Per the 2026-09-19 adversarial pre-ship review (findings.md M-192):
- d318watchdog.c: one-shot per OCCURRENCE, not per process -- re-arm after
600 ticks of signature absence so a Facility replay in the same session
(AllUnlocked) is still covered.
- model.c: RULE-2-SIGNOFF records for the retained M-183/M-185 and D311
defensive clamps (user-approved retention as the stability-maximizing
option; stale 'Threshold: 50.0' comment corrected to 10.0f; both marked
post-release removal candidates pending full cutscene re-verification).
- reference/mouse-injector/: removed from the public repo (GPLv2 source +
prebuilt discord-rpc.lib in an MIT project; never compiled here).
Provenance stub README remains; path gitignored for local re-vendoring.
AGENTS.md / GEPD-INPUT-PLAN.md / optionsoverlay.c refs updated.
- scratch/: untracked + gitignored (19 session logs/probe sources were
committed in the release window).
- findings-index.csv: D317 (and 5 other stale rows) now CLOSED -- added
CLOSED to gen_findings_index.py's verdict vocabulary.
- docs: D310 perf gauge (no change warranted), GE_DEBUG_UNLOCKALL noted in
security-and-fidelity-status.md, release notes gain the missing D318
watchdog bullet + FOV-clamp clarification.
Build verified: ./build-pc.sh ntsc-final clean; gen_findings_index.py
--check and gen_env_probes.py --check pass.
- GE-ENV-PROBES.md reconciled (18 new vars documented, GE_D243X3 tombstoned
after the M-170 permanent fix removed it) — CI gen_env_probes.py --check passes
- release notes gif alt text: ~32 s -> ~12 s (matches README/index captions)
- agentic-development.md stats regenerated for the month-one milestone
- docs/index.md status bumped to v0.3.0, honest-status synced with README
- .gitignore: local/ working-junk dir
Review of the D320 entry itself. All mechanism claims confirmed against
source (chrHasStoppedOrPatroling ACT_ATTACK exclusion; update fn only moves
endframe via chrlvAttackActionRelated, never modelSetAnimation; ai_9/ai_12
structures re-read in full). Two precision corrections:
- ai_19 row: the ONLY progression out of the label 0x34 loop is own-flag
bit 0x01 -> list 0x1504; the stop-check path re-aims at 0x08 (loops).
Nothing in the list sets that bit (level's only chr_bitfield_set_on(,0x01)
targets chr 0x43).
- ai_12 row: the update lands mid-hold by construction (aim cmd jumps to it
on success); the 180-range-flag wait between is unreachable on this path.
Also settled the AI command-ID mapping for future reference: bondaicommands.h
IDs == cmdbuilder enum values from aicommands.def order (naive CMDNAME count
is off by 2; cross-checked on 4 known commands). if_guard_bitfield_is_set_on
= 0x96 = AI_IFMyFlags2Has (executing guard's OWN flags2); the per-chr family
(chr_bitfield_*) is 0x97-0x99.
Also audited d318watchdog.c in this pass: chraiGetAIListID and
sub_GAME_7F025560 signatures match; call form mirrors chraction.c:7396;
dead c78 can never satisfy the signature (ACT_ATTACK vs ACT_DIE/ACT_DEAD
disjoint); g_randomSeed is u64 as written. No changes needed.
- D318 (RESOLVED): as-authored latent race — gas bit mid-monologue derails
c78's pre-aim hold into a permanent ACT_ATTACK anim pin
(actor_fire_or_aim_at_target_update moves only the endframe, never
re-inits; N64-identical). NOT a port bug. Port-side watchdog
port/src/d318watchdog.c (hooked in lv.c after g_GlobalTimer += ) detects
the pinned state and re-inits the attack on confirm; GE_D318T=1 timeline
diagnostic included. random.c gains an env-gated probe (GE_RANDPROBE) for
bit-exact PRNG verification. Scratch evidence (dis/seqcmp scripts, addr
dumps, session handoff) parked per house practice.
- D320 (OPEN): swept every level's AI scripts for the same aim-hold ->
_update shape: 17 lists in 8 levels. Facility ai_19 and Control ai_9 are
HIGH (non-self-healing, same as ai_22); Depot ai_12 MED-HIGH (objective
bit gated behind a stop-check). Bond-combat loops likely safe (sustained
fire stays inside the shoot window by design; exercised every playtest).
Classified as-authored latent race(s), faithfully reproduced. Probe-verify
path + generalize-the-watchdog recommendation documented in findings.md.
- gfx_pc.cpp: GE_D116 debug printf used %f for uint32_t args and %d for
unsigned tile fields; casts added, build warning-free.
Full ntsc-final configure+compile+link PASS. Accuracy sweep write-up in
docs/dev/ACCURACY-AUDIT-2026-09-20.md (PRNG bit-exact; A1/shift32/wrapv/
PORT-hygiene/Gfx-Vtx/osVirtualToPhysical sweeps all clean or already fixed).
D316: optionsOverlayHandleInput() mapped clicks with a naive window-size
scale that ignored the safe-area crop, and overlayRowAtY()'s hit-band was
asymmetric (biased downward) -- together these could land a click on the
row below the one clicked. Fixed by adding gfx_get_ui_screen_rect() (reuses
the real forward transform from gfx_adjust_viewport_or_scissor) to invert
clicks correctly, and centering the row hit-band.
D317 (reported as a crash toggling Game.AllUnlocked): confirmed instant
close, not a hang -- closed as a symptom of D316 (the hit-band bias let a
click on "All unlocked" fall through to the adjacent "Quit to desktop" row).
D314 (F10 flicker on main menu): mechanism still unpinned; landed an
env-gated diagnostic probe (GE_D314=1) for a future repro run. Confirmed
still present after the D316 fix (different bug class) -- deprioritized
per user call.
D315 (menu scaling main-menu vs in-game): disclosed as a known issue,
deferred to v0.3.1.
D319: Video.FpsCap's free 0-360 slider was mostly a dead zone (D186: sim
tick ceiling caps it at 60/50, and values under 30 already got force-
uncapped) -- replaced with a plain 30/60 cycle (ROW_FPSCAP, mirrors the
existing ROW_MSAA pattern); default changed to 60 so a fresh config shows
a reachable value. Uncapped stays valid at the config level for old inis
but is no longer offered in the menu.
D310 (RULE-2-SIGNOFF, user-confirmed fixed): the uniform 1-byte AI_PRINT
size broke level-local lists, which embed a NUL-terminated string after
the PRINT byte (Caverns Trevelyan ran circles with glitched anims).
chraiitemsize is back to byte-identical decomp; new PORT-only
d310ItemSize() applies the 1-byte size only for lists confirmed global
via chraiGetAIListID, used at ai()'s AI_PRINT step and chraiGoToLabel's
label scan. Local-list behavior unchanged from the original.
D311 (new, guarded): live freeze in Caverns diagnosed via GDB — Bond's
own anim tick spun ~3.1e9 iterations in modelSetAnimFrame2WithChrStuff:
animframe1 poisoned to -1.67e31 upstream, and the D156 guard validated
only frameb, so 'frameb = framea' passed both garbage values through and
floorFloatToInt saturated them to far-apart ints. Extend the guard to
validate both framea/frameb (snap bad one to the valid other, else 0)
and heal model->animframe1/2 before the fallback re-reads them. Same
file/pattern as the accepted D156 guards, #ifdef PORT only. Upstream
poison source (oldspeed=-1.75e18 at transition start; timespeed=0,
unkb0=0) recorded open in the D311 entry.
Post-fix Caverns playtest: guards dash-pause-resume, Trevelyan pathing
normal, Caverns->intro clean. Probe log: global PRINTs size=1/global=1
(hit once each), local PRINTs NUL-scanned/valid landings, zero
LABEL-NOT-FOUND, zero D156 fires, zero watchdog freezes.
- release-notes: drop the internal 'carried forward' meta paragraph; move the
D251 bottom-row duplication out of Known Issues into the F10 fix bullet
(no longer occurring per user live playtest of the D304 build)
- findings: close D251's last symptom; mark D304 live F10 playtest done;
de-stale D266/D271 'uncommitted' cells (landed in 532092c7); regen index CSV
- README: link the security & fidelity status page
- docs/security-and-fidelity-status.md: publish — re-verified for v0.3.0 on
2026-09-18 (bundle contents, no-networking source check, asset converter);
D271 now landed; D284 RNG history reworded as found-and-fixed pre-v0.3.0
Verified: build-pc.sh ntsc-final clean (243/243); tools_pc/verify.sh sweep
21/21 PASS on this tree (scratch/verify_sweep_v030_final.json).
- D302: fix a reintroduced D250-class perf regression -- 4 uncached getenv()
calls added by D236 diagnostic passes 10/12/14/16 were running on every
triangle draw in gfx_sp_tri1; cached with the established pattern.
- D304: F10 mouse-sensitivity menu overhaul -- widened Input.AimModeSens'
clamp to match Input.MouseTurnSpeed, then collapsed both plus the
aim/turn link toggle into a single Input.MouseSensitivity control per
user request (avoids decoupling into a confusing state). Fixed two real
overlay bugs found along the way: overlayUpdateScroll() bottom-anchored
the clicked row on every click (not just when off-screen), and
overlayRowAtY()'s hit-test scanned rows past the last one actually drawn,
letting a click near a scroll boundary silently hit the wrong row
(reproduced as "All unlocked" triggering "Quit to desktop" instead).
- D225: GE_DEBUG_UNLOCKALL=1 dev-tooling toggle (file2.c), default off.
- D164/D76: docs-only correction -- the legal-screen one-line fix was
already committed 8dfc578f4; findings.md just never caught up.
- D252: root-caused and fixed a 6+-session-old rainbow-particle bug --
explosionRenderPart() wrote 5 vertices into a 4-vertex allocation,
corrupting the next particle/effect's data in the shared vertex pool.
User-confirmed live: "Rainbow went away."
- D305: Steam Deck SIGSEGV recurrence past D285's own fix -- sndHandleEvent's
preempt-scan dereferenced its list-walk pointer before checking it for
NULL. Added the missing guard. User-verified crash-free on the Deck
across multiple sessions, including toggling Game.AllUnlocked off/on.
D236 pass-16 diagnostic (GE_D236RAW, bg.c) carried along from a prior
session's in-progress investigation; unchanged, env-gated, zero-cost unset.
User played live with GE_D236ORDER=1, walked toward Surface1's tree line;
wall bug still reproduced. Tree-card count reached 121 tris (vs 2-4 in
deterministic boot), and draw order flips favorably at high counts (tree
drawn last, as pass 12's theory needed) -- but the bug persisted anyway in
that same zone, demoting draw-order as the dominant cause.
Redirects to a lead D280 flagged but never closed: the tree class's own
fog computation (bimodal 25/255 per vertex, never verified against N64,
unlike the noise class's fog which D280 already confirmed correct). Not
attempted this pass -- next session's starting point.
Not v0.3.0-blocking, parked again per standing user priority.
D243/D173/D292 (Bond cutscene family) -- root cause found and fixed:
bondview2.c's cutscene body-model buffer layout reserved space using a
hardcoded 32-bit sizeof(Model) literal that never accounted for 64-bit
pointer widening (real size 232 vs reserved ~188 bytes), so the model's
own animation-data buffer overlapped its tail fields (playspeed/animrate/
unkac/unkb0/unkb4), corrupting them on every cutscene body-model creation.
Fixed by computing the real sizeof(Model), matching the identical idiom
already used one line above for ModelFileHeader. User-confirmed live.
Follow-up camera-tracking fix: replaced the old shake-workaround freeze
(which also blocked legitimate per-shot tracking) with a write-every-tick
scheme plus an instant re-seed of the look-at filter's accumulator at each
teleport, eliminating the old catch-up shake without freezing anything.
Second bug found in the same review: mouse-look was never gated during
scripted/no-control camera states (an already-documented but never
implemented safety gate in port/src/input.c's hipDirectCompute). Fixed by
adding the missing check, reusing gameScriptedCameraActive() (renamed from
D243's d243mCutsceneActive, since it's no longer D243-specific -- also
used by model.c's M-183/M-185 clamps, which were separately found to be
dead code for real players (gated on the diagnostic env var, not just
camera mode) and fixed to be unconditionally active.
D236 (Surface tree wall) pass 12: new mechanism found (both competing
texture classes are Z_UPD=0 decal-mode draws, so on-screen precedence is
decided by draw order, not depth) and a headless capture finally landed on
the actual bugged view -- but that view has zero tree-class triangles
present, so the mechanism couldn't be tested there. Two new env-gated
diagnostic probes (GE_D236ORDER, GE_D236ZFIX) left in tree for the next
pass; not a fix, not v0.3.0-blocking.
All findings.md summary-table rows touched this session cross-checked
against their full entries and corrected where stale (D219/D252/D246/D247
had been fixed in a prior session but their index rows still said
OPEN/NOT-A-BUG).
- Widescreen/FOV Phase 4: automatic vertical-FOV scale by window aspect
ratio (Video.WidescreenAuto, default on), composed before the existing
manual Video.FovScale multiplier. New symmetric FOV floor (20 deg)
alongside the existing 160 deg ceiling.
- D247/D246: the game's own TV-overscan safe-area viewport inset (real on
N64, hidden by CRT overscan, visible as black bars on PC with no crop)
now gets cropped instead of shown -- gfx_adjust_viewport_or_scissor
remaps against the actual captured gameplay viewport bounds (vertical)
plus a measured, resolution-independent 1-logical-unit trim (horizontal)
instead of the fixed VI canvas size. New Video.SafeAreaCrop toggle,
default on.
- D219 (rainbow bullet-spark colors), a real 32->64-bit ABI bug:
bullet_spark_render (glass2.c) read the spark's stored RGBA color via a
hardcoded raw byte offset instead of the named s_bullet_spark struct
field -- on 64-bit PC an earlier void* field's widening + alignment
padding shifts the true offset by 4 bytes, so the read landed in
unrelated f32 velocity fields instead. Fixed by reading the named
fields. Also fixed an adjacent UB (a 16-byte Vtx read from a 4-byte
global) in the same function. This turned out to be the actual root
cause behind the D252 "lingering particle sprites after an explosion"
report as well (same render path via objHit and friends) -- closed as
a duplicate.
- Moved docs/dev/WIDESCREEN-FOV-PLAN.md to docs/dev/notes/ (gitignored
local notes), matching this project's convention of keeping
in-progress planning docs out of the tracked tree.
User live-verified all of the above interactively this session.
Added two #ifdef PORT workarounds in modelTickAnim() to address D243's
Bond position/animation issue during scripted camera modes:
M-183: Clamp playspeed > 10.0 to 1.0 (prevents rapid advancement ~97 frames/tick)
M-185: Clamp corrupted endframe values (< 0.0 or > 1000.0) to 100.0
Both are env-gated on GE_D243M and apply only during scripted camera modes.
The clamp fixes prevent the rapid animation advancement but Bond's animation
still 'repeats' — he can't complete his animation during the Dam abseil cutscene.
Root cause analysis: playspeed/endframe corruption is consistent with the
D100/D140 struct layout/punning family (32→64-bit pointer widening causes
fields to be read from wrong memory locations). Playspeed observed at 388.82
(expected ~1.0), endframe as huge negative values like -604462909807314587353088.0.
Updated findings.md §F table entry for D243 to reflect partial fix status.
Convert the GE_D243X3 experiment into an always-on fix by removing
the env-gating. The fix freezes field_488.pos (the camera's look-at
target derived from the model's animated-skeleton transform) during
POSEND camera mode, re-baselining only when a legitimate shot-change
teleport fires (detected via the d243TeleportEpoch counter incremented
by d243NotifyTeleport() in chrai.c's AI_TRYTeleportingChrToPad handler).
This eliminates the camera shake while allowing legitimate inter-shot
repositioning. The fix is decomp-faithful - it targets the camera's
reaction to the animation cycle rather than suppressing Bond's own
animation, which was found to be playing correctly.
Also includes:
- GE_DEBUGMENU diagnostic in boss.c (prior session)
- GE_D243SWIRL probe in bondview2.c (prior session)
- M-178 finding documentation (rapid animation advancement analysis)
- D243 biganim probe in model.c (for future investigation)
Both were already documented as standing repo content (AGENTS.md's
critical-files table, several findings.md entries citing D194/D300's
ground truth) but never actually committed -- add them so the repo
matches what's already written about it. GPLv2, read-only reference,
never compiled as part of this build (see reference/mouse-injector/README.md
for provenance).
findings.md and the index still said "pending manual playtest" / "pending
build-verify", but HANDOFF.md records the user played it live this session
and confirmed better feel. Regenerated the index via gen_findings_index.py.
Closes the unguarded save deref at its single choke point instead of
patching each call site (front.c mode-select, file.c briefing check).
Build-verified, crash-free smoke test; live confirmation against the
exact #87 repro still owed (see finding for detail).
D173 gets the same "read this one block, not the whole history" treatment
D243 already has -- established facts, what's ruled out, and the concrete
next step (a D252-style raw ROM byte dump of the extending_left_hand clip
at frame 95) in one place.
Also retracts an unfounded doubt raised earlier this session about whether
-level_34 is really Facility -- a hand-count of setup_text_pointers[] alone
suggested otherwise, but multiple already-established findings in this same
file (D130, D203, D217, D255, and a full independent static decode of
UsetuparkZ.c during the Trevelyan/Ourumov investigation) confirm it is;
"ark" is just Facility's internal decomp codename, not Park/Archives.
Checked before letting the doubt stand.
User directly compared this port's level-start sequence against real N64
from memory: N64 shows Bond grounded, arms at sides, for 1-2s before he
draws his gun and surveils left-right (~0.25-0.5s later) as the camera
moves to first-person. This port shows Bond floating from the very first
frame his model appears -- never briefly grounded.
Traced the second phase too: chrlvTickBondIntro (chraction.c:7663, also
decomp-verbatim) is a watchdog that switches Bond from the held
"extending_left_hand" pose to fire_standing_draw_one_handed_weapon_fast
once the first pose wraps -- confirmed firing live. The two-phase structure
matches the user's description exactly; only the first phase's visual
(grounded vs floating) diverges.
Checked one more candidate: c_item_entries[BODY_Formal_Wear].pov = 1.058,
a small plausible-looking scale constant, not an obvious corruption --
doesn't distinguish good data from bad on its own.
With theory (b) (faithful N64 behavior) now ruled out by direct comparison,
and the selection/scale code confirmed clean, this narrows to bucket (a):
the extending_left_hand clip's own keyframe data being mis-decoded for this
port around frame 95. Next step is a D252-style raw ROM byte dump, not more
source tracing.
M-174: tried firing_animation_groups[group][sub] as the source of the
puppet's initial animation -- zero hits, ruled out (negative result logged
so it isn't re-guessed next time).
M-175: instrumented modelSetAnimation itself (the one choke point every
caller funnels through) with a __builtin_return_address probe filtered to
the player's own bodyModel, then resolved the logged addresses with
addr2line. Found the exact call site on the first try: bondviewSetCameraMode
(bondview2.c:936-942), inside CAMERAMODE_SWIRL's intro-fly-in setup. It
reads stage_intro_anim_table[] (bondview.c:355), a decomp ground-truth
table with zero #ifdef PORT in the whole call chain -- entry [0] is
{PTR_ANIM_extending_left_hand, 95.0, -1.0, 0.02}, and PTR_ANIM_extending_
left_hand is confirmed index 61 in animation_table_ptrs1[], an exact match
to the aidx=61/animframe~96 measured live on both Dam and Facility in M-172.
Conclusion: the selection logic is fully decomp-verbatim, not a port bug.
If the puppet genuinely floats while playing this held pose, the remaining
candidates are narrowed to exactly two: (a) this specific clip's keyframe
data is mis-decoded for this port at/around frame 95 (asset-pipeline bug,
D252-style raw-byte dump would confirm), or (b) this is real N64 behavior
and something else (camera framing, or just how it always looked) is the
actual source of the "floating" reports. Distinguishing the two needs N64
reference footage or a raw asset dump, not more source tracing -- this
thread is static-exhausted for this session. Captures archived at
scratch/d173/ (gitignored, local).
Caught this while writing the next-step paragraph, before committing to a
wrong claim: the render-position computation (subcalcmatrices, chr.c:2777)
runs inside chrTick, which is called identically for the player's own prop
and every guard -- there is no separate "player draw path" for it to skip a
step in. The real divergence is which INPUT feeds that shared machinery:
bondview2.c's firing_animation_groups[group][sub] table, reached only by
the player's own per-tick animation-select call, versus guards' own
AI-driven animation selection. Retargets the next step at comparing that
specific table entry's keyframe data against a comparable guard-idle entry,
rather than a code-path diff that doesn't actually exist.
Added a before/after prop->pos probe spanning all of chrTick (not just the
player), gated on the existing d243mProbeActive(). Checked four background
guards on Dam with different actiontypes/animations/positions: all show
~zero before/after gap, nothing like the player puppet's ~328-unit float
measured in M-172. Rules out "every chr's root joint sits above prop->pos by
design, normal rendering just hides it" -- normal chr rendering is correctly
grounded. Narrows the remaining lead to the player-specific bodyModel draw
call (bondview2.c, near the existing D243M: draw/f488write probes) versus
the generic chrRenderProp path every other chr uses. Diagnosis only, no
game-code changes. Capture archived at scratch/d173/ (gitignored, local).
Facility (-level_34) reproduces an almost identical ~329-unit float vs Dam's
~328, despite completely different ground heights/positions -- strong
evidence of a fixed constant rather than a level- or animation-scale-driven
effect. Dispatched a local Qwen triage pass on solo_char_load; it raised
modelSetAnimTranslationScale/pov as a candidate but correctly self-qualified
it as inconsistent with the now-cross-level-confirmed near-constant offset.
Own follow-up trace ruled out two more candidates: the puppet's position
setup matches the normal guard init path exactly (setsuboffset after
init_GUARDdata_with_set_values), and the puppet's first animation's nonzero
start frame (~96) is a legitimate firing_animation_groups table constant,
not carried-over garbage state. Leading theory now: the ~328-unit elevation
is baked into that animation's own keyframe data (root/pelvis joint height),
and whatever normally compensates for a chr's third-person render staying
grounded isn't reached by this puppet's draw path. Next step (compare a
normal guard's raw root-joint gap the same way) is static/no-live-access,
logged in findings.md.
D243: added a GE_D243M-gated probe on AI_PlayAnimation. Live data shows the
abseil's scripted fall animation (decoded anim_id 0xb1) lands on Bond's own
real player chr/model (isPlayerChr=1), directly refuting the standing M-145
"empty, model-less driver chr" theory. The animation plays and loops
correctly (aidx stable, animframe cycling normally) -- this reframes the
whole bug: the render-position "cycling" this session's GE_D243X3/X4 freeze
experiments were built to suppress is very likely the animation's own
legitimate looping root motion, not corruption. GE_D243X4 (Bond's own
render_pos freeze) is flagged as actively wrong and should not ship;
GE_D243X3 (camera field_488.pos) is on firmer ground but should ideally
damp on loop-wrap, not freeze-forever. Next step (camera-shake vs loop-wrap
correlation) needs a fresh unfiltered capture, logged as open.
D173: used the same probes to capture the intro/pre-control puppet cutscene
autonomously (no player input needed to progress it) on Dam. First-ever
quantified measurement: prop->pos.y is rock-steady at the correct ground
level (60.3) for the puppet's whole on-screen lifetime, while its rendered
root sits ~324-328 units higher throughout -- and the gap barely moves
across three different attached animations, arguing against an
animation-root-motion cause and pointing at a fixed root-joint/base-transform
offset in the puppet's spawn setup (solo_char_load) instead. Measurement
only, no code change; capture archived at scratch/d173/ (gitignored, local).
Implements next-steps (b) and (c) from the D243 CONSOLIDATED NEXT STEPS
block. (c): static analysis shows the render_pos-cycling mechanism (chrTick's
cutscene-unaware animation dispatch) is unmodified decomp code with no gate
on either platform, so it's decomp-faithful by construction -- clears the
way to ship a port-layer fix without a rule-2 sign-off. (b): chrai.c's
AI_TRYTeleportingChrToPad now notifies a new epoch counter right after its
real setsuboffset() call; GE_D243X3/GE_D243X4 re-baseline on that signal
instead of freezing forever, targeting the M-168 "camera looks wrong way for
later shots" / "Bond still looks stuck" incompleteness.
Build/link/crash-safety verified headlessly (two 25-30s -level_09 smoke
runs, both crash-free). Live Dam-to-abseil playtest still owed before this
can replace the diagnostic gating with a shipped default.
Adds a single "read this, not the whole M-107..M-168 saga" block to the
D243 findings.md entry: what's established (two independent render
paths, the stale-animation mechanism, the wrong-chr animation
targeting, camera shake fixed diagnostically, model duplication fix
incomplete because it breaks legitimate per-shot repositioning) and
three concrete, not-yet-attempted next steps (delta-threshold
re-baseline, hook AI_TRYTeleportingChrToPad directly, determine the
actual N64-vs-PC divergence point before committing to either).
GRAPHICS-BACKLOG.md's D148 row (last meaningfully updated ~M-87,
long stale) rewritten to match -- it was the only other place a future
session would look for cutscene-bug status and didn't reflect any of
this session's work.
Extended M-167's freeze technique to render_pos (Bond's own draw
position), aiming at the model-duplication symptom M-167 didn't fix.
Two live crashes along the way, both from the same root cause: model
pointers get reused by the allocator across different logical model
instances, so any attempt to skip subcalcmatrices() based on inspecting
render_pos's value or caching pointer identity can be fooled into
treating a brand-new, uninitialized instance as already-validated --
leaving render_pos at its fresh tombstone value for a later consumer
(sub_GAME_7F06C768, computing zDepth) to crash on.
Fixed by never skipping subcalcmatrices() at all -- it always runs now,
guaranteeing render_pos is never left invalid regardless of model
lifecycle. The freeze is purely a contents copy on top of a
now-guaranteed-valid buffer. Live-playtest stable (no crash, full
session).
But the result is informative-negative: freezing unconditionally also
suppresses the LEGITIMATE per-shot camera/model repositioning
(AI_TRYTeleportingChrToPad moves Bond between several distinct shots
during the cutscene), not just the illegitimate intra-shot cycling --
so the camera now looks the wrong direction for later shots and Bond
still appears stuck. Both GE_D243X3/GE_D243X4 remain diagnostic
experiments, not real fixes. Documented two next-step candidates
(delta-threshold re-baseline, or hooking the teleport call directly)
for distinguishing legitimate repositioning from the cycling bug.
porting-notes.md gets the generalized lesson: freezing a value and
freezing a pointer target are different operations -- the latter needs
the call that keeps the pointer valid to always run, with the freeze
applied to contents afterward, not to whether the call happens.
M-163's live playtest smoothed prop->pos completely (log-verified) but
the visible camera shake was unchanged -- the camera's look-at filter
doesn't read prop->pos at all. It reads field_488.pos, a separate
variable computed from render_pos (the model's own animated-skeleton
transform), independent of prop->pos even though both happened to show
the same period-4 cycling symptom through a probe that only logged one
of them.
Retargeted the suppression at field_488.pos's actual write site
(bondview2.c:10495-10497, GE_D243X3-gated, freezes it while POSEND is
active). User's live playtest: "yep camera shake is gone now" -- the
first positive result across the whole D243 investigation.
Not a real fix -- GE_D243X3 unconditionally freezes state rather than
correcting why the model's skeleton animation cycles in the first
place. User also reports Bond's own rendered body still visibly
duplicates/glitches, expected since this only freezes the camera-feed
copy, not the render_pos draw-path read -- likely the same underlying
mechanism observed through a different consumer, not yet isolated.
porting-notes.md D11 gets the generalized lesson: confirm the actual
consumer reads the field you fixed before spending a live-test cycle
on it -- two fields can show the same symptom from one shared root
cause while being genuinely independent data paths.
The Dam abseil cutscene investigation (D243 M-160/M-164/M-165) traced a
general pattern likely shared by the whole "third-person world model
transform/lifecycle" bug family already flagged at M-145: chrUpdateAnim
reads a puppet's animated root-joint position back into its logical
position, so a transition that moves the puppet without also updating
its animation state produces a position that visibly lags/diverges,
tracking the stale animation instead of the intended spot. Plausible
explanation for D173's level-start float and D292's death-sink, not
confirmed for either -- flagged as the thing to test with a live capture
using the same aidx=/animframe= technique D243 M-166 just added, rather
than re-deriving a new mechanism from scratch next time either is
investigated.
Two third-party reviews caught a real flaw in the earlier M-161 negative
experiment: it restored prop->pos AFTER chrTick() returned, but
render_pos/field_488.pos are computed INSIDE that same call -- so M-161's
"no change" result never actually tested M-160's overwrite hypothesis.
Verified this directly against the capture data (a clean period-4
same-frame before/after-chrTick offset proves the lane-advance happens
entirely inside chrTick) before accepting the review.
M-162: corrected save/restore placement (chr.c), Z-only. Live playtest
confirmed the mechanism -- Z went smooth in the log -- but the visible
glitch persisted because that capture's chr cycled on Y instead.
M-163: widened the experiment to the whole prop->pos vector. Built and
smoke-tested; not yet live-playtested (exe was busy/user stepped away) --
this is the ready-to-test build for the next session.
M-164/M-165/M-166 (static tracing, no build needed): chrUpdateAnim reads
the model's root-joint position back into prop->pos after advancing
whatever animation is attached (getsuboffset) -- not an arbitrary
overwrite. The cutscene's teleport (AI_TRYTeleportingChrToPad) re-anchors
the root joint but never touches animation state; the real rappel
animation commands target a separate invisible driver chr (M-145), not
the visible one. Traced the Dam exit script (UsetupdamZ.c) directly and
found no animation-set command for Bond anywhere in it -- his head
animation gets forced back to an idle/walk loop by
bondviewFrozenMoveBond's own tick, but the *phase* within that loop is
inherited, not reset. This raises a real possibility that the mechanism
is decomp-faithful and the actual PC/N64 divergence is upstream of the
cutscene code entirely (which animation phase Bond happens to be on when
the cutscene grabs him). Extended D243M: onscreen with aidx=/animframe=
(reusing GE_D193A's reverse-resolve technique) so the next live capture
can test this directly.
Docs updated throughout (findings.md, findings-index.csv,
GE-ENV-PROBES.md); HANDOFF.md refreshed with full session state (local,
gitignored).
D300: new hipDirectCompute() in port/src/input.c writes vv_theta/vv_verta
directly for hipfire mouse-look, mirroring GEPD's linear px->degree model
and the existing D194 aim-mode pattern -- replaces the N64 stick-curve
routing that saturated at ~13 px/poll (issue #89). Ported GEPD's
dead/watch/pause safety gates. Input.MouseDirectLook=1 default, escape
hatch to the legacy path. User-confirmed better feel in a live playtest.
D243: added a permanent onscreen-visibility probe (D243M: onscreen,
chr.c) to test whether chrTick's posIsOnScreen gate explains the
abseil cutscene's frozen render position (M-159). A live capture
refuted that and found the real mechanism instead: chrTick overwrites
prop->pos with a stale value via its own chrUpdateAnim/modelTickAnim
animation-position logic, racing the AI script's scripted write
(M-160). A decisive throwaway experiment neutralizing that overwrite
produced no visible change in a live playtest (M-161) -- the mechanism
is real but isn't the dominant visible cause. Experiment reverted;
D243 parked pending a new lead after ~15 session-passes without a fix.
Docs: findings.md/findings-index.csv/porting-notes.md/GE-ENV-PROBES.md
updated throughout.
fileValidateSaves() -- the only place saves[] is populated from EEPROM
-- is called exclusively from the legal screen's init, which
Game.SkipIntro's boot-to-file-select shortcut skips entirely. saves[]
was left all-zero, so fileGetSaveForFoldernum() returned NULL for
every folder except whichever one a zeroed save_data happened to
decode to, crashing file-select's unguarded fileGetIsCheatUnlocked()
for the rest. Call fileValidateSaves() from the shortcut too
(port-layer completeness fix, zero game-logic change).
Live-verified by user: all 4 save slots now selectable with
SkipIntro=1, intro still correctly skipped.
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
The 150 KB threshold assumed the §F region was table-only, but it also
holds ~92 KB of pre-ctx-opt D24–D33 bullet narrative plus the M-111/M-113
write-ups. The regression signal is fat ROWS re-accumulating (table is now
~55 KB), so the budget sits ~15 KB above today's 166 KB total.
Same protocol: topics were compressions of their own §H entries (verified
by probe), statuses (the verdicts) kept verbatim. Skipped as already-thin:
D240-D243, D247 (one-liner + short status each).
§F table region: 226 KB -> 166 KB.
- D217: 7.5 KB status was a digest of the §H M-86→M-97 entries (each
'See full write-up: §H ...'); only the closing verdict was missing —
appended it (PR #47 + PR #49 merged, white residual → D228, M-105
stale-status correction).
- D271/D276: topics were compressions of their own §H entries; statuses
(the verdicts) kept verbatim.
- Skipped as already-thin/substantive: D220, D132 (compact audit summary),
D183, D179, D178, D182, D181.
The earlier edit replaced only D227's topic cell; its 11.9 KB status
survived. That status was a digest of the full write-ups, which exist:
§H '## D227' entries M-94/M-95/M-96/M-98/M-100/M-100b (in findings.md) and
M-99 (full entry in HANDOFF-ARCHIVE.md). Digest wording survives in git
history + snapshot.
Same protocol. Three sections ended before their final disposition — the
newer verdicts were appended verbatim to the section first (flagged):
- D206: M-77c user by-ear A/B = PASS (section still listed it as 'still owed')
- D207: M-77c MONITORING disposition
- D205: M-78 CLOSED (root cause was D206)
D176's defect-(b) summary (grey diagonal static, D183 0/166) has no section
home — kept as the row's substantive topic instead of a bare pointer.
Each cell checked line-by-line against its ## Dxx section(s); cells were
compressed summaries of the sections, so rows shrink to one-liner + pointer
and status keeps its verdict. Two cells carried facts NEWER than their
sections — appended verbatim to the sections first (flagged in-section):
- D221: human mouse-playtest confirmation (section still said 'eyeball owed')
- D227: M-100b human play-test confirmed (section ended 'still owed')
D228's status was the post-split FIX write-up, absent from its pre-fix
M-97 section — appended as a second ## D228 pass-section.
Exact pre-shrink wording survives in git history + notes/snapshot-pre-ctx-opt/.
Semantic coverage check of each §F row labeled D70–D121 against the §H
narrative (done directly, not delegated):
- D85, D86·D87, D88.4, D121: thin rows, fully covered by §H entries —
topic reworded as one-liner + 'see §H' pointer, status kept verbatim
- D117, D118: fat cells whose content (M-52 addenda; M-24 mouse-look
rework incl. D118b/c) is fully in §H — shrunk to one-liner + pointer
- D120: fat cell with NO section and no §H coverage (sole record of the
M-30 PointUsage fix) — pure verbatim move to a new ## D120 tail section,
row becomes a pointer; verified byte-identical vs pre-migration snapshot
- D75: LEFT AS-IS — its status cell holds a v0.2.0-pre playtest result not
present in §H; shrinking would lose data
- D119·D120: left as-is — sole record of D119 (§H mentions it only in passing)
Range rows (D70–D74, D89–D92, …) stay as-is per plan.
D76·D164, D165·D166, D180·D181 each point at existing ## Dxx sections that
fully cover the cell content (verified line-by-line; cells were compressed
summaries of the sections). Status cells kept verbatim. The remaining two
multi-label rows (D86·D87, D119·D120) are thin §H-era summary rows with no
sections — deferred to the D70–D121 §H cross-check.
Each label had a full writeup + a short 'Duplicate row' triage pass.
Keep the full writeup; append the short pass's genuinely-unique content
verbatim under a dated merge note (D233/D234: GRAPHICS-BACKLOG.md logging +
triage hypotheses; D152+: fully subsumed — noted as such). Both §F table
rows stay (cell 1 frozen) and both now point at the single merged section.
Nothing deleted: earlier text in git history + notes/snapshot-pre-ctx-opt/.
Cell 1 of the §F table is frozen, so four rows (D69·D78–D84, RC3·D167,
the D88.x range row, D118d) are invisible to findings-index.csv — LABEL_RE
can't parse their label format. Documented in the file header alongside
the lookup convention and a record of what the 2026-09-15 migration did
(including the one non-verbatim step: D250/D252/D255 derived statuses).
These three rows were fat topic with NO status cell (2-column rows). Topic
moved verbatim to new ## Dxx sections; table rows get a substantive one-liner
+ a status DERIVED from each entry's own verdict text (D250 FIXED / D252 OPEN
known-issue / D255 OPEN pending rule-#2 sign-off) — the derivation is flagged
in-section for auditability. CSV regenerated, label set unchanged (171); all
three topics verbatim-checked against the snapshot.
Pure moves following the 6208276d formatting repair: topic/status cells moved
verbatim to new ## Dxx sections; table rows now carry one-line summary +
pointer. CSV regenerated, label set unchanged (171); both sections
verbatim-checked against the snapshot.
Formatting fixes only — text preserved verbatim, no content added/removed:
- D211: the HUD ammo display '7 | 93' contained a literal unescaped pipe,
splitting its status cell in two; wrapped that token in backticks.
- D219: a call-chain used pipes as separators between separate code spans
(5 cells instead of 3); merged into one continuous code span — same text,
backtick positions moved.
- D255: row lacked the trailing pipe its neighbours have; added it so the
table is well-formed 3-column (status cell empty, as in D250/D252).
These were pre-existing CSV corruption (garbled/truncated status_raw), not
migration artifacts. CSV regenerated; label set unchanged (171).
Warn-only (non-fatal): findings.md §F table region > 150 KB means fat rows
are accumulating again (cell content belongs in ## Dxx sections; lookup path
is findings-index.csv); porting-notes.md > 120 KB. Lit until Bucket B of the
ctx-opt migration lands (~266 KB today). HANDOFF.md is gitignored so its
> 30 KB budget stays a local check.
The previous commit's (a)/(b) insertion landed at the line start, producing
' (a)## D233 — …' lines that no longer parse as headings. Moved the markers to
after the label: '## D233 (a) — …'. 117/117 migrated sections now have valid
headings; CSV check + label set still green.
Two table rows each carry the same label+topic with a status progression
(earlier vs updated pass). Both migrated verbatim in batch 6; heading markers
are formatting only. Flagged for Bucket B consolidation.
12 rows: topic/status cells moved verbatim to new '## Dxx' sections at file
tail; table rows now carry a one-line summary + pointer. CSV regenerated, label
set unchanged (171). Nothing deleted.
20 rows: topic/status cells moved verbatim to new '## Dxx' sections at file
tail; table rows now carry a one-line summary + pointer. CSV regenerated, label
set unchanged (171). Nothing deleted.
21 rows: topic/status cells moved verbatim to new '## Dxx' sections at file
tail; table rows now carry a one-line summary + pointer. CSV regenerated, label
set unchanged (171). Nothing deleted.
10 rows: topic/status cells moved verbatim to new '## Dxx' sections at file
tail; table rows now carry a one-line summary + pointer. CSV regenerated, label
set unchanged (171). Nothing deleted.
Also disambiguates the two '## D152+' headings from batch 2 as (a)/(b)
(formatting only; content untouched — flagged for Bucket B consolidation).
14 rows: topic/status cells moved verbatim to new '## Dxx' sections at file
tail; table rows now carry a one-line summary + pointer. CSV regenerated, label
set unchanged (171). Nothing deleted.
