D115: THROWMTX/THROWPOS/THROWPREV in gunfire.c were raw byte offsets ((u8*)g_CurrentPlayer + handnum*sizeof(struct hand) + 0xAD8/0xB08/0xB48). Both the stride (PC sizeof(struct hand) ~0x968 vs N64 0x3B8, D102) and the base offset are N64-sized, so on x86-64 the address lands inside the inline gait Model / bondhead-matrix region of struct player and matrix_4x4_copy(THROWMTX,..) scribbles 64 bytes of live render state on every casing-ejecting shot. The offsets are exactly hands[handnum].throw_item_pos_related[_prev] and its translation row - macros now use those field accessors under #ifdef PORT; N64 build unchanged. Full survey in docs/AUDIT-M6-player-offsets.md (10 sites, 3 HIGH fixed here, 2 MED open incl. the likely 'weapon model doesn't draw' cause). D113 (investigation, no code change): the 'portal-BFS under-reach / void' premise is stale - the BFS output is correct for BUNKER1's topology (rooms 26/27 are behind PORTALFLAG_DISABLED closed-door portals, culled identically on N64). The void is the closed-door models obj 153/154 not rendering in their doorway -> D114 track. D114 (investigation, no code change): joint-matrix chain + d43_emit.py float emission verified clean post-D112; basemtx is a proper right-handed +Y-up lookat, joint render_pos coherent and upright. All plan hypotheses disproven. Residual = a horizontal mirror in the shared port/fast3d viewport / MP-matrix path vs GE's left-handed screen convention (also explains the open D75 mirrored-text / logo items). Still open. Plan + agent reports: docs/PLAN-M6-playable.md. §F: D113/D114/D115.
21 KiB
Handoff brief — GoldenEye 007 PC port (Phase 2: Session M-3 —
STAGE-LOAD → RENDER crash chain CLEAR; BUNKER1 renders, next is D75 model quality)
Paste-ready brief. Authoritative context: AGENTS.md,
docs/PCPortResearch.md §F (D69, D78-D102), docs/BRIEF-D69-stage-load.md.
READ THIS FIRST — crash chain CLEAR; viewport fixed; room geometry is next
-level_09 -ml0 -me0 -mgfx100 -mvtx50 -mt700 -ma150 boots BUNKER1
and renders continuously with no fault (60 s+, 5000+ VI posts at full
framerate; attract mode also clean). The stage-load → first-frame →
in-level crash chain (blocker since D69) is resolved.
D103 (session M-4) fixed the "~46 %, lower half" symptom — it was a
single native-resolution/viewport bug (osViSetMode hard-coded height
480 → RATIO_Y half of RATIO_X), not per-model. Frame is now full
(91.7 %, correct letterbox + HUD placement). See §F "D103".
D105 (session M-4) fixed room geometry — zbufClearCurrentPlayer
(viewport.c) used the N64 "fill the Z buffer as a colour image" idiom,
which fast3d doesn't emulate, and nothing emitted G_CLEAR_DEPTH_EXT, so
the depth buffer was never cleared and all ~160 k room triangles failed
the Z test (only skyRender's background fill survived). PORT branch now
emits G_CLEAR_DEPTH_EXT. See §F "D104"/"D105". BUNKER1 now renders
recognisably — textured walls, storage racks, floor (2585 colours, sky
16 %), 70 s crash-free.
D106 (session M-4) — the big sky-void through doorways was the portal
BFS dropping the next room: a portal straddling the camera near-plane
projects z==0 clip points to ±1e20 screen coords, and on x86-64 that
garbage came back min>max on one axis, slipping past the
degenerate-box check that on N64 clamps it to full-screen. PORT guard in
sub_GAME_7F0B5864 treats non-finite / out-of-range bounds as
full-screen. Visible rooms/frame 1–3 → 2–4. See §F "D106".
