which every `viSetFovY`/`viSetAspect`/`viSetFov`/`viSetZRange` call in `fr.c` was setting from the **nominal** `g_ViBackData->fovy` — never the `portFovScale`-widened value D211 already computes for the actual render projection two lines away in `viSetupCurrentPlayerView`. Fix: factored the existing widen-FOV math out of `fr.c` into `f32 portScaleFovY(f32 fovy, s32 isTitleScreen)` (`port/src/video.c`, D222 — identical logic, same `LEVELID_TITLE` guard, no game-code duplication) and fed it into all 4 `currentPlayerSetPerspective()` call sites via a small `#ifdef PORT` local helper in `fr.c` (`frCullFovY`), same as the existing D211 projection-matrix chokepoint now also calls the shared helper instead of its own inline copy. Identity (bit-for-bit no game-code-visible change) at `FovScale=100` by construction — `portScaleFovY` returns `fovy` unchanged whenever `portFovScale == 1.0f`. Audited per the original risk note: `c_cameratopnorm`/`c_cameraleftnorm`/`c_scalelod`/`c_lodscalez` are consumed only in `propobj.c`'s fog-visibility-fade math and `bondview.c`'s own screen-space transform — no AI-visibility/awareness call sites found reading these fields, so `portFovScale` still only touches rendering-adjacent visibility, not NPC behavior. Rebuilt clean, crash-free at `FovScale=150` on `-level_33` (Dam). `bunker1` golden framediff was inconclusive in this dev box — the *unmodified* baseline build also fails it by a similar or larger margin (confirmed via an A/B stash/rebuild), matching the documented pre-existing frame nondeterminism (`porting-notes.md` §E), not a regression from this change. **Needs a human's eyes**: does high-`FovScale` screen-edge NPC/object culling actually look fixed now. |
| D223 | **QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter — wheel up = next weapon, wheel down = previous — instead of both directions cycling forward (M-87, user QA).** **Root-caused, port-only fix, no game-logic change needed** — GE's engine already has separate forward/backward weapon-cycle signals: `bondview2.c` computes `moveData.weaponForwardOffset = edge(invButtons) && !(shootButtons held)` and `moveData.weaponBackOffset = (invButtons held) && edge(shootButtons)` (`bondview2.c:5338-5347`, the classic N64 "hold A, tap Z to cycle backward" trick). Default control scheme (the `else` branch used unless a Domino/Goodhead/Galore/Plenty preset is active, `bondview2.c:5177-5179`): `invButtons = A_BUTTON` (= port `GE_CONT_A`, `input.c:86`), `shootButtons = Z_TRIG` (= port `GE_CONT_G`, `input.c:88`, the fire button). `moveData.triggerOn` is explicitly suppressed while `invButtons` is held, so holding A never causes an accidental shot when the Z edge lands. The port's `inputPostWheel()` (`input.c:977`) currently does `if (notches < 0) notches = -notches` — **discards wheel direction** — and only ever synthesizes a bare `GE_CONT_A` pulse (`wheelPulse`, `input.c:631-634`), i.e. always "forward." | **FIXED (M-105, `port/src/input.c`) — directional wheel cycling implemented per the plan below.** Wheel-up keeps the existing 2-poll `A` pulse (`weaponForwardOffset`: fresh A edge, Z released). Wheel-down runs a 2-poll backward sequence: poll 1 presents `A` only, poll 2 presents `A`+`Z_TRIG` — the fresh-Z-edge-while-A-held combo `weaponBackOffset` requires (`bondview2.c:5337-5340`); ordering matters because the edge is computed against the game's own previous poll. `moveData.triggerOn` (`bondview2.c:5419`) requires A to be released, so the synthesized Z edge can never fire a shot. Roles are stable: the port forces `CONTROLLER_CONFIG_HONEY` (`bondview.c:1484`), whose scheme gives `invButtons=A_BUTTON`/`shootButtons=Z_TRIG` — the same roles the pre-fix forward pulse already relied on. Known limitation (pre-existing, not a regression): while RMB aim is held the game flips `controldef` to KISSY (`bondview2.c:6106-6112`), under which *neither* direction cycles — exactly as the old forward-only pulse behaved in that state. Owes a human play-test (wheel up = next weapon, wheel down = previous, no accidental shots). Plan: keep `wheelPulse` (or a new `wheelPulseFwd`) for wheel-up as today; add a `wheelPulseBack` path for wheel-down that instead holds `GE_CONT_A` across ≥2 polls while presenting a fresh `GE_CONT_G` edge partway through (mirroring the invButtons-held + shootButtons-edge combo) — sequence matters (A must already read "held" `oldbuttons`-wise before G's edge, per `weaponBackOffset`'s check order). Must confirm which N64 control preset (`controldef`) the port's save data actually carries — `invButtons`/`shootButtons` differ under KISSY/GOODNIGHT/SOLITARE/etc; if the port doesn't force one, the synthesized combo needs to match whatever's active, or the port should just force the default (HONEY-equivalent) preset since its own `Input.Bind` system already replaces N64-style scheme selection. Port-only, `#ifdef PORT` in `input.c`, no `src/` game-logic touch. **M-87: PD-PC-port precedent checked (user asked what PD did about N64 control presets).** PD does **not** route mouse/gamepad through the N64 preset system at all — it defines its own logical control-key layer (`CK_*` in `port/src/input.c`/`input.h`, e.g. `CK_DPAD_L`/`CK_Y`) fully decoupled from the N64 controller-config enum, and even treats mouse-wheel-up/-down as **two independent bindable virtual keys** (`VK_MOUSE_WHEEL_UP`/`_DN`, defaulted to distinct `CK_*` actions) rather than one "wheel = cycle" event — exactly the shape of the fix this row wants. PD's `controldef` field is hardcoded (`player.c`/`playermgr.c` `controldef = 2`), not left to the original in-game control-style picker. **This GE port already has the equivalent layer for this purpose: D214's `Input.Bind` system.** Recommendation for D223 (and the user's broader ask — N64 presets aren't meaningful for mouse/keyboard, and modern-gamepad (Xbox/PS) support should be a first-class port concept, not routed through N64 presets either): add two new `Input.Bind`-able logical actions (e.g. `IA_WEAPON_NEXT` / `IA_WEAPON_PREV`) that synthesize the invButtons/shootButtons combos under the hood, default-bound to wheel-up/-down (keyboard/mouse) and left open for a future bumper/shoulder-button default under real gamepad support; and have the port force a single fixed `controldef` (matching PD's approach) so the synthesis target never depends on the original N64 control-style menu. That menu itself becomes a candidate for hiding/no-op in a future QoL pass once `Input.Bind` fully supersedes it — not proposed as a change here, just noted as the natural conclusion. **M-87 — D194 gives a concrete answer for *which* preset: `CONTROLLER_CONFIG_SOLILine truncated
| D224 | **QoL gap (M-87, from a PD-PC-port survey): the N64 Rumble Pak is fully dropped instead of modernized.** GE genuinely has a rumble subsystem (`src/motor.c`, `src/joy.c`) but the port's `osMotorInit/Start/Stop` (`port/src/libultra.c:1220-1223`) are all hard stubs — "no accessories on the PC," `osMotorStart`/`osMotorStop` return `-1` unconditionally, `osPfsFindFile`-family returns `PFS_ERR_NOPACK`. So every in-game rumble event (weapon recoil, explosions, etc.) computes and calls into a dead path. **PD's PC port wires the equivalent straight through to real gamepad rumble:** `inputRumbleSupported(idx)` checks `SDL_GameControllerHasRumble`/`SDL_JoystickIsHaptic` (with a Windows fallback: some pads report no haptics but rumble anyway), `inputRumble(idx, strength, time)` calls `SDL_GameControllerRumble()` scaled by a per-pad `RumbleScale` config value (options-menu slider, `Input.PadN.RumbleScale`), and `osPfsFindFile` reports a "Rumble Pak" present exactly when a real pad supports rumble (`libultra.c` — same "pretend the N64 accessory is there" pattern GE's port already uses for `osMemSize`/Expansion Pak, just applied to a real capability instead of faked). Cross-ref `QOL-INVENTORY.md` (folded into the existing "per-pad tuning" row). | **DEPRIORITIZED (M-87, user call).** Gamepad-only — irrelevant to mouse/keyboard, which is the primary target for this next release; no keyboard/mouse play is affected by NOT doing this. Root cause + fix still valid whenever gamepad support becomes a priority (no `src/` game-logic touch: GE's `motor.c`/`joy.c` call sites already exist and already call the `osMotor*` shims; the fix is entirely in `port/src/libultra.c` + `input.c` — add `inputRumbleSupported`/`inputRumble` per the PD shape, wire `osMotorStart`/`osMotorStop` to them, add `Input.PadN.RumbleScale` config). **M-87 PD-legacy-survey addendum (`docs/dev/notes/PD-LEGACY-SURVEY.md` candidate 1, high confidence) — the D224 fix as originally stated is NOT sufficient by itself.** Two more upstream blockers sit before the stubbed `osMotorInit/Start/Stop` ever gets reached: (1) `port/src/libultra.c:1096-1098` sets `g_contStatus[i].status = 0` for every pad — `CONT_CARD_ON` is never set, and `src/joy.c:184` gates the *entire* rumble-pak init path on that bit, so `joyRumblePakInit()` never even calls `osPfsInit`. (2) `src/joy.c:186-190` only attempts `osMotorInit` if `osPfsInit`'s return is `PFS_ERR_ID_FATAL` or `PFS_ERR_DEVICE` — but the port's stub (`libultra.c:1214`) returns `PFS_ERR_NOPACK`, so motor init is never attempted even once (1) is fixed. PD's exact trick (`libultra.c:213-227,349-351`): set `CONT_CARD_ON` for connected pads, and make `osPfsInitPak()` return `PFS_ERR_DEVICE` specifically when the pad supports rumble. **Whenever D224 gets implemented, both of these must land alongside the `SDL_GameControllerRumble` wiring** or the game's state machine parks at `RUMBLEPAKINITSTATE_NOT_READY` forever and nothing audibly changes despite looking wired up correctly. |
| D225 | **Dev-tooling QoL (M-87, user ask): a debug-build/env toggle that unlocks all missions + all cheats, for testing.** Root-caused a clean single choke point — **both** gates route through the same function: `bool fileGetIsCheatUnlocked(save_data *save, s32 cheat)` (`src/game/file2.c:391`) reads the save's `unlocked_cheats_1/2/3` bitfields and returns whether bit `cheat` is set. Mission-select lock (`src/game/file.c:59`, gates whether a briefing page's mission is selectable) and the cheat-menu availability check (`frontCheckIfCheatIsUnlocked`, `front.c:1009`, itself calling `fileGetIsCheatUnlocked` for the per-level `SP_LEVEL_*` cheat IDs) **both** call it — it's a pure, side-effect-free bitfield read (no save-data mutation), so short-circuiting it to always-true under a debug env var unlocks mission-select *and* the cheat menu in one change, matching exactly what was asked ("those two go a long way"). **Bonus, free once cheats unlock:** the ROM already contains real Rare-era developer cheats that are otherwise unreachable in normal play — `CHEAT_LINEMODE` (wireframe render — would make D222-style culling bugs trivial to see), `CHEAT_BONDPHASE`, `CHEAT_DEBUG_POS`, `CHEAT_DEBUG_UNK5` (`cheat.c` ~L687-707, `CHEAT_MASK_GLOBAL`) — worth trying once this lands, may be useful dev tools in their own right. | **OPEN — root-caused, not implemented.** Plan: `#ifdef PORT`, env-gated (e.g. `GE_DEBUG_UNLOCKALL=1`, catalogue in `GE-ENV-PROBES.md` once added) short-circuit at the top of `fileGetIsCheatUnlocked` — `if (getenv-cached-flag) return TRUE;` before the bitfield read. Default off ⇒ zero behavior change for normal play; when set, purely a query-time override (save file itself is never touched, so it can't corrupt a save or leak into the shipped default). No `src/` logic change beyond the guarded early-return (same class of edit as other `#ifdef PORT` dev-convenience hooks, e.g. `GE_STARTMENU`). |
| D226 | **QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.** All three route through the same primitive, `textRenderOutlined()` (`src/game/textrelated.c:688`, doc comment: *"Used for ammo counter, bottom left HUD messages, countdown timers"*), called from two specific in-game (not menu) sites in `bondview2.c`: **ammo + bottom-left pickup/status** at `bondview2.c:10005` (`stringbuffer_lowerleft[...]`, anchored at `view_left`/`view_vert`), and **top-of-screen dialogue** at `bondview2.c:10163`/`10165` (`stringbuffer_top[...]`, anchored at `msg.x`/`msg.y`). `textRenderOutlined` → `textDrawGlyphQuad` (`textrelated.c:615`) emits each glyph as a plain RDP `gSPTextureRectangle` at the glyph's native font-metric pixel size, `dsdx`/`dsdy` = `0x400` (1:1 texel:pixel, no scale factor anywhere in the call chain). Same function is also used by menus/options/multiplayer UI (`front.c`, `options.c`, `mpmenu.c`) — **do not scale generically**, those have their own layout at fixed screen fractions and D211 already established HUD anchors must stay put; scale only the 3 in-game HUD call sites named above, about their existing anchor (so bottom-left stays bottom-left, top stays top — same anchor-preserving principle as D211's HUD-static check). | **OPEN — root cause / call sites identified, not designed or implemented.** Two viable directions: (a) a `#ifdef PORT` wrapper at just these 2-3 `bondview2.c` call sites that scales the emitted `gSPTextureRectangle` geometry (`xl/yl/xh/yh`) by a new `f32 portHudScale` (default 1.0 ⇒ byte-identical) while inversely scaling `dsdx/dsdy` to keep the same source glyph texels mapped onto the larger/smaller rect, re-anchored so the opposite edge (bottom for the lower-left block, top for dialogue) doesn't move; or (b) thread a scale parameter into `textRenderOutlined`/`textDrawGlyphQuad` itself, defaulted to 1.0 at every other call site. (a) is more surgical (matches the "don't touch shared menu text" constraint) but duplicates a little geometry math; (b) is more central but touches a much more widely shared function. No PD precedent found (PD's port has no equivalent HUD-scale option). F10 overlay slider candidate once implemented, alongside `Video.FovScale`. |
| D222 | **High `Video.FovScale` breaks culling — NPCs and some world objects stop rendering near the screen edges (M-87, user QA).** — full `## D222` entry at file tail | **FIXED, awaiting visual verification (M-121).** Root cause traced one step further than the original write-up… |
| D223 | **QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter — wheel up = next weapon, wheel down = previous — instead of both directions…** — full `## D223` entry at file tail | **FIXED (M-105, `port/src/input.c`) —… |
| D224 | **QoL gap (M-87, from a PD-PC-port survey): the N64 Rumble Pak is fully dropped instead of modernized.** — full `## D224` entry at file tail | **DEPRIORITIZED (M-87, user call).** Gamepad-only —… |
| D225 | **Dev-tooling QoL (M-87, user ask): a debug-build/env toggle that unlocks all missions + all cheats, for testing.** — full `## D225` entry at file tail | **OPEN — root-caused, not implemented.** Plan… |
| D226 | **QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.** — full `## D226` entry at file tail | **OPEN — root cause / call sites identified, not designed or implemented.** Two viable directions… |
| D227 | **Sky renders as two independently-moving halves — reads as "two sky processes" (M-93, user QA on PR #43's debug build, `-level_22` Statue and Cradle).** Each half of the screen shows a different sky pattern, and the two halves scroll/move at different rates relative to each other. Surfaced *while* verifying D176(a)'s perspective-correct-interpolation fix — D176(a)'s fix measurably improved the scroll-speed symptom on the visible pattern but did not touch this; this is a distinct defect, not a regression from that PR (unclear yet whether it pre-dates PR #43 or was merely easier to notice once the scroll speed calmed down enough to see the seam). User flagged one confound worth ruling out first: might be a widescreen/aspect-ratio artifact of rendering at modern resolutions rather than a logic bug — original N64 output is 4:3/{something narrower}, and the sky-quad tiling math (`skyPortRenderPoly`, `sub_GAME_7F097388` upstream) may assume the original screen split. | **FIXED (M-100b, PR #43) — root cause was a unit error, and it also fixed the "sky scrolls too fast" complaint (M-96) and the over-tiling.** `unk20`/`unk24` are already in the RDP's native S10.5 1/32-texel units; M-82 read them as texel counts and baked `tc = (S - fold) * 32`, making every sky texcoord 32x too large and overflowing the `s16` `tc`. Human play-test confirmed by the user on the previously-failing levels. Full write-up: §H "D227 — M-100b". Historical investigation trail below. **OPEN — visual evidence captured + a concrete mechanistic hypothesis found (M-94), not yet fixed.** Headless `-level_22` capture confirms a real, visible crease/discontinuity in the cloud texture — not a rendering artifact of viewing it live, and present in a single static frame (rules out the "just camera pan" explanation for at least this instance). Screenshot: `docs/img/bugs/d227-sky-seam-statue.png`. **Leading hypothesis:** `skyPortRenderPoly` (D176(a)'s fix) computes `wScale` per call — i.e. per individual triangle in the sky fan (`skyRenderTri`/`skyRenderFull` issue up to 5 separate `skyPortRenderPoly` calls per frame from a 5-vertex fan, `sky.c:900-920`/`1372-1393`) — from that triangle's own 3 vertices' `unk0c`. The position math is exact for any `wScale` (verified algebraically: `clip.x = (ndcX·w/wScale)·wScale = ndcX·w` regardless of `wScale`), so this is not a logic bug in the fix itself, but the `s16`-quantized `ob[]` storage means each triangle's shared-edge vertices get **independently re-quantized at a different granularity** depending on that triangle's own `wScale` — a vertex sitting on the seam between two triangles can round to a measurably different `ob[]` value in each triangle's independent call, producing a small position/continuity crack exactly at triangle boundaries. This would read as "two adjacent regions with different patterns" without requiring two draw calls or two cloud layers — one `skyPortRenderPoly` call producing a slightly different quantization per neighboring primitive is sufficient. **Not yet confirmed** — did not isolate camera motion from sky-scroll motion cleanly enough to independently verify the "each half moves at a different rate" part of the user's report, only the static crease. **M-95: FIXED (the static-crease part) + headless-verified.** Implemented the fix direction above: `skyPortBeginFan()`/`skyPortEndFan()` (new, `#ifdef PORT`, `src/game/sky.c`) compute one shared `wScale` across every vertex in the whole fan (`sp274[]`/`sp94[]`, up to 5 verts), called once right after each fan's vertex array is populated and before its 1-3 `skyRenderTri`/`skyRenderFull` calls; `skyPortRenderPoly` now uses that shared value when set, falling back to its old per-call-local computation otherwise (defensive — no other caller exists today, checked: `grep` finds `skyRenderTri`/`skyRenderFull` used nowhere outside this file). **Verified:** same-frame before/after screenshots at `-level_22` frame 345 — `docs/img/bugs/d227-sky-seam-statue.png` (before, visible kink ~x=1000/1280) vs `docs/img/bugs/d227-sky-seam-statue-fixed.png` (after, same frame, continuous streaks, kink gone). Full 21-level `verify.sh sweep`: 21/21 PASS both before and after this change (no regressions). `bunker1`'s `worst_cell` framediff number is unaffected by this change — reproduced identically on the pre-fix build, it's the already-known stale-golden-baseline issue (see M-84/M-83 notes; owed a re-baseline, unrelated to sky.c). **Cradle checked too:** the "black rectangle" artifact visible there is confirmed pre-existing (identical on a pre-fix build capture) — that's the separate, already-documented FOV-coupled black-sky-past-frustum-edge symptom (D218/D222 family), not this defect; didn't chase it here. **Not fully closed:** did not re-verify the "moves at a different rate" half of the original report post-fix (the M-94 addendum's static-camera diff measurement wasn't repeated on the fix); the aspect-ratio-artiLine truncated
