# GE_* environment probes — consolidated list 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 2026-09-30 (ROADMAP §7 strip pass: D157/D157T/D157I/D157TB, D207S, D227V, D245_OLDVTX/OLDTEX, D252POOL, D288, D309, D318B suite, D320R removed and marked as tombstones; D318W demoted to detect-only). Previously 2026-09-28 (v0.4.0 release sweep: rows added for probes introduced since 09-21 — D383 bind-capture smoke, D388 option-tree walk, D406 front-options diagnostics, D354/D344 watch-settings & quit-frame harnesses, D318B boundary suite, z-fight grid; the drift checker now also sees the cached env-flag wrapper reads from `port/include/envflag.h`). 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 anything harmful. Two classes: - **Infra / live tooling** — deliberately kept, used by the playtest harness (`tools_pc/debug.ps1`, `playtest.sh`, `level_sweep.sh`) or by an investigation still in progress. - **Dxx diagnostic** — added to chase one finding; most are now closed. ## Infra / live tooling | Env var | File:line | What it does | Status | |---|---|---|---| | `GE_PCDUMP` | `port/fast3d/gfx_opengl.cpp:1079` (`is_pcdump`), `gfx_opengl.cpp:700`, `port/src/video.c:188`, `port/src/config.c:46` (`configGetFrameDump`) | Per-frame framebuffer PPM dump to `$PCDUMP` dir (verification-ritual golden captures, `tools_pc/framediff.py`/`pixcount.py`). Also settable via `[Debug] FrameDump` ini (env wins). **M-33/D168: the writer now emits rows top-to-bottom — captures before that fix are vertically flipped.** | **live** | | `GE_INPUTSCRIPT` | `port/src/input.c:306` | Headless scripted controller-0 input: `":,…;…"` (`SUP/SDOWN/SLEFT/SRIGHT/SNONE` sustain, buttons pulse; `ZHOLD`/`ZREL` sustain fire, D207 M-201). Sole input source when set. | **live** | | `GE_INPUTSCRIPT_MS` | `port/src/input.c:1194` | abpad: entry times in `GE_INPUTSCRIPT` are milliseconds since SDL init instead of controller reads (`tools_pc/abpad`). C-button holds `CUPHOLD`/`CDOWNHOLD`/`CLEFTHOLD`/`CRIGHTHOLD`/`CNONE` (1.2 walk/strafe) also live in the script parser. | **live** | | `GE_PAD_BACKGROUND` | `port/src/input.c:1472` | `=1` sets `SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS` so the port reads pads while unfocused: one real pad drives the port and 1964 side by side (`tools_pc/abpad/live_ab.ps1`). | **live** | | `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_STARTMP` | `src/game/lv.c:403` (`#ifdef PORT`) | D416: `GE_STARTMP=[,]` starts a local multiplayer match with the menu's default options (as MP options -> START does); pair with `GE_MPVIRT=` for the controller count. Unattended split-screen testing. | **live** (D416) | | `GE_MPVIRT` | `port/src/input.c:686` | D416: report `n` extra idle controllers (1..3) so the MP menu unlocks / a 2P+ stage loads on a machine with no gamepads. Test harness only; P2..Pn get no input. | **live** (D416) | | `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_FAKE_DECK` | `port/src/video.c:490` (`videoDetectSteamDeck`) | D283: `=1` forces the Steam Deck path on any host (Windows/Linux desktop) so the once-per-ini Deck preset logic (`Video.DeckPresetApplied`, applied only while `Video.Fullscreen=0` and `Window.Maximized=0`) can be tested; `=0` forces it off on a real Deck (skips DMI + `STEAMOS`). Unset = real detection (DMI `Valve` + `Jupiter`/`Galileo`, then `STEAMOS`). **Writes the ini** (preset + flag) — use a throwaway data dir. | **live** (test hook) | | `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. | **dead** (D204 closed) — removed 2026-09-30 (ROADMAP §7 strip pass, batch 1, branch `chore/scaffolding-removal-1`); tombstone — the generator flags it GONE | | `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_AUDIOGAINLOG=1` | `port/src/audio.c` (`audioSetNextBuffer`, cached `GE_ENVFLAG`) | D470: once per second logs `D470 gain: master=N peak=P`, the max abs sample of the final (post master-volume) buffer. Cheap; shows the gain effect headlessly. | **live** | | `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_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. | **dead** (D207 closed) — removed 2026-09-30 (ROADMAP §7 strip pass, batch 1, branch `chore/scaffolding-removal-1`); tombstone — the generator flags it GONE | | `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_TEXDUMP_ADDR` | `port/fast3d/gfx_pc.cpp` (`import_texture`, cached env check) | D75/M-197: with value ``, dumps the raw source bytes of **every** import from that exact address (bypassing the 400-dump cap) to `texdump/aNNNNN_WxH.bin` + a `GE_TEXA[…]` log line with fmt/siz/size/min/max/nonzero byte