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* fix(D176a): sky scroll/tiling too fast -- perspective-correct tc interpolation skyPortRenderPoly (Path B, D176(a) black-sky fix) placed sky quad verts under a plain w=1 ortho projection, so fast3d's GPU pipeline interpolated texture coords linearly in screen space across the primitive. The source S/T data (unk20/unk24) is computed upstream from a world-space projection without a perspective divide -- exactly like the real N64 RDP's G_TRI_SHADE_TXTR coefficient block, which relies on real perspective- correct interpolation to divide it back out per pixel. A single sky quad's near (top) and horizon-grazing (bottom) vertices can differ up to ~38x in camera-space w. Under linear interpolation that smears the entire S/T delta evenly across every pixel instead of concentrating it near the horizon, producing a uniformly dense aliased 'hatching' over the whole sky -- reported as 'scrolls too fast / tiles too visibly'. Fix: build a custom projection matrix that gives each vertex its real camera-space w (already computed upstream, SkyRelated38.unk0c) while keeping the same screen-space x,y, so the GPU's normal perspective divide recovers the intended position but interpolates tc (and colour) with real 1/w weighting -- the same pipeline every other textured draw in the game already depends on. No port/fast3d changes; #ifdef PORT only, N64 path untouched. Verified: tools_pc/verify.sh bunker1 PASS (no regression on a non-sky level); -level_22 (Statue) and -level_41 (Cradle) GE_PCDUMP captures show the expected before/after change (uniform parallel aliasing -> a proper perspective-converging fan), and Cradle's sky is no longer black at default FOV. Defect 2 (horizon-band tessellation) and the FOV-coupled black-sky-past-frustum symptom are unchanged / still open. docs/dev/findings.md: new D176(a) subsection + summary-row update. docs/porting-notes.md: generalized the screen-space-overlay quirk to call out the w=1-vs-real-w interpolation pitfall. * chore(D176a): regen findings index * docs(D176a/D227): M-93 - human playtest of PR #43 confirms Cradle black-sky fix + partial Statue scroll improvement; new split-sky residual filed as D227 * docs(D227): M-94 - visual evidence + a concrete mechanistic hypothesis for the sky seam (per-primitive wScale quantization), not yet fixed Headless -level_22 capture (this shell can do offscreen GE_PCDUMP capture via the game binary directly, run from the repo root with the MSYS2 mingw64 PATH set -- the earlier GUI-launch flakiness in this session was specific to a live window, not this path) shows a real, static-frame crease in the sky's cloud texture. Screenshot committed: docs/img/bugs/d227-sky-seam-statue.png. Hypothesis: skyPortRenderPoly (D176(a)'s fix) computes wScale per call, and skyRenderTri/skyRenderFull issue up to 5 separate calls per frame (one per triangle in the sky fan). The position math is exact for any wScale (re-verified algebraically), but Vtx.ob[] is s16, so two triangles sharing an edge can quantize a logically-shared vertex to two slightly different values depending on which triangle's independently- chosen wScale computed it -- crack at the shared edge, reads as "two regions with a different pattern." Not yet confirmed (didn't isolate camera motion from sky-scroll motion to test the "moves at a different rate" half of the report) and not fixed -- documented the fix direction (one wScale shared across the whole fan, not recomputed per triangle) for whoever picks this up next. Cleaned up capture scratch files after pulling the one evidence shot. * docs(D227): M-94 addendum - static-camera test confirms the sky genuinely animates over time, independent of camera motion * fix(D227): M-95 - one shared wScale across the whole sky fan instead of one per triangle, closes the visible seam skyRenderTri/skyRenderFull draw up to 5 triangles per frame from a shared pool of up to 5 vertices (built once, then