Went back and actually tested the G_LIGHTING hypothesis from the
previous commit instead of leaving it as an untested code-reading
inference. Two things prompted this: (1) noticed a code comment near
the existing GE_D172 probe documenting a live result never written up
in findings.md -- "G_LIGHTING is ruled out (5000/5000 samples off)" for
explosion.c's particles specifically, meaning the sibling case this
session's theory leaned on was already empirically disproven, not
merely unconfirmed; (2) that's exactly the kind of unchecked assumption
this session's own rule-2 taxonomy work was written to prevent.
Added GE_D157 (gfx_pc.cpp, gfx_sp_vertex, env-gated, cached getenv):
logs geometry_mode/LIGHTING + resulting shaded RGB whenever a vertex's
raw color bytes match one of glass2.c's g_BulletSparkColors[] entries.
Re-ran the identical Bunker1 repro that produced the magenta/green/cyan
screenshots -- only 2 hits, both LIGHTING=off, both unaffected white,
no hit at all for the pale-yellow value the door-spark path should
produce. Reading: G_LIGHTING likely isn't the mechanism here either
(consistent with the sibling case), though the probe may simply not be
catching the real spark vertices yet (exact-byte-match is fragile).
Corrected the D219 finding to flag the "cross-validates M-110" framing
from the previous commit as superseded, not delete it -- the reasoning
trail (including the mistake) stays visible so a future session doesn't
repeat it. Root cause of the visually-confirmed rainbow bug remains
open; next steps revised to a texture-identity-keyed probe variant.
Added GE_D157 to GE-ENV-PROBES.md. No src/game changes. findings-index
regen was a no-op.
Chasing D252 further, got the first-ever screenshot proof of this bug
family: a plain bullet-impact spark on a Bunker1 door cycling magenta ->
purple -> green -> teal -> purple across consecutive shots, captured
headlessly via GE_INPUTSCRIPT (Z fire pulses) + GE_PCDUMP together, then
reading the resulting PPMs directly (PIL) instead of only grepping a
probe log.
Traced the call chain (glass2.c's bullet_spark_render, a different code
path from both D219's explosion.c particles and D252's IMAGE_FIRE_N
system) and ruled out three mechanisms with actual code evidence before
finding one that fits:
- Not D252's fire-tile system (GE_D252 got zero hits on this repro).
- Not a struct-layout/ABI bug (sImageTableEntry is 12 bytes on both
32- and 64-bit, no pointer members -- checked before assuming, per
this session's own rule-2 bucket-(a) discipline).
- Not the primitive color (g_BulletSparkColors[1], a hardcoded literal
for world-prop hits -- always pale yellow).
- The texture itself (explosion_smokeimages, IA8, verified via the
asset table) has no color channels and decodes correctly.
That leaves M-110's G_LIGHTING-not-cleared mechanism (already proposed,
unconfirmed, for explosion.c) as the one that fits: bullet_spark_render
never clears G_LIGHTING either (only ORs in G_CULL_BACK), so if lighting
is on, fast3d reinterprets the vertex color bytes as a lighting normal
and computes a scene-light SHADE color instead -- independently
converging on the same mechanism at a second call site, for a visually
distinct symptom (bullet sparks vs explosions). Flagged honestly as
unresolved bucket (b) vs (c): bullet_spark_render's missing lighting
clear is decomp-verified N64 ground truth, so a src/game fix needs the
port-layer alternative ruled out first, per docs/dev-process.md's own
new taxonomy -- not assumed just because the mechanism fits.
Also documented the headless-visual-capture technique itself
(GE_INPUTSCRIPT + GE_PCDUMP together, then actually opening the PPMs)
in porting-notes.md as a reusable method -- several other long-open
visual findings (D290/D291/D294) have been stalled purely for lack of
eyes on the pixels, not for lack of a working probe.
No src/game or port/ changes -- diagnosis only, screenshots are
session-local (scratch/, gitignored). findings-index.csv regen was a
no-op.
Reused the D219/M-90 scripted-fire technique (GE_INPUTSCRIPT Z pulses) on
a bare -level_33 boot to get bullet-impact sparks headlessly -- got 14
distinct fire-stage texture dumps (scratch/d252_raw_*.bin, gitignored).
