Commit Graph
213 Commits
Author SHA1 Message Date
James Dansereau 61766e8aef D307: investigate CCTV facing-backwards — no port-side bug found; GE_D307 diagnostic in-tree
setupCctv orientation path traced end-to-end and every input verified
N64-faithful against the ROM for Bunker1: PcctvZ (not GcameraZ) switch
data bit-for-bit, boundpads match the pccg sidecar once the legitimate
load-time room-scale (pad->pos *= get_room_data_float2(), ~1.8542) is
applied, record config words incl. unkCC match; all matrix/atan2 helpers
are byte-identical src/game code. PC orientation values are what the N64
computes; if the symptom genuinely differs from N64 the remaining suspect
is fast3d's handling of the non-orthonormal lens matrix (unk84 row 0
scaled 0.1x). Blocked on user repro detail.

Also: plan/README/findings refreshed for M-197 (D75 fixed, user-confirmed)
and M-198 (D236 closed); D252 retired; findings index regenerated.
2026-09-21 23:26:18 -04:00
James Dansereau 0503d33564 D236: strip the investigation probes now that the finding is closed
D236 was root-caused and fixed in the previous commit, so its diagnostic
scaffolding comes out:

  GE_D236RM / GE_D236ORDER / GE_D236ALPHA / GE_D236ZFIX  gfx_sp_tri1
  GE_D236RAW                                             bg.c room load
  GE_D236BT                                              chr.c + model.c
  port_d236bt_dump()                                     host stack backtrace
  g_d236_last_vtx_seg / _raw                             G_VTX trackers

Also drops the <windows.h> include that only the backtrace dumper needed, and
rewords the one D288 comment that cross-referenced GE_D236RM. src/game/bg.c,
chr.c and model.c are back to their pre-probe state -- no game-code diff from
D236 remains. The pass-26 fix in gfx_lod_tile_offset is untouched.

Doc rows removed from GE-ENV-PROBES.md; gen_env_probes.py --check and
gen_findings_index.py --check both pass. Build clean. The Surface 1 spawn
capture is unchanged across the strip (settled frame 560 within threshold;
the intro-pan frames never match run-to-run, D117).
2026-09-21 22:53:04 -04:00
James Dansereau 425237f93f D236 (M-198): fix Surface 1/2 tree cards; root cause was a DETAIL tile binding
GE's texLoadFromGdl picks a handler per G_NOOP texture reference from w0 & 7.
TEXTURETYPE_LOD/MIPMAP (texHandleType0/Type2) issue ONE load block at TMEM 0,
so tiles 0..n are LOD levels of that one image. TEXTURETYPE_DETAIL
(texHandleType1, src/game/tex.c) issues TWO: the detail texture at TMEM 0 and
the real base image at TMEM texGetSizeInBytes(detail,0) on tiles 1+.

gfx_lod_tile_offset folded every G_TL_LOD draw to tile 0 (D107 -- correct for
the first two, wrong for DETAIL), so the port drew the detail texture and never
imported the base image at all. All four Surface 1 treeline cards
(tex1198-tex1201, RGBA5551 64x17 cut-outs) are DETAIL bindings sharing one
detail texture, tex2465: an opaque 32x32 IA8 noise tile. That is the same
texture D267/D276 measured at 1023/1024 texels opaque and called the mystery
"noise painter" -- hence 20+ passes chasing decode, alpha, mip and geometry
theories for what was a binding bug.

Fix (port layer only): under G_TL_LOD, if tile fi+1 differs from tile fi in
BOTH TMEM address and fmt/siz, sample tile 1. Asymmetric on purpose -- LOD
levels of one image always share a format, so a mip chain can never trip it,
and a detail pair that happened to share a format just keeps the old
behaviour. Config Video.DetailBaseTile, default on.

Verified: Surface 1 idle spawn goes from an opaque tiled noise wall to discrete
snow-covered pines with ground/snow unchanged; Surface 2 shows a discrete night
treeline; Depot renders clean; bunker1 golden framediff is bit-identical with
the fix on and off. Offline scan of every level's bg: DETAIL bindings exist
only in sevx (84), depo (39), sevb (4), sev (4), so every other level is
provably untouched. User play-test confirmed.

Also refuted and removed pass 25's fix direction: cut-out mip suppression
changed nothing, and its alpha census showed the wall is painted by a fully
opaque texture -- retiring the mip / 1-bit-alpha / XLU-smear branch. The
GE_D236P25 probe is gone with it.

tools_pc/gen_env_probes.py: stop counting a "GE_FOO[" log-line TAG in the doc
as a documented env var. GE_TEXDUMP_ADDR prints "GE_TEXA[...]", which is not
the name of any getenv(), so the check reported a permanent phantom GONE.

Generalised as docs/porting-notes.md D12; full trail in findings.md D236 pass
26. Carries the pending D75/M-197 sidecar-converter fix and the env-gated
D236/D75 probes, which the doc gates require to land alongside their rows.
2026-09-21 22:48:10 -04:00
James Dansereau bb508e5ce4 D235: wire videoResetTextureCache into per-stage reset (stale GL texture cache); D311: arm speed-poison choke-point probes
D235 (wrong textures after dying/restarting a level) -- mechanism found
+ fix (M-193). M-108's refutation of the game-side CI-cache theory stands,
but the port has its own TextureCacheMap (port/fast3d/gfx_pc.cpp) keyed by
(source address, palette addrs, fmt, siz, size_bytes, palette_hash) with NO
content check. Stage-texture source addresses live in MEMPOOL_STAGE, which
the per-stage while(!done) block in boss.c resets on every transition
(death/restart included). After the reset, entries keyed into that arena are
stale; if the texpool places a different image at an address that held
another one in the previous run of the level, the lookup hits and returns
the old pixels -- 'wrong textures' only on the reload path, never on a cold
boot. The N64 has no such cache (RSP re-reads DRAM every frame), so this is
a pure port-side defect: videoResetTextureCache() (port/src/video.c) existed
with zero callers and is now called in that block after memaReset
(#ifdef PORT). Re-uploads are pixel-identical; cost is one-time during the
loading screen. GE_D235=1 logs the purged entry count per transition
(cold boot = 0, death/restart > 0) as mechanism evidence; new
gfx_texture_cache_count() accessor backs it. Full 21-level golden sweep:
21/21 PASS (pixel-identical). Live death/restart confirmation is a playtest
item.

D311 (upstream poison source, M-194): every write of model->speed funnels
through modelSetAnimSpeed (startframe<=0 path) or modelSetAnimation2 -- both
now log 'D311: ... ANOMALY' when the incoming value or the resident speed is
non-finite/|v|>1e4 (#ifdef PORT, unconditional-on-fire like the D156
guards; silent in healthy play). The line captures in/resident/startframe/
oldspeed/newspeed/timespeed + model ptr so the next Caverns occurrence pins
the injecting call. Static pass: sub_GAME_7F06FE90 callers all 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.
2026-09-20 23:46:43 -04:00
James Dansereau 8d3bd5732a D320/D288: extend GE_D318T with generic pin detector; refine GE_D288 probe; cache bg.c hot-path getenvs
D320 (Phase 1 item 1): d318TimelineTick (GE_D318T=1) now also runs a
generic D318-class pin DETECTOR for the sweep's flagged lists (Facility
ai_19, Control ai_9, Depot ai_12): any chr in ACT_ATTACK with a live-fire
attacktype (no TARGET_AIM_ONLY bit) whose modelGetAnimFrame is byte-stable
for 600 ticks logs one 'D320T: PIN?' line with AI-list id/offset/atk/ent/
mot/unk54, repeating every further 600 stable ticks. Detection only -- the
recovery watchdog stays hardcoded to ai_22 by design (D320's explicit
instruction: generalize only after a second list actually freezes in play).
Legit states excluded/self-clearing: monologue pre-aims keep the AIM_ONLY
bit; working fire cycles re-init through chrlvTickAttackCommon so their
frame does not stay byte-stable for 10 s. Smoke: 90 s Facility run, zero
false positives, existing D318T timeline unaffected.