stats. Distinguished "never loaded" from "loaded zeros" for the Nintendo-logo texture buffer (root-caused to the D50 sidecar converter dropping embedded blobs). | **live** (D75) | | `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. | **dead** (D243 FIXED) — removed 2026-10-01 (scaffolding strip batch 3, branch `chore/strip-d243-probes`); kept as a tombstone — the generator flags it GONE | | `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. | **dead** (D243 FIXED) — removed 2026-10-01 (scaffolding strip batch 3, branch `chore/strip-d243-probes`); kept as a tombstone — the generator flags it GONE | | `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. | **dead** (D243 FIXED) — removed 2026-10-01 (scaffolding strip batch 3, branch `chore/strip-d243-probes`); kept as a tombstone — the generator flags it GONE | | `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. | **dead** (D243 FIXED) — removed 2026-10-01 (scaffolding strip batch 3, branch `chore/strip-d243-probes`); kept as a tombstone — the generator flags it GONE | | `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. | **dead** (D243 FIXED) — removed 2026-10-01 (scaffolding strip batch 3, branch `chore/strip-d243-probes`); kept as a tombstone — the generator flags it GONE | | `GE_D243SWIRL` | `src/game/bondview2.c:10480` (`playerTick`, cached `d243SwirlTarget`) | D243 follow-up probe: `GE_D243SWIRL=` 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. | **dead** (D243 FIXED) — removed 2026-10-01 (scaffolding strip batch 3, branch `chore/strip-d243-probes`); kept as a tombstone — the generator flags it GONE | | `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=` 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`). **M-201:** F12 opens a ~90-frame full-detail `D157TB` burst; continuous logging cut to a 2000-line baseline + 500 colour-match hits (the uncapped white match ran live play at 4–6 fps). | **dead** (D252 fixed) — removed 2026-09-30 (ROADMAP §7 strip pass, branch `chore/strip-temp-probes`); tombstone — the generator flags it GONE | | `GE_DVM` | `src/game/gunfire.c` (`gunUpdateAndFire` gate dump + `gunRenderFirstPersonGunModels` render dump; `#ifdef PORT`) | 1P weapon viewmodel (D215). `[DVM]` line: the `field_87F` show/hide gate terms + `Gun_hand_without_item` sub-terms + `copy_of_body_obj_header` RootNode/Switches/numRecords. `[DVMr]` line: `87F` + `cmds_emitted` = gfx commands the weapon `subdraw()` produced (healthy ≈ 150; the D215 bug showed **1**). Rate-limited ~1/s per hand. **Found + verified D215** (`renderdata.flags` read 0 → all weapon DL nodes gated off). Probe kept inert. | **live** (D215 FIXED, probe kept) | | `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) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `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: frame-gated to `num_dls` 550–755 (M-155), now **skips `any_behind_camera==1` triangles** (M-155 follow-up — the x/w divide is meaningless for w≤0; that subset was pure false-lead noise) and logs the render-mode word (`oml`) so a live capture can ID the culprit asset against level tables. Logs any triangle whose clip-space NDC bbox covers >50% of the screen or goes non-finite, with each vertex's `w`. Bare `-level_20` re-run: 1965 sane hits in the window, still zero for the target color RGB(83,62,44) — consistent with M-155's working theory that the bare boot's scripted camera never reaches the bug state; **headless probing is at its limit, live capture is next**. | **dead** (D288 closed) — removed 2026-09-30 (ROADMAP §7 strip pass, branch `chore/strip-temp-probes`); tombstone — the generator flags it GONE | | `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. | **dead** (D245 fixed) — removed 2026-10-02 (strip batch 4, `chore/strip-batch4`); tombstone | | `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). | **dead** (D245 fixed) — removed 2026-10-02 with the inert sky tile-capture/shift code (strip batch 4); tombstone | | `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. | **dead** (D252 closed) — removed 2026-09-30 (ROADMAP §7 strip pass, batch 1, branch `chore/scaffolding-removal-1`); tombstone — the generator flags it GONE | | `GE_D252POOL` | `src/game/image.c` (`texLoad`), `src/game/initmttex.c`, `port/src/gimgfixup.c` | **TEMP** (M-201): one line per new texture load (pool main/other, free bytes) + `POOL-FULL` events + stage pool range; `D252SYNC: N slots re-synced, M changed` per stage load (the D252 fix at work: M>0 from the 2nd stage on). Load-time only, no fps cost. | **dead** (D252 fixed) — removed 2026-09-30 (ROADMAP §7 strip pass, branch `chore/strip-temp-probes`); tombstone — the generator flags it GONE | | `GE_D245_OLDVTX=1` / `GE_D245_OLDTEX=1` | `src/game/sky.c` (`skyPortRenderPoly`) / `port/fast3d/gfx_pc.cpp` (CI8 import + tri-path dims) | **A/B** (M-201): restore the pre-fix s16 sky/water vertex path / the pre-fix 32x43, 16-wide water texture geometry. | **dead** (D245 fixed) — removed 2026-09-30 (ROADMAP §7 strip pass, branch `chore/strip-temp-probes`); tombstone — the generator flags it GONE. The pre-fix s16 sky/water vertex path (`skyPortRenderPoly` tail + `skyPortEmitTileShift`) went with it; the float path is now unconditional | | `GE_DYNTEXHASH_OFF=1` | `port/fast3d/gfx_pc.cpp` (`import_texture` cache key) | **A/B** (M-201, D341): disable the content-hashed cache key for dyn-pool textures (reverts to the stale address-only key). | **dead** (D341 closed) — removed 2026-09-30 (ROADMAP §7 strip pass, batch 1, branch `chore/scaffolding-removal-1`); tombstone — the generator flags it GONE | | `GE_D207S` | `src/game/gunfire.c` (player shot-sound block, `#ifdef PORT`) | **TEMP** (M-201): one line per player shot-sound decision: `D207S t= hand item rate -> H1|H2|SKIP` (SKIP = both per-hand sound handles still held). Read-only, uncapped, cheap; use instead of `GE_AUDIOTRACE` for live captures (that probe does file I/O on the audio path). | **dead** (D207/D241 closed) — removed 2026-09-30 (ROADMAP §7 strip pass, branch `chore/strip-temp-probes`); tombstone — the generator flags it GONE | | `GE_D306C="f0 f1 [wmax]"` | `port/fast3d/gfx_pc.cpp` (after `zf_note_emit`) | **TEMP** (M-201): depth-state census of every emitted triangle in frames f0..f1 (GL depth mode, geometry_mode, other_mode_l, tile-0 texture, NDC centroid, z/w range, min w); optional `wmax` keeps near geometry only. Cap 60000 lines. | dead — fully removed 2026-10-01 (ROADMAP §7 scaffolding strip, batch 2; kept here as a tombstone) | | `GE_INTROCAM=` | `src/game/bondview_r.c` (`#ifdef PORT`, intro camera pick) | **TEMP/test-only**: force the level intro's first camera index (Dam truck shot = 5). The PRNG draw is still consumed. Logs `D306: intro camera index` when set (or with `GE_D306C`). | **TEMP** (useful repro tool) | | `GE_STARTWEAPON=` | `src/game/bondview_r.c` (`#ifdef PORT`, after the start-inventory setup) | **TEMP/test-only** (M-201, D303): adds the item + 400 rounds of its ammo and makes it the starting right-hand weapon (M16 = 13). Pair with `GE_INPUTSCRIPT` `ZHOLD`. | **TEMP** (useful repro tool) | | `GE_D235` | `src/boss.c` (per-stage `while (!done)` block, after `memaReset`; `#ifdef PORT`) | D235 evidence probe: logs how many GL-texture-cache entries the per-stage `videoResetTextureCache()` call purges at each level load. A cold boot into a level should log 0; a death/restart (or any transition from a level that uploaded textures) logs >0 — direct evidence of the stale-entry mechanism. The clear itself is **not** gated on this var (it's the fix, see below); the var only controls the log line. | **live** (D235) | | `GE_D235_OFF` | `src/boss.c` (same block) | **TEMP** A/B switch: skips the per-stage `videoResetTextureCache()`, i.e. reverts the D235 fix for one run. For comparing a restart with and without the fix. | **dead** (D235 closed) — removed 2026-10-02 (strip batch 4); tombstone. The D235 fix (`videoResetTextureCache()` per stage load) and the `GE_D235` log stay | | `GE_D235_RELOAD=` | `src/boss.c` (same block + `bossMainloop` retrace branch) | **TEMP** reload harness: once the title stage loads after the first level (e.g. after a scripted watch Abort), wait `` retraces, then re-enter that level via `bossSetLoadedStage()`, the front end's own mission-start call. A headless death/restart without the pointer-menu walk. Pair with `GE_INPUTSCRIPT="800:START;1200:A;1300:RIGHT;1400:A"` (abort) on `-level_XX`. | **dead** (D235 closed) — removed 2026-10-02 (strip batch 4); tombstone | | `GE_D235_NEXT=` | `src/boss.c` (with `GE_D235_RELOAD`) | **TEMP**: re-enter a *different* stage after the abort (level A → title → level B), used for D336 (Runway → Frigate). `GE_D85TEX=1` now also logs each stage's texture-pool size and address range (`src/game/initmttex.c`). | **dead** (D235 closed) — removed 2026-10-02 (strip batch 4); tombstone | | `GE_D320R="tick:action;..."