Files
goldeneye-pc-port/docs/PCPortResearch.md
T
James Dansereau d3b3fe53ce Docs: track open issues D75-D77 (3D render, 2D partial draw, no audio)
Carry over the logo-pixel session's handoff state: D75-D77 recorded as
OPEN in PCPortResearch.md §F with candidate causes + verification steps,
prioritization guidance (D69 stays primary; render before audio unless a
shared root cause is found - Q1), and matching AGENTS.md phase-status line.
HANDOFF also drops the stale scratch-file list from Task 3 and points at
the relocated N64 reference screenshots.
2026-08-27 19:26:57 -04:00

2510 lines
157 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# GoldenEye 007 — PC Port: Preliminary Research
This document captures the preliminary research done to plan a PC port of
GoldenEye 007, based on the decompilation in this repository
(`n64decomp/007`). It is modelled on the approach used by the
[Perfect Dark PC port](https://github.com/perfect-dark-pc-port/perfect_dark),
which ports the same Rare "Indy" engine (a later revision) to modern
platforms.
---
## 1. Executive summary
* **Feasibility: HIGH.** GoldenEye and Perfect Dark share the same Rare
engine family. The PD port proves the whole approach works end-to-end
(singleplayer + split-screen multiplayer, mouse-look, widescreen, 60 FPS,
mods). GE is, if anything, a *simpler* graphics pipeline than PD in some
respects, though it has a few custom RSP extensions (see §5).
* **Recommended strategy: fork this decomp and add a `port/` layer**, exactly
mirroring the PD port's layout. The N64 build (Makefile + IDO) stays
untouched; the PC build is a parallel CMake build that compiles the same
game C sources against a set of PC shims.
* **The single hardest component is the RSP (Reality Signal Processor)
emulator.** The PD port ships a complete, working "fast3d" software RSP
(`port/fast3d/`, ~7k lines of C++) that interprets GBI display lists and
emits OpenGL calls. It **already handles `G_TRI4`**, which is the main
custom triangle command GE uses. GE's other custom command, `G_SETTEX`,
appears **unused** (its emitter `gsSPUseTexture` is never called), so the
remaining GE-specific work is mostly **verifying the custom
render/color-combiner modes** against the RSP ucode.
* **Audio is straightforward.** GE uses the standard libaudio (AL) engine on
the R4300, the same as PD. The PD port's SDL audio + mixer approach carries
over directly.
* **Saves** are **EEPROM-based** (controller EEPROM via `osEeprom*`), not
Memory Pak. The PFS/motor code in `joy.c` is only for accessory (Rumble Pak
/ Memory Pak) detection and can be stubbed. Phase 4 is therefore a
file-backed EEPROM plus no-op PFS/motor shims — simpler than a full Memory
Pak emulation.
---
## 2. What the PD port actually does (the reference architecture)
The PD port is a **fork of the PD decomp** with one added top-level
directory, `port/`. The original game code (`src/game/*.c`, `src/lib/*.c`)
is compiled **unmodified** for the PC. All N64-hardware dependencies are
satisfied by the `port/` layer:
```
port/
├── fast3d/ # Software RSP: interprets GBI display lists -> OpenGL
│ ├── gfx_pc.cpp # the RSP interpreter (matrices, lights, tris, fog)
│ ├── gfx_opengl.cpp # OpenGL rendering backend (shaders, textures, zbuf)
│ ├── gfx_sdl2.cpp # SDL2 window-manager backend
│ ├── gfx_cc.cpp # color-combiner -> GLSL shader compiler
│ └── ...
├── include/ # port-facing headers
│ ├── audio.h config.h fs.h input.h mixer.h mod.h
│ ├── romdata.h system.h video.h utils.h platform.h
└── src/
├── main.c # PC entry point (replaces boot.s / _start.s)
├── libultra.c # shims for the libultra OS API (threads, time, VI, PI, SI, SP, AI)
├── video.c # SDL2 window + GL context + frame pacing
├── audio.c # SDL audio device, buffer queueing
├── mixer.c # audio mixing / RSP-audio-buffer processing
├── mod.c # MOD music playback
├── input.c # SDL2 keyboard/mouse/gamepad -> N64 controller structs
├── fs.c # filesystem abstraction over the ROM + data dir
├── romdata.c # loads the .z64 ROM from disk, sets up segments
├── config.c # INI config (pd.ini)
├── system.c # platform primitives (time, logging, paths)
├── crash.c # crash handler / stack traces
├── pdsched.c # replacement RCP scheduler that drives the software RSP
└── utils.c
```
### 2.1 The key architectural insight: emulate the RSP, bypass the RDP
On real hardware the render path is:
```
R4300 builds a Gfx display list
|
v
RSP (coproc 0) runs "fast3d" ucode, turns GBI cmds into RDP cmds
|
v
RDP (coproc 1) rasterizes into the framebuffer
```
The PD port **emulates the RSP in software** (`fast3d/gfx_pc.cpp`) and
**bypasses the RDP entirely**: the software RSP translates GBI commands
directly into OpenGL calls. The R4300 game code is run natively and is
unaware of the difference — it just builds display lists and "starts the
RSP" as usual.
The frame flow (from `port/src/pdsched.c` + `port/src/video.c`):
```
videoStartFrame() -> gfx_start_frame()
game builds display list (Gfx*)
videoSubmitCommands(Gfx* cmds) -> gfx_run(cmds) # <- the software RSP runs here
videoEndFrame() -> gfx_end_frame() # swap buffers, FPS accounting
```
### 2.2 How the RSP is invoked
The game's RCP scheduler (`src/lib/sched.c` in PD, `src/sched.c` in GE) calls
`osSpTaskLoad()` + `osSpTaskStartGo()` to hand a task (gfx or audio) to the
RSP. The port:
* **Excludes** the original `libultra/io/sptask.c` (and the other `io/*.c`
hardware drivers) from the PC build.
* Provides its own scheduler (`pdsched.c`) that, instead of writing to RSP
registers, calls `gfx_run()` on the display list for gfx tasks and feeds the
audio buffer for audio tasks.
* Shims the rest of the libultra OS API in `libultra.c` (threads become
no-ops / single-threaded, `osGetTime` maps to a host clock, VI/PI/SI/AI
functions map to the port's video/audio/fs/input layers).
### 2.3 Build system
The PC build is **CMake** (the N64 build stays Make + IDO). Dependencies:
**SDL2, zlib, OpenGL** (plus `stdc++`, `m`, `dl`). It compiles:
* `src/game/*.c` (all of it)
* a curated list of `src/lib/*.c` (the engine helpers that are
platform-independent: mema, memp, model, music, snd, vi, rdp, etc.)
* `src/lib/ultra/audio/*.c` (libaudio — runs fine on the CPU)
* `src/lib/ultra/gu/*.c` (gu matrix helpers)
* `port/src/*.c` + `port/src/*.cpp` + `port/fast3d/*.cpp`
It deliberately **excludes** the N64 I/O drivers (`src/lib/ultra/io/*.c`),
the boot/TLB assembly, and the RSP microcode (`.s` under `rsp/`).
### 2.4 PD-port copy-candidate audit (session 2026-08-22)
The PD port (`PD_PORT_CHECKOUT`) is a **standing reference**
for this project (see AGENTS.md): same Rare "Indy"/Bond engine family, and its
port layer solves the same problem classes we are currently hitting. Audited
against our remaining work items:
**Direct copy candidates (Phase 3/4 — our stubs were scaffolded to be replaced
by these):**
| PD file | Lines | Replaces our | Notes |
|---|---|---|---|
| `port/src/mixer.c` | 722 | 31-line stub | libaudio→SDL final mixer; same RareAL family. Adapt to GE's `audi.c` wiring (sample rate/buffering) |
| `port/src/input.c` | 1551 | 48-line stub | SDL_GameController backend: hotplug, rumble, keyboard fallback. Remap the button table to GE's scheme (C-buttons/Z-trig differ from PD) |
| `port/src/fs.c` | 294 | 81 lines | File-backed save dir (`--savedir`, `$S` path expansion) — foundation for Phase 4 EEPROM/PFS file backing (ours are no-op stubs today) |
| `port/src/audio.c` | 75 | 70 lines | Near-identical; diff when Phase 3 starts |
**Reference implementations (Phase 2 — the D32/D37/D43 class).** PD's port
layer has a `port/src/preprocess/` module (~4,125 lines): a per-ROM-segment
`preprocessfunc` table in their `romdata.c` that converts N64-layout asset data
to PC-native layout *at load time* — a systematic solution to the problem class
we have been fixing ad-hoc per asset type.
- `filemodel.c` (1,114) — the direct **D43** analogue: same `PROMOTE` idiom,
**same vma 0x5000000**. NOT a drop-in copy (GE's `ModelRoData` union + opcode
set differ — PD has stargunfire/headspot/gundl node types), but the node-walk
order, placement/alignment choices, and record handling are Rare-validated
against near-identical data: adapt rather than design from scratch.
- `filebg.c` (524) — BG tables (an expected D43 follow-on fault).
- `segaudio.c` (362) — audio bank-tree conversion; cross-check for our D37
`romdataFixupAudioBank`.
- `filelang.c`, `filetiles.c`, `filepads.c`, `filesetup.c`, `gbi.c`,
`segfonts.c` — the remaining asset types we will hit.
**Not copyable:** GE-specific `ModelRoData` record map; fast3d CC/RM
correctness (GE's custom GBI modes vs `gmain.s` do not exist in PD); PD extras
(`config.c`, `optionsmenu.c`, `mpsetups.c`, `mod.c`) — options menu, MP setup,
MOD player; not part of 1:1 fidelity.
**Caveats:** copy **port-layer files only** — their decomp was modified for PC
(e.g. `types.h` keeps N64 offset comments while using real pointers); our
non-negotiables are unchanged. Same family ≠ identical format: validate every
copied conversion per-field against GE headers + ROM ground truth (the standing
D32 procedure).
---
## 3. GoldenEye decomp: what we're porting
* **Repo:** `n64decomp/007` (this repo). WIP decomp that byte-matches the
US/EU/JP ROMs. Game code lives in `src/game/` (~242 files) plus engine
files in `src/`.
* **Engine layout** (same family as PD):
* `src/sched.c` — RCP scheduler (`osCreateScheduler`, `__scExec`,
`__scYield`). Structurally near-identical to PD's `src/lib/sched.c`.
* `src/game/rsp.c` — builds the Gfx display list, wraps it in an `OSScTask`,
and starts it via the scheduler (`rspGfxTaskStart`).
* `src/fr.c` — frame/VI management, video modes (`osViSetMode`).
* `src/audi.c`, `src/snd.c`, `src/music.c` — libaudio-based sound + music.
* `src/joy.c` — controllers, **EEPROM** save handling (via `joyGamePak*`
-> `osEeprom*`), plus PFS/motor code for accessory (Rumble Pak / Memory
Pak) detection only.
* `src/init.c` — `init()` -> `mainproc()` -> `bossEntry()` (game entry).
**Compiled for the PC** (provides `mainproc()`); its N64-only `init()` is
stubbed (see A3).
* **Custom RSP microcode:** `rsp/graphics/gmain.s` (1545 lines) — a modified
fast3d. This is the RSP-side code that consumes the display list. For the PC
port we do **not** run this; we replace it with the software RSP. But it is
the authoritative reference for which GBI commands GE actually emits.
### 3.1 Entry / main loop
```
boot.s -> init() [src/init.c]
-> decompress data segment
-> osInitialize(), TLB setup
-> osCreateThread(mainThread, mainproc)
mainproc()
-> idleCreateThread(), piCreateManager(), rmonCreateThread()
-> schedulerInitThread() # osCreateScheduler + osScAddClient(gfxClient)
-> bossEntry() # [src/boss.c] real game start
```
The port's `main.c` replaces `boot.s`/`init()` and drives `mainproc()` (or
`bossEntry()`) directly after setting up video/audio/input/ROM.
### 3.2 The two libultra trees: `src/libultra/` and `src/libultrare/`
GE ships **two** libultra trees. `src/libultra/` is the standard Nintendo
libultra; `src/libultrare/` holds Rare's modified/replacement files. The N64
build selects which files to compile via `src/libultrare/Makefile.libultrare`,
which explicitly lists each file as *original* (from `libultra/`) or *Rare*
(from `libultrare/`). The Rare files **override** the originals where they
overlap.
What the PC build must do with each:
* **`src/libultra/audio/*.c`** — standard libaudio (AL). Runs on the CPU;
**compile** (the game's `audi.c`/`snd.c`/`music.c` depend on it).
* **`src/libultrare/audio/*.c`** (`drvrNew.c`, `env.c`, `reverb.c`) — Rare's
audio "New" driver. `synthesizer.c` calls `alSaveNew`/`alAuxBusNew`/
`alMainBusNew`/`alLoadNew`/`alResampleNew`/`alEnvmixerNew`/`alEnvmixerParam`/
`alFxParam`, all defined here. Runs on the CPU; **compile**.
* **`src/libultra/gu/*.c`** — matrix helpers (`guMtxF`, `guOrtho`, ...).
**Compile**.
* **`src/libultrare/io/vitbl.c`** — defines `osViModeTable` (a data table),
referenced ~15× by `fr.c`. **Compile** (it's data, not a driver). This is the
*only* `io/` file we compile.
* **All other `src/libultra/io/*.c` and `src/libultrare/io/*.c`** — hardware
drivers (PI, SI, SP, DP, VI, controller, PFS, motor, EEPROM, ...). **Exclude
and shim** in `port/src/libultra.c`. Notably `pfsinit.c`/`pfsisplug.c`
(`osPfsInit`/`osPfsIsPlug`) and `motor.c` (`osMotor*`) are called by
`joy.c` only for accessory detection, so they are shimmed as no-ops (see §7).
* **`src/libultra/os/*.c` + `src/libultrare/os/*.c`** — OS core (threads,
message queues, timers, cache, TLB). **Exclude and shim** in
`port/src/libultra.c` (+ `n64stubs.c` for the boot/TLB/FPU symbols).
> The exact original-vs-Rare file lists are in
> `src/libultrare/Makefile.libultrare` (`LIBULTRA_*_C_FILES` vs
> `LIBULTRARE_*_C_FILES`). Use it as the ground truth when curating the PC
> build's source list.
---
## 4. N64 hardware surfaces that must be shimmed
| Subsystem | GE API used | Port strategy (from PD) |
|-----------|-------------|--------------------------|
| RSP (coproc 0) | `osSpTaskLoad/StartGo/Yield`, display lists | Software RSP (`fast3d`) — **main work** |
| RDP (coproc 1) | `osDpSetStatus`, `osDpSetNextBuffer`, render modes | Bypassed; OpenGL backend |
| VI (video) | `osViSetMode`, `osViVSyncCallback`, `osViWaitVSync` | SDL2 window + GL context + frame pacing |
| AI (audio) | `osAiSetFrequency/SetNextBuffer/GetLength` | SDL audio device + queue |
| PI (peripheral) | `osPiRawStartDma`, `osPiCreateManager`, cart reads | Read from ROM file on disk |
| SI (controller) | `osContInit/StartReadData`, `osEeprom*`, `osPfs*`/`osMotor*` | SDL input + file-backed EEPROM; PFS/motor stubbed (accessory detection only) |
| OS core | threads, msg queues, timers, `osGetTime`, cache | Single-threaded shims + host clock |
| R4300 specifics | TLB, cache, FPU csr, K0/K1 segments | No-ops / identity (native x86-64) |
---
## 5. GE-specific graphics differences vs PD (the RSP work)
GE's `include/gbi_extension.h` defines the custom GBI surface. Compared to the
PD port's `fast3d`, the deltas are:
1. **`G_TRI4`** — draws up to 4 triangles in one command using 4-bit vertex
indices (0–15). A memory-saving optimization (Rare packed 4 tris into the
slot normally used for `G_TRI2`).
* **Status: already supported** by the PD `fast3d` (`gfx_sp_tri4`, and the
PD game itself uses it). ✅
2. **`G_SETTEX`** (`0xc0`) — "use texture from bank": selects a texture by
bank/tile with detail/mipmap type, min-level, detail-id and texture-id.
Emitted only by `gsSPUseTexture` (`include/gbi_extension.h:193`).
* **Status: appears UNUSED.** `gsSPUseTexture` is defined but never called
anywhere in the game code or the RSP ucode (`rsp/graphics/gmain.s`), and
`G_SETTEX` appears nowhere outside its `#define`. The game uses the
standard texture commands (`gSPTexture`, `gSPTextureL`,
`gSPTextureRectangle`, `gSPTextureRectangleFlip`) — all already handled
by the PD `fast3d`. **If this holds (verify the decomp is complete),
Phase 2 shrinks to verifying the custom CC/RM modes and the PD fast3d
may work largely as-is.** Keep a `G_SETTEX` decode path as a safety net,
but it is no longer the headline task.
3. **Custom color-combiner modes** — `G_CC_MODULATEIFADE`, `G_CC_FADE`,
`G_CC_DECALFADE`, `G_CC_BLENDRGBFADEA`, etc. (fade/blend variants).
* **Status: handled generically** by the fast3d color-combiner -> GLSL
shader compiler (`gfx_cc.cpp`), which compiles arbitrary CC equations.
Needs verification that each GE mode produces correct GLSL.
4. **Custom render mode** — `G_RM_CUSTOM_AA_ZB_XLU_SURF` (AA_ZB_XLU with
`Z_UPD`).
* **Status: handled** by the render-mode -> GL state mapping; verify.
5. **`gDPLoadTLUT06/07`** — custom TLUT load variants.
* **Status: minor**, map onto the existing `G_LOADTLUT` path.
**Conclusion:** the PD `fast3d` is a strong starting point. `G_SETTEX` appears
unused (see item 2), so the concrete new RSP work is **verification of the
custom CC/RM modes** against `gmain.s`, with `G_SETTEX` as a low-priority
safety net. Everything else (matrices, lights, fog, tri1/tri4, texture load,
sync/flush) is shared.
> Note: GE's on-hardware RSP ucode is `rsp/graphics/gmain.s`. We do not run it
> on PC, but it is the ground truth for the exact command encodings GE emits —
> use it to validate the software RSP's command decoding.
---
## 6. Audio
* GE uses **libaudio (AL)** on the R4300 (`src/audi.c`, `src/snd.c`,
`src/music.c`) — identical architecture to PD. Sound synthesis (ADPCM
decode, mixing, FX) runs on the CPU; the RSP audio ucode is a thin
pass-through to the AI DMA.
* The PD port runs libaudio natively and routes the mixed output through
`audio.c` (SDL device) + `mixer.c`. **Carries over directly.**
* Music: GE uses the same MOD-style music system; PD's `mod.c` is the model.
* Output rate: PD uses 22020 Hz stereo s16. GE's `OUTPUT_RATE` in `audi.c`
should be matched.
---
## 7. Input & saves
* **Controllers:** `src/joy.c` uses `osContInit` / `osContStartReadData`.
The port maps SDL2 keyboard/mouse/gamepad into the N64 `OSError`/controller
structs. PD implements 1964GEPD-style and Xbox-style bindings — a good
default for GE too (fire=Z, aim=R, etc.).
* **Saves:** GE saves are **EEPROM-based**, not Memory Pak. The actual save
I/O (`src/game/file2.c`) uses `joyGamePakProbe/LongRead/LongWrite`, which
map to `osEepromProbe/LongRead/LongWrite` (controller EEPROM). The PFS/motor
code in `joy.c` (`osPfsInit`, `osMotorInit/Start/Stop`) is only for
accessory (Rumble Pak / Memory Pak) detection. The port therefore:
* backs the EEPROM with a file in the data dir (e.g. `eeprom.bin`), and
* stubs PFS/motor to report "no accessory" so the game proceeds without
rumble/mempak.
This is simpler than a full Memory Pak/PFS emulation.
---
## 8. Recommended plan
### Phase 0 — Scaffolding (this change)
* Add `port/` directory structure + headers + stub sources.
* Add a top-level `CMakeLists.txt` (+ `cmake/` modules) for the PC build,
parallel to the N64 `Makefile`.
* This document + `port/README.md`.
### Phase 1 — Boot to a window
* Port `system.c`, `fs.c`, `romdata.c`, `config.c`, `main.c`.
* Port `video.c` + a minimal `fast3d` (clear color, present).
* Goal: load `ge007.u.z64`, open a window, draw a clear color.
### Phase 1.5 — Boot to first frame (ABI reconciliation)
* Get mainThread through all of `bossInitMainthreadData()` → `bossEntry()` →
`bossMainloop()` and render frame 1. (Done — D34–D58; see §G.)
* Recurring mechanism: **ROM-data struct ABI/layout fixes** (the D32 pattern) —
a 32-bit-pointer struct read as a 64-bit-pointer struct misaligns; convert
embedded pointer fields to `u32` + cast at use sites (PD ground truth), then
verify the load-time rebase yields valid DRAM addresses. See §H for the
step-by-step procedure and the standing "non-negotiable #2 ABI exception."
* Goal: title screen / first level actually drawn on the GL surface.
### Phase 2 — RSP / rendering
* Bring in the PD `fast3d` (gfx_pc / gfx_opengl / gfx_cc / gfx_sdl2).
* Verify the custom CC/RM modes against `gmain.s`; add a `G_SETTEX` decode
path only if it turns out to be used (see §5 — it appears unused).
* Port `pdsched.c` (GE variant) to drive the software RSP.
* Goal: render the title screen / first level.
### Phase 3 — Audio + input
* Port `audio.c`, `mixer.c`, `mod.c`; wire libaudio output to SDL.
* **Decide the ASP strategy** (see §11 C2): if audio runs the `aspMain`
microcode, wire `aspMainTextStart`/`aspMainDataStart` to the real microcode
bytes in the ROM; if audio is CPU-only, the `port/src/ucode.c` dummies stand.
* Port `input.c` (keyboard/mouse/gamepad).
* Goal: playable with sound.
### Phase 4 — Saves + polish
* File-backed EEPROM (saves); PFS/motor already stubbed as no-ops.
* Widescreen, mouse-look, FPS options, config file, crash handler.
