Commit Graph
983 Commits
Author SHA1 Message Date
James Dansereau 1b290b2012 findings: D405 table row 4-cell -> 3-cell (pointer merged into title cell) so the index generator buckets it; D405 now indexes as CLOSED 2026-09-28 01:32:13 -04:00
James Dansereau 64913054ce release: v0.4.0 site/README consistency + Web 1.0 re-skin
- Docs site: drop jekyll-theme-cayman for a hand-rolled _layouts/default.html
  (masthead band + middot text nav + footer with last-updated stamp and legal
  line; head re-plumbed with {% seo %}, viewport, favicon); head-custom.html
  fully rewritten to the chosen design tokens - charcoal/off-white/amber,
  Libre Baskerville headings over system sans, square corners, 1px borders,
  flat (no gradients/shadows), mermaid wrapper re-skinned.
- docs/index.md: v0.4.0 status (native widescreen, aim system, rebinding,
  crosshair, rumble, rebuilt overlay); Honest status replaced by the v0.4.0
  release-notes known issues; body anchor-nav line; legal footer moved to
  layout.
- security-and-fidelity-status.md: front matter so {% seo %} titles it.
- README.md: v0.4.0 truth pass (status, Working/Known issues, Deck preset
  2x MSAA / 250% per code, background stats 981 commits / 283 findings,
  comparison table, GEPD-default controls paragraph, earlier builds) plus
  markdown-native motifs matching the site: top anchor-nav line, --- section
  rules, last-updated footer stamp, license badge in the amber accent.
- release-notes: SFTP sideload mention (leftover from the Deck session).
2026-09-28 01:32:13 -04:00
James Dansereau ad20cf210a release: v0.4.0 notes as source of truth - feature-organized, every claim code-verified (labels, options, defaults, D248 root cause) 2026-09-28 01:17:59 -04:00
James Dansereau 889f2e5d5e release: notes logic pass - rainbow fix moved to Graphics; Known issues = actual residuals only (D335b F10 overlay stretch replaces the widescreen heads-up) 2026-09-28 01:15:27 -04:00
James Dansereau b1ee5a3655 release: notes completeness pass - 60fps fix (D248), D202 mixer, D393 pad defaults, D314/D290/D342 polish 2026-09-28 01:14:35 -04:00
James Dansereau 2dd2d9dd35 release: comprehensive v0.4.0 notes - full v0.3.0..v0.4.0 arc (native widescreen, aim rework D332-D338/D404, HUD scale, rainbow fix, stability wave) 2026-09-28 01:12:56 -04:00
James Dansereau f84b8023dd release: v0.4.0 release notes (what's-new since v0.3.0 + true residual known-issues set) 2026-09-28 01:10:23 -04:00
James Dansereau 2621163f03 D405: record post-merge verification (sweep 21/21, MSAA=16 boot check, link ritual) 2026-09-28 01:09:17 -04:00
James Dansereau ed58593215 graphics backlog: track issue #105 (Dam water-reflection cyan fill residual) 2026-09-28 01:07:01 -04:00
James Dansereau 50e3426aca fast3d: clamp MSAA to GL_MAX_SAMPLES and bind the default framebuffer as GL name 0 (PR #106, italoarruda; security-reviewed 2026-09-28, D405)
Port-layer only: resolve_msaa_color_buffer clamps msaa_level to the driver's
GL_MAX_SAMPLES (pre-fix: unallocated multisample renderbuffers -> black
screen when MSAA is set beyond driver support); the resolve/copy paths now
bind current_framebuffer ? framebuffers[i].fbo : 0 (the default framebuffer
is GL name 0, not framebuffers[0]). Affects both Windows (opengl32) and
Linux builds. Code file from the PR head (fc092d99); docs in house style,
label rebased D323 -> D405 (collision with our G_TL_LOD finding).
2026-09-28 01:03:00 -04:00
James Dansereau 4b7cae63f9 v0.4.0 final review: D404 pad-centred aim (N64-parity quadratic curve) + full campaign-playtest sign-off bookkeeping
- input.c: padDirectCompute() — pad twin of the mouse Centred aim; the natural
  pitch path routes AIMMODE_CENTRED through it, AIMMODE_N64 keeps classic
  stick-deflection behavior. Parity pass uses bondview2's verbatim N64
  quadratic curve (sign(v)*clamp(defl/70,+-1)^2 * fov/60 * 3.5 deg/poll), so
  full-stick Centred matches N64's top rate exactly.
- optionsoverlay: aim rows device-neutral (Aim style / Aim range).
- findings.md: D404 RESOLVED (user-validated on Steam Deck, both passes);
  21 sign-off status updates from the user's full campaign playtest
  (D175/D224/D235/D236/D240/D241/D245/D249/D281/D286/D287/D289/D291/D294/
  D303/D306/D307/D308/D311/D320/D322/D75/D387/D395/D396/D399/D400); stale
  options-wave rows closed (D346-D391 batch); D383/D394 kept PARTIAL with
  v0.5.0 scopes; D281 root cause -> v0.5.0; D258 -> NTSC-only for v0.4.0.
- README: Known issues = the true residual set (D318, D75 Rareware logo,
  AllUnlocked EXPERIMENTAL, NTSC-only); stale v0.3.0 clause removed.
- AGENTS.md: native-reexec guard status re-confirmed for 2026-09-28.
2026-09-28 01:02:09 -04:00
James Dansereau 39d1fd381e input: implement Wave A controller options + Turok-verbatim labels (v0.5.0)
Port-layer only (port/src/input.c, optionsoverlay.c); zero src/game edits.
All new knobs off/neutral at default = byte-identical at defaults.

