Commit Graph
100 Commits
Author SHA1 Message Date
James Dansereau 4d45e78176 docs: Pages site cleanup step 1 - curated publish set + cross-link fixes (#51)
* docs: step 1 of the docs/site cleanup - whitelist Pages site config, fix cross-links to excluded docs, drop game-behavior-reference index bullet

Publish only the curated set (index/building/internals/porting-notes/
dev-process/agentic-development); everything else under docs/ stays in
the repo but out of the Pages build and sitemap. Cross-links from the
published pages to excluded docs now point at GitHub blob URLs so they
still resolve. No content rewrite yet -- steps 2-5 (README update, per-
page descriptions, light copy passes, repo hygiene) remain.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG

* docs(dev-process): add §6 -- keep PR/git-history noise low

Squash-merge single-purpose/docs PRs, batch same-session docs updates
into one branch instead of one-PR-per-finding, keep unrelated
housekeeping off active branches, declare stacked-PR dependencies, and
triage the open-PR list every session -- close stale PRs (superseded
by newer main content) rather than force-merging or endlessly
rebasing them.

Prompted by this session's PR #26: real conflicts against main because
D191/D193/D149 were all fixed/closed since it was opened; closed
rather than rebased.
2026-09-11 17:31:36 -04:00
James Dansereau b577008543 Merge pull request #48 from jkdansereau/docs/d219-runtime-recheck
docs(D219): M-90 runtime re-check — D172's fix covers Dam's particle DLs
2026-09-11 17:19:56 -04:00
James Dansereau 0cb38c6bdc docs(D219): M-90 runtime re-check — D172's fix demonstrably covers Dam's particle DLs
Scripted-fire repro (GE_INPUTSCRIPT, 64 Z-pulses) on -level_33 with
GE_D172=1: 40/40 particle multitex tris sample SAMPLED1=tile1 (tmem=392),
the correct RGBA fire tile (pre-fix behaviour was tile0/smoke); zero
BUG/unknown-GBI/D146-abort lines; 0 purple/magenta pixels across 28
captured frames. Row can close on a human by-eye pass (folds into the
D217 PR #47 playtest).
2026-09-11 01:18:41 -04:00
James Dansereau f0b87ae0f5 Merge pull request #46 from jkdansereau/docs/d219-triage-note
docs(D219): triage note — likely already covered by D172's fix
2026-09-11 00:09:09 -04:00
James Dansereau 2ccc1af51e Merge pull request #45 from jkdansereau/probe/d217-texload-invariance
probe(D217): decode is proven correct — parked defect ② fix does NOT fix the visible symptom
2026-09-11 00:08:58 -04:00
James Dansereau a6b26f430f docs(D219): M-89 local-Qwen triage note - likely already covered by D172's fix, needs a runtime re-check
Static analysis found no separate/unfixed code path -- the explosion
DLs use the identical G_CC_INTERFERENCE/G_CC_MODULATEIA2 two-tile
mechanism D172 already fixed in gfx_lod_tile_offset. Not yet runtime-
confirmed (needs a scripted explosion repro on Dam with GE_D172=1).

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-11 00:07:37 -04:00
James Dansereau 3d3044a469 docs(GE-ENV-PROBES): add GE_D217TEX row (validate CI gate) 2026-09-11 00:06:25 -04:00
James Dansereau 78f002e5cf probe+docs(D217): M-89 cont. - decode proven correct+identical; parked defect 2 fix does NOT fix this; new stale-arena-pointer theory
Added a GE_D217TEX env-gated probe (src/game/image.c, texInflateZlib)
logging texnum/numcolours/palette[0..1] straight off the decode
bitstream -- the most direct check of whether the SAME texture number
decodes to the SAME bytes across levels.

Result: texnum=1608 (the PP7 grip, confirmed by its pal0=0001 matching
the previously-documented BUNKER1-correct value) decodes IDENTICALLY on
both BUNKER1 and FACILITY. This disproves the 'different ROM bytes per
level' theory and confirms the bug is strictly downstream of a provably
correct decode.

Then built and tested the parked fix/d217-model-texture-palette
(f6fc0399, the CI-texture-cache content-hash fix, defect (2)) directly
against the FACILITY repro -- still renders green. That fix does not
close this row; defect (1) and (2) are confirmed separate bugs.

New leading theory: a stale/dangling tex->data pointer into the
texpool arena, re-resolved once and not re-checked at draw time, so a
later texture decode reusing the same arena address on a texture-heavy
level silently overwrites the grip's palette bytes. Documented as the
concrete next probe for whoever picks this up.

Probe left in tree, env-gated (GE_D217TEX), inert by default.
tools_pc/verify.sh bunker1: PASS, no regression.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-11 00:01:57 -04:00
James Dansereau 14bf7e59f2 TEMP probe(D217): log decode-time palette[0] keyed by texnum (GE_D217TEX) 2026-09-11 00:00:43 -04:00
James Dansereau 80a3ccea5e Merge pull request #44 from jkdansereau/docs/d217-m89-pitch-hypothesis-refuted
docs(D217): M-89 — refute the gfx_dp_load_tlut pitch/width=1 hypothesis
2026-09-11 00:00:32 -04:00
James Dansereau aa6733436a docs(D217): M-89 - refute the gfx_dp_load_tlut pitch/width=1 hypothesis; new leads
Local-Qwen triage proposed hardcoding pitch=1 in gfx_dp_load_tlut
(port/fast3d/gfx_pc.cpp), on the theory that N64 LOADTLUT addressing
never strides by the SetTextureImage width. Verified by hand before
applying it, and refuted:

- gDPSetTextureImage/gSetImage (include/PR/gbi.h) pack width-1 into the
  raw command field, and texWriteLoadToTmemAddr always passes width=1,
  so pitch = (1-1)+1 = 1 ALREADY for every model-DL TLUT load. The
  proposed patch is a no-op for this call site.
- Continuing the derivation confirms base = tex->data + len (the
  documented pixel-data-then-palette layout from texInflateZlib) for
  every call, regardless of the uls/ult 10-bit-field split -- the
  addressing math is correct by inspection.
- tex->unk0a = numcolours - 1 exactly explains gfx_dp_load_tlut's
  count = unk0a+1 term, matching the M-85 GE_D217Z count observations
  precisely -- the grip tile's count=1 is a genuine 1-color palette,
  not a truncated load.

New leads (neither probed this session): (a) does g_Textures[texturenum]
/_imagesSegmentRomStart resolve to identical ROM bytes across levels for
this weapon (a different image-table path than the already-ruled-out
per-model TextureID/d43_emit.py/Globalimagetable/D68 path), or (b) does
the shared texpool arena (image.c texLoad, two-ended leftpos/rightpos
allocator) serve a stale/aliased tex->data pointer for what should be a
fresh per-level decode.

Docs-only. No code changes -- the proposed patch was not applied.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 23:53:12 -04:00
James Dansereau 272b453545 Merge pull request #42 from jkdansereau/fix/d77-inlevel-music-missing-return
fix(D77): in-level music silent — missing return in sub_GAME_7F0C0BF0
2026-09-10 23:41:26 -04:00
James Dansereau 97946633dd chore(D77): regen findings index 2026-09-10 23:38:26 -04:00
James Dansereau 199182d1d9 fix(D77): in-level music silent — missing return in sub_GAME_7F0C0BF0 (D6-class UB)
Root cause: src/game/mp_music.c's sub_GAME_7F0C0BF0() is a one-line wrapper
around get_mTrack2Vol() with no return statement. On N64/IDO the value
happened to already sit in $v0; at the PC release build's -O2 the return
register is genuinely undefined (docs/porting-notes.md D6 class, same as
D187). Every in-level music trigger goes through set_missionstate()'s
MISSION_STATE_1/4 cases (the only path that starts a level's background
track), which feeds this garbage/zero value straight into
musicTrack1ApplySeqpVol()/musicTrack3ApplySeqpVol() right before
musicTrack1Play()/musicTrack3Play() — silencing the whole track for its
entire duration while note-on processing continues normally. Front-end/menu
music bypasses set_missionstate() entirely (front.c calls musicTrack1Play()
directly), which is why it was never affected.

Fix: return the tail call under #ifdef AVOID_UB, #else keeps the N64 body
verbatim. One line, no game-logic change.

Diagnostic: added a temporary, cheap (~1/s, gated on GE_AUDIOTRACE)
[AUDIOLVL] peak/RMS probe of the exact buffer audioSetNextBuffer() hands to
SDL (port/src/audio.c), interleaved into the same audiotrace.log as the
existing csplayer.c [MUSICNOTE] probe via the shared geTracePrintf lock.
Before the fix: 173 [MUSICNOTE] events over a 28s BUNKER1 capture, but every
single [AUDIOLVL] reading (29 samples spanning the full run) read
peak=0 rms=0.0. After the fix: same note count, every [AUDIOLVL] reading
sustained non-zero (peak ~2700-10300, rms ~800-2900). tools_pc/verify.sh
bunker1: PASS, no visual regression.