* Goal: feature-parity with the original + QoL extras.
---
## 9. Open questions / risks
1. **`G_SETTEX` (low priority)** — appears unused (`gsSPUseTexture` is never
called). If a future decomp revision or a missed call site shows it is used,
reverse the texture-bank selection (bank -> image, tile, detail/mipmap type)
from `gmain.s` + `tex.c` / `initmttex.c`. Not currently the main unknown.
2. **Custom CC correctness** — the GLSL compiler must handle every fade/blend
mode GE uses; validate per-mode against the original. This is now the main
rendering unknown.
3. **Scheduler fidelity** — GE's `sched.c` has speed-graph / profiling hooks
(`speedgraphMarkerHandler`) and a slightly different task model than PD;
the port scheduler must reproduce the gfx/audio interleaving and VSync
pacing.
4. **Decomp completeness** — the decomp is WIP; some functions may still be
stubs/`unk_`. The PC port inherits whatever state the decomp is in. Track
the upstream `n64decomp/007` and rebase.
5. **Endianness / alignment** — GE, like PD, is big-endian N64 code with
unaligned accesses; the PD port handles this with careful casts and
`-fno-strict-aliasing`. Reuse those flags.
---
## 10. References
* PD port: https://github.com/perfect-dark-pc-port/perfect_dark
* PD decomp: https://github.com/n64decomp/perfect_dark
* GE decomp (this repo): https://github.com/n64decomp/007
* GE docs: https://github.com/kholdfuzion/goldeneye_docs
* N64 devkit / libultra: `include/PR/*.h` in this repo
* GE custom GBI: `include/gbi_extension.h`
* GE RSP ucode: `rsp/graphics/gmain.s`
---
## 11. Scaffolding review: findings & resolutions
The initial scaffolding was reviewed against the sources. Each finding below
was verified and resolved in the same change. Code comments in `CMakeLists.txt`
and `port/src/` reference these labels (A1–A4, B1–B4).
### A. Build-blocking issues
* **A1 — Region/version macros.** The N64 `Makefile` defines a full per-region
macro set (`VERSION_*`, `LANG_*`, `REFRESH_*`, `LEFTOVERDEBUG`,
`LEFTOVERSPECTRUM`, `BUGFIX_R*`, `BYTEMATCH`) that the game code `#ifdef`s
heavily (e.g. `VERSION_EU` in 60+ files). **Resolved:** `CMakeLists.txt`
now emits the matching `REGION_DEFS` per `ROMID`, mirroring the Makefile
exactly.
* **A2 — Missing source files.** The initial `SRC_ENGINE` list + "exclude all
`io/*.c`" strategy missed files the included code depends on. **Resolved:**
added `src/cfb.c` (defines `cfb_16`, the framebuffer),
`src/libultrare/audio/*.c` (`drvrNew`/`env`/`reverb` — the audio "New"
driver `synthesizer.c` calls), and `src/libultrare/io/vitbl.c` (defines
`osViModeTable`, referenced ~15× by `fr.c`). `motor.c` / `pfsinit.c` /
`pfsisplug.c` are **not** compiled — `joy.c` calls `osMotor*`/`osPfs*` only
for accessory detection, so they are shimmed as no-ops (see B2).
* **A3 — `mainproc()` / `init.c` + the excluded engine files' symbols.**
`mainproc()` is defined only in `src/init.c`, which the initial build
excluded, contradicting `main.c` calling it. **Resolved:** `init.c` is now
**compiled** (it provides `mainproc()` + the thread-setup helpers). Its
N64-only `init()` is compiled but not called.
Compiling `init.c` (and the other included engine files) pulls in a set of
symbols that live in the EXCLUDED files (`sched.c`, `rmon.c`, `vi.c`,
`stacks.c`). Each is now provided:
* **`src/stacks.c`** (added to `SRC_ENGINE`) — thread-stack arrays
`sp_boot`/`sp_rmon`/`sp_idle`/`sp_shed`/`sp_main`/`sp_audi` (+ `sp_debug`
under `LEFTOVERDEBUG`). Pure data; the `SP_*_SZ` sizes in
`bondconstants.h` match exactly, so `sizeof()` is correct.
* **`port/src/gesched.c`** (replaces `sched.c`) — scheduler globals
`os_scheduler`, `gfxClient[3]`, `g_schedViCurrentFrameBuffer`,
`g_ViChangeVideoModes`, `g_ViModes`, `g_ViModePtrs`, plus
`get_counters()` and `permit_stderr()`.
* **`port/src/n64stubs.c`** — `init()`'s N64 symbols (segment starts,
segment boundary pointers, `jump_decompressfile`, TLB, FPU CSR) and the
rmon host-I/O functions (`rmonMain`, `osReadHost`, `osWriteHost`,
`rmonGetToken`, `rmonStatus`, `osSyncPrintf`).
* **`port/src/libultra.c`** — the libultra OS calls `init.c` makes, plus
`osTvType` (region-based), `viInit`, `vi_c_debug_MQ` (from the excluded
`vi.c`), and `osPiReadIo` (cartridge token read, called by `token.c`).
Every external symbol referenced by the compiled set was cross-checked
against its definition; no duplicates (all other `sp_*`/`rmon*` references
are `extern` decls).
* **A4 — `libultra.c` missing the high-level message API + others.** The
initial stub had low-level `osEnqueueMesg`/`osDequeueMesg` but not
`osSendMesg`/`osRecvMesg` (used in 13/26 files) or several others. **
Resolved:** `port/src/libultra.c` now provides `osSendMesg`/`osRecvMesg`/
`osSetEventMesg`, the controller query/read API, `osPfs*`/`osMotor*`,
`osSetTimer`/`osStopTimer`/`osSetIntMask`, `osViBlack`/`osViSetYScale`/
`osViSetXScale`/`osViSetEvent`, `osUnmapTLB`, `__osGetFpcCsr`/
`__osSetFpcCsr`, `piCreateManager`, and `viDebugRemoved`. The scheduler API
(`osCreateScheduler`/`osScAddClient`/`osScGetCmdQ`) lives in
`port/src/gesched.c` (it's game scheduler API, not libultra).
### B. Research-doc corrections
* **B1 — `G_SETTEX` appears unused.** `gsSPUseTexture` (the only emitter) is
never called in the game code or `gmain.s`; the game uses standard texture
commands the PD `fast3d` already handles. **Resolved:** §5, §8 (Phase 2),
and §9 updated — Phase 2 shrinks to verifying the custom CC/RM modes; a
`G_SETTEX` decode path is kept only as a safety net.
* **B2 — Saves are EEPROM-based, not Memory Pak/PFS.** The save I/O
(`src/game/file2.c`) uses `joyGamePak*` -> `osEeprom*`; the PFS/motor code
in `joy.c` is accessory detection only. **Resolved:** §7 and Phase 4
updated — Phase 4 is a file-backed EEPROM + no-op PFS/motor shims.
* **B3 — `src/libultrare/` was unmentioned.** **Resolved:** new §3.2 documents
the two libultra trees and exactly which files the PC build compiles vs.
shims, citing `Makefile.libultrare` as ground truth.
* **B4 — `src/spectrum.c` does not exist.** **Resolved:** removed from the
`CMakeLists.txt` excluded-files comment.
### C. Assembly (`.s`) file symbols
The A/B sweeps covered excluded **`.c`** files. A second symbol source is the
MIPS assembly (`src/*.s`), also not compiled for the PC. Sweeping every global
label in the `.s` files against the compiled C set found **10 more** undefined
symbols, in two distinct classes:
* **C1 — PRNG (`src/random.s`) — ported to C, not stubbed.** `randomGetNext`,
`randomGetNextFrom`, `randomSetSeed`, and `g_randomSeed` are used for real
gameplay logic: `randomGetNextFrom()` feeds the CRC (`src/game/crc.c`),
`g_randomSeed` is persisted in replay state (`src/game/ramromreplay.c`), and
`randomGetNext()` drives `RANDOMFRAC()`/`RANDOMGETNEXT_F32()`. A no-op would
silently corrupt CRCs and replays. **Resolved:** `port/src/random.c` ports
the three functions **verbatim** (each MIPS instruction mirrored with explicit
`dsll32`/`dsrl32` masks for bit-exactness) and defines
`u64 g_randomSeed = 0xAB8D9F7781280783ULL` (the two `.words` in `random.s`).
Signatures match `src/random.h`. Verified bit-exact against a Python
simulation of the assembly (the PRNG is effectively 32-bit stored in a u64;
the initial seed's high 32 bits are exercised only on the first call).
* **C2 — RSP/ASP/GSP microcode segment markers — dummy definitions.**
`rspbootTextStart`/`rspbootTextEnd` (`rspboot.s`), `gsp3DTextStart`/
`gsp3DDataStart` (`gspboot.s`), `aspMainTextStart`/`aspMainDataStart`
(`aspboot.s`) are ROM addresses of the RSP/ASP microcode, referenced by
`src/audi.c` and `src/game/rsp.c` (declared `extern long long int <name>[]`).
**Resolved:** `port/src/ucode.c` defines all six as `long long int <name>[1] = {0}`.
The graphics path is safe permanently (fast3d interprets the GBI list directly
and never runs the gsp3D microcode, so the size differences are never read).
**Carried into Phase 3:** the audio path is the one place it could matter — if
the port emulates the ASP by *running* the `aspMain` microcode, those two
markers must point at the real microcode bytes in the ROM (PD `pd.ld`
`RSP_TEXT_SEGMENT` model); if audio is CPU-only, the dummies are fine.
A `TODO(Phase 3)` on the `aspMain*` dummies records this decision.
### D. Host-compiler portability (GCC 16 vs IDO)
The N64 build targets IDO (MIPS). The PC build targets GCC 16 (x86-64). IDO
tolerates a number of non-standard constructs that the decompilation relies on;
GCC rejects them as hard errors. Each finding below was verified and resolved
in the same change. Where a fix could not be made purely in `port/`, the minimal
`src/` change is `-DPORT`-gated (N64 build untouched) and flagged with a
`PC port:` comment. These are **portability** fixes, not game-logic changes.
* **D1 — `inherits` = struct inlining + duplicate member name.**
`src/bondtypes.h:44` does `#define inherits struct`, so `inherits X;` inside a
struct becomes `struct X;`. IDO resolves this by **inlining** X's members into
the enclosing struct (C++-style base), which the decomp depends on (offset
comments like `CCTVRecord.unk84` at `0x84`, and positional initializers like
`New_CCTVRecord(pad)` = `{New_PropDefHeaderRecord(6), 0, pad+0}` only line up
with the inlined layout). GCC 16 also inlines `struct X;` (correct layout) but
**hard-errors** on duplicate member names; Clang treats `struct X;` as a no-op
nested tag (wrong layout). No flag/pragma downgrades the duplicate-name error.
A sweep of `bondtypes.h` found exactly **one** parent/child member-name
collision: `CCTVRecord` redeclares `pad` (s32 @0x80) which `ObjectRecord` also
has (s16 @0x08). The game code's `->pad` (e.g. `setupCctv`, prop.c) is used as
the **pad index**, which `New_CCTVRecord` stores at 0x08 (the *inherited* pad),
so IDO resolves the ambiguous `->pad` to the inherited one; CCTVRecord's own
`pad` (0x80, "lookpad") is never accessed by name. **Resolved:** under `-DPORT`
only, CCTVRecord's own `pad` is renamed to `lookpad` (layout byte-identical);
the N64 build keeps `pad` (IDO tolerates it).
* **D2 — `port/shim/PR/gbi.h` needed an include guard.** The shim redefines the
`Gfx` union members as little-endian `G*_le` typedefs. With no guard, a TU that
includes it twice (directly + via another header) re-creates the anonymous
`Gdma_le`/`Gtri_le`/… struct types → "conflicting types for 'Gdma_le'". The real
header's guard is `_GBI_H_`; the shim now uses a distinct `_PORT_SHIM_GBI_H_`.
* **D3 — `New_Vector()`/`New_Coord3d()` called with zero args.** The decomp's
macros are declared with exactly 3 params (`x,y,z`) and use the
`IF_ELSE(IS_EMPTY(..))` trick to default each to 0, but the game code calls
them with **zero** args (`New_Vector()` at chrai.c:1358/1378, `New_Coord3d()`
at chrai.c:4491), relying on IDO's leniency with empty macro args. GCC rejects
`New_Vector()` against a 3-param macro. A sweep found these are the **only**
call sites (all zero-arg). **Resolved in `port/`:** `port/shim/bondtypes.h`
redefines both as `#define New_Vector(...) {0,0,0}` / `New_Coord3d(...) {0,0,0}`
after including the real header (the shim is found first via the include path).
* **D4 — local `#define osSyncPrintf()`/`(x)` arg-count mismatch.** Five files
locally disable `osSyncPrintf` with a fixed-arity macro (`#define
osSyncPrintf()` or `(x)`) but then call it with more args (2–4), relying on
IDO's leniency. GCC errors ("passed N arguments, but takes just M").
**Resolved:** the five local defines (bg.c, debugmenu_handler.c,
debug_camera.c, deb_loadallmodels.c, initexplosioncasing.c) are made variadic
(`#define osSyncPrintf(...)`); they still expand to nothing, so behavior is
unchanged.
* **D5 — array-initialized-from-array.** `chraction.c:2485` had `s16 mrs[3] =
metal_ricochet_SFX;` (a local array "initialized" by a global array). C requires
a constant-expression initializer; IDO treated it as a runtime copy. **
Resolved:** replaced with an explicit 3-element copy (no new includes needed).
* **D6 — flexible array member in a nested context.** `bg.c` declared `s_special
portal specialportalarray[]` where `s_specialportal` has a flexible array member
(`u8 portallist[]`). C forbids initializing a FAM in a nested context (an array
element); GCC enforces it, IDO tolerated it. The code treats the data as a flat
byte array (cast to `u8*` in `sub_GAME_7F0B37EC`, walked byte-by-byte). **
Resolved:** defined `specialportalarray` as a flat `u8[]` with the identical
byte sequence.
* **D7 — AI X-macro system (`chraidata.c`) — RESOLVED.** The AI command system
(`bondaicommands.h` + `aicommands.def` + `CPPLib.h`) uses deep preprocessor
metaprogramming (`SWITCH` with 49 fixed params + `IF_VA`/`IS_EMPTY`,
`DEFINED(SETUPSUBROUTINES(ID))` token-pasting, `_AI_CMD_POLYMORPH` redefined
per-include) that relies on IDO-specific `##`/expansion behavior. GCC rejects
several of these (e.g. `pasting ')' and '_'` in `DEFINED(SETUPSUBROUTINES(ID))`,
`SWITCH requires 49 arguments, but only 20 given`). Note `src/aicommands2.h`
is a **pre-generated** header (from `tools/cmdbuilder.c`) already included by
`bondaicommands.h:864`; the failing path is the *raw* `aicommands.def` include
(bondconstants.h:731 for the `AI_CMD` enum, chrai.c:172/920 for the command
table).
A general GCC-clean reimplementation of `SWITCH()` was investigated and ruled
out: its content arguments are single preprocessor arguments that expand to
top-level comma lists, and the C preprocessor cannot detect where one content
ends and the next `CASE`/`VAL` begins (arity is not recoverable after
expansion). The three active `SWITCH()` call sites in chraidata.c (m_IdleAnimations,
m_BashKeyboard, m_RunToBondPersistent) each have a **hand-written equivalent
already present in the file behind `#if 0`** — the author's own reference form.
Each was verified byte-identical to the IDO expansion of the adjacent `SWITCH`
call (including the `IFNewRandomGreaterThan(N, lbl)` == `SetNewRandom()` +
`IFRandomGreaterThan(N, lbl)` identity, confirmed against the runtime check in
chrai.c:1605). **Resolved:** under `-DPORT` the three `#if 0` blocks are
activated (the `SWITCH` calls become dead `#else` branches); `port/shim/bondaicommands.h`
keeps the original 49-param `SWITCH` defined but replaces it with a marker
that fails loudly if any *new* game code uses `SWITCH()` on the port. See also
D8–D11 for the sibling paste/comma issues in the same macro system.
* **D8 — `MODELSKELETON`/`New_ModelSkeleton` paste failure.** The model-record
macros in bondconstants.h write `SKELETON(##NAME##)`-style pastes that IDO
tolerates but GCC hard-errors on ("pasting does not give a valid
preprocessing token"). **Resolved:** `port/shim/bondconstants.h` re-emits the
affected macros with equivalent byte-identical expansions.
* **D9 — `CPPLib.h` helpers.** The CPPLib metaprogramming header's
`IS_EMPTY`/`IF_VA`/`DEFINED` family uses paste tricks that break under GCC.
**Resolved:** `port/shim/CPPLib.h` provides a paste-free reimplementation with
identical results for every usage in the tree (intercepted via the include
path; inert on N64).
* **D10 — file-record macros paste `&` onto NAME.** `CHRFILERECORD`/
`GUNFILERECORD`/`SUIT_LFRECORD` and `GUNSTATS` write `{& ## NAME ## _header, …}`.
IDO tolerated the failed `&##NAME` paste; GCC hard-errors. **Resolved:**
`port/shim/bondconstants.h` rewrites them with the `&` kept out of the paste;
expansion is byte-identical (`&NAME_header`, `&NAME_stats`).
* **D11 — generated `CALL()` double trailing comma.** The pre-generated
`CALL()` (aicommands2.h) concatenates `SetReturnAiList()` and
`SetChrAiList()`, each ending in its own trailing comma, then appends its own
separator → `…, ,` inside the array initializer. IDO accepted it; GCC
hard-errors. The artifact byte is never executed: `AI_SetChrAiList(CHR_SELF)`
switches to the called list at offset 0 and `AI_Return` resumes the return
list at offset 0 (chrai.c), so anything after the `SetChrAiList` record in a
`CALL` is dead. **Resolved:** `port/shim/bondaicommands.h` re-emits `CALL`
without the artifact byte.
* **D12 — 64-bit pointer→integer in static initializers.** On a 32-bit target
(MIPS) storing an array address in a 32-bit field is fine; on x86-64 GCC 16
makes it a hard error ("initializer element is not computable at load time")
that no warning flag suppresses. Two sites, two fixes:
* `process_monitor_animation_microcode` jump targets: the monAnim script tables
(chrai.h) stored raw `monAnim*` array addresses in the tvcmd word's 32-bit
field. **Resolved:** under `-DPORT` the initializers store an *index* into
`_PORT_monAnimPtrs[]` (defined in propobj.c after all 35 monAnim arrays, via
a shared `_PORT_MONANIM_LIST` x-macro in chrai.h) and the interpreter
resolves index→pointer at `TVCMD_SETCMDLIST`/`TVCMD_RANDSETCMDLIST`. On-script
layout unchanged (12-byte tvcmd words, same opcode bytes).
* `assets/obseg/setup/{u,e,j}/UsetuplenZ.c`: the `intro[]` table stored
`&credits_data_0` in an `s32` slot. **Resolved:** PORT-gated replacement with
`0` (the N64 initializer is kept in the `#else` branch). The value is only
consumed by romCopy-style size arithmetic, which is inert until Phase 2.
(These files are currently excluded from the PC build per D16; the patch
keeps them compilable should any setup data be pulled into the host link.)
* **D13 — assorted IDO leniency hard errors.** Small strictness failures with no
semantic content:
* `front.c:2405`: bare `return;` in an `s32` function (GCC error). The sole
caller ignores the value → PORT-gated `return 0;`.
* `audi.c` `audioInit`: C++-style array initializer `s32 sp48[…] =
CUSTOM_FX_PARAMS_N;` (IDO accepted, GCC rejects) → PORT-gated explicit
`memcpy` of the same bytes.
* **D14 — `_Printf` prototype clash (xstdio.h vs xprintf.c).** The IDO printf
engine is compiled for the PC (`src/libultrare/libc/xprintf.c` + helpers
`src/libultra/libc/xlitob.c`/`xldtob.c`, added to CMakeLists) because
`src/sprintf.c`'s `sprintf()` calls `_Printf` directly. xstdio.h declares it
with `u8 *` params; xprintf.c defines it with `char *` — IDO-compatible,
GCC-fatal. **Resolved:** `port/shim/libc/xstdio.h` renames the declaration
(`_Printf_u8decl`) before pulling in the real header via `#include_next`, so
xprintf.c's definition is the sole prototype. The only caller (sprintf.c)
doesn't include the header and passes its char*-based outfun, matching the
definition exactly.
* **D15 — host libc lacks IDO/K&R symbols.** MinGW provides none of: `bcopy`/
`bzero` (declared in PR/os.h with `int` sizes), `__libm_qnan_f` (quiet-NaN
helper used by gu/cosf.c and game/zlib.c), the `tlbmanage*` API (boss.c calls
two of them; tlb_manage.c is excluded — N64 TLB management), and
`g_ViXScales`/`g_ViYScales` (defined in vi.c on N64, written at runtime by
fr.c). Also `chrObjRandomGetNext/SetSeed` + `g_chrObjRandomSeed` live in
`src/game/chrObjRandom.s` (not built for PC). **Resolved:** all provided in
`port/src/n64stubs.c` / `port/src/libultra.c`; the chrObj PRNG is ported
verbatim from chrObjRandom.s into `port/src/random.c` (same xorshift as
`randomGetNext`, separate state).
* **D16 — asset data strategy for the single host link.** The N64 build links
each model/level file into its own ELF and `.incbin`s compressed ROM blobs;
none of that transfers. Three buckets:
* **Compiled for real** (self-contained, unique symbol names):
`assets/animationtable_data.c`, `animationtable_entries.c`,
`oddtextures.c`, `font_chardatae.c`, `font_chardataj.c`, `font_dl.c`,
`rarewarelogo.c` → added to CMakeLists (`SRC_ASSETS`). Real font/image/
animation-table data is therefore live in the binary.
* **Excluded — symbol collisions:** every `assets/obseg/{bg,brief,setup,stan}/*.c`
defines generic file-local globals (`header`, `room_data_table`, `intro`,
`padlist`, …) that collide in a single link. The N64 build isolates them by
per-file ELF linking; the PC build cannot. Their top-level symbols are
stubbed instead.
