D245: water tiled at the wrong size + s16 sky/water vertices; D242 closed

The IsWater 32x32 CI8 image (drawn through an RGBA16 tile, D229) was
imported with its mip chain as 32x43 and normalised as 16 wide, so the
pattern ran at 2x and wrapped every 43 rows instead of the N64's 32:
fold steps made it jump. Import the base level only and use CI8
geometry in the tri path. Sky/water fans now go through a port-only
G_FLOATVTX_EXT (float clip positions + S/T) instead of s16 Vtx, removing
the tc shift and wScale quantisation jitter. User-verified vs 1964;
golden 3/3; Win + Linux build. A/B: GE_D245_OLDVTX / GE_D245_OLDTEX.
This commit is contained in:
James Dansereau committed 2026-09-26 18:56:52 -04:00
1 parent d5f41d6a37
commit f242992360
7 files changed
+172 -5

No files matched your search

+13 -2
View File
@@ -546,9 +546,9 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| 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 | OPEN — N64 reference obtained (2026-09-26, user on 1964: after death the game returns to mission select and shows the "killed in action" screen); PC behaviour still to validate. Earlier: OPEN — 1964 comparison owed (2026-09-26, user). Earlier: **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.… |
| 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 | FIXED/CLOSED (2026-09-26, user: death -> mission failed flow works without input, matches N64). Earlier: OPEN — N64 reference obtained (2026-09-26, user on 1964: after death the game returns to mission select and shows the "killed in action" screen); PC behaviour still to validate. Earlier: OPEN — 1964 comparison owed (2026-09-26, user). Earlier: **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 | **FIXED, live-confirmed by the user (M-189/M-190, 2026-09-18).** Root cause found: `bondview2.c:598-599`'s manual buffer-layout math for Bond's third-person cutscene body model reserved space using a hardcoded 32-bit `sizeof(Model)` literal (`0xfb`) that never accounted for pointer widening — real 64-bit `sizeof(Model)` is 232 bytes, 44 more than reserved, so the animation-data buffer placed right after it overlapped the model's own `playspeed`/`animrate`/`unkac`/`unkb0`/`unkb4` fields, corrupting them (this is what M-183/M-185's clamps were band-aiding). Fixed by computing the real `sizeof(Model)` instead of the stale literal, matching the identical idiom already used one line above for `ModelFileHeader`. **M-190 follow-up:** M-170's camera-shake freeze was replaced with a filter re-seed-on-teleport (camera now tracks Bond continuously within each shot instead of holding a frozen angle), and an unrelated bug in the same review pass — mouse-look never gated during scripted/no-control camera states (D300's own documented-but-unimplemented safety gate) — was found and fixed in `port/src/input.c`. User confirmed both fixes live, full intro-flyover + Dam abseil playthrough: "ok yeah looks good." |
| 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…** — full `## D245` entry at file tail | OPEN — CONFIRMED PORT BUG (2026-09-26, user vs 1964: PC water displays glitched with a weird yellow line; view-dependent shift is subtle; animation otherwise matches). Earlier: OPEN — REOPENED, M-142 headless probe found the tc-shift `k` measurably flips during ordinary view rotation (new root-cause evidence); an opt-in `GE_D245_FIXEDSHIFT` candidate is build-verified but needs a live A/B, not shipped as default.… |
| 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…** — full `## D245` entry at file tail | FIXED (M-201, 2026-09-26, user-verified vs 1964): water texture imported/normalised at 32x43/16-wide instead of the 32x32 CI8 mask period (resets, 2x speed) + s16 sky/water vertices replaced by G_FLOATVTX_EXT floats (jitter). Earlier: OPEN — CONFIRMED PORT BUG (2026-09-26, user vs 1964: PC water displays glitched with a weird yellow line; view-dependent shift is subtle; animation otherwise matches). Earlier: OPEN — REOPENED, M-142 headless probe found the tc-shift `k` measurably flips during ordinary view rotation (new root-cause evidence); an opt-in `GE_D245_FIXEDSHIFT` candidate is build-verified but needs a live A/B, not shipped as default.… |
| 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).** — full `## D246` entry at file tail | **FIXED (2026-09-18 session, port-only, `Video.SafeAreaCrop`).** Measured precisely (exactly 1.0 logical unit missing on both edges, every resolution); underlying clip-precision root cause not isolated, but `gfx_adjust_viewport_or_scissor` now trims a fixed 1-unit margin from both edges — same toggle/mechanism as D247. Live user playtest confirmed clean edges. |