Hand-decoded all 14 as RGBA5551 big-endian and averaged the opaque
texels per stage: a perfect, smooth white-hot -> yellow -> orange ->
deep-red -> fade-out progression, zero off-hue content anywhere. This
independently reconfirms M-141's width/height/byte-order conclusion and
goes further -- it's the first time this investigation actually looked
at the decoded numeric pixel values rather than reasoning about the
decode formula, and it rules out the source asset data and the decoder
entirely. The bug is confirmed downstream: GL upload, the texture
cache, or the G_CC_INTERFERENCE combiner.
Also checked and refuted M-141's texture-cache-collision lead: all 14
captured stages have distinct texture_addr values, so TextureCacheKey
(gfx_pc.h) can't be colliding between stages the way that theory
required. Recorded a concrete next step (correlate a live GE_PCDUMP
rainbow frame against which of the now-known-correct 14 stages was
bound) for the next session.
No src/game or port/ changes -- diagnosis only. findings-index.csv
regen was a no-op (no new Dxx label).
Gated GE_D288 to num_dls 550-755 (the reported bug window, same pattern
GE_D236RM already uses) and raised the bbox threshold from 0.15 to 0.5.
Volume dropped 116k -> 28,883, but that's still not the isolated signal
-- traced the remaining noise to a bad assumption in the probe itself:
bbox_frac from a raw x/w divide is meaningless once any_behind_camera=1
(w<0 or near-zero), which is exactly why the surrounding D233 code already
defers to GL's own clipper for that case rather than trusting the divide.
Restricting to any_behind_camera=0 (2,128 hits) still found no match for
the target color (83,62,44); the persistent hits across the window look
like static level geometry, not the transient bug triangle.
Working theory: the bare -level_20 boot's scripted intro camera may not
reach the same state the original visual bug report came from -- the same
"deterministic boot flag != deterministic camera path" pattern this
session's D236 passes independently hit on a different level. Recorded a
revised next-step list in findings.md; a live human repro is now more
promising than further headless probing of this specific approach.
No src/game changes. findings-index.csv regen was a no-op.
Ran the M-152 next-step probe (GE_D288=1 GE_PCDUMP=560-745:5, backgrounded,
25s bare -level_20 boot). Two problems surfaced with the probe itself, not
the underlying bug: it fires 116k times in ~1500-2000 frames (the
bbox_frac>0.15 threshold catches ordinary near-camera geometry throughout
the whole run, not just the reported ~562-741 window), and the target
color signature (83,62,44) never appears in the log. No GE_PCDUMP PPM
output was produced either, so no visual cross-check was available.
Confidence unchanged from M-152; this is a probe-refinement finding, not
a root-cause finding. Recorded the concrete next step (frame-gate GE_D288
on num_dls the way GE_D236RM already does) in the D288 entry.
Also caught and documented a real tooling gotcha: a backgrounded
ge007.x86_64.exe launch from this Bash tool doesn't reliably die to
`pkill -f` (process shows as bare `ge007.x86_64` in ps, no .exe suffix) --
a stray instance ran ~90s past its intended capture window before being
caught via `taskkill //F //IM ge007.x86_64.exe`. Added to porting-notes.md
so the next session uses taskkill from the start.
findings-index.csv regen was a no-op (no new Dxx label).
Tried to keep the -level_36 deterministic boot's camera in the outdoor
room past its scripted indoor transition, to re-run GE_D236RM facing the
tree line directly (the concrete next step pass 10 named). Three
GE_INPUTSCRIPT variants (sustained SDOWN, sustained SUP, a START-skip +
delayed SUP) each changed the pre-transition room (curRoom 7/12/13) but
none held the camera outdoor past the transition, which fires at roughly
the same real time regardless of direction and earlier when START skips
faster -- timer/event-driven, not position-driven.
One new data point: the START-skip run's very first two GE_D236RM
samples hit count=10 then 6 (vs pass 10's flat max of 4) before
collapsing back to 2 then 0 within ~100 draw-list calls. Still far short
of D280's ~720 free-run figure -- best current explanation is that
D280's original number came from a genuinely different, later, closer
vantage than anything reachable in this boot's opening seconds, not a
CPU-side instantiation bug at this specific vantage.
