Input (input.c/h):
- D380/D386: single effective PC layout; ini values ARE the bindings
(no hidden defaults); versioned migration materialises effective
GEPD defaults once (inputMigrateBinds, bindsVersion).
- D385: keyboard keys and pad buttons 1..5 share the two bind slots;
legacy extra ini tokens are migration-only. D386: SDL button-number
correction in the D385 defaults.
- D383/D384: opt-in inputBindingProbe (restores ini state); the PC
settings editor must not navigate with live game keys.
- D393/D394: Xbox 1.1 Jinx face map — A use, X reload, Y weapon
cycle, B owned-gadget cycle (no N64 equivalent, port-side), L3/R3
crouch, LB aim; retires LB/RB weapon cycling.
- D395: both options UIs refuse pad-initiated keyboard/mouse capture;
pad B cancels a capture started by keyboard/mouse.
Options UI (optionsoverlay.c/h):
- D388: nested Input -> Bindings / Gameplay -> HUD roots in both
F10 and front-options; redundant Low-end toggle retired (FPS cap /
MSAA remain independent, stored values preserved on migration).
- D391: hit bands follow rendered glyph baselines; dead zone +
out-of-card click rejection.
- D396: F10 pad B backs/closes a page (closes at root), A/X
accepts/toggles without shifting sliders; left/right still adjust.
All behind #ifdef PORT; N64 input/menu paths untouched. M7 (D387
AllUnlocked save-safety) intentionally NOT in this wave.
- 5 sections (INPUT/GAMEPLAY/GRAPHICS/AUDIO/VIDEO, all below MAX_PROWS):
DISPLAY+GRAPHICS merged into GRAPHICS; AUDIO carries the watch music/FX
sliders out of the Bond-file page; VIDEO keeps the pure video rows;
__HdrMouse/__HdrPad merged into INPUT; __HdrBond/__BondFile retired for
the front-only top save-file row (frontoptions.c)
- save-file scoping: per-file sections (GAMEPLAY, AUDIO) annotated
'(File N)'/'(no file)' via the new Row.saveScoped flag +
watchSettingsActiveFolder(); per-file rows in mixed sections carry a dim
'(save)' tag; the D353 optionsRowIsBondChooser special-case is
generalized (both UIs)
- N64-watch rows Bond.Look / Bond.AimControl commented out of the menu
surface (D181/D216 style: keys + watch paths stay live)
- per-section 'Reset to defaults' replaces the Turok rows (plan Gate E):
edge-triggered two-step arm->confirm within 3 s, one commit, disarm on
timeout / navigate-away / close (optionsResetMaintain/Clear);
rowResetSection walks the section's declared range: watch rows ->
BLANKSAVEDATA through the D352 commit path (front direct, stage queue),
ini rows -> kResetDefaults[] (the port's C initializers); __Resolution
is a documented exclusion (action-backed)
- GE_WSPROBE_RESET probe: front tick-120 prepare/dispatch/verify, stage
tick-120 dispatch / tick-121 verify; a direct -level_XX boot starts its
timer from phase 0 (front prepare is front-only)
- docs: findings.md D356 + index + CSV, WATCH-SETTINGS-PLAN status,
OPTIONS-MENU-PLAN pointer, plan doc status -> LANDED
Verified headless: GE_WSPROBE_RESET front (all 5 sections failures=0,
__Resolution untouched, file-2 scope isolation OK) and -level_33 (6
commands queued, all sections verified post-drain, saved music/sfx = 0xFF);
GE_WSPROBE / GE_WSPROBE_FRONT regressions clean; 248/248 build + link.
Add a game-thread bridge and field-scoped per-file persistence for PC UI edits, with an explicit file chooser; keep watch-only edits session-only. Fix D351 row initializer offsets for units and auto-hide. Document verification and review follow-ups.
The file-select Options label opens a panel drawn in the same hook:
sections as tabs, rows from the F10 overlay's table via an exported row
API, the game's crosshair as pointer (input.c passes the stick, hands the
buttons to the panel). Quit to desktop now goes through videoRequestQuit.
Also repairs two escaped-newline typos in the D343 docs.
One Rule-2 #ifdef PORT draw hook in constructor_menu05_fileselect (user
sign-off 2026-09-27). The label's hit test and open request live in
optionsoverlay.c; the open is applied on the input thread. While the
overlay is open on file select, g_MenuTimer is held at 0 so the screen no
longer drops to the legal screen after 30 s.
New port/src/optionsoverlay.c + port/include/optionsoverlay.h: an
immediate-mode options overlay drawn as its own fast3d 2D display list,
appended after the game DL. Implements docs/dev/OPTIONS-MENU-PLAN.md §2/§3.
- config.c/h: configForEachOption() + configSetOptionMeta() label/step/enum
side table; CONFIG_OPT_* enum. config.c stays free of specific-key knowledge.
- gfx_pc.cpp gfx_run(): one-line hook runs optionsOverlayEmit() after the game
DL, before gfx_flush. Returns NULL when closed -> zero bytes appended, golden
dumps byte-identical.
- video.c: F10 toggles (videoPumpEvents, next to F12); ESC closes; wheel
scrolls; videoRequestLiveConfig()/liveCfgDirty re-applies VSync/FpsCap/
TextureFilter at frame start.
- input.c: while open, controller 0 returns a neutral pad and nav
(arrows/enter/wheel/mouse) routes to optionsOverlayHandleInput() — mirrors
the D180 WI-1 swallow pattern.
- v1 rows: VSync, FpsCap, MSAA(restart), TextureFilter, MouseAimSpeed,
MouseTurnSpeed, MouseInvertY, MouseCaptureMode, ScreenShakeIntensity.
Live-apply where possible; configSave() on close.
- GE_OPTIONSOVERLAY=1 auto-opens at boot (env-gated diagnostic, left in).
Port-layer only, no src/ edits, no #ifdef PORT in game code. Build links
241/241. Runtime framediff/soak/eyeball owed on an interactive machine
(this headless env kills the GUI process early and writes 0-byte PPMs).