D288 (Phase 1 item 3): per M-155's revised next step, the GE_D288 probe
now skips any_behind_camera==1 triangles (the x/w divide is meaningless for
w<=0 -- that subset was pure false-lead noise) and logs the render-mode
word (oml) so a live capture can ID the culprit asset against level tables.
Re-ran bare -level_20: 1965 sane hits in the 550-755 window, still zero
hits for the target color RGB(83,62,44) -- consistent with M-155's working
theory that the bare boot's scripted camera never reaches the bug state;
headless probing is at its limit here, live capture is next.

bg.c getenv caching (D302-class sweep follow-up): GE_D104 (per room pass,
per frame), GE_D63 primary+secondary render logs (per room, per frame), and
the two GE_D154 inner-GDL-walk sites (per bullet hit) now use the cached
static pattern. All #ifdef PORT blocks; zero behavior change when unset.
2026-09-20 23:27:22 -04:00
James Dansereau 56ac2ab870 Phase 0 hygiene: remove GE_OBJT probes (D321 closed; M-192 item 7)
The D321 stage-flag writer probe (chrSetStageFlags/chrUnsetStageFlags in
chraction.c, GAS_RELEASING destruction timestamp in propobj.c) did its job
(D321 trigger chain mapped + closed); all three blocks were #ifdef PORT
diagnostics with no N64-build or runtime effect when unset. Dropped the
GE-ENV-PROBES.md row too (drift check passes).

getenv hot-path sweep (D302 follow-up, HANDOFF M-192): function-level scan
of all 171 GE_* getenv sites found no uncached calls at frame/triangle rate
-- the only candidates are snd.c's event-rate probe guards (all #ifdef PORT)
and bossReturnTitleStage (once per title return). fast3d has zero raw
'if (getenv(' sites.
2026-09-20 23:10:57 -04:00
James Dansereau 7bb43260de D322: log issue #87 long-session audio degradation + ship GE_D322 pool-telemetry probe
User report (v0.3.0 full campaign): audio progressively degrades from Silo;
by Caverns/Cradle the OST is inaudible and SFX come and go; restarting the
game restores it. Logged as D322 with static triage: level teardown audit
clean, mixer stateless per frame, D202's covered leak class is one shape
only (ownerless count==-1 loops) validated single-level only, and D305
already records a pool/list accounting desync. Ranked hypotheses:
voice-pool exhaustion/counter drift > queue starvation > evtq saturation.

Probe: GE_D322=1 prints sfx=n/8 (SFX soft cap), evtq=n/64, pv free/lame/alloc
(24 physical synth voices) + pipeline depth/drops every 5 s of wall clock,
read with GE_D204. sndD322PoolSummary() walks the ALSynth lists under the
D285 lock; NB drvr is a pointer field (first build faulted on &drvr).
Smoke-tested 40 s headless -level_09: pools coherent, no crash.

Also adds the missing D321 row to the findings index (entry existed at file
tail with no table row, so it was absent from the CSV too).
2026-09-20 23:10:57 -04:00
James Dansereau 75e5902717 D321: map the D318 trigger chain (tanks -> chr 254 gas cascade -> combat bit, ~3.5s authored delay; derail same-tick; PC faithful to N64) + GE_OBJT probe extensions (AI-list ID, GAS prop timestamps) 2026-09-20 17:21:24 -04:00
James Dansereau b3b0ff74db v0.3.0 release review: watchdog re-arm, rule-2 sign-offs, GPL source removal, repo hygiene
Per the 2026-09-19 adversarial pre-ship review (findings.md M-192):

- d318watchdog.c: one-shot per OCCURRENCE, not per process -- re-arm after
  600 ticks of signature absence so a Facility replay in the same session
  (AllUnlocked) is still covered.
- model.c: RULE-2-SIGNOFF records for the retained M-183/M-185 and D311
  defensive clamps (user-approved retention as the stability-maximizing
  option; stale 'Threshold: 50.0' comment corrected to 10.0f; both marked
  post-release removal candidates pending full cutscene re-verification).
- reference/mouse-injector/: removed from the public repo (GPLv2 source +
  prebuilt discord-rpc.lib in an MIT project; never compiled here).
  Provenance stub README remains; path gitignored for local re-vendoring.
  AGENTS.md / GEPD-INPUT-PLAN.md / optionsoverlay.c refs updated.
- scratch/: untracked + gitignored (19 session logs/probe sources were
  committed in the release window).
- findings-index.csv: D317 (and 5 other stale rows) now CLOSED -- added
  CLOSED to gen_findings_index.py's verdict vocabulary.
- docs: D310 perf gauge (no change warranted), GE_DEBUG_UNLOCKALL noted in
  security-and-fidelity-status.md, release notes gain the missing D318
  watchdog bullet + FOV-clamp clarification.

Build verified: ./build-pc.sh ntsc-final clean; gen_findings_index.py
--check and gen_env_probes.py --check pass.
2026-09-20 10:51:12 -04:00
James Dansereau cc169874ce D318: port-side watchdog + timeline probe for the Facility ai_22 softlock; D320: D318-class sweep of all level AI scripts; gfx_pc GE_D116 printf format fix
- D318 (RESOLVED): as-authored latent race — gas bit mid-monologue derails
  c78's pre-aim hold into a permanent ACT_ATTACK anim pin
  (actor_fire_or_aim_at_target_update moves only the endframe, never
  re-inits; N64-identical). NOT a port bug. Port-side watchdog
  port/src/d318watchdog.c (hooked in lv.c after g_GlobalTimer += ) detects
  the pinned state and re-inits the attack on confirm; GE_D318T=1 timeline
  diagnostic included. random.c gains an env-gated probe (GE_RANDPROBE) for
  bit-exact PRNG verification. Scratch evidence (dis/seqcmp scripts, addr
  dumps, session handoff) parked per house practice.
- D320 (OPEN): swept every level's AI scripts for the same aim-hold ->
  _update shape: 17 lists in 8 levels. Facility ai_19 and Control ai_9 are
  HIGH (non-self-healing, same as ai_22); Depot ai_12 MED-HIGH (objective
  bit gated behind a stop-check). Bond-combat loops likely safe (sustained
  fire stays inside the shoot window by design; exercised every playtest).
  Classified as-authored latent race(s), faithfully reproduced. Probe-verify
  path + generalize-the-watchdog recommendation documented in findings.md.
- gfx_pc.cpp: GE_D116 debug printf used %f for uint32_t args and %d for
  unsigned tile fields; casts added, build warning-free.

Full ntsc-final configure+compile+link PASS. Accuracy sweep write-up in
docs/dev/ACCURACY-AUDIT-2026-09-20.md (PRNG bit-exact; A1/shift32/wrapv/
PORT-hygiene/Gfx-Vtx/osVirtualToPhysical sweeps all clean or already fixed).
2026-09-19 00:38:14 -04:00
James Dansereau 276d0124dc D312/D313: fix bgBuildRoomVtxBounds G_VTX vertex-count misread on PC (Gfx_le dma.par bit shift) — n=16 batches collapsed to single-point bounds, failing the per-batch AABB pretest in bgTestBulletHitBackground; projectiles passed through those walls and bullets showed no impacts. One-line #ifdef PORT fix (recover params byte from words.w0 bits 16-23); N64 path untouched. User-repro verified (Runaway: mines collide, bullet impacts land on wall plane). 2026-09-18 18:12:14 -04:00
James Dansereau c67479866c D310 v2: scope PRINT sizing fix to global AI lists; D311: close D156 guard hole
D310 (RULE-2-SIGNOFF, user-confirmed fixed): the uniform 1-byte AI_PRINT
size broke level-local lists, which embed a NUL-terminated string after
the PRINT byte (Caverns Trevelyan ran circles with glitched anims).
chraiitemsize is back to byte-identical decomp; new PORT-only
d310ItemSize() applies the 1-byte size only for lists confirmed global
via chraiGetAIListID, used at ai()'s AI_PRINT step and chraiGoToLabel's
label scan. Local-list behavior unchanged from the original.