* **Stubbed — ROM-derived / absent:** `port/src/assetstubs.c` defines the 758
model/level/text symbols referenced by ob.c's `file_resource_table`
(one zero word each), the 14 `ramrom_*` replay pointers (NULL), and the
`unknown2`/`unknown2_end` pair (same address → zero-length romCopy in
title.c). All `*Segment*` linker-script markers (normally from ge007.ld)
are defined as NULL `u32 *` in n64stubs.c, so address arithmetic computes
zero lengths and any Phase-1 romCopy is a safe no-op. Real data arrives
with ROM loading in Phase 2 (`port/src/romdata.c`), which will also replace
the table's address arithmetic.
* **D17 — fast3d placeholder.** `port/fast3d/` contains only `gfx_api.h`; the
real software RSP lands in Phase 2. `port/src/gfxstub.c` provides no-op
implementations of every entry point (plus `gfx_current_dimensions`) so
video.c links. **Delete it when the real fast3d sources are added** (same
symbols → duplicate-definition error if both remain).
* **D18 — GE ROM header offsets.** The N64 header is GE-specific
(`src/rom_header.s`): magic `0x80371240` @0x00, ROM name "GOLDENEYE" @0x20,
cartridge ID "GE" **@0x3C**, country byte **@0x3E** ('E' US / 'P' EU /
'J' JP), version @0x3F. The standard-N64 offsets (ID @0x38, country @0x3A)
are wrong for GE — verified against `baserom.u.z64` (hexdump: `... 47 45
45 00` at 0x3C–0x3F). romdata.c validates all four fields.
* **D19 — music table is big-endian in the ROM.** The `.music` section of
`assets/music/music.s` (the `RareALSeqBankFile` header + 63 × 8-byte
`music_table_entry` records) is stored in the ROM in **big-endian** word
order: at 0x419790 the bytes are `00 3f 00 00 | 00 00 01 fc` = BE u16
seqCount=63 (= NUM_MUSIC_TRACKS), BE u16 unk=0, then BE u32 offset 508 for
the first track. The N64 build evidently assembles that section with
big-endian output; the PC port never reassembles it — the CSV offsets are
unaffected and `musicSeqPlayerInit()`'s romCopy + `musicSeqFileNew()`
patching work on the raw bytes unchanged.
* **D20 — US music tracks are RLE-compressed in ROM.** The `music_file`
macro incbins `build/u/assets/music/<name>.rz` under `.ifdef VERSION_US`, so
every M* track lives in the ROM 1172/RLE-compressed; the filelist sizes are
the compressed lengths and per-track `end_` symbols = start + csv_size are
correct boundaries. Decompression happens at playback (Phase 3 audio), not
at load — no Phase-1/2 action needed.
* **D21 — scanner-prefixed manifest names.** `filelist.<r>.csv` contains
entries whose file column is prefixed with the scan origin, e.g.
`assets/ge007.u.117880.jfont_dl.bin` (real name `jfont_dl.bin`).
gen_romassets.py aliases such names to their suffix after the
`ge007.<r>.<hexoffset>.` prefix, so font/image/oddtexture segments resolve.
* **D22 — CMake silently skips `.s` files without ASM enabled.** The first
assembly source in the PC build (`romassets_u.s`) was added to the target
but never compiled: `project(ge007 C CXX)` had no ASM language, and CMake
does not error on unknown extensions — it just drops them, surfacing only as
a wall of undefined asset symbols at link. Fixed with
`project(ge007 C CXX ASM)`. Lesson: when adding a new source *extension*,
verify the object file actually appears in the build graph.
* **D23 — absolute cart-address asset symbols (Phase 1 approach).** Instead of
zeroed stubs (D16), every ROM asset symbol is now an ABSOLUTE cart address:
`scripts/gen_romassets.py` emits `port/src/romassets_<r>.s` defining all
obseg labels (in `file_resource_table.inc.c` order — ob.c computes file
sizes as `table[i+1].hw_address - table[i].hw_address`, so order matters),
ramrom files, music tracks/markers, and the ge007.ld segment markers as
`0x10000000 + rom_offset` from `filelist.<r>.csv`. romdata.c maps the .z64
at exactly 0x10000000 (VirtualAlloc preferred address), so `&symbol` is a
live host pointer and the PI shims (`osPiStartDma`/`osPiRawStartDma` in
libultra.c) service reads as bounds-checked memcpys. This makes both DMA'd
assets (models, banks) and direct-read assets (fonts, image display lists)
work with unmodified game code. `assetstubs.c` is deleted; n64stubs.c keeps
only the pure-RAM segment symbols (`_bssSegmentEnd`, `_csegment*`,
`_inflate/_gameSegmentVaddr*`). US-only for now: EU/JPN manifests have
naming inconsistencies (trailing-Z add/drop, region subdirs) that need the
same treatment before those regions build.
### E. Compile + link milestone (status)
All ~235 translation units compile and the target **links**: clean build from
scratch is `236/236` steps, zero errors (`ninja ge007 -k 0`), producing
`ge007.x86_64.exe`. Remaining warnings (~4.5k) are expected IDO-leniency noise
(int-conversion, implicit declarations, etc.), demoted via the CMake warning
flags.
**Phase 1 (boot to window) is done:** `romdata.c` loads and validates the ROM
(`baserom.u.z64` at the repo root, or a final .z64 in `data/` / next to the
exe), maps it at cart base 0x10000000 (D23); `video.c` opens an SDL2 640×480
window with a GL context and clears/presents every frame; `main.c` runs a
demo loop (ESC quits) in place of `mainproc()`, which is deferred until the
software RSP + scheduler can service real frames. Verified: ROM header passes
validation, 12 MB mapped at 0x10000000, window renders for the full test
duration. Asset symbol spot-checks against the ROM confirm correct offsets
(e.g. music bank BE seqCount=63 @0x419790, first track offset 508 → Mno_music
@0x41998C; sfx/instrument banks start with GE's `B1` header).
### F. Phase 2 runtime findings (threads, DRAM, addresses)
Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS
threads, compiled GE's real `src/sched.c`, and brought in PD's fast3d software
RSP (`port/fast3d/`). The boot path now runs: ROM map → DRAM reserve → video
init → mainThread (real pthread) → bossEntry → bossInitMainthreadData through
mempool init, VI init, rspInit, joyInit + controller-init timers, stanInit,
gameInit — and currently dies inside `langInit()` (D31).
* **D24 — setjmp/longjmp green threads are unusable on MinGW x64.** The first
kernel used setjmp/longjmp context switches; under Windows x64 + MinGW the
longjmp path corrupts FPU/MC state when it interacts with SEH unwinding
(observed: STATUS_DATATYPE_MISALIGNMENT-class crash inside a resumed
"thread" with garbage register state). PD's port does not use setjmp at all.
**Resolved:** `port/src/libultra.c` now runs every game thread as a real
pthread (`PortThread` side table, 8 MB stacks). Message queues keep the N64
`OSMesgQueue` layout and get a `PortQueue` side table (mutex + condvar, max
64 queues); all osSendMesg/osRecvMesg paths lock it. A dedicated tick thread
posts one VI retrace per frame (NTSC 60 Hz) and services the software timers
(both OS_MESG_NOBLOCK — the tick thread can never deadlock). `idleThread` is
intercepted by ID and parked; `mainproc` runs as a real pthread so the host
main thread is free to pump SDL/OS events (`videoPumpEvents()` in the host
loop — on Windows WndProc only runs on the window-creating thread). The GL
context is made current on shedThread per frame via
`gfx_sdl_make_context_current()`. Verified live: VI retrace flowing, all 4
controller-init timers fire, bossmq loop completes.
* **D25 — dual-mapped N64 DRAM region.** Game code needs two incompatible
address forms of the same RAM: `osVirtualToPhysical`/s32 arithmetic wants
live host pointers that fit in a positive s32, while `offset | 0x80000000`
rebuilds (bg.c:3184/3322, propobj.c:8578/8699, title.c:476) want a KSEG0
view at 0x80000000. **Resolved:** one 8 MB backing store mapped twice —
V1 @ 0x70000000 (all game RAM symbols live here) and V2 @ 0x80000000
(byte-identical mirror). `port/src/dram.c`: Windows uses
`CreateFileMappingW(INVALID_HANDLE_VALUE,…)` + two `MapViewOfFileEx(…, base)`
calls (the documented kernel32 API that maps a section at an exact address;
`NtMapViewOfSection` fails with STATUS_MEMORY_NOT_ALLOCATED 0xc0000045 and
segfaults on wrong SECTION_INHERIT values — do not retry it); POSIX uses
memfd + two MAP_SHARED|MAP_FIXED mmaps. Both views sanity-checked to alias.
`port/src/dram_syms.s` pins the absolute symbols: `cfb_16` @ 0x70000000
(0x4B000), `_bssSegmentEnd` @ 0x70050000 (mempool start), tlb block end @
0x702F4400 (= page_align_down(0x803AB400) − 93×0x2000, the exact N64 value;
the tlbmanage stub returns it so `mempInit`'s pool size is correct — a NULL
return here made the mempool spin in `while(1)` at src/memp.c:164).
* **D26 — address-width shims (K0 sign-extension).** N64 K0 addresses have bit
31 set; passing them through s32 parameters sign-extends to invalid x86-64
pointers. With the dual map, live RAM sits below 0x80000000 so identity is
safe: `port/shim/PR/R4300.h` → `PHYS_TO_K0(x) = (x)`; `port/shim/PR/os.h` →
`OS_K0_TO_PHYSICAL(x) = (u32)((char *)x - 0x70000000)` (GBI w1 words then
carry small offsets) and `OS_PHYSICAL_TO_K0(x) = (x)`. fast3d's `seg_addr()`
(gfx_pc.cpp) resolves both forms: full host pointers pass through, values <
0x800000 get +0x80000000 (landing in V2). Same remap applied to the
G_MW_SEGMENT handler.
* **D27 — ASLR must be OFF for this exe.** `src/bondgame.h:8` declares
`extern u32 *_bssSegmentEnd;` (pointer type), so `&_bssSegmentEnd` in game
code emits a `.refptr._bssSegmentEnd` slot holding the absolute value with a
BASE relocation. Under ASLR the loader rebases it to runtime_base +
0x70050000 = garbage, and `mempCheckMemflagTokens` then spins/AVs with
poolAreaStart ≈ 0xF0xxxxxx. (On MIPS `&abs_symbol` is the symbol value
itself; x86-64/PE cannot do that.) **Resolved:** MINGW link flag
`-Wl,--disable-dynamicbase` (note: `--disable-dynamic-base` is NOT
recognized by GNU ld 2.47); the image now loads at its preferred base
0x140000000 and relocations are no-ops. `main.c` fails loudly at startup if
`sysImageBase() != 0x140000000ul` so any future ASLR regression is a clean
error, not silent DRAM corruption.
* **D28 — ninja stale-object hazard with new shim headers.** If a shim header
did not exist when a .obj was last built, it is absent from that object's
.d dependency file and ninja will NOT rebuild the TU after the header
appears — the old (unshimmed) code silently persists. Observed: boss.c.obj
still contained `or $0x80000000,%eax` (original PHYS_TO_K0) days after the
shim landed. **Rule:** whenever anything under `port/shim/` changes, delete
all `.obj` files and full-rebuild. Verify with `gcc -E` using the exact
ninja flags (`ninja -C build-pc -t commands <tgt>`) plus objdump of the
rebuilt object.
* **D29 — `osPiStartDma` must post its completion message on every path.** The
N64 PI posts the caller's OSMesgPI to mq when a DMA completes; GE never
inspects the message but always blocks on it (`romReceiveMesg()` →
`osRecvMesg(OS_MESG_BLOCK)` in ramrom.c:44). The shim did the memcpy
synchronously and posted nothing → mainThread deadlocked in the first file
load. **Resolved:** post unconditionally after `piServiceDma()` (also for
skipped/dropped DMAs) with OS_MESG_BLOCK, posting the caller's OSMesgPI.
* **D30 — crash handler without SEH.** MinGW GCC 16 has no `__try`/`__except`
and does not recognize `-fseh-exceptions`, so the unhandled-exception filter
cannot rely on structured exceptions to protect symbolication. **Resolved:**
`port/src/crash.c` phase 1 writes raw fault info (registers, modules) to
`ge007.crash.log` without touching dbghelp (SymInitialize/StackWalk64 can
allocate and re-fault inside the filter); phase 2 does a validated manual
EBP-chain walk (`-fno-omit-frame-pointer` on all TUs; each frame is [saved
RBP, return address], stop if saved_fp ≤ fp or outside thread stack limits).
`TerminateProcess` instead of abort (SIGABRT can re-enter the exception
machinery). `crashDumpThreads()` (Toolhelp32 snapshot + SuspendThread +
GetThreadContext + StackWalk64 per thread) is called from the heartbeat
error dump with TID→name matching; StackWalk64 cannot read DWARF unwind info
on MinGW, so multi-frame traces depend entirely on the EBP chain. Symbols
are recovered offline: `addr2line -e build-pc/ge007.x86_64.exe -f -C
<base+rel>` (the log's "rel" = address − actual load base).
* **D31 — langInit SIGSEGV: `zlib_huft_build` overflows load_resource's frame via the x86-64-grown `struct huft` (RESOLVED).**
After D24–D29, mainThread reaches `langInit()` and dies on the **first** file
load (`_fileNameLoadToBank(LnameX_lookuptable[LGUN][…])` → index 670 →
`fileIndexLoadToBank` → `mempAllocBytesInBank` → `load_resource`). Crash
signature: RIP = 0x140330003 (inside `.bss`, in `g_Props`), RSP only ~0xD8
below langInit's entry RSP (a *shallow* chain — the stack pointer itself is
fine), and the frame region above load_resource's return address is filled
with 8-byte slots `{u32, 0x00000001}` where each u32 is the **low 32 bits of
a live .bss pointer**, alternating between `g_Props` (0x14033xxxx) and
`resource_lookup_data_array` (0x14034xxxx). The crash is a `ret` popping one
of these truncated pointers as the return address (observed RIP equals the
table value exactly, high word 0x00000001). Something in the load chain is
storing 64-bit pointers into s32/int storage (fine on 32-bit MIPS,
truncating on x86-64) and that storage overlaps a live frame.
Established facts (all under gdb, `gdb -batch -ex "handle SIGSEGV stop"`):
* All arguments at `load_resource` entry are valid: ptrdata=0x702aa400
(mempool), srcfile->hw_address=0x108ed250, rom_size=0x720, source=
0x702f3ce0. `romCopy` (PI shim memcpy) completes.
* `zlib_inflate()` itself **completes normally** (`finish` → returns 0,
rz_wp=3872; the RZ stream is plain deflate after a 2-byte header, so
endianness is not an issue in the bitstream). At its entry rz_outbuf =
ptrdata ✓, rz_inbuf = source+2 ✓, and the huft table base (tl) sits inside
load_resource's 8 KB local `buffer` (rz_hlist).
* **Root cause (confirmed):** `struct huft {u8 e; u8 b; union{u16 n;
struct huft *t} v;}` is **8 B on MIPS** (4-byte pointer in the union) but
**16 B on x86-64** (8-byte pointer, 8-aligned). GE's gzip-1.2.4 inflate
builds its Huffman tables contiguously into load_resource's fixed local
`u8 buffer[0x2100]` (8448 B), sized for the 32-bit layout (~1056 entries);
on x86-64 only ~528 entries fit, so a stream needing more (observed
`rz_hufts` ≈ 797) writes past the buffer and clobbers load_resource's frame
— including the return-address slot. The earlier "truncated-pointer table"
reading was a misattribution of this same overflow (the 8-byte `{u32,0x1}`
slots are huft records spilling over the frame).
* Ruled out by code inspection: `mempAddEntryOfSizeToBank` (only touches
pool pos/prevpos), `fileGetIndex` (reads only), `decompressdata` epilogue
(returns rz_wp).
* `load_resource` prologue: `push rbp/rdi/rsi/rbx; mov $0x2128,%eax;
call ___chkstk_ms; sub %rax,%rsp; lea 0x80(%rsp),%rbp` — RBP is a **fake
frame pointer** (RSP+0x80); the real return address is at [RBP+0x20E8].
The compiler reuses pushed-register slots as locals (verified: the saved-
rbx slot [RBP+0x20D0] legitimately receives `buffer+12`). Watchpoints on
RBP-relative offsets are therefore easy to misplace — compute from entry
RSP instead.
* Hardware watchpoint on the real retaddr slot (set at the first
instruction, where [RSP] = retaddr): first write changes it from a valid
.text return address to **`buffer+12`** (a pointer into load_resource's
own local array), reported RIP at the prologue boundary (`push %rdi`) —
i.e. either a concurrent write by another thread (hardware watchpoints are
global) or an 8-byte-attributed access. A `thread apply all bt` at that
moment showed every other game thread parked (RtlUserThreadStart / sleep
syscalls; gdb could not unwind their stacks further), so the writer is not
yet identified.
**Resolution (fix in `port/`, game code untouched).** Mirrors the Perfect
Dark port, which replaces its assembly rzip with a real-zlib C impl
(`pd_port/src/lib/rzip_c.c`: `inflateInit2` + `inflate`). We exclude
`src/game/decompress.c` + `src/game/zlib.c` from the PC build (CMake
`list(REMOVE_ITEM SRC_GAME …)`) and add `port/src/rzdecomp.c`, which backs the
two externally-referenced entry points with host zlib:
* `decompressdata(src,dst,hlist)` → `inflateInit2(-15)` (raw deflate),
`next_in = src+2` (GE's RZ = 2-byte header `0x11 0x72` + raw deflate, no
size field), loop on `Z_OK`, return `total_out`.
* `rzipGetSomething()` → returns the stored `next_in` (consumed input).
A generated `port/include/realzlib.h` (from `realzlib.h.in`) `#include`s the
**absolute** host `<zlib.h>` path, because the game's `src/game/zlib.h`
shadows `<zlib.h>` on the `-I` path.
**Verified:** rebuild links clean (238/238); the exe has the new
`decompressdata`/`rzipGetSomething` and no `zlib_inflate`/`zlib_huft_build`.
Under gdb, mainThread now boots **past langInit** (all language files load)
all the way into `bossInitMainthreadData()` (boss.c:233) →
`initWeaponAnimGroups` — i.e. the original first-file-load SIGSEGV is gone.
The next blocker is D32.
* **D32 — ROM-serialized structs with embedded pointers have divergent N64/x86-64 layout (OPEN).**
After the D31 fix, mainThread reaches `bossInitMainthreadData()` and dies in
`init_weapon_animation_groups_maybe()` (boss.c:233) → `initWeaponAnimGroups`
→ … → `modelAnimReadRootMotionValue` (model.c:914), faulting on
`desc->bitCount` where `desc = anim->bitDescriptors`.
**Mechanism.** N64 pointers are 32-bit; x86-64 pointers are 64-bit with
8-byte alignment. `struct ModelAnimation` (src/bondtypes.h:575) declares
`ModelAnimBitField *bitDescriptors` and `u8 *bitStream`. In the N64 ROM
layout these are 4-byte fields at 0x08 and 0x10; on x86-64 the compiler lays
them out as 8-byte fields — `ptype /o` (gdb) shows bitDescriptors @0x08, a
4-byte hole, then bitStream @**0x18**, sizeof = **80** (vs 64 on N64). The
animation data is loaded by `alloc_load_expand_ani_table()`
(initanitable.c:263) via `romCopy(ptr_animation_table,
&_animation_dataSegmentRomStart, size)` — raw N64-layout bytes.
`expand_ani_table_entries()` rebases the **low 32 bits** of
bitDescriptors/bitStream but (a) leaves the high 32 bits as adjacent-field
junk and (b) writes bitStream's rebase to offset 0x10, which on x86-64 is
*not* where the C struct reads bitStream (0x18). Observed under gdb:
anim = 0x702adad4 (base 0x702ad8c0 + 0x214), `*(u32*)(anim+8)` = 0xc82bd8c0 →
as a 64-bit pointer the high word is junk → SIGSEGV.
**Scope.** Any ROM-serialized struct that (i) contains a pointer field and
(ii) has other fields after it misreads the same way: each 64-bit pointer's
high word holds adjacent-field bytes, and every post-pointer field shifts by
the pointer-width delta. ModelAnimation is the first hit; bondtypes.h has ~13
struct blocks with pointer fields (fewer are actually romCopy'd from ROM).
**PD ground truth.** PD keeps its ROM-data structs at N64 layout on both
targets by storing embedded pointers as **u32** — e.g. `struct animtableentry
{ … u32 data; }` (pd_port/src/include/types.h:5124) — and casting to a real
pointer at the use site. GE's decomp instead uses real pointers in
ModelAnimation, so it diverges on x86-64.
**Resolution — Option 1 chosen (user-approved), in progress.** The user
approved the PD pattern after confirming PD does it (`animtableentry.u32 data`,
raw-DMA'd then resolved at use sites). Note PD's *exact* mechanism (u32 ROM
offset + on-demand DMA cache) differs from GE's rebased-DRAM-pointer
ModelAnimation, so we adopt the **principle** (u32 embedded address, cast at
use), not PD's code. This required refining non-negotiable #2 (see §H).
**Part A — struct layout: DONE & proven.** Changed `ModelAnimation`'s two
pointer fields to u32 (src/bondtypes.h:575): `u32 bitDescriptors` @0x08,
`u32 bitStream` @0x10; added casts at the only use sites (model.c:913/921).
`ptype /o` now shows sizeof = **64** with fields at the N64 offsets — layout
matches. `expand_ani_table_entries()` writes s32 to 0x08/0x10 via its own
`struct anim_entry`, which now aligns exactly (no change needed there).
**Part B — pointer-rebase correctness: ROOT-CAUSED (see D33), fix designed,
implementation pending.** The garbage values are *not* a bug in
`expand_ani_table_entries`'s arithmetic — the rebase is correct N64 code fed
wrong bytes, plus one genuine x86-64 ABI stride bug. Both root causes and the
full fix design are in **D33** below.
