Files
goldeneye-pc-port/docs/dev/findings-index.csv
T
James Dansereau 4c2643c239 docs: log Steam Deck playtest feedback batch (D289-D293 new, cross-refs to D173/D219/D243/D246)
User completed a Dam-through-Runway Steam Deck playtest and reported
9 items. Four corroborate already-open findings (D173 third-person
Bond floating at level start, D246 fullscreen edge strips -- Deck's
own default preset sets MSAA=4, exactly this row's leading suspect,
D219 purple/blue particle colors widened to blood decals, D243 Dam
end-cutscene camera glitch -- second independent confirmation). Five
are new: D289 (Dam computer-room crash, non-reproducing), D290 (watch
controller-page missing pad graphic), D291 (Dam truck texture
glitches), D292 (death-pose Bond sunk into floor, possibly D173-
adjacent), D293 (no way to quit the game from the UI -- confirmed in
code, SDL_QUIT via window-close/Alt+F4 is the only path; a QoL gap on
Deck/controller-only setups).

Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
2026-09-15 20:33:07 -04:00

24 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
10D75OPENfront-end 3D model transforms (D77 audio split out below —OPEN (parked). M-32 triage (see §F "D75 ADDENDUM"):
11D76 · D164PROPOSEDdisclaimer/legal screen only draws line 1 —fix proposed (not applied —
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, port/src/input.c):FIXED
15D180 · D181PARTIALnative-PC input pass (QoL run, qol/native-pc-input-menu):LANDED, config-gated, feel-checks owed
16D186PARTIALVideo.FpsCap throttles the sim, not just presentation (M-39 diag, M-42 clamp).CLAMP LANDED (port/fast3d/gfx_sdl2.cpp, port/src/video.c); real fix owed
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
20D190?Linux -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) —
23D194PARTIALMouse input needs another tuning pass —PARTIAL — M-120 human playtest:
24D195FIXEDTransparency / alpha surfaces broken on Control (M-49, user playtest) —FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_vertex) —
25D197?Character 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) —
27D199PARTIALPhase-3 software audio mixer:LANDED (port/src/mixer.c, port/include/mixer.h, include/PR/abi.h) —
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) —
30D192?Front-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 screen: the mouse hit-box for a file slot is vertically offset from its visible box —FIXED (M-91) — root cause was NOT a coordinate/origin mismatch:
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) —
34D224FIXEDQoL gap (M-87, from a PD-PC-port survey):DEPRIORITIZED (M-87, user call).
35D225OPENDev-tooling QoL (M-87, user ask):OPEN — root-caused, not implemented.
36D226OPENQoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.OPEN — root cause / call sites identified, not designed or implemented.
37D227FIXEDSky renders as two independently-moving halves —FIXED (M-100b, PR #43) —
38D229FIXEDWater on IsWater levels renders green and pulses blue<->green on an interval (M-101, user playtest, Frigate -level_26; Surface 2 also an IsWater level).FIXED (port-layer) — root cause:
39D230OPENIn-level music quality:OPEN — static-analysis pass done (M-108), not runtime-confirmed.
40D233FIXEDAll levels (intermittent):FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_tri1) —
41D234FIXEDDam: guard towers along the dam structure invisible except the first one (M-106, user QA report).VISUALLY VERIFIED FIXED (M-108) —
42D244OPENSelf-hosted CI runner (corpyvt6agent01) link failure:OPEN, not yet fixed. Next:
43D228FIXEDAK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix —FIXED (port/fast3d/gfx_pc.cpp, palette_to_rgba32) —
44D204FIXEDPC audio ran ~2 % below real time permanently:FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —
45D203?Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:CLOSED — root cause + fix in D253.
46D201FIXEDsrc/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) —
47D202RESOLVEDSilenced PPK plays a "slap" instead of a gunshot, PLUS user reports broader real-time audio corruption (M-52 → M-59 → REOPENED M-60 → M-61/M-62 closed the data…ROOT CAUSE ESTABLISHED (M-66); DISPOSITION C IMPLEMENTED + MEASURED (M-66b) —
48D206FIXEDPC played every SFX one bank slot too high —FIXED (M-76, src/snd.c:1001, #ifdef PORT → soundArray[soundIndex - 1], N64 line verbatim under #else).
49D207PROPOSEDAlarm klaxon starves combat SFX and (per user) doesn't recover after it stops —MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) —
50D208FIXEDPlayer weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —FIXED + user playtest-verified (M-78d) —
51D209FIXEDEvery AI character in the game is locked to a *walk* animation regardless of the speed the ailist commands —FIXED + user-playtest-verified (M-81).
