Commit Graph
146 Commits
Author SHA1 Message Date
James Dansereau e7fee0d7a4 docs: v0.2.1 known-issues sweep, pre-1.0/roadmap framing, AI disclosure
Batched pass across README/release-notes/Pages (one commit instead of the
scattered per-fix pushes earlier this session, per new commit-cadence
preference):

- New known issues surfaced that weren't documented anywhere: no real
  widescreen (16:9 stretches 4:3 rather than expanding FOV), no controller
  rebinding UI / macOS-ARM builds, culling/LOD dropout on Streets/Egyptian
  (D249), gunshot SFX oddities under sustained fire (D240/D241).
- Fixed a stale claim (in three places) that a wrong-sounding-instrument bug
  was still open; it was fixed in v0.2.0 (D230).
- Softened the D259 "All unlocked" fix to reflect reality: still breaks
  audio/aim if enabled before any save exists; flagged experimental
  (new finding D281).
- Corrected D255's repro to the precise, deterministic trigger found this
  session (Facility's door-opening computer terminals, Linux-wide not
  Deck-specific) instead of the vaguer original combat-crash description.
- Logged D282 (front-end menus need right stick not left on gamepad) and
  D283 (Steam Deck first-run preset skipped by an early Desktop Mode
  launch) with user-facing workarounds.
- Refined D263 (Ourumov/Trevelyan) internally with a position-sensitivity
  caveat; no public bullet since it doesn't block progression.
- Added pre-1.0 framing and a new README Roadmap section (known-issues
  cleanup, PAL/JP, real widescreen, rebinding, macOS/ARM, LAN multiplayer
  explicitly "under consideration, no ETA", plus an explicit "not currently
  planned" list) across README/release-notes/Pages.
- Added an AI-development disclosure (agentic development as a genuine
  study of the process, not just a port) across the same three docs.
- Pinned the release-notes hero GIF to the v0.2.1 tag instead of v0.2.0.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 12:53:57 -04:00
James Dansereau 1e11e1a5fd v0.2.1 polish: pull Game.ScreenShakeIntensity from the F10 menu (D181)
User testing found the slider "basically useless" -- viShake() only scales
explosion/effect shake (explosion.c), never the always-on walking head-bob
or a getting-shot reaction, which is what "Screen shake" implies to a
player. Removed the menu row until it covers all screen-shake/view-bob
sources, not just explosions. Config var + fr.c hook untouched.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 09:28:06 -04:00
James Dansereau 99f4f38e1c v0.2.1 polish: pull Game.SkipIntro from the F10 menu (breaks audio)
User spot-check of the v0.2.1 draft found that enabling Skip intro breaks
audio. It was already off by default (D216); removing the menu row so
players can't enable it until the audio interaction is root-caused. The
config var and lv.c hook are untouched (dead unless an existing ini already
has it set).

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 09:18:40 -04:00
James Dansereau 572ab7bf5b docs: findings/backlog through D280 (v0.2.1 batch + D236 tree-wall passes 2-9)
Records the v0.2.1 hotfix batch (D259-D264, this commit's code) and the
ongoing D236 Surface-1 tree-wall investigation (D265-D280): still open as of
D280 -- fog math verified N64-faithful, the noise class confirmed as the
weave's painter, the portal-culling over-draw fix (D271) real but
insufficient, no quick win identified. The D266-D280 probe code and the
D266 IA4 decode / portal-culling fixes themselves stay uncommitted pending
the game-wide regression sweep GRAPHICS-BACKLOG.md flags.

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 08:21:56 -04:00
James Dansereau e1cb96ef19 v0.2.0 final: AllUnlocked default OFF (D259 audio quirk); raise draw/LOD distance + MSAA defaults 2026-09-14 00:18:59 -04:00
James Dansereau b2d5551ece Drop-in ROM: first-run sidecar conversion, no Python (issue #6) (#84)
* Drop-in ROM: first-run sidecar conversion, no Python (issue #6, Part A + interim)

The release bundle now turns a dropped-in NTSC-U ROM into a playable game
with zero tooling: when data/pcmodels-* / data/pccg-* are missing at boot,
the engine spawns the frozen prepare-assets converter shipped in the bundle
(prepare-assets/ge007-convert[.exe], PyInstaller --onefile), waits for it,
and re-checks before continuing (port/src/romconvert.c, called from
romdataInit after ROM validation). Failure aborts boot with a message
instead of the later D179-class crash.

- prepare-assets.py: runs in-process via runpy when frozen (no user Python
  to exec); NTSC-U-only gate with a clear message for PAL/JP ROMs; d88's
  sibling import needs an explicit sys.path entry (run_path does not set
  one). Verified: frozen exe output byte-identical to the unfrozen path and
  to the shipped sidecars.
- CI (linux + windows): PyInstaller freeze step before bundling
  (ensurepip / --break-system-packages for MSYS2's pip-less python).
- bundle scripts: copy ge007-convert into prepare-assets/ (hard-fail if not
  frozen), size guard 60 -> 120 MB.
- Release notes: US-only drop-in instructions, no Python required.
- D258: PAL/JP filelist naming defects documented; multi-region deferred to
  the Part B follow-up.

* CI: install pip via pacman on Windows (MSYS2 ensurepip is disabled); regen findings index for D258
2026-09-13 23:17:29 -04:00
James Dansereau 99bc2a3a6a D230: byte-swap RAW16 wavetable samples at cart-map time (BE ROM -> host LE) (#83)
The one broken bass instrument on Control/Cavern/Runway is a plain
byte-order bug in a corner the earlier passes never looked at. The
instrument bank's only two AL_RAW16_WAVE wavetables (instruments 2 and
51, sharing base 0x2118 / len 790) decode as a clean ~110 Hz soft-attack
bass sample when read big-endian s16 -- which is how the N64 CPU reads
them. The PC mixer's resampler consumes host-native (little-endian) s16,
so every sample arrives byte-swapped: deterministic per-instrument
corruption, exactly the M-106 repro. ADPCM nibble data is byte-order
agnostic, which is why every other instrument sounds right.

romdataFinishCartMap() now walks both bank trees (same ALBankFile layout
as romdataFixupAudioBank) and bswap16s each RAW16 [tbl+base,+len) range
in place in the cart map -- where alBnkfNew() points the mixer at it
directly. Shared ranges are deduped (swapping twice undoes the swap);
all reads bounds-checked. D55 in-place-fixup idiom; port-only, no game
logic touched.

Startup log: 'romdataInit: D230 byte-swapped 1 RAW16 wavetable range(s)
in place'. Owes a by-ear pass on the three repro tracks.

findings.md D230 -> FIXED with full root cause; release-notes.md drops
the music known-issue bullet.
2026-09-13 23:13:12 -04:00
James Dansereau 608808a212 Docs: v0.2.0 finalization — README/Pages + media pass (#80)
* README: 32 s gameplay preview montage (mp4) + preview-video runbook

* Prune: drop superseded goldeneye-demo.gif (replaced by gh-preview montage)

* Docs: v0.2.0 finalization pass — final wording, aligned known issues, Deck-verified line, social preview card

- README + pages site: 'v0.2.0 (pre-release)' -> v0.2.0 throughout; the
  stale 'not yet verified on real Deck hardware' line is replaced with the
  playtest fact (D253 fixed, D255 still open).
- Known-issues lists in README + site now match the release notes one-for-one
  (adds the F10 bottom-row duplicate D251 and the intermittent Deck SIGSEGV
  D255; D243/D230/D252/D245/D246/D75 carry their finding labels).
- Working list mentions AllUnlocked default-ON (D257) with the F10 opt-out.
- First-public-release note added to the README hero and site status line,
  hedged with 'to our knowledge'.
- social-preview.png (1280x640 GitHub link card) composed from a gameplay
  frame of the preview montage; scratchpad/make-social-preview.py is the
  local recipe (gitignored, like make-preview.py).
- Commit docs/img/shots/manifest.csv (gallery -> source recording map);
  gitignore the regenerable CONTACT-SHEET.jpg; drop scratch-gdb-cmds.txt.

* Social preview: regenerate card from updated briefing HTML (v0.2.0 final wording)

The PNG committed earlier was a screenshot of the rendered site (stale
wording, video element unrendered). The canonical source is
.github/social-preview.html per .github/social-preview.md; update its
Status/Statistics lines to the v0.2.0 final state and re-render:

- Status: RELEASED v0.2.0 — WINDOWS · LINUX · STEAM DECK
- All 21 solo missions — full campaign completed in playtesting
- ~22k lines C/C++ · ~10k Python (port layer + tools)
- ~250 bugs root-caused · two coding agents, one human, part-time

Verified by pixel-diff against the previous render: only the four text
bands changed; title/fonts/layout identical. Drop the unreferenced
root-level social-preview.png.

