forked from Ports/goldeneye-pc-port
Prepare for public release
- README, LICENSE (MIT for the port layer), NOTICE, CONTRIBUTING. - Restructure docs: internals.md, porting-notes.md, dev-process.md + dev/agentic-development.md (the research write-up), dev/ (raw record). - Replace decomp status-badge CI with a PC-port validate workflow. - Remove session/agent scaffolding and stale planning docs from the tree. - Add .gitattributes (normalize line endings to LF); add screenshots. The pre-2026-08 history is the GoldenEye 007 decompilation by Larry Ficken (KholdFuzion) and contributors, preserved unchanged. The PC-port work from 2026-08-17 on is mine.
This commit is contained in:
1 parent
294e24cc26
commit
52539d10de
118 files changed
+3995
-8319
No files matched your search
@@ -0,0 +1,27 @@
|
||||
# GRAPHICS-BACKLOG — known cosmetic / rendering issues
|
||||
|
||||
Deferred below level-progression and crash work (user priority, M-11).
|
||||
Minor graphical glitches are acceptable in the current state. Fix these
|
||||
once the game is playable start-to-finish without crashes.
|
||||
|
||||
## Open
|
||||
|
||||
| ID | Symptom | Status / notes |
|
||||
|----|---------|----------------|
|
||||
| **D114/D116** | HUD text + ammo digits render each glyph individually X-mirrored (screen positions correct, texture content flipped). Likely also explains "inverted" guard skins / mislocated door props. | Root cause NOT found after 4 sessions (M-6/7/8/11). Every stage `textRenderGlyph`→GBI→fast3d→`buf_vbo`→GL runtime-verified non-mirrored (`GE_D116` `[D116/vbo]` probe). Contradiction unresolved. **Next attempt requires a RenderDoc/apitrace capture of one glyph texrect, or the asymmetric-1-texel-texture experiment** — do NOT re-run the static trace, and do NOT apply a global texrect S-swap (mirrors the whole screen). |
|
||||
| **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. |
|
||||
| **D75** | Nintendo logo mispositioned; gun-barrel Bond model absent; cast-roll character models absent. (Rareware logo OK.) | Front-end 3D model path. Partially overlaps D114 (shared mirror on asymmetric content). Triage plan in `findings.md` §F D75. |
|
||||
| **D76** | 2D disclaimer screen only partially drawn. | §F D76. |
|
||||
| **D77** | No audible music on PC. | Phase 3 (audio). §F D77. |
|
||||
| **D116 (HUD)** | (subset of D114) proportional-font strings + ammo counter mirrored. | Same root cause as D114. |
|
||||
| **D148** | Level-end cinematics don't play. Dam: hitting the exit trigger should show Bond rappelling down the dam (the bungee jump); instead it cuts straight to the mission-complete report. | Scripted cutscene / cinematic-camera + Bond rappel anim. Found M-27 during the first full Dam→Facility playthrough. Progression is unaffected — the report and next briefing load fine. **M-31 (§F D160):** static-traced the Dam end ailists (`ai_24`→`ai_17`, `camera_switch`→`CutsceneRecord` type-46 lookup). Diagnostic `GE_D160=1` shipped (`c95713f5`) — user runs Dam to the exit with it set; the trace pins whether the cutscene AI runs, and whether the propDef-index walk (D122/D132 family) hands `camera_switch` a bogus cutscene record. Leading hypothesis: propDef `sizepropdef` stride desync (medium confidence), not D75 anim-model. |
|
||||
| **D149** | Front-end MISSION COMPLETE / mode-select 3D models (dossier, wallets) render as garbled full-screen geometry or not at all — one of the compiled sub-DLs (seg5+0x9ee4) is malformed, D146 now skips it instead of aborting. | D75 family. §F D146. |
|
||||
|
||||
## Resolved (for reference)
|
||||
|
||||
- D70–D74: intro-logo pixels (Rareware logo renders correctly).
|
||||
- D103: viewport / native-resolution half-frame.
|
||||
- D105: room geometry Z-buffer never cleared (`G_CLEAR_DEPTH_EXT`).
|
||||
- D106: sky-void through doorways (portal near-plane min>max).
|
||||
- D107: blurry ceilings/wall-panels (LOD mip tile fabrication).
|
||||
- D112: skeletal models were "3D lines" (`d43_emit.py put_f32` byte order).
|
||||
Reference in new issue
Block a user