Docs: docs/dev/findings.md D77 updated from stale "nothing reaches PC
speakers" framing to the actual root cause + verification; new D6 instance
logged in docs/porting-notes.md.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 23:34:40 -04:00
James Dansereau 7c437c0ed6 Merge pull request #41 from jkdansereau/docs/d217-defect1-not-sidecar
docs(D217): defect 1 is not a tools_pc/d43_emit.py sidecar bug
2026-09-10 23:29:14 -04:00
James Dansereau d285a30725 docs(D217): M-88 - defect 1 is NOT a tools_pc/d43_emit.py sidecar bug
Dispatched to root-cause + fix D217 defect (1) (wrong palette bytes on
model-DL CI textures) confined to tools_pc/d43_*.py, working theory: a
4-byte/2-entry model-TLUT source-pointer offset in the sidecar.

Investigation refutes that theory: traced the full texture reference
chain (ModelFileTextures TextureID -> Globalimagetable -> runtime
texInflateZlib/NonZlib decode -> texWriteLoadToTmemAddr -> fast3d
gfx_dp_load_tlut) and confirmed tools_pc/d43_emit.py never touches
texture or palette content for model files - it only converts
geometry/node/GDL structure and passes TextureID through unchanged.

Reproduced the exact reported bytes with the existing GE_TEXDUMP env
probe (no code changes): BUNKER1 pal[0]=0001 (black, correct) vs
FACILITY pal[0]=1a00 (green, matches the originally reported defect)
for the same tile=1x1 CI4 grip texture.

Narrowed the likely real mechanism to port/fast3d/gfx_pc.cpp
(gfx_dp_load_tlut palette-address pitch math) interacting with
src/game/tex.c (texWriteLoadToTmemAddr's literal width=1
SetTextureImage) - both out of this dispatch's file scope, so no fix
applied per the brief's own instruction to stop and write up rather
than edit out-of-scope code.

No tools_pc/*.py files modified. docs-only commit.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 23:27:36 -04:00
James Dansereau 117cc6f053 Merge pull request #40 from jkdansereau/chore/verify-sh-fast-sweep
tools_pc/verify.sh: kill each level as soon as its last GE_PCDUMP frame lands
2026-09-10 23:09:06 -04:00
James Dansereau 14adbd3cad tools_pc/verify.sh: kill each level as soon as its last GE_PCDUMP frame lands
run_one always idled out the full watchdog (45s/level sweep, 90s/level
single) even though the game only needs to render its intro pan +
spawn-in once -- everything after the last requested frame was wasted
wall-clock. Poll for the last frame's PPM (or a crash log) every 0.2s and
kill immediately; the watchdog stays as the hang/load-flake safety net
for a level that never gets there. Also trims the pre-launch settle
1s -> 0.3s.

Falls back to the old timeout-wrapped launch if the --dump spec doesn't
parse as lo-hi[:step] integers.

Measured: bunker1 (9 frames, 80-400:40) 45s -> 18s; dam (3 frames, default
200-440:120) 90s -> 17s. A full 21-level sweep should drop from ~16 min
toward ~6 min.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 23:05:22 -04:00
James Dansereau 4121a9426a Merge pull request #39 from jkdansereau/chore/golden-bunker1-rebaseline-d215
Golden bunker1 re-baseline (D215 viewmodel) + M-85 D217/D211 triage
2026-09-10 23:04:16 -04:00
James Dansereau f19022d2e1 docs(WIDESCREEN-FOV-PLAN): correct overstated claim about SCREEN_RATIO_16_9
User pushed back asking whether the two PD-survey divergence notes were
architecturally sound, not just factually accurate. On review, the
SCREEN_RATIO_16_9 note overstated the plan: it's a live code path but an
old anamorphic-stretch toggle, not true wide-FOV rendering, and this
doc's own pre-existing Open Questions section already leans toward a
separate new Video.Aspect config as Option B's real trigger, leaving the
legacy flag dormant - the same separation-of-concerns choice PD itself
made, not the opposite. Not yet decided (Phase 1). Overscan note (full
frame, no crop) reviewed and confirmed sound as-is - standard modern-
remaster convention, matches Nightdive's own approach.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:59:00 -04:00
James Dansereau 037f71dff8 docs: fold PD-legacy-survey findings into D224/QOL-INVENTORY/widescreen+FPS plans
Reviewed docs/dev/notes/PD-LEGACY-SURVEY.md (local Qwen agent's read-only
survey of the PD PC port for N64-legacy concepts worth modernizing/
noting) and folded its 8 candidates in:

- D224 (rumble): the stated fix is NOT sufficient alone - two upstream
  blockers (CONT_CARD_ON never set; osPfsInit returns PFS_ERR_NOPACK
  instead of PFS_ERR_DEVICE) sit before osMotorInit is ever reached.
  Both must land alongside the SDL_GameControllerRumble wiring.
- WIDESCREEN-FOV-PLAN: recorded two deliberate GE-vs-PD divergences so
  they're never mistaken for gaps - full-frame render (no PD-style
  overscan crop) and keeping the SCREEN_RATIO_16_9 path GE already ships
  (PD deleted its equivalent) as the widescreen mechanism.
- QOL-INVENTORY per-pad tuning row: PD's incremental hot-plug with
  remembered seat is the natural implementation shape, sidesteps GE's
  boot-latch controller-mask merge.
- D223 note: PD's per-player PC-controls-mode (save-compat shim) filed
  for later, only relevant if P2+ keyboard input is ever a real ask.
- UNLOCKED-FPS-PLAN: PD's TickRateDivisor/ExtraSleep noted as a fallback
  lever only if this plan stalls and GE stays fixed-tick.

Candidates 6/7 (MP-setup persistence, PD's PC-only gameplay options)
correctly judged net-new / rule-#2-cost-too-high by the survey - no
action, not re-noted elsewhere.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:55:05 -04:00
James Dansereau 1351e9db34 docs(D194): user confirms aim-mode over-sensitivity, suggests unifying sensitivity base
User independently confirms D194 part (a) and suggests the fix: aim
sensitivity should scale off the same base per-pixel sensitivity as
normal hipfire-turn mouse movement, not its own disconnected AIM_GAIN/
AimBand floor+clamp curve. Noted this is orthogonal to the SOLITAIRE
scheme change (aim mode is a separate insightaimmode-gated codepath,
untouched by natural-pitch/turn) - needs its own fix either way.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:52:10 -04:00
James Dansereau c729fe4750 docs(D194/D166/D223): SOLITAIRE control scheme gives free continuous mouselook
User correction (they were right): the digital-C-pitch-vs-analog-yaw
asymmetry only applies to the 1.1 HONEY scheme the port currently
forces. User recalled that 1.2 SOLITAIRE uses C-buttons for movement
(fwd/back/strafe) and gives the analog stick full continuous pitch+yaw
('natural pitch/turn') - verified in code (bondview2.c:5195-5253 digital
step movement; :5950/6008 canNaturalPitch/Turn drive
analogPitch//70.0f/analogTurn/70.0f directly, gated only by
!insightaimmode, no threshold/clamp; :4881-4882 these default to the
primary stick's raw X/Y for every 1.x scheme).