fan-triangulated across 1-3 calls). D176(a)'s fix had each call compute its own wScale from only its own 2-4 verts; two triangles sharing a vertex could each pick a different wScale, and since Vtx.ob[] is s16, quantize that logically-shared vertex to two different values depending on which triangle's call computed it -- a crack at the shared edge (D227, the "two sky halves" report). Fix: skyPortBeginFan()/skyPortEndFan() (new, #ifdef PORT) compute one wScale across the whole fan and skyPortRenderPoly uses it when set, falling back to the old per-call computation otherwise. N64 path unchanged (these are PORT-only additions around existing #ifdef PORT code, no #else branch touched). Verified: - Clean build, no new/duplicate symbols. - Full verify.sh sweep: 21/21 PASS, both with and without this change. - Same-frame before/after screenshots at -level_22 frame 345 (docs/img/bugs/d227-sky-seam-statue{,-fixed}.png): visible kink in the cloud streaks in the before shot, gone in the after shot, same exact frame. - bunker1's nonzero framediff worst_cell is unaffected by this change (reproduced identically pre-fix) -- confirmed pre-existing stale golden-baseline issue, unrelated to sky.c. - Cradle's black-rectangle artifact is also confirmed pre-existing (reproduced identically pre-fix) -- the separate, already-documented FOV-coupled black-sky-past-frustum-edge symptom (D218/D222 family), not touched by this fix. Not re-verified: whether the "moves at a different rate" half of the original report is also resolved, and the aspect-ratio-artifact alternate theory was never independently ruled out. Human eyeball still owed before merge, same as every other rendering fix landed this session without interactive display access. Also generalized the quirk (per-call vs per-shared-vertex-group scale quantization) to docs/porting-notes.md alongside the existing D176(a) entry. * docs(D227): M-96 - human playtest on Statue: seam/crack STILL PRESENT despite M-95 fix The M-95 wScale-sharing fix only verified the static per-primitive quantization theory (single-frame screenshot diff); it explicitly left the 'two halves move at different rates' temporal theory from the original report unverified. This playtest is that missing verification, and it says the seam is still visible in live play. D227 NOT resolved. PR #43 stays in draft pending investigation of the temporal/rate theory -- do not merge on the M-95 fix alone. * docs(D227): M-96 addendum - N64 sky should be near-static, this build scrolls extremely fast New data point from the same Statue playtest session, separate from the seam/crack: the user reports the intended N64 scroll rate is near-static, stronger than M-93's 'still reads too fast'. Bears on D176(a)'s fix magnitude itself, not just the D227 seam -- flagged as a possible shared root cause (wrong per-frame tc delta could drive both symptoms), not yet investigated. * fix(D227): M-98 - share sky S/T fold across whole fan, not per-triangle skyPortBeginFan() (M-95) shared wScale across a whole sky fan so shared vertices quantize position consistently, but skyPortRenderPoly's S/T fold (foldS/foldT -- floorf(minS/64)*64, keeps texel coords in s16 range) was still computed per-call, from only that triangle's own 2-4 verts. Same bug class as the wScale fix, one field over, never fixed -- which is why M-96's human playtest still saw the seam after M-95. Two triangles in one fan can floor a shared vertex's S/T to different multiples of 64 texels; nominally invisible (GL_REPEAT period 64), but each triangle bakes (S-fold)*32 into its own s16 Vtx buffer, so two folds 64 texels apart produce tc values 2048 apart -- a real crack at the shared edge. Fix: extend skyPortBeginFan()/skyPortEndFan() to also compute one shared fold across the whole fan, threaded into skyPortRenderPoly the same way as wScale. #ifdef PORT only, no game-logic change. Also measured (per M-96/M-97's ask): cross-correlated 11 consecutive frames at a