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* D250: fix sysSleep unit-conversion bug in frame-pacing; add GE_D250 lvlRender probe port/fast3d/gfx_sdl2.cpp sync_framerate_with_timer() computed the remaining frame budget in 100ns units (qpc_to_100ns) and passed it straight into sysSleep(), which takes microseconds -- a real 10x oversleep whenever that branch fires. Genuine bug, but only active when target_fps is nonzero (tied to Input/Video FpsCap); confirmed via live testing that it is NOT the active cause of the user's reported ~45-50fps with FpsCap=0/VSync=0, where this pacing path never runs. Added GE_D250 (src/boss.c, #ifdef PORT) to isolate lvlRender()'s DL-building cost (culling/animation/scene traversal) from gfx_run's already-measured software-RSP interpretation cost. Live test on Dam shows lvlRender averaging ~0.5-1.5ms -- also not the bottleneck. Documented in docs/dev/GE-ENV-PROBES.md (GE_D250 row). findings.md D250 update to follow after rebase. Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog * docs(D250): live A/B session -- MSAA/aniso/FOV/resolution/vsync all ruled out Live session with the user driving the game directly, confirmed the sim-healthy/render-sagging pattern from earlier idle testing reproduces under real play on Dam. One-at-a-time A/B via the F10 overlay ruled out MSAA, anisotropy, FOV, resolution (1280x960 fullscreen vs 640x480 windowed), and VSync (render never exceeds ~60 even uncapped) as the cause -- the cost is resolution/GPU-setting-independent. gfx_run (~6-10ms) + lvlRender (~0.5-1.5ms, via the new GE_D250 probe) together don't account for the real ~20-22ms/frame. Leading remaining suspect: the emulated N64 thread-handoff/scheduler round-trip (gesched.c/sched.c) -- real OS context-switch/wake latency standing in for what was free hardware handoff on N64. Needs a real profiler (Visual Studio / WPR) attached during a live bad-fps moment to confirm; ad-hoc per-call timers have now ruled out the two most obvious CPU call sites without finding the cost. Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog * D250: fix uncached getenv() in fast3d hot paths -- root cause of the fps drop A live WPR/xperf CPU trace (tools_pc/perf.ps1, new sister script to debug.ps1) with Microsoft public symbols resolved found the dominant render thread spending only 5.2% of its CPU time in the game's own code -- 43% was in msvcrt.dll, and getenv()/_getenv_helper_nolock alone accounted for ~50% of the thread's total CPU time. Root cause: port/fast3d/gfx_pc.cpp's import_texture() (runs on every texture bind) and several per-triangle/per-G_SETCOMBINE debug-probe checks (GE_DTEX, GE_TEXDUMP, GE_TEXRAW, GE_D229 x2, GE_D172 x2, plus GE_TEXDUMP/GE_PCDUMP in gfx_opengl.cpp) called getenv() uncached on every call, unlike the safe static-cached pattern already used elsewhere in this codebase. On a texture-heavy scene that's tens of thousands of locked, locale-aware Windows CRT environment lookups per second -- invisible to both of the timers added earlier this session (gfx_run's own cost measurement and the new GE_D250 lvlRender probe), since neither isolates CRT/library time from the game's own code. Fix: cache every getenv() site in gfx_pc.cpp/gfx_opengl.cpp with the established static-int pattern. Narrow, mechanical, no logic change. Verified: the exact idle-Dam test that was pinned at 45-50fps before the fix now holds a rock-steady 60-61fps, zero dips. Also explains why the earlier MSAA/aniso/FOV/resolution/vsync A/B pass all showed "no change" -- the getenv() cost was a large per-call constant that swamped any real, smaller resolution-dependent GPU cost at every setting tried. Residual, separate issue found once this was fixed: still runs badly at 1440p+ (640x480 now holds a clean 60fps) -- likely the real GPU fill-rate cost the getenv() bug was masking, now exposed on its own. Not yet investigated. docs/dev/findings.md D250 updated with the full root-cause writeup. docs/porting-notes.md gets a new lesson under section E (cache getenv() in any hot-path probe). tools_pc/perf.ps1 automates the trace-and-analyze workflow for next time. Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog * docs(D250): correct the 1440p+ follow-up -- it was a stale-build false alarm User re-tested 1440p/4K on the actual getenv-fix build and confirmed it holds up fine too. The "still runs badly at 1440p+" report was from before the fix was live, same stale-build class as the DLL-load false alarm earlier in the session. D250 is fully resolved across all resolutions tested, not just 640x480. Claude-Session: https://claude.ai/code/session_016DQUKGLZxFtPy52MkKXXog * docs: add missing GE_D219RAW row to GE-ENV-PROBES.md (CI validate fix) Pre-existing gap unrelated to this branch's own changes -- gen_env_probes.py --check caught it now since it runs on every PR. GE_D219RAW has had live getenv() sites in src/game/image.c since the D219 investigation but was never added to the probe doc.
