- 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).
D316: optionsOverlayHandleInput() mapped clicks with a naive window-size
scale that ignored the safe-area crop, and overlayRowAtY()'s hit-band was
asymmetric (biased downward) -- together these could land a click on the
row below the one clicked. Fixed by adding gfx_get_ui_screen_rect() (reuses
the real forward transform from gfx_adjust_viewport_or_scissor) to invert
clicks correctly, and centering the row hit-band.
D317 (reported as a crash toggling Game.AllUnlocked): confirmed instant
close, not a hang -- closed as a symptom of D316 (the hit-band bias let a
click on "All unlocked" fall through to the adjacent "Quit to desktop" row).
D314 (F10 flicker on main menu): mechanism still unpinned; landed an
env-gated diagnostic probe (GE_D314=1) for a future repro run. Confirmed
still present after the D316 fix (different bug class) -- deprioritized
per user call.
D315 (menu scaling main-menu vs in-game): disclosed as a known issue,
deferred to v0.3.1.
D319: Video.FpsCap's free 0-360 slider was mostly a dead zone (D186: sim
tick ceiling caps it at 60/50, and values under 30 already got force-
uncapped) -- replaced with a plain 30/60 cycle (ROW_FPSCAP, mirrors the
existing ROW_MSAA pattern); default changed to 60 so a fresh config shows
a reachable value. Uncapped stays valid at the config level for old inis
but is no longer offered in the menu.
- 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.
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).
- 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.
Went back and actually tested the G_LIGHTING hypothesis from the
previous commit instead of leaving it as an untested code-reading
inference. Two things prompted this: (1) noticed a code comment near
the existing GE_D172 probe documenting a live result never written up
in findings.md -- "G_LIGHTING is ruled out (5000/5000 samples off)" for
explosion.c's particles specifically, meaning the sibling case this
session's theory leaned on was already empirically disproven, not
merely unconfirmed; (2) that's exactly the kind of unchecked assumption
this session's own rule-2 taxonomy work was written to prevent.
Added GE_D157 (gfx_pc.cpp, gfx_sp_vertex, env-gated, cached getenv):
logs geometry_mode/LIGHTING + resulting shaded RGB whenever a vertex's
raw color bytes match one of glass2.c's g_BulletSparkColors[] entries.
Re-ran the identical Bunker1 repro that produced the magenta/green/cyan
screenshots -- only 2 hits, both LIGHTING=off, both unaffected white,
no hit at all for the pale-yellow value the door-spark path should
produce. Reading: G_LIGHTING likely isn't the mechanism here either
(consistent with the sibling case), though the probe may simply not be
catching the real spark vertices yet (exact-byte-match is fragile).
Corrected the D219 finding to flag the "cross-validates M-110" framing
from the previous commit as superseded, not delete it -- the reasoning
trail (including the mistake) stays visible so a future session doesn't
repeat it. Root cause of the visually-confirmed rainbow bug remains
open; next steps revised to a texture-identity-keyed probe variant.
Added GE_D157 to GE-ENV-PROBES.md. No src/game changes. findings-index
regen was a no-op.
Gated GE_D288 to num_dls 550-755 (the reported bug window, same pattern
GE_D236RM already uses) and raised the bbox threshold from 0.15 to 0.5.
Volume dropped 116k -> 28,883, but that's still not the isolated signal
-- traced the remaining noise to a bad assumption in the probe itself:
bbox_frac from a raw x/w divide is meaningless once any_behind_camera=1
(w<0 or near-zero), which is exactly why the surrounding D233 code already
defers to GL's own clipper for that case rather than trusting the divide.
Restricting to any_behind_camera=0 (2,128 hits) still found no match for
the target color (83,62,44); the persistent hits across the window look
like static level geometry, not the transient bug triangle.
Working theory: the bare -level_20 boot's scripted intro camera may not
reach the same state the original visual bug report came from -- the same
"deterministic boot flag != deterministic camera path" pattern this
session's D236 passes independently hit on a different level. Recorded a
revised next-step list in findings.md; a live human repro is now more
promising than further headless probing of this specific approach.
No src/game changes. findings-index.csv regen was a no-op.
Per the rule-2-clarification pass-10 brief in findings.md, applied the new
three-bucket taxonomy to D280's leading theory that the 0x0c184b50
discrete-tree-card render-mode class instantiates inconsistently across
runs of the deterministic -level_36 boot (~4 tris vs ~720).
Added a small env-gated diagnostic (GE_D236RM, port/fast3d/gfx_pc.cpp
gfx_sp_tri1) counting that class's per-frame triangle count, heartbeat-
logged every 300 frames even at zero. Three independent -level_36
launches (one with sustained GE_INPUTSCRIPT camera rotation) produced
byte-identical per-frame counts, falsifying the "run-to-run dependent"
premise outright. Cross-referencing with the existing GE_D104 room-census
probe in the same run shows the count drops to zero at the exact frame
the player's curRoom transitions from 12 (17-20 rooms drawn, an outdoor
vista) to 18 (1-5 rooms, an enclosed indoor space) via the boot's own
scripted intro camera — ordinary portal/room occlusion, not a bug. None
of buckets (a)/(b)/(c) apply; no src/game or port/ fix made or warranted.
The original "wall not discrete sprites" symptom is untouched by this
pass — narrowed the real next step to getting a camera into room 12
facing the tree line directly, in docs/dev/findings.md.