New controller input options (CONTROLLER-INPUT-PLAN Wave A):
- Input.PadLookSensX/Y: per-axis right-stick look sensitivity (100 = native)
- Input.PadSouthpaw: swap fire<->grenade triggers (applied after edge capture,
  so edge-detection stays consistent)
- Input.PadDeadzoneL/R: per-stick deadzone; legacy Input.PadDeadzone key kept
  registered (no row) + one-time migration in inputInit() seeds any unset L/R
  from it (C-init sentinel PAD_DZ_UNSET) before the first configSave
- Input.PadLookSmooth: 0-10 per-pad EMA low-pass on the natural-pitch look
  output (default 0 = off), reset on pad hot-unplug
- Input.MouseYScale: pre-existing registered key finally gets an INPUT row

Verbiage baseline (Turok PC options menu, user-provided verbatim): Mouse
horizontal/vertical sensitivity, X axis/Y axis look sensitivity, Look
smoothing, Southpaw, Vibration (was "Rumble strength"), Deadzone
(left/right stick). GE keeps one flat INPUT section (D356), so the two
Invert-look rows retain their (mouse)/(controller) suffixes.

Display baseline (Turok scales): sensitivity + deadzone rows render 0-100
with 50 = default (existing calibratedDefault path); look smoothing renders
0-10 via a new dispMax "N/M" row formatter (alongside the existing N/100 and
N/255 special cases).

Tested on a real pad (Windows build) - all six options behave as intended.
2026-09-28 00:30:21 -04:00
James Dansereau 83ece6c370 docs: add CONTROLLER-INPUT-PLAN (v0.5.0 controller/input options wave)
Low-hanging-fruit controller/input options ported from the Turok PC port's
menu, scoped as port-layer-only (zero src/ edits): right-stick look X/Y
sensitivity, southpaw trigger swap, per-stick deadzone (with the legacy
single-deadzone migration), look smoothing, and a mouse-vertical-sensitivity
row. All off-by-default (byte-identical at defaults, golden gate preserved).
Documents what the GE port already has, the per-item code shape + insertion
points in input.c, and the Tier B/C items explicitly out of scope (head bob,
bloom/shadows, death-cam, uncapped-FPS -> UNLOCKED-FPS-PLAN, controller
rebind -> PR #109).
2026-09-28 00:00:11 -04:00
James Dansereau d934a93253 docs: D403 resolved — Deck front-end logo/copyright page confirmed fixed
After regenerating the Deck's pcmodels/pccg sidecars from the current
converter (M-197 blob fix + D303) and pushing them, the user re-checked
the front end on the Steam Deck and confirmed the Nintendo/GoldenEye logo
+ copyright/legal page now render correctly. D403 was the stale-sidecar
test artifact all along; no code was ever at fault.
2026-09-28 00:00:11 -04:00
James Dansereau 7f6d745f25 docs: D403 disambiguation performed — regenerate + push Deck sidecars
The Deck bundle's stale 0.3.0-era pcmodels/pccg sidecars were regenerated
from the current Python-source converter (prepare-assets.py + d43/d69/d88,
ALL CHECKS PASSED) on the NTSC ROM and pushed to the Deck (sha256-verified),
preserving the user's ge007.eep + ge007.ini. Awaiting the user's by-eye
front-end recheck (logo/copyright page) to close the loop.
2026-09-27 23:54:08 -04:00
James Dansereau 001690568f docs: log D402/D403/D404 + Steam Deck v0.4.0-pre test results
- D402: first clean Linux build fix (shim include-cycle + _SHIFTL).
- D403 (new): Deck front-end logo/copyright page broken + graphics not
  updated is a test artifact — the bundle was seeded with 0.3.0-era
  sidecars that predate the D75/M-197 blob fix and D303; not a code
  regression. Disambiguation: regenerate the Deck's data/ sidecars.
- D404 (new): 'Aim style: Centred (PC)' is inert on a gamepad; the row's
  doc comment over-promises (applies to pad trigger) but the centred
  path is mouse-only (input.c:1783, D337 device-aware gate).
- Deck test confirmations: D175 gains a low-utilisation (~15-30%)
  frame-pacing/present data point; D395 pad-binding retest satisfied
  (not stuck); D401 rumble + D287 idle/resume-from-sleep confirmed on
  the Deck's Steam Controller / SteamOS.
2026-09-27 23:53:03 -04:00
James Dansereau ed991dd1cb port: D402 — fix the first clean Linux (glibc/SteamOS) build
The release/v0.4.0 branch had never been compiled on Linux; two
port-layer include-resolution spots that MinGW tolerated break under
glibc. Shim-only fixes, zero src/ edits, no rule-2:

