User ask: a debug toggle that always enables all level access and all cheats, for easier testing. Root-caused a single choke point: fileGetIsCheatUnlocked() (file2.c:391) is a pure, side-effect-free save-bitfield read that BOTH the mission-select lock (file.c:59) and the cheat-menu availability check (frontCheckIfCheatIsUnlocked, front.c:1009) route through. Short-circuiting it to always-true under an env flag unlocks both surfaces in one change. Bonus: exposes leftover Rare dev cheats otherwise unreachable (CHEAT_LINEMODE wireframe - useful for D222-style culling bugs, CHEAT_BONDPHASE, CHEAT_DEBUG_POS/UNK5). Plan: #ifdef PORT env-gated (GE_DEBUG_UNLOCKALL), default off = zero behavior change, no save-data mutation. Not implemented yet. Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
6.2 KiB
QoL Inventory — PD-vs-GE options diff
Status: partially implemented. M-83 landed three port-only quick wins —
DisplayFPS (D213), anisotropic filtering (D212), and the FOV slider (D211, via
WIDESCREEN-FOV-PLAN.md Phase 4). Rebinding / SkipIntro / per-pad tuning /
window HiDpi still open. Companion to WIDESCREEN-FOV-PLAN.md and
UNLOCKED-FPS-PLAN.md.
Method: diffed the config surface of both ports — every configRegister*
key in pd_port/port/src/*.c vs port/src/config.c + the F10 overlay
(port/src/optionsoverlay.c) + PD's optionsmenu.c. Principle applied:
where PD has a QoL feature that is achievable here, it is the standard;
GE keeps its own extras.
Classification key — P = port-only (no rules issues), G = needs a
game-code exception (rule #2 sign-off, per WIDESCREEN-FOV-PLAN.md framing).
GE already has (baseline — keep)
Input: mouse enable/capture/aim+turn speed/invert Y/Y scale/smoothing/raw
input, aim band, hipfire pitch speed, menu pointer speed + mode (GE's menu
cursor is injected entirely in port/src/input.c — no game code), pad
deadzone/trigger %. Video: VSync, FpsCap, MSAA, TextureFilter,
FixMipTextures, WrapFix, Fullscreen, Window geometry. Game:
ScreenShakeIntensity. Debug: FrameDump, InputLog.
PD has, GE lacks (candidates)
| Feature | PD location | Class | Effort | Notes / priority |
|---|---|---|---|---|
| Key rebinding (DONE M-83, D214) | port/src/input.c [Input.Bind] section |
P | M | Keyboard only, 12 actions, Input.Bind.* = Key,Key (SDL scancode names), file-driven like PD. Defaults = prior FPS layout (verified). Per-controller pad rebinding + a UI still open. |
| SkipIntro (DONE M-83, D216) | Game.SkipIntro -> src/game/lv.c |
P | S | Boots to the SELECT FILE menu, skipping the legal screen + Nintendo/Rare/GoldenEye logo attract loop. Reuses the game's own post-intro route (sets is_first_time_on_main_menu=FALSE + menu_update=MENU_FILE_SELECT); one #ifdef PORT line in the existing GE_STARTMENU block. Verified headless (screenshots). |
| DisplayFPS (DONE M-83, D213) | config Video.DisplayFPS |
P | S | Top-right readout, config-only; ~0.5 s sample window. |
| Anisotropic filtering (DONE M-83, D212) | Video.Anisotropy (1–16, dflt 4) |
P | S | fast3d already had the GL hook + a hardcoded 4×; M-83 exposed it as config. MipmapFilter / TextureFilter2D still not surfaced. |
| Per-pad tuning: per-stick deadzones, stick scale, rumble scale, device index, swap sticks, C-button mapping | input.c padsCfg block |
P | M | Medium. Matters for real-controller users; PD pattern is a config section per pad. |
