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goldeneye-pc-port/docs/dev/HANDOFF-ARCHIVE.md
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James Dansereau fa54f8fb90 docs: add operating manual, fix cross-references after doc restructure
- Commit CLAUDE.md + AGENTS.md so a fresh clone has the operating manual and
  the ABI/no-game-logic rules (trimmed of stale phase status; the personal
  pd_port path removed; points at the split docs).
- Sweep every stale doc reference across the tree after the restructure:
  PCPortResearch.md -> internals.md / dev/findings.md,
  PORT-LEARNINGS.md -> porting-notes.md,
  AGENT-WORKFLOW.md -> dev-process.md,
  docs/{GRAPHICS-BACKLOG,HANDOFF-ARCHIVE,GE-ENV-PROBES,LEVEL-*,TEXTURE-GLITCH-ANALYSIS,AUDIT-M6-*,AUDIO-PLAN}.md -> docs/dev/.
- Drop the superseded docs/PLAN-linear-level-sweep.md.
- docs/HANDOFF.md + docs/BACKLOG.md stay local-only (rolling working files);
  CLAUDE.md now handles their absence in a fresh clone.
2026-09-01 20:01:09 -04:00

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HANDOFF ARCHIVE — session-by-session narrative

Reference only. Current state, next task, and environment live in docs/HANDOFF.md; per-finding detail in docs/internals.md §F/§H (indexed at the top of §F). This file is the frozen accumulation of prior sessions' handoff briefs (through session M-11), kept so the reasoning behind a fix is recoverable. Everything below is as-written at the time and may be superseded.


Handoff brief — GoldenEye 007 PC port (Phase 2: Session M-3 —

STAGE-LOAD → RENDER crash chain CLEAR; BUNKER1 renders, next is D75 model quality)

PREFLIGHT — before touching anything (a concrete next-step below is NOT a reason to skip this)

  1. CLAUDE.md (auto-loaded) + AGENTS.md non-negotiables.
  2. This file, top-to-bottom.
  3. docs/porting-notes.md — recurring bug classes.
  4. Dispatching a subagent? docs/dev-process.md FIRST. Every brief needs FILES / BUDGET / ON-EXPIRY / CONSTRAINTS / REPORT (see CLAUDE.md "Dispatch preflight").

Paste-ready brief. Authoritative context: AGENTS.md, docs/internals.md §F (D69, D78-D102), docs/BRIEF-D69-stage-load.md.

NEW DIRECTION (2026-08-29): docs/PLAN-linear-level-sweep.md — pivot to breadth-first: fix the boot→intro→menu→level-select path to functional, not crashing (cosmetics parked in GRAPHICS-BACKLOG.md), then sweep all 21 solo levels for load+render+no-crash. Start with WS1 (auto-inject memallocstringtable args for bare -level_XX).

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.

Priority (user, M-11): get BUNKER1 — then every level — playable start-to-finish with no crashes. Fix crashes/hangs first; cosmetic rendering (D74/D75/D76/D114/D116) is logged in docs/dev/GRAPHICS-BACKLOG.md and comes later. D120 (blood-stain converter) is the nearest real converter gap; extending d43_emit.py for opcode-0x18 is a good subagent brief. After BUNKER1: walk the objective/exit path to a level transition, then the next stage.

Real remaining work, in order (updated session M-8):