| D229 | **Water on `IsWater` levels renders green and pulses blue<->green on an interval (M-101, user playtest, Frigate `-level_26`; Surface 2 also an IsWater level).** Reported alongside green weapon textures on Frigate/Surface 2 — **that half was NOT a bug**: the branch under test was 2 commits behind main and those 2 commits were exactly the D217 fixes (#47 texpool alignment, #49 CI cache palette-content key); after merging main the user confirms the gun is good. | **FIXED (port-layer) — root cause: water image is ZLIB+CI8; pool holds raw 8-bit indices; N64's custom ucode expanded them to RGBA16 in TMEM at load, fast3d read index byte-pairs as 16-bit texels (g=2·idx mod 32 dominates → green). Fix: track `src_fmt` per TMEM load; RGBA/16b tile over a CI-sourced slot now imports via the CI8 palette path (`gfx_pc.cpp` import_texture). Frigate verified live (user: "looks better"); sweep + Surface 2 by-eye still owed.** Pre-existing (A/B proven), mechanism identified as above. Built plain `main` with none of the D227 work: `-level_26` frame 340 shows the **same green** (only the tiling density differs), so D229 is independent of D227. The quad is `sky.c`'s `IsWater` block1 (Frigate confirmed `IsWater=1` via `GE_D176` — which also settles M-99's ranked item 1: that path is textured and does go through `skyPortRenderPoly`). Draw state from `sub_GAME_7F09343C` (`unk_092E50.c:278`): tile 0 and tile 1 both RGBA/16b at **the same TMEM 0**, `masks=maskt=5`, tile 1 offset by `gDPSetTileSize(1, uls=90, ult=150, lrs=0, lrt=0)`, 2-cycle `LERP(TEXEL1, TEXEL0, PRIM_LOD_FRAC)` with cycle 2 `= COMBINED * SHADE` and the LOD fraction driven by **`sinf()`** — that sine IS the reported pulsing, so **one texunit resolves blue and the other green** and the sine fades between them. **Ruled out: the shade path** — `skyChooseWaterVtxColour` with measured `env RGB=16,48,96` / `WaterRGB=255,255,150` spans dark blue to pale yellow and can never be green; measured pixels ~`(5,70..175,20..37)` (R and B crushed) put the green on the texel side. **Not established:** why one texunit decodes green when both tiles share TMEM and format. One unproven oddity: `uls/lrs` are `uint16_t` and `width = ((lrs-uls)>>2)+1` gives tile 1 `-22` -> **65514**, though the matching negative `tex_width2` makes the sub-tile-window branch skip and fall through to the correct mask-based 32-texel wrap, so it may be harmless. **Next:** widen the `GE_D172` multitex probe (it filters on `tile1.tmem != tile0.tmem`, equal here, so it never fires) to dump both texunits' decoded state; capture a *sequence* across the sine period, since a single frame is useless (frame 340 reads green on all builds); and check `skywaterimages[2]`'s real format vs the RGBA/16b `sub_GAME_7F09343C` re-declares. **D227 is deliberately decoupled:** M-100b's safety valve takes `allowShift` and the water quad passes FALSE, leaving that path byte-identical to pre-D227 — shifting both tiles was observed live to flatten the cross-fade into constant green. Full write-up: §H "D229 — M-101". |
| D230 | **In-level music quality: a bass instrument sounds corrupted on PC, correct on N64 reference (M-105, user reports; repro refined M-106).** Filed to give the post-D77 residual its own label — D77 (in-level music *absence*) is RESOLVED (PR #42, missing `return` in `sub_GAME_7F0C0BF0` zeroed the seqp volume on the only in-level trigger path), so "music doesn't play" claims in tracked docs are stale; what actually remains is this quality gap. **M-106 repro, deterministic (not intermittent):** Control's elevator track and its regular in-level track both carry the bad instrument throughout; Cavern's elevator track has it too; Runway's track is otherwise fine but the same instrument enters ~5–7s after the track starts and sounds bad from then on. User confirmed against original N64 reference audio that a bass instrument belongs there on Runway — this is **not** a wrong-instrument/wrong-bank selection (rules out the D77 trigger-path family and the seqp-volume fix's neighborhood); the instrument choice is correct, only its *sound* is wrong on PC. Determinism (same track, same spot, every time) points at a static decode/synthesis bug for this instrument's wavetable/ADPCM data — most likely low-frequency-specific (pitch-shift/downsample artifacting, a wrap/loop-point error, or a clipping/gain issue that only bites bass-range samples) — rather than a live mixing/voice-stealing issue (D147/D152/D202 family), which would be intermittent. The mixer layer and the trigger layer are both proven working by every track that sounds right, so the suspect neighborhood is the seq/instrument-bank decode path (`csplayer.c`/`synthesizer.c`, bank loading), not `port/` audio plumbing. | **OPEN — static-analysis pass done (M-108), not runtime-confirmed.** Repro: Control (elevator + regular track, throughout), Cavern (elevator, throughout), Runway (~5–7s in). Traced the suspect neighborhood to the software ADPCM decoder in `port/src/mixer.c` — the PC replacement for the RSP's `aLoadADPCM`/`aADPCMdec` ucode ops (`csplayer.c`/`synthesizer.c` only emit ucode command lists; they don't decode samples themselves). Found two hardcoded assumptions that don't hold for the general ADPCM-book format: (1) `sAdpcmTable` (`mixer.c:174`) is declared `[8][2][8]`, hardcoding predictor `order=2`, but `order`/`npredictors` are per-instrument authored fields (`include/PR/libaudio.h` `ALADPCMBook.order`; `src/libultra/audio/load.c:428-429` computes `bookSize` from them) that the bank-relayout code (`port/src/romdata.c:718-736`) already handles generically — if this bass instrument's authored book uses `order != 2`, the 2-tap recursion at `mixer.c:223-240` would decode it wrong; (2) even at `order=2`, `aLoadADPCMImpl` (`mixer.c:177-192`) silently truncates any book over 256 bytes (`mixer.c:183`, `npredictors > 8`), while the decode loop's 4-bit predictor-select nibble (`mixer.c:219`) can legitimately address up to 16 rows — an instrument with `npredictors > 8` would read truncated/garbage rows for some frames. **Caveat weakening confidence:** N64 SDK ADPCM in practice is conventionally always `order=2` (the RSP ucode's own decode algorithm is essentially fixed to a 2-tap recursion industry-wide), so candidate (1) may not apply to a real N64 title's data; candidate (2) (`npredictors > 8`) is the more plausible of the two absent contrary evidence. Not confirmed against GE's actual ROM-authored book data (no live capture taken this pass). Next: extend the existing `GE_MIXERTRACE=1` trace's `[LOADADPCM]` line (`mixer.c:187`, already logs `count` — `count/16 = order*npredictors`) to flag any book where `count > 256` (proves truncation) during a Control run, and correlate the anomalous book to its channel/instrument via `seqplayer.c:1120`'s program-change. If no anomaly shows, this whole neighborhood is likely a dead end and the next suspect is the resample (`mixer.c:295-341`) or envelope/gain (`mixer.c:379+`) paths for bass-range-specific behavior. **M-120 (local-Qwen triage dispatch): a third hypothesis proposed and CHECKED, RULED OUT.** The dispatched read-only pass proposed that `afFixupBook`'s `port/src/romdata.c:733-737` conversion of the ADPCM book coefficients (BE ROM → LE host, via `afRd16`/`afWr16`) is backwards and should stay big-endian. Verified against the actual code and disproven: (1) that conversion is the identical BE→LE pattern used for every other field in the same function (`order`/`npredictors` two lines above) and in the sibling `afFixupAdpcmLoop`'s ADPCM state array a few lines down — not something special-cased for this one book; (2) `port/src/mixer.c`'s `aLoadADPCMImpl` does a raw `memcpy` of the already-converted book straight into a host-native `s16[8][2][8]` table with no further byte-swap, consistent with the coefficients being intentionally pre-converted to host order; (3) decisively, `afFixupBook` is one shared code path applied uniformly to every ADPCM book in the game — if this conversion werLine truncated
| 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 (terminals, furniture) in that space still draw (M-106, user QA report; screenshots `docs/img/bugs/20260912-cullingbug-bugged.png` vs `-notbugged.png`).** Root-caused M-107 (session-016TaKy6, port/fast3d only): **fast3d's CPU-side "trivial reject" AND-test in `gfx_sp_tri1` (`port/fast3d/gfx_pc.cpp:1455-1460`) has a latent w-sign bug independent of D222/D106.** The per-vertex outcode bits computed in `gfx_sp_vertex` (`x<-w`/`x>w`/`y<-w`/`y>w`/`z>w`, `gfx_pc.cpp:1372-1386`) are only valid half-space tests when `w>0`; for a vertex that has crossed behind the camera plane (`w<0` — common when the camera is close to large room-structure polygons, e.g. walls/ceiling trusses near a doorway) the comparison sense is flipped, so its outcode can come out wrong. If that spurious bit happens to match the other two (genuinely correct) vertices' bits, `v1->clip_rej & v2->clip_rej & v3->clip_rej` fires and the whole triangle is dropped before it ever reaches OpenGL — even though GL's own homogeneous clipper (which *does* handle `w<0` correctly) would have rendered the visible part of it. Confirmed against the two screenshots: same room/camera/ammo-HUD, one frame is missing the room's ceiling trusses/walls (replaced by flat sky) while the console/terminal props in the same room still draw fully — exactly the "big background polys vanish, small prop models don't" split you'd expect, since large near-camera polygons are far more likely to have a vertex cross behind the eye than small self-contained prop meshes. The backface-cull code 6 lines below (`gfx_pc.cpp:1462-1495`) already special-cases this exact `w<0` hazard for its own cross-product sign (`(v1->w<0)^(v2->w<0)^(v3->w<0)`) — the trivial-reject block above it never got the same treatment. **Independent of D222** (D222 is a game-logic frustum-cull bug in `src/game/fr.c`/`bondview2.c` that only manifests at non-default `Video.FovScale`; this is a GPU-pipeline clip-rejection bug in `port/fast3d/` that fires at any FovScale, including the default 100, whenever the camera gets close to a large polygon — matching the report's "all levels, near doors" framing with no FovScale mentioned). Also independent of D106 (D106 fixed the *game-side* portal-visibility bbox computation for a different z==0 edge case in `bg.c`; this is the *renderer-side* per-triangle clip decision, a different stage of the pipeline entirely) — same neighbourhood/symptom vocabulary ("things vanish near a portal-adjacent boundary"), different bug. | **FIXED (port/fast3d/gfx_pc.cpp, `gfx_sp_tri1`) — high confidence on mechanism, UNVERIFIED visually.** Fix: skip the trivial-reject AND-test entirely whenever any of the triangle's 3 vertices has `w<0`, deferring to GL's clipper instead (mirrors the cull code's existing w-sign handling one block below). Change only ever *adds* triangles that were previously dropped — cannot make anything newly invisible, so it's a safe, narrowly-targeted fix with no game-logic touch (fast3d is PC-only code, no N64 build parity to preserve, no `#ifdef PORT` needed). **Build verified green** (`./build-pc.sh` equivalent — MSYS2 mingw64 cmake+ninja, full `ge007.x86_64.exe` link succeeds, only one pre-existing unrelated `-Wformat` warning in the same file). **VISUALLY VERIFIED (M-108):** user played `-level_26` (Frigate — corrected level id, the old `-level_02` note above predates the `bondconstants.h` numbering check) and confirmed the doorway/ship-corridor geometry no longer flickers or vanishes near room boundaries. Closed. |
| D234 | **Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).** Investigated M-107 (session-016TaKy6, port/fast3d scope): **NOT root-caused — no fast3d-side mechanism found that plausibly explains "only the first of N repeated instances renders."** Ruled out: fast3d has no matrix/model instance cache that could explain a first-instance-only bug (the D217-family "keyed by address, not content" cache-bug class doesn't recur here — the *only* content-addressed cache in fast3d is the texture cache, already excluded from this investigation per the M-106 triage note); the modelview matrix stack (`gfx_pc.cpp:105`, depth 11, push properly gated `< 11` at `gfx_pc.cpp:1220`) is correctly bounded and would affect every level's nested-DL geometry, not just Dam's towers specifically; the D233 w<0 clip-rejection bug (above) doesn't fit either — towers are viewed from a distance along the dam, not close enough for a camera-behind-vertex condition, and D233's mechanism is per-triangle/per-frame flicker, not a stable "always the same instances missing" pattern. **Leading hypothesis, NOT verified:** GE's road/structure-instancing for repeated architecture typically goes through the room-graph's bytecode "vis program" (`VISOP_*` opcodes interpreted in `bg.c` ~L4450-4620, e.g. `VISOP_PUSH_IF_ROOM_IN_RANGE`, `VISOP_ADD_VISIBLE_ROOM`) or through per-instance room/portal definitions in the level's compiled BG data — both are level *data*, not code reachable via static analysis without the ROM (this worktree has none extracted). Could equally be a per-instance object/prop transform or cull-volume bug in `src/game/propobj.c`/`chrprop.c` (out of this task's `port/fast3d/` scope, and out of the `src/game/*` model/anim exclusion in the brief regardless). **No fix attempted — do not have enough evidence to touch code.** | **VISUALLY VERIFIED FIXED (M-108) — mechanism still unexplained.** User confirmed on a live Dam playthrough (post-D233 fix, correct `-level_26`/Frigate session's build) that all guard towers along the dam now render, not just the first. No code change was made specifically for D234, and the M-107 investigation's own reasoning argued D233's mechanism doesn't fit this symptom (towers viewed from a distance, not a close-camera w<0 case) — so either that reasoning was wrong, D233's fix had a broader effect than analyzed, or the original symptom was intermittent/state-dependent rather than deterministic. Not closed with high confidence in *why* it's fixed, just closed on live confirmation that it *is*. If it resurfaces, re-open with a fresh `GE_PCDUMP` capture rather than assuming this write-up's ruled-out list still holds. |
| D230 | **In-level music quality: a bass instrument sounds corrupted on PC, correct on N64 reference (M-105, user reports; repro refined M-106).** — full `## D230` entry at file tail | **OPEN — static-analysis pass done (M-108), not runtime-confirmed.** Repro… |
| 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 (port/fast3d/gfx_pc.cpp, `gfx_sp_tri1`) —… |
| 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) —… |
| D244 | **Self-hosted CI runner (`corpyvt6agent01`) link failure: `undefined reference to 'objectiveGetStatus_WEAK'` (2026-09-12, first-ever build attempt on the reinstalled box, run `34707798707`).** `src/game/objective_status.c:162` uses `#pragma weak objectiveGetStatus_WEAK = get_status_of_objective` (a decomp ground-truth alias, referenced 2-arg from `chrai.c:2538` — comment calls it "horrible hack to get ai matching"). The box's `g++`/`ld` reported as `x86_64-w64-mingw32/16.1.0`; a minimal local repro of the identical `#pragma weak` cross-TU function alias **links cleanly** on this session's own machine (`mingw-w64-x86_64-gcc 16.2.0-3`, `binutils 2.47-3`). Not a game-logic bug (the alias is unmodified decomp code, ground truth) and not a CMakeLists/link-flag issue (no `--gc-sections`/LTO in play) — the leading, unverified explanation is the self-hosted box's MSYS2 packages predate a PE/COFF weak-external fix or behavior change versus current MSYS2, consistent with rollout step 2's earlier finding that the box's mingw64 package set was stale/incomplete at initial setup. | **OPEN, not yet fixed.** Next: on the box, `pacman -Syu` (or at minimum `pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-binutils`) to bring the toolchain current, then re-dispatch `selfhosted.yml`. If updating doesn't clear it, the fallback is a narrow `#ifdef PORT` replacement of the alias with an explicit thin wrapper function in `objective_status.c` (ABI-preserving, no logic change) — but try the toolchain update first since the local repro suggests this is a version/environment gap, not a fundamental PE/COFF limitation. |
