Merge main into release/v0.4.0 (docs: D322 log + mission-count fix)

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James Dansereau committed 2026-09-21 05:26:42 -04:00
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Every `getenv("GE_…")` in the tree. The table prose is hand-curated;
**`tools_pc/gen_env_probes.py`** re-greps the live sites and reports drift
(NEW / GONE vars + a fresh file:line map) — run it before trusting the
File:line cells. Last reconciled 2026-09-21 (GE_D235 added, D235 fix wired; GE_D288 refined per M-155 follow-up; GE_D75V added for the Nintendo-logo vertex-slot investigation, M-195). All are **env-gated**: unset = zero behavior
File:line cells. Last reconciled 2026-09-21 (GE_D235 added, D235 fix wired; GE_D288 refined per M-155 follow-up; GE_D75V added for the Nintendo-logo vertex-slot investigation, M-195; GE_D322 pool-telemetry probe added). All are **env-gated**: unset = zero behavior
change, so they are safe to leave in a release build (they only cost a
`getenv` on the guarded path). "Dead" below means *the finding it was built
for is closed* — the probe is strip-candidate scaffolding, not that it does
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- Notes / defects:
```
## 21 solo levels (mission order — numbers = `-level_XX`)
## The 20 solo missions (+ ending sequence; mission order — numbers = `-level_XX`)
| # | Level | -level | Briefing asset |
|---|---|---|---|
@@ -71,7 +71,14 @@ Objective status: `src/game/objective_status.c`
| 18 | Cradle | 41 | UbriefcradZ |
| 19 | Aztec | 28 | UbriefaztZ |
| 20 | Egypt | 32 | UbriefcrypZ |
| 21 | Cuba | 54 | (post-Egypt unlock) |
| — | *Ending sequence* ("Cuba") | 54 | not a playable mission — cast/credits stage (D129) |
(Mission table: `front.c:433`. Cuba = `LEVELID_CUBA`, not in the standard
folder list — unlocked after Egypt.)
(Mission table: `front.c`, `mission_folder_setup_entries` — exactly 20
playable missions; the game's own enum says it, `SP_LEVEL_MAX // 20` in
`bondconstants.h`). "Cuba" (`-level_54`, `LEVELID_CUBA`) is **not** a
selectable mission: after the final mission the front end jumps straight to
it for the extended cast display + credits scroll
(`front.c` `selected_stage = LEVELID_CUBA` → `do_extended_cast_display(TRUE)`;
`bondviewRenderCredits`, D129). Older docs and sweep logs count it as a 21st
"level" — the campaign is 20 missions; "21/21" sweep results mean 21 stage
boots, of which 20 are missions.)
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# LEVEL-STATUS — 21 solo-level load+render sweep (WS4)
# LEVEL-STATUS — level load+render sweep (WS4) — 20 solo missions + ending sequence
**Counting note:** the campaign is **20 playable missions** (`SP_LEVEL_MAX //
20` in `bondconstants.h`; `mission_folder_setup_entries` in `front.c` has
exactly 20 entries). The sweep's 21st boot target, "Cuba" (`-level_54`,
`LEVELID_CUBA`), is the end-of-campaign cast/credits stage (D129), not a solo
mission — so "21/21 PASS" below means *21 stage boots*, 20 of them missions.
Method: bare `./build-pc/ge007.x86_64.exe -level_XX` (per-level `-m*` pools
auto-injected, D121), `GE_PCDUMP="80-260:40"`, ~24 s watchdog then
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# v0.4.0 Plan — local working document (NOT pushed; update as items move)
Created 2026-09-21 from a fresh triage of `findings-index.csv`,
`GRAPHICS-BACKLOG.md`, `docs/BACKLOG.md`, `ROADMAP-1.0.md` (M-139 phase order),
`QOL-INVENTORY.md`, and the 2026-09-20 HANDOFF.
**Release goal (user-set):** fix everything that still makes the port not 1:1
with the N64 original; *then* improvements outside the OG game, plus stability.
Sequencing follows M-139's R → Q → F order, split into four phases below.
## Baseline
- **v0.3.0 is shipped** (tag on origin at `4827bc86`); `main` is 7 docs-only
commits ahead. Branch `release/v0.4.0` off `main` when Phase 1 starts.
- All 20 solo missions (plus the ending-credits sequence) load/render/crash-free; campaign completable end-to-end
(Agent, playtested). Steady 60 fps. Audio done. Saves done.