Added the generalisable "deterministic boot flag != deterministic camera
path" quirk to porting-notes.md §E. findings-index.csv regenerated.
Read gfx_sp_tri1 against D233/D106/D271's existing guards. D233's
trivial-reject fix is ruled out as a direct cause -- GL clips well-formed
clip-space geometry correctly downstream of it. Found a new, previously
uncatalogued unguarded site: the G_CULL_BOTH backface-cull cross-product
divides raw vertex w with no epsilon guard, which can NaN/Inf near w=0
and silently skip both cull branches. Not yet confirmed against a live
repro. Added GE_D288 (cached-getenv, D250-safe) to catch the culprit
triangle's w/bbox at draw time on the next -level_20 run.
No game-logic change; port/fast3d/ diagnostic only, inert unless
GE_D288 is set.
The prior "prime suspect" (import_texture_rgba16 width/height derivation)
assumed line_size_bytes comes from the tile's MASK_16 wrap period, but
assets/oddtextures.c's actual gsDPSetTile for the fire render tile sets
line=4 explicitly, giving the correct 16x14 dimensions -- matching the
pre-existing is_fire_shape==16x14 filter already hardcoded into the
GE_TEXDUMP dumper. Neither named D252 hypothesis (width/height, GEVR's
byte-group-order alternative) survives; root cause stays open. Adds an
env-gated GE_D252 diagnostic (dims + raw texel dump) for whoever next
gets an interactive session to trigger the actual fire draw.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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
* D250: fix sysSleep unit-conversion bug in frame-pacing; add GE_D250 lvlRender probe
port/fast3d/gfx_sdl2.cpp sync_framerate_with_timer() computed the
remaining frame budget in 100ns units (qpc_to_100ns) and passed it
straight into sysSleep(), which takes microseconds -- a real 10x
oversleep whenever that branch fires. Genuine bug, but only active
when target_fps is nonzero (tied to Input/Video FpsCap); confirmed via
live testing that it is NOT the active cause of the user's reported
~45-50fps with FpsCap=0/VSync=0, where this pacing path never runs.
Added GE_D250 (src/boss.c, #ifdef PORT) to isolate lvlRender()'s
DL-building cost (culling/animation/scene traversal) from gfx_run's
already-measured software-RSP interpretation cost. Live test on Dam
shows lvlRender averaging ~0.5-1.5ms -- also not the bottleneck.
Documented in docs/dev/GE-ENV-PROBES.md (GE_D250 row). findings.md
D250 update to follow after rebase.
Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
* docs(D250): live A/B session -- MSAA/aniso/FOV/resolution/vsync all ruled out
Live session with the user driving the game directly, confirmed the
sim-healthy/render-sagging pattern from earlier idle testing reproduces
under real play on Dam. One-at-a-time A/B via the F10 overlay ruled out
MSAA, anisotropy, FOV, resolution (1280x960 fullscreen vs 640x480
windowed), and VSync (render never exceeds ~60 even uncapped) as the
cause -- the cost is resolution/GPU-setting-independent.
gfx_run (~6-10ms) + lvlRender (~0.5-1.5ms, via the new GE_D250 probe)
together don't account for the real ~20-22ms/frame. Leading remaining
suspect: the emulated N64 thread-handoff/scheduler round-trip
(gesched.c/sched.c) -- real OS context-switch/wake latency standing in
for what was free hardware handoff on N64. Needs a real profiler
(Visual Studio / WPR) attached during a live bad-fps moment to confirm;
ad-hoc per-call timers have now ruled out the two most obvious CPU call
sites without finding the cost.
Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
* D250: fix uncached getenv() in fast3d hot paths -- root cause of the fps drop
A live WPR/xperf CPU trace (tools_pc/perf.ps1, new sister script to
debug.ps1) with Microsoft public symbols resolved found the dominant
render thread spending only 5.2% of its CPU time in the game's own
code -- 43% was in msvcrt.dll, and getenv()/_getenv_helper_nolock
alone accounted for ~50% of the thread's total CPU time.
Root cause: port/fast3d/gfx_pc.cpp's import_texture() (runs on every
texture bind) and several per-triangle/per-G_SETCOMBINE debug-probe
checks (GE_DTEX, GE_TEXDUMP, GE_TEXRAW, GE_D229 x2, GE_D172 x2, plus
GE_TEXDUMP/GE_PCDUMP in gfx_opengl.cpp) called getenv() uncached on
every call, unlike the safe static-cached pattern already used
elsewhere in this codebase. On a texture-heavy scene that's tens of
thousands of locked, locale-aware Windows CRT environment lookups per
second -- invisible to both of the timers added earlier this session
(gfx_run's own cost measurement and the new GE_D250 lvlRender probe),
since neither isolates CRT/library time from the game's own code.
Fix: cache every getenv() site in gfx_pc.cpp/gfx_opengl.cpp with the
established static-int pattern. Narrow, mechanical, no logic change.
Verified: the exact idle-Dam test that was pinned at 45-50fps before
the fix now holds a rock-steady 60-61fps, zero dips. Also explains why
the earlier MSAA/aniso/FOV/resolution/vsync A/B pass all showed "no
change" -- the getenv() cost was a large per-call constant that
swamped any real, smaller resolution-dependent GPU cost at every
setting tried.
