Files
goldeneye-pc-port/docs/porting-notes.md
T
James Dansereau 741dfe78b9 fix(D227/D176a): sky texcoords are S10.5, not texels — fixes seam, over-tiling and scroll speed (#43)
* 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.
2026-09-11 20:45:08 -04:00

65 KiB
Raw Blame History

Porting notes — recurring N64→PC bug classes

A field guide to the bug classes that keep recurring when running big-endian 32-bit N64 game code, unmodified, on a little-endian 64-bit host. Terse by design — each entry compresses a full investigation to a symptom, a fix, and a grep heuristic for finding siblings. Each entry cites a Dxx label; the full evidence and fix for that instance live in dev/findings.md under the same label. Skim the section headers; read the classes relevant to the task at hand.

If you are debugging a crash in this port, read this first — the odds are good that you are looking at one of these.

Contents

A. Pointer-width struct growth (32→64) — the dominant class

A decomp struct with pointer fields, or one pun-allocated into a fixed N64-sized hole / hardcoded byte count, is larger on x86-64. Reading it from ROM bytes misaligns; allocating it N64-sized overruns adjacent state.

  • Symptom: garbage pointer deref, corrupted neighbor field, delayed fault far from the cause.
  • Fix: store embedded ROM addresses as u32, cast at use site (PD ground truth); or give real inline storage / sizeof()-based alloc under #ifdef PORT.
  • Instances: D53.2 (ModelSlot pun), D56 (watch Model raw offsets), D57 (rwdata record count), D67 (image_entry), D79 (bg_room_data), D98 (struct player alloc), D100 (player.model inline Model), D101/D102 (ModelNode*/weapon Model puns), D115 (gunfire THROW* raw offsets), D140 (watch Model punned into a struct player field-run: PC sizeof(struct Model) grows so the "fields" that aliased .render_pos / .scale / .animframe1 on N64 no longer overlap → NULL render_pos → pause-menu crash; fix = real inline struct Model + pool, redirect the named reads to the member — same as D100/D102), D119 (weapons_held[]->chr punned as ChrRecord* to read .act_*.attack_item — aliased WeaponObjRecord.weaponnum at 0x80 on N64 via act-union@0x2C+84; act union moves to ~0x38 on PC).

A1. Raw-byte aliases into a union (act_ubytes.padding[N]) — the silent variant. The nastiest members of this class do not crash: a literal byte index into a union that overlays pointer-bearing structs still reads, it just reads the wrong byte, so the game runs and merely behaves wrong. Grep for hardcoded indices into any padding[]/u8[] union arm.

  • D209 (the D193 root cause, and the highest-impact instance found so far): self->act_ubytes.padding[45] aliased act_gopos.unk59, the SPEED tier. act_gopos = {coord3d@0, StandTile *@12, waypoint *@16, waypoint *[6]@20, u8 curindex@44, u8 unk59@45} on N64; at 64-bit the three pointer members widen and unk59 moves 45 → 81, so the literal 45 lands on byte 5 of waypoints[1]. With a low-4GB arena (0x00000000_70xxxxxx) that byte is always 0x00 — a stable, plausible value, not garbage. Effect: the locomotion-animation selector received tier 0 forever and every AI character in the game was bound to a walk animation; since GE travel is anim-root-motion driven, all AI moved at walk pace on every level. No crash, no log, no NaN — it took a runtime probe comparing the commanded tier (named field, correct) against the bound animation (alias, wrong) to see it.
  • D210 (sibling, found by the post-D209 sweep): chrToPatrol inits act_patrol.lastvisible60 via act_init.padding[0x13] (union byte 0x4c). act_patrol starts with a patrol_path *path — widens 4→8, so padding[0x13] no longer hits lastvisible60 (now 0x50); it lands in waydata and lastvisible60 is left uninitialised → the patrol "haven't seen the player recently" timer reads garbage for the first ticks. Fix: named field under #ifdef PORT. NB the alias need not land on a pointer byte (as D209 did) — here it lands on a plain float that just isn't the field intended. The tell is the same: a hardcoded index into padding[] right next to named writes of the same arm. The rest of the padding[N] sweep (chrlvTickAnim/chrlvTickDead → act_anim/act_dead, both pointer-free) is layout-stable.

Lesson. When a value reads as a clean constant (0, 1) rather than garbage, a pointer byte is a prime suspect — the high bytes of a low-4GB heap pointer are all zero, so a misaligned read looks like a legitimate "feature off" value. Prefer the named field under #ifdef PORT; the alias is only correct at 32-bit pointer width. Also: verify that every caller reaches the site with the union arm you are naming actually active.

  • Open landmine: raw hardcoded-offset accessors into struct player / struct hand — see docs/dev/AUDIT-M6-player-offsets.md.

  • D126 corollary — a trailing runtime list pointer in a ROM-serialized record. If a fixed-size ROM record ends with a T *next (or *child, *parent) that game code writes while walking the setup stream (linked-list build), that field is 4B/end-of-record on N64 but widens to 8B and 8-aligns on PC — the store spills past the N64 record size into the next record and silently corrupts a polymorphic walk downstream (type byte clobbered → wrong strides → wrong command indices → wrong pointer resolution, crashing far away). Offline converter (d*_emit.py) MUST emit these at the real PC sizeof with the pointer slot widened + the matching #ifdef PORT sizepropdef/stride. Instances: d88_propdefs.py types 30/32/33/35 (criteria_* / setup_objective_text ->next), 22 (TagObjectRecord.NextTag, already handled). Check every record type the walk can see for a set_parent_* / *_entry_parent writer.

  • D132 corollary — a union { T *ptr; s32 IndexN; } field is 8B/8-aligned on PC even when the ROM image only ever stores the s32. LinkRecord (first/Index1), LockDoorRecord, SafeObjectRecord etc. pack their index words tight (4B) in the N64 setup stream, but the compiler places each IndexN in the LOW 4 bytes of an 8-byte-aligned pointer slot (Index1@8 not @4, Index2@16 not @8, then a trailing *next). A converter that lays them at N64 4-byte offsets makes pdef->Index1 read Index2's value and Index2 read 0 → the record's validity guard fails and switch-doors / dual weapons / locked doors / safes silently never initialise (usually non-crash, because the failed guard also skips the pointer stores). Fix: emit each IndexN at PC offset 8 + 8*(N-1) and size the record with the widened unions + trailing *next (d88_propdefs.py types 14/19/38/44 — proposed in §F D132, not yet applied). Grep every ROM-serialized record for union { with a pointer arm. NB [u16 ID][s16 x] NOT in a union (e.g. TagObjectRecord) stays at offset 4 — only the pointer union forces the 8-align.

  • D130 corollary — in-place N64→PC struct-array re-layout aliases when the stride grew less than the read span. A ROM struct array widened on PC (fontchar 24→32B, romdataFixupFont) is often re-laid-out in place: for glyph i, dst = base + PCstride*i, src = base + N64stride*i, so dst − src = (PCstride−N64stride)*i. For small i that delta is less than the per-element field-copy read span, so dst overlaps src, and a forward field-by-field *dst_k = f(*src_k) loop overwrites a not-yet-read src_j (j > k). Result: later fields of the first few elements come out as f(f(earlier field)) — e.g. glyph 1's width became bswap(bswap(index)). Iterating elements backward does NOT help (the overlap is within one element). Fix: read every source field of the element into locals first, then write. Grep every romdataFixup* / in-place relayout for a read-write loop whose dst/src can alias for low indices.