- Known-issue list = README "Known issues" section (D252, D303, D245, D308/
D306, D307, D311, D318 disclosure, D75, D236, widescreen-stretch, D249,
D240/D241, D257/D259/D281 AllUnlocked caveat).
## Triage of every open item (as of this triage)
### Bucket A — Fidelity (port diverges from N64 behavior/appearance/sound)
| ID | Item | State / notes |
|----|------|---------------|
| D320 | 17 aim-hold AI lists in 8 levels carry the as-authored D318 softlock race; Facility `ai_19`, Control `ai_9`, Depot `ai_12` high/med-high | Static sweep done; **live probe-verification owed** (GE_D318T-style timeline on the 3 lists). If one freezes: generalize `d318watchdog.c` (parameterize list/offset/chr/entityid), not per-list copies. N64 softlocks permanently — watchdog stays a port-side recovery, disclosed like D318. |
| D252 | Rainbow particles still intermittent on both platforms after the vertex-buffer fix | Second cause unrooted; prime suspect `import_texture_rgba16` fire-tile width/height from tile line size (32×7 vs 16×14). README known issue. |
| D245 | Water seam between two patterns, moves with view (REOPENED) | M-142 probe: tc-shift k flips during ordinary rotation; opt-in `GE_D245_FIXEDSHIFT` candidate build-verified, needs A/B vs N64 reference before making it default. |
| D303 | Wrong extra long muzzle flash (M16 + others) | Reported only, not investigated. |
| D306/D308 | Z-fighting: Dam intro/truck wheels + general/broader instances | Two reports, likely one family; investigate together. |
| D307 | In-level security camera props face backwards on some levels (Bunker) | Reported only. |
| D236 | Surface 1 billboard trees render as a solid wall of texture | Longest-running graphics bug (16+ passes). IA4 I2:A2 decode + AC-edge fixes are **in-tree uncommitted** and owe a game-wide IA4 regression sweep — commit or shelve decision first. Second-pass suspects: fog range > TEXTLOD/mip > density/culling > palette; D276 reframed oml=0xc81049d8/fmt=3 as primary suspect. |
| D235 | Wrong textures after death/restart (level reload), multiple levels | State-leak on re-entry: texture pool / CI-cache not fully reset. Needs fresh-boot-vs-reload confirmation + surfaces + screenshot, then instrument `texInitPool`/CI-cache clear. |
| D288 | Silo intro: huge flat untextured triangle sweeps the frame (frames ~562–741 of bare `-level_20`) | Visually confirmed + precisely bounded; root cause unknown. |
| D294 | Statue: CCCP monument ground renders solid black, self-recovers in 10–30 s | Not investigated. |
| D291 | Dam: texture glitches when the truck drives past | Not investigated. |
| D249 | Distant geometry drops out on Streets/Egyptian at default FOV | M-142 ruled out far-clip + LOD-multiplier; narrowed to portal/room-visibility BFS. **First check overlap with D271's portal-culling fix** (branch state, see Phase 0). Needs live screenshot+location. |
| D195 | Control: transparency/alpha-blended surfaces render wrong (glass partitions, holographic displays) | Not investigated; RM-XLU / AC-THRESHOLD / Z-write-ordering neighborhood. |
| D197 | Character face textures wrap around the head instead of clamping (Silo, intermittent) | `G_TX_CLAMP` → GL mapping + non-PoT shifts (D167 family). Try `Video.WrapFix=1` on a repro first. |
| D182(2)/D176(b) | File-select background degrades after round-trip (comb/interlacing); Surface tree-line static — shared "texture pitch/shear" defect | M-36 Family A; `import_texture_*` line-size assumption. Distinct from the disproven D183 hypothesis. |
| D176(a) | Sky: RDPHALF tri-raster decode; horizon-band coverage (Defect 2) still open | Path B draft in `scratchpad/sky.patch`, phase-fold fix applied, **never visually verified** — one `-level_22` screenshot owed. Branch `land/d176a-sky-perspective-scroll` exists (forgejo remote) — audit + port to main. |
| D75 | Front-end logos: Nintendo logo degenerate (tiny orbiting fragment); Rareware filtering wrong | **M-195 progress (2026-09-21):** emission + transform both proven correct (D63/D75V probes; zero unknown-opcode warnings; GDLs byte-faithful). Leading hypothesis: all `G_VTX` batches encode v0=0 → multi-batch nodes overwrite shared vertex slots 0..n−1, only the last batch survives. Next: cross-reference one node's G_TRI4 index ranges against per-batch counts (ROM dump) to confirm; fix is port-layer fast3d slot management if so. |
| D290 | Watch in-game "controller" section shows no control-pad graphic | Not investigated (front-end). |
| D174/D172 | Blood: decals never interactively verified (D120 needs sidecar regen); spray color fixed but owed an eyeball | BUNKER1 firefight with regenerated sidecars (`d43 && d69 && d88 --regen`). |