Residual, separate issue found once this was fixed: still runs badly
at 1440p+ (640x480 now holds a clean 60fps) -- likely the real GPU
fill-rate cost the getenv() bug was masking, now exposed on its own.
Not yet investigated.
docs/dev/findings.md D250 updated with the full root-cause writeup.
docs/porting-notes.md gets a new lesson under section E (cache
getenv() in any hot-path probe). tools_pc/perf.ps1 automates the
trace-and-analyze workflow for next time.
Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
* docs(D250): correct the 1440p+ follow-up -- it was a stale-build false alarm
User re-tested 1440p/4K on the actual getenv-fix build and confirmed
it holds up fine too. The "still runs badly at 1440p+" report was
from before the fix was live, same stale-build class as the DLL-load
false alarm earlier in the session. D250 is fully resolved across all
resolutions tested, not just 640x480.
Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
* docs: add missing GE_D219RAW row to GE-ENV-PROBES.md (CI validate fix)
Pre-existing gap unrelated to this branch's own changes -- gen_env_probes.py
--check caught it now since it runs on every PR. GE_D219RAW has had live
getenv() sites in src/game/image.c since the D219 investigation but was
never added to the probe doc.
GE_TEXDUMP on Facility (-level_34) found ~14% of LOD-textured CI uploads
whose palette is IA16 (intensity-alpha, not RGBA16) rendering solid
near-white. A GE_D228 correlation probe ruled out the texpool/RC2-clip
hypothesis this row started with -- decoded size exactly matched the base
tile every time, so the data reaches import_texture fine.
The real bug: palette_to_rgba32's G_TT_IA16 branch read
intensity = palentry & 0xff (low byte), alpha = palentry >> 8 (high byte)
-- backwards relative to the already-correct direct-IA16 decode
(import_texture_ia16) a few lines above it in the same file, which reads
intensity from the first byte (high, after gfx_dp_load_tlut's PD_BE16
swap) and alpha from the second. A dim, fully-opaque palette entry (e.g.
intensity=0x58, alpha=0xff) decoded backwards as bright and
mostly-transparent -- the white-patch symptom.
Fix: swap the two lines to match the working convention.
User-verified live: AK47 and other metallic guns render correctly.
Headless -level_34 run crash-free pre-verification; a full sweep is
still owed (the user's own game instance was running concurrently this
session, so verify.sh/taskkill were avoided).
Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
GE uses real N64 RSP environment-mapping (G_TEXTURE_GEN) for every
shiny/reflective material: gold/silver weapon skins, chrome trim, and
Control's reflective console glass. An earlier session (D72.1) removed
the PD-inherited envmap UV-generation block wholesale from gfx_sp_vertex
to fix the Rareware logo, reasoning "GE never generates texture
coordinates from vertex normals" -- true for the logo (lit, but doesn't
set G_TEXTURE_GEN) but false in general. Every envmap draw was left
sampling whatever raw tc[] happened to be authored (near 0), landing on
a fixed corner texel of the reflection texture regardless of view angle
-- reading as solid black for a typically dark-edged reflection map.
Restored the envmap UV generation (ported from the reference Perfect
Dark PC port's already-correct implementation), gated specifically on
rsp.geometry_mode & G_TEXTURE_GEN so D72.1's actual fix is untouched
(the logo never sets this bit) while every other envmap draw gets real
reflection coordinates back.
User-verified live: console glass and gold/silver guns are now visibly
reflective instead of flat black. The remaining "not translucent"
complaint on the glass is confirmed NOT a bug -- it was never see-through
on the original N64 either (reflective by design, not transparent).
Full 21-level sweep crash-free post-fix.
Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
texSelect loads the water image as ZLIB+CI8 (raw 8-bit palette indices);
GE's custom RSP ucode expands them to RGBA16 in TMEM at load time, so a
later RGBA/16b tile re-declaration over the same slot samples real blue
pixels. fast3d has no such expansion and read the raw index byte-pairs as
16-bit texels (g dominates -> green mottle); the "pulsing" was always the
pre-existing PRIM_LOD_FRAC sinf() cross-fade between two mis-decoded tiles.
Track each TMEM load's source G_IM_FMT in LoadedTexture.src_fmt; in
import_texture, an RGBA/16b tile over a CI-sourced slot now routes through
the CI8 palette import path instead. Fires only on the genuine format
disagreement, so real RGBA16 textures are untouched.
Verified live on Frigate (-level_26): water renders blue, user confirms
"looks better". Sweep + Surface 2 by-eye still owed.
Also files D245 (water seam), D246 (edge strips), D247 (black bars) from
the same playtest session.
Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
Live-tested against 4 real user playtests (not scripted) tonight, each
confirming purple/blue explosions still reproduce on current main:
1. G_LIGHTING hypothesis (previous session's lead) RULED OUT: extended the
D172 probe to flag lit particle draws uncapped (the original 40-hit cap,
sized for a short scripted repro, silently went dark after ~40 ordinary
bullet-impact particles well before any real explosion -- masking the
result, not confirming it). Fixed with an always-on periodic counter.
Result: 5000+ particle draws logged across a real playtest with
explosions triggered, 100% LIGHTING=off, 0 suspect hits.