| D228 | **AK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix — a separate failure mode from the green wrong-palette defect (M-97, user playtest of PR #47, `-level_34` FACILITY).** Split out of D217 defect ①, exactly as the M-90 write-up anticipated ("do not close D217 defect ① on this merge — reopen/retitle as the AK47 + NPC-world-model white-texture residual"). **Playtest result that motivates the split:** with PR #47's `texInitPool` 8-byte arena alignment in, the *green* symptom is GONE — PP7/PPK grip and hammer render correct, Bond's watch face correct, no green cast on hands or the 3rd-person world model. But **NPC-held AK47s still render with white patches**, i.e. tiles sampling a missing/undecoded texture rather than a wrong-but-present palette. White ≠ wrong colour: a wrong palette binds a real TLUT with wrong contents (D217's mechanism, now fixed), whereas white is the signature of a texture that never got decoded/uploaded at all, or a tile descriptor pointing at an empty/cleared texpool slot. The M-87 matrix described these as distinct from the start ("AK47 viewmodel has white (missing-texture) patches on the magazine + barrel" vs. the green/blue colour corruption) — this playtest confirms they have distinct root causes, since fixing one left the other untouched. | **FIXED (`port/fast3d/gfx_pc.cpp`, `palette_to_rgba32`) — a real byte-order bug, not a texpool/decode-never-ran issue as originally guessed.** `GE_TEXDUMP` on Facility (`-level_34`) found ~14% of LOD-textured uploads (fmt=CI, `palette_fmt=G_TT_IA16`) rendering solid near-white; a `GE_D228` correlation probe ruled out the texpool/RC2-clip hypothesis (the decoded size exactly matched the tile's base image every time — the data reaches `import_texture` fine, sized correctly). The actual bug: `palette_to_rgba32`'s `G_TT_IA16` branch read `intensity = palentry & 0xff` (low byte) and `alpha = palentry >> 8` (high byte) — backwards relative to the already-correct direct-IA16 decode two functions above it in the same file (`import_texture_ia16`: `intensity = addr[2*i]` (first/high byte after `gfx_dp_load_tlut`'s `PD_BE16` swap), `alpha = addr[2*i+1]`). A dim, fully-opaque palette entry (e.g. intensity=0x58, alpha=0xff) decoded backwards as bright and mostly-transparent (intensity=0xff, alpha=0x58) — exactly the white-patch symptom, on any CI-format material whose TLUT happens to be IA16 rather than RGBA16 (weapon metal/grip materials commonly are, since IA is a natural fit for grayscale metal with a separate opacity channel). Fix: swap the two lines to match the working convention. **User-verified live:** AK47 and other metallic guns render correctly (no more white patches). Verified crash-free with a `-level_34` headless run before the live check; a full 21-level sweep is still owed (not run this session — the user was using their own game instance concurrently, `verify.sh`/`taskkill` would have killed it). D217 · D161 lineage — same general "CI/LUT format-assumption" bug class, distinct specific bug. |
| D204 | **PC audio ran ~2 % below real time permanently: GE's AI feedback loop (`src/audi.c:531`) has a ~3 ms setpoint that PC scheduling jitter clears, so the SDL queue starves and the device pads playback with silence (FIXED, measured).** `amMain` wakes at 30 Hz (`sched.c:334` forwards every 2nd retrace to the audio client) and asks for `g_MinFrameSize`=720 samples per block = 21600/s against a 22050 Hz device — structurally 2 % short, relying on 784-sample top-up blocks that `audi.c` only requests once the reported AI length falls under ~69 frames (3 ms). Fine on N64 (double-buffered AI, exact VI interrupt); on PC the queue empties before the loop reacts, and the padded silence is unrecoverable time. **Fix (F5, port-only):** `audioGetAiLengthBytes()` subtracts a 1024-frame (~46 ms) cushion before reporting, so the loop tops up while slack remains; `audi.c`'s control law untouched (rule #2 clean). Measured A/B in one binary via `GE_D204_OLD`: **rt 0.980 → 1.000, q min 0 → 368, drop 0.** Also: F1 correct AI_LEN_REG single-buffer semantics (robustness, measures as a no-op), F3 `Audio.QueueLimit` 8192→2880 + non-silent drops (NB: an existing `ge007.ini` pins it), F4 oversize invariant guard, and `GE_D204=1` cheap audio-health monitor (`rt`/`q`/`drop`/`max`, safe to leave on for a full playtest). **Falsified in-session, do not re-open:** the u32 wrap at `audi.c:531` is real (high-water 2064 frames > the 789 threshold) but harmless — `frameSamples` is `s16` (`audi.c:145`), so it lands negative and audi.c's own lower clamp catches it; max block stays 3136 B vs the 3156 B allocation, no heap overrun. **Corrects two M-63 claims:** `soundIndex=109` is guards' return fire (count was double-logged; the "32.6 ms cadence" is just the 2880-byte block quantum every `dumppos` is rounded to) — closed negative; and M-63's "13 % of real time" was `GE_MIXERTRACE`'s own 25 MB unbuffered log starving the audio thread (same repro without it: 58.0 s / 60 s). Does NOT explain D202. | FIXED (`port/src/audio.c`, `port/src/libultra.c`, `port/include/audio.h`) — measured; a by-ear pass on a real playthrough still owed |
@@ -447,7 +447,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D215 | **1P weapon viewmodel never drew in-level — `gunRenderFirstPersonGunModels` builds its `ModelRenderData` from a reinterpret across separately-declared adjacent…** — full `## D215` entry at file tail | **FIXED (`src/game/gunfire.c`, `#ifdef PORT`).** Build clean.… |
| 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).** — full `## D216` entry at file tail | **LANDED + VERIFIED this session.** Build clean.… |
| 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
| 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).** — full `## D218` entry at file tail | **Logged (M-84), fix proposed + parked.** Plan… |
| 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
**M-111 (2026-09-12, live session, 6 build/relaunch cycles): G_LIGHTING lead RULED OUT; texture-cache-collision lead RULED OUT; ROOT CAUSE FOUND — R/B channel swap in the decoded fire particle texture data itself.** Live-captured 4 rounds against a real user playtest (not scripted) with the user confirming explosions were still blue/purple in every capture:
@@ -461,7 +461,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
2. **Confirmed empirically, not just by inspection:** dumped raw decoded RGBA5551 words at the exact point `texChannelsToPixels`/`texInflateLookup` write them (`GE_D219RAW=1`, Dam `-level_33`, scripted PPK fire via `GE_INPUTSCRIPT`) — e.g. pre-fix texnum 2111 decoded word `0xf1c2` (R=30,G=3,B=1 under standard RGBA5551 — briefly looks *plausible* red until you realize this is the value BEFORE the byte-swap fast3d applies; the two-stage mis-cancellation is what produced the reported blue/purple, not a one-step swap — see the fix verification below for the real signal). The conclusive test is the rendered/uploaded texture, not the intermediate value in isolation.
3. **Fix (`src/game/image.c`, `#ifdef PORT`/`#else` macro, no `src/` logic changed):** added `PORT_PIXEL16`/`PORT_PIXEL32` — `__builtin_bswap16`/`32` under `#ifdef PORT`, identity under `#else` (so the N64 build is byte-for-byte unaffected, verified by inspection: the macro is a no-op expansion, not a code path change) — and wrapped every wide-pixel (`RGBA32`/`RGB24`/`RGBA16`/`IA16`/`RGB15`) store in the five functions listed above. CI/I4/I8/IA4/IA8 branches (single-byte, no byte order) are untouched. This is the D3x/AGENTS.md#2 narrow ABI/byte-layout exception class: mechanical, semantics-preserving (same numeric color, corrected byte order for the LE host), scoped to exactly the format cases that need it.
4. **Verified, numerically and visually:** `GE_TEXDUMP=1` PPM capture of the 15 `IMAGE_FIRE_N` textures post-fix — average RGB flipped from B-dominant (M-111: `fire000 (102,67,138)`) to R-dominant (post-fix `fire000 (141,127,53)`, `fire003 (147,81,24)`, `fire005 (47,10,2)`); a 10x-upscaled render of one frame and a 6-frame animation strip (frames 000-006, session scratchpad) show a clean, unambiguous fire-sprite animation — bright yellow-white core cooling through orange to red/black ash, exactly the expected in-game fire look, no purple/blue anywhere. Sanity-checked a montage of 12 ordinary (non-fire) world textures from the same Dam capture (clouds, hazard stripes, pipes, grating, concrete) — all render correctly, no regression from the format-gated change. `-level_09` (BUNKER1) and `-level_33` (Dam) both boot and render crash-free post-fix (10s+ each, no `ge007.crash.log`). **Not yet done:** a full 21-level `verify.sh sweep` and a genuine live human playtest confirming the fix in real (non-scripted) gameplay — the scripted-fire + texdump evidence here is strong but the row should stay open until a human eyeballs a real firefight on this build. `docs/porting-notes.md` gets a new entry for this bug class (runtime-decoded multi-byte pixel formats need explicit byte-order handling; static C-array textures already get this via D71/`gfx_tex_normalize_source`, runtime-decompressed ones did not). **M-114 — REGRESSION, reverted.** User playtest after M-113 landed reported 1P muzzle flash rendering blue and the ammo HUD counter rendering pink — colors inverted on textures that were fine before. Root cause: M-113's `PORT_PIXEL16`/`PORT_PIXEL32` swap is applied unconditionally to every call site in `texReadUncompressed`, `texChannelsToPixels`, `texInflateLookup`, and `texInflateLookupFromBuffer` — i.e. to every RGBA16/RGB15/IA16/RGBA32/RGB24 texture decoded through these shared functions, not just `IMAGE_FIRE_N`. This is the exact failure mode already logged above against the sibling function ("do NOT attempt a blanket R/B swap in `import_texture_rgba16` — it's shared by the whole game and would break every correctly-rendering RGBA16 texture"), just repeated one file over. Muzzle flash and the ammo HUD icon evidently decode through this same shared path without needing the swap. **Fix applied:** `PORT_PIXEL16`/`PORT_PIXEL32` reverted to identity (no-op) in `src/game/image.c`; the macro/call-site wrapping is left in place as scaffolding. **D219 is OPEN again** — the fire-particle color bug is unfixed. **Next, concrete, not yet done:** find the actual property that distinguishes `IMAGE_FIRE_N`'s decode from a working same-format sibling (M-112 already narrowed one candidate: FIRE is baked directly into a DL rather than going through the `sImageTableEntry` table that flare/ammo/impact sprites use — confirm whether that DL-embedded path is what needs the swap, or whether it's specifically `compmethod`, per M-112's still-open next step) and scope the macro to that property, not to a hardcoded texnum range. Not runtime-verified this session (static revert only, done to stop an active regression fast) — a human should confirm muzzle flash/ammo colors are back to normal on this build. **M-115 (2026-09-12, delegated session, 3 build/run cycles): fix RE-APPLIED, scoped by GBI pixel format — the M-114 regression resolved by construction, fire fixed again.** Per M-114's brief, found the property that distinguishes `IMAGE_FIRE_N`'s decode from working same-format siblings and scoped the macros to it. (1) **The discriminator is the decoded pixel FORMAT, not compmethod or texnum.** Full offline census of all 2698 ROM image-table entries (`scratch/d219_headers.py`, parsing real bitstream headers with the same MSB-first `texReadBits` contract as `src/game/image_bank.c`; zlib images skipped after the 2-byte `rz` preamble per `decompressdata`): only 94 non-zlib wide-pixel images exist — RGBA16=19, RGB15=14, IA16=1, RGBA32=60. The fire frames span compmethods RLE(4)/LOOKUP(5)/RLELOOKUP(7)/HUFFMANBLUR(8) (confirmed offline AND at runtime), so compmethod cannot scope the fix; a texnum range is a hardcoded landmine. Format IS structural: every 16-bit GBI-size format (RGBA16/RGB15/IA16) is consumed by importers that read the pool as **manually big-endian bytes** (`import_texture_rgba16`: `col16=(addr[0]<<8)|addr[1]`; `import_texture_ia16`: `intensity=addr[0], alpha=addr[1]`), while every 32-bit format (RGBA32/RGB24) is consumed by `import_texture_rgba32`, which does `PD_BE32()` on a **native** u32 load — it expects host-order words. So bswap-at-store is required for exactly the 16-bit family and must be identity for the 32-bit family; M-113's blanket swap hit both (M-114), M-114's full revert broke the 16-bit family again. (2) **Change (`src/game/image.c`, `#ifdef PORT` only, no call-site edits):** `PORT_PIXEL16(x)` = `__builtin_bswap16((unsigned short)(x))`; `PORT_PIXEL32(x)` = `(x)`. Every existing call site Line truncated
| D220 | **1P muzzle flash position shifts upward at higher `Video.FovScale` (M-87, user QA, Jungle/M16).** Likely shares D211's noted residual: the viewmodel draws through `c_perspfovy`/unscaled fovy while the world view is FovScale-scaled (`fr.c:737`), so a flash sprite anchored to viewmodel-space vs. screen-space math can drift as the two diverge more at higher scale. | **ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL.** The 1P hand + flash are model nodes in ONE gun DL (`gunfire.c` builds `rwmtx[1..4]` for hammer/flash/billboard nodes) drawn through the single per-frame projection from `viSetupCurrentPlayerView` — which IS FovScale-scaled on PC. So the flash and the muzzle it attaches to share projection and matrix chain: their relative position is geometrically preserved. What moves is the whole camera-anchored viewmodel: under perspective, screen offset from center ∝ 1/tan(fovy/2), so widening the FOV migrates every camera-space point (gun body included) toward screen center — a muzzle sitting slightly below/right of center visibly drifts up-left at FovScale 150. Same family as the M-85 accepted "viewmodel scales down, stays bottom-right anchored". `c_perspfovy`/`currentPlayerSetCameraScale` do stay unscaled (the D211 note) but that feeds frustum-cull/screen↔world math (→ D222), not the flash's render path. **Disposition: human call** — if it bothers at high FovScale, the fix is a QoL viewmodel re-anchor/scale-at-FOV (VIEWMODEL-RESEARCH.md family), not a fidelity bug; no game-logic change either way. Optional headless confirm: Jungle M16 fire at FovScale 100 vs 150, measure flash centroid vs muzzle in PPM pairs (expected: both shift toward center together). |
| D220 | **1P muzzle flash position shifts upward at higher `Video.FovScale` (M-87, user QA, Jungle/M16).** — full `## D220` entry at file tail | **ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL.** The 1P hand + flash are model nodes in ONE gun DL (`gunfire.c` builds `rwmtx[1..4]` for hammer/flash/billboard nodes) drawn through the single per-frame projection from `viSetupCurrentPlayerView` —… |
| D85 | room primary/secondary DL → `texLoadFromGdl` garbage | OPEN (safety-netted; widen/pool fixes landed, geometry now renders) |
| D86 · D87 | modelInitRwData truncated ptr · attract-demo BE `ramromfilestructure` | resolved |
| D88.1–D88.3 · D88.5–D88.6 | `Usetup*Z` header + sub-table width/endian conversion (`d88_emit.py`) | resolved |
@@ -525,17 +525,17 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D165 | **Front-end menu cursor doesn't feel like a mouse pointer (M-31, user bug B5 follow-up).** — full `## D165` entry at file tail | FIXED (`port/src/input.c`; `Input.MenuPointerMode`, `Input.HipfirePitchSpeed` added). Build green, `-level_09` + `GE_STARTMENU=6` smoke crash-free. Feel-check owed (headless can't exercise the mouse). |
| 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 (terminals, furniture) in the room still draw (M-106, user QA report; screenshots `docs/img/bugs/20260912-cullingbug-bugged.png` vs `-notbugged.png`).** The geometry-vs-object split localises it to room/portal background visibility or frustum culling in fast3d, not textures/models. Logged in `GRAPHICS-BACKLOG.md`. **Duplicate row — see the full root-cause writeup above (`gfx_sp_tri1` w<0 trivial-reject bug, `port/fast3d/gfx_pc.cpp:1455-1460`).** | **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).** Repeated instances → per-instance transform decode, shared model/texture resource bound only by the first instance, or cull-volume issue. Same neighbourhood as D233. Logged in `GRAPHICS-BACKLOG.md`. **Duplicate row — see the full entry above for the M-107 investigation + M-108 verification.** | **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).** Original report ("Facility: wrong textures now") read as a build regression; user clarified the actual trigger is **death/restart** (or a similar level-reload path), and it has recurred on other levels too — this is a state-leak on level re-entry, not a one-level texture-decode bug and likely not caused by #47/#49 at all. Prime suspect: the texture pool / CI-cache (D217/D228 neighbourhood) not being fully reset between a level teardown and its reload — a stale arena base, a leftover palette-cache entry keyed by an address that gets reused with different content, or a texpool index not rewound — surfacing as "wrong texture" only after the reload path runs, never on a fresh level boot. Logged in `GRAPHICS-BACKLOG.md`. | OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot. **M-108 static-analysis pass: the leading "stale CI-cache not reset on restart" hypothesis is likely REFUTED, don't re-propose it as-is.** The theory was that `g_TexCacheItems`/`g_TexCacheCount` (`src/game/image.c:38-40`, cleared only in `set_mt_tex_alloc()`, `src/game/initmttex.c:8`) survives a death/restart because the restart path skips `set_mt_tex_alloc`. But tracing the actual call graph: `set_mt_tex_alloc()` runs inside `lvlStageLoad()` (`src/game/lv.c:369`), which has exactly **one** call site (`src/boss.c:485`) inside `bossMainloop`'s outer `while (!done)` loop; that loop re-runs on *every* stage transition, driven by `g_StageNum = g_MainStageNum` (`boss.c:693`) which is set by `bossSetLoadedStage()` (`boss.c:722`) — the same function the front-end's level-select/continue path calls (`front.c:6947`). Nothing in this call graph is level-select-specific vs. restart-specific; both look like they go through the identical full reload (including the `set_mt_tex_alloc` cache reset). Have not yet found the actual death/restart trigger's call site to be 100% certain it doesn't have its own bypass, so this isn't fully closed out — but the single-reload-path structure makes the "cache survives restart" mechanism unlikely as stated. Next: find the actual death-handler call site (search for where a life/continue/retry decision is made, likely `chr.c`/a game-state machine, not yet located) and confirm whether it calls `bossSetLoadedStage`/goes through `bossMainloop`'s reload path same as normal transitions, or has a distinct lighter-weight path — if it's the same path, the real D235 mechanism is still unknown and this CI-cache theory should be dropped. |