| D240/D241 | Gunshot SFX cadence drifts; PP7/AK47 goes silent under heavy fire near looping sounds | D241 high-confidence = D207 reproduced (check D207 entry status first — index row is stale/ambiguous). Fold into the D207 voice-cap family. |
| D322 | Long-session audio degradation (issue #87, v0.3.0 full campaign): from Silo onward audio worsens; by Caverns/Cradle OST inaudible + SFX "come and go"; restart cures → session-accumulating state | OPEN — static triage done (teardown audit clean, mixer stateless, D202 leak class covered only for ownerless `count==-1` loops and only validated single-level; D305 already records a pool/list desync). Ranked: voice-pool exhaustion/counter drift > queue starvation > evtq saturation. `GE_D322` pool-telemetry probe shipped 2026-09-21; needs a campaign capture with `GE_D322=1 GE_D204=1`. |
| D311 (residual) | Upstream anim-poison source still open (freeze class guarded) | `oldspeed=-1.75e18` at transition start; `/ unkb0` and `/ timespeed` denominators at model.c:3436/:3477. Known issue in v0.3.0 notes. |
| D258 | PAL/JP asset conversion broken at the source-data level | Repair path verified, not applied. Region fidelity — NTSC-only users unaffected, but it blocks "faithful in every region" and any JP/PAL ROM use. |
| D160 (residual) | Cutscene reliability PARTIAL (D243 family mostly fixed via M-189/M-190) | Residual = whatever the live GE_D160/GE_D243 campaign pass shows. |
### Bucket B — Stability (crashes/freezes/hangs; not N64-parity per se)
| ID | Item | State / notes |
|----|------|---------------|
| D289 | Dam computer-room crash (Deck, one occurrence, never repro'd) | Needs a human re-test on a current build (D255+). If it never recurs → close as untracked. |
| D287 | Windows: real, non-self-recovering freeze after ~15–20 min idle + click-back | One confirmed occurrence; `gfxFrameMsgQ` full is a lead. Consider crash-dump wiring on Windows for the next hit. |
| D286 | Deck: ~8 s self-recovering frame freeze on Caverns | One confirmed occurrence, no repro trigger. |
| D175 | Brief stutter/hang (door-open on Runway/Surface) | Matches known transient-hang classes; reproduce under `tools_pc/debug.ps1` idle-box before believing it's new. |
| D285 (residual) | Audio-thread race fix was PARTIAL | Re-check the thread-lock state vs D305's NULL guard coverage. |
| D281 | AllUnlocked breaks audio + RMB aim when enabled with zero saves written | User-facing mitigation shipped; proper fix = make the feature robust or gate it harder (see Phase 3 decision). |
| — | getenv caching in hot paths (post-release cleanup, HANDOFF M-192) | D302 fixed one instance; sweep for stragglers. Cheap perf/stability hygiene. |
| D117 | Frame nondeterminism (GE_DETERM attempted, not achieved) | Parked as a research item; do not block the release on it. |
### Bucket C — Improvements / QoL (outside OG game; after fidelity)
| ID | Item | Notes |
|----|------|-------|
| Widescreen | Currently **stretched 4:3**, not native — README discloses this | The big one. `WIDESCREEN-FOV-PLAN.md` Option B / CenterHUD path; needs the G-class sign-off decision (CenterHUD touches game code). |
| D237 | F10 overlay: mouse-wheel scroll, more settings, category grouping | Pure port-layer; wheel event already reaches the port. |
| D314/D315 | F10 flicker (user-deprioritized) + main-vs-in-game menu scaling | D315 deferred from v0.3.0; bigger design question — lands naturally with the overlay work. |
| D238 | Mouse sensitivity rework (master sens, RMB aim sens, Y-gain parity) | D304 already merged hipfire+F10 into one control; remainder is feel tuning in `input.c`. |
| D239 | Click-to-lock parity: delete always-grab mode 0 + config key | Small; closes D192 by deletion. |
| D226 | Player-adjustable HUD scale (ammo counter, pickup text, dialogue) | One funnel (`textRenderOutlined`); scale-about-anchor, menus excluded. |
| Rumble (D224) | Wire `osMotor*` → `SDL_GameControllerRumble` (PD precedent exists) | Deprioritized M-87; pick up if gamepad support is in scope for v0.4.0 — user call. |
| Per-pad tuning / hot-plug | PD incremental hot-plug + remembered seats; deadzone/scale/rumble per pad | Medium; real-controller users. |
| Window polish | HiDpi, center window, maximize/default-fullscreen | Small P-class wins. |
| Unlocked FPS | Plan parked; premise changed (D248/D250 fixed — default is now a true 60) | Phase 0 re-measurement before any work; motion interpolation stays out. |
### Bucket D — Infra / housekeeping
- **D244** self-hosted CI runner link failure — fix before the release tag so
CI can build win+linux bundles (or confirm GitHub runners suffice).
