Files
goldeneye-pc-port/docs/dev/findings-index.csv
T
James Dansereau a2b2f78dd1 port: D397 — file-select background + gun-barrel comb look: stale RENDERTILE import (fix in tree, by-eye owed)
Root-caused the D397 interlaced/comb symptom on the file-select
background and intro gun-barrel (first display, not round-trip):
titleRenderFolderMenuBackgroundLines loads 299 one-pixel 440-byte I8
rows with gDPLoadTextureBlock(I, 8b) and samples G_TX_RENDERTILE but
never emits gSPSetTile, so the tile's fmt/siz is whatever the previous
screen left (CI/4b spectrum-screen leftover, D116 probe). fast3d ran
the I8 bytes through import_texture_ci4 against a stale/all-zero
16-entry palette -> periodic black rows (GL texture-cache artifact,
not a ground-truth dither — no ROM RLE decode needed).

- gfx_pc.cpp import_texture: route the import through the source's
  fmt/siz when a CI/RGBA tile genuinely disagrees with an I8 8b load
  (mirrors the D229 case); real CI/RGBA textures untouched.
- gfx_opengl.cpp: GE_D397SH env-gated shader-formula probe for the
  file-select gunbarrel combine (label initially written as D398,
  renamed to avoid the PC-Options-label finding collision).
- findings: D397 row -> FIX LANDED (by-eye + PCDUMP verification
  owed); tail section notes the fix. CSV regenerated.

Cross-ref D182(2) (same symptom family), D159/D183 (disproven leads),
D229 (mirror-case precedent).
2026-09-27 22:04:03 -04:00

40 KiB

1# GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
2# Grep this to pick which findings.md entries to read; it is not authoritative.
3labelbucketone_linerstatus_raw
4D24-D30RESOLVEDgreen threads / kernel / crash handlerresolved
5D31-D42RESOLVEDboot ABI: ANIM_DATA, music seq-table, libaudio banks, Globalimagetable rebase, GL context, rsp toggleresolved
6D43-D50RESOLVEDmodel-file loading → offline sidecar "Plan B" (d43_emit.py); D50.6 texCopyGdls full-slot copyresolved
7D51-D58RESOLVEDfont pixeldata, osGetCount tick rate, model RW pools, cseq BE header, synth slots, RLE menu bg, watch raw offsets, gun-barrel DLresolved
8D59-D68RESOLVEDintro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LEresolved
9D70-D74RESOLVEDintro-logo pixels: C-array bswap, UV path, sinf/cosf DVAL(), texture-import truncationresolved
10D75FIXEDfront-end 3D model transforms (D77 audio split out below —FIXED (M-197, 2026-09-21; user-confirmed live):
11D76 · D164FIXEDLegal screen only draws line 1 —FIXED — this row and the ## D164 entry below were stale; the proposed one-line #ifdef PORT fix was actually committed 8dfc578f4 (2026-08-31), well before this correction (2026-09-18).
12D159FIXEDfront-end wallet-Bond photo "interlaced"/combed (RC1 / D149) —FIXED (#ifdef PORT no-op the swap in image.c)
13D161FIXEDDepot (-level_30) ceiling = bright-blue speckle + radial rays (B2).FIXED (port/fast3d/gfx_pc.cpp)
14D165 · D166FIXEDInput-layer polish (M-31, port-only):FIXED
15D180 · D181FIXEDNative-PC input pass (QoL run):FIXED (2026-09-26 bookkeeping:
16D186OPENVideo.FpsCap throttles the sim, not just presentation (M-39 diag, M-42 clamp).OPEN (2026-09-26, user direction:
17D187FIXEDHUD ammo-type/weapon icon vanished at -O2 (M-46 root-cause, M-47 fix + verify).FIXED (src/game/gunfire.c, #ifdef AVOID_UB); PR #19
18D188FIXEDLinux -O2 boot crash:FIXED (src/libultrare/libc/xprintf.c, src/sprintf.c, #ifdef PORT); PR #22
19D189FIXEDLinux -fstack-protector aborts on the decomp's latent stack-buffer overruns (M-48) —FIXED (CMakeLists.txt, src/game/stan.c #ifdef PORT); PR #23
20D190CLOSEDLinux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open).CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows).
21D191FIXEDWindows -O2 release-bundle crash:FIXED + PLAYTEST-VERIFIED (M-79).…
22D193FIXEDNPC AI locomotion is too slow —FIXED + user-playtest-verified (M-81) —…
23D194FIXEDMouse input needs another tuning pass —FIXED (2026-09-26: user reports the v0.3.0→v0.4.0 mouse changes feel solid and glitch-free; code-side validation owed).
24D195FIXEDTransparency / alpha surfaces broken on Control (M-49, user playtest) —FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_vertex) —…
25D197CLOSEDCharacter face/head textures wrap around the head, seen on Silo (M-49, user playtest).CLOSED — user playtest v0.2.0-pre
26D198FIXEDalAdpcmPull/_decodeChunk used K0_TO_PHYS (an unconditional & 0x1FFFFFFF mask) on 64-bit heap pointers (src/libultra/audio/load.c).FIXED (src/libultra/audio/load.c) —
27D199FIXEDPhase-3 software audio mixer:FIXED (2026-09-26 bookkeeping:
28D200FIXED-level_09 segfault: reverb's ALDelay.input/output are u32 —FIXED — 5-line cast in reverb.c (this session)
29D196FIXEDOS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest).FIXED (6e758f1d, merged to main) —…
30D192CLOSEDFront-end mission/level-select grid pointer still can't reach the outer cells —CLOSED — the buggy mode 0 was removed entirely in the v0.2.0 prep pass (see D239); click-to-lock is now the only capture mode, so the unreachable-cells path no longer exists
31D221FIXEDSELECT FILE mouse hit-box offset —FIXED (M-91) — explicit {min,max} coord2d pairs under #ifdef PORT; human mouse-playtest confirmed.