* **D33 — ROM file stores structured fields big-endian; animation load needs a per-field endianness fixup + an x86-64 loop-stride fix (root cause of D32 Part B).**
**Discovery.** The `.z64` ROM file is not a plain image: multi-byte
*structured* fields (record headers, tables) are stored in **big-endian byte
order**, while bit-packed data streams are raw. Evidence chain:
1. `baserom.u.z64` is byte-for-byte identical to `data/ge007.ntsc-final.z64`;
the ROM header is GE-specific (magic `80 37 12 40` from `src/rom_header.s`,
BE u32 CRC at 0x10/0x14 written by `tools/n64cksum.c`) — not the standard
N64 header layout.
2. Build pipeline: `$(LD)` → ELF → `objcopy -O binary --gap-fill=0xff` →
RareZip cdata compression (`data_compress.sh`) → `n64cksum`. No byte-swap
step; the mips64-elf-gcc toolchain (SGI-style BE default) emits BE bytes.
3. `tools/utils.h` documents the convention: `swap_bytes()` = "convert from
v64 to z64 ordering", `reverse_endian()` = "convert from n64 to z64
ordering" — the project's ".z64" is a word-swapped cart image (community
".n64" format). Real cart = bswap32(file).
4. Animation-blob analysis: reading headers as BE u32/u16 yields self-
consistent values (frame counts, bit widths 0–31, offsets that tile the
blob exactly); LE reads yield garbage.
**Per-field transform rule** (applied at load time to the `animation_data`
segment): u32 fields → bswap32; u16 fields → bswap16; u8 fields → identity;
bit-packed streams → identity. No single uniform word transform exists (mixed
field widths).
**Blob layout** (fully mapped; all 173 entries verified): each C array
(`animation_table_ptrs1/2` in `src/game/initanitable.c`) is a sequence of
20-byte records at the `PTR_ANIM_*` offsets. Record fields: +0x00 address
(entries-segment offset, u32), +0x04 frame count (u16), +0x06 angle bit width
(u8, used by `modelAnimReadBitsAsU16Angle`), +0x07 loop flag (u8), +0x08
bitDescriptors blob offset (u32), +0x0C bitsPerFrame root motion (u16, used by
`sub_GAME_7F06D2E4`: `scaled = unk0C * frame`), +0x0E frame size in bits
(u16, used by `loadAnimationFrame`: `frameSize = unk0E >> 3`), +0x10
bitStream blob offset (u32). Tail (+0x14..+0x3C) is unused by any code — the
effective record size is 20 bytes (= `struct anim_entry`, 5×s32). Interleave
rule: entry *i*'s payload [descriptors][stream] sits at
[PTR_ANIM_{i-1}+0x14, PTR_ANIM_i); all regions are disjoint; stream size =
ceil(frameSizeBits × frames / 8) — exact fit on every entry (fire_standing:
544 bits × 106 frames → 252 bytes). Descriptor array = `ModelAnimBitField`
{u16 bitOffset, u8 bitCount, u8 pad, u16 valueOffset} ×4 (6 bytes each); after
the transform all 692 descriptor arrays pack bitOffsets sequentially from 0.
Null entries use sentinel **1** (not 0) — `expand_ani_table_entries` skips
`*var_v0 == 1`.
**Validation.** Simulated the full transform in Python over all 173 entries:
0 bad descriptor ranges, 0 non-sequential arrays. Root-motion simulation for
fire_standing frames 0–3 (widths 6/7/6/0, bitsPerFrame=19) gives smooth
per-frame deltas (x = 7, 10, 12, 11; y ≈ 1086–1088) — proving the stream
bytes are identity-correct (no transform). The previously observed garbage is
reproduced exactly: file bytes `[00 00 01 58]` at fire_standing_fast's bd →
LE read 0x58010000 + base 0x702ad8c0 = **0xC82BD8C0**, the exact value seen
under gdb. The "zeros at odd indices" observation was a gdb display artifact —
the compiled `.data` array is dense (verified by objdump of
build-pc/ge007.x86_64.exe).
**Second root cause: x86-64 stride bug in `expand_ani_table_entries`.** The
loops iterate with `s32** var_v0; var_v0++` — +4 bytes/iter on N64, but
`s32*` is 8 bytes on x86-64. Verified in the compiled binary (`add $0x8,%rdx`)
: only even-indexed entries are rebased; odd entries keep raw small offsets
(e.g. fire_standing, index 1, would stay 0x144 → instant SIGSEGV on use).
This pattern occurs nowhere else in the compiled set.
**Fix design (implementation pending — this is the immediate task):**
1. New port function `romdataFixupAnimationData(u8 *blob, u32 blobSize,
const s32 *tableA, const s32 *tableB)` in `port/src/romdata.c` (+ decl in
`port/include/romdata.h`): for each non-null (≠0, ≠1) offset in both
tables — bswap the 20-byte record header per-field (u32: +0x00/+0x08/
+0x10; u16: +0x04/+0x0C/+0x0E; u8: +0x06/+0x07 untouched); then transform
the descriptor array at [bd, bs) step 6 (bswap16 on words 0 and 4 only).
Guards: skip if bd==0 && bs==0; require bd < bs ≤ blobSize and
(bs−bd) % 6 == 0.
2. Call it in `alloc_load_expand_ani_table()` (initanitable.c ~line 265)
**between** the `romCopy` and `expand_ani_table_entries` — one line +
`#include "romdata.h"` (`port/include` is already on the include path).
Mechanical ABI edit per non-negotiable #2; must run *before* expand
(expand reads/writes the fields as LE after fixup).
3. Fix the stride in `expand_ani_table_entries()` (initanitable.c:233):
iterate with `s32 *` instead of `s32**` — mechanical ABI fix, semantics-
preserving on N64 where it was already correct.
**Open item.** The entries segment (per-frame joint angles; file offset
0x124AC0, 0x169EC0 bytes) is left as identity for Phase 1.5 — not consumed at
boot (only during rendering). Verify visually in Phase 2 when Bond first
animates.
**D34** `ANIM_DATA_*` address placeholders break on x86-64. On N64 the
`animation_data` segment links at VMA 0, so `(s32)&ANIM_DATA_x` is a small
segment offset; on PC `&ANIM_DATA_x` is a high PE address and the game code's
ubiquitous s32 truncation yields garbage. Audit: all 82 uses are
address-taking only (`(s32)&…`, or through `ANIM_FRAC()` /
`ANIM_FRAC_MUL_FIRST()` in chraction.c/bondview2.c/title.c/
initBondDATAdefaults.c/initactorpropstuff.c) — no data dereferences, no
sizeof, no static initializers. Fix: on x86-64 each `ANIM_DATA_x` is
redefined as an lvalue at `g_pc_animdata_base + offset` where the base is the
PE image address with its low 32 bits zeroed (derived in `romdataInit()` from
a static probe; fail-fast if not 4 GiB-aligned), so
`(s32)&ANIM_DATA_x == PTR_ANIM_x` exactly. Files:
`assets/animationtable_data.h` (guarded macro branch, N64 externs kept under
`#else`), `port/src/romdata.c` (`g_pc_animdata_base` + init),
`CMakeLists.txt` (excludes `assets/animationtable_data.c` +
`animationtable_entries.c` on PC — the arrays are address-only placeholders;
the ROM is the data ground truth via romCopy). Verified under gdb:
`D_80030984 = ANIM_FRAC(ANIM_DATA_walking)` executes; the walking record at
`ptr_animation_table + 0x4018` has entry field `0x10177dcc`
(entries base `0x10124AC0` + `PTR_ANIM_ENTRY_walking`) and frame count 0x25;
after `initWeaponAnimGroups()` the derived globals hold sane floats
(4.59/11.25/16.71/16.19).
**D35** Music sequence table: pointer-width + endianness.
`musicSeqPlayerInit()` faulted in `romCopy()` with a NULL destination:
`tblSegmentSize = sizeof(RareALSeqData) * seqCount + 4` was garbage because
(1) `RareALSeqData.address` was `u8 *` — sizeof 16 on x86-64 vs the ROM's
8-byte records — and (2) the header `seqCount` and entry fields are stored
big-endian in ROM but read as LE (63 → 0x3F00 = 16128). Fix: `address` →
`u32` (`src/music.h`; sizeof 8 on both platforms) with `(void *)` casts at the
three use sites in `src/music.c`; new `romdataFixupMusicSeqTable()` in
`port/src/romdata.c` bswaps `seqCount` + per-entry `address`(u32)/
`uncompressed_len`(u16)/`len`(u16), called after both romCopys in
`musicSeqPlayerInit()`. Verified: the header-only (0x10-byte) copy logs the
expected `seqCount 63 exceeds blob capacity 1` clamp; boot passes the old
fault.
**D36** Music heap / PERMANENT pool sizing on x86-64. `alCSPNew()` SIGSEGV'd
because the music bump heap was oversubscribed: x86-64 libaudio runtime
structs are larger (ALVoiceState 88B, ALSeqPlayer 248B, ALCSPlayer 224B, …)
and the debug-token state (`tokenFind(1,"-level_")==NULL` →
`g_DebugAndUpdateStageFlag=1` → stale `-ml0 -me0` tokens) forces the
fixed-size mempool branch with PERMANENT at 296 KiB. Measured under gdb:
pre-music PERMANENT usage 0x1BCA0 left 189,280 B for music vs a measured init
demand of 0x31660 (shortfall 13,056). Fix (PC-only guards):
`MUSIC_ALLOCATION_BYTES` 0x2E000 → 0x32000 (`src/music.c`); PERMANENT fixed
branch 296/308 KiB → 320/340 KiB (`src/memp.c`, non-JP/JP). STAGE absorbs the
difference. Verified: boot reaches `bossMainloop()`.
**D37** libaudio bank trees must be re-laid out, not patched in place. The
audio thread SIGSEGV'd in `__initFromBank()` (`b=0xffffffff00000000`):
`ALBankFile/ALBank/ALInstrument/ALSound/ALWaveTable/…` are serialized in ROM
as big-endian scalars + 4-byte packed table-relative offsets, while the x86-64
C structs use 8-byte pointers — so BE values were LE-misread and 4-byte offset
arrays were walked with 8-byte stride, producing wild rebase pointers in
`alBnkfNew()`/`_bnkfPatch*()`. In-place conversion is impossible: each struct's
expanded tail overlaps whatever follows it in ROM (e.g. the ALWaveTable book
slot at +24 lands inside the ALADPCMBook that sits 12 bytes after the
wavetable). Fix: `romdataAudioBankPcSize()` + `romdataFixupAudioBank()` in
`port/src/romdata.c` — a two-pass DFS re-layout into a compact image where
every sub-struct is placed once (8-byte aligned, children before parents) and
each pointer slot stores the sub-struct's NEW offset from the image start,
zero-extended; `alBnkfNew()`/`_bnkfPatch*()` then rebase unmodified
(`ptr + (s32)file`). `ALWaveTable.base` stays an offset into the separate
wavetable data segment — `_bnkfPatchWaveTable()` adds its `table` argument,
verified at runtime (sfx: base+table = 0x102F19A0 =
`_sfxtblSegmentRomStart`). `music.c` PC branch allocates the re-layout size
and fixups after romCopy. Memory: bank images grow +0x1460 (sfx) / +0xA70
(instruments); init-time heap demand measures 0x33530, so
`MUSIC_ALLOCATION_BYTES` → 0x38000 and PERMANENT → 352/368 KiB (PC only).
Verified under gdb: runtime tree matches ROM ground truth (SFX instCount=1,
soundCount=261, bendRange=200, sampleRate=22050; INSTR instCount=75; all
env/keymap/wavetable/book/loop pointers valid heap addresses; book
order=2 npredictors=1); 25 s soak with every thread alive. Implementation
bugs caught during bring-up: a double bswap (afRd* already decodes BE),
afWr32 initially wrote BE, and the size pass used an uninitialized visited
array (undercount) — all fixed.
**D38** Implicit function declarations truncate pointer returns on x86-64.
~72 game TUs call ~400 functions with no visible prototype (missing `#include`
of the declaring header). Under C11 an implicit declaration assumes
`int f()`: harmless on N64 (32-bit pointers) but on x86-64 it silently
truncates every pointer return to 32 bits — e.g. `tokenFind()` in
`set_mt_tex_alloc()` returned a low-32-bit "pointer" that faulted in
`strtol()`. Fix: a port-layer prototype shim, `port/include/pc_protos.h`
(398 declarations; one-shot generator `scripts/gen_pcprotos.py` — the committed
header is the source of truth, hand-adjusted after generation), declaring each
function with its TRUE return type and an empty parameter list — purely
additive (only the returned value's width changes). Anchored in
`port/shim/PR/ucode.h`, the LAST include of `<ultra64.h>`: anchoring earlier
(e.g. `gbi.h`) poisons libaudio.h because the bondtypes chain reaches
`snd.h → <PR/libaudio.h>` while ultra64.h is still mid-parse. C-only guard:
C++ fast3d TUs reach this header via `SDL_stdinc.h → <stdarg.h> →
port/shim/stdarg.h`, and pulling the bondtypes/bondconstants chain into C++
brakes on `struct ALSoundState*` in `src/bondtypes.h`; no C++ TU needs a
fix here. C11 gotcha: an empty parameter name list `()` cannot match a true
prototype with default-promoted parameters (`s8`/`u8`/`s16`/…), so the 11
such functions get full prototypes with their TRUE parameter types
(substituting `int` for `s8` is NOT compatible). Also: `src/bondconstants.h`
defines function-like macros `ntohl`/`ntohs` over `CharArrayTo32/16`, which
collide with MinGW `<winsock.h>` in TUs that parse both — neutralized in the
port shim, real host functions provided in `port/src/pc_netorder.c` with
winsock-compatible signatures (`u_long` is 64-bit on LLP64!). No game-TU
edits. Result: build clean, zero warnings; the old `strtol()` crash is gone.
**D39** Globalimagetable rebasing idiom breaks on x86-64. `texReset()` /
`texLoadFromDisplayList()` compute ROM-layout pointers as
`globalbank_rdram_offset + (u32)&sym` with
`globalbank_rdram_offset = (u32)pGlobalimagetable + 0xFE000000`; on N64
`(u32)&sym` = `0x02000000 + off` and the 0x02 base cancels the 0xFE. On PC
`(u32)&sym` is a truncated PE address → garbage DL pointers. Fix (in
`src/game/image_bank.c`, PC branch): an enum of all 49 segment offsets (17
Gfx display lists + 32 sImageTableEntry tables) and
`#define GIMG_OFF(sym) (0x02000000u + g_pc_gimg_off_##sym)` — exactly the N64
`(u32)&sym`; all 49 texReset() sites replaced. No changes needed in
gunfire.c / texLoad / texSelect: all game RAM is s32-safe (V1 view,
0x70xxxxxx < 4 GiB), so the u32 math and pointer casts stay lossless.
Also fixed the segment markers: the CSV asset `Globalimagetable.bin`
(0xAC8) is TRUNCATED — the real linker segment (`ge007.ld`: oddtextures.o
`.data`) spans 0x13F8 = Gfx DLs (0xAC8) + ITE tables (0x930); the CSV's
`rarewarelogo` entry is mis-split (the logo actually starts at ROM
0x29E560). `_GlobalimagetableSegment{Rom}End` 0x1029DC28 → 0x1029E558 in
`port/src/romassets_u.s` + a size override in `scripts/gen_romassets.py`
(regeneration verified stable). All 49 offsets verified against the ROM:
the symbols tile `[0x29D160, 0x29E558)` exactly with no gaps; `gun.c`
ammo IconImage values cross-check. Verified under gdb: all 17
texLoadFromDisplayList diffs correct (0, 0x78, 0x120, …); boot passes
texReset. Known Phase-2 follow-up: `explosion.c`'s
`g_ExplosionDisplayLists[]` is a static table of EXE addresses to Gfx arrays
(16-byte entries on PC) — it must point at the ROM-layout copies in
pGlobalimagetable before explosions render.
**D40** N64-sized BSS placeholder pool overflows with pointer-stride structs.
`initModelHitEntryFreeList()` (initunk_005450.c:38, called from
lvlStageLoad) walks 600 ModelHitEntry records writing next/prev; the
decompiler-emitted BSS chain in objecthandler.c (`char g_ModelHitEntries[0xC];`
…dwords… `char g_ModelHitEntriesPenultimate[0x28]`) reproduces N64's
12 000-byte region (600 × 20 B), but PC ModelHitEntry is 40 bytes → the
free-list init writes 24 000 bytes, a 12 KB .bss overflow that clobbered
`is_ramrom_flag` (writer caught with a hardware watchpoint) → the
demo-replay path in bossMainloop ran with `address_demo_loaded == NULL` →
SIGSEGV at ramromreplay.c:341. Fix: PC branch declares a properly sized pool
(`char g_ModelHitEntries[600 * sizeof(ModelHitEntry)]`); the N64 chain stays
verbatim under `#else`; the sentinel assignment in initunk_005450.c is
computed directly on PC (`entries[LEN-1].prev = &entries[LEN-2]` — N64's
g_ModelHitEntriesPenultimate labels the start of entry 598). Verified: no
more SIGSEGV; boot progresses into GL rendering.
**D41** Cross-thread GL context binding. WGL allows a context to be current
on only ONE thread at a time. The window+context are created and made
current on the host main thread (`videoInit → gfx_sdl_init`), but all
rendering runs on the game's scheduler thread; while main still holds the
context, `wglMakeContextCurrent` from the game thread fails with "The
requested resource is in use" — and this SDL2 build (2.32.10, MSYS2)
swallows it: `SDL_GL_MakeCurrent` returns true on failure / 0 on success
(an inverted int-as-bool ABI artifact; confirmed by a minimal repro and
gdb `$1 = 255`). The silent failure left `wglGetCurrentContext() == NULL`
on the game thread → `glCreateShader` returned 0 → "Vertex shader
compilation failed" with an empty info log. Fix: new
`gfx_sdl_release_context()` (`SDL_GL_MakeCurrent(NULL, NULL)`) called at the
end of `videoInit()` after `set_swap_interval` (the last GL work on main);
the scheduler thread re-binds per frame via the existing
gfx_sdl_make_context_current() in videoStartFrame(). Do NOT branch on the
MakeCurrent return value (unreliable). Verified: frame 1 renders (69.7 ms),
several frames before the next (separate) fault.
**D42** rsp.c task-settings toggle idiom truncates pointers.
`g_gfxTaskSettingsList = (GfxInfo_s*)((u32)list ^ (u32)&g_gfxTaskSettings[0]
^ (u32)&g_gfxTaskSettings[1])` toggles between two adjacent settings structs
by XOR — fine on 32-bit, but on x86-64 the u32-truncated PE addresses XOR to
garbage → the next frame's `((GfxInfo_s*)g_gfxTaskSettingsList)->cfb = …`
(fr.c:458) SIGSEGV'd. Fix: explicit toggle under
`#if defined(__x86_64__)` (`list == &[0] ? &[1] : &[0]` — same semantics,
the list is always one of the two); N64 line verbatim under `#else`.
**D43 (OPEN)** Model-file loading ABI mismatch. Stage object load faults in
`modelPromoteNodeOffsetsToPointers()` (model.c:5688). Model files are
ROM-serialized with N64 layout (ModelFileHeader 24 B, ModelNode 20 B,
4-byte pointer fields) but on PC are read as 8-byte-pointer structs (48 B
each): `load_object_fill_header()` derives RootNode from `numtextures`
at the wrong offset, and the `PROMOTE` rebase (`(u32)var + diff`) then
operates on misaligned fields. Needs a D37-style re-layout of the model
file image (header + switches array + texture table + node tree +
ModelRoData records). Phase-2 project; see §H. Reference implementation:
PD port's `port/src/preprocess/filemodel.c` — same PROMOTE idiom, same vma
0x5000000 (§2.4); adapt + per-field validation, not a drop-in copy.
**D44 (closed 2026-08-22)** Crash-handler Phase 2 backtrace self-faulted before printing.
`crashStackTraceSym()` in `port/src/crash.c` calls
`GetCurrentThreadStackLimits(low, high)` passing the NULL pointer *values*
rather than `&low, &high` (Phase 1's `crashStackTraceRaw` passes them
correctly). The API writes the stack limits to address 0x0 → access violation
*inside the SEH filter* → Windows terminates the process without a second
dispatch. Symptom: `ge007.crash.log` contains only Phase 1 (EXCEPTION/PC/
MxCsr/thread-stack/MODULE lines) and no `BACKTRACE:` section — verified twice
live; this is why every D3x fault so far cost a full gdb launch-mode session.
Fix: one line, `GetCurrentThreadStackLimits(&low, &high)` — applied.
The build already compiles with `-fno-omit-frame-pointer` (CMakeLists.txt:193),
so every crash auto-logs an EBP-chain backtrace to console + ge007.crash.log,
symbolicable offline with addr2line. **Verified live:** the D43 run now logs
`BACKTRACE:` with #00 = `modelPromoteNodeOffsetsToPointers` (model.c:5688) and
#01 = `load_object_fill_header` (objecthandler_2.c:110) — the documented chain,
no gdb needed. Note: frames beyond the true call chain can be stale stack data
(the walk validates fp against stack bounds but not ret_addr against .text;
one such frame observed at #02). addr2line takes the full absolute address
directly (`addr2line -e build-pc/ge007.x86_64.exe -f -C 0x14007a31a`); image
base is still 0x140000000 (re-verified post-rebuild via nm).
**D45 (OPEN — sizing for D43)** Model-file buffers must grow for PC: the
GDL region doubles (8 B Gfx slots → 16 B) and texture-marker expansion in
texLoadFromGdl() emits full RDP setup sequences whose size is data-driven.
Per-file worst-case final size P_final = B_pc + 2×(D_n64−g1) + 16×Σ_markers
(K_t−1), where K_t is the exact worst-case command count per marker type t
(tex.c helpers, maxlod≤8, all texTry* state guards emitting, valid=FALSE —
the realistic branch since D_800483C4 is a gunfire texture index):
type0/LOD 37, type1/DETAIL 46, type2/MIPMAP 36, type3/TILE 18,
type4/TILE_PRESWAP 15 (preamble = PipeSync + gSPTexture ≤ 2; water check ≤ 1).