No src/game or port/ file touched (GE_D236RM unmodified from pass 10).
Added the "opening cutscene isn't fully input-inert, but its transition
may still be time-gated not position-gated" quirk to porting-notes.md.
findings-index.csv regen was a no-op (no new Dxx label).
The D202/M-71 [EVTQ-DROP] diagnostic probe (gated at 56d2dfd6 after
being found unconditional) called getenv() uncached on every dropped
event post -- a real per-item hot path during audio event-pool
exhaustion, unlike the sibling GE_AUDIOTRACE probes in
synthesizer.c/csplayer.c/load.c which only run at one-shot init/load
call sites. Cached with the standard static-int pattern (D250, M-120),
matching the dozens of existing GE_* probe checks already using it.
Not yet re-linked -- build-pc is occupied by a concurrent investigation
this session; verify with a clean build + /linkcheck before the next
push.
Per the rule-2-clarification pass-10 brief in findings.md, applied the new
three-bucket taxonomy to D280's leading theory that the 0x0c184b50
discrete-tree-card render-mode class instantiates inconsistently across
runs of the deterministic -level_36 boot (~4 tris vs ~720).
Added a small env-gated diagnostic (GE_D236RM, port/fast3d/gfx_pc.cpp
gfx_sp_tri1) counting that class's per-frame triangle count, heartbeat-
logged every 300 frames even at zero. Three independent -level_36
launches (one with sustained GE_INPUTSCRIPT camera rotation) produced
byte-identical per-frame counts, falsifying the "run-to-run dependent"
premise outright. Cross-referencing with the existing GE_D104 room-census
probe in the same run shows the count drops to zero at the exact frame
the player's curRoom transitions from 12 (17-20 rooms drawn, an outdoor
vista) to 18 (1-5 rooms, an enclosed indoor space) via the boot's own
scripted intro camera — ordinary portal/room occlusion, not a bug. None
of buckets (a)/(b)/(c) apply; no src/game or port/ fix made or warranted.
The original "wall not discrete sprites" symptom is untouched by this
pass — narrowed the real next step to getting a camera into room 12
facing the tree line directly, in docs/dev/findings.md.
Added the generalisable "deterministic boot flag != deterministic camera
path" quirk to porting-notes.md §E. findings-index.csv regenerated.
Widens the written scope of AGENTS.md non-negotiable #2's ABI exception to
match established practice (runtime struct/union misreads, not just
ROM-serialized structs — the D209/D210/D255 pattern), states explicitly
that diagnosis into src/game is never restricted (only the fix is), and
defines a real three-bucket taxonomy + sign-off procedure (dev-process.md
§7) for the rare genuine-behavior-difference case, replacing the
undefined ad hoc "ask the user" gesture that's been referenced without
being defined across ~10 places in the docs.
Mirrors the same framing into CONTRIBUTING.md and the PR template for
external contributors. Extends porting-notes.md §A1 with D255 as a third
worked example and a tell-tale-signs checklist, explicitly distinguishing
it from D284 (same epistemic shape, different mechanism, no rule-2
question at all). Appends a ready-to-dispatch pass-10 brief to the D236
entry applying the new taxonomy to its actual next step.
Docs-only; no code/build changes. Per docs/dev/notes/RULE-2-CLARIFICATION-PLAN.md.
The NULL/-1 sentinel guard from 85aa1a74 was not sufficient: the second
live run crashed at the identical PC/fault address, now PAST the guard
(disassembly confirms it compiled correctly). Between CREATE and the
first draw pass, render_pos holds arbitrary stale AnimModelSlot contents
-- run 1 drew the 0xFF tombstone (-1), run 2 drew some other bad value.
Sentinel-whack-a-mole is the wrong shape for a probe.
Final fix: drop the raw= read from the tick line entirely (rp=%p stays --
logging a pointer costs no deref, and the -1 -> real transition frame is
still captured). No data lost: the pre-view root translation is already
logged by the D243M chrdraw census in drawjointlist, where validity is
guaranteed (the game's own gSPSegment runs moments later) and draw-time
is the more accurate sample anyway (tick-time would read the previous
frame's matrix buffer). chrdraw probe gains the same -1 rejection as
belt-and-braces. Smoke: 30 s bare boot, 4,051 chrdraw lines, no crash.