static camera -> ~7 px/tick horizontal scroll at 640px capture width, a full screen-width sweep every ~1.5s. Confirms "extremely fast" quantitatively; root cause of that magnitude is not yet found (accumulator + vertex geometry are unmodified N64 logic, so if it's genuinely wrong the bug is in how the Path B substitution maps texel-ticks to screen pixels, not the tick rate itself -- next step spec'd in findings.md). Verified: build clean; -level_22 frame 345 (same frame M-95's before/after used) shows no visible crease vs. the pre-M-95 reference screenshot; verify.sh bunker1 PASS, worst_cell unchanged (known stale golden baseline, not a regression). Human eyeball still owed on both the seam-close and the scroll-speed question before PR #43 leaves draft. * docs(D176a): M-98 - Cradle side of PR #43 checked; tower starburst is Defect 2 Checked the Cradle side of the D227 fold-sharing fix (M-97 left this outstanding). No regression -- verify.sh cradle PASS -- but found a much more visible pre-existing artifact while there: looking up the suspension tower near spawn, roughly half the sky renders as a sharp radiating starburst instead of clouds. Confirmed pre-existing (pixel-identical with sky.c reverted to pre-M-98) and confirmed static, not the D227 "moves at different rates" symptom (pixel-identical 30 ticks apart at a fixed camera). This is the already-known, already-open D176(a) Defect 2 (horizon-band tessellation) -- the code's own fold-logic comment already predicts exactly this failure shape for a triangle spanning >1000 texels near the horizon, which looking straight up the tower produces. Not fixed (tessellation is separate, bigger work); logged with a concrete repro + screenshot so it's no longer "inconclusive." * docs(D227): M-99 - human playtest negative (seam persists, view-angle-dependent); headless repro blocked Human playtest after M-98's fold-sharing fix: the seam is still present on Statue and now confirmed to move/change with mouse/view position -- also reported still bad on Cradle and present on Surface. M-98's fix was real but is not the dominant mechanism live play is hitting, same pattern as M-95 before it. Ruled out this pass: the cross-quad water/cloud texture-scale mismatch theory, on the two IsWater==0 levels actually tested (Statue, Cradle) -- untested on any IsWater==1 level, which is now the top ranked candidate for next session. Blocked on: headless camera-pan repro via GE_INPUTSCRIPT does not work -- confirmed neither analog-stick nor C-button tokens rotate the camera, so this needs either a human playtest or a debug hook into the real mouselook path before it can be chased further headlessly. Full ranked candidate list + environment notes for next session in findings.md and (session-local) docs/HANDOFF.md. * docs(D227): M-100 - root cause PROVEN: s16 texture-coordinate overflow The sky seam is not a crack, not a quantization mismatch, and not view-dependence. One sky quad spans ~30,000 texels in S and T, but Vtx.tc is S10.5 in an s16 = +/-1024 texels, so 7 of its 8 texture coordinates overflow and wrap to arbitrary values. The fold cannot help against a span 29x the representable range. Unblocked by a user-supplied emulator-vs-ours screenshot pair on Surface: the real symptom is a radial starburst, not a crack, which is a different mechanism from what M-94..M-98 were chasing. M-95 (shared wScale) and M-98 (shared S/T fold) each fixed a real second-order bug; neither could touch this one. Both stay - per-fan consistency is exactly what will make subdivision seamless. Measured with a new env-gated GE_D227V probe (GE_D176 style) on the Cradle frame-350 camera. All four w are positive, so no projective pole. The quad is split gSP2Triangles(0,1,3, 0,3,2) on the 0-3 diagonal, and vertices 0 and 3 are exactly the two that keep one coordinate in range - hence "two halves with different patterns, split by a line", the original D227 report verbatim. Apparent view-dependence needs