D311 (new, guarded): live freeze in Caverns diagnosed via GDB — Bond's
own anim tick spun ~3.1e9 iterations in modelSetAnimFrame2WithChrStuff:
animframe1 poisoned to -1.67e31 upstream, and the D156 guard validated
only frameb, so 'frameb = framea' passed both garbage values through and
floorFloatToInt saturated them to far-apart ints. Extend the guard to
validate both framea/frameb (snap bad one to the valid other, else 0)
and heal model->animframe1/2 before the fallback re-reads them. Same
file/pattern as the accepted D156 guards, #ifdef PORT only. Upstream
poison source (oldspeed=-1.75e18 at transition start; timespeed=0,
unkb0=0) recorded open in the D311 entry.

Post-fix Caverns playtest: guards dash-pause-resume, Trevelyan pathing
normal, Caverns->intro clean. Probe log: global PRINTs size=1/global=1
(hit once each), local PRINTs NUL-scanned/valid landings, zero
LABEL-NOT-FOUND, zero D156 fires, zero watchdog freezes.
2026-09-18 13:18:16 -04:00
James Dansereau 0c700852e2 D310 (RULE-2-SIGNOFF): size AI_PRINT records at their true 1-byte width in chraiitemsize (#ifdef PORT) — fixes D309 spin + Caverns standing-still guards 2026-09-18 12:55:06 -04:00
James Dansereau 0f8bd90aaf D309: extend GE_D309 probe to AI_PRINT step-ons and label-not-found restarts (diagnosis only) 2026-09-18 12:43:48 -04:00
James Dansereau 8be34ba1f6 D309: add GE_D309 diagnostic probe at chrGoToBond failure branches (diagnosis only, #ifdef PORT) 2026-09-18 12:31:46 -04:00
James Dansereau 416396e504 D302/D304/D225/D164/D252/D305: perf regression, F10 menu overhaul, small fixes pass
- D302: fix a reintroduced D250-class perf regression -- 4 uncached getenv()
  calls added by D236 diagnostic passes 10/12/14/16 were running on every
  triangle draw in gfx_sp_tri1; cached with the established pattern.
- D304: F10 mouse-sensitivity menu overhaul -- widened Input.AimModeSens'
  clamp to match Input.MouseTurnSpeed, then collapsed both plus the
  aim/turn link toggle into a single Input.MouseSensitivity control per
  user request (avoids decoupling into a confusing state). Fixed two real
  overlay bugs found along the way: overlayUpdateScroll() bottom-anchored
  the clicked row on every click (not just when off-screen), and
  overlayRowAtY()'s hit-test scanned rows past the last one actually drawn,
  letting a click near a scroll boundary silently hit the wrong row
  (reproduced as "All unlocked" triggering "Quit to desktop" instead).
- D225: GE_DEBUG_UNLOCKALL=1 dev-tooling toggle (file2.c), default off.
- D164/D76: docs-only correction -- the legal-screen one-line fix was
  already committed 8dfc578f4; findings.md just never caught up.
- D252: root-caused and fixed a 6+-session-old rainbow-particle bug --
  explosionRenderPart() wrote 5 vertices into a 4-vertex allocation,
  corrupting the next particle/effect's data in the shared vertex pool.
  User-confirmed live: "Rainbow went away."
- D305: Steam Deck SIGSEGV recurrence past D285's own fix -- sndHandleEvent's
  preempt-scan dereferenced its list-walk pointer before checking it for
  NULL. Added the missing guard. User-verified crash-free on the Deck
  across multiple sessions, including toggling Game.AllUnlocked off/on.

D236 pass-16 diagnostic (GE_D236RAW, bg.c) carried along from a prior
session's in-progress investigation; unchanged, env-gated, zero-cost unset.
2026-09-18 09:56:23 -04:00
James Dansereau db823d0261 D243 M-189/M-190: fix Bond cutscene root cause, camera tracking, mouse-lock; D236 pass 12 diagnostics
D243/D173/D292 (Bond cutscene family) -- root cause found and fixed:
bondview2.c's cutscene body-model buffer layout reserved space using a
hardcoded 32-bit sizeof(Model) literal that never accounted for 64-bit
pointer widening (real size 232 vs reserved ~188 bytes), so the model's
own animation-data buffer overlapped its tail fields (playspeed/animrate/
unkac/unkb0/unkb4), corrupting them on every cutscene body-model creation.
Fixed by computing the real sizeof(Model), matching the identical idiom
already used one line above for ModelFileHeader. User-confirmed live.

Follow-up camera-tracking fix: replaced the old shake-workaround freeze
(which also blocked legitimate per-shot tracking) with a write-every-tick
scheme plus an instant re-seed of the look-at filter's accumulator at each
teleport, eliminating the old catch-up shake without freezing anything.

Second bug found in the same review: mouse-look was never gated during
scripted/no-control camera states (an already-documented but never
implemented safety gate in port/src/input.c's hipDirectCompute). Fixed by
adding the missing check, reusing gameScriptedCameraActive() (renamed from
D243's d243mCutsceneActive, since it's no longer D243-specific -- also
used by model.c's M-183/M-185 clamps, which were separately found to be
dead code for real players (gated on the diagnostic env var, not just
camera mode) and fixed to be unconditionally active.

D236 (Surface tree wall) pass 12: new mechanism found (both competing
texture classes are Z_UPD=0 decal-mode draws, so on-screen precedence is
decided by draw order, not depth) and a headless capture finally landed on
the actual bugged view -- but that view has zero tree-class triangles
present, so the mechanism couldn't be tested there. Two new env-gated
diagnostic probes (GE_D236ORDER, GE_D236ZFIX) left in tree for the next
pass; not a fix, not v0.3.0-blocking.

All findings.md summary-table rows touched this session cross-checked
against their full entries and corrected where stale (D219/D252/D246/D247
had been fixed in a prior session but their index rows still said
OPEN/NOT-A-BUG).
2026-09-18 02:30:17 -04:00
James Dansereau 643785c2c5 Widescreen FOV Phase 4, D246/D247 overscan crop, D219 rainbow-spark fix
- Widescreen/FOV Phase 4: automatic vertical-FOV scale by window aspect
  ratio (Video.WidescreenAuto, default on), composed before the existing
  manual Video.FovScale multiplier. New symmetric FOV floor (20 deg)
  alongside the existing 160 deg ceiling.
- D247/D246: the game's own TV-overscan safe-area viewport inset (real on
  N64, hidden by CRT overscan, visible as black bars on PC with no crop)
  now gets cropped instead of shown -- gfx_adjust_viewport_or_scissor
  remaps against the actual captured gameplay viewport bounds (vertical)
  plus a measured, resolution-independent 1-logical-unit trim (horizontal)
  instead of the fixed VI canvas size. New Video.SafeAreaCrop toggle,
  default on.
- D219 (rainbow bullet-spark colors), a real 32->64-bit ABI bug:
  bullet_spark_render (glass2.c) read the spark's stored RGBA color via a
  hardcoded raw byte offset instead of the named s_bullet_spark struct
  field -- on 64-bit PC an earlier void* field's widening + alignment
  padding shifts the true offset by 4 bytes, so the read landed in
  unrelated f32 velocity fields instead. Fixed by reading the named
  fields. Also fixed an adjacent UB (a 16-byte Vtx read from a 4-byte
  global) in the same function. This turned out to be the actual root
  cause behind the D252 "lingering particle sprites after an explosion"
  report as well (same render path via objHit and friends) -- closed as
  a duplicate.
- Moved docs/dev/WIDESCREEN-FOV-PLAN.md to docs/dev/notes/ (gitignored
  local notes), matching this project's convention of keeping
  in-progress planning docs out of the tracked tree.