  1. Input layer (Phase 3) — IN PROGRESS (M-8 agent, §F D118). port/src/ input.c was a stub; only a minimal keyboard path in libultra.c (contSnapshotFromKeyboard) worked. No C-buttons/mouse-look/gamepad/ rebinding. This is the top playability blocker — you cannot aim or properly move. Reference: pd_port/port/src/input.c.
  2. Weapon model doesn't draw (AUDIT-M6 #5) — NOT STARTED (M-8 agent hit the account session rate-limit before any work; tree untouched). Plan: instrument gunfire.c weapon setup (~600-661) + field_87F gating (~520/587-598) FIRST with a GE_D119 printf — does setup even run? Then check weaponModel.render_pos = dynAllocate'd rwmtx lifetime vs the gunRenderFirstPersonGunModels (~1605) consumer (on N64 it aliased the persistent hand->mtxlist; D102 gave it own storage → arena may recycle). Also weaponRwPool[192] capacity vs modelCalculateRwDataLen(mdlhdr) on PC, and flashvisptr word-index assumption (~640). Narrow #ifdef PORT lifetime/sizing fix only — if it needs a behavioural arena change, STOP + write up. Direct -level_09 boot may spawn Bond holstered — may need forced weapon state or the attract path to get the gun on screen. Gate to playability.
  3. The HUD/text X-mirror (D116) — DEPRIORITISED, parked in docs/dev/GRAPHICS-BACKLOG.md. M-11 confirmed the ammo digits use the SAME textrelated.c path (no separate renderer — the M-8 premise was wrong) and re-hit the same contradiction: every stage verified non-mirrored, glyphs still flip. Do not re-static-trace. Next attempt needs a RenderDoc/apitrace capture or the asymmetric-1-texel experiment — nothing else. All cosmetic rendering issues (D74 dead wrap-block, D75/D76/D77) now tracked in docs/dev/GRAPHICS-BACKLOG.md; they rank BELOW level-progression and crash work.
  4. Rest of the struct player offset pass — D115 fixed the HIGH gunfire.c THROW* bugs; #6 (watch-preview Model pool) + the broader audit remain (docs/dev/AUDIT-M6-player-offsets.md).
  5. 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").
  6. GE_DETERM fixed-tick mode (§F D117) — deferred as not-narrow; would unlock exact-diff regression testing + reproducible timing bugs. Design is written up. Worth doing once the above land.

Session M-7 — see §F D116 + "D116 probe results". Ran the glyph probe (overseer, after killing a subagent that was drifting toward a global texrect S-swap). Corrected finding: the HUD text mirror is a per-quad texture-U flip that is NOT path-specific — the ammo digits "83" are mirrored too (ppm/frame_000320.ppm), refuting M-7's earlier "proportional-font-specific" claim. Rect positions are correct; only texture content is X-flipped. Every fast3d stage probed clean (glyph bitmap in memory correct, texrect ul.u=0→lr.u=max, import_texture_i8 linear, GL shader UV pass-through) — so the flip is in the GL vertex-buffer/draw layer OR a shared clip-space-X vs U desync on rect quads. This re-opens D114's shared-mirror hypothesis (now per-quad U/X, not screen-space) and plausibly also explains inverted guards / mislocated door props. NEXT: shader/vertex-buffer probe — dump per-vertex (x,u) for one glyph quad; render a 1-texel asymmetric test texture to see which axis inverts. GE_D116-gated probes left in textrelated.c + gfx_pc.cpp (zero-cost).

Session M-8 wrap — state for next session. Build GREEN at 587c6856, tree clean. Committed: D116 part-3 writeup + [D116/vbo] probe (5ff012b4), CLAUDE.md/preflight (fd25628a), D117 framediff+nondeterminism (44d9ae98), D118 input layer (4ac11fe7/587c6856), handoff reprioritisation. GE_D116 and GE_INPUTLOG probes are in-tree, getenv-gated, zero-cost. Weapon-model (#5) agent never ran (rate-limit) — task untouched, plan in item 2 above. Pre-existing stash stash@{0} "d59 probes WIP" (~300 lines, gfx_pc/gfx_opengl/crash.c) is NOT from M-8 — provenance unknown, left as found. Next: human input playtest (tune ge007.ini [Input] MouseAimSpeed), then weapon-model #5.

Session M-8 (continued) — D116 part 3 + input layer. Killed the drifting D116 agent, ran the probe as overseer: buf_vbo (x,u) for glyph quads and the GL texture upload are both runtime-verified non-mirrored (x-left<->u=0), GL shader is gl_Position=aVtxPos + UV-passthrough — every stage clean, yet glyphs render X-flipped (contradiction, §F "D116 runtime probe part 3"). Deprioritised as cosmetic. GE_D116 [D116/vbo] probe kept in gfx_pc.cpp. Then dispatched the input-layer agent (§F D118, in progress) — top playability blocker. framediff.py structural mode is the interim regression gate (tools_pc/golden/ is a nondeterministic D115 capture).