- Post-release v0.3.0 cleanup (HANDOFF): remove GE_OBJT probes
(`chraction.c` chrSet/UnsetStageFlags, `propobj.c` GAS line); M-183/M-185
clamp removal pending full-cutscene re-verification; D309 probe decision
(keep for v0.4.0 debugging or remove).
- Working-tree archaeology: ~~uncommitted D236 second-pass state~~ **RESOLVED
before this plan was written — `532092c7`/`6807555c` (Sep 15) already landed
the D266 IA4/texedge decode + D271 portal-culling fixes on main and dropped
the D267–D280 probes.** Consequence: Phase 1 item 9 (D249) can proceed with
the D271 fix in-tree; the D236 tree-wall work continues from D276's oml/fmt=3
lead on top of the landed decode fixes.
## Phases
### Phase 0 — Hygiene (½–1 session; do before any fidelity work)
1. Branch `release/v0.4.0` off `main`.
2. ~~Resolve the uncommitted D236/D271 tree state~~ already landed (`532092c7`).
3. Remove GE_OBJT probes + playtest-folder `.bat`; decide D309 probe fate;
getenv-cache sweep.
4. Fix/confirm CI runner (D244) so release tooling works end-to-end.
5. Carry-over verifications from the v0.3.0 handoff that were owed:
Runway AllUnlocked toggle re-test, menu-click spot check (D316/D317 both
closed — just confirm no regression on the new tree).
### Release gate (independent of the phases below)
**D322 (long-session audio degradation, issue #87)** is a campaign-breaking
defect in shipped v0.3.0 and does not wait for the phase ladder: the
`GE_D322` probe is already built and smoke-tested — request the campaign
capture (`GE_D322=1 GE_D204=1`) from the reporter now, and run its decision
rules as soon as the log lands. If the capture implicates a port-side leak,
the fix slots into Phase 2; if it's a rule-2 behavioral difference, it gets
its own sign-off item.
### Phase 1 — Fidelity wave (the release's core)
Ordered by (crash risk → visibility → effort); each item ends with its own
verification (headless where possible, human eyeball/ear as merge gate):
1. **D320 live verification + watchdog generalization** — the only open
item that can hard-lock progression on 8 levels; probes already exist.
2. **D289 re-test** (crash class; one human pass, then close or chase).
3. **Batch "one-off geometry/texture anomalies": D288 + D294 + D291** —
all are single-location, bounded, visually documented; likely share a
fast3d import/culling root cause. One investigation thread.
4. ~~**D252 rainbow particles second cause**~~ — **retired (M-188):** the
user's symptom closed as a duplicate of the D219 fix (live retest clean);
decode + dimensions proven correct (M-141/M-156). Re-open only on a
fireball-rainbow re-report.
5. **D245 water seam** — candidate fix exists; A/B against N64 reference,
then flip default (A1-class fidelity call).
6. **D303 + D306/D308 z-fighting family + D307 camera flip** — small visual
parity items; batch per commit cadence.
7. **D236 tree wall** — commit/shelve the in-tree decode fixes first, then
continue from D276's oml/fmt=3 lead. Longest pole; consider dispatching as
a subagent investigation while 4–6 land.