* docs: refresh social preview + status for v0.2.0 playtest results

- Social card: 'RELEASED v0.2.0', 21/21 missions completed in playtesting,
  ~250 bugs fixed, two agents + one human; re-rendered the PNG from the
  canonical .github/social-preview.html source (pixel-diff vs the old render
  shows only the four edited text bands changed)
- README Status: campaign now claimed as completable end to end (user
  playtest: full campaign, Agent difficulty, PC); Working list matches
- findings: D255 updated with the Deck register capture (Rdi=nil -> NULL
  ObjectRecord.model, destroy-path ordering case confirmed; truncation ruled
  out) and the rule-#2 sign-off question for a guard; D254 field-verified

* docs: regenerate findings index (D254/D255 status updates)
2026-09-13 22:12:13 -04:00
James Dansereau c62803f890 D257: Game.AllUnlocked option — all levels, 007 mode, full cheat menu (#79)
Port-layer only (no game-code edits):
- main.c seeds debug_enable_all_levels_flag + debug_007_unlock_flag
  after configLoad() when Game.AllUnlocked is set (same class as the
  existing GE_UNLOCK_ALL getenv hook).
- libultra.c eep shim patches the save block at read time (the exact
  fileValidateSaves pattern: block 4, 5x96 bytes): sets all 20
  progression-gated cheat-unlock bits per slot and fills every empty
  stage/difficulty completion time with the max (0x3FF), preserving
  existing player times, then recomputes each slot's CRC with the
  game's own fileGenerateCRC so validation passes. The completion-time
  half is required: with any SP cheat active, g_AppendCheatSinglePlayer
  makes mission select accept only STAGESTATUS_COMPLETED levels, so an
  unlock-only save locks every level once a cheat is turned on.
- optionsoverlay.c: 'All unlocked' toggle row (default ON for this cut).

Verified: fresh-eep GE_SAVELOG shows all 5 slots stored==calc; user
playtest confirms all levels at each difficulty, 007 mode, populated
cheat menu, cheats working, mission select intact with all cheats on.
2026-09-13 21:48:09 -04:00
James Dansereau 4ca075061e D256: Linux $S (saves/config) now falls back to the exe dir, mirroring Windows
romdataInit finds the ROM in CWD data/, exe-dir data/, or ./, but the
POSIX $S branch only ever produced a CWD-relative path, so any launch
from another directory ran fine while every EEPROM and ini write failed
silently (no ./data/ to fopen into) — saves never persisted and F10
settings reset on every launch. Mirror the Windows branch via
readlink(/proc/self/exe) and mkdir the target dir best-effort. Verified
on WSL with exe+data in /tmp and CWD=/: config, eeprom, and ROM all
land in <exedir>/data/.
2026-09-13 20:17:34 -04:00
James Dansereau c7898d1620 D254/D255: stop the Linux crash handler eating its own logs; document the Facility firefight crash
The POSIX handler re-entered on SIGABRT (sysFatalError -> abort) and
truncated ge007.crash.log, so field crashes came back as bare abort
records with no faulting PC or registers. Guard against re-entry,
terminate directly with _exit(), and dump si_addr + the general register
set from the ucontext — a Deck crash now names the bad pointer on its
face.

Also documents D255 (new SIGSEGV in vtxstore's active-object walk during
a Facility firefight on the Deck; disassembly shows the fault is a
32-bit-zero-extended read of ObjectRecord.model, misnamed ChrRecord.
chrflags by the decompiler) and updates the release notes' Deck status.
2026-09-13 19:28:25 -04:00
James Dansereau f091619553 Release notes: known-issues pass from v0.2.0-pre playtest
- D197 (Silo face wrap): closed per user playtest, dropped
- D75: reworded — Nintendo logo still broken, Rareware logo filtering off;
  mission-complete/mode-select screens have no 3D models (old framing wrong)
- F10 ghost row: now deterministic bottom-row duplicate of the selected item
  (D251 addendum); earlier intermittent 4K framing superseded
2026-09-13 19:02:04 -04:00
James Dansereau 1db6992e5e Fix D203/D253: Facility SIGSEGV on Linux — callback prototype ABI mismatch
stanCheckLinkedSpecialTile was decompiled with an all-s32 middle-arg
prototype while its callers pass it through the standTileLocusCallback_B_t
typedef (f32 f32 f32). On x86-64 SysV the int/float class split puts the
6th arg (outFlags/record) in %rdx per the typedef but %r9 per the
definition, so the FORCECROUCH/LADDER store hit a stale scratch register.
MIPS o32 passes both through GPRs a0-a5 identically, which is why the
mismatch was invisible on N64 and in the decompilation.

ABI-class edit (AGENTS.md #2 narrow exception): body never uses the three
middle params; N64 codegen unaffected. Verified under gdb on WSL:
pre-fix SIGSEGV at stan.c:2441 with r9=0x3 and a valid record in the
caller frame; post-fix the same walk route completes clean.
2026-09-13 18:55:26 -04:00
James Dansereau 2f002a31aa D252: document the rainbow particle-palette bug (no fix for v0.2.0-pre)
User playtest report: bullet-impact sparks and lingering smoke/explosion
residue drift through the full hue wheel over time instead of holding their
intended grey/orange palette. Logged in findings §F (D252) with this
session's mechanism work: particle colour comes entirely from the 15
distinct IMAGE_SMOKE_N x IMAGE_FIRE_N (RGBA16) pairs the particles age
through (assets/oddtextures.c records, white default vertex); the M-82/D172
tile-offset fix and the 5551 decode are both verified correct for this path;
prime suspect is import_texture_rgba16 deriving width/height from the tile
line size (32x7 instead of 16x14 for the 16px-wide fire tiles), which would
scramble each aging stage into a different wrong hue -- exactly the observed
slow rainbow sweep. Per user instruction: documented only, ships as a known
issue (README + release notes + GRAPHICS-BACKLOG); index csv regenerated.
2026-09-13 15:49:34 -04:00
James Dansereau cc9068bfa1 Remove the legacy always-grab mouse mode (D192 + D239)
Per the M-82/M-106 user decision: click-to-lock is now the only cursor
capture mode. Port-only deletion, no game-code touch:

  port/src/input.c       drop mouseCaptureMode + Input.MouseCaptureMode key;
                         simplify reconcileGrab/notifyClick/releaseCapture/
                         aimGepdCompute guards; delete the !haveAbs relative
                         P-controller menu path and its dead state (menuEst/Tgt,
                         menuCursorStep, MENU_P_GAIN/EST_DELTA/MOUSE_TO_PX);
                         drop the unused inputMouseCaptureActive() export
  port/include/input.h   update WI-1 comment, remove the dead declaration
  port/src/optionsoverlay.c  remove the 'Mouse capture' toggle row + labels

Existing ini files that set Input.MouseCaptureMode are ignored (config layer
skips unknown keys). Closes D192 (outer grid cells unreachable under mode 0)
and D239 (always-grab parity) by removing the bugged path rather than
patching it.
2026-09-13 15:33:50 -04:00
James Dansereau d3d968bc0e D251: F10 options overlay QoL pass -- scrollable panel, MSAA wrap, hidden auto-% rows, SensLink toggle, hover-select removed
Known issue (logged in D251): intermittent ghost repeat of a top row at the
panel bottom in true 4K fullscreen; local repro clean, MSAA-off bisection
pending with the user.
2026-09-13 15:29:23 -04:00
James Dansereau 774d398263 D194: record full closure (M-123) -- sens co-tuned, aim-mode FPS resolved by user evidence 2026-09-13 15:29:19 -04:00
James Dansereau 6d083c2c7c D194: user playtest verdict -- spazz accepted (95%), remaining work is sensitivity co-tune + FPS control 2026-09-13 14:17:17 -04:00
James Dansereau e7c2ffe52b D194: drop vv_theta [0,360) wrap in GEPD aim (GEPD parity); extend gepdaim log with residue/autoaim terms for spazz diagnosis 2026-09-13 13:59:58 -04:00
James Dansereau 16966df2e3 Merge branch 'main' into fix/d194-mouse-dt-decouple 2026-09-13 10:13:34 -04:00
James Dansereau 7c48f664ca D222/D218/D249: fix high-FovScale culling, draw distance, LOD scaling (#76)
* D222/D218: fix high-FovScale culling + add Video.DrawDistance

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

User confirms this is good for now.
2026-09-13 10:13:04 -04:00
James Dansereau 70bc9d65b5 D250: getenv() caching fix -- root cause of the Dam fps drop (plus sysSleep unit fix, GE_D250 probe, perf.ps1) (#75)
* 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.
2026-09-13 09:33:36 -04:00
James Dansereau ef0c0900b4 docs(D250): rule out build flags + idle-load as the fps bottleneck (#74)
Build flags confirmed as -O2 RelWithDebInfo by default, not the cause.
GE_D193 idle-load probe on bunker1 and streets both hold a healthy
55-60fps in this dev box, well under the 16.7ms/60fps budget -- does
not reproduce the user's reported ~45fps at 720p on a high-end PC, so
the real cost is likely gameplay-load-dependent (AI/combat/particles)
or resolution/GPU-fill-rate-bound in a way idle testing doesn't
exercise. This session had no interactive input tooling to drive real
gameplay headlessly.

Ruled out in passing: the D51 vi-post debug log is throttled to
~once/sec, not a per-frame cost.

Next step needs a human: capture GE_D193=1 output during a live
session at the moment fps visibly tanks, to tell sim-side cost from
render/GL-side cost.

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
2026-09-13 08:54:08 -04:00
James Dansereau 1e9d8eb852 docs(D194): PR #62 playtest feedback -- hipfire good, aim-mode still too sensitive
User A/B playtest of PR #62 (fix/d194-mouse-dt-decouple, rebased onto
main this session) confirms hipfire/primary mouse-look feels right now
(dt-decouple + SOLITAIRE natural-pitch), but RMB/Shift aim-mode is
still too sensitive and not usable for precision aiming.

Static re-read of the aimHeld branch in port/src/input.c finds a likely
cause the M-107 curve fix didn't reach: AIM_STICK_MIN=61 is a hard
floor the stick snaps to on any motion past a 0.3px/poll threshold --
the aimCurveGamma response curve only shapes the range above that
floor, so tiny mouse nudges still jump straight to 10% of max aim-turn
speed instead of ramping from zero, unlike the (working) hipfire path.
Not build/runtime-verified -- a hypothesis, not a confirmed fix.