This is architecturally identical to modern FPS mouselook. Recommended
fix: force controldef=SOLITAIRE instead of HONEY, WASD -> digital step
buttons, mouse X/Y -> stick X/Y directly and continuously. Resolves the
vertical/horizontal asymmetry with zero digital-pulse emulation (D166's
hack becomes largely moot) and likely much of 'feels unresponsive' too.
Bonus: SOLITAIRE keeps the same shootButtons/invButtons roles as the
current default (not grouped with KISSY/GOODNIGHT's different button
roles), so D223's wheel-cycle plan needs no changes if SOLITAIRE is the
target. GOODNIGHT also gets natural pitch/turn but would need D223 rederived.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:50:06 -04:00
James Dansereau 59cd0e5785 docs(D224): QOL-INVENTORY - deprioritized, gamepad-only
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:43:05 -04:00
James Dansereau bc287cd97d docs(D224): deprioritized — gamepad-only, this release targets mouse/keyboard
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:42:30 -04:00
James Dansereau fad4703bc3 docs(D176): sky partially works but scrolls/repeats too fast; FOV-black is a 3rd wide-FOV-edge case
Sky isn't just solid black - where it renders, it scrolls too fast and
repeats too visibly (likely the M-82 phase-fold's 64-texel wrap period).
Cradle (and others) still black specifically at higher FovScale - a
third instance of the 'wide FOV exposes an edge nothing was built past'
family alongside D218 (fog/draw-distance) and D222 (culling); ties to
D176(a)'s already-logged horizon-band coverage/tessellation gap.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:41:41 -04:00
James Dansereau c7e9e490f2 docs(D217): note severity/type varies per level, not uniform
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:40:48 -04:00
James Dansereau a3b9eeabe5 docs(D226): new — player HUD scale for ammo/pickup/dialogue text
User ask: adjustable HUD scale for the ammo counter, bottom-left pickup/
item status text, and top-of-screen dialogue. All three route through
textRenderOutlined() (textrelated.c:688, doc comment confirms ammo
counter + bottom-left HUD messages), called from exactly two in-game
sites in bondview2.c (:10005 ammo/pickup, :10163/10165 dialogue) -
distinct from the many other callers in front.c/options.c/mpmenu.c
(menu/UI text), which must NOT be scaled by this feature (own layout,
D211 already established HUD anchors stay put). Underlying mechanism:
plain RDP gSPTextureRectangle at native glyph size, dsdx/dsdy=0x400
(1:1 texel:pixel), no scale factor in the chain. Two implementation
directions logged (surgical wrapper at the 2-3 call sites vs. a scale
param threaded through the shared function). No PD precedent. Not
designed or implemented - research only.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:39:14 -04:00
James Dansereau ebbd743232 docs(D225): new — one-function debug unlock-all for testing (all missions + all cheats)
User ask: a debug toggle that always enables all level access and all
cheats, for easier testing. Root-caused a single choke point:
fileGetIsCheatUnlocked() (file2.c:391) is a pure, side-effect-free
save-bitfield read that BOTH the mission-select lock (file.c:59) and the
cheat-menu availability check (frontCheckIfCheatIsUnlocked, front.c:1009)
route through. Short-circuiting it to always-true under an env flag
unlocks both surfaces in one change. Bonus: exposes leftover Rare dev
cheats otherwise unreachable (CHEAT_LINEMODE wireframe - useful for
D222-style culling bugs, CHEAT_BONDPHASE, CHEAT_DEBUG_POS/UNK5). Plan:
#ifdef PORT env-gated (GE_DEBUG_UNLOCKALL), default off = zero behavior
change, no save-data mutation. Not implemented yet.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:36:01 -04:00
James Dansereau f5af9f3b05 docs(D224): new — rumble fully dropped, PD wires it to real gamepad rumble
Survey of the PD PC port for other N64-legacy things worth dropping/
modernizing (per user ask, following D223's control-preset finding).

D224: GE genuinely has a rumble subsystem (motor.c, joy.c) but the
port's osMotorInit/Start/Stop are hard stubs returning -1 / NOPACK
unconditionally - every rumble event (recoil, explosions) computes and
calls into a dead path. PD's PC port wires the equivalent straight
through to SDL_GameControllerRumble via inputRumbleSupported/inputRumble
+ a per-pad RumbleScale config + options-menu slider - same 'pretend the
N64 accessory is there' pattern this port already uses for osMemSize/
Expansion Pak, just applied to a real capability instead of faked.
Straightforward port-only fix, no game-logic touch.

Also checked and found NOT applicable here: PD's Controller Pak
formatting UI has no GE equivalent (front.c has no PFS/pak menu code),
so there's no dead UI to hide there.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:24:57 -04:00
James Dansereau c3a548a7be docs(D223): PD-PC-port precedent — decouple from N64 control presets entirely
User asked what the PD PC port did about N64 controller presets for
mouse/keyboard. Checked: PD doesn't route through the N64 controller-
config enum at all - it has its own logical CK_* control-key layer fully
decoupled from it, and treats mouse-wheel-up/-down as two independent
bindable virtual keys (not a single 'wheel = cycle' event). PD's
controldef is hardcoded, not left to the in-game control-style picker.

This GE port already has the equivalent layer: D214's Input.Bind system.
Recommendation logged: add IA_WEAPON_NEXT/IA_WEAPON_PREV bindable
actions that synthesize the invButtons/shootButtons combo, default-bound
to wheel up/down and open for a future gamepad-bumper default; force a
single fixed controldef so the synthesis target is stable. Matches the
user's broader direction (N64 presets aren't meaningful for mouse/kb;
modern Xbox/PS support should be first-class, not routed through N64
presets). Not implemented - design note only.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:22:25 -04:00
James Dansereau ce69b8456b docs(D217): scope clarified — NPC-held weapon world models affected too, not just Bond
User confirms the glitched-color/missing-texture symptom also shows on
NPC-held weapon models (other characters' guns in third person), not
just Bond's 1P viewmodel / 3P world model. Points at the shared
weapon-model-DL/TLUT loading path in general rather than anything
Bond-model-specific.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:20:07 -04:00
James Dansereau 8f615bde14 docs(D223): new — directional mouse-wheel weapon cycling, root-caused
QoL ask: wheel up = next weapon, wheel down = previous, instead of both
directions cycling forward. Root-caused: GE already computes separate
weaponForwardOffset/weaponBackOffset signals from
invButtons(A)+shootButtons(Z) held/edge combos (bondview2.c:5338-5347,
the N64 'hold A tap Z' backward-cycle trick); triggerOn is suppressed
while invButtons is held so this never accidentally fires. Port's
inputPostWheel() discards wheel direction and only ever synthesizes the
forward (bare A pulse) case. Fix is port-only (input.c), synthesize the
A-held+G-edge combo for wheel-down instead - no game-logic change.
Open question: which N64 controldef preset is actually active in port
saves, since invButtons/shootButtons differ per preset.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:18:48 -04:00
James Dansereau 9016cf183c docs(D222): new — high FovScale breaks culling, NPCs/objects vanish near screen edges
Split out of D211's 'cosmetic edge-cull-early' caveat - user confirms
this is a real functional bug, not cosmetic: NPCs and some world objects
stop rendering near screen edges at high FovScale. Root cause: frustum
cull / visibility math still runs at nominal unscaled fovy while the
render projection is portFovScale-widened. Fix direction + a real risk
flagged: some of these cull call sites may double as AI
awareness/visibility checks, not just render culling - must audit before
changing so portFovScale never leaks into NPC behavior (non-negotiable
#2, game logic unmodified).

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:14:37 -04:00
James Dansereau 4e96a60b3f docs(D211/D218): M-87 QoL asks — FOV in real degrees, draw-distance/LOD wanted
D211/WIDESCREEN-FOV-PLAN: user wants Video.FovScale exposed as a real
horizontal-or-vertical degree value instead of the current
percent-of-original-vertical-FOV scale. Not critical, backlogged. Noted
the cleaner path (relabel as degrees, drop the percent indirection) vs
keeping percent internally and just displaying the computed degrees.

D218: user confirms the high-FOV draw-distance/fog artifact still
occurs, and now wants Video.DrawDistance implemented (previously
declined) plus broadened to draw-distance/LOD in general, not just the
fog-boundary case this row root-caused. Open question logged: does GE
have a separate object/geometry LOD-swap distance mechanism worth
exposing, or is Visibility.FarFog the whole story.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:13:07 -04:00
James Dansereau d3e3819561 docs(D194): M-87 design-goal note — mouse feel should target Quake/PD-remaster responsiveness without losing GE aim nuance
User wants overall mouse feel closer to Quake Remaster / the Perfect Dark
PC port (raw, direct, responsive) while explicitly preserving GE's
aim-mode vs hipfire split (the reason D118/D194 exist). Reframes the fix
order: normalize by a fixed reference dt first (D194 part b, the
frame-rate coupling - likely the dominant cause of 'feels
unresponsive'), then re-derive the aim-mode curve, and evaluate raw
PD/Quake-style hipfire mouse-look as a real option outside aim mode
rather than assuming N64 stick-emulation is mandatory everywhere.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:11:08 -04:00
James Dansereau 60a31cbc2e docs: M-87 playtest results — D178/D149 fixed, D182 still broken, D77 rescoped, D221 new
D178 (briefing objectives blank) and D149 (front-end 3D models garbled) -
user-verified fixed, closed.
D182 (file-select round-trip degradation) - still broken, confirmed.
D77 (no music) - rescoped: music plays on intro/cast-roll/main menu, only
missing in-level. Points at the level-start music cue, not the
mixer/playback layer.
D221 (new): SELECT FILE mouse hit-box vertically offset from the visible
box (click below a file to select it) under the shipped default
MouseCaptureMode=1 - distinct from D192's clamp-range bug under legacy
mode 0, likely same front-end grid-coordinate family.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:10:30 -04:00
James Dansereau c82430abcf docs: M-87 playtest notes — D176/D173/D148 still current
D176: skybox still glitchy broadly (not just Surface); Cradle named as
still showing solid black where sky/backdrop should be. Confirms (a)
never landed a verified fix.
D173: Bond hover/float cutscene glitch still present.
D148/D160: new specific instance - Bond spins in circles in some
cutscenes (end-of-Cradle Trevelyan-falls cutscene named) - likely same
actor-position/anim-root cause as D173, manifesting as bad rotation.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:07:11 -04:00
James Dansereau ad82c0cac6 docs: M-87 playtest notes — D211 good, D217 matrix, D219/D220 logged
D211: user-verified good at big FovScale.
D217: playtest matrix across weapons/levels (PPK/AK47/M16, Dam/Facility/
Jungle) - green, blue, white (missing), orange, all consistent with the
per-weapon-material upstream theory, not one fixed offset. Watch still
green.
D219 (new): PPK explosions render purple on Dam - likely D172 particle-
color family, different DL.
D220 (new): 1P muzzle flash shifts upward at higher FovScale (Jungle
M16) - likely same unscaled-viewmodel-fovy root as D211's residual
caveat.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 22:04:13 -04:00
James Dansereau 6b66c9ddc9 docs(D217/D211): M-86 — D217 root cause characterised; D211 aim-zoom verified
D217: two defects found. (1) The visible green grip/hand is upstream of
fast3d — the grip's count=1 model G_LOADTLUT is fed different source bytes
per level (Facility 1a 00 -> 0x1A00 green; Bunker 00 01 -> black); every
larger model TLUT carries a 2-entry leading zero pad, so the port's
model-TLUT source pointer is likely 4 bytes low (or a d43_emit.py blob
offset). fast3d byteswap is correct (proven by Bunker). (2) A real CI
texture-cache collision (no palette-content key) — fix landed on branch
fix/d217-model-texture-palette f6fc0399 (palette FNV-1a hash in the CI
key); owes a 21-level sweep; does not fix (1). porting-notes + graphics-
backlog updated.