32D222FIXEDHigh Video.FovScale breaks culling —FIXED, awaiting visual verification (M-121).
33D223FIXEDQoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter —FIXED (M-105, port/src/input.c) —…
34D224?QoL gap (M-87, from a PD-PC-port survey):DEPRIORITIZED (M-87, user call).
35D225FIXEDDev-tooling QoL (M-87, user ask):FIXED (2026-09-18) — GE_DEBUG_UNLOCKALL=1 short-circuits fileGetIsCheatUnlocked() (src/game/file2.c, #ifdef PORT, cached getenv) to always return TRUE; default off, no save mutation.
36D226FIXEDQoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.FIXED (2026-09-24): Game.HudScale 75–150% (user-verified, capped at 150) via fast3d G_HUDSCALE_EXT rect scaling about per-element anchors; dialogue/bottom messages width-capped.
37D227FIXEDSky renders as two independently-moving halves —FIXED (M-100b, PR #43) —
38D229FIXEDIsWater-level water renders green, pulses blue<->green (M-101; Frigate -level_26).FIXED (port-layer) — ZLIB+CI8 water image now imports via the CI8 palette path (gfx_pc.cpp); Frigate verified live ("looks better"); sweep + Surface 2 by-eye still owed.
39D230FIXEDIn-level music quality:FIXED (M-121, v0.2.0) —
40D231CLOSEDQoL batch: mute-on-focus-loss + screenshot-hotkey productization (M-105, roadmap Tier 3, port-only).CLOSED — PARKED/DEPRIORITIZED (user, 2026-09-25).
41D233FIXEDAll levels (intermittent):FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_tri1) —…
42D234FIXEDDam: guard towers along the dam structure invisible except the first one (M-106, user QA report).VISUALLY VERIFIED FIXED (M-108) —…
43D244OPENSelf-hosted CI runner (corpyvt6agent01) link failure:OPEN, not yet fixed. Next…
44D228FIXEDAK47 white missing-texture patches after D217's texpool fix —FIXED (port/fast3d/gfx_pc.cpp, palette_to_rgba32) —
45D204FIXEDPC audio ran ~2 % below real time permanently (AI feedback loop's 3 ms setpoint vs PC jitter).FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —
46D203CLOSEDSteam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:CLOSED — root cause + fix in D253.
47D201FIXEDsrc/libultra/audio/bnkf.c bank/instrument/sound/wavetable relocation offsets were s32, truncating the real 64-bit base pointer.FIXED (src/libultra/audio/bnkf.c) —
48D202FIXEDSilenced PPK "slap" + broader real-time mixer corruption (M-52→M-67).FIXED (2026-09-26, user by-ear:
49D206FIXEDPC played every SFX one bank slot too high —FIXED (M-76, src/snd.c:1001, #ifdef PORT) —
50D207FIXEDAlarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).MONITORING — user 2026-09-26:
51D208FIXEDPlayer weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —FIXED + user playtest-verified (M-78d) —
52D209FIXEDEvery AI character in the game is locked to a *walk* animation regardless of the speed the ailist commands —FIXED + user-playtest-verified (M-81).
53D210FIXEDchrToPatrol() leaves act_patrol.lastvisible60 uninitialised on PC —FIXED (chraction.c:3872, #ifdef PORT → self->act_patrol.lastvisible60 = -1;, N64 line under #else).…
54D205CLOSEDPC plays wrong/extra SFX for gameplay events (gunfire slap layer, explosion→scream, armour pickup, melee→Klobb idx 106) —CLOSED (M-78) — root cause was D206; all four symptoms resolved + user-confirmed by ear.
55D152+FIXEDD152 addendum (M-31):FIXED (src/snd.c, port/src/libultra.c, #ifdef PORT) —
56D168FIXEDGE_PCDUMP / F12 PPM captures were vertically flipped —FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
57D169FIXEDFront-end mouse pointer can't reach the outer cells of the mission/level-select grid —FIXED (M-33, port/src/input.c, port-only, no #ifdef PORT).
58D178FIXEDPre-mission briefing screen:FIXED (M-36) — high confidence
59D175OPENIn-game stutter / brief hang during normal play —OPEN (user, 2026-09-26:
60D176FIXEDSurface exterior renders wrong (-level_36), two independent defects.(a) scroll-speed FIXED (fidelity pass; HIGH confidence on root cause, MODERATE on N64 parity); M-93 playtest + M-98 Defect-2 starburst screenshot in the sections.
61D177FIXEDLadders non-functional —FIXED (M-36) — high confidence; interactive climb test owed
62D172FIXEDBullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).FIXED (port/fast3d/gfx_pc.cpp gfx_lod_tile_offset)…
63D174CLOSED"No blood effect" (user QA report).CLOSED — faithful (2026-09-26, user side-by-side on 1964:
64D183CLOSEDM-36 Family A ("texture line/pitch shear") is DISPROVEN for the Surface repro (-level_36).CLOSED (2026-09-26, user-approved:
65D173FIXEDThird-person Bond model spawns too high —MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed).