9 rows: topic/status cells moved verbatim to new '## Dxx' sections at file
tail; table rows now carry a one-line summary + pointer. CSV regenerated, label
set unchanged (171). Nothing deleted.
15 rows: topic/status cells moved verbatim to new '## Dxx' sections at file
tail; table rows now carry a one-line summary + pointer. CSV regenerated, label
set unchanged (171). Nothing deleted.
16 rows: topic/status cells moved verbatim to new '## Dxx' sections under a
provenance divider at file tail; table rows now carry a one-line summary +
pointer. CSV regenerated, label set unchanged (171). Nothing deleted.
Companion to the local split of docs/HANDOFF.md (gitignored rolling
working file — that half of the move is working-tree-only, backed up in
the pre-edit snapshot). Appends lines 137-5764 of the pre-split HANDOFF
(### ARCHIVE — M-140 onward, ~444 KB) after the existing M-2/M-3 brief,
with a divider documenting coverage and the newest-first ordering of
the moved block. Content verbatim; CRLF->LF normalised to match this
file and .gitattributes (eol=lf). Verified: live head + moved chunk
rejoin byte-identical to the original (CR-stripped); appended region
cmp-clean against the snapshot.
Archive intro corrected: it claimed 'through session M-11' but held only
M-2/M-3; the M-4-M-11 gap is pre-existing, noted as such.
AGENTS.md findings bullet + HANDOFF-ARCHIVE.md intro pointer now steer
cold-starting agents to docs/dev/findings-index.csv (grep this, then read
the specific ## Dxx entry) instead of linear-reading the ~100k-token §F
table. Base: release/v0.3.0 @ bf24bef8.
User clarified the black-geometry drop-out happened at normal ground
level during normal progression near the statue, not from the
elevated ramp with wide sightlines as the first write-up assumed.
Retracted the "widened FOV frustum from elevation" framing of the
room-visibility hypothesis; kept the underlying room-transition/
streaming-timing guess since it doesn't depend on elevation.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
User report at Video.FovScale~130 + max draw distance/LOD: ground
geometry near an elevated wide-visibility vantage point drops out to
solid black, then recovers 10-30s later on its own. Doesn't cleanly
match D222 (NPC/object culling, FIXED), D249 (default-FOV far
geometry, doesn't self-recover), or D218 (fog/tint boundary, not
missing geometry) -- logged as its own finding with those three as
neighbors, not a confirmed duplicate of any. Leading unconfirmed
guess: a portal/room-visibility BFS not accounting for the widened
FOV frustum.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
User corrections on the playtest batch: D289 (Dam computer-room
crash) is most likely the same computer-terminal SIGSEGV D255 already
fixed this session, not a separate mystery -- needs a re-test on the
post-fix build before treating as new. D292 (Bond sunk into floor on
death) is confirmed the same "Bond's world model positioned wrong"
family as D173/D148, not a separate bug -- cross-referenced both
directions so the split-across-two-files writeup (GRAPHICS-BACKLOG.md
D148 + findings.md D173) is easier to find as one thread covering
level-start floating, cutscene spin, and now death-pose sinking.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
User completed a Dam-through-Runway Steam Deck playtest and reported
9 items. Four corroborate already-open findings (D173 third-person
Bond floating at level start, D246 fullscreen edge strips -- Deck's
own default preset sets MSAA=4, exactly this row's leading suspect,
D219 purple/blue particle colors widened to blood decals, D243 Dam
end-cutscene camera glitch -- second independent confirmation). Five
are new: D289 (Dam computer-room crash, non-reproducing), D290 (watch
controller-page missing pad graphic), D291 (Dam truck texture
glitches), D292 (death-pose Bond sunk into floor, possibly D173-
adjacent), D293 (no way to quit the game from the UI -- confirmed in
code, SDL_QUIT via window-close/Alt+F4 is the only path; a QoL gap on
Deck/controller-only setups).
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
User reported a stray triangle during the Silo missile-shaft camera
pan (previously D171, parked since M-34 as "observed, not
investigated"). Reproduced headlessly, precisely bounded to frames
~562-741 of a bare -level_20 boot: a large, flat-shaded, untextured
brown triangle (uniform RGB(83,62,44)) grows then shrinks across the
pan, consistent with a real world-space triangle mis-transformed near
the camera plane rather than a HUD element or garbage vertex-color
read. Points at the D106/D233 near-plane/w-clip neighborhood in
port/fast3d/gfx_pc.cpp, not yet confirmed at the code level. Evidence
saved to docs/img/bugs/. Also noted: foreground `timeout N ...` launches
of the exe from this session's Bash tool produce zero GE_PCDUMP output;
backgrounding the launch works reliably -- worth remembering next time.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
User reproduced the "stuck standoff" 3-4 times; traced to a hard
timeout in ai_22 (label 0x13, UsetuparkZ.c) that fires the execution
unconditionally after ~2.5 min if no other trigger fires first. User
waited it out and confirmed it resolves normally with dialogue -- not
a freeze, not a new bug. Documented so it isn't re-flagged.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
D287: user hit a live freeze under debug.ps1 after ~15-20 min idle,
refocus-triggered, non-self-recovering (distinct from D286's single
fire-then-recover shape). Evidence preserved at
scratch/d287_freeze_gdb.txt (untracked, matches this repo's existing
scratch/ convention). Leading lead: gfxFrameMsgQ (32-slot scheduler
client queue) full while the VI-retrace pacemaker keeps ticking,
pointing at the main/render thread's consumer stalling rather than
the scheduler. Not root-caused; GE_D60 diagnostic already exists and
is the recommended next probe.
D252: user confirmed live the rainbow-hue bug still reproduces on
plain bullet-impact sparks, not just explosions -- a much cheaper
repro for the next GE_D252 capture.
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
Cherry-picks the GE_D243 diagnostic (764a1f26, previously stuck on an
unmerged, un-build-verified branch) onto release/v0.3.0. The prior
session's "toolchain blocker" was this session's own TMP/TEMP-vs-Bash-tool
gotcha (documented in porting-notes.md this session), not a real
CMake/ninja issue -- now explained and worked around. Also fixes an
uncached getenv("GE_D243") per menu_init() call (D250's own rule: this
runs ~once/frame during front-end states) to a single cached check.
Build-verified; smoke-tested via a bare -level_33 boot (no crash, no
D243 lines, as expected since bare -level_XX skips the front end).
Still needs a real interactive playthrough to actually correlate
against the D146 stale-DL burst -- documented as the next step in
findings.md D243 (M-141), including an unconfirmed D173-connection
hypothesis raised by the user.
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
The prior "prime suspect" (import_texture_rgba16 width/height derivation)
assumed line_size_bytes comes from the tile's MASK_16 wrap period, but
assets/oddtextures.c's actual gsDPSetTile for the fire render tile sets
line=4 explicitly, giving the correct 16x14 dimensions -- matching the
pre-existing is_fire_shape==16x14 filter already hardcoded into the
GE_TEXDUMP dumper. Neither named D252 hypothesis (width/height, GEVR's
byte-group-order alternative) survives; root cause stays open. Adds an
env-gated GE_D252 diagnostic (dims + raw texel dump) for whoever next
gets an interactive session to trigger the actual fire draw.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Folds in the zero-code-risk ADOPT items from scratchpad/GEVR-TRIAGE.md
(a prior survey of the sibling GEVR VR port, same n64decomp/007
lineage, reference-only): a crash-triage heuristic for non-canonical
x86-64 pointer faults, two frame-rate-assumption notes that pre-empt a
future uncapped/high-refresh rabbit hole, a process lesson about
grep-built site lists standing in for a real read, and the
portal-scissor site map as pre-flight for whenever widescreen work
resumes.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Caught during the same live Deck session used to fix D255: the game's
own hang watchdog (portHeartbeatCheck) fired once, no frame rendered
for ~8s at frames=46404, dumped all-thread state, then rendering
resumed and the session continued to a clean close - not a crash, a
self-recovered stall. User confirmed by direct observation this was a
real, visible freeze (not a Deck-side system hiccup), happening early
in a Caverns playthrough, not tied to an explosion or terminal (rules
out D255/D285 as the cause).
Not root-caused - no distinguishing log line precedes it. Logged as
open with no repro trigger identified rather than guessed at further.
Also fixes a cosmetic units bug spotted while reading the watchdog
code: the heartbeat log printed a raw microsecond delta with a "ms"
label (port/src/libultra.c, no /1000 conversion) - now divided
correctly. No behavior change, log output only.
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.
Caught a real crash on the user's Steam Deck during D255 live-test
setup: a fresh ge007.crash.log from the published v0.2.1 binary,
inside the user's active testing window. Symbolized directly on-device
with addr2line against the crashing binary's own debug symbols.
FAULT ADDR 0x62 inside sndHandleEvent (src/snd.c:366), on the audio
thread (amMain/portThreadWrapper) - not D255's 0x10/vtxstore_fix_refs
on the render thread. Different bug, different subsystem, likely
conflated with D255 in reports since both surface during the same
explosion/combat testing.
Root cause (static, code-read only): sndHandleEvent's pool-exhaustion
preempt-scan walks the shared D_800243E4 ALSoundState list with no
osSetIntMask lock anywhere in the function, while the list's insert
path (sndSetupSound, reached from 15 different game files' direct
sndPlaySfx calls) does lock it - an asymmetric-locking gap matching
the established D4/D147/D152 "N64 interrupts-off isn't a real lock on
PC" race class. Fits the repro pattern (explosion SFX bursts = high
thread-contention window).
Not fixed - flagged two open questions before it should be: whether
the missing lock is a genuine decomp-fidelity gap (N64 assembly may
have had it) vs a legitimate new PC-only lock, and it needs gdb
confirmation on a live crash, not just this static read.
Further Steam Deck testing on the published v0.2.1 release reconciles
the two competing D255 repro theories: the trigger is an object dying
via explosion, not terminal activation. Confirmed on four levels:
- Facility: every terminal crashes consistently when destroyed
- Caverns: terminals near the radio objective crash when they explode
- Archives: a similar crash when a guard's grenade detonates (no
terminal involved at all - narrows the real trigger to "object dies
via explosion damage" in general)
- Frigate: negative control - shooting a room of terminals there did
not reproduce it, so it isn't simply "any destructible OBJ record
exploding" either
Updated the D255 finding with a static lead for the next session (the
objFree destroy path never explicitly nulls ObjectRecord.model, so the
NULL likely comes from a freed-slot-reuse or list-modify-during-iterate
race rather than a direct field write - untested, needs a live Deck
capture with the GE_D255 probes already in tree). Updated
.github/release-notes.md's D255 bullet to match.
User reproduced on real Steam Deck hardware, v0.2.1 published release:
Facility crashes consistently when terminals are DESTROYED (shot), not
only on activation as the M-139 "corrected" framing concluded. Frigate
crashed once in the same pass, specifics not recorded.
Logging as a dated, evidence-stamped addition rather than overwriting
the existing activation-repro entry - both triggers are plausible
routes into the same underlying destroy-path-ordering race and are not
necessarily contradictory; neither has been cross-verified against the
other yet. Next Linux/Deck session should test both triggers with
GE_D255=1 before revising the "reliable repro" framing again.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Adds a live-repro diagnostic for D255 (Facility door-opening terminal
SIGSEGV, Linux/Steam-Deck-only): vtxstore.c's vtxstore_fix_refs
(sub_GAME_7F09BAC4) skips-and-logs instead of dereferencing when it
finds a NULL model on an active PROP_TYPE_OBJ record, logging the
record's identity/state; propobj.c's objFree logs every free call so
the two logs can be correlated by prop/obj pointer. Both gated behind
GE_D255 (off by default, getenv-cached per the D250 lesson) - zero
behavior change unless set.
Attempted a live Windows repro this session (5 terminal activations
across 3 direct -level_34 launches): zero probe hits, zero crashes.
Combined with the existing WSL-negative result, this is now two
negatives against one Linux/Steam-Deck positive - the bug does not
reproduce on Windows, likely a genuine allocator/timing difference.
Landing the probes anyway since they're inert by default and are the
fastest path to a real trace whenever a Linux/Deck session is
available; no more Windows time should go toward a live repro here.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
random.c's dsll32/dsrl32 helpers modelled the real MIPS64 dsll32/dsrl32
instructions as ordinary 32-bit shift-by-n operations, masked to 32
bits. Real MIPS64 dsll32/dsrl32 shift the FULL 64-bit register by
n+32 with no masking - they exist specifically to encode a 32-63 shift
amount in a 5-bit immediate field. The bug was bit-exact-looking but
wrong: it produced a deterministic, self-consistent stream that was
never the N64's actual stream, from the very first draw.
Surfaced by M-138's security/decomp-fidelity review (a forked review
agent's numeric trace + a hand trace of random.s both found the same
divergence); fix decided over disclose-as-known-issue per M-139b.
Fix: dsll32(x,n) = x << (n+32), dsrl32(x,n) = x >> (n+32), no masking.
No other line changes - every call site (randomGetNext,
randomGetNextFrom, chrObjRandomGetNext) already mirrors random.s/
chrObjRandom.s line-by-line through these two helpers plus plain <</>>
(which already matched dsll/dsrl correctly).
Verified against a standalone C reproduction outside the game (first
five draws from random.s's real initial seed diverge completely
between the buggy and corrected helpers, confirming the fix actually
changes the output stream). 242/242 clean build; full 21-level
verify.sh sweep PASS, no crashes.
This silently changes every RNG-derived sequence (loot, AI variance,
anything seeded from randomGetNext/randomGetNextFrom) from the first
draw in every build going forward. Savegames are unaffected (seed
isn't save state); existing recorded replays will diverge against a
post-fix build. Called out in v0.3.0 release notes per M-139c.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
R2 extraction from the parked D236 investigation tree
(park/d236-probes-m139): pulls out only the two verified, behavior-real
fixes and drops every D267-D280 debug probe (census counters, PPM
dumpers, per-tri/per-portal logging) that had accumulated alongside them.
- D266: import_texture_ia4 decodes RDP IA4 as I2:A2 (was I3:A1, an
inherited PD assumption); gfx_opengl.cpp's CVG_X_ALPHA "texedge" path
now keys off the real alphacompare field (dither/threshold/none)
instead of a hardcoded 0.19 cutoff, and gfx_pc.cpp excludes AC_DECAL
tiles from the texedge path entirely (it never discards on real
hardware).
- D271: the D106 near-plane portal-straddling guard's `lim` constant
widens from 1e5 to 1e38 so finite out-of-range bounds flow through to
bgRectIntersect and clamp/cull exactly as they do on N64, instead of
being force-mapped to full-screen (was drawing whole rooms N64 culls).
Checked D271 against D249 (distant-geometry drop-out on Streets/Egyptian)
before landing per M-139's overlap concern: no overlap, different code
paths (near-plane portal guard vs. far-plane/LOD symptom); D249 stays
open.
Verified: 242/242 clean build; full 21-level verify.sh sweep clean (one
dam NO-FRAMES on the sweep pass reproduced PASS on an immediate solo
re-run - a load-sensitivity flake, not a regression).
The D267-D280 probe code and the rest of the D236 tree-wall
investigation stay parked on park/d236-probes-m139 for whenever that
thread resumes (still no root cause for the tree wall itself - see
D280's negative outcome).
Also documents a build-environment gotcha hit this session: this Bash
tool's shell reports MINGW64 (uname/$MSYSTEM) but is actually
Git-for-Windows Bash, missing cmake/ninja/gcc from PATH until
/c/msys64/mingw64/bin and /c/msys64/usr/bin are prepended explicitly
(docs/porting-notes.md SS E).
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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
Bing Webmaster re-flagged the site after the first SEO pass (32f193a0):
- Every Jekyll-processed doc page (building.md, dev-process.md, internals.md,
porting-notes.md, dev/agentic-development.md, plus index.md caught last
time) opens with its own "# Heading" on top of the Cayman theme's masthead
<h1 class="project-name">, so all of them emitted two h1 tags, not just the
homepage. Demoted each page's opening heading to h2 -- anchor slugs are
unaffected (kramdown ids don't depend on heading level).
- index.md's meta description was 161 chars (1 over Bing's 160 limit) and
still said v0.2.0; re-trimmed to 133 chars and bumped to v0.2.1.
- README.md and docs/index.md's Status lines/comparison table bumped from
v0.2.0 to v0.2.1 to match the actual current release.
Verified against a live, cache-busted fetch of the deployed Pages site
(the first Bing report was reading a stale CDN edge cache from before the
32f193a0 deploy, per its own Last-Modified header) that the underlying fix
was already live; this pass addresses what was still genuinely wrong.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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
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
The v0.2.1 docs commit (572ab7bf) added GE-ENV-PROBES.md rows for the
D266-D280 tree-investigation probes, but that probe code itself was
deliberately left uncommitted (still mid-investigation, unswept). CI's
tools_pc/gen_env_probes.py --check caught the mismatch: 13 documented
vars with no live getenv() site in the committed tree. Reverting the
doc rows to match what's actually committed; they'll return together
with the probe code once the D236 investigation lands.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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
_config.yml's description was ~230 chars once jekyll-seo-tag spliced it
into the masthead tagline and home <title>; index.md's page description
was ~277 chars for the same og/meta tag. Also removed index.md's manual
"# GoldenEye 007 PC Port" h1 -- the Cayman theme already renders the site
title as an h1, so the page was emitting two.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
User playtest reports against v0.2.0:
- D259: geEepromPatchAllCheats left an all-zero fresh save at volume 0
(silence) instead of seeding max volume like fileResetSave would.
- D260: swap wheel-up/wheel-down to match the PC wheel-menu's on-screen
order (was inverted vs. user expectation).
- D261: watch-menu stick-held navigation had no repeat past the smooth-scroll
band, so holding W/S or a pegged stick crawled one item per tap; added a
bounded auto-repeat.
- D263: GE_INPUTSCRIPT stick tokens were applied after the stick was already
written out and silently discarded (test-harness fix, kept from the D263
Facility/Ourumov investigation, which itself found no port bug).
- D264: watch item-preview ModelRenderData template read across two globals
that no longer sit adjacent on PC, zeroing renderdata.flags and gating all
geometry emission in the preview's subdraw pass.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
All six TCRF article bodies were extracted (backlog/cut-content/articles/,
gitignored) and cross-referenced against src/ + assets/obseg/. Full verified
findings with file:line refs land in backlog/cut-content/RESEARCH.md.
Verified 1:1: the 11 unused cheats (CHEAT_ID enum vs cheat.c grant table),
music track index (MUSIC_TRACKS enum vs Notes-page GS index), MP character
table (~40 entries, 1.0446 eye height), all unused text strings (LmiscE/LgunE/
LpropobjE/LtitleE), build dates (compiletime.c), Spectrum emulator plumbing
(front.c MENU_SPECTRUM_EMU — only the transition is missing).
Corrections to TCRF/first pass: bg_dest is shipped Frigate geometry (not an
early version); cryp/dish are shipped Egypt/Temple; Library/Stack share
Basement's bg_ame; 28 of 29 unused items exist in the object table.
Tracked doc updated to point at the research file; backlog/ gitignored.
Cross-reference the local TCRF 'cutting room floor' export
(scratchpad/backlog-scrape/restore-cut-content-mod, gitignored) against the
decomp source and extracted asset tables. Article bodies were lost to a
Cloudflare challenge at scrape time; findings rest on the ~170 intact article
images + all image filenames, each mapped to ROM object/level evidence:
- A: full debug menu (U+D C-hold) decompiled in debugmenu_handler.c — free cam,
level switch, ramrom record/replay, screenshot grabs; all compiled into PC build
- B: cut weapons (taser/rocket/grenade/P90/spectre/autoshot) have models + stats
+ SFX; rocket/grenade/P90 grantable via existing cheat codes (cheat.c)
- C: 'unused items' page maps 1:1 to file_resource_table entries with use-logic
- D: 8 commented-out MP map entries in front.c with dev notes (Citadel/Statue/
Cradle/Aztec/Runway/Dam/Depot/Frigate)
- E: per-level unused props + orphaned level geometry (Crypt has bg+briefing but
no LEVELID; len/dish/cat/oat/arec/ame/ark/ref dirs beyond shipped set)
- F/G/H: unused faces, prerelease comparison pairs, dev-build video embeds
Feasibility tiers 0-3 with the port-layer-only constraint called out.
- Drop-in ROM wording everywhere (README quick start, Pages landing,
release notes, bundled README): first launch auto-generates the
derived assets via the frozen converter; no Python/toolchain needed.
PAL/JP marked not-yet-supported with issue #85 pointers.
- building.md: Linux build is CI-compiled and ships in the bundle
(was 'never built or run on Linux'); bundle note now describes the
frozen ge007-convert auto-spawn; PAL/JP sidecar caveat (D258).
- Status rewording across README/Pages/release notes: drop the
'first open-source port to our knowledge' claim; cutscene glitch
description aligned to 'mostly with James Bond'; index.md status
no longer contradicts the open D255 Deck crash.
- Em-dash cleanup across all GitHub Pages docs (index, building,
internals, porting-notes, dev-process, agentic-development,
release notes); internal dev logs untouched.
* 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
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.
The old attract-bunker1/attract-dam PNGs predate the D227 sky, D229 water
and 60 fps fixes. Point both pages at the Sept-13 playtest gallery instead
(shot-06 Bunker 1, shot-01 Dam) — same files as the gallery below, honest
captions — and drop the stale PNGs.
- README and docs/index.md (Pages) now embed goldeneye-gh-preview.gif
where the mp4 <video> tag was; release notes already used the GIF
- git rm the 27 MB mp4 (GIF stays — it is the release-notes asset, pinned
to the v0.2.0 tag)
- remove three unreferenced docs/img/bugs screenshots left over from the
culling/D176 A-B captures
- versioninfo gains GE007_VERSION_CODENAME (larkspur) and GE007_ORIGIN_URL,
printed by --version (new 'origin' line) and the startup log. A build keeps
pointing at this repository no matter who compiles or renames it.
- CONTRIBUTING: new 'Forks and derivative works' section — rebranding,
localizing and extending are welcome without permission; attribution (with
a link) and preserving/linking the docs/dev engineering record are the ask;
stripping the attribution is what disqualifies a fork as a descendant.
* Release notes: finalize for v0.2.0 final (CI re-stamps the body on tag cut)
- Drop '(pre-release)' from the title; <version> stamps to 0.2.0, so the
Downloads/Verify tables already name the final assets correctly.
- Blockquote rewritten: no more 'cut is for playtesting'. Claims what is true
(21 missions load and run crash-free) without claiming an end-to-end
completable campaign; adds the first-public-release note, hedged with
'to our knowledge'.
- New What's-new bullets: Everything-unlocked-by-default (D257, ON by default,
F10 opt-out, no active cheats) and the Steam Deck first-run preset + the two
new F10 rows (No hit flash / Skip intro).
- Known issues unchanged — all eight walked with the user and confirmed still
open; wording already matches the latest reports.
- Preview montage GIF at the top of the body (release pages can't play mp4);
raw URL pinned to the v0.2.0 tag, so it resolves once PR #80 has merged and
the tag is cut.
* Release notes: campaign-completed claim + D255 register-capture diagnosis
- Blockquote: full campaign playtested end to end (all 21 missions, Agent
difficulty) per the v0.2.0-pre PC playtest
- D255 bullet: updated from 'narrowed to a stale model reference' to the
pinned diagnosis (NULL ObjectRecord.model on an active record during
mid-firefight destruction; repros on Bunker + Frigate)
* 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)
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.
The two user-facing config keys were registered but only reachable by
hand-editing ge007.ini. Add ROW_TOGGLE rows (below Screen shake):
- No hit flash (D232, community "no damage flash"; suppresses the
non-black fade paths in bondview2)
- Skip intro (D216; read at title-stage load, so it takes effect the
next time the title screen is reached)
Video.FixMipTextures / Video.WrapFix deliberately left out: opt-in
fidelity bug-fixes, not preferences.
Verified live (isolated CWD): both rows render in the F10 panel and
toggle; clean exit persists Game.NoHitFlash=1 + Game.SkipIntro=1 to
ini; relaunch with SkipIntro=1 logs "Game.SkipIntro: booting to
file-select" and skips straight to mission select. NoHitFlash's
in-game suppression rests on its prior D232 verification (needs
combat, not automatable).
STEAMOS detection in main() seeds video config defaults before configLoad;
first-launch-only by construction (an existing ge007.ini always wins). The
150% DrawDistance/LodDistance addresses authored N64 fade distances reading
short on the close-up Deck panel (e.g. the Dam lock fading in within sight)
while desktops keep the faithful 100% default.
The release job only set --notes-file when creating the draft; existing
drafts got 'upload --clobber' (assets only), so the body stayed frozen at
the first cut's notes. Compute the stamped notes unconditionally and add
'gh release edit --notes-file' to the update path.
D256 (Linux saves/config now persist from any launch dir) is in this cut
and Deck-verified; the D255 line reflects the narrowed diagnosis and the
register-capturing crash handler. Drop the 'no known crashes' claim from
the pre-release blurb since D255 is open.
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/.
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.
- 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
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.
- README: manual Contents TOC dropped (GitHub auto-generates); Download
table moved to the top with Quick start under it; Status compressed to
a Working paragraph + tight known-issue list (D-numbers live in the
release notes / finding log now); How-it-works tightened.
- Pages (docs/index.md): demo gif is the hero; download table up top;
new How-it-works and Honest-status sections; legal footer; the 19-shot
playtest gallery unchanged.
- Options overlay is now gamepad-driven: README Steam Deck section, the
bundle README (new @DECK@ block on Linux, controller column added to
the controls table), and the release-notes template all document
Select / D-pad / A / B / Start instead of a Steam key-mapping workaround.
Controller-only machines (Steam Deck) had no way to open or navigate the
F10 options overlay -- it was keyboard+mouse only. Now:
- Select (BACK) rising edge toggles the overlay, tracked across both the
open and closed poll paths (padSelectPrev) so a held button cannot
re-toggle on the transition. BACK is read nowhere else in the port.
- While open, D-pad or left stick up/down moves the selection, A/X step
forward (the Enter equivalent), B/Y step back, Start closes. The gamepad
bits are OR-ed into the existing keyboard edge logic, so repeat/clamp/
scroll behaviour is identical; input.c already swallows pad 0 while the
overlay is open, so nothing reaches the game.
- inputPadButton/inputPadAxis accessors expose raw SDL pad state to the
overlay (unaffected by our logic-layer swallow).
Smoke-tested headless with GE_OPTIONSOVERLAY=1 and no pad attached.
Resized to 1600px width / q85, clean names (shot-NN.jpg), in a
collapsible section so the landing page stays light. Raw captures and
the curation work-products (contact sheet, manifest) stay local under
docs/img/screenshots/ (gitignored). Per-image captions/level names and
trimming pending owner review of the contact sheet.
Two defects found in the local review of the unpushed v0.2.0-pre work:
1. input.c: padShoulderPrev was only updated outside menu mode, so a
shoulder held across the menu->game transition fired a spurious
weapon cycle on the first gameplay poll. Edge state is now tracked
every poll; emission stays suppressed in menus where A means select.
2. ci.yml release job: the notes template substitutes <version> with the
raw tag (v0.2.0-pre), but bundle-{linux,win}.sh strip the leading v
when building asset names -- the published notes would have linked
goldeneye-pc-port-v0.2.0-pre-* assets that don't exist. Substitute
the stripped form (NOTES_VERSION) instead.
README:
- compress the Background section (two-agent detail now one tight
paragraph; full write-up stays in agentic-development.md)
- new 'Beyond playing' section: tweak it (ini/F10/-fresh), read it
(internals + porting notes as the entry points, src/ vs port/ split),
mod it (MIT port layer, CONTRIBUTING ground rules, docs/dev record)
- Quick start no longer implies NTSC-U only
Pages (docs/index.md, served from main:/docs):
- status was stale ('alpha, v0.1.0') -- now v0.2.0 pre-release with the
honest rough-edges summary linking to README #status
- new Downloads section up top: Windows + Linux/Steam Deck bundles with
the no-ROM note and the four-step path
- 'Play it - or take it apart' CTA mirroring the README sentiment
(try it / read the code / mod it / research angle)
- in-engine gallery (attract views + demo clip); more captures land
here as playtesting continues
Launch with -fresh (or --fresh) for a clean-slate run: removes
$S/ge007.eep (the file-backed EEPROM save, all five slots) and
$S/ge007.ini before configLoad / the eeprom's lazy load touch them.
The ini is re-written with defaults on exit as usual; the .eep only
reappears if a save is actually written. Verified in a scratch data
dir: both files removed at launch, ini regenerated as defaults.
Steam Deck target. LS move/strafe + RS look + RT fire + LT aim were
already in place (D194/D238 naturalPitchMode); this completes the
scheme with shoulder weapon cycling per the console re-releases:
RB rising edge = next weapon, LB rising edge = previous weapon.
Cycling rides the game's own A-line formulas (bondview2.c
weaponForwardOffset/weaponBackOffset): a fresh A edge cycles forward;
A+Z presented on the same tick cycles backward -- the identical trick
the mouse-wheel path uses (D223), which also guarantees no stray shot
(triggerOn is gated off while invButtons is held). Edges are emitted
for exactly one poll so holding a shoulder cannot latch A and block
firing; both are suppressed in menu mode where A means select.
A/X = action/use, B/Y = crouch/cancel (unchanged); LB no longer maps
to lean. README controls table + release notes updated.
The $ORIGIN verification compared ldd's absolute resolved path against the
relative $OUT, so it always failed even though the bundled libSDL2 was the
copy being resolved (CI 34778363397 showed exactly that). Match both forms;
the remaining-deps listing now filters by bundle dir name for the same
reason.
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.
The in-game GEPD-style aim mode (D194/M-122) is modelled on the Mouse
Injector plugin for 1964 -- credit its author Carnivorous and the 1964
developers Rice & schibo in the README Credits section. Note the port's
implementation is an independent reimplementation of the behaviour, not
derived code.
bundle-linux.sh now copies the exact libSDL2 the exe was linked against next
to it and sets the rpath to $ORIGIN via patchelf, with an ldd assertion that
the bundled copy is the one resolved. zlib/libGL remain system deps
(preinstalled on desktop distros and SteamOS). CI installs patchelf; the
generated in-bundle README gains a Steam Deck sideload note and the SDL2
zlib-license copyright file is carried when the distro ships one.
Also refreshes the release-facing docs that ship with / describe the cut:
- .github/release-notes.md: v0.1.0-alpha body -> <version> pre-release body
(what's new + known issues incl. D243/D230/D245/D246/D197/D75, the D251
4K ghost row, and 'not yet verified on real Deck hardware')
- tools_pc/dist/README.md.in: alpha claims (no audio / black sky / US-only)
-> pre-release status; ROM table now lists all three regions (the asset
step auto-detects by SHA-1)
- Status: 'alpha' -> 'v0.2.0 (pre-release)'; working list now reflects the
60 fps fix (D248), click-to-lock mouse + GEPD aim mode (D194 closed), sky
(D227) and water green-pulse (D229) fixes, F10 overlay, mute/screenshot QoL;
known issues updated (cutscenes D243/D160/D173, music D230, front-end models
D75, water seam D245, edge strips D246).
- Download: leads with the two v0.2.0-pre bundles (names match bundle-*.sh
output, which strips the leading v), notes SDL2 is bundled in the Linux
tarball so it runs as-is on any distro or a sideloaded Steam Deck.
- New 'Steam Deck' subsection: sideload steps, CPU-bound performance note,
D203 status (suspect fixed, unverified on real hardware).
- Quick start + comparison table + Linux build section updated to match.
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.
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.
RMB aim mode rewritten as a direct mirror of GEPD's mouse aiming:
crosshair-position writes with the game's own damping left running,
gun pose derived from crosshair position (no stick synthesis), camera
edge-scroll at screen edges. vv_theta [0,360) wrap dropped for GEPD
parity. User playtest: spazz accepted (95%), sensitivity calibrated
(hipfire matched to aim mode; MouseSensitivity master now scales both).
Defaults ~25% above the user-approved match point. Input.GepdSens
renamed Input.AimModeSens (old key kept as deprecated alias).
Mirrors MouseInjectorPlugin (games/goldeneye.c) in model: mouse motion
drives a crosshair POSITION accumulator (clamped +/-5.16), written
straight into crosshair_x/y_pos + gun_azimuth_angle/turning via GEPD's
formulas; the view only scrolls past 72% toward the screen edge
((ratio-0.72)*475*dt*fov/basefov); no look stick is emitted while
aiming; on release the game's own damping eases everything to centre.
Key correction vs the earlier attempt: GEPD patches NOTHING in
bondview2's damped crosshair update (caclulate_gun_crosshair_position_
rotation) -- the per-frame overwrite simply wins over the damping, and
that function is what derives crosshair_angle (HUD crosshair + aim ray)
and field_FFC (arm/gun offset in gunUpdateAndFire). The temporary
portAimOverrideActive() guard is removed; bondview2.c carries only an
explanatory comment. No game-code behaviour change.
Knobs: Input.AimAbsolute (1=GEPD mirror, 0=legacy velocity stick),
Input.GepdSens (default 20). Field mapping vs GEPD's N64 RAM offsets
verified with offsetof (constant 0xBE0 delta = 32->64-bit pointer
expansion).
Open: crosshair/arm 'spazz' glitch, aim-mode FPS drop (perf.ps1),
sensitivity tuning -- see docs/HANDOFF.md M-122.
The cursor-anchored chase model swung the aim out to where the cursor
sat, which is not how GEPD feels. Replace it with the model the PD port
itself uses (mouseDX/DY + sensitivity): while RMB is held and the cursor
is free, per-poll cursor DELTA rotates the view by the same screen angle
the cursor swept (viewport width <-> full hFOV, height <-> fovy). The
crosshair stays locked at centre; stop moving and the game's own speed
decay coasts the view to rest where it is. Scope zooms compose for free
(angle-per-pixel scales with the live fovy). Dithered quantization keeps
fine sub-level movements smooth; no target, no chase, no snap-back.
Both axis signs were wrong (verified against bondview2.c plant code +
live GE_INPUTLOG trace): a right turn INCREASES vv_theta and looking
down DECREASES vv_verta. The anchor placed the frozen target at the
mirror image of the cursor point, so the controller steered through
the real point and ran away to the screen corner.
- anchor: tgtTheta = curT + offYawR, tgtVerta = curV - offPitchD
- stick map: errT>0 -> +stick (turn right), errV<0 -> +stick (look down)
- per-poll absaim log now includes cursor/ndc/fov for tuning
Injection test (RMB hold + 15 mouse steps): target tracks cursor,
error converges to deadband (0.7deg), stick->0, view holds.
Holding RMB (or the Aim bind, default Left Shift) in a stage now releases
the click-to-lock grab and drives the aim stick from a closed position
loop on the live camera (vv_theta/vv_verta read via player.h): the
crosshair chases the point under the free OS cursor and HOLDS it --
stationary cursor = stationary aim, even while walking. Release re-grabs
with no snap.
- Target derived from cursor NDC against the real render viewport rect
(viGetView*), portScaleFovY so scope zooms compose for free; re-anchors
on every cursor move or FOV change.
- Coast prediction (game's 0.05*mult/tick speed decay) prevents overshoot;
first-order dithering maps continuous demand onto the game's 10 discrete
stick levels for precision work (shoot-the-lock etc.).
- LMB fires while the cursor is out; ESC still releases capture; menus and
MouseCaptureMode=0 unchanged. New knob: Input.AimAbsolute (default 1).
Also: -I include shadows <math.h> with the game's constants-only header,
which left fabs/pow/tan in input.c on implicit declarations -- new
port/include/port_math.h pulls the real system math.h via #include_next.
* 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.
* 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.
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
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
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
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
D194(a): bondview2.c's aim-mode turn speed formula, (stick-60)/10 clamped
to 1.0, saturates at stick=70 -- the port's [61, 60+AimBand] mapping (up
to stick=80) was treating an effectively-capped range as proportional,
so a few px/poll already maxed out perceived sensitivity ("bang-bang").
Curve-map px/poll onto the game's real [61,70] band with a configurable
gamma (Input.MouseAimCurve, default 160) for a wider low-speed zone.
D238: added Input.MouseSensitivity as a master multiplier over both
MouseAimSpeed and MouseTurnSpeed/HipfirePitchSpeed, so one knob scales
overall feel; legacy per-axis knobs remain an independent trim.
D194/D238 vertical-vs-horizontal asymmetry: GE's default 1.1/HONEY
scheme only exposes hipfire pitch as a digital C-button, so the port
duty-cycled it (D166) to approximate continuous motion -- structurally
incapable of matching yaw's genuinely continuous analog mapping. Fix:
force GE's own 1.2/SOLITARE control style (cur_player_set_control_type,
an original player-selectable scheme, not new game logic) every poll,
which gives pitch the same continuous analog treatment as yaw
(canNaturalPitch/canNaturalTurn in bondviewProcessInput). Trade-off:
SOLITARE moves movement from the analog stick to digital step buttons,
so WASD forward/back now fires C-up/C-down instead of the stick (strafe
was already C-button-driven in both schemes, unchanged). Gamepad stick
roles swapped to match (left = digital-step movement, right =
continuous look) so the global scheme switch doesn't break pad play.
Escape hatch: Input.NaturalPitch=0 reverts to 1.1/HONEY + the D166
digital-pulse hack, same pattern as the existing MouseDtDecouple knob.
Verified: build green, tools_pc/verify.sh bunker1 PASS (worst_cell=0).
Needs a human A/B playtest for feel -- headlessly unverifiable.
Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog
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.
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
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
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
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
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
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
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.
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).
Previously: self-hosted for push/workflow_dispatch, windows-latest for every
pull_request (including the user's own same-repo branches). Per standing
preference (2026-09-12): route all Windows builds to the self-hosted box for
now, except when cutting a release (tag push) -- that stays on a clean
GitHub-hosted runner for the artifact that actually ships. Fork PRs also
stay on windows-latest regardless (untrusted code must never reach a box
that will later hold a ROM, docs/dev/notes/SELFHOSTED-RUNNER-PLAN.md §G2).
Adds a `windows_selfhosted` output on the `changes` job (computed once) and
threads it through windows-build's runs-on, the msys2/setup-msys2
release/update/install flags, and the self-hosted dependency check --
replacing every prior `github.event_name == 'pull_request'` check.
* 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.
Those two PRs edited the CSV by hand instead of running
tools_pc/gen_findings_index.py. Both were docs-only, so CI's "validate" job
(which only runs when non-doc files also change) never caught the drift.
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.
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
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
* 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
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
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
* 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
Part (b) of D194 ("sensitivity correlates with movement/frame rate"):
input.c converted raw accumulated mouse px directly to stick counts,
treating "one inputComputePad(0) drain" as a fixed-size time unit even
though the real interval between drains drifts with render/scene load.
Same physical hand motion -> different emitted turn rate depending on
how ragged the poll cadence gets.
Fix: measure real elapsed time between drains with a monotonic clock
(SDL_GetPerformanceCounter) and rescale the accumulated px by
(1/60s / dtActual), clamped [0.25, 4.0], before MOUSE_TURN_GAIN/AIM_GAIN
apply -- so "px this poll" always means "px for a nominal 1/60s tick"
regardless of actual poll-to-poll timing. 1/60s matches D193's own
measured steady-state sim tick rate. Applied only to the aim-mode and
hipfire gameplay-look branches; menu-cursor paths (D165/D169's
poll-count-based P-controller) are untouched.
New Input.MouseDtDecouple config knob (default 1, escape hatch to the
prior frame-coupled behaviour) + a GE_INPUTLOG lookdt trace line.