52D210FIXEDchrToPatrol() leaves act_patrol.lastvisible60 uninitialised on PC —FIXED (chraction.c:3872, #ifdef PORT → self->act_patrol.lastvisible60 = -1;, N64 line under #else).
53D205RESOLVEDPC plays wrong/extra SFX for gameplay events the user can A/B against N64:CLOSED (M-78) — root cause was D206; all four symptoms resolved + user-confirmed by ear vs N64.
54D152+FIXEDD152 addendum (M-31):FIXED (src/snd.c, port/src/libultra.c, #ifdef PORT) —
55D168FIXEDGE_PCDUMP / F12 PPM captures were vertically flipped —FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
56D169FIXEDFront-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).
57D178FIXEDPre-mission briefing screen:FIXED (M-36) — high confidence
58D175OPENIn-game stutter / brief hang during normal play (user QA report):OPEN — observed, not investigated
59D176FIXEDSurface exterior renders wrong (-level_36), two independent defects.(a) "scrolls too fast/tiles too visibly" ROOT-CAUSED + FIXED (see "D176(a) —
60D177FIXEDLadders non-functional —FIXED (M-36) — high confidence; interactive climb test owed
61D172FIXEDBullet-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):
62D174OPEN"No blood effect" (user QA report).OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars
63D183OPENM-36 Family A ("texture line/pitch shear") is DISPROVEN for the Surface repro (-level_36).Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN
64D173OPENThird-person Bond model spawns too high (user QA report):OPEN — observed, not investigated.
65D179FIXEDPackaged build crashes after the logos —Diagnosed, not fixed —
66D180PARTIALNative-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).LANDED, port-only, no #ifdef PORT.
67D181?Game.ScreenShakeIntensity —Menu row pulled (v0.2.1, user testing).
68D184PARTIALF10 port-layer options overlay —LANDED, port-only, no #ifdef PORT in src/.
69D211PARTIALPC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).PARTIAL — M-84 refix:
70D212PARTIALAnisotropic-filtering config wiring —LANDED, port-only. Build clean.
71D213PARTIALOn-screen FPS readout —LANDED, port-only. Build clean; bunker1 no-op confirmed.
72D214PARTIALKeyboard rebinding — [Input.Bind] config section (M-83, port-only, PD parity, Phase 4 debt).PARTIAL — M-84: code PASS (alt/ctrl); one doc-only fix.
73D215FIXED1P weapon viewmodel never drew in-level —FIXED (src/game/gunfire.c, #ifdef PORT).
74D216PARTIALGame.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).LANDED + VERIFIED this session.
75D217FIXED1P weapon viewmodel + third-person Bond model textures render garbled —FIXED (M-90/M-92/M-97; PR #47 texpool alignment + PR #49 CI-cache palette key) —
76D218FIXEDWide FOV exposes the per-level draw-distance / fog boundary —Logged (M-84), fix proposed + parked.
77D219RESOLVEDPPK explosions render purple on Dam (M-87, user QA, "not 3D but noting").RESOLVED (M-115, 2026-09-12) —
78D220PARTIAL1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL.
79D85OPENroom primary/secondary DL → texLoadFromGdl garbageOPEN (safety-netted; widen/pool fixes landed, geometry now renders)
80D86 · D87RESOLVEDmodelInitRwData truncated ptr · attract-demo BE ramromfilestructureresolved
81D88.4RESOLVEDpropDefs polymorphic record stream not byteswapped → setupDoor crashresolved (d88_propdefs.py); layout audit M-20 → D132
82D132PROPOSEDD88 propDefs layout audit (M-20):proposed fix (not applied) —
83D157FIXEDCampaign never unlocks the next level (M-30, user bug —FIXED (src/bondtypes.h, #ifdef PORT —
84D160PARTIALDam level-end cutscene (Bond off the dam / bungee) never plays —DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1):
85D89-D92RESOLVEDstage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrsresolved
86D93-D102RESOLVEDstruct-pun / hardcoded-size pass:resolved (D95 pool bump partial)
87D103-D107RESOLVEDBUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tileresolved
88D108-D112RESOLVEDskeletal models: d43_emit.py put_f32 byte-reversal bugresolved
89D113-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):
90D117OPENframe nondeterminism root-caused; GE_DETERM deferred; framediff.py structural.OPEN (mode attempted, not achieved)
91D118RESOLVEDSDL input layer (port/src/input.c); M-24 mouse-look rework:resolved (D118a residual)
92D150FIXEDwatch OBJECTIVES / BRIEF page crash:FIXED (src/str.c #ifdef PORT); interactive re-verify pending
93D260-D265PARTIALv0.2.1 hotfix batch: D260 wheel direction swap (fixed) · D261 watch-menu nav auto-repeat (fixed, feel-check owed) · D262 watch item-preview model missing → roo…partial — see rows
94D266-D269OPEND236/D265 wall, second pass:OPEN — probes live in tree (GE_D266/GE_D266W/GE_D267/GE_D268_FORCEA), fixes uncommitted
95D270?Backfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.dead-ended into D271/D272; infrastructure kept in tree
96D271FIXEDD236 wall, third pass —FIXED-but-insufficient (src/game/bg.c #ifdef PORT, uncommitted) —
97D276OPEND236 wall, eighth pass —REFRAMED — oml=0xc81049d8/fmt=3 is the primary suspect now, not D269's CI8 pair; 0x0c184b50 unattributed; wall still open, see D236
98D279?Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in scratch/ (d279_run.log, d279_imgmap_run.log,…undocumented — artifacts only
99D281OPENGame.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, 2026-0…OPEN — user-reported regression, not root-caused; mitigation is user-facing guidance only (release notes:
100D282FIXEDQoL ask (v0.2.1 user testing, 2026-09-15):FIXED (port/src/input.c, #ifdef not needed —
101D283OPENSteam 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 in Des…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.