Session M-8 — see §F D117. Visual-regression tooling. Root-caused the frame-to-frame nondeterminism: pure variable-timestep frame pacing (osGetCount() = wall clock on PC → frametiming.c waitForNextFrame advances logic a real-time-dependent number of 60 Hz ticks per render). PRNG seeding verified correct (random.c), not a source. A GE_DETERM=1 fixed-tick mode was assessed not narrow (redesigns VI retrace/tick semantics, deadlock risk in load-screen loops) and deferred with a full design in §F D117 — NOT implemented. Added tools_pc/framediff.py (structural/tolerant: 16×12 grid mean-colour + non-clear-% + aHash, --mask for HUD, --exact for a future deterministic build, --update to refresh goldens). Validated against the D115 golden set. No C changes, no probes left in tree.

Session M-10 — input playtest + guard-firefight crash chain.

  • D119 — guard-attack crash FIXED (chraction.c). Every prior -level_09 run segfaulted ~frame 1200 the instant a BUNKER guard opened fire: bondwalkItemGetAutomaticFiringRate (gun.c:1334) ← chrlvInitActAttack. ~28 sites pun weapons_held[]->chr (really a WeaponObjRecord*) as ChrRecord* and read .act_<x>.attack_item, which on N64 aliases WeaponObjRecord.weaponnum (act union @0x2C + 84 == 0x80). Pointer widening moves the act union to ~0x38 on PC → garbage negative item id → OOB g_ItemStats → crash. Fix: PUN_ATTACK_ITEM() macro reads weaponnum directly; #else branch is textually identical to the original → N64 build unchanged. Class-A (D53.2 type-pun) bug.
  • D120 — blood-stain hang GUARDED, not fixed (chr.c:3322). Next blocker, reachable only after D119: first guard bullet-hit → chrCreateBloodStain PointUsage[] negative-terminated chain walk cycles forever (VI thread keeps posting, logic thread spins, kernel heartbeat trips). Root cause: tools_pc/d43_emit.py's opcode-0x18 ModelRoData_DisplayList_CollisionRecord conversion is incomplete — 6 pointer fields widen the struct and PointUsage/CollisionVertices sub-array endianness+stride aren't handled (only CollisionRelatedNode got the D43/D45 u32-vma treatment). Interim: #ifdef PORT caps both walk loops at numVertices+8 iters + bounds-checks index → game survives, blood decals may be missing/wrong. Real fix (next session, own subagent brief): byte-spec the opcode-0x18 record + PointUsage + CollisionVertex sub-arrays vs a converted guard model, extend d43_emit.py. Same shape as D69/D88 converter work.
  • Result: -level_09 now survives the guard firefight — 45 s+ crash-free, frames past 1200 (was: hard segfault ~1200 every run).

Session M-10 — input playtested (human). Fixed in port/src/input.c: (a) mouse-look was a draining accumulator → flicks stayed "pressed" ~8 frames after you stopped (stuck looking up/down) — now per-poll delta, no carryover; (b) horizontal mouse was routed to C-left/right = GE sidestep, and A/D drove analog stick-X = GE turn — swapped: mouse X → stick-X turn (MOUSE_TURN_GAIN 6.0), A/D → C-left/right strafe, mouse Y → C-up/down look. Core aim/move now works. Open input bugs (documented, deferred — fix in a later pass):

  • D118a — mouse yaw slower than pitch. Horizontal turn (analog stick-X via MOUSE_TURN_GAIN) is visibly slower than vertical look (digital C-up/down). Different transfer curves (analog rate-limited vs digital full-press). Needs MOUSE_TURN_GAIN bump and/or a matched pitch path; ideally a single tunable MouseAimSpeed.
  • D118b — mouse Y inverted. Mouse up → looks down, mouse down → looks up (X unaffected). aimDY→C-button sign is backwards for GE's pitch convention (or SDL dy sign assumption wrong). Flip the aimDY >=/<= C-up/C-down assignment (or default MouseInvertY). One-line fix once confirmed against GE pitch sign.
  • Still TODO from D118: rebinding, gamepad hotplug, ge007.ini not yet created (config defaults are hardcoded).