no view-dependent mechanism: S/T depend on view, so the wrap point moves. Confirmed by a diagnostic build: baking tc at 1-texel instead of 1/32-texel granularity (32x range, deliberately wrong scale) makes the starburst and the split completely disappear. No second defect behind it. D227 == D176(a) "Defect 2" == M-98's "Cradle tower starburst". M-98 misfiled that capture as unrelated, which is what made D227 look headlessly-unreproducible in M-99 - it reproduces statically. Fix not implemented: subdivide until span < ~960 texels/primitive. The subdivision math and cut placement are worked out in the finding (S is linear in w, so cut uniformly in w), but the vertex budget is an open decision - dynAllocateVertices is an unchecked 50 KB/frame pool and pure tessellation wants ~40% of it. * docs(D227): M-100 addendum - RDP tile shift (option D) dominates; fast3d already implements it shifts/shiftt is the RDP's native precision-vs-range knob and gfx_pc.cpp implements it fully including the left-shift case. Emitting tc at 32/2^k units with shifts = 16-k buys 2^k range with no tessellation, no fast3d change and no vertex-budget cost. k=5 covers the measured 29,830-texel span outright. * fix(D227): M-100b - sky texcoords are S10.5, not texels; drop M-82's stray *32 Fixes the sky seam/starburst, the over-tiling, and the "scrolls too fast" complaint - all three were the same bug. M-82 ("D176(a) Defect 1") read unk20/unk24 as texel counts and baked tc as (S - fold) * 32 to convert texels into tc's S10.5 units. They are not texel counts. skyRender sets them as worldpos * 0.1f and the N64 path hands them to the RDP coefficient block unscaled (skyRenderTri: S * unk34 * sp368), so they are already in the RDP's native S10.5 1/32-texel units. That stray *32 made every sky texture coordinate 32x too large, producing three symptoms previously tracked as separate bugs: 1. D227 - spans of ~30,000 texels against an s16 tc holding +/-1024, so 7 of a quad's 8 coordinates overflowed and wrapped to arbitrary values. The quad splits on the 0-3 diagonal and verts 0 and 3 are exactly the two that keep one coordinate in range, hence "two halves with different patterns" - the original D227 report verbatim. 2. Over-tiling - ~466 repeats of the 64-texel cloud per quad, not ~15. 3. M-96's "the N64 sky is nearly static, ours races", measured at ~7 px/tick in M-98. g_SkyCloudOffset advances 1 unit/tick = 1/32 texel, not 1 texel. This is why M-98's re-derivation of the tick path kept coming back clean: the accumulator was never wrong, its unit was. Fix: tc = (S - fold) 1:1, with the fold rebased to a whole tile period (SKY_TC_WRAP = 64 texels * 32 = 2048 units). The ~30,000-unit span then fits an s16 unaided - which is also why the original N64 code needs no tessellation here: it never had a range problem to solve. Kept: M-95's shared wScale and M-98's shared fold (both real bugs; per-fan consistency keeps a fan's shared vertices bit-identical). Also kept as a safety valve, since only ~4% of s16 headroom remains on the observed span: skyPortPickShift/skyPortCaptureTile/skyPortEmitTileShift, which trade tc precision for range via the RDP's own tile shifts/shiftt (port/fast3d already implements it, so no fast3d change). skyPortCaptureTile replays the exact G_SETTILE texSelect emitted with only the shift fields patched, so it cannot drift from texSelect's format/line/mask derivation. Also adds the env-gated GE_D227V per-vertex probe (GE_D176 style) that measured all of this. Verified: -level_41 Cradle frame 350 (the M-98 starburst repro) now shows soft cloud bands at the correct scale with no starburst, diagonal split or moire; GE_D227V confirms kS=kT=0 and max tc 31,513 of 32,767. -level_22 Statue frame 345 clean. verify.sh bunker1 PASS (worst_cell 10.32, the known stale-golden-baseline number). Human play-test still owed. * D229: file green/pulsating water; decouple D227's tc safety valve from it New finding D229: on IsWater levels (Frigate, Surface 2) the water renders green and pulses blue<->green on an interval. Pre-existing, proven by A/B: built plain main with none of the D227 work and captured -level_26 frame 340 - same green, only the tiling density differs. D229 is independent of D227. The gun half of the same report was NOT a bug: the branch was 2 commits behind main and those 2 commits were exactly the D217 fixes (#47 texpool alignment, #49 CI cache palette-content key). After merging main the user confirms the gun is good on Frigate. Mechanism so far: the water quad is sky.c's IsWater block1 (Frigate confirmed IsWater=1 via GE_D176, which also settles M-99's ranked item 1). sub_GAME_7F09343C binds tile 0 and tile 1 to the SAME tmem, offsets tile 1 via gDPSetTileSize(1, 90, 150, 0, 0), and cross-fades TEXEL0/TEXEL1 with a PRIM_LOD_FRAC driven by sinf(). That sine is the reported pulsing, so one texunit resolves blue and the other green. Ruled out the shade path by measurement (it spans dark blue to pale yellow, never green; sampled pixels have R and B crushed). Not yet root-caused. Code change here is only the decoupling: skyPortBeginFan takes allowShift and the water quad passes FALSE, leaving that path byte-identical to its pre-D227 behaviour. The water quad is a two-texunit draw sharing one set of vertex tc, so a tc rescale needs a matching shift on both tiles - and shifting both makes them sample identically, which flattens the cross-fade. An intermediate build that did so turned the water from pulsating into constantly green, observed live. Also fixes skyPortCaptureTile to capture after all tile setup (not just after texSelect) and to handle both tiles, so a future shift cannot clobber a later re-declaration. Cradle sky re-verified unaffected (frame 350 still correct). bunker1 golden framediff reports REGRESSION at 55.02, but plain main scores WORSE at 73.24 - the baseline is stale relative to main's D217 texture fixes, the re-baseline owed since M-83/M-84. Not caused by this branch. * docs(D227/D229): regenerate findings index; mark D227 FIXED The generated findings-index.csv was hand-edited during the main merge and when D229 was filed, so CI's 'Check generated dev indexes are current' failed on PR #43. Regenerated with tools_pc/gen_findings_index.py. Also updates the D227 row's status to lead with FIXED (M-100b) rather than the M-94 'not yet fixed' text, so the index reflects the user-confirmed fix. * docs: register GE_D227V in the env-probe index CI's 'Check generated dev indexes are current' also runs gen_env_probes.py --check, which flags any GE_* probe with live sites that has no row in docs/dev/GE-ENV-PROBES.md. GE_D227V (added in M-100 to measure the sky texcoord overflow) had none.
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| 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. | |||
| 3 | label | bucket | one_liner | status_raw |
| 4 | D24-D30 | RESOLVED | green threads / kernel / crash handler | resolved |
| 5 | D31-D42 | RESOLVED | boot ABI: ANIM_DATA, music seq-table, libaudio banks, Globalimagetable rebase, GL context, rsp toggle | resolved |
| 6 | D43-D50 | RESOLVED | model-file loading → offline sidecar "Plan B" (d43_emit.py); D50.6 texCopyGdls full-slot copy | resolved |
| 7 | D51-D58 | RESOLVED | font pixeldata, osGetCount tick rate, model RW pools, cseq BE header, synth slots, RLE menu bg, watch raw offsets, gun-barrel DL | resolved |
| 8 | D59-D68 | RESOLVED | intro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LE | resolved |
| 9 | D70-D74 | RESOLVED | intro-logo pixels: C-array bswap, UV path, sinf/cosf DVAL(), texture-import truncation | resolved |
| 10 | D75 | OPEN | front-end 3D model transforms (D77 audio split out below — | OPEN (parked). M-32 triage (see §F "D75 ADDENDUM"): |
| 11 | D76 · D164 | PROPOSED | disclaimer/legal screen only draws line 1 — | fix proposed (not applied — |
| 12 | D159 | FIXED | front-end wallet-Bond photo "interlaced"/combed (RC1 / D149) — | FIXED (#ifdef PORT no-op the swap in image.c) |