66D179FIXEDPackaged build crashes after the logos —Diagnosed, not fixed —
67D180FIXEDNative-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).FIXED (2026-09-26 bookkeeping:
68D181FIXEDGame.ScreenShakeIntensity —FIXED (2026-09-26 bookkeeping:
69D184FIXEDF10 port-layer options overlay —FIXED (2026-09-26 bookkeeping:
70D211FIXEDPC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).FIXED (2026-09-26 bookkeeping:
71D212FIXEDAnisotropic-filtering config wiring —FIXED (2026-09-26 bookkeeping:
72D213FIXEDOn-screen FPS readout —FIXED (2026-09-26 bookkeeping:
73D214FIXEDKeyboard rebinding — [Input.Bind] config section (M-83, port-only, PD parity, Phase 4 debt).FIXED (2026-09-26 bookkeeping:
74D215FIXED1P weapon viewmodel never drew in-level —FIXED (src/game/gunfire.c, #ifdef PORT).
75D216FIXEDGame.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).FIXED (2026-09-26 bookkeeping:
76D217FIXED1P weapon viewmodel + 3P Bond model textures garbled —FIXED + merged (PR #47 + PR #49); white residual split out as D228.
77D218FIXEDWide FOV exposes the per-level draw-distance / fog boundary —FIXED (2026-09-26 reclassified:
78D219RESOLVEDPPK explosions render purple on Dam (M-87, user QA, "not 3D but noting").RESOLVED (M-115, 2026-09-12) for the original PPK-purple symptom.
79D220CLOSED1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).CLOSED — merged into D303 (2026-09-26, user:
80D85CLOSEDRoom primary/secondary DL → texLoadFromGdl garbage.CLOSED (2026-09-26, user-approved:
81D86 · D87RESOLVEDmodelInitRwData truncated ptr · attract-demo BE ramromfilestructure.resolved
82D88.4RESOLVEDpropDefs polymorphic record stream not byteswapped → setupDoor crash.resolved (d88_propdefs.py); layout audit M-20 → D132
83D132PROPOSEDD88 propDefs layout audit (M-20):proposed fix (not applied) —
84D157FIXEDCampaign never unlocks the next level (M-30, user bug —FIXED (src/bondtypes.h, #ifdef PORT —…
85D160FIXEDDam level-end cutscene (Bond off the dam / bungee) never plays —FIXED (user, 2026-09-26:
86D89-D92RESOLVEDstage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrsresolved
87D93-D102RESOLVEDstruct-pun / hardcoded-size pass:resolved (D95 pool bump partial)
88D103-D107RESOLVEDBUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tileresolved
89D108-D112RESOLVEDskeletal models: d43_emit.py put_f32 byte-reversal bugresolved
90D113-D116FIXEDportal BFS ok · matrix chain ok · player raw-offset audit + gunfire.c THROW* · HUD text X-mirrorD114/D116 CLOSED — NOT A BUG (M-33, see D168):
91D117OPENFrame nondeterminism root-caused; GE_DETERM attempted, not achieved.OPEN (mode attempted, not achieved)
92D118RESOLVEDSDL input layer; M-24 mouse-look rework (mode-aware map, real INI); D118b/c FIXED.resolved (D118a residual)
93D150FIXEDwatch OBJECTIVES / BRIEF page crash:FIXED (src/str.c #ifdef PORT); interactive re-verify pending
94D260-D265CLOSEDv0.2.1 hotfix batch: D260 wheel direction swap (fixed) · D261 watch-menu nav auto-repeat (fixed, feel-check owed) · D262 watch item-preview model missing → roo…CLOSED (2026-09-26 bookkeeping:
95D266-D269CLOSEDD236/D265 wall, second pass:CLOSED (2026-09-26 bookkeeping:
96D270CLOSEDBackfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.CLOSED (2026-09-26 bookkeeping:
97D271FIXEDD236 wall, third pass —FIXED-but-insufficient (src/game/bg.c #ifdef PORT) —
98D276CLOSEDD236 wall, eighth pass —CLOSED (2026-09-26 bookkeeping:
99D279CLOSEDBackfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in scratch/ (d279_run.log… —CLOSED (2026-09-26 bookkeeping:
100D281FIXEDGame.AllUnlocked (D257) still breaks audio, and can also break right-mouse aim, when enabled before any save has ever been written (v0.2.1 user testing… —FIXED (2026-09-23, port/src/libultra.c):
101D282FIXEDQoL ask (v0.2.1 user testing, 2026-09-15):FIXED (port/src/input.c, #ifdef not needed —
102D283OPENSteam Deck first-run preset (D-unnumbered in port/src/video.c/main.c, videoApplySteamOSDefaults()) did not apply for a user who added the game via Steam… —OPEN — mechanism understood, root cause (Desktop-vs-Game-Mode STEAMOS env var difference) unverified on real hardware; user-facing workaround documented in README/release notes.
103D280CLOSEDD236 wall, ninth pass —CLOSED (2026-09-26 bookkeeping:
104D275CLOSEDD236 wall, eighth pass —CLOSED (2026-09-26 bookkeeping:
105D274CLOSEDD236 wall, seventh pass —CLOSED (2026-09-26 bookkeeping:
106D273CLOSEDD236 wall, fifth pass —CLOSED (2026-09-26 bookkeeping:
107D272CLOSEDD236 wall, fourth pass —CLOSED (2026-09-26 bookkeeping:
108D137FIXEDright-mouse (aim-sight) crash:FIXED (src/game/gunfire.c #ifdef PORT —
109D119 · D120FIXEDguard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hangD119 fixed · D120 FIXED (M-30)
110D120FIXEDBlood-decal PointUsage[] chain —FIXED (tools_pc/d43_emit.py).