8. ~~**D235 texture reload leak**~~ — **done (M-193):** port-side
`TextureCacheMap` now cleared on every stage transition via
`videoResetTextureCache()` in boss.c; 21/21 sweep pixel-identical; live
death/restart confirm is a playtest item.
9. **D249 culling** — *after* the D271 overlap check; live screenshot+location
first, BFS instrumentation second.
10. **Audio parity: D322 long-session degradation first** (issue #87 — the
only audio report that breaks a full campaign; `GE_D322` probe already
shipped, get the campaign capture, then apply the decision rules in the
finding), **then D240/D241** (fold into D207 family) + verify D230's bass
fix by ear on the elevator track.
11. **Front-end fidelity batch: D75 logos, D290 watch pad graphic, D182(2)/
D176(b) pitch-shear defect, D176(a) sky Defect 2** (verify the patch
visually first — it's been unverified for weeks), D195 Control alpha,
D197 face wrap.
12. **D174/D172 blood verification** (regen sidecars, BUNKER1 firefight).
13. **D258 PAL/JP asset conversion repair** — apply the verified repair path;
re-run the region sweep. Decide scope: ship JP/PAL-accurate or document
NTSC-only for v0.4.0 (user call).
14. **D311 upstream anim-poison source** — close out the last open thread of
the freeze class so the known-issue bullet can be dropped.
Exit criteria: every README "Known issues" bullet either fixed or explicitly
re-disclosed with a v0.5.0 pointer; no new fidelity regressions (21-level
sweep after each landing).
### Phase 2 — Stability wave
1. **D287/D286 freeze investigation** — wire Windows crash dumps (or an
in-process fault log) so the next occurrence is diagnosable; pattern-match
against `gfxFrameMsgQ` lead and the D309 teardown-race class.
2. **D175 stutter** — idle-box repro under `tools_pc/debug.ps1`; likely a
known transient-hang class, confirm and close or chase.
3. **D285 residual** — re-audit audio thread-locking vs D305's guard.
4. **D281 AllUnlocked no-save path** — make it robust (root-cause the
sndHandleEvent/aim interaction) or gate the toggle until a save exists.
User call on which.
5. Long-idle soak test (both platforms) as the stability acceptance bar.
### Phase 3 — Improvements / QoL (only after Phases 1–2 are green)
Order by user-visible value:
1. **Native widescreen** (letterbox/center instead of stretch) — the biggest
remaining "feels wrong" item; decide the CenterHUD G-class sign-off first.
2. **F10 overlay wave: D237 (wheel + categories + more settings) + D314/D315.**
3. **Input feel: D238 sensitivity rework, D239 delete always-grab, window
HiDpi/center; rumble + per-pad tuning if gamepad is in scope (user call).**
4. **D226 HUD scale** (F10 slider candidate alongside FovScale).
5. Unlocked FPS: re-measure Phase 0 against the post-D248/D250 baseline and
decide whether v0.4.0 or v0.5.0.
### Phase 4 — Release ritual
1. `./build-pc.sh ntsc-final` clean; `/linkcheck`; full 21-level
`tools_pc/verify.sh sweep --json`.
2. Full campaign playtest sign-off (user), incl. the D320-probe levels and a
water level + Surface + Silo (the Phase 1 visual fixes).
3. Refresh README Known Issues, `.github/release-notes.md`, findings index;
regenerate `agentic-development.md` stats from git (still owed since
v0.3.0 prep).
4. Push `release/v0.4.0` → tag `v0.4.0` → CI draft bundles → validate both
artifacts → fast-forward main.
## Explicitly out of scope for v0.4.0
- macOS/ARM, LAN multiplayer, modding features (post-1.0).
- Motion interpolation / sim-rate changes (UNLOCKED-FPS non-goals).
- D117 frame determinism (research-parked).
## Session log (agent-driven, 2026-09-20 evening)
**Phase 0 — done except user-side items:**
- `release/v0.4.0` cut off `main` (which already carried the D266/D271 fixes,
`532092c7` — the "uncommitted tree state" item was stale; plan updated).
- D322 probe work committed (`7bb43260`); GE_OBJT probes removed (D321 closed,
M-192 item 7, `56ac2ab8`); D309 probe **kept** (inert, cheap, recurrence
value for the D309/D310 freeze class).