Part (a) (aim-mode response curve) and the CONTROLLER_CONFIG_SOLITARE
controldef switch are deliberately NOT touched here -- both are design
decisions (D238 overlaps significantly with part (a)) that should get
the user's own interactive feel-testing rather than be baked in blind.
Build green (241/241), verify.sh bunker1 PASS (crash-free). Cannot be
feel-verified headlessly -- needs a human playtest (A/B against
Input.MouseDtDecouple=0).
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
* 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.
* QoL: Game.NoHitFlash toggle (D232, route-(b) in currentPlayerSetFadeColour)
The community 'no damage flash' option. Every fade routes through
currentPlayerSetFadeColour; the only non-black ones are the two damage
paths (white g_DamageTypes envelope + red 150,0,0 death overlay), so
zeroing the RGB there kills exactly the hit flash and leaves blackouts,
the colour screen and the death fade untouched. Default 0 = original.
Frame A/B verification in progress; finding entry to follow.
* D232: add GE_NOHITFLASH_TRACE diagnostic to currentPlayerSetFadeColour
Env-gated osSyncPrintf (pattern per GE_D160) logging r/g/b/frac/caller
whenever a non-black fade reaches the gate. Used to resolve the frame-A/B
anomaly from the previous session: zero trace fires during a headless
no-input BUNKER1 run confirms the gate is inert absent real damage, and a
controlled ini-toggled A/B (framediff.py, exact + tolerant modes) shows
the gate's visual effect (99/100 frames match) is far smaller than the
port's own run-to-run noise floor (0/100 match between two runs of the
identical build) — the anomaly was D117 nondeterminism, not a real bug.
Full writeup in docs/HANDOFF.md (local, gitignored).
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
* D232 fix: zero frac too, not just RGB, in the NoHitFlash gate
User playtest found the white hit-flash was gone but a black fade-to-black
still played on every hit -- the gate zeroed r/g/b but left frac (the
overlay's alpha/opacity) untouched, so a fully-opaque BLACK rectangle drew
at the same envelope the white one would have. Same visual intrusion,
different colour, not what the toggle promises.
Fix: zero frac too when the gate fires, so the overlay doesn't draw at
all. This also drops the GE_NOHITFLASH_TRACE diagnostic added earlier
this session to hunt the original (unrelated, since-resolved) headless
frame-diff anomaly -- no longer needed now that the real bug is fixed and
user-verified in a live playtest.
User-verified: hit flash fully gone, no residual black flash, blackouts/
colour-screen/death-fade untouched.
* 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).
* 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.
Research pass (local Qwen delegate, repo-mapper role, findings spot-checked
against the actual files):
- filelist.u.csv hard-coding in d43_emit.py/d69_emit.py is confirmed real
(converts PAL/JP ROMs with NTSC byte offsets); per-region filelist.e.csv/
.j.csv already exist and have the same shape, so the fix is narrow. Real
remaining unknown: whether modelFileHeader.inc.c's NS/NT differ cross-
region (needs an actual PAL/JP ROM to check).
- Native converter output path for Part B nailed down exactly:
data/pcmodels-<region>/{pcmodels.bin,manifest.csv} and
data/pccg-<region>/{pccg.bin,manifest.csv}, via pcmodels.c/pccg.c's
existing $S//$E//./ + country-byte region resolution.
- Part B's CMake codegen scope narrowed to one real artifact: a 512-entry
model-symbol -> (NS,NT) table from modelFileHeader.inc.c. Everything else
the emitters read is either runtime-readable from disk or a small
hand-transcribable constant.
This session's docs/issue-6-dropin-rom-plan PR (#57) got 'git branch <name>
<sha>' where <sha> happened to be on top of an unrelated in-flight feature
branch instead of main -- the resulting PR silently carried that branch's
whole history (including code since reverted) into the diff. It only
surfaced as a CI failure (a stale env-probe-index check), not from
inspecting the PR diff, meaning it could easily have gone unnoticed.
Adds an explicit rule to the Local Qwen dispatch section: branch off
main/origin/main HEAD explicitly when landing delegate output, never off
whatever the session happens to have checked out, and sanity-check with
'git log --oneline main..<branch>' before pushing.
* 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.
GE assembles weapon and character model display lists in scratch arena RAM
and reissues gDPLoadTLUT from a repeated source address with different
palette *content* between materials and frames. The CI TextureCacheKey
keyed only on {texel addr, palette_addrs[0/1], palette_index, size_bytes}
with no content check, so gfx_texture_cache_lookup() (a plain map.find)
could return a stale HIT whose GL texture was decoded against a different
palette. Proven with an env-gated probe on -level_34: the same
{addr, paladdr} pair re-imported many times per frame with materially
different rdp.palette content, all taking HITs.
Fix: FNV-1a hash of the 512-byte rdp.palette, recomputed only in
gfx_dp_load_tlut() (rare vs draws -> no per-texel or per-draw cost), added
as a trailing field of the CI cache key. Non-CI keys carry 0. Cannot
produce a worse decode than the stale HIT it replaces; worst case is a few
extra texture uploads per frame (~2 measured on -level_34).
Partial for D217: this removes a real stale-palette-HIT class (the D217
finding's own "test a palette-content hash" next-step) but does NOT resolve
the visible green PP7 grip. That has an upstream cause - the grip's count=1
model TLUT is fed different source bytes per level (Bunker 0x0001 -> black,
Facility 0x1A00 -> green) for the same tile; fast3d faithfully stores what
it is given. See scratchpad D217-report.md. Full 21-level world-CI
regression sweep still owed before merge.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
* 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.
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.
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.
* docs: step 2 of the docs/site cleanup - README rewrite + agentic-development.md numbers refresh
README: trim the repeated AI-collaboration pitch to one mention with a
link (was stated near-verbatim 3x in this file alone); drop the status/
tested_on/built_with badges (CI + license only - the others just go
stale); cut the duplicate 'by the numbers' table and mermaid diagram
(both live, and are current, in docs/dev/agentic-development.md); tighten
the comparison-table Why-it-exists/Status cells; update the Documentation
table for the site-config change in the prior PR. Fixes the contradictory
status claims: audio (in-level music does not play yet, D77 -- was
claimed both silent and working in different sections) and Linux (not
actively tested since v0.1.0 -- was claimed both untested and level-swept
in different sections).
docs/dev/agentic-development.md: refreshed the 'By the numbers' table
with git-verified figures (calendar range, commit count, bug count,
ABI-edit file/line counts) -- the old numbers were from an earlier
session and had drifted well behind main. Trimmed the italic pitch
block under the H1 to one plain paragraph; left the timeline, milestone
table, and effort-split estimate untouched (maintainer's own record, not
independently re-derivable from git).
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
* docs: README fixup pass - trim bold/em-dash density, drop redundant WARNING callout
Benchmarked against comparable projects (Perfect Dark PC port, the
GoldenEye-Recomp competitor, ripgrep as a general engineering-README
gold standard): this file was still running ~42 bold spans and 48 em
dashes across ~2,600 words, well above what any of those use, and the
alpha-status callout box duplicated the Status section's own opening
paragraph.
- Bold audit for real this time: kept proper nouns on first mention,
table row labels, and one bullet-lead-phrase convention used
consistently in three lists; cut everything that was just mid-sentence
emphasis or a second bold of something already established (the ROM
phrase, Windows/Linux, v0.1.0, a bolded URL). 42 spans -> 33.
- Un-bolded and merged the duplicate audio/music caveat (was bolded once
in Working and again in Not-yet-working for the same fact).
- Dropped the alpha WARNING callout; folded its one load-bearing
sentence into the Status section's existing opening paragraph instead
of stating it twice in two different box styles. Kept the ROM-supply
IMPORTANT callout - that one's legally load-bearing and not
duplicated elsewhere.
- Varied em-dash-as-everything-connector into periods/colons/semicolons/
parens where a flowing sentence called for it (not touched: the
term-dash-description bulleted lists in Credits/How-it-works/Not-yet-
working, which are a legitimate, consistent convention, not filler).
48 -> 33, and the worst offender (a double-em-dash-wrapped parenthetical
in Background) is gone.
- Reworded the intro's research-angle sentence away from "doubles as a
research project" to plain prose.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
* docs: step 1 of the docs/site cleanup - whitelist Pages site config, fix cross-links to excluded docs, drop game-behavior-reference index bullet
Publish only the curated set (index/building/internals/porting-notes/
dev-process/agentic-development); everything else under docs/ stays in
the repo but out of the Pages build and sitemap. Cross-links from the
published pages to excluded docs now point at GitHub blob URLs so they
still resolve. No content rewrite yet -- steps 2-5 (README update, per-
page descriptions, light copy passes, repo hygiene) remain.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
* docs(dev-process): add §6 -- keep PR/git-history noise low
Squash-merge single-purpose/docs PRs, batch same-session docs updates
into one branch instead of one-PR-per-finding, keep unrelated
housekeeping off active branches, declare stacked-PR dependencies, and
triage the open-PR list every session -- close stale PRs (superseded
by newer main content) rather than force-merging or endlessly
rebasing them.
Prompted by this session's PR #26: real conflicts against main because
D191/D193/D149 were all fixed/closed since it was opened; closed
rather than rebased.
The flash nodes share the gun DL and the (scaled) per-frame projection, so
flash-to-muzzle attachment is geometrically preserved; the whole camera-
anchored viewmodel migrates toward screen center as FOV widens. Disposition:
human call -- QoL viewmodel re-anchor if it bothers, not a fidelity bug.
interface_menu05_fileselect passed four separate f32 locals (&xmin, &ymin)
to a function that takes {min,max} coord2d pairs, relying on the N64
compiler laying each max adjacent to its min. The PC toolchain lays the
locals out in declaration order, so arg1->f[1] read ymax (as an X coord)
and arg2->f[1] read an unrelated stack float (sometimes NaN) -- the file-
select hit band collapsed to a ~14px strip at each wallet's bottom edge:
'click below the file to select it' (D221, M-87 user QA).
Pass explicit pairs under #ifdef PORT; identical values to what the N64
binary used, N64 call untouched. ABI/layout exception per AGENTS.md rule 2.
Verified headless: same cursor position + A press -- pre-fix never
selected folder 0, post-fix selects and advances (findings.md §H D221).
Scripted-fire repro (GE_INPUTSCRIPT, 64 Z-pulses) on -level_33 with
GE_D172=1: 40/40 particle multitex tris sample SAMPLED1=tile1 (tmem=392),
the correct RGBA fire tile (pre-fix behaviour was tile0/smoke); zero
BUG/unknown-GBI/D146-abort lines; 0 purple/magenta pixels across 28
captured frames. Row can close on a human by-eye pass (folds into the
D217 PR #47 playtest).
Static analysis found no separate/unfixed code path -- the explosion
DLs use the identical G_CC_INTERFERENCE/G_CC_MODULATEIA2 two-tile
mechanism D172 already fixed in gfx_lod_tile_offset. Not yet runtime-
confirmed (needs a scripted explosion repro on Dam with GE_D172=1).
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
Added a GE_D217TEX env-gated probe (src/game/image.c, texInflateZlib)
logging texnum/numcolours/palette[0..1] straight off the decode
bitstream -- the most direct check of whether the SAME texture number
decodes to the SAME bytes across levels.
Result: texnum=1608 (the PP7 grip, confirmed by its pal0=0001 matching
the previously-documented BUNKER1-correct value) decodes IDENTICALLY on
both BUNKER1 and FACILITY. This disproves the 'different ROM bytes per
level' theory and confirms the bug is strictly downstream of a provably
correct decode.
Then built and tested the parked fix/d217-model-texture-palette
(f6fc0399, the CI-texture-cache content-hash fix, defect (2)) directly
against the FACILITY repro -- still renders green. That fix does not
close this row; defect (1) and (2) are confirmed separate bugs.
New leading theory: a stale/dangling tex->data pointer into the
texpool arena, re-resolved once and not re-checked at draw time, so a
later texture decode reusing the same arena address on a texture-heavy
level silently overwrites the grip's palette bytes. Documented as the
concrete next probe for whoever picks this up.
Probe left in tree, env-gated (GE_D217TEX), inert by default.
tools_pc/verify.sh bunker1: PASS, no regression.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
Local-Qwen triage proposed hardcoding pitch=1 in gfx_dp_load_tlut
(port/fast3d/gfx_pc.cpp), on the theory that N64 LOADTLUT addressing
never strides by the SetTextureImage width. Verified by hand before
applying it, and refuted:
- gDPSetTextureImage/gSetImage (include/PR/gbi.h) pack width-1 into the
raw command field, and texWriteLoadToTmemAddr always passes width=1,
so pitch = (1-1)+1 = 1 ALREADY for every model-DL TLUT load. The
proposed patch is a no-op for this call site.
- Continuing the derivation confirms base = tex->data + len (the
documented pixel-data-then-palette layout from texInflateZlib) for
every call, regardless of the uls/ult 10-bit-field split -- the
addressing math is correct by inspection.
- tex->unk0a = numcolours - 1 exactly explains gfx_dp_load_tlut's
count = unk0a+1 term, matching the M-85 GE_D217Z count observations
precisely -- the grip tile's count=1 is a genuine 1-color palette,
not a truncated load.
New leads (neither probed this session): (a) does g_Textures[texturenum]
/_imagesSegmentRomStart resolve to identical ROM bytes across levels for
this weapon (a different image-table path than the already-ruled-out
per-model TextureID/d43_emit.py/Globalimagetable/D68 path), or (b) does
the shared texpool arena (image.c texLoad, two-ended leftpos/rightpos
allocator) serve a stale/aliased tex->data pointer for what should be a
fresh per-level decode.
Docs-only. No code changes -- the proposed patch was not applied.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
Root cause: src/game/mp_music.c's sub_GAME_7F0C0BF0() is a one-line wrapper
around get_mTrack2Vol() with no return statement. On N64/IDO the value
happened to already sit in $v0; at the PC release build's -O2 the return
register is genuinely undefined (docs/porting-notes.md D6 class, same as
D187). Every in-level music trigger goes through set_missionstate()'s
MISSION_STATE_1/4 cases (the only path that starts a level's background
track), which feeds this garbage/zero value straight into
musicTrack1ApplySeqpVol()/musicTrack3ApplySeqpVol() right before
musicTrack1Play()/musicTrack3Play() — silencing the whole track for its
entire duration while note-on processing continues normally. Front-end/menu
music bypasses set_missionstate() entirely (front.c calls musicTrack1Play()
directly), which is why it was never affected.
Fix: return the tail call under #ifdef AVOID_UB, #else keeps the N64 body
verbatim. One line, no game-logic change.
Diagnostic: added a temporary, cheap (~1/s, gated on GE_AUDIOTRACE)
[AUDIOLVL] peak/RMS probe of the exact buffer audioSetNextBuffer() hands to
SDL (port/src/audio.c), interleaved into the same audiotrace.log as the
existing csplayer.c [MUSICNOTE] probe via the shared geTracePrintf lock.
Before the fix: 173 [MUSICNOTE] events over a 28s BUNKER1 capture, but every
single [AUDIOLVL] reading (29 samples spanning the full run) read
peak=0 rms=0.0. After the fix: same note count, every [AUDIOLVL] reading
sustained non-zero (peak ~2700-10300, rms ~800-2900). tools_pc/verify.sh
bunker1: PASS, no visual regression.
Docs: docs/dev/findings.md D77 updated from stale "nothing reaches PC
speakers" framing to the actual root cause + verification; new D6 instance
logged in docs/porting-notes.md.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
Dispatched to root-cause + fix D217 defect (1) (wrong palette bytes on
model-DL CI textures) confined to tools_pc/d43_*.py, working theory: a
4-byte/2-entry model-TLUT source-pointer offset in the sidecar.
Investigation refutes that theory: traced the full texture reference
chain (ModelFileTextures TextureID -> Globalimagetable -> runtime
texInflateZlib/NonZlib decode -> texWriteLoadToTmemAddr -> fast3d
gfx_dp_load_tlut) and confirmed tools_pc/d43_emit.py never touches
texture or palette content for model files - it only converts
geometry/node/GDL structure and passes TextureID through unchanged.
Reproduced the exact reported bytes with the existing GE_TEXDUMP env
probe (no code changes): BUNKER1 pal[0]=0001 (black, correct) vs
FACILITY pal[0]=1a00 (green, matches the originally reported defect)
for the same tile=1x1 CI4 grip texture.
Narrowed the likely real mechanism to port/fast3d/gfx_pc.cpp
(gfx_dp_load_tlut palette-address pitch math) interacting with
src/game/tex.c (texWriteLoadToTmemAddr's literal width=1
SetTextureImage) - both out of this dispatch's file scope, so no fix
applied per the brief's own instruction to stop and write up rather
than edit out-of-scope code.
No tools_pc/*.py files modified. docs-only commit.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
run_one always idled out the full watchdog (45s/level sweep, 90s/level
single) even though the game only needs to render its intro pan +
spawn-in once -- everything after the last requested frame was wasted
wall-clock. Poll for the last frame's PPM (or a crash log) every 0.2s and
kill immediately; the watchdog stays as the hang/load-flake safety net
for a level that never gets there. Also trims the pre-launch settle
1s -> 0.3s.
Falls back to the old timeout-wrapped launch if the --dump spec doesn't
parse as lo-hi[:step] integers.
Measured: bunker1 (9 frames, 80-400:40) 45s -> 18s; dam (3 frames, default
200-440:120) 90s -> 17s. A full 21-level sweep should drop from ~16 min
toward ~6 min.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
User pushed back asking whether the two PD-survey divergence notes were
architecturally sound, not just factually accurate. On review, the
SCREEN_RATIO_16_9 note overstated the plan: it's a live code path but an
old anamorphic-stretch toggle, not true wide-FOV rendering, and this
doc's own pre-existing Open Questions section already leans toward a
separate new Video.Aspect config as Option B's real trigger, leaving the
legacy flag dormant - the same separation-of-concerns choice PD itself
made, not the opposite. Not yet decided (Phase 1). Overscan note (full
frame, no crop) reviewed and confirmed sound as-is - standard modern-
remaster convention, matches Nightdive's own approach.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
Reviewed docs/dev/notes/PD-LEGACY-SURVEY.md (local Qwen agent's read-only
survey of the PD PC port for N64-legacy concepts worth modernizing/
noting) and folded its 8 candidates in:
- D224 (rumble): the stated fix is NOT sufficient alone - two upstream
blockers (CONT_CARD_ON never set; osPfsInit returns PFS_ERR_NOPACK
instead of PFS_ERR_DEVICE) sit before osMotorInit is ever reached.
Both must land alongside the SDL_GameControllerRumble wiring.
- WIDESCREEN-FOV-PLAN: recorded two deliberate GE-vs-PD divergences so
they're never mistaken for gaps - full-frame render (no PD-style
overscan crop) and keeping the SCREEN_RATIO_16_9 path GE already ships
(PD deleted its equivalent) as the widescreen mechanism.
- QOL-INVENTORY per-pad tuning row: PD's incremental hot-plug with
remembered seat is the natural implementation shape, sidesteps GE's
boot-latch controller-mask merge.
- D223 note: PD's per-player PC-controls-mode (save-compat shim) filed
for later, only relevant if P2+ keyboard input is ever a real ask.
- UNLOCKED-FPS-PLAN: PD's TickRateDivisor/ExtraSleep noted as a fallback
lever only if this plan stalls and GE stays fixed-tick.
Candidates 6/7 (MP-setup persistence, PD's PC-only gameplay options)
correctly judged net-new / rule-#2-cost-too-high by the survey - no
action, not re-noted elsewhere.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
User independently confirms D194 part (a) and suggests the fix: aim
sensitivity should scale off the same base per-pixel sensitivity as
normal hipfire-turn mouse movement, not its own disconnected AIM_GAIN/
AimBand floor+clamp curve. Noted this is orthogonal to the SOLITAIRE
scheme change (aim mode is a separate insightaimmode-gated codepath,
untouched by natural-pitch/turn) - needs its own fix either way.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
User correction (they were right): the digital-C-pitch-vs-analog-yaw
asymmetry only applies to the 1.1 HONEY scheme the port currently
forces. User recalled that 1.2 SOLITAIRE uses C-buttons for movement
(fwd/back/strafe) and gives the analog stick full continuous pitch+yaw
('natural pitch/turn') - verified in code (bondview2.c:5195-5253 digital
step movement; :5950/6008 canNaturalPitch/Turn drive
analogPitch//70.0f/analogTurn/70.0f directly, gated only by
!insightaimmode, no threshold/clamp; :4881-4882 these default to the
primary stick's raw X/Y for every 1.x scheme).
This is architecturally identical to modern FPS mouselook. Recommended
fix: force controldef=SOLITAIRE instead of HONEY, WASD -> digital step
buttons, mouse X/Y -> stick X/Y directly and continuously. Resolves the
vertical/horizontal asymmetry with zero digital-pulse emulation (D166's
hack becomes largely moot) and likely much of 'feels unresponsive' too.
Bonus: SOLITAIRE keeps the same shootButtons/invButtons roles as the
current default (not grouped with KISSY/GOODNIGHT's different button
roles), so D223's wheel-cycle plan needs no changes if SOLITAIRE is the
target. GOODNIGHT also gets natural pitch/turn but would need D223 rederived.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
Sky isn't just solid black - where it renders, it scrolls too fast and
repeats too visibly (likely the M-82 phase-fold's 64-texel wrap period).
Cradle (and others) still black specifically at higher FovScale - a
third instance of the 'wide FOV exposes an edge nothing was built past'
family alongside D218 (fog/draw-distance) and D222 (culling); ties to
D176(a)'s already-logged horizon-band coverage/tessellation gap.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
User ask: adjustable HUD scale for the ammo counter, bottom-left pickup/
item status text, and top-of-screen dialogue. All three route through
textRenderOutlined() (textrelated.c:688, doc comment confirms ammo
counter + bottom-left HUD messages), called from exactly two in-game
sites in bondview2.c (:10005 ammo/pickup, :10163/10165 dialogue) -
distinct from the many other callers in front.c/options.c/mpmenu.c
(menu/UI text), which must NOT be scaled by this feature (own layout,
D211 already established HUD anchors stay put). Underlying mechanism:
plain RDP gSPTextureRectangle at native glyph size, dsdx/dsdy=0x400
(1:1 texel:pixel), no scale factor in the chain. Two implementation
directions logged (surgical wrapper at the 2-3 call sites vs. a scale
param threaded through the shared function). No PD precedent. Not
designed or implemented - research only.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
User ask: a debug toggle that always enables all level access and all
cheats, for easier testing. Root-caused a single choke point:
fileGetIsCheatUnlocked() (file2.c:391) is a pure, side-effect-free
save-bitfield read that BOTH the mission-select lock (file.c:59) and the
cheat-menu availability check (frontCheckIfCheatIsUnlocked, front.c:1009)
route through. Short-circuiting it to always-true under an env flag
unlocks both surfaces in one change. Bonus: exposes leftover Rare dev
cheats otherwise unreachable (CHEAT_LINEMODE wireframe - useful for
D222-style culling bugs, CHEAT_BONDPHASE, CHEAT_DEBUG_POS/UNK5). Plan:
#ifdef PORT env-gated (GE_DEBUG_UNLOCKALL), default off = zero behavior
change, no save-data mutation. Not implemented yet.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
Survey of the PD PC port for other N64-legacy things worth dropping/
modernizing (per user ask, following D223's control-preset finding).
D224: GE genuinely has a rumble subsystem (motor.c, joy.c) but the
port's osMotorInit/Start/Stop are hard stubs returning -1 / NOPACK
unconditionally - every rumble event (recoil, explosions) computes and
calls into a dead path. PD's PC port wires the equivalent straight
through to SDL_GameControllerRumble via inputRumbleSupported/inputRumble
+ a per-pad RumbleScale config + options-menu slider - same 'pretend the
N64 accessory is there' pattern this port already uses for osMemSize/
Expansion Pak, just applied to a real capability instead of faked.
Straightforward port-only fix, no game-logic touch.
Also checked and found NOT applicable here: PD's Controller Pak
formatting UI has no GE equivalent (front.c has no PFS/pak menu code),
so there's no dead UI to hide there.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
User asked what the PD PC port did about N64 controller presets for
mouse/keyboard. Checked: PD doesn't route through the N64 controller-
config enum at all - it has its own logical CK_* control-key layer fully
decoupled from it, and treats mouse-wheel-up/-down as two independent
bindable virtual keys (not a single 'wheel = cycle' event). PD's
controldef is hardcoded, not left to the in-game control-style picker.
This GE port already has the equivalent layer: D214's Input.Bind system.
Recommendation logged: add IA_WEAPON_NEXT/IA_WEAPON_PREV bindable
actions that synthesize the invButtons/shootButtons combo, default-bound
to wheel up/down and open for a future gamepad-bumper default; force a
single fixed controldef so the synthesis target is stable. Matches the
user's broader direction (N64 presets aren't meaningful for mouse/kb;
modern Xbox/PS support should be first-class, not routed through N64
presets). Not implemented - design note only.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
User confirms the glitched-color/missing-texture symptom also shows on
NPC-held weapon models (other characters' guns in third person), not
just Bond's 1P viewmodel / 3P world model. Points at the shared
weapon-model-DL/TLUT loading path in general rather than anything
Bond-model-specific.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
QoL ask: wheel up = next weapon, wheel down = previous, instead of both
directions cycling forward. Root-caused: GE already computes separate
weaponForwardOffset/weaponBackOffset signals from
invButtons(A)+shootButtons(Z) held/edge combos (bondview2.c:5338-5347,
the N64 'hold A tap Z' backward-cycle trick); triggerOn is suppressed
while invButtons is held so this never accidentally fires. Port's
inputPostWheel() discards wheel direction and only ever synthesizes the
forward (bare A pulse) case. Fix is port-only (input.c), synthesize the
A-held+G-edge combo for wheel-down instead - no game-logic change.
Open question: which N64 controldef preset is actually active in port
saves, since invButtons/shootButtons differ per preset.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
Split out of D211's 'cosmetic edge-cull-early' caveat - user confirms
this is a real functional bug, not cosmetic: NPCs and some world objects
stop rendering near screen edges at high FovScale. Root cause: frustum
cull / visibility math still runs at nominal unscaled fovy while the
render projection is portFovScale-widened. Fix direction + a real risk
flagged: some of these cull call sites may double as AI
awareness/visibility checks, not just render culling - must audit before
changing so portFovScale never leaks into NPC behavior (non-negotiable
#2, game logic unmodified).
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
D211/WIDESCREEN-FOV-PLAN: user wants Video.FovScale exposed as a real
horizontal-or-vertical degree value instead of the current
percent-of-original-vertical-FOV scale. Not critical, backlogged. Noted
the cleaner path (relabel as degrees, drop the percent indirection) vs
keeping percent internally and just displaying the computed degrees.
D218: user confirms the high-FOV draw-distance/fog artifact still
occurs, and now wants Video.DrawDistance implemented (previously
declined) plus broadened to draw-distance/LOD in general, not just the
fog-boundary case this row root-caused. Open question logged: does GE
have a separate object/geometry LOD-swap distance mechanism worth
exposing, or is Visibility.FarFog the whole story.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
User wants overall mouse feel closer to Quake Remaster / the Perfect Dark
PC port (raw, direct, responsive) while explicitly preserving GE's
aim-mode vs hipfire split (the reason D118/D194 exist). Reframes the fix
order: normalize by a fixed reference dt first (D194 part b, the
frame-rate coupling - likely the dominant cause of 'feels
unresponsive'), then re-derive the aim-mode curve, and evaluate raw
PD/Quake-style hipfire mouse-look as a real option outside aim mode
rather than assuming N64 stick-emulation is mandatory everywhere.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
D178 (briefing objectives blank) and D149 (front-end 3D models garbled) -
user-verified fixed, closed.
D182 (file-select round-trip degradation) - still broken, confirmed.
D77 (no music) - rescoped: music plays on intro/cast-roll/main menu, only
missing in-level. Points at the level-start music cue, not the
mixer/playback layer.
D221 (new): SELECT FILE mouse hit-box vertically offset from the visible
box (click below a file to select it) under the shipped default
MouseCaptureMode=1 - distinct from D192's clamp-range bug under legacy
mode 0, likely same front-end grid-coordinate family.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
D176: skybox still glitchy broadly (not just Surface); Cradle named as
still showing solid black where sky/backdrop should be. Confirms (a)
never landed a verified fix.
D173: Bond hover/float cutscene glitch still present.
D148/D160: new specific instance - Bond spins in circles in some
cutscenes (end-of-Cradle Trevelyan-falls cutscene named) - likely same
actor-position/anim-root cause as D173, manifesting as bad rotation.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
D211: user-verified good at big FovScale.
D217: playtest matrix across weapons/levels (PPK/AK47/M16, Dam/Facility/
Jungle) - green, blue, white (missing), orange, all consistent with the
per-weapon-material upstream theory, not one fixed offset. Watch still
green.
D219 (new): PPK explosions render purple on Dam - likely D172 particle-
color family, different DL.
D220 (new): 1P muzzle flash shifts upward at higher FovScale (Jungle
M16) - likely same unscaled-viewmodel-fovy root as D211's residual
caveat.
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
D217: two defects found. (1) The visible green grip/hand is upstream of
fast3d — the grip's count=1 model G_LOADTLUT is fed different source bytes
per level (Facility 1a 00 -> 0x1A00 green; Bunker 00 01 -> black); every
larger model TLUT carries a 2-entry leading zero pad, so the port's
model-TLUT source pointer is likely 4 bytes low (or a d43_emit.py blob
offset). fast3d byteswap is correct (proven by Bunker). (2) A real CI
texture-cache collision (no palette-content key) — fix landed on branch
fix/d217-model-texture-palette f6fc0399 (palette FNV-1a hash in the CI
key); owes a 21-level sweep; does not fix (1). porting-notes + graphics-
backlog updated.
D211: aim-zoom compose verified correct by construction (single post-lerp
multiply at the fr.c chokepoint; zoom ratio preserved). Only a low-risk
cosmetic eyeball remains (viewmodel/frustum-cull use unscaled fovy).
Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
GE_D217Z experiment (zero rdp.palette[count..255] after each partial
load) did NOT change the green grip -> bad texels index within [0..count),
so the wrong palette is *bound* to the grip tile, not tail overflow.
Best remaining theory: TextureCacheKey collision / missing CI-cache
invalidation on palette change (key has no palette-content hash). Facility
renders green-uniformed guards right before the viewmodel -> a stale
cache HIT / palette_addrs collision makes the grip decode against the
guard-fatigue palette. Next probes + the all-levels regression
requirement noted in the finding.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
User confirms D217 is widespread (many levels, multiple weapons), not
Facility-specific. GE_D217 temp probe (reverted) shows GE weapon/character
model DLs issue partial-count G_LOADTLUT commands (count 1/28/125/172/193/
...); count=125 writes rdp.palette[0..124] and leaves [125..255] holding
the previous TLUT's entries, which differ per level. Weapon TLUT sequence
is identical BUNKER1 vs FACILITY (same PP7) + tiles import palidx=0
cache=HIT, so the delta is purely which stale upper-palette entry a weapon
CI8 texel lands in when it indexes >= its palette count. Root cause open:
CI8 decode reading past the base image (RC2/D183) vs GE relying on N64
TMEM-TLUT leftover semantics. Concrete next probes + a zero-the-tail
experiment noted in the finding. Wants a dedicated debug session.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
BUNKER1 is clean in any config; -level_34 FACILITY reproduces at ~frame
300 (just after the vent-drop cutscene). PP7 grip = solid green block,
green ring at the barrel joint, hand has a green cast; slide/barrel upper
is correct black. GE_TEXI confirms the weapon CI tiles import with a
loaded TLUT (fmt=2 palfmt=0x8000 palidx=0) -> gDPLoadTLUT does reach
gfx_pc.cpp for model DLs. Green-tinted hand => wrong TLUT bound, not
corrupt index data. Working theory: FACILITY pre-level cutscene leaves
fast3d palette/tile state (or a TextureCacheKey collision on
rdp.palette_addrs[] at gfx_pc.cpp:990) that the cutsceneless BUNKER1
never hits. Next steps + suggested subagent scope in the finding.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
D217: did not reproduce headlessly on main @ 3fa1ba53. GE_DTEX/GE_TEXI/
GE_TEXDUMP on -level_09 across FovScale 100/120/150, TextureFilter 1&2,
FixMipTextures 1&0, Anisotropy 4&16 -> PP7 + hand + guard models all
render clean. gDPLoadTLUT DOES reach gfx_pc.cpp for model DLs (weapon CI
tiles import palfmt=0x8000 with non-stale palettes) -> the stale-rdp.palette
hypothesis is disproven for the BUNKER1 start pose. Row updated with the
remaining leads; blocked on a user screenshot of the actual defect.
D211: headless FovScale 100-vs-120 diff confirms HUD-static (ammo counter
screen position identical, no 4:3 stretch, viewmodel composes). aim-zoom
eyeball still owed.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
D215 (#37, merged 73768a03) un-gated the 1P weapon-model DL nodes, so the
PP7 + hand now render in the -level_09 intro-pan capture window. The
committed golden predated that, making `verify.sh bunker1` report
REGRESSION (worst_cell ~28) on every run.
Captured on main @ 3fa1ba53, clean default ini pinned to 640x480,
GE_PCDUMP=200-440:120. Gun eyeball-confirmed visible + correctly posed +
clean (no D217 garble in headless capture). Post-rebaseline
`verify.sh bunker1` = PASS worst_cell 12.3.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
D211 didn't affect the in-level view (user test): the fast3d
gfx_apply_fov_scale hook only recognised *pure* perspective matrix loads,
but GE draws the world through g_CurrentPlayer->field_10E0 -- a
projection x view matrix pre-combined on the CPU (bondview2.c:8224) --
which failed the guard. Only the pause/watch model + sky FOV changed.
Fix: scale fovy game-side at the guPerspectiveF chokepoint
(src/fr.c, #ifdef PORT, frFovY *= portFovScale, clamp 160deg), which
lands before the CPU combine. Removed the fast3d hook + gfx_api.h decl;
port/src/video.c now sets f32 portFovScale. Gated to
lvlGetCurrentStageToLoad() != LEVELID_TITLE so the front end (which
renders through the same path) keeps its authored FOV.
User-verified: menu unaffected, in-level view widens (Dam tunnel).
Caveat: currentPlayerSetCameraScale keeps nominal FOV for frustum-cull
/ screen<->world math (edge geometry culls slightly early at high scale).
Adds src/fr.c as a #ifdef PORT game-code touch (D181 policy class).
Docs (this test pass):
- D214: config.c sections by the last dot, so binds live in [Input.Bind]
not [Bind]. Doc-only fix (finding, index, QOL-INVENTORY); code unchanged.
- D217 (OPEN): viewmodel + 3rd-person Bond model textures render garbled
-- stale-palette CI-texture bug (D161 family), surfaced by D215.
- D218 (LOGGED, parked): wide FOV exposes the per-level FarFog
draw-distance boundary; Video.DrawDistance fix proposed.
New s32 portSkipIntro (port/src/video.c, configRegisterInt Game.SkipIntro),
read once in src/game/lv.c at LEVELID_TITLE stage load, in the else branch of
the existing GE_STARTMENU #ifdef PORT block. When set it performs the same
state change every intro stage's own !is_first_time_on_main_menu branch does
(front.c): is_first_time_on_main_menu=FALSE; prev_keypresses=TRUE;
maybe_is_in_menu=TRUE; menu_update=MENU_FILE_SELECT. So it reuses the game's
own post-intro route rather than inventing one; the legal screen + logo
attract loop is skipped. GE_STARTMENU still wins when both are set.
Default 0 => unchanged. Verified headless: default boot frame 90 = the
TWYCROSS classification screen; SkipIntro=1 frame 90 = the SELECT FILE menu
(folders/photos/cursor render, no crash across repeated boots). Screenshots
eyeballed.
findings.md D216 + index; QOL-INVENTORY row marked done.
gunRenderFirstPersonGunModels built its ModelRenderData with
renderdata = *(ModelRenderData *)&D_80035CC0;
a reinterpret that reads the lone `u32 D_80035CC0 = 0` and continues into the
next declared global `u32 D_80035CC4[] = {1, 3, 0, ...}` (gun.c). On N64 that
yields { basemtx=0, zbufferenabled=1, flags=3, rest=0 } because the linker
lays the two globals out contiguously in declaration order and pointers are
4 bytes. On x86-64 it breaks twice: ModelRenderData's pointer members widen
4->8 B (so `flags` is no longer at struct offset 8) and C guarantees nothing
about the two globals' placement. Measured (GE_DVM=1, BUNKER1): flags == 0,
which gates every weapon-model DL node off in modelRenderNodeGundl
((renderdata->flags & 1)) -> subdraw emits 1 gfx command instead of ~150 ->
no gun visible while playing.
All three VIEWMODEL-RESEARCH.md ranked suspects were ruled out first by the
same probe: field_87F==1, RootNode valid, numRecords 22 < pool 192, node walk
visits 24+ valid DL/SWITCH/BSP nodes.
Fix: #ifdef PORT -> set the fields explicitly (zbufferenabled=TRUE; flags=3);
N64 line verbatim under #else. ABI/layout only (D3x class), no logic change.
Verified (headless): GE_DVM=1 post-fix shows flags=0x3 and the weapon subdraw
now emits 153 gfx commands (was 1); bunker1 framediff worst_cell 12.2 -> 28.5
(gun renders in-frame); Dam/Facility/Bunker1/Archives/Cradle/Aztec sweep
crash-free. Owed: one BUNKER1 eyeball; the bunker1 golden needs re-baselining.
GE_DVM gate+render probes left in, env-gated (cf. GE_D193*).
findings.md D215 + index; GRAPHICS-BACKLOG + VIEWMODEL-RESEARCH marked resolved.
port/src/input.c: 12 gameplay actions (Forward/Back/StrafeLeft/StrafeRight/
TurnLeft/TurnRight/Fire/Aim/Action/Cancel/LeanLeft/Start), each bound to a
comma-separated list of up to 4 SDL scancode names via Input.Bind.* keys.
inputRebuildBinds() parses them in inputInit() after configLoad();
SDL_GetScancodeFromName resolves names, unknowns warn + skip. The hardcoded
keyDown(ks, SDL_SCANCODE_*) block in inputComputePad is replaced with
actHeld(ks, IA_*). Mouse buttons (fire/aim) stay hardwired.
File-driven, no UI -- matches the PD port. A fresh ge007.ini gets the full
[Bind] block with defaults visible.
Defaults reproduce the previous FPS layout exactly: all 20 default key names
round-trip to the identical SDL_Scancode the old code used (0 mismatches in a
SDL_GetScancodeFromName test). Build clean; verify.sh dam/facility/bunker1
PASS crash-free.
findings.md D214 + index; QOL-INVENTORY row marked done.
Three port-only knobs, each defaulting to byte-identical behaviour:
- Video.FovScale (D211): multiplicative half-angle scale on every perspective
projection matrix as it is loaded (gfx_apply_fov_scale, gfx_pc.cpp). Columns
0+1 scaled together so H/V FOV widen uniformly and aspect is preserved; ortho
(HUD/menu) matrices untouched. Composes with the game's per-frame aim-zoom
rewrites for free. Percent of vertical FOV, 50-150, default 100 => guarded
early-return (zero FP ops, golden dumps byte-identical). WIDESCREEN-FOV-PLAN
Phase 4, landed standalone.
- Video.Anisotropy (D212): expose fast3d's already-implemented GL anisotropy
hook as config (1-16). New gfx_set_anisotropy_level() extern-C wrapper clamps
to the GL max. Default 4 = the value fast3d already hardcoded => no delta.
- Video.DisplayFPS (D213): PD-parity top-right FPS readout, sampled once per
emitted frame (optionsoverlay.c fpsTick). Config-only; default 0 => emit
still returns NULL with the panel closed.