- D243: M-154 fix paragraph — probe-side AV at the abseil CREATE
(render_pos = 0xFF tombstone until instcalcmatrices runs during the
draw pass); guarded; transition frame now logged.
- D298: user corrected the symptom — the FULL HUD is missing, not just
the aim-mode crosshair; suspected debug-launch artifact; per explicit
instruction, do not raise until seen in a regular release-targeted
build. Entry re-scoped and parked accordingly.
First live abseil run crashed inside the new probe (AV, fault addr
0xFFFFFFFFFFFFFFFF, PC in playerTick bondview2.c:10419) on the first
tick after CREATE: bodyModel->render_pos is assigned by
instcalcmatrices() during the draw pass (model.c:2453), i.e. AFTER the
probe point, so on tick 1 post-CREATE it still holds the reused
AnimModelSlot's stale 0xFF tombstone (-1). The game only dereferences
it post-chrTick, so it is legitimately unset here; the M-153-era
fields never touched it, which is why the earlier capture survived.
Guard the raw= read against NULL and (RenderPosView*)-1; rp=%p stays
unconditional so the -1 -> real transition frame is captured (a D243
data point in itself). Probe-only; zero game-code impact. Smoke: 30 s
bare boot clean, 4,059 chrdraw lines.
User-reported 2026-09-16 during the M-154 re-run build: the aim-mode
crosshair no longer renders, suspected to come from earlier v0.3.0 work.
Explicitly parked ('don't fix, just for context'). Entry records the
symptom, rules out the probe-only M-154 commits and D295's menu-buffer
widen, points at the crosshair draw path (crosshairimage / bondview.h
show-hide flag / gunfire.c D215 renderdata family) and a bisect plan.
- findings.md ## D243: M-154 entry. User symptom sharpened (one new
frozen Bond per camera shot; old copies persist, never animate).
Corrects M-153: the POSENT window has three phases and in phase 3
prop->pos ITSELF cycles period-4 through three z-lanes while y falls
smoothly — the rendered model tracks it (per-lane pose offsets), so
it teleports every frame rather than freezing. H1 vs H2 named;
probe design + smoke results recorded. §F table cell updated.
- GE-ENV-PROBES.md: GE_D243M row updated (chrdraw census, new tick
fields, dedupe note).
HANDOFF.md (gitignored) got the matching LATEST block with the
re-capture command.
Discriminates the two remaining hypotheses for the Dam-abseil frozen
Bonds (H1 multiple Model instances vs H2 framebuffer accumulation):
- objecthandler.c drawjointlist (both region variants): new
'D243M: chrdraw' line per CHR render submission while a scripted
camera mode is active (POSEND/INTRO/SWIRL/FADESWIRL), logging Model*
+ raw root-matrix translation. A second Bond instance = extra lines
with distinct model pointers at the same frame. All CHR draws funnel
through here (chrRenderProp; player path bondview2.c:10883, generic
chrprop.c:443).
- bondview2.c tick probe extended: propptr/chrptr (phase-3 A,A,B,C
position cycle could be pp->prop rotating among three PropRecords),
rp= render_pos pointer (change = buffer reassignment/aliasing),
raw= pre-view-transform root translation (model-matrix vs
view-matrix origin of the cycle).
- bondview2.c: d243mProbeActive()/d243mGetFrameCounter() accessors;
camera gate folded into active() so objecthandler.c needs no
bondview.h include. D250 cached getenv kept.
#ifdef PORT only; silent when GE_D243M unset or during FPS play.
Smoke: 45s bare -level_33 boot -> 4,053 chrdraw + 1,066 tick lines,
clean link, no behaviour change.
scratch/d287_freeze_gdb.txt, cited as this finding's freeze-time
evidence, does not contain it -- grepped for every specific number the
write-up quotes (frame 17616, the three heartbeat stall times) and got
zero hits. The file on disk is an unrelated clean normal-exit capture.
No real freeze-time thread state has actually been analyzed for this bug
yet; corrected the entry so a future session doesn't treat it as
narrowed-and-confirmed.
