forked from Ports/goldeneye-pc-port
D168 verified; goldens regenerated; D75 shrunk; D169 marked fixed
Built the migrated tree (MSYS2 mingw64 + ROM + sidecar regen) and ran -level_09 with GE_PCDUMP: HUD text and the exit arrow now read right-side-up. D114/D116 confirmed as capture artifacts. - tools_pc/golden/*.png regenerated from a fresh correctly-oriented run (replaces the stopgap in-place flip); stray v*.png removed - D75 shrunk: with upright captures the gun-barrel Bond RENDERS fine (walk + fire) -- the "absent" reports were the flipped capture. The Nintendo logo is genuinely broken (renders as 2 white blobs shifted left -- a real logoinst transform bug, not a flip). Cast roll not re-captured. - D169 entry -> FIXED with the build/verify note Claude-Session: https://claude.ai/code/session_01UpTM1AcBRJuTetoZNcCD5V
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@@ -10,7 +10,7 @@ once the game is playable start-to-finish without crashes.
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| ~~**D114/D116**~~ | ~~HUD text + ammo digits render each glyph individually X-mirrored~~ | **CLOSED — NOT A BUG (M-33, §F D168).** The `GE_PCDUMP` PPM writer never reversed `glReadPixels` rows, so every capture was upside-down; "mirrored" was a misread of inverted asymmetric content. The game renders correctly on hardware (developer-confirmed). Writer fixed (`gfx_opengl.cpp`). "Every stage verified non-mirrored" was correct — there was no mirror. |
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| **D74 wrap-block** | `gfx_pc.cpp:1546/1551` PORT block is dead code: guard `cms & G_TX_WRAP` with `G_TX_WRAP==0` is always false; and it indexes per-texunit `[2]` arrays with the vertex index `i` (0..2) → OOB if reached. | Latent. Harmless for CLAMP glyphs; could affect wrapped textures on triangles (room panels, model skins). Fix: `cms == G_TX_WRAP`, and compute the tile window once per tile not per vertex. Verify against `tools_pc/golden/` after. |
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| **D75** | Nintendo logo mispositioned; gun-barrel Bond model absent; cast-roll character models absent. (Rareware logo OK.) | Front-end 3D model path. The "overlaps D114 shared mirror" note is withdrawn (M-33, D168 — D114 was a flipped capture). "Logo mispositioned" should be re-judged from a right-way-up capture; the absent-models half stands. Triage plan in `findings.md` §F D75. |
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| **D75** | ~~Nintendo logo mispositioned; gun-barrel Bond model absent~~; cast-roll character models — status unknown. (Rareware logo OK.) | **Shrunk (M-33, upright captures after D168).** The "overlaps D114 shared mirror" note is withdrawn. **Gun-barrel Bond RENDERS correctly** (walk + fire, upright) — the "absent" reports were the flipped capture. **Nintendo logo IS still broken** — renders as two overlapping white ellipsoids shifted left, no wordmark/geometry (a real `logoinst` model transform/geometry bug, not a flip). Cast roll not re-captured — recheck with `GE_PCDUMP="1400-2200:25"`. `findings.md` §F "D75 Bug 2 — M-33 UPDATE". |
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| **D76** | 2D disclaimer screen only partially drawn. | §F D76. |
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| **D77** | No audible music on PC. | Phase 3 (audio). §F D77. |
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| ~~**D116 (HUD)**~~ | ~~proportional-font strings + ammo counter mirrored~~ | **CLOSED — NOT A BUG (M-33, §F D168).** Same capture-orientation artifact as D114. |
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