User live-verified all of the above interactively this session.
2026-09-18 01:10:27 -04:00
James Dansereau 814ecf5fce D243 M-183/M-185: playspeed/endframe clamp workarounds for Bond animation issue
Added two #ifdef PORT workarounds in modelTickAnim() to address D243's
Bond position/animation issue during scripted camera modes:

M-183: Clamp playspeed > 10.0 to 1.0 (prevents rapid advancement ~97 frames/tick)
M-185: Clamp corrupted endframe values (< 0.0 or > 1000.0) to 100.0

Both are env-gated on GE_D243M and apply only during scripted camera modes.
The clamp fixes prevent the rapid animation advancement but Bond's animation
still 'repeats' — he can't complete his animation during the Dam abseil cutscene.

Root cause analysis: playspeed/endframe corruption is consistent with the
D100/D140 struct layout/punning family (32→64-bit pointer widening causes
fields to be read from wrong memory locations). Playspeed observed at 388.82
(expected ~1.0), endframe as huge negative values like -604462909807314587353088.0.

Updated findings.md §F table entry for D243 to reflect partial fix status.
2026-09-17 23:10:59 -04:00
James Dansereau 4ccab22ce2 D243: ship permanent fix for Dam abseil camera shake (M-170)
Convert the GE_D243X3 experiment into an always-on fix by removing
the env-gating. The fix freezes field_488.pos (the camera's look-at
target derived from the model's animated-skeleton transform) during
POSEND camera mode, re-baselining only when a legitimate shot-change
teleport fires (detected via the d243TeleportEpoch counter incremented
by d243NotifyTeleport() in chrai.c's AI_TRYTeleportingChrToPad handler).

This eliminates the camera shake while allowing legitimate inter-shot
repositioning. The fix is decomp-faithful - it targets the camera's
reaction to the animation cycle rather than suppressing Bond's own
animation, which was found to be playing correctly.

Also includes:
- GE_DEBUGMENU diagnostic in boss.c (prior session)
- GE_D243SWIRL probe in bondview2.c (prior session)
- M-178 finding documentation (rapid animation advancement analysis)
- D243 biganim probe in model.c (for future investigation)
2026-09-17 22:38:52 -04:00
James Dansereau 2fe0e1c83e fix(D301): NULL-guard fileGetIsCheatUnlocked() against unvalidated saves (GitHub #87)
Closes the unguarded save deref at its single choke point instead of
patching each call site (front.c mode-select, file.c briefing check).
Build-verified, crash-free smoke test; live confirmation against the
exact #87 repro still owed (see finding for detail).
2026-09-17 19:30:05 -04:00
James Dansereau ca01cb9ba9 D173 M-174/M-175: root-caused the intro puppet's animation to a decomp-verbatim table entry
M-174: tried firing_animation_groups[group][sub] as the source of the
puppet's initial animation -- zero hits, ruled out (negative result logged
so it isn't re-guessed next time).

M-175: instrumented modelSetAnimation itself (the one choke point every
caller funnels through) with a __builtin_return_address probe filtered to
the player's own bodyModel, then resolved the logged addresses with
addr2line. Found the exact call site on the first try: bondviewSetCameraMode
(bondview2.c:936-942), inside CAMERAMODE_SWIRL's intro-fly-in setup. It
reads stage_intro_anim_table[] (bondview.c:355), a decomp ground-truth
table with zero #ifdef PORT in the whole call chain -- entry [0] is
{PTR_ANIM_extending_left_hand, 95.0, -1.0, 0.02}, and PTR_ANIM_extending_
left_hand is confirmed index 61 in animation_table_ptrs1[], an exact match
to the aidx=61/animframe~96 measured live on both Dam and Facility in M-172.

Conclusion: the selection logic is fully decomp-verbatim, not a port bug.
If the puppet genuinely floats while playing this held pose, the remaining
candidates are narrowed to exactly two: (a) this specific clip's keyframe
data is mis-decoded for this port at/around frame 95 (asset-pipeline bug,
D252-style raw-byte dump would confirm), or (b) this is real N64 behavior
and something else (camera framing, or just how it always looked) is the
actual source of the "floating" reports. Distinguishing the two needs N64
reference footage or a raw asset dump, not more source tracing -- this
thread is static-exhausted for this session. Captures archived at
scratch/d173/ (gitignored, local).
2026-09-17 15:48:59 -04:00
James Dansereau 9b75d75934 D173 M-173: control experiment confirms bug is isolated to player-puppet draw path, not generic chr rendering
Added a before/after prop->pos probe spanning all of chrTick (not just the
player), gated on the existing d243mProbeActive(). Checked four background
guards on Dam with different actiontypes/animations/positions: all show
~zero before/after gap, nothing like the player puppet's ~328-unit float
measured in M-172. Rules out "every chr's root joint sits above prop->pos by
design, normal rendering just hides it" -- normal chr rendering is correctly
grounded. Narrows the remaining lead to the player-specific bodyModel draw
call (bondview2.c, near the existing D243M: draw/f488write probes) versus
the generic chrRenderProp path every other chr uses. Diagnosis only, no
game-code changes. Capture archived at scratch/d173/ (gitignored, local).
2026-09-17 14:51:28 -04:00
James Dansereau 6f604c14cf D243 M-170/M-171 + D173 M-172: playanim probe refutes empty-driver theory; first quantified D173 measurement
D243: added a GE_D243M-gated probe on AI_PlayAnimation. Live data shows the
abseil's scripted fall animation (decoded anim_id 0xb1) lands on Bond's own
real player chr/model (isPlayerChr=1), directly refuting the standing M-145
"empty, model-less driver chr" theory. The animation plays and loops
correctly (aidx stable, animframe cycling normally) -- this reframes the
whole bug: the render-position "cycling" this session's GE_D243X3/X4 freeze
experiments were built to suppress is very likely the animation's own
legitimate looping root motion, not corruption. GE_D243X4 (Bond's own
render_pos freeze) is flagged as actively wrong and should not ship;
GE_D243X3 (camera field_488.pos) is on firmer ground but should ideally
damp on loop-wrap, not freeze-forever. Next step (camera-shake vs loop-wrap
correlation) needs a fresh unfiltered capture, logged as open.

D173: used the same probes to capture the intro/pre-control puppet cutscene
autonomously (no player input needed to progress it) on Dam. First-ever
quantified measurement: prop->pos.y is rock-steady at the correct ground
level (60.3) for the puppet's whole on-screen lifetime, while its rendered
root sits ~324-328 units higher throughout -- and the gap barely moves
across three different attached animations, arguing against an
animation-root-motion cause and pointing at a fixed root-joint/base-transform
offset in the puppet's spawn setup (solo_char_load) instead. Measurement
only, no code change; capture archived at scratch/d173/ (gitignored, local).
2026-09-17 14:42:48 -04:00
James Dansereau 8ba1be14f2 D243 M-169: real teleport signal wired in, root mechanism confirmed decomp-faithful
Implements next-steps (b) and (c) from the D243 CONSOLIDATED NEXT STEPS
block. (c): static analysis shows the render_pos-cycling mechanism (chrTick's
cutscene-unaware animation dispatch) is unmodified decomp code with no gate
on either platform, so it's decomp-faithful by construction -- clears the
way to ship a port-layer fix without a rule-2 sign-off. (b): chrai.c's
AI_TRYTeleportingChrToPad now notifies a new epoch counter right after its
real setsuboffset() call; GE_D243X3/GE_D243X4 re-baseline on that signal
instead of freezing forever, targeting the M-168 "camera looks wrong way for
later shots" / "Bond still looks stuck" incompleteness.

Build/link/crash-safety verified headlessly (two 25-30s -level_09 smoke
runs, both crash-free). Live Dam-to-abseil playtest still owed before this
can replace the diagnostic gating with a shipped default.
2026-09-17 13:59:47 -04:00
James Dansereau d2caaa09bc D243 M-168: render_pos freeze -- 2 crashes fixed, stable but incomplete
Extended M-167's freeze technique to render_pos (Bond's own draw
position), aiming at the model-duplication symptom M-167 didn't fix.
Two live crashes along the way, both from the same root cause: model
pointers get reused by the allocator across different logical model
instances, so any attempt to skip subcalcmatrices() based on inspecting
render_pos's value or caching pointer identity can be fooled into
treating a brand-new, uninitialized instance as already-validated --
leaving render_pos at its fresh tombstone value for a later consumer
(sub_GAME_7F06C768, computing zDepth) to crash on.