` | `port/src/d320repro.c` (hooked in `src/game/lv.c` per-tick PORT block) | **TEMP** forced-repro harness keyed on `g_GlobalTimer`. Actions: `roster`, `jump=,list=,off=`, `bit=`, `trace=`, `rename=,`, `seed=,` (D320); `explode=,` (explosionCreate ahead of Bond) and `cheat=gl|rl|inv|` (game cheat activation) for D252 headless explosion/debris captures. | **dead** (D320 fixed via D329) — removed 2026-09-30 (ROADMAP §7 strip pass, branch `chore/strip-temp-probes`); tombstone — the generator flags it GONE; `port/src/d320repro.c` + its `lv.c` hook deleted | | `GE_AIMLOG=1` (+ `GE_INPUTSCRIPT` tokens `MDX` `MDY` `RHOLD` `LHOLD` `RREL`) | `port/src/input.c` | D337 aim-model harness: scripted sustained mouse deltas (treated as a grabbed mouse) and aim holds, plus a per-poll line with aim state, active device, the game's drawn crosshair x, `crosshair_x/y_pos` and camera angles. Measures range, edge-scroll and jitter headlessly. | **live** | | `GE_PERFSTAT=1` | `port/fast3d/gfx_pc.cpp` (`gfx_run`/`gfx_end_frame`), `port/fast3d/gfx_opengl.cpp` (start/end_frame), `src/boss.c` (main loop) | #92/D339 perf probe: per-300-frame averages of render phases (pre / display-list / post / swap+pace), tris and draw batches per frame, game-thread busy time per scheduler message, and a GL_TIME_ELAPSED GPU timer (meaningful only when GPU-bound). 2026-10-01: also prints `PERFSTAT spikes: max=..ms at frame N (dl= run=) >20ms= >33ms=` per 300-frame window (hitches hide in the averages). | **live** | | `GE_NOSHADERWARM=1` | `port/fast3d/gfx_pc.cpp` (`gfx_shader_list_open`) | D480 falsifier: disables the shader pre-warm (no read or write of `$S/ge007.shaders`), so first-seen combiners compile mid-frame as before. | **live** (D480) | | `GE_RENDERINLINE=1` | `port/src/libultra.c` (`portRenderWorkerOn`) | D481 falsifier: run gfx tasks inline on the scheduler thread (the pre-D481 path) instead of on the render worker. `GE_DETERM` forces this too. | **live** (D481) | | `GE_FAKE_LOWEND=1/0` | `port/src/video.c` (`videoApplyLowEndDefaults`) | D482: force the low-end GPU classification on (1) or off (0) for the one-time first-launch defaults check (`Video.LowEndConsidered`). Testing only, like `GE_FAKE_DECK`. | **live** (D482) | | `GE_D75V` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_vertex`, end of the copy/transform loop; cached env check) | D75 (Nintendo logo) per-batch vertex probe: for each `G_VTX` batch in frames `lo..hi`, logs frame#, source pointer, n_vertices, original dest_index, raw ob[0..2] of the first vertex, min/max of the transformed x/y/z/w across the batch, and the MP translation row. Used to prove the transform is correct (M-195) and that every batch encodes v0=0 (slot-overwrite hypothesis). Value form `"lo-hi"` (e.g. `300-900` = the logo screen); unset = off. **D473 (2026-10-01): the cache was broken (re-read on every G_VTX when unset); now a real one-shot cache.** | **live** (D75) | | `GE_D75D` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_vertex` G_VTX case + `gfx_sp_tri1` rejection/emit gates; cached env check) | D75 (Nintendo logo) per-frame draw-path probe (M-196): for frames `lo..hi`, logs one line/frame with the V/T token stream (`seq`), max triangle vertex index, cumulative vertices loaded, and per-triangle accounting — trivial-reject / backface-cull counts, how many tris reach GL, how many of those are on-screen (NDC bbox ⊂ [−1,1]²), invisible-flag count, vertex-color min/max, first oml word, depth z/w range + NaN count, texture-sampler presence (`utex` = GL shader, `cutex` = combiner), combine mode, prim/env color. Used to REFUTE the slot-overwrite hypothesis (DL is streamed, max index 15) and narrow the bug to a texture-modulate material rendering black. M-197 added logo-mode `lg_*` fields (sampled only on tris with the logo combine word — the frame-level `utex`/`cutex` are first-tri-wins and were the source of the "combiner claims 0" false anomaly): `lg_utex`/`lg_tex` + tile-0 descriptor + texture buffer address/id/size for the logo material. Value form `"lo-hi"` (logo window ≈ `244-320` on a bare front-end boot); unset = off. Companion one-shot `D75DCC:` log in `gfx_generate_cc` fires when `combine_mode==0x009ffe4f19ffe4f1` to decode the logo's combine slots. | **live** (D75) | | `GE_PDMOUSEAIM` | `port/src/input.c:487` (`pdMouseAimEnabled`) | Force on/off the PD-style mouse-aim model (D194 lineage); unset = default (on in N64 aim mode unless legacy GEPD aim is selected). | **live** | | `GE_QUITFRAME` | `port/src/video.c:966` | D344 harness clean self-quit: exits after frame `` completes and swaps (replaces `timeout` kills; the host never exits under an in-flight frame). Cached. | **live** (harness) | | `GE_PADMAPTEST` | `port/src/input.c` (`inputInit` -> `padMapSelfTest`) | D469: boot-time self-test of the gamepad action table. Proves preset 0 == the legacy hard-wired mapping (20,971,520 synthetic cases), logs the per-source mask table, a Custom remap, per-seat independence, the Start guard and the binding API; restores config afterwards (nothing persisted); the game then continues. Cached (`GE_ENVFLAG`). | **live** (harness) | | `GE_D466LOG=` | `port/src/drawdistgameplay.c` (`portD466FrameLog`, called from `bgDetermineVisibleRooms`) | D466 dev probe: every `` calls (per player view) logs `D466 f=.. active= ext= auth= subset= hext= hauth= chrOn= chrGp= seen= hgame=` to stderr: extended vs authored room-set counts + hashes, ONSCREEN chrs vs gameplay-on-screen chrs, `HAS_BEEN_ON_SCREEN` count, and a chr-state hash. Cached. | **live** (D466 dev probe) | | `GE_D468_SCALE=<0.05..1>` | `port/src/drawdistgameplay.c` (`portD468UpdateClamp`) | D468 dev falsifier: multiplies the AI-view-clamp fractions (and so turns the clamp on even at 16:9 / FOV 100), so a headless `GE_D466LOG` run can show the authored room set and gameplay on-screen chrs shrinking. Cached; out-of-range values ignored. | **live** (D468 dev probe) | | `GE_SHADEPERSP=1` | `port/fast3d/gfx_opengl.cpp` (`gfx_opengl_init`, shader build) | D540 A/B switch: perspective-correct shade-colour interpolation instead of the default RDP-style screen-affine (`noperspective`) one (the sky horizon fade). Read once at GL init. | **live** (D540 A/B) | | `GE_FOGPIXEL=1` | `port/fast3d/gfx_opengl.cpp` (`gfx_opengl_init`), `port/fast3d/gfx_pc.cpp` (`gfx_sp_vertex`) | D543 A/B switch: the D540 exact per-pixel fog (fog * w, divided by w in the shader) instead of the default per-vertex RSP fog (honest negative-w divide, CPU near clip lerps it). Read once at GL init. | **live** (D543 A/B) | | `GE_FOGVERTEX` | (removed) | **removed** -- D540's per-vertex-fog opt-in; per-vertex fog is the D543 default, the opt-out is `GE_FOGPIXEL=1`; tombstone kept. | **removed** | | `GE_NEARCLIP=0` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri1`) | D543 A/B switch: disable the CPU RSP-style near-plane clip (default on) and leave near-plane clipping to the GPU. Cached on first triangle. | **live** (D543 A/B) | | `GE_NEARCLIPFOG=recompute` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri1`) | D543 A/B switch: recompute the per-vertex RSP fog value of near-clip-created vertices from their new z/w (as `gfx_sp_vertex`) instead of lerping it (default). Cached on first triangle. | **live** (D543 A/B) | | `GE_FOGSNAP=1` | `port/fast3d/gfx_opengl.cpp` (fragment shader build) | D540 A/B switch: re-enables the D503 full-fog snap (fog >= 247/255 -> full), off by default since D540 (its hard edge swept across the ground in chunks). Cached on first shader build. | **live** (D540 A/B) | | `GE_PADFAMILY=xbox\|ps\|nintendo` | `port/src/input.c` (`inputPadFamily`) | D471 dev override: force the controller family used for button names in the PC menus (headless screenshots without the hardware). Cached. | **live** (D471 dev knob) | | `GE_D466_FORCE=1` | `port/src/drawdistgameplay.c` (`portD466Active`) | D466: run the authored-distance split even at DrawDistance 100% (identity test: authored set must equal extended). Cached. | **live** (D466 test hook) | | `GE_D466_OFF=1` | `port/src/drawdistgameplay.c` (`portD466Active`) | D466 kill switch: disable the gameplay/render split (every gameplay reader falls back to the extended-range state, i.e. the pre-fix #125 behaviour). For A/B only. Cached. | **live** (D466 kill switch) | | `GE_INPUTSCRIPT_P1` | `port/src/input.c:1216` | Split-screen test harness: scripted input for player slot 1, same entry syntax as `GE_INPUTSCRIPT` (slot 0); mouse tokens and `CHOLD`/`CREL` ignored with one warning. Used with `GE_STARTMP` + `GE_MPVIRT`. | **live** (test harness) | | `GE_INPUTSCRIPT_P2` | `port/src/input.c:1217` | As `GE_INPUTSCRIPT_P1`, for player slot 2. | **live** (test harness) | | `GE_INPUTSCRIPT_P3` | `port/src/input.c:1217` | As `GE_INPUTSCRIPT_P1`, for player slot 3. | **live** (test harness) | | `GE_MEMPREDZONE=1` | `src/memp.c:340`, `src/memp.c:369` (+ periodic check in `port/src/video.c`) | D464 red-zone checker: pads every stage-bank allocation with a 64-byte pattern trailer and logs `MEMPREDZONE: HIT ...` at level unload, every 60 frames and at quit. Unset = one cached branch per allocation. | **live** (D464 dev tool) | | `GE_CRASHTEST` | `port/src/crash.c` (`crashTestMaybe`, called at the end of `crashInit`) | Deliberate-crash hook for verifying the crash handler: `GE_CRASHTEST=` recurses N frames deep (capped at 64) right after the handler is installed and faults with a null write. `ge007.crash.log` should then show `#00`..