D107 (session M-4) — blurry ceilings/wall-panels were fast3d sampling
GE's first mip (render tile 1), whose single-G_LOADBLOCK TMEM slot
fast3d never registers, so import_texture fabricated a 16×16 crop of
the base image and magnified it. gfx_lod_tile_offset now returns 0
(base tile) when detail textures are off. BUNKER1 rooms render crisp.
See §F "D107".
Skeletal models — FIXED (session M-5, D112). The "3D line" / missing
characters were tools_pc/d43_emit.py's put_f32 reversing the wrong 4
bytes (src[doff+4:doff:-1] → bytes doff+1..doff+4, dropping the MSB),
corrupting every f32 in converted model rodata (joint Origins, LOD
distances, BSP planes). Compiled-in front-end models were unaffected
(native LE), hence "logo fine, every guard broken". Fix: one line,
src[doff:doff+4][::-1]; regen with python tools_pc/d43_emit.py ntsc-final. BUNKER guards now render as coherent humanoids, monitor
screens draw content. See §F "D108–D112".
"props emit no geometry" was a STALE premise — props/doors emit complete leaf DLs (~15k/run, valid ptrs; fast3d transforms them). The storage-room void is NOT closed doors failing to render.
Real remaining work, in order (updated session M-6):
- Shared fast3d screen mirror (D114 → D75 class) — the single most
likely cause of: inverted BUNKER guard, mispositioned Nintendo logo,
mirrored front-end text, AND the storage-room "void" (D113 proved the
portal BFS is correct — the void is the closed-door models obj 153/154
rendering outside their doorway). The joint-matrix chain and the model
converter were verified clean in M-6 (see §F D114); the residual is
an X (± Y) flip in
port/fast3d's viewport / MP-matrix path vs GE's left-handed screen convention (gmain.s/bondview.c:726). Suspects:gfx_calc_and_set_viewport/gfx_adjust_viewport_or_scissor(gfx_pc.cpp:1739/1771),MP_matrix(gfx_pc.cpp:1122). Rebuild with D112+D115 and eyeball a guard first — D115 stops a per-shot 64-byte scribble that could itself present as "inverted". - Weapon model doesn't draw (D115 #5) — D102 pointed
weaponModel. render_posat a transientdynAllocatearena; on N64 it aliased the persistenthand->mtxlist. Gate to playability. May fold into #1. - Rest of the
struct playeroffset pass — D115 fixed the HIGHgunfire.cTHROW* bugs; #6 (watch-preview Model pool) + the broader audit remain (docs/AUDIT-M6-player-offsets.md). - Add an f32 value spot-check to
d43_emit.py's verify pass (it only checks pointers/opcodes today — the D112 bug passed "ALL CHECKS PASSED").
Session M-6 (this session) — see §F D113/D114/D115, docs/PLAN-M6-playable.md,
docs/AUDIT-M6-player-offsets.md, docs/AGENT-WORKFLOW.md,
docs/PORT-LEARNINGS.md. D113: portal BFS is correct, not the void.
D114: matrix chain + converter verified clean, residual = shared fast3d
mirror (open). D115: player raw-offset audit + gunfire.c THROW* fix
(uncommitted). Build green.
This session's fixes (all committed, master):
| # | commit | one-liner |
|---|---|---|
| D93 | 164d7f99 |
null-room (room 0) NULL-deref guards |
| D85 | 493c9838 |
bgWidenRoomGdl (8→16 Gfx + bswap32) + bgSwapRoomVtx; room DLs decode to real GBI; bg.c:2448 size-cast bug |
| D85 | 6f0208d6 |
ptr_texture_alloc_start → real struct texpool storage (pool looked exhausted → ~630 room textures now resolve; cleared Bad size for RGBA texture) |
| D94 | 63204a27 |
chrlvInitActAttack (s32)-truncated anim-table index |
| D95 | f35eba91 933ba52b |
2× g_GfxBuffers (16-byte PC Gfx) + raise PC mempool ceiling 0x702F4400→0x70700000 (reclaim ~4 MB DRAM) so it doesn't OOM MEMPOOL_STAGE |
| D96 | d86ec483 |
PROPRECORD_STAN_ROOM_LEN 4→8 (PORT) — prop room-list stack overflow (guards span ≥4 rooms → no terminator → smashed chrpropsRenderPass frame; this was the "runaway GDL append") |
| D97 | 2fbcc556 |
clamp negative damagetype (US-only OOB g_DamageTypes[] read) |
| D98 | 000ed6af |
initBONDdataforPlayer allocate real PC sizeof(struct player) (hardcoded 0x2A80 under-alloc scribbled the master DL) |
| D99 | 253caa23 |
Model.animflipfunc s32 fn-ptr truncation (flag + direct call, D92 pattern) |
| D100 | 8eaad547 |
struct player.model is an inline struct Model, not a Model* + 45 filler s32s (PC struct 0x2A8 ≫ 0xB8 hole → animInit overran); + dedicated gaitRwData[] |
| D101 | b2234f82 |
sub_GAME_7F06DB5C stashed ModelNode*/RenderPosView* through an s32 (the idiom its sibling was already fixed for) |
| D102 | 1b078f6d |
1P weapon Model + RW pool punned onto struct hand (PC Model 0xE8 ≫ N64 0xBC → modelInit aliased datas onto the pool); dedicated weaponModel/weaponRwPool |
Recurring pattern this session: the decomp pun-allocates struct Model (and struct player, PropRecord, struct texpool, …) into
N64-sized holes / hardcoded byte counts. Every one is bigger on x86-64
→ overrun → corruption. Fix = give it real inline storage or
sizeof()-based alloc under #ifdef PORT. Landmine still open
(§F D100): struct player / struct hand have raw hardcoded-offset
accessors (gunfire.c THROWMTX at +0xAD8, …) that are NOT
PORT-adjusted — already PC-wrong, a real struct player offset pass is
owed before grenade/knife-throw code works.
- Build:
export PATH="/c/msys64/mingw64/bin:$PATH" && ./build-pc.sh ntsc-final - Sidecar regen:
python tools_pc/d43_emit.py ntsc-final && python tools_pc/d69_emit.py ntsc-final && python tools_pc/d88_emit.py ntsc-final --regen.data/is gitignored; if missing,cp baserom.u.z64 data/ge007.ntsc-final.z64first (§F "data/deletion + recovery"). - Repro:
./build-pc/ge007.x86_64.exe -level_09 -ml0 -me0 -mgfx100 -mvtx50 -mt700 -ma150—-m*are BUNKER1'sboss.cper-level sizes; a bare-level_09skips them and crashes early (TODO: auto-inject).
Next: D75 — 3D model rendering quality
BUNKER1 renders but character/skeletal models are wrong (see the D75
section further down, still accurate). GE_PCDUMP + tools_pc/pixcount.py
to measure; the animated-model path (animInit + struct player raw
offsets, drawjointlist, modelApplyHeadRelations head/body splice) is
the prime suspect. struct tex headers are 24 B vs 16 B on PC — a
separate open pool-pressure item; a real PC memory-budget pass is owed.
What this session (M-2) fixed — all committed
-level_09now works.osPiReadIowas stubbed to 0, so the token string was always empty and N64 debug switches were ignored (only attract mode could reach a level). Now built fromargv[1..].- Sidecar tables patched in
obInit()instead of lazily at first model load — a direct stage boot loaded raw big-endian ROM before. - D88.5 — stan tile-name byte-swap in the converter (0/276 → 273/273 name matches during pad setup).
- D88.6 — intro CAMERA
lang1cis au16pair, not ans32(fixed thelangGetNULL-bank crash). - D89 —
init_path_table_links[-3]OOB → SIGILL fix; NULL-tile guard insub_GAME_7F0B0914. - D90 —
stanTileDistanceRelated's 80-byte zero-fill was clobbering the caller's live stan-tile local (16B struct, 80B clear). The player's spawn stan was fine all along. - D91 —
(s32)&D_800442FC[portalnum]truncation in bg portal cull. - D92 —
chrAllocates32param truncated the ailist pointer;Model.unka0s32field truncated a stored function pointer.
Next steps for the resuming session (render milestone):
- D85 — root cause confirmed (8-byte N64
Gfxvs 16-byte PCGfxin the unconverted per-room DL blob). Runtime widen+bswap fixup being implemented; verify withGE_D69BB=1(real GBI opcodes, not 00/01/02/52), thenGE_PCDUMP+tools_pc/pixcount.pyfor non-degenerate BUNKER1 geometry. See §F "D85 root cause CONFIRMED". Fallback if the widen stalls: soften the foursysFatalError("Bad size…")guards ingfx_pc.cppto skip-with-warning. - Then the front-end render bugs (D75).
D88.4 loose end (still open): PROPDEF_PC_BYTES for VEHICHLE/
AIRCRAFT/TANK/AMMO/DEPOSIT_IN_ROOM in d88_propdefs.py are
placeholder guesses (BUNKER1 doesn't use them). Probe real sizes via
d88_layoutprobe.c before loading levels that use those types.
Known rendering bugs (D75 — still open, orthogonal to the D88 crash)
Even once the crash chain is cleared, the front end has broken 3D model rendering (user-confirmed this session):
- Rareware logo: correct (fixed in D73/D74).
- Nintendo logo: renders but mispositioned.
- Gun-barrel intro: the James Bond character model is missing entirely.
- Intro credits / cast roll: the per-character 3D models do not
appear at all (names draw, models don't).
Pattern: textures/text draw; animated/skeletal character models never
appear; static 3D (logos) appears but with a bad transform. Leading
hypothesis is D75(b) — the animated-model path (
animInit+ raw offsets intostruct player, cf. D56) is broken independently of the D73 matrix sin/cos fix. Full triage plan inPCPortResearch.md§F D75.
The rest of this document (below) is the last known-good, committed
status as of commit 8c9c6a2c (D86+D87 resolved) — still accurate except
D88 is now further along (D88.1–3 done/verified, D88.4 is the live crash).
Where things stand
D69 (the original "stage load faults" milestone blocker) remains
RESOLVED. load_bg_file (bg.c) doesn't fault on BUNKER1. Since then,
two more crashes further down the load chain were found and fixed this
session (D86, D87), and a third — the current blocker — was root-caused
but not fixed (D88).
D86 RESOLVED. modelInitRwData crash (model.c:6174) was a single
truncating pointer cast in the player's embedded gait/arm model:
src/game/initplayergaitobject.c:5 did
player_gait_object_header.RootNode = (int)&player_gait_hdr; — a
same-width no-op on N64 that truncates+zero-extends a real 64-bit pointer
on PC. Fixed with a narrow #ifdef PORT branch assigning the pointer
directly. Root-caused via a new node-walk trace (GE_D86=1, left in
place, gated in model.c/objecthandler_2.c).
D87 RESOLVED. Once D86 stopped blocking progress, an idle (no-input)
run eventually triggers the front-end's genuine attract-mode demo
playback (select_ramrom_to_play() picks a random compiled-in demo —
this is shipped retail behavior, not a debug feature) and crashed in
ramrom_replay_handler (ramromreplay.c). Root cause: ramromfilestructure
is a real ROM-compiled asset (big-endian, like everything else) loaded via
romCopyAligned() — a raw byte copy by design (D66) — with no
byteswap, so every multi-byte field read back scrambled (e.g. size_cmds
2 → 33554432) and drove wild pointer arithmetic. Fixed with a #ifdef PORT
ramromFixupEndian() called once after the load (same pattern as the D54
cseq fixup). Not BUNKER1-specific — attract mode picks any of 7 demo
locations at random, so don't rely on it for BUNKER1-specific testing (see
-level_09 below).
D88 — SUPERSEDED, see "READ THIS FIRST" at top. D88.1–D88.3 (header +
sub-table width/endian conversion) are now done and verified; D88.4
(propDefs byteswap) is the live blocker. The paragraph below is the
original root-cause writeup, kept for context.
D88 (original writeup) — root-caused. Launch with
-level_09 (NTSC LEVELID_BUNKER1 = 9; boss.c:199-339 decodes
-level_XX into g_StageNum, bypassing the front end/attract-mode
entirely — fast, deterministic BUNKER1 repro, crashes in well under a
minute instead of waiting ~2 min for attract mode to maybe pick Bunker).
Crash: proplvreset2 (prop.c:1306) segfaults reading
g_CurrentSetup.pathwaypoints[i1].padID. Root cause: the per-level
"Usetup<name>Z" file (prop.c:1267, struct stagesetup in
bondtypes.h:4091) is loaded as raw ROM bytes and has zero PC porting
work done on it — unlike bg/stan (D69/D80-82) and models (D43/D50).
Two compounding problems, not just one:
- The 10 top-level fields (
pathwaypoints/waypointgroups/intro/propDefs/patrolpaths/ailists/pads/boundpads/padnames/boundpadnames) are declared as real pointers in the live C struct, so on PC they're 8 bytes each (an 80-byte header) instead of the file's real 4-byte-each (40-byte) N64 layout — same class as D79 (bg_room_datapointer growth). Field 0 reads fine; everything after it is reading the wrong bytes entirely. - The 4 meaningful bytes each field does store are big-endian (the
code's own comment: "stores every internal reference as a byte offset
from the start of the file") and nothing byte-swaps them — same class
as D87.
No PORT/byteswap handling exists anywhere in
prop.c(confirmed by grep). Not fixed this session — this is D69-scale format-conversion work: a byte-accurate spec of the wholeUsetup*Zformat (top-level header + every nested sub-table:waypoint/waygroup/PropDefHeaderRecord/PathRecord/AIListRecord/PadRecord/BoundPadRecord/pname, each likely with its own internal offsets not yet audited) plus either an offline converter sidecar (preferred pattern per AGENTS.md, same shape astools_pc/d69_emit.py) or a careful runtime fixup pass that parses the raw 40-byte N64-packed header by explicit byte offset, byte-swaps each field, and writes results into the PC-widened struct.
Net effect vs. last session: the game now runs substantially further
— all the way through room-streaming setup, past the intro's model
pipeline, and into per-level "Usetup" data — before hitting D88. The
"loads without fault" acceptance bar is still not met, but the
remaining blocker is now narrowly scoped and has a fast, deterministic
repro (-level_09, no attract-mode wait, no depending on which random
demo attract-mode picks).
Recommended next steps, in order
- D88. Get a byte-level spec of
Usetup*Z(start from BUNKER1's file;strResourceis built as"U" + "sev" + "Z"-style name inprop.c:1253-1265— checksetup_text_pointers[LEVELID_BUNKER1]for the exact literal). Decide offline-converter vs. runtime-fixup (D69's bg/stan work is the template for the former; D54's cseq fixup is the template for the latter — given the struct-width mismatch on top of the byteswap, a runtime fixup that manually walks the raw 40-byte N64 header by hand (not through the livestagesetupstruct) into a freshly-populatedg_CurrentSetupis probably simpler than a full sidecar here, but verify against a raw ROM hex dump either way). - Once BUNKER1 loads past
proplvreset2, re-check for further crashes in the same vein (this session found 3 in a row — D86, D87, D88 — each only reachable after the previous one was fixed; expect more). - Once BUNKER1 reaches a rendered frame with no fault, revisit D85
(room primary/secondary GDL binaries decode to garbage via
texLoadFromGdl) — useGE_PCDUMP="<range>:10"+tools_pc/pixcount.pyto confirm non-black, non-degenerate content per the original D69 acceptance bar. (This session'sGE_PCDUMPcaptures around frame 2100-2400 during attract-mode-driven "loading" were still on a HUD/menu screen, not real 3D geometry — don't read too much into pixel counts from before D88 is fixed.) - Do NOT touch D75/D76/D77 (parked, lower priority, unrelated).