PR #62 stays held, unmerged, pending another aim-mode iteration.

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
2026-09-13 08:28:52 -04:00
James Dansereau 4ed9cf88cd docs(D230/D243): log dispatch results — one hypothesis ruled out, one build-blocked (#73)
M-120: dispatched a local-Qwen triage pass on D230 (music quality) and a
Claude subagent on D243 (Dam cutscene race), per the roadmap triage.

D230: the dispatched hypothesis (afFixupBook's BE->LE book-coefficient
conversion in port/src/romdata.c is backwards) does not survive review —
it's the same conversion pattern used for every other field in the same
function, and if it were wrong every ADPCM sound would be corrupted, not
one bass instrument on three tracks. Ruled out; the standing M-108 leads
(predictor-count truncation / order mismatch in port/src/mixer.c) remain
the live hypothesis.

D243: the subagent wrote the planned GE_D243 env-gated MENU_* transition
trace (src/game/front.c only, statically reviewed sound) but could not
build-verify it — hit a reproducible CMake/ninja-vs-bare-gcc environment
failure ("Cannot create temporary file in C:\Windows\"). Independently
reproduced the same failure in a fresh worktree this session. Diagnostic
is pushed on investigate/d243-cutscene-race (2a47f110), not merged —
needs a session with a working toolchain to build, run the -level_33
repro, and correlate against the D146 burst.

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
2026-09-13 08:14:45 -04:00
James Dansereau 3470b68ae9 docs: regenerate findings-index.csv, fix stale statuses; file D249/D250 (#72)
Findings-index regen (tools_pc/gen_findings_index.py) — only D194's row
had actually drifted (fix direction implemented since, on PR #62, not
"not implemented" as the cell said). GRAPHICS-BACKLOG.md's D233/D234
rows were also stale ("not investigated") despite both being fixed and
verified since M-107/M-108 per findings.md.

New findings from user QA (M-119):
- D249: LOD/culling breaks on far geometry on big open levels (Streets,
  Egyptian) at default FOV; distinct from D222/D218. Also a QoL ask for
  a togglable LOD improvement, N64-accurate LOD kept selectable.
- D250: FPS now drops to 20-40 intermittently on many levels, a likely
  direct consequence of D248 (M-118) exposing real per-frame cost that
  was invisible while the port silently ran at half rate.

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
2026-09-12 22:50:38 -04:00
James Dansereau 52477b44af D248: fix port-wide 30fps halving -- pointer-width scheduler ABI bug
osScAddClient() stashes a per-client "every retrace vs every other
retrace" flag in the next array slot's .next field (c[1].next = next);
__scHandleRetrace read it back via a hardcoded 8-byte offset that only
lands on the right memory when OSScClient is 8 bytes (32-bit
pointers). On this 64-bit port the struct is 16 bytes, so the read
landed inside the gfx client's own msgQ pointer (always non-NULL)
instead, silently collapsing the gfx client onto the audio client's
30Hz path even though the VI-retrace pacemaker itself was always
correctly ticking at 60Hz.

Fix indexes the struct (client[1].next) instead of hand-rolling the
byte offset, so it scales with pointer width on either platform --
same class as D122/D126/D132/D209, just in the scheduler instead of a
ROM-serialized struct. Verified via the Video.DisplayFPS overlay:
30 FPS pre-fix, 60 FPS post-fix, same build/scene (-level_09).
-level_09/-level_20 both crash-free post-fix.
2026-09-12 21:36:21 -04:00
James Dansereau dac4ae7c0c D228: fix white NPC-weapon-texture patches -- IA16 palette intensity/alpha byte-order bug
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
2026-09-12 21:20:51 -04:00
James Dansereau 53c9a879f3 D245: reopen -- live playtest shows the allowShift=TRUE fix did not resolve the seam
User report on Frigate post-fix: water still glitches between two patterns
and still changes with view angle, unlike the sky (which uses the same
skyPortBeginFan/skyPortEmitTileShift mechanism post-D227 and no longer has
this problem). The mechanistic writeup and GE_D227V trace from the same
session looked correct but were evidently not sufficient evidence -- a
single static frame/angle capture never exercised whatever actually causes
the live symptom. Reopening honestly rather than leaving a stale FIXED
label; the superseded analysis is kept in the row for reference but flagged
as unconfirmed. No code change in this commit (docs only).

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
2026-09-12 21:16:38 -04:00
James Dansereau a088bb51e7 D195: restore G_TEXTURE_GEN envmap UV generation -- fixes black reflective materials game-wide
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
2026-09-12 21:02:53 -04:00
James Dansereau 1f7f804733 D247: close as NOT A BUG -- confirmed faithful N64 TV-safe letterbox; D246 narrowed
Display pipeline pass on the two remaining M-116 QA reports.

D247 (black bars top/bottom): traced to bondviewGetCurrentPlayerViewportHeight()
returning VIEWPORT_HEIGHT_DEFAULT (220 of 240 NTSC scanlines, fr.h) for the
decomp's own default SCREEN_SIZE_FULLSCREEN option -- unmodified ground-truth
code, no #ifdef PORT anywhere near it. Verified against both the existing
save and a fresh EEPROM (rules out a stale Screen=Wide/Cinema setting from
earlier sessions) -- same inset either way. This is GoldenEye's real
TV-safe-area letterbox, present on original hardware. No code change.

D246 (left/right edge strips): GE_PCDUMP captures of the native render show
clean edge columns, ruling out an RDP/game-DL scissor bug and the D227/D245
tc-overflow class -- the defect must be introduced later, in the SDL window
presentation path GE_PCDUMP bypasses (MSAA resolve blit or a live-window
scale remainder). Still needs the user's window size/MSAA setting to chase
further; documented as a narrowed OPEN with concrete next steps.

New porting-notes.md entry: check the decomp's own constants before
assuming a rendering "defect" is a port bug.

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
2026-09-12 20:35:50 -04:00
James Dansereau 4806799867 D245: fix IsWater view-tracking seam -- allow the D227 tc-shift safety valve on the water quad
The water quad's fan was the one skyPortBeginFan() caller passing
allowShift=FALSE, on the theory that a matched tc-shift on both texunits
would flatten the sinf()-driven cross-fade the effect depends on. That
theory was wrong: skyPortEmitTileShift() replays both tiles' SETTILE
commands with the identical k, rescaling both texunits' decoded S/T by
the same factor before each tile's own (unshifted) uls/ult offset is
applied by the RDP -- the offset between tile 0 and tile 1's sample
points is preserved, not flattened.

Confirmed with the GE_D227V probe on Frigate (-level_26): a water fan
vertex spans S=-166..299317, T=-6451..288410 in S10.5 units (same order
of magnitude as D227's pre-fix sky overflow), now correctly getting
kS=4 kT=4 instead of being forced to 0.

verify.sh frigate and "surface 2" (the two IsWater levels) both PASS
crash-free. Live playtest of the mouse-tracking seam itself still owed.

Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
2026-09-12 20:28:49 -04:00
James Dansereau 9b0acccd1d D229: fix green/pulsating IsWater water -- fast3d wasn't expanding CI8 indices
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
2026-09-12 20:16:45 -04:00
James Dansereau b1cf0eac4c D219: scope the fire-particle byte-order fix by pixel format; resolved
M-115: re-apply M-113's store-time bswap scoped to the 16-bit GBI-size
family only (PORT_PIXEL16 = bswap16 under #ifdef PORT; PORT_PIXEL32 stays
identity). The fast3d importers disagree on pool byte order:
import_texture_rgba16/_ia16 read manually big-endian bytes, while
import_texture_rgba32 does PD_BE32() on a native load -- M-113's blanket
swap hit both and regressed muzzle flash/ammo HUD (M-114).

Format is the structural discriminator, not compmethod (fire frames span
LOOKUP/RLE/HUFFMANBLUR/RLELOOKUP) or texnum range. Offline census of all
2698 ROM images (scratch/d219_headers.py / d219_census.txt): 94 non-zlib
wide-pixel; the 16-bit family is IMAGE_FIRE_0..14 + texnum 1198-1201/2430/
2510-2523, every ammo/flare/crosshair/muzzle-flash image is RGBA32.

Runtime-verified on Dam (scripted fire): all 15 frames decode format=1,
pool dumps warm R-dominant (mean opaque RGB 255,238,139). RGBA32 pool
bytes bit-identical to the M-114-revert build. User playtest confirmed;
D219 closed. GE_D219RAW probes generalized (no texnum filter), inert.
2026-09-12 19:05:50 -04:00
James Dansereau f55a89515f D219: root cause found -- fire particle texture data itself is R/B-swapped, not a rendering bug (#71)
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).
2026-09-12 17:06:59 -04:00
James Dansereau 81054e4c98 D219: instrument a G_LIGHTING probe on explosion particle draws (#68)
* 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.
2026-09-12 16:16:37 -04:00
James Dansereau 8e2213c28f docs(D219/D234): user confirms D219 game-wide + wants it fixed; D234 already closed (#67)
D219 (purple/blue explosions): user confirmed 2026-09-12 this is not
Dam-exclusive -- game-wide -- and wants an active fix, not further triage.
Static/scripted analysis (M-89/M-90) is exhausted; next step is a live
GE_PCDUMP capture during a real explosion.