22 KiB
22 KiB
GE_* environment probes — consolidated list
Every getenv("GE_…") in the tree. The table prose is hand-curated;
tools_pc/gen_env_probes.py re-greps the live sites and reports drift
(NEW / GONE vars + a fresh file:line map) — run it before trusting the
File:line cells. Last reconciled 2026-09-04 (M-51). All are env-gated: unset = zero behavior
change, so they are safe to leave in a release build (they only cost a
getenv on the guarded path). "Dead" below means the finding it was built
for is closed — the probe is strip-candidate scaffolding, not that it does
anything harmful.
Two classes:
- Infra / live tooling — deliberately kept, used by the playtest harness
(
tools_pc/debug.ps1,playtest.sh,level_sweep.sh) or by an investigation still in progress. - Dxx diagnostic — added to chase one finding; most are now closed.
Infra / live tooling
| Env var | File:line | What it does | Status |
|---|---|---|---|
GE_PCDUMP |
port/fast3d/gfx_opengl.cpp:1079 (is_pcdump), gfx_opengl.cpp:700, port/src/video.c:188, port/src/config.c:46 (configGetFrameDump) |
Per-frame framebuffer PPM dump to $PCDUMP dir (verification-ritual golden captures, tools_pc/framediff.py/pixcount.py). Also settable via [Debug] FrameDump ini (env wins). M-33/D168: the writer now emits rows top-to-bottom — captures before that fix are vertically flipped. |
live |
GE_INPUTSCRIPT |
port/src/input.c:306 |
Headless scripted controller-0 input: "<frame>:<tok>,…;…" (SUP/SDOWN/SLEFT/SRIGHT/SNONE sustain, buttons pulse). Sole input source when set. |
live |
GE_INPUTLOG |
port/src/input.c:329, port/src/config.c:53 (configGetInputLog) |
Logs computed pad state (buttons + stick) each poll when non-zero. Also [Debug] InputLog ini. Also traces D165 menuptr est/tgt/eff/stick. |
live |
GE_STARTMENU (+ GE_STARTMENU_PAGE, GE_STARTMENU_DIFF) |
src/game/lv.c:398-402 (#ifdef PORT) |
Boot straight into a front-end menu id (13=MISSION_COMPLETE, 10=BRIEFING, 7=MISSION_SELECT, 12=MISSION_FAILED, 6=MODE_SELECT); _PAGE=folder row (def 1=Dam), _DIFF=0..3. Crash-test a screen fast. |
live |
GE_UNLOCK_ALL |
src/game/debugmenu_handler.c:1098 (get_debug_enable_all_levels_flag, #ifdef PORT) |
Mission-select shows every solo level (playtest jump-to-any-level aid). Cached in a static int c. |
live |
GE_OPTIONSOVERLAY |
port/src/optionsoverlay.c:231 |
Force-enable the F10 port-layer options overlay (D184 / PR #10) regardless of ini. atoi != 0. |
live |
GE_D204 |
port/src/audio.c (audioSetNextBuffer) |
Audio-health monitor (D204). One line per 5 s of wall clock: rt= produced-audio/wall ratio (1.000 healthy; below 1 = the 30 Hz audio retrace is starving and the device is padding with silence), q= SDL queue depth / queueLimit (pinning at the limit with drop= climbing = overproduction, the "eventually no audio" state), drop= blocks discarded, max= largest block vs its g_MaxFrameSize*4 allocation. Deliberately cheap (~30 clock reads/s) — safe to leave on for a full playtest, unlike GE_MIXERTRACE. The instrument of record for D202. |
live |
GE_D204_OLD |
port/src/audio.c (d204OldMode) |
Restores pre-D204 behaviour (osAiGetLength() reports the whole SDL queue depth; queueLimit back to 8192) so before/after can be A/B'd in one binary, without build-to-build variance. Temporary — remove when D204 closes. |
live (D204 A/B) |
GE_AUDIOTRACE |
src/snd.c (sndPlaySfx, sndDeactivate), src/game/propobj.c (door sounds), src/libultra/audio/load.c (alLoadParam) |