F10 overlay gains 'Anisotropic' and 'FOV scale %' rows (DisplayFPS is file-only
- the panel is at its 13-row layout limit, matching PD).
Build clean (ntsc-final); bunker1 framediff worst_cell 12.219 vs 12.221
baseline = render noise, no-op confirmed. Interactive eyeballs owed (see
docs/HANDOFF.md M-83).
findings.md: D211-D213 rows + index regen. WIDESCREEN-FOV-PLAN Phase 4 and
QOL-INVENTORY rows marked done.
ROOT CAUSE FOUND (GE_D172 probe, user Silo firefight capture): particle
draws (G_CC_INTERFERENCE = TEXEL0*TEXEL1) configure tile 0 = IA8 smoke @
tmem 0 and tile 1 = RGBA16 fire @ tmem 0x188, but gfx_lod_tile_offset()
returns 0 unconditionally on the !gfx_detail_textures_enabled path (a D107
blurry-ceiling fix), so texunit 1 samples the smoke texture too. smoke *
smoke -> the magenta/cyan blood/spark colour.
Probe evidence, 40/40 particle tris:
cfg1[tile=1 tmem=392 fmt=RGBA siz=16b] SAMPLED1=tile0(tmem=0 fmt=IA)
Fix: only fold texunit i to the base tile when LOD is actually active
(rdp.tex_lod). D107's mip case (tex_lod=1) is unchanged; genuine non-LOD
multitexture now gets tile i. bunker1 verify PASS (worst_cell 11.3, the
D107 repro level, no regression).
Needs an in-game eyeball: blood/sparks should read dark red, not magenta.
The 16-line budget filled during the Silo intro with LOD-bilerp tris
(TEXEL1 = mip level, T0==T1 is correct there). New probe: only fires when
the DL configured tile first+1 at a DISTINCT tmem (genuine 2nd material),
logs tex_lod + which tile each texunit actually SAMPLES vs what was
configured, flags TEXEL1==TEXEL0. Budget 40.
The old 'cyc2 combine at cycletype=1CYC' probe over-fired on trivial
passthrough cyc2 terms. Replace with one that fires only when a 2-cycle
triangle actually consumes TEXEL1 (the G_CC_INTERFERENCE particle case) and
dumps both texunits' tile/tmem/fmt/siz. One Silo capture then shows whether
TEXEL1 resolves to the fire tile (tmem 392, RGBA16) or something wrong.
Build clean; bunker1 verify PASS.
Real particle records (assets/oddtextures.c globalDL_0x078..) DO set
gsDPSetCycleType(G_CYC_2CYCLE); GE_D172=1 probe confirms fast3d applies it
(particle combine fc26a004 logged at cycletype=2CYC). Both the 0xB9-abort
and the cycle-type hypotheses are now dead. Bug is the G_CC_INTERFERENCE
two-tile combine / TEXEL1 path (IA8 smoke x RGBA16 fire @ tmem 0x188).
Probes (#ifdef PORT, GE_D172=1, inert otherwise):
- gfx_pc.cpp G_SETCOMBINE: distinct combine + active cycletype
- gfx_pc.cpp gfx_sp_tri1: tris with cyc2 combine drawn at cycletype!=2CYC
Needs a display capture to go further (headless can't see particle colour).
0xB9 == G_SETOTHERMODE_L in this non-F3DEX2 build (G_IMMFIRST-6); fast3d
handles it as gsDPSetRenderMode. -level_09 sustained-fire run: zero D146
aborts, zero warnings. Re-scoped to the 2-cycle/cycletype hypothesis
(records never set G_MDSFT_CYCLETYPE -> use_2cyc==0 on PC -> TEXEL1
garbage -> magenta/cyan).
Cloud tile is s_skywaterimages[0] = 64x64 IA8, G_TX_WRAP -> it tiles.
GE's screen-space textured-quad idiom is tc = width<<5 (glass2.c:678), so
skyPortRenderPoly's *32.0f scale was correct; the bug was (s16) overflow on
the +/-20k-texel horizon S/T (unk20/unk24 are texel coords, not fractions).
Fix: fold every vertex of one primitive by the same multiple of the 64-texel
tile period before scaling. Inter-vertex deltas (hence the interpolated
cloud texture) are preserved; magnitudes stay in s16 range. Exact for any
triangle whose S/T span is < ~1000 texels -- everything except tris
straddling the horizon line, which are Defect 2 (adaptive tessellation).
sky.c #ifdef PORT only; N64 path unchanged. Builds clean; bunker1 + statue
verify PASS, no crash. UNVERIFIED VISUALLY -- owed: one -level_22 screenshot
(D176a-SKY-NOTES.md 'Verification ask').
Also: rebased onto main (porting-notes.md conflict resolved).
skyRenderTri/skyRenderFull emit the sky as a verbatim N64 RDP triangle
command chopped into G_RDPHALF_* immediates, which fast3d deliberately
no-ops -> Surface/Statue/Streets skies render solid black.
Behind #ifdef PORT, substitute a screen-space gSPVertex + gSP1Triangle/
gSP2Triangles emit built from the already-projected SkyRelated38 verts
(new helper skyPortRenderPoly, ortho matrices via dynAllocate*). N64 path
unchanged under #else. Pure RSP-idiom substitution, no behavioural change.
Links 243/243. Render check owed on a display: -level_22 frame ~360.
findings.md D176(a) M-46; porting-notes.mdD.
Sibling of D209 (A1 raw-byte union-alias class). chrToPatrol writes
act_init.padding[0x13] (union byte 0x4c) = -1, which is act_patrol.lastvisible60
on N64. act_patrol starts with a patrol_path* that widens 4->8 on x86-64, so
0x4c now lands in waydata and lastvisible60 (@0x50) stays uninitialised. The
patrol 'haven't seen the player recently' gate (chraction.c:~9347) then reads
garbage on the first ticks after entering PATROL.
Fix: write the named field under #ifdef PORT; N64 line verbatim under #else.
ABI/pointer-width only, no game-logic change.
Found by the post-D209 A1 sweep; the only new instance (act_anim/act_dead
padding aliases are pointer-free -> layout-stable).
Build clean; bunker1 + facility verify PASS (both patrol-heavy), no crash.
findings D210 + porting-notes A1 + findings-index regen.
inputSuspendForOverlay() forces the OS cursor visible while the overlay is
open; on close nothing re-hid it unless reconcileGrab() happened to re-grab
(only true if the user had already clicked-to-lock in a stage). Opening the
overlay from a menu, or from a stage not yet click-locked, left the cursor
stuck visible over the game's own crosshair.
Fix: re-assert applyCursorVisibility() once per controller-0 poll, right
after reconcileGrab(). Unreachable while the overlay is open (early return
above), so it only fires once the overlay has closed and self-heals every
poll thereafter. Port-only, no render change; verify.sh bunker1 PASS.
Owed: 5-second visual check - open F10 from a menu, close it, cursor gone.
Root cause of D193 ("NPC AI locomotion is too slow", the user's biggest
playtest complaint; broke Cradle completability).
get_sound_at_range() (chraction.c:3573) is the locomotion-animation
selector: it picks ANIM_DATA_sprinting/running/walking from an arg1 speed
tier. Its only caller passed that tier as self->act_ubytes.padding[45] — a
raw byte alias into the ChrRecord action union rather than the named field.
On N64 offset 45 is exactly act_gopos.unk59:
act_gopos = {coord3d targetpos@0, StandTile *target@12,
waypoint *target_path@16, waypoint *waypoints[6]@20,
u8 curindex@44, u8 unk59@45}
At 64-bit the three pointer members widen 4->8B (target@16, target_path@24,
waypoints@32), pushing unk59 to 81 while the literal 45 lands inside
waypoints[1] (40..47) — byte 5 of a heap pointer. The arena is low-4GB
(0x00000000_70xxxxxx), so that byte is always 0x00: arg1 reads 0 forever
and every AI chr in the game was bound to ANIM_DATA_walking /
ANIM_DATA_walking_unarmed regardless of what the ailist commanded. GE
character travel is animation-root-motion driven, so all AI moved at walk
pace on every level. Bond is unaffected (explicit physics, no root motion),
which is the reported "player fine / all AI slow" split.
Fix: PORT-only read of the named field; N64 line kept verbatim under #else.
ABI/pointer-width only, no game-logic change (rule-2 narrow exception, D3x).
Both callers reach the site with actiontype == ACT_GOPOS, so it is the same
byte N64 reads.
Evidence (Cradle -level_41, GE_D193A extended with tier/aidx): all six chrs
report ACT_GOPOS tier=1 SPEED_RUN on 420/440 samples, while the live
model->anim reverse-resolves to animation_table_ptrs1 index 40
(PTR_ANIM_walking) for Trevelyan and 107 (PTR_ANIM_walking_unarmed) for the
guards on every sample; 42 (running) and 41 (sprinting) never appear.
Travel sat in a flat 140-155 u/s band for all of them.
User playtest-verified on the fix build: Trevelyan and the guards run.
Also:
- GE_D193A extended with tier / gspd / typ / tick / move / frz / hid / aidx
(aidx reverse-resolves model->anim against animation_table_ptrs1).
- bondtypes.h: unk59 was commented "guess: room" — it is the SPEED tier.
- porting-notes.md A1: new bug class — raw-byte aliases into a union read a
plausible constant rather than garbage, so they misbehave silently.
- findings.md: D209 added; D193 closed against it.
Static review of the full anim-root-motion path finds no port-side bug:
frame clock ruled out (measured), all model/chr scalars nominal,
ModelSkeleton ruled out (static C not serialized), and the D33
romdataFixupAnimationData byte-swap covers every field the locomotion
decode reads -- walk/run anim records ARE in animation_table_ptrs1,
_ptrs2 is 3 non-overlapping anims (no double-swap), no fixup errors,
sizeof(ModelAnimation)=64 and sizeof(ModelAnimBitField)=6 both platforms,
bitstream walked byte-MSB-first (endianness neutral, matches PD).
A magnitude error, if present, is only visible against an N64 reference.
Two paths documented (both need a fresh session; no MIPS toolchain /
emulator in this env): (A) build ROM with matching logging + diff,
(B) frame-count N64 reference footage of a measured guard traversal.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
Two #ifdef PORT env-gated probes (default-inert, no golden regression):
- GE_D193A (chr.c chrTick): per-wall-second per-chr travel speed +
the root-motion scalars (scale / anim_translation_scale / animrate /
playspeed / model->speed / g_GlobalTimerDelta). GE_D193A_CHR=<n>
narrows to one chrnum.
- GE_D193B (model.c sub_GAME_7F06D3F4): rate-limited raw anim-bitstream
root-motion decode (joint / mtx base channel / decoded s16 triple /
angle / the D32 bitDescriptors+bitStream addrs).
Silo + Facility captures: every port-side input to the locomotion math
reads nominal -- g_GlobalTimerDelta=2.0, playspeed=1.0, scale=0.1,
anim_translation_scale=1.0, and the C in this path is identical to N64
(only the non-firing D156 NaN guards are #ifdef PORT). animrate=0.0 is
the default (only set on blended transitions). Patrolling guards travel
~60-99 u/s. GE_D193B shows base=0 / angle=0 on every call.
So the divergence is either subtle wrong magnitudes in the decoded
bitstream values, or in the pos34 accumulation -- neither visible
without an N64-decomp reference trace. Findings D193 + GE-ENV-PROBES
updated with the numbers and the next step (build n64decomp/007 with
matching logging and diff, or frame-count reference footage). One
explicit structural check flagged: ModelSkeleton.Joints (ModelJoint*,
4->8 B) reached via model->obj->Skeleton from D43/D45-converted data.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
User ran Cradle (-level_41; the "-level_51" in the docs was wrong -> that
id is LEVELID_EAR, an unused slot that SIGSEGVs in stanBuildRoomData)
with GE_D193=1 and drove the Trevelyan sequence while Trevelyan walked
visibly slow. Probe held render=30 / sim=60 / clamped=0 / maxraw=2 dead
steady, no [D156] fires. So under the exact failing scene the sim clock
is perfect -> D193 is in the character locomotion/animation path.
Best hypothesis: GE character travel is anim-root-motion driven
(modelTickAnim -> modelSetAnimFrame2WithChrStuff, translation scaled by
model->scale * model->anim_translation_scale); the player uses explicit
physics instead, which explains "player fine / all AI slow". Next:
instrument sub_GAME_7F06D3F4 pos magnitude + scale + playspeed/speed per
chrTick for one walking NPC. Findings D193 + HANDOFF updated; Cradle
level-id corrected to 41.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
Add GE_D193=1 per-wall-second probe in waitForNextFrame (#ifdef PORT,
env-gated, default path byte-identical): render frames, sim ticks
delivered (Σ deltaFrames == Σ g_ClockTimer), catch-up clamp hits, max
raw pre-clamp delta.
Measured -level_09/_20/_27/_34 idle: rock-steady render=30 fps /
sim=60 ticks/s / clamped=0 / maxraw=2 on every level, VSync on or off.
The per-second sim sum is exactly the N64's ~60 and FRAMETIMING_PORT_
MAX_CATCHUP never bites in normal play, so B1's premise
(g_GlobalTimerDelta / g_ClockTimer sum low over a real second) is wrong
for the steady-state case. Findings D193 updated with the measurement,
the residual quantization risk (no remainder carry in the per-frame
round; only matters if a real AI scene drops into the 20-30 fps band),
and the revised next step (instrument under real AI load, then pivot to
the locomotion/anim path). GE_D193 catalogued in GE-ENV-PROBES.md.
No game-logic change; no golden regression (level_09 f203 91.52% vs
~91.6% ref).
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
bondviewSelectCuff byte-indexed header->Switches (a ModelNode* array,
8-byte stride on PC per D43/D45) with `offset = switchindex << 2`, the
N64 4-byte-pointer stride. Every base[N] deref then landed mid-slot and
produced a half-word-swapped pointer (0x70267a90 -> 0x70267a9000000000),
non-NULL by luck, handed straight into modelGetNodeRwData -> SIGSEGV on
the frame the player fires (gunUpdateAndFire -> bondviewSelectCuff,
switchindex=29). Confirmed by a gdb backtrace from the shipped v0.1.0
bundle on the Bunker ii first-guard-kill repro.
Identical to D141, which fixed the same Switches byte-index bug in
gunfire.c; this call site was missed. Fix is PORT-only:
`offset = switchindex * sizeof(ModelNode *)`. The downstream
`base = (u8*)switches + offset` math and the #else N64 line are unchanged.
ABI / pointer-width only (D3x class) — no game-logic change.
Verified: build clean; -level_09 golden framediff 3/3; -level_27 +
scripted-fire crash-free; user playtest of Bunker ii + Statue both
crash-free -> 21/21 solo levels crash-free (v0.2.0 gate).
Root cause of the "doesn't recover after the alarm stops" half of the user's
D207 report (distinct bug from D207's voice-pool question).
struct field bondview.h:200 `s32 field_A48` is used as a SECOND
ALSoundState* sound-handle slot for the player's double-buffered per-hand
fire sound (gunfire.c:3186-3200). sndPlaySfx stores the new state through
`&field_A48` as an 8-byte `pendingState->link.next = nextState`; as s32 that
write tears into the adjacent field_A4C (the auto-fire cadence timer, rewritten
every frame). After enough double-buffered fire cycles field_A48 holds a value
that is neither 0 nor a valid pointer, so the `else if (field_A48 == 0)`
re-arm gate never fires again and no further player gunshot is issued.
Evidence: user Bunker audiotrace.log — silenced-PP7 idx-46 sndPlaySfx requests
stop dead at log line 18930/25086 while all other SFX continue; the player-gun
slot 0x70076630 is then caught holding a torn value 0x000001db00000000
(field_A48=0 + field_A4C=0x1db read as one word).
Fix (D3x ABI/layout, #ifdef PORT): declare field_A48 as ALSoundState* under
PORT, s32 verbatim under #else. hands[] is runtime-only state (g_CurrentPlayer),
never ROM-serialized, and all downstream fields are accessed by member name —
widening 4 bytes is layout-safe. The (struct ALSoundState *) casts at the use
sites become no-ops and stay for a minimal diff.
Build clean (gunfire.c + full link). Runtime verification owed: replay the
Bunker firefight, confirm idx-46 requests continue for its full duration.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
User repro: player gunshots specifically go permanently muted mid-firefight
and stay muted after the alarm ends; all other SFX fine. Not generic pool
starvation — a stuck-state bug in the gunfire.c:3178 two-slot double buffer
(audioHandle / field_A48). Leading mechanism: asynchronous sndDeactivate
posts to the 64-slot SFX event queue; under firefight+alarm load the queue
saturates, alEvtqPostEvent drops the deactivate, the state never disposes,
the slot never clears — once both slots stick, no player gunshot can play.
All three pool sizes are byte-match stock GE => port timing bug, not a value
to bump. Next: read the user's audiotrace.log to confirm evtq saturation +
uncleared slots.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
D205: CLOSED (M-78). User re-tested explosion->scream on Bunker after the
PR #28 merge — the explosion SFX is correct by ear now. All four D205
symptoms were D206 (the +1 bank-slot alias); the "scream" was a coincident
guard death-yelp (faithful N64 behaviour). M-74's pan audit already ruled
out a presentation-layer bug.
D207: re-add ONLY the [D207-DROP] trace line (not the reverted last-resort
LOOPED-preemption pass) at both sndDisposeSound no-voice sites in snd.c,
gated on GE_AUDIOTRACE, logging state/prio/flags/count=N/max — so a user
capture on the real failing level is decisive between (a) heavy-level 8/8
starvation, (b) a leak on an alarm-stop path, (c) perceptual. Static
re-check noted in findings D207: ALARM3 slot 162 sampleVolume=80 (below
gunfire), keyMax=8 => not RETRIGGER => continuous-loop by design on N64 too.
findings-index.csv regenerated.
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
User by-ear A/B vs N64 confirms D206: armour pickup, unarmed melee whiff
and silenced PP7 all correct. D202's silenced-PPK 'slap' was D206 (SFX
bank index +1) — CLOSED; M-65/M-66b ownerless-loop mitigations stay.
D205 narrows to symptom (2) explosion->scream only. D207 (alarm klaxon)
acceptable in play per user; voice-starvation hypothesis didn't hold up
(M-77b), no fix shipped, GE_FORCEALARM probe kept for follow-up.
Regenerated findings-index.csv.
Temporary env-gated probe in handle_alarm_gas_timer_calldamage to force
and trace the alarm klaxon while investigating D207 (user report: alarm
SFX overrides other audio). #ifdef PORT + getenv, inert unless set.
Remove once D207 is resolved (see findings.md D207 / HANDOFF).
GE's sndPlaySfx reads the on-disk sound bank through the cast alias
struct ALInstrumentAlt_s { s32 unk0, unk4, unk8; ALSound *soundArray[1]; }.
On N64 (4-byte pointers) soundArray sits at struct offset 12 and
deliberately aliases the on-disk ALInstrument's bendRange/soundCount
words, so soundArray[N] == on-disk table entry [N-1] — GE's SFX_IDs are
1-based into the table by design (ID 0 = NOTHING_SFX, short-circuited).
On PC the 8-byte pointer + 8-byte alignment push soundArray to offset 16,
and the converted bank (romdata.c afFixupInst) is packed to match, so
every SFX_ID resolved one bank slot too high.
Root cause of D202's silenced-PPK 'slap' (id 46 -> PUNCH1 instead of
GUN_SILPPK_A) and D205 (3) armour + (4) melee->Klobb. M-61's rejected
'index 45, +0.999' was correct all along.
Fix: src/snd.c:1001, #ifndef PORT / #else -> soundArray[soundIndex - 1],
N64 line kept verbatim. ABI/layout only (D3x class), no game-logic change.
Also serves the retrigger chain (same 1-based space).
Verified: build clean; BUNKER1 GE_AUDIOTRACE 60s crash-free, all ~90
distinct requested indices resolve to rom_sfx_decode.py slot N-1 (0/90 at
N); -level_09 golden framediff 3/3. User playtest: 'most audio is good now.'
findings.md D206 + D205 (M-73/M-74) + D207; porting-notes.md §E.
- findings.md: D202 §M-67 (static analysis exhausted, GE_VOICEDUMP probe
motivation), §M-68 (decisive runtime A/B — all three user complaint
classes play the exact ROM samples at the exact ROM pitches) and new
§M-69 (320-request full-corpus exact match: 286/320 CC >= 0.85; the
initial 44 'BAD' were tooling artifacts — voicedump stamps are block-END
times, coarse-slide missed sharp onsets, refs unclipped at voice death;
remaining failures = dropped allocations / shared-wavetable wire
attribution, not corruption) + index row.
- GE-ENV-PROBES.md: GE_VOICEDUMP entry (incl. block-END-stamp gotcha);
[WIRE]/[VOICEMAP]/[EVT]/[STOP-EVT] documented under GE_AUDIOTRACE.
- AUDIO-PLAN.md: status banner — Phases 0-2 done (D199/D200/D201/D204),
Phase 3 verification is the active track.
Env-gated diagnostics for the D202 per-voice sample-correctness work
(M-67/M-68/M-69), all inert unless the env var is set:
- GE_VOICEDUMP (mixer.c aEnvMixerImpl): per-voice resampled mono stream
to voicedump.raw, records [stateAddr][nSamples][us][s16 x n]. NB the
us stamp is mix time — records render ahead, samples END at the stamp.
- [VOICEMAP] (synthesizer.c, under GE_AUDIOTRACE): full PVoice ->
decoder/resampler/env-state address map at synth init, tying voicedump
slot addresses to WIRE filter addresses.
- [WIRE] (load.c) now carries a µs timestamp; sndPlaySfx trace gains
t=µs + wavetable pointer.
- [EVT]/[STOP-EVT] (snd.c): every ALSndpEvent the player processes, plus
the release ramp a STOP/DEACTIVATE computes (deltaUs).
- audiodebug.ps1: -VoiceDump switch.
With scratchpad/exact_match.py these prove every allocated voice plays
the exact ROM sample at the exact ROM pitch (286/320 CC >= 0.85 on the
M-69 full-corpus run; remaining failures are dropped allocations + wire
attribution, not corruption). Remove once D202 closes.
All referenced from HANDOFF.md / GRAPHICS-BACKLOG.md but untracked:
- D172-PARTICLE-COLOR-RESEARCH.md: magenta/cyan blood root-cause candidate
(unhandled GBI opcode 0xB9 in ROM particle records + D146 guard)
- D176a-SKY-NOTES.md: RDPHALF sky-tri wire format decoded; Path B draft state
- VIEWMODEL-RESEARCH.md: 1P weapon model static audit, three ranked suspects
- QOL-INVENTORY.md / WIDESCREEN-FOV-PLAN.md / UNLOCKED-FPS-PLAN.md: parked
Phase-4 proposals
Three #ifdef PORT changes in src/snd.c (N64 build zero-diff), all
documented in findings.md D202:
1. M-65 voice-leak guard: the preemption scan reclaims provably-ownerless
SOUND_FLAG_LOOPED SFX voices only, and only under pool pressure.
Sound 203 (METAL_SLIDE_CLOSE_SFX) is played fire-and-forget by
doorPlayCloseSound0/1 with a NULL owner; stock GE never preempts
flag-0x12 voices, so leaked loops accumulate until new SFX are dropped.
2. sndCreatePostEvent un-stub (D138 stub removed): the stub had deleted ALL
distance attenuation from SFX volume/pan. Verified rt=0.996, drop 0.
3. M-66b option-C expiration (user-chosen disposition for D202): new PC-only
AL_SNDP_PORT_EXPIRE_EVT (reuses the unused 1<<13 slot in snd.h). After a
voice starts, if it is provably ownerless (LOOPED + FINAL_IN_SEQUENCE +
not RETRIGGER + state->state == NULL) and its wave carries an ADPCM loop
with count == -1, post the expire at D202_EXPIRE_DELAY_US (2 s); the
handler re-validates the predicate, fades volume to 0 over
D202_EXPIRE_FADE_US (500 ms), and posts END_EVT. Not a reused STOP_EVT:
its ramp uses the envelope releaseTime (~2.7 ms for sound 203) and would
hard-cut/click. Stale-event safe because sndDisposeSound removes ALL
pending events for a state; owned loops and retrigger sounds untouched.
Placed in sndp (not port/src/mixer.c) because ownership is only visible
there. Measured: pre-fix capture had the 256.7 Hz loop line flat at max
t=39->361 s; post-fix run shows transient bursts with full silence
between and ends allocated=0/8.
GE's amMain feedback loop (src/audi.c:531) has a ~3 ms setpoint that PC
scheduling jitter clears, so the SDL queue starves and the device pads
playback with silence -> audio runs permanently ~2 % below real time.
- F5 (the fix): audioGetAiLengthBytes() subtracts a 1024-frame (~46 ms)
cushion before reporting, so the loop tops up while slack remains;
audi.c's control law untouched (rule #2 clean).
- F1: osAiGetLength reports AI_LEN_REG single-buffer semantics (bytes left
in the buffer currently playing), not full SDL queue depth.
- F3: Audio.QueueLimit 8192->2880 + non-silent drops on overflow.
- F4: oversize-block invariant guard.
- GE_D204=1 cheap audio-health monitor (rt/q/drop/max), safe to leave on;
GE_D204_OLD restores pre-fix behaviour for A/B measurement.
Measured A/B in one binary: rt 0.980 -> 1.000, queue min 0 -> 368,
drop 0. Findings: docs/dev/findings.md D204.
Software RSP-audio-ucode mixer (macro-swap aXxx -> Impl functions, PD-port
pattern) makes libaudio output audible on PC. Alongside it, two pointer-width
bugs surfaced by exercising the audio path for the first time:
- D198: alAdpcmPull/_decodeChunk used K0_TO_PHYS (N64 kseg0 mask) on 64-bit
heap pointers; switched to osVirtualToPhysical like every sibling call site.
- D201: bnkf.c bank/inst/sound/wavetable relocation offsets were s32,
truncating the real 64-bit base pointer for ~50% of allocations; widened
to uintptr_t.
- D200 (already committed-pending from a prior session): reverb's ALDelay
u32 negative indices zero-extended into +4GB offsets on 64-bit; (s32)/(s64)
casts match PD ground truth.
- D199: documents the mixer's aSetBuffer persistent-DMEM-context design,
reconstructed from call-site pairs (no RSP disassembly to check against)
since there's no N64 audio ucode source to reference.
- D195/D197 (playtest reports referenced by an earlier HANDOFF note but never
written into findings.md): backfilled as OPEN with next steps.
Verified: ./build-pc.sh ntsc-final links clean; -level_09 runs 600+ frames
crash-free with music + SFX audible.
The D117 findings.md addenda in the prior commit changed D117's status
text without regenerating findings-index.csv, and the new GE_DETERM_TRACE
env var wasn't yet mentioned in GE-ENV-PROBES.md -- both fail their
--check gate in CI's validate job. Caught by a real CI run, not predicted.
Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
The "worker's shell is cmd.exe, no grep/cat" note was wrong -- verified
directly against the delegate-local harness's own _run_bash: grep, sed,
cat, ls, head, pipes, and grep -rn all work (Git-for-Windows/MSYS2 on
PATH). The stale claim, baked into 4 of 5 local agent .md files, caused a
real dispatch to burn its whole turn budget full-read_file-ing files
instead of grepping them, hit the turn limit, and returned nothing.
Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
Adds an env-gated (GE_DETERM=1, default OFF), test-only deterministic-clock
mode to port/src/libultra.c per the design in docs/dev/findings.md section D117:
osGetCount() returns a virtual clock advanced synchronously in osRecvMesg()
when __scMain (the sole consumer of the scheduler's retrace queue) asks for
the next message, instead of tracking real elapsed time. Goal: two runs of
the same build take the same simulation path, for exact frame-diff
regression testing and reproducible crash repro.
Four passes this session, each is a real, verified result, not a guess:
1. Fixed the predicted pre-first-frame deadlock (a poll-driven fallback
caused it in the first cut).
2. Replaced the poll-driven fallback with synchronous per-ask generation
in osRecvMesg -- fixed the deadlock cleanly, but two-run divergence was
still 33-38%.
3. Capped the pre-first-task tick backlog to a fixed constant -- divergence
dropped to 17-20%, still not the ~0% target.
4. Added GE_DETERM_TRACE=1 instrumented tracing and diffed two runs' clock
event logs directly. Proved the tick mechanism is now fully
deterministic (byte-identical clock values through the first real task).
Root-caused the actual remaining divergence: every synthesized retrace
increments the scheduler's frameCount, which gates a half-rate client
(the audio client) by parity -- since the pre-task spin count is still
real-time-scheduling-dependent, that parity isn't guaranteed to match
between runs.
GE_DETERM is NOT achieving its determinism goal yet and is not meant to be
used for anything today -- it ships here purely as a well-documented,
zero-risk-when-off checkpoint (verify.sh bunker1 PASS, worst_cell unchanged,
confirmed after every change this session) so the next attempt starts from
proof instead of re-deriving four sessions of dead ends. Full trace numbers,
exact line citations, and the mechanism: docs/dev/findings.md section D117
(four M-52 addenda).
Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
CMakeLists.txt already opt-in enables CMAKE_{C,CXX}_COMPILER_LAUNCHER=
ccache when found (b49907de); CI just never installed ccache or persisted
its cache dir across runs. Wires actions/cache + ccache install into both
linux-build and windows-build, keyed on CMakeLists.txt's hash. Game
sources are frozen, so this should give a near-total hit rate after the
first run on each job.
YAML-validated; the actual hit-rate payoff needs a real CI run (cold, then
warm) to confirm -- not verifiable locally.
Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
verify.sh wraps the manual render-verify recipe (build-if-stale, 640x480
ini pin/restore, headless GE_PCDUMP capture, pixcount, framediff, crash
symbolication) into one command with a machine-readable PASS/CRASH/
NO-FRAMES/REGRESSION verdict + --json, for a single level or a sweep
subset. Live-tested on Windows: single-level and subset-sweep runs both
produce correct verdicts and leave the tree clean.
crash_brief.py turns a ge007.crash.log into a symbolicated, dispatch-ready
investigation brief: greps porting-notes.md/findings-index.csv for
sections covering the crashing function/file, and flags known
parked-crash signatures (D188 va_list, D189 stack overrun) so agents stop
re-investigating them. verify.sh calls it automatically on a CRASH
verdict. Live-tested against a synthetic-but-real crash log built from an
actual built symbol; caught and fixed 3 bugs before trusting it (addr2line
unresolvable under native Windows Python's PATH handling, a substring
keyword-match false-positive, a Windows drive-letter path-split bug).
Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
Static/tooling slice of docs/dev/notes/AGENTIC-SPEEDUPS-PLAN.md — no build or
runtime environment needed to verify any of it.
- Step 6 / N7: add a VERIFY: line to the investigation-brief template
(docs/dev-process.md) and the CLAUDE.md dispatch-preflight checklist — the
brief must now name the exact probe/verify invocation that proves the task
done, or state that runtime verification is impossible here.
- Step 4 / N2: tools_pc/README.md — indexes the ~60 scripts with a
living vs artifact marker so closed-finding artifacts can be archived.
- Step 4 / R8: tools_pc/gen_findings_index.py -> docs/dev/findings-index.csv
(label, bucket, one_liner, status_raw) — grep-before-you-read aid for the
~200 KB finding log. Heuristic parser of the §F/§H tables.
- Step 4 / R9: tools_pc/gen_env_probes.py — re-greps live getenv("GE_*")
sites and reports NEW/GONE drift vs docs/dev/GE-ENV-PROBES.md (keeps the
curated prose, only checks the site map). Doc reconciled: 7 new probes
added, GE_D54 kept as a tombstone.
- CI: validate job now runs both generators with --check.
Step 1 / N1 (HANDOFF preflight) applied in the local-only docs/HANDOFF.md.
Step 2 (verify.sh) and the HANDOFF/HANDOFF-ARCHIVE trim are left for a
session with a build environment.
Update the public-facing docs to the M-49 state (v0.1.0 alpha, first
full-campaign playtest: 19/21 missions completable, D191 crashes Bunker ii
+ Statue, D193 AI pacing is the top flaw).
- README: lead with what it is + status, research angle second; new
Quick start section; Status/Download rewritten for the alpha + dual
platform; "By the numbers" refreshed (~3 weeks, ~320 commits, ~190
findings, ~49 sessions, 69 PORT files).
- .github/release-notes.md: v0.1.0 title + known-issues rewrite.
- .github/social-preview.html: status/stat lines (regen + re-upload the
PNG separately).
- docs/index.md, docs/dev/LEVEL-STATUS.md: M-49 status.
- docs/dev/findings.md, docs/dev/GRAPHICS-BACKLOG.md: D191-D197 +
D148/D170/D173 M-49 escalations.
Hygiene:
- Fix the `&` literal in internals.md H1.
- Repoint two ../README.md links that 404 on the Pages site.
- Standardise British -> American spelling across the public docs
(behaviour->behavior, colour->color, catalogue->catalog,
centre->center, etc.). Deep internal logs left untouched.
- .gitignore: document the local-notes convention (docs/HANDOFF.md,
docs/BACKLOG.md, and a new docs/dev/notes/ drop for roadmaps and
session plans) so it survives a fresh clone.
2026-09-04 00:13:43 -04:00
161 changed files with 27306 additions and 1654 deletions
-`n64decomp/007`: WIP decompilation of GoldenEye 007 (N64), byte-matches US/EU/JP ROMs.
- Active work: **PC port** modelled on the Perfect Dark PC port (same Rare "Indy" engine family).
- **Reference docs:** `docs/internals.md` — architecture, GE-specific RSP deltas, phased plan (§1–§10). `docs/dev/findings.md` — the `Dxx` finding log (§F + §H, indexed at the top of §F); read the entry you need, don't linear-read. `docs/porting-notes.md` — the recurring N64→PC bug classes (dense; skim the headers, read what's relevant).
- **Reference docs:** `docs/internals.md` — architecture, GE-specific RSP deltas, phased plan (§1–§10). `docs/dev/findings.md` — the `Dxx` finding log (§F + §H). **Look up findings via `docs/dev/findings-index.csv` (label, one-liner, status; regenerate with `tools_pc/gen_findings_index.py`), then read only the specific `## Dxx` entry (multi-pass labels like D202/D176(a) have large sections — grep within the section or read with offset/limit, don't slurp it whole). Never linear-read.**`docs/porting-notes.md` — the recurring N64→PC bug classes (dense; skim the headers, read what's relevant).
- **Current status:** the README "Status" section, and `docs/dev/LEVEL-STATUS.md` for the per-level sweep. Current task + environment: `docs/HANDOFF.md` (a rolling local working file — may be absent in a fresh clone; fall back to the README "Status" section).
- **Dispatching subagents?** `docs/dev-process.md` — task budgets/deadlines, file partitioning, pre-flight, the standard brief template. Every investigation subagent reads `docs/porting-notes.md` first and appends to it.
## Non-negotiables
1.**N64 build untouched.**`Makefile`, `tools/`, `rsp/`, `ld/` belong to the N64 build. Never modify them for the PC port.
2.**Game logic is unmodified.** The decomp's control flow and behavior are ground truth for 1:1 fidelity — never change them. All N64 *hardware* dependencies are satisfied by the `port/` layer; if a game file seems to need a behavioral change, stop — the fix belongs in `port/`. **Narrow exception (ABI/layout only):** the 32→64-bit transition forces a small class of mechanical, semantics-preserving edits that cannot be isolated in `port/` — chiefly pointer-width reconciliation in ROM-serialized structs (a struct with a 32-bit-pointer field misaligns when read as 64-bit). These follow the PD ground-truth pattern (store the embedded address as `u32`, cast to a real pointer at the use site), change no logic or behavior, and are each documented in `docs/dev/findings.md` §F/D3x. No other game-code edits are permitted.
2.**Game logic is unmodified.** The decomp's control flow and behavior are ground truth for 1:1 fidelity — never change them. All N64 *hardware* dependencies are satisfied by the `port/` layer; if a game file seems to need a behavioral change, stop and check the exception below before assuming the fix belongs in `port/`. **Diagnosis is never restricted — only the fix.** Trace a bug as deep into `src/game` state as the evidence leads, and name the exact struct/field/logic responsible, before deciding which of three buckets it falls in (full framing: `docs/dev-process.md`). **Narrow exception (ABI/layout only):** the 32→64-bit pointer-width transition forces a small class of mechanical, semantics-preserving edits that cannot be isolated in `port/` — **any struct-layout or pointer-width-driven misread caused by 32→64-bit widening**, whether in a ROM-serialized record (a struct with a 32-bit-pointer field misaligns when read as 64-bit) or a **live runtime struct/union** (a raw-byte offset alias into a union arm whose true field shifted because an earlier member in the same union widened — the D209/D210/D255 pattern; see `docs/porting-notes.md` §A1 for the full catalogue and its diagnostic tells). These follow the PD ground-truth pattern (store the embedded address as `u32` and cast to a real pointer at the use site; or read the correctly-named/typed field instead of a raw-offset/mistyped alias), change no logic or behavior, and are each documented in `docs/dev/findings.md` §F/D3x, cross-tagged to §A1 where that pattern applies. **A genuine behavioral difference** — the decomp's byte-identical code, given verified-correct inputs, still diverging from real N64 behavior — is not covered by this exception and requires the rule-2 sign-off procedure (`docs/dev-process.md`) before any `src/game` edit. No other game-code edits are permitted.
3.**Region macros mirror the Makefile.**`CMakeLists.txt``REGION_DEFS` must match the N64 Makefile's per-region macro set exactly (finding A1). Divergence = silent branch divergence + link failures.
4.**`src/libultrare/Makefile.libultrare` is ground truth** for original-vs-Rare libultra files (finding B3). The PC build compiles: `libultra/audio`, `libultrare/audio` (drvrNew/env/reverb), `libultra/gu`, and `libultrare/io/vitbl.c` only. All other `io/` + `os/` files are excluded and shimmed in `port/src/libultra.c`.
5.**`rsp/graphics/gmain.s` is the RSP ground truth** — the authoritative reference for which GBI commands GE emits (modified fast3d, 1545 lines). We do not run it on PC; `port/fast3d/` replaces it. Use it to validate the software RSP's command decoding and the custom CC/RM modes.