| 13 | D161 | FIXED | Depot (-level_30) ceiling = bright-blue speckle + radial rays (B2). | FIXED (port/fast3d/gfx_pc.cpp) |
| 14 | D165 · D166 | FIXED | input-layer polish (M-31, port-only, port/src/input.c): | FIXED |
| 15 | D180 · D181 | PARTIAL | native-PC input pass (QoL run, qol/native-pc-input-menu): | LANDED, config-gated, feel-checks owed |
| 16 | D186 | PARTIAL | Video.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 |
| 17 | D187 | FIXED | HUD 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 |
| 18 | D188 | FIXED | Linux -O2 boot crash: | FIXED (src/libultrare/libc/xprintf.c, src/sprintf.c, #ifdef PORT); PR #22 |
| 19 | D189 | FIXED | Linux -fstack-protector aborts on the decomp's latent stack-buffer overruns (M-48) — | FIXED (CMakeLists.txt, src/game/stan.c #ifdef PORT); PR #23 |
| 20 | D190 | OPEN | Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open). | OPEN — not investigated (M-48) |
| 21 | D191 | FIXED | Windows -O2 release-bundle crash: | FIXED + PLAYTEST-VERIFIED (M-79). |
| 22 | D193 | FIXED | NPC AI locomotion is too slow — | FIXED + user-playtest-verified (M-81) — |
| 23 | D194 | ? | Mouse input needs another tuning pass — | |
| 24 | D195 | OPEN | Transparency / alpha surfaces broken on Control (M-49, user playtest) — | OPEN — not investigated (M-49), needs a capture |
| 25 | D197 | OPEN | Character face/head textures wrap around the head, seen on Silo (M-49, user playtest). | OPEN — not investigated (M-49), needs a capture |
| 26 | D198 | FIXED | alAdpcmPull/_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) — |
| 27 | D199 | PARTIAL | Phase-3 software audio mixer: | LANDED (port/src/mixer.c, port/include/mixer.h, include/PR/abi.h) — |
| 28 | D200 | FIXED | -level_09 segfault: reverb's ALDelay.input/output are u32 — | FIXED — 5-line cast in reverb.c (this session) |
| 29 | D196 | OPEN | OS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest). | OPEN — root-caused, 1-line fix identified, not applied (M-49) |
| 30 | D192 | OPEN | Front-end mission/level-select grid pointer still can't reach the outer cells — | OPEN — root-caused, not fixed (M-49) |
| 31 | D221 | FIXED | SELECT 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: |
| 32 | D222 | OPEN | High Video.FovScale breaks culling — | OPEN — root cause known, not fixed. |
| 33 | D223 | OPEN | QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter — | OPEN — root cause + fix mechanism known, not implemented. |
| 34 | D224 | FIXED | QoL gap (M-87, from a PD-PC-port survey): | DEPRIORITIZED (M-87, user call). |
| 35 | D225 | OPEN | Dev-tooling QoL (M-87, user ask): | OPEN — root-caused, not implemented. |
| 36 | D226 | OPEN | QoL 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. |
| 37 | D227 | FIXED | Sky renders as two independently-moving halves — | FIXED (M-100b, PR #43) — |
| 38 | D229 | OPEN | Water 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). | OPEN — pre-existing (A/B proven), mechanism partly identified, not root-caused. |
| 39 | D228 | OPEN | AK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix — | OPEN — newly split out, not investigated. |
| 40 | D204 | FIXED | PC audio ran ~2 % below real time permanently: | FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) — |
| 41 | D203 | OPEN | Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle: | OPEN — negative idle repros only; not yet reproduced with input. |
| 42 | D201 | FIXED | src/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) — |
| 43 | D202 | RESOLVED | Silenced 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) — |
| 44 | D206 | FIXED | PC 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). |
| 45 | D207 | PROPOSED | Alarm 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) — |
| 46 | D208 | FIXED | Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) — | FIXED + user playtest-verified (M-78d) — |