- port/shim/PR/ucode.h + port/shim/bondconstants.h: break the
  bondconstants.h -> ultra64.h -> pc_protos.h -> bondtypes.h ->
  bondconstants.h first-include re-entry by deferring pc_protos.h during
  bondconstants.h's own ultra64.h pass (_PORT_DEFER_PC_PROTOS).
- port/shim/PR/gbi.h: define _SHIFTL/_SHIFTR when absent, so video.c's
  gbi.h macros keep their mbi.h definitions on Linux.

Builds + links clean on Ubuntu 24.04 (glibc 2.39 <= SteamOS 2.41).
2026-09-27 23:53:03 -04:00
James Dansereau 9fb381eab1 M7 (v0.4.0, D387): ship AllUnlocked as loudly-documented EXPERIMENTAL/irreversible
Per the user's release decision, keep the toggle (default OFF) but make it
impossible to miss in-game: the row is now labelled 'All unlocked
(EXPERIMENTAL)' and its ON value renders 'ON - UNSAFE' in both the F10
overlay and the front PC Options screen (both read the shared row table).
ON value now bright-highlights like a normal On. Port-only, display-only
(config still stores 0/1); a safe architecture is v0.5.0 work.

Housekeeping: track docs/dev/M7-ALLUNLOCKED-PLAN.md (records the decision);
gitignore the stray repo-root Python/ install; refresh the D387 status.
2026-09-27 23:27:49 -04:00
James Dansereau 471eecd6d3 D401: Rumble Pak -> real gamepad haptics (re-promotes D224/M-87)
Port layer only (zero src/ edits), per docs/dev/RUMBLE-PLAN.md:
- port/src/input.c: inputRumbleSupported/inputRumble -> SDL_GameControllerRumble;
  detection via SDL_GameControllerHasRumble (SDL >= 2.0.18) else
  SDL_JoystickIsHaptic + known-type Windows fallback; zeroed on pad close.
  Single global gRumbleScale (dflt 0.5) registered as Input.RumbleScale.
- port/src/libultra.c: the two M-87 blockers resolved - g_contStatus[i].status
  now sets CONT_CARD_ON for connected rumble-capable pads (so
  joyRumblePakInit arms) and osPfsInit returns PFS_ERR_DEVICE for them (so
  osMotorInit is attempted); osMotorInit/Start/Stop drive the haptics API.
- port/src/optionsoverlay.c: one global 'Rumble strength' ROW_SLIDER
  (Input.RumbleScale, 0.05 detents, %.2f) in the INPUT section +
  kResetDefaults entry. The four per-player Input.PlayerN.RumbleScale keys
  were dropped (user decision 2026-09-28); stale keys in an existing ini
  log four 'unknown key' LOG_NOTE lines and self-clean on next configSave.
- Real-pad haptics confirmed working by the user (2026-09-28).

Build env: build-pc.sh self-heal guard revision - re-exec now writes a
self-contained .ps1 (msys->native argv conversion mangles $-bearing
-Command strings; file write is conversion-free), builds PATH explicitly,
picks TMP from writable candidates (GetTempPath honours the broken
inherited TMP), self-logs to build-pc/ge007-native-reexec-*.log, and
treats a null LASTEXITCODE as 'did not execute' (PS 5.1 piped native
commands error non-terminating). OPEN: the guard still fails inside
build-pc.sh while the identical standalone .ps1 invocation works - AGENTS.md
documents the workaround. docs: RUMBLE-PLAN.md (new, tracked), findings.md
D401 entry + index rows, QOL-INVENTORY D224 -> DONE (D401),
findings-index.csv regenerated.
2026-09-27 23:23:05 -04:00
James Dansereau a548fc4de6 port: D397 — fix file-select/gun-barrel comb via RDP scanline-range snap in gfx_draw_rectangle
Root cause H2 confirmed: the gun-barrel / file-select vertical gradient is
built from 0.75-native-pixel-tall gSPTextureRectangle row strips (title2.c
(<<2)-1 bottom idiom). On the N64 RDP the scan converter floors the U10.2
edges to whole scanlines, so each strip rasterizes to exactly one scanline;
gfx_draw_rectangle passed the fractional edges straight to the GPU's
continuous rasterizer, aliasing the 0.75px pitch into a periodic 'comb'
(fixed ~3-native-row period; window period = 3*scale — confirmed by a
3-scale 640/1024/1280 GE_PCDUMP test).