Session M-9 (Phase 3) — see §F D118. SDL input layer implemented. port/src/input.c is now real: keyboard+mouse and SDL_GameController, mapped to GE's N64 pad (analog stick = move, C-buttons = aim, mouse-look bridged to digital C-buttons via a clamped accumulator, RMB/LT = aim mode, LMB/RT = fire). libultra.c's SI section delegates to it (single source of controller state; still driven by osContStartReadData, no new frame hook). Config: ge007.ini [Input] MouseEnabled/MouseAimSpeed/ MouseInvertY. Build GREEN, boots -level_09 crash-free 35 s. Owed: a human playtest — live input is untested from the headless agent. Manual checklist: (1) WASD moves Bond, mouse turns/looks (tune MouseAimSpeed in ge007.ini if too fast/slow), LMB fires, RMB enters aim mode, Enter opens the pause menu; (2) plug an Xbox pad — left stick moves, right stick aims, triggers fire/aim; (3) GE_INPUTLOG=1 prints each nonzero OSContPad poll. Rebinding + gamepad hotplug are TODO (§F D118).

Session M-6 — see §F D113/D114/D115, docs/PLAN-M6-playable.md, docs/dev/AUDIT-M6-player-offsets.md, docs/dev-process.md, docs/porting-notes.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.z64 first (§F "data/ deletion + recovery").
  • Repro: ./build-pc/ge007.x86_64.exe -level_09 -ml0 -me0 -mgfx100 -mvtx50 -mt700 -ma150 — -m* are BUNKER1's boss.c per-level sizes; a bare -level_09 skips 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

  1. -level_09 now works. osPiReadIo was 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 from argv[1..].
  2. Sidecar tables patched in obInit() instead of lazily at first model load — a direct stage boot loaded raw big-endian ROM before.
  3. D88.5 — stan tile-name byte-swap in the converter (0/276 → 273/273 name matches during pad setup).
  4. D88.6 — intro CAMERA lang1c is a u16 pair, not an s32 (fixed the langGet NULL-bank crash).
  5. D89 — init_path_table_links [-3] OOB → SIGILL fix; NULL-tile guard in sub_GAME_7F0B0914.
  6. 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.
  7. D91 — (s32)&D_800442FC[portalnum] truncation in bg portal cull.
  8. D92 — chrAllocate s32 param truncated the ailist pointer; Model.unka0 s32 field truncated a stored function pointer.

Next steps for the resuming session (render milestone):

  1. D85 — root cause confirmed (8-byte N64 Gfx vs 16-byte PC Gfx in the unconverted per-room DL blob). Runtime widen+bswap fixup being implemented; verify with GE_D69BB=1 (real GBI opcodes, not 00/01/02/52), then GE_PCDUMP + tools_pc/pixcount.py for non-degenerate BUNKER1 geometry. See §F "D85 root cause CONFIRMED". Fallback if the widen stalls: soften the four sysFatalError("Bad size…") guards in gfx_pc.cpp to skip-with-warning.
  2. 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 into struct player, cf. D56) is broken independently of the D73 matrix sin/cos fix. Full triage plan in findings.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:

  1. 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_data pointer growth). Field 0 reads fine; everything after it is reading the wrong bytes entirely.
  2. 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 whole Usetup*Z format (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 as tools_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).

  1. D88. Get a byte-level spec of Usetup*Z (start from BUNKER1's file; strResource is built as "U" + "sev" + "Z"-style name in prop.c:1253-1265 — check setup_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 live stagesetup struct) into a freshly-populated g_CurrentSetup is probably simpler than a full sidecar here, but verify against a raw ROM hex dump either way).
  2. 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).
  3. Once BUNKER1 reaches a rendered frame with no fault, revisit D85 (room primary/secondary GDL binaries decode to garbage via texLoadFromGdl) — use GE_PCDUMP="<range>:10" + tools_pc/pixcount.py to confirm non-black, non-degenerate content per the original D69 acceptance bar. (This session's GE_PCDUMP captures 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.)
  4. 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 in modelInitRwData (model.c) + a load-identity probe in load_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 in iterate_ramrom_entries_handle_camera_out and consumer trace in ramrom_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.py for frame captures once D88 is fixed and a frame actually renders real BUNKER1 geometry.
  • Crash log: ge007.crash.log (repo root); symbolicate with addr2line -e build-pc/ge007.x86_64.exe -f -C <pc> (image base 0x140000000).
  • 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 of ps -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 — see docs/internals.md §F environment reminders for the exact recipe used to root-cause D87.

Non-negotiables (unchanged, see AGENTS.md)

  1. N64 build files untouched.
  2. Game logic unmodified except narrow, documented #ifdef PORT ABI/layout exceptions (D86/D87 this session, both logged in findings.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.
  3. 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.