  • A negative/OOB index into a widened struct array is fatal on PC, benign on N64. chars[*text - 0x21] with a control byte (*text < 0x21) reads before chars[0]. On N64 that hits the adjacent 4-byte-field kerning table (small values → a garbage-but-TMEM-valid glyph); on PC the struct's 8-byte pixeldata reads a wild pointer → fast3d AV. Latent in textrelated.c (textRender*/textMeasure ASCII paths) — a GLYPH_IDX clamp fixes it if a level actually feeds a control byte to the HUD text (none do yet; D130 was a font-relayout bug, not this).

  • D131 corollary — osVirtualToPhysical() truncates a compiled-symbol pointer to 32 bits. The port shim is (u32)(uintptr_t)va (libultra.c). For a runtime DRAM pointer (0x70xxxxxx) the cast is lossless; for a compiled module symbol (.bss/.rodata matrix, e.g. &dword_CODE_bss_8007A100 in explosionRenderPropSmoke) it drops the 0x1_00000000 module high word, so the GBI w1 becomes 0x40xxxxxx and seg_addr() hands fast3d a wild pointer → AV in gfx_sp_matrix / gfx_sp_vertex. Same class as D94 (chraction.c:1243), but in a DL word. ~30 latent sites (grep 'osVirtualToPhysical(' src/game/{explosion,glass,glass2,blood_animation,bondview2}.c), each armed only when that effect first draws. Fixed once in seg_addr(): restore the high word for a fallthrough w1 ∈ [0x40000000, 0x70000000) (module is fixed-based at 0x140000000; DRAM/KSEG0/segmented/phys are all handled in earlier branches). gSPDisplayList(&globalDL_0xNNN) is NOT affected — the port's Gwords.w1 is 64-bit and gDma1p stores the full pointer; only osVirtualToPhysical truncates.

  • D177 — a struct passed as s32 * and integer-indexed past a leading pointer member. stanCheckLinkedSpecialTile takes the caller's struct StandTileLocusCallbackRecord { s32 *rooms; s32 count; … } typed as s32 *outFlags and does outFlags[1] = 1. On N64 [1] is count; on PC rooms is 8 bytes so [1] is its high half and count moved to [2] — the write is silently lost, the reader (->count) sees 0. Two tells for this class: (a) a function parameter typed s32 * / u32 * / void * that is really a named struct (check what the caller passes and what other consumers cast it to); (b) the matching stack local declared as a small "placeholder while matching" struct whose N64 size equals the real record — it silently under-allocates once any member widens. Fix both: cast to the real type + write fields by name, and declare the local as the real struct, under #ifdef PORT. ([0]/rooms often still works by luck on LE — low half at +0 — which masks the bug for one of the two fields.)

B. 16-byte PC Gfx / Vtx vs 8-byte N64

Any buffer reservation, memcpy size, slot stride, or pool budget expressed in N64 Gfx/Vtx units is half-size on PC.

  • Instances: D50.6 (texCopyGdls copied only w0 of each 16-byte slot), D58 (DL reserve 0x100→0x200), D85 (bgWidenRoomGdl 8→16 + bswap), D95 (2× master-DL buffer + raised mempool ceiling).
  • D135 corollary — an unported GBI parser (not just a buffer size). Code that walks a DL command stream with raw byte/word indices into an 8-byte N64 Gfx (*(s8*)gdl for the cmd, ((u32*)gdl)[1] for w1, ((u8*)gdl)[5..7] for G_TRI1 vtx indices, ((u32*)gdl)[0/1] nibble reads for G_TRI4) reads the wrong bytes of the PC 16-byte {u64 w0; u64 w1} slot and desyncs on the first command → walks off the DL → wild deref. The N64 32-bit words survive in the LOW dword of each 64-bit field, so the mechanical port is: u32 w0 = (u32)gdl->words.w0; u32 w1 = (u32)gdl->words.w1; then replace every raw access with the equivalent shift/mask on w0/w1 (BE byte i of a word → (word >> (8*(3-i))) & 0xff). gdl++ (advances by sizeof(Gfx)) is already correct. Watch (s32)ptr truncation in vtx-base math and x | 0x80000000 KSEG0 folds (identity on PC — just drop the OR, and guard segmented w1). Instances: bgTestHitOnObj (propobj.c, FIXED); bgTestRayIntersectionInRoom
    • bgTestBulletHitBackground tail (bg.c, D154 — ported M-28, re-audited + bug-fixed M-30, playtest-gated). PD ground truth: pd_port uses gdl->dma.cmd + GFX_W0_BYTE(i)/GFX_W1_BYTE(i) macros (3-i / 11-i on 64-bit LE).
  • D154 corollary — the PC Gdma_le shim's .par is NOT the N64 params byte. When porting a room/model DL GBI parser, only .dma.cmd is safe to read through the port/shim/PR/gbi.h Gfx union: that shim lays Gdma_le out as par:24 (bits 0-23 of word0 = the packed length from gDma1p), cmd:8 (bits 24-31). The N64 Gdma has cmd:8 (byte 0) then par:8 (byte 1, bits 16-23 = the ((n-1)<<4)|v0 G_VTX params). So an N64 ((u8*)gdl)[1] / N64-semantics .dma.par becomes ((u32)gdl->words.w0 >> 16) & 0xff on PC — gdl->dma.par gives bits 0-23 (length), and & 0xf on it is always 0 because len == 16*n. The original D154 port had exactly this bug (vtxoff forced to 0). Same trap latent in bgBuildRoomVtxBounds (gdl.dma.par>>4&0xf reads PC bits 4-7, not N64 bits 20-23 — currently tolerated). Rule: for anything but the opcode, extract the bit-field explicitly from (u32)gdl->words.w0 / .w1, don't trust the named .dma.* sub-fields. Also: a words.w0 << k >> m bit-extract idiom that relied on 32-bit truncation on N64 must be (u32)-cast first on PC (words.w0 is 64-bit).
  • Also bites RAW hardcoded struct-stride writes, not just Gfx/Vtx. D128: sub_GAME_7F0B37EC did ((u8*)g_BgPortals)[(portal<<3)+6] |= 2 — the N64 bg_portal_data_entry is 8B (ptr@0, cr1@4..cb2@7); on PC the widened offset_portal ptr makes it 16B (cr1@8..cb2@11), so the write landed in the middle of another portal's pointer. Fix = use the struct accessor under #ifdef PORT (every other site already does: g_BgPortals[portal].controlbytes1 |= PORTALFLAG_SPECIAL). Grep for << 3 / * 8 / + 6 style raw offsets into any struct that gained a pointer field. D141: set_enviro_fog_for_items_in_solo_watch_menu (gunfire.c:1720) indexed a ModelNode* array (ModelFileHeader.Switches) as *(ModelNode**)((u8*)Switches + j + 0x48) with j += 4 — the 0x48/ 0x5c and the step are 4-byte-pointer constants. PC 8-byte stride → wrong
    • misaligned slot → bogus non-NULL node → crash in modelGetNodeRwData. Fix: Switches[18 + (j>>2)] / Switches[23 + (j>>2)] under #ifdef PORT (0x48/4=18, 0x5c/4=23). Grep every (TYPE**)((u8*)arr + <const>) and arr[i << k] where the array element is a pointer. D191: bondviewSelectCuff (bondview2.c) — the same Switches array, missed by D141. offset = switchindex << 2 then base = (ModelNode**)((u8*)switches + offset), deref'd base[0..5]. On PC the 8-byte slot stride makes base[N] a half-word-swapped pointer (0x70267a90 → 0x70267a9000000000) → crash in modelGetNodeRwData when the player fires with a fresh-save Bond model (Bunker ii first guard, Statue post-cutscene). Fix: offset = switchindex * sizeof(ModelNode *) under #ifdef PORT. When you fix one arr[i<<2] pointer-array site, grep the whole file — these travel in packs.

C. Big-endian rodata / ROM data read on little-endian PC

ROM assets and compiled-in .rodata are big-endian. Anything not run through a converter or a runtime bswap fixup reads scrambled.

