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goldeneye-pc-port/docs/dev/findings-index.csv
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James Dansereau 7bcfbf313c feat(D211-D213): PC QoL image options — FOV slider, anisotropic filtering, on-screen FPS
Three port-only knobs, each defaulting to byte-identical behaviour:

- Video.FovScale (D211): multiplicative half-angle scale on every perspective
  projection matrix as it is loaded (gfx_apply_fov_scale, gfx_pc.cpp). Columns
  0+1 scaled together so H/V FOV widen uniformly and aspect is preserved; ortho
  (HUD/menu) matrices untouched. Composes with the game's per-frame aim-zoom
  rewrites for free. Percent of vertical FOV, 50-150, default 100 => guarded
  early-return (zero FP ops, golden dumps byte-identical). WIDESCREEN-FOV-PLAN
  Phase 4, landed standalone.

- Video.Anisotropy (D212): expose fast3d's already-implemented GL anisotropy
  hook as config (1-16). New gfx_set_anisotropy_level() extern-C wrapper clamps
  to the GL max. Default 4 = the value fast3d already hardcoded => no delta.

- Video.DisplayFPS (D213): PD-parity top-right FPS readout, sampled once per
  emitted frame (optionsoverlay.c fpsTick). Config-only; default 0 => emit
  still returns NULL with the panel closed.

F10 overlay gains 'Anisotropic' and 'FOV scale %' rows (DisplayFPS is file-only
- the panel is at its 13-row layout limit, matching PD).

Build clean (ntsc-final); bunker1 framediff worst_cell 12.219 vs 12.221
baseline = render noise, no-op confirmed. Interactive eyeballs owed (see
docs/HANDOFF.md M-83).

findings.md: D211-D213 rows + index regen. WIDESCREEN-FOV-PLAN Phase 4 and
QOL-INVENTORY rows marked done.
2026-09-09 00:02:47 -04:00

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# GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
# Grep this to pick which findings.md entries to read; it is not authoritative.
label,bucket,one_liner,status_raw
D24-D30,RESOLVED,green threads / kernel / crash handler,resolved
D31-D42,RESOLVED,"boot ABI: ANIM_DATA, music seq-table, libaudio banks, Globalimagetable rebase, GL context, rsp toggle",resolved
D43-D50,RESOLVED,"model-file loading → offline sidecar ""Plan B"" (d43_emit.py); D50.6 texCopyGdls full-slot copy",resolved
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
D59-D68,RESOLVED,"intro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LE",resolved
D70-D74,RESOLVED,"intro-logo pixels: C-array bswap, UV path, sinf/cosf DVAL(), texture-import truncation",resolved
D75 · D77,OPEN,front-end 3D model transforms · audio,"OPEN (parked). M-32 triage (see §F ""D75 ADDENDUM""):"
D76 · D164,PROPOSED,disclaimer/legal screen only draws line 1 —,fix proposed (not applied —
D159,FIXED,"front-end wallet-Bond photo ""interlaced""/combed (RC1 / D149) —",FIXED (#ifdef PORT no-op the swap in image.c)
D161,FIXED,Depot (-level_30) ceiling = bright-blue speckle + radial rays (B2).,FIXED (port/fast3d/gfx_pc.cpp)
D165 · D166,FIXED,"input-layer polish (M-31, port-only, port/src/input.c):",FIXED
D180 · D181,PARTIAL,"native-PC input pass (QoL run, qol/native-pc-input-menu):","LANDED, config-gated, feel-checks owed"
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"
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"
D188,FIXED,Linux -O2 boot crash:,"FIXED (src/libultrare/libc/xprintf.c, src/sprintf.c, #ifdef PORT); PR #22"
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"
D190,OPEN,"Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open).",OPEN — not investigated (M-48)
D191,FIXED,Windows -O2 release-bundle crash:,FIXED + PLAYTEST-VERIFIED (M-79).
D193,FIXED,NPC AI locomotion is too slow —,FIXED + user-playtest-verified (M-81) —
D194,OPEN,Mouse input needs another tuning pass —,"OPEN — root-caused, not fixed (M-49)"
D195,OPEN,"Transparency / alpha surfaces broken on Control (M-49, user playtest) —","OPEN — not investigated (M-49), needs a capture"
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"
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) —
D199,PARTIAL,Phase-3 software audio mixer:,"LANDED (port/src/mixer.c, port/include/mixer.h, include/PR/abi.h) —"
D200,FIXED,-level_09 segfault: reverb's ALDelay.input/output are u32 —,FIXED — 5-line cast in reverb.c (this session)
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)"
D192,OPEN,Front-end mission/level-select grid pointer still can't reach the outer cells —,"OPEN — root-caused, not fixed (M-49)"
D204,FIXED,PC audio ran ~2 % below real time permanently:,"FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —"
D203,OPEN,"Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:",OPEN — negative idle repros only; not yet reproduced with input.
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) —
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) —
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)."
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) —
D208,FIXED,Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —,FIXED + user playtest-verified (M-78d) —
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).
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)."
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.
D152+,FIXED,D152 addendum (M-31):,"FIXED (src/snd.c, port/src/libultra.c, #ifdef PORT) —"
D168,FIXED,GE_PCDUMP / F12 PPM captures were vertically flipped —,FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
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)."
D178,FIXED,Pre-mission briefing screen:,FIXED (M-36) — high confidence
D175,?,In-game stutter / brief hang during normal play (user QA report):,"Observed, not investigated"
D176,OPEN,"Surface exterior renders wrong (-level_36), two independent defects.","(a) root-caused, fix owed / (b) open"
D177,FIXED,Ladders non-functional —,FIXED (M-36) — high confidence; interactive climb test owed
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):
D174,?,"""No blood effect"" (user QA report).",Observed; first step = BUNKER1 firefight with regenerated sidecars
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
D173,?,Third-person Bond model spawns too high (user QA report):,"Observed, not investigated"
D179,FIXED,Packaged build crashes after the logos —,"Diagnosed, not fixed —"
D180,PARTIAL,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).","LANDED, port-only, no #ifdef PORT."
D181,PARTIAL,Game.ScreenShakeIntensity —,"LANDED behind config, default = original."
D184,PARTIAL,F10 port-layer options overlay —,"LANDED, port-only, no #ifdef PORT in src/."
D211,PARTIAL,"PC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).","LANDED, port-only, no #ifdef PORT."
D212,PARTIAL,Anisotropic-filtering config wiring —,"LANDED, port-only. Build clean."
D213,PARTIAL,On-screen FPS readout —,"LANDED, port-only. Build clean; bunker1 no-op confirmed."
D85,OPEN,room primary/secondary DL → texLoadFromGdl garbage,"OPEN (safety-netted; widen/pool fixes landed, geometry now renders)"
D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure,resolved
D88.4,RESOLVED,propDefs polymorphic record stream not byteswapped → setupDoor crash,resolved (d88_propdefs.py); layout audit M-20 → D132
D132,PROPOSED,D88 propDefs layout audit (M-20):,proposed fix (not applied) —
D157,FIXED,"Campaign never unlocks the next level (M-30, user bug —","FIXED (src/bondtypes.h, #ifdef PORT —"
D160,?,Dam level-end cutscene (Bond off the dam / bungee) never plays —,"DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1):"
D89-D92,RESOLVED,"stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs",resolved
D93-D102,RESOLVED,struct-pun / hardcoded-size pass:,resolved (D95 pool bump partial)
D103-D107,RESOLVED,"BUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tile",resolved
D108-D112,RESOLVED,skeletal models: d43_emit.py put_f32 byte-reversal bug,resolved
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):"
D117,OPEN,frame nondeterminism root-caused; GE_DETERM deferred; framediff.py structural.,"OPEN (mode attempted, not achieved)"
D118,RESOLVED,SDL input layer (port/src/input.c); M-24 mouse-look rework:,resolved (D118a residual)
D150,FIXED,watch OBJECTIVES / BRIEF page crash:,FIXED (src/str.c #ifdef PORT); interactive re-verify pending
D137,FIXED,right-mouse (aim-sight) crash:,FIXED (src/game/gunfire.c #ifdef PORT —
D119 · D120,FIXED,guard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hang,D119 fixed · D120 FIXED (M-30)
D120,FIXED,Blood-decal PointUsage[] chain —,FIXED (tools_pc/d43_emit.py).
D121,RESOLVED,WS1 frictionless per-level boot:,resolved
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
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)"
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).
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.
D124,FIXED,crash class C2: fast3d bad texture pointer.,Jungle fixed (port/src/gimgfixup.c); Facility → D130
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)."
D133,?,intro render triage (M-20):,"not a regression — parked (D75/D76, GRAPHICS-BACKLOG.md)"
D134,FIXED,"Frame-2 boot hang / sweep ""NO-FRAMES"" flakiness —",FIXED (port/src/libultra.c)
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 —"
D136,?,"Stage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough).",ROOT-CAUSED → D139 (it was NOT a layout bug —
D139,FIXED,Stage-unload crash root cause + fix (M-23).,"FIXED (src/game/cleanup_objects.c, #ifdef PORT —"
D140,FIXED,Pause-menu crash (M-23 open → M-27 fixed).,"FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT)."
D141,FIXED,"Watch-menu item-model crash (M-27), exposed by D140.","FIXED (src/game/gunfire.c, #ifdef PORT)."
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)."
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).
D156,?,"Facility outro-cutscene ""hang"" —","GUARDED (src/game/model.c, #ifdef PORT):"
D155,FIXED,"Facility outro-cutscene end → ""hang"" = unclamped deltaFrames spiral (M-29, user bug report).","FIXED (src/game/frametiming.c, #ifdef PORT —"
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.
D151,FIXED,Watch data all blank —,"FIXED (src/bondtypes.h, #ifdef PORT —"
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.
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)."
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)."
D166,FIXED,Hipfire mouse pitch is digital while yaw is analog —,FIXED (port/src/input.c).