forked from Ports/goldeneye-pc-port
docs(D217): repro pinned to FACILITY post-cutscene
BUNKER1 is clean in any config; -level_34 FACILITY reproduces at ~frame 300 (just after the vent-drop cutscene). PP7 grip = solid green block, green ring at the barrel joint, hand has a green cast; slide/barrel upper is correct black. GE_TEXI confirms the weapon CI tiles import with a loaded TLUT (fmt=2 palfmt=0x8000 palidx=0) -> gDPLoadTLUT does reach gfx_pc.cpp for model DLs. Green-tinted hand => wrong TLUT bound, not corrupt index data. Working theory: FACILITY pre-level cutscene leaves fast3d palette/tile state (or a TextureCacheKey collision on rdp.palette_addrs[] at gfx_pc.cpp:990) that the cutsceneless BUNKER1 never hits. Next steps + suggested subagent scope in the finding. Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
This commit is contained in:
1 parent
f9ff24101a
commit
717a5210d3
2 files changed
+2
-2
No files matched your search
@@ -59,7 +59,7 @@ D213,PARTIAL,On-screen FPS readout —,"LANDED, port-only. Build clean; bunker1
|
||||
D214,PARTIAL,"Keyboard rebinding — [Input.Bind] config section (M-83, port-only, PD parity, Phase 4 debt).",PARTIAL — M-84: code PASS (alt/ctrl); one doc-only fix.
|
||||
D215,FIXED,1P weapon viewmodel never drew in-level —,"FIXED (src/game/gunfire.c, #ifdef PORT)."
|
||||
D216,PARTIAL,"Game.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).",LANDED + VERIFIED this session.
|
||||
D217,OPEN,1P weapon viewmodel + third-person Bond model textures render garbled —,OPEN — did not reproduce headlessly (M-85).
|
||||
D217,OPEN,1P weapon viewmodel + third-person Bond model textures render garbled —,OPEN — repro pinned to FACILITY (M-85).
|
||||
D218,PROPOSED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
|
||||
D85,OPEN,room primary/secondary DL → texLoadFromGdl garbage,"OPEN (safety-netted; widen/pool fixes landed, geometry now renders)"
|
||||
D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure,resolved
|
||||
|
||||
|
@@ -433,7 +433,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
|
||||
| D214 | **Keyboard rebinding — `[Input.Bind]` config section (M-83, port-only, PD parity, Phase 4 debt).** `port/src/input.c` gains 12 gameplay actions (Forward/Back/StrafeLeft/StrafeRight/TurnLeft/TurnRight/Fire/Aim/Action/Cancel/LeanLeft/Start), each a comma-separated list of up to 4 SDL scancode names (`Input.Bind.Forward = W,Up` …). `inputRebuildBinds()` (called from `inputInit()`, after `configLoad()`) parses them via `SDL_GetScancodeFromName`; unknown names log a warning and are skipped. The old hardcoded `keyDown(ks, SDL_SCANCODE_*)` block in `inputComputePad` is replaced by `actHeld(ks, IA_*)`. Mouse buttons (fire = LMB, aim = RMB) stay hardwired; the mouse-wheel weapon-cycle A-pulse is untouched. **Defaults reproduce the previous FPS layout exactly — verified: all 20 default key names round-trip to the identical `SDL_Scancode` the old code used (`SDL_GetScancodeFromName` test, 0 mismatches).** Config-file only (no in-overlay text entry — matches PD, whose rebinding is also file-driven); a fresh `ge007.ini` gets the full `[Input.Bind]` block with the defaults visible. | **PARTIAL — M-84: code PASS (alt/ctrl); one doc-only fix.** LANDED, port-only, no `#ifdef PORT`; build clean. One doc bug fixed (no code change): `config.c` groups keys by the substring *before the last `.`*, so the section header is **`[Input.Bind]`**, not `[Bind]` — earlier finding/commit/QOL text was wrong. Working syntax: put `Fire = Left Alt` under `[Input.Bind]`, or write a fully-qualified `Input.Bind.Fire = Left Alt` line anywhere (`config.c:307`). Separately: the pause→**watch menu** does not wire Esc→back (still Enter to open/close/back) — pre-existing, `options.c`, minor. |
|
||||