D234 (Dam guard towers): already marked VISUALLY VERIFIED FIXED in both the
findings.md row and findings-index.csv -- no change needed, just confirming
consistency per the user's note that this is resolved.
2026-09-12 15:58:22 -04:00
James Dansereau df7186617b docs(D230/D235/D243): M-108/M-109 static-analysis follow-ups from 3 parallel subagent investigations (#66)
D230 (bass-instrument audio corruption): narrowed suspect to port/src/mixer.c's
hardcoded order=2/npredictors<=8 ADPCM decoder assumptions; not yet confirmed
against real ROM book data.

D235 (wrong textures after death/restart): the leading "CI-cache survives
restart" theory is likely refuted -- lvlStageLoad (the only call site for both
set_mt_tex_alloc and proplvreset2) runs on every stage transition including
restarts, so the cache reset isn't actually skipped. Real mechanism still
unknown.

D243 (Dam end-cutscene D146 corruption burst): corrects the prior write-up's
timing claim by re-reading the same session's raw logs at the frame-counter
level -- the corruption fires ~1600-3900 frames after the camera-cut, not
during it, in both runs (not just one). This also weakens the D134/pendingGfx
race citation, since osSpTaskStartGo runs gfx_run() synchronously. New lead:
the mission-complete/briefing screen chain, not the cutscene render itself.

Claude-Session: https://claude.ai/code/session_01CUFSnpgrAyQSDVHoQQ6Sx3
2026-09-12 15:53:56 -04:00
James Dansereau f26fb8f0a3 docs(D160/D219/D233/D234/D243): M-108 live-playtest findings (#64)
Live GE_D160=1 traces on Dam plus a fresh-save playthrough during this
session's interactive playtest:

- D160: corrects its old "cutscene never plays" premise (refuted by a
  live trace showing the AI trigger fires and all 3 camera_switch calls
  execute). Real defect split out to new D243: a stale/freed
  display-list-memory read (D146 guard burst, freed-memory byte pattern)
  during the cutscene's camera-angle cuts, evidenced by non-deterministic
  call ordering between two runs. User confirmed the glitch reproduces
  on real fresh-save play, not just the debug-load harness.
- D233: visually confirmed fixed (Frigate -level_26, corrected level id).
- D234: visually confirmed fixed; mechanism still unexplained (the M-107
  investigation argued D233's fix shouldn't cover this symptom).
- D219: REOPENED. Live Dam PPK firefight still shows purple/blue
  explosions, contradicting M-90's clean scripted-repro verification —
  the scripted GE_INPUTSCRIPT repro likely didn't exercise the same
  explosion DL live play hits. User's impression is this is game-wide,
  not Dam-specific; needs a second-level confirmation.

No src/ or port/ changes. findings-index.csv regenerated via
tools_pc/gen_findings_index.py.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-12 15:41:09 -04:00
James Dansereau 3dcceaafd9 ci: route windows-build to self-hosted runner (G2); land ROM-gated sweep workflow (G1) (#65)
* ci: route windows-build to self-hosted runner (G2); land ROM-gated sweep workflow (G1)

G2: windows-build now runs on the self-hosted box (corpyvt6agent01) for
push/workflow_dispatch, using local ccache instead of the actions/cache
round-trip and skipping msys2/setup-msys2's install once packages are
already present. pull_request always stays on windows-latest — fork PRs
must never reach a box that will hold a ROM.

G1: adds .github/workflows/selfhosted.yml, a dispatch-only workflow that
builds + runs the 21-level headless sweep (tools_pc/verify.sh sweep --json)
against a runner-cached ROM. Inert until manually dispatched.

Still pending (manual, physical steps on the box — not done by this
commit, see docs/dev/notes/SELFHOSTED-RUNNER-PLAN.md rollout table):
- register corpyvt6agent01 as a runner against this repo
- confirm MSYS2 at C:\msys64 with the required mingw64 package set
- one-time ROM seed into {runner_home}/_rom-seed/
- first workflow_dispatch sweep + parity check against a local run
- flip G1 from workflow_dispatch to push:[main] once green

Claude-Session: https://claude.ai/code/session_01J5PZ3sTHiuW6MdQnepasSU

* fix(selfhosted.yml): remove invalid concurrency.max-parallel key

Found by testing: dispatching the workflow failed with a hard parse
error (HTTP 422, "Unexpected value 'max-parallel'"). GitHub Actions'
workflow-level `concurrency` block only supports `group` and
`cancel-in-progress` — `max-parallel` is a job `strategy:` key for
matrix jobs, not a concurrency-block key. Serialization was already
achieved via group + cancel-in-progress:false; the stray key just
blocked every dispatch.

Claude-Session: https://claude.ai/code/session_01J5PZ3sTHiuW6MdQnepasSU

* fix(selfhosted.yml): register the msys2 shell wrapper (setup-msys2 step)

Found by testing: the first fixed dispatch failed every msys2-shell step
with "msys2: command not found". Unlike ci.yml's windows-build, this
workflow used `shell: msys2 {0}` without ever running msys2/setup-msys2,
which is what registers that shell alias for the runner — MSYS2 being
pre-installed on the box doesn't help if Actions doesn't know the shell
exists. Adds the same setup-msys2 step ci.yml uses, with update:false
since the packages are expected already present (fast no-op per plan).

Claude-Session: https://claude.ai/code/session_01J5PZ3sTHiuW6MdQnepasSU

* ci: stop reinstalling MSYS2 per run on the self-hosted box

The self-hosted paths (selfhosted.yml; ci.yml windows-build's push/
dispatch route) no longer call msys2/setup-msys2 or pacman -S at all.
MSYS2 + the mingw64 package set are now assumed hand-maintained on
corpyvt6agent01 (docs/dev/notes/SELFHOSTED-RUNNER-PLAN.md), invoked by
calling its bash directly (`C:\msys64\usr\bin\bash.exe -leo pipefail
"{0}"`, the same invocation setup-msys2's generated wrapper uses) with
MSYSTEM=MINGW64 so /etc/profile still puts mingw64/bin on PATH.

Adds tools_pc/check-selfhosted-deps.sh: a fast, install-free check that
exits 0 immediately when the required packages (toolchain, cmake,
SDL2, zlib, python, ccache, zip, unzip) are present, or fails with the
exact `pacman -S --needed ...` line to run otherwise — so a missing
package on the box surfaces immediately with a clear fix, instead of
as a confusing failure deeper in the build.

ci.yml's windows-latest (PR) path is unchanged: ephemeral runners still
get a full msys2/setup-msys2 install every time, since there's nothing
to persist there.

Claude-Session: https://claude.ai/code/session_01J5PZ3sTHiuW6MdQnepasSU

* fix: use msys2/setup-msys2 release:false instead of a raw bash-path shell

The previous attempt (invoking C:\msys64\usr\bin\bash.exe directly as a
custom `shell:` command) failed on the actual runner with "Second path
fragment must not be a drive or UNC name" — a real limitation, not a
typo; it failed identically in both files, including the one with a
static (non-templated) shell string, so it wasn't the ${{ }} expression
either.

Root-caused by reading msys2/setup-msys2's actual source: `release:
false` makes it reuse the existing C:\msys64 as-is (hardcoded path in
that branch, confirmed in main.js) instead of downloading+installing a
fresh copy, and — verified in the same source — omitting `update` and
`install` skips every pacman call entirely (just one `uname -a` + a
pacman.conf sed tweak, no network). This is the officially documented
mechanism for self-hosted runners with a pre-existing MSYS2 install
(see the action's README, "release" section).

ci.yml's windows-build now runs setup-msys2 unconditionally but with
release/update/install all keyed off github.event_name: full install on
windows-latest (PR, ephemeral), reuse-only on the self-hosted box
(push/dispatch). selfhosted.yml always uses release:false. Both then
run tools_pc/check-selfhosted-deps.sh to verify the box's hand-
maintained packages are actually present.

Claude-Session: https://claude.ai/code/session_01J5PZ3sTHiuW6MdQnepasSU

* fix(selfhosted.yml): cp -r for the ROM sidecar directories

Found by testing with the ROM seed actually in place: pcmodels-ntsc-final
and pccg-ntsc-final are directories (not single files, unlike
ge007.ntsc-final.z64), so a plain `cp` failed with "omitting directory"
and left the seed step failing on every run even with the seed populated.

Claude-Session: https://claude.ai/code/session_01J5PZ3sTHiuW6MdQnepasSU

* ci: drive MSYS2 MINGW64 directly via ci-shell.cmd, drop msys2 shell shim

The self-hosted runs were dying with 'msys2: command not found' because the
msys2/setup-msys2 action's shell shim was never registered on the box. Replace
the dependency on that shim with a small committed launcher (tools_pc/ci-shell.cmd)
that headlessly reproduces the local 'MSYS2 MINGW64' terminal:

  - MSYSTEM=MINGW64 + /mingw64/bin on PATH
  - NON-login bash, so it keeps the workspace cwd (a login shell cd's to $HOME
    and would break every relative path in the workflow)
  - -e -o pipefail for GitHub-style error propagation

Both workflows now set defaults.run.shell to C:\msys64\ci-shell.cmd {0}; a
bootstrap step (shell: cmd) refreshes the launcher from the repo into C:\msys64
each run. selfhosted.yml drops setup-msys2 entirely; ci.yml keeps it only for
the ephemeral windows-latest PR path (which installs MSYS2 at C:\msys64).

.gitattributes: force CRLF for *.cmd so cmd.exe parses the launcher correctly.

* Revert "ci: drive MSYS2 MINGW64 directly via ci-shell.cmd, drop msys2 shell shim"

This reverts commit a976b2589c.