  • f32 values are BE word pairs — a naive byte reversal off-by-one corrupts every float: D73 (sinf/cosf du pairs → DVAL() macro), D112 (d43_emit.py put_f32 src[doff:doff+4][::-1]).

    • D73 scope is now settled (M-32 D75 triage): the whole src/libultra/gu/ tree is endian-clean — only sinf.c/cosf.c used the du union and both are DVAL()-wrapped; rotate/perspective/ortho/ lookat/scale/translate/mtxutil/normalize/align use plain float literals or pure integer bit-packing (FTOFIX32+shift/mask). The game's own matrixmath.c (matrix_4x4_set_lookat*, _set_projection, _f32_to_s32) is likewise native-LE (D114). Do not re-audit gu or matrixmath for a "float endianness" bug — if a matrix comes out wrong on PC the cause is upstream data, a struct-field pun (D100/D140/D156), never these files. (The "D114/D116 viewport mirror" example is withdrawn — M-33/D168 showed D114/D116 were an upside-down GE_PCDUMP capture, not a real flip.)
  • Header offset tables / pointers: D54 (cseq ALMidiHdr), D68 (Globalimagetable), D87 (ramromfilestructure), D88 (Usetup* tables).

  • Negative-terminated index chains (PointUsage[]) in converted model rodata cycle forever if element endianness/stride is wrong: D120 (opcode-0x18 collision record, d43_emit.py — guarded, not fixed).

  • Packed bitfields cross byte boundaries differently: D78 / D83 (StandTile id/room, header mid/tail).

  • Rule: prefer an offline sidecar converter (D43, D69, D88 pattern, tools_pc/d*_emit.py) over a runtime fixup for a whole format.

  • D139 — (u8)word / (s8)word to grab "the first field" of a struct reads the WRONG byte on LE. N64 code that does (u8)obj[0] (obj a u32*) to read a byte-3 field of a big-endian header word — e.g. the propDef type in [u16 extrascale][u8 state][u8 type] — gets the low byte, which is the last BE field. On LE it's extrascale. cleanupObjects did this for its walk-termination + type dispatch → never saw PROPDEF_END → ran off the blob → freed garbage → crash on stage unload. Fix: use the struct member (pdef->type) like every other consumer. Grep for (u8)*/(s8)*/& 0xff on a u32/s32 that's really a serialized multi-field word — especially GBI-word and header-word reads that were never routed through a converter or #ifdef PORT.

  • D150 — langGet() NULL flows into a str* primitive. The watch BRIEF/OBJECTIVES pages (and front.c mission text) build their strings with strcpy/strcat(buf, langGet(id)). langGet returns NULL on PC for any bank the current menu flow never loaded (D129/D143); N64 always resolves these ids so the decomp never guards. strcat(buf, NULL) then derefs 0. Fix = NULL-tolerant strcpy/strncpy/strcat under #ifdef PORT in str.c (NULL src → empty string, NULL dst → return). Gotcha: these are __nonnull__ builtins to GCC — a plain if (src == NULL) on the parameter is deleted as provably-dead (confirmed in -Og disassembly: no test emitted). Launder the pointer through an empty __asm__("":"+r"(p)) (GE_IS_NULL()) so the guard survives. Same class as the D143 textRender NULL guards. Audit any hand-rolled libc primitive in src/ that a port NULL can reach.

  • D157 — a small value in the LOW BYTE of a BE s32 word, read as s8 at the word's last offset, reads 0 on LE after the converter byte-swaps it. Same family as D151/D139. struct objective_entry.difficulty is s8 at offset 0xF; the underlying type-23 propDef word 3 (MissionObjectiveRecord.MinDificulty) is a BE s32 whose value (0..3) sits in byte 0xF on N64. d88_propdefs.py _bswap32's the word (correct — it IS a 32-bit field), moving the value to byte 0xC on LE, so the s8@0xF read yields 0 for every objective. Consequence was total: get_difficulty_for_objective → 0 for all → objectiveIsAllComplete() on Agent evaluated objectives that should be difficulty-gated out → never TRUE → end_of_mission_briefing() (the campaign-unlock EEPROM write) never fired → no solo level ever unlocked the next. Fix: reorder the struct's post-swap tail under #ifdef PORT so the named byte reads offset 0xC. Grep every struct that reads a sub-s32 field as s8/u8/s16/u16 at a NON-zero in-word offset — after a converter bswap that offset is wrong. Offline tools have the same trap (dump_objectives.py read byte 0xC = BE high byte = always 0).

  • D159 — an N64 "pre-swap for the RDP" texture massage is poison on PC because fast3d doesn't emulate the RDP. texSwapAltRowBytes (image.c) pairwise-swaps the 8-byte (u32) groups of every odd texture row before upload, to cancel the N64 RDP's odd-line TMEM address XOR (address bit 2) that fires during 4-byte-word gDPLoadBlock loads of I/IA/RGBA16 formats. fast3d has zero odd-row handling, so the pre-swapped odd rows upload scrambled → an 8-texel "venetian blind" / interlace comb. Invisible on small or distant textures, glaring on large 1:1 front-end images (wallet-Bond photo, passport crest). Fix: #ifdef PORT no-op the function — fast3d wants a plain linear image. General rule: any src/ routine whose comment or shape says "for the RDP / TMEM / N64 hardware" and that reorders/massages bytes is a port-layer candidate (same family as the K0-fold and interrupt-mask shims), not game logic — audit image.c / tex.c for others (texAlignIndices row padding is load-bearing and must stay; the swap is not).

  • D160 — a "propDef command-index walk desync" is only possible when sizepropdef() and the offline converter disagree on a record size. Since D122/D126/D132 closed every gap, d88_propdefs.PROPDEF_PC_BYTES[t] == sizepropdef()×4 for all 48 types, the propDef stream tiles byte-exactly, and setupGetPtrToCommandByIndex / tagGetCommandIndex (object = sizepropdef(object)+object, sizeof(PropDefHeaderRecord)==4) walk in lockstep with the converter. Before hypothesising a propDef walk desync for a new symptom (M-31 exhaustively re-verified: every record type, all 21 levels, byte-exact tiling), run the stride cross-check first — if it's clean, the bug is elsewhere. The Dam rappel cutscene (D148) reached this wall: data path proven intact; residual cause is runtime AI-script control-flow / CAMERAMODE_POSEND cinematic render (D75 family). GE_D160=1 diagnostic ships; needs a live Dam-to-exit playthrough.

  • D151 — a ROM-serialized s32 slot decoded by the struct as [u16 hi][u16 lo] reads zero on LE. N64 code frequently splits a 32-bit setup-stream word into u16 reserved; u16 realvalue; where the useful value is always small and lands in the low 16 bits of the big-endian word. The offline converter correctly _bswap32's the word (it IS a 32-bit field), which puts the value in the low bytes — but the struct still reads realvalue from the high offset → 0. Instances: struct watchMenuObjectiveText.text / struct objective_entry.text (propDef types 35 / 23) — every watch briefing + objective line rendered blank (langGet(0) → NULL). Fix: #ifdef PORT widens the field to a full u32 at the word offset; converter unchanged. Grep every ROM-serialized struct for a u16 reserved/u16 pad immediately before a u16 the runtime actually reads.

  • Python slice-assignment width is a silent corruptor (D125): out[a:a+8] = b"\x00\x00\x00\x00" on a bytearray does NOT raise — it deletes (8 - len(rhs)) bytes, shrinking out and shifting everything after a down. A widened pointer/stan slot filled with a 4-byte literal shrank d88_emit.py's output 4 B per pad; once len(out) fell below a later region's write offset, out[off:off+n] = data clamped to an empty range at the current end and inserted there — string blobs drifted, boundpad names truncated (p138d2→8d2), stanPackId rejected → door model=NULL → crash. When emitting into a pre-sized bytearray, every out[a:b] = rhs MUST have len(rhs) == b - a; grep the emitter for width-mismatched slice writes when a converted region lands wrong.