2. Texture-cache-collision hypothesis RULED OUT: extended the same probe to
log the actual bound TEXEL1 address/GL-texture-id/byte-count. 7 distinct,
internally-consistent 448-byte (16x14 RGBA16) textures observed -- no
aliasing, no stale-slot signature.
3. ROOT CAUSE: used the existing GE_TEXDUMP feature (extended to exempt
16x14 RGBA images from its own 400-image cap, same masking problem as
above) to dump all 15 IMAGE_FIRE_0..14 particle textures as PPM during a
live playtest with confirmed-purple explosions. Every single one decodes
blue/purple-dominant; swapping the decoded R and B channels turns all 15
into a plausible warm fire palette, consistently. This is NOT a bug in
the shared RGBA16 decoder (port/fast3d/gfx_pc.cpp import_texture_rgba16)
-- that function is proven correct by every other RGBA16 texture in the
game rendering fine, and the general C-array byte-order normalization
already runs upstream of it. The wrongness is in the decoded bytes
themselves: either the Globalimagetable entries for these 15 image ids
resolve to the wrong ROM offset, or these assets use a sub-format the
shared decoder doesn't special-case. Do NOT blanket-swap R/B in the
shared decoder -- it would break every correctly-rendering RGBA16
texture in the game.
Also fixes a mistake made mid-session: a follow-up raw-byte-dump probe
(GE_TEXRAW) initially keyed its own cap-exemption on the wrong field
(gsDPSetTileSize's logical 56x56 wrap size instead of the real 16x14 pixel
content), so it never matched and burned a live-playtest cycle for nothing.
Fixed to key on the real signature: a 448-byte load (16*14*2, RGBA16).
Diagnostic infra left in tree, env-gated and inert by default:
GE_D172=1 (uncapped lit-case + periodic counter in gfx_sp_tri1),
GE_TEXDUMP=1 (16x14-exempt-from-cap fire dumper in gfx_opengl_upload_texture),
GE_TEXRAW=1 (fixed 448-byte-exempt raw dump in the texture import path).
* docs+probe(D219): new lead -- explosion.c never clears G_LIGHTING before particle draws
explosion.c's 15 particle DLs (assets/oddtextures.c globalDL_0x078..0x9a8,
all G_CC_INTERFERENCE+G_CC_MODULATEIA2) never get G_LIGHTING cleared by any
of explosion.c's own gSPClearGeometryMode calls. If lighting is left on from
a prior draw (e.g. a nearby lit character model), the port's vertex path
(gfx_pc.cpp:1301-1346) reinterprets the particle's authored RGBA tint as a
normal vector, turning SHADE into a scene-light color instead of red/orange
-- state-dependent, would explain "game-wide, live-play-only" exactly as
reported, and why the M-90 scripted repro (no nearby lit models) came back
clean.
Extends the existing D172 multitex-tri probe (GE_D172=1, already proven
reliable and uniquely keyed to this particle family) to also flag
geometry_mode & G_LIGHTING. Sanity-checked against the known-clean M-90
repro: still fires 40/40, all LIGHTING=off, matching the prior clean result
-- confirms the probe works without false-positiving.
Not a fix -- needs one live GE_D172=1 capture during a real explosion to
confirm or rule out before touching any rendering logic.
* fix: regenerate findings-index.csv via tools_pc/gen_findings_index.py
Hand-edited the CSV directly in the previous commit instead of running the
generator -- CI's "validate" job caught the drift.
gfx_sp_tri1's CPU-side trivial-reject AND-test trusted per-vertex outcodes
(x<-w / x>w / y<-w / y>w / z>w) that are only valid half-space tests when
w>0. A vertex that has crossed behind the camera plane (w<0 -- common when
the camera is close to a large room-structure polygon, e.g. walls/ceiling
trusses near a doorway) flips the comparison sense, so its outcode can come
out wrong. When that spurious bit happens to match the other two genuinely
correct vertices' bits, the AND-reduction fired and dropped the whole
triangle before it ever reached OpenGL -- even though GL's own homogeneous
clipper (which handles w<0 correctly) would have rendered the visible part
of it.
This reads exactly like D233 (indoor geometry intermittently vanishing near
doors while props/furniture keep drawing): large near-camera polygons are
far more likely to have a vertex cross behind the eye than small
self-contained prop meshes, and the backface-cull code six lines below
already special-cases this same w-sign hazard for its own cross-product
sign -- the trivial-reject block above it never got the same treatment.
Fix: skip the trivial-reject AND-test whenever any of the triangle's three
vertices has w<0, deferring to GL's clipper instead. This can only ever
send MORE triangles to the GPU than before, never fewer, so it cannot make
anything newly invisible.
Also investigated D234 (Dam guard towers, only the first renders) under
the same M-106 hypothesis that it shares a root cause with D233/D222 --
did not find fast3d-side evidence for it; left open in findings.md with
the ruled-out mechanisms and a next-step recommendation. D222 (FovScale
breaks culling) is a separate, already-characterised game-logic bug in
src/game/fr.c/bondview2.c, out of this fast3d-only fix's scope.
Build verified green (MSYS2 mingw64 cmake+ninja, full link succeeds).
