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goldeneye-pc-port/docs/dev
James Dansereau d2caaa09bc D243 M-168: render_pos freeze -- 2 crashes fixed, stable but incomplete
Extended M-167's freeze technique to render_pos (Bond's own draw
position), aiming at the model-duplication symptom M-167 didn't fix.
Two live crashes along the way, both from the same root cause: model
pointers get reused by the allocator across different logical model
instances, so any attempt to skip subcalcmatrices() based on inspecting
render_pos's value or caching pointer identity can be fooled into
treating a brand-new, uninitialized instance as already-validated --
leaving render_pos at its fresh tombstone value for a later consumer
(sub_GAME_7F06C768, computing zDepth) to crash on.

Fixed by never skipping subcalcmatrices() at all -- it always runs now,
guaranteeing render_pos is never left invalid regardless of model
lifecycle. The freeze is purely a contents copy on top of a
now-guaranteed-valid buffer. Live-playtest stable (no crash, full
session).

But the result is informative-negative: freezing unconditionally also
suppresses the LEGITIMATE per-shot camera/model repositioning
(AI_TRYTeleportingChrToPad moves Bond between several distinct shots
during the cutscene), not just the illegitimate intra-shot cycling --
so the camera now looks the wrong direction for later shots and Bond
still appears stuck. Both GE_D243X3/GE_D243X4 remain diagnostic
experiments, not real fixes. Documented two next-step candidates
(delta-threshold re-baseline, or hooking the teleport call directly)
for distinguishing legitimate repositioning from the cycling bug.

porting-notes.md gets the generalized lesson: freezing a value and
freezing a pointer target are different operations -- the latter needs
the call that keeps the pointer valid to always run, with the freeze
applied to contents afterward, not to whether the call happens.
2026-09-17 13:43:08 -04:00
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2026-09-01 19:28:59 -04:00