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James Dansereau 811e9a62cf Bug-fix pass for reported issues #114-#119 (D424-D434)
Recoil byte order, crouch-tank interactions, auto-fire cadence in ticks,
hipfire turret tracking, light-fixture Gfx index parsing, hit-type byte
reads. Rule-2 sign-offs recorded for D424 and D427. Documentation re-triaged
onto a single tracker (docs/ROADMAP.md).

Refs: D424 D425 D426 D427 D428 D430 D431 D432 D434 #114 #115 #116 #117 #118 #119
2026-10-06 18:35:38 -04:00

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1P weapon viewmodel — static research (read-only)

RESOLVED 2026-09-09 (M-83, D215). None of the three ranked suspects below was the cause — all were ruled out by the GE_DVM=1 probe (added this session). The bug was renderdata.flags == 0 in gunRenderFirstPersonGunModels: the N64 *(ModelRenderData*)&D_80035CC0 reinterpret-across-adjacent-globals breaks under x86-64 pointer widening + no guaranteed global layout. Fixed #ifdef PORT in src/game/gunfire.c. See findings.md D215. This doc is kept for the ruled-out analysis only.

Companion to the (since retired) GRAPHICS-BACKLOG.md ("1P weapon viewmodel") and findings D115 item #5 / AUDIT-M6 #5. Goal: narrow the five audit suspects to a ranked, probe-ready list. No code changed by this doc.

Path map (verified in source)

  • Setup (per frame): bondview2.c:9040 → gunUpdateAndFireBothHands() (gunfire.c:1018) → gunUpdateAndFire(handnum) (gunfire.c:327). Inside, the weapon-model block at gunfire.c:599-662: computes field_87F (the show/hide gate), then if set: dynAllocate(numMatrices × sizeof Mtxf) → identity-fill → modelCalculateRwDataLen → modelInit(HAND_WEAPON_MODEL, &copy_of_body_obj_header[handnum], HAND_WEAPON_RWPOOL) → hand->mtxlist = rwmtx and (PORT/D102) weaponModel.render_pos = (RenderPosView*)rwmtx.
  • Render (same frame, later): gunRenderFirstPersonGunModels loop at gunfire.c:1532-1540: if (handptr->field_87F == 0) continue; then subdraw(&renderdata, HAND_WEAPON_MODEL(handptr)) (model.c:5326) which does gSPSegment(gdl, 3, osVirtualToPhysical(mdl->render_pos)) and walks mdl->obj->RootNode — a NULL RootNode returns silently, drawing nothing.

Statically ruled out (with evidence)

  1. Transient-arena lifetime (the audit's prime suspect). dynAllocate is a bump allocator on the vtx pool (src/game/dyn.c:123), reset only by dynSwapBuffers() at frame end. Setup and render both happen inside one frame, so render_pos/mtxlist are valid when consumed — in solo play. (Split-screen mid-frame swaps would be a separate question; out of scope.)
  2. Word-index / record-size mismatch (flashvisptr = RWPOOL + RwDataIndex, gunfire.c:650). D52 kept Model.datas as u32* on PC precisely so N64 word math holds, and RwDataIndex values are computed at runtime by modelCalculateRwDataIndexes from the PC record sizes — self-consistent. (Self-consistent ≠ in-bounds; see suspect 2.)
  3. Segment/render_pos mechanism itself. Every working model in the game (bodies, props) uses the same gSPSegment(3, render_pos) + bondviewTransformManyPosToViewMatrix machinery — and it renders. The watch menu draws the same weapon models via a different path (set_enviro_fog_for_items_in_solo_watch_menu, gunfire.c:1630+, local matrices, no 87F gate, no hand rw-pool) and they appear (albeit faint — D75/D141 note). So the model assets and headers are very likely fine; the defect is in-level-path-specific.

Ranked suspects + probe spec

#1 — field_87F gating (gunfire.c:599-610). The clear-condition disjunction contains (Gun_hand_without_item(handnum) == 0). That function (gun.c:812-816) returns hand_invisible[h] > 0 || (hand_item[h] == 0 && field_2A44[h] < 0) — so the term is TRUE (→ gate cleared → gun hidden) whenever the hand has an item and isn't invisible. Read naively, that hides the gun exactly when you're holding one; since the N64 shows the gun, the runtime values of hand_item/field_2A44/hand_invisible must differ from their names suggest — but this is the single most likely place for a PC-only divergence (e.g. a field the port initializes differently). If 87F is 0, the render loop continues and the symptom is exactly "no gun, no crash".

#2 — rw-pool capacity. PC records are wider than N64's (pointer fields); weaponRwPool[192] (768 B) was D102's scaled-up budget, but nothing bounds- checks it. The #ifdef DEBUG print at gunfire.c:620 still tests the N64 32-word threshold — stale on PC. If numRecords words exceed 192, modelInitRwData overruns the pool into whatever follows it in struct hand → corruption that could kill the draw (or worse, silently).

#3 — stale copy_of_body_obj_header. Populated only at item load (gun.c:924 shallow copy / gun.c:931-951 load_object_fill_header). If a PC asset-load quirk zeroed it for the in-level path, RootNode == NULL and subdraw no-ops silently. Lower priority given the watch menu renders the same models — but cheap to confirm in the same probe.

Probe (one session, PORT-only, env-gated GE_DVM=1, zero behavior change): in the field_87F != 0 block at gunfire.c:611+, print once per frame while a pistol is held in BUNKER1: handnum, item, each clear-term value + final field_87F, &copy_of_body_obj_header[h], numMatrices, numRecords (words) vs 192, RootNode, rwmtx. One run triages all three suspects: 87F==0 → suspect #1 (log which term); numRecords>192 → #2; RootNode NULL/garbage → #3.

Fix-shape notes (for when the probe lands)

  • If #1: the fix is a #ifdef PORT initialization/correction of whichever hand field diverges — not an edit to the gate logic itself (rule #2); document as Dxxx with the N64-vs-PC value table.
  • If #2: enlarge weaponRwPool to the measured max + a PORT bounds guard that prints (mirrors the existing DEBUG print, correct threshold).
  • If #3: trace the load_object_fill_header call for the in-level weapon load; likely an asset-offset issue in the port's loader path.