`#N-1` in `crashTestRecurse`, then `SDL_main`, CRT and system frames; each frame line carries `va=0x…` for `addr2line -f -p -e build-pc/ge007.x86_64.exe `. Unset/0 = no effect. | **live** (harness) | | `GE_ROOMPOOL` | `port/src/video.c:371` (`portRoomPoolScale`) | Scales the port's room pool by a float factor — before/after captures, and a user opt-out if the larger pool ever causes trouble on a level. | **live** | | `GE_BINDPROBE` | `port/src/input.c:885` | One-shot dump of the resolved PC bindings after setup (D383 bind-capture verification). | **live** (diagnostic) | | `GE_BINDCAPTUREPROBE` (+ `GE_BINDCAPTUREACTION`) | `port/src/optionsoverlay.c:1000,1005` | D383 isolated host→menu smoke probe: when the overlay force-opens, injects a scripted bind-capture keypress (ESC/DEL/F2). Test data dir must be private — capture persists the key. | **live** (diagnostic) | | `GE_OPTIONSOVERLAY_SECTION` | `port/src/optionsoverlay.c:989` | Isolated screenshot/probe of a nested F10 page by row key (opens that header; never a menu mode). | **live** (diagnostic) | | `GE_OPTIONSOVERLAY_SELECTBACK` | `port/src/optionsoverlay.c:995` | Screenshot-only: pins the selection to the Back row when the overlay auto-opens, to check it against a normally selected setting on the same page. | **live** (diagnostic) | | `GE_OPTIONSOVERLAY_DROPDOWN` | `port/src/optionsoverlay.c:1195` | Screenshot-only: with the overlay auto-opened on a page, opens the dropdown popup of the named row key (e.g. `Video.TextureFilter`, `__Resolution`) and focuses it. | **live** (diagnostic) | | `GE_OPTIONSOVERLAY_ATFRAME` | `port/src/optionsoverlay.c:3362` | Re-applies the GE_OPTIONSOVERLAY / _SECTION / _SELECT request at emit frame n so it survives a level load (in-level screenshots, D558). Read once. | **live** (diagnostic) | | `GE_OPTIONSOVERLAY_SELECT` | `port/src/optionsoverlay.c:1221` | Screenshot-only: selects the named row key on the auto-opened page (e.g. `Game.NoHitFlash`) so its tip shows (D558). | **live** (diagnostic) | | `GE_OPTIONTREEPROBE` | `port/src/optionsoverlay.c:888` | D388: opt-in in-memory walk of the real F10 page tree; writes no settings, binds or profile bytes; restores UI state afterward. | **live** (diagnostic) | | `GE_PRESETPROBE` | `port/src/optionsoverlay.c:957` (`presetProbe`) | D440: one-shot at overlay init — drives the "Original N64" and "Port defaults" preset rows through the real arm -> confirm activation and checks the "Active" state; logs `GE_PRESETPROBE: PASS/FAIL`. **Writes the live config** (persisted on exit) — use a throwaway data dir. | **live** (diagnostic) | | `GE_OVPOINTERMAP` | `port/src/optionsoverlay.c:1726` | D391 pointer-map diagnostic: on LMB-down (and every 120 samples) logs SDL mouse coords vs GL drawable pixel coords + the hover row, to separate hit-band/scroll errors from coordinate-space mismatch. | **live** (diagnostic) | | `GE_FOOTERPROBE` | (removed) | **removed** -- the F10 footer was replaced by the hint line under the box (menu PD parity); tombstone kept. | **removed** | | `GE_OVNAV` | `port/src/frontoptions.c:106` | D519 follow-up harness: scripted overlay navigation on file select (O toggle, D/U move, A open, B back, P log the place), one token per 20 file-select frames. | **live** (harness) | | `GE_FILESELECT_OVERLAY` | `port/src/frontoptions.c:96` | One-PC-options-UI (D519) test hook: opens the F10 overlay over file select without a click; value `n` > 1 also closes it `n` label-frames later. Replaces the retired front-screen probes (the FRONTOPTIONS_SECTION, FRONTNAVLOG, FRONTOPTS_WIDTHS and FRONTOPTIONS_AUTO probes). | **live** (harness) | | `GE_WSPROBE` (+ `GE_WSPROBE_FRONT`, `GE_WSPROBE_RESET`, `GE_WSPROBE_F10FRONT`) | `port/src/watchsettings.c:616,568,512`, `port/src/optionsoverlay.c:1566` | D354 watch-settings probe family: `WSPROBE[=tick]` logs before/after the queued settings commit one tick apart; `_FRONT[=tick]` drives a headless front-end change scenario; `_RESET` prepares an options-reset after 120 front ticks and verifies persistence once the stage drains; `_F10FRONT` fires a one-shot F10→front poll after the file-select save becomes available (avoids the joyDisablePoll deadlock). | **live** (diagnostic) | | `GE_ZF` (+ `GE_ZFTOL`, `GE_ZFBOX`) | `port/fast3d/gfx_pc.cpp:1653-1657` | Z-fight grid probe: per tri emit, buckets the centroid cell and flags cells that fight ≥5 times (cap 600 hits); `ZFTOL`=tolerance, `ZFBOX="x0 y0 x1 y1"`=world-box filter. | **live** (diagnostic) | | `GE_D526` (+ `GE_D526BOX`, `GE_D526MAX`) | `port/fast3d/gfx_pc.cpp:1895,2024,2032,2034` | D526 per-triangle