  • A one-shot "sync patched values from the ROM copy into a compiled shadow array" pass must key its slot-detection on a field that is still intact at sync time. D124: gimgSyncCompiledGlobalDLs looked for the 0xABCDxxxx IMAGESEG marker in the ROM copy — but texLoad() had already overwritten every one of those with a real pointer, so the sync silently copied nothing and the compiled globalDL_0xNNN explosion DLs kept their link-time markers (latent on all levels; only tripped when an explosion/smoke/particle DL is first drawn). Detect the slot from the destination (compiled) array, which still holds the marker.

  • A polymorphic-record converter with a per-type handler table + a "generic" fallback silently corrupts any type the table forgot: the fallback's word-granular bswap is wrong for sub-word fields. D122 — d88_propdefs.py had no arm for 6 inherits ObjectRecord propDef types (TINTED_GLASS/VEHICHLE/AIRCRAFT/TANK/AUTOGUN/AMMO); the generic arm bswap32'd the [s16 obj][s16 pad] word as one u32, putting the model id in the wrong half → OOB table deref. When you add a converter, enumerate every type byte a level can emit and assert the handler set is total; [u16|u16] / [s16|s16] packed words need a half-swap (_hh_word), never a 32-bit swap.

  • D123 corollary: a pointer-width tail slot is not always runtime-populated. Some hold a small integer id in the ROM image that game code reads via that same field before overwriting it (VehichleRecord/AircraftRecord.ailist: prop.c:1764/1786 does x->ailist = ailistFindById(x->ailist)). A converter that lumps every pointer-width tail slot into one "widen 4→8B, emit zeroes" bucket destroys the id → ailistFindById(0) silently returns global list 0 (GAILIST_AIM_AT_BOND) → ai() runs a CHR aim list with a NULL chr → NULL deref in chrIsNotDeadOrShot. Before zeroing a widened slot, confirm the setup code writes it unconditionally; if it reads-then-writes, emit the value (_bswap32 into the low 4 bytes, LE). Decide per field, not per type.

  • Audit for ROM segments loaded raw with no fixup at all (D178). Every _fileNameLoadToAddr() / _fileNameLoadToBank() call site loads a raw big-endian ROM image; the ones with a struct overlay need a BE→LE pass and there is nothing in the load path that supplies one — the fixups are bolted on per call site (langFixupLoadedBank() in language.c, romdataFixup*() in port/src/romdata.c). The briefing segment (Ubrief*Z = u16 brief[4] + 10 × {u16 textid; u16 difficulty}) had none for a year, and its failure mode is silent and split: a swapped string id (0x2C04 → 0x042C) still passes != 0, so the loop body runs and langGet() quietly returns NULL → blank text, not a crash (that was the whole of the D143 "briefing/objective text is blank" residual); and a swapped small enum (0x0001 → 0x0100 = 256) turns a >= difficulty gate into an always-false filter, so lines silently vanish rather than render wrong. When a screen renders its own chrome/headers correctly but the file-driven rows are empty, suspect the raw file, not the renderer: dump the first words of the loaded blob and look for a byte-mirrored constant you can recognise from the asset .c source in assets/obseg/.

C2. Port-layer / SDL shims

  • #include <PR/os.h> in a port .c/.h that also sees <errno.h> breaks: OSContStatus/OSContPad have a u8 errno; field vs errno.h's macro. libultra.c wraps the include in #pragma push_macro("errno") / #undef errno; cleaner for a new module is to duplicate the handful of CONT_* bits it needs (D118 input.c).
  • GE's aim model is mode-dependent (bondview2.c bondviewProcessInput): in hipfire (!insightaimmode) yaw = analog stick-X ("natural turn") and pitch = digital C-up/C-down only (stick-Y is move fwd/back); in aim mode (R held) yaw and pitch are analog — stick pushed past ±60 → proportional (stick-60)/10 — and C-up/C-down mean crouch/lean/zoom, not aim. So the mouse→pad map must also be mode-aware: aim mode pushes the stick into the 61..80 band and emits no C-buttons (emitting C-down for "look down" while aiming = crouch, D118c); hipfire keeps the digital C-button pitch. input.c reads its own RMB/LShift state as the mode proxy (exact for hold-to-aim; a toggle scheme needs g_CurrentPlayer-> insightaimmode). GE's native pitch is inverted (C-up → look down) — hide it so mouse-down looks down; MouseInvertY flips (D118, M-24).
  • osContGetReadData(pad) must fill one OSContPad per channel (MAXCONTROLLERS-long array), not just controller 0 — joy.c passes the whole samples[i].pads array (D118).
  • Controller state has one source: port/src/input.c. libultra.c's SI section marshals inputComputePad() into g_contPad[]; it is driven by osContStartReadData (per logic tick), no separate video.c frame hook.

D. N64 hardware idioms fast3d does not emulate

  • Appending a port-owned 2D overlay to the game frame: hook inside gfx_run(), not videoSubmitCommands. gfx_run() (gfx_pc.cpp) is monolithic — it does start_frame → gfx_run_dl → gfx_flush → end_frame → swap_buffers_begin in one call, and the game DL is executed from osSpTaskStartGo (libultra.c), not through videoSubmitCommands (which is dead). So a second gfx_run() per frame is not possible (it swaps buffers). The clean seam is a one-line C hook between gfx_run_dl(commands) and gfx_flush() that runs a second gfx_run_dl() on a port-built DL when non-NULL (D184, F10 options overlay). The overlay DL is self-sufficient: gDPPipeSync + gDPSetCycleType(G_CYC_1CYCLE) + gDPSetTexturePersp(G_TP_NONE)