D211: aim-zoom compose verified correct by construction (single post-lerp
multiply at the fr.c chokepoint; zoom ratio preserved). Only a low-risk
cosmetic eyeball remains (viewmodel/frustum-cull use unscaled fovy).

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-10 18:40:48 -04:00
James Dansereau 2cdecd3aa6 docs(D217): rule out stale-tail; best theory = CI-cache/palette collision
GE_D217Z experiment (zero rdp.palette[count..255] after each partial
load) did NOT change the green grip -> bad texels index within [0..count),
so the wrong palette is *bound* to the grip tile, not tail overflow.
Best remaining theory: TextureCacheKey collision / missing CI-cache
invalidation on palette change (key has no palette-content hash). Facility
renders green-uniformed guards right before the viewmodel -> a stale
cache HIT / palette_addrs collision makes the grip decode against the
guard-fatigue palette. Next probes + the all-levels regression
requirement noted in the finding.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-09 23:43:38 -04:00
James Dansereau 2e3d8be7e6 docs(D217): M-85 probe results — partial-count TLUT + stale upper palette
User confirms D217 is widespread (many levels, multiple weapons), not
Facility-specific. GE_D217 temp probe (reverted) shows GE weapon/character
model DLs issue partial-count G_LOADTLUT commands (count 1/28/125/172/193/
...); count=125 writes rdp.palette[0..124] and leaves [125..255] holding
the previous TLUT's entries, which differ per level. Weapon TLUT sequence
is identical BUNKER1 vs FACILITY (same PP7) + tiles import palidx=0
cache=HIT, so the delta is purely which stale upper-palette entry a weapon
CI8 texel lands in when it indexes >= its palette count. Root cause open:
CI8 decode reading past the base image (RC2/D183) vs GE relying on N64
TMEM-TLUT leftover semantics. Concrete next probes + a zero-the-tail
experiment noted in the finding. Wants a dedicated debug session.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-09 23:40:50 -04:00
James Dansereau 717a5210d3 docs(D217): repro pinned to FACILITY post-cutscene
BUNKER1 is clean in any config; -level_34 FACILITY reproduces at ~frame
300 (just after the vent-drop cutscene). PP7 grip = solid green block,
green ring at the barrel joint, hand has a green cast; slide/barrel upper
is correct black. GE_TEXI confirms the weapon CI tiles import with a
loaded TLUT (fmt=2 palfmt=0x8000 palidx=0) -> gDPLoadTLUT does reach
gfx_pc.cpp for model DLs. Green-tinted hand => wrong TLUT bound, not
corrupt index data. Working theory: FACILITY pre-level cutscene leaves
fast3d palette/tile state (or a TextureCacheKey collision on
rdp.palette_addrs[] at gfx_pc.cpp:990) that the cutsceneless BUNKER1
never hits. Next steps + suggested subagent scope in the finding.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-09 23:33:34 -04:00
James Dansereau f9ff24101a docs(D217/D211): M-85 triage results
D217: did not reproduce headlessly on main @ 3fa1ba53. GE_DTEX/GE_TEXI/
GE_TEXDUMP on -level_09 across FovScale 100/120/150, TextureFilter 1&2,
FixMipTextures 1&0, Anisotropy 4&16 -> PP7 + hand + guard models all
render clean. gDPLoadTLUT DOES reach gfx_pc.cpp for model DLs (weapon CI
tiles import palfmt=0x8000 with non-stale palettes) -> the stale-rdp.palette
hypothesis is disproven for the BUNKER1 start pose. Row updated with the
remaining leads; blocked on a user screenshot of the actual defect.

D211: headless FovScale 100-vs-120 diff confirms HUD-static (ammo counter
screen position identical, no 4:3 stretch, viewmodel composes). aim-zoom
eyeball still owed.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-09 23:22:44 -04:00
James Dansereau 40e875bcbb tools_pc/golden: re-baseline bunker1 frames for D215 viewmodel
D215 (#37, merged 73768a03) un-gated the 1P weapon-model DL nodes, so the
PP7 + hand now render in the -level_09 intro-pan capture window. The
committed golden predated that, making `verify.sh bunker1` report
REGRESSION (worst_cell ~28) on every run.

Captured on main @ 3fa1ba53, clean default ini pinned to 640x480,
GE_PCDUMP=200-440:120. Gun eyeball-confirmed visible + correctly posed +
clean (no D217 garble in headless capture). Post-rebaseline
`verify.sh bunker1` = PASS worst_cell 12.3.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-09 23:20:05 -04:00
James Dansereau 3fa1ba534d Merge pull request #38 from jkdansereau/feat/d216-skip-intro
feat(D216): Game.SkipIntro — boot straight to the file-select menu
2026-09-09 20:57:09 -04:00
James Dansereau 208fcfe27d Merge main into feat/d216-skip-intro (M-84 + D215 findings rows)
# Conflicts:
#	docs/dev/QOL-INVENTORY.md
#	docs/dev/findings-index.csv
#	docs/dev/findings.md
#	port/src/video.c
2026-09-09 20:54:05 -04:00
James Dansereau 73768a0357 Merge pull request #37 from jkdansereau/fix/d215-viewmodel-renderdata-flags
fix(D215): 1P weapon viewmodel never drew in-level — renderdata.flags read 0 on x86-64
2026-09-09 20:52:40 -04:00
James Dansereau 9c623858c1 regen findings-index (validate gate); M-84 verdict tokens on D211/D214/D217 status cells 2026-09-09 20:49:57 -04:00
James Dansereau 6e5a4e4e7f Merge main into fix/d215-viewmodel-renderdata-flags (M-84 findings rows)
# Conflicts:
#	docs/dev/findings-index.csv
#	docs/dev/findings.md
2026-09-09 20:37:22 -04:00
James Dansereau 9a667bd0b0 Merge pull request #36 from jkdansereau/feat/pc-qol-fov-aniso-fps
feat(D211-D214): PC QoL wave — FOV slider, anisotropic, on-screen FPS, keyboard rebinding
2026-09-09 20:35:03 -04:00
James Dansereau b3bf7786ff M-84: fold D211 FOV refix + user-test findings into the QoL wave
D211 didn't affect the in-level view (user test): the fast3d
gfx_apply_fov_scale hook only recognised *pure* perspective matrix loads,
but GE draws the world through g_CurrentPlayer->field_10E0 -- a
projection x view matrix pre-combined on the CPU (bondview2.c:8224) --
which failed the guard. Only the pause/watch model + sky FOV changed.

Fix: scale fovy game-side at the guPerspectiveF chokepoint
(src/fr.c, #ifdef PORT, frFovY *= portFovScale, clamp 160deg), which
lands before the CPU combine. Removed the fast3d hook + gfx_api.h decl;
port/src/video.c now sets f32 portFovScale. Gated to
lvlGetCurrentStageToLoad() != LEVELID_TITLE so the front end (which
renders through the same path) keeps its authored FOV.

User-verified: menu unaffected, in-level view widens (Dam tunnel).
Caveat: currentPlayerSetCameraScale keeps nominal FOV for frustum-cull
/ screen<->world math (edge geometry culls slightly early at high scale).

Adds src/fr.c as a #ifdef PORT game-code touch (D181 policy class).