102D280?D236 wall, ninth pass —REFRAMED again — no fix; next steps in detail section, see D236
103D275?D236 wall, eighth pass —done — probes live, uncommitted; see D276 for what they found
104D274OPEND236 wall, seventh pass —d267_slot_addr fix live (always-on); content/decode question CLOSED; mip-presence CLOSED; wall still open, see D236/D276
105D273OPEND236 wall, fifth pass —RULED OUT (port/fast3d/gfx_pc.cpp palette_to_rgba32, pre-existing/uncommitted GE_D273) —
106D272OPEND236 wall, fourth pass —OPEN — probe GE_D272 added to port/fast3d/gfx_pc.cpp (env-gated, uncommitted); wall still open, see D236
107D137FIXEDright-mouse (aim-sight) crash:FIXED (src/game/gunfire.c #ifdef PORT —
108D119 · D120FIXEDguard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hangD119 fixed · D120 FIXED (M-30)
109D120FIXEDBlood-decal PointUsage[] chain —FIXED (tools_pc/d43_emit.py).
110D121RESOLVEDWS1 frictionless per-level boot:resolved
111D122FIXEDper-level prop/item model-load crash (Dam/Facility/Runway modelLoad/modelInitRwData):converter fixed; residual chr/fast3d crashes on those levels are separate
112D123FIXEDcrash 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)
113D125RESOLVEDcrash 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).
114D126RESOLVEDcrash 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.
115D124FIXEDcrash class C2: fast3d bad texture pointer.Jungle fixed (port/src/gimgfixup.c); Facility → D130
116D131RESOLVEDcrash 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).
117D133RESOLVEDintro render triage (M-20):RESOLVED — not a regression, parked (D75/D76, GRAPHICS-BACKLOG.md)
118D134FIXEDFrame-2 boot hang / sweep "NO-FRAMES" flakiness —FIXED (port/src/libultra.c)
119D135FIXEDFirefight crash — bgTestHitOnObj (propobj.c:8446) is an unported N64 GBI parser (M-22, WS6 playtest).FIXED (src/game/propobj.c, #ifdef PORT —
120D136RESOLVEDStage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough).ROOT-CAUSED → D139 (it was NOT a layout bug —
121D139FIXEDStage-unload crash root cause + fix (M-23).FIXED (src/game/cleanup_objects.c, #ifdef PORT —
122D140FIXEDPause-menu crash (M-23 open → M-27 fixed).FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT).
123D141FIXEDWatch-menu item-model crash (M-27), exposed by D140.FIXED (src/game/gunfire.c, #ifdef PORT).
124D152OPENMission-failed / objective-failed → permanent black screen (M-28, user bug report —MITIGATED (port/src/libultra.c, M-28, #ifdef PORT/port-only).
125D154FIXEDbg.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).
126D156PARTIALFacility outro-cutscene "hang" —GUARDED (src/game/model.c, #ifdef PORT):
127D155FIXEDFacility outro-cutscene end → "hang" = unclamped deltaFrames spiral (M-29, user bug report).FIXED (src/game/frametiming.c, #ifdef PORT —
128D153RESOLVED-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.
129D151FIXEDWatch data all blank —FIXED (src/bondtypes.h, #ifdef PORT —
130D130RESOLVEDcrash class C2 (Facility -level_34, Runway -level_35):resolved — stage all 6 N64 fields in a local f[6] before writing any.
