From 0ac5dfb2fa70eb310a98f13303c4e47fae5b37c5 Mon Sep 17 00:00:00 2001 From: James Dansereau <106631954+jkdansereau@users.noreply.github.com> Date: Tue, 1 Sep 2026 19:45:17 -0400 Subject: [PATCH] D169: level-select mouse dead-zone root-cause writeup Front-end mouse pointer can't reach the outer mission-select grid cells (only an inner ~3x3). The D165 P-controller in port/src/input.c hard-codes a 320x240 virtual field; GE's front end runs 440x330, so the pointer target/estimate saturate at 300/220 before the grid's outer split points (317 / 235.5). File-select/mode/main-menu unaffected (targets inside the 320x240 sub-box). Fix proposed (derive clamp bounds from getPlayer_c_screenwidth/height, seed estimator from the real cursor) but NOT applied - no build in the migrated tree to verify link + regression. Claude-Session: https://claude.ai/code/session_01UpTM1AcBRJuTetoZNcCD5V --- docs/dev/findings.md | 1 + 1 file changed, 1 insertion(+) diff --git a/docs/dev/findings.md b/docs/dev/findings.md index 62df6be3..186aa76b 100644 --- a/docs/dev/findings.md +++ b/docs/dev/findings.md @@ -388,6 +388,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121). | D152+ | D152 addendum (M-31): static audit of every compiled-audio `osSetIntMask(OS_IM_NONE)` — **all balanced**, no unbalanced early-return. Real fixes: `sndSetSfxSlotVolume` now holds the mask across its list walk (matches its twin `sndDeactivateAllSfxByFlag`) + `sndApplyVolumeAllSfxSlot` batches the slot loop under one recursive hold (kills the fade-out lock-acquire storm); `portThreadWrapper` calls `imThreadExitRelease()` on thread exit (kills the "transient thread acquired `OS_IM_NONE` and died" leak + the pthread-id-reuse re-wedge). Steal-lock kept as backstop. | FIXED (`src/snd.c`, `port/src/libultra.c`, `#ifdef PORT`) — fade-out repro playtest-gated, not headless-verified | | RC3 · D167 | **Non-power-of-two texture wrap period (`docs/TEXTURE-GLITCH-ANALYSIS.md` §6 RC3 — "textures repeat oddly", residual Depot-ceiling noise after D161).** The N64 RDP masks the texel coordinate of a wrapping render tile at `1<