Docs (this test pass):
- D214: config.c sections by the last dot, so binds live in [Input.Bind]
  not [Bind]. Doc-only fix (finding, index, QOL-INVENTORY); code unchanged.
- D217 (OPEN): viewmodel + 3rd-person Bond model textures render garbled
  -- stale-palette CI-texture bug (D161 family), surfaced by D215.
- D218 (LOGGED, parked): wide FOV exposes the per-level FarFog
  draw-distance boundary; Video.DrawDistance fix proposed.
2026-09-09 20:30:21 -04:00
James Dansereau da25c4c507 feat(D216): Game.SkipIntro — boot straight to the file-select menu
New s32 portSkipIntro (port/src/video.c, configRegisterInt Game.SkipIntro),
read once in src/game/lv.c at LEVELID_TITLE stage load, in the else branch of
the existing GE_STARTMENU #ifdef PORT block. When set it performs the same
state change every intro stage's own !is_first_time_on_main_menu branch does
(front.c): is_first_time_on_main_menu=FALSE; prev_keypresses=TRUE;
maybe_is_in_menu=TRUE; menu_update=MENU_FILE_SELECT. So it reuses the game's
own post-intro route rather than inventing one; the legal screen + logo
attract loop is skipped. GE_STARTMENU still wins when both are set.

Default 0 => unchanged. Verified headless: default boot frame 90 = the
TWYCROSS classification screen; SkipIntro=1 frame 90 = the SELECT FILE menu
(folders/photos/cursor render, no crash across repeated boots). Screenshots
eyeballed.

findings.md D216 + index; QOL-INVENTORY row marked done.
2026-09-09 01:07:05 -04:00
James Dansereau 152b70a760 docs(D215): add GE_DVM to GE-ENV-PROBES.md (validate gate) 2026-09-09 00:58:29 -04:00
James Dansereau f602b1738f fix(D215): 1P weapon viewmodel never drew in-level — renderdata.flags read 0
gunRenderFirstPersonGunModels built its ModelRenderData with
  renderdata = *(ModelRenderData *)&D_80035CC0;
a reinterpret that reads the lone `u32 D_80035CC0 = 0` and continues into the
next declared global `u32 D_80035CC4[] = {1, 3, 0, ...}` (gun.c). On N64 that
yields { basemtx=0, zbufferenabled=1, flags=3, rest=0 } because the linker
lays the two globals out contiguously in declaration order and pointers are
4 bytes. On x86-64 it breaks twice: ModelRenderData's pointer members widen
4->8 B (so `flags` is no longer at struct offset 8) and C guarantees nothing
about the two globals' placement. Measured (GE_DVM=1, BUNKER1): flags == 0,
which gates every weapon-model DL node off in modelRenderNodeGundl
((renderdata->flags & 1)) -> subdraw emits 1 gfx command instead of ~150 ->
no gun visible while playing.

All three VIEWMODEL-RESEARCH.md ranked suspects were ruled out first by the
same probe: field_87F==1, RootNode valid, numRecords 22 < pool 192, node walk
visits 24+ valid DL/SWITCH/BSP nodes.

Fix: #ifdef PORT -> set the fields explicitly (zbufferenabled=TRUE; flags=3);
N64 line verbatim under #else. ABI/layout only (D3x class), no logic change.

Verified (headless): GE_DVM=1 post-fix shows flags=0x3 and the weapon subdraw
now emits 153 gfx commands (was 1); bunker1 framediff worst_cell 12.2 -> 28.5
(gun renders in-frame); Dam/Facility/Bunker1/Archives/Cradle/Aztec sweep
crash-free. Owed: one BUNKER1 eyeball; the bunker1 golden needs re-baselining.

GE_DVM gate+render probes left in, env-gated (cf. GE_D193*).
findings.md D215 + index; GRAPHICS-BACKLOG + VIEWMODEL-RESEARCH marked resolved.
2026-09-09 00:56:19 -04:00
James Dansereau de31f2874b feat(D214): keyboard rebinding via [Bind] config section
port/src/input.c: 12 gameplay actions (Forward/Back/StrafeLeft/StrafeRight/
TurnLeft/TurnRight/Fire/Aim/Action/Cancel/LeanLeft/Start), each bound to a
comma-separated list of up to 4 SDL scancode names via Input.Bind.* keys.
inputRebuildBinds() parses them in inputInit() after configLoad();
SDL_GetScancodeFromName resolves names, unknowns warn + skip. The hardcoded
keyDown(ks, SDL_SCANCODE_*) block in inputComputePad is replaced with
actHeld(ks, IA_*). Mouse buttons (fire/aim) stay hardwired.

File-driven, no UI -- matches the PD port. A fresh ge007.ini gets the full
[Bind] block with defaults visible.

Defaults reproduce the previous FPS layout exactly: all 20 default key names
round-trip to the identical SDL_Scancode the old code used (0 mismatches in a
SDL_GetScancodeFromName test). Build clean; verify.sh dam/facility/bunker1
PASS crash-free.

findings.md D214 + index; QOL-INVENTORY row marked done.
2026-09-09 00:09:26 -04:00
James Dansereau 7bcfbf313c feat(D211-D213): PC QoL image options — FOV slider, anisotropic filtering, on-screen FPS
Three port-only knobs, each defaulting to byte-identical behaviour:

- Video.FovScale (D211): multiplicative half-angle scale on every perspective
  projection matrix as it is loaded (gfx_apply_fov_scale, gfx_pc.cpp). Columns
  0+1 scaled together so H/V FOV widen uniformly and aspect is preserved; ortho
  (HUD/menu) matrices untouched. Composes with the game's per-frame aim-zoom
  rewrites for free. Percent of vertical FOV, 50-150, default 100 => guarded
  early-return (zero FP ops, golden dumps byte-identical). WIDESCREEN-FOV-PLAN
  Phase 4, landed standalone.

- Video.Anisotropy (D212): expose fast3d's already-implemented GL anisotropy
  hook as config (1-16). New gfx_set_anisotropy_level() extern-C wrapper clamps
  to the GL max. Default 4 = the value fast3d already hardcoded => no delta.

- Video.DisplayFPS (D213): PD-parity top-right FPS readout, sampled once per
  emitted frame (optionsoverlay.c fpsTick). Config-only; default 0 => emit
  still returns NULL with the panel closed.

F10 overlay gains 'Anisotropic' and 'FOV scale %' rows (DisplayFPS is file-only
- the panel is at its 13-row layout limit, matching PD).

Build clean (ntsc-final); bunker1 framediff worst_cell 12.219 vs 12.221
baseline = render noise, no-op confirmed. Interactive eyeballs owed (see
docs/HANDOFF.md M-83).

findings.md: D211-D213 rows + index regen. WIDESCREEN-FOV-PLAN Phase 4 and
QOL-INVENTORY rows marked done.
2026-09-09 00:02:47 -04:00
James Dansereau 8742b93f29 Merge pull request #34 from jkdansereau/docs/d172-0xb9-withdrawn
fix(D172): particle magenta/cyan — gfx_lod_tile_offset collapses non-LOD 2-texture combines
2026-09-08 23:40:52 -04:00
James Dansereau fb8557b2da docs(D172): add GE_D172 to GE-ENV-PROBES.md (validate gate) 2026-09-08 23:37:49 -04:00
James Dansereau 9b649b025d docs(D172): ROOT CAUSE FOUND + FIXED — gfx_lod_tile_offset collapse; findings D172 row + index 2026-09-08 23:31:47 -04:00
James Dansereau 157a8de59a fix(D172): stop gfx_lod_tile_offset collapsing non-LOD 2-texture combines
ROOT CAUSE FOUND (GE_D172 probe, user Silo firefight capture): particle
draws (G_CC_INTERFERENCE = TEXEL0*TEXEL1) configure tile 0 = IA8 smoke @
tmem 0 and tile 1 = RGBA16 fire @ tmem 0x188, but gfx_lod_tile_offset()
returns 0 unconditionally on the !gfx_detail_textures_enabled path (a D107
blurry-ceiling fix), so texunit 1 samples the smoke texture too. smoke *
smoke -> the magenta/cyan blood/spark colour.

Probe evidence, 40/40 particle tris:
  cfg1[tile=1 tmem=392 fmt=RGBA siz=16b]  SAMPLED1=tile0(tmem=0 fmt=IA)

Fix: only fold texunit i to the base tile when LOD is actually active
(rdp.tex_lod). D107's mip case (tex_lod=1) is unchanged; genuine non-LOD
multitexture now gets tile i. bunker1 verify PASS (worst_cell 11.3, the
D107 repro level, no regression).

Needs an in-game eyeball: blood/sparks should read dark red, not magenta.
2026-09-08 23:30:45 -04:00
James Dansereau 9ad69679b4 diag(D172): probe only non-LOD multitex (tex_lod=0) — the particle case 2026-09-08 23:25:26 -04:00
James Dansereau e65830d980 diag(D172): sharper probe — filter to real multitex, log tex_lod + sampled vs configured tile
The 16-line budget filled during the Silo intro with LOD-bilerp tris
(TEXEL1 = mip level, T0==T1 is correct there). New probe: only fires when
the DL configured tile first+1 at a DISTINCT tmem (genuine 2nd material),
logs tex_lod + which tile each texunit actually SAMPLES vs what was
configured, flags TEXEL1==TEXEL0. Budget 40.
2026-09-08 23:22:32 -04:00
James Dansereau 0c6173f1bd diag(D172): replace weak tri probe with a decisive TEXEL1-bind dump
The old 'cyc2 combine at cycletype=1CYC' probe over-fired on trivial
passthrough cyc2 terms. Replace with one that fires only when a 2-cycle
triangle actually consumes TEXEL1 (the G_CC_INTERFERENCE particle case) and
dumps both texunits' tile/tmem/fmt/siz. One Silo capture then shows whether
TEXEL1 resolves to the fire tile (tmem 392, RGBA16) or something wrong.