| 47 | D209 | FIXED | Every AI character in the game is locked to a *walk* animation regardless of the speed the ailist commands — | FIXED + user-playtest-verified (M-81). |
| 48 | D210 | FIXED | chrToPatrol() leaves act_patrol.lastvisible60 uninitialised on PC — | FIXED (chraction.c:3872, #ifdef PORT → self->act_patrol.lastvisible60 = -1;, N64 line under #else). |
| 49 | D205 | RESOLVED | PC 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. |
| 50 | D152+ | FIXED | D152 addendum (M-31): | FIXED (src/snd.c, port/src/libultra.c, #ifdef PORT) — |
| 51 | D168 | FIXED | GE_PCDUMP / F12 PPM captures were vertically flipped — | FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below). |
| 52 | D169 | FIXED | Front-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). |
| 53 | D178 | FIXED | Pre-mission briefing screen: | FIXED (M-36) — high confidence |
| 54 | D175 | ? | In-game stutter / brief hang during normal play (user QA report): | Observed, not investigated |
| 55 | D176 | FIXED | Surface exterior renders wrong (-level_36), two independent defects. | (a) "scrolls too fast/tiles too visibly" ROOT-CAUSED + FIXED (see "D176(a) — |
| 56 | D177 | FIXED | Ladders non-functional — | FIXED (M-36) — high confidence; interactive climb test owed |
| 57 | D172 | FIXED | Bullet-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): |
| 58 | D174 | ? | "No blood effect" (user QA report). | Observed; first step = BUNKER1 firefight with regenerated sidecars |
| 59 | D183 | OPEN | M-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 |
| 60 | D173 | ? | Third-person Bond model spawns too high (user QA report): | Observed, not investigated. |
| 61 | D179 | FIXED | Packaged build crashes after the logos — | Diagnosed, not fixed — |
| 62 | D180 | PARTIAL | Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only). | LANDED, port-only, no #ifdef PORT. |
| 63 | D181 | PARTIAL | Game.ScreenShakeIntensity — | LANDED behind config, default = original. |
| 64 | D184 | PARTIAL | F10 port-layer options overlay — | LANDED, port-only, no #ifdef PORT in src/. |
| 65 | D211 | PARTIAL | PC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4). | PARTIAL — M-84 refix: |
| 66 | D212 | PARTIAL | Anisotropic-filtering config wiring — | LANDED, port-only. Build clean. |
| 67 | D213 | PARTIAL | On-screen FPS readout — | LANDED, port-only. Build clean; bunker1 no-op confirmed. |
| 68 | D214 | PARTIAL | Keyboard 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. |
| 69 | D215 | FIXED | 1P weapon viewmodel never drew in-level — | FIXED (src/game/gunfire.c, #ifdef PORT). |
| 70 | D216 | PARTIAL | Game.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. |
| 71 | D217 | OPEN | 1P weapon viewmodel + third-person Bond model textures render garbled — | OPEN — root cause characterised (M-86); needs an upstream/asset-pipeline fix. |
| 72 | D218 | PROPOSED | Wide FOV exposes the per-level draw-distance / fog boundary — | Logged (M-84), fix proposed + parked. |
| 73 | D219 | OPEN | PPK explosions render purple on Dam (M-87, user QA, "not 3D but noting"). | OPEN — observed, not investigated. |
| 74 | D220 | ? | 1P 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. |
| 75 | D85 | OPEN | room primary/secondary DL → texLoadFromGdl garbage | OPEN (safety-netted; widen/pool fixes landed, geometry now renders) |
| 76 | D86 · D87 | RESOLVED | modelInitRwData truncated ptr · attract-demo BE ramromfilestructure | resolved |
| 77 | D88.4 | RESOLVED | propDefs polymorphic record stream not byteswapped → setupDoor crash | resolved (d88_propdefs.py); layout audit M-20 → D132 |
| 78 | D132 | PROPOSED | D88 propDefs layout audit (M-20): | proposed fix (not applied) — |
| 79 | D157 | FIXED | Campaign never unlocks the next level (M-30, user bug — | FIXED (src/bondtypes.h, #ifdef PORT — |
| 80 | D160 | ? | Dam level-end cutscene (Bond off the dam / bungee) never plays — | DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1): |