| D215 | **1P weapon viewmodel never drew in-level — `gunRenderFirstPersonGunModels` builds its `ModelRenderData` from a reinterpret across separately-declared adjacent globals that only works on N64 (M-83, D3x/ABI class; retires VIEWMODEL-RESEARCH.md).** The N64 line `renderdata = *(ModelRenderData *)&D_80035CC0;` (`gunfire.c`) casts the lone `u32 D_80035CC0 = 0;` to a whole `ModelRenderData` and reads on into the next declared global, `u32 D_80035CC4[] = {1, 3, 0, 0, …}` (`gun.c`) — yielding `{ basemtx=0, zbufferenabled=1, flags=3, rest=0 }` **only because the N64 linker lays the two globals out contiguously in declaration order and pointers are 4 B**. On x86-64 it breaks twice: `ModelRenderData`'s three pointer members (`basemtx`/`gdl`/`mtxlist`) widen 4→8 B so `flags` is no longer at struct offset 8, and C guarantees nothing about the two globals' relative placement. Measured (`GE_DVM=1`, BUNKER1): `renderdata.flags == 0`, so **every** weapon-model DL node was gated off at `modelRenderNodeGundl` (`(renderdata->flags & 1)`), and `subdraw()` for the weapon emitted just its `gSPSegment` — 1 gfx command instead of ~150. All three VIEWMODEL-RESEARCH.md ranked suspects were ruled out by the same probe first: `field_87F==1` (gate open), `RootNode` valid, `numRecords 22 < 192` (pool fine), node walk visits 24+ valid `DL`/`SWITCH`/`BSP` nodes. **Fix:** `#ifdef PORT` → set the three fields explicitly (`zbufferenabled=TRUE; flags=3;`), N64 line verbatim under `#else`. ABI/layout only, no logic change. | **FIXED (`src/game/gunfire.c`, `#ifdef PORT`).** Build clean. `GE_DVM=1` post-fix: `flags=0x3`, weapon `subdraw()` now emits **153** gfx commands (was 1). Regression sweep crash-free. `GE_DVM` gate+render probes left in, env-gated (cf. `GE_D193*`). **Owed:** one BUNKER1 eyeball that the gun model is actually visible + correctly posed (headless can't see pixels; the DL is now provably generated). The committed `bunker1` golden will need re-baselining — the gun now renders in-frame. |
|
||||
| D216 | **`Game.SkipIntro` — boot straight to the file-select menu (M-83, port + one `#ifdef PORT` game-code line, PD parity, Phase 4 quick win).** New `s32 portSkipIntro` (`port/src/video.c`, `configRegisterInt("Game.SkipIntro", 0, 1)`), read once in `src/game/lv.c` at `LEVELID_TITLE` stage load — in the `else` of the existing `GE_STARTMENU` `#ifdef PORT` block. When set it does what every intro stage's own `!is_first_time_on_main_menu` branch does (`front.c`): `is_first_time_on_main_menu = FALSE; prev_keypresses = TRUE; maybe_is_in_menu = TRUE; menu_update = MENU_FILE_SELECT;` — i.e. it reuses the game's own post-intro route rather than inventing one, so the legal screen + Nintendo/Rare/GoldenEye logo attract loop is skipped. `GE_STARTMENU` still wins when both are set. Default 0 ⇒ untouched. | **LANDED + VERIFIED this session.** Build clean. Headless: default boot frame 90 = the TWYCROSS classification screen (10% non-black), `SkipIntro=1` frame 90 = the **SELECT FILE menu** (folders/photos/cursor all render, 89% non-black), no crash across repeated boots. Screenshots captured + eyeballed. **Owed:** nothing critical — a human boot to confirm the menu is fully interactive (cursor moves, a save slot opens). |
|
||||
| D217 | **1P weapon viewmodel + third-person Bond model textures render garbled — wrong/stale palette on model-DL CI textures (M-84, user QA; surfaced by D215 now that the viewmodel draws).** BUNKER1/Facility: the PP7 viewmodel has yellow+blue scrambled texels and a solid **green** patch by the hammer; Bond's in-game **watch face** shows the same green mismatch; user reports the **third-person Bond world model** does this "sometimes" too. Signature matches the **D161 family** — a CI-format tile drawn without the expected TLUT state, so fast3d's `import_texture` indexes a **stale `rdp.palette`**. D161 fixed the explicit `G_TT_NONE` case; this looks like model DLs not emitting `gDPLoadTLUT` through the port path, or the palette segment not resolving for weapon/character geometry. **Not a D215 regression** — D215 only un-gated the DL. | **OPEN — did not reproduce headlessly (M-85).** `GE_DTEX`+`GE_TEXI`+`GE_TEXDUMP` on `-level_09` (main @ 7a7dfb94), viewmodel + guard captures at FovScale 100/120/150, TextureFilter 1 & 2, FixMipTextures 1 & 0, Anisotropy 4 & 16: **PP7 + hand + guard fatigues all render clean** — no green patch, no yellow/blue scramble, in any config. **`gDPLoadTLUT` DOES reach `gfx_pc.cpp` for model DLs** — the weapon/character CI tiles (`fmt=2`) all import with `palfmt=0x8000` (G_TT_RGBA16) and plausible, non-stale palette entries (see `GE_TEXI` dump), so the "model DLs don't emit LoadTLUT / stale `rdp.palette`" hypothesis is **disproven** for the BUNKER1 start position. The D161-`G_TT_NONE`→I route is not being hit here either. Remaining leads: (a) pose/animation-state dependent — needs a frame where the gun is in a firing/reload pose or a level with the watch-check intro; (b) the `test/m83-all` integration branch the user tested differs from the merged `main` (#37 merge resolved conflicts); (c) GPU/driver-specific. **Needs a user screenshot of the actual defect + the level/weapon/pose it shows in** before further code investigation is worthwhile. |