Also traced the consumer/producer architecture statically (mainThread's
only OS_MESG_BLOCK send is rsp.c:271's osSendMesg into the scheduler's
cmdQ; GE_D60 doesn't cover sends), and found portHeartbeatCheck hard-caps
at 3 reports/process -- "heartbeat stopped logging" in the original
write-up is that cap, not new evidence. Both quirks added to
porting-notes.md. No code change -- diagnostic-only pass, needs a real
live capture next.
The user's interactive Dam->abseil run with GE_D243M=1 GE_D160=1 landed
(351 KB log, 2991 probe lines; preserved locally at scratch/d243/).
Findings (## D243 M-153 + §F table cell):
- Single Bond model throughout (one idx/model pair, one draw/frame); no
REMOVE/CREATE window around the abseil — M-145's double-instance and
bodyModel==0 re-seed-window hypotheses are refuted on PC.
- Two divergent position streams: prop->pos runs the smooth scripted
void sweep; the model's rendered position (field_488.pos = render
readback, the only writer under POSEND) freezes on dam-surface points
then locks into a strict period-4 cycle through four fixed world
points. The lagged filter (field_3C4, starting at the exact -22832
M-143 observed) chasing that cycle is the observed camera shake.
- Next: code dive chrTick->render_pos for what produces the four fixed
points; D173/D292 are the same family.
D255 was root-caused and fixed for real at M-140 (a 32-bit pointer
truncation in vtxstore_fix_refs, not a destroy-path race). This
objFree/getenv("GE_D255") trace was a correlation aid for the
now-superseded race hypothesis and never fires against the real fix;
HANDOFF already flagged it as strip-candidate scaffolding. The
vtxstore.c comment documenting the actual fix is untouched.
The §F summary table row and the entry's own inline Status line still
said "OPEN -- static-analysis pass done (M-108)" even though the same
paragraph documents the RAW16-wavetable byte-swap fix landed at M-121
(v0.2.0). Left a future session likely to re-investigate an already-fixed
bug. Corrected both to FIXED, noting the still-owed by-ear pass.
Traced the watch controller-graphic render path end to end: page gating,
model/item wiring, ROM resource-table entry, and the generic equip/load
pipeline all check out byte-matched or generic-and-proven-elsewhere.
Rules out src/game/ with high confidence. Best-narrowed hypothesis (not
confirmed): a fast3d translucent-blend edge case for the one-off
PROP_TYPE_PLAYER draw used during the watch's fade-in, matching this
project's recurring one-off-combiner-mode bug class. Falsifier for the
next live session recorded in the finding. No code change.
Read gfx_sp_tri1 against D233/D106/D271's existing guards. D233's
trivial-reject fix is ruled out as a direct cause -- GL clips well-formed
clip-space geometry correctly downstream of it. Found a new, previously
uncatalogued unguarded site: the G_CULL_BOTH backface-cull cross-product
divides raw vertex w with no epsilon guard, which can NaN/Inf near w=0
and silently skip both cull branches. Not yet confirmed against a live
repro. Added GE_D288 (cached-getenv, D250-safe) to catch the culprit
triangle's w/bbox at draw time on the next -level_20 run.
No game-logic change; port/fast3d/ diagnostic only, inert unless
GE_D288 is set.
The D202/M-71 evtq-exhaustion probe in alEvtqPostEvent was left
unconditional, so shipped builds wrote an unbounded log line on every
dropped event -- found reading GitHub #87's session logs, which showed
real sustained event-pool exhaustion. Gate it on GE_AUDIOTRACE, the same
switch the sibling probes in synthesizer.c/csplayer.c/load.c already use.
#ifdef PORT, cached getenv, zero behaviour change when unset. Three probes
in bondview2.c:
- D243M: CREATE/REMOVE at both bodyModel sites (solo_char_load /
bondviewRemovePlayerBody) with camera mode at the transition;
- D243M: tick per playerTick() call while the third-person model exists or
POSEND/INTRO is active (idx, model ptr, cam modes, prop->pos,
field_488.pos, filter fields field_3B8 + field_3C4/8/C);
- D243M: draw per on-screen render_pos submission (two lines at the same
frame number = second Bond instance).