    • a full-screen gDPSetScissor + microcode_constructor() (the game's own 2D combiner/rendermode prologue), then gDPFillRectangle / textRender (game symbols, extern'd like input.c externs current_menu — UI, not logic). 2D pixel space is viGetX() x viGetY(). Return NULL when the overlay is closed so the frame is byte-for-byte unchanged.
  • Verbatim RDP triangle commands chopped into gImmp1(G_RDPHALF_1/_CONT/_2) pairs (GE's skyRenderTri/skyRenderFull hand-build an edge-walked G_TRI_FILL/G_TRI_SHADE_TXTR for the modified RSP ucode to reassemble) are silently dropped by fast3d — it has no RDP triangle rasteriser. Substitute a normal gSPVertex + gSP*Triangle batch behind #ifdef PORT: if the game code already screen-space-projected the verts, re-emit them under a guOrtho(l,r,b,t,…) + identity modelview matching the projection's pixel extents, #else keeps the stream verbatim (D176(a), M-46). Caveat (D176(a), fidelity pass): a plain w=1 ortho is only correct when every vertex in the primitive really does share one depth/scale. The RDP's own coefficient block for this idiom carries S·w′/T·w′/w′ per vertex (a real perspective-correct texture unit divides it back out per pixel) whenever the upstream game math computed S/T from a world-space projection without dividing by w itself (GE's sky does — unk20/24 are texel coords on the world cloud-plane intersection, not pre-divided). Re-emitting those under w=1 makes fast3d's GPU pipeline interpolate texture coords linearly in screen space instead of perspective-correctly — invisible when the primitive's per-vertex w barely varies, but a primitive spanning near-camera to horizon-grazing geometry can have >30x w spread between its own vertices, and linear interpolation then smears the entire S/T delta evenly across every pixel instead of concentrating it near the far/horizon vertices — reads as "tiles too densely / scrolls too fast" everywhere instead of a gentle gradient. Fix: build a small custom projection matrix that gives each vertex its real w (any per-vertex camera-space w the game math already computed) while keeping the same screen-space x,y (clip.xy = ndc.xy·w, clip.w = w — the GPU's normal divide recovers the intended ndc.xy regardless of w, only the interpolation changes); Vtx.ob[] is s16 so pre-scale by a per-primitive wScale and have the matrix multiply it back in. Follow-on caveat (D227, M-95): compute that wScale once per shared-vertex group, not once per triangle. If a decompiled routine fans one shared vertex pool out across several separate calls to a per-primitive perspective- correction helper (one call per triangle instead of one call for the whole fan) and each call derives its own scale factor, two triangles sharing an edge/vertex can each independently pick a different scale — and because the scale feeds into a low-precision (s16) vertex field, the same logical vertex quantizes to two slightly different values depending on which call computed it. The position math stays exact for any scale (it's just a rescale that cancels out algebraically), so this isn't a logic bug and won't show up as wrong geometry — it shows up as a visible crack/seam at the shared edge, easy to misread as "two separate things happening" rather than one quantization mismatch. Fix: hoist the scale computation to scan every vertex in the whole shared group once, before the per-triangle calls, and thread that one value through instead of letting each call recompute its own. Follow-on caveat #2 (D227, M-98): fixing ONE per-primitive-derived quantity this way doesn't fix every one. The same routine can derive more than one such "shared state from the whole vertex group" value — GE's sky code also floors S/T into a per-primitive range fold to keep it in s16 (floorf(minS/64)*64, sky.c's skyPortRenderPoly). Sharing wScale across the fan and leaving the fold per-call left the exact same seam-shaped bug alive one field over: nominally-identical shared vertices still bake different absolute values (here, off by an exact multiple of the fold period) into each triangle's own vertex buffer. When you find one "derive this from only my local call's inputs, should derive from the whole shared group" bug in a routine, grep the same function for every other value computed the same way (any per-call min/max/floor/round over a subset of a larger shared vertex/primitive pool) — don't assume fixing the first one you found closes the whole defect class.

  • Z buffer cleared by pointing the color image at it + fill-rect → does nothing in fast3d; must emit G_CLEAR_DEPTH_EXT (D105).

  • LOD / detail mip tiles: fast3d fabricates a crop when detail textures are off → force base tile (D107).

  • A CI-format tile drawn with the TLUT disabled (G_TT_NONE) is not a palette texture — the N64 RDP feeds the raw TMEM texel straight into the color pipe, i.e. a CI8+G_TT_NONE tile behaves as I8. fast3d's import_texture() dispatched purely on tile.fmt and did a palette lookup against a stale rdp.palette → garbage (D161, GE Depot ceiling = blue speckle). Fix: when rdp.palette_fmt == G_TT_NONE, route CI4/CI8 → I4/I8.

  • CI texture cache must key on palette CONTENT, not just the TLUT source address (D217). GE assembles weapon/character model DLs in scratch arena RAM and reissues gDPLoadTLUT from a repeated source address with different palette content between materials and frames. fast3d keyed CI textures on {texel addr, palette_addrs[0/1], palette_index, size_bytes} with no content check → a later material takes a stale cache HIT and samples the GL texture decoded for an earlier palette. Fix: FNV-1a the 512-byte rdp.palette in gfx_dp_load_tlut (rare vs draws) and fold that hash into the CI cache key.

  • GE model-DL TLUT payloads carry a 2-entry leading zero pad (D217, still open). Every larger weapon/chr model TLUT decodes with entry[0]==entry[1] ==0x0000 and real colour from index 2. count=1 model TLUTs that feed palette index 0 (solid-fill weapon parts — the PP7 grip) are the canary: if the port's model-TLUT source pointer is even 4 bytes off, index 0 reads adjacent texel/blob bytes and the part renders a wrong flat colour (green on Facility/Depot, black-by-luck on Bunker1) while larger tiles look plausible because they never index the low entries. Fix is upstream (segment resolution or tools_pc/d43_emit.py blob placement), not in the fast3d decode. M-88 correction: the "segment resolution / d43_emit.py blob placement" theory above is refuted. Traced the full reference chain: model files store textures as a numeric TextureID (ModelFileTextures, src/bondtypes.h) into the global Globalimagetable (fixed once at runtime by port/src/gimgfixup.c, D68 — not per-model, not per-level, and not touched by any tools_pc/d43_*.py script); pixel+palette bytes are decoded fresh each level load by texInflateZlib/NonZlib (src/game/image.c) into a runtime pool, with the palette appended after the pixel data (tex->unk0a records the boundary) — there is no ROM-serialized or offline-converted "model-TLUT source pointer" to be off by 4 bytes. General rule this adds to the catalogue: a "same asset, different bytes on different levels" symptom for a texture/model resource does NOT imply an offline-converter/sidecar bug — GE's model and image pipelines resolve almost everything through small numeric IDs into shared, runtime-decoded pools; the offline tools_pc/d43_*.py scripts only ever touch model geometry (nodes/GDL structure/vertex data), never texture or palette content. Before chasing a converter offset for a texture-content bug, first prove the content is even sidecar-owned (grep the relevant d43_*.py/d88_*.py/d69_*.py for the field name — if it isn't there, the bug is runtime: src/game/image.c/tex.c (decode) or port/fast3d/gfx_pc.cpp (RDP emulation)). Current leading hypothesis for the real mechanism (unconfirmed, needs a fast3d-side probe out of this session's scope): gfx_dp_load_tlut's palette-source addressing (port/fast3d/gfx_pc.cpp:2202) uses pitch = rdp.texture_to_load.width + 1 from the preceding gDPSetTextureImage, which texWriteLoadToTmemAddr (src/game/tex.c:503,519) always calls with a literal width=1 — a software-RDP approximation that may not correctly reproduce hardware LOADTLUT byte-addressing for this width=1 special case. See docs/dev/findings.md §D217 "M-88" for the full trace + empirical GE_TEXDUMP repro (BUNKER1 pal[0]=0001 vs FACILITY pal[0]=1a00, exact match to the originally reported bytes).

  • RC3 / D167 — GL GL_REPEAT wraps at the uploaded image size; the N64 RDP wraps a render tile at 1<<masks (= ceil(log2(dim)) for GE, texDimensionToMask). Equal for power-of-two textures, so this is invisible almost everywhere — but a non-PoT wrapping surface (Depot's 65×65 / 96×48 room textures) repeats at the next power of two on console and one image-width too soon in the port ("textures repeat oddly", squashed pattern, wrong seam). fast3d didn't even keep masks/ maskt. Fix lives behind Video.WrapFix (default OFF, GE_WRAPFIX env override): store the mask, fold the UV at 1<<mask in the hoisted per-texunit pre-wrap block, clamp the no-real-texels [dim,1<<mask) overflow band to the edge. The overflow band is a TMEM smear on real hardware — not exactly emulable in a fixed GL sampler, so this is an approximation. Any new fast3d UV/wrap work: the tile mask fields are the wrap period, NOT the tile-window or image size.

  • K0 segment-address folds (OS_K0_TO_PHYSICAL | 0x80000000) and hand-inlined BG_SEG_TO_PTR need the (u32) 32-bit wrap the macro has (D58, D84).

  • Portal near-plane: z==0 clip points project to ±1e20; x86-64 float garbage can come back min>max / non-finite and slip past a degenerate-box check that clamps to full-screen on N64 (D106).