Per-sndPlaySfx resolution trace to audiotrace.log: soundIndex → ALSound*/keyMap/wavetable/base/len/book, the returned ALSoundState*, every sndDeactivate, and wavetable bind events. M-65 additions: [VOICE+]/[VOICE-] pairing every voice acquire/release with sound/state/flags (NB: written from two threads to one unbuffered FILE* — occasional torn lines, parse defensively), [SLOTWRITE] door slot ownership, [RETRIGGER-POST], [WAVELOOP] (per-sound ALADPCMloop presence), [DOORSND] every door sound state change incl. an ORPHAN-both-slots-busy verdict. M-66b addition: [EXPIRE] — posted whenever the port-side ownerless-infinite-loop expiration is scheduled (sound/state/delay/fade); this line is permanent (part of the D202 option-C fix), unlike the rest of the probe set which is removable on close. M-67/M-69 additions: [WIRE] t=µs filter=… <- table=… (src/libultra/audio/load.c, every wavetable→decoder bind, µs-timestamped) and [VOICEMAP] (src/libultra/audio/synthesizer.c, full PVoice→decoder/resampler/env-state address map at synth init — this is how offline voicedump slot addresses tie to WIRE filter addresses). M-68 additions: [EVT] t=µs type=N state=P + [STOP-EVT] … deltaUs=N (event types per src/snd.h: 1=PLAY, 2=STOP, 8=VOL, 64=DECAY, 128=END). M-71 additions: [VOL] t=µs state=… rawVol=… playing=… (src/snd.c, per-VOL-event value before the slot-volume law) and [DISTVOL] pos=(…) player=(…) dist=… vol=… (src/game/propobj.c, the distance-attenuation funnel sub_GAME_7F053894 — this is how an SFX's final volume is computed from hit position). NB: lines from the multiple file handles interleave — occasional torn/corrupt lines, parse defensively. dumppos= gives the exact byte offset into audiodump.raw (quantised to the 2880-byte audio block). Low cost. |
live (D202/D205) |
GE_PULLTRACE |
src/libultra/audio/load.c (alAdpcmPull) |
[PASTEND] assertion: fires if a voice's f->sample exceeds its wave's total samples while nOver == 0 (i.e. an unstopped voice keeps decoding past the end instead of zero-filling). Rate-limited to 40 lines. M-65: 0 hits — exhausted voices go silent correctly. |
live (D202) |
GE_DMEMWIPE |
port/src/mixer.c (aClearBufferImpl) |
Zeroes the whole software DMEM at the frame boundary (detected as alMainBusPull's clear of AL_MAIN_L_OUT, addr 1088). Tests whether audio state survives across frames in DMEM. M-65: no-op on output — ruled out. |
live (D202) |
GE_NOWET |
port/src/mixer.c (aSetVolumeImpl) |
Mutes the reverb send (wetamt = 0), isolating the reverb delay lines as a possible source of persistent signal. M-65: drone unchanged — ruled out (NB aPoleFilterImpl is still an unimplemented no-op, D199). |
live (D202) |
GE_BANKDUMP |
port/src/romdata.c |
BANKSRC lines: the source ROM-layout bank tree per soundIndex (instrument → sound → envelope pointers + decayTime). Used to prove sound 203's decay=-1 is genuine ROM data, not a conversion bug. One-shot at load. |
live (D202) |
GE_FORCEALARM |
src/game/propobj.c (handle_alarm_gas_timer_calldamage, #ifdef PORT) |
D207 diag (temporary). Forces the in-game alarm klaxon (alarmActivate) on a frame counter — on ~2–10 s, off, on again — and emits a per-frame [D207] f=… active=… ptr_alarm_sfx=… playstate=… locked=… line to audiotrace.log. Repro harness for the "alarm SFX overrides other audio" report when a level's own alarm can't be triggered headlessly. Remove when D207 closes. |
live (D207) — temporary |
GE_KEYMAPDUMP |
port/src/romdata.c |