111D121RESOLVEDWS1 frictionless per-level boot (bare -level_XX injects its -m* row).resolved
112D122FIXEDper-level prop/item model-load crash (Dam/Facility/Runway modelLoad/modelInitRwData):converter fixed; residual chr/fast3d crashes on those levels are separate
113D123FIXEDcrash class C1: chrIsNotDeadOrShot NULL deref on 6 levels (Dam/Runway/Frigate/Statue/Streets/Cradle).converter fixed (OBJ_ID_WORDS); C1 cleared on all 6, residual crashes are fast3d (C2)
114D125RESOLVEDcrash classes C3+C6 (Aztec/Bunker2/Surface2):resolved (M-16b) — line 374 → 8 NULs; all 21 sidecars regen'd; Aztec -level_28 now PASSES (was C3 CRASH).
115D126RESOLVEDcrash classes C3r/C4/C6 (Bunker2 -level_27 door7F054FB4 propobj.c:13523, Depot -level_30 prop.c:902, Surface2 -level_43 loadobjectmodel.c:393):resolved — d88_propdefs.py PROPDEF_PC_BYTES[30/32/33/35]=24 + typed handler; loadobjectmodel.c sizepropdef PORT returns 6.
116D124FIXEDcrash class C2: fast3d bad texture pointer.Jungle fixed (port/src/gimgfixup.c); Facility → D130
117D131RESOLVEDcrash class C2m (Jungle -level_37):resolved — seg_addr() restores the module high word for any fallthrough w1 in [0x40000000, 0x70000000) (module fixed-based at 0x140000000, no ASLR; DRAM/KSEG0/segmented/phys all handled earlier).…
118D133RESOLVEDintro render triage (M-20):RESOLVED — not a regression, parked (D75/D76, GRAPHICS-BACKLOG.md)
119D134FIXEDFrame-2 boot hang / sweep "NO-FRAMES" flakiness —FIXED (port/src/libultra.c)
120D135FIXEDFirefight crash — bgTestHitOnObj (propobj.c:8446) is an unported N64 GBI parser (M-22, WS6 playtest).FIXED (src/game/propobj.c, #ifdef PORT —…
121D136RESOLVEDStage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough).ROOT-CAUSED → D139 (it was NOT a layout bug —
122D139FIXEDStage-unload crash root cause + fix (M-23).FIXED (src/game/cleanup_objects.c, #ifdef PORT —…
123D140FIXEDPause-menu crash (M-23 open → M-27 fixed).FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT).
124D141FIXEDWatch-menu item-model crash (M-27), exposed by D140.FIXED (src/game/gunfire.c, #ifdef PORT).
125D152FIXEDMission-failed / objective-failed → permanent black screen (M-28, user bug report —FIXED (user, 2026-09-26:
126D154?bg.c room-geometry ray/hit-test GBI parser port (M-28, WRITTEN / UNVERIFIED / UNCOMMITTED).M-30 re-audit + fixes (still playtest-gated for final verify).
127D156FIXEDFacility outro-cutscene "hang" —FIXED (user, 2026-09-26:
128D155FIXEDFacility outro-cutscene end → "hang" = unclamped deltaFrames spiral (M-29, user bug report).FIXED (src/game/frametiming.c, #ifdef PORT —…
129D153RESOLVED-level_09 frame ~900–1400 0xc0000005 = D117/D134 load flakiness, NOT a bug (M-28).NOT A BUG — closed. Run anchors on a quiet machine.
130D151FIXEDWatch data all blank —FIXED (src/bondtypes.h, #ifdef PORT —…
131D130RESOLVEDcrash class C2 (Facility -level_34, Runway -level_35):resolved — stage all 6 N64 fields in a local f[6] before writing any.
132D164FIXEDDisclaimer / legal screen only draws the first line (D76 root cause, M-31).FIXED — corrected 2026-09-18:
133D165FIXEDFront-end menu cursor doesn't feel like a mouse pointer (M-31, user bug B5 follow-up).FIXED (port/src/input.c; Input.MenuPointerMode, Input.HipfirePitchSpeed added).
134D166FIXEDHipfire mouse pitch is digital while yaw is analog —FIXED (port/src/input.c).…
135D235CLOSEDWrong textures load after dying/restarting a level —CLOSED (user, 2026-09-26:
136D236CLOSEDSurface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).CLOSED (M-198, pass 26, 425237f9; probes stripped 0503d335):
137D237FIXEDQoL ask (M-106, user QA):FIXED (2026-09-23): category headers + 5 more settings (SkipIntro, Show FPS, pad invert/deadzone/trigger); wheel scroll already existed.
138D238FIXEDQoL ask (M-106, user QA):FIXED (2026-09-26: covered by D337/D338 aim work; user reports mouse feel good; code-side validation owed).
139D239CLOSEDQoL ask (M-106, user QA):CLOSED — executed in the v0.2.0 prep pass (port-only)…
140D240OPENPlayer gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment.
141D241OPENPlayer gunshot SFX goes silent under some conditions —OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug.
142D242FIXEDPlayer-death sequence UX regression vs N64 original:FIXED/CLOSED (2026-09-26, user:
143D243FIXEDDam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject):FIXED, live-confirmed by the user (M-189/M-190, 2026-09-18).
144D245FIXEDIsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —FIXED (M-201, 2026-09-26, user-verified vs 1964):
145D246FIXEDTiny pixel strips at the left and right edges of the screen, "like overscan" —FIXED (2026-09-18 session, port-only, Video.SafeAreaCrop).
146D247FIXEDBlack bars top and bottom of screen —FIXED (2026-09-18 session, port-only, Video.SafeAreaCrop).
147D248FIXEDPort runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).FIXED, root-caused to a genuine pointer-width ABI bug in src/sched.c (compiled for the PC build, not excluded).