  • D74 wrap-block is DEAD CODE (gfx_pc.cpp:1546/1551): guard is cms & G_TX_WRAP but G_TX_WRAP == 0, so always false (line 1887 does it right with cms == G_TX_WRAP). And if it did run it indexes tex_width2[i] etc. (arrays [2], per-texunit) with the vertex loop index i 0..2 → OOB. Latent; harmless for CLAMP glyphs, would matter for wrapped textures on tris. Reworked M-30 (hoisted out of the vertex loop, indexed by texunit, gated on Video.WrapFix); RC3/D167 adds the non-PoT mask-period case to the same block. Still default OFF.

  • assert()-based SUPPORT_CHECK is a silent no-op in the release build. port/fast3d/gfx_pc.cpp:39 defines SUPPORT_CHECK(x) as assert(x), and the PC build compiles with NDEBUG. Every SUPPORT_CHECK in the file therefore documents an assumption that is never enforced — when it is violated the code silently reads wrong data instead of aborting. Seven of them assert full_image_line_size_bytes == line_size_bytes in the import_texture_* family (D183); treat any SUPPORT_CHECK as a TODO comment, not a guard. Corollary for triage: "there is an assert for that, so it can't be happening" is never valid reasoning in fast3d.

  • Diagnosing a "wrong texture" needs the raw importer input, not the uploaded RGBA. GE_TEXDUMP dumps the post-decode image, which cannot distinguish "the decoder is wrong" from "the source bytes are garbage". GE_TEXRAW=1 (D183) dumps the bytes as handed to import_texture_*. The cheap offline test on such a dump: compute the mean vertical neighbor-difference at every candidate row pitch — a correctly-pitched real image has a sharp minimum at its true pitch (≈0.2–0.7 on a 0–15 nibble scale), a pitch/shear bug has the minimum at a different pitch, and genuine noise data is flat (~3.7) at every pitch. That three-way split settles decode-vs-pitch-vs-source-data in one pass with no rebuild.

D2. The HUD/model "X-mirror" (D114/D116) — RESOLVED: it was an upside-down capture

M-33 (finding D168). There was no mirror. gfx_opengl_dump_bound_fbo (port/fast3d/gfx_opengl.cpp) wrote glReadPixels output — bottom-row-first, GL origin — straight into a top-row-first P6 PPM, so every GE_PCDUMP and F12 capture was vertically flipped. Sessions M-6/M-7/M-8/M-11 kept finding textRenderGlyph → GBI → fast3d → buf_vbo → GL each verified non-mirrored — because nothing was mirrored; they were staring at upside-down screenshots of asymmetric content (text, ammo digits, guard skins, the Nintendo logo) and reading "inverted" as "X-mirrored". The developer confirms the game renders correctly on real hardware.

The lesson worth keeping: when every stage of a pipeline probes clean but the output "looks wrong", suspect the observation tool before adding a correction. A cosmetic defect that no probe can localise after four sessions is a strong signal that the defect isn't in the code. Fix: PPM writer now emits rows top-to-bottom; tools_pc/golden/*.png were flipped to match.

D3. GCC/mingw makes an all-non-negative enum UNSIGNED

The N64 toolchain treats enum as signed int; GCC on the PC target gives an enum whose enumerators are all ≥ 0 an unsigned underlying type. Any descending loop that relies on the counter going negative to terminate then spins forever:

for (s = SP_LEVEL_EGYPT; s >= SP_LEVEL_DAM /* == 0 */; s--)   // never ends
  • Symptom: a silent hang (kernel-heartbeat stall, no crash log) inside a loop over an enum range; the counter holds a huge value in gdb.
  • Instances: D142 — LEVEL_SOLO_SEQUENCE in fileGetHighestStageDifficultyCompletedForFolder froze the SELECT FILE screen. DIFFICULTY was already safe (DIFFICULTY_MULTI = -1).
  • Fix: add a never-used negative sentinel enumerator under #ifdef PORT (SP_LEVEL__PORT_SIGNED = -1) — forces the type signed, first real enumerator stays 0, sizeof stays 4, no stored value changes. Audit any enum used as a descending / >= 0 loop counter or in ROM-serialized structs where signedness matters.

D4. N64 "interrupts off" is not free on PC — it must be a real lock

osSetIntMask(OS_IM_NONE) … osSetIntMask(saved) on N64 makes a region atomic w.r.t. every interrupt (audio, VI, SI). libaudio, the scheduler and a few others use it as their only mutual-exclusion primitive. On PC the "audio interrupt" is a real preemptible thread (amMain), so a no-op osSetIntMask shim = no mutual exclusion = concurrent linked-list mutation.

  • Symptom: hang (spin) inside a list walk that another thread is editing — e.g. D147: alEvtqPostEvent (main thread, via sndPlaySfx on a door close) vs sndRemoveEvents (amMain) on the same ALEventQueue.
  • Fix: osSetIntMask → one process-wide recursive mutex. OS_IM_NONE acquires; the OS_IM_ALL token returned from that call is what every paired restore passes, so OS_IM_ALL releases; other specific masks (OS_IM_VI) pass through. Safe because the decomp never blocks while holding OS_IM_NONE (N64 contract).
  • D152 — the recursive-mutex model is fragile; it CAN deadlock. The "decomp never blocks while holding OS_IM_NONE" assumption fails on heavy ALEventQueue paths: libaudio has unbalanced / early-return osSetIntMask calls, and a transient thread can acquire OS_IM_NONE and exit without the paired OS_IM_ALL, leaving s_imLock owned forever → every later alEvtq* on mainThread + amMain blocks in pthread_mutex_lock → hang. Seen on the mission-failed audio fade-out (sndSetScalerApplyVolumeAllSfxSlot → per-frame alEvtqPostEvent storm) = permanent black screen. Mitigation shipped (M-28): osSetIntMask now tracks owner/depth under a short bookkeeping mutex + condvar; a waiter blocked > 2 s steals the section and logs the stale owner + the stealing caller's return address. Self-heals any leak (worst case ~2 s audio hiccup). Proper narrow fix (dedicated ALEventQueue lock) still owed — do it once the steal-log names the leaking call site. §F D152.
  • D152 addendum (M-31 static audit). Every osSetIntMask(OS_IM_NONE) in the compiled audio code was audited: event.c (alEvtqNextEvent, alEvtqPostEvent — its lone early return at event.c:86 does restore first —, alEvtqFlush, alEvtqFlushType), csplayer.c __CSPRepostEvent, synaddplayer.c alSynAddPlayer, snd.c sndRemoveEvents / sndSetupSound / sndDeactivateAllSfxByFlag. All balanced on every path — the §F guess "libaudio has unbalanced early-return mask paths" is not borne out. Two real problems remain and were fixed #ifdef PORT: (1) sndSetSfxSlotVolume (snd.c) walks the live ALSoundState list and posts to the shared ALEventQueue without holding OS_IM_NONE — unlike its structural twin sndDeactivateAllSfxByFlag, which does. On PC that is an unguarded walk racing amMain and one lock acquire/release per matching sound; during the mission-failed fade (sndSetScalerApplyVolumeAllSfxSlot → sndApplyVolumeAllSfxSlot → this, per frame) that is a per-frame lock-acquire storm — exactly what the §F dump means by "hammers the queue hard enough that the lock is left owned." Fix: hold the mask once across the whole walk (nested alEvtqPostEvent then hits the recursive fast path); also wrap sndApplyVolumeAllSfxSlot's slot loop so the whole update is one recursive hold. (2) The actual leak is the "transient thread acquired OS_IM_NONE and exited" case (the dump shows New Thread/exited churn). portThreadWrapper now calls imThreadExitRelease() after the thread's entry returns: if that thread still owns s_imHeld, release the orphaned section immediately (+ LOG_ERROR). Removes the wedge and the 2 s steal hitch, and stops the re-wedge that happens when a new host thread reuses the dead thread's pthread id and imAcquire mis-detects recursion. Steal-lock stays as the last-resort backstop for a genuinely unbalanced same-thread path. Rule: when two sibling functions walk the same list and post to the same queue, they must take the same lock — grep for one holding OS_IM_NONE and the other not.

