Docs: track open issues D75-D77 (3D render, 2D partial draw, no audio)

Carry over the logo-pixel session's handoff state: D75-D77 recorded as
OPEN in PCPortResearch.md §F with candidate causes + verification steps,
prioritization guidance (D69 stays primary; render before audio unless a
shared root cause is found - Q1), and matching AGENTS.md phase-status line.
HANDOFF also drops the stale scratch-file list from Task 3 and points at
the relocated N64 reference screenshots.
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James Dansereau committed 2026-08-27 19:26:57 -04:00
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@@ -48,6 +48,6 @@ Run `/linkcheck` for this sweep. Record new findings in `docs/PCPortResearch.md`
- **Compile+link milestone:** all ~235 TUs compile and `ge007.x86_64.exe` links clean (`ninja ge007 -k 0`, 236/236). Findings D7–D17 in `docs/PCPortResearch.md` §11; asset stubs in `port/src/assetstubs.c`, fast3d no-ops in `port/src/gfxstub.c` (delete when real fast3d lands).
- **Phase 1 (boot to window):** done — ROM loads/validates/maps at cart base 0x10000000 (`romdata.c`), SDL2 window + GL clear loop (`video.c`), absolute asset symbols from `scripts/gen_romassets.py` → `port/src/romassets_<r>.s` (findings D18–D23).
- **Phase 1.5 (boot to first frame):** DONE — boot chain complete AND real frames render (`[NOTE] frame N rendered in … us`). D34–D42 closed the blockers on top of D31–D33: ANIM_DATA lvalues, music seq-table ABI+endianness, music-heap sizing, libaudio bank-tree re-layout, implicit-declaration prototype shim (D38), Globalimagetable rebasing + true segment size (D39), ModelHitEntry pool sizing (D40), cross-thread GL context release (D41), rsp task-settings toggle (D42). ROM dump verified against the No-Intro good dump (byte-identical, header CRCs re-checked — `tools_pc/romverify.c`).
- **Phase 2 (rendering):** IN PROGRESS — fast3d integrated + real frames render. **Plan B EXECUTED (D50, committed):** all 512 NTSC model files converted offline by `tools_pc/d43_emit.py` → `data/pcmodels-ntsc-final/pcmodels.bin` + manifest.csv (single concatenated RZ image; regenerate per region with the script — sidecars are gitignored), served through the existing load path via a port-layer table patch (`port/src/pcmodels.c`, romdata cart-extension, one-shot `pcmodelsPatchTable()` + poolRemaining reset hook in `load_object_fill_header`); runtime C fixups for language-bank BE offset tables + font re-layout (D50.3/D50.4); legal-screen UB seed (D50.5); **D50.6 fixed the first model-render crash** — `texCopyGdls` copied only w0 of each 16-byte Gfx slot on PC (the union's trailing `long long` is 8 bytes), leaving stale mempool w1s in the compacted GDLs; byte-proven against PlegalpageZ, fixed with a full-slot copy under #ifdef PORT. Model GDLs now execute to completion (PlegalpageZ sub-DLs). **D51 RESOLVED** (font `pixeldata` fixup wrote the pointer at the wrong offsets — frame-5 `import_texture_i8` crash gone; GE opcode space decoded along the way, G_TEXRECT=0xE4/0xE5 non-F3DEX numbering), **D52 RESOLVED** (`osGetCount` now advances at the N64 RSP counter rate ≈ 46.5525 ticks/µs — fixed the non-deterministic post-frame-2 hang), **D53 RESOLVED** (model RW-data pool addressing: D53.1 `Model.datas` word-stride → `u32 *` under PORT + casts; D53.2 ModelSlot/AnimModelSlot re-laid on top of the PC struct Model — in-use@0x10 / pool@0x20, slot size = sizeof(Model) = 0xE8 — plus PORT-guarded heap-fallback bumps in model.c), **D54 RESOLVED** (cseq ALCMidiHdr BE header: port-layer `romdataFixupCseq` bswap32 of the first 17 u32s, called from music.c after each decompress), **D54b RESOLVED** (synth param slots sized for ALStartParamAlt = 0x28 in synthesizer.c alSynInit under PORT), **D55 RESOLVED** (RLE folder-menu background BE w/h header: bswap32 of the first word at `(u32 *)&unknown2` at cart-map time in romdataInit, guarded). Build GREEN; game boots, plays intro music, renders through logo/gun-barrel, instantiates Brosnan, and executes the gun-barrel hole DL