Build clean; bunker1 verify PASS.
2026-09-08 23:12:09 -04:00
James Dansereau 9215fde4fb diag(D172): rule out cycle-type too; ship GE_D172 probes
Real particle records (assets/oddtextures.c globalDL_0x078..) DO set
gsDPSetCycleType(G_CYC_2CYCLE); GE_D172=1 probe confirms fast3d applies it
(particle combine fc26a004 logged at cycletype=2CYC). Both the 0xB9-abort
and the cycle-type hypotheses are now dead. Bug is the G_CC_INTERFERENCE
two-tile combine / TEXEL1 path (IA8 smoke x RGBA16 fire @ tmem 0x188).

Probes (#ifdef PORT, GE_D172=1, inert otherwise):
- gfx_pc.cpp G_SETCOMBINE: distinct combine + active cycletype
- gfx_pc.cpp gfx_sp_tri1: tris with cyc2 combine drawn at cycletype!=2CYC

Needs a display capture to go further (headless can't see particle colour).
2026-09-08 23:12:09 -04:00
James Dansereau 809560ca1e docs(D172): withdraw 0xB9 root cause — it's G_SETOTHERMODE_L, already handled
0xB9 == G_SETOTHERMODE_L in this non-F3DEX2 build (G_IMMFIRST-6); fast3d
handles it as gsDPSetRenderMode. -level_09 sustained-fire run: zero D146
aborts, zero warnings. Re-scoped to the 2-cycle/cycletype hypothesis
(records never set G_MDSFT_CYCLETYPE -> use_2cyc==0 on PC -> TEXEL1
garbage -> magenta/cyan).
2026-09-08 23:12:09 -04:00
James Dansereau 90641f6305 Merge pull request #18 from jkdansereau/fix/d176a-sky-path-b
D176(a): render the sky on PC (Path B — screen-space emit)
2026-09-08 22:34:27 -04:00
James Dansereau b2efc0af9d fix(D176a): phase-fold sky texcoords to kill the horizon streak (Defect 1)
Cloud tile is s_skywaterimages[0] = 64x64 IA8, G_TX_WRAP -> it tiles.
GE's screen-space textured-quad idiom is tc = width<<5 (glass2.c:678), so
skyPortRenderPoly's *32.0f scale was correct; the bug was (s16) overflow on
the +/-20k-texel horizon S/T (unk20/unk24 are texel coords, not fractions).

Fix: fold every vertex of one primitive by the same multiple of the 64-texel
tile period before scaling. Inter-vertex deltas (hence the interpolated
cloud texture) are preserved; magnitudes stay in s16 range. Exact for any
triangle whose S/T span is < ~1000 texels -- everything except tris
straddling the horizon line, which are Defect 2 (adaptive tessellation).

sky.c #ifdef PORT only; N64 path unchanged. Builds clean; bunker1 + statue
verify PASS, no crash. UNVERIFIED VISUALLY -- owed: one -level_22 screenshot
(D176a-SKY-NOTES.md 'Verification ask').

Also: rebased onto main (porting-notes.md conflict resolved).
2026-09-08 22:29:28 -04:00
James Dansereau 9a6017a784 D176(a): emit screen-space sky geometry on PC (Path B)
skyRenderTri/skyRenderFull emit the sky as a verbatim N64 RDP triangle
command chopped into G_RDPHALF_* immediates, which fast3d deliberately
no-ops -> Surface/Statue/Streets skies render solid black.

Behind #ifdef PORT, substitute a screen-space gSPVertex + gSP1Triangle/
gSP2Triangles emit built from the already-projected SkyRelated38 verts
(new helper skyPortRenderPoly, ortho matrices via dynAllocate*). N64 path
unchanged under #else. Pure RSP-idiom substitution, no behavioural change.

Links 243/243. Render check owed on a display: -level_22 frame ~360.

findings.md D176(a) M-46; porting-notes.mdD.
2026-09-08 22:29:28 -04:00
James Dansereau b7bb08db65 Merge pull request #35 from jkdansereau/fix/d210-patrol-lastvisible-alias
fix(D210): chrToPatrol leaves act_patrol.lastvisible60 uninitialised on PC
2026-09-08 22:28:31 -04:00
James Dansereau 1a07c8201a Merge pull request #33 from jkdansereau/fix/d196-overlay-cursor
fix(D196): re-hide the OS cursor after the F10 options overlay closes
2026-09-08 22:28:28 -04:00
James Dansereau b47eea65e3 fix(D210): chrToPatrol leaves act_patrol.lastvisible60 uninitialised on PC
Sibling of D209 (A1 raw-byte union-alias class). chrToPatrol writes
act_init.padding[0x13] (union byte 0x4c) = -1, which is act_patrol.lastvisible60
on N64. act_patrol starts with a patrol_path* that widens 4->8 on x86-64, so
0x4c now lands in waydata and lastvisible60 (@0x50) stays uninitialised. The
patrol 'haven't seen the player recently' gate (chraction.c:~9347) then reads
garbage on the first ticks after entering PATROL.

Fix: write the named field under #ifdef PORT; N64 line verbatim under #else.
ABI/pointer-width only, no game-logic change.

Found by the post-D209 A1 sweep; the only new instance (act_anim/act_dead
padding aliases are pointer-free -> layout-stable).

Build clean; bunker1 + facility verify PASS (both patrol-heavy), no crash.
findings D210 + porting-notes A1 + findings-index regen.
2026-09-08 20:51:18 -04:00
James Dansereau a17d5466ae fix(D196): re-hide the OS cursor after the F10 options overlay closes
inputSuspendForOverlay() forces the OS cursor visible while the overlay is
open; on close nothing re-hid it unless reconcileGrab() happened to re-grab
(only true if the user had already clicked-to-lock in a stage). Opening the
overlay from a menu, or from a stage not yet click-locked, left the cursor
stuck visible over the game's own crosshair.

Fix: re-assert applyCursorVisibility() once per controller-0 poll, right
after reconcileGrab(). Unreachable while the overlay is open (early return
above), so it only fires once the overlay has closed and self-heals every
poll thereafter. Port-only, no render change; verify.sh bunker1 PASS.

Owed: 5-second visual check - open F10 from a menu, close it, cursor gone.
2026-09-08 20:24:35 -04:00
James Dansereau 97a09665a1 Merge pull request #32 from jkdansereau/diag/d193-timing-keystone-measured
fix(D209): AI locomotion locked to walk animation — union byte alias shifts at 64-bit (fixes D193)
2026-09-08 20:00:18 -04:00
James Dansereau b0b5f948f1 chore(D209): regen findings index
gen_findings_index.py --check gate was red on the new D209 entry.
2026-09-08 19:57:22 -04:00
James Dansereau a63efe184b fix(D209): AI locomotion locked to walk anim — union byte alias shifts at 64-bit
Root cause of D193 ("NPC AI locomotion is too slow", the user's biggest
playtest complaint; broke Cradle completability).

get_sound_at_range() (chraction.c:3573) is the locomotion-animation
selector: it picks ANIM_DATA_sprinting/running/walking from an arg1 speed
tier. Its only caller passed that tier as self->act_ubytes.padding[45] — a
raw byte alias into the ChrRecord action union rather than the named field.

On N64 offset 45 is exactly act_gopos.unk59:
  act_gopos = {coord3d targetpos@0, StandTile *target@12,
               waypoint *target_path@16, waypoint *waypoints[6]@20,
               u8 curindex@44, u8 unk59@45}
At 64-bit the three pointer members widen 4->8B (target@16, target_path@24,
waypoints@32), pushing unk59 to 81 while the literal 45 lands inside
waypoints[1] (40..47) — byte 5 of a heap pointer. The arena is low-4GB
(0x00000000_70xxxxxx), so that byte is always 0x00: arg1 reads 0 forever
and every AI chr in the game was bound to ANIM_DATA_walking /
ANIM_DATA_walking_unarmed regardless of what the ailist commanded. GE
character travel is animation-root-motion driven, so all AI moved at walk
pace on every level. Bond is unaffected (explicit physics, no root motion),
which is the reported "player fine / all AI slow" split.

Fix: PORT-only read of the named field; N64 line kept verbatim under #else.
ABI/pointer-width only, no game-logic change (rule-2 narrow exception, D3x).
Both callers reach the site with actiontype == ACT_GOPOS, so it is the same
byte N64 reads.