D5. Loop bounds that assume linker adjacency of two file-scope globals

N64 decomp sometimes ends an array walk with end = &nextGlobal; where nextGlobal is the next file-scope definition in the .c. The N64 toolchain emits .data/.bss in source order so &nextGlobal == array + ARRAY_COUNT(array); mingw/GCC on the PC target reorders globals, so end can land before the array (loop runs 0–1 times) or far past it (walk off the end).

  • Instance: D164 — constructor_menu00_legalscreen (front.c) bounds the 12-line legal-screen text loop on &legalscreen_MRD, which mingw links 0x60 bytes before legalpage_text_array → only line 1 renders (== the D76 "disclaimer half-drawn" bug; it was never an image-table issue). Fix: #ifdef PORT uses array + ARRAY_COUNT(array).
  • Grep for = & / (TYPE *)& on the RHS of a loop-terminator compare, and any for/while/do whose end pointer is the address of a different symbol than the one being iterated.

D6. Non-void function with no return — latent until -O2

The decomp has a handful of functions declared to return a value (often Gfx *) whose body ends without a return — the IDO/N64 build happened to leave the intended value in $v0 (usually the result of a tail call), and the caller's x = f(...) kept working by luck. GCC on the PC target does too at -Og, but at -O2 the return register is genuinely undefined and the caller reads garbage. When the value is a display-list cursor, the caller then keeps writing the DL from a stale offset and overwrites whatever the function just emitted — the emitted primitive silently disappears.

  • Instance: D187 — set_rgba_redirect_generate_microcode() (src/game/gunfire.c), the sole emitter of the HUD ammo-type icon. Invisible under -Og; vanished the day release switched to -O2 (34885535). Fix: return the tail call under #ifdef AVOID_UB (#else keeps the N64 body verbatim).
  • Instance: D77 — sub_GAME_7F0C0BF0() (src/game/mp_music.c), a one-line wrapper around get_mTrack2Vol() with no return. Every in-level music trigger (set_missionstate()'s MISSION_STATE_1/4 cases — i.e. the only path that starts a level's background track; the front-end menu/intro music bypasses this and calls musicTrack1Play() directly, which is why menu music worked while level music didn't) feeds this garbage/zero return straight into musicTrack1ApplySeqpVol() / musicTrack3ApplySeqpVol(). The result isn't a missing on-screen primitive but a silent audio channel that still runs: the compact-seq player keeps processing note-on events (visible in a GE_AUDIOTRACE [MUSICNOTE] capture with normal-looking key/velocity data) but every note's synthesized volume is scaled by the zeroed track volume, so nothing reaches the mixed output. A per-note trace alone looks completely healthy — the tell is a track/channel-level gain feed with a missing return upstream. This class isn't limited to display-list cursors; audit any -O2-only "quietly broken but not crashing" symptom for the same shape. Fix: return under #ifdef AVOID_UB (#else keeps the N64 body).
  • The one flagged in-source with an explicit comment is grep -rn "missing a \"return\"" src/ (gunfire.c). Others (like D77's) exist without the banner — suspect this class whenever an -O2 build silently drops or mutes a small on-screen/audio element that an -Og build shows/plays correctly. One-line #ifdef AVOID_UB fix each.
  • Not caught headless by a symbol/link check or a default-config framediff (the missing primitive is often small). Needs an -O2 build + an eyeball or a targeted crop diff.

D7. va_list is an ARRAY type on x86-64 SysV — never take & of a by-value va_list param

On Windows x64 va_list is a scalar (char *), so passing a va_list parameter by value and later taking its address (&args) to hand a helper a "pointer to the list" happens to work. On the x86-64 System V ABI (Linux/macOS) va_list is __va_list_tag[1] — an array — so a by-value va_list parameter has already decayed to __va_list_tag *. &args is then the address of the local pointer slot, not the argument list, and a helper doing va_arg(*args, …) walks garbage → segfault. Latent at -Og, fatal at -O2.

  • Instance: D188 — the IDO printf engine _Printf (src/libultrare/libc/xprintf.c) passed &args to _Putfld; crashed at boot on Linux -O2 via bossInitMainthreadData → sprintf. Fix: under #ifdef PORT, thread a real va_list * from the top (sprintf.c passes &args of an actual va_list object; _Printf takes va_list * and passes it straight through). #else keeps the ROM-matching body.
  • Rule: to share one arg-walk between functions, pass va_list * explicitly from the outermost va_start scope. Never & a va_list that arrived as a parameter. va_copy into a fresh local is the other portable option when the callee must not disturb the caller's position.
  • Same "works on MinGW, UB on SysV, exposed at -O2" shape as D6 — suspect this class for any Linux-only crash whose backtrace runs through xprintf/_Putfld/vsnprintf-alikes.

D8. Latent fixed-size stack-buffer over/under-runs — fatal only under a stack protector

The decomp has a class of local scratch buffers that game code writes a few slots past (or before) the declared bounds — e.g. a traversal stack whose bail check is looser than its array size, or &buf[i*3] with i starting at -1. The N64 build and the MinGW/Windows build have no stack protector, so the overrun lands in adjacent stack scratch and is (in practice) harmless — the Windows build is stable over thousands of frames. Ubuntu's gcc default is -fstack-protector-strong, which places a canary right after the buffer and turns every such overrun into a fatal *** stack smashing detected *** __stack_chk_fail.

  • Instances (D189): stan.c sub_GAME_7F0B1DDC StandTile *tileStack[39] (bail is if (cat >= 41), checked once per outer loop → writes [40..]); bondview2.c bondviewCalcIntroSwirlCamera f32 pointbuf[10] written [-3 .. 11].
  • Fix policy: -fno-stack-protector globally (CMakeLists.txt) so Linux matches the N64 and MinGW builds — the code is byte-matched to the ROM and cannot be "fixed" per site without diverging. Where a case is cleanly bounded and the buffer is pure local scratch (never escapes, no ABI role), widening it under #ifdef PORT is also fine (tileStack[64]).
  • A hardened Linux build (re-enabling the protector) would need the whole class swept first. Grep heuristic for new instances: any Linux-only __stack_chk_fail / __fortify_fail in the backtrace, in a sub_GAME_* or other byte-matched function, during stage load or the first few frames.
  • Distinct from D7 (va_list UB) and D6 (missing return) but the same "works on N64 + MinGW, fatal on hardened Linux" shape.