clean to ENDDL. **D56 RESOLVED** (watch Model/RW-pool raw offsets: field-name Model access + static 0xC8-byte pool under PORT in bondview2.c), **D57 RESOLVED** (pointer-grown rwdata records overflowed N64-sized spare pools — Brosnan PC numRecords 153 > 140: capacities grown in initunk_005520.c + dynamic slot+pool fallback in model.c), **D58 RESOLVED** (gun-barrel DL: vertex-pointer K0 idiom rebuilt via `OS_K0_TO_PHYSICAL(…) | 0x80000000` in title.c + DL reserve 0x100→0x200 because `sizeof(Gfx)` is 16 on PC). **D59–D68 RESOLVED (committed):** the "GL DLL" crash was D64's unbounded blood-RLE write (sentinel section-adjacency lost on PC) clobbering the gun-barrel sub-DL; then D60–D62 (DMA target validation, OSMesgQueue layout), D65/D65b (HEADS/BODIES enum signed sentinels under PORT), D66 (romCopyAligned + ramrom replay 64-bit pointer width), D67 (struct image_entry N64 layout), **D68 (Globalimagetable BE→LE fixup** — `port/src/gimgfixup.c` bswaps IMAGESEG Gfx w1 words + sImageTableEntry.index after texReset's romCopy; compiled globalDL shadows synced for explosion.c). The game now renders the **entire intro** (logo → gun barrel w/ Brosnan → cast; ~frame 2100, ≈2 min wall-clock at the current ~20 fps clean-run rate). **Current blocker D69:** `load_bg_file` (bg.c:830) faults on first stage load — BG-file headers/records are N64 big-endian segment-0x0F offsets, read LE on PC; the bg `.seg` + `Tbg_*_stanZ` format work is next (decode from bg.c/stan.c → offline sidecar conversion per the D43 pattern or runtime port-layer fixup; PD `preprocess/filebg.c` is approach-reference only — its BG format differs). **D70–D74 (intro-logo pixels, RESOLVED):** D70 env-gated PPM frame capture (`GE_PCDUMP` → `./ppm/`, gitignored — kept as permanent dev tooling); **D71** C-array texture sources (the four rarewarelogo.c RGBA16 images) byte-swapped on LE PC → port-layer per-source bswap in `import_texture`; **D72** the UV path (GE always uses authored `tc[]` UVs; `lookat_enabled` defaults false); **D73 = root cause of old D72.3** — sinf/cosf `du` double constants are big-endian word pairs, garbage on LE PC → guMtxF2L emitted −32768 for every sin/cos entry → logo triangles projected off-screen; fixed with the PORT-only `DVAL()` macro in `src/libultra/gu/guint.h` (sinf.c/cosf.c `.d` reads replaced; N64 build untouched); **D74** texture import fallback no longer truncates valid gDPLoadBlock data (was dropping letter mip chains + reducing D_02005FF0 to 32×3), `TextureCacheKey` gained `size_bytes`, and the VBO path wraps UVs by tile size for WRAP sub-tiles (N64 semantics). The Rareware logo now renders its four gold letters on the dark-blue plate (PPM-verified ~frame 555; final pixel-perfect check vs N64 footage optional). D69 remaLine truncated
- **Phase 2 (rendering):** IN PROGRESS — fast3d integrated + real frames render. **Plan B EXECUTED (D50, committed):** all 512 NTSC model files converted offline by `tools_pc/d43_emit.py` → `data/pcmodels-ntsc-final/pcmodels.bin` + manifest.csv (single concatenated RZ image; regenerate per region with the script — sidecars are gitignored), served through the existing load path via a port-layer table patch (`port/src/pcmodels.c`, romdata cart-extension, one-shot `pcmodelsPatchTable()` + poolRemaining reset hook in `load_object_fill_header`); runtime C fixups for language-bank BE offset tables + font re-layout (D50.3/D50.4); legal-screen UB seed (D50.5); **D50.6 fixed the first model-render crash** — `texCopyGdls` copied only w0 of each 16-byte Gfx slot on PC (the union's trailing `long long` is 8 bytes), leaving stale mempool w1s in the compacted GDLs; byte-proven against PlegalpageZ, fixed with a full-slot copy under #ifdef PORT. Model GDLs now execute to completion (PlegalpageZ sub-DLs). **D51 RESOLVED** (font `pixeldata` fixup wrote the pointer at the wrong offsets — frame-5 `import_texture_i8` crash gone; GE opcode space decoded along the way, G_TEXRECT=0xE4/0xE5 non-F3DEX numbering), **D52 RESOLVED** (`osGetCount` now advances at the N64 RSP counter