@@ -21,11 +21,12 @@
| File | Role |
|---|---|
| `docs/internals.md` | Architecture + RSP deltas + phased plan (§1–§10). Reference, not a linear read. |
| `docs/dev/findings.md` | The `Dxx` finding log (§F/§H, indexed at top of §F). |
| `docs/dev/findings.md` | The `Dxx` finding log (§F/§H); lookups via `docs/dev/findings-index.csv`. |
| `CMakeLists.txt` | PC build (parallel to the N64 Makefile). Source list + `REGION_DEFS` live here. |
| `port/fast3d/` | Software RSP (adapted from the PD port). The main Phase 2 work. |
| `rsp/graphics/gmain.s` | GE's RSP ucode — ground truth for GBI/CC/RM. |
| `reference/mouse-injector/README.md` | **Stub only** — the vendored GEPD-Edition Mouse Injector source (GPLv2) was removed from the public repo 2026-09-19 (license hygiene: GPL code + prebuilt binary in an MIT project; it was never compiled here). The stub records provenance + how to re-vendor locally (gitignored). The ported mouse-aim model lives in `port/src/input.c` (D194 lineage); design record: `docs/dev/GEPD-INPUT-PLAN.md`. |
| A local **Perfect Dark PC port** checkout ([fgsfdsfgs/perfect_dark](https://github.com/fgsfdsfgs/perfect_dark)) | **Standing reference** — consult it whenever a work item has a PD analogue (same Rare engine family): port-layer ground truth (`port/fast3d/`, crash/system/video), plus copy candidates `port/src/preprocess/` (N64→PC asset conversion; `filemodel.c` is the D43 near-analogue) and `mixer.c`/`input.c`/`fs.c`. Port-layer files only; same family ≠ identical format — validate per field. Full audit: `docs/internals.md` §2.4. |
## Build
@@ -56,6 +57,8 @@ Run `/linkcheck` for this sweep. Record new findings in `docs/dev/findings.md`
| **What it ports** | The original **Nintendo 64** game (1997) | The **Xbox 360 XBLA** HD remaster (built ~2007, never released) |
| **How** | **Decompilation-based source port** — human-reconstructed C, compiled for the host; game logic runs as written | **Static binary recompilation** — the shipped machine code is auto-translated to C; no source-level understanding |
| **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family |
| **Status** | WIP, Phase 2 — renders and loads all 21 levels; no audio; not playable end to end | Playable full game, higher frame rates, online multiplayer |
| **Why it exists** | A [case study in AI-agent collaboration](#background) on a hard low-level codebase; the port is the target, not a product | A polished, playable PC release of the remaster |
**If you just want to play GoldenEye on PC today, use one of the recompilation
projects — they are finished and this is not.** What is interesting here is the
other half: getting the *original* game running from source, and how much of
that work was driven by AI agents.
## Status
> [!WARNING]
> **Not playable yet.** This is a work-in-progress research port. The intro and
> menus render and all 21 solo levels load, but it is **not** a complete or
> reliably playable game: there is **no audio**, the front-end 3D models and
> some text are broken, input has known rough edges, and you should expect
> crashes and glitches once you are past the level intro. Treat it as a
> technical demo of the porting work, not a way to play GoldenEye.
**Phase 2 of 4 (rendering).** The port boots, renders, and is playable through
the front end into the early game. It is not finished and it is not stable.
| **Linux** (x86_64) / **Steam Deck** | [linux tarball](https://github.com/jkdansereau/goldeneye-pc-port/releases) | SDL2 is bundled, so it runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
Both bundles contain **no ROM and no game assets**: you supply your own
(see [Requirements](#requirements)), which keeps the release legal to
distribute. Earlier builds: v0.2.2, v0.2.1, v0.2.0, and v0.1.0 alpha, same
page. You can also build it yourself; see [Building](#building).
### Quick start
You need a GoldenEye 007 N64 ROM (`.z64`, big-endian). This release supports
the **NTSC-U (US)** version; PAL and JP are on the roadmap ([issue
#85](https://github.com/jkdansereau/goldeneye-pc-port/issues/85)). No ROM or game asset is
included or distributed. Then:
1. Download the Windows or Linux bundle from [Releases](https://github.com/jkdansereau/goldeneye-pc-port/releases) and unpack it.
2. Make a `data/` folder next to the executable and drop the ROM in as `ge007.ntsc-final.z64`.
3. Launch the executable from that folder. The first run takes a few extra seconds: it detects the ROM and generates the derived asset folders once (no Python or other tooling needed).
Read the [Status](#status) caveats first: v0.3.0 has known rough edges,
listed plainly there.
## Status
**v0.3.0 - playable, with known rough edges.** The full single-player
campaign is completable end to end (all 21 missions, Agent difficulty,
playtested), at a steady 60 fps; all 21 solo missions load, render and run
crash-free, verified on Windows, Linux and real Steam Deck hardware. Feedback
is very welcome.
What a release actually installs (no networking, no telemetry, no ROM or
game assets shipped) and how faithfully the port tracks the original N64
**Working:** boot sequence and front end (menu → mission select → briefing →
start), front-end menu navigation on the left stick to match the F10 overlay
(D282); all 21 solo missions load, render and are crash-free (full campaign
playtested end to end at Agent difficulty); steady 60 fps
(software RSP off the presentation critical path); full audio: in-level music and SFX; keyboard + mouse (click-to-lock, proportional aim mode, a single
simplified sensitivity control) and a modern dual-stick controller layout;
automatic widescreen FOV scaling; Bond is fixed in cutscenes (no more
floating or spin-glitching) and his third-person model positioning generally
is right the large majority of the time now, at most a small drift when off; file-backed saves; faithful N64 progression
by default (F10 → *All unlocked* opens every level, 007 mode and the full
filtering cycle, sliders step in increments. With a keyboard attached the same
overlay is `F10` + arrows/Enter.
## Roadmap
No fixed timeline or committed feature list — this is spare-time work — but
directionally, on the way to v1.0:
- Working through the [known issues](#status) above and the fuller list in
[`docs/dev/findings.md`](docs/dev/findings.md).
- **PAL and JP ROM support** ([issue #85](https://github.com/jkdansereau/goldeneye-pc-port/issues/85)); NTSC-U is the only supported region today.
- **Native widescreen** — a distortion-free render at your display's aspect
(correct-aspect projection and a wide-frame HUD), replacing today's
stretched 4:3 frame + FOV compensation.
- **Controller rebinding UI**, and macOS/ARM builds.
- **LAN multiplayer**: reviving GoldenEye's original split-screen/deathmatch
netplay across multiple PCs on a local network. Genuinely under
consideration, but early and not started; no ETA.
- General polish: performance, remaining rendering/audio defects, save/config
robustness.
Not currently planned: new game modes GE never shipped (e.g. co-op), online (non-LAN)
multiplayer, ray tracing. If any of these matter to you, open an issue —
it helps prioritize.
## Beyond playing
- **Tweak it**: `ge007.ini` and the F10 in-game overlay expose resolution,
frame cap, MSAA, texture filtering, FOV/draw distance and mouse feel;
launch with `-fresh` for a clean-slate run.
- **Read it**: [`docs/internals.md`](docs/internals.md) maps the
architecture and the software RSP; [`docs/porting-notes.md`](docs/porting-notes.md)
is the catalogue of N64→PC bug classes hit along the way. Game logic in
`src/` is unmodified decompilation; every hardware surface lives in the
MIT-licensed `port/` layer.
- **Mod it**: the port layer, build system and `tools_pc/` are yours to
extend (see [License](#license)); [`CONTRIBUTING.md`](CONTRIBUTING.md) has
the ground rules for getting changes in, and [`docs/dev/`](docs/dev/) is
the raw engineering record behind every fix.
## Background
The port was built by two coding agents, a local open-weight model
(`unsloth/Qwen3.8-27B-GGUF` on one RTX 5090, via the [pi](https://pi.dev/)
agent) doing the groundwork (build, boot chain, software-RSP integration,
asset pipeline, first frames), and **Claude Code** (Sonnet 5, Opus 5 for the
hardest bugs) joining for the collaborative phase (the 21-level sweep, the
ABI finding catalog, SDL input, front end), handing work back and forth
through shared written notes, directed by one person part-time. In short:
~3.5 weeks, ~430 commits, 200+ bugs logged and tracked to resolution.
The full write-up (timeline, handoff mechanism, effort breakdown, an honest
"what worked / what didn't"): [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md).
The workflow itself: [`docs/dev-process.md`](docs/dev-process.md). To cite the
project or its findings: [`CITATION.cff`](CITATION.cff) (GitHub's "Cite this
repository" menu).
## How this differs from the other GoldenEye PC projects
This is a native port of the original 1997 Nintendo 64 game, built from its
actual reconstructed source code, the same lineage as the Perfect Dark PC
port. The other well-known "GoldenEye on PC" projects are something
different: they machine-translate the shipped binary of the *unreleased Xbox
360 XBLA remaster*, a different game on a different codebase with no shared
code with this one.
| | This project | The other well-known "GoldenEye on PC" recompilation projects (and their Steam Deck builds) |
|---|---|---|
| **What it ports** | The original **Nintendo 64** game (1997) | The **Xbox 360 XBLA** HD remaster (built ~2007, never released) |
| **How** | Decompilation-based source port: human-reconstructed C, compiled for the host; game logic runs as written | Static binary recompilation: the shipped machine code is auto-translated to C; no source-level understanding |
| **Lineage** | [GoldenEye 007 decompilation](https://github.com/n64decomp/007) + [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark) engine family | Xbox 360 "…Recompiled" static-recompilation family |
| **Status** | v0.3.0 public release; full campaign playable at 60 fps (see [Status](#status)) | Playable full game |
| **Why it exists** | To run the *original* N64 game from source, and as a [case study in AI-agent collaboration](#background) on a hard low-level codebase | To get a playable PC release of the remaster |
They answer a different question: how to get the *remaster* onto PC by
machine translation. This project answers how to get the *original 1997
game* onto PC, running from its reconstructed source.
## Requirements
You need a **GoldenEye 007 (Nintendo 64) ROM** that you legally own, in
You need a GoldenEye 007 (Nintendo 64) ROM that you legally own, in
big-endian (`.z64`) format, matching one of:
| Region | ROMID | ROM filename (in `data/`) | SHA-1 |
@@ -206,7 +262,9 @@ big-endian (`.z64`) format, matching one of:
| PAL (EU) | `pal-final` | `ge007.pal-final.z64` | `167c3c433dec1f1eb921736f7d53fac8cb45ee31` |
| [`docs/building.md`](docs/building.md) | Full build + asset-extraction guide. |
| [`docs/internals.md`](docs/internals.md) | Architecture, the RSP-emulation approach, GE-vs-PD engine differences, the phased plan. |
| [`docs/porting-notes.md`](docs/porting-notes.md) | The recurring N64→PC bug classes hit during the port, with fixes. |
| [`docs/dev/game-behavior-reference.md`](docs/dev/game-behavior-reference.md) | How the retail N64 game is meant to behave — combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, original-game quirks. Playtest reference. |
| [`docs/dev/agentic-development.md`](docs/dev/agentic-development.md) | The research angle: the two-agent setup, timeline, handoff workflow, and an assessment of what did and didn't work. |
| [`docs/dev-process.md`](docs/dev-process.md) | The investigation workflow in detail — budgets, file partitioning, the finding-log discipline. |
| [`docs/dev/`](docs/dev/) | The raw engineering record: the full finding log, per-level status, graphics backlog, playtest matrices. |
| [`docs/SetupGuide.md`](docs/SetupGuide.md), [`docs/StructureGuide.md`](docs/StructureGuide.md), [`docs/StyleGuide.md`](docs/StyleGuide.md) | Inherited from the decompilation. |
| [`docs/dev-process.md`](docs/dev-process.md) | The investigation workflow in detail: budgets, file partitioning, the finding-log discipline. |
| [`docs/dev/`](docs/dev/) | The raw engineering record: the full finding log, per-level status, graphics backlog, playtest matrices, and [`docs/dev/game-behavior-reference.md`](docs/dev/game-behavior-reference.md) (a secondary-sourced playtest reference for how the retail game is meant to behave; repo-only, code is ground truth). |
| [`docs/SetupGuide.md`](docs/SetupGuide.md), [`docs/StyleGuide.md`](docs/StyleGuide.md) | Inherited from the decompilation this repo forks. |
## Credits
@@ -340,24 +395,30 @@ This port is a thin layer on a large amount of other people's work.
**Prior work it is built on**
- The [GoldenEye 007 decompilation](https://github.com/n64decomp/007) — years of
- The [GoldenEye 007 decompilation](https://github.com/n64decomp/007), years of
effort by Larry Ficken ("kholdfuzion") and the project's contributors; plus
zoinkity's GoldenEye documentation, which the decomp started from. This port
is a fork of that repository.
- The [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark)
(Ryan Dwyer and contributors) — the reference architecture for this port and
(Ryan Dwyer and contributors), the reference architecture for this port and
the source of the `fast3d` software RSP.
- The [Perfect Dark decompilation](https://github.com/n64decomp/perfect_dark) —
- The [Perfect Dark decompilation](https://github.com/n64decomp/perfect_dark),
the sibling decomp the PD port is built on.
- **Carnivorous**: author of the *Mouse Injector* input plugin for 1964 (the
"GEPD Edition" bundle). Its mouse-aim behaviour for GoldenEye/Perfect Dark is
what the in-game GEPD-style aim mode is modelled on; the implementation here
is an independent reimplementation of that behaviour, not derived code.
Thanks also to **Rice** and **schibo** of the 1964 team for the emulator it
shipped with.
**Vendored / adapted code**
-`port/fast3d/` — the software RSP, adapted from the PD port. It originates
-`port/fast3d/`: the software RSP, adapted from the PD port. It originates
with the [Ship of Harkinian](https://github.com/HarbourMasters) /
description:The investigation workflow behind the port; task budgets, file partitioning, and the finding-log discipline used across sessions and agents.
---
Most of this port's work is not writing code — it is **diagnosis**: figuring
out which N64 hardware or ABI behaviour a piece of unmodified game code is
## How this port is developed
Most of this port's work is not writing code; it is **diagnosis**: figuring
out which N64 hardware or ABI behavior a piece of unmodified game code is
silently relying on, and satisfying it in the `port/` layer without touching
the game's logic. A lot of that diagnosis is done with LLM coding agents, and
the workflow below is what makes that productive rather than chaotic.
For the project context — the two-model split, the timeline, and an honest
assessment of what did and did not work — see
For the project context (the two-model split, the timeline, and an honest
BUDGET: <N build->run cycles / ~M min>. On expiry: revert probes, write up with confidence.
CONSTRAINTS: no game-logic changes; ABI/layout/format only; #ifdef PORT; documented in the finding log.
CONSTRAINTS: diagnosis may trace as deep into src/game state as the evidence
needs — name the exact struct/field/logic responsible before concluding
which bucket applies (see "Diagnosis is unrestricted" above). The FIX is
still constrained: no src/game behavior changes unless (a) it's an
ABI/layout-class struct-layout or pointer-width misread — check
docs/porting-notes.md §A1 first; #ifdef PORT; documented in the finding
log under §F/D3x — or (b) it's fixable entirely in port/ (no src/game
touch). A genuine game-logic behavior difference (bucket c) is NOT
authorized by this brief — stop and write up a rule-2 sign-off request
per docs/dev-process.md §7 instead of applying it.
VERIFY: <the exact tools_pc/verify.sh (or probe) invocation that proves this done; or, if runtime verification is impossible in this environment, say so and name what a human must run>.
REPORT: (a) root cause + file:line evidence (b) fix diff, or why not
(c) probes left in tree (d) confidence.
Append any generalisable quirk to docs/porting-notes.md.
A thorough pass over the PC port with one question: *where does the port diverge from the
N64 original, and what latent failure classes of the D318 kind are still unpriced?*
Method: static review against the decomp ground truth + targeted verification builds.
Findings below; new finding **D320** logged in `findings.md`.
## 1. PRNG — verified bit-exact
`port/src/random.c` re-checked line-by-line against both `src/random.s` and
`src/game/chrObjRandom.s`. The MIPS64 `dsll32`/`dsrl32` semantics (post-D284) are
emulated correctly: the 32-bit LFSR state advances identically, and
`randomGetNext()` returns the same 31-bit values in the same order. No divergence.
## 2. Known bug-class sweeps — all clean or already fixed
| Class | Result |
|---|---|
| **A1** raw-byte/padding aliases (32→64-bit layout shift) | Remaining `padding[]` uses are in pointer-free structs (layout-stable) or already fixed (D115, D209, D312). No live misreads. |
| Shifts by 32 / pointer-width arithmetic in game logic | Only port-layer code (`d318watchdog` print, `DRAM_SIZE`). Game logic clean. |
| Signed-overflow UB | `-fwrapv` enabled in `CMakeLists.txt` — the whole class is neutralized to N64-wrap semantics. |
| `#ifdef PORT` hygiene (N64 path preserved) | 307 hunks audited; 178 are pure additions (diagnostics / struct extensions). No hunk alters the non-PORT control flow. |
| **§B** Gfx/Vtx 16-byte records (raw byte indexing) | `bg.c` uses typed `.words`/`.dma` fields throughout; no remaining raw byte offsets. D312's fix pattern is the last of this class. |
| `osVirtualToPhysical` call sites (88) | All flow through fast3d's `seg_addr()` (D131 fix intact). No site assumes N64 segment RAM layout. |
| Dead code | `objecthandler_2.c` compiles but is not linked on PC (symbols absent from the binary). Harmless; noted for a future source-list prune. |
## 3. Timing layer — intentional, documented
Frame-locked virtual clock (vsync tick), `GE_DETERM` fixed-tick mode, and
`g_GlobalTimerDelta` zero-guarded at every division site. All deliberate port-layer
design, each documented in its finding. No hidden drift source found beyond the
already-fixed D204 tempo work.
## 4. D318-class latent softlock sweep → **D320** (the main new result)
D318's mechanism is generic, not Facility-specific: `actor_fire_or_aim_at_target_update`
(`chraction.c:4882`) retargets any ACT_ATTACK chr with an AIM_ONLY/DONTTURN attacktype and
only moves the model's **endframe** — it never re-inits the animation. If the chr is pinned
on a pre-shoot aim-hold pose (hold endframe H < variant shoot window) and the new endframe
lands above H, the model pins forever and the timer-gated fire events never open; if the
surrounding AI script's only escape is an `if_guard_has_stopped_moving` gate, it can never
pass (`chrHasStoppedOrPatroling` is FALSE for ACT_ATTACK). **Permanent softlock — on N64 too.**
Swept every level's AI scripts (`assets/obseg/setup/*.c`): 17 lists in 8 levels contain an
aim-hold + `_update` pair. Risk-ranked table in the D320 entry. Headlines:
- **Facility ai_19** — HIGH. Same non-self-healing shape as ai_22 (second softlock point in
the same level).
- **Control ai_9** — HIGH. Near-exact ai_22 mirror (pre-aim hold → timer → update → fire
loop gated on the target dying from this guard's shot).
- **Depot ai_12** — MED-HIGH. The kill is scripted, but the objective bit is gated behind a
## 11. Verification ritual (audio-specific, on top of the standard one in AGENTS.md)
1. Boot → title: menu music audible within a couple of seconds; no click at start.
2. Enter BUNKER1 (`-level_09`): gunfire/door SFX present and roughly level-correct;
level music plays.
3. No `audio: ai out of samples` spam from `amHandleDoneMessage` (`audi.c:596`) — that
print is the built-in underrun detector.
4. Run 2–3 levels incl. one with heavy SFX overlap; watch `SDL_GetQueuedAudioSize`
(log it) staying below `queueLimit` in steady state.
5. PAL build (`pal-final`) spot-check: 50 Hz retrace drives the same path; frame-size
math uses `MAYBE_FRAME_RATE` — confirm no underruns there too.
6. `Audio.Enabled=0` → fully silent, zero audio CPU cost, nothing else affected.
## 12. Risks / unknowns
| Risk | Mitigation |
| File | Role in this plan |
|---|---|
| IDO current-buffer semantics misread → subtle wrong output (no crash) | Phase 0 disassembly is the arbiter; Acmd logger + by-ear checks per phase |
| `aPoleFilter` has no PD code | Disassembly (Q3); it's one small IIR — bounded effort |
| ADPCM state layout differs from assumption → garbage/cratchy samples | Phase 0 documents the struct from `load.c` usage + microcode; scalar fallback path makes debugging easy |
| C7/D127 hides a bank-tree bug that audio makes *audible* (wrong SFX, not just missing) | Q1; keep the guard until root-caused |
| SDL queue backpressure drops under load (slow machines) | `queueLimit` drop is graceful (silence gap, no crash); A3: raise scheduler-thread host priority before buffer tuning; PD shipped the same design |
| Synthesis cost on the scheduler thread starves gfx frame time / causes underruns | A3: host thread priorities first; a dedicated audio worker thread only if priorities provably insufficient (and revisit D24's fake-priority semantics before designing one) |
| Cross-region: PAL sample-count math differs | Verification step 5 |
| **1 — port-layer hook** | Grant taser/spectre/autoshot + unused items (watch identifier, bomb case, …) via config toggle replicating the cheat grant path (`bondinvAddInvItem` + `give_cur_player_ammo`) | small; follow F10-toggles pattern (`feat/f10-game-toggles`) | `port/src/` only |
| **2 — data/asset mod** | Place unused props per level; extra MP faces; PR texture swap | needs level-editor or object-table patching; separate project | data mod, not this repo's code |
Every `getenv("GE_…")` in the tree, from a grep of `src/` + `port/` on
2026-08-31 (master `31d036da`). All are **env-gated**: unset = zero behaviour
Every `getenv("GE_…")` in the tree. The table prose is hand-curated;
**`tools_pc/gen_env_probes.py`** re-greps the live sites and reports drift
(NEW / GONE vars + a fresh file:line map) — run it before trusting the
File:line cells. Last reconciled 2026-09-20 (v0.3.0 release review). All are **env-gated**: unset = zero behavior
change, so they are safe to leave in a release build (they only cost a
`getenv` on the guarded path). "Dead" below means *the finding it was built
for is closed* — the probe is strip-candidate scaffolding, not that it does
@@ -22,18 +24,65 @@ Two classes:
| `GE_INPUTLOG` | `port/src/input.c:329`, `port/src/config.c:53` (`configGetInputLog`) | Logs computed pad state (buttons + stick) each poll when non-zero. Also `[Debug] InputLog` ini. Also traces D165 `menuptr est/tgt/eff/stick`. | **live** |
| `GE_STARTMENU` (+ `GE_STARTMENU_PAGE`, `GE_STARTMENU_DIFF`) | `src/game/lv.c:398-402` (`#ifdef PORT`) | Boot straight into a front-end menu id (13=MISSION_COMPLETE, 10=BRIEFING, 7=MISSION_SELECT, 12=MISSION_FAILED, 6=MODE_SELECT); `_PAGE`=folder row (def 1=Dam), `_DIFF`=0..3. Crash-test a screen fast. | **live** |
| `GE_UNLOCK_ALL` | `src/game/debugmenu_handler.c:1098` (`get_debug_enable_all_levels_flag`, `#ifdef PORT`) | Mission-select shows every solo level (playtest jump-to-any-level aid). Cached in a `static int c`. | **live** |
| `GE_DEBUG_UNLOCKALL` | `src/game/file2.c:404` (`#ifdef PORT`) | Forces the "all levels unlocked" flag TRUE regardless of the shipped save — same effect as `GE_UNLOCK_ALL` but at the file2 unlock-query site. Cached in a `static int`. | **live** (playtest aid) |
| `GE_DEBUGMENU` | `src/boss.c:566` (`#ifdef PORT`) | Makes the L+R debug menu respond to live controller input (C-up+C-down open/close, stick + buttons read from pad 0) instead of the `#ifndef DEBUGMENU` path; unset reproduces that path exactly. Cached in a `static int`. | **live** (playtest aid) |
| `GE_OPTIONSOVERLAY` | `port/src/optionsoverlay.c:231` | Force-enable the F10 port-layer options overlay (D184 / PR #10) regardless of ini. `atoi != 0`. | **live** |
| `GE_D204` | `port/src/audio.c` (`audioSetNextBuffer`) | **Audio-health monitor (D204).** One line per 5 s of wall clock: `rt=` produced-audio/wall ratio (1.000 healthy; below 1 = the 30 Hz audio retrace is starving and the device is padding with silence), `q=` SDL queue depth / `queueLimit` (pinning at the limit with `drop=` climbing = overproduction, the "eventually no audio" state), `drop=` blocks discarded, `max=` largest block vs its `g_MaxFrameSize*4` allocation. **Deliberately cheap (~30 clock reads/s) — safe to leave on for a full playtest, unlike `GE_MIXERTRACE`.** The instrument of record for D202. | **live** |
| `GE_D204_OLD` | `port/src/audio.c` (`d204OldMode`) | Restores pre-D204 behaviour (`osAiGetLength()` reports the whole SDL queue depth; `queueLimit` back to 8192) so before/after can be A/B'd in **one binary**, without build-to-build variance. Temporary — remove when D204 closes. | **live** (D204 A/B) |
| `GE_AUDIOTRACE` | `src/snd.c` (`sndPlaySfx`, `sndDeactivate`), `src/game/propobj.c` (door sounds), `src/libultra/audio/load.c` (`alLoadParam`) | Per-`sndPlaySfx` resolution trace to `audiotrace.log`: `soundIndex` → `ALSound*`/keyMap/wavetable/base/len/book, the returned `ALSoundState*`, every `sndDeactivate`, and wavetable bind events. M-65 additions: `[VOICE+]`/`[VOICE-]` pairing every voice acquire/release with sound/state/flags (NB: written from two threads to one unbuffered FILE* — occasional torn lines, parse defensively), `[SLOTWRITE]` door slot ownership, `[RETRIGGER-POST]`, `[WAVELOOP]` (per-sound `ALADPCMloop` presence), `[DOORSND]` every door sound state change incl. an `ORPHAN-both-slots-busy` verdict. M-66b addition: `[EXPIRE]` — posted whenever the port-side ownerless-infinite-loop expiration is scheduled (sound/state/delay/fade); this line is **permanent** (part of the D202 option-C fix), unlike the rest of the probe set which is removable on close. M-67/M-69 additions: `[WIRE] t=µs filter=… <- table=…` (`src/libultra/audio/load.c`, every wavetable→decoder bind, µs-timestamped) and `[VOICEMAP]` (`src/libultra/audio/synthesizer.c`, full PVoice→decoder/resampler/env-state address map at synth init — this is how offline voicedump slot addresses tie to WIRE filter addresses). M-68 additions: `[EVT] t=µs type=N state=P` + `[STOP-EVT] … deltaUs=N` (event types per `src/snd.h`: 1=PLAY, 2=STOP, 8=VOL, 64=DECAY, 128=END). M-71 additions: `[VOL] t=µs state=… rawVol=… playing=…` (`src/snd.c`, per-VOL-event value before the slot-volume law) and `[DISTVOL] pos=(…) player=(…) dist=… vol=…` (`src/game/propobj.c`, the distance-attenuation funnel `sub_GAME_7F053894` — this is how an SFX's final volume is computed from hit position). NB: lines from the multiple file handles interleave — occasional torn/corrupt lines, parse defensively. `dumppos=` gives the exact byte offset into `audiodump.raw` (quantised to the 2880-byte audio block). Low cost. | **live** (D202/D205) |
| `GE_PULLTRACE` | `src/libultra/audio/load.c` (`alAdpcmPull`) | `[PASTEND]` assertion: fires if a voice's `f->sample` exceeds its wave's total samples while `nOver == 0` (i.e. an unstopped voice keeps decoding past the end instead of zero-filling). Rate-limited to 40 lines. M-65: 0 hits — exhausted voices go silent correctly. | **live** (D202) |
| `GE_DMEMWIPE` | `port/src/mixer.c` (`aClearBufferImpl`) | Zeroes the whole software DMEM at the frame boundary (detected as `alMainBusPull`'s clear of `AL_MAIN_L_OUT`, addr 1088). Tests whether audio state survives across frames in DMEM. M-65: no-op on output — ruled out. | **live** (D202) |
| `GE_NOWET` | `port/src/mixer.c` (`aSetVolumeImpl`) | Mutes the reverb send (`wetamt = 0`), isolating the reverb delay lines as a possible source of persistent signal. M-65: drone unchanged — ruled out (NB `aPoleFilterImpl` is still an unimplemented no-op, D199). | **live** (D202) |
| `GE_OBJT` | `src/game/chraction.c` (`chrSetStageFlags`/`chrUnsetStageFlags`), `src/game/propobj.c` (GAS_RELEASING destruction) | D321 stage-flag writer probe: logs every low-16-bit write to `objectiveregisters1` (tick, writing chr, actiontype/aioffset, AI-list ID) plus each toxic-gas prop destruction timestamp — used to map the Facility tanks→combat-bit trigger chain. Capped, read-only, inert unset; post-release removal candidate (M-192 item 7). | **live** (D321) |
| `GE_BANKDUMP` | `port/src/romdata.c` | `BANKSRC` lines: the source ROM-layout bank tree per `soundIndex` (instrument → sound → envelope pointers + `decayTime`). Used to prove sound 203's `decay=-1` is genuine ROM data, not a conversion bug. One-shot at load. | **live** (D202) |
| `GE_FORCEALARM` | `src/game/propobj.c` (`handle_alarm_gas_timer_calldamage`, `#ifdef PORT`) | **D207 diag (temporary).** Forces the in-game alarm klaxon (`alarmActivate`) on a frame counter — on ~2–10 s, off, on again — and emits a per-frame `[D207] f=… active=… ptr_alarm_sfx=… playstate=… locked=…` line to `audiotrace.log`. Repro harness for the "alarm SFX overrides other audio" report when a level's own alarm can't be triggered headlessly. Remove when D207 closes. | **live** (D207) — temporary |
| `GE_KEYMAPDUMP` | `port/src/romdata.c` | `KEYMAP` + `ENVSRC` lines: raw source bytes of every `ALKeyMap` / `ALEnvelope` in the ROM-layout blob, for byte-wise comparison against runtime values. One-shot at load. | **live** (D202) |
| `GE_AUDIODUMP` | `port/src/audio.c` (`audioSetNextBuffer`) | Raw-dumps every mixed s16/stereo/22050 Hz buffer to `audiodump.raw` in the CWD for offline waveform inspection. Length ÷ 88200 = seconds of audio produced. | **live** (D202) |
| `GE_VOICEDUMP` | `port/src/mixer.c` (`aEnvMixerImpl`) | Dumps each voice's resampled mono stream (post-resample/pre-envelope, i.e. the env-mixer input) to `voicedump.raw` as records of `[u32 stateAddr][u32 nSamples][u64 us][s16 × n]`. **The µs stamp is when the block was MIXED — records are rendered ahead, so a record's samples END at its stamp** (M-69: treating stamps as start offsets misplaces content by up to one ~33 ms block). `stateAddr` = the env-mixer state address from `[VOICEMAP]`. Used with `scratchpad/exact_match.py` for full-corpus per-voice sample verification. | **live** (D202) |
| `GE_MIXERTRACE` | `port/src/mixer.c`, `src/audi.c` (`amDmaCallback`), `src/libultra/audio/load.c` (`_decodeChunk`, `alLoadParam`) | Per-opcode mixer trace to `mixertrace.log` (DMEM addresses, ADPCM books, decoded frames, `[DMAREQ]`/`[DMAHIT]`/`[DMAMISS]`/`[BINDTABLE]`). **WARNING: unbuffered per-opcode `fprintf`, ~25 MB/min. It slows the process enough to starve the audio thread — M-63 measured "audio at 13 % of real time" that was entirely this probe's own artifact. NEVER use it for timing-sensitive measurement; use `GE_D204`.** Grep it, never read it whole. | **live** (D202) — timing-unsafe |
| `GE_TEXPITCH` | `port/fast3d/gfx_pc.cpp:924` (`gfx_tex_pitch_fix`, cached) | `=0` disables the D183 defensive de-stride in `import_texture` (default on). RC2/RC3 texture-shear A/B knob. | **live** (RC3 not finished) |
| `GE_TEXRAW` | `port/fast3d/gfx_pc.cpp:1079` | With `GE_TEXDUMP`, also dumps the raw pre-import source bytes (`texdump/rNNN_f…_s…_WxH.bin`) so a decode bug can be told from a source-data bug offline (D183). | **live** (RC3 not finished) |
| `GE_D219RAW` | `src/game/image.c` (`texReadUncompressed`/`texChannelsToPixels`, `#ifdef PORT`) | Diagnostic-only, print-only (no behavior change): logs the runtime texture decompressor's bitstream header (texnum/format/width/height/compmethod) for every non-zlib wide-pixel image, plus a dump of the first row of decoded texels exactly as stored in the pool (post-`PORT_PIXEL16`, i.e. byte-swapped for the 16-bit family) for RGBA16/RGB15/IA16. No texnum filter — lets any suspect texture be cross-referenced against the offline ROM census (`scratch/d219_census.txt`) without narrowing by hand. | **live** (D219, closed — kept for future runtime-decoder triage) |
| `GE_WRAPFIX` | `port/fast3d/gfx_pc.cpp:3166` (`gfx_set_wrap_fix`) | RC3 test override for the `Video.WrapFix` D74/D167 wrap-block path (`atoi != 0` wins over the ini). | **live** (RC3 not finished) |
| `GE_SAVELOG` | `src/game/file.c:46`, `src/game/file2.c:16` (`SAVELOG` macro), `src/boss.c:749`, `src/game/objective_status.c:297,343` | Traces the campaign save/unlock chain (objective completion → `end_of_mission_briefing` → `fileWriteSave` → EEPROM). Used to confirm D157. `g_savelogObjOnce` gates the per-criterion dump to the `bossReturnTitleStage` call. | **live** (strip once a few more level boundaries are playtested) |
| `GE_D160` | `src/boss.c:744`, `src/game/bondview2.c:791`, `src/aicommands.def:10055,10181,10236,10242,10247` (all `#ifdef PORT`) | Dam exit-cutscene (D148/D160) diagnostic: trace points in `bossReturnTitleStage`, `bondviewSetCameraMode`, and AI cmds `EndLevel`/`exit_level`/`CameraLookAtBondFromPad`/`CameraSwitch`. **Investigation in progress** — user owes a `GE_D160=1` Dam run. | **live** |
| `GE_D243` | `src/game/front.c` (`menu_init`, cached `s_d243`) | Per-menu-transition trace with a local per-tick frame counter (D243 stale-DL-burst screen identification). Counter is NOT numerically identical to the port's internal frame count — cross-reference by elapsed offset. | **live** (D243) |
| `GE_D243CAM` | `src/game/bondview2.c` (`bondviewFrozenCameraTick`, three `CAMERAMODE_POSEND` branches) | Dumps eye/look-at positions (+theta/verta on the `gBondViewCutscene` branch, +dt/angle/pad on the orbit branch) per call. **Found M-143**: the `gBondViewCutscene` branch fires and its look-at (`field_3C4/8/C`) sweeps through a filter catch-up after the cutscene warp — the shake mechanism. | **live** (D243) |
| `GE_D243M` | `src/game/bondview2.c` (`solo_char_load`, `bondviewRemovePlayerBody`, `playerTick`; cached `d243mEnabled`) + `src/game/objecthandler.c` (`drawjointlist`, both region variants) + `src/game/chr.c` (`chrTick`, `after_position_update:`) | M-151/M-154/M-159 probe for the Dam-abseil "frozen Bonds + shake": `D243M: CREATE/REMOVE` at both `bodyModel` sites; `D243M: tick` (idx/model/**propptr/chrptr**/cam modes/`prop->pos`/`field_488.pos`/`field_3B8`/`field_3C4-8-C`/**rp** = render_pos pointer, **never dereferenced** — M-154 fix 2: tick-time `render_pos` holds arbitrary stale slot contents until the first draw pass, so the pre-view root translation is logged by `chrdraw` only) while the model exists or POSEND/INTRO is active; `D243M: draw` per on-screen player render submission; `D243M: chrdraw` — M-154 per-frame model-draw census, one line per CHR render submission (Model* + raw root translation) while a scripted camera mode (POSEND/INTRO/SWIRL/FADESWIRL) is active; a second Bond instance = extra lines with *distinct* model pointers at the same frame (same model is drawn twice/frame — two passes — dedupe by (frame, model)); `D243M: onscreen` (M-159/M-162/M-163/M-166, `chr.c`) — one line per `chrTick` call while the probe is active: `vis=``posIsOnScreen`'s result (M-159's frustum hypothesis, REFUTED by M-160) + the live `prop->pos` + `actiontype=`/`anim=` (M-160/M-164: which of `chrTick`'s branches fired, the attached-animation pointer) + `aidx=`/`animframe=` (M-166: the animation reverse-resolved to its `animation_table_ptrs1` index, GE_D193A's technique, + its current playback phase — tests whether the visible chr's animation *phase* at cutscene-entry, not just its identity, is what differs from N64) + `x2active=`/`x2raw=` (M-162/M-163, gated on `GE_D243X2`: whether the decisive save/restore experiment ran this tick, and the raw pre-restore position it overrode — the whole `prop->pos` vector as of M-163, not just Z). Silent during FPS play, silent on the `GE_D243X2` fields unless that env var is also set. Note: `field_3B8` x/z read at 10× world units in the smoke capture — not plain world position. | **live** (D243) |
| `GE_D243X2` | `src/game/chr.c` (`chrTick`, gated additionally on `d243mProbeActive()`) | **Not a probe — a decisive behavioral experiment, off by default, NOT a fix.** M-162/M-163: saves `prop->pos` right before `chrTick`'s position-update dispatch (`chr.c:2541-2617`) runs, restores it at `after_position_update:` — before the render-matrix computation later in the same tick can see the cycled value (unlike M-161, which restored too late to have any effect). Tests whether `chrTick`'s own animation-position write (M-160/M-164) is what produces the Dam-abseil shake. M-162 was Z-only (confirmed the mechanism on that axis, but the visible glitch persisted because that capture's chr cycled on Y instead); M-163 widened it to the whole vector. **M-163's live result: NEGATIVE for the visible shake** — `prop->pos` genuinely went smooth (log-verified) but the shake was unchanged, because the camera's look-at filter reads a *different* variable (`field_488.pos`, see `GE_D243X3`) that this experiment never touches. Kept in the tree as a real, useful (if ultimately not the visible-symptom fix) data point — always pair with `GE_D243M=1` so the `x2active=`/`x2raw=` fields on `D243M: onscreen` show whether/what it overrode. Do not ship. | **live, test-only** (D243) |
| `GE_D243X3` | `src/game/bondview2.c` (`playerTick`, the `field_488.pos` write site, gated on `g_CameraMode == CAMERAMODE_POSEND`) | **Not a probe — the experiment that actually confirmed the mechanism, off by default, NOT a fix.** M-167: skips the `field_488.pos.x/y/z` assignment (`bondview2.c:10495-10497`) entirely while POSEND is active, freezing it at whatever value it held the instant suppression engaged. `field_488.pos` — not `prop->pos` — is what the cutscene's leaky-integrator look-at filter (M-143, `field_3B8`/`field_3C4-8-C`) actually reads; it comes from `render_pos` (the model's animated-skeleton readback), an independent data path from `prop->pos`. **Live-confirmed positive: user — "yep camera shake is gone now."** Logs a companion `D243M: f488write frame=... idx=... x3active=... x3skip=... epoch=... f488pos=x,y,z` line (always-on when `GE_D243M=1`, independent of whether `GE_D243X3` itself is set) so the freeze is log-verifiable. **M-169: no longer freezes forever** — re-baselines (`x3skip=0`, write allowed through) exactly on the tick a legitimate shot-change teleport fires (`d243GetTeleportEpoch()`, bumped by `chrai.c`'s `AI_TRYTeleportingChrToPad` right after its real `setsuboffset()` call), addressing the M-168 postmortem's "camera looks the wrong way for later shots" incompleteness — untested live yet, next session's first move. **Superseded: D243 shipped its permanent fix (`4ccab22c`, M-170), which removed the X3 suppression block from `playerTick` — no live site remains.** Kept here as a tombstone; the generator flags it GONE. | **dead** (D243 closed — probe removed) |