* docs(D244): log self-hosted-runner link failure — undefined reference to objectiveGetStatus_WEAK

First real build attempt on the reinstalled corpyvt6agent01 box (run
34707798707) fails at link with an unresolved #pragma weak alias. A local
repro of the identical alias pattern links fine on current MSYS2
(gcc 16.2.0/binutils 2.47); the box reports gcc 16.1.0 — likely a stale
toolchain, consistent with rollout step 2's earlier package-hygiene gap.

Claude-Session: https://claude.ai/code/session_01CUFSnpgrAyQSDVHoQQ6Sx3

* fix(verify.sh): surface run.log tail on NO-FRAMES instead of silently discarding it

sweep mode's per-level run.log (the game process's own stdout/stderr, where
an SDL/GL init failure would show up) was captured into a mktemp capdir but
unconditionally rm -rf'd with no diagnostic ever printed for the NO-FRAMES
(no-crash) case -- every level failed this way on the self-hosted runner's
first real sweep attempt with zero clue why.

Claude-Session: https://claude.ai/code/session_01CUFSnpgrAyQSDVHoQQ6Sx3

* fix(selfhosted.yml): stop deleting the ROM seed dir -- cache save silently fails on this box

actions/cache/save has been failing to persist the ROM cache entry on
corpyvt6agent01 (WARNING annotation, tar.exe exit code 2) but doesn't fail
the step -- by design, a cache-save failure is non-fatal, so the workflow
carried on and the now-unconditional "Delete one-time seed dir" step wiped
the only copy of the ROM every single run. Every dispatch since has failed
at "Seed ROM cache" with an empty seed dir and an empty cache -- exactly
the user-reported "it wipes out the ROM data each run".

Fix: don't delete the seed dir. It's cheap disk (three files, a few hundred
MB) and the existing restore-then-seed-if-missing logic already treats it as
the fallback source whenever the cache comes back empty, so leaving it in
place is safe and makes the workflow tolerant of the cache-save bug until
that's root-caused separately.

Claude-Session: https://claude.ai/code/session_01CUFSnpgrAyQSDVHoQQ6Sx3

* fix(verify.sh): sweep --json never actually produced a verdict array; fix NO-FRAMES diagnostic clipping it further

Two bugs, found together while chasing the self-hosted runner's first real
sweep attempt:

1. sweep mode's `out=$(verify_level ...); echo "$out" | head -1` always
   discarded emit_verdict's second (--json) output line -- RESULTS_JSON was
   declared for assembling a verdict array but never populated or printed,
   so `sweep --json` has never produced anything but `[]` for the
   workflow's "Extract JSON verdict" step. Now builds and prints a real
   `[{...}, {...}]` array before the RC exit.

2. My own D244-session addition (printing a NO-FRAMES level's run.log tail)
   wrote to stdout, which the same `out=$(...)/head -1` capture turned into
   the *new* first line, clipping the real verdict summary. Moved to stderr,
   which bypasses that capture.

Claude-Session: https://claude.ai/code/session_01CUFSnpgrAyQSDVHoQQ6Sx3

* docs: regenerate findings-index.csv for D244

Claude-Session: https://claude.ai/code/session_01CUFSnpgrAyQSDVHoQQ6Sx3
2026-09-12 15:33:07 -04:00
James Dansereau 7e99344741 docs(D148/D160/D173): re-confirm propDef stride ruled-out; rule out PadRecord.stan and act_anim aliasing for puppet-position bug (#61)
Investigation pass on the cutscene-reliability cluster (D148/D160/D173),
part of the 1.0 acceptance-bar #4 push. No build/runtime toolchain was
available in this worktree (no gcc/cmake on PATH, MSYS2 MINGW64 not
active), so this is a static-analysis-only pass; no code changes.

D160 (Dam end-cutscene / D148 label): independently re-derived (not
just re-cited) that hypothesis (a), a propDef sizepropdef() stride
desync, is ruled out — CutsceneRecord (propDef type 46) is all-scalar,
28B, zero pointer/union fields, so the D122/D126/D132/D209 pointer-
width-growth class cannot apply. Confirms the existing M-31 audit
recorded in porting-notes.md. Hypotheses (b)/(c) (AI trigger flow /
invisible puppet render) remain unconfirmed — still need the shipped
GE_D160=1 trace driven live.

D173 (third-person Bond puppet floats / spins in cutscenes): checked
the two most D209-shaped candidates for a puppet Y-position aliasing
bug and ruled out both. (1) PadRecord.stan is a ROM-serialized pointer
field zeroed by tools_pc/d88_emit.py's emit_pad() with a "dead-on-load"
comment; verified against the N64 source asset tables (UsetupdamZ.c)
that every PadRecord literal initializes stan to 0 on N64 too, so the
PC zeroing is byte-identical to ground truth, not a converter bug.
(2) The anim-root-motion Y-accumulation chain was already exhaustively
audited during D193/D209 (M-80/M-81) and the padding[]-union sweep
that found D209/D210 explicitly cleared act_anim/act_dead as
layout-stable. Root cause not found; the D209-style struct-aliasing
pattern does not appear to be the shared explanation here, unlike the
hope stated in the dispatch brief. Flagged next steps: a live Cradle
capture, and locating the actual two-actor Cuba end-credits code path
(not found this session).

Added a generalizable porting-notes.md quirk: before assuming a zeroed
ROM-serialized pointer-width tail slot is a converter miss, check the
N64 source literal — some fields are legitimately always NULL on both
platforms.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-12 10:15:12 -04:00
James Dansereau 650ac57fc6 fix(D233): fast3d trivial-reject drops visible triangles with a behind-camera vertex (#63)
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
2026-09-12 10:11:51 -04:00
James Dansereau 067c8384d0 docs(M-106): log user QA report as D233-D239 (#60)
* docs(M-106): log user QA report as D233-D239 (delegate triage)

7 new open findings from local-delegate triage of a fresh user QA pass:
- D233: indoor geometry vanishes near doors while world objects still draw
  (portal/frustum-cull suspect; screenshots committed, D106/D222 neighbours)
- D234: Dam guard towers invisible except the first (instance suspect)
- D235: Facility wrong textures, reported as a regression (bisect vs
  pre-D217-fix build first)
- D236: Surface 1 billboard trees render as a texture-sheet wall, not
  discrete camera-facing sprites
- D237: F10 overlay QoL — wheel scroll, more exposed settings incl.
  Game.NoHitFlash, category grouping
- D238: mouse sensitivity rework — separate RMB aim sensitivity, single
  linked master by default, fix up/down vs left/right asymmetry
- D239: click-to-lock is already default; drop always-grab entirely if
  parity isn't cheap (re-confirms M-82, closes D192 by deletion)

findings-index.csv regenerated via tools_pc/gen_findings_index.py.

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

* docs(M-106): file D230 — in-level music quality (bass instrument corrupted)

Repro obtained from the user, deterministic (not intermittent): Control
(elevator + regular track, throughout), Cavern (elevator, throughout),
Runway (a bass instrument enters ~5-7s in and stays bad). User confirmed
against original N64 audio that a bass instrument belongs on Runway --
instrument selection is correct, only its sound is wrong on PC. Determinism
scopes this to a static decode/synthesis bug (csplayer.c/synthesizer.c or
bank loading), not the D147/D152/D202 live voice-stealing family.

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

* docs(M-106): dedupe D230 -- fold M-106 repro into the original M-105 filing

The M-105 session already filed D230; the M-106 delegate triage didn't
know that (branched off a stale local main before pulling) and filed a
second D230 row with the refined repro. Merged into one entry -- kept
the M-105 filing as the base, folded in the M-106 deterministic repro
(Control/Cavern/Runway) and the bass-instrument-is-correct clarification.
findings-index.csv regenerated via tools_pc/gen_findings_index.py.

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

* docs(D235): clarify trigger is death/restart, not a Facility-only regression

User clarification: the wrong-texture symptom isn't specific to Facility
and isn't a general build regression -- it's triggered by dying/
restarting a level (seen on other levels too). Reframes the leading
hypothesis from "bisect against #47/#49" to a texpool/CI-cache reset gap
on level re-entry (D217/D228 neighbourhood). Updated GRAPHICS-BACKLOG.md
+ findings.md; findings-index.csv regenerated.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-12 10:00:01 -04:00
James Dansereau 646798be56 docs(M-102): fix findings-index false-positive, release <version> bug, land parked site cleanup (#53)
* docs(M-102): fix findings-index false-positive, release <version> bug, land parked site cleanup

Docs triage pass (docs/dev/notes/PROMPT-docs-triage-session.md).

- gen_findings_index.py: D194's row was silently bucketed FIXED (an open
  design item) because it had no distinct status cell, so the generator's
  fallback keyword search matched "fixed" somewhere inside 6,500 chars of
  narrative -- the same misleading-index failure mode that cost a session
  on D227 (see docs/dev/findings.md SS H "D227 -- M-98"/"M-99"). Gave D194
  a real status cell. Also extended LEAD_RE/bucket() with 5 verdict tokens
  already in use in the doc (ANALYZED, GUARDED, DIAGNOSTIC SHIPPED,
  ROOT-CAUSED, NOT A BUG) and added a leading verdict word to 4 more rows
  that had a status cell but no recognized token -- fixes all 10 rows the
  generator previously bucketed "?" (D175 D174 D173 D220 D160 D133 D136
  D156 D153, plus D194). findings-index.csv regenerated; --check passes;
  diff reviewed, only these 10 rows moved.
- ci.yml: release-notes.md's <version> placeholders were never substituted
  before `gh release create --notes-file`, so every published release body
  (including the live v0.1.0 release) ships the literal text. Now sed'd to
  the tag first.
- Landed docs/dev/notes/UNLANDED-docs-site-cleanup-steps3-5.{md,patch}
  (parked M-101, never pushed, branch deleted): deletes the orphaned
  docs/StructureGuide.md (0 tracked references), adds title/description
  frontmatter to 5 published Pages docs, rewrites docs/index.md's stale
  "Phase 2 of 4 / no audio yet / 19-of-21" status text to match the
  current README. The 2 files whose hunks no longer applied via `git am`
  (docs/index.md, docs/dev/agentic-development.md) were redone by hand
  against current main.
- docs/BACKLOG.md (local, gitignored): retargeted a dead
  docs/PORT-LEARNINGS.md reference to docs/porting-notes.md.