131D164PROPOSEDDisclaimer / legal screen only draws the first line (D76 root cause, M-31).FIX PROPOSED, NOT APPLIED (front.c is owned by another agent this session).
132D165FIXEDFront-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).
133D166FIXEDHipfire mouse pitch is digital while yaw is analog —FIXED (port/src/input.c).
134D235OPENWrong textures load after dying/restarting a level —OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot.
135D236OPENSurface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).OPEN — ninth pass closed with no fix; see D276/D280
136D237OPENQoL ask (M-106, user QA):OPEN — not designed; port-only
137D238OPENQoL ask (M-106, user QA):OPEN — not designed; port-only (port/src/input.c + config.c)
138D239?QoL ask (M-106, user QA):CLOSED — executed in the v0.2.0 prep pass (port-only):
139D240OPENPlayer 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.
140D241OPENPlayer gunshot SFX goes silent under some conditions —OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug.
141D242?Player-death sequence UX regression vs N64 original:NOT A PORT-LOGIC BUG as far as static analysis can tell.
142D243OPENDam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject):OPEN — M-109 re-analysis of the same session's raw logs corrects the timing/pattern claims above; the D134/pendingGfx race hypothesis is likely wrong.
143D245OPENIsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —OPEN — REOPENED (M-116 live playtest, same session):
144D246OPENTiny pixel strips at the left and right edges of the screen, "like overscan" —OPEN — one candidate ruled out (M-116 follow-up), root cause not found.
145D247RESOLVEDBlack bars top and bottom of screen —NOT A BUG — confirmed faithful, unmodified N64 decomp behaviour, no code change made.
146D248FIXEDPort 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).
147D249OPENLOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —OPEN — not investigated.
148D250?FPS is inconsistent/low on many levels since the port started actually running at 60fps —
149D251FIXEDF10 options overlay QoL pass:FIXED (port-only, port/src/optionsoverlay.c).
150D252?Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).
151D253FIXEDFacility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —FIXED — Deck-verified:
152D254FIXEDLinux crash handler destroyed its own logs:FIXED — field-verified.
153D255?Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle, D253 fix confirmed working —
154D256FIXEDSaves (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.
155D257FIXEDNew 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).
156D259FIXEDGame.AllUnlocked (D257) breaks audio on a fresh save:FIXED in v0.2.1 — the deferred fix was applied:
157D260FIXEDv0.2.1 (user request):FIXED — build green; one-line branch swap, trivially reviewable.
158D261FIXEDv0.2.1 (user request:FIXED — feel-check received; W/S sensitivity follow-up logged above.
159D262FIXEDv0.2.1 (user report):FIXED (primary cause, D264) —
160D264FIXEDD262's root cause (ABI/layout class, cf.FIXED — build green, probes removed; visual confirmation pending.
161D263RESOLVEDv0.2.1 (user report):RESOLVED (not a bug), but refined (v0.2.1 further user testing, 2026-09-15) —
162D265?D236 investigation (port-layer, port/fast3d/gfx_pc.cpp):PARKED — reverted to baseline; evidence + suspect list above.
163D258OPENPAL/JP asset conversion is broken at the source-data level —OPEN — repair path verified, not applied (out of v0.2.0 scope).
164D284FIXEDport/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards (modelled as 32-bit shifts, not "shift by n+32 on the full 64-bit register"), desyncing t…FIXED, 21-level sweep clean, no crashes —
165D285FIXEDA real Steam Deck SIGSEGV caught during D255 live-testing (v0.2.1 published binary, symbolized on-device via addr2line against its own debug symbols) is a SEPA…FIXED (M-141, src/snd.c) —
166D286OPENUser-confirmed real (not system-side) ~8s frame freeze on Caverns, Steam Deck, caught during the same live session as D255/D285 —OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285.
167D287OPENUser-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 windo…OPEN — one confirmed occurrence, real (not self-recovering), not root-caused; gfxFrameMsgQ full is a lead, not a confirmed cause.
168D288OPENSilo 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 —OPEN — visually confirmed and precisely bounded (frames ~562-741 of a bare -level_20 boot), root cause not yet identified; promoted from the long-parked GRAPHICS-BACKLOG.md D171 entry with real evide…
169D289OPENDam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).OPEN — single non-reproducing occurrence, no evidence captured (no crash log, no repro).
170D290OPENWatch's in-game "controller" section shows no control-pad graphic (M-141, Steam Deck user playtest).OPEN — observed, not investigated.
171D291OPENDam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).OPEN — observed, not investigated.
172D292OPENDeath animations are glitched —OPEN — observed, not investigated.
173D293OPENQoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —OPEN — not investigated, low complexity.