Marker type = w0&7 of the 0xC0-top-byte slot. Verified over all 512 model
files (build-pc/d43_sizes.py). Texture *pixel* data is unaffected by Gfx
width, so texpool sizes can stay at their N64 values — only the model-file
regions grow. Required buffer edits (all D40-class ABI-forced size constants,
semantics unchanged): gun.c:106 size_item_buffer 0x14820→**0x23000**
(bondview body+head+held-prop chain worst 0x1DB9A; suit pool 0xA0B0 + R
0x18000 = 0x220B0); gun.c:109 D_80032464 0x7530→**0xF000** (GautoshotZ
0xE788); gun.c ITEM_SUIT_LF_HAND R 0xBD70→**0x18000** (Csuit_lf_handZ
0x16F9C) with pool expr size−0x18000; gun.c ITEM_TRIGGER/ITEM_WATCHLASER R
0xAFD0→**0x17000** (GtriggerZ 0x16030); front.c load_walletbond R 0xA000→
**0x17000** (PwalletbondZ 0x1664C; stays below the +0x28000 DL region);
front.c cast screen bufferRemaining 0x18160→**0x1C000** (cast chain worst
0x19CA0 — zbuf at 0x19000+region must not be clobbered); initmenus.c:34 logo
buffer 0x78000→**0x7C000** (texpool 0x19000 + region 0x1C000 + zbuf
440×330×2=0x46B80). Unchanged: title/gunbarrel chain (0x16DF0 ≤ 0x23A00),
front.c logos (≤0x9BCC ≤ 0x3C000), dst=0 fileLoad path (allocates ALL
remaining STAGE space and gives the tail back via
mempAddEntryOfSizeToBank — stage props/NPC bodies are bounded only by live
STAGE headroom, ~2.3 MB). The converter will also assert P_final ≤ R at load
time with a clear error instead of overflowing.
**D46 CORRECTION:** the cast-screen values above are superseded —
front.c bufferRemaining is **0x25000** (not 0x1C000) and the initmenus.c
logo buffer is **0x85000** (not 0x7C000); see D46.
**D46 (RESOLVED — overlap safety + final buffer sizing for D43)**
The GDL expansion in sub_GAME_7F0762E0 is in-place: output starts at the
first-GDL offset and grows rightward; input is read from the mirror copy
texCopyGdls() made at the region tail ([A+R−P_conv+g, A+R)). The initial
gap is R−P_conv and the cumulative output-minus-input excess is ≤
16·Σ(K_t−1) over markers processed so far (monotone; 0xba "texture
already set" skips only reduce it). Since Gfx is 16 B for BOTH input and
output on PC, the no-clobber condition **R ≥ P_conv + 16·M_actual** is
identical to the fit condition — one constraint, not two. (The N64 game
satisfies the same identity with 8-B slots.) The converter therefore sets
`poolRemaining = P_conv = B_pc + 2×(D−g1)` EXACTLY (the pre-expansion
image; markers are expanded at runtime, consuming [P_conv, R)).
**Strict bound from N64 ground truth.** The N64 game works, so per file
8·M_a ≤ R_share_N64 − B_n64 − E. PC slots are 2× wide with the same M_a
(tex.c logic + texture data identical), hence
**P_final_actual(PC) ≤ B_pc + 2×(R_share_N64 − B_n64)** (E cancels).
N64 R_share values (game code): suit 0xBD70, trigger/watchlaser 0xAFD0,
wallet 0xA000, weapons 0x7530, bondview chain 0x14820
(size_item_buffer), cast chain 0x18160 (front.c bufferRemaining).
For chains ΣR_share = bufferRemaining EXACTLY: each subsequent load's R
is the previous file's post-load poolRemaining via
`get_pc_buffer_remaining_value()` (front.c:7809-7825), so the shares
tile the N64 budget with no margin assumption beyond "N64 works".
**tex.c expansion state machine** (for reference / any future
simulation): `sub_GAME_7F0CC4C8()` resets g_TexTileStates[8],
g_TexTileSizes[8] and g_TexLutMode at the START OF EVERY
texLoadFromGdl call → texTry*/texSetLutMode dedup only works WITHIN one
GDL. Per-marker slot counts (lutmodeindex=0): type0/LOD ≤ 2 + 6
(LoadToTmemAddr: SETTIMG+SETTILE≤1+LoadSync+LoadBlock+PipeSync) + 4
(TileFromDef: PrimColor+LUT≤1+SETTILE≤1+SETTILESIZE≤1) + 3×min(maxlod,7)
(TileLods basetile=1) + 3 (CycleType/TxLOD/Detail); type2/MIPMAP ≤ 2 + 6
+ 3×(maxlod + [maxlod==1]); type1 ≤ 2 + 6 (Zero) + 1 (TileSync) + 6 + 4
+ 3×min(maxlod,7) + 3; type3 ≤ 2+6+4+4; type4 ≤ 2+6+4. With LUT formats
the LoadToTmem* helpers double to ≤12 — see next item.
**Texture scan (build-pc/d43_lutscan.py), all 512 files:** 1071 valid
texture-table refs (TID < MAX_TEXTURES=3001; the rest are skipped by
texLoadFromModelFileHeader, and markers whose texnum was never loaded get
tex==NULL → PipeSync only). Image headers parsed via imagelist.u.csv
(order = assets/images.def order): **NO LUT textures** (formats 9-12)
exist in any model file — only format 0 (×1069) and 8 (×2) — so
lutmodeindex=0 universally and the ≤6-slot LoadToTmem bound holds.
maxlod distribution {0: 1063, 6: 7, 7: 1} → texWriteTileLods emits
NOTHING for 99% of markers. The D45 K_BOUND table {0:38, 1:46, 2:36,
3:18, 4:15} is verified a true worst-case bound under these conditions.
**Strict-bound results (build-pc/d43_chainbound.py):** suit_lf_hand
0x1002C ≤ 0x18000 ✓; trigger/watchlaser 0xED20 ≤ 0x17000 ✓;
walletbond 0x105BC ≤ 0x17000 ✓; worst weapon GmapZ 0xE91C ≤ 0xF000 ✓;
bondview chain (worst body spicebond + headbrosnan + autoshot) 0x1CE5C
≤ 0x23000 ✓; **cast chain: rifle 0x240DC / pistol 0x23F24 > 0x1C000 —
SHORT by ~0x8000** (worst: body spicebond B_pc=0x8A14/B_n64=0x7D60 +
head headbrosnan 0x1D90/0x1D50 + rifle autoshot 0x4828/0x3E28 / pistol
wppksil 0x45B0/0x3DC8). The D45 worst-K estimate (0x19CA0) was below the
strict bound because it assumed Rare's N64 buffer had zero margin.
**Resolution (two one-line constant changes, both already PORT-guarded):**
front.c init_menu18_displaycast bufferRemaining 0x1C000 → **0x25000**
(covers 0x240DC); initmenus.c logo buffer 0x7C000 → **0x85000**
(texpool 0x19000 + region 0x25000 + zbuf @ALIGN64(0x3E000) size
440×330×2=0x46B80 → 0x84B80, rounded). MEMPOOL_STAGE headroom is ample
(total stage usage at menu init ≈ 0xD0040 vs ~2.3 MB pool). The converter
should additionally assert `P_conv + 16×Σ_markers(K_t−1) ≤ R` at load
with a clear error (K_BOUND table; provably ≥ actual expansion).
**D47 (RESOLVED — D43 converter contract finalized; capstone endianness fix)**
Session that closed every open question on the model-file converter.
1. **Capstone endianness bug (environment gotcha).** All earlier-session
disassembly of the ROM used capstone's default LITTLE-endian mode against a
big-endian MIPS image → garbage register flow. MUST use
`CS_MODE_MIPS32 | CS_MODE_BIG_ENDIAN`. Compaction + accessors were re-disassembled
cleanly; where BE disassembly is still ambiguous, the byte-matched C in `src/`
is ground truth.
2. **Compaction state values (BE disasm of 0x7F0762E0 + byte-matched C).**
P = entry.poolRemaining, R = entry.rom_remaining, **delta = R − P** (not
P−R); `texCopyGdls(F+G, F+R−P+G, P−G bytes)`; per-GDL count = off_{i+1}−off_i
bytes (or P−off_last); final fileSetSize = ((rep&0xFFFFFF)+0xf)&~0xf.
Both accessors (0x7F0BD11C / 0x7F0BD100) compute `0x80090000 + idx*20` →
**resource_lookup_data_array actually lives at 0x80090000**; the ob.c comment
(0x800888B0) is stale.
3. **memp allocator (src/memp.c).** Bump allocator; `mempAddEntryOfSizeToBank`
rewinds `pool->pos` for the most recent allocation →
`fileSetSize(reallocate=1)` returns the post-compaction tail to the bank.
`load_resource` decompresses INTO ptrdata (=F), reading the compressed source
from the block's TAIL. Fresh dst==0 load: P := S_bank (all remaining stage
bank) → F := alloc(S_bank) → R := S_bank → load_resource sets P := D_N64.
4. **Reload hazard + PC decision.** `fileIndexLoadToBank` takes S_bank only
when poolRemaining==0; fileSetSize leaves P=R=post-compaction size, so a
reload within one stage would alloc(P_old) which can be < D_N64 (source
pointer before the block; decompress past it — latent on N64 too). PC fix:
PORT-guarded reset of `poolRemaining = 0` immediately before
`_fileNameLoadToBank` in load_object_fill_header → every load gets fresh-
bank semantics: staging space = whole remaining bank, steady-state bank
usage identical (fileSetSize rewinds to the same place).
5. **G_VTX w0 encoding (ROM-data proven).** GBI1/gDma1p style:
w0 = 04<<24 | dst<<16 | (16·n), dst = ((n−1)<<4)|v0. All 2826 model-file
instances have v0=0, n≤16 (batches of ≤16 verts — matches G_TRI4's 4-bit
indices). fast3d's `gfx_sp_vertex(C0(0,16)/sizeof(Vtx), C0(16,4), …)` is
correct AS-IS; the converter bswaps w0 only (no field remap). The
F3DEX_GBI_2 `gsSPVertex` block in GE's gbi.h is a red herring — the asset
toolchain emits GBI1 style.
6. **G_TRI4 = standard 4-bit indices.** The "out-of-range seg-5 w1" values
found by scanning are G_TRI4 index data, not addresses (w1 bits 20-31 hold
the last two 4-bit indices). **Opcode-aware remap rule: only {G_VTX=0x04,
G_SETTIMG=0xFD, G_LOADBLOCK=0xF3} carry addresses in w1.** Never remap
TRI4/TRI1/TEXTURE/SETOTHERMODE/CLEARGEO/SETGEO/syncs.
7. **Render-time segment bindings (model.c).** seg5 (COL1) = BaseAddr = F on
every model path; seg4 (VTX) = the record's Vertices base (or a runtime
buffer in dorottex). Hence G_VTX seg4 w1 = displacement from that array →
NO remap needed (array order preserved); G_VTX seg5 w1 = absolute file
offset — 2804/2805 verified to land inside a vertex array at vo+d with
d%16==0 → remap via the unified region map.
8. **Vertex format (all 512 files).** Normal: bswap s16 x,y,z,index,s,t;
bytes @C-F raw (rgba/normal are single bytes). Collision (34,580 verts):
bswap s16 x,y,z,index; LinkedTo u32@8 is ALWAYS 0 or 0x05xxxxxx (node vma);
CollisionRelatedIndex s16@C (range −1..113) + reserved s16@E bswapped.
9. **No embedded texture blobs in any model file** — texconfig TextureID
seg-5 count = 0 across all 512 (the earlier "3 title files" note was the
vestigial logo SETTIMG refs already covered by d43_cover.py). No blob
handling needed in the model converter.
10. **Zero-count vertex arrays.** PexplosionbitZ is the ONLY file with
nv=0 and non-null Vertices (0x98); its GDL uploads 16 verts from there via
absolute seg-5 ref. Rule: emit the array sized up to the next object offset
(→ [0x98,0x198) = exactly 256B here).
11. **GDL tight packing is safe.** fast3d `case G_ENDDL: return` — trailing
junk after ENDDL is never executed at render time. Spans: 2064 tight,
238 with trailing bytes (1904B total). Converter emits up to and including
ENDDL; each PC span = exactly 16·slots → compaction counts are exact.
12. **Reference validator: `build-pc/d43_convert.py`** implements the full
conversion spec (DFS walk with LOD/SWITCH rewiring, region map, per-opcode
record conversion, remap checks) and runs it on all 512 files:
**ALL CLEAN** — every pointer remap resolves, layout invariants hold,
max D_PC = 0xB7E0, max D_PC/D_N64 ratio = 1.31 → staging headroom is
trivially satisfied vs the ~2.3 MB stage bank. This script IS the spec for
the C implementation.
13. **Final converter contract.** Emit `[switches NS×8B LE][texconfigs NT×12B
(bswap TextureID; 0x05xxxxxx would remap — never occurs)]` → nodes+records in
DFS preorder (PC layout via struct assignment; every promoted pointer field
emitted as zero-extended u64 of 0x05|new_off; Primary/Secondary GDL ptrs
remapped but NOT "promoted"; BaseAddr emitted 0) → vertex arrays immediately
after their record (PointUsage = 2×numVertices s16 after op24 CollisionVerts)
→ **GDLs LAST, contiguous, visit order, 16B LE slots**: w0'=bswap32(w0);
w1' = bswap32(raw) EXCEPT for seg-5 of {0x04,0xFD,0xF3} → remap low24 via
the region map; **no LSB set** (ROM convention; fast3d's extended seg_addr
case handles unmarked segmented addresses). Stage at F+R−D_PC, memmove to
F. Set `poolRemaining = D_PC` exactly (never touch rom_remaining).
14. **N64 record field offsets** come from the bondtypes.h comments (which
preserve N64 offsets); all 14 opcodes present in ROM files — 1,2,4,8,9,10,
12,13,15,18,21,22,23,24 — verified against RSZ sizes. PC layout: assign
through the real structs (compiler packs); don't hand-compute.
15. **PointUsage** = 2×numVertices s16 entries, indexed by MAIN-vertex index,
chain terminated by −1 (chr.c:3309-3331).
**D48 (REVIEW — D43 re-plan: offline pre-conversion "Plan B"; process fix)**
Independent review session that audited the D47 handoff against code + ROM
before implementation. Verdict: the remaining task was mis-scoped as a 1:1 C
port of a script that does not emit bytes; a cheaper, lower-risk path exists
that reuses the existing ROM load chain. Plan B is now the default; Plan A
(D47.13 C converter) is the fallback.
1. **`d43_convert.py` does not emit bytes.** It computes the layout/region map
and validates that every pointer remap resolves (512/512 clean, re-run and
confirmed this session), but there is no emission pass in ANY language. The
byte-level contract (PC struct assignment, per-field bswaps, GDL slot writing)
is unimplemented and unvalidated. "Port d43_convert.py 1:1 to C" would have the
next session write ~250-300 lines of new emission code in C and debug it at
runtime (crash → backtrace cycles). The emission must be written once either
way — do it in Python where iteration is seconds, validate offline, then ship
the data.
2. **Plan B: offline pre-conversion through the existing ROM load path.**
Generate 512 PC-layout RZ sidecar files with a Python emit pass; serve them by
patching `file_resource_table[i].hw_address` +
`resource_lookup_data_array[i].rom_size` from the port layer. Verified
mechanical facts (all re-checkable in <1 h):
- **RZ format is trivially reproducible**: 2-byte header (`0x11 0x72`) + raw
deflate; `decompressdata()` (port/src/rzdecomp.c) skips the header and inflates
with a generous avail_in bound. A sidecar `[0x11 0x72][raw-deflate(PC image)]`
works through `load_resource` UNMODIFIED — and it sets `poolRemaining = D_PC`
automatically (the decompressed size), so no fixup call is needed at all.
- **`romCopy` on PC is a host memcpy**: src/ramrom.c → `osPiStartDma` → port
shim `piServiceDma` (port/src/libultra.c), gated only by
`romdataCartAddrValid()` (port/src/romdata.c:212). The ROM is VirtualAlloc'd at
CART_BASE 0x10000000 sized romSize — extend the reservation by the sidecar
total, place sidecars at [CART_BASE+romSize, …), extend the validity check.
- **`file_resource_table` is a plain writable global** (included in
src/game/ob.c:22). ALL 512 model loads funnel through
`load_object_fill_header` (dst==0 → `_fileNameLoadToBank`; custom-buffer
callers in front.c/gun.c/bondview2.c/initmenus.c → `_fileNameLoadToAddr`) —
both read `hw_address` via `load_resource`. No game code dereferences C*/G*/P*Z
symbols directly outside the table (verified by grep; symbols exist only in
the table + romassets_<r>.s markers).
- **The patch must run AFTER `obInit()`** (called at src/boss.c:179):
obInit computes `rom_size` from adjacent-entry hw_address DELTAS (ob.c:122), so
a pre-obInit patch would corrupt rom_size. Lazy one-shot at the PORT hook site
in load_object_fill_header is simplest — by first model load, obInit has
definitely run.
- **Footprint**: 512 files = 1,277,088 B compressed total (1.2 MB),
3,289,344 B decompressed N64 total; PC decompressed ≤ 1.31× per file (D47.12).
- **The indy path is NOT used** (`resource_load_from_indy`, ob.c:56): it is
the N64 host-protocol loader gated by `indy_ready` (src/game/indy_comms.c,
dormant on PC), and its pPayload placement underflows on reload when
poolRemaining == pc_size exactly. Table patching reuses the proven ROM path.
- **What Plan B eliminates**: the C converter (~300 lines), two-pass staging
+ memmove, staging-space guard, and the "emission bug only visible at runtime"
risk class. What it keeps (all already committed): ABI edits, fast3d seg-5
case, D46 buffer sizing — plus the one-line poolRemaining=0 reset (item 3).
- **Sidecars are region-specific** (derived from the region ROM); generator
must take the region and write `data/pcmodels-<region>/`.
3. **The poolRemaining=0 reset is STILL needed under Plan B.** fileSetSize
leaves P=R=post-compaction size (ob.c:346-347); a same-stage reload would then
alloc S_bank' = P_old, which can be < round8(compressed)+8 → `load_resource`
hits the `source − ptrdata < 8` branch → poolRemaining=0 → silent load
failure. The D47.4 reset before `_fileNameLoadToBank` covers both plans.
4. **Plan A flaw (if runtime conversion is kept):** D47.13's staging guard
"fail if D_PC > avail" is too weak — the staging region [F+R−D_PC, F+R)
overlaps the live N64 image [F, F+D_N64) whenever S_bank < D_N64 + D_PC, and
emission would then read corrupted bytes. Correct guard: `D_N64 + D_PC ≤
avail`. Low probability in practice (files load at stage start; ~2.3 MB bank
vs ~82 KB worst case), but the stated guard silently misses it.
5. **Process fix:** the 23 d43_*.py investigation scripts (incl. the reference
converter) lived in gitignored `build-pc/` — moved to tracked `tools_pc/`
and committed, so the spec is versioned and reviewable. d43_cover.py's one
internal path reference updated; converter re-run from new location: ALL CLEAN.
6. **Review checklist for the next session** (confirm each item against code +
ROM before executing Plan B; record results as D49): see docs/HANDOFF.md
§Task 1 — eight claims, each with a falsification criterion. If any fires,
fallback to Plan A with the corrected guard from item 4.
**D49 (REVIEW — Plan B verification: D48 checklist R1–R8 all CONFIRMED)**
Independent review session executed the D48.6 checklist against code + ROM
(NTSC `data/ge007.ntsc-final.z64`). **Verdict: 8/8 confirmed — Plan B is
cleared for execution (HANDOFF Task 2); no fallback to Plan A.** Per item:
1. **R1 RZ format — CONFIRMED.** `decompressdata()` (port/src/rzdecomp.c)
skips the 2-byte header and raw-deflates (`inflateInit2(-15)`, avail_in ≤
0x400000). All 512 model files (C*/G*/P*Z in
`assets/obseg/file_resource_table.inc.c`; table↔`scripts/filelist.u.csv`
set identity exact, 512=512) start `0x11 0x72` and inflate cleanly.
Σ round8(compressed) = **1,277,088 B — exactly D48's claimed number**; max
single-file compressed 0x421E; max decompressed/compressed ratio 4.75.
2. **R2 romCopy is a host memcpy with no 0x10C00000 limit — CONFIRMED.**
`romCopy` → `doRomCopy` → `osInvalDCache` (no-op shim) + `osPiStartDma` →
`piServiceDma` (port/src/libultra.c): the only gate is
`romdataCartAddrValid()` (port/src/romdata.c:212), then plain memcpy. The ROM
is VirtualAlloc'd at CART_BASE 0x10000000 sized exactly romSize
(romdata.c:156-159); nothing in the port layer bounds the region, so placing
sidecars at [CART_BASE+romSize, …) needs only a reservation-size extension +
validity-check extension in romdataInit.
3. **R3 the table is the single chokepoint — CONFIRMED.** All 512 model loads
funnel through `load_object_fill_header` (src/game/objecthandler_2.c:89) →
`_fileNameLoadToBank`/`_FileNameLoadToAddr` → `fileIndexLoad*` →
`load_resource`, which read `hw_address`/`rom_size` from
`file_resource_table` + `resource_lookup_data_array`. The C*/G*/P*Z symbols
are `.set` markers in `port/src/romassets_<r>.s` (gen'd by
`scripts/gen_romassets.py`); no game code dereferences them outside the table
(grep: all hits are string literals/comments). Callers audited: bondview2.c,
chr_b.c, ejectedcartridges.c, front.c, gun.c, loadobjectmodel.c.
4. **R4 obInit runs once, before any model load — CONFIRMED.** `obInit()`
is called exactly once at src/boss.c:179 inside one-shot
`bossInitMainthreadData()` (before the infinite main loop); it computes
`rom_size` from adjacent-entry `hw_address` DELTAS (ob.c:122). `rom_size`/
`hw_address` are touched only in ob.c. The D43 crash stack was post-obInit.
