v0.2.1 hotfix batch: D259 audio silence, D260 wheel direction, D261 watch-nav repeat, D263 script order, D264 watch preview model

User playtest reports against v0.2.0:
- D259: geEepromPatchAllCheats left an all-zero fresh save at volume 0
  (silence) instead of seeding max volume like fileResetSave would.
- D260: swap wheel-up/wheel-down to match the PC wheel-menu's on-screen
  order (was inverted vs. user expectation).
- D261: watch-menu stick-held navigation had no repeat past the smooth-scroll
  band, so holding W/S or a pegged stick crawled one item per tap; added a
  bounded auto-repeat.
- D263: GE_INPUTSCRIPT stick tokens were applied after the stick was already
  written out and silently discarded (test-harness fix, kept from the D263
  Facility/Ourumov investigation, which itself found no port bug).
- D264: watch item-preview ModelRenderData template read across two globals
  that no longer sit adjacent on PC, zeroing renderdata.flags and gating all
  geometry emission in the preview's subdraw pass.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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James Dansereau committed 2026-09-15 08:21:32 -04:00
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> missions load and run crash-free, but the known issues below are real;
> feedback is very welcome.
### What's new since v0.2.0
Small hotfix batch from user playtest feedback on v0.2.0:
- **Fixed: `All unlocked` + a fresh save produced silent music/SFX** (D259).
A brand-new save now seeds max volume the same way the N64 does, whether
or not `All unlocked` is on.
- **Mouse wheel weapon cycling now matches the on-screen wheel-menu order**:
scroll up = previous weapon, scroll down = next (D260).
- **Watch menu: holding a direction now auto-repeats** instead of crawling
one item per key press/notch (D261).
- **Fixed: the watch menu's item-preview 3D model wasn't rendering** —
weapons now show their model when selected on the watch inventory page
(D264).
- Investigated the Facility report of Ourumov never executing Trevelyan:
confirmed it's proximity/line-of-sight-triggered exactly as on the N64
(walk toward the room), not a port bug — the full scripted beat, including
the execution shot, fires correctly (D263).
### What's new since v0.1.0
- **Drop-in ROM, no tooling**: unpack the bundle, drop your NTSC-U (US) ROM
@@ -77,6 +96,9 @@
selected** (e.g. the MSAA value appears both on its own row and again at
the panel bottom); earlier builds showed it as an intermittent 4K-
fullscreen ghost of the top row.
- **Surface 1: the 2D billboard trees near the start render as a solid wall
of tree texture** instead of discrete sprites (D236). Under active
investigation; no fix in this release.
- **Steam Deck: one intermittent crash remains**: the v0.1.0-era Facility
crash is confirmed fixed on Deck hardware, but a SIGSEGV can occasionally
occur during heavy firefights (D255; seen on Bunker and Frigate). The