plan: reconcile v0.4.0 bucket states with the findings index (D75/D195/D197/D235/D288/D290/D294, getenv sweep)

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James Dansereau committed 2026-09-23 13:19:19 -04:00
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@@ -33,17 +33,17 @@ Sequencing follows M-139's R → Q → F order, split into four phases below.
| D306/D308 | Z-fighting: Dam intro/truck wheels + general/broader instances | **Investigated — real fighting confirmed, port-vs-faithful open.** Depth precision is equivalent to N64 (24-bit both sides; GE's RSP writes full 16.16 post-transform coords, not s16), so level-authored coincident geometry is the prime suspect and likely fights on N64 too. TEMP `GE_ZF=1` flicker probe in `gfx_pc.cpp` (recurrence-filtered; `GE_ZFBOX` region filter) shows sustained oscillation (counts ~1000) in the Dam-intro truck region. Closing it as faithful needs an N64 reference of the same spot; a PC-only mitigation (float depth) would diverge from N64 and needs a rule-2-style decision. |
| D307 | In-level security camera props face backwards on some levels (Bunker) | **Investigated 2026-09-21 — no port-side bug found.** Full orientation path traced (`setupCctv` → per-frame `RotY(unkC8)×unk84`); every input verified N64-faithful against the ROM (PcctvZ switch data, boundpads incl. the legitimate load-time room-scale ×1.8542, record config words); all math helpers are byte-identical `src/game` code. Remaining suspect if it genuinely differs from N64: fast3d handling of the non-orthonormal lens matrix. **Blocked on user repro detail** (which camera/level + screenshot + ideally N64 compare). `GE_D307=1` diagnostic kept in-tree. |
| D236 | Surface 1 billboard trees render as a solid wall of texture | **FIXED (M-198, pass 26, `425237f9`):** root cause was a texture-BINDING bug — `TEXTURETYPE_DETAIL` cards drawn from the detail tile (opaque IA8 noise) instead of the base image; `gfx_lod_tile_offset` now samples tile 1 when the pair differs (`Video.DetailBaseTile`, default on). Live-verified Surface 1/2 + Depot; other levels provably untouched. Awaiting user play-test sign-off; probes stripped (`0503d335`). |
| D235 | Wrong textures after death/restart (level reload), multiple levels | State-leak on re-entry: texture pool / CI-cache not fully reset. Needs fresh-boot-vs-reload confirmation + surfaces + screenshot, then instrument `texInitPool`/CI-cache clear. |
| D288 | Silo intro: huge flat untextured triangle sweeps the frame (frames ~562–741 of bare `-level_20`) | Visually confirmed + precisely bounded; root cause unknown. |
| D294 | Statue: CCCP monument ground renders solid black, self-recovers in 10–30 s | Not investigated. |
| D235 | Wrong textures after death/restart (level reload), multiple levels | **Headless verification 2026-09-23 (`4ad6c7ee`)**: fix clean on reload; bug NOT reproduced even with the fix off. Needs the real die → mission select → restart A/B (`GE_D235_OFF=1`). |
| D288 | Silo intro: huge flat untextured triangle sweeps the frame (frames ~562–741 of bare `-level_20`) | **Does NOT reproduce on the current build (2026-09-23, `30cf76b8`)**; D271 A/B ruled out as the fixer. Close if the Silo playtest does not see it. |
| D294 | Statue: CCCP monument ground renders solid black, self-recovers in 10–30 s | **FIXED pending user playtest** (2026-09-22) — plan row was stale. |
| D291 | Dam: texture glitches when the truck drives past | Not investigated. |
| D249 | Distant geometry drops out on Streets/Egyptian at default FOV | M-142 ruled out far-clip + LOD-multiplier; narrowed to portal/room-visibility BFS. **First check overlap with D271's portal-culling fix** (branch state, see Phase 0). Needs live screenshot+location. |
| D195 | Control: transparency/alpha-blended surfaces render wrong (glass partitions, holographic displays) | Not investigated; RM-XLU / AC-THRESHOLD / Z-write-ordering neighborhood. |
| D197 | Character face textures wrap around the head instead of clamping (Silo, intermittent) | `G_TX_CLAMP` → GL mapping + non-PoT shifts (D167 family). Try `Video.WrapFix=1` on a repro first. |
| D195 | Control: transparency/alpha-blended surfaces render wrong (glass partitions, holographic displays) | **FIXED** (index: gfx_sp_vertex fix) — plan row was stale (2026-09-23 reconcile). |
| D197 | Character face textures wrap around the head instead of clamping (Silo, intermittent) | **CLOSED** (user playtest v0.2.0-pre) — plan row was stale (2026-09-23 reconcile). |