Could not visually verify -- this worktree has no ROM/data and no
interactive display; see docs/dev/findings.md D233 entry for the exact
human verification steps (GE_PCDUMP on a doorway-heavy interior).
docs/dev/findings.md: D233 (FIXED, high confidence on mechanism/unverified
visually) + D234 (OPEN, not root-caused) entries added.
docs/porting-notes.md: generalised the w<0 trivial-reject hazard as a
recurring class for any future CPU-side "skip this triangle" heuristic.
docs/dev/findings-index.csv regenerated.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
GE assembles weapon and character model display lists in scratch arena RAM
and reissues gDPLoadTLUT from a repeated source address with different
palette *content* between materials and frames. The CI TextureCacheKey
keyed only on {texel addr, palette_addrs[0/1], palette_index, size_bytes}
with no content check, so gfx_texture_cache_lookup() (a plain map.find)
could return a stale HIT whose GL texture was decoded against a different
palette. Proven with an env-gated probe on -level_34: the same
{addr, paladdr} pair re-imported many times per frame with materially
different rdp.palette content, all taking HITs.
Fix: FNV-1a hash of the 512-byte rdp.palette, recomputed only in
gfx_dp_load_tlut() (rare vs draws -> no per-texel or per-draw cost), added
as a trailing field of the CI cache key. Non-CI keys carry 0. Cannot
produce a worse decode than the stale HIT it replaces; worst case is a few
extra texture uploads per frame (~2 measured on -level_34).
Partial for D217: this removes a real stale-palette-HIT class (the D217
finding's own "test a palette-content hash" next-step) but does NOT resolve
the visible green PP7 grip. That has an upstream cause - the grip's count=1
model TLUT is fed different source bytes per level (Bunker 0x0001 -> black,
Facility 0x1A00 -> green) for the same tile; fast3d faithfully stores what
it is given. See scratchpad D217-report.md. Full 21-level world-CI
regression sweep still owed before merge.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
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.
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.
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.
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.
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.
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).
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).
Family A of the M-36 triage (Surface "grey static" D176b, file-select
interlacing D182-2). The assigned hypothesis — import_texture_* shear when
line_size_bytes != full_image_line_size_bytes — is DISPROVEN for the Surface
repro:
- Only gfx_dp_load_tile produces a strided load; GE loads every texture via
gDPLoadBlock (tex.c texWriteLoadToTmem*), which sets line == full. Measured:
0/64 GE_DTEX + 0/166 GE_TEXDUMP imports strided on -level_36; 0 in the
front end either.
- Independent offline pitch scan (new GE_TEXRAW dump) shows the importers
pick exactly the pitch the source is stored at. The Surface cliff texture
is a 32x32 IA8 whose ROM bytes are genuinely a noise field — decoded
faithfully, tiled ~1 texel/px. D176(b) is likely a tiling-density / UV /
shift-LOD issue (RC3/D167 family) or a wrong-texture bind, not a decode
bug. Full evidence: findings.md D183. D176(b)/D182(2) stay OPEN.
- Re-confirmed D159's texSwapAltRowBytes no-op is correct (re-applying it
makes the dumps worse).
Shipped anyway (golden-safe, reversible):
- import_texture() compacts strided rows into a contiguous buffer before the
format dispatch, so every importer sees line == full — the behaviour the
seven SUPPORT_CHECK(full == line) asserts only assert (and assert compiles
out under NDEBUG). Provably inert when full == line (all current loads).
GE_TEXPITCH=0 restores the old flat read.
- GE_DTEX gains line=/full=/STRIDED markers; GE_TEXRAW=1 dumps raw
importer-input bytes for offline decode-vs-source analysis.
Verified: build 240/240; -level_09 framediff 3/3; GE_STARTMENU=10 briefing
crash-free, renders. Investigation: subagent (worktree).
Claude-Session: https://claude.ai/code/session_01GULf6knbsqfsnW39tMr9WT
- Commit CLAUDE.md + AGENTS.md so a fresh clone has the operating manual and
the ABI/no-game-logic rules (trimmed of stale phase status; the personal
pd_port path removed; points at the split docs).
- Sweep every stale doc reference across the tree after the restructure:
PCPortResearch.md -> internals.md / dev/findings.md,
PORT-LEARNINGS.md -> porting-notes.md,
AGENT-WORKFLOW.md -> dev-process.md,
docs/{GRAPHICS-BACKLOG,HANDOFF-ARCHIVE,GE-ENV-PROBES,LEVEL-*,TEXTURE-GLITCH-ANALYSIS,AUDIT-M6-*,AUDIO-PLAN}.md -> docs/dev/.
- Drop the superseded docs/PLAN-linear-level-sweep.md.
- docs/HANDOFF.md + docs/BACKLOG.md stay local-only (rolling working files);
CLAUDE.md now handles their absence in a fresh clone.
- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING.
- Restructure docs: internals.md, porting-notes.md, dev-process.md +
dev/agentic-development.md (the research write-up), dev/ (raw record).
- Replace decomp status-badge CI with a PC-port validate workflow.
- Remove session/agent scaffolding and stale planning docs from the tree.
- Add .gitattributes (normalize line endings to LF); add screenshots.
The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken
(KholdFuzion) and contributors, preserved unchanged. The PC-port work from
2026-08-17 on is mine.
fast3d never stored the N64 tile mask and wrapped textures purely at the
uploaded image size; the RDP wraps a WRAP render tile at 1<<mask, which GE
sets to ceil(log2(dim)) - so non-power-of-two surfaces (Depot room
textures) repeat at the next power of two on console and one image-width
too soon in the port ('textures repeat oddly').