Fix (port-layer, surgical): after the sub-pixel offset, floor the top edge to
its scanline and the bottom edge to the last covered scanline (the RDP
scanline range [top_scan, bot_scan+1]) before NDC conversion. No-op for
whole-pixel rects (edges already 4k/4k-1), so only sub-pixel strips change
and normal fills are untouched.

Also: remove the temporary GE_D397SH / D397SHM env-gated shader probes
(gfx_opengl.cpp, gfx_pc.cpp) now that the root cause is settled.

Docs: findings.md D397 -> RESOLVED (+3-scale confirmation + fix record),
findings-index.csv regenerated, porting-notes.md section D15 marked resolved
with the landed fix.

Verified by playtest: gun-barrel + file-select gradient render clean, comb
gone.
2026-09-27 22:42:43 -04:00
James Dansereau 2a60b8a912 port: D397 — D397SHM input-mapping probe; H1 LERP-factor variant ruled out
New env-gated D397SHM probe in gfx_generate_cc dumps which G_CCMUX
inputs a combine feeds as vInput1..N. For the gun-barrow row-strip
shader (id0=0000000010001218): vInput1=PRIMITIVE, vInput2=ENV_ALPHA,
so the front.c LERP renders out = PRIM + (TEXEL-PRIM)*(envA/255).

The PD ground-truth port feeds the identical env_color.a/255 factor for
the same ENV_ALPHA LERP input, so the LERP factor is not a port-side
scaling bug (H1's 1/255-vs-1/32 variant refuted). A uniform factor
cannot produce the *periodic* comb, which points to H2 (row-strip
geometry / 256-tri vertex-ring wrap). Next: Q3 gfx_flush() probe +
Q5 native FBO capture. Findings §D397 + handoff updated.
2026-09-27 22:15:17 -04:00
James Dansereau 65875ad45b port: D397 — retract the ineffective CI->I import block; correct the finding record
Per scratch/d397_fs/HANDOFF-D397.md: the stale-RENDERTILE hypothesis is
REFUTED (D161 already routes CI + G_TT_NONE to the I8 import; the GE_TEXI
logs show palfmt=0 on all 299 row strips), so the D397 block added to
import_texture had no effect (12px frame diff) and is removed.

The finding's true state: data path proven clean (byte-exact I8 uploads
vs the ground-truth PGM); MSAA/mips/noise/quant/cache ruled out.
Leading cause H1 = the file-select custom-CC LERP feeding ENV_ALPHA 0x14
as a 20/255 mix factor (black texels render ~0.92x prim = the measured
27/28/17 census); the N64 RDP 5-bit coefficient scaling (gmain.s / PD
CC engine) is the open root-cause question. H2 = possible separate
row-strip-geometry comb. GE_D397SH probe stays in-tree until the root
cause lands. findings table + tail section + CSV corrected.
2026-09-27 22:05:19 -04:00
James Dansereau 2ba72eb75f docs: v0.4.0 plan/README/backlog/porting-notes refresh for the modern-options wave
- V0.4.0-PLAN: 2026-09-27 refresh (M-wave state, D393-D397 session
  additions, M7 deferral decision).
- README: known-issues + options documentation for the landed
  crosshair/controller/options work.
- GRAPHICS-BACKLOG / porting-notes: D392/D397 and crosshair entries.
- .gitignore: per-landing sweep capture dirs.
2026-09-27 22:04:07 -04:00
James Dansereau a2b2f78dd1 port: D397 — file-select background + gun-barrel comb look: stale RENDERTILE import (fix in tree, by-eye owed)
Root-caused the D397 interlaced/comb symptom on the file-select
background and intro gun-barrel (first display, not round-trip):
titleRenderFolderMenuBackgroundLines loads 299 one-pixel 440-byte I8
rows with gDPLoadTextureBlock(I, 8b) and samples G_TX_RENDERTILE but
never emits gSPSetTile, so the tile's fmt/siz is whatever the previous
screen left (CI/4b spectrum-screen leftover, D116 probe). fast3d ran
the I8 bytes through import_texture_ci4 against a stale/all-zero
16-entry palette -> periodic black rows (GL texture-cache artifact,
not a ground-truth dither — no ROM RLE decode needed).

- gfx_pc.cpp import_texture: route the import through the source's
  fmt/siz when a CI/RGBA tile genuinely disagrees with an I8 8b load
  (mirrors the D229 case); real CI/RGBA textures untouched.
- gfx_opengl.cpp: GE_D397SH env-gated shader-formula probe for the
  file-select gunbarrel combine (label initially written as D398,
  renamed to avoid the PC-Options-label finding collision).
- findings: D397 row -> FIX LANDED (by-eye + PCDUMP verification
  owed); tail section notes the fix. CSV regenerated.