A lazy one-shot table patch at the port hook site in
`load_object_fill_header` is therefore safe.
5. **R5 buffers fit — CONFIRMED (quantified).** Fresh dst==0 loads: max
round8(compressed)+8 = 0x4228 ≪ STAGE bank (max 0x24C400 = poolArea 0x2A4400
− me 352 KiB NTSC; ≥ ~1.3 MB even after conservative pre-model stage usage —
BG stan ≤ 0xA3E0 per stage). Worst-case post-compaction size across all 512
files (D_PC + 16·Σ(K_t−1) with K_BOUND {0:38,1:46,2:36,3:18,4:15}) =
**0x16F74** (Csuit_lf_handZ) — 25× headroom vs a fresh bank. dst!=0 callers:
every buffer ≥ 0xF000 > 0x4228; `tools_pc/d43_chainbound.py` re-run against
the CURRENT constants all pass: suit 0x1002C≤0x18000, trigger/watchlaser
0xED20≤0x17000, wallet 0x105BC≤0x17000, worst weapon GmapZ 0xE91C≤0xF000,
bondview chain 0x1CE5C≤0x23000, cast rifle/pistol 0x240DC/0x23F24 ≤ 0x25000
(front.c:7795), logo 0x85000 (initmenus.c:38). `poolRemaining := D_PC` is
automatic (`load_resource` ← `decompressdata` return, ob.c:61).
6. **R6 poolRemaining hazard + reset — CONFIRMED.** Mechanism verified in
current code: `fileIndexLoadToBank` (ob.c:219-247) allocates
`poolRemaining` when non-zero (the post-compaction P left by fileSetSize),
and `load_resource` (ob.c:49-53) needs round8(rom_size)+8 ≤ bytes or it sets
poolRemaining=0 → **silent load failure**. The data CAN trigger it (e.g.
PlegalpageZ: round8(C)+8 = 0xFC8 > D_PC = 0x5F0; its own path is a custom
buffer so it is safe, but the condition exists for any file reloaded in the
same stage). Hazard window = same-stage reloads only: poolRemaining is zeroed
at stage entry/exit (boss.c:415-417 / 639-641), and all consumers of
`get_pc_remaining_buffer_for_index` / `get_pc_buffer_remaining_value` run
post-load+compaction; the PROMOTE walk (sub_GAME_7F075A90) does not touch
lookup data. The addr path is unaffected (bytes = caller's fixed buffer).
The one-line poolRemaining=0 reset before `_fileNameLoadToBank`/
`_FileNameLoadToAddr` in `load_object_fill_header` is **pending** (not yet in
tree) and closes the hazard for both plans.
7. **R7 per-region sidecars + directory matching — CONFIRMED (with notes).**
Region is build-time-fixed: `build-pc.sh` ROMID → CMake ASSET_REGION {u,e,j}
→ `romassets_<r>.s`; the loaded ROM token (`ge007.<romid>.z64` /
`baserom.<r>.z64`) uniquely determines the region and romHeaderValid enforces
the country byte, so romdataInit can derive `data/pcmodels-<region>/` with the
same token logic (baserom.u → ntsc-final, baserom.e → pal-final). Name sets
are NOT identical across regions (filelist: u=512, **e=465**, j=512) — the
generator must map whatever files exist, and the patch loop only patches names
present in the manifest. Notes: (a) romdataInit has **no JP candidate**
(GE007_IS_PAL comes from versioninfo.h.in) — PC cannot boot a JP ROM today,
so JP sidecars are moot until that is added; (b) missing sidecar directory →
warn + continue in ROM-only mode (Task 2 step 2).
8. **R8 emission-spec completeness — CONFIRMED (with one explicitness gap).**
Walked every `ModelRoData_*Record` for the 14 opcodes present in ROM
(1,2,4,8,9,10,12,13,15,18,21,22,23,24) in src/bondtypes.h: every field is
covered by Verified facts + D47.13 (pointer-promotion list D47.5; f32 bswap;
TextureID bswap32; vertex arrays D47.8; GDL slots D47.13). A fresh C probe
(mingw gcc with the EXACT flags from build-pc/compile_commands.json)
re-verified all 15 PC record sizes + ModelNode (0x30) + ModelFileHeader
(0x38) + Vertex (0x10) and every pointer-promotion offset — **no drift** vs
d43_convert.py's PC_REC / the spec. Gap: Verified facts enumerate bswap for
f32, vertex-array s16s and the TextureID u32, but do not explicitly enumerate
the **u16/s16 record scalars** (AnimPart, MatrixIndex, JointID, MatrixIDs,
Group1/2, RwDataIndex, op4 numVertices@0x10, op24 nv/ncv/ModelType/
RwDataIndex). Data check: these hold small BE values (JointID 1–11, nv ≤
73) that raw emission would corrupt (LE read → ×256); all research tooling
reads them BE (`bu16`/`be16`). The rule follows from the D33 per-field
endianness convention (u16 → bswap16), so this is an explicitness gap, not a
missing rule — but Task 2's emit pass must bswap16 every u16/s16 record
scalar (padding/reserved may be zeroed), and the HANDOFF Verified facts
should be amended to say so.
**D50 (RESOLVED — Plan B executed: offline sidecars + port plumbing; boot advances to first model GDL execution)**
Execution session ran HANDOFF Task 2 end-to-end. All 512 NTSC model files
converted offline and served through the existing load path; frames render
and model display lists execute. Sub-items (all `#ifdef PORT`-guarded or
port-layer only; N64 build untouched):
1. **D50.1 Emit pass (`tools_pc/d43_emit.py`, tracked).** Per file:
decompress the N64 image from the ROM (filelist row); build the node map;
run the EXACT `modelIterateDisplayLists` visit simulation (LOD/SWITCH
rewire, BSP splice — d43_gdlorder logic) → gdl_seq; layout `[switches
NS×8][texconfigs NT×12][DFS nodes 48B + records PC_REC + vertex arrays]
…[GDLs packed contiguously in gdl_seq order, 16B per N64 slot]`; byte-exact
emit (bswap32/16; promoted pointers → zero-extended u64 `0x05xxxxxx` VMAs;
GDL Primary/Secondary raw VMAs, NOT promoted; BaseAddr=0); **round-trip
re-parse validation of every field against the N64 source + region tiling
(no gaps)** — 512/512 pass. Compression: `0x11 0x72` + raw deflate level 6
(`zlib.compressobj(6, DEFLATED, -15)`); escalate to 9 only on a dst!=0 fit
violation (none occurred). Cross-checks all pass: per-file dst!=0 buffers
(`round8(C)+8 ≤ buf` AND `D+round8(C) ≤ buf` — inflate overlap safety), G*
hand-weapon worst case vs 0xF000, cast/title/bondview chain cumulative
P_final bounds, totals (Σ round8(C) = 1,277,088 B, matches D49). Output:
**single concatenated image** `data/pcmodels-<region>/pcmodels.bin`
(sidecars at 16-aligned offsets) + `manifest.csv` (`name,offset,size`,
decimal — the C parser uses strtol base 10; file_resource_table.inc.c
order). Deviation from D48's per-file-sidecar sketch: one blob + manifest;
pcmodels.c copies the whole image to `[CART_BASE+romSize, …)` and patches
`hw_address = cartBase+romSize+off`. Regenerate:
`python tools_pc/d43_emit.py [ntsc-final|pal-final|jpn-final|--check-only]`
(needs the region ROM in data/; sidecars are gitignored with data/).
2. **D50.2 Port plumbing (`port/src/pcmodels.c` + `port/include/pcmodels.h`,
new; romdata.c/h extended).** `pcmodelsReserveSize(romImg)` derives
`data/pcmodels-<region>/` from the ROM country byte (+0x3E), parses the
manifest, returns total bytes (0 → warn, ROM-only mode); romdataInit
reserves `romSize + sidecarTotal` at CART_BASE and
`romdataCartAddrValid` accepts the extension; `pcmodelsLoadSidecars(
cartBase, romSize)` copies the blob; `pcmodelsPatchTable()` — one-shot,
called from `load_object_fill_header` (hook block, objecthandler_2.c) after
obInit has run — redirects every manifest row's
`file_resource_table[i].hw_address` + sets
`resource_lookup_data_array[i].rom_size` to the PC compressed size. The same
hook block resets `poolRemaining = 0` for dst==0 loads (closes the D48.3/R6
reload hazard). Boot log: `[INFO] pcmodels: table patched (512 model
entries)`.
3. **D50.3 Language banks (runtime C fixup).** Banks carry a big-endian
offset table; `romdataFixupLangBank(blob, decompressedSize)` decodes it in
place. Called from language.c after each of the 7 langInit loads and lazily
per-id in the `langGetJpnCharPixels` paths (idempotent via poolRemaining
check).
4. **D50.4 Fonts (runtime C fixup).** `load_font_tables` PC branch:
allocate `romdataFontPcSize()` (PC C layout of struct font: kerning[169] +
chars[94] + glyph pixel data), romCopy the N64 size, then
`romdataFixupFont` re-lays out, shifting the pixel block below the expanded
char array; `pixeldata` fields left as relative offsets — the existing
`pixeldata += base` loop promotes them.
5. **D50.5 Legal-screen UB exposure (front.c).**
`constructor_menu00_legalscreen` reads an uninitialized pointer at a lookat
call — on N64 the register happens to hold a readable address and the
result is zeroed by `* 0.0f` anyway; the x86-64 compiler folds the UB read
to NULL → fault. PORT branch seeds it with `legalpage_text_array` (the
value assigned a few lines later); identical lookat.
6. **D50.6 `texCopyGdls` copies only w0 on PC — first model-render crash
(RESOLVED).** `Gfx` is a union whose last member is `long long int
force_structure_alignment`: 8 bytes on N64 (= the whole slot), but on x86-64
the slot is 16 bytes, so `arg1->force_structure_alignment = arg0->…`
copies only the low half. Compaction flow (sub_GAME_7F0762E0):
texCopyGdls mirrors the GDL block `[G,D)` to tail scratch `[B−D+G,B)`, then
texLoadFromGdl reads the scratch and writes expanded output back at
`[G,…)` via full-slot `*(out++)=*(in++)` — propagating the scratch's stale
w1s into the final GDLs. **Byte proof:** PlegalpageZ (NS=0, NT=5,
D=0x2638) loaded at 0x7012EA38; first 64 RAM bytes match the decompressed
sidecar exactly; the executed GDL at file offset 0x2488 has w0s matching
the sidecar exactly (0xB10000BA/0xE7000000/0xFD900000/0xE6000000) but RAM
w1s = 0x50362B58/0x66D73339/0xACAAB819/0x55BDF769 (stale mempool contents;
pad2 dwords also nonzero) vs sidecar w1s 0x0000A898/0/0x050012C8/0 — the
garbage G_SETTIMG w1 → `seg_addr` → OOB read in `import_texture_rgba16`.
Fix: `*arg1 = *arg0;` under `#ifdef PORT` (tex.c). Audit: tex.c is the only
`force_structure_alignment` use in game code (model.c:1510 is an unrelated
local 8-byte union); every other Gfx copy is full-struct. Post-fix:
PlegalpageZ's sub-DLs execute to completion; crash moves on (D51).
**D51 (RESOLVED — font `pixeldata` fixup wrote the pointer at the wrong offsets; frame-5 `import_texture_i8` SIGSEGV)**
The G_TEXRECT tile-0 upload's source was a **font glyph** (I8, loaded via
`gDPLoadTextureBlock`). Root cause in `romdataFixupFont`
(port/src/romdata.c): it wrote each char's pixel pointer at blob offsets
d+20/d+24, but on PC `struct fontchar.pixeldata` is a **u64 at char offset
+24** — the low word landed in padding and only half the pointer was
written, so glyph sources resolved to stale/invalid addresses → OOB read in
`import_texture_i8`. Fix: write the blob-relative offset into d+24 (low)
and zero-extend d+28 (high). Verified: glyphs load, SIGSEGV gone. The old
D51 hypothesis list (seg_addr / tile staleness) was wrong; its GE opcode
facts remain valid reference material (G_IMMFIRST=−65; DMA G_MTX=1 /
G_MOVEMEM=3 / G_VTX=4 / G_DL=6; IMM TRI1=0xBF … ENDDL=0xB8; GE extension
G_TRI4=0xB1, 8-bit packed indices — NOT an address carrier; RDP
pass-throughs G_SETTIMG=0xFD, G_SETCIMG=0xFF, **G_TEXRECT=0xE4 /
G_TEXRECTFLIP=0xE5** — GE-specific values, not libultra's 0x46/0x45;
width-1 stored in the 12-bit field, fmt I=4, G_TX_LOADTILE=7; main DL is
game-built per frame with gSP* macros; segment table via
`gMoveWd(G_MW_SEGMENT, seg*4, base)` → w0=(0xBC<<24)|(seg*4<<8)|6,
w1=data; fast3d's gfx_sp_moveword stores data as-is when ≥ 0x800000 else
+0x80000000).
**D52 (RESOLVED — `osGetCount` tick-rate mismatch → non-deterministic post-frame-2 hang)**
Plain runs sometimes hung after frame 2 (kernel watchdog: "no frame rendered
for 3006180 ms") instead of crashing at frame 5. Root cause:
port/src/libultra.c `osGetCount()` returned **microseconds** (1M/s), but GE's
pacing assumes the N64 RSP counter rate ≈ **46.5525 ticks/µs**:
`MAIN_LOOP_TICK_INTERVAL` = 387,937 ticks (boss.c: NTSC
`INTERVAL_INTER_MATH - 2688U`; PAL
`frameDelay*(CYCLES_PER_FRAME-6450)-(INTERVAL_INTER_MATH-3225)`), and
`waitForNextFrame()` (frametiming.c) waits for
`(elapsed+interval)/775875` ticks (NTSC frame = 775,875; PAL 931,050). At
1M/s the steady-state 16,667 µs between retraces < 387,937 → bossMainloop's
gate never passes → no DL built → hang. Frames 1–2 rendered only because
stage loading took >388 ms of real time. Fix: `osGetCount()` returns
`(u32)(((uint64_t)sysGetMicroseconds()*465525ull)/10000ull)` (rate derived
from GE's own constants: 775875/16666.67µs = 931050/20000µs); wraps every
~92 s like the HW counter. `osGetTime()` still returns µs (osSetTimer/
OSTime). PD's port has the same µs implementation but lacks GE's cycle-based
pacing gate — do not copy it blindly.
**D53 (RESOLVED: model RW-data pool addressing on PC; frame-5 SIGSEGV in `modelInitRwData`)**
Post-D51/D52, the frame-5 SIGSEGV moves to `modelInitRwData`
(model.c ~6131): first BSP node → `movl $0x0,(%rax)` right after
`call modelGetNodeRwData` — writing `visible=FALSE` through NULL. Two
compounding PC layout bugs, both in the D32 class:
- **D53.1 (applied; necessary but not sufficient): `Model.datas` word
stride.** `RwDataIndex` values are **4-byte word offsets** into the
RW-data pool (`modelCalculateRwDataIndexes` accumulates
`len += sizeof(record)/4`; pool = round16(numRecords×4) bytes, allocated
in modelmgrInstantiateModel(WithAnim)). On N64 `&data[index]` with
`union ModelRwData **data` strides 4 B; on PC it strides 8 B → every
non-zero index addresses the wrong record. Fix (3 files, all #ifdef PORT):
`Model.datas` → `u32 *datas` (bondtypes.h — layout unchanged: single
pointer field); casts in model.c (`modelGetNodeRwData` local + return
`(union ModelRwData *)&data[index]`, parent-walk
`data=(u32*)tmp->RwDatas`, `modelAttachPart`) and propobj.c:7301/14343.
- **D53.2 (root-caused; fix designed, NOT applied): `ModelSlot` /
`AnimModelSlot` ↔ `Model` type-pun breaks on PC.** The game puns the slot
structs and Model in both directions: `slot.unk08@8` ↔ `Model.obj@8` (the
**in-use flag** — `modelInit`'s `objinst->obj = header` marks a slot),
`slot.unk10@0x10` ↔ `Model.datas@0x10` (RW pool), `slot.unk02@2` ↔
`rwdatalen@2`. On N64 all pointers are 4 B → offsets agree. On PC there is
no pack pragma — natural alignment (probe-verified with the exact CMake
flags, see vsize.c): **Model = 0xE8 B**: chr@8, **obj@0x10**,
render_pos@0x18, **datas@0x20**, scale@0x28, attachedto@0x30, anim@0x40;
the slot structs still have unk08@8 / unk10@0x10. (An earlier draft of
this section said obj@0xC/datas@0x1C — that assumed packed layout and is
wrong; the log evidence below only fits the natural-alignment offsets.)
Consequences: (a) `modelInit` writes obj@0x10 — the free check reads
unk08@8 (low word of Model.chr, never written) → slots are never marked in
use → every model reuses slot 0; (b) the legal-screen logo model takes
slot 0, then `update_menu00_legalscreen()` (front.c:1430) →
`clear_model_obj(logoinst)` writes obj=NULL at @0x10..0x17 — exactly where
`slot.unk10@0x10` lives; the next instantiation passes
`modelmgrCanSlotFitRwdata` on stale Model.datas@0x20 (non-NULL) + real
unk02=20 ≥ 17, then `rwdata = g_ModelSlots[i].unk10` = NULL →
`modelInit(model, header, NULL)` → fault. **Log evidence** (TEMP D51 trace
in model.c → d52rw.log):
```
INST model=0x7020ac48 header=0x140141c40 numRecords=0 rwdata=0x7020b0f8 rwdatalen=20 lvreset=0
INST model=0x7020ac48 header=0x140142700 numRecords=17 rwdata=NULL rwdatalen=20 lvreset=0
GND obj=0x7020ac48 datas=NULL idx=0 rwdatalen=-1 op=2 data=NULL res=NULL
```
(same Model address both times = slot reuse; 20 = MODEL_SPARE_RWDATALEN
spare-slot pool.)
- **D53.2 fix APPLIED and verified.** objecthandler.h under #ifdef PORT:
both slot structs re-laid out on top of the PC struct Model — `unk02`@2,
in-use marker `unk08`@**0x10** (low word of Model.obj), pool pointer
`unk10`@**0x20** (Model.datas), then `char pad28[sizeof(struct Model)-0x28]`
so each slot is exactly sizeof(Model) = 0xE8 (a full Model, including
animInit's writes up to PC offset 0xE3, fits). Member names kept; N64
layout verbatim under #else. model.c heap fallbacks bumped PORT-guarded:
0x20 → sizeof(struct Model) (non-animated), 0xC0 → sizeof(struct
AnimModelSlot) (animated). Verified with the d52rw.log probe: both INSTs
get valid pools (rwdata=0x7020c778, non-NULL), all 17 records initialize,
frame-5 modelInitRwData crash gone; game runs to ~frame 102 and past the
Nintendo-logo transition. Note: the bump allocator's `pos` drifts with the
new sizes → some slots land on 4-byte boundaries; misaligned 8-byte field
stores are functionally fine on x86-64 (individual field accesses, no
faults) — accepted without a PORT alignment bump in memp.c.
Size/offset probe: `vsize.c` at repo root (untracked scratch — delete before
commit) prints sizeof + field offsets of Model / ModelSlot / AnimModelSlot /
struct player; compile with the CMake include order (port/shim first, then .,
include, include/PR, src, src/game, src/libultra, port/include) plus
`-DPORT=1 -DAVOID_UB=1 -std=c11`. Re-run after any slot-struct edit.
Environment notes: standalone gcc needs
`/c/msys64/mingw64/bin:/c/msys64/usr/bin` on PATH (cc1 fails SILENTLY without
it — exit 1, zero diagnostics), and `-std=c11` is required (the CMake flag;
under the default gnu23 `typedef s32 bool` in bondtypes.h breaks). Also:
`include/stddef.h`'s body is `#if 0`'d — offsetof/size_t are unavailable in
game TUs (use pointer-difference arithmetic in probes).
**D54 (RESOLVED: cseq ALCMidiHdr endianness; audio-thread SIGSEGV in
`__getTrackByte`)**
After D53, the first music load (M_INTROSWOOSH, seq 44) crashed the audio
thread in `__getTrackByte`. Root cause: a decompressed compact-sequence file
starts with `struct ALCMidiHdr` — 16 **big-endian** u32 trackOffset values +
a BE u32 division. N64 reads them natively; on an LE host alCSeqNew() does
not swap them (track-0 offset 0x44 becomes 0x44000000), builds "valid"
curLoc pointers ~1 GB past the buffer, and the first track-byte read faults.
The rest of the stream is byte-oriented (varlens, MIDI bytes, BE loop offsets
assembled byte-by-byte) so only the 17 header words need fixing. Fix: port-
layer `romdataFixupCseq(u8 *blob)` (port/src/romdata.c — bswap32 of the first
17 u32s; declared in port/include/romdata.h), called under #ifdef PORT after
each of the 3 `decompressdata` calls in musicTrack1Play/2/3 (src/music.c).
Verified: __getTrackByte crash gone; full 60 s run (exit=124 timeout) with no
audio fault, past the Nintendo-logo transition.
**D54b (RESOLVED: synthesizer param-slot sizing; audio-thread SIGSEGV in
`alLoadParam`)**
Next audio crash: `alLoadParam` dereferenced a corrupted free-list slot. Root
cause: alSynInit's "build the parameter update list" allocates
`c->maxUpdates` slots of `sizeof(ALParam)` and the game type-puns those slots
as several AL*Param structs. On N64 all of them are 0x1C bytes (one slot
each); on x86-64 **ALStartParamAlt is 0x28** (two 8-byte pointers: next +
wave) vs ALParam = 0x20 — every start-voice update wrote `wave` into the
neighbouring slot, corrupting the free list. Fix in synthesizer.c alSynInit
under #ifdef PORT: allocate `maxUpdates * sizeof(ALStartParamAlt)` and stride
the init loop by that size (cast each slot to ALParam* for the next-pointer
link); N64 verbatim under #else. Cost +8 B/slot × 0x80 slots = +1 KB vs
MUSIC_ALLOCATION_BYTES — no alHeapAlloc failure observed. Verified:
alLoadParam crash gone; full 60 s run clean.