Fixed by never skipping subcalcmatrices() at all -- it always runs now,
guaranteeing render_pos is never left invalid regardless of model
lifecycle. The freeze is purely a contents copy on top of a
now-guaranteed-valid buffer. Live-playtest stable (no crash, full
session).

But the result is informative-negative: freezing unconditionally also
suppresses the LEGITIMATE per-shot camera/model repositioning
(AI_TRYTeleportingChrToPad moves Bond between several distinct shots
during the cutscene), not just the illegitimate intra-shot cycling --
so the camera now looks the wrong direction for later shots and Bond
still appears stuck. Both GE_D243X3/GE_D243X4 remain diagnostic
experiments, not real fixes. Documented two next-step candidates
(delta-threshold re-baseline, or hooking the teleport call directly)
for distinguishing legitimate repositioning from the cycling bug.

porting-notes.md gets the generalized lesson: freezing a value and
freezing a pointer target are different operations -- the latter needs
the call that keeps the pointer valid to always run, with the freeze
applied to contents afterward, not to whether the call happens.
2026-09-17 13:43:08 -04:00
James Dansereau 53219c18ae D243 M-167: camera shake mechanism confirmed live -- first positive result
M-163's live playtest smoothed prop->pos completely (log-verified) but
the visible camera shake was unchanged -- the camera's look-at filter
doesn't read prop->pos at all. It reads field_488.pos, a separate
variable computed from render_pos (the model's own animated-skeleton
transform), independent of prop->pos even though both happened to show
the same period-4 cycling symptom through a probe that only logged one
of them.

Retargeted the suppression at field_488.pos's actual write site
(bondview2.c:10495-10497, GE_D243X3-gated, freezes it while POSEND is
active). User's live playtest: "yep camera shake is gone now" -- the
first positive result across the whole D243 investigation.

Not a real fix -- GE_D243X3 unconditionally freezes state rather than
correcting why the model's skeleton animation cycles in the first
place. User also reports Bond's own rendered body still visibly
duplicates/glitches, expected since this only freezes the camera-feed
copy, not the render_pos draw-path read -- likely the same underlying
mechanism observed through a different consumer, not yet isolated.

porting-notes.md D11 gets the generalized lesson: confirm the actual
consumer reads the field you fixed before spending a live-test cycle
on it -- two fields can show the same symptom from one shared root
cause while being genuinely independent data paths.
2026-09-17 13:06:57 -04:00
James Dansereau d9c7705654 D243 M-162..M-166: corrected decisive experiment + deep root-cause tracing
Two third-party reviews caught a real flaw in the earlier M-161 negative
experiment: it restored prop->pos AFTER chrTick() returned, but
render_pos/field_488.pos are computed INSIDE that same call -- so M-161's
"no change" result never actually tested M-160's overwrite hypothesis.
Verified this directly against the capture data (a clean period-4
same-frame before/after-chrTick offset proves the lane-advance happens
entirely inside chrTick) before accepting the review.

M-162: corrected save/restore placement (chr.c), Z-only. Live playtest
confirmed the mechanism -- Z went smooth in the log -- but the visible
glitch persisted because that capture's chr cycled on Y instead.

M-163: widened the experiment to the whole prop->pos vector. Built and
smoke-tested; not yet live-playtested (exe was busy/user stepped away) --
this is the ready-to-test build for the next session.

M-164/M-165/M-166 (static tracing, no build needed): chrUpdateAnim reads
the model's root-joint position back into prop->pos after advancing
whatever animation is attached (getsuboffset) -- not an arbitrary
overwrite. The cutscene's teleport (AI_TRYTeleportingChrToPad) re-anchors
the root joint but never touches animation state; the real rappel
animation commands target a separate invisible driver chr (M-145), not
the visible one. Traced the Dam exit script (UsetupdamZ.c) directly and
found no animation-set command for Bond anywhere in it -- his head
animation gets forced back to an idle/walk loop by
bondviewFrozenMoveBond's own tick, but the *phase* within that loop is
inherited, not reset. This raises a real possibility that the mechanism
is decomp-faithful and the actual PC/N64 divergence is upstream of the
cutscene code entirely (which animation phase Bond happens to be on when
the cutscene grabs him). Extended D243M: onscreen with aidx=/animframe=
(reusing GE_D193A's reverse-resolve technique) so the next live capture
can test this directly.

Docs updated throughout (findings.md, findings-index.csv,
GE-ENV-PROBES.md); HANDOFF.md refreshed with full session state (local,
gitignored).
2026-09-17 12:49:19 -04:00
James Dansereau fec396f53b D300: hipfire direct camera look (WI-1); D243 M-159/160/161 investigation
D300: new hipDirectCompute() in port/src/input.c writes vv_theta/vv_verta
directly for hipfire mouse-look, mirroring GEPD's linear px->degree model
and the existing D194 aim-mode pattern -- replaces the N64 stick-curve
routing that saturated at ~13 px/poll (issue #89). Ported GEPD's
dead/watch/pause safety gates. Input.MouseDirectLook=1 default, escape
hatch to the legacy path. User-confirmed better feel in a live playtest.

D243: added a permanent onscreen-visibility probe (D243M: onscreen,
chr.c) to test whether chrTick's posIsOnScreen gate explains the
abseil cutscene's frozen render position (M-159). A live capture
refuted that and found the real mechanism instead: chrTick overwrites
prop->pos with a stale value via its own chrUpdateAnim/modelTickAnim
animation-position logic, racing the AI script's scripted write
(M-160). A decisive throwaway experiment neutralizing that overwrite
produced no visible change in a live playtest (M-161) -- the mechanism
is real but isn't the dominant visible cause. Experiment reverted;
D243 parked pending a new lead after ~15 session-passes without a fix.

Docs: findings.md/findings-index.csv/porting-notes.md/GE-ENV-PROBES.md
updated throughout.
2026-09-17 10:56:41 -04:00
James Dansereau 7b405abc63 fix(D299): Game.SkipIntro crash selecting most save slots
fileValidateSaves() -- the only place saves[] is populated from EEPROM
-- is called exclusively from the legal screen's init, which
Game.SkipIntro's boot-to-file-select shortcut skips entirely. saves[]
was left all-zero, so fileGetSaveForFoldernum() returned NULL for
every folder except whichever one a zeroed save_data happened to
decode to, crashing file-select's unguarded fileGetIsCheatUnlocked()
for the rest. Call fileValidateSaves() from the shortcut too
(port-layer completeness fix, zero game-logic change).

Live-verified by user: all 4 save slots now selectable with
SkipIntro=1, intro still correctly skipped.
2026-09-17 09:43:44 -04:00
James Dansereau b73742ca2c fix: cache the GE_AUDIOTRACE getenv() check in alEvtqPostEvent (D250)
The D202/M-71 [EVTQ-DROP] diagnostic probe (gated at 56d2dfd6 after
being found unconditional) called getenv() uncached on every dropped
event post -- a real per-item hot path during audio event-pool
exhaustion, unlike the sibling GE_AUDIOTRACE probes in
synthesizer.c/csplayer.c/load.c which only run at one-shot init/load
call sites. Cached with the standard static-int pattern (D250, M-120),
matching the dozens of existing GE_* probe checks already using it.

Not yet re-linked -- build-pc is occupied by a concurrent investigation
this session; verify with a clean build + /linkcheck before the next
push.
2026-09-16 17:59:45 -04:00
James Dansereau 14fc657412 D243 M-154 fix 2: tick probe never dereferences render_pos (second abseil crash)
The NULL/-1 sentinel guard from 85aa1a74 was not sufficient: the second
live run crashed at the identical PC/fault address, now PAST the guard
(disassembly confirms it compiled correctly). Between CREATE and the
first draw pass, render_pos holds arbitrary stale AnimModelSlot contents
-- run 1 drew the 0xFF tombstone (-1), run 2 drew some other bad value.
Sentinel-whack-a-mole is the wrong shape for a probe.