Larger triage items (findings.md monster-row convention, full
status-accuracy sweep, duplicate-defect clustering, dev-notes plan
triage, HANDOFF rotation policy) scoped but not started -- see
docs/dev/notes/FOLLOWUP-docs-triage-session.md (gitignored).

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

* docs/index.md: fix stale in-level-music claim before merge

This PR predates the M-102c/M-105 correction (already landed in the
README via PR #55): in-level music is NOT absent, it plays with some
tracks having wrong-sounding instruments / occasional garbling (D77
fixed, D230 filed for the residual). This branch's own rewritten Status
paragraph still said music 'doesn't yet' play -- fixing it to match
before merge so main doesn't briefly regress to a stale claim this
session already corrected elsewhere.
2026-09-12 09:33:54 -04:00
James Dansereau a24495672e docs: scrub stale status claims (D77 music, D227 sky, D217 green textures) (#55)
* docs: scrub stale status claims (D77 music, D227 sky, D217 green textures)

The M-104 roadmap refresh flagged four live inaccuracies; this fixes all
four plus files the missing music-quality finding:

- README: in-level music no longer described as silent/absent (D77 fixed,
  PR #42); sky line no longer 'still being fixed' (D227 merged, PR #43) --
  D229 green water is now the named sky-path residual.
- GRAPHICS-BACKLOG.md: D77 row updated PARTIAL -> RESOLVED with root cause.
- findings.md: D217 status cell led 'OPEN -- root cause characterised
  (M-86)' although the green defect was fixed and merged (PR #47/#49, two
  human playtests); now leads FIXED with the D228 split-out noted.
- New D230: in-level music quality residual (wrong instruments on some
  tracks -- elevator named specifically -- plus occasional garbling).
  Scope pointed at the seq/instrument-bank decode path, not the proven
  mixer/trigger layers.

findings-index.csv regenerated; gen_findings_index.py --check passes.

* docs(D190): root-caused and closed — level 45 is MP-only, no solo setup in ROM

M-48's 'Linux-only crash' was a misframing. Full chain (reproduced on
Windows this session, 0xc0000005 in modelLoad via domakedefaultobj with
obj=0x784f):

- setup_text_pointers[45] = "UsetupimpZ" but that name is absent from the
  ROM file table; only the MP variant "Ump_setupimpZ" exists. BASEMENT is
  a 4P MP level (front.c multi_stage_setups[]) — its solo name was never
  shipped, like the other MP-only levels (STACK/TEMPLE/COMPLEX/CAVES/
  LIBRARY).
- A solo -level_45 boot requests the nonexistent file. On PC the inert
  rmon stubs leave fileGetIndex's dynamic-path response uninitialized ->
  size-0 table entry -> 0-byte load into a stale pool buffer -> the
  propDef walk runs over stale memory (M-48 hit add_ptr_to_objective;
  same garbage walk, different contents).
- N64 parity: file genuinely absent there too; the boot is broken in the
  original as well. No fix taken (a port guard cannot synthesize a valid
  setup; fabricating ROM content has no ground truth).
2026-09-12 09:19:04 -04:00
James Dansereau 3c11e40c13 fix(D223): directional mouse-wheel weapon cycling (#54)
* fix(D223): directional mouse-wheel weapon cycling

Wheel-up keeps the existing 2-poll A pulse (weaponForwardOffset: fresh
A edge, Z released). Wheel-down now runs a 2-poll backward sequence:
A-only poll, then A+Z_TRIG -- the fresh-Z-edge-while-A-held combo that
weaponBackOffset requires (bondview2.c:5337-5340); ordering matters
because the edge is computed against the game's own previous poll.
moveData.triggerOn (bondview2.c:5419) requires A to be released, so
the synthesized Z edge can never fire a shot.

Roles are stable: the port forces CONTROLLER_CONFIG_HONEY
(bondview.c:1484), whose scheme gives invButtons=A_BUTTON /
shootButtons=Z_TRIG -- the same roles the pre-fix forward pulse
already relied on. While RMB aim is held the game flips controldef to
KISSY, under which neither direction cycles -- identical to the old
forward-only behavior in that state (pre-existing, not a regression).

Port-only; no src/ changes.

* docs(D223/D196): mark D223 FIXED (M-105); correct stale D196 status

D223 row now records the implemented fix and its known aim-mode
limitation. D196 was already fixed and merged (a17d5466, the
prescribed 1-line applyCursorVisibility() after reconcileGrab()) but
its status cell still led OPEN -- same stale-claim class the roadmap
flags; corrected. findings-index.csv regenerated.

* D223 follow-up: fix wheel-down backstep racing the real game tick

User playtest (M-105 cont.) found the backward-cycle combo unreliable:
PP7->AK47->PP7->wheel-down sometimes correctly landed on melee, but
sometimes landed back on AK47, and separately AK47->wheel-down sometimes
skipped past PP7 straight to melee.

Root cause: the wheel-down pulse staggered the synthetic 'hold A, tap Z'
combo across two polls (A alone, then A+Z one poll later). Whenever those
landed in two SEPARATE game ticks -- which happens unpredictably depending
on real-time poll/tick alignment (same D117-class nondeterminism as
everywhere else in the port) -- the 'A alone' tick was itself a fresh A
edge with no Z held, which bondview2.c's weaponForwardOffset formula (both
control-scheme sites) reads as a genuine cycle-FORWARD request, firing a
real, visible weapon change *before* the correcting backward tick ran.
Confirmed with an instrumented trace build: every wheel-down after the
very first one in a session mis-fired as a forward step.

Fix (port/src/input.c only, no game-logic touched): present A and Z
together from the first poll instead of staggering them, so whichever
single tick samples the 0->(A|Z) transition sees them rising
simultaneously. weaponForwardOffset requires Z NOT held, so that's
unambiguous -- only the backward path can fire, regardless of tick
timing. moveData.triggerOn (actual fire) is separately gated off while
A/invButtons is held, so this doesn't introduce an accidental shot.

User-verified: repeated up/down cycling through PP7/AK47/melee/Skorpion
in both directions with no more mismatches.
2026-09-12 09:18:43 -04:00
James Dansereau 741dfe78b9 fix(D227/D176a): sky texcoords are S10.5, not texels — fixes seam, over-tiling and scroll speed (#43)
* fix(D176a): sky scroll/tiling too fast -- perspective-correct tc interpolation

skyPortRenderPoly (Path B, D176(a) black-sky fix) placed sky quad verts
under a plain w=1 ortho projection, so fast3d's GPU pipeline interpolated
texture coords linearly in screen space across the primitive. The source
S/T data (unk20/unk24) is computed upstream from a world-space projection
without a perspective divide -- exactly like the real N64 RDP's
G_TRI_SHADE_TXTR coefficient block, which relies on real perspective-
correct interpolation to divide it back out per pixel.

A single sky quad's near (top) and horizon-grazing (bottom) vertices can
differ up to ~38x in camera-space w. Under linear interpolation that
smears the entire S/T delta evenly across every pixel instead of
concentrating it near the horizon, producing a uniformly dense aliased
'hatching' over the whole sky -- reported as 'scrolls too fast / tiles
too visibly'.

Fix: build a custom projection matrix that gives each vertex its real
camera-space w (already computed upstream, SkyRelated38.unk0c) while
keeping the same screen-space x,y, so the GPU's normal perspective divide
recovers the intended position but interpolates tc (and colour) with
real 1/w weighting -- the same pipeline every other textured draw in the
game already depends on. No port/fast3d changes; #ifdef PORT only, N64
path untouched.

Verified: tools_pc/verify.sh bunker1 PASS (no regression on a non-sky
level); -level_22 (Statue) and -level_41 (Cradle) GE_PCDUMP captures show
the expected before/after change (uniform parallel aliasing -> a proper
perspective-converging fan), and Cradle's sky is no longer black at
default FOV. Defect 2 (horizon-band tessellation) and the FOV-coupled
black-sky-past-frustum symptom are unchanged / still open.

docs/dev/findings.md: new D176(a) subsection + summary-row update.
docs/porting-notes.md: generalized the screen-space-overlay quirk to
call out the w=1-vs-real-w interpolation pitfall.

* chore(D176a): regen findings index

* docs(D176a/D227): M-93 - human playtest of PR #43 confirms Cradle black-sky fix + partial Statue scroll improvement; new split-sky residual filed as D227



* docs(D227): M-94 - visual evidence + a concrete mechanistic hypothesis for the sky seam (per-primitive wScale quantization), not yet fixed

Headless -level_22 capture (this shell can do offscreen GE_PCDUMP capture
via the game binary directly, run from the repo root with the MSYS2
mingw64 PATH set -- the earlier GUI-launch flakiness in this session was
specific to a live window, not this path) shows a real, static-frame
crease in the sky's cloud texture. Screenshot committed:
docs/img/bugs/d227-sky-seam-statue.png.