KEYMAP + ENVSRC lines: raw source bytes of every ALKeyMap / ALEnvelope in the ROM-layout blob, for byte-wise comparison against runtime values. One-shot at load. |
live (D202) |
GE_AUDIODUMP |
port/src/audio.c (audioSetNextBuffer) |
Raw-dumps every mixed s16/stereo/22050 Hz buffer to audiodump.raw in the CWD for offline waveform inspection. Length ÷ 88200 = seconds of audio produced. |
live (D202) |
GE_VOICEDUMP |
port/src/mixer.c (aEnvMixerImpl) |
Dumps each voice's resampled mono stream (post-resample/pre-envelope, i.e. the env-mixer input) to voicedump.raw as records of [u32 stateAddr][u32 nSamples][u64 us][s16 × n]. The µs stamp is when the block was MIXED — records are rendered ahead, so a record's samples END at its stamp (M-69: treating stamps as start offsets misplaces content by up to one ~33 ms block). stateAddr = the env-mixer state address from [VOICEMAP]. Used with scratchpad/exact_match.py for full-corpus per-voice sample verification. |
live (D202) |
GE_MIXERTRACE |
port/src/mixer.c, src/audi.c (amDmaCallback), src/libultra/audio/load.c (_decodeChunk, alLoadParam) |
Per-opcode mixer trace to mixertrace.log (DMEM addresses, ADPCM books, decoded frames, [DMAREQ]/[DMAHIT]/[DMAMISS]/[BINDTABLE]). WARNING: unbuffered per-opcode fprintf, ~25 MB/min. It slows the process enough to starve the audio thread — M-63 measured "audio at 13 % of real time" that was entirely this probe's own artifact. NEVER use it for timing-sensitive measurement; use GE_D204. Grep it, never read it whole. |
live (D202) — timing-unsafe |
GE_TEXPITCH |
port/fast3d/gfx_pc.cpp:924 (gfx_tex_pitch_fix, cached) |
=0 disables the D183 defensive de-stride in import_texture (default on). RC2/RC3 texture-shear A/B knob. |
live (RC3 not finished) |
GE_TEXRAW |
port/fast3d/gfx_pc.cpp:1079 |
With GE_TEXDUMP, also dumps the raw pre-import source bytes (texdump/rNNN_f…_s…_WxH.bin) so a decode bug can be told from a source-data bug offline (D183). |
live (RC3 not finished) |
GE_D219RAW |
src/game/image.c (texReadUncompressed/texChannelsToPixels, #ifdef PORT) |
Diagnostic-only, print-only (no behavior change): logs the runtime texture decompressor's bitstream header (texnum/format/width/height/compmethod) for every non-zlib wide-pixel image, plus a dump of the first row of decoded texels exactly as stored in the pool (post-PORT_PIXEL16, i.e. byte-swapped for the 16-bit family) for RGBA16/RGB15/IA16. No texnum filter — lets any suspect texture be cross-referenced against the offline ROM census (scratch/d219_census.txt) without narrowing by hand. |
live (D219, closed — kept for future runtime-decoder triage) |
GE_WRAPFIX |
port/fast3d/gfx_pc.cpp:3166 (gfx_set_wrap_fix) |
RC3 test override for the Video.WrapFix D74/D167 wrap-block path (atoi != 0 wins over the ini). |
live (RC3 not finished) |
GE_SAVELOG |
src/game/file.c:46, src/game/file2.c:16 (SAVELOG macro), src/boss.c:749, src/game/objective_status.c:297,343 |
Traces the campaign save/unlock chain (objective completion → end_of_mission_briefing → fileWriteSave → EEPROM). Used to confirm D157. g_savelogObjOnce gates the per-criterion dump to the bossReturnTitleStage call. |
live (strip once a few more level boundaries are playtested) |
GE_D160 |
src/boss.c:744, src/game/bondview2.c:791, src/aicommands.def:10055,10181,10236,10242,10247 (all #ifdef PORT) |
