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D357 — Settings thresholds & values: align display units/defaults with the PD port + Turok PC

Status: IMPLEMENTED 2026-09-30 (findings D443) for mouse sens ×, deadzone whole-%, volume step, FOV degrees, MSAA 16×, Restart game; texture filter unchanged by decision; frame-rate cap deferred (§0 presets + custom = separate project). Approved with changes; see §0. Proposal dated 2026-09-27. Baselines: the PD port checkout (<repos>\pd_port, port/src/optionsmenu.c + input.c/video.c config registrations), the Turok PC (Nightdive) list from the maintainer's notes (docs/dev/notes/OPTIONS-MENU-PLAN.md §6 — taken from user notes, not checked independently), and the N64 watch (ground truth for the Bond.* rows only). Triggered by maintainer report: the current values are "a bit confusing".

Companion change landed with this doc's review: the terminology settled on "Profile" as the end-user term for a per-player game file -- the front top row reads Profile, the per-file row tag reads "(per profile)" and the F10 unavailable value reads "Select a profile" (§4).

0. Sign-off (2026-09-30) — these override §3 where they differ

  • FOV: display in degrees (the PC standard). Storage stays unchanged.
  • Frame rate cap: presets 30 / 60 / 90 / 120 / 144 / 240 / Uncapped, plus an arbitrary custom value. This keeps the ini's free range and adds a custom entry in the menu, instead of the plan's presets-only grid.
  • MSAA: add 16×.
  • Mouse invert: stays a separate On/Off toggle.
  • Texture filter: do NOT rename. The §3 premise ("3-point is trilinear") is wrong. 3-point is the N64's own 3-sample bilinear approximation, and "Linear" and "Bilinear" name the same thing. Keep "N64 3-point" and check the current enum strings before touching them.
  • Refresh §3's "Now" column before implementing. The stick deadzone is already split L/R, and the draw/LOD defaults are 250, not 150.
  • Related QoL, tracked separately in ROADMAP §5a: a Restart game action next to Quit to desktop, for restart-flagged rows such as MSAA.

1. Problem

The D356 regroup fixed the layout; the values still mix three unit families with no consistent rule:

  • raw internal units shown as-is: Input.MouseSensitivity (1–500, 100 = 1× — the "100" is a % of a 1.0 multiplier, not a count), Input.PadDeadzone (raw 0–30000, dispDiv=300 → "23%" but the step of 500 raw is 1.67 display-%, so the slider lands on 23, 25, 26…), Bond.Music/Bond.FX (0–32767, dispDiv=328, step 128 = 0.39 display-%);
  • N64-era vocabulary on PC rows: texture filter "Nearest / Bilinear / 3-Point" (the N64 watch term for trilinear), "FOV scale %" instead of degrees;
  • defaults that don't read as defaults: MSAA shows "4x" fine, but FpsCap 0–1000 with step 1 invites 117 FPS; Video.LodDistance default 150% vs DrawDistance 150% with a 25-step grid (100/125/150/175…).

The PD port is the house style to copy: per-stick sensitivity as a ±10 multiplier (default 1.0, negatives invert) (input.c:1537), mouse speed -30..30 (default 2.5), deadzone raw 0–32767 per stick+axis, rumble 0–1, MSAA as a 2x/4x/8x/16x dropdown, frame cap as "N FPS", volumes as 0–100 %. Turok's (user's list) conventions: single mouse sensitivity knob, per-section resets (landed, D356), master/sound/music volume trio (master still M3-backlog).

2. Principles

  1. Display, don't rescale the world. Every change is port-only (row table, dispDiv/step/unit fields, value-text, kResetDefaults): no src/game change, and config storage units are kept wherever a change would migrate existing ini files (principle 3).
  2. Human units in the value column: % on a 0–100 grid, × multipliers with 1.0 as the default, N FPS, Off/2x/4x/8x, Unlimited. A slider step must map to a whole display unit (the deadzone 1.67%-step bug is the canonical example to fix).
  3. Ini stability: renaming a config key's storage unit is a migration. Where the plan needs it, register a new key (e.g. Input.PadDeadzonePct) and keep the old key as a read-once legacy alias — the D333 Input.AimMode→Input.AimStyle alias pattern (input.c:1962). Each migration gets a findings note.
  4. kResetDefaults stays in lockstep with the config C initializers (D356 Gate E): every default change in this plan updates the table in optionsoverlay.c in the same commit; the GE_WSPROBE_RESET probe re-verifies.
  5. Defaults = the config C initializers, never a new menu-only default.