Hypothesis: skyPortRenderPoly (D176(a)'s fix) computes wScale per call,
and skyRenderTri/skyRenderFull issue up to 5 separate calls per frame
(one per triangle in the sky fan). The position math is exact for any
wScale (re-verified algebraically), but Vtx.ob[] is s16, so two
triangles sharing an edge can quantize a logically-shared vertex to two
slightly different values depending on which triangle's independently-
chosen wScale computed it -- crack at the shared edge, reads as "two
regions with a different pattern."

Not yet confirmed (didn't isolate camera motion from sky-scroll motion
to test the "moves at a different rate" half of the report) and not
fixed -- documented the fix direction (one wScale shared across the
whole fan, not recomputed per triangle) for whoever picks this up next.
Cleaned up capture scratch files after pulling the one evidence shot.

* docs(D227): M-94 addendum - static-camera test confirms the sky genuinely animates over time, independent of camera motion

* fix(D227): M-95 - one shared wScale across the whole sky fan instead of one per triangle, closes the visible seam

skyRenderTri/skyRenderFull draw up to 5 triangles per frame from a
shared pool of up to 5 vertices (built once, then fan-triangulated
across 1-3 calls). D176(a)'s fix had each call compute its own wScale
from only its own 2-4 verts; two triangles sharing a vertex could each
pick a different wScale, and since Vtx.ob[] is s16, quantize that
logically-shared vertex to two different values depending on which
triangle's call computed it -- a crack at the shared edge (D227, the
"two sky halves" report).

Fix: skyPortBeginFan()/skyPortEndFan() (new, #ifdef PORT) compute one
wScale across the whole fan and skyPortRenderPoly uses it when set,
falling back to the old per-call computation otherwise. N64 path
unchanged (these are PORT-only additions around existing #ifdef PORT
code, no #else branch touched).

Verified:
- Clean build, no new/duplicate symbols.
- Full verify.sh sweep: 21/21 PASS, both with and without this change.
- Same-frame before/after screenshots at -level_22 frame 345
  (docs/img/bugs/d227-sky-seam-statue{,-fixed}.png): visible kink in
  the cloud streaks in the before shot, gone in the after shot, same
  exact frame.
- bunker1's nonzero framediff worst_cell is unaffected by this change
  (reproduced identically pre-fix) -- confirmed pre-existing stale
  golden-baseline issue, unrelated to sky.c.
- Cradle's black-rectangle artifact is also confirmed pre-existing
  (reproduced identically pre-fix) -- the separate, already-documented
  FOV-coupled black-sky-past-frustum-edge symptom (D218/D222 family),
  not touched by this fix.

Not re-verified: whether the "moves at a different rate" half of the
original report is also resolved, and the aspect-ratio-artifact
alternate theory was never independently ruled out. Human eyeball
still owed before merge, same as every other rendering fix landed this
session without interactive display access.

Also generalized the quirk (per-call vs per-shared-vertex-group scale
quantization) to docs/porting-notes.md alongside the existing D176(a)
entry.

* docs(D227): M-96 - human playtest on Statue: seam/crack STILL PRESENT despite M-95 fix

The M-95 wScale-sharing fix only verified the static per-primitive
quantization theory (single-frame screenshot diff); it explicitly left
the 'two halves move at different rates' temporal theory from the
original report unverified. This playtest is that missing
verification, and it says the seam is still visible in live play.

D227 NOT resolved. PR #43 stays in draft pending investigation of the
temporal/rate theory -- do not merge on the M-95 fix alone.

* docs(D227): M-96 addendum - N64 sky should be near-static, this build scrolls extremely fast

New data point from the same Statue playtest session, separate from the
seam/crack: the user reports the intended N64 scroll rate is near-static,
stronger than M-93's 'still reads too fast'. Bears on D176(a)'s fix
magnitude itself, not just the D227 seam -- flagged as a possible shared
root cause (wrong per-frame tc delta could drive both symptoms), not yet
investigated.

* fix(D227): M-98 - share sky S/T fold across whole fan, not per-triangle

skyPortBeginFan() (M-95) shared wScale across a whole sky fan so shared
vertices quantize position consistently, but skyPortRenderPoly's S/T
fold (foldS/foldT -- floorf(minS/64)*64, keeps texel coords in s16
range) was still computed per-call, from only that triangle's own 2-4
verts. Same bug class as the wScale fix, one field over, never fixed --
which is why M-96's human playtest still saw the seam after M-95.

Two triangles in one fan can floor a shared vertex's S/T to different
multiples of 64 texels; nominally invisible (GL_REPEAT period 64), but
each triangle bakes (S-fold)*32 into its own s16 Vtx buffer, so two
folds 64 texels apart produce tc values 2048 apart -- a real crack at
the shared edge.

Fix: extend skyPortBeginFan()/skyPortEndFan() to also compute one
shared fold across the whole fan, threaded into skyPortRenderPoly the
same way as wScale. #ifdef PORT only, no game-logic change.

Also measured (per M-96/M-97's ask): cross-correlated 11 consecutive
frames at a static camera -> ~7 px/tick horizontal scroll at 640px
capture width, a full screen-width sweep every ~1.5s. Confirms
"extremely fast" quantitatively; root cause of that magnitude is not
yet found (accumulator + vertex geometry are unmodified N64 logic, so
if it's genuinely wrong the bug is in how the Path B substitution maps
texel-ticks to screen pixels, not the tick rate itself -- next step
spec'd in findings.md).

Verified: build clean; -level_22 frame 345 (same frame M-95's
before/after used) shows no visible crease vs. the pre-M-95 reference
screenshot; verify.sh bunker1 PASS, worst_cell unchanged (known stale
golden baseline, not a regression). Human eyeball still owed on both
the seam-close and the scroll-speed question before PR #43 leaves
draft.

* docs(D176a): M-98 - Cradle side of PR #43 checked; tower starburst is Defect 2

Checked the Cradle side of the D227 fold-sharing fix (M-97 left this
outstanding). No regression -- verify.sh cradle PASS -- but found a
much more visible pre-existing artifact while there: looking up the
suspension tower near spawn, roughly half the sky renders as a sharp
radiating starburst instead of clouds.

Confirmed pre-existing (pixel-identical with sky.c reverted to
pre-M-98) and confirmed static, not the D227 "moves at different
rates" symptom (pixel-identical 30 ticks apart at a fixed camera).
This is the already-known, already-open D176(a) Defect 2
(horizon-band tessellation) -- the code's own fold-logic comment
already predicts exactly this failure shape for a triangle spanning
>1000 texels near the horizon, which looking straight up the tower
produces. Not fixed (tessellation is separate, bigger work); logged
with a concrete repro + screenshot so it's no longer "inconclusive."

* docs(D227): M-99 - human playtest negative (seam persists, view-angle-dependent); headless repro blocked

Human playtest after M-98's fold-sharing fix: the seam is still present
on Statue and now confirmed to move/change with mouse/view position --
also reported still bad on Cradle and present on Surface. M-98's fix
was real but is not the dominant mechanism live play is hitting, same
pattern as M-95 before it.

Ruled out this pass: the cross-quad water/cloud texture-scale mismatch
theory, on the two IsWater==0 levels actually tested (Statue, Cradle)
-- untested on any IsWater==1 level, which is now the top ranked
candidate for next session.

Blocked on: headless camera-pan repro via GE_INPUTSCRIPT does not
work -- confirmed neither analog-stick nor C-button tokens rotate the
camera, so this needs either a human playtest or a debug hook into the
real mouselook path before it can be chased further headlessly. Full
ranked candidate list + environment notes for next session in
findings.md and (session-local) docs/HANDOFF.md.

* docs(D227): M-100 - root cause PROVEN: s16 texture-coordinate overflow

The sky seam is not a crack, not a quantization mismatch, and not
view-dependence. One sky quad spans ~30,000 texels in S and T, but
Vtx.tc is S10.5 in an s16 = +/-1024 texels, so 7 of its 8 texture
coordinates overflow and wrap to arbitrary values. The fold cannot help
against a span 29x the representable range.

Unblocked by a user-supplied emulator-vs-ours screenshot pair on Surface:
the real symptom is a radial starburst, not a crack, which is a different
mechanism from what M-94..M-98 were chasing. M-95 (shared wScale) and M-98
(shared S/T fold) each fixed a real second-order bug; neither could touch
this one. Both stay - per-fan consistency is exactly what will make
subdivision seamless.

Measured with a new env-gated GE_D227V probe (GE_D176 style) on the Cradle
frame-350 camera. All four w are positive, so no projective pole. The quad
is split gSP2Triangles(0,1,3, 0,3,2) on the 0-3 diagonal, and vertices 0
and 3 are exactly the two that keep one coordinate in range - hence "two
halves with different patterns, split by a line", the original D227 report
verbatim. Apparent view-dependence needs no view-dependent mechanism: S/T
depend on view, so the wrap point moves.

Confirmed by a diagnostic build: baking tc at 1-texel instead of
1/32-texel granularity (32x range, deliberately wrong scale) makes the
starburst and the split completely disappear. No second defect behind it.

D227 == D176(a) "Defect 2" == M-98's "Cradle tower starburst". M-98
misfiled that capture as unrelated, which is what made D227 look
headlessly-unreproducible in M-99 - it reproduces statically.

Fix not implemented: subdivide until span < ~960 texels/primitive. The
subdivision math and cut placement are worked out in the finding (S is
linear in w, so cut uniformly in w), but the vertex budget is an open
decision - dynAllocateVertices is an unchecked 50 KB/frame pool and pure
tessellation wants ~40% of it.