Dam exit-cutscene (D148/D160) diagnostic: trace points in bossReturnTitleStage, bondviewSetCameraMode, and AI cmds EndLevel/exit_level/CameraLookAtBondFromPad/CameraSwitch. Investigation in progress — user owes a GE_D160=1 Dam run. |
live |
GE_D193 |
src/game/frametiming.c (waitForNextFrame, #ifdef PORT) |
Per-wall-second line: render= rendered frames, sim= sim ticks delivered (Σ of the deltaFrames/g_ClockTimer fed downstream), clamped= frames whose catch-up hit FRAMETIMING_PORT_MAX_CATCHUP, maxraw= largest pre-clamp delta. Healthy steady state = render=30 sim=60 clamped=0 maxraw=2 (measured M-80, all levels idle). Use to check whether the wall-clock timer under-advances under real AI load (D193). Cheap; safe for a full playtest. |
live (D193) |
GE_D193A |
src/game/chr.c (chrTick → d193aSample, plus d193aMoved in chrUpdateAnim; #ifdef PORT) |
Per-wall-second per-ticked-chr locomotion telemetry (D193/D209): chr= chrnum, act= ACT_TYPE, speed= world-units travelled/s, gtd= g_GlobalTimerDelta, tier= act_gopos.unk59 SPEED tier (0 walk / 1 run / 2 sprint; -1 when not ACT_GOPOS), gspd= act_gopos.speed (a turn rate, not a travel rate — 0 means running straight), typ= PROP_TYPE (3=CHR, 6=VIEWER), tick=/move=/frz= chrTick entries vs chrUpdateAnim calls vs freeze-gated (move « tick = the chr is being visibility-culled out of its own locomotion; move=0 at high speed = WAYMODE_MAGIC), hid= CHRFLAG_HIDDEN, then the root-motion scalars scale / xlscale / animrate / playspeed / mspeed (model->speed) / endframe / anim ptr / aidx= that pointer reverse-resolved to its animation_table_ptrs1 index (40 walking, 41 sprinting, 42 running, 107 walking_unarmed — map via src/game/initanitable.c). GE_D193A_CHR=<n> restricts to one chrnum. This probe found D209: Cradle showed tier=1 (RUN) with aidx=40/107 (walk anims) on every sample. |
live (D193/D209) |
GE_D193B |
src/game/model.c (sub_GAME_7F06D3F4, #ifdef PORT) |
Rate-limited (1/97) raw anim root-motion decode trace (D193): joint= / flip= / base= mtx channel index / frame= / tmp= decoded s16 translation triple from the anim bitstream / angle= / anim ptr / bd=+bs= the D32 u32 bitDescriptors/bitStream addresses / njoints. M-80 Facility: base=0, angle=0 always (root-motion facing delta never non-zero — top lead), tmp ≈ (±small, ~1086 hip-height, ±small). Compare tmp/angle magnitudes against a clean N64 decomp build of the same anim+frame. |
live (D193) |
GE_D250 |
src/boss.c (bossMainloop, wraps lvlRender(), #ifdef PORT) |
Per-wall-second line: [D250] lvlRender avg=Nus n=M — average + count of lvlRender() (DL-building: culling/animation/scene traversal) calls that wall-second, isolated from gfx_run()'s software-RSP interpretation cost (already covered by the existing "frame rendered in Nus" line). Added M-120 to chase D250 (fps stuck ~45-50 on Dam, ruled resolution/MSAA/vsync/build-flags out already) — found lvlRender itself is cheap (~0.5-1.5ms avg), so it is NOT the missing ~10-15ms/frame either; the still-unexplained cost must be elsewhere in the per-retrace-message loop (scheduler/thread round-trip, audio, or something not yet isolated by a targeted timer). Cheap; safe for a full playtest. |
live (D250) |
GE_D172 |
port/fast3d/gfx_pc.cpp (gfx_sp_tri1 — SETCOMBINE dedup log + non-LOD multitex tri dump; #ifdef PORT) |
Particle magenta/cyan colour (D172). Logs each distinct SETCOMBINE + active cycletype, and — for a 2-cycle tri that consumes TEXEL1 with tex_lod=0 and a distinct 2nd tile — the tile fast3d samples for each texunit vs what the DL configured. Found D172: 40/40 particle tris configured tile 1 @ tmem 392 (fire) but sampled tile 0 (smoke) → smoke*smoke. FIXED (gfx_lod_tile_offset return rdp.tex_lod ? 0 : i). Probe kept inert. |