148D249OPENLOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more c…
149D250FIXEDFPS is inconsistent/low on many levels after 60 Hz shipped (M-119, user QA; D248 follow-on).FIXED — per-call getenv() cost was the bottleneck; rock-steady 60-61 fps after, user re-tested 1440p/4K clean.
150D251FIXEDF10 options overlay QoL pass:FIXED (port-only, port/src/optionsoverlay.c).
151D252FIXEDParticle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).FIXED (M-201, 2026-09-26, user-verified):
152D253FIXEDFacility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —FIXED — Deck-verified:
153D254FIXEDLinux crash handler destroyed its own logs:FIXED — field-verified.
154D255FIXEDFacility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle; D253 fix confirmed working).FIXED (M-140) — D3x-class 32-bit pointer truncation (vtxstore_fix_refs read Model* through the mistyped ChrRecord.chrflags 4-byte-enum alias instead of ObjectRecord.model), not the destroy-path race…
155D256FIXEDSaves (and config) silently failed to persist on Linux whenever the game was not launched from the directory containing data/ —FIXED (path half) — save-flow detail still owed from the user.
156D257FIXEDNew Game.AllUnlocked option (F10; default flipped OFF for v0.2.0 —FIXED — verified by user playtest (PR #79 merged); default flipped OFF for v0.2.0 (D259).
157D259FIXEDGame.AllUnlocked (D257) breaks audio on a fresh save:FIXED in v0.2.1 —…
158D260FIXEDv0.2.1 (user request):FIXED — build green; one-line branch swap, trivially reviewable.
159D261FIXEDv0.2.1 (user request:FIXED — feel-check received; W/S sensitivity follow-up logged above.
160D262FIXEDv0.2.1 (user report):FIXED (primary cause, D264) —
161D264FIXEDD262's root cause (ABI/layout class, cf.FIXED — build green, probes removed; visual confirmation pending.
162D263RESOLVEDv0.2.1 (user report):RESOLVED (not a bug), refined (v0.2.1 further user testing, 2026-09-15).
163D265CLOSEDD236 investigation (port-layer, port/fast3d/gfx_pc.cpp):CLOSED (2026-09-26 bookkeeping:
164D258OPENPAL/JP asset conversion is broken at the source-data level —OPEN — repair path verified, not applied (out of v0.2.0 scope).
165D284FIXEDport/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards —FIXED, 21-level sweep clean, no crashes —
166D285FIXEDSteam Deck SIGSEGV during D255 live-testing = SEPARATE bug:FIXED (user, 2026-09-26:
167D286CLOSEDUser-confirmed real ~8s frame freeze on Caverns, Steam Deck —CLOSED (2026-09-26, user-approved:
168D287FIXEDUser-confirmed real, non-self-recovering freeze on Windows (M-141, 2026-09-15/16) after ~15-20 minutes with no input, triggered by clicking back into the… —FIXED (user playtest 2026-09-26:
169D288CLOSEDSilo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —… —CLOSED — not reproduced on the current build (2026-09-23 capture) and the 2026-09-25 user Silo playtest confirms it gone ("silo fixed").
170D289FIXEDDam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).FIXED (user, 2026-09-26:
171D290FIXEDWatch's in-game "controller" section shows no control-pad graphic (M-141, Steam Deck user playtest).FIXED (2026-09-23): D264-pattern template read in watchRenderController (flags read 0), plus 3 pointer-width/raw-Gfx sites on the same path; controller model verified rendering on Windows.
172D291CLOSEDDam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).CLOSED — duplicate of D306, faithful (M-201, 2026-09-26:
173D292FIXEDDeath animations are glitched —MOSTLY FIXED as a side effect of D243 (2026-09-18, user-confirmed alongside D173) —
174D293FIXEDQoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —FIXED (M-141) — "Quit to desktop" row added to the F10 overlay; build-verified Win+Linux, not yet live-confirmed.…
175D294FIXEDStatue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later… —FIXED, user playtest confirmed (2026-09-25:
176D295FIXEDCampaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtes…FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed:
177D296CLOSEDControl Center, 00 Agent:CLOSED (2026-09-26, user-approved:
178D297FIXEDv0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).FIXED (M-150) — migration shim landed:
179D298CLOSEDFull HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build —CLOSED (2026-09-26, user:
180D299FIXEDGame.SkipIntro crashed selecting any save slot except one —FIXED — fileValidateSaves() (only called from the skipped legal screen) never ran under SkipIntro, leaving saves[] all-zero; added the missing call to the SkipIntro shortcut (src/game/lv.c, #ifdef PO…
181D300FIXEDHipfire look feels non-uniform (issue #89):FIXED, user-confirmed live —
182D301FIXEDfileGetIsCheatUnlocked() NULL-deref, unguarded on every call site, not just the D299/SkipIntro one (GitHub #87, two reports with an identical crash PC/fault ad…FIXED locally on release/v0.3.0 (not pushed) —
183D302FIXEDRender FPS regression to ~40-45fps on release/v0.3.0 (user QA on the local v0.3.0 pre-release build, 2026-09-18) —FIXED — 4 uncached getenv() calls added by D236 passes 10/12/14/16 directly inside gfx_sp_tri1 (port/fast3d/gfx_pc.cpp, per-triangle) cached with the same static int x = -1 pattern D250 established e…
184D303FIXEDSome muzzle flashes (M16 named specifically, "and some others") draw wrong —FIXED (M-201, 2026-09-26):
185D304FIXEDMouse sensitivity menu overhaul (user request, 2026-09-18):FIXED — see full entry for both the range/parity pass and the same-day follow-up (collapsed to a single Input.MouseSensitivity menu row + fixed overlayUpdateScroll()'s unconditional bottom-anchor, th…
186D305FIXEDSteam Deck SIGSEGV on the v0.3.0 pre-release build (Cavern, early in the level, Game.AllUnlocked previously enabled on the session/save) —FIXED (defensive guard) —
187D306CLOSEDDam intro/truck wheels render with odd transparent-looking areas, possibly z-fighting (user QA, 2026-09-18).CLOSED — faithful, confirmed on 1964 (M-201):
188D307FIXEDIn-level security camera entities can be flipped facing the wrong direction (backwards) on some levels, e.g.FIXED (M-201, 2026-09-26, user-verified):
189D308CLOSEDOccasional z-fighting confirmed on some levels' geometry, general/broader than the D306 truck-wheel instance (user QA, 2026-09-18).CLOSED — faithful (2026-09-26, user:
190D309FIXEDComplete non-self-recovering freeze (Windows) returning from Caverns to the intro screen —FIXED via D310 — user-playtest-confirmed 2026-09-18 (Caverns→intro clean; the spin record itself observed resuming correctly in the post-fix probe log).