Smoke-tested on a bare -level_33 boot: level-intro cutscene exercises the
full lifecycle (CREATE frame 534 cam=SWIRL -> per-frame tick+draw -> REMOVE
frame 1127), FPS play silent, no crash. Next: user's interactive Dam run to
the abseil with GE_D243M=1 GE_D160=1.
v0.3.0 silently wiped all v0.2.x saves on first launch: stored slot CRCs
are fingerprints of the PRNG that wrote them, and D284 changed the PRNG.
One-time migration in the eeprom shim's read path (block 4 only): a slot
that fails the current-CRC check but validates under the legacy PRNG is
re-stamped with current-PRNG checksums before fileValidateSaves sees it,
then persisted once. Runs before geEepromPatchAllCheats so cheat patches
never reach the file. Corrupt/fresh slots untouched (game's own wipe path).
- port/src/legacycrc.c: isolated file carrying the deliberately-wrong
pre-D284 PRNG (verbatim from 0de99b4d^, reviewer-verified bit-exact) +
lockstep copy of the crc.c loop; header says when it may be deleted.
- tools_pc/d295_crc.py: reference CRC model, bit-exact vs compiled C for
both PRNGs (used to verify migrated files).
Verified: user's #87 artifact migrates 5/5 slots with progress intact and
is idempotent on relaunch; native post-fix saves, corrupt slots, and fresh
eeps all behave per design; 21/21 sweep PASS.
langGetJpnCharPixels NULL deref (language.c:320): any rendered string byte
>= 0x80 in non-JP mode indexed the unallocated JPN glyph cache. Two
signed-off fixes:
- port/src/main.c: seed g_JpnCacheCacheItems/g_JpnCharCachePixels from
static port buffers before osStartThread (exact langInit construction,
_Static_assert on pixel-stub size) so a stray high-bit byte takes the
normal cache-miss path instead of crashing.
- src/game/front.c: widen difficultytext[4]->[32], missiontext[18]->[32]
under #ifdef PORT (D8 class; '00 Agent' + newline overflowed the decomp
buffer into textpos.p[0], the direct trigger). N64 build untouched.
Verified: previously-crashing input runs clean, 21/21 sweep PASS.
Static trace confirms user's hypothesis architecturally: the Dam exit
script runs on a model-less BG driver chr, while the visible Bond is the
player's own third-person model teleported via chr_try_teleporting_to_pad
(CHR_BOND_CINEMA). Ties the abseil camera shake (M-143/M-144) and the
double-Bond image to one model-lifecycle mechanism; cross-refs D173/D292.
.github/release-notes.md re-included the full "What's new since v0.2.0"
and "since v0.1.0" sections in every release body, even though that
content already lives permanently on those releases' own GitHub pages.
Keep only the delta since the immediately previous release, with a link
to the Releases page for full history.
Documents the four hotfix-batch changes since v0.2.1 (D255, D285, D282,
D293) in README Status and .github/release-notes.md, and folds in
2026-09-16 real-Deck confirmation that D285's audio-thread lock holds
under sustained overlapping-explosion combat (Archives, dual grenade
launchers + rocket-launcher-cheat guards).
Closes the open question M-143 ended on: this is a genuine PC-only
divergence, not an original-game quirk. Since bondviewUpdatePlayerCollisionPositionFields's
smoothing-filter math is decomp-exact and already g_ClockTimer-scaled, the
bug must be upstream of the filter -- either the position warp itself is
wrong/larger on PC, or a call-ordering desync around the CAMERAMODE_INTRO
transition. Narrows the next step to a single probe: log raw field_488.pos
and field_3B8 (pre-filter) around the warp tick, instead of the open-ended
"needs N64 hardware" framing M-143 left off on.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Live Dam-abseil capture with the new lookatpad/gBondViewCutscene GE_D243CAM
probes (added this session) fires the gBondViewCutscene branch. Its pos2
read is g_CurrentPlayer->field_3C4/8/C, a leaky-integrator low-pass filter
of Bond's real position (bondviewUpdatePlayerCollisionPositionFields) that
is never reset when a scripted cutscene warps his position out from under
it -- the filter takes ~1s to catch up, and a fixed eye with a look-at
target sweeping through that catch-up is the reported shake. The filter's
own update is g_ClockTimer-scaled (frame-rate-correct by the project's
usual standard), so this looks decomp-faithful rather than a port-specific
timing bug -- open question is whether real N64 hardware shows the same
transient, which would make this not a port defect at all.