live (D172 FIXED, probe kept) |
GE_DVM |
src/game/gunfire.c (gunUpdateAndFire gate dump + gunRenderFirstPersonGunModels render dump; #ifdef PORT) |
1P weapon viewmodel (D215). [DVM] line: the field_87F show/hide gate terms + Gun_hand_without_item sub-terms + copy_of_body_obj_header RootNode/Switches/numRecords. [DVMr] line: 87F + cmds_emitted = gfx commands the weapon subdraw() produced (healthy ≈ 150; the D215 bug showed 1). Rate-limited ~1/s per hand. Found + verified D215 (renderdata.flags read 0 → all weapon DL nodes gated off). Probe kept inert. |
live (D215 FIXED, probe kept) |
GE_DTEX |
port/fast3d/gfx_pc.cpp:1001 |
Per-import_texture param log (dims / line / size / lod / gen_mipmaps). Used to root-cause RC2 and D159. Kept as an inert diagnostic. |
live (RC2/RC3 not finished) |
GE_TEXDUMP |
port/fast3d/gfx_pc.cpp:1020, port/fast3d/gfx_opengl.cpp:700 |
PPM dump of every uploaded texture + a fmt/siz/palfmt/palidx/pal[0..3] line. Root-caused D161 (Depot ceiling). Kept as an inert diagnostic. |
live (RC3 not finished) |
GE_D116 |
port/fast3d/gfx_pc.cpp:1710,2362, src/game/textrelated.c:265,541 (cached ge_d116) |
HUD/text "X-mirror" (D114/D116) vbo/uv trace. D114/D116 CLOSED — NOT A BUG (M-33/D168): the captures were upside-down, not mirrored. Probe is now dead scaffolding — strip on the next cleanup pass. | dead (D114/D116 closed) |
Dxx diagnostic probes — finding closed unless noted
| Env var | File:line | Finding / what it logged | Status |
|---|---|---|---|
GE_D51 |
port/src/libultra.c:496, src/game/model.c:125,244,544 |
msgQ 32-slot overflow watch / ModelSlot layout | dead (D51 closed) |
GE_D54 |
— (all blocks stripped M-32, commit 49ce620a) |
music seq-table ABI / endianness (ALMidiHdr) |
dead (D54 closed) — fully removed (kept here as a tombstone; the generator flags it GONE) |
GE_D154 |
src/game/bg.c:3418,3447,3632 (capped 64 calls) |
bg room-GDL call trace (room / gdlidx / vtxoff / op / raw hdr words) | dead (D154 closed) |
GE_D227V |
src/game/sky.c (skyPortRenderPoly, #ifdef PORT) |
Sky/water per-vertex dump: S/T/w/1/w, screen xy, the chosen tc shift k, the baked tc, and whether the tile capture succeeded. Found D227: 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 overflowed and wrapped -- the starburst/"two sky processes" seam. Root cause was a unit error (unk20/unk24 are already S10.5, not texels; M-82's *32 was spurious). FIXED M-100b. Probe kept inert. |
live (D227 FIXED, probe kept; useful for D229 water) |
GE_D176 |
src/game/bgfog.c:459,471, src/game/sky.c:325,381 (all #ifdef PORT) |
D176 sky/fog env-match + sky-vert trace (Path B, PR #18) | live (D176(a)/(b) OPEN) |
GE_D178 |
src/game/front.c:6586,6594 (#ifdef PORT) |
briefing-data u16 decode trace (blank-objectives, D143/D178) | dead (D178 closed) |
GE_D56 |
src/game/model.c:227,830 |
watch Model raw-offset reads |
dead (D56 closed) |
GE_D60 |
port/src/libultra.c:521,735 |
gfx frame msgQ delivery trace | dead (D60 closed) |
GE_D61 |
port/src/libultra.c:795 (s_d61opened) |
opens a one-shot log file | dead (D61 closed) |
GE_D62 |
port/src/libultra.c:477 |
osRecvMesg trace | dead (D62 closed) |
GE_D63 |
remaining: src/game/bg.c:2525,2908,2953, front.c:1410,1416,7814,7889,8083,8091,8099,8366, image.c:2453, language.c:431, model.c:4340, title.c:607 |