191D310FIXEDRULE-2-SIGNOFF: chraiitemsize() mis-sizes 1-byte AI_PRINT records (NUL-scans forward), corrupting AI execution for any list containing an active PRINT —FIXED — user-playtest-confirmed 2026-09-18 (v2:
192D311FIXEDComplete freeze in modelSetAnimFrame2WithChrStuff root-motion loop —FIXED — root cause D336 (bheadAdjustAnimation read never-written placeholder fields); the #ifdef PORT guard is retained as a safety net.
193D312FIXEDThrowable items (mines, grenades, etc.) can clip through walls in certain spots (user report, v0.3.0 pre-release playtest, 2026-09-18).FIXED — bgBuildRoomVtxBounds mis-reads the G_VTX vertex count on PC (Gfx_le.dma.par bit-layout shift):
194D313FIXEDBullet impacts do not appear on some walls/surfaces —FIXED — same root cause as D312, merged diagnosis; same one-line fix.
195D314FIXEDF10 menu items flicker randomly/intermittently (reported on the main-menu context, user report, v0.3.0 playtest build, 2026-09-18).FIXED (user playtest 2026-09-26) —
196D315CLOSEDMenu scaling differs between main menu and in-game —CLOSED (2026-09-26, user:
197D316FIXEDMouse-clicking some menu items glitches and lands on the item below instead (user report, v0.3.0 playtest build, 2026-09-18).FIXED — root-caused to two compounding bugs (naive mouse->logical mapping ignoring the safe-area crop; asymmetric row hit-test band) in port/src/optionsoverlay.c + port/fast3d/gfx_pc.cpp.
198D317CLOSEDCrash when toggling Game.AllUnlocked back and forth in-game (user report, v0.3.0 playtest build, 2026-09-18) —CLOSED — symptom of D316 (confirmed instant window close, no WER report; the D316 hit-band bias let a click on "All unlocked" fall through to the adjacent "Quit to desktop" row).
199D318FIXEDFacility (regular play path):FIXED via D329 (2026-09-26 bookkeeping:
200D319FIXEDFrame cap slider was mostly a dead zone; replaced with a plain 30/60 toggle (user ask, 2026-09-18).FIXED — new ROW_FPSCAP cycle (30/60 only) in port/src/optionsoverlay.c; default changed to 60 in port/src/video.c.
201D320FIXEDD318-class sweep: aim-hold → _update AI lists in 8 levels carry the same as-authored softlock race (static analysis, 2026-09-20).FIXED via D329 (2026-09-26 bookkeeping:
202D321FIXEDD318 trigger chain fully mapped:FIXED via D329 (2026-09-26 bookkeeping:
203D322FIXEDLong-session audio degradation:FIXED (Windows) for the periodic "garbled" bursts —
204D323CLOSEDG_TL_LOD bindings of explicit-LOD textures:CLOSED — parked as a fidelity enhancement, not a bug (2026-09-26, user-approved:
205D324FIXEDGE's <stdlib.h> stub declares nothing, so TUs that include it get NO CRT prototypes —FIXED (2026-09-22) — proven impact:
206D325CLOSEDROM-mod (xdelta) compatibility:CLOSED as a question —
207D326CLOSEDRandom Eye randomizer repacks the ROM too —CLOSED as a question —
208D327RESOLVEDMod support, resolved plan:RESOLVED — superseded by D328; approach (a) is NOT ruled out (these scans missed the 1172-compressed data segment).
209D328CLOSEDMod support is viable and D327's "ruled out" was wrong:CLOSED as a question —
210D329FIXEDThe D318/D320 guard anim pin is a tick-granularity divergence:FIXED — Rule-2 high-FPS fix in model.c; clk=1 no longer pins (WSL + native Windows), 0 triggers at clk=2; bunker1 golden failure predates it (on/off A/B); user playtest confirms N64-matching Ourumov…
211D330FIXED#103 (v0.3.0, Win 11):FIXED (port/src/input.c) —
212D331FIXEDEjected shell casings never rendered on PC:FIXED (gunfire.c #ifdef PORT, explicit template); PP7 casing verified on native Windows (before:
213D332FIXEDReticule jitter in aim mode (RMB) —FIXED (fix/mouse-pd-model) —
214D333FIXED#104 (v0.3.0, Linux):FIXED (2026-09-26 bookkeeping:
215D334FIXEDNative widescreen, world side (WIDESCREEN-FOV-PLAN Option B Phase 2):FIXED (2026-09-26 bookkeeping:
216D335FIXEDNative widescreen, HUD + front end (WIDESCREEN-FOV-PLAN Phase 3):FIXED (2026-09-26 bookkeeping:
217D336FIXEDFrigate (and any level) "all polygons break except the gun" after turning:FIXED (src/game/bondhead.c #ifdef PORT, ABI/layout); headless repro (Runway → exit → Frigate → turn, D294 2× room pool) clean, D156 0 fires; golden 3/3; Win + Linux builds.