| D247 | **Black bars top and bottom of screen — possible aspect-ratio defect (M-116, user QA report).** — full `## D247` entry at file tail | **FIXED (2026-09-18 session, port-only, `Video.SafeAreaCrop`).** Root cause: faithful, unmodified N64 TV-safe-area letterboxing that real CRT overscan used to hide; this port showed the full VI frame. Per user request, given a real fix (not left as "correct original behaviour"): `gfx_adjust_viewport_or_scissor` now remaps against the active gameplay viewport bounds so it fills the window edge-to-edge. New `Video.SafeAreaCrop` toggle (default on). Live user playtest confirmed clean edges. |
| D248 | **Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).** — full `## D248` entry at file tail | **FIXED, root-caused to a genuine pointer-width ABI bug in `src/sched.c` (compiled for the PC build, not excluded).** `osScAddClient()` (`src/sched.c:187-199`) stashes a per-client "present every retrace vs.… |
@@ -11613,6 +11613,17 @@ D173 (level-start floating), D292 (death sinking), and the Cradle spin (also und
**Untested candidate, explicitly NOT shipped as the default** (per this row's own "don't repeat the same mistake" lesson from the superseded `allowShift=TRUE` fix): `skyPortForceFanShift()` + `GE_D245_FIXEDSHIFT=<k>` env var (`sky.c`, `#ifdef PORT`) lets a live session force a single constant `k` for the whole water draw instead of the per-frame adaptive pick, eliminating the transition this session found — but at the cost of coarser tc quantization *always* (a fixed `k=5` collapses to whole-texel granularity, which could itself look worse on the shimmer cross-fade; that trade-off can only be judged by eyes on the actual water, not another headless capture). Build-verified crash-free with `GE_D245_FIXEDSHIFT=5` on Frigate (300+ frames); `verify.sh frigate`/`verify.sh "surface 2"` both PASS with the env var unset (default path byte-identical to the current reopened behaviour — nothing changes for players until someone opts in). **Next step for whoever has live Frigate/Surface-2 access:** play with `GE_D245_FIXEDSHIFT` unset (current behaviour, confirm the glitch still reproduces) vs. set to 3, 4, and 5 in turn, and report which (if any) looks better — that's the missing data point, not more static tracing.
**M-201 (2026-09-26, v0.4.0): FIXED — two port-layer causes; user-verified against 1964 ("looks accurate").**
User vs 1964: PC water jittered with player movement, "reset" even standing still, animated too fast (the earlier yellow line was not present on the current build).
1. **Texture geometry (the resets + speed).** The IsWater image is a 32x32 CI8 texture (mask 5 = 32-texel period) loaded with its mip chain (1400 B) and drawn through an RGBA16 tile (the D229 case). fast3d imported it CI8 as **32x43** (mip rows included) while the triangle path normalised UVs with the RGBA16 reading, **width 16** (line bytes / 2) and height 43 (`GE_D229` probe: `texw=16 texh=43`). So S ran at 2x frequency and T repeated every 43 rows, not 32; the port's per-fan S/T fold (multiples of 64 texels) is not a multiple of 43, so every fold step jumped the pattern. Fix (`gfx_pc.cpp`, D229 case only): import only the `line_size * (1<<maskt)` base level, and in the tri path use CI8 geometry (width = line bytes, height = mask period). Headless still-camera A/B (300 frames): old 71 jump spikes, new 0 and a steady per-frame change.
2. **s16 vertex quantisation (the jitter).** The N64 draws sky/water as CPU-built RDP triangles with 32-bit S/T; the port routed them through `Vtx` (s16 `tc` needing a 2^k shift, k=4 for water = half-texel steps; s16 `ob` scaled by a fan-wide `wScale` ≈ 7, ~8 px position steps near the camera). New port-only `G_FLOATVTX_EXT` (0x47, `port/include/floatvtx.h`, loader `gfx_sp_vertex_float` in `gfx_pc.cpp`) passes clip-space positions and folded S/T as floats; `skyPortRenderPoly` (`sky.c`, `#ifdef PORT`) uses it for every sky/water fan, so no tile shift or wScale.
Ruled out on the way: the animation phases advance by `g_ClockTimer` (rate-independent); `PRIM_LOD_FRAC` and per-tile `uls/ult` offsets are handled by fast3d; `WrapFix` pre-wrap is off by default. A/B switches kept: `GE_D245_OLDVTX=1`, `GE_D245_OLDTEX=1`. Golden gate 3/3; Windows + Linux builds clean.
**Status: FIXED (M-201, user-verified vs 1964, 2026-09-26).**
## 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).
**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.