Final fix: drop the raw= read from the tick line entirely (rp=%p stays --
logging a pointer costs no deref, and the -1 -> real transition frame is
still captured). No data lost: the pre-view root translation is already
logged by the D243M chrdraw census in drawjointlist, where validity is
guaranteed (the game's own gSPSegment runs moments later) and draw-time
is the more accurate sample anyway (tick-time would read the previous
frame's matrix buffer). chrdraw probe gains the same -1 rejection as
belt-and-braces. Smoke: 30 s bare boot, 4,051 chrdraw lines, no crash.
2026-09-16 17:09:19 -04:00
James Dansereau 85aa1a74e9 D243 M-154 fix: guard tick-probe render_pos read against the -1 tombstone
First live abseil run crashed inside the new probe (AV, fault addr
0xFFFFFFFFFFFFFFFF, PC in playerTick bondview2.c:10419) on the first
tick after CREATE: bodyModel->render_pos is assigned by
instcalcmatrices() during the draw pass (model.c:2453), i.e. AFTER the
probe point, so on tick 1 post-CREATE it still holds the reused
AnimModelSlot's stale 0xFF tombstone (-1). The game only dereferences
it post-chrTick, so it is legitimately unset here; the M-153-era
fields never touched it, which is why the earlier capture survived.

Guard the raw= read against NULL and (RenderPosView*)-1; rp=%p stays
unconditional so the -1 -> real transition frame is captured (a D243
data point in itself). Probe-only; zero game-code impact. Smoke: 30 s
bare boot clean, 4,059 chrdraw lines.
2026-09-16 16:57:39 -04:00
James Dansereau 1b3476a401 D243 M-154: chrdraw census probe + extended tick fields (GE_D243M)
Discriminates the two remaining hypotheses for the Dam-abseil frozen
Bonds (H1 multiple Model instances vs H2 framebuffer accumulation):

- objecthandler.c drawjointlist (both region variants): new
  'D243M: chrdraw' line per CHR render submission while a scripted
  camera mode is active (POSEND/INTRO/SWIRL/FADESWIRL), logging Model*
  + raw root-matrix translation. A second Bond instance = extra lines
  with distinct model pointers at the same frame. All CHR draws funnel
  through here (chrRenderProp; player path bondview2.c:10883, generic
  chrprop.c:443).
- bondview2.c tick probe extended: propptr/chrptr (phase-3 A,A,B,C
  position cycle could be pp->prop rotating among three PropRecords),
  rp= render_pos pointer (change = buffer reassignment/aliasing),
  raw= pre-view-transform root translation (model-matrix vs
  view-matrix origin of the cycle).
- bondview2.c: d243mProbeActive()/d243mGetFrameCounter() accessors;
  camera gate folded into active() so objecthandler.c needs no
  bondview.h include. D250 cached getenv kept.

#ifdef PORT only; silent when GE_D243M unset or during FPS play.
Smoke: 45s bare -level_33 boot -> 4,053 chrdraw + 1,066 tick lines,
clean link, no behaviour change.
2026-09-16 16:47:31 -04:00
James Dansereau a9f370bdac cleanup: strip dead GE_D255 correlation probe from objFree
D255 was root-caused and fixed for real at M-140 (a 32-bit pointer
truncation in vtxstore_fix_refs, not a destroy-path race). This
objFree/getenv("GE_D255") trace was a correlation aid for the
now-superseded race hypothesis and never fires against the real fix;
HANDOFF already flagged it as strip-candidate scaffolding. The
vtxstore.c comment documenting the actual fix is untouched.
2026-09-16 16:20:25 -04:00
James Dansereau 56d2dfd672 fix: gate EVTQ-DROP audio diagnostic behind GE_AUDIOTRACE
The D202/M-71 evtq-exhaustion probe in alEvtqPostEvent was left
unconditional, so shipped builds wrote an unbounded log line on every
dropped event -- found reading GitHub #87's session logs, which showed
real sustained event-pool exhaustion. Gate it on GE_AUDIOTRACE, the same
switch the sibling probes in synthesizer.c/csplayer.c/load.c already use.
2026-09-16 16:06:44 -04:00
James Dansereau 4a6fb1b940 D243 M-151: GE_D243M model-lifecycle probe for the Dam-abseil two-Bonds/shake
#ifdef PORT, cached getenv, zero behaviour change when unset. Three probes
in bondview2.c:
- D243M: CREATE/REMOVE at both bodyModel sites (solo_char_load /
  bondviewRemovePlayerBody) with camera mode at the transition;
- D243M: tick per playerTick() call while the third-person model exists or
  POSEND/INTRO is active (idx, model ptr, cam modes, prop->pos,
  field_488.pos, filter fields field_3B8 + field_3C4/8/C);
- D243M: draw per on-screen render_pos submission (two lines at the same
  frame number = second Bond instance).

Smoke-tested on a bare -level_33 boot: level-intro cutscene exercises the
full lifecycle (CREATE frame 534 cam=SWIRL -> per-frame tick+draw -> REMOVE
frame 1127), FPS play silent, no crash. Next: user's interactive Dam run to
the abseil with GE_D243M=1 GE_D160=1.
2026-09-16 15:57:51 -04:00
James Dansereau 4fc54293f9 D295 M-149: fix #87 crash — port-side JPN-cache seed + PORT buffer widen
langGetJpnCharPixels NULL deref (language.c:320): any rendered string byte
>= 0x80 in non-JP mode indexed the unallocated JPN glyph cache. Two
signed-off fixes:
- port/src/main.c: seed g_JpnCacheCacheItems/g_JpnCharCachePixels from
  static port buffers before osStartThread (exact langInit construction,
  _Static_assert on pixel-stub size) so a stray high-bit byte takes the
  normal cache-miss path instead of crashing.
- src/game/front.c: widen difficultytext[4]->[32], missiontext[18]->[32]
  under #ifdef PORT (D8 class; '00 Agent' + newline overflowed the decomp
  buffer into textpos.p[0], the direct trigger). N64 build untouched.

Verified: previously-crashing input runs clean, 21/21 sweep PASS.
2026-09-16 15:28:33 -04:00
James Dansereau 57b6c6d67c D243: instrument the two untested CAMERAMODE_POSEND branches (lookatpad, gBondViewCutscene)
M-141/M-142 ruled out the pad-orbit branch (GE_D243CAM: zero hits across two
live Dam-abseil captures). The Dam cutscene must reach one of the other two
CAMERAMODE_POSEND sub-paths instead. Adds the same GE_D243CAM-gated
osSyncPrintf to both, right before their early returns: pos/pos2 for the
look-at-pad branch, plus theta/verta (the spherical angles driving pos2's
offset) for the gBondViewCutscene branch, since a jump/jitter in either is
the leading candidate for the reported shake.

Build-verified (release/v0.3.0, 11/11 changed objects relink clean); all
three D243CAM log lines confirmed present in the built binary. Awaiting the
next live Dam-abseil repro (Phase 1 in docs/HANDOFF.md) to see which branch
actually fires and what the logged values show.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-16 00:00:42 -04:00
James Dansereau 24fb22ca80 D243: live playthrough decouples shake from D146; add GE_D243CAM probe
Live Dam abseil cutscene captures (2 runs, both diagnostic probes on):
the visible camera shake reproduces every time, but the D146 stale-memory
burst fired on neither run -- the two symptoms M-107/M-109 treated as
related are actually independent. Added an env-gated GE_D243CAM probe to
bondviewFrozenCameraTick's pad-orbit CAMERAMODE_POSEND branch to check for
g_GlobalTimerDelta jitter; zero hits rules out that branch entirely. The
Dam cutscene uses one of the other two CAMERAMODE_POSEND sub-paths
(g_CameraLookAtBondPad or gBondViewCutscene), neither instrumented yet --
next session's concrete next step per docs/HANDOFF.md.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 23:44:07 -04:00
James Dansereau 7412a9818d sky.c: D245 headless probe + opt-in fixed-shift A/B candidate
Adds a GE_D245V env-gated probe dumping the water fan's raw S/T span each
call, and a GE_D245_FIXEDSHIFT env var (skyPortForceFanShift) that forces a
constant tc-shift k instead of the per-frame adaptive pick. Both are
diagnostic/opt-in only -- default behavior is unchanged (verify.sh
frigate/"surface 2" PASS with the env vars unset).