**D55 (RESOLVED: RLE folder-menu background header endianness; SIGSEGV in
`rle_expand_8bit`)**
After the audio fixes, the game ran to the gun-barrel intro (~frame 654,
~23 s) and crashed in `rle_expand_8bit` (src/game/rle.c:30, the `*dst++`
store). Caller: title.c `sub_GAME_7F008DE4` (the initializeGunBarrelIntro path)
romCopies the asset at
`unknown2` (romassets_<r>.s, NTSC cart 0x102A4D50, size 0x1A580) and RLE-
decodes it into a 0x40400-byte buffer. Root cause: the asset is the title
folder-menu background; its raw ROM header is **big-endian** `01 B8 01 2B`
(w=440, h=299) + 6 pad bytes + a valid RLE stream (decodes to exactly
440×299 = 131560 bytes). rle_expand_8bit reads w/h as **LE** u16s (byte-
matched N64 code): the raw header gives w=47105, h=11009 → remaining ≈
518 MB written into a 256 KB buffer → SIGSEGV. The N64 build embeds this
asset into .data via `assets/romfiles2.s` (`.incbin
"assets/ge007.u.2A4D50.usedby7F008DE4.bin"`) from an extracted .bin whose
header is byte-swapped — title2.c hardcodes 440-wide I8 rows × 299, and this
is the only decodable 440×299 RLE stream in the ROM (a full-file 16-bit swap
was ruled out: it zeroes the first RLE count at +0xC), so only the 4-byte
header differs between raw ROM and the N64 .bin. Fix (port-layer, romdata.c
romdataInit, after the cart-base mapping): bswap32 the first word at
`(u32 *)&unknown2` in place — the image is a writable VirtualAlloc at CART_
BASE — guarded by "only swap if the LE-read w or h > 512" so an already-LE
region copy is a no-op. rle.c/title.c untouched (D37/D54 pattern). Verified:
RLE crash gone; game renders 600+ frames past the gun-barrel background into
the watch intro, where it hits D56.
**D56 (RESOLVED: watch-intro embedded Model/RW-pool raw offsets into struct
player; SIGSEGV in `modelSetScale`)**
Post-D55, the game renders 600+ frames (~10 s into the gun-barrel/watch
intro) then SIGSEGVs in `modelSetScale` (src/game/model.c:778,
`objinst->scale = scale`) with a garbage Model* (crash-log return frame was
corrupted; caller inferred — see below). Prime suspect, and the only code
passing a **raw N64 offset into struct player** as a Model*: `sub_GAME_7F07E7CC`
(bondview2.c:3102-3116, called from bondview2.c:3400 whenever the pause/watch
transition completes — every watch-menu open, and during the gun-barrel
intro):
```
animInit((Model *)((u8 *)g_CurrentPlayer + 0x230), itemheader, (u32 *)((u8 *)g_CurrentPlayer + 0x2ec));
modelSetScale((Model *)((u8 *)g_CurrentPlayer + 0x230), c_item_entries[41].scale * 0.1f);
modelSetAnimation((Model *)((u8 *)g_CurrentPlayer + 0x230), …ANIM_DATA_bond_watch…);
*(s32 *)((u8 *)g_CurrentPlayer + 0x220) = 0; // = step_in_view_watch_animation
```
Layout facts (probe-verified where noted):
- struct Model (bondtypes.h:1482): 8 pointer fields (chr, obj, render_pos,
datas [u32* under PORT, D53.1 — note the in-code comment there still says
"D52", flagged for rename in HANDOFF Task 3], attachedto,
attachedto_objinst, anim, anim2).
sizeof_N64 = **0xBC**; sizeof_PC = **0xE8** (vsize probe: chr@8, obj@0x10,
render_pos@0x18, datas@0x20, scale@0x28, attachedto@0x30, anim@0x40 — note
the 8-byte pointer alignment padding after the two leading s16s).
- N64 struct player: the **watch Model is embedded at +0x230** (its first
word is the anonymous s32 `something_with_watch_object_instance`), size
0xBC, so it ends exactly at +0x2EC where the **RW-data pool** begins. The
pool region runs to `buttons_pressed`@0x3B4 = **0xC8 bytes** of capacity;
every field in [0x2EC, 0x3B4) is an anonymous s32 (no pointers → no extra
PC shift inside the region).
- On PC the embedded Model sits at X = offsetof(struct player,
something_with_watch_object_instance) (≥ 0x230 + 5×4: cameratile@0x34,
prop@0xA8, bodyModel@0xD4, autoaim_target_y@0x130, autoaim_target_x@0x140
are the pointer fields before it) and spans [X, X+0xE8). Remaining capacity
before buttons_pressed is only 0x184−0xE8 = **0x9C < 0xC8** → the pool does
NOT fit embedded on PC.
- modelInit stores the pool pointer in `Model.datas` and ALL rwdata access
goes through `modelGetNodeRwData(model, node)` via `model->datas` — so
redirecting the pool to separate storage is safe; only sub_GAME_7F07E7CC
references +0x2EC directly (whole-tree grep).
- The N64 capacity 0xC8 bounds the watch model's real pool size (the game
works on N64), so a fixed static buffer of that size is safe.
**Applied as designed + verified:** bondview2.c sub_GAME_7F07E7CC under
#ifdef PORT takes the Model by field name —
`Model *watch = (Model *)&g_CurrentPlayer->something_with_watch_object_instance;`
(probe-verified at +0x24C on PC — not 8-aligned; unaligned pointer stores are
fine on x86-64 per D53.2) and hosts the pool in `static u8 watchRwPool[0xC8]`
(N64 capacity; N64 embeds it at player+0x2EC); animInit/modelSetScale/
modelSetAnimation on `watch`; the +0x220 store becomes
`g_CurrentPlayer->step_in_view_watch_animation = 0;`. N64 raw-offset path kept
verbatim under #else. Verified: the watch path no longer crashes — but the
same `modelSetScale` SIGSEGV remained, and an env-gated probe (GE_D56,
logging `__builtin_return_address(0)` in modelSetScale) proved the real
caller was **not** the watch path: `initializeGunBarrelIntro` (title.c)
calling `modelSetScale(NULL, 0.18779343f)` because `setup_chr_instance()` →
`modelmgrInstantiateModelWithAnim()` returned NULL for BODY_Brosnan_Tuxedo —
see D57.
**D57 (RESOLVED: pointer-grown rwdata records overflow the N64-sized spare
pools; `modelmgrInstantiateModelWithAnim` returns NULL → SIGSEGV in
`modelSetScale(NULL, …)`)**
The Brosnan tuxedo's computed PC `numRecords` is **153** words vs the N64-
sized anim spare-pool capacity of **140** (`ANIM_MODEL_SPARE_RWDATALEN =
0x8C`). Cause: two rwdata record structs contain pointer fields and grow 8 →
16 bytes on x86-64 — `ModelRwData_HeadPlaceholderRecord` (ModelFileHeader* +
void*) and `ModelRwData_DisplayList_CollisionRecord` (Vertex* + Gfx*). Since
`modelCalculateRwDataLen()` accumulates sizeof(record)/4 per node, every
HEAD/DLCOLLISION node adds +2 words vs N64. Fix (two parts, both #ifdef PORT):
(1) initunk_005520.c: spare capacities grown with headroom —
`MODEL_SPARE_RWDATALEN 0x14→0x38`, `ANIM_MODEL_SPARE_RWDATALEN 0x8C→0xA8`
(N64 values kept under #else); (2) model.c: in the non-LvResetting branches
of both `modelmgrInstantiateModel()` and `modelmgrInstantiateModelWithAnim()`,
a dynamic slot+pool fallback mirroring the existing LvResetting path
(`mempAllocBytesInBank(sizeof(struct ModelSlot/AnimModelSlot))` + 16-aligned
pool of numRecords words) — the slot is untracked (never reused), acceptable
because with the grown capacities it should not trigger. A u32-field approach
for the two pointer records was rejected: `ModelFileHeader` pointers there are
exe-resident globals (>0x80000000 on PC) and would truncate. Verified:
Brosnan gets a dynamic slot, `modelSetScale` succeeds, game proceeds to
rendering — where it hits D58.
**D58 (RESOLVED: gun-barrel DL — K0 vertex-pointer idiom + 16-byte Gfx
overflow of the N64-sized reservation; SIGSEGV in `gfx_sp_vertex`, then FATAL
"Unknown GBI opcode 0x00")**
Two distinct PC-layout breaks in the same buffer (initializeGunBarrelIntro,
title.c), both found via env-gated probes (GE_D57: per-command VTX/CALL/JMP
log + entry-time hexdump of the barrel DL):
- **Part A (vertex pointer):** title.c passed `barrelDisplayListPtr +
0x80000000` to sub_GAME_7F01BFF8, which embeds it verbatim in each G_VTX
w1 (GE's gDma1p writes `(uintptr_t)(v)` — no LSB). On N64 the mempool
pointer was physical, so +0x80000000 gave the RSP-visible KSEG0 address;
on PC it is a V1 pointer (0x70xxxxxx, dram.c) and +0x80000000 lands at
0xF0xxxxxx — unresolvable by fast3d's seg_addr() → SIGSEGV reading the
vertex array. Fix: rebuild the exact N64 value —
`(Vtx *)(OS_K0_TO_PHYSICAL((void *)barrelDisplayListPtr) | 0x80000000u)`
(→ 0x80xxxxxx; seg_addr passes it through to the KSEG0 mirror; segments
7/8 are never registered, so the unmarked-segment path is skipped).
- **Part B (DL reservation):** on PC `sizeof(Gfx) == 16` — the union's
trailing `long long` (gbi.h documents it: "except on 64-bit, where it is
exactly 128 bit"), same class as D50.6. Both writers (`gdl++`) and fast3d
(`++cmd`) advance by 16, so all game-written DLs are 16-byte-wide — but
the barrel-DL reservation `bufferSize -= 0x100` was sized for N64's 8-byte
Gfx. sub_GAME_7F01BFF8 emits 31 Gfx (2×VTX + 28×TRI + ENDDL) = 496 B, so
slots 16–30 (second TRI batch + ENDDL) overflowed into the RLE region at
+0x300, and sub_GAME_7F008DE4's expand then clobbered them with image data.
At render the RSP executed VTX/TRI×14/VTX fine, then hit slot 16 = RLE
pixels (w0=0x00000001 → opcode 0x00; fast3d has no G_SPNOOP case) → FATAL.
Fix: reserve 0x200 under PORT. The 0x200 vertex reserve still fits
(30 Vtx × 16 B = 0x1E0). NOTE for future asset work: any other N64-sized
reservation for game-written DLs/vertex arrays must be re-checked against
the 16-byte Gfx / 16-byte Vtx widths (recurring class, cf. D50.6/D53.2).
Verified: barrel DL executes to ENDDL; game proceeds past the gun-barrel
hole into model rasterization — where it hits D59.
**D59 (OPEN — current blocker: SIGSEGV inside an external GL DLL during the
first real model rasterization after the gun-barrel hole)**
Post-D58, the barrel DL runs clean (probe-verified: VTX@+0, TRI×14,
VTX@slot15(+0xF0 in 16-byte form), … ENDDL) and the game crashes shortly
after with EXCEPTION 0xc0000005 at PC 0x7ff8d42a44d3 — inside a DLL loaded
at 0x7ff8d4230000 (offset +0x744d3; almost certainly the OpenGL driver,
not yet confirmed). The crash-log backtrace frame #1 (main+0x227cc0) is a
BSS symbol (`memoryMesgMB`) — garbage stack, no usable caller. Draw path:
gfx_flush() (gfx_pc.cpp:299) → `gfx_rapi->draw_triangles(buf_vbo,
buf_vbo_len, buf_vbo_num_tris)` → gfx_opengl.cpp:813-816
`glBufferData(GL_ARRAY_BUFFER, sizeof(float)*buf_vbo_len, buf_vbo,
GL_STREAM_DRAW); glDrawArrays(GL_TRIANGLES, 0, 3*buf_vbo_num_tris)`, where
`buf_vbo` is the static `float buf_vbo[MAX_BUFFERED*(32*3)]`. Hypotheses:
(a) buf_vbo overflow while accumulating transformed vertices for the first
real model (Brosnan) — check the vertex-append site in gfx_pc.cpp (the
transform loop after ~line 1118) for a missing bounds check against
MAX_BUFFERED; (b) garbage buf_vbo_len/num_tris; (c) bad texture/shader state
on first model draw. Next: env-gated probe logging buf_vbo_len/
buf_vbo_num_tris at every gfx_flush + identify the DLL (PowerShell module
list during a run, or the GL vendor string in the log).
**D59 RESOLVED (sessions G–I).** The "external GL DLL" crash was not a
driver bug: it was an msvcrt.dll `memcpy` faulting on a wild source — the
gun-barrel sub-DL region at `ptr_logo_and_walletbond_DL + 0x200` had been
clobbered by the unbounded RLE write of D64 (below). With D64 fixed, the
barrel renders and the game advances; no fast3d/vertex-buffer change was
needed. The crash handler gained permanent improvements along the way:
FAULT ADDR (ExceptionInformation[1]), a 16-qword STACK@RSP window, and a
module list in `ge007.crash.log` (crash.c + psapi).
**D60 RESOLVED — DMA target validation (port layer).**
`osPiStartDma` (libultra.c) now validates ROM-read targets: the N64 PI can
DMA to any KSEG address, but on PC an unmapped target is a wild memcpy.
`dramHostAddrValid()` accepts DRAM V1/V2 and any host-committed region
(VirtualQuery), so legitimate `.bss`/`.data` targets (e.g.
`ramrom_data_target`) pass while s32-truncated wild addresses are rejected
with a logged FATAL instead of a silent crash. Also added the GE_D60
sidecar-read tracer and GE_D61 per-ROM-read log (`d61dma.log`).
**D62 RESOLVED — OSMesgQueue/OSScMsg layout (port layer).** The shim's
message-queue bookkeeping had to match the PC struct widths: OSMesgQueue is
40 bytes on PC (two OSThread* + 3×s32 + OSMesg*), OSScMsg stays 32 bytes.
Scheduler-thread message flow (retrace/pre-NMI/interrupt/cmd queues in
`os_scheduler`, g_AudioManager frame/reply queues) verified against those
layouts.
**D63 — TEMP diagnostics (to strip).** GE_D63-gated probes in gfx_pc.cpp /
blood_animation.c / front.c / rsp.c tracing the VTX-pool bump pointer
(`g_GfxMemPos`), the gun-barrel sub-DL slot word, dram-branch targets and
rspGfxTaskStart hand-off. Used to prove D64's clobber path and to rule out
VTX-pool overflow; no permanent change.
**D64 RESOLVED — blood RLE sentinel (src/game/blood_animation.c).**
The N64 build places `die_blood_image_end` in the same section directly
after `die_blood_image_1[]`; the RLE decoder's guard `bloodImgNxt <
&die_blood_image_end` relies on that adjacency (only the address is used).
On PC a zero-init symbol lands in `.bss` ~1 MB away, so the guard never
fires and the decoder writes unbounded past the array — it clobbered the
gun-barrel sub-DL at `ptr_logo_and_walletbond_DL + 0x200`, which is what
surfaced as the D59 "GL DLL" crash. Fixed under #ifdef PORT by defining
`die_blood_image_end` as one-past-the-end of the array.
**D65 RESOLVED — `enum HEADS` signed sentinels (src/bondconstants.h).**
The N64 toolchain gave this enum a signed underlying type, so
`HEAD_FIXED == -1` and `head >= 0` guards were real branches. PC GCC 16
picks `unsigned int` for enums whose enumerators are all non-negative
(0xFFFFFFFF > INT_MAX), making every `head >= 0` always true and turning
`c_item_entries[HEAD_FIXED]` into a wild 64-bit OOB read (SIGSEGV in
init_menu18_displaycast). Under PORT the sentinels are now negative
literals (`HEAD_FIXED = -1`, `HEAD_RANDOM = -97`) — identical bit pattern,
signed semantics restored.
**D65b RESOLVED — `enum BODIES` signed sentinel (src/bondconstants.h).**
Same class as D65: ROM tables store 0xFFFFFFFF in `body` fields and the
cast-end check compares `intro_char_table[f].body < 0`; PC's unsigned
underlying type deleted the reset branch, so the cast screen rendered the
terminator entry and `langGet(0)` dereferenced a NULL bank. Added
`BODY_FIXED = -1` under PORT (forces signed underlying type; no existing
value changes).
**D66 RESOLVED — romCopyAligned pointer width (src/ramrom.c/.h) +
ramrom replay truncations (src/game/ramromreplay.c).** The N64 build did
all of `romCopyAligned` in s32; on PC targets live in `.bss` above 4 GiB,
so `(s32)target` truncated (0x1401C6F00 → 0x401C6F00) and the DMA went to a
wild address. PORT version uses uintptr_t throughout and returns `void *`
callers assign straight to pointers. The ramrom replay path had the same
class of `(s32)` truncation on `ramrom_data_target`.
**D67 RESOLVED — struct image_entry layout (src/game/image.h).** The
decompiled field order cannot be right: texLoad() reads
`*(s32*)&entry & 0xFFFFFF` as the data offset (dataoffset must occupy bits
0-23 of word 0) while chrprop.c indexes entries with an 8-byte stride
(sizeof == 8). Under PORT the struct is re-declared with all-u32 bitfields
and `dataoffset : 24` first, so GCC packs it to exactly two words on both
targets and the raw word read is satisfied. The IMAGE() macro initializer
order in image.c is adjusted to match under PORT.
**D68 RESOLVED — Globalimagetable endianness (port/src/gimgfixup.c +
src/game/image_bank.c + src/game/image.c).** The ROM-copied Globalimagetable
segment (texReset) is N64 big-endian, but PC code reads its CPU-interpreted
u32 fields natively: the IMAGESEG-marked G_SETTIMG w1 words
(`IMAGESEG(id) = 0xABCD0000 | id`) and the `sImageTableEntry.index` field of
all 32 table arrays. Unfixed, texLoad computed texnum from byte-swapped ids
(e.g. 52651 for IMAGE_SMOKE_11 = 2106) → out-of-range offsets → a 925 KB
ROM read into the 4000-byte stack compbuffer (FATAL at boot). Fix:
`gimgFixupGlobalimagetable()` bswaps exactly those u32s in place after the
romCopy (17 Gfx DLs walked op-by-op for the AB CD marker; table entry
counts fall out of the D39 symbol layout, 12-byte stride); everything else
in the segment is byte-level (opcodes, single-byte fields, raw pixel blocks
referenced via 0x02xxxxxx segmented addresses) and untouched. Two
consequences handled under PORT: (1) texLoadFromDisplayList's marker scan
now checks bytes 6..7 (CD AB — the LE encoding of 0xABCDxxxx) instead of
4..5; (2) explosion.c executes the *compiled* globalDL_0xNNN shadows via
g_ExplosionDisplayLists[], so `gimgSyncCompiledGlobalDLs()` copies the
texLoad()-patched IMAGESEG w1 values from the ROM copy into those arrays
(command j of the 8-byte ROM DL maps to Gfx slot j of the 16-byte compiled
array; D39 verified them byte-identical). Verified: 137 texLoads with valid
in-range ids (2106, 2084, …), real offsets/sizes from g_Textures, and the
game runs the full ~3.5-minute intro (logo → gun barrel → cast) at ~59 fps
to the first stage load.
**D69 (OPEN — current blocker: BG-file big-endian headers at stage load)**
Post-D68 the game plays through the entire intro and crashes in
`load_bg_file` (src/game/bg.c:830) when loading the first stage (BUNKER1,
"bg/bg_sev_all_p.seg", cart 0x10438660). The header IS loaded correctly —
`obLoadBGFileBytesAtOffset` works: `&fileentry->hw_address[offset]`
evaluates to `hw_address + offset` (a valid cart address; the compiled
absolute asset symbols point into the ROM mapped at the cart base, and the
PI shim memcpys from there). The bug is interpretation: BG-file offsets are
N64 big-endian u32s in segment-0x0F form. Header word 1 in the ROM is
`0F 00 00 14` (BE value 0x0F000014 → file offset 0x14 after
BG_SEG_TO_PTR's `+ 0xF1000000` fold); PC reads it LE as 0x1400000F, so
`ptr_bgdata_room_fileposition_list = header + 0x1400000F - 0xF000000`
lands ~0x5 MB past the stack buffer and `...[1].pPointTableBin` faults
(EXCEPTION 0xc0000005, FAULT ADDR ≈ header + 0x500000F). The whole
stage-load path (bg .seg headers/room tables + Tbg_*_stanZ geometry files)
is riddled with BE u32 fields — the same class as D68 but a far larger
format surface. This is the "next asset type" milestone anticipated in
AGENTS.md. Strategy options: (a) offline per-region conversion of all bg/*.seg
+ Tbg_*_stanZ files into sidecars (the D43/Plan-B pattern; requires fully
decoding GE's BG/stan formats from bg.c/stan.c — note PD's
preprocess/filebg.c describes a *different*, zipped multi-section format;
same family ≠ identical, validate per field); (b) runtime port-layer fixup
after each load (same format knowledge, placed in port/). Either way the
first task is reverse-engineering the formats: header words 0..3 are
pointers (rooms/portals/bgcmds/lights-style tables per the D69 probe:
word1=0x14 room-fileposition list), bg_room_data records carry more
0x0Fxxxxxx offsets (pPointTableBin at record+0x28, see crash disasm), and
stanZ files go through stanDetermineEOF/stanLoadFile. TEMP D69 probe in
ob.c (GE_D69) logs name/index/rom_size/hw_address per BG load.