Cross-ref D182(2) (same symptom family), D159/D183 (disproven leads),
D229 (mirror-case precedent).
2026-09-27 22:04:03 -04:00
James Dansereau 545b2c7792 port: v0.4.0 modern controller + options-UI wave (D371-D388, D393-D396)
Input (input.c/h):
- D380/D386: single effective PC layout; ini values ARE the bindings
  (no hidden defaults); versioned migration materialises effective
  GEPD defaults once (inputMigrateBinds, bindsVersion).
- D385: keyboard keys and pad buttons 1..5 share the two bind slots;
  legacy extra ini tokens are migration-only. D386: SDL button-number
  correction in the D385 defaults.
- D383/D384: opt-in inputBindingProbe (restores ini state); the PC
  settings editor must not navigate with live game keys.
- D393/D394: Xbox 1.1 Jinx face map — A use, X reload, Y weapon
  cycle, B owned-gadget cycle (no N64 equivalent, port-side), L3/R3
  crouch, LB aim; retires LB/RB weapon cycling.
- D395: both options UIs refuse pad-initiated keyboard/mouse capture;
  pad B cancels a capture started by keyboard/mouse.

Options UI (optionsoverlay.c/h):
- D388: nested Input -> Bindings / Gameplay -> HUD roots in both
  F10 and front-options; redundant Low-end toggle retired (FPS cap /
  MSAA remain independent, stored values preserved on migration).
- D391: hit bands follow rendered glyph baselines; dead zone +
  out-of-card click rejection.
- D396: F10 pad B backs/closes a page (closes at root), A/X
  accepts/toggles without shifting sliders; left/right still adjust.

All behind #ifdef PORT; N64 input/menu paths untouched. M7 (D387
AllUnlocked save-safety) intentionally NOT in this wave.
2026-09-27 22:04:00 -04:00
James Dansereau 4bd49f739f port: v0.4.0 M2 crosshair wave (D373/D379/D381) — opt-in hide/colour/size/style, default N64-intact
gunDrawSight (gunfire.c, #ifdef PORT) now routes through portCrosshair*
accessors: hide flag, colour presets + custom RGB, 100% default size,
and an opt-in beta crosshair sprite. With all defaults the original
red sprite, 16-unit half-size and N64 combiner are untouched; non-PORT
builds keep the original literals and control flow.

- D373: crosshide/tint plumbing (was rule-2 sign-off PENDING at M2
  authoring; the PORT-guarded pattern in gunDrawSight is the sign-off
  record).
- D379: only recoloured reticles switch to the texture-alpha silhouette
  combine (portCrosshairApplyTintCombine); the original keeps the N64
  G_CC_FADEA commands.
- D381: size/style/colour surface + live config apply
  (videoRequestLiveConfigForKey) in video.c.

Rule-2 framing: port-layer feature behind the gunDrawSight #ifdef PORT;
zero N64-path change.
2026-09-27 22:03:53 -04:00
James Dansereau 368daf1242 port: D392 — train-intro soldier pose: read firing-table fields by name on PC (ABI/layout only)
chrlvUpdateAimendbackShoulders read the leading anim union of
weapon_firing_animation_table through raw (f32*) slots [12/13/16/17].
On PC the union widens four->eight bytes, so those offsets alias the
wrong fields and the intro soldier hunched with the hand through the
torso (D392, vs the 1964 reference).

The #ifdef PORT arm reads the intended limits/arm fractions by name
(config->max_up/max_down, free_arm_frac_up/down); the non-PORT arm is
untouched. No logic or behavior change beyond the pointer-width
misread; D392 finding + Train aim-angle probe confirm, user visually
verified against 1964.
2026-09-27 22:03:48 -04:00
James Dansereau c214fa7815 D398-D400: PC Options label work + findings.md tail-section recovery
- D398: replace D348 procedural slider glyph with ROM-native IMG_DOT
  texture (texSelect + display_image_at_position, Copy/Erase pattern);
  superseded by D400.
- D399: file-select bottom row shifted 15px left as a block (user
  sign-off); selectpos.f[0] behind a new #ifdef PORT in front.c.
- D400: icon removed on user sign-off; PC Options is now a text-only
  label exactly like Copy/Erase (one textMeasure + one textRender,
  game's packed 0xEBD879FF gold). Fixed two measurement bugs:
  textMeasure(textheight, textwidth) args were passed swapped (label
  35px above the bar, hit band transposed) and the bare label measured
  h=0 vs 14 for newline-terminated Copy/Erase (7px low); height now
  measured with kLabelNL. LABEL_GAP 20->28, LABEL_X 343->351.
  PCDUMP frame 195: tops aligned 279.8 vs 279.3, 31px clearance from
  Erase. By-eye check owed.
- docs: findings.md had been truncated to its section table (686
  lines), losing all ## Dxx tail sections D376-D400. Recovered:
  table D376-D400 rows + body/sections D001-D375 from HEAD;
  D376-D387, D396-D399 sections recovered verbatim from pi session
  transcripts; D398 section recovered from the 2026-09-28 session;
  D388-D395 rebuilt as explicit reconstructed stubs from the
  table/CSV one-liners (original detail unrecoverable); D400 section
  written fresh. findings-index.csv regenerated and verified
  byte-identical to the pre-truncation copy.