Headless GE_INPUTSCRIPT rotation on Frigate found k genuinely flips (kT
4->3) during ordinary view turning, which the original single-frame D227V
trace never caught -- new evidence for why the M-116 allowShift=TRUE fix
didn't hold up live. The fixed-k candidate is NOT the default; it needs a
live A/B (unset vs 3/4/5) to know if it actually looks better, not another
blind ship.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 23:06:47 -04:00
James Dansereau 07b25f4b45 fix(D285): lock sndHandleEvent's preempt-scan against sndSetupSound's writer
sndHandleEvent's pool-exhaustion preempt-scan read/walked the shared
D_800243E4 active-ALSoundState list with no osSetIntMask lock, while
sndSetupSound (the list's insert path, reached from sndPlaySfx calls
across 15 game files) already locks it -- an asymmetric-locking gap,
the same D4/D147/D152 "N64 interrupts-off isn't a real lock on PC"
class. Wraps the scan in the identical lock/unlock pair sndSetupSound
already uses, unconditionally (no #ifdef PORT, matching that function's
own style -- osSetIntMask is genuine N64 API and the port's shim is a
process-wide recursive lock, safe to nest). Audited the rest of the
function: the scan is the only D_800243E4 touch point in it.

Build green; -level_09/-level_20 unregressed (1400+ frames, no crash,
no D152 lock-stuck warnings). Not yet gdb/live-confirmed against a
real reproduced crash -- a GE_INPUTSCRIPT-driven stress attempt this
session didn't visibly activate the scripted-input harness for a
reason not root-caused; the honest bar met here is "correct by D4/D152
precedent, build/sweep-clean," not "reproduced-then-fixed."

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 19:35:22 -04:00
James Dansereau 556f4434f3 D243: port GE_D243 front-end MENU_* trace onto release/v0.3.0, build-verify, fix uncached getenv
Cherry-picks the GE_D243 diagnostic (764a1f26, previously stuck on an
unmerged, un-build-verified branch) onto release/v0.3.0. The prior
session's "toolchain blocker" was this session's own TMP/TEMP-vs-Bash-tool
gotcha (documented in porting-notes.md this session), not a real
CMake/ninja issue -- now explained and worked around. Also fixes an
uncached getenv("GE_D243") per menu_init() call (D250's own rule: this
runs ~once/frame during front-end states) to a single cached check.
Build-verified; smoke-tested via a bare -level_33 boot (no crash, no
D243 lines, as expected since bare -level_XX skips the front end).
Still needs a real interactive playthrough to actually correlate
against the D146 stale-DL burst -- documented as the next step in
findings.md D243 (M-141), including an unconfirmed D173-connection
hypothesis raised by the user.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 19:30:58 -04:00
James Dansereau 7ef0395a3f fix(D255): correct 32-bit pointer truncation in vtxstore_fix_refs
Root-caused via a live Steam Deck session over SSH: sub_GAME_7F09BAC4
(vtxstore_fix_refs) read an active OBJ record's Model* through
((Model*)((ChrRecord*)prop->chr)->chrflags) - a union pun onto
ChrRecord.chrflags, which is typed CHRFLAG, a 4-byte enum. On 32-bit
N64 this is bit-exact (the enum and a pointer are both 4 bytes, so
casting the enum's value to Model* reproduces the real stored bytes).
On 64-bit PC, Model* is 8 bytes but the enum read is still only 4 -
the cast reads just the pointer's low 32 bits as an int and
zero-extends it back to a 64-bit address, discarding the real high
bits. This is the D3x pointer-width ABI class from AGENTS.md - a
struct field misread across the 32-to-64-bit pointer-width transition.

This was actually flagged as suspect (a) in the very first D255
investigation, then wrongly deprioritized in favor of a "destroy-path
race" theory once a register capture happened to show Rdi=(nil) and
looked like it confirmed a different, unrelated NULL-model theory. It
didn't: (nil) is exactly what a 32-bit-truncated read produces
whenever the real pointer's low 32 bits happen to be zero - a
coincidence that pointed two sessions' worth of investigation at the
wrong field. Proof: reading the same record through the correctly
64-bit-typed ObjectRecord.model field (this session's diagnostic
probe) was always a valid, non-NULL pointer - the object's model was
never actually missing.

Fix: read the pointer through ObjectRecord.model (the same union
memory, correctly typed) instead of through the mistyped
ChrRecord.chrflags alias, at both use sites in the function. Identical
bytes and identical result on N64; correct on 64-bit PC.

Verified live on the user's own Steam Deck hardware over SSH, running
their own prepared ROM assets: held through the entire Facility level
including repeated terminal destruction (the most consistent prior
repro) and through Caverns' radio-objective terminals (the second
confirmed level), zero crashes. Windows rebuild + full 21-level
verify.sh sweep also clean.

The separate audio-thread crash (D285, caught during this same live
session) is unrelated and unaffected by this fix.
2026-09-15 18:42:08 -04:00
James Dansereau 126fe75d7f diag(D255): env-gated NULL-model probe for the Facility terminal crash
Adds a live-repro diagnostic for D255 (Facility door-opening terminal
SIGSEGV, Linux/Steam-Deck-only): vtxstore.c's vtxstore_fix_refs
(sub_GAME_7F09BAC4) skips-and-logs instead of dereferencing when it
finds a NULL model on an active PROP_TYPE_OBJ record, logging the
record's identity/state; propobj.c's objFree logs every free call so
the two logs can be correlated by prop/obj pointer. Both gated behind
GE_D255 (off by default, getenv-cached per the D250 lesson) - zero
behavior change unless set.

Attempted a live Windows repro this session (5 terminal activations
across 3 direct -level_34 launches): zero probe hits, zero crashes.
Combined with the existing WSL-negative result, this is now two
negatives against one Linux/Steam-Deck positive - the bug does not
reproduce on Windows, likely a genuine allocator/timing difference.
Landing the probes anyway since they're inert by default and are the
fastest path to a real trace whenever a Linux/Deck session is
available; no more Windows time should go toward a live repro here.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 17:12:35 -04:00
James Dansereau 532092c732 fix(render): land D266 IA4/texedge decode + D271 portal-culling fixes (M-139 R2)
R2 extraction from the parked D236 investigation tree
(park/d236-probes-m139): pulls out only the two verified, behavior-real
fixes and drops every D267-D280 debug probe (census counters, PPM
dumpers, per-tri/per-portal logging) that had accumulated alongside them.

- D266: import_texture_ia4 decodes RDP IA4 as I2:A2 (was I3:A1, an
  inherited PD assumption); gfx_opengl.cpp's CVG_X_ALPHA "texedge" path
  now keys off the real alphacompare field (dither/threshold/none)
  instead of a hardcoded 0.19 cutoff, and gfx_pc.cpp excludes AC_DECAL
  tiles from the texedge path entirely (it never discards on real
  hardware).
- D271: the D106 near-plane portal-straddling guard's `lim` constant
  widens from 1e5 to 1e38 so finite out-of-range bounds flow through to
  bgRectIntersect and clamp/cull exactly as they do on N64, instead of
  being force-mapped to full-screen (was drawing whole rooms N64 culls).

Checked D271 against D249 (distant-geometry drop-out on Streets/Egyptian)
before landing per M-139's overlap concern: no overlap, different code
paths (near-plane portal guard vs. far-plane/LOD symptom); D249 stays
open.