- gfx_dp_set_tile: store masks/maskt on the tile.
- gfx_sp_tri1 hoisted pre-wrap block (the reworked D74 block, indexed by
texunit): when WRAP and 1<<mask != tex_width, fold UV at 1<<mask and
clamp the [dim,1<<mask) overflow band (no real texels) to the edge.
- GE_WRAPFIX env override (wins over the ini) for testing.
Behind the existing Video.WrapFix knob, default OFF -> byte-identical to
golden. Per-level captures (-level_09/-30/-34/-20, off vs on): no crashes,
no structural regression; Depot shows small localized ceiling/wall texel
changes. Kept default off pending a human visual check on Depot.
docs: PCPortResearch.md RC3/D167, PORT-LEARNINGS.md D, TEXTURE-GLITCH-ANALYSIS.md 6d.
The Depot roof (CI8 tile drawn with gsDPSetTextureLUT(G_TT_NONE)) was
decoded against a stale rdp.palette, producing blue/magenta noise that
aliased into radial rays on the receding ceiling plane. A CI-siz tile
with the TLUT disabled must be treated as raw intensity (I). Route
CI4/CI8 -> I4/I8 in import_texture() when palette_fmt == G_TT_NONE.
Adds GE_TEXDUMP (env-gated PPM + param dump) as an inert diagnostic.
-level_09/-30/-34 sweep PASS, unregressed.
The D74 block in gfx_sp_tri was inert (guard `cms & G_TX_WRAP` == `& 0`,
always false) AND OOB (`tex_width2[i]` indexed by the vertex i=0..2, but
the array is per-texunit [2]). SMALL-FIXES B1: the naive in-place
correction boot-crashed -level_09.
Rework per the B1 plan: precompute per-texunit `wrap_s/t[t]`,
`wrap_tw/th[t]`, `wrap_uls/ult[t]` once in the texunit setup loop (needs
the original cms/cmt before the CLAMP-clear), keyed on 'clamp bit not
set' + window smaller than the uploaded image; apply per vertex indexed
by `t`. Gated behind `Video.WrapFix` (default 0 -- new/never-run path).
Verified: WrapFix=0 unchanged; WrapFix=1 -level_09 renders clean through
frame 375, no boot crash, no visible corruption. Visual fix on wrapped
triangle textures (room panels) needs a level with them + an N64
reference -- Depot per B1.
Reported: menu / room textures look 'interlaced' (alternating garbage
rows). Root cause (docs/TEXTURE-GLITCH-ANALYSIS.md RC2): GE's
texGetDepthAndSize() packs base level + every LOD mip into one
gDPLoadBlock, so fast3d's upload height (size_bytes / row) runs ~1.3x
taller than the base image and the mip bytes render as rows below it.
GE_DTEX=1 confirmed it: 64x64 I4 uploaded 64x87, 65x65 -> 65x95, etc.
Fix in import_texture(): when LOD is active (rdp.tex_lod) and the load
is a plain full-width block (not a windowed gfx_dp_load_tile - the D74
sub-tile / Rare-logo case, which is lod=0), clip size_bytes to the
SETTILESIZE base-tile height. GL then builds correct mips from a correct
base. New knob Video.FixMipTextures (default 1; =0 restores old upload,
verified byte-identical to golden -level_09 3/3). BUNKER1 with the fix
on: side-wall textures visibly cleaner, geometry/HUD unchanged; Silo
unregressed. -level_09/-level_20 framediff WILL flag with the fix on
(textures changed for the better) - refresh golden after the user
confirms the menu + Depot look right.
New GE_DTEX=1 env probe logs load params for the first 64 textures.
The D63 branch-trail dump fired ~10 sysLogPrintf lines + a full trail
walk on EVERY unknown GBI opcode, unconditionally. On the front-end
menu (D149 corrupt model DL) this ran per-frame and collapsed the menu
to ~5fps with input starved. Removed the trail statics, the per-G_DL
recording, and the default-case dump; the rate-limited D146 'ending DL'
log stays. -level_09 3/3 framediff, -level_20 91.6% unregressed.
port/src/input.c: RMB manual-aim mouse sensitivity overshot badly at the
old MouseAimSpeed=50 default (25 px/poll saturated the aim band, so a
flick ran GE's (stick-60)/10 curve at full rate for many polls). Lower
the default to 25 and expose the band itself as Input.AimBand (int 5..40,
default 20 -> unchanged behaviour at the new speed). Port-only, config-
backed, fully reversible via ge007.ini.
port/fast3d/gfx_pc.cpp: annotate the dead D74 texture-wrap block
(SMALL-FIXES B1). The in-place correction (G_TX_CLAMP test + per-texunit
index) activates never-run code and crashes -level_09 at boot; it needs
the hoist-out-of-vertex-loop rework + per-level visual verification, not
a one-liner. Left inert with a NOTE; no behaviour change.
Verified: build green (ntsc-final); -level_09 + -level_20 crash-free for
a full ~75s capture window on a settled machine (D153: earlier back-to-
back runs crashed under build/run thrash, not a regression).