3. Row-by-row audit & proposal

Current state from optionsoverlay.c rows[] + the configRegister* ranges (2026-09-27). "Display" = what the value column shows today.

Implemented 2026-09-30 (D443) -- refreshed "Now" vs. result

The per-row tables below keep the 2026-09-27 audit text for history. Actual pre-change state and what shipped (all port-only; no default or storage change, so kResetDefaults is untouched and GE_WSPROBE_RESET stays failures=0):

Row Actual "Now" (pre-D443) Shipped
Mouse horizontal sensitivity 1-500 · step 5 · shown as calibrated N/100 (50/100 at raw 100) UI range 10-300, step 10, shown %.1fx (raw/100), linear bar; left the calibrated mapping
Stick deadzone L / R already split Input.PadDeadzoneL/R 0-30000 · step 500 · calibrated N/100 step 300 + dispDiv=300 % (whole-% grid, no key migration); left the calibrated mapping
Music / FX volume step 128, /328 step 328 (1 display-%)
FOV Video.FovScale 50-150 · step 5 · % row "Field of view", horizontal degrees (see D443 formula); key/storage unchanged, step walks the displayed degree
Anti-aliasing 1/2/4/8 · default 2 (C initialiser) + 16x; range 1-16 (GL clamps to GL_MAX_SAMPLES)
Texture filter Nearest / Bilinear / 3-Point unchanged (decision §0)
Frame-rate cap 30/60 toggle (sim ticks at 60 Hz) unchanged this round
Restart game -- new action row after Quit to desktop (both UIs, shared table)

INPUT

Row Now (default · range · step · display) PD port Turok (notes) Proposal
Mouse sensitivity 100 · 1–500 · 5 · raw 100 MouseSpeedX/Y float −30..30, def 2.5 (sign = invert) single knob Display as a × multiplier: keep storage (100 = 1.0×), value text %.1f× (v/100); range 10–300 (0.1–3.0×), step 10 (0.1×). Label stays "Mouse sensitivity".
Invert look (mouse) Off/On folded into the −/× sign of MouseSpeed — Keep On/Off (PD's negative-multiplier style is an alternative; a separate invert is simpler next to the × slider). Decision: confirm.
Aim style / Aim range N64/Centred (PC) · PC/N64 — (GE-only, D337/D338) — Keep as-is (GE-specific; hiddenIfOn already sane).
Invert look (controller) Off/On sign of stick scale — Keep.
Stick deadzone 7000 raw · 0–30000 · 500 · ÷300 → 23% (1.67%-steps) raw 0–32767 per stick+axis, DEFAULT_DEADZONE MISSING New key Input.PadDeadzonePct 0–100, step 1, default 23 (7000/30000×100); input.c scales back to raw at apply; old key becomes a legacy alias (principle 3). Display N% on a whole-% grid.
Trigger threshold 23 · 1–99 · 1 · % — (GE extra) — Keep.

GAMEPLAY

Row Now Baseline Proposal
Auto-aim / Sight / Look ahead / Ammo (profile) Off/On (N64 watch 0/1) N64 watch = ground truth Keep; tag now reads (profile) (this doc's companion change).
Skip intro / No hit flash / All unlocked Off/On Turok: screen-shake/hit-flash family Keep.
HUD scale 100 · 75–150 · 5 · % — Keep (whole-% grid already; range cap D226).