rate ≈ 46.5525 ticks/µs — fixed the non-deterministic post-frame-2 hang), **D53 RESOLVED** (model RW-data pool addressing: D53.1 `Model.datas` word-stride → `u32 *` under PORT + casts; D53.2 ModelSlot/AnimModelSlot re-laid on top of the PC struct Model — in-use@0x10 / pool@0x20, slot size = sizeof(Model) = 0xE8 — plus PORT-guarded heap-fallback bumps in model.c), **D54 RESOLVED** (cseq ALCMidiHdr BE header: port-layer `romdataFixupCseq` bswap32 of the first 17 u32s, called from music.c after each decompress), **D54b RESOLVED** (synth param slots sized for ALStartParamAlt = 0x28 in synthesizer.c alSynInit under PORT), **D55 RESOLVED** (RLE folder-menu background BE w/h header: bswap32 of the first word at `(u32 *)&unknown2` at cart-map time in romdataInit, guarded). Build GREEN; game boots, plays intro music, renders through logo/gun-barrel, instantiates Brosnan, and executes the gun-barrel hole DL clean to ENDDL. **D56 RESOLVED** (watch Model/RW-pool raw offsets: field-name Model access + static 0xC8-byte pool under PORT in bondview2.c), **D57 RESOLVED** (pointer-grown rwdata records overflowed N64-sized spare pools — Brosnan PC numRecords 153 > 140: capacities grown in initunk_005520.c + dynamic slot+pool fallback in model.c), **D58 RESOLVED** (gun-barrel DL: vertex-pointer K0 idiom rebuilt via `OS_K0_TO_PHYSICAL(…) | 0x80000000` in title.c + DL reserve 0x100→0x200 because `sizeof(Gfx)` is 16 on PC). **D59–D68 RESOLVED (committed):** the "GL DLL" crash was D64's unbounded blood-RLE write (sentinel section-adjacency lost on PC) clobbering the gun-barrel sub-DL; then D60–D62 (DMA target validation, OSMesgQueue layout), D65/D65b (HEADS/BODIES enum signed sentinels under PORT), D66 (romCopyAligned + ramrom replay 64-bit pointer width), D67 (struct image_entry N64 layout), **D68 (Globalimagetable BE→LE fixup** — `port/src/gimgfixup.c` bswaps IMAGESEG Gfx w1 words + sImageTableEntry.index after texReset's romCopy; compiled globalDL shadows synced for explosion.c). The game now renders the **entire intro** (logo → gun barrel w/ Brosnan → cast; ~frame 2100, ≈2 min wall-clock at the current ~20 fps clean-run rate). **Current blocker D69:** `load_bg_file` (bg.c:830) faults on first stage load — BG-file headers/records are N64 big-endian segment-0x0F offsets, read LE on PC; the bg `.seg` + `Tbg_*_stanZ` format work is next (decode from bg.c/stan.c → offline sidecar conversion per the D43 pattern or runtime port-layer fixup; PD `preprocess/filebg.c` is approach-reference only — its BG format differs). **D70–D74 (intro-logo pixels, RESOLVED):** D70 env-gated PPM frame capture (`GE_PCDUMP` → `./ppm/`, gitignored — kept as permanent dev tooling); **D71** C-array texture sources (the four rarewarelogo.c RGBA16 images) byte-swapped on LE PC → port-layer per-source bswap in `import_texture`; **D72** the UV path (GE always uses authored `tc[]` UVs; `lookat_enabled` defaults false); **D73 = root cause of old D72.3** — sinf/cosf `du` double constants are big-endian word pairs, garbage on LE PC → guMtxF2L emitted −32768 for every sin/cos entry → logo triangles projected off-screen; fixed with the PORT-only `DVAL()` macro in `src/libultra/gu/guint.h` (sinf.c/cosf.c `.d` reads replaced; N64 build untouched); **D74** texture import fallback no longer truncates valid gDPLoadBlock data (was dropping letter mip chains + reducing D_02005FF0 to 32×3), `TextureCacheKey` gained `size_bytes`, and the VBO path wraps UVs by tile size for WRAP sub-tiles (N64 semantics). The Rareware logo now renders its four gold letters on the dark-blue plate (PPM-verified ~frame 555; final pixel-perfect check vs N64 footage optional). D69 remaLine truncated
- **Phase 3 (audio + input):** libaudio → SDL — largely copy-and-adapt from PD (`mixer.c` 722 lines vs our 31-line stub; `input.c` SDL_GameController backend; §2.4); decide the ASP strategy (C2: `aspMain*` dummies in `ucode.c`).
- **Phase 4 (saves + polish):** file-backed EEPROM — build on PD's `fs.c` (file-backed save dir); PFS/motor already no-op stubs.