A desynced/corrupt front-end display list (D75 family - the compiled
wallet/dossier/logo sub-DLs at seg5+offset) feeds wild pointers to the RSP
command handlers before the walk reaches an unknown opcode. Added a shared
fast3d_ptr_ok() mapped-range check; gfx_sp_vertex, gfx_sp_movemem and
gfx_sp_set_vertex_colors now bail on a wild pointer instead of faulting.
Pairs with the D146 unknown-opcode -> end-DL change.
Verified: -level_09 unregressed.
D146 (port/fast3d/gfx_pc.cpp): an unrecognised opcode in the DL walk called
sysFatalError() -> abort() -> whole process dies with no ge007.crash.log
(the crash handler does not cover abort). Seen on the real post-Dam
MISSION COMPLETE screen: "[FATAL] Unknown GBI opcode 0x40c03 at
0x70161a8c" - a front-end 3D model (dossier, D75/D144 family) whose display
list was never built, sitting at a valid DRAM address full of junk. D144
guarded the bad matrix pointer; the walk then hit more garbage. Now: log
loudly (rate-limited x20) and `return` to end the (sub-)DL so the frame
finishes. A real level-render desync is still visible in the log.
tools_pc/debug.ps1: launch the port under gdb from the repo root so a
playtest crash always leaves a backtrace (abort/fatal or silent exit).
-Menu <id> sets GE_STARTMENU; passes through -level_XX etc. Prints the
FATAL line + backtrace + crash log when the game exits.
Verified: GE_STARTMENU=13 mission-complete -> Next chain renders, no abort,
no crash (D75 model cosmetics aside).
D143 (src/game/textrelated.c): langGet() returns NULL for a string slot the
current flow has not loaded (non-DEBUG builds; DEBUG substitutes a
placeholder). The N64 retail menu flow guarantees every front-end string is
resident before it is drawn; the PC flow does not yet, so a missing
briefing/objective/mode-select string reached textRender/textMeasure/
textWrap as NULL and faulted in the `*text` scan. Added #ifdef PORT NULL
guards at all four entry points -> degrade to "draw nothing" (blank text)
instead of crashing. User verified: front-end now navigable folder -> mode
-> difficulty -> level -> in-game.
D144 (port/fast3d/gfx_pc.cpp gfx_sp_matrix): a front-end 3D model
(MISSION COMPLETE dossier / mode-select wallets - D75 family) emits a
gSPMatrix whose pointer field was never resolved; w1 arrives as
0xFFFFFFFFFFFFFFFF, seg_addr() passes it through, and gfx_sp_matrix faults
reading addr[]. Guard: an unmapped/non-canonical addr -> substitute identity
(model draws with wrong transform, already a parked D75 cosmetic) so the
screen and its "Next" -> menu transition survive.
Verified: -level_09 unregressed (framediff 2/2 ok w/ HUD mask, no crash).
D131: restore truncated module ptr in seg_addr (Jungle -level_37)
explosionRenderPropSmoke passes a compiled .bss matrix symbol
(&dword_CODE_bss_8007A100) through osVirtualToPhysical() -- a u32-returning
shim -- into gSPMatrix, truncating the 0x1_00000000 module high word. w1
lands as 0x40xxxxxx and seg_addr() returns it raw -> wild deref in
gfx_sp_matrix when the first explosion draws (~frame 300).
Fix: seg_addr() restores the module high word for any fallthrough w1 in
[0x40000000, 0x70000000) (module fixed-based at 0x140000000, no ASLR;
DRAM/KSEG0/segmented/phys are all handled in earlier branches). Covers the
~30 latent osVirtualToPhysical(<compiled matrix/vtx symbol>) sites in
explosion/glass/blood/bondview2.
Verified: Jungle renders to frame 1500-2400+ crash-free at 91.7% content;
-level_20/-level_24 unregressed. Sweep 18->19/21 (note: -level_09 has a
separate pre-existing boot crash regressed since M-18 -- see HANDOFF).
@
GE's room GDLs emit G_TL_LOD + G_TD_DETAIL for mip-mapped textures, but
gfx_detail_textures_enabled is false for this port. gfx_lod_tile_offset's
'rdp.tex_lod ? rdp.tex_detail : i' then returned tex_detail (1) for every
texel, so fast3d sampled GE's first mip (render tile 1). GE loads the
whole mip chain with one G_LOADBLOCK to TMEM 0 and just points tiles 1..5
at offsets inside it; fast3d keys loaded_texture[] by TMEM addr and has
no entry for tile 1's offset, so import_texture fabricated a 16x16 from
the top-left 256 bytes of the base image and magnified it across the
polygon -- the blurry brown/grey ceilings and wall panels in BUNKER1.
Fix: when detail textures are disabled, gfx_lod_tile_offset always
returns 0 (the base render tile, the only correctly-loaded level). Sharp
near surfaces, matching what the N64 shows at close range.
Verified -level_09: BUNKER1 ventilation room ceilings/walls/light panels
now render crisp instead of brown mush. Single-level textures (racks,
room 1) were already fine and are unaffected.
D73 (root cause of old D72.3): GE's sinf/cosf build their double
constants through the du bit-union with big-endian word pairs {hi,lo};
on LE PC the .d read has the words swapped (rpi.d ~ 2^733), range
reduction overflows, and FTOFIX32 saturates to -32768 for every
sin/cos entry of guMtxF2L — so the Rareware logo's rotation matrix was
garbage and all its triangles projected off-screen. Fix: DVAL() macro
in src/libultra/gu/guint.h (PORT-only; #else branch is the original
expression) re-packing hi/lo into the correct LE double; sinf.c/cosf.c
.d reads replaced. N64 build untouched.