Verified: 242/242 clean build; full 21-level verify.sh sweep clean (one
dam NO-FRAMES on the sweep pass reproduced PASS on an immediate solo
re-run - a load-sensitivity flake, not a regression).

The D267-D280 probe code and the rest of the D236 tree-wall
investigation stay parked on park/d236-probes-m139 for whenever that
thread resumes (still no root cause for the tree wall itself - see
D280's negative outcome).

Also documents a build-environment gotcha hit this session: this Bash
tool's shell reports MINGW64 (uname/$MSYSTEM) but is actually
Git-for-Windows Bash, missing cmake/ninja/gcc from PATH until
/c/msys64/mingw64/bin and /c/msys64/usr/bin are prepended explicitly
(docs/porting-notes.md SS E).

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 16:34:28 -04:00
James Dansereau ffb786bad8 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
2026-09-15 08:21:32 -04:00
James Dansereau 1db6992e5e Fix D203/D253: Facility SIGSEGV on Linux — callback prototype ABI mismatch
stanCheckLinkedSpecialTile was decompiled with an all-s32 middle-arg
prototype while its callers pass it through the standTileLocusCallback_B_t
typedef (f32 f32 f32). On x86-64 SysV the int/float class split puts the
6th arg (outFlags/record) in %rdx per the typedef but %r9 per the
definition, so the FORCECROUCH/LADDER store hit a stale scratch register.
MIPS o32 passes both through GPRs a0-a5 identically, which is why the
mismatch was invisible on N64 and in the decompilation.

ABI-class edit (AGENTS.md #2 narrow exception): body never uses the three
middle params; N64 codegen unaffected. Verified under gdb on WSL:
pre-fix SIGSEGV at stan.c:2441 with r9=0x3 and a valid record in the
caller frame; post-fix the same walk route completes clean.
2026-09-13 18:55:26 -04:00
James Dansereau 790fb622c5 D194: GEPD-mirror aim -- direct crosshair/gun/camera writes, game damping left running
Mirrors MouseInjectorPlugin (games/goldeneye.c) in model: mouse motion
drives a crosshair POSITION accumulator (clamped +/-5.16), written
straight into crosshair_x/y_pos + gun_azimuth_angle/turning via GEPD's
formulas; the view only scrolls past 72% toward the screen edge
((ratio-0.72)*475*dt*fov/basefov); no look stick is emitted while
aiming; on release the game's own damping eases everything to centre.

Key correction vs the earlier attempt: GEPD patches NOTHING in
bondview2's damped crosshair update (caclulate_gun_crosshair_position_
rotation) -- the per-frame overwrite simply wins over the damping, and
that function is what derives crosshair_angle (HUD crosshair + aim ray)
and field_FFC (arm/gun offset in gunUpdateAndFire). The temporary
portAimOverrideActive() guard is removed; bondview2.c carries only an
explanatory comment. No game-code behaviour change.

Knobs: Input.AimAbsolute (1=GEPD mirror, 0=legacy velocity stick),
Input.GepdSens (default 20). Field mapping vs GEPD's N64 RAM offsets
verified with offsetof (constant 0xBE0 delta = 32->64-bit pointer
expansion).

Open: crosshair/arm 'spazz' glitch, aim-mode FPS drop (perf.ps1),
sensitivity tuning -- see docs/HANDOFF.md M-122.
2026-09-13 13:53:05 -04:00
James Dansereau 7c48f664ca D222/D218/D249: fix high-FovScale culling, draw distance, LOD scaling (#76)
* D222/D218: fix high-FovScale culling + add Video.DrawDistance

D222 (high FovScale breaks screen-edge culling): currentPlayerSetCameraScale()
derives both the frustum-cull plane normals and the fog/LOD
distance-visibility-fade scale (c_scalelod/c_lodscalez) from c_perspfovy,
which every viSetFovY/viSetAspect/viSetFov/viSetZRange call in fr.c was
setting from the nominal fovy -- never the portFovScale-widened value D211
already computes for the actual render projection two lines away. Factored
the widen-FOV math into a shared port/src/video.c helper (portScaleFovY,
same logic D211 already had inline) and fed it into all 4 currentPlayerSetPerspective
call sites. Identity at FovScale=100 by construction. Audited: the affected
fields are consumed only by render-side fog-visibility-fade and screen-space
transform code (propobj.c/bondview.c), not NPC AI visibility/behavior.

D218 (wide FOV exposes the fog/far-clip boundary): implements the
previously-parked plan. Video.DrawDistance (percent, 100-400, explicit
override) and Video.DrawDistanceAutoFov (couples the multiplier to FovScale
by default) applied in fogLoadCurrentEnvironment (bgfog.c) to both the
far-clip plane and the fog-blend distance read, so they stay consistent.
Clamped to [1.0, 2.5] per the plan's own far-field z-fighting caution.
Both new knobs added to the F10 overlay alongside FovScale.

Rebuilt clean, crash-free at FovScale=150/DrawDistanceAutoFov=1 on Dam.
bunker1 golden framediff was inconclusive in this dev box -- confirmed via
an A/B stash/rebuild that the unmodified baseline also fails it by a
similar/larger margin (pre-existing frame nondeterminism, not a regression
from this change).

D249 (default-FOV culling, sometimes) is unrelated/still open -- different
mechanism, not touched here.

Needs a human's eyes: does high-FOV screen-edge culling and the wide-FOV
fog/draw-distance artifacting actually look fixed now.

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog

* D249 follow-up: add Video.LodDistance geometry-LOD scaling

Found a real, distinct geometry-LOD system in src/game/model.c:
MODELNODE_OPCODE_LOD nodes whose children are shown/hidden per-frame by
modelUpdateDistanceRelations() testing a view-space distance (scaled by
getPlayer_c_lodscalez(), now FOV-consistent per this branch's D222 fix)
against each node's MinDistance/MaxDistance -- separate from the
fog-visibility-fade D218 already covers. It has an existing ground-truth
multiplier hook, g_ModelDistanceScale, already used transiently by the
game itself (chr.c's 0.3125f close-up override, front.c/title.c's menu
modelSetDistanceDisabled calls).

Rather than write to that shared global (would fight those existing
overrides), compose a second multiplier at the same call site:
portLodDistanceMultiplier() (port/src/video.c), driven by new
Video.LodDistance (percent, 25-400, default 100) and
Video.LodDistanceAutoFov (default OFF, unlike DrawDistanceAutoFov --
this is meant as a standalone perf lever to pull down, not something
that silently costs more as FovScale widens). Inverse-scaled: 200%
keeps full detail twice as far (more cost), 50% drops to the lower LOD
twice as soon (less cost). Both new keys in the F10 overlay.

Identity at LodDistance=100. Rebuilt clean, crash-free at LodDistance=40
(aggressive) on Dam and at defaults on bunker1.

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog

* D222/D218 follow-up: fix guard fade-early regression, retune draw-distance coupling

Live playtest on Dam found two issues in the D222/D218/D249 work:

1. Regression: D222's c_lodscalez widening (correct for the screen-edge
   cull planes) is also read directly by propobj.c's
   chrobjFogVisRangeRelated()/sub_GAME_7F054C58() -- the character/prop
   fog-visibility-fade cutoff. Uncompensated, this made guards fade
   sooner at wide FOV than before D222. Fixed by dividing that same
   c_lodscalez reading by portDrawDistanceMultiplier() at both call
   sites, so the "how far can you see" question stays answered
   consistently across both consumers.

2. Tuning: a straight 1:1 FovScale auto-coupling on
   portDrawDistanceMultiplier() wasn't aggressive enough -- live-tested
   up twice (1x -> 2x -> 4x FovScale, clamp ceiling raised 2.5x -> 4.0x
   -> 6.0x each time) until guards held up and the Dam tunnel's blue fog
   artifact receded. Re-verified the fog ramp itself (not just the
   far-clip cutoff) scales with the multiplier end-to-end.

User confirms this is good for now.
2026-09-13 10:13:04 -04:00