Files
goldeneye-pc-port/docs/dev
James Dansereau 7206bf8cc1 docs(D193): live-load confirms the pivot — locomotion/anim bug, not the frame clock
User ran Cradle (-level_41; the "-level_51" in the docs was wrong -> that
id is LEVELID_EAR, an unused slot that SIGSEGVs in stanBuildRoomData)
with GE_D193=1 and drove the Trevelyan sequence while Trevelyan walked
visibly slow. Probe held render=30 / sim=60 / clamped=0 / maxraw=2 dead
steady, no [D156] fires. So under the exact failing scene the sim clock
is perfect -> D193 is in the character locomotion/animation path.

Best hypothesis: GE character travel is anim-root-motion driven
(modelTickAnim -> modelSetAnimFrame2WithChrStuff, translation scaled by
model->scale * model->anim_translation_scale); the player uses explicit
physics instead, which explains "player fine / all AI slow". Next:
instrument sub_GAME_7F06D3F4 pos magnitude + scale + playspeed/speed per
chrTick for one walking NPC. Findings D193 + HANDOFF updated; Cradle
level-id corrected to 41.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 09:38:07 -04:00
..
2026-09-01 19:28:59 -04:00