D74 (texture side, three port-layer bugs in fast3d):
- import_texture's fallback condition (rdp.tex_lod && tile >=
first+detail) overwrote valid gDPLoadBlock tmem data with
line*tile.height: letter mip chains 2744B -> 2048B (mips 1-5 dropped),
D_02005FF0 32x32 -> 32x3 (stale tile.height from gsDPSetTileSize).
Now falls back only when the tmem slot was never written.
- TextureCacheKey gains size_bytes so a truncated first import cannot
poison later full imports of the same address.
- VBO UV path now wraps by TILE size for WRAP sub-tiles (N64 semantics);
the logo's 20x3 tile at offset (11.5,29) was sampling row 0 instead
of rows 29-31. Per-vertex pre-wrap; known limits: half-texel edge
bleed, mirror sub-tiles unhandled.
Verified: clean runs reach frame ~2100 then hit the D69 load_bg_file
fault (unchanged — still the milestone blocker); PPM frame ~555 shows
the four gold RARE letters on the dark-blue plate (final pixel-perfect
check vs N64 footage left as a low-priority task). All env-gated probes
from this session (GE_DBGUV/DBGTRI/DBGTALL/DBGMAT/D74IMP/D74DUMP/
GE_DBGLOAD) stripped; previously committed TEMP D63 blocks + GE_D71LOG
remain on the HANDOFF strip list.
Docs: PCPortResearch.md §F D73/D74 entries, §G/§H status updated;
HANDOFF.md rewritten for Session I (D69 primary); AGENTS.md phase line.
D59/D64: the 'external GL DLL' crash was an unbounded blood-RLE write
(sentinel die_blood_image_end lost its N64 section adjacency on PC)
clobbering the gun-barrel sub-DL at ptr_logo_and_walletbond_DL+0x200.
D60: osPiStartDma DMA-target validation (VirtualQuery-based) in libultra.c.
D61/D63: TEMP env-gated ROM-read / VTX-pool / menu probes (strip list in
HANDOFF Task 3). D62: OSMesgQueue/OSScMsg PC layout verification.
D65/D65b: enum HEADS/BODIES signed sentinels under PORT (PC GCC picks
unsigned underlying types; N64 semantics were signed).
D66: romCopyAligned + ramrom replay 64-bit pointer width (s32 truncation
of .bss targets > 4 GiB). D67: struct image_entry N64 layout
reconstruction (dataoffset:24 first, all-u32 bitfields, sizeof==8).
D68: Globalimagetable BE->LE fixup (port/src/gimgfixup.c): bswap the
IMAGESEG-marked Gfx w1 words in the 17 ROM-copied DLs + sImageTableEntry.
index in the 32 tables after texReset's romCopy; marker scan moved to
bytes 6..7 under PORT; compiled globalDL shadows synced post-texLoad for
explosion.c's g_ExplosionDisplayLists.
Result: game boots, plays intro music, and renders the entire ~3.5-minute
intro (logo -> gun barrel with Brosnan -> cast screen) at ~59 fps. New
blocker D69: load_bg_file faults on first stage load - BG-file headers are
N64 big-endian segment-0x0F offsets read LE on PC. Full analysis + strategy
in PCPortResearch.md §F/D69; HANDOFF rewritten for the D69 session.
- Replace setjmp/longjmp green threads with real pthreads (8MB stacks);
PortQueue side table (mutex+condvar) for OSMesgQueue; dedicated tick
thread posts VI retrace + services timers (D24).
- Dual-mapped N64 DRAM: one 8MB store at V1 0x70000000 (s32-safe, all game
RAM symbols) and V2 0x80000000 (KSEG0 mirror for offset|0x80000000
rebuilds). Windows: CreateFileMappingW + MapViewOfFileEx; POSIX: memfd
+ MAP_FIXED. dram_syms.s pins cfb_16/_bssSegmentEnd/tlb block (D25).
- Address-width shims: PHYS_TO_K0 identity, OS_K0_TO_PHYSICAL = offset from
V1 base, OS_PHYSICAL_TO_K0 identity; fast3d seg_addr() remaps small
offsets into V2 (D26).
- ASLR off (-Wl,--disable-dynamicbase): absolute symbols referenced through
pointer-typed externs (.refptr + BASE reloc) must not rebase; startup
sanity check on image base 0x140000000 (D27).
- osPiStartDma posts its completion message on every path (fixes
romReceiveMesg deadlock) (D29).
- SEH-free crash handler: raw fault log first, validated manual EBP-chain
walk second (-fno-omit-frame-pointer), TerminateProcess; crashDumpThreads
via Toolhelp32 for heartbeat hang dumps (D30).
- PD fast3d integrated (port/fast3d/), replaces gfxstub.c; real src/sched.c
compiled; mainproc runs as a real pthread, host thread pumps SDL events.
- Docs: findings D24-D31 + Phase 2 status (section F/G).
Current state: boots through bossInitMainthreadData to langInit(), then
SIGSEGVs on the first file load — stack frame clobbered by a table of
truncated s32 pointers (D31, open). Next: attribute the write with
'set scheduler-locking on' + hardware watchpoint.