|
||||
| D217 | **1P weapon viewmodel + third-person Bond model textures render garbled — wrong/stale palette on model-DL CI textures (M-84, user QA; surfaced by D215 now that the viewmodel draws).** BUNKER1/Facility: the PP7 viewmodel has yellow+blue scrambled texels and a solid **green** patch by the hammer; Bond's in-game **watch face** shows the same green mismatch; user reports the **third-person Bond world model** does this "sometimes" too. Signature matches the **D161 family** — a CI-format tile drawn without the expected TLUT state, so fast3d's `import_texture` indexes a **stale `rdp.palette`**. D161 fixed the explicit `G_TT_NONE` case; this looks like model DLs not emitting `gDPLoadTLUT` through the port path, or the palette segment not resolving for weapon/character geometry. **Not a D215 regression** — D215 only un-gated the DL. | **OPEN — repro pinned to FACILITY (M-85).** Clean on `-level_09` BUNKER1 (any FovScale / TextureFilter / FixMipTextures / Anisotropy). **Reproduces on `-level_34` FACILITY, ~frame 300 (~5 s in, right after the vent-drop intro cutscene hands control to the player):** the PP7 **grip is a solid dark-green block**, a **green ring** at the barrel/slide joint, and the **hand has a mottled green cast** — while the **slide/barrel upper renders correct black**. So *some* of the weapon+hand model's CI tiles decode against a wrong palette and others don't. `GE_TEXI` shows the weapon tiles do import as `fmt=2 palfmt=0x8000 palidx=0` with a loaded TLUT — `gDPLoadTLUT` **does** reach `gfx_pc.cpp` for model DLs, so "model DLs don't emit LoadTLUT" is disproven. The green-tinted **hand** (a skin texture indexing a green palette gives exactly this look) points at a **wrong TLUT bound**, not corrupt index data. Working theory: the FACILITY pre-level cutscene leaves fast3d tile/palette state (`rdp.palette` contents, or a `TextureCacheKey` collision on `rdp.palette_addrs[]` at `gfx_pc.cpp:990` between a cutscene TLUT and a weapon TLUT at the same source address) that BUNKER1 (no cutscene) never hits; the correct-black barrel tile happens to use palette entries that survive. Next: dump the full active `rdp.palette` (256 entries) at weapon-tile import time on FACILITY vs BUNKER1; check whether the weapon CI tiles return a **stale cache hit** (add a hit/miss log to `gfx_texture_cache_lookup`); check CI4 tiles for a dropped `palette_addrs[1]` / second-half TLUT. Likely wants a dedicated debugging session or a scoped subagent — not more inline poking. Screenshots: session scratchpad `fac_gun_crop.png`. |
|
||||
| D218 | **Wide FOV exposes the per-level draw-distance / fog boundary — "blue artifacting" down long peripheral sightlines (M-84, user QA on the D211 FOV slider).** BUNKER→**Dam main tunnel** at `FovScale` ~150: geometry / backdrop past the level's fog-end distance shows at the widened frustum edges (blue = Dam's fog tint). Not a render bug — `fogLoadCurrentEnvironment` (`bgfog.c:305`) does `viSetZRange(Visibility.BlendMultiplier, Visibility.FarFog)`, so **`Visibility.FarFog` is both the far clip plane and the fog-saturation distance**; levels tune it for the stock ~60° FOV. | **Logged (M-84), fix proposed + parked.** Plan: `Video.DrawDistance` (percent, 100–400, default 100 ⇒ no-op) `#ifdef PORT` multiplier on `FarFog` at `bgfog.c:305` (+ the direct `arg0->Visibility.FarFog` reads just below, so fog stays consistent) plus `Video.DrawDistanceAutoFov` (0/1, default 1 — couples draw distance to `FovScale` unless `DrawDistance` is set explicitly). Clamp effective multiplier ≲2.5× (small znear ⇒ far-field z-fighting risk). |
|
||||
| D85 | room primary/secondary DL → `texLoadFromGdl` garbage | OPEN (safety-netted; widen/pool fixes landed, geometry now renders) |
|
||||
| D86 · D87 | modelInitRwData truncated ptr · attract-demo BE `ramromfilestructure` | resolved |
|
||||
|
||||
Reference in new issue
Block a user