| `GE_D243X4` | `src/game/chr.c` (`chrTick`, the `render_pos` snapshot/restore, gated on `d243mProbeActive()`) | **Not a probe — the M-168 experiment applying X3's technique to the actual draw-path consumer, off by default, NOT a fix.** Snapshots `model->render_pos[]` after a 2-tick warm-up once POSEND engages, then holds it steady by copying the cached contents back over each subsequent tick's freshly-computed buffer — `subcalcmatrices()` always still runs first (never skipped; the first two attempts skipped it and crashed on a reused-pointer stale `-1` tombstone, see findings.md D243 M-168). Addresses Bond's own rendered-body duplication (the consumer X3 never touched). Crash-free, stable, but same forever-freeze incompleteness as X3 pre-M-169. **M-169: same teleport-epoch re-baseline as X3** — the warm-up counter now also resets (re-snapshots) whenever `d243GetTeleportEpoch()` changes, not only on the active/inactive edge. Untested live yet. Revert once a real root-cause fix replaces it; do not ship as-is. | **live, test-only** (D243) |
| `GE_D243SWIRL` | `src/game/bondview2.c:10480` (`playerTick`, cached `d243SwirlTarget`) | D243 follow-up probe: `GE_D243SWIRL=<chrnum>` logs a per-tick line for that chr while the swirl/fade camera path is active (tick counter + state), to verify post-fix behavior of the swirl transition. Inert unless set to a non-negative chr number. | **live** (D243 verification) |
| `GE_D193` | `src/game/frametiming.c` (`waitForNextFrame`, `#ifdef PORT`) | Per-wall-second line: `render=` rendered frames, `sim=` sim ticks delivered (Σ of the `deltaFrames`/`g_ClockTimer` fed downstream), `clamped=` frames whose catch-up hit `FRAMETIMING_PORT_MAX_CATCHUP`, `maxraw=` largest pre-clamp delta. Healthy steady state = `render=30 sim=60 clamped=0 maxraw=2` (measured M-80, all levels idle). Use to check whether the wall-clock timer under-advances under real AI load (D193). Cheap; safe for a full playtest. | **live** (D193) |
| `GE_D193A` | `src/game/chr.c` (`chrTick` → `d193aSample`, plus `d193aMoved` in `chrUpdateAnim`; `#ifdef PORT`) | Per-wall-second per-ticked-chr locomotion telemetry (D193/D209): `chr=` chrnum, `act=` ACT_TYPE, `speed=` world-units travelled/s, `gtd=` g_GlobalTimerDelta, `tier=``act_gopos.unk59` SPEED tier (0 walk / 1 run / 2 sprint; `-1` when not ACT_GOPOS), `gspd=``act_gopos.speed` (**a turn rate, not a travel rate** — 0 means running straight), `typ=` PROP_TYPE (3=CHR, 6=VIEWER), `tick=`/`move=`/`frz=` chrTick entries vs `chrUpdateAnim` calls vs freeze-gated (move « tick = the chr is being visibility-culled out of its own locomotion; `move=0` at high `speed` = WAYMODE_MAGIC), `hid=` CHRFLAG_HIDDEN, then the root-motion scalars `scale` / `xlscale` / `animrate` / `playspeed` / `mspeed` (model->speed) / `endframe` / `anim` ptr / `aidx=` that pointer reverse-resolved to its `animation_table_ptrs1` index (40 walking, 41 sprinting, 42 running, 107 walking_unarmed — map via `src/game/initanitable.c`). `GE_D193A_CHR=<n>` restricts to one chrnum. **This probe found D209**: Cradle showed `tier=1` (RUN) with `aidx=40/107` (walk anims) on every sample. | **live** (D193/D209) |
| `GE_D193B` | `src/game/model.c` (`sub_GAME_7F06D3F4`, `#ifdef PORT`) | Rate-limited (1/97) raw anim root-motion decode trace (D193): `joint=` / `flip=` / `base=` mtx channel index / `frame=` / `tmp=` decoded s16 translation triple from the anim bitstream / `angle=` / `anim` ptr / `bd=`+`bs=` the D32 u32 bitDescriptors/bitStream addresses / `njoints`. M-80 Facility: `base=0`, `angle=0`**always** (root-motion facing delta never non-zero — top lead), `tmp` ≈ (±small, ~1086 hip-height, ±small). Compare `tmp`/`angle` magnitudes against a clean N64 decomp build of the same anim+frame. | **live** (D193) |
| `GE_D250` | `src/boss.c` (`bossMainloop`, wraps `lvlRender()`, `#ifdef PORT`) | Per-wall-second line: `[D250] lvlRender avg=Nus n=M` — average + count of `lvlRender()` (DL-building: culling/animation/scene traversal) calls that wall-second, isolated from `gfx_run()`'s software-RSP interpretation cost (already covered by the existing "frame rendered in Nus" line). Added M-120 to chase D250 (fps stuck ~45-50 on Dam, ruled resolution/MSAA/vsync/build-flags out already) — found `lvlRender` itself is cheap (~0.5-1.5ms avg), so it is NOT the missing ~10-15ms/frame either; the still-unexplained cost must be elsewhere in the per-retrace-message loop (scheduler/thread round-trip, audio, or something not yet isolated by a targeted timer). Cheap; safe for a full playtest. | **live** (D250) |
| `GE_D172` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri1` — SETCOMBINE dedup log + non-LOD multitex tri dump; `#ifdef PORT`) | Particle magenta/cyan colour (D172). Logs each distinct SETCOMBINE + active cycletype, and — for a 2-cycle tri that consumes TEXEL1 with `tex_lod=0` and a distinct 2nd tile — the tile fast3d *samples* for each texunit vs what the DL *configured*. **Found D172**: 40/40 particle tris configured tile 1 @ tmem 392 (fire) but sampled tile 0 (smoke) → `smoke*smoke`. FIXED (`gfx_lod_tile_offset``return rdp.tex_lod ? 0 : i`). Probe kept inert. | **live** (D172 FIXED, probe kept) |
| `GE_D157` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_vertex` + `import_texture`; `#ifdef PORT`) | D219/D252's "rainbow particle" family — bullet-impact spark on Bunker1 door confirmed by screenshot to cycle magenta/green/cyan (M-157). Three sub-probes: original exact-color-match log (`g_BulletSparkColors[]` byte match → geometry_mode/LIGHTING + shaded RGB); **`D157T`** texture-identity-keyed vertex full-path log (tile 0 holds a loaded texture ≤16 KiB in frame window [90,240] → raw `cn[]`, post-shade RGBA, LIGHTING, geometry_mode, combine_mode, tile-0 tmem/fmt/siz/addr/size/line, uv; cap 400 + summary/200); **`D157I`** import census (small textures imported in the window, deduped per source address → addr/fmt/siz/size/tile/tmem). M-158: bug did NOT reproduce in 6 identical dev-box runs — probes left live to capture the full RGBA path on the next occurrence (user Steam Deck run with `GE_D157=1`). | **live** (D219/D252, non-reproducible as of M-158) |
| `GE_DTEX` | `port/fast3d/gfx_pc.cpp:1001` | Per-`import_texture` param log (dims / line / size / lod / gen_mipmaps). Used to root-cause RC2 and D159. Kept as an inert diagnostic. | **live** (RC2/RC3 not finished) |
| `GE_TEXDUMP` | `port/fast3d/gfx_pc.cpp:1020`, `port/fast3d/gfx_opengl.cpp:700` | PPM dump of every uploaded texture + a `fmt/siz/palfmt/palidx/pal[0..3]` line. Root-caused D161 (Depot ceiling). Kept as an inert diagnostic. | **live** (RC3 not finished) |
| `GE_D116` | `port/fast3d/gfx_pc.cpp:1710,2362`, `src/game/textrelated.c:265,541` (cached `ge_d116`) | HUD/text "X-mirror" (D114/D116) vbo/uv trace. **D114/D116 CLOSED — NOT A BUG (M-33/D168): the captures were upside-down, not mirrored.** Probe is now dead scaffolding — strip on the next cleanup pass. | dead (D114/D116 closed) |
| `GE_D288` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri1`, right after the D233 trivial-reject guard; cached `ge_d288`) | M-152 diag for the Silo intro stray triangle: logs any triangle whose clip-space NDC bbox covers >15% of the screen or goes non-finite, with each vertex's `w` and `any_behind_camera`. **Investigation in progress** — narrowed to two candidates (an unguarded `w`-division NaN leak in the backface-cull test just below, or the D106/D271 portal-BFS family), not yet root-caused; needs a live/headless `-level_20` run to disambiguate. | **live** (D288) |
| `GE_D236RM` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri1`, unconditional getenv, no state kept when unset) | M-155/pass-10 diag for D236: per-frame (`num_dls`) triangle count of the `0x0c184b50` render-mode class (`other_mode_l` exact match), heartbeat-logged every 300 frames even at zero. **REFRAMED D280's "run-to-run dependent instantiation" as ordinary room-based occlusion**, not a CPU-side gating bug — see `## D236` pass-10 writeup. | **live** (D236 OPEN, kept for future passes) |
| `GE_D236ORDER` | `port/fast3d/gfx_pc.cpp:1844` (`gfx_sp_tri1`, cached `s_d236order`) | D236 pass-12 diag: per-DL sequence log of the tree-class triangles (DL index, screen-space depth, noise min/max census) to test the draw-order hypothesis. Zero cost unset; remove once D236 concludes. | **live** (D236 OPEN) |
| `GE_D236ALPHA` | `port/fast3d/gfx_pc.cpp:1896` (`gfx_sp_tri1`, cached `s_d236alpha`) | D236 pass-14 diag: for the `0x0c184b50` tree-class render mode, logs the combine/alpha state of up to 4000 matching triangles (deduped on combine change) so the captured draw can be cross-checked against the source. Zero cost unset; remove once D236 concludes. | **live** (D236 OPEN) |
| `GE_D236ZFIX` | `port/fast3d/gfx_pc.cpp:1970` (`gfx_sp_tri1`, cached `s_d236zfix`) | D236 pass-12 test override: forces `depth_update=true` for the `0x0c184b50` tree-class render mode — a cheap mechanism test before deciding what a real fix looks like. Off by default; remove once D236 concludes. | **live, test-only** (D236 OPEN) |
| `GE_D236RAW` | `src/game/bg.c:2437` (`#ifdef PORT`) | D236 pass-16 diag: one-shot census of the raw vertex table's alpha-byte distribution (5 buckets + min/max), camera-independent, to check whether any vertex in the whole table exceeds the low ceiling. Zero cost unset; remove once D236 concludes. | **live** (D236 OPEN) |
| `GE_D245V` | `src/game/sky.c:962` (`skyPortRenderPoly`-adjacent, `#ifdef PORT`) | D245 water-seam diag: per-call min/max of the recomputed S/T texture-coordinate ranges for the water fan vertices (rate-limited), to check whether the seam tracks a tc-shift boundary. Inert unset. | **live** (D245 OPEN) |
| `GE_D245_FIXEDSHIFT` | `src/game/sky.c:946` (`#ifdef PORT`) | D245 test override: pins the water tc shift `k` to the given integer (0..SKY_TC_MAX_SHIFT) instead of the computed per-vertex value, to A/B the allowShift=TRUE behavior. Off by default (unset = current behavior). | **live, test-only** (D245 OPEN) |
| `GE_D252` | `port/fast3d/gfx_pc.cpp:733` (`import_texture`, cached `s_d252`) | D252 rainbow-particle diag: one-shot per (address,size) import log of the tile state (tmem/fmt/siz/addr/size/line) for small textures so a suspect particle tile can be checked against its source bytes by hand. Remove once D252 is resolved. | **live** (D252 OPEN — non-reproducible) |
| `GE_D54` | — (all blocks stripped M-32, commit `49ce620a`) | music seq-table ABI / endianness (`ALMidiHdr`) | dead (D54 closed) — fully removed |
| `GE_D54` | — (all blocks stripped M-32, commit `49ce620a`) | music seq-table ABI / endianness (`ALMidiHdr`) | dead (D54 closed) — fully removed (kept here as a tombstone; the generator flags it GONE) |
| `GE_D154` | `src/game/bg.c:3418,3447,3632` (capped 64 calls) | bg room-GDL call trace (room / gdlidx / vtxoff / op / raw hdr words) | dead (D154 closed) |
| `GE_D227V` | `src/game/sky.c` (`skyPortRenderPoly`, `#ifdef PORT`) | Sky/water per-vertex dump: `S`/`T`/`w`/`1/w`, screen xy, the chosen tc shift `k`, the baked `tc`, and whether the tile capture succeeded. **Found D227**: 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 overflowed and wrapped -- the starburst/"two sky processes" seam. Root cause was a unit error (`unk20`/`unk24` are already S10.5, not texels; M-82's `*32` was spurious). FIXED M-100b. Probe kept inert. | **live** (D227 FIXED, probe kept; useful for D229 water) |
| `GE_D85TEX` | `src/game/image.c:2479`, `src/game/tex.c:859,1050` | D85 texpool-full events (Depot analysis) | dead (D85 closed) — was useful for §3 |
| `GE_D217TEX` | `src/game/image.c:234` (`texInflateZlib`) | D217: logs `texnum`/`format`/`numcolours`/`palette[0..1]` straight off the decode bitstream (before any arena/pointer math) — the decode-correctness check that proved the affected texture (grip, `texnum=1608`) decodes byte-identically across levels, ruling out a decode/ROM-data bug. | **live** (D217 open — investigation instrument) |
| `GE_D229` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri` dual-texunit probe + `import_texture`) | D229: per-draw dump of both texunits' tile/tmem/fmt/siz/UV state for 2-cycle draws, plus a one-shot confirm line when the RGBA16-over-CI8 import remap fires (the fix path). Inert by default. | **live** (D229 fixed — probe kept for the Surface 2 / sweep verification) |
| `GE_D86` | `src/game/model.c:6295`, `src/game/objecthandler_2.c:143` | D86 model rwdata trace | dead (D86 closed) |
| `GE_D305` | `src/snd.c:420` (`sndHandleEvent` desync branch, `#ifdef PORT`) | D305: logs the sound-preemption desync state when it is detected (after the NULL-guard fix made the crash itself impossible) — confirms whether `Game.AllUnlocked` correlates or was coincidental, and whether it recurs. Inert unset. | **live** (D305 monitoring) |
| `GE_D309` | `src/game/chrai.c:810,3424`, `src/game/chraction.c:10139` (all `#ifdef PORT`) | D309 freeze probe: logs AI label-not-found restarts (`chrai.c`) and the run-to-bond persistent-list step-on path (`chraction.c`, capped 400 lines) — the diagnostics used to root-cause the elusive complete freeze (D309/D310). Inert unset. | **live** (D309/D310 fixed — kept for recurrence) |
| `GE_D314` | `port/src/optionsoverlay.c:681` (cached `s_d314Enabled`) | D314 F10-flicker probe: logs the overlay's viGetY / visible-row count / scroll / selection each poll. Inert unset; strip candidate once D314 is triaged. | **live** (D314 pending triage) |
| `GE_D318R` | `port/src/random.c:69,147` (`#ifdef PORT`) | PRNG golden probe (D284/D318): logs the first 4000 gameplay-PRNG draws with tick + caller return address, and every `randomSeed` set — verifies the bit-exact port of `random.s` and which call sites consume the stream. Inert unset. | **live** (D284 verification) |
| `GE_RSEED` | `port/src/random.c:134` (`#ifdef PORT`) | Test-only boot-seed override: `GE_RSEED=<hex64>` pins `g_randomSeed` at first seed instead of the wall-clock-derived value — for determinism and N64-parity tests. Inert unset. | **live, test-only** |
| `GE_RSEED_LV` | `port/src/d318watchdog.c:232` (`#ifdef PORT`) | One-shot level-start seed log: logs `g_randomSeed` at the first tick after level start (optionally armed for a specific tick via `<hex>@<tick>`) — ties a saved/loaded game's PRNG state to a level for D318-class repro. Inert unset. | **live** (D318 verification) |
| `GE_D318T` | `port/src/d318watchdog.c:270` (`#ifdef PORT`) | D318 watchdog timeline probe: per-tick log of the Facility ai_22 softlock signature window (c78 list/offset/attack state, c67 health) while the watchdog watches. Inert unset. | **live** (D318 verification) |
| `GE_D318W` | `port/src/d318watchdog.c:136` (`#ifdef PORT`) | **Not a probe — the D318 port-side watchdog itself, ON by default.** Detects the Facility ai_22 hold-pose softlock signature (a latent N64 race, see findings.md D318) for 600 consecutive ticks and re-seeds c78's attack via the game's own fresh-attack entry point. `GE_D318W=0` opts out; logs `D318W:` lines when it acts. **Permanent fix, not strip-candidate.** | **live** (D318 fix — permanent) |
## Notes
@@ -62,5 +121,9 @@ Two classes:
- `[Debug]` ini keys (`Debug.FrameDump`, `Debug.InputLog`) mirror
`GE_PCDUMP` / `GE_INPUTLOG` as a fallback (env var wins) — M-26,
`port/src/config.c`.
- Not GE_-prefixed but same category: `GE_DETERM` is **designed, not
| Mouse source | Raw driver deltas via ManyMouse (`device.c`), cursor locked by periodic `SetCursorPos`. No OS pointer accel, no deadzone. |
| **Hipfire look** | **Direct camera write**: `camx += XPOS/10 * (SENS/40) * (fov/basefov)` degrees per tick; `camy` likewise, clamped ±90 (−20 in tank). Linear in px — this is why GEPD "just feels right". |
| **Aim mode (R)** | Crosshair *position* accumulator `crosshairpos += XPOS/10 * SENS/292`, clamped to ±`CROSSHAIRLIMIT` (5.159° = screen edge). Gun/arm pose derived per-weapon from a 33-entry offset table. **View scrolls only past 72% of the way to the edge**: `aimx = (ratio−0.72) * 475 * timestep`, scaled by `fov/basefov`. |
| FOV coupling | Every term carries `(fov/basefov)` — scopes automatically get finer control. `basefov` = min(60, override). |
| Tank | Separate direct write to the tank x-rotation global (`0x80036484`), different scale (`360/TANKXROT * 2.5`); crosshair X locked to 0 when driving with tank equipped. |
| Menus | Mouse moves the menu cursor directly (`menux/y += px/10*SENS*6`, clamped to screen rect); aim button acts as B (back) in menus; wheel = weapon cycle macro. |
| Safety gates | Injection only when `camera==4||0 && menupage==11 && !dead && !watch && !pause && !mproundend`. |
| Extras | Crouch *toggle* mode, dedicated reload key (ROM hack — not portable to us), FOV override + viewmodel repositioning (ROM hacks — we have the clean equivalents in `port/`), intro skip on FIRE+AIM. |
@@ -12,20 +12,29 @@ once the game is playable start-to-finish without crashes.
| ~~**D74 wrap-block**~~ | ~~`gfx_pc.cpp:1546/1551` PORT block is dead code (guard `cms & G_TX_WRAP` always false; indexes per-texunit arrays with the vertex index → OOB if reached).~~ | **RESOLVED (M-30, RC3/D167).** The in-vertex-loop wrap block was reworked and hoisted to a per-texunit pre-wrap window (`gfx_pc.cpp` ~1574, now `cms`-correct and indexed by texunit not vertex), behind the `Video.WrapFix` knob (default OFF). No longer dead code or OOB. See §F "RC3 · D167". |
| **D75** | ~~Nintendo logo mispositioned; gun-barrel Bond model absent~~; cast-roll character models — status unknown. (Rareware logo OK.) | **Shrunk (M-33, upright captures after D168).** The "overlaps D114 shared mirror" note is withdrawn. **Gun-barrel Bond RENDERS correctly** (walk + fire, upright) — the "absent" reports were the flipped capture. **Nintendo logo IS still broken** — renders as two overlapping white ellipsoids shifted left, no wordmark/geometry (a real `logoinst` model transform/geometry bug, not a flip). Cast roll not re-captured — recheck with `GE_PCDUMP="1400-2200:25"`. `findings.md` §F "D75 Bug 2 — M-33 UPDATE". |
| **D77** | No audible music on PC. | Phase 3 (audio). §F D77. |
| ~~**D77**~~ | ~~No audible music on PC.~~ | **RESOLVED (M-104, PR #42) — in-level music now plays.** Root cause was a D6-class missing `return` in `sub_GAME_7F0C0BF0` (`mp_music.c`) that zeroed the seqp volume on the only in-level trigger path; menu/intro music bypassed it and was always fine. The remaining audio-*quality* gap (wrong-sounding instruments on some tracks — elevator named specifically — plus occasional garbling) is tracked as **D230**. §F D77/D230. |
| ~~**D116 (HUD)**~~ | ~~proportional-font strings + ammo counter mirrored~~ | **CLOSED — NOT A BUG (M-33, §F D168).** Same capture-orientation artifact as D114. |
| **D148** | Level-end cinematics don't play. Dam: hitting the exit trigger should show Bond rappelling down the dam (the bungee jump); instead it cuts straight to the mission-complete report. | Scripted cutscene / cinematic-camera + Bond rappel anim. Found M-27 during the first full Dam→Facility playthrough. Progression is unaffected — the report and next briefing load fine. **M-31 (§F D160):** static-traced the Dam end ailists (`ai_24`→`ai_17`, `camera_switch`→`CutsceneRecord` type-46 lookup). Diagnostic `GE_D160=1` shipped (`c95713f5`) — user runs Dam to the exit with it set; the trace pins whether the cutscene AI runs, and whether the propDef-index walk (D122/D132 family) hands `camera_switch` a bogus cutscene record. Leading hypothesis: propDef `sizepropdef` stride desync (medium confidence), not D75 anim-model. |
| **D149** | Front-end MISSION COMPLETE / mode-select 3D models (dossier, wallets) render as garbled full-screen geometry or not at all — one of the compiled sub-DLs (seg5+0x9ee4) is malformed, D146 now skips it instead of aborting. | D75 family. §F D146. |
| **D170** | Named-NPC "flee" scripted behaviour looks wrong on PC: on Silo, Ourumov breaks into a full run the instant he alerts ("Ourumov: Kill him!") rather than the N64 walk/retreat; developer reports Trevelyan behaves the same way on Cradle. | **Observed, not investigated** (M-34, from a Silo playtest capture; user bug report — no fix wanted yet). Could be a genuine ailist / `chrTick` divergence, OR the D155/D156 wall-clock `deltaFrames` locomotion-anim speed-up (a catch-up spike playing the walk cycle at 2–3×). **Verify first:** capture the same beat against N64 reference footage before assuming it diverges — Ourumov may be scripted to flee. If it's real, suspect the frametiming clamp (§F D155/D156) or the Cradle-family AI path (§F D123). |
| **D171** | Silo missile-shaft: a large translucent grey triangle sweeps across the lower frame while panning down the shaft (~3 s of the capture). Looks like a stray poly / near-plane clip fan, same family as D106 (portal near-plane min>max). | **Observed, not investigated** (M-34, Silo capture). Cosmetic, intermittent, tied to camera angle in the open vertical shaft. |
| **D172** | Bullet-impact / blood particle spray renders magenta or cyan instead of dark red (visible on guards hit at close range on Silo). | **Observed, not investigated** (M-34, Silo capture). A channel-order / CC-mode error in the particle-sprite path (magenta = R+B, cyan = G+B) — not the D64/D120 blood-decal family (those are crash/hang + missing decals, not colour). Likely a texture-format or env-colour decode in `blood_animation.c` / the fast3d sprite path. |
| **D178** | Objectives not listed correctly on the pre-mission briefing screen (the mission overview shown before starting a level). |**M-36 triage: the objective lines are BLANK, not wrong.**`GE_STARTMENU=10` Dam briefing renders the header fine ("OHMSS / Agent: James Bond / Mission 1: Arkangelsk / Part i: Dam / PRIMARY OBJECTIVES:") then just the bullet "a." with no text and no b/c/d. → **D143/D151 blank-text family** (`langGet()` → NULL → silent blank), *not* a propDef walk / difficulty decode. **Family B** in `docs/dev/M-36-TRIAGE.md` — find which lang bank the front-end briefing flow fails to load. Re-confirm the exact shape in a *real* briefing (the `GE_STARTMENU` boot skips real save state). Close relatives: D151 (watch objective text blank — type-35/23 `text` slot u16→u32 fix, M-28; interactive re-verify was still pending), D143 (briefing/objective text blank via `langGet` NULL), D157 (objective difficulty byte offset — could make difficulty-gated objectives appear/disappear wrongly). The pre-start briefing is a *different surface* from the in-level watch, so D151's fix may not cover it. **Next:** ask user which level + what exactly shows vs expected; compare against `docs/dev/LEVEL-OBJECTIVES.md` (regenerated post-D157); if lines are blank → D143/D151 family (`langGet` NULL guard = silent blank), if wrong objectives listed → propDef type-23 record walk / difficulty decode. |
| **D148** | Level-end cinematics glitch. Dam: the Bond rappelling/bungee cutscene plays but the camera violently shakes and Bond's own model appears to duplicate/glitch. **Cutscenes are buggy in many places across the game** (D173 level-start floating, D292 death-sinking, Cradle spin) — treat D148/D243 as the tracking entry for the whole cutscene-reliability problem, not just Dam. | **2026-09-17 (D243 M-107 through M-168, ~18 session-passes): the mechanism is now understood in real depth, and the camera-shake half is fixed (diagnostically, live-confirmed).** Full history + code citations: `docs/dev/findings.md``## D243` (long, multi-pass — look up via `findings-index.csv`, read the M-159 through M-168 paragraphs for the current understanding, don't linear-read). Short version for planning purposes: **(1) Root mechanism** — the cutscene teleports the *visible* Bond chr between shot positions correctly (`AI_TRYTeleportingChrToPad`, `chrai.c:4064`), but the actual rappel *animation* commands run on a separate, invisible driver chr (M-145) — the visible chr never gets told to play it, so it just keeps ticking whatever animation it already had equipped before the cutscene grabbed it. Every tick, that stale animation's own root motion gets read back into the chr's render position (`chrUpdateAnim`→`getsuboffset`, `model.c:684`), producing a small repeating cycle that reads as "shaking"/"glitching" on screen. Whether this exact mechanism is itself decomp-faithful (with the real PC/N64 divergence being *which* animation phase Bond happens to inherit at the cutscene boundary, not a code-path bug) is still an open question (M-165/M-166) — not yet answered. **(2) Two independent render paths, not one bug** — the camera's look-at filter reads `field_488.pos` (derived from `render_pos`, the model's animated-skeleton transform); the model's own on-screen draw reads `render_pos` directly (`objecthandler.c`'s `drawjointlist`). Fixing one does not fix the other; two live-test cycles were spent learning this the hard way (M-162/M-163 → M-167). **(3) Camera shake: FIXED at the mechanism level, live-confirmed by the user** ("camera shake is gone now") by freezing `field_488.pos` during the cutscene (`GE_D243X3`, `bondview2.c:10495`) — diagnostic-only, not shippable as-is (see next). **(4) Bond's own model duplication: mechanism-level fix attempted (`GE_D243X4`, `chr.c`, freezing `render_pos`'s contents) — stable after fixing two crashes (model-pointer-reuse hazard, see `porting-notes.md`'s two D11 updates), but freezing unconditionally also breaks the cutscene's *legitimate* per-shot camera/model repositioning** (the camera now looks the wrong direction for later shots; Bond still looks stuck) — not a fix yet. **Next steps for whoever picks this up** (none attempted yet): (a) re-baseline the `GE_D243X3`/`GE_D243X4` freeze on a position-delta threshold (a jump much larger than the observed intra-shot cycling amplitude, already characterized in the M-153/M-160 captures, is very likely a real shot-change teleport, not cycling) instead of freezing forever; or (b) hook the freeze/re-baseline directly to `AI_TRYTeleportingChrToPad` firing, the precise, unambiguous signal for "a legitimate reposition just happened"; (c) separately, find the actual N64-vs-PC divergence point per M-165/M-166 (log `aidx=`/`animframe=`, already wired into `D243M: onscreen`) to determine whether a real, permanent fix is even a `port/`-layer timing correction or needs a rule-2 sign-off for a genuine behavioral difference — this determines which of (a)/(b) is worth turning into a real fix vs. a stopgap. |
| ~~**D149**~~ | ~~Front-end MISSION COMPLETE / mode-select 3D models (dossier, wallets) render as garbled full-screen geometry or not at all.~~ | **CLOSED — user-verified fixed (M-87 playtest).** No longer reproduces; presumably fixed as a side effect of other front-end/D75-family work since M-49. D75 family. §F D146. |
| **D170** | Named-NPC "flee" scripted behavior looks wrong on PC: on Silo, Ourumov breaks into a full run the instant he alerts ("Ourumov: Kill him!") rather than the N64 walk/retreat; developer reports Trevelyan behaves the same way on Cradle.**M-49 full playthrough: escalated — Cradle (`-level_51`) is "bugged out completely" from Trevelyan's behavior; the final level's scripted progression breaks. Now folded into / superseded by §F D193 (NPC AI locomotion too slow).** | **Observed, not investigated** (M-34, from a Silo playtest capture; user bug report — no fix wanted yet). Could be a genuine ailist / `chrTick` divergence, OR the D155/D156 wall-clock `deltaFrames` locomotion-anim speed-up (a catch-up spike playing the walk cycle at 2–3×). **Verify first:** capture the same beat against N64 reference footage before assuming it diverges — Ourumov may be scripted to flee. If it's real, suspect the frametiming clamp (§F D155/D156) or the Cradle-family AI path (§F D123). |
| **D171** | Silo missile-shaft: a large triangle sweeps across the frame while panning down the shaft. **Promoted to `docs/dev/findings.md` §F D288 (M-141)** with a user-reproduced, precisely-bounded, visually-documented repro (frames ~562-741 of a bare `-level_20` boot) — read that entry for the current state, not this row. | See D288. |
| **D172** | Bullet-impact / blood particle spray renders magenta or cyan instead of dark red (visible on guards hit at close range on Silo). | **M-82: ROOT CAUSE FOUND + FIXED (PR #34).**`GE_D172` probe on a user Silo firefight: 40/40 particle tris configure tile 1 = RGBA16 fire @ tmem 392 but fast3d **samples tile 0 (smoke) for both texunits** — `gfx_lod_tile_offset()` returns 0 unconditionally (D107 blurry-ceiling fix; `video.c:225` disables `gfx_detail_textures_enabled`). `G_CC_INTERFERENCE` = `smoke*smoke` → magenta/cyan. Fix: `return rdp.tex_lod ? 0 : i` — only fold to base tile for real LOD/mip draws. (0xB9 + cycle-type were both false trails, ruled out earlier in M-82.) **Owed: in-game eyeball — blood should be dark red.** Detail: `D172-PARTICLE-COLOR-RESEARCH.md`. |
| ~~**D178**~~ | ~~Objectives not listed correctly on the pre-mission briefing screen (the mission overview shown before starting a level).~~ | **CLOSED — user-verified fixed (M-87 playtest): "main menu text is good now."** No longer reproduces. M-36 triage below kept for reference.**M-36 triage: the objective lines are BLANK, not wrong.**`GE_STARTMENU=10` Dam briefing renders the header fine ("OHMSS / Agent: James Bond / Mission 1: Arkangelsk / Part i: Dam / PRIMARY OBJECTIVES:") then just the bullet "a." with no text and no b/c/d. → **D143/D151 blank-text family** (`langGet()` → NULL → silent blank), *not* a propDef walk / difficulty decode. **Family B** in `docs/dev/M-36-TRIAGE.md` — find which lang bank the front-end briefing flow fails to load. Re-confirm the exact shape in a *real* briefing (the `GE_STARTMENU` boot skips real save state). Close relatives: D151 (watch objective text blank — type-35/23 `text` slot u16→u32 fix, M-28; interactive re-verify was still pending), D143 (briefing/objective text blank via `langGet` NULL), D157 (objective difficulty byte offset — could make difficulty-gated objectives appear/disappear wrongly). The pre-start briefing is a *different surface* from the in-level watch, so D151's fix may not cover it. **Next:** ask user which level + what exactly shows vs expected; compare against `docs/dev/LEVEL-OBJECTIVES.md` (regenerated post-D157); if lines are blank → D143/D151 family (`langGet` NULL guard = silent blank), if wrong objectives listed → propDef type-23 record walk / difficulty decode. |
| **D175** | In-game stutter / brief hang during normal play — observed opening a door on Runway (mission 3, `-level_35`) and also on Surface. No backtrace captured (gdb attach missed the window; it self-recovered). | **Observed, not investigated** (user QA report). Matches known transient-hang classes rather than looking new: D155 (post-slow-load catch-up spiral — clamped), D156 (anim NaN loop — guarded, prints one-shot stderr diag if it fires), D134 (SP/DP task-done event swallowed — fixed M-22, Runway was an original victim), D147/D152 (audio `s_imLock` steal = ~2 s hiccup). Door-open specifically = new room first visible → one-off texture-import/frame spike (likely benign). **Next:** reproduce under `tools_pc/debug.ps1` with the box idle; check console for the D156 stderr diag; if it recurs, attach gdb mid-hang and pattern-match `bt` (import_texture = benign slow frame; model.c:3131 spin = D156; pthread_mutex_lock on s_imLock = D147/D152). |
| **D176** | Surface exterior renders wrong (two co-located defects). **(a)** Sky is solid **black** — the skybox / sky gradient does not draw at all (reference: warm sunset cloud gradient). **(b)** The perimeter **tree-line backdrop renders as grey TV-static / comb interlacing** instead of snow-laden pines — the geometry is present and roughly the right silhouette but every tree texture is scrambled noise. Ground, tunnel and the dish/bunker building draw fine. | **Observed, screenshots committed** (M-35, user QA; `docs/img/bugs/d176-surface-exterior-our-build.png` vs `-reference.png`). Level is the shared Surface exterior — user reached it Dam→Surface on Agent so this is **Surface (i) `-level_36`** (confirm it also affects `-level_43`). **(a)** black sky: **M-36 partial (findings.md "D176(a)").** Env data is correct (`Sky.Clouds=1`, `CloudRGB=240,120,30`, `SkyImageId=0`); `skyRender` runs the cloud path and classifies corners correctly (switch case 12), but `skyRenderTri`/`skyRenderFull` emit nothing — not even the `env->RGB` fill shows. Not root-caused: next is probing `sub_GAME_7F097388` projected coords, verifying `skywaterimages[0]` resolves on PC (`image_bank.c` GIMG offset `0xFB4`), and a fast3d sky-tri trace. `GE_D176=1` probe shipped. **M-37: ROOT-CAUSED** — `skyRenderTri`/`skyRenderFull` build geometry *exclusively* as `G_RDPHALF_*` immediates, which `gfx_pc.cpp` deliberately no-ops (identical no-op in the PD port); fix = decode the RDPHALF tri-raster stream in fast3d (~1 session, genuine new code). **M-42: `-level_22` (Statue) confirmed a clean headless repro** — bare boot, frame ~360, upper half pure black; use it to verify the decoder. `-level_36`/`-43` intro cams face down (not a sky test without `GE_INPUTSCRIPT`). **(b)** tree/rock static: **M-36 triage — NOT the D159 family.**`texSwapAltRowBytes` is a full `#ifdef PORT` no-op (`image.c:2199`), it cannot cause this. Real cause: `port/fast3d/gfx_pc.cpp``import_texture_*` assume `line_size_bytes == full_image_line_size_bytes` (`SUPPORT_CHECK`; rgba16's is commented out *"trips ... with a garbage size"*`:658`) → non-PoT / sub-rect tiles get a flat linear read → diagonal row shear = grey static. **Family A** in `docs/dev/M-36-TRIAGE.md`. Fix: honour `line_size_bytes` as the real source pitch. Same defect as D182(2). |
| **D174** | "No blood effect" — user reports no visible blood when shooting guards / into surfaces. | **User QA report; likely D120, unverified.** Decals: the D120 `PointUsage[]` converter fix (M-30) was never interactively verified and only takes effect after a full sidecar regen (`d43 && d69 && d88 --regen`) — check whether the playtest build had regenerated sidecars before concluding the fix failed. Spray: D172 observed the particle spray *drawing* (wrong colour, magenta/cyan) on Silo — if the user sees no spray either, that's new info (different weapon/range, or the D172 decode is worse than "wrong colour"). First step: BUNKER1 firefight with regenerated sidecars; if decals still absent, instrument the `chr.c:3328` decal walk. |
| **D173** | Third-person Bond model (the player-representing figure shown at level start) spawns too high — floats well above the ground "a lot of the time" while the actual player spawn is correct. Same symptom on the Cuba end credits: JB stands ~6 ft in the air above Natalya. | **Observed, not investigated** (user QA report). D75 animated-model family but a *position* defect, not absence — M-33 confirmed the gun-barrel Bond renders fine upright. Suspects: (a) intro/credits puppet chr spawn position vs the model's base transform; (b) anim root-motion accumulation (`modelSetAnimFrame2WithChrStuff`, D156 area) offsetting the rendered joints above the body origin; (c) a `coord3d`/packed-float decode in the intro camera/model setup. "Player spawning is OK" localises it to the render-side model, not `g_CurrentPlayer` state. |
| **D182** | SELECT FILE screen degrades after navigating away and back (main menu → file select, or backing out of file select and re-entering). On the fresh screen the 007 gun-barrel spiral / Bond silhouette renders behind the file boxes; after a round-trip **the Bond image stops drawing entirely** and the whole background gains the **comb / interlacing** artifact (horizontal line scramble). File boxes, text and the Copy/Erase icons still draw. | **Observed, screenshot committed** (M-35, user QA; `docs/img/bugs/d182-file-select-backout-20260902.png`). Two symptoms, likely linked: **(1)** background 3D image stops rendering after re-entry → a front-end model/DL whose `render_pos` / segment binding is only valid on first construction (D149 / D75 `constructor_menuXX` family — the dossier/wallet models have the same "renders once" behaviour). **(2)** interlacing = **M-36 triage: Family A**, the `import_texture_*``line` vs `full_image_line` shear (see D176(b) / `docs/dev/M-36-TRIAGE.md`) — **not** the D159 `texSwapAltRowBytes` path (that is a full PORT no-op). Open question: why only *after* a round-trip — first import may land `line == width`, re-import may not, or the tile descriptor is stale on re-entry. Repro: `GE_STARTMENU` to file-select, back out with ESC/B, re-enter; `GE_DTEX` on the spiral texture across both visits. Shares defect (2) with D176(b). |
| **1P weapon viewmodel** | In-level first-person weapon models don't draw at all (no gun visible while playing). | Already documented — **AUDIT-M6 #5** (`docs/dev/AUDIT-M6-player-offsets.md`, "prime suspect") + §F D115 "still open (MED)"; M-8 handoff listed it NOT STARTED with a plan: instrument `gunfire.c:600-661` setup + `field_87F` gating first, then check `weaponModel.render_pos` arena lifetime and `weaponRwPool[192]` sizing. Note M-32b's "render_pos/dynAllocate RULED OUT" probe was the **front-end gun-barrel** path (`title.c`), not this in-level path — candidate #5 still stands. Distinct from the watch-page "dark/faint weapon model" (D75, D141 note). |