* docs(D227): M-100 addendum - RDP tile shift (option D) dominates; fast3d already implements it

shifts/shiftt is the RDP's native precision-vs-range knob and gfx_pc.cpp
implements it fully including the left-shift case. Emitting tc at 32/2^k
units with shifts = 16-k buys 2^k range with no tessellation, no fast3d
change and no vertex-budget cost. k=5 covers the measured 29,830-texel
span outright.

* fix(D227): M-100b - sky texcoords are S10.5, not texels; drop M-82's stray *32

Fixes the sky seam/starburst, the over-tiling, and the "scrolls too fast"
complaint - all three were the same bug.

M-82 ("D176(a) Defect 1") read unk20/unk24 as texel counts and baked tc as
(S - fold) * 32 to convert texels into tc's S10.5 units. They are not texel
counts. skyRender sets them as worldpos * 0.1f and the N64 path hands them
to the RDP coefficient block unscaled (skyRenderTri: S * unk34 * sp368), so
they are already in the RDP's native S10.5 1/32-texel units.

That stray *32 made every sky texture coordinate 32x too large, producing
three symptoms previously tracked as separate bugs:

  1. D227 - spans of ~30,000 texels against an s16 tc holding +/-1024, so 7
     of a quad's 8 coordinates overflowed and wrapped to arbitrary values.
     The quad splits on the 0-3 diagonal and verts 0 and 3 are exactly the
     two that keep one coordinate in range, hence "two halves with different
     patterns" - the original D227 report verbatim.
  2. Over-tiling - ~466 repeats of the 64-texel cloud per quad, not ~15.
  3. M-96's "the N64 sky is nearly static, ours races", measured at ~7
     px/tick in M-98. g_SkyCloudOffset advances 1 unit/tick = 1/32 texel,
     not 1 texel. This is why M-98's re-derivation of the tick path kept
     coming back clean: the accumulator was never wrong, its unit was.

Fix: tc = (S - fold) 1:1, with the fold rebased to a whole tile period
(SKY_TC_WRAP = 64 texels * 32 = 2048 units). The ~30,000-unit span then fits
an s16 unaided - which is also why the original N64 code needs no
tessellation here: it never had a range problem to solve.

Kept: M-95's shared wScale and M-98's shared fold (both real bugs; per-fan
consistency keeps a fan's shared vertices bit-identical). Also kept as a
safety valve, since only ~4% of s16 headroom remains on the observed span:
skyPortPickShift/skyPortCaptureTile/skyPortEmitTileShift, which trade tc
precision for range via the RDP's own tile shifts/shiftt (port/fast3d
already implements it, so no fast3d change). skyPortCaptureTile replays the
exact G_SETTILE texSelect emitted with only the shift fields patched, so it
cannot drift from texSelect's format/line/mask derivation.

Also adds the env-gated GE_D227V per-vertex probe (GE_D176 style) that
measured all of this.

Verified: -level_41 Cradle frame 350 (the M-98 starburst repro) now shows
soft cloud bands at the correct scale with no starburst, diagonal split or
moire; GE_D227V confirms kS=kT=0 and max tc 31,513 of 32,767. -level_22
Statue frame 345 clean. verify.sh bunker1 PASS (worst_cell 10.32, the known
stale-golden-baseline number). Human play-test still owed.

* D229: file green/pulsating water; decouple D227's tc safety valve from it

New finding D229: on IsWater levels (Frigate, Surface 2) the water renders
green and pulses blue<->green on an interval.

Pre-existing, proven by A/B: built plain main with none of the D227 work and
captured -level_26 frame 340 - same green, only the tiling density differs.
D229 is independent of D227.

The gun half of the same report was NOT a bug: the branch was 2 commits
behind main and those 2 commits were exactly the D217 fixes (#47 texpool
alignment, #49 CI cache palette-content key). After merging main the user
confirms the gun is good on Frigate.

Mechanism so far: the water quad is sky.c's IsWater block1 (Frigate confirmed
IsWater=1 via GE_D176, which also settles M-99's ranked item 1).
sub_GAME_7F09343C binds tile 0 and tile 1 to the SAME tmem, offsets tile 1 via
gDPSetTileSize(1, 90, 150, 0, 0), and cross-fades TEXEL0/TEXEL1 with a
PRIM_LOD_FRAC driven by sinf(). That sine is the reported pulsing, so one
texunit resolves blue and the other green. Ruled out the shade path by
measurement (it spans dark blue to pale yellow, never green; sampled pixels
have R and B crushed). Not yet root-caused.

Code change here is only the decoupling: skyPortBeginFan takes allowShift and
the water quad passes FALSE, leaving that path byte-identical to its pre-D227
behaviour. The water quad is a two-texunit draw sharing one set of vertex tc,
so a tc rescale needs a matching shift on both tiles - and shifting both makes
them sample identically, which flattens the cross-fade. An intermediate build
that did so turned the water from pulsating into constantly green, observed
live. Also fixes skyPortCaptureTile to capture after all tile setup (not just
after texSelect) and to handle both tiles, so a future shift cannot clobber a
later re-declaration.

Cradle sky re-verified unaffected (frame 350 still correct). bunker1 golden
framediff reports REGRESSION at 55.02, but plain main scores WORSE at 73.24 -
the baseline is stale relative to main's D217 texture fixes, the re-baseline
owed since M-83/M-84. Not caused by this branch.

* docs(D227/D229): regenerate findings index; mark D227 FIXED

The generated findings-index.csv was hand-edited during the main merge and
when D229 was filed, so CI's 'Check generated dev indexes are current' failed
on PR #43. Regenerated with tools_pc/gen_findings_index.py.

Also updates the D227 row's status to lead with FIXED (M-100b) rather than
the M-94 'not yet fixed' text, so the index reflects the user-confirmed fix.

* docs: register GE_D227V in the env-probe index

CI's 'Check generated dev indexes are current' also runs
gen_env_probes.py --check, which flags any GE_* probe with live sites that
has no row in docs/dev/GE-ENV-PROBES.md. GE_D227V (added in M-100 to measure
the sky texcoord overflow) had none.
2026-09-11 20:45:08 -04:00
James Dansereau 50d73c519c D217 (M-90): align texpool arena bases to 8 bytes on PC — fixes solid wrong-colour weapon/model CI tiles (#47)
* D217 (M-90): align texpool arena bases to 8 bytes on PC — fixes solid wrong-colour weapon/model CI tiles

Root cause: texAlignIndices pads CI index rows to ABSOLUTE 8-byte
boundaries, and model-DL G_LOADTLUT palette offsets are a formula that
only matches the real layout when the texpool base is 8-aligned. On N64
the memp bump allocations feeding these pools happened to be 8-multiples;
PC pointer bloat (D36/D37-class struct growth) made some STAGE-bank sizes
not, so weapon-pool bases land %8==4 (e.g. FACILITY). Every palette in a
misaligned pool then sits 4 bytes early inside its allocation while the
draw reads the N64 offset: the PP7 grip's count=1 TLUT lands on the next
tenant's 8-byte header slot (texnum=26 -> LE s16 -> 0x1A00 = the green),
and larger loads read a 2-entry zero pad then the real palette (the M-86
'leading zero pad' tell). BUNKER1 was clean only because its bases
happened to be aligned.

Fix: texInitPool rounds the arena base up to 8 under #ifdef PORT; end
unchanged (pool loses <=7 bytes). No-op on N64 where bases were already
aligned. ABI/layout-class edit per AGENTS.md rule 2 narrow exception —
no game logic touched.

Verified: FACILITY 188/188 decodes %8==0, draw reads pal0=0001 (was
1a00), 0 green pixels in frames 250-450 (pre-fix ~1300); BUNKER1 + DEPOT
still clean; full verify.sh sweep 21/21 PASS. Pending: human playtest
eyeball of the M-87 weapon matrix (closes defect 1). Defect 2 (CI cache
content-hash key, fix/d217-model-texture-palette) remains separate/parked.

findings.md: new section H 'D217 - M-90' + D217 row update; GRAPHICS-BACKLOG
D217 status.

* docs(D217): M-92 - human playtest of PR #47 confirms PP7/PPK/watch fixed; AK47 + NPC-held world-model weapons are a distinct, still-open white-texture residual

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

* docs(D217/D228): M-97 human playtest - green FIXED, AK47 white patches split out as D228

Second independent playtest (after M-92) of PR #47 on FACILITY, this
time with the branch merged up to date with main. Confirms the same
split the M-90 write-up predicted: PP7/PPK grip+hammer, watch face and
world-model green are all fixed by the texpool alignment; NPC-held
AK47 white missing-texture patches are untouched.

White is a different signature from wrong-colour -- a wrong palette
binds a real TLUT with wrong contents, white means the texture was
never decoded/uploaded at all -- so this is a separate mechanism, not
an incomplete fix. Split out as D228 so D217 can close on the green
mechanism it actually describes instead of carrying an unrelated open
failure mode indefinitely.
2026-09-11 18:06:03 -04:00
James Dansereau 4dd596a570 docs(D221): record human mouse-playtest verification (M-91)
Clicking directly over each visible file wallet selects it immediately
across all slots and the Copy/Erase icons; no crash. Closes the last
open item on PR #50.
2026-09-11 17:41:42 -04:00
James Dansereau cc332d7287 merge main into fix/d221-fileselect-hitbox
Resolves the D219/D220 findings.md conflict: main had the M-90 D219
runtime-recheck update (from merged PR #48), this branch had the M-91
D220 analysis (its own second commit) -- kept both.
2026-09-11 17:39:48 -04:00