Evidence (Cradle -level_41, GE_D193A extended with tier/aidx): all six chrs
report ACT_GOPOS tier=1 SPEED_RUN on 420/440 samples, while the live
model->anim reverse-resolves to animation_table_ptrs1 index 40
(PTR_ANIM_walking) for Trevelyan and 107 (PTR_ANIM_walking_unarmed) for the
guards on every sample; 42 (running) and 41 (sprinting) never appear.
Travel sat in a flat 140-155 u/s band for all of them.

User playtest-verified on the fix build: Trevelyan and the guards run.

Also:
- GE_D193A extended with tier / gspd / typ / tick / move / frz / hid / aidx
  (aidx reverse-resolves model->anim against animation_table_ptrs1).
- bondtypes.h: unk59 was commented "guess: room" — it is the SPEED tier.
- porting-notes.md A1: new bug class — raw-byte aliases into a union read a
  plausible constant rather than garbage, so they misbehave silently.
- findings.md: D209 added; D193 closed against it.
2026-09-08 19:50:45 -04:00
James Dansereau 47d6dfa9c3 docs(D193): anim-data endianness (D33) audited complete; blocked on N64 reference
Static review of the full anim-root-motion path finds no port-side bug:
frame clock ruled out (measured), all model/chr scalars nominal,
ModelSkeleton ruled out (static C not serialized), and the D33
romdataFixupAnimationData byte-swap covers every field the locomotion
decode reads -- walk/run anim records ARE in animation_table_ptrs1,
_ptrs2 is 3 non-overlapping anims (no double-swap), no fixup errors,
sizeof(ModelAnimation)=64 and sizeof(ModelAnimBitField)=6 both platforms,
bitstream walked byte-MSB-first (endianness neutral, matches PD).

A magnitude error, if present, is only visible against an N64 reference.
Two paths documented (both need a fresh session; no MIPS toolchain /
emulator in this env): (A) build ROM with matching logging + diff,
(B) frame-count N64 reference footage of a measured guard traversal.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 10:03:16 -04:00
James Dansereau 33667c72d7 docs(D193): rule out ModelSkeleton (static C, not serialized) — bitstream/anim-table is the remaining surface
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 09:51:14 -04:00
James Dansereau 25b46e020a diag(D193): instrument the locomotion / anim-root-motion path
Two #ifdef PORT env-gated probes (default-inert, no golden regression):

- GE_D193A (chr.c chrTick): per-wall-second per-chr travel speed +
  the root-motion scalars (scale / anim_translation_scale / animrate /
  playspeed / model->speed / g_GlobalTimerDelta). GE_D193A_CHR=<n>
  narrows to one chrnum.
- GE_D193B (model.c sub_GAME_7F06D3F4): rate-limited raw anim-bitstream
  root-motion decode (joint / mtx base channel / decoded s16 triple /
  angle / the D32 bitDescriptors+bitStream addrs).

Silo + Facility captures: every port-side input to the locomotion math
reads nominal -- g_GlobalTimerDelta=2.0, playspeed=1.0, scale=0.1,
anim_translation_scale=1.0, and the C in this path is identical to N64
(only the non-firing D156 NaN guards are #ifdef PORT). animrate=0.0 is
the default (only set on blended transitions). Patrolling guards travel
~60-99 u/s. GE_D193B shows base=0 / angle=0 on every call.

So the divergence is either subtle wrong magnitudes in the decoded
bitstream values, or in the pos34 accumulation -- neither visible
without an N64-decomp reference trace. Findings D193 + GE-ENV-PROBES
updated with the numbers and the next step (build n64decomp/007 with
matching logging and diff, or frame-count reference footage). One
explicit structural check flagged: ModelSkeleton.Joints (ModelJoint*,
4->8 B) reached via model->obj->Skeleton from D43/D45-converted data.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 09:50:06 -04:00
James Dansereau 7206bf8cc1 docs(D193): live-load confirms the pivot — locomotion/anim bug, not the frame clock
User ran Cradle (-level_41; the "-level_51" in the docs was wrong -> that
id is LEVELID_EAR, an unused slot that SIGSEGVs in stanBuildRoomData)
with GE_D193=1 and drove the Trevelyan sequence while Trevelyan walked
visibly slow. Probe held render=30 / sim=60 / clamped=0 / maxraw=2 dead
steady, no [D156] fires. So under the exact failing scene the sim clock
is perfect -> D193 is in the character locomotion/animation path.

Best hypothesis: GE character travel is anim-root-motion driven
(modelTickAnim -> modelSetAnimFrame2WithChrStuff, translation scaled by
model->scale * model->anim_translation_scale); the player uses explicit
physics instead, which explains "player fine / all AI slow". Next:
instrument sub_GAME_7F06D3F4 pos magnitude + scale + playspeed/speed per
chrTick for one walking NPC. Findings D193 + HANDOFF updated; Cradle
level-id corrected to 41.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 09:38:07 -04:00
James Dansereau c723207d3a diag(D193): measure the timing keystone — "sim sums low" hypothesis contradicted
Add GE_D193=1 per-wall-second probe in waitForNextFrame (#ifdef PORT,
env-gated, default path byte-identical): render frames, sim ticks
delivered (Σ deltaFrames == Σ g_ClockTimer), catch-up clamp hits, max
raw pre-clamp delta.

Measured -level_09/_20/_27/_34 idle: rock-steady render=30 fps /
sim=60 ticks/s / clamped=0 / maxraw=2 on every level, VSync on or off.
The per-second sim sum is exactly the N64's ~60 and FRAMETIMING_PORT_
MAX_CATCHUP never bites in normal play, so B1's premise
(g_GlobalTimerDelta / g_ClockTimer sum low over a real second) is wrong
for the steady-state case. Findings D193 updated with the measurement,
the residual quantization risk (no remainder carry in the per-frame
round; only matters if a real AI scene drops into the 20-30 fps band),
and the revised next step (instrument under real AI load, then pivot to
the locomotion/anim path). GE_D193 catalogued in GE-ENV-PROBES.md.

No game-logic change; no golden regression (level_09 f203 91.52% vs
~91.6% ref).

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 09:30:49 -04:00
James Dansereau 3eca8ba79b Merge pull request #31 from jkdansereau/fix/d191-bondview-cuff-switch-stride
fix(model): D191 — Bunker ii / Statue mid-mission crash (bondviewSelectCuff Switches stride)
2026-09-08 09:15:25 -04:00
James Dansereau cf477c20cf docs(D191): findings + porting-notes + regen findings-index
Playtest-verified (Bunker ii + Statue). 21/21 solo levels crash-free.
Regenerated findings-index.csv (the validate CI check requires it current).
2026-09-08 09:12:12 -04:00
James Dansereau 1ad03b3d53 fix(model): D191 — Bunker ii / Statue crash: bondviewSelectCuff Switches stride
bondviewSelectCuff byte-indexed header->Switches (a ModelNode* array,
8-byte stride on PC per D43/D45) with `offset = switchindex << 2`, the
N64 4-byte-pointer stride. Every base[N] deref then landed mid-slot and
produced a half-word-swapped pointer (0x70267a90 -> 0x70267a9000000000),
non-NULL by luck, handed straight into modelGetNodeRwData -> SIGSEGV on
the frame the player fires (gunUpdateAndFire -> bondviewSelectCuff,
switchindex=29). Confirmed by a gdb backtrace from the shipped v0.1.0
bundle on the Bunker ii first-guard-kill repro.

Identical to D141, which fixed the same Switches byte-index bug in
gunfire.c; this call site was missed. Fix is PORT-only:
`offset = switchindex * sizeof(ModelNode *)`. The downstream
`base = (u8*)switches + offset` math and the #else N64 line are unchanged.
ABI / pointer-width only (D3x class) — no game-logic change.

Verified: build clean; -level_09 golden framediff 3/3; -level_27 +
scripted-fire crash-free; user playtest of Bunker ii + Statue both
crash-free -> 21/21 solo levels crash-free (v0.2.0 gate).
2026-09-08 09:12:12 -04:00
James Dansereau aecad2ac91 Merge pull request #30 from jkdansereau/docs/d208-verified
docs: D208 FIXED + playtest-verified
2026-09-08 08:13:54 -04:00
James Dansereau 15c374813e docs(audio): D208 FIXED + playtest-verified (M-78d)
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 08:13:01 -04:00
James Dansereau 15b32d73d9 Merge pull request #29 from jkdansereau/audio/d207-drop-probe
D205 closed; D208 player-fire-sound fix (field_A48 pointer width); D207 [D207-DROP] probe re-armed.

https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 08:10:17 -04:00
James Dansereau 76910cbf19 fix(audio): D208 — player fire sound goes permanently silent (field_A48 ptr width)
Root cause of the "doesn't recover after the alarm stops" half of the user's
D207 report (distinct bug from D207's voice-pool question).

struct field bondview.h:200 `s32 field_A48` is used as a SECOND
ALSoundState* sound-handle slot for the player's double-buffered per-hand
fire sound (gunfire.c:3186-3200). sndPlaySfx stores the new state through
`&field_A48` as an 8-byte `pendingState->link.next = nextState`; as s32 that
write tears into the adjacent field_A4C (the auto-fire cadence timer, rewritten
every frame). After enough double-buffered fire cycles field_A48 holds a value
that is neither 0 nor a valid pointer, so the `else if (field_A48 == 0)`
re-arm gate never fires again and no further player gunshot is issued.