- getenv hot-path sweep (D302 follow-up): function-level scan of all GE_*
sites found no frame/triangle-rate stragglers in fast3d; cached four
per-frame/per-hit guards in `src/game/bg.c` (GE_D104 room pass, GE_D63
primary+secondary render logs, GE_D154 inner GDL walk) — all `#ifdef PORT`,
mechanical.
- D244 (self-hosted CI runner): needs `pacman -Syu` on the box itself —
**user-side action**, not locally fixable; fallback (`#ifdef PORT` thin
wrapper for the `#pragma weak` alias) only if the toolchain update fails.
- 21-level sweep gate: running on the new tree (see `scratchpad/sweeps/`).
- Carry-over D316/D317 + Runway AllUnlocked re-tests are interactive → folded
into the big playtest brief below.
**Phase 1 — in flight:**
- Item 1 (D320): generic pin-signature detector added to `d318TimelineTick`
(`GE_D318T=1` now covers any chr: ACT_ATTACK + live-fire attacktype +
byte-stable animframe for 10 s → one `D320T: PIN?` line per chr, repeating
every 10 s while pinned). Detection only — the recovery watchdog stays
hardcoded to ai_22 per D320's own instruction until a second list freezes.
Live verification of Facility ai_19 / Control ai_9 / Depot ai_12 beats =
playtest work (see brief).
- Item 3 (D288/D294/D291 batch): D288 probe refined per M-155 follow-up
(any_behind_camera==0 only — the w<0 bbox math was a false lead; oml word
now logged for asset ID). D294: `GE_D104` room-visibility trace confirmed
sufficient (curRoom/roomsDrawn/budget + per-room load state every 10 s);
needs live Statue repro at FovScale≈130 + max draw distance. D291: still
needs live Dam truck details — lowest value of the three.
- Item 13 (D258 PAL/JP): **deferred pending user scope call** (ship
multi-region or document NTSC-only for v0.4.0) — no PAL/JP ROMs available
here to verify a blind CSV rename against.
- Item 4 (D235 wrong textures after death/restart): **mechanism found + fix
applied (M-193).** M-108's refutation of the game-side CI-cache theory
stands, but the *port* has its own `TextureCacheMap` (source-address keyed,
no content check) that was never invalidated on stage transitions —
`videoResetTextureCache()` existed with zero callers. Now wired into the
per-stage reset block in boss.c (`#ifdef PORT`, after `memaReset`).
Pixel-identical re-uploads; golden sweep running to confirm. Live
death/restart confirmation + a `GE_D235` >0 capture are playtest items.
- D311 upstream poison source (M-194): static pass done — all
`sub_GAME_7F06FE90` callers pass arg2=16.0f (denominator safe); the
old→new lerp only circulates values; `bheadAdjustAnimation` is the one
path where a live player-velocity corruption reaches `model->speed`. Both
speed-write choke points (`modelSetAnimSpeed`, `modelSetAnimation2`) now
log `D311: … ANOMALY` on |v|>1e4/NaN — next Caverns occurrence is a
one-line diagnosis. No env var (D156-guard pattern).
- Item 4 (D252 rainbow particles): **effectively closed — no agent work
left.** Re-read the finding this session: M-141 refuted the width/height
suspect (line=4 → correct 16×14, cross-confirmed by the GE_TEXDUMP
is_fire_shape filter), M-156 proved the ROM bytes decode to a clean
white-hot→ember progression, and **M-188 closed the user's actual symptom
(lingering residue sprites) as a duplicate of the D219 fix** — user
retested live: "seems fine now." Only a *fireball* rainbow re-report would
re-open it. Plan item 4 retired.
- Item 10 (D207 alarm klaxon): **blocked on user repro info, not agent-
workable.** M-77b implemented the designed last-resort LOOPED-preemption
pass + `[D207-DROP]`/`[D207-YIELD]` counters, BUNKER1 forced-alarm soak
showed zero drops / zero yields (pass 1 always finds a victim), and the
change was reverted. The finding now asks for: which level, which
weapon/situation, and a `GE_AUDIOTRACE=1` capture (or clip) of the failing
alarm — then decide between heavy-level 8/8 starvation (re-apply the
reverted pass), an alarm-stop-path leak, or pure perception (klaxon mix
volume vs N64). Added to the playtest brief as a low-effort ask.