Rumble → D224 (M-87, new). GE's port fully no-ops the N64 Rumble Pak (port/src/libultra.c:1220-1223 osMotorInit/Start/Stop all stubbed "no accessories on the PC") — GE genuinely has a rumble subsystem (src/motor.c, src/joy.c) that never reaches any output. PD's PC port wires this straight through to real gamepad rumble: inputRumbleSupported()/inputRumble() call SDL_GameControllerRumble() when the connected pad reports haptics, Input.PadN.RumbleScale config + an options-menu slider, osMemSize-style "pretend the accessory is there" pattern applied to a real one instead of faked. |
P | M | Concrete PD-port precedent, straightforward port-layer wiring (no src/ game-logic touch — GE's motor.c calls already exist, just need osMotorStart/Stop in libultra.c to route to a real SDL_GameControllerRumble call the way PD's do). |
|
| FakeGamepads / FirstGamepadNum / UseHIDAPI | input.c |
P | S–M | Niche (local MP on PC); defer until MP is actually played. |
| Window polish: DefaultFullscreen/Maximize, CenterWindow, AllowHiDpi, ExclusiveFullscreen | video.c vid* block |
P | S | HiDpi + center are the useful ones on modern Windows. |
| VSync adaptive (−1..10) | Video.VSync range |
P | S | Note for FPS plan — GE's 0/1 toggle is fine until then. |
| CenterHUD (0/1/2 = left/center/right) | Game.CenterHUD → g_HudAlignModeL/R |
G* | — | Already scoped in WIDESCREEN-FOV-PLAN.md Option B (Phase 1 decision). Not a separate item. |
| Per-player FovY + FovAffectsZoom | Game.Player%d.FovY, g_PlayerExtCfg |
G | M | PD does this in game code. GE's port-only RSP FOV slider (widescreen plan Phase 4) covers the global case; per-player is a stretch goal needing the exception class. |
| MemorySize (4–2048 MB emulated RAM) | Game.MemorySize → g_OsMemSizeMb |
P? | S | Check how GE sizes its OS memory heap; if fixed, make it a config knob (stability lever for heavy levels). |
| MaxExplosions / GEMuzzleFlashes / DisableMpDeathMusic | PD decomp edits | G | S | Low priority; rule-#2 cost > benefit. Skip unless asked. |
| GlareBrightness / OverexposureScale / FramebufferEffects | PD post-FX | — | — | Not applicable: GE's fast3d has no framebuffer-effect path. Excluded. |
Debug unlock-all → D225 (M-87, new, dev-tooling not player QoL). One env-gated #ifdef PORT short-circuit at fileGetIsCheatUnlocked() (src/game/file2.c:391) unlocks both all-mission-select and the full cheat menu in one change — the two gates already share that single function. Bonus: exposes leftover Rare dev cheats (CHEAT_LINEMODE wireframe, CHEAT_BONDPHASE, CHEAT_DEBUG_POS/UNK5) that are otherwise unreachable. |
P | S | User-requested testing convenience ("always enable all level access + all cheats... goes a long way"). Default off, pure query-time override, zero save-data/gameplay-logic touch. |
GE has, PD lacks (keep as-is)
Video.FixMipTextures, Video.WrapFix, Input.AimBand,
Input.HipfirePitchSpeed, Input.MouseSmoothing, Debug.FrameDump,
Debug.InputLog. No action.
Suggested Phase 4 order (after audio; ordering vs widescreen/FPS TBD)
- Quick wins (all P, small): SkipIntro, DisplayFPS, aniso + mipmap filters, window HiDpi/center.
- Rebinding (P, medium) — the headline Phase 4 item; PD pattern is config-string driven, no UI required for parity.
- Per-pad tuning (P, medium).
- Niche: fake gamepads / HIDAPI (when MP gets played); MemorySize knob (after the heap check).
Everything here is parked behind audio like the other plans; nothing in this inventory implies an implementation decision yet.