GRAPHICS

Row Now Baseline Proposal
Anti-aliasing 1/2/4/8, def 4, shows None/2x/4x/8x, restart PD dropdown 2x/4x/8x/16x, def 4x Add 16x to the sequence (kMsaaSeq, range clamp 1–16) — SDL/GL supports it; PD has it. Decision: perf cost on mid GPUs (restart already flagged).
Texture filter Nearest / Bilinear / 3-Point PC convention: Nearest/Linear/Bilinear Rename the enum names to Nearest / Linear / Bilinear (3-point is trilinear; the N64 term is the last one left on a PC row). Storage 0/1/2 unchanged.
Anisotropic filtering 4 · 1–16 · 1 · x Turok 1–16 Keep; dim/disable when filter = Nearest (anisotropy only applies to filtered sampling) — hiddenIfOff-style guard, UI-only.
FOV scale 100 · 50–150 · 5 · % Turok 3: 60–120° slider Display in degrees: the 100% baseline is the N64 vertical FOV scaled to the port's widescreen math — value text N° (v/100 × baseline, 1 decimal); storage unchanged. Decision: degrees vs % (Turok uses degrees; % is the existing mental model — pick one, recommend degrees).
Native widescreen / Widescreen auto FOV / Crop overscan Off/On — Keep.
Draw distance 150 · 100–400 · 25 · % (hidden under auto-FOV) Turok: draw-distance row Keep the % grid (25% steps read fine); step 25 → display already whole-%. No change.
LOD distance 150 · 25–400 · 25 · % — Keep; note default 150 vs DrawDistance 150 is intentional parity.

AUDIO

Row Now Baseline Proposal
Music volume (profile) 32767 · 0–32767 · 128 · ÷328 → 0.39%-steps Turok: 0–100% step 128 → 328 (exactly 1 display-%; 32767/328 = 99.9 ≈ "100%"). Storage unchanged (N64 VOLUME_MAX semantics).
FX volume (profile) same same same.
(master volume) — Turok trio M3-backlog, out of scope (shape the section for it, D356 note).

VIDEO

Row Now Baseline Proposal
Fullscreen Off/On Turok: window mode (borderless missing) Keep; borderless = separate backlog item.
Resolution action row (presets) both Keep.
VSync On/Off both Keep.
Frame rate cap 60 · 0–1000 · 1 · Uncapped/N FPS Turok: "up to 120 FPS" / uncapped Preset grid: 0/30/60/120/144 (step = next preset, wraps to Uncapped); value text already N FPS/Uncapped. Decision: preset grid vs free 1-step (recommend presets; 117 FPS has no purpose).
Show FPS Off/On both Keep.

4. Terminology (end-user term = "Profile")

Decision (2026-09-27, UX review): the end-user term for a per-player game file is "Profile" — the per-player bundle of progress + per-file settings. Rejected: "game file" (the instruction manual's current term) reads, in modern PC usage, as the program's own files ("Verify integrity of game files"), not the user's save; "Save" was the fallback (universally understood) but reads as a verb in the row tag and as progress-only, which these files are not. "Profile" covers both and fits the dossier styling of the screen.

Final string set (both UIs: front options + F10 overlay):

String Where
"Profile" + value N front options top row (was "Save file: File N")
"(Profile N)" / "(none)" section-title annotation on save-scoped sections (was "(File N)"/"(no file)")
"(per profile)" per-file row tag (was "(save)", then "(profile)", then "(game file)")
"Select a profile" F10 unavailable value (was "Select file")

Manual sync TODO: the instruction manual's "game file" should be updated to "profile" (the manual is a port document we own).

"Bond file" remains in code identifiers/config keys (Bond.* rows, watchSettingsChooseFile, ini keys) only -- never user-visible.

5. Gates

  1. Port-only per principle 1; the deadzone key migration (principle 3) is the only config-surface change and follows the D333 alias pattern.
  2. kResetDefaults updated in the same commit as every default/range change; GE_WSPROBE_RESET (front + -level_33) re-run, all sections failures=0.
  3. Build via build-pc-cmd.bat (the pi-shell MSYS env gap, D356 note).
  4. Visual check owed (maintainer): front options screen + F10 in all five sections; the overlap fix from the same session (the level-1 save-file row no longer paints under the first content row).

6. Out of scope

  • Key rebinding (Phase 4), master volume (M3), output-device selection, borderless window, per-axis controller sensitivity (PD-style four-knob — GE's one-knob design is D238/D304).
  • Any src/game change; the N64 watch keeps its own values and wording.