218D337FIXEDAim modes folded (user decision):FIXED (2026-09-26 bookkeeping:
219D338FIXEDInput.AimRange (F10 "Aim range"):FIXED (2026-09-26 bookkeeping:
220D339OPEN#92 (low-end ~30 fps, Celeron N3060 / HD 400) —OPEN (2026-09-26, user:
221D341FIXEDIntro gun-barrel blood drip draws as static blocks/lines instead of dripping (user, v0.4.0, 2026-09-26; death blood fine).FIXED (M-201, user-verified 2026-09-27):
222D342FIXEDFile select: folder bodies and Bond photos vanish after selecting a file and backing out (user, v0.4.0, 2026-09-26).FIXED (M-201, user-verified):
223D343FIXEDFile select: PC "Options" label opens the settings overlay (v0.4.0 feature, M1 of the route-B options screen, 2026-09-27); also fixes F10 on file select jumpin…FIXED (M1, closed): one Rule-2 #ifdef PORT draw hook (user sign-off 2026-09-27); headless + user-verified (mouse, F10, >30 s, widescreen, physical controller on the bottom-bar label and options scree…
224D344FIXEDHost PC bugchecks (BSOD 0x119 VIDEO_SCHEDULER_INTERNAL_ERROR) during game test runs; probable cause:FIXED (probable cause; orderly quit + GE_QUITFRAME), headless + user-verified; no dump, watch for recurrence.
225D345FIXEDFront-end crosshair snaps away from the pointer on screen/page changes (file select → mode select setCursorPOSforMode(0), front.c:2516; every MENU_PC_OPTIONS p…Port-only, user-verified (parts a–g):
226D346PARTIALPC-settings wording pass:Port-only display change landed (optionsoverlay.c rows[]/valueText + one colour match in frontoptions.c); both UIs (F10 overlay + options screen) share the table.
227D347FIXEDF10 overlay controller:FIXED (port-only, optionsoverlay.c):
228D348?File-select "PC Options" label:SUPERSEDED by D398 (glyph replaced with the IMG_DOT texture; no new art).
229D349PARTIALGE watch settings are not normally saved to the Bond file:ANALYZED (static decomp audit):
230D350PARTIALWatch-backed PC options:PARTIAL (implemented; user reports tests good, review pending):
231D351FIXEDExisting D346 value/unit rows had positional initializers shifted into hidePtr:FIXED (port-only): designated row initializers restore unit, deadzone divisor and hide-if-auto fields; build clean, headless smoke clean.
232D352FIXEDD350 review of 1303c0eb:FIXED (port-only, port/src/watchsettings.c):
233D353FIXEDTurok-style settings regrouping:FIXED (port-only, optionsoverlay.c/frontoptions.c):
234D354FIXEDFront-end F10 Bond rows silently disabled:FIXED (port-only, port/src/watchsettings.c):
235D355FIXEDF10/options Music slider inaudible in-stage:FIXED (port-only, port/src/watchsettings.c):
236D356FIXEDSettings regroup: Turok-style pages renamed to functional sections (INPUT/GAMEPLAY/GRAPHICS/AUDIO/VIDEO) with PD-style "(File N)" scoping annotations, the redu…FIXED (port-only, port/src/optionsoverlay.{h,c} + port/src/watchsettings.{h,c} + port/src/frontoptions.c; plan docs/dev/D356-SETTINGS-REGROUP-PLAN.md):
237D358FIXEDD356 level-1 overlap:FIXED (port-only, port/src/frontoptions.c):
238D359PARTIALSettings UI file terminology settled on the end-user term "Profile":LANDED (port-only, frontoptions.c + optionsoverlay.c + comments):
239D360OPENF10 INPUT heading scrolled away; F10 navigation and distance defaults (2026-09-27).IMPLEMENTED (port-only):
240D361FIXEDMain-menu F10 Audio freezes the game:FIXED (port-only, port/src/watchsettings.c + F10 probe in optionsoverlay.c):
241D362CLOSEDF10 GoldenEye dossier-style visual refresh (2026-09-27).CLOSED (superseded by D363 after user playtest):
242D363FIXEDF10 return to a dark overlay with the N64 watch's green/Bank Gothic visual language (2026-09-27).FIXED (palette/font user-approved, 2026-09-27); D364 follows up on profile tags, click alignment and slider calibration.
243D364FIXEDSettings UI feedback:FIXED (user mostly accepted; D365 follows up on annotation size and click targets).
244D365OPENF10 annotation hierarchy and visible mouse change targets (2026-09-27).IMPLEMENTED (optionsoverlay.c):
245D366PARTIALInput calibration label:PARTIAL: label changed in both UIs; numeric parity with external GEPD bundle needs its actual settings before changing input defaults.
246D367?F10 full-width control boxes misaligned with their contents (2026-09-27).SUPERSEDED by D368 after user playtest:
247D368?Simplify F10 click targets:INPUT RULE KEPT; tinted strips user-rejected, removed in D369.