gun-barrel sub-DL clobber hunt (D63/D64/D65/D66 — the labels drift within the blocks). Stripped M-30 (d0789358, gfx_pc.cpp trail). Stripped M-32 (49ce620a): memp.c, bg.c:2880 (incl. the bare non-PORT d63bgprimarycount static + entry log), blood_animation.c, dyn.c, rsp.c. Remaining blocks are all #ifdef PORT + getenv-guarded and inert — strip candidates for a later pass. |
dead (D63 closed) — partially removed |
GE_D69 |
src/game/ob.c:165,227 |
stage-load (D69) object trace | dead (D69 closed) |
GE_D69BB |
src/game/bg.c:2460,2479,3020 |
D69 bg-binary layout trace | dead |
GE_D69STAN |
src/game/stan.c:266,276 |
D69 stan-tile trace | dead |
GE_D85DUMP |
src/game/bg.c:2510 |
D85 bgWidenRoomGdl 8→16B dump |
dead (D85 closed) |
GE_D85TEX |
src/game/image.c:2479, src/game/tex.c:859,1050 |
D85 texpool-full events (Depot analysis) | dead (D85 closed) — was useful for §3 |
GE_D217TEX |
src/game/image.c:234 (texInflateZlib) |
D217: logs texnum/format/numcolours/palette[0..1] straight off the decode bitstream (before any arena/pointer math) — the decode-correctness check that proved the affected texture (grip, texnum=1608) decodes byte-identically across levels, ruling out a decode/ROM-data bug. |
live (D217 open — investigation instrument) |
GE_D229 |
port/fast3d/gfx_pc.cpp (gfx_sp_tri dual-texunit probe + import_texture) |
D229: per-draw dump of both texunits' tile/tmem/fmt/siz/UV state for 2-cycle draws, plus a one-shot confirm line when the RGBA16-over-CI8 import remap fires (the fix path). Inert by default. | live (D229 fixed — probe kept for the Surface 2 / sweep verification) |
GE_D86 |
src/game/model.c:6295, src/game/objecthandler_2.c:143 |
D86 model rwdata trace | dead (D86 closed) |
GE_D87 |
src/game/ramromreplay.c:296,363,381 |
D87 ramromfilestructure endianness |
dead (D87 closed) |
GE_D88 |
src/game/prop.c:1367, src/game/stan.c:3090 |
D88 Usetup*Z propDef stream |
dead (D88 family closed; D88.4 resolved) |
GE_D90 |
remaining: src/game/bondview2.c:2146, src/game/prop.c:1391 (bondview_r.c blocks stripped M-32, 49ce620a) |
D90 bondview / prop NULL trace | dead (D90 closed) — partially removed |
GE_D96 |
src/game/chrprop.c:436,507 (cached probe) |
D96 chrprop trace | dead (D96 closed) |
GE_D104 |
src/game/bg.c:654 (rate-limited, d104c) |
D104 depth-clear trace | dead (D104 closed) |
GE_D71LOG |
port/fast3d/gfx_pc.cpp:645 |
D71 fast3d trace | dead (D71 closed) |
GE_D75 |
src/game/title.c sub_GAME_7F007F30 (capped 8) |
D75 Bug 2 gun-barrel model probe: logs chrModelInstance/gunModelInstance ptr+obj+numMatrices, render_pos, renderData.mtxlist, g_GfxMemPos, osVirtualToPhysical(render_pos) |
LIVE (D75 Bug 2 OPEN — see §F "D75 Bug 2 — RUNTIME PROBE") |
Notes
- The bare non-
#ifdef PORTGE_D63block inbgRenderRoomPrimary(d63bgprimarycountstatic + entry log, was ~bg.c:2876/2880) was removed M-32 (49ce620a). Every remainingGE_D63block is#ifdef PORT/#if defined(PORT)wrapped and inert. [Debug]ini keys (Debug.FrameDump,Debug.InputLog) mirrorGE_PCDUMP/GE_INPUTLOGas a fallback (env var wins) — M-26,port/src/config.c.- Not GE_-prefixed but same category:
GE_DETERMis implemented but experimental — not yet achieving its determinism goal (fixed-tick mode, §F D117, M-52 four-pass writeup);GE_DETERM_TRACE(M-52 4th pass) adds instrumented clock-event logging when used alongside it, for diffing two runs to localize remaining divergence. Both env-gated, default off, zero cost when unset.