Build clean (ntsc-final). Verified: PCDUMP frame 195 (no overlaps,
tops aligned), CSV matches pre-truncation backup.
2026-09-27 21:58:48 -04:00
James Dansereau 2e0643c70f v0.4.0 D375: crouch now emits C-down (the engine's real crouch input), not B
bondview2.c reads crouchDown = insightaimmode && (buttons & (D_JPAD|D_CBUTTONS))
(5318/5579): crouch is C-down WHILE IN AIM MODE, never the B button. M3's
IA_CROUCH -> GE_CONT_B (and the CrouchMode=1 latch) was inert, so crouch
never fired in the GEPD layout. Hold + latch now emit GE_CONT_D (0x0004).
N64-faithful side effect: S (IA_BACK, also C-down) crouches while aiming.
User re-test: aim (RMB/Left Shift) + Left Ctrl; hold or F10 Toggle.
2026-09-27 16:47:55 -04:00
James Dansereau fca07bdd9a v0.4.0 M2 (D373): crosshair on/off + colour; D374: GEPD becomes the default key layout
M2 (the wave's only rule-2 item, sign-off recorded via user direction):
#ifdef PORT hook in gunfire.c gunDrawSight -- Video.CrosshairHide skips
the draw, Video.CrosshairColor tints the RGB (7 named tints, 0 = the
N64 white); non-PORT builds keep the original literals. F10 GRAPHICS
rows + kResetDefaults.

D374 (M3 playtest fix, user decision): GEPD is now the DEFAULT key
layout (Input.Layout 0 = GEPD, 1 = N64-era binds; a mouse FPS layout is
the natural default and the N64 never had a keyboard). The preset is
now the true effective default: only EXPLICIT per-key [Input.Bind]
overrides beat it; persisted values equal to the N64 defaults count as
unset. This fixes the playtest bug where a stale persisted
Fire=Left Ctrl masked the GEPD preset and made Ctrl fire+crouch at the
same time. Boot log reports the applied layout. One-off: pre-D374
Layout=1 (ex-GEPD) inis mean N64 now -- flip to 0 (release note).
2026-09-27 16:43:04 -04:00
James Dansereau b95b54ecc7 v0.4.0 M5: low-end performance preset row (D372)
Video.LowEndMode (default off) in F10 VIDEO: ON writes FpsCap 30 +
MSAA x1 (restart row); OFF restores the compiled defaults (60/2) rather
than per-user pre-preset values. The key records the last selected
preset; the effect flows through the two real knobs.
2026-09-27 16:30:32 -04:00
James Dansereau 40ef53e395 v0.4.0 M3: GEPD key-layout preset + crouch/reload bindings (D371)
Input.Layout (0=FPS default, 1=GEPD) + Input.CrouchMode (hold/toggle) rows
in F10 INPUT (Turok-standard functional section; the planned MODERN bucket
is dropped per D356). The GEPD preset acts as the per-key effective
default under [Input.Bind] overrides; new IA_RELOAD/IA_CROUCH actions emit
GE_CONT_B (unbound by default, N64-original). Toggle crouch latches B with
a menu-boundary latch drop. optionsoverlay rowSetCommit hook re-derives
the binds via inputLayoutApply(). inputRebuildBinds no longer warns on
intentionally-empty defaults. Boot + ini round-trip + F10 page verified;
in-game feel-check owed (D371).
2026-09-27 16:29:18 -04:00
James Dansereau c2c6fbdd68 checkpoint: F10 GE-style refresh + distance defaults retune, D360-D370 series (local WIP; D370 pending user acceptance) — pre-wave baseline for the v0.4.0 modern-options wave 2026-09-27 16:18:20 -04:00
James Dansereau d8971fded0 options UI: settle file terminology on the end-user term 'Profile' (D359)
'Game file' (the manual's term) reads, in modern PC usage, as the
program's own files, not the user's save. 'Profile' is the clearest
end-user term for what these files actually are -- a per-player
bundle of progress + per-file settings -- and '(per profile)'
expresses the tag's scope where '(save)' read as a verb.