- Full 21-level golden sweep: **21/21 PASS** on the final tree (`bb508e5c`),
confirming D235 fix + D311 probe + all Phase 0 changes are pixel-identical.
- **D75 (Nintendo logo) investigation — M-195, no root cause yet but two
suspects eliminated.** (a) Fresh `GE_D63` run: all 23 logo Primary GDLs
emitted every frame, zero unknown-opcode warnings → emission + DL
consumption fine; PC GDLs byte-faithful to N64 source. (b) New `GE_D75V`
per-batch vertex probe: transformed coords match the wordmark geometry
exactly (MP translation matches the lookat) → basematrix / f32→s32 /
matrix-list suspects eliminated. **Leading hypothesis:** every `G_VTX`
batch encodes v0=0, so multi-batch nodes overwrite shared vertex slots
0..n−1 (only the last batch survives; higher-indexed triangles read stale
slots) — consistent with the single tiny orbiting fragment observed. Next:
ROM-dump one node's GDL stream and cross-reference `G_TRI4` index ranges
against per-batch counts; fix would be port-layer fast3d slot management.
Probe code (`gfx_pc.cpp`, `videoGetFrameCount()` in video.c/h) uncommitted
at end of session — commit with the doc updates.
### Big playtest brief (for the user, when the tree is final)
Build: `./build-pc.sh ntsc-final`. Set **`GE_D322=1 GE_D204=1`** for the whole
campaign (D322 pool telemetry — the release gate). For the three D320 beats,
add **`GE_D318T=1`** on: Facility (the captive-scientists monologue/execution
beat), Control (the ai_9 guard beat), Depot (the execution beat) — watch for
`D320T: PIN?` lines; a frozen run keeps printing every 10 s.
Checklist beyond the normal play:
1. **D322**: full campaign, share `ge007.log` after (decision rules in the
finding).
2. **D316/D317 regression confirm**: click menu rows at a few window sizes,
esp. low rows (crop overscan bars) with SafeAreaCrop on/off; toggle
Game.AllUnlocked back and forth in-game.
3. **D289**: Dam computer room — interact with the terminals (was a one-off
crash, likely D255-class, already fixed — confirm it stays gone).
4. **D294**: Statue, set FovScale ≈130 + max DrawDistance/LodDistance, walk
past the CCCP monument at ground level; if the black-ground window hits,
note the time (a `GE_D104=1` run there is the follow-up capture).
5. **D291**: Dam — watch for texture glitches as the truck drives past;
screenshot + which surface.
6. **D175**: door-open on Runway/Surface — note any stutter/hang.
7. **D287**: leave a level idle+unfocused 15–20 min, click back (the
non-self-recovering freeze; one prior occurrence).
8. **D320 beats** as above with `GE_D318T=1`.
9. Audio by-ear: elevator track bass (D230 verify), PP7/AK47 under heavy fire
near looping sounds (D240/D241).
10. **D235**: on any level, die and restart (or reload a save) in the same
session, then look around — textures should be correct (no swapped/wrong
stage textures). Run once with `GE_D235=1` and share the log if anything
looks off (a `>0` count means a stale-cache hit slipped through).
11. **D288 (Silo)**: play Silo normally; if you see the wrong-color target /
geometry anomaly, set `GE_D288=1 GE_PCDUMP=1` for a 30–60 s run around it
and share log + captures (the probe logs the offending oml word for asset
ID).
12. **D311 (Caverns)**: play Caverns ~2 min of normal combat; if the anim-
speed freeze/poison recurs, the log will now carry a one-line
`D311: … ANOMALY` naming the corrupting call site — share it.
13. **D207 (alarm klaxon)**: if gunfire goes quiet during an alarm, note the
level + weapon + situation; ideally re-run that spot with
`GE_AUDIOTRACE=1` and share the log (or a short clip).
14. **D75 (front-end logos)**: screenshot the Nintendo logo screen (still
expected-broken: only a tiny fragment renders — M-195 suspects vertex-slot
overwrite in fast3d) and the Rareware logo — confirms whether the v0.4.0
tree changed anything there.
## Conventions reminder
- One findings entry per investigation; next labels after **D322**.
- Fidelity fixes: port-layer or documented A1/ABI exception only; genuine
behavioral differences need the rule-2 sign-off (`docs/dev-process.md`).
- Every subagent reads `docs/porting-notes.md` first and appends to it.