248D369FIXEDRemove F10 row boxes/strips entirely (2026-09-27).FIXED (awaiting live acceptance):
249D370PARTIALF10 distance/volume drags hurt frame rate (2026-09-27).PARTIAL (user live test):
250D371FIXEDGEPD key-layout preset + reload/crouch bindings, v0.4.0 modern options wave M3 (2026-09-27).FIXED (headless-verified; awaiting user live accept):
251D372FIXEDLow-end perf preset (v0.4.0 modern options wave M5, 2026-09-27).FIXED (headless-verified; awaiting user live accept):
252D373FIXEDIn-game crosshair on/off + colour (v0.4.0 modern options wave M2, 2026-09-27).FIXED (user live-tested; rule-2 sign-off recorded 2026-09-27):
253D374FIXEDGEPD becomes the default key layout; preset layering fix (v0.4.0 M3 playtest feedback, 2026-09-27).FIXED (headless + user live-tested):
254D375PARTIALCrouch wired to the wrong pad bit:PARTIAL; single-controller keyboard fixed, but gamepad B/Y still emitted B (D376).
255D376PARTIALCrouch follow-up + modern-options spot check (2026-09-27).PARTIAL: gamepad B/Y mapping corrected, but aim gate was inappropriate for GEPD-style free crouch; superseded by D377.
256D377FIXEDGEPD independent crouch (2026-09-27).FIXED (scripted stance verified; user says live crouch was good; pad/hold-vs-toggle specifics owed):
257D378FIXEDGEPD use/reload separation (2026-09-27).FIXED (headless edges tested; user says E/R seemed good; targeted door/partial-mag cases owed):
258D379FIXEDCrosshair colour: authored texture is red (2026-09-27).FIXED (cyan frame capture; live yellow/blue recheck owed):
259D380FIXEDOne PC keyboard layout; PD-style rebind design (2026-09-27).FIXED (follow-up D383):
260D381PARTIALRULE-2-SIGNOFF: opt-in RGB, size and Beta crosshair (2026-09-27).PARTIAL (scripted captures + informal user report crosshair looks good; specific size/colour/style and visual gate owed):
261D382PARTIALCrosshair menu placement and slider hitches (2026-09-27).PARTIAL (NTSC build + isolated boot; user thinks slider performance fixed; no timing measurement):
262D383PARTIALPD-style keyboard rebinding in both options UIs (2026-09-27).PARTIAL (user found A/D/C front-menu regression, D384 repair pending live retest):
263D384PARTIALFront PC Options key-bind navigation feedback + two-slot UI (2026-09-27).PARTIAL (NTSC build, isolated probes, user said fresh-settings retest looks good; visual gate owed):
264D385PARTIALReal mouse 1–5 action rebinding in the two-slot editor (2026-09-27).PARTIAL (NTSC build + isolated probes; user spotted wrong Aim default, D386):
265D386PARTIALCorrect Aim default from SDL middle (Mouse 2) to right (Mouse 3) (2026-09-27).PARTIAL (NTSC build and isolated ini migration test; live acceptance owed):
266D387OPENM7 AllUnlocked's read-time fake unlocks leak into saved EEPROM (2026-09-27).OPEN (isolated user-data-copy save/untoggle repro; no fix):
267D388PARTIALNest functional binding/HUD menus and remove redundant M5 toggle (2026-09-27).PARTIAL (NTSC build, isolated nested navigation/reset/capture probes; physical UI acceptance and visual release gate owed):
268D389PARTIALF10 footer clipping and ambiguous submenu links (2026-09-27).PARTIAL (NTSC build + measured 320-wide footer variants; visual/user review owed):
269D390PARTIALF10 pinned Back selection did not visibly change (2026-09-27).PARTIAL (NTSC build + isolated page/tree probes; human visual check owed):
270D391PARTIALF10 click at glyph bottom could select next row (2026-09-27).PARTIAL (pixel-bound measurement, NTSC build, isolated hit probes; real pointer UX owed):
271D392FIXEDTrain intro soldier hunched; hand intersects torso vs 1964 —FIXED (#ifdef PORT ABI/layout in chraction.c); Train aim-angle probe confirms correction; user visually verified the soldier looks fixed against 1964.
272D393FIXEDController B/Y both crouch; no in-game use button —FIXED + user live-tested A use / X reload / Y weapon cycle.
273D394PARTIALXbox 1.1 Jinx controller parity —PARTIAL (port 1.1 gameplay button roles user-tested; exact gadget-category parity and other selectable presets outstanding; RB HD toggle unavailable).
274D395PARTIALController trapped in keyboard/mouse-only binding capture —PARTIAL (both options UIs block pad-initiated capture; pad B can cancel an active modal; NTSC build linked, controller-only retest owed).
275D396PARTIALF10 pad B/A used as slider decrement/increment, not back/select —PARTIAL (B backs one F10 page, closes at root; A/X accept/toggle on edge but never shift a slider; D-pad/stick left/right still adjust; NTSC linked, pad retest owed).
276D397PARTIALSELECT FILE background + intro gun-barrel show an interlaced/comb look —FIX LANDED (in tree; by-eye + PCDUMP verification owed):
277D398FIXEDPC Options label: D348's procedural slider glyph replaced with an existing mainfolderimages texture (2026-09-27).SUPERSEDED by D400 (icon removed, text-only label; purple-hover bug moot; the D400 textMeasure arg-swap bug was found and fixed there).
278D399PARTIALFile-select bottom row (SELECT FILE text + Copy/Erase + PC Options dot/label) shifted 15px left as a block (user sign-off 2026-09-27).LANDED (port-only, D343 class):
279D400PARTIALFile-select "PC Options" label:LANDED (port-only, frontoptions.c):