| **D176** | Surface exterior renders wrong (two co-located defects). **(a)** Sky is solid **black** — the skybox / sky gradient does not draw at all (reference: warm sunset cloud gradient). **(b)** The perimeter **tree-line backdrop renders as grey TV-static / comb interlacing** instead of snow-laden pines — the geometry is present and roughly the right silhouette but every tree texture is scrambled noise. Ground, tunnel and the dish/bunker building draw fine. | **Observed, screenshots committed** (M-35, user QA; `docs/img/bugs/d176-surface-exterior-our-build.png` vs `-reference.png`). Level is the shared Surface exterior — user reached it Dam→Surface on Agent so this is **Surface (i) `-level_36`** (confirm it also affects `-level_43`). **(a)** black sky: **M-36 partial (findings.md "D176(a)").** Env data is correct (`Sky.Clouds=1`, `CloudRGB=240,120,30`, `SkyImageId=0`); `skyRender` runs the cloud path and classifies corners correctly (switch case 12), but `skyRenderTri`/`skyRenderFull` emit nothing — not even the `env->RGB` fill shows. Not root-caused: next is probing `sub_GAME_7F097388` projected coords, verifying `skywaterimages[0]` resolves on PC (`image_bank.c` GIMG offset `0xFB4`), and a fast3d sky-tri trace. `GE_D176=1` probe shipped. **M-37: ROOT-CAUSED** — `skyRenderTri`/`skyRenderFull` build geometry *exclusively* as `G_RDPHALF_*` immediates, which `gfx_pc.cpp` deliberately no-ops (identical no-op in the PD port); fix = decode the RDPHALF tri-raster stream in fast3d (~1 session, genuine new code). **M-42: `-level_22` (Statue) confirmed a clean headless repro** — bare boot, frame ~360, upper half pure black; use it to verify the decoder. **M-47 + read-only consolidation:** Path B draft exists (`scratchpad/sky.patch`, `skyPortRenderPoly` PORT hook — geometry+texture reach GL, two unit defects open) and the full RDPHALF wire format is now decoded (S15.1 half-packing, 8-component perspective-interpolated vertex vectors); next session is mechanical per `docs/dev/D176a-SKY-NOTES.md`. `-level_36`/`-43` intro cams face down (not a sky test without `GE_INPUTSCRIPT`). **M-82: PR #18 rebased onto main + Defect-1 fix applied** — cloud tile is `s_skywaterimages[0]` = 64×64 IA8; the patch's `tc = S·32` scale is correct (matches GE's `width<<5` idiom, `glass2.c:678`), the bug was `(s16)` overflow on the ±20k-texel horizon S/T; fix = per-primitive phase-fold to the 64-texel period (`sky.c``skyPortRenderPoly`, `#ifdef PORT`). Builds clean, no crash (bunker1/statue/surface1 verify PASS). **Unverified visually** — owed: one `-level_22` screenshot (see `D176a-SKY-NOTES.md` "verification ask"). Defect 2 (horizon-band coverage / straddling tris) still open → adaptive tessellation. **(b)** tree/rock static: **M-36 triage — NOT the D159 family.**`texSwapAltRowBytes` is a full `#ifdef PORT` no-op (`image.c:2199`), it cannot cause this. Real cause: `port/fast3d/gfx_pc.cpp``import_texture_*` assume `line_size_bytes == full_image_line_size_bytes` (`SUPPORT_CHECK`; rgba16's is commented out *"trips ... with a garbage size"*`:658`) → non-PoT / sub-rect tiles get a flat linear read → diagonal row shear = grey static. **Family A** in `docs/dev/M-36-TRIAGE.md`. Fix: honour `line_size_bytes` as the real source pitch. Same defect as D182(2). |
| ~~**D233**~~ | ~~All levels (intermittent): near doors — especially doors you can't see through to the inside — the indoor level geometry vanishes and you can see straight through it into the room, while world objects (computerterminals, furniture) in that space still draw.~~ | **FIXED + VISUALLY VERIFIED (M-107 fix, M-108 verify).**`port/fast3d/gfx_pc.cpp``gfx_sp_tri1` was trivial-rejecting visible triangles that had a behind-camera (`w<0`) vertex. Status cell here was stale at "not investigated" — corrected M-119. §F D233. |
| ~~**D234**~~ | ~~Dam: the guard towers along the actual dam structure are invisible except for the first one.~~ | **FIXED + VISUALLY VERIFIED (M-108).** Same underlying mechanism as D233. Status cell here was stale at "not investigated" — corrected M-119. §F D234. |
| **D235** | Wrong textures load after dying/restarting a level — clarified: not Facility-specific, seen on multiple levels; trigger is death/restart (level reload), not a general build regression. | **Observed, not investigated** (M-106, user QA report, clarified same session). This is a state-leak on level re-entry, not a one-level texture-decode bug — prime suspect is the texture pool / CI-cache (D217/D228 neighbourhood) not fully resetting between a level teardown and reload (stale arena base, a palette-cache entry keyed by a reused address, or a texpool index not rewound). Needs: confirm it does NOT repro on a fresh level boot (only after death/restart); which surfaces; a screenshot. Next: instrument `texInitPool`/the CI-cache clear path for what does/doesn't reset on reload vs cold boot. |
| **D236** | Surface 1: the 2D billboard trees that appear at the start of the level and around the map don't draw as discrete tree sprites — they render as a wall/sheet of tree texture instead of the proper 2D tree objects. | **OPEN — second pass active (D266–D269); first-pass decode fix was reverted after a negative user re-test (D265)** (M-106, user QA report). The earlier IA16 framing was a misidentification: the cards are flat quads by design (no billboard opcode; byte-matched ROM emission) and bind an opaque IA8 64×16 strip plus an alpha-blended **IA4 128×16** strip (texdump r117) that is a row of ~13 faint conifer silhouettes. The wall came from `import_texture_ia4` decoding the RDP's I2:A2 nibble as I3:A1 — A2=1 canopy pixels went fully opaque, A2=2 dithering vanished (bug inherited verbatim from the PD port). **Second pass (D266–D269) re-framed the bug: the visible wall band is CI8 32×32 gradient/blob cards, not IA at all** — two draw classes per room stream (OPA + XLU), BILERP/TEXTLOD/2-cycle/**FOG-on**; texel-alpha blending proven correct by force-alpha A/B (D268). Current ranked suspects: fog range/application (D218 family) > TEXTLOD/mip sampling > draw density/culling > palette. The I2:A2 decode + AC-aware edge fixes are re-applied in-tree (uncommitted) and still owe a game-wide IA4 regression sweep before commit. |
| **D249** | Streets and Egyptian (the two biggest/most-open levels) show culling problems on far-away geometry at *default* FOV — distant geometry drops/pops incorrectly. Also a QoL ask: improve LOD in general, but gate it behind a toggle so N64-accurate ("old school") LOD stays selectable. | **Observed, not investigated** (M-119, user QA report). Distinct from D222 (high-FOV near-edge culling) and D218 (fog/far-clip tint). Two candidate mechanisms: (a) portal/room-visibility cutting off too aggressively at range on large multi-room layouts (D233/D234 neighbourhood — check for a far-plane/depth-range sibling to D233's w<0 trivial-reject fix), or (b) GE's own LOD/detail-swap system not ported faithfully (mip-tile / simple-model substitution at distance, `gfx_lod_tile_offset` family). First checks: `GE_PCDUMP` a long sightline on Streets/Egyptian where geometry visibly pops; determine which of (a)/(b) is firing before designing the fix or the requested toggle. §F D249. |
| **D217** | 1P weapon viewmodel + character-model CI textures render with a wrong palette on many levels / multiple weapons — PP7 grip + hand render flat green on Facility & Depot, "weird or missing" gun textures elsewhere; Bond's watch face too. Surfaced by D215 (viewmodel now draws). Clean on Bunker1. | **Defect ① FIXED (M-90), pending human playtest eyeball — full detail in `findings.md` §H "D217 — M-90" and §F D217.** Root cause: weapon texpool arena bases land %8==4 on PC (memp bump drift from pointer bloat); `texAlignIndices` absolute 8-byte row padding then shifts every palette 4 bytes early while model-DL `G_LOADTLUT` reads the N64 offset (grip count=1 load lands on next tenant's header slot → `0x1A00` green; larger loads read a 2-entry zero pad — the M-86 tell). Fix: `texInitPool` rounds the base up to 8 under `#ifdef PORT` (no-op on N64); 21/21 sweep PASS. Two defects: ① **visible green = misaligned texpool arena** (fixed as above). ② **CI texture-cache collision** (no palette-content key) — proven, **fix landed on branch `fix/d217-model-texture-palette` `f6fc0399`** (palette FNV-1a hash in the CI cache key), owes a 21-level `verify.sh sweep`; does not fix ①. |
| **D174** | "No blood effect" — user reports no visible blood when shooting guards / into surfaces. | **User QA report; likely D120, unverified.** Decals: the D120 `PointUsage[]` converter fix (M-30) was never interactively verified and only takes effect after a full sidecar regen (`d43 && d69 && d88 --regen`) — check whether the playtest build had regenerated sidecars before concluding the fix failed. Spray: D172 observed the particle spray *drawing* (wrong color, magenta/cyan) on Silo — if the user sees no spray either, that's new info (different weapon/range, or the D172 decode is worse than "wrong color"). First step: BUNKER1 firefight with regenerated sidecars; if decals still absent, instrument the `chr.c:3328` decal walk. |
| **D173** | Third-person Bond model (the player-representing figure shown at level start) spawns too high — floats well above the ground "a lot of the time" while the actual player spawn is correct. Same symptom on the Cuba end credits: JB stands ~6 ft in the air above Natalya. | **Confirmed still present across the full 21-level playthrough (M-49).****Observed, not investigated** (user QA report). D75 animated-model family but a *position* defect, not absence — M-33 confirmed the gun-barrel Bond renders fine upright. Suspects: (a) intro/credits puppet chr spawn position vs the model's base transform; (b) anim root-motion accumulation (`modelSetAnimFrame2WithChrStuff`, D156 area) offsetting the rendered joints above the body origin; (c) a `coord3d`/packed-float decode in the intro camera/model setup. "Player spawning is OK" localises it to the render-side model, not `g_CurrentPlayer` state. |
| **D182** | SELECT FILE screen degrades after navigating away and back (main menu → file select, or backing out of file select and re-entering). On the fresh screen the 007 gun-barrel spiral / Bond silhouette renders behind the file boxes; after a round-trip **the Bond image stops drawing entirely** and the whole background gains the **comb / interlacing** artifact (horizontal line scramble). File boxes, text and the Copy/Erase icons still draw. | **Observed, screenshot committed** (M-35, user QA; `docs/img/bugs/d182-file-select-backout-20260902.png`). Two symptoms, likely linked: **(1)** background 3D image stops rendering after re-entry → a front-end model/DL whose `render_pos` / segment binding is only valid on first construction (D149 / D75 `constructor_menuXX` family — the dossier/wallet models have the same "renders once" behavior). **(2)** interlacing = **M-36 triage: Family A**, the `import_texture_*``line` vs `full_image_line` shear (see D176(b) / `docs/dev/M-36-TRIAGE.md`) — **not** the D159 `texSwapAltRowBytes` path (that is a full PORT no-op). Open question: why only *after* a round-trip — first import may land `line == width`, re-import may not, or the tile descriptor is stale on re-entry. Repro: `GE_STARTMENU` to file-select, back out with ESC/B, re-enter; `GE_DTEX` on the spiral texture across both visits. Shares defect (2) with D176(b). |
| **D197** | Character face/head textures wrap wrong — the face texture repeats around the side of the head "and continues weird" instead of clamping to the front. Seen on **Silo** (M-49 playtest), intermittent ("sometimes"). Reads as **`G_TX_CLAMP` not honoured** for the character-skin tile in fast3d (→ `GL_REPEAT`, so the face UV region tiles around the skull), or wrong `shifts`/`shiftt` / LOD-tile selection on the head texture, or the D167 non-PoT wrap-period issue (head textures are often non-PoT) hitting skinned models. | **Observed, not investigated** (M-49, user bug report — needs a capture + which chr/level). Distinct from D176(b)/D182(2) (those are *bg wall* pitch shear). Related: RC3/D167 (`Video.WrapFix`, non-PoT wrap period) + the `texWriteTileLods``shifts=shiftt=lod` note in findings §F "D176(b) → 4. candidate 2". First checks: does `gfx_pc.cpp` map N64 `cms/cmt``G_TX_CLAMP` → `GL_CLAMP_TO_EDGE` for character DLs; is the head tile getting the base tile vs an LOD tile (D107); try `Video.WrapFix=1` on a repro. |
| **D195** | Transparency / alpha-blended surfaces render wrong — reported on **Control** (Severnaya bunker basement — Natalya's console room; heavy on glass partitions and the translucent projected/holographic wall displays). Exact failure mode not yet pinned by the reporter (M-49 playtest): candidates are alpha-blended geometry drawing fully opaque, translucent panels drawing invisible, or draw-order/sort so translucent surfaces occlude what's behind. | **Observed, not investigated** (M-49, user bug report — needs a `GE_PCDUMP` capture + which surfaces). fast3d render-mode / combiner path. Same neighborhood as D161 (CI8 tile + `G_TT_NONE` → garbage), D172 (particle-sprite channel order), D176(b) (texture pitch shear) — but this is a *blend/alpha* defect, not a texture-decode one. Note D128 already touched Control's `specialportalarray` (portal struct stride) — check whether the affected surfaces are portal-adjacent. First checks: does `gfx_pc.cpp` honour `G_RM_*` XLU render modes + `G_AC_THRESHOLD`/`G_CC` alpha for these DLs; is `gDPSetRenderMode``w1` being parsed (cf. findings §F "zbuf-clear w1 scribble"); is Z-write-vs-blend ordering right for XLU surfaces. Get the reporter to say: opaque-where-should-be-clear, invisible, or wrong edges? |
| **D252** | Particle effects cycle through a rainbow palette — bullet-impact sparks and lingering smoke/explosion residue drift through the full hue wheel over time (~10 shots to sweep it) instead of holding their intended grey/orange palette (M-124, user playtest). Full mechanism + suspect in findings §F **D252**: colour comes from 15 distinct `IMAGE_SMOKE_N`×`IMAGE_FIRE_N` (RGBA16) pairs the particles age through; prime suspect is `import_texture_rgba16` deriving width/height from the tile line size (32×7 instead of 16×14 for the fire tiles), scrambling each stage's sprite into a different wrong hue. | **Documented only — not fixed for v0.2.0-pre** (user instruction). Confirm with one dumped fire tile vs raw `IMAGE_FIRE_N` bytes, then derive width/height from the LOADBLOCK dtx/dlh. D172/M-82 lineage. |
| **1P weapon viewmodel** | **RESOLVED (M-83, D215).** In-level first-person weapon models drew nothing. Root cause: `gunRenderFirstPersonGunModels` built its `ModelRenderData` via `*(ModelRenderData*)&D_80035CC0` — a reinterpret across two separately-declared adjacent globals that only lands right on the N64 linker + 4-byte pointers; on x86-64 `renderdata.flags` read 0, gating every weapon DL node off in `modelRenderNodeGundl`. All 3 ranked suspects in VIEWMODEL-RESEARCH.md were ruled out first by the `GE_DVM=1` probe. Fixed `#ifdef PORT` (explicit field init). `subdraw` 1→153 gfx cmds; owed one BUNKER1 eyeball. |
| **Key rebinding**_(DONE M-83, D214)_ | `port/src/input.c``[Input.Bind]` section | P | M | Keyboard only, 12 actions, `Input.Bind.* = Key,Key` (SDL scancode names), file-driven like PD. Defaults = prior FPS layout (verified). Per-controller pad rebinding + a UI still open. |
| **SkipIntro**_(DONE M-83, D216)_ | `Game.SkipIntro` -> `src/game/lv.c` | P | S | Boots to the SELECT FILE menu, skipping the legal screen + Nintendo/Rare/GoldenEye logo attract loop. Reuses the game's own post-intro route (sets `is_first_time_on_main_menu=FALSE` + `menu_update=MENU_FILE_SELECT`); one `#ifdef PORT` line in the existing GE_STARTMENU block. Verified headless (screenshots). |
| **DisplayFPS**_(DONE M-83, D213)_ | config `Video.DisplayFPS` | P | S | Top-right readout, config-only; ~0.5 s sample window. |
| **Anisotropic filtering**_(DONE M-83, D212)_ | `Video.Anisotropy` (1–16, dflt 4) | P | S | fast3d already had the GL hook + a hardcoded 4×; M-83 exposed it as config. MipmapFilter / TextureFilter2D still not surfaced. |
| Per-pad tuning: per-stick deadzones, stick scale, rumble scale, device index, swap sticks, C-button mapping | `input.c` padsCfg block | P | M | Medium. Matters for real-controller users; PD pattern is a config section per pad. **M-87 survey addendum:** PD does *incremental* hot-plug (`SDL_CONTROLLERDEVICEADDED/REMOVED` opens/closes individual pads into the first free slot, remembers `deviceIndex=-1` on removal so a replugged pad returns to its configured seat, `input.c:473-491`); GE's port instead does a full rescan-close-and-reopen-everything (`inputRescanPads()`, `input.c:983-1000`) and the game itself latches the controller mask at boot, so a pad added later merges into controller 0 for play. PD's incremental-with-remembered-seat approach is the natural implementation shape for this row and sidesteps the boot-latch merge — fold into the design when this row gets built, not a separate item. |
| **Rumble → D224 (M-87). DEPRIORITIZED (M-87, user call) — gamepad-only, this release targets mouse/keyboard as primary.** GE's port fully no-ops the N64 Rumble Pak (`port/src/libultra.c:1220-1223``osMotorInit/Start/Stop` all stubbed "no accessories on the PC") — GE genuinely has a rumble subsystem (`src/motor.c`, `src/joy.c`) that never reaches any output. **PD's PC port wires this straight through to real gamepad rumble**: `inputRumbleSupported()`/`inputRumble()` call `SDL_GameControllerRumble()` when the connected pad reports haptics, `Input.PadN.RumbleScale` config + an options-menu slider, `osMemSize`-style "pretend the accessory is there" pattern applied to a real one instead of faked. | P | M | Concrete PD-port precedent, straightforward port-layer wiring, ready whenever gamepad support is prioritized (no `src/` game-logic touch — GE's `motor.c` calls already exist, just need `osMotorStart/Stop` in `libultra.c` to route to a real `SDL_GameControllerRumble` call the way PD's do). |
| FakeGamepads / FirstGamepadNum / UseHIDAPI | `input.c` | P | S–M | Niche (local MP on PC); defer until MP is actually played. |
| Window polish: DefaultFullscreen/Maximize, CenterWindow, AllowHiDpi, ExclusiveFullscreen | `video.c` vid* block | P | S | HiDpi + center are the useful ones on modern Windows. |
| VSync adaptive (−1..10) | `Video.VSync` range | P | S | Note for FPS plan — GE's 0/1 toggle is fine until then. |
| **CenterHUD** (0/1/2 = left/center/right) | `Game.CenterHUD` → `g_HudAlignModeL/R` | G* | — | Already scoped in `WIDESCREEN-FOV-PLAN.md` Option B (Phase 1 decision). Not a separate item. |
| Per-player FovY + FovAffectsZoom | `Game.Player%d.FovY`, `g_PlayerExtCfg` | G | M | PD does this in game code. GE's port-only RSP FOV slider (widescreen plan Phase 4) covers the global case; per-player is a stretch goal needing the exception class. |
| MemorySize (4–2048 MB emulated RAM) | `Game.MemorySize` → `g_OsMemSizeMb` | P? | S | Check how GE sizes its OS memory heap; if fixed, make it a config knob (stability lever for heavy levels). |
| GlareBrightness / OverexposureScale / FramebufferEffects | PD post-FX | — | — | Not applicable: GE's fast3d has no framebuffer-effect path. Excluded. |
| **HUD scale → D226 (M-87, new).** Ammo counter + bottom-left pickup/status text + top-of-screen dialogue all funnel through one function, `textRenderOutlined()` (`textrelated.c:688`), from two `bondview2.c` call sites — plain RDP texture-rectangles at native glyph size, no scale factor anywhere. Menus/options/MP UI share the same function but must NOT be scaled by this (different constraint, own layout). | P | M | User-requested. No PD precedent. Scale-about-anchor (bottom stays bottom, top stays top), matching D211's HUD-static principle. F10 slider candidate alongside FovScale. |
| **F10 overlay: mouse-wheel scroll + more settings + category grouping → D237 (M-106, new).** The F10 options overlay (`port/src/optionsoverlay.c`) works but has no wheel-scroll navigation and only a minimal row set. User ask: (1) scroll with the mouse wheel; (2) expose more settings that can easily be surfaced — explicitly `Game.NoHitFlash` (D232, screen-flash setting), plus other cheap candidates from this inventory's baseline list (e.g. `Video.Anisotropy`, `Video.TextureFilter`, `Input.MouseYScale`, `Input.MouseSmoothing`, `Input.AimBand`); (3) organise rows by category — mouse settings together, video together, etc. (group headers over the existing flat registry walk). | P | M | User-requested. No PD precedent needed — pure port-layer overlay work on top of the existing `config.c` registry; wheel event already reaches the port (`inputPostWheel`, D223). Cross-ref `OPTIONS-MENU-PLAN.md` §3. |
| **Mouse sensitivity rework → D238 (M-106, new).** User wants normal PC-shooter mouse settings: (1) a *separate* RMB aim-mode sensitivity; (2) ideally ONE single master sensitivity driving both turn + aim, **linked by default**, with a future option to set them independently (today `Input.MouseAimSpeed` dflt 16 and `Input.MouseTurnSpeed` dflt 100 are two unrelated keys, `input.c:188-190`); (3) up/down should feel mostly the same as left/right — GEPD Mouse Injector cited as the good-feel reference. Implementation shape: one master `Input.MouseSensitivity` feeding both paths with a per-mode scale factor defaulting to equal, plus independent override keys that decouple only when set; audit the Y-axis gain asymmetry (`AIM_GAIN` vs `MOUSE_TURN_GAIN`, `MouseYScale`, smoothing) so vertical tracks horizontal. Lump with the overall mouse/input fixes (D194/D165/D166 lineage; the SOLITAIRE natural-pitch scheme switch noted on D166 may subsume part of this). | P | M | User-requested. No PD precedent — GE-specific feel work in `port/src/input.c` + `config.c`. |
| **Click-to-lock / always-grab parity → D239 (M-106, new).** User: click-to-lock should be the default (it already is — `mouseCaptureMode = 1`, `input.c:185`); "always grab" feels bad on the file-select menu and is not 1:1 with click-to-lock; if parity is too complicated, **drop always-grab and remove the setting**. Re-confirms the M-82 decision to rip out `MouseCaptureMode=0` (`docs/BACKLOG.md` "M-82 playtest feedback"; D192 documents mode 0's unreachable-outer-cells defect). Recommendation: take the fallback — delete mode 0 + the config key, keep click-to-lock only. | P | S | User-requested; closes D192 by deletion rather than fix. |
| **Debug unlock-all → D225 (M-87, new, dev-tooling not player QoL).** One env-gated `#ifdef PORT` short-circuit at `fileGetIsCheatUnlocked()` (`src/game/file2.c:391`) unlocks **both** all-mission-select **and** the full cheat menu in one change — the two gates already share that single function. Bonus: exposes leftover Rare dev cheats (`CHEAT_LINEMODE` wireframe, `CHEAT_BONDPHASE`, `CHEAT_DEBUG_POS/UNK5`) that are otherwise unreachable. | P | S | User-requested testing convenience ("always enable all level access + all cheats... goes a long way"). Default off, pure query-time override, zero save-data/gameplay-logic touch. |
# Agentic development: two AI coding agents porting GoldenEye 007
---
title: Agentic Development
description: A case study in two AI coding agents porting a Nintendo 64 game to PC; the setup, timeline, handoff workflow, and an honest assessment of what worked.
---
*A case study in AI-agent collaboration on a large, low-level codebase. A
GoldenEye 007 Nintendo 64 → desktop port, taken from "builds a ROM" to
"playable front end" in about two weeks — driven mostly by two coding agents (a
local open-weight model, Qwen 3.8, on a single RTX 5090, and a hosted frontier
model, Claude / Claude Code), handing work back and forth through shared
written notes under one person's part-time direction. This is the goal, the
method, the timeline, and an honest read on what did and didn't work.*
## Agentic development: two AI coding agents porting GoldenEye 007
*How this port was actually built: a local open-weight model (Qwen 3.8 on a
single RTX 5090) and a hosted frontier model (Claude / Claude Code) handing
work back and forth through shared written notes, under one person's
part-time direction. The goal, the setup, the timeline, and an honest read on
what did and didn't work.*
## Contents
- [Why this project exists](#why-this-project-exists)
- [The setup](#the-setup)
- [Timeline](#timeline)
- [By the numbers](#by-the-numbers) — [Commit velocity](#commit-velocity) · [Who did what](#who-did-what)
- [By the numbers](#by-the-numbers); [Commit velocity](#commit-velocity) · [Who did what](#who-did-what)
- [The handoff workflow](#the-handoff-workflow)
- [Assessment](#assessment)
@@ -21,7 +24,7 @@ method, the timeline, and an honest read on what did and didn't work.*
The playable port is real, but it is not the primary deliverable. The goal was
to **test how well coding agents hold up on a large, unfamiliar, low-level
codebase** — one with none of the properties that make web-app work easy for
codebase**; one with none of the properties that make web-app work easy for
an LLM:
- ~230 translation units of decompiled Nintendo 64 game C, compiled
@@ -36,7 +39,7 @@ an LLM:
Concretely it set out to validate a **two-agent arrangement**: a
locally-hosted open-weight model doing the bulk of the work on a single
consumer GPU, a hosted frontier model brought in for a collaborative phase,
and — the part that turned out most interesting — the two **handing work back
and, the part that turned out most interesting, the two **handing work back
and forth** through shared written artifacts, directed by one human.
## The setup
@@ -44,17 +47,17 @@ and forth** through shared written artifacts, directed by one human.
| | |
|---|---|
| Local agent | `unsloth/Qwen3.8-27B-GGUF:UD-Q4_K_XL` on a single **NVIDIA RTX 5090**, driven mainly through the **[pi](https://pi.dev/)** coding agent. Unsloth Desktop (Unsloth's local model runtime, which can drive agents such as Claude Code) was also trialed but not used significantly. |
| Hosted agent | **Claude**, via **Claude Code**, on a Claude Pro subscription — mostly **Sonnet 5**, with **Opus 5** used as an escalation tier for the hardest problems and whenever there was subscription budget to spend on it |
| Hosted agent | **Claude**, via **Claude Code**, on a Claude Pro subscription; mostly **Sonnet 5**, with **Opus 5** used as an escalation tier for the hardest problems and whenever there was subscription budget to spend on it |
| Human | one person: direction, work partitioning, integration, and every build / playtest / frame-capture the agents could not run |
| Base | fork of the [GoldenEye 007 decompilation](https://github.com/n64decomp/007) (years of prior work by Larry Ficken ("kholdfuzion") and contributors) |
| Reused | the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark)'s `fast3d` software RSP — same Rare engine family |
| Reused | the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark)'s `fast3d` software RSP; same Rare engine family |
The port is the GoldenEye-specific porting work **on top of** those two
existing bodies of work; it is not a from-scratch reimplementation of either.
In practice the models formed a **three-tier escalation**: the local model
handled well-scoped work, Sonnet 5 took what it stalled on, and Opus 5 was
reserved for the bugs that needed the most reasoning held at once — the same
reserved for the bugs that needed the most reasoning held at once; the same
"escalate when stuck" move applied at every level.
## Timeline
@@ -65,7 +68,7 @@ All dates from this repository's own commit history (August 2026).
gantt
dateFormat YYYY-MM-DD
axisFormat %b %d
title GoldenEye 007 PC port — from fork to playable front end
title GoldenEye 007 PC port; from fork to v0.3.0
section Local model - Qwen 3.8 via pi
Fork + PC-port scaffolding :m1, 2026-08-16, 1d
Full compile + link (~230 TUs) :m2, 2026-08-20, 1d
- **Day 33** (18 Sep): **v0.3.0 released** — the full campaign playtested
end to end at Agent difficulty, audio complete, bundles for Windows,
Linux and Steam Deck.
So roughly **two weeks**, one person part-time, to take a decompilation from
"builds an N64 ROM" to "boots on desktop, renders every solo level, playable
through the front end into the early game" — with audio and a set of cosmetic
issues still outstanding.
through the front end into the early game". The rest of month one (29 Aug –
18 Sep) took it from there to a public release: the 21-level sweep to
full-campaign completion, the audio mixer, input and Steam Deck polish,
widescreen FOV scaling, and the v0.3.0 bundles — with a set of cosmetic
issues documented rather than outstanding.
## By the numbers
| | |
|---|---|
| Calendar time | 16 days (16 Aug – 1 Sep 2026), one person part-time |
| Commits on the port | ~223 |
| Root-caused bugs logged | 162 (`D1`–`D169` in [`findings.md`](findings.md); some later merged or withdrawn) |
| Handoff sessions | ~33 (`M-2` … `M-33`) |
| Game-source files given `#ifdef PORT` ABI edits | 63 files, 241 blocks |
| New port-layer / tooling files | 128 |
| Port layer | ~17,000 lines C/C++ (`port/`) |
| PC asset-conversion tooling | ~6,300 lines Python (`tools_pc/`) |
| Outcome | intro + all 21 solo missions render, front end playable; audio not yet done |
| Calendar time | 34 days (16 Aug – 18 Sep 2026), one person part-time |
| Commits on the port | ~690 |
| Root-caused bugs logged | `D1`–`D311` in [`findings.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/dev/findings.md), 190 tracked entries in the index (some labels later merged or withdrawn) |
| Game-source files given `#ifdef PORT` ABI edits | 71 files, ~385 blocks |
| New port-layer / tooling files | ~119 |
| Port layer | ~24,450 lines C/C++ (`port/`) |
| PC asset-conversion tooling | ~7,180 lines Python (`tools_pc/`) |
| Outcome | **v0.3.0 released**: full campaign playable end to end (all 21 missions playtested at Agent difficulty) at a steady 60 fps, full audio (music + SFX), file-backed saves; Windows, Linux and Steam Deck; known cosmetic defects documented in the finding log |
D75,OPEN,front-end 3D model transforms (D77 audio split out below —,"OPEN (parked). M-32 triage (see §F ""D75 ADDENDUM""):"
D76 · D164,FIXED,Legal screen only draws line 1 —,"FIXED — this row and the ## D164 entry below were stale; the proposed one-line #ifdef PORT fix was actually committed 8dfc578f4 (2026-08-31), well before this correction (2026-09-18)."
D159,FIXED,"front-end wallet-Bond photo ""interlaced""/combed (RC1 / D149) —",FIXED (#ifdef PORT no-op the swap in image.c)
D186,PARTIAL,"Video.FpsCap throttles the sim, not just presentation (M-39 diag, M-42 clamp).","CLAMP LANDED (port/fast3d/gfx_sdl2.cpp, port/src/video.c); real fix owed"
D189,FIXED,Linux -fstack-protector aborts on the decomp's latent stack-buffer overruns (M-48) —,"FIXED (CMakeLists.txt, src/game/stan.c #ifdef PORT); PR #23"
D190,CLOSED,"Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open).","CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows)."
D200,FIXED,-level_09 segfault: reverb's ALDelay.input/output are u32 —,FIXED — 5-line cast in reverb.c (this session)
D196,FIXED,"OS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest).","FIXED (6e758f1d, merged to main) —…"
D192,CLOSED,Front-end mission/level-select grid pointer still can't reach the outer cells —,"CLOSED — the buggy mode 0 was removed entirely in the v0.2.0 prep pass (see D239); click-to-lock is now the only capture mode, so the unreachable-cells path no longer exists"
D221,FIXED,SELECT FILE mouse hit-box offset —,"FIXED (M-91) — explicit {min,max} coord2d pairs under #ifdef PORT; human mouse-playtest confirmed."
D223,FIXED,QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter —,"FIXED (M-105, port/src/input.c) —…"
D224,?,"QoL gap (M-87, from a PD-PC-port survey):","DEPRIORITIZED (M-87, user call)."
D225,FIXED,"Dev-tooling QoL (M-87, user ask):","FIXED (2026-09-18) — GE_DEBUG_UNLOCKALL=1 short-circuits fileGetIsCheatUnlocked() (src/game/file2.c, #ifdef PORT, cached getenv) to always return TRUE; default off, no save mutation."
D226,OPEN,"QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.","OPEN — root cause / call sites identified, not designed or implemented."
D227,FIXED,Sky renders as two independently-moving halves —,"FIXED (M-100b, PR #43) —"
D229,FIXED,"IsWater-level water renders green, pulses blue<->green (M-101; Frigate -level_26).","FIXED (port-layer) — ZLIB+CI8 water image now imports via the CI8 palette path (gfx_pc.cpp); Frigate verified live (""looks better""); sweep + Surface 2 by-eye still owed."
D230,FIXED,In-level music quality:,"FIXED (M-121, v0.2.0) —"
D234,FIXED,"Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).",VISUALLY VERIFIED FIXED (M-108) —…
D244,OPEN,Self-hosted CI runner (corpyvt6agent01) link failure:,"OPEN, not yet fixed. Next…"
D228,FIXED,AK47 white missing-texture patches after D217's texpool fix —,"FIXED (port/fast3d/gfx_pc.cpp, palette_to_rgba32) —"
D204,FIXED,PC audio ran ~2 % below real time permanently (AI feedback loop's 3 ms setpoint vs PC jitter).,"FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —"
D203,CLOSED,"Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:",CLOSED — root cause + fix in D253.
D201,FIXED,"src/libultra/audio/bnkf.c bank/instrument/sound/wavetable relocation offsets were s32, truncating the real 64-bit base pointer.",FIXED (src/libultra/audio/bnkf.c) —
D202,?,"Silenced PPK ""slap"" + broader real-time mixer corruption (M-52→M-67).",ROOT CAUSE ESTABLISHED (M-66); Disposition C implemented + measured (M-66b) —
D206,FIXED,PC played every SFX one bank slot too high —,"FIXED (M-76, src/snd.c:1001, #ifdef PORT) —"
D207,?,"Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).",MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) —
D208,FIXED,Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —,FIXED + user playtest-verified (M-78d) —
D209,FIXED,Every AI character in the game is locked to a *walk* animation regardless of the speed the ailist commands —,FIXED + user-playtest-verified (M-81).
D210,FIXED,chrToPatrol() leaves act_patrol.lastvisible60 uninitialised on PC —,"FIXED (chraction.c:3872, #ifdef PORT → self->act_patrol.lastvisible60 = -1;, N64 line under #else).…"
D205,CLOSED,"PC plays wrong/extra SFX for gameplay events (gunfire slap layer, explosion→scream, armour pickup, melee→Klobb idx 106) —",CLOSED (M-78) — root cause was D206; all four symptoms resolved + user-confirmed by ear.
D168,FIXED,GE_PCDUMP / F12 PPM captures were vertically flipped —,FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
D169,FIXED,Front-end mouse pointer can't reach the outer cells of the mission/level-select grid —,"FIXED (M-33, port/src/input.c, port-only, no #ifdef PORT)."
D178,FIXED,Pre-mission briefing screen:,FIXED (M-36) — high confidence
D175,OPEN,In-game stutter / brief hang during normal play —,"OPEN — observed, not investigated"
D176,FIXED,"Surface exterior renders wrong (-level_36), two independent defects.","(a) scroll-speed FIXED (fidelity pass; HIGH confidence on root cause, MODERATE on N64 parity); M-93 playtest + M-98 Defect-2 starburst screenshot in the sections."
D177,FIXED,Ladders non-functional —,FIXED (M-36) — high confidence; interactive climb test owed
D172,FIXED,"Bullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).",FIXED (port/fast3d/gfx_pc.cpp gfx_lod_tile_offset)…
D174,OPEN,"""No blood effect"" (user QA report).",OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars
D183,OPEN,"M-36 Family A (""texture line/pitch shear"") is DISPROVEN for the Surface repro (-level_36).",Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN
D173,FIXED,Third-person Bond model spawns too high —,"MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed)."
D179,FIXED,Packaged build crashes after the logos —,"Diagnosed, not fixed —"
D180,PARTIAL,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).","LANDED, port-only, no #ifdef PORT.…"
D181,?,Game.ScreenShakeIntensity —,"Menu row pulled (v0.2.1, user testing)."
D184,PARTIAL,F10 port-layer options overlay —,"LANDED, port-only, no #ifdef PORT in src/."
D215,FIXED,1P weapon viewmodel never drew in-level —,"FIXED (src/game/gunfire.c, #ifdef PORT)."
D216,PARTIAL,"Game.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).",LANDED + VERIFIED this session.
D217,FIXED,1P weapon viewmodel + 3P Bond model textures garbled —,FIXED + merged (PR #47 + PR #49); white residual split out as D228.
D218,PROPOSED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
D219,RESOLVED,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","RESOLVED (M-115, 2026-09-12) for the original PPK-purple symptom."
D220,PARTIAL,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
D157,FIXED,"Campaign never unlocks the next level (M-30, user bug —","FIXED (src/bondtypes.h, #ifdef PORT —…"
D160,PARTIAL,Dam level-end cutscene (Bond off the dam / bungee) never plays —,"DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1)…"
D89-D92,RESOLVED,"stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs",resolved
D93-D102,RESOLVED,struct-pun / hardcoded-size pass:,resolved (D95 pool bump partial)
D113-D116,FIXED,portal BFS ok · matrix chain ok · player raw-offset audit + gunfire.c THROW* · HUD text X-mirror,"D114/D116 CLOSED — NOT A BUG (M-33, see D168):"
D117,OPEN,"Frame nondeterminism root-caused; GE_DETERM attempted, not achieved.","OPEN (mode attempted, not achieved)"
D260-D265,PARTIAL,"v0.2.1 hotfix batch: D260 wheel direction swap (fixed) · D261 watch-menu nav auto-repeat (fixed, feel-check owed) · D262 watch item-preview model missing → roo…",partial — see rows
D266-D269,OPEN,"D236/D265 wall, second pass:",OPEN (the wall itself) —
D270,?,Backfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.,dead-ended into D271/D272; infrastructure kept in tree
D271,FIXED,"D236 wall, third pass —",FIXED-but-insufficient (src/game/bg.c #ifdef PORT) —
D276,OPEN,"D236 wall, eighth pass —","REFRAMED — oml=0xc81049d8/fmt=3 is the primary suspect now, not D269's CI8 pair; 0x0c184b50 unattributed; wall still open, see D236"
D279,?,Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in scratch/ (d279_run.log… —,undocumented — artifacts only
D281,OPEN,"Game.AllUnlocked (D257) still breaks audio, and can also break right-mouse aim, when enabled before any save has ever been written (v0.2.1 user testing… —","OPEN — user-reported regression, not root-caused; mitigation is user-facing guidance only (release notes:"
D282,FIXED,"QoL ask (v0.2.1 user testing, 2026-09-15):","FIXED (port/src/input.c, #ifdef not needed —"
D283,OPEN,"Steam Deck first-run preset (D-unnumbered in port/src/video.c/main.c, videoApplySteamOSDefaults()) did not apply for a user who added the game via Steam… —","OPEN — mechanism understood, root cause (Desktop-vs-Game-Mode STEAMOS env var difference) unverified on real hardware; user-facing workaround documented in README/release notes."
D280,?,"D236 wall, ninth pass —","REFRAMED again — no fix; next steps in detail section, see D236"
D275,?,"D236 wall, eighth pass —","done — probes live, uncommitted; see D276 for what they found"
D274,OPEN,"D236 wall, seventh pass —","d267_slot_addr fix live (always-on); content/decode question CLOSED; mip-presence CLOSED; wall still open, see D236/D276"
D121,RESOLVED,WS1 frictionless per-level boot (bare -level_XX injects its -m* row).,resolved
D122,FIXED,per-level prop/item model-load crash (Dam/Facility/Runway modelLoad/modelInitRwData):,converter fixed; residual chr/fast3d crashes on those levels are separate
D123,FIXED,crash class C1: chrIsNotDeadOrShot NULL deref on 6 levels (Dam/Runway/Frigate/Statue/Streets/Cradle).,"converter fixed (OBJ_ID_WORDS); C1 cleared on all 6, residual crashes are fast3d (C2)"
D125,RESOLVED,crash classes C3+C6 (Aztec/Bunker2/Surface2):,resolved (M-16b) — line 374 → 8 NULs; all 21 sidecars regen'd; Aztec -level_28 now PASSES (was C3 CRASH).