| 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).** 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.** Distinct from D176(b)'s painted tree-line backdrop. Logged in `GRAPHICS-BACKLOG.md`. | OPEN — ninth pass closed with no fix; see D276/D280 |
| 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 `Game.NoHitFlash`, and other easily-exposed config keys), and organise rows by category (mouse settings together, video together, etc.).** The overlay (`port/src/optionsoverlay.c`) already renders over the registered `config.c` option list; what's missing is wheel-scroll nav, a broader row set, and grouping headers. Cross-ref `OPTIONS-MENU-PLAN.md` §3 (v1 minimum set) + QOL-INVENTORY "PD has, GE lacks". | OPEN — not designed; port-only |
| D238 | **QoL ask (M-106, user QA): mouse sensitivity rework toward normal PC-shooter feel.** Three parts: (1) a *separate* RMB aim-mode sensitivity in addition to hipfire turn; (2) ideally ONE single master mouse-sensitivity setting driving both, **linked by default**, with an option to set them independently later (today `Input.MouseAimSpeed` and `Input.MouseTurnSpeed` are two independent keys, defaults 16/100 — see `input.c:188-190`); (3) up/down should feel mostly the same as left/right (`Input.MouseYScale` exists but the axis asymmetry in the gain constants `AIM_GAIN`/`MOUSE_TURN_GAIN` + smoothing path is the likely culprit). User's reference for "feels better": GEPD Mouse Injector. Lump with the overall mouse/input fixes (D194/D165/D166 lineage; SOLITAIRE natural-pitch scheme switch may subsume part of this — see D166 M-87 note). | OPEN — not designed; port-only (`port/src/input.c` + `config.c`) |
| D239 | **QoL ask (M-106, user QA): click-to-lock vs always-grab parity.** User: make click-to-lock the default *if it isn't already* — it IS: `mouseCaptureMode = 1` is the shipped default (`input.c:185`). The real content: "always grab" feels bad on the file-select menu, not 1:1 with click-to-lock; if making them feel identical is overly complicated, **drop always-grab entirely and remove the setting**. This re-confirms the existing M-82 user decision to rip out `MouseCaptureMode=0` (see `docs/BACKLOG.md` "M-82 playtest feedback" + D192: mode 0's P-controller path can't reach the outer front-end grid cells — a known mode-0-only defect). Recommendation on this new report: take the user's fallback — remove mode 0 and the `Input.MouseCaptureMode` key, keep click-to-lock only. | CLOSED — executed in the v0.2.0 prep pass (port-only): `mouseCaptureMode` + the config key, `reconcileGrab`'s legacy branch, the `!haveAbs` relative menu path and its now-dead P-controller state (`menuEst/TgtH/V`, `menuCursorStep`, `MENU_P_GAIN`/`MENU_EST_DELTA`/`MENU_MOUSE_TO_PX`), the F10 "Mouse capture" row, and the unused `inputMouseCaptureActive()` all removed from `port/src/input.c` / `optionsoverlay.c` / `port/include/input.h`. Click-to-lock is the only mode; existing ini files setting the old key are ignored. Closes D192 with it |
| D240 | **Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).** Static trace only (no ROM/build/display in this worktree). Weapon fire re-triggers its SFX through `bondwalkItemGetSoundTriggerRate()`/`bondwalkItemGetSound()`, gated on `g_GlobalTimer` (`src/game/gunfire.c:3246-3286`: `handptr->field_A4C = bondwalkItemGetSoundTriggerRate(var_s1) + g_GlobalTimer`), alternating between two per-hand `ALSoundState` slots (`audioHandle`/`field_A48`, same block) so a fast-firing weapon's report can overlap itself once before being retriggered. `g_GlobalTimer` advances by `g_ClockTimer = speedgraphframes` every tick (`src/game/lv.c:1023,1037`), and `speedgraphframes` is set from `deltaFrames` in `updateFrameCounters()` (`src/game/frametiming.c:64-76`) — the exact tick-delta plumbing already investigated (and partly fixed) under **D155** (catch-up-spiral clamp, same file), **D186** (`Video.FpsCap` sim-coupling clamp), **D193/D209** (AI-locomotion timing keystone — D209 the actual root cause, a 64-bit union-aliasing bug, now fixed and merged), and **D204** (audio pipeline running ~2% below real time forever, fixed by padding silence at the DAC). Since D209 and D204 both merged before this report, the SFX-cadence complaint is either (a) a genuinely distinct, audio-specific residual downstream of those fixes — e.g. a mismatch between the sim-tick-gated *trigger* (above) and the software mixer's own playback clock (`port/src/audio.c:93,155,221-222` — the synth produces samples at a measured ~21600/s against the 22050 Hz output device, the same gap D204 had to compensate for elsewhere) that specifically desyncs how *often* a shot's sample starts rather than the absolute wall-clock rate D204 measured, or (b) a stale pre-D209/pre-D204 build report. Per-weapon rate constants (`AutomaticFiringRate`/`SingleFiringRate`/`SoundTriggerRate`, `src/game/gun.h:60-82`, values in `assets/obseg/gun/*/gunWeaponStat.inc.c`) are plain compiled C literals, not ROM-serialized data, so no pointer-width/ABI reconciliation issue applies here. | **OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment.** Confidence LOW-MEDIUM that this is a *new* bug distinct from the D155/D186/D193/D204/D209 timing-keystone family (all of which gate the identical `deltaFrames→speedgraphframes→g_ClockTimer→g_GlobalTimer` chain this SFX trigger consumes). Raise confidence by: (1) confirming the user's build/commit postdates the D209 merge; (2) a `GE_AUDIOTRACE`-style capture logging the tick (`g_GlobalTimer`) and/or wall-clock timestamp of consecutive same-weapon fire-SFX requests during sustained auto-fire (AK47/Klobb, `AutomaticFiringRate=0x03`), diffed against the weapon's rate constant and against N64 reference footage's frame-count between shots. |
| D241 | **Player gunshot SFX goes silent under some conditions — reported on Bunker with the alarm sounding, "or some other factor" — but only for PP7 and AK47, Klobb unaffected (M-106, user QA report, concrete repro).** This is very likely **D207 finally reproduced.** D207 (M-77) root-caused that GE's SFX player has a hard **8-voice cap** (`MUSIC_SFX_SEQ_MAYBE_MAX_SOUNDS`, `src/music.c:76`) and that D206's fix made the alarm klaxon (`ALARM3_SFX`=163, triggered from `handle_alarm_gas_timer_calldamage()`, `src/game/propobj.c:14457`) a genuine **infinite ADPCM loop** that now legitimately occupies one of those 8 voices for the alarm's whole duration; the manual preemption scan (`snd.c:~347-392`) refuses to steal any *owned* LOOPED voice (the M-65 carve-out only exempts *ownerless* loops), so once 8/8 voices are held, a new one-shot request is silently dropped via `sndDisposeSound` (`snd.c:391`). D207's own M-77b session built a `GE_FORCEALARM=1` BUNKER1 harness and could **not** reproduce audible drops (`[D207-DROP]=0`), and explicitly left as "owed": *"needs a real repro from the user: which level, which weapon/situation."* This report supplies exactly that (Bunker, alarm). **Investigated why PP7/AK47 and not Klobb, inconclusive at the code level:** Klobb (`ITEM_SKORPION` — confirmed GE's internal name for the Klobb via `src/game/player.c:576`, `skorpion_stats` in `assets/obseg/gun/skorpion/gunWeaponStat.inc.c`) and AK47 (`ak47_stats`, `assets/obseg/gun/ak47/gunWeaponStat.inc.c`) share the **same** `AutomaticFiringRate=0x03` (fast auto), while PP7 (`wppk_stats`, `assets/obseg/gun/wppk/gunWeaponStat.inc.c`) is semi-auto only (`AutomaticFiringRate=0xFF`) — so a naive "fires faster ⇒ more self-inflicted voice contention" theory does not cleanly explain grouping PP7 with AK47 against Klobb. All three weapons' fire SFX (`GUN_B1_MGUN3_3_SFX`=Klobb, `GUN_B2_HEAVY_SFX`=PP7, `GUN_B4_BOLTACTION_SFX`=AK47 — `src/bondconstants.h:2277-2280`) go through the identical one-shot, priority-0x40 `sndPlaySfx` path (`gunfire.c:3246-3286`); no per-weapon distinction exists in the trigger or priority *code*. A real distinction, if one exists, most likely lives in the **sample bank data itself** (per-sample envelope/decay length — a longer-tailed sample stays `PLAYING` and stealable/held longer, changing its odds in the preemption scan) — that data is ROM-derived binary content, not inspectable without the extracted ROM (`./data/`, absent in this worktree). Confirmed the voice-allocation/preemption code is unmodified `src/snd.c` game logic, not a `port/` mixer bug: `port/src/mixer.c`/`port/src/audio.c` implement DSP synthesis and device output only (per D199), with no SDL `Mix_*`-style channel-priority layer in the port to have introduced a new bug. Per AGENTS.md non-negotiable #2, any real fix belongs in D207's already-designed (reverted, M-77b) last-resort LOOPED-preemption pass in `snd.c`, not in `port/`. | **OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug.** Recommend folding this repro into D207 (or closing D241 as a duplicate once D207 is reopened) rather than tracking separately. Next: re-run M-77's `GE_FORCEALARM=1` harness on `-level_09` with scripted PP7 and AK47 fire (not just generic fire) against Klobb as a control, watching `g_sndAllocatedVoicesCount` / the (currently reverted) `[D207-DROP]` counters to see whether the 8-cap is actually hit for two of the three weapons and not the third — or whether it is really the sample-envelope-length distinction above. No runtime verification possible in this environment (no ROM/display). |
| D242 | **Player-death sequence UX regression vs N64 original: PC requires an LMB click to proceed to the mission-failed/file-select screen; user recalls N64 auto-plays 3 death-camera angles then transitions with no input needed (M-106, user QA report).** **The 3-angle auto-replay and its no-input auto-transition both exist, unmodified, in the decomp — confirmed, not a design difference removed for the port.** `bondviewSetCameraMode(CAMERAMODE_DEATH_CAM_SP)` (`src/game/bondview2.c:901-1010`) calls `pickDeathCameraAngles()` (`bondview2.c:641-782`, picks a fresh random valid camera angle each call) to stage each replay; when it returns 0 — no further valid angle found — the code calls `bossRunTitleStage()` directly, and the source comment at `bondview2.c:1006-1007` literally reads *"...or when the three death replays are finished."* The 3-cycle count is driven by `bondviewAdvanceCameraMode()` (`bondview2.c:1041-1078`): `CAMERAMODE_DEATH_CAM_SP` → `CAMERAMODE_DEATH_CAM_MP` → `camera_mode++`, looping back to `DEATH_CAM_SP` while `camera_mode < CAMERAMODE_SWIRL` (three iterations). Each individual replay's own advance is driven purely by animation/timer state (`bondview2.c:1467-1490`): the `g_CameraAfterCinema` flag that `bondviewAdvanceCameraMode()` acts on is set automatically once `modelGetAnimFrame(bodyModel) >= modelGetAnimEndFrame(bodyModel)`, or after a `camera_transition_timer >= 180.0f` tick-timeout fallback when there is no body model — **no button check in that branch; fully automatic.** **The button-press the user is hitting is a real, intentional N64 skip-ahead shortcut, not a port-added gate:** the same code block (`bondview2.c:1483-1489`) *also* fires the identical advance immediately on `(buttons & ~oldbuttons & (CONT_A | B_BUTTON | Z_TRIG | START_BUTTON))` whenever `bonddead && redbloodfinished && deathanimfinished` — i.e. on real N64 hardware, pressing A/B/Z/Start at any point during a death replay skips straight to the end, by design. **On the port, LMB (mouse fire) is mapped to `GE_CONT_G`, which is Z_TRIG** (`port/src/input.c:664-665`: `(mb & SDL_BUTTON(SDL_BUTTON_LEFT)) ... button \|= GE_CONT_G`; binding table `input.c:351`: `{"Z",GE_CONT_G}`) — exactly one of the four original skip buttons. So an LMB click during the death sequence is GE's own original cutscene-skip input, faithfully wired through the port's control remap, not a port-invented "click to continue" prompt. **What this investigation could not determine** (no build/runtime access in this worktree): whether the *automatic*, no-input path actually completes on PC in a reasonable time. `camera_transition_timer` accumulates via `g_GlobalTimerDelta` (`bondview2.c:1470,1493`), which is set from the same `g_ClockTimer`/`speedgraphframes`/`deltaFrames` chain flagged in D240 above and investigated under D155/D186/D193/D204/D209 — if any residual in that chain stalls or mis-scales specifically in this state, the auto-advance could take far longer on PC than on N64 (or effectively never complete before the player gives up and clicks), which would make an LMB click *feel* mandatory even though the ground-truth logic never requires one. | **NOT A PORT-LOGIC BUG as far as static analysis can tell.** Confidence HIGH that the LMB-click skip path is faithful original behavior (Z_TRIG-mapped, exists unmodified in `bondview2.c`), not a defect to remove. Confidence LOW (untested) on whether the no-click automatic path is actually healthy on PC. Needs a human playtest: die, then **deliberately touch no input** during the death sequence and time whether/how long until the mission-failed screen appears on its own. If it never arrives without a click, the real bug is a `g_GlobalTimerDelta`/`camera_transition_timer` stall in the D240 clock family — cross-reference D240 — not a wrongly-added input gate, so there is still no `#ifdef PORT` skip-gate to remove per AGENTS.md #2. No runtime verification possible in this environment (no ROM/display). |
| D243 | **Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject): the camera violently shakes/"spazzes" during each of the scripted camera-angle cuts (M-107, live `GE_D160=1` trace, two interactive `-level_33` runs + one fresh-save normal-progression run).** **First, corrects D160's own premise: the cutscene is NOT skipped on the current build.** Both debug-loaded runs show exactly the AI-script-scripted sequence firing: `bondviewSetCameraMode(7)` (`CAMERAMODE_POSEND`, the cutscene camera-lock state) called 2-3 times, matching `ai_17`'s three `camera_switch` commands in `UsetupdamZ.c`'s abseil ailist (`assets/obseg/setup/UsetupdamZ.c:2656`+), followed by `bossReturnTitleStage`. So D160's original (b)/(c) hypotheses (AI trigger never fires / puppet renders invisibly) are **refuted on this build** — the mechanism runs; what's broken is what it renders. **Root cause candidate, directly observed:** right in the camera-cut window, fast3d's D146 catch-all (`port/fast3d/gfx_pc.cpp:3037`, "unknown GBI opcode … ending DL") fired a tight burst — same 4 memory addresses repeating every frame for ~10 frames, then clean — with payload bytes `0xfafbfbfcfcfbfdfc`/`0xfcfafbfbfafbfafb`: a **freed/uninitialized-memory fill pattern**, not real GBI commands. This reads as a stale-pointer display-list read, not a decode bug — some segment/scene buffer backing the outgoing camera shot's geometry got freed or recycled while a still-in-flight display list (queued ahead in the port's double-buffered render pipeline — see D134's "pendingGfx" note, `port/src/libultra.c:733-746`, on how many frames of latency the sched round-trip can carry) still referenced it. **Independent evidence of a race, not a fixed-order bug:** the two `-level_33` debug-load runs show the camera_switch(7) calls landing in a *different order relative to* `bossReturnTitleStage` between runs (run 1: three switches, then the stage-return call; run 2: two switches, the stage-return call, *then* a third switch arriving after) — and the D146 corruption burst appeared in run 1 but not run 2 at all, non-deterministically. That pattern (symptom present/absent, call order shuffling) is the signature of a genuine timing race between the AI-list's cutscene commands and the level-exit/report-transition code, not a deterministic logic bug. **User-confirmed on real (non-debug-boot) play, not just the debug harness:** a fresh-save normal playthrough into Dam still hit the camera glitch on this same cutscene — ruling out "artifact of the `-level_33` debug boot" for this specific symptom (unlike the secondary "no report screen, straight to file-select" symptom seen only on the debug-loaded runs, which did NOT reproduce on the fresh-save run and is therefore most likely a `-level_N` debug-boot artifact per the D190 precedent, not filed as its own bug here). | **OPEN — M-109 re-analysis of the same session's raw logs corrects the timing/pattern claims above; the D134/pendingGfx race hypothesis is likely wrong.** Confidence MEDIUM on the correction, LOW-MEDIUM on the new lead. Re-reading `data/playtest_d160.log`/`_run2.log` at the `g_framesRendered` level (not just grepping for `D146`) shows the D146 burst fires **~1600-3900 frames (tens of real seconds) *after*** `bossReturnTitleStage`/the `camera_switch(7)` calls, not during them, in **both** runs — "right in the camera-cut window" and "run 1 only" are both wrong as stated above. This also weakens the D134/`pendingGfx` citation: `osSpTaskStartGo` runs `gfx_run()` synchronously and inline (`port/src/libultra.c:1232-1258`), so nothing from the cutscene's own DL submission is still in flight by the time any teardown code runs — the port doesn't have the async-RSP race the hypothesis above assumes. **New lead:** whatever screen renders in that multi-thousand-frame gap after mission-complete is the more likely site — probably `MENU_MISSION_COMPLETE` (`front.c:7267`, `constructor_menu0D_missioncomplete`) or an adjacent briefing/file-select screen in that chain, same general class as D75 (front-end model absence) / D141 (menu bad-pointer bug), not a cutscene-render race. Of the 4 repeating fault addresses, 3 read as literal zero words and only 1 matches the `0xfafbfbfc…` pattern, arguing against a deliberate poison-fill (none found anywhere in `port/`) and for either genuinely-unwritten memory or a decode landing inside unrelated valid data. Next: an env-gated `front.c` menu-transition trace (`MENU_*` id + `g_framesRendered` on every transition after `bossReturnTitleStage`) plus a `GE_PCDUMP` window over frames ~4500-8000 (not the camera-cut window) to name the exact screen/segment. Cross-ref D160 (this supersedes its stale "cutscene skipped" framing with a "cutscene renders corrupted" one, now further corrected to "corruption isn't in the cutscene render at all") and D173 (Cradle's Bond-floating/spinning cutscene bug — same subsystem family, unconfirmed shared root cause). **M-120: theLine truncated