E. Process / method notes

  • Investigation loop is: reproduce → env-gated capped probe → root-cause → narrow #ifdef PORT fix → visual verify (GE_PCDUMP + tools_pc/pixcount.py vs docs/reference/n64-footage-*).
  • gdb launch mode is too slow for timing-dependent faults; gdb attach to an already-running process is fine and fast.
  • Check the Perfect Dark port for the PD analogue before writing anything new — same Rare engine family.
  • Don't re-investigate a closed §F finding or re-derive a format spec that already has a converter.
  • The port is NOT frame-deterministic (D117): osGetCount() is wall-clock on PC, and GE is a variable-timestep sim (frametiming.c waitForNextFrame → deltaFrames = 60 Hz ticks of real time elapsed per render), so "frame N" differs 15–40 % between runs. Use tools_pc/framediff.py <ppmdir> (structural: 16×12 grid mean-color + non-clear-% + aHash, --mask X0,Y0,X1,Y1 for the HUD, --update to refresh tools_pc/golden/) — NOT an exact compare. A GE_DETERM=1 fixed-tick mode was assessed not-narrow (redesigns retrace/tick semantics); design is in §F D117 if someone picks it up, after which framediff.py --exact becomes usable.
  • Anything blocking on the scheduler thread throttles the whole sim (D186, cf. D134). The gfx task runs synchronously on src/sched.c's thread, and that same thread delivers VI-retrace events; any sysSleep / busy-wait on that path (frame-rate cap, a lock, an asset load) stops retrace delivery, so every game thread blocked on osRecvMesg(retraceQ) stalls with it. On console the CPU never waits on RSP/RDP/VI. A PC frame cap must therefore drop presented frames without sleeping that thread — Video.FpsCap < 30 is currently just refused (clamped to uncapped) as a stopgap.
  • D24-implications — host-scheduling nondeterminism / fake priority semantics: the pthread kernel does not enforce N64's 0–31 priorities (osYieldThread = Sleep(0)), so interleavings impossible on console can occur, and frame timing has host jitter. When a flaky timing bug appears (especially Phase 3 audio underruns), reach first for host thread priorities (SetThreadPriority: scheduler thread time-critical, tick normal) and the deferred GE_DETERM mode (D117) — not for kernel changes.
  • A verification tool that shares the code's indexing convention proves self-consistency, not correctness (D206 — cost eight sessions). The port played every SFX one bank slot too high. Real cause: struct ALInstrumentAlt_s (src/snd.h) is a cast alias over the on-disk ALInstrument, and its soundArray member sits at struct offset 12 on N64 (three 4-byte words) but 16 on PC (8-byte pointer + 8-byte alignment). On N64 that offset-12 array deliberately aliases the on-disk bendRange/soundCount words so soundArray[N] == on-disk entry [N-1] (GE's SFX_IDs are 1-based by design); on PC the alias is broken and every ID resolved one slot high. It survived M-68/M-70's "exact match" of 200+ requests because exact_match.py compared each runtime voice against a ROM decode of the requested index with a decoder that walked the bank 0-based; diff_bank.py likewise walked N64 and PC layouts with identical indexing. Both faithfully reproduced the bug and reported a pass. Two rules: (1) when validating a mapping (index → asset, id → record, offset → field), the reference must be produced independently of the code's own accessor — an external rip, a published table, a hand-decoded sample — or the test only confirms the code agrees with itself; (2) when a count and an enum disagree by one (261 bank entries vs 262 SFX_ID members), suspect a pointer-width struct-layout shift in a ROM-serialized struct (the D3x class) before anything subtler — check every cast-alias struct's member offsets at 32- vs 64-bit.
  • Count a probe's events by its canonical one-per-call line, never by a bare field match (D204, then D205/M-73 which re-made the identical mistake on the identical sound index). GE_AUDIOTRACE emits two lines per sndPlaySfx (a dumppos=... bank=... line and a sndPlaySfx: t=... soundIndex=... line), so grep -c soundIndex=109 reports exactly double the truth. D204 already corrected M-63's "idx 109 fired 94 times in 60 s" on these grounds; M-73 then built a whole root cause ("guards stuck re-triggering, 256x/29.7 s") on the doubled count and pinned it on converted collision geometry, which M-74 withdrew. Two general rules: (1) grep the timestamped call line (sndPlaySfx: t=), not the field; (2) before calling a rate anomalous, compare it to the rate the data says is legal — the "barrage" was ~6x under the AK47's own SoundTriggerRate ceiling, which one lookup in assets/obseg/gun/gunWeaponStats.inc.c would have shown. Corollary: a perfectly monotone index sweep in a trace looks like a broken random() % n but is often a deliberate round-robin counter in ground-truth code (e.g. male_guard_yelp_counter, chraction.c:2454) — check the selector before reporting it.
  • "Regression vs. steady state" is decided by a build-and-compare, not by reading an old handoff line (D133). Handoff prose like "the entire intro renders" is often aspirational — the author's intent, not a measured coverage number. Before bisecting a suspected render regression: git worktree add the commit whose handoff made the claim (COPY data/, never junction — see the data-dir-junction-hazard memory), build, capture the same GE_PCDUMP window, pixcount.py. A pixel-identical non-clear count on a static 2D screen (e.g. the legal/disclaimer framebuffer, 6677 px here) across two independently-built binaries proves the path is unchanged → not a regression, don't bisect. Clean up the worktree with git worktree remove --force (safe only because data/ was copied).
  • D134 — a dropped OS_MESG_NOBLOCK "interrupt" event is a permanent stall, and it looks exactly like D117 flakiness. The port's SP/DP task-done events shared the scheduler's 8-slot interruptQ with the 60 Hz VI pacemaker. A gfx task runs the whole frame synchronously on the sched thread, so a slow frame lets the pacemaker fill the queue and the done-post is silently discarded → curRSPTask never clears → no further frames (frames=2 heartbeat, retrace queue pinned valid=8/8 ret=-1). Rule: classify every posted event as droppable (retrace — N64 drops these too) or must-arrive (task done, DMA done); a must-arrive event needs guaranteed delivery, and OS_MESG_BLOCK is wrong whenever the poster runs on the queue's only consumer thread (self-deadlock) — drop the oldest droppable message instead, and reserve slots in the pacemaker. Before blaming a hang on D117 / machine load, run it N times and count: this reproduced 2 of 3 boots on an idle machine and had been written off as sweep flakiness for ~8 sessions.
  • Watch item: osYieldThread = Sleep(0). The one place we fake cooperative behavior. If a level-sweep hot loop misbehaves under host load, this shim is the first thing to inspect. Keep as-is until then.
  • D155 — an unclamped per-frame deltaFrames from wall-clock osGetCount() spirals the sim into a "hang". The N64 was VI-locked so waitForNextFrame() never returned more than ~2 elapsed frames. On the port osGetCount() is wall-clock (D117), so any real-time stall (asset load at a stage/cutscene boundary, host thrash) makes nextFrameTime → hundreds/thousands. That value flows through speedgraphframes → g_ClockTimer and drives every modelTickAnim while (numticks--) and for (i=0; i<g_ClockTimer; i++) loop in the sim → one render becomes seconds of catch-up → heartbeat "hang", and the slow frame feeds an even bigger delta next time → unrecoverable. Symptom in a hang dump: mainThread parked in modelTickAnim/modelConstrainOrWrap AnimFrame under chrTick/playerTick/lvlRender across every dump. Fix: clamp nextFrameTime under #ifdef PORT in waitForNextFrame() (FRAMETIMING_PORT_MAX_CATCHUP = 6). Any other place the port lets an N64 "number of elapsed ticks" value run unbounded is the same latent trap — grep for g_ClockTimer / speedgraphframes / lvupdate* consumers that loop. §F D155.
  • D156 — a NaN / blown-up f32 frame or speed drives an unbounded frame-stepping loop → hang. modelSetAnimFrame2WithChrStuff's while (1) (model.c:3131) walks one anim frame at a time from framea to frameb; frameb comes from modelTickAnim's frame += playspeed * speed per tick. A cutscene anim transition with a near-zero blend/timespeed/unkb0 denominator (model.c:3436/:3477, guarded > 0 but not against tiny values) makes model->speed/playspeed huge or NaN → frameb huge/NaN → floorFloatToInt garbage → ~2^31 iterations → frozen (frames=N constant in the hang dump, distinct from D155's slowly-incrementing spiral). Fix: #ifdef PORT finiteness+magnitude guards (!(x > -1e6f && x < 1e6f) also catches NaN) on frameb before the loop and on frame/frame2 before they reach model state. When an N64 float pipeline feeds a loop bound or an array index on PC, guard it — the console's fixed timestep + bounded anim/physics data never produced the degenerate value, so the decomp never checks. Suspect a misaligned Model/struct field (D100/D140 pun family) as the NaN source before blaming the data. §F D156.