D146 stays fully decoupled (zero hits on a third consecutive live run).
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
M-141/M-142 ruled out the pad-orbit branch (GE_D243CAM: zero hits across two
live Dam-abseil captures). The Dam cutscene must reach one of the other two
CAMERAMODE_POSEND sub-paths instead. Adds the same GE_D243CAM-gated
osSyncPrintf to both, right before their early returns: pos/pos2 for the
look-at-pad branch, plus theta/verta (the spherical angles driving pos2's
offset) for the gBondViewCutscene branch, since a jump/jitter in either is
the leading candidate for the reported shake.
Build-verified (release/v0.3.0, 11/11 changed objects relink clean); all
three D243CAM log lines confirmed present in the built binary. Awaiting the
next live Dam-abseil repro (Phase 1 in docs/HANDOFF.md) to see which branch
actually fires and what the logged values show.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
No discoverable in-UI way to quit (Deck/controller-only setups had only
window-close/Alt+F4). Adds a ROW_ACTION row kind (not config-backed, same
pattern as the existing __Resolution row) that triggers the identical
configSave()+exit(0) path SDL_QUIT already uses. Build-verified on Windows
and Linux; verify.sh dam PASS, no regression.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
sndHandleEvent's pool-exhaustion preempt-scan read/walked the shared
D_800243E4 active-ALSoundState list with no osSetIntMask lock, while
sndSetupSound (the list's insert path, reached from sndPlaySfx calls
across 15 game files) already locks it -- an asymmetric-locking gap,
the same D4/D147/D152 "N64 interrupts-off isn't a real lock on PC"
class. Wraps the scan in the identical lock/unlock pair sndSetupSound
already uses, unconditionally (no #ifdef PORT, matching that function's
own style -- osSetIntMask is genuine N64 API and the port's shim is a
process-wide recursive lock, safe to nest). Audited the rest of the
function: the scan is the only D_800243E4 touch point in it.
Build green; -level_09/-level_20 unregressed (1400+ frames, no crash,
no D152 lock-stuck warnings). Not yet gdb/live-confirmed against a
real reproduced crash -- a GE_INPUTSCRIPT-driven stress attempt this
session didn't visibly activate the scripted-input harness for a
reason not root-caused; the honest bar met here is "correct by D4/D152
precedent, build/sweep-clean," not "reproduced-then-fixed."
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Menus read the same stick_x/stick_y channel as in-level gameplay, and
naturalPitchMode (SOLITARE-style, default-on) routes that channel to
the right stick for continuous look. Since front.c's menu nav shares
the channel, it silently inherited the right-stick routing, which is
unintuitive on a modern pad/Deck outside a running stage. The gamepad
poll already computed an unused padMenuMode flag for shoulder-button
gating; reused it to always source stick_x/stick_y from the left
stick outside RUN_STAGE, regardless of naturalPitchMode. Port-layer
only, inert during gameplay -- verified via -level_09/-level_20
unregressed; in-menu feel needs a human controller playtest.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Root-caused via a live Steam Deck session over SSH: sub_GAME_7F09BAC4
(vtxstore_fix_refs) read an active OBJ record's Model* through
((Model*)((ChrRecord*)prop->chr)->chrflags) - a union pun onto
ChrRecord.chrflags, which is typed CHRFLAG, a 4-byte enum. On 32-bit
N64 this is bit-exact (the enum and a pointer are both 4 bytes, so
casting the enum's value to Model* reproduces the real stored bytes).
On 64-bit PC, Model* is 8 bytes but the enum read is still only 4 -
the cast reads just the pointer's low 32 bits as an int and
zero-extends it back to a 64-bit address, discarding the real high
bits. This is the D3x pointer-width ABI class from AGENTS.md - a
struct field misread across the 32-to-64-bit pointer-width transition.