### G. Phase 2 status (current)
Done through **D68**: PD fast3d integrated (`port/fast3d/`); GE's real
`src/sched.c` + pthread kernel; dual-mapped DRAM; ROM mapped at cart base;
SDL2 window; full boot chain (D31–D42); **Plan B executed (D50)** — all 512
NTSC model files offline-converted to PC-layout RZ sidecars, served through
the existing load path via a port-layer table patch; runtime C fixups for
language-bank BE offset tables (D50.3) and font re-layout (D50.4);
legal-screen UB seed (D50.5); `texCopyGdls` w1 partial-copy bug fixed and
byte-proven (D50.6). **D51–D58 resolved** (font pixeldata fixup, osGetCount
tick rate, model RW-data pools, cseq BE header, synth param slots, RLE
folder-menu background, watch-intro raw offsets, spare-pool capacities,
gun-barrel DL idiom + reservation). **D59 resolved** (the "GL DLL" crash
was D64's unbounded blood-RLE write clobbering the barrel sub-DL),
**D60–D62 resolved** (DMA target validation, OSMesgQueue layout),
**D63** TEMP diagnostics, **D64 resolved** (blood RLE sentinel adjacency),
**D65/D65b resolved** (HEADS/BODIES enum signed sentinels under PORT),
**D66 resolved** (romCopyAligned + ramrom replay 64-bit pointer width),
**D67 resolved** (struct image_entry N64 layout reconstruction),
**D68 resolved** (Globalimagetable BE→LE fixup for IMAGESEG Gfx words +
sImageTableEntry.index; compiled globalDL shadows synced after texLoad).
The game now boots, plays the intro music, and renders the **entire intro**
(Nintendo logo → gun barrel with Brosnan → cast screen; ~frame 2100, ≈2 min
wall-clock at the current ~20 fps clean-run rate), then crashes in
`load_bg_file` on the first stage load —
**D69, the milestone blocker**: BG-file headers are N64 big-endian
(segment-0x0F offsets) and PC reads them LE. Details in §F/D59–D69.
**D70–D74 (intro-logo pixel work):** D70 env-gated PPM frame capture
(`GE_PCDUMP` → `./ppm/`) for numerical visual debugging; **D71 resolved** —
C-array texture sources (the four rarewarelogo.c RGBA16 images) were
byte-swapped on LE PC (pink/green logo); port-layer per-source bswap in
`import_texture`. **D72 resolved** the UV path (GE always uses authored tc[]
UVs; `lookat_enabled` defaults false). **D73 resolved** — root cause of
D72.3: sinf/cosf `du` double constants are big-endian word pairs, garbage on
LE PC → guMtxF2L emitted −32768 for every sin/cos entry → logo triangles
projected off-screen; DVAL() macro fix in guint.h/sinf.c/cosf.c under PORT.
**D74 resolved** — texture import fallback no longer truncates valid
gDPLoadBlock data (mip chains + sub-tiled textures), TextureCacheKey gains
`size_bytes`, and the VBO path now wraps UVs by tile size for WRAP sub-tiles
(N64 semantics). The logo now renders its four gold letters on the dark-blue
plate (PPM-verified at frame ~555); a final pixel-perfect comparison against
N64 reference footage is still open. **D69 remains the milestone blocker**
(stage load).
**Committed through D74**: D51–D74 fixes; this session's TEMP probes are
stripped, but previously committed TEMP diagnostics (D63 blocks, GE_D71LOG,
and the older D51–D66 leftovers) are still in the tree — strip list in
HANDOFF Task 3. Build is GREEN.
### H. Handoff & plan (current session)
Full paste-ready brief: **docs/HANDOFF.md** (primary thread: D69 BG/stan
stage loading — the milestone blocker; secondary: final pixel check of the
now-rendering intro logo). For D69:
reverse-engineer GE's bg .seg + Tbg_*_stanZ formats from the decompiled
consumers (bg.c, stan.c), then choose offline sidecar conversion (Plan-B
pattern, D43) vs runtime port-layer fixup; PD's preprocess/filebg.c is a
reference for the *approach* only — its BG format is different (zipped
multi-section).
Summary:
**State.** D50–D74 resolved and verified (D73 = sinf/cosf endianness, D74 =
texture import fallback + sub-tile UV wrap); committed through the D74
milestone. The game boots, plays intro music, and renders the entire intro
(logo → gun barrel with Brosnan → cast screen) — the Rareware logo now shows
its four gold letters on the dark-blue plate (D71–D74; PPM-verified at frame
~555, final pixel-perfect check vs N64 footage still open). TEMP diagnostics
from earlier sessions are still in the tree (strip list in HANDOFF Task 3);
visual-debug tooling: `GE_PCDUMP` frame capture. Build is GREEN.
**Thread 1 — D69 (milestone blocker, now primary).** `load_bg_file`
(src/game/bg.c:830) faults on the first stage load (BUNKER1): BG-file header
words are N64 big-endian segment-0x0F offsets; PC reads them LE, so the
room-fileposition-list pointer lands ~5 MB past the stack header buffer.
Full analysis + strategy options in §F/D69. This is the next milestone:
decode the bg .seg + Tbg_*_stanZ formats, convert/fix for PC, get a stage to
load and render.
**Thread 2 — logo final check (low priority).** Compare the rendered logo
frames (ppm/, frame ~550–560) against N64 reference footage; if any letter
is still off, re-add a lightweight triangle/texture attribution probe (the
D74 probes are stripped; the import sizes and sub-tile wrap are verified at
the data level).
**After D69:** get a stage to load + render (bg .seg + Tbg_*_stanZ format
work), then continue the diagnose→fix→verify loop through gameplay; strip
TEMP diagnostics at each milestone; pixel-assert soak (PPM dump +
tools_pc/pixcount.py) once a stage is stable.
**D32 repeatable fix procedure** (apply to any ROM-serialized struct that faults
on a pointer-field read):
1. At the fault, `ptype /o <Struct>` in gdb. If a pointer field's offset/size
diverges from the N64 offset comment (e.g. an 8-byte pointer where N64 has 4),
it is this bug class.
2. Change the embedded pointer fields to `u32` in the struct (keeps N64 layout on
x86-64). Add casts at every use site (`(T *)field`). Document as D3x.
3. Verify the load-time rebase/fixup writes valid **V1** DRAM addresses (< 0x80000000)
into those u32 fields; if not, debug the fixup (see Part B below).
4. Rebuild and confirm the boot advances past this struct to the next init step.
5. If the struct is a *tree* of packed sub-structs (like the libaudio banks, D37,
or model files, D43), an in-place BE→LE patch will not fit — the expanded
8-byte pointer slots overrun the following ROM data. Re-lay it out into a
fresh compact image and rewrite each pointer slot as the sub-struct's new
offset (zero-extended), so the existing `ptr + (s32)base` rebase still works.
6. If the fault is NOT in ROM-loaded data but in an address arithmetic idiom over
exe-resident symbols (`(u32)&sym`, XOR toggles, pointer-delta math — D39/D42),
guard a PC branch that reproduces the N64 32-bit value exactly (e.g. keep the
0x02000000 base) or replace the idiom with an explicit equivalent; N64 line
stays verbatim under `#else`.
7. If two structs are **type-punned** (cast back and forth, e.g. ModelSlot ↔
Model), verify their layouts still agree on PC — pointer-width changes break
puns silently: fields the game reaches "through" one struct land at wrong
offsets in the other (D53.2). Also check any fixed-size allocation that must
contain the grown struct (the 0x20-byte model heap fallback, D53).
8. If a hang (not a crash) appears with no thread making progress, suspect a
**timing/pacing gate**: GE's loop gates on `osGetCount()` deltas in N64 RSP
counter ticks (~46.5525/µs), not µs (D52).
9. If the fault is a store through a pointer built from a **raw byte offset
into a struct that contains pointers** (`(u8 *)ptr + 0xNNN`, D56): every
pointer field before 0xNNN shifts +4 on PC (plus 8-byte alignment padding),
so the offset no longer lands on the intended object. Fix under #ifdef PORT
via the named field (`&s->field`); if the embedded sub-object has grown
(sizeof_PC > sizeof_N64) and its trailing companion storage (e.g. a model
RW pool packed right after it in the struct) no longer fits before the next
live field, relocate that companion to a static buffer of the N64 capacity —
safe when all access goes through a pointer stored in the sub-object at init
(modelInit → Model.datas) and only the one site references the raw offset.
**D70 (dev tooling, TEMP):** env-gated PPM frame capture for numerical visual
debugging: `GE_PCDUMP="first-last[:step]"` dumps the bound FBO to
`./ppm/frame_NNNNNN.ppm` from `videoEndFrame()` (`gfx_opengl_pcdump_enabled()`/
`gfx_opengl_dump_bound_fbo()` implemented in gfx_opengl.cpp). Established the
intro timeline numerically (legal text f20–100, Rareware logo f380–580,
iris/gun-barrel f900–1220, red region f1240–1360, cast f1520+) and confirmed
the user's "pink and green" report at f480 (left half RGB≈(135,78,129), right
half (82,104,0)). Strip per HANDOFF Task 3.
**D71 (RESOLVED):** the Rareware logo rendered as two flat colors — pink-red
and bright green — instead of gold lettering. Root cause: the four RGBA16 logo
images in assets/rarewarelogo.c (`imgRAre_0x0020` etc.) are `u32` C arrays
compiled into the exe `.data`; on LE PC each N64 texel pair is stored as a
little-endian u32, so `import_texture_rgba16`'s big-endian u16 read produced
byte-swapped texels (raw 0xED0F gold → 0x4FCC green + 0x0FED pink — exactly
the two observed colors). All other texture sources are raw N64 BE byte
streams (ROM cart map 0x10xxxxxx, model sidecar 0x10Cxxxxx, KSEG0/V1 buffers
0x70–0x90xxxxxx) and must not be touched. Fix (port/fast3d/gfx_pc.cpp):
`gfx_tex_source_is_c_array()` classifies by address range;
`gfx_tex_normalize_source()` bswaps each u32 once per source into a stable
cached buffer (cache key stays the original address) and `import_texture()`
decodes from it. Verified: exactly two sources normalized in a full run (the
logo image banks); logo now renders gold on dark blue. One-shot per-source log
gated by `GE_D71LOG`.
**D72 (RESOLVED + D72.3 OPEN):** the logo UV path.
- D72.1: removed the PD-inherited normal/lookat-based UV overwrite in
`gfx_sp_vertex()` — GE always uses authored per-vertex `tc[]` UVs: no GE
code sets G_TT_BASE/G_TT_CLAMP (only G_TT_NONE), and stage geometry has
gSPLookAt set every frame yet N64 textures are fixed to surfaces, so the
normal-derived path is wrong for GE in general.
- D72.2: `rsp.lookat_enabled` now defaults false — N64 boots with RSP memory
zeroed; no lookat exists until gSPLookAt writes one (the intro logo has
none). GL UV convention confirmed as U.5 (texel×32) from the LUT/rect path,
so DL_RAREWARETEXT's identity-scale corner UVs 0x0010..0x03F0 map to full
32×32 coverage with a half-texel inset.
- D72.3 (OPEN): after D71+D72 the logo still does not appear: DBGTRI traces
show ALL logo triangles (plate fan + letter quads) project off-screen
(clip x=y≈−1.6e11, w<0, screen ≈(32776,32776)), yet the frame shows a large
flat dark-blue (0,0,64) region — rows 150..479, cols 1..639 — filled as a
PERFECT checkerboard (50/50 pixel parity), i.e. broken rasterization of some
big triangle drawn after clear_framebuffer_black. Identity not yet
established (`GE_DBGTALL` all-triangle trace captured; analysis pending).
Ruled out: matrix-format mismatch — this codebase's guMtxF2L is Rare's
modified variant writing the interleaved hi16/lo16 s32 Q15.16 packed format
that gfx_sp_matrix decodes exactly (FTOFIX32=×65536); `D_8002A7D0` is a
zero-init u32 so `[D_8002A7D0]`==`[0]`; alloc_intro_matrices() runs from
initmenus. **SUPERSEDED by D73** — the off-screen projection was never a
matrix-format or UV problem: guMtxF2L's sinf/cosf inputs were garbage on PC.
**D73 (RESOLVED — root cause of D72.3):** GE's `sinf`/`cosf`
(src/libultra/gu/sinf.c, cosf.c) build their double constants through the
`du` bit-union (`{ struct { u32 hi; u32 lo; } word; double d; }`) with
big-endian word pairs `{hi, lo}` (rpi, pihi, and the P[] polynomial tables).
On an LE PC the `.d` read has the two words swapped: `rpi.d` ≈ 2^733,
`pihi.d` ≈ 2^257. Range reduction then overflows: `dn = dx*rpi.d` huge →
ROUND(dn) saturates in cvttsd2si (n = −2^31) → `dx = dx − dn*pihi.d` ≈ 2^288
→ xsq ≈ 2^576 → the result overflows float → sinf/cosf return ±inf/NaN.
FTOFIX32's `(int)(±inf·65536)` is another cvttss2si saturation →
0x80000000 (−32768). Every sin/cos-derived entry of guMtxF2L became −32768,
so the Rareware logo's guRotate matrix was garbage and all its triangles
projected off-screen (the D72.3 symptom; the "checkerboard" was a separate
large triangle rasterizing over the empty logo region). The logo scene is the
first visually verifiable consumer of guMtxF2L sin/cos output in the intro;
other scenes that build matrices via guRotate/guLookAt are affected by the
same bug and were fixed by this change. Fix (narrow ABI exception — constant
interpretation only, algorithm verbatim): `duD()` static-inline + `DVAL(x)`
macro in src/libultra/gu/guint.h under #ifdef PORT re-pack hi/lo into the
correct LE double; the 5 `.d` reads in sinf.c and 4 in cosf.c now use
`DVAL(...)`. The N64 build is untouched (#else branch = original expression).
Only sinf.c/cosf.c use `du` (grep-verified); `fu` (single u32) constants are
endian-safe. Verified numerically: P decodes to the expected perspective
matrix, Rot(−40°Y) gives clean cos=0.766/sin=−0.643, and logo vertices clip
to small finite on-screen NDC values. (tools_pc/mtxtest.c is a standalone
scratch harness for the matrix-convention question that was ruled out along
the way — GE stores all matrices transposed; row-vector ≡ column pipeline.)
**D74 (RESOLVED — final pixel check pending):** with D73 in, logo geometry
was correct but the texture side was still wrong: a dim red-brown blob plus
a flat vertical bar at the right edge, one letter visible at a time. Three
port-layer bugs, all in port/fast3d/gfx_pc.cpp (with gfx_pc.h):
- **Import fallback truncation.** `import_texture`'s old condition
`(rdp.tex_lod && tile >= rdp.first_tile_index + rdp.tex_detail) ||
!loaded_texture.addr` overwrote valid gDPLoadBlock tmem data with
`line_size_bytes * tile.height`. For the logo: letter mip chains 2744 B →
2048 B (mips 1–5 dropped), and D_02005FF0's 32×32 → 192 B (32×3, stale
tile.height=3 left by `gsDPSetTileSize(0, 46, 116, 124, 124)` in DL
D_02004758). Fix: fall back only when `!loaded_texture.addr` (N64 TMem is
persistent — a populated slot is the faithful source).
- **Cache poisoning.** TextureCacheKey lacked the upload size, so the first
(truncated) import of an address poisoned every later import. Added
`size_bytes` to the key (gfx_pc.h + both key initializers + the bucket-only
aggregate in gfx_texture_cache_delete).
- **Sub-tile UV wrap period.** N64 wraps UVs by the TILE size when a render
tile is a sub-region of the image; the port wrapped at the full uploaded
image size (GL_REPEAT). D_02004758's 20×3 tile at offset (11.5, 29)
therefore sampled row 0 instead of rows 29–31 — the flat bar's color
matched texel [0,4] of D_02005FF0 exactly. Fix: per-vertex pre-wrap in the
VBO path — for a WRAP sub-tile (`tex_width2 < tex_width`, where
`tex_width2 = (lrs−uls+4)/4` is the tile window in texels),
`u = fmodf(u, tw); if (u<0) u += tw; u += uls/4.0f` (same for v). Known
limitations: half-texel edge bleed at the sub-tile window edges (GL
bilinear neighbors may sample just outside [O, O+W)); mirror sub-tiles are
not handled (the logo doesn't use them; audit if another scene regresses).
Verified: runtime import sizes correct (D_02005FF0 = 2048 B, imgRAre =
2744 B); PPM frame ~555 shows the four-letter RARE band with gold/warm
colors and per-letter segmentation; clean `GE_PCDUMP` runs are stable past
1156 frames. Final pixel-perfect confirmation against N64 reference footage
is still open (see HANDOFF Task 1). All env-gated probes added for D72.3/D74
(GE_DBGUV/GE_DBGTRI/GE_DBGTALL/GE_DBGMAT/GE_D74IMP/GE_D74DUMP/GE_DBGLOAD)
were stripped with this change; the previously committed TEMP D63 blocks and
the GE_D71LOG normalize log remain on the HANDOFF strip list.
**D75 (OPEN: 3D rendering — Nintendo logo misplacement + missing intro player models).**
Post-D74 the Rareware logo is correct (gold letters on dark blue), but two other intro 3D
elements are still wrong: the **Nintendo logo is not placed correctly**, and the **intro
cutscene player models do not appear at all**. Two candidate causes — distinguish before
any fix:
- **(a) D73 scope gap.** D73 (`DVAL()` in `src/libultra/gu/guint.h`, PORT-only) was
documented as fixing *"all scenes using guRotate/guLookAt-derived matrices … not just the
logo."* If these elements still fail, either their matrix path bypasses that fix or a
second coordinate defect remains.
- **(b) Separate model/RW-pool path.** The player models specifically may be on the
`animInit` + embedded raw-offsets-into-`struct player` path (cf. D56), which is *not* the
guMtxF2L sin/cos path — i.e. an independent bug, not "the same coordinate issue."
Files to check: `src/libultra/gu/guint.h`, `src/game/model.c`, `bondview2.c` (animInit /
modelSetScale sites), `port/fast3d/gfx_pc.cpp`. Verify: determine whether the Nintendo logo
and intro player models build matrices via guRotate/guLookAt (→ 75a) or another transform
(→ 75b); capture `GE_PCDUMP` frames across the logo transition and the gun-barrel/cast
segments to localize.
**D76 (OPEN: 2D graphics — disclaimer/legal screen only partially drawn).**
On the opening disclaimer (legal text) screen, only the **"game classification"** line and
**one line below it** draw correctly; the rest of the 2D graphics do not render. Likely the
same image-table/endianness class as D68 but incomplete: D68 (`port/src/gimgfixup.c`) bswaps
IMAGESEG Gfx w1 words + `sImageTableEntry.index` after texReset's romCopy and syncs compiled
globalDL shadows — if a subset of the entries this screen references is missed (or its shadow
not synced), exactly this "only a couple of lines render" symptom results. Secondary
possibility: D74 sub-tile UV wrapping, if those lines use WRAP sub-tiles (was 3D-logo
specific, so lower likelihood). Files to check: `port/src/gimgfixup.c`, `src/game/tex.c`, the
image-table consumers. Verify: enumerate the image entries the disclaimer screen references and
confirm each is covered by the D68 fixup; PPM frames f20–f100 (legal-text window per the D70
timeline).
**D77 (OPEN: audio — music runs in code but no audible output on PC).**
Intro music is processed without fault, but **nothing reaches the PC speakers.** This is
distinct from the earlier audio work: D54/D54b only stopped the audio-thread SIGSEGVs
(`__getTrackByte`, `alLoadParam`); they do not imply the mixed output is routed to a device.
Per §6 Audio the intended path is libaudio (CPU synth) → PD's `audio.c` (SDL device) +
`mixer.c`; the likely gap is that the SDL audio device / mixer queue is never opened or fed —
synthesis runs but the AI-DMA→device handoff never happens. Files to check: `port/src/audio.c`,
`port/src/mixer.c`, `src/audi.c` (`OUTPUT_RATE`), and the AI shim in `port/src/libultra.c`.
Verify: confirm an SDL audio device is opened and the mix buffer is written/pushed; check
`OUTPUT_RATE` match (PD = 22020 Hz stereo s16) and that the AI-DMA shim feeds it.
**Cross-cutting (Q1 — shared blocker?):** before ordering D75 vs D77, spend one check on whether
any single root cause touches both audio and rendering. Current evidence says **independent**
(audio = libaudio→SDL device; 3D = fast3d RSP emulation; 2D = image-table fixup + texture
import) — default to render-first if no shared cause is found.
**Non-negotiable #2 refinement (applied to AGENTS.md).** The original "game code
compiles unmodified / fix belongs in port/" is too absolute: pointer-width layout
cannot be isolated in `port/` (no hook between the romCopy and the first read).
Refined to "game **logic** is unmodified" with a narrow, documented exception for
mechanical, semantics-preserving ABI/layout changes forced by the 32→64-bit
transition (embedded pointers → u32 + cast at use; PC-guarded pool sizing),
following PD ground truth. No logic/behavior changes; each such edit is logged in
§F/D3x.
**Environment reminders.** MSYS2 tools in `/c/msys64/mingw64/bin/` (not on PATH —
prefix `export PATH=…`). Build: `./build-pc.sh ntsc-final`. gdb **launch** mode
only (attach fails, error 87) and it is **far too slow for timing-dependent
crashes** (a D56-class crash ~10 s in took >300 s under gdb to reach 2 frames —
DBGHELP symbol loading + the D51 stall-heartbeat thread dumps; don't wait on
it): prefer env-gated TEMP probes + the built-in crash log, and symbolicate
offline with `addr2line -e build-pc/ge007.x86_64.exe -f -C <0x140000000+rel>`.
Image base 0x140000000. `load_resource`/many init fns use a fake RBP — compute
stack offsets from entry RSP. The D30 crash handler writes `ge007.crash.log`
with a working Phase-2 backtrace (**D44** fixed) — first stop for any fault;
frames past the true chain may be stale (a corrupted return address outside the
module, as in D56, means unwind depth is limited — confirm callers by code-
path analysis + behavior). Standalone probe compiles need `-std=c11` (without
it `typedef s32 bool` in bondtypes.h breaks under gnu23) and pointer-difference
arithmetic instead of offsetof (include/stddef.h is #if 0'd).