draw-state census probe (text-only): `GE_D526="lo-hi"` = sim-frame range (same dash syntax as `GE_D75D`); `GE_D526BOX="x0 y0 x1 y1"` = NDC region filter (same syntax as `GE_ZFBOX`, default on-screen); `GE_D526MAX` caps per-triangle lines (default 400). Per emitted in-region tri: frame, NDC bbox, z/w, geometry_mode, other_mode_l/h, combine word, sampled tile tmem/fmt/siz, first_tile_index, prim alpha, vertex alpha min/max, use_alpha/modulate/invisible — plus one per-frame line aggregating in-region tris by (comb, oml, omh, alpha) signature. Retained as a generic transparency/texture triage tool (D195/D266/D268/D273 class); the D526 grate case itself was confirmed faithful N64 behaviour, so no fix shipped. Zero cost unless `GE_D75D`/`GE_ZF`/`GE_D303`/`GE_D526` is set (folded into the D474 `tri_dbg` gate). | **live** (diagnostic) | ## Dxx diagnostic probes — finding closed unless noted | Env var | File:line | Finding / what it logged | Status | |---|---|---|---| | `GE_D51` | `port/src/libultra.c:496`, `src/game/model.c:125,244,544` | msgQ 32-slot overflow watch / ModelSlot layout | dead (D51 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `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) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `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. | **dead** (D227 fixed) — the probe lived in the pre-D245 s16 sky path, unreachable since D245 M-201; removed 2026-09-30 (ROADMAP §7 strip pass, branch `chore/strip-temp-probes`); tombstone — the generator flags it GONE | | `GE_D176` | `src/game/bgfog.c:459,471`, `src/game/sky.c:325,381` (all `#ifdef PORT`) | D176 sky/fog env-match + sky-vert trace (Path B, PR #18) | **live** (D176(a)/(b) OPEN) | | `GE_D178` | `src/game/front.c:6586,6594` (`#ifdef PORT`) | briefing-data u16 decode trace (blank-objectives, D143/D178) | dead (D178 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D56` | `src/game/model.c:227,830` | watch `Model` raw-offset reads | dead (D56 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D60` | `port/src/libultra.c:521,735` | gfx frame msgQ delivery trace | dead (D60 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D61` | `port/src/libultra.c:795` (`s_d61opened`) | opens a one-shot log file | dead (D61 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D62` | `port/src/libultra.c:477` | osRecvMesg trace | dead (D62 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D63` | remaining: `src/game/bg.c:2525,2908,2953`, `front.c:1410,1416,7814,7889,8083,8091,8099,8366`, `image.c:2453`, `language.c:431`, `model.c:4340`, `title.c:607` | gun-barrel sub-DL clobber hunt (D63/D64/D65/D66 — the labels drift within the blocks). Stripped M-30 (`d0789358`, `gfx_pc.cpp` trail). Stripped M-32 (`49ce620a`): `memp.c`, `bg.c:2880` (incl. the bare non-PORT `d63bgprimarycount` static + entry log), `blood_animation.c`, `dyn.c`, `rsp.c`. **Remaining blocks are all `#ifdef PORT` + getenv-guarded and inert — strip candidates for a later pass.** | dead (D63 closed) — partially removed — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D69` | `src/game/ob.c:165,227` | stage-load (D69) object trace | dead (D69 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D69BB` | `src/game/bg.c:2460,2479,3020` | D69 bg-binary layout trace | dead — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D69STAN` | `src/game/stan.c:266,276` | D69 stan-tile trace | dead — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D85DUMP` | `src/game/bg.c:2510` | D85 `bgWidenRoomGdl` 8→16B dump | dead (D85 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `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) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D87` | `src/game/ramromreplay.c:296,363,381` | D87 `ramromfilestructure` endianness | dead (D87 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D88` | `src/game/prop.c:1367`, `src/game/stan.c:3090` | D88 `Usetup*Z` propDef stream | dead (D88 family closed; D88.4 resolved) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D90` | remaining: `src/game/bondview2.c:2146`, `src/game/prop.c:1391` (bondview_r.c blocks stripped M-32, `49ce620a`) | D90 bondview / prop NULL trace | dead (D90 closed) — partially removed — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D96` | `src/game/chrprop.c:436,507` (cached `probe`) | D96 chrprop trace | dead (D96 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D104` | `src/game/bg.c:654` (rate-limited, `d104c`) | D104 depth-clear trace | dead (D104 closed) | | `GE_D71LOG` | `port/fast3d/gfx_pc.cpp:645` | D71 fast3d trace | dead (D71 closed) — removed 2026-10-03 (strip batch 5, `chore/strip-batch5`); tombstone — the generator flags it GONE | | `GE_D75` | `src/game/title.c` `sub_GAME_7F007F30` (capped 8) | D75 Bug 2 gun-barrel model probe: logs `chrModelInstance`/`gunModelInstance` ptr+obj+numMatrices, `render_pos`, `renderData.mtxlist`, `g_GfxMemPos`, `osVirtualToPhysical(render_pos)` | **LIVE** (D75 Bug 2 OPEN — see §F "D75 Bug 2 — RUNTIME PROBE") | | `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. | **dead** (D309/D310 fixed) — removed 2026-09-30 (ROADMAP §7 strip pass, branch `chore/strip-temp-probes`); tombstone — the generator flags it GONE | | `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=` 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 `@`) — ties a saved/loaded game's PRNG state to a level for D318-class repro. Inert unset. | **dead** (D318 closed) — removed 2026-09-30 (ROADMAP §7 strip pass, batch 1, branch `chore/scaffolding-removal-1`); tombstone — the generator flags it GONE | | `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. | dead — fully removed 2026-10-01 (ROADMAP §7 scaffolding strip, batch 2; kept here as a tombstone) | | `GE_D322` | `port/src/audio.c` (`audioSetNextBuffer`), `src/snd.c` (`sndD322PoolSummary`) | D322 pool-telemetry probe: one line per 5 s of wall clock with the three pool layers a long session can exhaust — `sfx=count/max` (8-voice SFX soft cap), `evtq=n/64` (event queue occupancy; full = silent post drops, M-71), `pv free/lame/alloc` (24 physical synth voices shared by SFX + music; `-1`s before sndInit), plus the D204 pipeline fields. Cheap (~30 reads/s), campaign-safe; read together with `GE_D204=1`. | **live** (D322 capture) | | `GE_D318W` | `port/src/d318watchdog.c` (`d318WatchdogTick`, `#ifdef PORT`) | **The D318/D320 pin detector, ON by default, DETECT-AND-LOG ONLY since 2026-09-30.** Watches the Facility ai_22 / ai_19 and Control ai_9 hold-pose pin signatures (findings D318/D320) and logs `D318W:` lines (first detection, confirmation after 600 ticks, periodic reminders while held). It used to re-seed the attack via `sub_GAME_7F025560`; that recovery was removed because D329 fixed the cause, so a hit now means a D329 regression. `GE_D318W=0` silences it. | **live** (D329 regression detector) | | `GE_D294` | `src/boss.c:498` (`#ifdef PORT`) | One line per stage reset: stage number + current MA malloc value (D294 pool investigation). | **live** (D294) | | `GE_D294BANK` | `src/game/bg.c:605` | D294: restarts the bank-window counter on stage change (pairs with the `GE_D104` windowing). | **live** (D294) | | `GE_D303` | `port/fast3d/gfx_pc.cpp:1717` | D303: logs up to 200 tri emits with per-vertex bbox + w-sum (degenerate-triangle hunt). | **live** (D303) | | `GE_D307` | `src/game/prop.c:709` | D307: load-time dump of every CCTV record's inputs + derived orientation, for word-for-word PC-vs-ROM comparison. | **live** (D307) | | `GE_D318B` (+ `GE_D318B_ALL`, `GE_D318B_CLK`) | `port/src/d318bprobe.c:91,97,210` | D318/D320 boundary probe suite (M-199): per-tick ground truth of the aim-hold/derail/anim-pin state machine for env-selected chrs (`"5,9"`, max 4); `_ALL` logs every ACT_ATTACK tick; `_CLK=N` locksteps N sim ticks per rendered frame. Read-only. **TEMP — remove when D318/D320 conclude.** | **dead** (D318/D320 fixed via D329) — removed 2026-09-30 (ROADMAP §7 strip pass, branch `chore/strip-temp-probes`); tombstone — the generator flags it GONE; `port/src/d318bprobe.c` + `port/include/d318bprobe.h` deleted. NB `GE_D318B_CLK` (sim-ticks-per-frame lockstep, used for the D329 pin repro) went with the suite | | `GE_D329` (+ `GE_D329LOG`) | `src/game/model.c:3516,3519` (`#ifdef PORT`) | **The D329 anim-pin fix gate — ON by default** (unlike the other probes here): re-derives a stale pinned frameb when the endframe no longer blocks it. `GE_D329=0` A/B-disables; `GE_D329LOG` logs each trigger (cap 2000). Cached. | **live** (D329 fix) | ## Notes - The bare non-`#ifdef PORT` `GE_D63` block in `bgRenderRoomPrimary` (`d63bgprimarycount` static + entry log, was ~`bg.c:2876/2880`) was removed M-32 (`49ce620a`). Every remaining `GE_D63` block is `#ifdef PORT` / `#if defined(PORT)` wrapped and inert. - `[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 **implemented but experimental — not yet achieving its determinism goal** (fixed-tick mode, §F D117, M-52 four-pass writeup); `GE_DETERM_TRACE` (M-52 4th pass) adds instrumented clock-event logging when used alongside it, for diffing two runs to localize remaining divergence. Both env-gated, default off, zero cost when unset.