This was actually flagged as suspect (a) in the very first D255
investigation, then wrongly deprioritized in favor of a "destroy-path
race" theory once a register capture happened to show Rdi=(nil) and
looked like it confirmed a different, unrelated NULL-model theory. It
didn't: (nil) is exactly what a 32-bit-truncated read produces
whenever the real pointer's low 32 bits happen to be zero - a
coincidence that pointed two sessions' worth of investigation at the
wrong field. Proof: reading the same record through the correctly
64-bit-typed ObjectRecord.model field (this session's diagnostic
probe) was always a valid, non-NULL pointer - the object's model was
never actually missing.
Fix: read the pointer through ObjectRecord.model (the same union
memory, correctly typed) instead of through the mistyped
ChrRecord.chrflags alias, at both use sites in the function. Identical
bytes and identical result on N64; correct on 64-bit PC.
Verified live on the user's own Steam Deck hardware over SSH, running
their own prepared ROM assets: held through the entire Facility level
including repeated terminal destruction (the most consistent prior
repro) and through Caverns' radio-objective terminals (the second
confirmed level), zero crashes. Windows rebuild + full 21-level
verify.sh sweep also clean.
The separate audio-thread crash (D285, caught during this same live
session) is unrelated and unaffected by this fix.
Live Dam abseil cutscene captures (2 runs, both diagnostic probes on):
the visible camera shake reproduces every time, but the D146 stale-memory
burst fired on neither run -- the two symptoms M-107/M-109 treated as
related are actually independent. Added an env-gated GE_D243CAM probe to
bondviewFrozenCameraTick's pad-orbit CAMERAMODE_POSEND branch to check for
g_GlobalTimerDelta jitter; zero hits rules out that branch entirely. The
Dam cutscene uses one of the other two CAMERAMODE_POSEND sub-paths
(g_CameraLookAtBondPad or gBondViewCutscene), neither instrumented yet --
next session's concrete next step per docs/HANDOFF.md.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
The M-140 fix writeup existed in two places -- an orphaned paragraph right
after the table row, and the pre-fix narrative in the tail ## D255 section
-- but neither ever updated the table row's own status cell, so
findings-index.csv (generated from the table) reported a real, fixed,
live-verified crash as still OPEN. Consolidated into one writeup in the
tail section (which findings-index.csv derives its verdict from per this
file's own ctx-opt convention) and fixed the row's status cell to match.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Confirmed correct level IDs (Streets=29, Egyptian=32, not the finding's
original level_20 guess). Source review clears both the unscaled-far-clip
and LOD-distance-multiplier hypotheses (bgfog.c/video.c both already scale
consistently). Narrowed to bg.c's portal/room-visibility BFS as the one
remaining suspect -- could be a real bug or just N64 behavior newly visible
on PC's sharp display; needs a live screenshot + location before touching
this decomp-verbatim system, not more static tracing.
Headless GE_PCDUMP long-sightline attempts on Streets/Statue/Egyptian did
not transfer from the D245 technique -- none of them have a scriptable path
to an open sightline without real level navigation.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Adds a GE_D245V env-gated probe dumping the water fan's raw S/T span each
call, and a GE_D245_FIXEDSHIFT env var (skyPortForceFanShift) that forces a
constant tc-shift k instead of the per-frame adaptive pick. Both are
diagnostic/opt-in only -- default behavior is unchanged (verify.sh
frigate/"surface 2" PASS with the env vars unset).
Headless GE_INPUTSCRIPT rotation on Frigate found k genuinely flips (kT
4->3) during ordinary view turning, which the original single-frame D227V
trace never caught -- new evidence for why the M-116 allowShift=TRUE fix
didn't hold up live. The fixed-k candidate is NOT the default; it needs a
live A/B (unset vs 3/4/5) to know if it actually looks better, not another
blind ship.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
00 Agent campaign crashes at end of Control Center, then crashes on every
subsequent relaunch — points at corrupted persisted state (save/EEPROM),
not a one-off frame bug. Possibly-related audio degradation reported from
Streets onward, unconfirmed. Not investigated; needs the user's crash log
and save file before further work.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
No discoverable in-UI way to quit (Deck/controller-only setups had only
window-close/Alt+F4). Adds a ROW_ACTION row kind (not config-backed, same
pattern as the existing __Resolution row) that triggers the identical
configSave()+exit(0) path SDL_QUIT already uses. Build-verified on Windows
and Linux; verify.sh dam PASS, no regression.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi