mirror of
https://github.com/jkdansereau/goldeneye-pc-port.git
synced 2026-10-24 00:02:45 +02:00
- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING. - Restructure docs: internals.md, porting-notes.md, dev-process.md + dev/agentic-development.md (the research write-up), dev/ (raw record). - Replace decomp status-badge CI with a PC-port validate workflow. - Remove session/agent scaffolding and stale planning docs from the tree. - Add .gitattributes (normalize line endings to LF); add screenshots. The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken (KholdFuzion) and contributors, preserved unchanged. The PC-port work from 2026-08-17 on is mine.
3.4 KiB
3.4 KiB
GRAPHICS-BACKLOG — known cosmetic / rendering issues
Deferred below level-progression and crash work (user priority, M-11). Minor graphical glitches are acceptable in the current state. Fix these once the game is playable start-to-finish without crashes.
Open
| ID | Symptom | Status / notes |
|---|---|---|
| D114/D116 | HUD text + ammo digits render each glyph individually X-mirrored (screen positions correct, texture content flipped). Likely also explains "inverted" guard skins / mislocated door props. | Root cause NOT found after 4 sessions (M-6/7/8/11). Every stage textRenderGlyph→GBI→fast3d→buf_vbo→GL runtime-verified non-mirrored (GE_D116 [D116/vbo] probe). Contradiction unresolved. Next attempt requires a RenderDoc/apitrace capture of one glyph texrect, or the asymmetric-1-texel-texture experiment — do NOT re-run the static trace, and do NOT apply a global texrect S-swap (mirrors the whole screen). |
| D74 wrap-block | gfx_pc.cpp:1546/1551 PORT block is dead code: guard cms & G_TX_WRAP with G_TX_WRAP==0 is always false; and it indexes per-texunit [2] arrays with the vertex index i (0..2) → OOB if reached. |
Latent. Harmless for CLAMP glyphs; could affect wrapped textures on triangles (room panels, model skins). Fix: cms == G_TX_WRAP, and compute the tile window once per tile not per vertex. Verify against tools_pc/golden/ after. |
| D75 | Nintendo logo mispositioned; gun-barrel Bond model absent; cast-roll character models absent. (Rareware logo OK.) | Front-end 3D model path. Partially overlaps D114 (shared mirror on asymmetric content). Triage plan in findings.md §F D75. |
| D76 | 2D disclaimer screen only partially drawn. | §F D76. |
| D77 | No audible music on PC. | Phase 3 (audio). §F D77. |
| D116 (HUD) | (subset of D114) proportional-font strings + ammo counter mirrored. | Same root cause as D114. |
| D148 | Level-end cinematics don't play. Dam: hitting the exit trigger should show Bond rappelling down the dam (the bungee jump); instead it cuts straight to the mission-complete report. | Scripted cutscene / cinematic-camera + Bond rappel anim. Found M-27 during the first full Dam→Facility playthrough. Progression is unaffected — the report and next briefing load fine. M-31 (§F D160): static-traced the Dam end ailists (ai_24→ai_17, camera_switch→CutsceneRecord type-46 lookup). Diagnostic GE_D160=1 shipped (c95713f5) — user runs Dam to the exit with it set; the trace pins whether the cutscene AI runs, and whether the propDef-index walk (D122/D132 family) hands camera_switch a bogus cutscene record. Leading hypothesis: propDef sizepropdef stride desync (medium confidence), not D75 anim-model. |
| D149 | Front-end MISSION COMPLETE / mode-select 3D models (dossier, wallets) render as garbled full-screen geometry or not at all — one of the compiled sub-DLs (seg5+0x9ee4) is malformed, D146 now skips it instead of aborting. | D75 family. §F D146. |
Resolved (for reference)
- D70–D74: intro-logo pixels (Rareware logo renders correctly).
- D103: viewport / native-resolution half-frame.
- D105: room geometry Z-buffer never cleared (
G_CLEAR_DEPTH_EXT). - D106: sky-void through doorways (portal near-plane min>max).
- D107: blurry ceilings/wall-panels (LOD mip tile fabrication).
- D112: skeletal models were "3D lines" (
d43_emit.py put_f32byte order).