| 81 | D89-D92 | RESOLVED | stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs | resolved |
| 82 | D93-D102 | RESOLVED | struct-pun / hardcoded-size pass: | resolved (D95 pool bump partial) |
| 83 | D103-D107 | RESOLVED | BUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tile | resolved |
| 84 | D108-D112 | RESOLVED | skeletal models: d43_emit.py put_f32 byte-reversal bug | resolved |
| 85 | D113-D116 | FIXED | portal BFS ok · matrix chain ok · player raw-offset audit + gunfire.c THROW* · HUD text X-mirror | D114/D116 CLOSED — NOT A BUG (M-33, see D168): |
| 86 | D117 | OPEN | frame nondeterminism root-caused; GE_DETERM deferred; framediff.py structural. | OPEN (mode attempted, not achieved) |
| 87 | D118 | RESOLVED | SDL input layer (port/src/input.c); M-24 mouse-look rework: | resolved (D118a residual) |
| 88 | D150 | FIXED | watch OBJECTIVES / BRIEF page crash: | FIXED (src/str.c #ifdef PORT); interactive re-verify pending |
| 89 | D137 | FIXED | right-mouse (aim-sight) crash: | FIXED (src/game/gunfire.c #ifdef PORT — |
| 90 | D119 · D120 | FIXED | guard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hang | D119 fixed · D120 FIXED (M-30) |
| 91 | D120 | FIXED | Blood-decal PointUsage[] chain — | FIXED (tools_pc/d43_emit.py). |
| 92 | D121 | RESOLVED | WS1 frictionless per-level boot: | resolved |
| 93 | D122 | FIXED | per-level prop/item model-load crash (Dam/Facility/Runway modelLoad/modelInitRwData): | converter fixed; residual chr/fast3d crashes on those levels are separate |
| 94 | D123 | FIXED | crash 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) |
| 95 | D125 | RESOLVED | crash 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). |
| 96 | D126 | RESOLVED | crash 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. |
| 97 | D124 | FIXED | crash class C2: fast3d bad texture pointer. | Jungle fixed (port/src/gimgfixup.c); Facility → D130 |
| 98 | D131 | RESOLVED | crash 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). |
| 99 | D133 | ? | intro render triage (M-20): | not a regression — parked (D75/D76, GRAPHICS-BACKLOG.md) |
| 100 | D134 | FIXED | Frame-2 boot hang / sweep "NO-FRAMES" flakiness — | FIXED (port/src/libultra.c) |
| 101 | D135 | FIXED | Firefight crash — bgTestHitOnObj (propobj.c:8446) is an unported N64 GBI parser (M-22, WS6 playtest). | FIXED (src/game/propobj.c, #ifdef PORT — |
| 102 | D136 | ? | Stage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough). | ROOT-CAUSED → D139 (it was NOT a layout bug — |
| 103 | D139 | FIXED | Stage-unload crash root cause + fix (M-23). | FIXED (src/game/cleanup_objects.c, #ifdef PORT — |
| 104 | D140 | FIXED | Pause-menu crash (M-23 open → M-27 fixed). | FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT). |
| 105 | D141 | FIXED | Watch-menu item-model crash (M-27), exposed by D140. | FIXED (src/game/gunfire.c, #ifdef PORT). |
| 106 | D152 | OPEN | Mission-failed / objective-failed → permanent black screen (M-28, user bug report — | MITIGATED (port/src/libultra.c, M-28, #ifdef PORT/port-only). |
| 107 | D154 | FIXED | 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). |
| 108 | D156 | ? | Facility outro-cutscene "hang" — | GUARDED (src/game/model.c, #ifdef PORT): |
| 109 | D155 | FIXED | Facility outro-cutscene end → "hang" = unclamped deltaFrames spiral (M-29, user bug report). | FIXED (src/game/frametiming.c, #ifdef PORT — |
| 110 | D153 | ? | -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. |
| 111 | D151 | FIXED | Watch data all blank — | FIXED (src/bondtypes.h, #ifdef PORT — |
| 112 | D130 | RESOLVED | crash class C2 (Facility -level_34, Runway -level_35): | resolved — stage all 6 N64 fields in a local f[6] before writing any. |
| 113 | D164 | PROPOSED | Disclaimer / 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). |
| 114 | D165 | FIXED | Front-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). |
| 115 | D166 | FIXED | Hipfire mouse pitch is digital while yaw is analog — | FIXED (port/src/input.c). |