D124,FIXED,crash class C2: fast3d bad texture pointer.,Jungle fixed (port/src/gimgfixup.c); Facility → D130
D131,RESOLVED,crash class C2m (Jungle -level_37):,"resolved — seg_addr() restores the module high word for any fallthrough w1 in [0x40000000, 0x70000000) (module fixed-based at 0x140000000, no ASLR; DRAM/KSEG0/segmented/phys all handled earlier).…"
D133,RESOLVED,intro render triage (M-20):,"RESOLVED — not a regression, parked (D75/D76, GRAPHICS-BACKLOG.md)"
D134,FIXED,"Frame-2 boot hang / sweep ""NO-FRAMES"" flakiness —",FIXED (port/src/libultra.c)
D135,FIXED,"Firefight crash — bgTestHitOnObj (propobj.c:8446) is an unported N64 GBI parser (M-22, WS6 playtest).","FIXED (src/game/propobj.c, #ifdef PORT —…"
D136,RESOLVED,"Stage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough).",ROOT-CAUSED → D139 (it was NOT a layout bug —
D139,FIXED,Stage-unload crash root cause + fix (M-23).,"FIXED (src/game/cleanup_objects.c, #ifdef PORT —…"
D141,FIXED,"Watch-menu item-model crash (M-27), exposed by D140.","FIXED (src/game/gunfire.c, #ifdef PORT)."
D152,?,"Mission-failed / objective-failed → permanent black screen (M-28, user bug report —","MITIGATED (port/src/libultra.c, M-28, #ifdef PORT/port-only).…"
D154,?,"bg.c room-geometry ray/hit-test GBI parser port (M-28, WRITTEN / UNVERIFIED / UNCOMMITTED).",M-30 re-audit + fixes (still playtest-gated for final verify).
D155,FIXED,"Facility outro-cutscene end → ""hang"" = unclamped deltaFrames spiral (M-29, user bug report).","FIXED (src/game/frametiming.c, #ifdef PORT —…"
D153,RESOLVED,"-level_09 frame ~900–1400 0xc0000005 = D117/D134 load flakiness, NOT a bug (M-28).",NOT A BUG — closed. Run anchors on a quiet machine.
D151,FIXED,Watch data all blank —,"FIXED (src/bondtypes.h, #ifdef PORT —…"
D130,RESOLVED,"crash class C2 (Facility -level_34, Runway -level_35):",resolved — stage all 6 N64 fields in a local f[6] before writing any.
D164,FIXED,"Disclaimer / legal screen only draws the first line (D76 root cause, M-31).",FIXED — corrected 2026-09-18:
D165,FIXED,"Front-end menu cursor doesn't feel like a mouse pointer (M-31, user bug B5 follow-up).","FIXED (port/src/input.c; Input.MenuPointerMode, Input.HipfirePitchSpeed added)."
D166,FIXED,Hipfire mouse pitch is digital while yaw is analog —,FIXED (port/src/input.c).…
D235,OPEN,Wrong textures load after dying/restarting a level —,OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot.…
D236,OPEN,"Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).","OPEN, sixteenth pass (2026-09-18) —"
D237,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only
D238,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only (port/src/input.c + config.c)
D239,CLOSED,"QoL ask (M-106, user QA):",CLOSED — executed in the v0.2.0 prep pass (port-only)…
D240,OPEN,"Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).","OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment."
D241,OPEN,Player gunshot SFX goes silent under some conditions —,"OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug."
D242,?,Player-death sequence UX regression vs N64 original:,NOT A PORT-LOGIC BUG as far as static analysis can tell.
D243,FIXED,"Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject):","FIXED, live-confirmed by the user (M-189/M-190, 2026-09-18)."
D245,OPEN,IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —,"OPEN — REOPENED, M-142 headless probe found the tc-shift k measurably flips during ordinary view rotation (new root-cause evidence); an opt-in GE_D245_FIXEDSHIFT candidate is build-verified but needs…"
D246,FIXED,"Tiny pixel strips at the left and right edges of the screen, ""like overscan"" —","FIXED (2026-09-18 session, port-only, Video.SafeAreaCrop)."
D247,FIXED,Black bars top and bottom of screen —,"FIXED (2026-09-18 session, port-only, Video.SafeAreaCrop)."
D248,FIXED,"Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).","FIXED, root-caused to a genuine pointer-width ABI bug in src/sched.c (compiled for the PC build, not excluded)."
D249,OPEN,"LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —","OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more c…"
D250,FIXED,"FPS is inconsistent/low on many levels after 60 Hz shipped (M-119, user QA; D248 follow-on).","FIXED — per-call getenv() cost was the bottleneck; rock-steady 60-61 fps after, user re-tested 1440p/4K clean."
D251,FIXED,F10 options overlay QoL pass:,"FIXED (port-only, port/src/optionsoverlay.c)."
D252,PARTIAL,"Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).","PARTIALLY FIXED — a real, distinct manifestation was found and fixed, but the bug family is not fully closed, and is intermittent on BOTH platforms, not Deck-specific (corrected 2026-09-18)."
D253,FIXED,Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —,FIXED — Deck-verified:
D254,FIXED,Linux crash handler destroyed its own logs:,FIXED — field-verified.
D255,FIXED,Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle; D253 fix confirmed working).,"FIXED (M-140) — D3x-class 32-bit pointer truncation (vtxstore_fix_refs read Model* through the mistyped ChrRecord.chrflags 4-byte-enum alias instead of ObjectRecord.model), not the destroy-path race…"
D256,FIXED,Saves (and config) silently failed to persist on Linux whenever the game was not launched from the directory containing data/ —,FIXED (path half) — save-flow detail still owed from the user.
D257,FIXED,New Game.AllUnlocked option (F10; default flipped OFF for v0.2.0 —,FIXED — verified by user playtest (PR #79 merged); default flipped OFF for v0.2.0 (D259).
D259,FIXED,Game.AllUnlocked (D257) breaks audio on a fresh save:,FIXED in v0.2.1 —…
D263,RESOLVED,v0.2.1 (user report):,"RESOLVED (not a bug), refined (v0.2.1 further user testing, 2026-09-15)."
D265,?,"D236 investigation (port-layer, port/fast3d/gfx_pc.cpp):",PARKED — reverted to baseline; evidence + suspect list above.
D258,OPEN,PAL/JP asset conversion is broken at the source-data level —,"OPEN — repair path verified, not applied (out of v0.2.0 scope)."
D284,FIXED,port/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards —,"FIXED, 21-level sweep clean, no crashes —"
D285,PARTIAL,Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug:,"PARTIALLY FIXED, RECURRED PAST THE FIX (see D305, 2026-09-18)."
D286,OPEN,"User-confirmed real ~8s frame freeze on Caverns, Steam Deck —","OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285."
D287,OPEN,"User-confirmed real, non-self-recovering freeze on Windows (M-141, 2026-09-15/16) after ~15-20 minutes with no input, triggered by clicking back into the… —","OPEN — one confirmed occurrence, real (not self-recovering), not root-caused; gfxFrameMsgQ full is a lead, not a confirmed cause."
D288,OPEN,"Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —… —","OPEN — visually confirmed and precisely bounded (frames ~562-741 of a bare -level_20 boot), root cause not yet identified; promoted from the long-parked GRAP… |"
D289,OPEN,"Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).","OPEN — needs a human re-test specifically on a build with the D255 fix (this session's release/v0.3.0, not any earlier build) to see if it still happens.…"
D290,OPEN,"Watch's in-game ""controller"" section shows no control-pad graphic (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
D291,OPEN,"Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
D292,FIXED,Death animations are glitched —,"MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed alongside D173) —"
D293,FIXED,"QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —","FIXED (M-141) — ""Quit to desktop"" row added to the F10 overlay; build-verified Win+Linux, not yet live-confirmed.…"
D294,OPEN,"Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later… —",OPEN — not investigated.…
D295,FIXED,"Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtes…",FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed:
D296,OPEN,"Control Center, 00 Agent:","OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (tools_pc/debug.ps1), not the packaged release artifact —"
D297,FIXED,v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).,FIXED (M-150) — migration shim landed:
D298,?,Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build —,"s — regression reported 2026-09-16 during v0.3.0 work (build ce8427cf); user says ""don't fix, just for context""; not yet investigated —"
D299,FIXED,Game.SkipIntro crashed selecting any save slot except one —,"FIXED — fileValidateSaves() (only called from the skipped legal screen) never ran under SkipIntro, leaving saves[] all-zero; added the missing call to the SkipIntro shortcut (src/game/lv.c, #ifdef PO…"
D300,FIXED,Hipfire look feels non-uniform (issue #89):,"FIXED, user-confirmed live —"
D301,FIXED,"fileGetIsCheatUnlocked() NULL-deref, unguarded on every call site, not just the D299/SkipIntro one (GitHub #87, two reports with an identical crash PC/fault ad…",FIXED locally on release/v0.3.0 (not pushed) —
D302,FIXED,"Render FPS regression to ~40-45fps on release/v0.3.0 (user QA on the local v0.3.0 pre-release build, 2026-09-18) —","FIXED — 4 uncached getenv() calls added by D236 passes 10/12/14/16 directly inside gfx_sp_tri1 (port/fast3d/gfx_pc.cpp, per-triangle) cached with the same static int x = -1 pattern D250 established e…"
D303,OPEN,"Some muzzle flashes (M16 named specifically, ""and some others"") draw wrong —","OPEN — reported only, not yet investigated."
D304,FIXED,"Mouse sensitivity menu overhaul (user request, 2026-09-18):","FIXED — see full entry for both the range/parity pass and the same-day follow-up (collapsed to a single Input.MouseSensitivity menu row + fixed overlayUpdateScroll()'s unconditional bottom-anchor, th…"
D305,FIXED,"Steam Deck SIGSEGV on the v0.3.0 pre-release build (Cavern, early in the level, Game.AllUnlocked previously enabled on the session/save) —",FIXED (defensive guard) —
D306,OPEN,"Dam intro/truck wheels render with odd transparent-looking areas, possibly z-fighting (user QA, 2026-09-18).","OPEN — reported only, not investigated."
D307,OPEN,"In-level security camera entities can be flipped facing the wrong direction (backwards) on some levels, e.g.","OPEN — reported only, not investigated."
D308,OPEN,"Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).","OPEN — reported/confirmed by the user, not investigated."
D309,FIXED,Complete non-self-recovering freeze (Windows) returning from Caverns to the intro screen —,FIXED via D310 — user-playtest-confirmed 2026-09-18 (Caverns→intro clean; the spin record itself observed resuming correctly in the post-fix probe log).
D310,FIXED,"RULE-2-SIGNOFF: chraiitemsize() mis-sizes 1-byte AI_PRINT records (NUL-scans forward), corrupting AI execution for any list containing an active PRINT —",FIXED — user-playtest-confirmed 2026-09-18 (v2:
D311,PARTIAL,Complete freeze in modelSetAnimFrame2WithChrStuff root-motion loop —,"GUARDED (#ifdef PORT, D156-guard extension in the same file) —"
D312,FIXED,"Throwable items (mines, grenades, etc.) can clip through walls in certain spots (user report, v0.3.0 pre-release playtest, 2026-09-18).",FIXED — bgBuildRoomVtxBounds mis-reads the G_VTX vertex count on PC (Gfx_le.dma.par bit-layout shift):
D313,FIXED,Bullet impacts do not appear on some walls/surfaces —,"FIXED — same root cause as D312, merged diagnosis; same one-line fix."
D314,OPEN,"F10 menu items flicker randomly/intermittently (reported on the main-menu context, user report, v0.3.0 playtest build, 2026-09-18).",OPEN — confirmed still present post-D316 fix (2026-09-18); user deprioritized chasing it further for now.
D315,OPEN,Menu scaling differs between main menu and in-game —,"OPEN — disclosed as a known issue, deferred to v0.3.1 (bigger design question, not a mechanical fix)."
D316,FIXED,"Mouse-clicking some menu items glitches and lands on the item below instead (user report, v0.3.0 playtest build, 2026-09-18).",FIXED — root-caused to two compounding bugs (naive mouse->logical mapping ignoring the safe-area crop; asymmetric row hit-test band) in port/src/optionsoverlay.c + port/fast3d/gfx_pc.cpp.
D317,CLOSED,"Crash when toggling Game.AllUnlocked back and forth in-game (user report, v0.3.0 playtest build, 2026-09-18) —","CLOSED — symptom of D316 (confirmed instant window close, no WER report; the D316 hit-band bias let a click on ""All unlocked"" fall through to the adjacent ""Quit to desktop"" row)."
D318,RESOLVED,Facility (regular play path):,RESOLVED (2026-09-19):
D319,FIXED,"Frame cap slider was mostly a dead zone; replaced with a plain 30/60 toggle (user ask, 2026-09-18).",FIXED — new ROW_FPSCAP cycle (30/60 only) in port/src/optionsoverlay.c; default changed to 60 in port/src/video.c.
D320,OPEN,"D318-class sweep: aim-hold → _update AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).","OPEN — static sweep complete (Facility ai_19, Control ai_9, Depot ai_12 flagged high/med-high; Bond-combat loops likely safe); no live confirmation beyond D318 itself; probe-verify path + generalized…"
1
# GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
2
# Grep this to pick which findings.md entries to read; it is not authoritative.
front-end 3D model transforms (D77 audio split out below —
OPEN (parked). M-32 triage (see §F "D75 ADDENDUM"):
11
D76 · D164
FIXED
Legal screen only draws line 1 —
FIXED — this row and the ## D164 entry below were stale; the proposed one-line #ifdef PORT fix was actually committed 8dfc578f4 (2026-08-31), well before this correction (2026-09-18).
-level_09 segfault: reverb's ALDelay.input/output are u32 —
FIXED — 5-line cast in reverb.c (this session)
29
D196
FIXED
OS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest).
FIXED (6e758f1d, merged to main) —…
30
D192
CLOSED
Front-end mission/level-select grid pointer still can't reach the outer cells —
CLOSED — the buggy mode 0 was removed entirely in the v0.2.0 prep pass (see D239); click-to-lock is now the only capture mode, so the unreachable-cells path no longer exists
31
D221
FIXED
SELECT FILE mouse hit-box offset —
FIXED (M-91) — explicit {min,max} coord2d pairs under #ifdef PORT; human mouse-playtest confirmed.
32
D222
FIXED
High Video.FovScale breaks culling —
FIXED, awaiting visual verification (M-121).
33
D223
FIXED
QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter —
FIXED (M-105, port/src/input.c) —…
34
D224
?
QoL gap (M-87, from a PD-PC-port survey):
DEPRIORITIZED (M-87, user call).
35
D225
FIXED
Dev-tooling QoL (M-87, user ask):
FIXED (2026-09-18) — GE_DEBUG_UNLOCKALL=1 short-circuits fileGetIsCheatUnlocked() (src/game/file2.c, #ifdef PORT, cached getenv) to always return TRUE; default off, no save mutation.
36
D226
OPEN
QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.
OPEN — root cause / call sites identified, not designed or implemented.
37
D227
FIXED
Sky renders as two independently-moving halves —
FIXED (M-100b, PR #43) —
38
D229
FIXED
IsWater-level water renders green, pulses blue<->green (M-101; Frigate -level_26).
FIXED (port-layer) — ZLIB+CI8 water image now imports via the CI8 palette path (gfx_pc.cpp); Frigate verified live ("looks better"); sweep + Surface 2 by-eye still owed.
39
D230
FIXED
In-level music quality:
FIXED (M-121, v0.2.0) —
40
D233
FIXED
All levels (intermittent):
FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_tri1) —…
41
D234
FIXED
Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).
VISUALLY VERIFIED FIXED (M-108) —…
42
D244
OPEN
Self-hosted CI runner (corpyvt6agent01) link failure:
OPEN, not yet fixed. Next…
43
D228
FIXED
AK47 white missing-texture patches after D217's texpool fix —
GE_PCDUMP / F12 PPM captures were vertically flipped —
FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
56
D169
FIXED
Front-end mouse pointer can't reach the outer cells of the mission/level-select grid —
FIXED (M-33, port/src/input.c, port-only, no #ifdef PORT).
57
D178
FIXED
Pre-mission briefing screen:
FIXED (M-36) — high confidence
58
D175
OPEN
In-game stutter / brief hang during normal play —
OPEN — observed, not investigated
59
D176
FIXED
Surface exterior renders wrong (-level_36), two independent defects.
(a) scroll-speed FIXED (fidelity pass; HIGH confidence on root cause, MODERATE on N64 parity); M-93 playtest + M-98 Defect-2 starburst screenshot in the sections.
60
D177
FIXED
Ladders non-functional —
FIXED (M-36) — high confidence; interactive climb test owed
61
D172
FIXED
Bullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).
REFRAMED — oml=0xc81049d8/fmt=3 is the primary suspect now, not D269's CI8 pair; 0x0c184b50 unattributed; wall still open, see D236
98
D279
?
Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in scratch/ (d279_run.log… —
undocumented — artifacts only
99
D281
OPEN
Game.AllUnlocked (D257) still breaks audio, and can also break right-mouse aim, when enabled before any save has ever been written (v0.2.1 user testing… —
OPEN — user-reported regression, not root-caused; mitigation is user-facing guidance only (release notes:
100
D282
FIXED
QoL ask (v0.2.1 user testing, 2026-09-15):
FIXED (port/src/input.c, #ifdef not needed —
101
D283
OPEN
Steam Deck first-run preset (D-unnumbered in port/src/video.c/main.c, videoApplySteamOSDefaults()) did not apply for a user who added the game via Steam… —
OPEN — mechanism understood, root cause (Desktop-vs-Game-Mode STEAMOS env var difference) unverified on real hardware; user-facing workaround documented in README/release notes.
102
D280
?
D236 wall, ninth pass —
REFRAMED again — no fix; next steps in detail section, see D236
103
D275
?
D236 wall, eighth pass —
done — probes live, uncommitted; see D276 for what they found
104
D274
OPEN
D236 wall, seventh pass —
d267_slot_addr fix live (always-on); content/decode question CLOSED; mip-presence CLOSED; wall still open, see D236/D276
105
D273
OPEN
D236 wall, fifth pass —
RULED OUT (port/fast3d/gfx_pc.cpp palette_to_rgba32, pre-existing/uncommitted GE_D273) —
106
D272
OPEN
D236 wall, fourth pass —
OPEN — probe GE_D272 added to port/fast3d/gfx_pc.cpp (env-gated, uncommitted); wall still open, see D236
107
D137
FIXED
right-mouse (aim-sight) crash:
FIXED (src/game/gunfire.c #ifdef PORT —
108
D119 · D120
FIXED
guard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hang
D119 fixed · D120 FIXED (M-30)
109
D120
FIXED
Blood-decal PointUsage[] chain —
FIXED (tools_pc/d43_emit.py).
110
D121
RESOLVED
WS1 frictionless per-level boot (bare -level_XX injects its -m* row).
resolved — seg_addr() restores the module high word for any fallthrough w1 in [0x40000000, 0x70000000) (module fixed-based at 0x140000000, no ASLR; DRAM/KSEG0/segmented/phys all handled earlier).…
117
D133
RESOLVED
intro render triage (M-20):
RESOLVED — not a regression, parked (D75/D76, GRAPHICS-BACKLOG.md)
118
D134
FIXED
Frame-2 boot hang / sweep "NO-FRAMES" flakiness —
FIXED (port/src/libultra.c)
119
D135
FIXED
Firefight crash — bgTestHitOnObj (propobj.c:8446) is an unported N64 GBI parser (M-22, WS6 playtest).
Hipfire mouse pitch is digital while yaw is analog —
FIXED (port/src/input.c).…
134
D235
OPEN
Wrong textures load after dying/restarting a level —
OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot.…
135
D236
OPEN
Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).
OPEN, sixteenth pass (2026-09-18) —
136
D237
OPEN
QoL ask (M-106, user QA):
OPEN — not designed; port-only
137
D238
OPEN
QoL ask (M-106, user QA):
OPEN — not designed; port-only (port/src/input.c + config.c)
138
D239
CLOSED
QoL ask (M-106, user QA):
CLOSED — executed in the v0.2.0 prep pass (port-only)…
139
D240
OPEN
Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).
OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment.
140
D241
OPEN
Player gunshot SFX goes silent under some conditions —
OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug.
141
D242
?
Player-death sequence UX regression vs N64 original:
NOT A PORT-LOGIC BUG as far as static analysis can tell.
142
D243
FIXED
Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject):
FIXED, live-confirmed by the user (M-189/M-190, 2026-09-18).
143
D245
OPEN
IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —
OPEN — REOPENED, M-142 headless probe found the tc-shift k measurably flips during ordinary view rotation (new root-cause evidence); an opt-in GE_D245_FIXEDSHIFT candidate is build-verified but needs…
144
D246
FIXED
Tiny pixel strips at the left and right edges of the screen, "like overscan" —
Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).
FIXED, root-caused to a genuine pointer-width ABI bug in src/sched.c (compiled for the PC build, not excluded).
147
D249
OPEN
LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —
OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more c…
148
D250
FIXED
FPS is inconsistent/low on many levels after 60 Hz shipped (M-119, user QA; D248 follow-on).
FIXED — per-call getenv() cost was the bottleneck; rock-steady 60-61 fps after, user re-tested 1440p/4K clean.
149
D251
FIXED
F10 options overlay QoL pass:
FIXED (port-only, port/src/optionsoverlay.c).
150
D252
PARTIAL
Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).
PARTIALLY FIXED — a real, distinct manifestation was found and fixed, but the bug family is not fully closed, and is intermittent on BOTH platforms, not Deck-specific (corrected 2026-09-18).
151
D253
FIXED
Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —
FIXED — Deck-verified:
152
D254
FIXED
Linux crash handler destroyed its own logs:
FIXED — field-verified.
153
D255
FIXED
Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle; D253 fix confirmed working).
FIXED (M-140) — D3x-class 32-bit pointer truncation (vtxstore_fix_refs read Model* through the mistyped ChrRecord.chrflags 4-byte-enum alias instead of ObjectRecord.model), not the destroy-path race…
154
D256
FIXED
Saves (and config) silently failed to persist on Linux whenever the game was not launched from the directory containing data/ —
FIXED (path half) — save-flow detail still owed from the user.
155
D257
FIXED
New Game.AllUnlocked option (F10; default flipped OFF for v0.2.0 —
FIXED — verified by user playtest (PR #79 merged); default flipped OFF for v0.2.0 (D259).
156
D259
FIXED
Game.AllUnlocked (D257) breaks audio on a fresh save:
PARKED — reverted to baseline; evidence + suspect list above.
163
D258
OPEN
PAL/JP asset conversion is broken at the source-data level —
OPEN — repair path verified, not applied (out of v0.2.0 scope).
164
D284
FIXED
port/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards —
FIXED, 21-level sweep clean, no crashes —
165
D285
PARTIAL
Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug:
PARTIALLY FIXED, RECURRED PAST THE FIX (see D305, 2026-09-18).
166
D286
OPEN
User-confirmed real ~8s frame freeze on Caverns, Steam Deck —
OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285.
167
D287
OPEN
User-confirmed real, non-self-recovering freeze on Windows (M-141, 2026-09-15/16) after ~15-20 minutes with no input, triggered by clicking back into the… —
OPEN — one confirmed occurrence, real (not self-recovering), not root-caused; gfxFrameMsgQ full is a lead, not a confirmed cause.
168
D288
OPEN
Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —… —
OPEN — visually confirmed and precisely bounded (frames ~562-741 of a bare -level_20 boot), root cause not yet identified; promoted from the long-parked GRAP… |
169
D289
OPEN
Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).
OPEN — needs a human re-test specifically on a build with the D255 fix (this session's release/v0.3.0, not any earlier build) to see if it still happens.…
170
D290
OPEN
Watch's in-game "controller" section shows no control-pad graphic (M-141, Steam Deck user playtest).
OPEN — observed, not investigated.
171
D291
OPEN
Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).
OPEN — observed, not investigated.
172
D292
FIXED
Death animations are glitched —
MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed alongside D173) —
173
D293
FIXED
QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —
FIXED (M-141) — "Quit to desktop" row added to the F10 overlay; build-verified Win+Linux, not yet live-confirmed.…
174
D294
OPEN
Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later… —
OPEN — not investigated.…
175
D295
FIXED
Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtes…
OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (tools_pc/debug.ps1), not the packaged release artifact —
177
D297
FIXED
v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).
FIXED (M-150) — migration shim landed:
178
D298
?
Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build —
s — regression reported 2026-09-16 during v0.3.0 work (build ce8427cf); user says "don't fix, just for context"; not yet investigated —
179
D299
FIXED
Game.SkipIntro crashed selecting any save slot except one —
FIXED — fileValidateSaves() (only called from the skipped legal screen) never ran under SkipIntro, leaving saves[] all-zero; added the missing call to the SkipIntro shortcut (src/game/lv.c, #ifdef PO…
180
D300
FIXED
Hipfire look feels non-uniform (issue #89):
FIXED, user-confirmed live —
181
D301
FIXED
fileGetIsCheatUnlocked() NULL-deref, unguarded on every call site, not just the D299/SkipIntro one (GitHub #87, two reports with an identical crash PC/fault ad…
FIXED locally on release/v0.3.0 (not pushed) —
182
D302
FIXED
Render FPS regression to ~40-45fps on release/v0.3.0 (user QA on the local v0.3.0 pre-release build, 2026-09-18) —
FIXED — 4 uncached getenv() calls added by D236 passes 10/12/14/16 directly inside gfx_sp_tri1 (port/fast3d/gfx_pc.cpp, per-triangle) cached with the same static int x = -1 pattern D250 established e…
183
D303
OPEN
Some muzzle flashes (M16 named specifically, "and some others") draw wrong —
OPEN — reported only, not yet investigated.
184
D304
FIXED
Mouse sensitivity menu overhaul (user request, 2026-09-18):
FIXED — see full entry for both the range/parity pass and the same-day follow-up (collapsed to a single Input.MouseSensitivity menu row + fixed overlayUpdateScroll()'s unconditional bottom-anchor, th…
185
D305
FIXED
Steam Deck SIGSEGV on the v0.3.0 pre-release build (Cavern, early in the level, Game.AllUnlocked previously enabled on the session/save) —
FIXED (defensive guard) —
186
D306
OPEN
Dam intro/truck wheels render with odd transparent-looking areas, possibly z-fighting (user QA, 2026-09-18).
OPEN — reported only, not investigated.
187
D307
OPEN
In-level security camera entities can be flipped facing the wrong direction (backwards) on some levels, e.g.
OPEN — reported only, not investigated.
188
D308
OPEN
Occasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).
OPEN — reported/confirmed by the user, not investigated.
189
D309
FIXED
Complete non-self-recovering freeze (Windows) returning from Caverns to the intro screen —
FIXED via D310 — user-playtest-confirmed 2026-09-18 (Caverns→intro clean; the spin record itself observed resuming correctly in the post-fix probe log).
190
D310
FIXED
RULE-2-SIGNOFF: chraiitemsize() mis-sizes 1-byte AI_PRINT records (NUL-scans forward), corrupting AI execution for any list containing an active PRINT —
FIXED — user-playtest-confirmed 2026-09-18 (v2:
191
D311
PARTIAL
Complete freeze in modelSetAnimFrame2WithChrStuff root-motion loop —
GUARDED (#ifdef PORT, D156-guard extension in the same file) —
192
D312
FIXED
Throwable items (mines, grenades, etc.) can clip through walls in certain spots (user report, v0.3.0 pre-release playtest, 2026-09-18).
FIXED — bgBuildRoomVtxBounds mis-reads the G_VTX vertex count on PC (Gfx_le.dma.par bit-layout shift):
193
D313
FIXED
Bullet impacts do not appear on some walls/surfaces —
FIXED — same root cause as D312, merged diagnosis; same one-line fix.
194
D314
OPEN
F10 menu items flicker randomly/intermittently (reported on the main-menu context, user report, v0.3.0 playtest build, 2026-09-18).
OPEN — confirmed still present post-D316 fix (2026-09-18); user deprioritized chasing it further for now.
195
D315
OPEN
Menu scaling differs between main menu and in-game —
OPEN — disclosed as a known issue, deferred to v0.3.1 (bigger design question, not a mechanical fix).
196
D316
FIXED
Mouse-clicking some menu items glitches and lands on the item below instead (user report, v0.3.0 playtest build, 2026-09-18).
FIXED — root-caused to two compounding bugs (naive mouse->logical mapping ignoring the safe-area crop; asymmetric row hit-test band) in port/src/optionsoverlay.c + port/fast3d/gfx_pc.cpp.
197
D317
CLOSED
Crash when toggling Game.AllUnlocked back and forth in-game (user report, v0.3.0 playtest build, 2026-09-18) —
CLOSED — symptom of D316 (confirmed instant window close, no WER report; the D316 hit-band bias let a click on "All unlocked" fall through to the adjacent "Quit to desktop" row).
198
D318
RESOLVED
Facility (regular play path):
RESOLVED (2026-09-19):
199
D319
FIXED
Frame cap slider was mostly a dead zone; replaced with a plain 30/60 toggle (user ask, 2026-09-18).
FIXED — new ROW_FPSCAP cycle (30/60 only) in port/src/optionsoverlay.c; default changed to 60 in port/src/video.c.
200
D320
OPEN
D318-class sweep: aim-hold → _update AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).
OPEN — static sweep complete (Facility ai_19, Control ai_9, Depot ai_12 flagged high/med-high; Bond-combat loops likely safe); no live confirmation beyond D318 itself; probe-verify path + generalized…
Community-documented account of how the retail N64 game is *supposed* to
behave: the combat/AI/stealth model, difficulty scaling, per-level objective
sets, timers, weapon data, and the original game's known quirks and glitches.
**Status of this document.** This is secondary source material, not ground
truth. The decompiled game code in `src/` is authoritative for behaviour (see
truth. The decompiled game code in `src/` is authoritative for behavior (see
`AGENTS.md`). Use this doc to know *what correct looks like* when playtesting
the port — which objectives a level must expose, what a timer value should be,
whether a weird behaviour you just saw is an original-game quirk or a port
whether a weird behavior you just saw is an original-game quirk or a port
regression.
**Sources** (subjective commentary stripped; mechanical/factual data only):
@@ -20,7 +20,7 @@ regression.
Distilled from `goldeneye_007_reference.md` (the full raw walkthrough dump);
the walkthrough's per-stage tactical routes were dropped as not
behaviour-defining.
behavior-defining.
---
@@ -78,11 +78,11 @@ Relative to the lower tiers:
never alert.
- **Security cameras**: if a camera acquires the player it raises an alert
that **spawns black-clad guards** armed with DD44s and KF7s. Shoot the
camera centre for a one-shot kill.
camera center for a one-shot kill.
- **Retreating** breaks pursuit — most guards stop following after a set
distance, letting the player reload / heal / reposition.
### AI line-of-sight & animation quirks (exploitable, i.e. defining behaviour)
### AI line-of-sight & animation quirks (exploitable, i.e. defining behavior)
- A guard behind a **wall, low barrier or railing cannot shoot** the player,
even point-blank — it must path around the obstacle. **Exception:** a guard
@@ -97,7 +97,7 @@ Relative to the lower tiers:
## 3. Player state
| System | Behaviour |
| System | Behavior |
|---|---|
| Health | restored by health packs; no regen. 00 Agent pool ≈ 8 KF7 hits (§1). |
| Body armour | separate absorbing layer; fixed pickup locations (e.g. by the Jungle drone guns, start of Antenna Cradle). Nearly absent on 00 Agent. |
@@ -223,10 +223,10 @@ scientist casualties.
## 7. Weapons — data table
Clip / max-capacity / behaviour. (Balance and capacity numbers to cross-check
Clip / max-capacity / behavior. (Balance and capacity numbers to cross-check
against the decomp's weapon tables.)
| Weapon | Type | Clip | Max | Behaviour notes |
| Weapon | Type | Clip | Max | Behavior notes |
|---|---|---|---|---|
| PP7 | pistol | 7 | 800 | default sidearm |
| PP7 (Silenced) | pistol | 7 | 800 | no alert on fire |
description: A native PC port of the original Nintendo 64 GoldenEye 007, built from decompiled source — and a case study in AI-agent collaboration on a large low-level codebase.
# v0.3.0: status bumped from v0.2.1; Honest-status bullets synced with the
# README's v0.3.0 known issues (D255/D282/F10-dup/overscan items removed as
# fixed). Description kept at 133 chars (Bing's 160 limit).
description: >-
A native PC port of the 1997 N64 classic, built from decompiled source with
a software RSP. v0.3.0 for Windows, Linux and Steam Deck.
---
# GoldenEye 007 PC Port
<!-- v0.2.1 (Bing SEO): the "# GoldenEye 007 PC Port" h1 was removed here --
the Cayman masthead already renders the site title as an <h1>, so the page
was emitting two h1 tags. -->
A work-in-progress **native PC port of the original 1997 Nintendo 64
_GoldenEye 007_**, compiled from the game's
[decompiled source](https://github.com/n64decomp/007) and running the N64's
graphics coprocessor in software. It follows the architecture of the
[Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark).
A native PC port of the original 1997 Nintendo 64_GoldenEye 007_, compiled
from the game's [decompiled source](https://github.com/n64decomp/007) with the
N64's graphics coprocessor (RSP) running in software, the same architecture
as the [Perfect Dark PC port](https://github.com/fgsfdsfgs/perfect_dark), the
same Rare "Indy" engine family, one hardware generation apart.
It is also a **research project on AI-agent collaboration in a large,
unfamiliar, low-level codebase**: two coding agents — a local open-weight model
(Qwen 3.8) on a single RTX 5090, and Claude / Claude Code — driven by one person
part-time through ~230 translation units of unmodified big-endian MIPS game
code, handing work back and forth through shared written notes.
**Status: v0.3.0.** The full single-player campaign runs at a steady 60 fps
and is completable end to end (all 21 missions playtested); all 21 missions
load and run clean on Windows, Linux and Steam Deck, and audio (music + SFX)
plays throughout. The known rough edges — mostly cosmetic rendering defects,
stretched-not-native widescreen, and missing features — are listed plainly
under [Honest status](#honest-status).
**Status:** Phase 2 of 4 (rendering). Boots, renders the full intro and front
end, loads all 21 solo missions. No audio yet; not playable end to end.
**This is a pre-1.0 release, not a finished product** — v1.0 is the target
for a polished, feature-complete build; expect rough edges and missing
for direction (PAL/JP support, real widescreen, LAN multiplayer under
consideration, and more).
- **[Project repository and README](https://github.com/jkdansereau/goldeneye-pc-port)** — build instructions, requirements, status, how it compares to the Xbox 360 recompilation projects.
| **Linux** (x86_64) / **Steam Deck** | [linux tarball](https://github.com/jkdansereau/goldeneye-pc-port/releases) | SDL2 is bundled, so it runs as-is on any distro, and sideloads onto a Deck with nothing installed. |
**Bring your own ROM.** Both bundles contain no ROM and no game assets: you
has the ground rules that keep it faithful to the original game.
- **AI disclosure**: development here was agentic — Claude Pro plus a local
open-weight model on a single RTX 5090, as of August–September 2026. This
project is as much a study of *that process* as it is a port: whether
current LLMs can carry a codebase like this, and what actually goes wrong
along the way. Game codebases have historically been a rough fit for
LLMs — large, stateful, hardware-adjacent, unforgiving of a subtly wrong
memory layout — more so for older local models, so this is a useful data
point on where that stands now, for better or worse. Judge the result for
yourself. I'm one person doing this in my spare time, not a team. See
[the full write-up](dev/agentic-development.md) for the setup, timeline,
handoff workflow, and an honest assessment of what did and didn't work.
## How it works
The R4300 game code is compiled completely unmodified; the decompilation's
control flow is ground truth. The N64's Reality Signal Processor, the graphics
coprocessor that builds and executes each frame's display list, is emulated in
software: the port interprets the GBI stream the game emits and translates it
to OpenGL, bypassing the RDP entirely. Everything else that would touch N64
hardware (video, audio, input, timers, save storage) is shimmed in a small
dedicated layer, following the architecture of the Perfect Dark PC port from
the same Rare engine family. Full detail: [Internals](internals.md); the bug
catalogue: [Porting notes](porting-notes.md).
## Honest status
- **Particle colours** can still drift through a rainbow palette
intermittently: one genuine cause is fixed this release, a second hasn't
been found yet (D252).
- **Some muzzle flashes draw an extra erroneous long flash** straight up from
the gun, on top of the correct one. Cosmetic only (D303).
- Water levels show a moving seam between two water patterns (D245);
occasional z-fighting on some geometry (D308); in-level security-camera
props can occasionally face backwards (D307). Minor and cosmetic.
- **The front-end Nintendo logo renders as two white blobs** and the Rareware
logo's texture filtering looks off (D75).
- Surface 1's 2D billboard trees render as a solid wall of tree texture
instead of discrete sprites; under active investigation (D236).
- **Widescreen is stretched, not native**: 16:9 stretches the 4:3 frame to
fill the display; automatic FOV scaling keeps the framing comfortable and
gameplay is unaffected, but a distortion-free native widescreen render is
still on the roadmap. Distant geometry can also drop out on the biggest
open levels (D249).
- **Gunshot SFX can sound off during sustained/rapid fire** (D240/D241).
- **`All unlocked` is highly experimental** — don't enable it until you have
at least one save written, or it can break audio and mouse aim
(D257/D259/D281).
- Bond's cutscene positioning is fixed and right the large majority of the
time now; on the rare occasion he's off it's a small drift — no more
floating or spin-glitching (D173/D292/D243).
- No macOS/ARM support; no controller rebinding UI yet.
The full list, with root causes and fix status: the
[README's Status section](https://github.com/jkdansereau/goldeneye-pc-port#status)
and the [finding log](https://github.com/jkdansereau/goldeneye-pc-port/tree/main/docs/dev).
## Documentation
- **[The two-agent development case study](dev/agentic-development.md)** — goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn't work.
- **[Development process](dev-process.md)** — how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
- **[Internals](internals.md)** — architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
- **[Porting notes](porting-notes.md)** — the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
- **[Game-behaviour reference](dev/game-behavior-reference.md)** — how the retail N64 game is meant to behave: combat/AI model, difficulty scaling, per-level objectives, timers, weapon data, and the original game's known quirks.
- **[Building](building.md)** — full build and asset-extraction guide.
- [The two-agent development case study](dev/agentic-development.md): goal, setup, timeline, the handoff workflow, and an honest assessment of what did and didn't work.
- [Development process](dev-process.md): how work was scoped, partitioned, and budgeted across agents; the finding-log discipline.
- [Internals](internals.md): architecture, the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, the phased plan.
- [Porting notes](porting-notes.md): the recurring Nintendo 64 → PC bug classes hit during the port, with fixes.
- [Building](building.md): full build and asset-extraction guide.
---
<small>Non-commercial fan preservation/research project. No ROM or game assets
are distributed; you supply a ROM you already own. Not affiliated with or
endorsed by Nintendo, Rare, Microsoft, MGM, Danjaq, or EON Productions.</small>
# GoldenEye 007 — PC Port: architecture & plan
---
title: Internals
description: Architecture behind the PC port; the software RSP-emulation approach, GoldenEye-vs-Perfect-Dark engine differences, and the phased development plan.
---
## GoldenEye 007 PC Port: architecture & plan
> This began as the pre-implementation research note and is kept as the
> architecture reference. Sections 1–9 describe the design; section 10 lists
> external references. The phased plan in section 8 is largely done through
> Phase 2 — for current status see the [README](../README.md) and
> [`dev/LEVEL-STATUS.md`](dev/LEVEL-STATUS.md); for the blow-by-blow finding
> log see [`dev/findings.md`](dev/findings.md).
> Phase 2; for current status see the
> [README](https://github.com/jkdansereau/goldeneye-pc-port#status) and
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