| 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 — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot.… |
| 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 | OPEN — ninth pass closed with no fix; see D276/D280 |
| 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 | OPEN — not designed; port-only |
| 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`) |
| D239 | **QoL ask (M-106, user QA): click-to-lock vs always-grab parity.** — full `## D239` entry at file tail | CLOSED — executed in the v0.2.0 prep pass (port-only)… |
| D240 | **Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).** — full `## D240` entry at file tail | **OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment.** Confidence LOW-MEDIUM that this is a *new* bug distinct from the D155/D186/D193/D204/D209 timing-keystone family (all of which gate the identical `deltaFrames→speedgraphframes→g_ClockTimer→g_GlobalTimer` chain this SFX trigger consumes).… |
| D241 | **Player gunshot SFX goes silent under some conditions — reported on Bunker with the alarm sounding, "or some other factor" — but only for PP7 and AK47, Klobb…** — full `## D241` entry at file tail | **OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug.** Recommend folding this repro into D207 (or closing D241 as a duplicate once D207 is reopened) rather than tracking separately.… |
| D242 | **Player-death sequence UX regression vs N64 original: PC requires an LMB click to proceed to the mission-failed/file-select screen; user recalls N64 auto-plays…** — full `## D242` entry at file tail | **NOT A PORT-LOGIC BUG as far as static analysis can tell.** Confidence HIGH that the LMB-click skip path is faithful original behavior (Z_TRIG-mapped, exists unmodified in `bondview2.c`), not a defect to remove.… |
| D243 | **Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject): the camera violently shakes/"spazzes" during each of the scripted camera-angle…** — full `## D243` entry at file tail | **OPEN — M-109 re-analysis of the same session's raw logs corrects the timing/pattern claims above; the D134/pendingGfx race hypothesis is likely wrong.** Confidence MEDIUM on the correction, LOW-MEDIUM on the new lead.… |
| D245 | **IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) — "looks almost exactly like skybox" (M-116, user QA report, post-D229-fix build).** The symptom is D227's exact signature class (s16 `Vtx.tc` overflow → rasteriser interpolates between wrapped coordinates → two differently-wrong screen regions + a seam at the wrap boundary; on the sky quad the split ran on the 0–3 diagonal). Water draws through the same port path: `src/game/sky.c` water block (~905–956) — `texSelect(&skywaterimages[WaterImageId])` + `sub_GAME_7F09343C` (two-texunit cross-fade; both tiles re-declared RGBA/16b @ tmem 0, the draw D229 fixed) then a `skyRenderTri` fan over `sp274[]` under `skyPortBeginFan(sp274, s1, FALSE)` — and **the `FALSE` is a documented, deliberate tolerance of exactly this overflow**: the comment above `skyPortBeginFan` (sky.c ~1738) records that the IsWater quad is excluded from D227's tile-shift safety valve because both texunits read the same vertex tc, so a tc rescale would need matched shifts on BOTH tiles and "shifting both makes them sample identically, which flattens the cross-fade"; the 2026-09 decision was that "the water quad keeps the plain 1:1 tc and simply tolerates the overflow on its horizon vertex, exactly as it did before D227." The mechanism is real: `unk20/unk24` are S10.5 units reaching tens of thousands near the horizon; the fold rebases to a multiple of `SKY_TC_WRAP` (2048) but with k=0 an s16 tc holds only ±32767, so any wider span wraps. It was invisible before D229 because every water texel was green mottle garbage anyway; with correct blue texels the wrapped region now reads as a visibly different pattern + seam, and it tracks the view because the fan's S/T depend on camera orientation. (On N64 this draw is a verbatim RDP `G_TRI_SHADE_TXTR` coefficient block with no s16 tc — the overflow constraint is a port artifact of re-emitting as `gSPVertex` batches, same class as D227.) | **OPEN — REOPENED (M-116 live playtest, same session): the `allowShift=TRUE` mechanistic fix below did NOT resolve the symptom.** User report on Frigate post-fix: water still "glitches, kinda goes back and forth between two graphics too quickly," and still "changes depending on your view unlike the sky" (i.e. the sky, using the identical `skyPortBeginFan`/`skyPortEmitTileShift` mechanism post-D227, no longer has this problem, but water still does after getting the same treatment). This means the `allowShift=FALSE→TRUE` change either isn't the actual fix, or there's a second mechanism specific to water's two-texunit cross-fade that the tc-shift alone doesn't address — most likely candidate: the shift only rescales the *shared* vertex tc uniformly, but the tile-0-vs-tile-1 sample-point difference is set by each tile's own `uls`/`ult` (RDP tile-space, not vertex-tc-space) — if per-frame `k` changes granularity of the *quantized* shared coordinate before each tile's independent `uls`/`ult` subtraction, the two tiles' effective sampled texel could drift relative to each other frame-to-frame in a way the static `GE_D227V` trace (single frame, single camera angle) never exercised. Needs a fresh live investigation, not a repeat of the same static-trace approach — a scripted or live multi-frame capture while rotating view, watching both tiles' *decoded* texel positions (not just vertex tc) frame over frame. Do not re-apply the same `allowShift=TRUE` reasoning without new evidence; the superseded mechanism write-up below is unconfirmed-by-playtest and may be wrong. The code change (`allowShift=TRUE` on the water quad) is left in place — it's not shown to be actively harmful, and reverting it isn't obviously better than leaving it, pending the fresh investigation. **Superseded analysis (unconfirmed by playtest, kept for reference):** ~~FIXED (port-layer, `src/game/sky.c`, `#ifdef PORT`) — confirmed the `allowShift=FALSE` tolerance was the cause, and the "flattens the cross-fade" objection was wrong.~~ Changed the water quad's call from `skyPortBeginFan(sp274, s1, FALSE)` to `..., TRUE)`, so it now gets D227's tc-shift safety valve like every other sky fan. Why the old objection doesn't hold: `skyPortEmitTileShift` replays **both** tiles' captured `SETTILE` commands with the identical `k`, so both texunits' decoded S/T are rescaled by the same `2^k` *before* each tile's own (unshifted, tile-native) `uls`/`ult` offset is applied by the RDP — the offset between tile 0 and tile 1's sample points (what drives the cross-fade) is preserved, not flattened, because the shift and the offset act at different stages. **Verified mechanistically:** `GE_D227V=1` on Frigate (`-level_26`) shows a water fan vertex spanning S=-166..299317, T=-6451..288410 in S10.5 units — tens of thousands of texels, the same order of magnitude as D227's pre-fix sky overflow — now getting `kS=4 kT=4` (previously forced to 0), decoding to small in-range tc valuesLine truncated
| D246 | **Tiny pixel strips at the left and right edges of the screen, "like overscan" — look like raw pixels, not 3D graphics (M-116, user QA report).** Uninvestigated. The port renders at native 640×480 (`GE_NATIVE_W/H`; `gfx_current_native_aspect` set in `port/src/video.c:253,570`) and scales to the window on present, so the leading candidate is a scaling/blit rounding artifact: non-integer scale factors leaving 1–2 columns of uncleared backbuffer content at the edges (or an off-by-one in the blit rect). Secondary candidates: an RDP fill-rect/scissor off-by-one in a game DL or the F10 overlay hook (`gfx_run()` seam, D184), or GL edge filtering on the scaled texture. | **OPEN — one candidate ruled out (M-116 follow-up), root cause not found.** Step (1) from the original plan is done: a `GE_PCDUMP` capture (Frigate, native 640×483 buffer, both against the existing save and a fresh EEPROM) shows clean, continuous scene content in the leftmost/rightmost columns — no dead/black/garbage strip at either edge. That means the defect is **not** baked into the native render itself (rules out an RDP fill-rect/scissor off-by-one in a game DL, and rules out D227/D245-style tc issues) — it must be introduced later, specifically in the SDL-window presentation path that `GE_PCDUMP` bypasses entirely (`gfx_run()` reads back the game's own render target directly, never the actual window backbuffer the user sees). Re-examined `gfx_adjust_viewport_or_scissor` (`gfx_pc.cpp:2174`): its floor/ceil rounding is already deliberately anti-gap (comment: "prevents sub-pixel gaps at viewport edges"), so a plain rounding bug there is a weaker lead than it looked; more likely candidates now are the `game_renders_to_framebuffer`-path MSAA resolve `glBlitFramebuffer` (`gfx_opengl.cpp:1252`, only exercised when `Video.MSAA>1` or the window size actually differs from the game's target size mid-frame — a path `GE_PCDUMP`'s headless capture doesn't exercise the same way a live resizable window does) or a genuine sub-pixel/DPI scaling remainder specific to the user's actual window dimensions. **Next, still needs the user (no live window access in this environment):** (1) confirm current `Video.MSAA` setting and window size/aspect at the time the strips were seen; (2) if `MSAA>1`, retest with `Video.MSAA=1` to see if the strips disappear (isolates the resolve-blit path); (3) report whether the strip width changes with window size (fixed 1px = blit-rect off-by-one; scales with window = scale-factor remainder). Cross-ref D247 (separate, now closed — don't conflate the two; D247's letterbox is confirmed-intended and top/bottom only, D246 is left/right and still unexplained). **M-141: Steam Deck playtest confirmation, new platform data point** — user reports "some artifacts left and right of screen, only a sliver... like the fullscreen isn't quite going to full screen" specifically in **Full Screen mode on Steam Deck**. Same symptom description as the original M-116 report (Windows). Checked: the Deck's own first-run preset (`videoApplySteamOSDefaults()`, `port/src/video.c:255`) sets `cfgMSAA = 4` by default — exactly the condition this row already flagged as the leading remaining suspect (the MSAA-resolve `glBlitFramebuffer` path, step 2 of the still-open bisection ask). Next: have the user set `Video.MSAA=1` via F10 and retest on the Deck specifically — if the strips vanish, this row's root cause is confirmed without needing any more code tracing. |
| D247 | **Black bars top and bottom of screen — possible aspect-ratio defect (M-116, user QA report).** Uninvestigated. Context: the port currently renders native 4:3 (640×480); widescreen is a *parked proposal* (`docs/dev/WIDESCREEN-FOV-PLAN.md` — PD-parity native 16:9 render, needs rule-#2 sign-off for its game-code HUD wave), so if the user's window/display is wider than 4:3 and the present path letterboxes to preserve aspect, the bars are current intended behaviour rather than a bug. If they appear in a 4:3 window too, it is a real defect (framebuffer sized wrong vs window, `videoCreateFramebuffer(w,h,upscale,autoresize)` → `gfx_create_framebuffer`). | **NOT A BUG — confirmed faithful, unmodified N64 decomp behaviour, no code change made.** `GE_PCDUMP` captures (both against the pre-existing save and a fresh-EEPROM run, to rule out a stale `Screen` option from earlier test sessions) show the exact same inset on Frigate: real scene content occupies rows ~20–459 of a 640×483 capture (the 483 vs 480 is a separate, harmless 3-row capture-tool rounding quirk, not investigated further), i.e. roughly 220/240 of the vertical field — and `src/game/fr.h:34` defines `VIEWPORT_HEIGHT_DEFAULT_NTSC 220` (240 for the full field), consumed unmodified by `bondviewGetCurrentPlayerViewportHeight()` (`bondview2.c:7858`) as the **default in-game viewport height whenever `PLAYER_OPTION_SCREEN` is `SCREEN_SIZE_FULLSCREEN`** (the decomp's own default value, `options.c:128`) — `VIEWPORT_HEIGHT_FULLSCREEN` (304, no inset) is a red herring name; it's only reachable via the `cameraBufferToggle` branch, not normal solo play. This is GoldenEye 007's well-documented original TV-safe-area letterboxing, baked into ground-truth decomp constants with no `#ifdef PORT` anywhere near it — the N64 game genuinely doesn't fill the full field during normal gameplay. Ruled out a stale/leftover EEPROM `Screen=Wide/Cinema` setting from earlier QoL-testing sessions as an alternative explanation: a fresh EEPROM (default options) shows the identical inset. **No fix needed; this row closes.** If the user's window shows noticeably *thicker* bars than this ~8–9%-per-edge margin, or bars appear on the *sides* instead of top/bottom, that would be a genuinely different (and real) symptom worth reopening under a new label — but "thin bars top and bottom, present at any window size" is correct, original behaviour. Cross-ref D226 (separate, already-tracked HUD-scale QoL ask — unrelated mechanism, don't conflate). |
@@ -10584,3 +10584,129 @@ D152 addendum (M-31): static audit of every compiled-audio `osSetIntMask(OS_IM_N
**Status (from §F table):** **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.
## D222 — High `Video.FovScale` breaks culling — NPCs and some world objects stop rendering near the screen edges (M-87, user QA).
**High `Video.FovScale` breaks culling — NPCs and some world objects stop rendering near the screen edges (M-87, user QA).** Split out of D211's noted residual: `currentPlayerSetCameraScale()` / the game's frustum-cull and screen↔world math still run at the **nominal, unscaled** fovy while the actual render projection is widened by `portFovScale` (`fr.c:737`) — so objects that are on-screen in the widened view but outside the nominal-FOV frustum get culled before they reach the renderer. Confirmed **not cosmetic** — a real, noticeable functional regression at high FovScale, not just "culls a hair early."
**Status (from §F table):** **FIXED, awaiting visual verification (M-121).** Root cause traced one step further than the original write-up: `currentPlayerSetCameraScale()` (`game/bondview.c`) derives both the frustum-cull plane normals (`c_cameratopnorm`/`c_cameraleftnorm`) *and* the fog/LOD distance-visibility-fade scale (`c_scalelod`/`c_lodscalez`, consumed by `chrobjFogVisRangeRelated()` et al. in `propobj.c`) from `c_perspfovy`, which every `viSetFovY`/`viSetAspect`/`viSetFov`/`viSetZRange` call in `fr.c` was setting from the **nominal** `g_ViBackData->fovy` — never the `portFovScale`-widened value D211 already computes for the actual render projection two lines away in `viSetupCurrentPlayerView`. Fix: factored the existing widen-FOV math out of `fr.c` into `f32 portScaleFovY(f32 fovy, s32 isTitleScreen)` (`port/src/video.c`, D222 — identical logic, same `LEVELID_TITLE` guard, no game-code duplication) and fed it into all 4 `currentPlayerSetPerspective()` call sites via a small `#ifdef PORT` local helper in `fr.c` (`frCullFovY`), same as the existing D211 projection-matrix chokepoint now also calls the shared helper instead of its own inline copy. Identity (bit-for-bit no game-code-visible change) at `FovScale=100` by construction — `portScaleFovY` returns `fovy` unchanged whenever `portFovScale == 1.0f`. Audited per the original risk note: `c_cameratopnorm`/`c_cameraleftnorm`/`c_scalelod`/`c_lodscalez` are consumed only in `propobj.c`'s fog-visibility-fade math and `bondview.c`'s own screen-space transform — no AI-visibility/awareness call sites found reading these fields, so `portFovScale` still only touches rendering-adjacent visibility, not NPC behavior. Rebuilt clean, crash-free at `FovScale=150` on `-level_33` (Dam). `bunker1` golden framediff was inconclusive in this dev box — the *unmodified* baseline build also fails it by a similar or larger margin (confirmed via an A/B stash/rebuild), matching the documented pre-existing frame nondeterminism (`porting-notes.md` §E), not a regression from this change. **Needs a human's eyes**: does high-`FovScale` screen-edge NPC/object culling actually look fixed now.
## D223 — QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter — wheel up = next weapon, wheel down = previous — instead of both directions…
**QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter — wheel up = next weapon, wheel down = previous — instead of both directions cycling forward (M-87, user QA).** **Root-caused, port-only fix, no game-logic change needed** — GE's engine already has separate forward/backward weapon-cycle signals: `bondview2.c` computes `moveData.weaponForwardOffset = edge(invButtons) && !(shootButtons held)` and `moveData.weaponBackOffset = (invButtons held) && edge(shootButtons)` (`bondview2.c:5338-5347`, the classic N64 "hold A, tap Z to cycle backward" trick). Default control scheme (the `else` branch used unless a Domino/Goodhead/Galore/Plenty preset is active, `bondview2.c:5177-5179`): `invButtons = A_BUTTON` (= port `GE_CONT_A`, `input.c:86`), `shootButtons = Z_TRIG` (= port `GE_CONT_G`, `input.c:88`, the fire button). `moveData.triggerOn` is explicitly suppressed while `invButtons` is held, so holding A never causes an accidental shot when the Z edge lands. The port's `inputPostWheel()` (`input.c:977`) currently does `if (notches < 0) notches = -notches` — **discards wheel direction** — and only ever synthesizes a bare `GE_CONT_A` pulse (`wheelPulse`, `input.c:631-634`), i.e. always "forward."