Strings (both UIs: front options + F10 overlay):
- front top row: 'Save file' / 'File N'  ->  'Profile' / 'N'
- section annotation: '(File N)' / '(no file)'  ->  '(Profile N)' / '(none)'
- per-file row tag: '(game file)'  ->  '(per profile)'
- F10 unavailable value: 'Select game file'  ->  'Select a profile'

Display layer only: identifiers and ini keys (Bond.* rows,
watchSettings*, ini) are untouched. D357 plan section 4 is the
terminology record; new D359 finding + index row; manual
'game file' -> 'profile' sync noted as a TODO (port-owned doc,
not in this repo). Build + headless smoke clean.
2026-09-27 15:03:24 -04:00
James Dansereau 44d2b4353a options UI: anchor all file terminology on the manual's 'game file' (English review)
Full-string audit of the settings UI (front options + F10 overlay):
- front top-row label 'Save file' -> 'Game file' (the instruction
  manual's term)
- per-file row tag '(profile)' -> '(game file)', both UIs
- F10 unavailable value 'Select file' -> 'Select game file'
- kept: 'File N' values, the '(File N)' section annotation and the
  '(no file)' unavailable state (short forms; the annotation's host
  word is the section title, which says the file number)
- 'Bond file' now appears only in identifiers/config keys
  (Bond.* rows, watchSettings* names, ini keys), never user-visible
Docs: D357 plan section 4 is now the terminology record (final string
table); D358 finding notes the (profile) -> (game file) supersession.
Build + headless smoke clean.
2026-09-27 15:00:01 -04:00
James Dansereau 8775ca6435 docs: D358 (D356 level-1 overlap fix) finding + index/CSV 2026-09-27 14:55:54 -04:00
James Dansereau 4147b55865 untrack local build-pc-cmd.bat (machine-specific paths); gitignore it 2026-09-27 14:55:44 -04:00
James Dansereau f8f94cdd87 frontoptions: fix level-1 overlap (save-file row painted under the first content row) + off-by-one item mapping; (save) tag -> (profile); D357 values plan
- The front options screen numbers items 0..s_rowN (0 = the top
  save-file row, k = content row k-1), but the level-1 draw loop painted
  content row k at rowY(k) -- the save row's own line -- and mapped
  s_hl (item-numbered) straight into s_rowIdx (content-numbered): the
  'Save file' row overlapped the first content row, highlights/adjusts
  hit the wrong row, the last content row was dead, and s_rowIdx[s_hl]
  could read one past the built rows. Content rows now draw at rowY(k+1)
  and all s_hl -> s_rowIdx uses take s_hl - 1 (A-press, L/R repeat,
  reset-maintain); hit-test/cursor were already item-numbered and are
  untouched.
- Per-file row tag '(save)' -> '(profile)' (maintainer request), both
  UIs (front options + F10 overlay) plus the stale comments.
- docs/dev/D357-SETTINGS-VALUES-PLAN.md (PROPOSAL): row-by-row audit of
  current defaults/ranges/steps/displays vs the PD port (local checkout)
  and the Turok PC list (maintainer notes); proposals: mouse sensitivity
  as a x multiplier, deadzone as a whole-% key (D333 legacy-alias
  pattern), texture filter '3-Point' -> Bilinear, audio step 128 -> 328
  (whole-%), MSAA +16x, FPS-cap preset grid, FOV degrees; kResetDefaults
  lockstep gate + GE_WSPROBE_RESET re-verification.

Build clean (248 targets), headless menu boot smoke clean; visual
check of the front options screen + F10 owed to the maintainer.
2026-09-27 14:55:41 -04:00
James Dansereau fe57d73924 optionsoverlay/watchsettings/frontoptions: D356 settings regroup — functional sections, save-file scoping, per-section reset-to-defaults (Gate E)
- 5 sections (INPUT/GAMEPLAY/GRAPHICS/AUDIO/VIDEO, all below MAX_PROWS):
  DISPLAY+GRAPHICS merged into GRAPHICS; AUDIO carries the watch music/FX
  sliders out of the Bond-file page; VIDEO keeps the pure video rows;
  __HdrMouse/__HdrPad merged into INPUT; __HdrBond/__BondFile retired for
  the front-only top save-file row (frontoptions.c)
- save-file scoping: per-file sections (GAMEPLAY, AUDIO) annotated
  '(File N)'/'(no file)' via the new Row.saveScoped flag +
  watchSettingsActiveFolder(); per-file rows in mixed sections carry a dim
  '(save)' tag; the D353 optionsRowIsBondChooser special-case is
  generalized (both UIs)
- N64-watch rows Bond.Look / Bond.AimControl commented out of the menu
  surface (D181/D216 style: keys + watch paths stay live)
- per-section 'Reset to defaults' replaces the Turok rows (plan Gate E):
  edge-triggered two-step arm->confirm within 3 s, one commit, disarm on
  timeout / navigate-away / close (optionsResetMaintain/Clear);
  rowResetSection walks the section's declared range: watch rows ->
  BLANKSAVEDATA through the D352 commit path (front direct, stage queue),
  ini rows -> kResetDefaults[] (the port's C initializers); __Resolution
  is a documented exclusion (action-backed)
- GE_WSPROBE_RESET probe: front tick-120 prepare/dispatch/verify, stage
  tick-120 dispatch / tick-121 verify; a direct -level_XX boot starts its
  timer from phase 0 (front prepare is front-only)
- docs: findings.md D356 + index + CSV, WATCH-SETTINGS-PLAN status,
  OPTIONS-MENU-PLAN pointer, plan doc status -> LANDED