Evidence: user Bunker audiotrace.log — silenced-PP7 idx-46 sndPlaySfx requests
stop dead at log line 18930/25086 while all other SFX continue; the player-gun
slot 0x70076630 is then caught holding a torn value 0x000001db00000000
(field_A48=0 + field_A4C=0x1db read as one word).

Fix (D3x ABI/layout, #ifdef PORT): declare field_A48 as ALSoundState* under
PORT, s32 verbatim under #else. hands[] is runtime-only state (g_CurrentPlayer),
never ROM-serialized, and all downstream fields are accessed by member name —
widening 4 bytes is layout-safe. The (struct ALSoundState *) casts at the use
sites become no-ops and stay for a minimal diff.

Build clean (gunfire.c + full link). Runtime verification owed: replay the
Bunker firefight, confirm idx-46 requests continue for its full duration.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 08:06:28 -04:00
James Dansereau 0f7fbcecdf docs(audio): D207 M-78b — user Bunker repro; player-gun double-buffer lead
User repro: player gunshots specifically go permanently muted mid-firefight
and stay muted after the alarm ends; all other SFX fine. Not generic pool
starvation — a stuck-state bug in the gunfire.c:3178 two-slot double buffer
(audioHandle / field_A48). Leading mechanism: asynchronous sndDeactivate
posts to the 64-slot SFX event queue; under firefight+alarm load the queue
saturates, alEvtqPostEvent drops the deactivate, the state never disposes,
the slot never clears — once both slots stick, no player gunshot can play.
All three pool sizes are byte-match stock GE => port timing bug, not a value
to bump. Next: read the user's audiotrace.log to confirm evtq saturation +
uncleared slots.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 07:56:02 -04:00
James Dansereau 2f503f007d diag(audio): D207 — re-arm [D207-DROP] counter; close D205
D205: CLOSED (M-78). User re-tested explosion->scream on Bunker after the
PR #28 merge — the explosion SFX is correct by ear now. All four D205
symptoms were D206 (the +1 bank-slot alias); the "scream" was a coincident
guard death-yelp (faithful N64 behaviour). M-74's pan audit already ruled
out a presentation-layer bug.

D207: re-add ONLY the [D207-DROP] trace line (not the reverted last-resort
LOOPED-preemption pass) at both sndDisposeSound no-voice sites in snd.c,
gated on GE_AUDIOTRACE, logging state/prio/flags/count=N/max — so a user
capture on the real failing level is decisive between (a) heavy-level 8/8
starvation, (b) a leak on an alarm-stop path, (c) perceptual. Static
re-check noted in findings D207: ALARM3 slot 162 sampleVolume=80 (below
gunfire), keyMax=8 => not RETRIGGER => continuous-loop by design on N64 too.

findings-index.csv regenerated.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 07:44:29 -04:00
James Dansereau e3bebfc454 Merge pull request #28 from jkdansereau/feat/phase3-audio
Merge Phase 3 audio: software mixer + SFX fidelity (D198–D206), D202 closed.

https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 07:32:23 -04:00
James Dansereau 1dcc518e75 docs(dev): GE-ENV-PROBES.md — add GE_FORCEALARM (D207) row
Fixes the validate CI job (gen_env_probes.py --check drift).
2026-09-07 22:35:57 -04:00
James Dansereau c855625643 docs(dev): D202 closed, D206 by-ear PASS, D207 monitoring (M-77c)
User by-ear A/B vs N64 confirms D206: armour pickup, unarmed melee whiff
and silenced PP7 all correct. D202's silenced-PPK 'slap' was D206 (SFX
bank index +1) — CLOSED; M-65/M-66b ownerless-loop mitigations stay.
D205 narrows to symptom (2) explosion->scream only. D207 (alarm klaxon)
acceptable in play per user; voice-starvation hypothesis didn't hold up
(M-77b), no fix shipped, GE_FORCEALARM probe kept for follow-up.

Regenerated findings-index.csv.
2026-09-07 22:30:54 -04:00
James Dansereau 0845d70953 port(audio): D207 diag probe — GE_FORCEALARM
Temporary env-gated probe in handle_alarm_gas_timer_calldamage to force
and trace the alarm klaxon while investigating D207 (user report: alarm
SFX overrides other audio). #ifdef PORT + getenv, inert unless set.
Remove once D207 is resolved (see findings.md D207 / HANDOFF).
2026-09-07 22:23:01 -04:00
James Dansereau 9bf0c49151 fix(audio): D206 — every SFX resolved one bank slot too high
GE's sndPlaySfx reads the on-disk sound bank through the cast alias
struct ALInstrumentAlt_s { s32 unk0, unk4, unk8; ALSound *soundArray[1]; }.
On N64 (4-byte pointers) soundArray sits at struct offset 12 and
deliberately aliases the on-disk ALInstrument's bendRange/soundCount
words, so soundArray[N] == on-disk table entry [N-1] — GE's SFX_IDs are
1-based into the table by design (ID 0 = NOTHING_SFX, short-circuited).
On PC the 8-byte pointer + 8-byte alignment push soundArray to offset 16,
and the converted bank (romdata.c afFixupInst) is packed to match, so
every SFX_ID resolved one bank slot too high.

Root cause of D202's silenced-PPK 'slap' (id 46 -> PUNCH1 instead of
GUN_SILPPK_A) and D205 (3) armour + (4) melee->Klobb. M-61's rejected
'index 45, +0.999' was correct all along.

Fix: src/snd.c:1001, #ifndef PORT / #else -> soundArray[soundIndex - 1],
N64 line kept verbatim. ABI/layout only (D3x class), no game-logic change.
Also serves the retrigger chain (same 1-based space).

Verified: build clean; BUNKER1 GE_AUDIOTRACE 60s crash-free, all ~90
distinct requested indices resolve to rom_sfx_decode.py slot N-1 (0/90 at
N); -level_09 golden framediff 3/3. User playtest: 'most audio is good now.'

findings.md D206 + D205 (M-73/M-74) + D207; porting-notes.md §E.
2026-09-07 22:22:55 -04:00
James Dansereau 044d24a15f docs(dev): D205 M-73 correction — Klobb is a specific in-game SMG (Skorpion, idx 106); the user's sound identifications stand; capture shows no 106 while user was punching (47-49/105 all voiced), so melee->Klobb identification is OPEN (H3 vs H4), not resolved by the 109 barrage 2026-09-07 15:23:50 -04:00
James Dansereau fb037b3c0c docs(dev): D205 M-73 — user combat capture root-causes all three wrong-sound moments to guards stuck in sustained fire-sound re-triggering (idx 109 barrage, no bullets); LOS/seen_bond_time on converted geometry is the leading suspect 2026-09-07 15:17:03 -04:00
James Dansereau 087c60d05f docs(dev): D205 M-72 — 4th symptom (melee→Klobb idx 106); controlled GE_AUDIOTRACE runs exonerate all request paths; mechanism (b) extra-events leading suspect 2026-09-07 14:47:25 -04:00
James Dansereau c0047f76f7 docs(dev): D202 M-71 by-ear PASS + close-ready; new D205 wrong/extra SFX indices (bank exonerated); [VOL]/[DISTVOL] probes 2026-09-07 14:18:39 -04:00
James Dansereau c511b9060b docs(dev): D202 M-67/M-68/M-69 findings writeups + probe catalogue + audio-plan status
- findings.md: D202 §M-67 (static analysis exhausted, GE_VOICEDUMP probe
  motivation), §M-68 (decisive runtime A/B — all three user complaint
  classes play the exact ROM samples at the exact ROM pitches) and new
  §M-69 (320-request full-corpus exact match: 286/320 CC >= 0.85; the
  initial 44 'BAD' were tooling artifacts — voicedump stamps are block-END
  times, coarse-slide missed sharp onsets, refs unclipped at voice death;
  remaining failures = dropped allocations / shared-wavetable wire
  attribution, not corruption) + index row.
- GE-ENV-PROBES.md: GE_VOICEDUMP entry (incl. block-END-stamp gotcha);
  [WIRE]/[VOICEMAP]/[EVT]/[STOP-EVT] documented under GE_AUDIOTRACE.
- AUDIO-PLAN.md: status banner — Phases 0-2 done (D199/D200/D201/D204),
  Phase 3 verification is the active track.
2026-09-06 08:21:20 -04:00