Debug tooling added this session (kept, env-gated, zero cost when unset)
GE_D86=1— node-walk trace inmodelInitRwData(model.c) + a load-identity probe inload_object_fill_header(objecthandler_2.c). Resolved the D86 crash; left in place since the same load_object_fill_header/modelInitRwData pipeline could surface new edge cases as more of the game becomes reachable.GE_D87=1— block-setup trace initerate_ramrom_entries_handle_camera_outand consumer trace inramrom_replay_handler(ramromreplay.c). Resolved the D87 crash; left in place as it's a rarely-exercised path (attract mode) worth having visibility into if it acts up again.- Pre-existing
GE_D69STAN=1,GE_D69BB=1,GE_D69=1— unchanged, still useful for the bg/stan/D85 load path (see prior session's HANDOFF entries, preserved in git history, for exactly what each logs).
New: fast, deterministic BUNKER1 repro (no attract-mode wait)
Launch with -level_09 as a program argument
(./build-pc/ge007.x86_64.exe -level_09) to skip the front end/attract
mode and load BUNKER1 directly — boss.c:199-339 decodes -level_XX
(the two digit-chars are consumed as raw ASCII bytes:
g_StageNum = tokenFindLevel[0]*10 + tokenFindLevel[1] - 0x210; NTSC
LEVELID_BUNKER1 = 9 → "09" since '0'*10 + '9' - 0x210 = 9). This is
now the preferred way to test BUNKER1-specific load/render work — it's
faster (crashes/completes in well under a minute vs. ~2+ min waiting on
attract mode) and deterministic (not dependent on which of 7 random demo
locations attract mode happens to pick).
Environment / build
export PATH="/c/msys64/mingw64/bin:$PATH" && ./build-pc.sh ntsc-final(~5 s). Build is GREEN with all D86/D87 work included.- Run from the repo root, not
build-pc/. - Regenerate sidecars if missing:
python tools_pc/d69_emit.py ntsc-final(bg/stan) and the D43/D50 model sidecar generator (pcmodels) — both gitignored, not checked in. (Both were already present in this dev environment this session.) GE_PCDUMP="<start>-<end>:<stride>"+tools_pc/pixcount.pyfor frame captures once D88 is fixed and a frame actually renders real BUNKER1 geometry.- Crash log:
ge007.crash.log(repo root); symbolicate withaddr2line -e build-pc/ge007.x86_64.exe -f -C <pc>(image base0x140000000). - gdb launch mode is too slow for timing-dependent bugs (unchanged
guidance). New this session: gdb attach mode
(
gdb -batch -x cmds.txt -p <winpid>,<winpid>= 4th column ofps -p <bashpid>) works well and is fast for "watch a global for a legitimate vs. corrupted write" questions on an already-running, not-yet-crashed process — seedocs/PCPortResearch.md§F environment reminders for the exact recipe used to root-cause D87.
Non-negotiables (unchanged, see AGENTS.md)
- N64 build files untouched.
- Game logic unmodified except narrow, documented
#ifdef PORTABI/layout exceptions (D86/D87 this session, both logged inPCPortResearch.md§F). D88 is explicitly not patched with a quick inline hack — it needs the same disciplined spec-then-convert/fixup treatment as D69, logged as an open finding instead per AGENTS.md's "stop and write it up" guidance for anything beyond a narrow, obviously-correct exception. - Offline sidecar conversion preferred over runtime fixup for whole ROM-asset formats (D69/D80-82 pattern) — likely the right call for D88 too, though a careful runtime fixup is also plausible; decide after the byte-level spec work.