| D182(2)/D176(b) | File-select background degrades after round-trip (comb/interlacing); Surface tree-line static — shared "texture pitch/shear" defect | M-36 Family A; `import_texture_*` line-size assumption. Distinct from the disproven D183 hypothesis. |
| D176(a) | Sky: RDPHALF tri-raster decode; horizon-band coverage (Defect 2) still open | Path B draft in `scratchpad/sky.patch`, phase-fold fix applied, **never visually verified** — one `-level_22` screenshot owed. Branch `land/d176a-sky-perspective-scroll` exists (forgejo remote) — audit + port to main. |
| D75 | Front-end logos: Nintendo logo degenerate (tiny orbiting fragment); Rareware filtering wrong | **M-195 progress (2026-09-21):** emission + transform both proven correct (D63/D75V probes; zero unknown-opcode warnings; GDLs byte-faithful). Leading hypothesis: all `G_VTX` batches encode v0=0 → multi-batch nodes overwrite shared vertex slots 0..n−1, only the last batch survives. Next: cross-reference one node's G_TRI4 index ranges against per-batch counts (ROM dump) to confirm; **SUPERSEDED by M-197 (same day): FIXED.** The D50 sidecar converter (`d43_emit.py`) reserved + remapped the models' embedded texture-blob spans but never copied the pixel bytes → TEXEL0 sampled a zeroed buffer → black-on-black. Tooling-only fix (blob raw-copy + round-trip validation); sidecars regenerated; **user-confirmed live** ("the images and legal page and Nintendo logo are good now"). Three files affected: `PnintendologoZ`, `PgoldeneyelogoZ`, `PlegalpageZ`. **Remaining:** pal/jpn sidecar regen on machines holding those ROMs. |
| D290 | Watch in-game "controller" section shows no control-pad graphic | Not investigated (front-end). |
| D75 | Front-end logos: Nintendo logo degenerate (tiny orbiting fragment); Rareware filtering wrong | **FIXED (M-197, user-confirmed live 2026-09-21)**: D50 sidecar converter dropped embedded texture blobs. Remaining: pal/jpn sidecar regen on ROM-holding machines. |
| D290 | Watch in-game "controller" section shows no control-pad graphic | **FIXED 2026-09-23 (`a5804d10`)**: D264-pattern template read in `watchRenderController` + 3 pointer-width/raw-Gfx sites. Sibling sweep also found + fixed **D331** (shell casings never rendered, `94dff811`). |
| D174/D172 | Blood: decals never interactively verified (D120 needs sidecar regen); spray color fixed but owed an eyeball | BUNKER1 firefight with regenerated sidecars (`d43 && d69 && d88 --regen`). |
| D240/D241 | Gunshot SFX cadence drifts; PP7/AK47 goes silent under heavy fire near looping sounds | D241 high-confidence = D207 reproduced (check D207 entry status first — index row is stale/ambiguous). Fold into the D207 voice-cap family. |
| D322 | Long-session audio degradation (issue #87, v0.3.0 full campaign): from Silo onward audio worsens; by Caverns/Cradle OST inaudible + SFX "come and go"; restart cures → session-accumulating state | OPEN — static triage done (teardown audit clean, mixer stateless, D202 leak class covered only for ownerless `count==-1` loops and only validated single-level; D305 already records a pool/list desync). Ranked: voice-pool exhaustion/counter drift > queue starvation > evtq saturation. `GE_D322` pool-telemetry probe shipped 2026-09-21; needs a campaign capture with `GE_D322=1 GE_D204=1`. |
@@ -61,7 +61,7 @@ Sequencing follows M-139's R → Q → F order, split into four phases below.
| D175 | Brief stutter/hang (door-open on Runway/Surface) | Matches known transient-hang classes; reproduce under `tools_pc/debug.ps1` idle-box before believing it's new. |
| D285 (residual) | Audio-thread race fix was PARTIAL | Re-check the thread-lock state vs D305's NULL guard coverage. |
| D281 | AllUnlocked breaks audio + RMB aim when enabled with zero saves written | User-facing mitigation shipped; proper fix = make the feature robust or gate it harder (see Phase 3 decision). |
| — | getenv caching in hot paths (post-release cleanup, HANDOFF M-192) | D302 fixed one instance; sweep for stragglers. Cheap perf/stability hygiene. |
| — | getenv caching in hot paths (**DONE 2026-09-23, `d9d7cd35`**) (post-release cleanup, HANDOFF M-192) | D302 fixed one instance; sweep for stragglers. Cheap perf/stability hygiene. |
| D117 | Frame nondeterminism (GE_DETERM attempted, not achieved) | Parked as a research item; do not block the release on it. |
### Bucket C — Improvements / QoL (outside OG game; after fidelity)