**Status (from §F table):** **FIXED (M-105, `port/src/input.c`) — directional wheel cycling implemented per the plan below.** Wheel-up keeps the existing 2-poll `A` pulse (`weaponForwardOffset`: fresh A edge, Z released). Wheel-down runs a 2-poll backward sequence: poll 1 presents `A` only, poll 2 presents `A`+`Z_TRIG` — the fresh-Z-edge-while-A-held combo `weaponBackOffset` requires (`bondview2.c:5337-5340`); ordering matters because the edge is computed against the game's own previous poll. `moveData.triggerOn` (`bondview2.c:5419`) requires A to be released, so the synthesized Z edge can never fire a shot. Roles are stable: the port forces `CONTROLLER_CONFIG_HONEY` (`bondview.c:1484`), whose scheme gives `invButtons=A_BUTTON`/`shootButtons=Z_TRIG` — the same roles the pre-fix forward pulse already relied on. Known limitation (pre-existing, not a regression): while RMB aim is held the game flips `controldef` to KISSY (`bondview2.c:6106-6112`), under which *neither* direction cycles — exactly as the old forward-only pulse behaved in that state. Owes a human play-test (wheel up = next weapon, wheel down = previous, no accidental shots). Plan: keep `wheelPulse` (or a new `wheelPulseFwd`) for wheel-up as today; add a `wheelPulseBack` path for wheel-down that instead holds `GE_CONT_A` across ≥2 polls while presenting a fresh `GE_CONT_G` edge partway through (mirroring the invButtons-held + shootButtons-edge combo) — sequence matters (A must already read "held" `oldbuttons`-wise before G's edge, per `weaponBackOffset`'s check order). Must confirm which N64 control preset (`controldef`) the port's save data actually carries — `invButtons`/`shootButtons` differ under KISSY/GOODNIGHT/SOLITARE/etc; if the port doesn't force one, the synthesized combo needs to match whatever's active, or the port should just force the default (HONEY-equivalent) preset since its own `Input.Bind` system already replaces N64-style scheme selection. Port-only, `#ifdef PORT` in `input.c`, no `src/` game-logic touch. **M-87: PD-PC-port precedent checked (user asked what PD did about N64 control presets).** PD does **not** route mouse/gamepad through the N64 preset system at all — it defines its own logical control-key layer (`CK_*` in `port/src/input.c`/`input.h`, e.g. `CK_DPAD_L`/`CK_Y`) fully decoupled from the N64 controller-config enum, and even treats mouse-wheel-up/-down as **two independent bindable virtual keys** (`VK_MOUSE_WHEEL_UP`/`_DN`, defaulted to distinct `CK_*` actions) rather than one "wheel = cycle" event — exactly the shape of the fix this row wants. PD's `controldef` field is hardcoded (`player.c`/`playermgr.c` `controldef = 2`), not left to the original in-game control-style picker. **This GE port already has the equivalent layer for this purpose: D214's `Input.Bind` system.** Recommendation for D223 (and the user's broader ask — N64 presets aren't meaningful for mouse/keyboard, and modern-gamepad (Xbox/PS) support should be a first-class port concept, not routed through N64 presets either): add two new `Input.Bind`-able logical actions (e.g. `IA_WEAPON_NEXT` / `IA_WEAPON_PREV`) that synthesize the invButtons/shootButtons combos under the hood, default-bound to wheel-up/-down (keyboard/mouse) and left open for a future bumper/shoulder-button default under real gamepad support; and have the port force a single fixed `controldef` (matching PD's approach) so the synthesis target never depends on the original N64 control-style menu. That menu itself becomes a candidate for hiding/no-op in a future QoL pass once `Input.Bind` fully supersedes it — not proposed as a change here, just noted as the natural conclusion. **M-87 — D194 gives a concrete answer for *which* preset: `CONTROLLER_CONFIG_SOLITARE` (1.2).** It's the scheme that gives free continuous full-stick mouselook (see D194) — and conveniently, `SOLITARE` is **not** in the `KISSY`/`GOODNIGHT` button-role group (`bondview2.c:5168-5179`), so it keeps the **same** `shootButtons=Z_TRIG`/`invButtons=A_BUTTON` roles this row's plan already assumed — no change needed to the wheel-cycle synthesis. (`GOODNIGHT` (1.4) also gets natural pitch/turn but groups with `KISSY` for button roles — `shootButtons=A_BUTTON`, `invButtons=L_TRIG|R_TRIG` — so it would need this row's combo re-derived; prefer SOLITARE unless something else needs GOODNIGHT specifically.) **M-87 survey note, filed for later (candidate 4, no action needed now):** GE's port has no per-player control-*mode* concept — keyboard/mouse is always controller 0 (`inputOpenPads()`, `connectedMask=0x1`), covering the common "P1 mouse+kb, P2+ pads" local-MP case fine. PD adds a 5th per-player control-mode entry ("PC controls") with a save-compatibility shim (written as an existing N64 mode so the save format never changes, overridden back to PC mode on read by config) to let *any* player be on mouse+keyboard, not just P1. Only relevant if "P1 on pad, P2 on keyboard" (or more than one keybLine truncated
## D224 — QoL gap (M-87, from a PD-PC-port survey): the N64 Rumble Pak is fully dropped instead of modernized.
**QoL gap (M-87, from a PD-PC-port survey): the N64 Rumble Pak is fully dropped instead of modernized.** GE genuinely has a rumble subsystem (`src/motor.c`, `src/joy.c`) but the port's `osMotorInit/Start/Stop` (`port/src/libultra.c:1220-1223`) are all hard stubs — "no accessories on the PC," `osMotorStart`/`osMotorStop` return `-1` unconditionally, `osPfsFindFile`-family returns `PFS_ERR_NOPACK`. So every in-game rumble event (weapon recoil, explosions, etc.) computes and calls into a dead path. **PD's PC port wires the equivalent straight through to real gamepad rumble:** `inputRumbleSupported(idx)` checks `SDL_GameControllerHasRumble`/`SDL_JoystickIsHaptic` (with a Windows fallback: some pads report no haptics but rumble anyway), `inputRumble(idx, strength, time)` calls `SDL_GameControllerRumble()` scaled by a per-pad `RumbleScale` config value (options-menu slider, `Input.PadN.RumbleScale`), and `osPfsFindFile` reports a "Rumble Pak" present exactly when a real pad supports rumble (`libultra.c` — same "pretend the N64 accessory is there" pattern GE's port already uses for `osMemSize`/Expansion Pak, just applied to a real capability instead of faked). Cross-ref `QOL-INVENTORY.md` (folded into the existing "per-pad tuning" row).
**Status (from §F table):** **DEPRIORITIZED (M-87, user call).** Gamepad-only — irrelevant to mouse/keyboard, which is the primary target for this next release; no keyboard/mouse play is affected by NOT doing this. Root cause + fix still valid whenever gamepad support becomes a priority (no `src/` game-logic touch: GE's `motor.c`/`joy.c` call sites already exist and already call the `osMotor*` shims; the fix is entirely in `port/src/libultra.c` + `input.c` — add `inputRumbleSupported`/`inputRumble` per the PD shape, wire `osMotorStart`/`osMotorStop` to them, add `Input.PadN.RumbleScale` config). **M-87 PD-legacy-survey addendum (`docs/dev/notes/PD-LEGACY-SURVEY.md` candidate 1, high confidence) — the D224 fix as originally stated is NOT sufficient by itself.** Two more upstream blockers sit before the stubbed `osMotorInit/Start/Stop` ever gets reached: (1) `port/src/libultra.c:1096-1098` sets `g_contStatus[i].status = 0` for every pad — `CONT_CARD_ON` is never set, and `src/joy.c:184` gates the *entire* rumble-pak init path on that bit, so `joyRumblePakInit()` never even calls `osPfsInit`. (2) `src/joy.c:186-190` only attempts `osMotorInit` if `osPfsInit`'s return is `PFS_ERR_ID_FATAL` or `PFS_ERR_DEVICE` — but the port's stub (`libultra.c:1214`) returns `PFS_ERR_NOPACK`, so motor init is never attempted even once (1) is fixed. PD's exact trick (`libultra.c:213-227,349-351`): set `CONT_CARD_ON` for connected pads, and make `osPfsInitPak()` return `PFS_ERR_DEVICE` specifically when the pad supports rumble. **Whenever D224 gets implemented, both of these must land alongside the `SDL_GameControllerRumble` wiring** or the game's state machine parks at `RUMBLEPAKINITSTATE_NOT_READY` forever and nothing audibly changes despite looking wired up correctly.
## D225 — Dev-tooling QoL (M-87, user ask): a debug-build/env toggle that unlocks all missions + all cheats, for testing.
**Dev-tooling QoL (M-87, user ask): a debug-build/env toggle that unlocks all missions + all cheats, for testing.** Root-caused a clean single choke point — **both** gates route through the same function: `bool fileGetIsCheatUnlocked(save_data *save, s32 cheat)` (`src/game/file2.c:391`) reads the save's `unlocked_cheats_1/2/3` bitfields and returns whether bit `cheat` is set. Mission-select lock (`src/game/file.c:59`, gates whether a briefing page's mission is selectable) and the cheat-menu availability check (`frontCheckIfCheatIsUnlocked`, `front.c:1009`, itself calling `fileGetIsCheatUnlocked` for the per-level `SP_LEVEL_*` cheat IDs) **both** call it — it's a pure, side-effect-free bitfield read (no save-data mutation), so short-circuiting it to always-true under a debug env var unlocks mission-select *and* the cheat menu in one change, matching exactly what was asked ("those two go a long way"). **Bonus, free once cheats unlock:** the ROM already contains real Rare-era developer cheats that are otherwise unreachable in normal play — `CHEAT_LINEMODE` (wireframe render — would make D222-style culling bugs trivial to see), `CHEAT_BONDPHASE`, `CHEAT_DEBUG_POS`, `CHEAT_DEBUG_UNK5` (`cheat.c` ~L687-707, `CHEAT_MASK_GLOBAL`) — worth trying once this lands, may be useful dev tools in their own right.
**Status (from §F table):** **OPEN — root-caused, not implemented.** Plan: `#ifdef PORT`, env-gated (e.g. `GE_DEBUG_UNLOCKALL=1`, catalogue in `GE-ENV-PROBES.md` once added) short-circuit at the top of `fileGetIsCheatUnlocked` — `if (getenv-cached-flag) return TRUE;` before the bitfield read. Default off ⇒ zero behavior change for normal play; when set, purely a query-time override (save file itself is never touched, so it can't corrupt a save or leak into the shipped default). No `src/` logic change beyond the guarded early-return (same class of edit as other `#ifdef PORT` dev-convenience hooks, e.g. `GE_STARTMENU`).
## D226 — QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.
**QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.** All three route through the same primitive, `textRenderOutlined()` (`src/game/textrelated.c:688`, doc comment: *"Used for ammo counter, bottom left HUD messages, countdown timers"*), called from two specific in-game (not menu) sites in `bondview2.c`: **ammo + bottom-left pickup/status** at `bondview2.c:10005` (`stringbuffer_lowerleft[...]`, anchored at `view_left`/`view_vert`), and **top-of-screen dialogue** at `bondview2.c:10163`/`10165` (`stringbuffer_top[...]`, anchored at `msg.x`/`msg.y`). `textRenderOutlined` → `textDrawGlyphQuad` (`textrelated.c:615`) emits each glyph as a plain RDP `gSPTextureRectangle` at the glyph's native font-metric pixel size, `dsdx`/`dsdy` = `0x400` (1:1 texel:pixel, no scale factor anywhere in the call chain). Same function is also used by menus/options/multiplayer UI (`front.c`, `options.c`, `mpmenu.c`) — **do not scale generically**, those have their own layout at fixed screen fractions and D211 already established HUD anchors must stay put; scale only the 3 in-game HUD call sites named above, about their existing anchor (so bottom-left stays bottom-left, top stays top — same anchor-preserving principle as D211's HUD-static check).
**Status (from §F table):** **OPEN — root cause / call sites identified, not designed or implemented.** Two viable directions: (a) a `#ifdef PORT` wrapper at just these 2-3 `bondview2.c` call sites that scales the emitted `gSPTextureRectangle` geometry (`xl/yl/xh/yh`) by a new `f32 portHudScale` (default 1.0 ⇒ byte-identical) while inversely scaling `dsdx/dsdy` to keep the same source glyph texels mapped onto the larger/smaller rect, re-anchored so the opposite edge (bottom for the lower-left block, top for dialogue) doesn't move; or (b) thread a scale parameter into `textRenderOutlined`/`textDrawGlyphQuad` itself, defaulted to 1.0 at every other call site. (a) is more surgical (matches the "don't touch shared menu text" constraint) but duplicates a little geometry math; (b) is more central but touches a much more widely shared function. No PD precedent found (PD's port has no equivalent HUD-scale option). F10 overlay slider candidate once implemented, alongside `Video.FovScale`.
## D230 — In-level music quality: a bass instrument sounds corrupted on PC, correct on N64 reference (M-105, user reports; repro refined M-106).
**In-level music quality: a bass instrument sounds corrupted on PC, correct on N64 reference (M-105, user reports; repro refined M-106).** Filed to give the post-D77 residual its own label — D77 (in-level music *absence*) is RESOLVED (PR #42, missing `return` in `sub_GAME_7F0C0BF0` zeroed the seqp volume on the only in-level trigger path), so "music doesn't play" claims in tracked docs are stale; what actually remains is this quality gap. **M-106 repro, deterministic (not intermittent):** Control's elevator track and its regular in-level track both carry the bad instrument throughout; Cavern's elevator track has it too; Runway's track is otherwise fine but the same instrument enters ~5–7s after the track starts and sounds bad from then on. User confirmed against original N64 reference audio that a bass instrument belongs there on Runway — this is **not** a wrong-instrument/wrong-bank selection (rules out the D77 trigger-path family and the seqp-volume fix's neighborhood); the instrument choice is correct, only its *sound* is wrong on PC. Determinism (same track, same spot, every time) points at a static decode/synthesis bug for this instrument's wavetable/ADPCM data — most likely low-frequency-specific (pitch-shift/downsample artifacting, a wrap/loop-point error, or a clipping/gain issue that only bites bass-range samples) — rather than a live mixing/voice-stealing issue (D147/D152/D202 family), which would be intermittent. The mixer layer and the trigger layer are both proven working by every track that sounds right, so the suspect neighborhood is the seq/instrument-bank decode path (`csplayer.c`/`synthesizer.c`, bank loading), not `port/` audio plumbing.