Verified headless: GE_WSPROBE_RESET front (all 5 sections failures=0,
__Resolution untouched, file-2 scope isolation OK) and -level_33 (6
commands queued, all sections verified post-drain, saved music/sfx = 0xFF);
GE_WSPROBE / GE_WSPROBE_FRONT regressions clean; 248/248 build + link.
2026-09-27 14:49:08 -04:00
James Dansereau 95f8f5f8b5 docs: D356 settings-regroup plan with tightened reset/save-file contracts (maintainer sign-off) 2026-09-27 14:03:06 -04:00
James Dansereau 2b4c5ba7dc watchsettings.c: resync in-stage BGM (track 1) on Music commit and level entry (D355) 2026-09-27 13:53:36 -04:00
James Dansereau 61263ad303 watchsettings.c: front-end F10 routing + transparent default Bond-file selection, auto-init fallback, headless probes (D354) 2026-09-27 13:48:03 -04:00
James Dansereau 462675cf47 optionsoverlay.c: Turok-style regroup - DISPLAY/GRAPHICS split, BOND FILE absorbs music/FX, designated rows, overflow log, file-scope title annotation (D353) 2026-09-27 13:32:39 -04:00
James Dansereau 8e9bee6ef0 watchsettings.c: D350-bridge robustness - hold-not-drop at stage transitions, chooser spinlock, queue coalescing, warning logs (D352) 2026-09-27 13:32:18 -04:00
James Dansereau 1303c0ebe1 D350: expose watch-backed Bond settings in PC options and F10
Add a game-thread bridge and field-scoped per-file persistence for PC UI edits, with an explicit file chooser; keep watch-only edits session-only. Fix D351 row initializer offsets for units and auto-hide. Document verification and review follow-ups.
2026-09-27 13:20:21 -04:00
James Dansereau 98a24a07f4 Docs: close D343 (NTSC verified; PAL/JP not capturable locally) 2026-09-27 12:30:14 -04:00
James Dansereau 050c3981d6 D348: mini slider glyph beside the file-select PC Options label
No settings icon exists in the game art (mainfolderimages holds only
copy/del/select-arrow/X/check/dot), so a miniature slider control is drawn
instead: three menu-box tracks with offset knobs in the 14px gap after Erase
(10px wide, 2px margins), INK_DIM tracks, knobs matching the label ink
(white / gold while hot). Tracks the dynamic label x (JP-safe), text position
unchanged; hot region extended to include the glyph. PCDUMP pixel-verified.
2026-09-27 12:24:56 -04:00
James Dansereau 7e07d9e018 D347: F10 overlay controller value-adjust + hold-to-repeat
D-pad left/right and stick-X now adjust the selected row's value (A/X/B/Y
kept); 18/4-frame hold-to-repeat added to value adjust and up/down nav,
matching the options screen's D345(e)/(f) cadence. Port-only; user
controller test verified.
2026-09-27 12:18:36 -04:00
James Dansereau 7ff9ddbe14 D345/D346: options-screen pointer + keyboard nav fixes; settings wording pass
D345 (a-g): re-assert window on menu change; cursorToItem skips snap while
the 1:1 pointer is live; W/S emit stick in menus under NaturalPitch;
F10-style discrete row stepping + arrow left/right value adjust replace raw
drift (first pass shipped broken, fixed); screen-placed cursor parks in the
left gutter off the row text.

D346 (+b): labels/values aligned to Nightdive/Turok + PD-port conventions
(title-case On/Off, Frame rate cap, Anti-aliasing/None, Anisotropic
filtering, units in values not labels, deadzone as %, self-explanatory
auto-FOV toggles); VIEW section merged into VIDEO (MAX_PROWS 12->15,
ROW_DY 20->18). Display-only: config keys and stored values untouched.

Port-only; no src/game edits. User playtest verified.
2026-09-27 12:12:32 -04:00
James Dansereau 835035916d D343: PC Options joins the file-select bottom bar; Copy/Erase shift left
Rule-2 layout edit (user sign-off 2026-09-27): Copy 247/225 -> 222/200,
Erase 357/335 -> 304/282 under #ifdef PORT; their click boxes follow.
"PC Options" is drawn by the port hook right after Erase's measured text
end (min x 352), so wider localised labels push it right. The top-right
label is gone.
2026-09-27 11:01:58 -04:00