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goldeneye-pc-port/docs
James Dansereau 23da815dda D236 pass 10: refute "nondeterministic instantiation", it's room occlusion
Per the rule-2-clarification pass-10 brief in findings.md, applied the new
three-bucket taxonomy to D280's leading theory that the 0x0c184b50
discrete-tree-card render-mode class instantiates inconsistently across
runs of the deterministic -level_36 boot (~4 tris vs ~720).

Added a small env-gated diagnostic (GE_D236RM, port/fast3d/gfx_pc.cpp
gfx_sp_tri1) counting that class's per-frame triangle count, heartbeat-
logged every 300 frames even at zero. Three independent -level_36
launches (one with sustained GE_INPUTSCRIPT camera rotation) produced
byte-identical per-frame counts, falsifying the "run-to-run dependent"
premise outright. Cross-referencing with the existing GE_D104 room-census
probe in the same run shows the count drops to zero at the exact frame
the player's curRoom transitions from 12 (17-20 rooms drawn, an outdoor
vista) to 18 (1-5 rooms, an enclosed indoor space) via the boot's own
scripted intro camera — ordinary portal/room occlusion, not a bug. None
of buckets (a)/(b)/(c) apply; no src/game or port/ fix made or warranted.

The original "wall not discrete sprites" symptom is untouched by this
pass — narrowed the real next step to getting a camera into room 12
facing the tree line directly, in docs/dev/findings.md.

Added the generalisable "deterministic boot flag != deterministic camera
path" quirk to porting-notes.md §E. findings-index.csv regenerated.
2026-09-16 17:58:01 -04:00
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