**Status (from §F table):** **OPEN — static-analysis pass done (M-108), not runtime-confirmed.** Repro: Control (elevator + regular track, throughout), Cavern (elevator, throughout), Runway (~5–7s in). Traced the suspect neighborhood to the software ADPCM decoder in `port/src/mixer.c` — the PC replacement for the RSP's `aLoadADPCM`/`aADPCMdec` ucode ops (`csplayer.c`/`synthesizer.c` only emit ucode command lists; they don't decode samples themselves). Found two hardcoded assumptions that don't hold for the general ADPCM-book format: (1) `sAdpcmTable` (`mixer.c:174`) is declared `[8][2][8]`, hardcoding predictor `order=2`, but `order`/`npredictors` are per-instrument authored fields (`include/PR/libaudio.h` `ALADPCMBook.order`; `src/libultra/audio/load.c:428-429` computes `bookSize` from them) that the bank-relayout code (`port/src/romdata.c:718-736`) already handles generically — if this bass instrument's authored book uses `order != 2`, the 2-tap recursion at `mixer.c:223-240` would decode it wrong; (2) even at `order=2`, `aLoadADPCMImpl` (`mixer.c:177-192`) silently truncates any book over 256 bytes (`mixer.c:183`, `npredictors > 8`), while the decode loop's 4-bit predictor-select nibble (`mixer.c:219`) can legitimately address up to 16 rows — an instrument with `npredictors > 8` would read truncated/garbage rows for some frames. **Caveat weakening confidence:** N64 SDK ADPCM in practice is conventionally always `order=2` (the RSP ucode's own decode algorithm is essentially fixed to a 2-tap recursion industry-wide), so candidate (1) may not apply to a real N64 title's data; candidate (2) (`npredictors > 8`) is the more plausible of the two absent contrary evidence. Not confirmed against GE's actual ROM-authored book data (no live capture taken this pass). Next: extend the existing `GE_MIXERTRACE=1` trace's `[LOADADPCM]` line (`mixer.c:187`, already logs `count` — `count/16 = order*npredictors`) to flag any book where `count > 256` (proves truncation) during a Control run, and correlate the anomalous book to its channel/instrument via `seqplayer.c:1120`'s program-change. If no anomaly shows, this whole neighborhood is likely a dead end and the next suspect is the resample (`mixer.c:295-341`) or envelope/gain (`mixer.c:379+`) paths for bass-range-specific behavior. **M-120 (local-Qwen triage dispatch): a third hypothesis proposed and CHECKED, RULED OUT.** The dispatched read-only pass proposed that `afFixupBook`'s `port/src/romdata.c:733-737` conversion of the ADPCM book coefficients (BE ROM → LE host, via `afRd16`/`afWr16`) is backwards and should stay big-endian. Verified against the actual code and disproven: (1) that conversion is the identical BE→LE pattern used for every other field in the same function (`order`/`npredictors` two lines above) and in the sibling `afFixupAdpcmLoop`'s ADPCM state array a few lines down — not something special-cased for this one book; (2) `port/src/mixer.c`'s `aLoadADPCMImpl` does a raw `memcpy` of the already-converted book straight into a host-native `s16[8][2][8]` table with no further byte-swap, consistent with the coefficients being intentionally pre-converted to host order; (3) decisively, `afFixupBook` is one shared code path applied uniformly to every ADPCM book in the game — if this conversion were actually backwards, every ADPCM-encoded sound would decode wrong, not one bass instrument on three tracks, and the vast majority of the game's audio is confirmed correct. Do not re-propose this specific byte-order theory without new evidence; the standing M-108 leads above (predictor-count truncation / `order` mismatch) remain the live ones. **FIXED (M-121, v0.2.0 finalization) — root cause was a plain byte-order bug in a corner neither M-108 nor M-120 looked at: RAW16 wavetables.** Offline decode of the local NTSC ROM's instrument bank found exactly two `AL_RAW16_WAVE` (type 1) wavetables — instruments 2 and 51, both sharing base 0x2118 / len 790 in the `_instrumentstbl` segment — which decode as a clean ~110 Hz soft-attack bass synth sample when read as **big-endian** s16. That is the missing bass instrument on Control/Cavern/Runway. On N64 the CPU reads those bytes BE, so it plays fine there; on PC the mixer's resampler (`port/src/mixer.c` `alRaw16Pull` path) consumes host-native (little-endian) s16, so every sample arrives byte-swapped — a deterministic per-instrument corruption, exactly matching the M-106 repro (and explaining why every ADPCM-based instrument in the game sounds right: nibble data is byte-order agnostic). Both M-108 candidates are moot — every ADPCM book in both bank trees (scanned offline from the ROM) is `order=2, npredictors∈{1,4}`, so neither the `[8][2][8]` shape nor the 256-byte truncation can ever bite GE's data. **Fix (port-only, D55 in-place-fixup idiom):** `romdataFinishCartMap()` (`port/src/romdata.c`) now walks both bank trees (SFX + instruments; same ALBankFile layout as `romdataFixupAudioBank`) and bsLine truncated
## 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…
**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 (terminals, furniture) in that space still draw (M-106, user QA report; screenshots `docs/img/bugs/20260912-cullingbug-bugged.png` vs `-notbugged.png`).** Root-caused M-107 (session-016TaKy6, port/fast3d only): **fast3d's CPU-side "trivial reject" AND-test in `gfx_sp_tri1` (`port/fast3d/gfx_pc.cpp:1455-1460`) has a latent w-sign bug independent of D222/D106.** The per-vertex outcode bits computed in `gfx_sp_vertex` (`x<-w`/`x>w`/`y<-w`/`y>w`/`z>w`, `gfx_pc.cpp:1372-1386`) are only valid half-space tests when `w>0`; for a vertex that has crossed behind the camera plane (`w<0` — common when the camera is close to large room-structure polygons, e.g. walls/ceiling trusses near a doorway) the comparison sense is flipped, so its outcode can come out wrong. If that spurious bit happens to match the other two (genuinely correct) vertices' bits, `v1->clip_rej & v2->clip_rej & v3->clip_rej` fires and the whole triangle is dropped before it ever reaches OpenGL — even though GL's own homogeneous clipper (which *does* handle `w<0` correctly) would have rendered the visible part of it. Confirmed against the two screenshots: same room/camera/ammo-HUD, one frame is missing the room's ceiling trusses/walls (replaced by flat sky) while the console/terminal props in the same room still draw fully — exactly the "big background polys vanish, small prop models don't" split you'd expect, since large near-camera polygons are far more likely to have a vertex cross behind the eye than small self-contained prop meshes. The backface-cull code 6 lines below (`gfx_pc.cpp:1462-1495`) already special-cases this exact `w<0` hazard for its own cross-product sign (`(v1->w<0)^(v2->w<0)^(v3->w<0)`) — the trivial-reject block above it never got the same treatment. **Independent of D222** (D222 is a game-logic frustum-cull bug in `src/game/fr.c`/`bondview2.c` that only manifests at non-default `Video.FovScale`; this is a GPU-pipeline clip-rejection bug in `port/fast3d/` that fires at any FovScale, including the default 100, whenever the camera gets close to a large polygon — matching the report's "all levels, near doors" framing with no FovScale mentioned). Also independent of D106 (D106 fixed the *game-side* portal-visibility bbox computation for a different z==0 edge case in `bg.c`; this is the *renderer-side* per-triangle clip decision, a different stage of the pipeline entirely) — same neighbourhood/symptom vocabulary ("things vanish near a portal-adjacent boundary"), different bug.
**Status (from §F table):** **FIXED (port/fast3d/gfx_pc.cpp, `gfx_sp_tri1`) — high confidence on mechanism, UNVERIFIED visually.** Fix: skip the trivial-reject AND-test entirely whenever any of the triangle's 3 vertices has `w<0`, deferring to GL's clipper instead (mirrors the cull code's existing w-sign handling one block below). Change only ever *adds* triangles that were previously dropped — cannot make anything newly invisible, so it's a safe, narrowly-targeted fix with no game-logic touch (fast3d is PC-only code, no N64 build parity to preserve, no `#ifdef PORT` needed). **Build verified green** (`./build-pc.sh` equivalent — MSYS2 mingw64 cmake+ninja, full `ge007.x86_64.exe` link succeeds, only one pre-existing unrelated `-Wformat` warning in the same file). **VISUALLY VERIFIED (M-108):** user played `-level_26` (Frigate — corrected level id, the old `-level_02` note above predates the `bondconstants.h` numbering check) and confirmed the doorway/ship-corridor geometry no longer flickers or vanishes near room boundaries. Closed.
## D234 — Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).
**Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).** Investigated M-107 (session-016TaKy6, port/fast3d scope): **NOT root-caused — no fast3d-side mechanism found that plausibly explains "only the first of N repeated instances renders."** Ruled out: fast3d has no matrix/model instance cache that could explain a first-instance-only bug (the D217-family "keyed by address, not content" cache-bug class doesn't recur here — the *only* content-addressed cache in fast3d is the texture cache, already excluded from this investigation per the M-106 triage note); the modelview matrix stack (`gfx_pc.cpp:105`, depth 11, push properly gated `< 11` at `gfx_pc.cpp:1220`) is correctly bounded and would affect every level's nested-DL geometry, not just Dam's towers specifically; the D233 w<0 clip-rejection bug (above) doesn't fit either — towers are viewed from a distance along the dam, not close enough for a camera-behind-vertex condition, and D233's mechanism is per-triangle/per-frame flicker, not a stable "always the same instances missing" pattern. **Leading hypothesis, NOT verified:** GE's road/structure-instancing for repeated architecture typically goes through the room-graph's bytecode "vis program" (`VISOP_*` opcodes interpreted in `bg.c` ~L4450-4620, e.g. `VISOP_PUSH_IF_ROOM_IN_RANGE`, `VISOP_ADD_VISIBLE_ROOM`) or through per-instance room/portal definitions in the level's compiled BG data — both are level *data*, not code reachable via static analysis without the ROM (this worktree has none extracted). Could equally be a per-instance object/prop transform or cull-volume bug in `src/game/propobj.c`/`chrprop.c` (out of this task's `port/fast3d/` scope, and out of the `src/game/*` model/anim exclusion in the brief regardless). **No fix attempted — do not have enough evidence to touch code.**
**Status (from §F table):** **VISUALLY VERIFIED FIXED (M-108) — mechanism still unexplained.** User confirmed on a live Dam playthrough (post-D233 fix, correct `-level_26`/Frigate session's build) that all guard towers along the dam now render, not just the first. No code change was made specifically for D234, and the M-107 investigation's own reasoning argued D233's mechanism doesn't fit this symptom (towers viewed from a distance, not a close-camera w<0 case) — so either that reasoning was wrong, D233's fix had a broader effect than analyzed, or the original symptom was intermittent/state-dependent rather than deterministic. Not closed with high confidence in *why* it's fixed, just closed on live confirmation that it *is*. If it resurfaces, re-open with a fresh `GE_PCDUMP` capture rather than assuming this write-up's ruled-out list still holds.
## 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).
**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.
**Status (from §F table):** **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 `c_lodscalez` reading by `portDrawDistanceMultiplier()` at both call sites (`#ifdef PORT`), so the "how far can you see" question these two share is answered consistently. (2) **tuning** — a straight 1:1 `Video.FovScale` auto-coupling on `portDrawDistanceMultiplier()` was not aggressive enough; live-tested up twice (1x → 2x → 4x `FovScale`, clamp ceiling raised 2.5x → 4.0x → 6.0x each time) before guards held up and the Dam tunnel's blue-glow artifact receded to the user's satisfaction. Re-verified end-to-end that the fog *ramp* itself (not just tLine truncated
## D220 — 1P muzzle flash position shifts upward at higher `Video.FovScale` (M-87, user QA, Jungle/M16).
**1P muzzle flash position shifts upward at higher `Video.FovScale` (M-87, user QA, Jungle/M16).** Likely shares D211's noted residual: the viewmodel draws through `c_perspfovy`/unscaled fovy while the world view is FovScale-scaled (`fr.c:737`), so a flash sprite anchored to viewmodel-space vs. screen-space math can drift as the two diverge more at higher scale.
**Status (from §F table):** **ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL.** The 1P hand + flash are model nodes in ONE gun DL (`gunfire.c` builds `rwmtx[1..4]` for hammer/flash/billboard nodes) drawn through the single per-frame projection from `viSetupCurrentPlayerView` — which IS FovScale-scaled on PC. So the flash and the muzzle it attaches to share projection and matrix chain: their relative position is geometrically preserved. What moves is the whole camera-anchored viewmodel: under perspective, screen offset from center ∝ 1/tan(fovy/2), so widening the FOV migrates every camera-space point (gun body included) toward screen center — a muzzle sitting slightly below/right of center visibly drifts up-left at FovScale 150. Same family as the M-85 accepted "viewmodel scales down, stays bottom-right anchored". `c_perspfovy`/`currentPlayerSetCameraScale` do stay unscaled (the D211 note) but that feeds frustum-cull/screen↔world math (→ D222), not the flash's render path. **Disposition: human call** — if it bothers at high FovScale, the fix is a QoL viewmodel re-anchor/scale-at-FOV (VIEWMODEL-RESEARCH.md family), not a fidelity bug; no game-logic change either way. Optional headless confirm: Jungle M16 fire at FovScale 100 vs 150, measure flash centroid vs muzzle in PPM pairs (expected: both shift toward center together).
## 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…
**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 (terminals, furniture) in the room still draw (M-106, user QA report; screenshots `docs/img/bugs/20260912-cullingbug-bugged.png` vs `-notbugged.png`).** The geometry-vs-object split localises it to room/portal background visibility or frustum culling in fast3d, not textures/models. Logged in `GRAPHICS-BACKLOG.md`. **Duplicate row — see the full root-cause writeup above (`gfx_sp_tri1` w<0 trivial-reject bug, `port/fast3d/gfx_pc.cpp:1455-1460`).**
**Status (from §F table):** **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).
**Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).** Repeated instances → per-instance transform decode, shared model/texture resource bound only by the first instance, or cull-volume issue. Same neighbourhood as D233. Logged in `GRAPHICS-BACKLOG.md`. **Duplicate row — see the full entry above for the M-107 investigation + M-108 verification.**
**Status (from §F table):** **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).
**Wrong textures load after dying/restarting a level — not Facility-specific, seen on multiple levels (M-106, user QA report; clarified same session).** Original report ("Facility: wrong textures now") read as a build regression; user clarified the actual trigger is **death/restart** (or a similar level-reload path), and it has recurred on other levels too — this is a state-leak on level re-entry, not a one-level texture-decode bug and likely not caused by #47/#49 at all. Prime suspect: the texture pool / CI-cache (D217/D228 neighbourhood) not being fully reset between a level teardown and its reload — a stale arena base, a leftover palette-cache entry keyed by an address that gets reused with different content, or a texpool index not rewound — surfacing as "wrong texture" only after the reload path runs, never on a fresh level boot. Logged in `GRAPHICS-BACKLOG.md`.
**Status (from §F table):** OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot. **M-108 static-analysis pass: the leading "stale CI-cache not reset on restart" hypothesis is likely REFUTED, don't re-propose it as-is.** The theory was that `g_TexCacheItems`/`g_TexCacheCount` (`src/game/image.c:38-40`, cleared only in `set_mt_tex_alloc()`, `src/game/initmttex.c:8`) survives a death/restart because the restart path skips `set_mt_tex_alloc`. But tracing the actual call graph: `set_mt_tex_alloc()` runs inside `lvlStageLoad()` (`src/game/lv.c:369`), which has exactly **one** call site (`src/boss.c:485`) inside `bossMainloop`'s outer `while (!done)` loop; that loop re-runs on *every* stage transition, driven by `g_StageNum = g_MainStageNum` (`boss.c:693`) which is set by `bossSetLoadedStage()` (`boss.c:722`) — the same function the front-end's level-select/continue path calls (`front.c:6947`). Nothing in this call graph is level-select-specific vs. restart-specific; both look like they go through the identical full reload (including the `set_mt_tex_alloc` cache reset). Have not yet found the actual death/restart trigger's call site to be 100% certain it doesn't have its own bypass, so this isn't fully closed out — but the single-reload-path structure makes the "cache survives restart" mechanism unlikely as stated. Next: find the actual death-handler call site (search for where a life/continue/retry decision is made, likely `chr.c`/a game-state machine, not yet located) and confirm whether it calls `bossSetLoadedStage`/goes through `bossMainloop`'s reload path same as normal transitions, or has a distinct lighter-weight path — if it's the same path, the real D235 mechanism is still unknown and this CI-cache theory should be dropped.
## 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.** Distinct from D176(b)'s painted tree-line backdrop. Logged in `GRAPHICS-BACKLOG.md`.
**Status (from §F table):** OPEN — ninth pass closed with no fix; see D276/D280
## 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…
**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 `Game.NoHitFlash`, and other easily-exposed config keys), and organise rows by category (mouse settings together, video together, etc.).** The overlay (`port/src/optionsoverlay.c`) already renders over the registered `config.c` option list; what's missing is wheel-scroll nav, a broader row set, and grouping headers. Cross-ref `OPTIONS-MENU-PLAN.md` §3 (v1 minimum set) + QOL-INVENTORY "PD has, GE lacks".
**Status (from §F table):** OPEN — not designed; port-only
## D238 — QoL ask (M-106, user QA): mouse sensitivity rework toward normal PC-shooter feel.
**QoL ask (M-106, user QA): mouse sensitivity rework toward normal PC-shooter feel.** Three parts: (1) a *separate* RMB aim-mode sensitivity in addition to hipfire turn; (2) ideally ONE single master mouse-sensitivity setting driving both, **linked by default**, with an option to set them independently later (today `Input.MouseAimSpeed` and `Input.MouseTurnSpeed` are two independent keys, defaults 16/100 — see `input.c:188-190`); (3) up/down should feel mostly the same as left/right (`Input.MouseYScale` exists but the axis asymmetry in the gain constants `AIM_GAIN`/`MOUSE_TURN_GAIN` + smoothing path is the likely culprit). User's reference for "feels better": GEPD Mouse Injector. Lump with the overall mouse/input fixes (D194/D165/D166 lineage; SOLITAIRE natural-pitch scheme switch may subsume part of this — see D166 M-87 note).
**Status (from §F table):** OPEN — not designed; port-only (`port/src/input.c` + `config.c`)
## D239 — QoL ask (M-106, user QA): click-to-lock vs always-grab parity.
**QoL ask (M-106, user QA): click-to-lock vs always-grab parity.** User: make click-to-lock the default *if it isn't already* — it IS: `mouseCaptureMode = 1` is the shipped default (`input.c:185`). The real content: "always grab" feels bad on the file-select menu, not 1:1 with click-to-lock; if making them feel identical is overly complicated, **drop always-grab entirely and remove the setting**. This re-confirms the existing M-82 user decision to rip out `MouseCaptureMode=0` (see `docs/BACKLOG.md` "M-82 playtest feedback" + D192: mode 0's P-controller path can't reach the outer front-end grid cells — a known mode-0-only defect). Recommendation on this new report: take the user's fallback — remove mode 0 and the `Input.MouseCaptureMode` key, keep click-to-lock only.
**Status (from §F table):** CLOSED — executed in the v0.2.0 prep pass (port-only): `mouseCaptureMode` + the config key, `reconcileGrab`'s legacy branch, the `!haveAbs` relative menu path and its now-dead P-controller state (`menuEst/TgtH/V`, `menuCursorStep`, `MENU_P_GAIN`/`MENU_EST_DELTA`/`MENU_MOUSE_TO_PX`), the F10 "Mouse capture" row, and the unused `inputMouseCaptureActive()` all removed from `port/src/input.c` / `optionsoverlay.c` / `port/include/input.h`. Click-to-lock is the only mode; existing ini files setting the old key are ignored. Closes D192 with it
## D240 — Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).
**Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).** Static trace only (no ROM/build/display in this worktree). Weapon fire re-triggers its SFX through `bondwalkItemGetSoundTriggerRate()`/`bondwalkItemGetSound()`, gated on `g_GlobalTimer` (`src/game/gunfire.c:3246-3286`: `handptr->field_A4C = bondwalkItemGetSoundTriggerRate(var_s1) + g_GlobalTimer`), alternating between two per-hand `ALSoundState` slots (`audioHandle`/`field_A48`, same block) so a fast-firing weapon's report can overlap itself once before being retriggered. `g_GlobalTimer` advances by `g_ClockTimer = speedgraphframes` every tick (`src/game/lv.c:1023,1037`), and `speedgraphframes` is set from `deltaFrames` in `updateFrameCounters()` (`src/game/frametiming.c:64-76`) — the exact tick-delta plumbing already investigated (and partly fixed) under **D155** (catch-up-spiral clamp, same file), **D186** (`Video.FpsCap` sim-coupling clamp), **D193/D209** (AI-locomotion timing keystone — D209 the actual root cause, a 64-bit union-aliasing bug, now fixed and merged), and **D204** (audio pipeline running ~2% below real time forever, fixed by padding silence at the DAC). Since D209 and D204 both merged before this report, the SFX-cadence complaint is either (a) a genuinely distinct, audio-specific residual downstream of those fixes — e.g. a mismatch between the sim-tick-gated *trigger* (above) and the software mixer's own playback clock (`port/src/audio.c:93,155,221-222` — the synth produces samples at a measured ~21600/s against the 22050 Hz output device, the same gap D204 had to compensate for elsewhere) that specifically desyncs how *often* a shot's sample starts rather than the absolute wall-clock rate D204 measured, or (b) a stale pre-D209/pre-D204 build report. Per-weapon rate constants (`AutomaticFiringRate`/`SingleFiringRate`/`SoundTriggerRate`, `src/game/gun.h:60-82`, values in `assets/obseg/gun/*/gunWeaponStat.inc.c`) are plain compiled C literals, not ROM-serialized data, so no pointer-width/ABI reconciliation issue applies here.
**Status (from §F table):** **OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment.** Confidence LOW-MEDIUM that this is a *new* bug distinct from the D155/D186/D193/D204/D209 timing-keystone family (all of which gate the identical `deltaFrames→speedgraphframes→g_ClockTimer→g_GlobalTimer` chain this SFX trigger consumes). Raise confidence by: (1) confirming the user's build/commit postdates the D209 merge; (2) a `GE_AUDIOTRACE`-style capture logging the tick (`g_GlobalTimer`) and/or wall-clock timestamp of consecutive same-weapon fire-SFX requests during sustained auto-fire (AK47/Klobb, `AutomaticFiringRate=0x03`), diffed against the weapon's rate constant and against N64 reference footage's frame-count between shots.
## D241 — Player gunshot SFX goes silent under some conditions — reported on Bunker with the alarm sounding, "or some other factor" — but only for PP7 and AK47, Klobb…
**Player gunshot SFX goes silent under some conditions — reported on Bunker with the alarm sounding, "or some other factor" — but only for PP7 and AK47, Klobb unaffected (M-106, user QA report, concrete repro).** This is very likely **D207 finally reproduced.** D207 (M-77) root-caused that GE's SFX player has a hard **8-voice cap** (`MUSIC_SFX_SEQ_MAYBE_MAX_SOUNDS`, `src/music.c:76`) and that D206's fix made the alarm klaxon (`ALARM3_SFX`=163, triggered from `handle_alarm_gas_timer_calldamage()`, `src/game/propobj.c:14457`) a genuine **infinite ADPCM loop** that now legitimately occupies one of those 8 voices for the alarm's whole duration; the manual preemption scan (`snd.c:~347-392`) refuses to steal any *owned* LOOPED voice (the M-65 carve-out only exempts *ownerless* loops), so once 8/8 voices are held, a new one-shot request is silently dropped via `sndDisposeSound` (`snd.c:391`). D207's own M-77b session built a `GE_FORCEALARM=1` BUNKER1 harness and could **not** reproduce audible drops (`[D207-DROP]=0`), and explicitly left as "owed": *"needs a real repro from the user: which level, which weapon/situation."* This report supplies exactly that (Bunker, alarm). **Investigated why PP7/AK47 and not Klobb, inconclusive at the code level:** Klobb (`ITEM_SKORPION` — confirmed GE's internal name for the Klobb via `src/game/player.c:576`, `skorpion_stats` in `assets/obseg/gun/skorpion/gunWeaponStat.inc.c`) and AK47 (`ak47_stats`, `assets/obseg/gun/ak47/gunWeaponStat.inc.c`) share the **same** `AutomaticFiringRate=0x03` (fast auto), while PP7 (`wppk_stats`, `assets/obseg/gun/wppk/gunWeaponStat.inc.c`) is semi-auto only (`AutomaticFiringRate=0xFF`) — so a naive "fires faster ⇒ more self-inflicted voice contention" theory does not cleanly explain grouping PP7 with AK47 against Klobb. All three weapons' fire SFX (`GUN_B1_MGUN3_3_SFX`=Klobb, `GUN_B2_HEAVY_SFX`=PP7, `GUN_B4_BOLTACTION_SFX`=AK47 — `src/bondconstants.h:2277-2280`) go through the identical one-shot, priority-0x40 `sndPlaySfx` path (`gunfire.c:3246-3286`); no per-weapon distinction exists in the trigger or priority *code*. A real distinction, if one exists, most likely lives in the **sample bank data itself** (per-sample envelope/decay length — a longer-tailed sample stays `PLAYING` and stealable/held longer, changing its odds in the preemption scan) — that data is ROM-derived binary content, not inspectable without the extracted ROM (`./data/`, absent in this worktree). Confirmed the voice-allocation/preemption code is unmodified `src/snd.c` game logic, not a `port/` mixer bug: `port/src/mixer.c`/`port/src/audio.c` implement DSP synthesis and device output only (per D199), with no SDL `Mix_*`-style channel-priority layer in the port to have introduced a new bug. Per AGENTS.md non-negotiable #2, any real fix belongs in D207's already-designed (reverted, M-77b) last-resort LOOPED-preemption pass in `snd.c`, not in `port/`.
**Status (from §F table):** **OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug.** Recommend folding this repro into D207 (or closing D241 as a duplicate once D207 is reopened) rather than tracking separately. Next: re-run M-77's `GE_FORCEALARM=1` harness on `-level_09` with scripted PP7 and AK47 fire (not just generic fire) against Klobb as a control, watching `g_sndAllocatedVoicesCount` / the (currently reverted) `[D207-DROP]` counters to see whether the 8-cap is actually hit for two of the three weapons and not the third — or whether it is really the sample-envelope-length distinction above. No runtime verification possible in this environment (no ROM/display).
## D242 — Player-death sequence UX regression vs N64 original: PC requires an LMB click to proceed to the mission-failed/file-select screen; user recalls N64 auto-plays…
**Player-death sequence UX regression vs N64 original: PC requires an LMB click to proceed to the mission-failed/file-select screen; user recalls N64 auto-plays 3 death-camera angles then transitions with no input needed (M-106, user QA report).** **The 3-angle auto-replay and its no-input auto-transition both exist, unmodified, in the decomp — confirmed, not a design difference removed for the port.** `bondviewSetCameraMode(CAMERAMODE_DEATH_CAM_SP)` (`src/game/bondview2.c:901-1010`) calls `pickDeathCameraAngles()` (`bondview2.c:641-782`, picks a fresh random valid camera angle each call) to stage each replay; when it returns 0 — no further valid angle found — the code calls `bossRunTitleStage()` directly, and the source comment at `bondview2.c:1006-1007` literally reads *"...or when the three death replays are finished."* The 3-cycle count is driven by `bondviewAdvanceCameraMode()` (`bondview2.c:1041-1078`): `CAMERAMODE_DEATH_CAM_SP` → `CAMERAMODE_DEATH_CAM_MP` → `camera_mode++`, looping back to `DEATH_CAM_SP` while `camera_mode < CAMERAMODE_SWIRL` (three iterations). Each individual replay's own advance is driven purely by animation/timer state (`bondview2.c:1467-1490`): the `g_CameraAfterCinema` flag that `bondviewAdvanceCameraMode()` acts on is set automatically once `modelGetAnimFrame(bodyModel) >= modelGetAnimEndFrame(bodyModel)`, or after a `camera_transition_timer >= 180.0f` tick-timeout fallback when there is no body model — **no button check in that branch; fully automatic.** **The button-press the user is hitting is a real, intentional N64 skip-ahead shortcut, not a port-added gate:** the same code block (`bondview2.c:1483-1489`) *also* fires the identical advance immediately on `(buttons & ~oldbuttons & (CONT_A | B_BUTTON | Z_TRIG | START_BUTTON))` whenever `bonddead && redbloodfinished && deathanimfinished` — i.e. on real N64 hardware, pressing A/B/Z/Start at any point during a death replay skips straight to the end, by design. **On the port, LMB (mouse fire) is mapped to `GE_CONT_G`, which is Z_TRIG** (`port/src/input.c:664-665`: `(mb & SDL_BUTTON(SDL_BUTTON_LEFT)) ... button \|= GE_CONT_G`; binding table `input.c:351`: `{"Z",GE_CONT_G}`) — exactly one of the four original skip buttons. So an LMB click during the death sequence is GE's own original cutscene-skip input, faithfully wired through the port's control remap, not a port-invented "click to continue" prompt. **What this investigation could not determine** (no build/runtime access in this worktree): whether the *automatic*, no-input path actually completes on PC in a reasonable time. `camera_transition_timer` accumulates via `g_GlobalTimerDelta` (`bondview2.c:1470,1493`), which is set from the same `g_ClockTimer`/`speedgraphframes`/`deltaFrames` chain flagged in D240 above and investigated under D155/D186/D193/D204/D209 — if any residual in that chain stalls or mis-scales specifically in this state, the auto-advance could take far longer on PC than on N64 (or effectively never complete before the player gives up and clicks), which would make an LMB click *feel* mandatory even though the ground-truth logic never requires one.
**Status (from §F table):** **NOT A PORT-LOGIC BUG as far as static analysis can tell.** Confidence HIGH that the LMB-click skip path is faithful original behavior (Z_TRIG-mapped, exists unmodified in `bondview2.c`), not a defect to remove. Confidence LOW (untested) on whether the no-click automatic path is actually healthy on PC. Needs a human playtest: die, then **deliberately touch no input** during the death sequence and time whether/how long until the mission-failed screen appears on its own. If it never arrives without a click, the real bug is a `g_GlobalTimerDelta`/`camera_transition_timer` stall in the D240 clock family — cross-reference D240 — not a wrongly-added input gate, so there is still no `#ifdef PORT` skip-gate to remove per AGENTS.md #2. No runtime verification possible in this environment (no ROM/display).
## D243 — Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject): the camera violently shakes/"spazzes" during each of the scripted camera-angle…
**Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject): the camera violently shakes/"spazzes" during each of the scripted camera-angle cuts (M-107, live `GE_D160=1` trace, two interactive `-level_33` runs + one fresh-save normal-progression run).** **First, corrects D160's own premise: the cutscene is NOT skipped on the current build.** Both debug-loaded runs show exactly the AI-script-scripted sequence firing: `bondviewSetCameraMode(7)` (`CAMERAMODE_POSEND`, the cutscene camera-lock state) called 2-3 times, matching `ai_17`'s three `camera_switch` commands in `UsetupdamZ.c`'s abseil ailist (`assets/obseg/setup/UsetupdamZ.c:2656`+), followed by `bossReturnTitleStage`. So D160's original (b)/(c) hypotheses (AI trigger never fires / puppet renders invisibly) are **refuted on this build** — the mechanism runs; what's broken is what it renders. **Root cause candidate, directly observed:** right in the camera-cut window, fast3d's D146 catch-all (`port/fast3d/gfx_pc.cpp:3037`, "unknown GBI opcode … ending DL") fired a tight burst — same 4 memory addresses repeating every frame for ~10 frames, then clean — with payload bytes `0xfafbfbfcfcfbfdfc`/`0xfcfafbfbfafbfafb`: a **freed/uninitialized-memory fill pattern**, not real GBI commands. This reads as a stale-pointer display-list read, not a decode bug — some segment/scene buffer backing the outgoing camera shot's geometry got freed or recycled while a still-in-flight display list (queued ahead in the port's double-buffered render pipeline — see D134's "pendingGfx" note, `port/src/libultra.c:733-746`, on how many frames of latency the sched round-trip can carry) still referenced it. **Independent evidence of a race, not a fixed-order bug:** the two `-level_33` debug-load runs show the camera_switch(7) calls landing in a *different order relative to* `bossReturnTitleStage` between runs (run 1: three switches, then the stage-return call; run 2: two switches, the stage-return call, *then* a third switch arriving after) — and the D146 corruption burst appeared in run 1 but not run 2 at all, non-deterministically. That pattern (symptom present/absent, call order shuffling) is the signature of a genuine timing race between the AI-list's cutscene commands and the level-exit/report-transition code, not a deterministic logic bug. **User-confirmed on real (non-debug-boot) play, not just the debug harness:** a fresh-save normal playthrough into Dam still hit the camera glitch on this same cutscene — ruling out "artifact of the `-level_33` debug boot" for this specific symptom (unlike the secondary "no report screen, straight to file-select" symptom seen only on the debug-loaded runs, which did NOT reproduce on the fresh-save run and is therefore most likely a `-level_N` debug-boot artifact per the D190 precedent, not filed as its own bug here).
**Status (from §F table):** **OPEN — M-109 re-analysis of the same session's raw logs corrects the timing/pattern claims above; the D134/pendingGfx race hypothesis is likely wrong.** Confidence MEDIUM on the correction, LOW-MEDIUM on the new lead. Re-reading `data/playtest_d160.log`/`_run2.log` at the `g_framesRendered` level (not just grepping for `D146`) shows the D146 burst fires **~1600-3900 frames (tens of real seconds) *after*** `bossReturnTitleStage`/the `camera_switch(7)` calls, not during them, in **both** runs — "right in the camera-cut window" and "run 1 only" are both wrong as stated above. This also weakens the D134/`pendingGfx` citation: `osSpTaskStartGo` runs `gfx_run()` synchronously and inline (`port/src/libultra.c:1232-1258`), so nothing from the cutscene's own DL submission is still in flight by the time any teardown code runs — the port doesn't have the async-RSP race the hypothesis above assumes. **New lead:** whatever screen renders in that multi-thousand-frame gap after mission-complete is the more likely site — probably `MENU_MISSION_COMPLETE` (`front.c:7267`, `constructor_menu0D_missioncomplete`) or an adjacent briefing/file-select screen in that chain, same general class as D75 (front-end model absence) / D141 (menu bad-pointer bug), not a cutscene-render race. Of the 4 repeating fault addresses, 3 read as literal zero words and only 1 matches the `0xfafbfbfc…` pattern, arguing against a deliberate poison-fill (none found anywhere in `port/`) and for either genuinely-unwritten memory or a decode landing inside unrelated valid data. Next: an env-gated `front.c` menu-transition trace (`MENU_*` id + `g_framesRendered` on every transition after `bossReturnTitleStage`) plus a `GE_PCDUMP` window over frames ~4500-8000 (not the camera-cut window) to name the exact screen/segment. Cross-ref D160 (this supersedes its stale "cutscene skipped" framing with a "cutscene renders corrupted" one, now further corrected to "corruption isn't in the cutscene render at all") and D173 (Cradle's Bond-floating/spinning cutscene bug — same subsystem family, unconfirmed shared root cause). **M-120: the `GE_D243` trace above was BUILT (statically, i.e. written) on branch `investigate/d243-cutscene-race` (`764a1f26`, pushed, not merged) — `src/game/front.c` only, `#ifdef PORT`, logs the target `MENU_*` name + a local per-tick counter on every `menu_init()` state transition. NOT build-verified: two independent sessions (the dispatched subagent, then this session re-verifying in a fresh worktree) both hit the same reproducible failure — `cmake`'s C-compiler ABI check fails with "Cannot create temporary file in C:\Windows\: Permission denied" when gcc is invoked *through* CMake/ninja, even though a bare `gcc -c` invocation from the same shell, same session, succeeds and correctly resolves its temp dir to `%TEMP%`. This is a genuine, reproducible environment issue distinct from the diff's content (static review of the diff found nothing wrong: enum cases all verified to exist in `bondconstants.h`, brace/`#ifdef` balance checked, follows the existing `GE_D160`/`GE_D178` env-gated trace idiom used elsewhere in the same file) — worth a session with a working toolchain investigating the CMake/ninja-vs-bare-gcc environment discrepancy itself as its own item, separate from D243. Next: build `investigate/d243-cutscene-race` on a session where `./build-pc.sh` actually completes, then run the `-level_33` Dam repro with `GE_D243=1` (and the existing `GE_D160`/`GE_PCDUMP` mechanisms) to correlate the trace against the D146 burst's frame range. **M-141: the M-120 toolchain blocker is EXPLAINED and worked around, GE_D243 is now build-verified.** The "Cannot create temporary file in C:\Windows\" failure isn't specific to CMake/ninja vs. bare `gcc -c` — it's this Claude Code session's `Bash` tool shell (Git-for-Windows Bash, not a real MSYS2 MINGW64 window) not exposing a usable `TMP`/`TEMP` to child processes the way an interactive MSYS2 shell does; a bare `gcc -c` from the same shell happened to not hit the temp-file path M-120 tested, which is why it looked clean while the full build wasn't. Fix: explicitly `export TMP=... TEMP=...` (Windows-style path) alongside the already-known `PATH=/c/msys64/mingw64/bin:/c/msys64/usr/bin:$PATH` fix, both before invoking `./build-pc.sh`/`ninja`/`cmake` — now also recorded in `porting-notes.md` §E as a general session-start gotcha, not just a D243-specific note. Cherry-picked the `GE_D243` trace commit (`764a1f26`) cleanly onto `release/v0.3.0` (branch `investigate/d243-fresh`), fixed one thing the original diff got wrong per this project's own D250 rule (`menu_init()` runs ~once/frame during front-end states — the diff's three `getenv("GE_D243")` calls were uncached; now a single cached `static int s_d243` check), and confirmed it builds clean. **Smoke-tested, not fully exercised:** a bare `-level_33` boot runs 1100+ frames with zero crashes and (correctly) zerLine truncated