| `GE_D85TEX` | `src/game/image.c:2479`, `src/game/tex.c:859,1050` | D85 texpool-full events (Depot analysis) | dead (D85 closed) — was useful for §3 |
| `GE_D217TEX` | `src/game/image.c:234` (`texInflateZlib`) | D217: logs `texnum`/`format`/`numcolours`/`palette[0..1]` straight off the decode bitstream (before any arena/pointer math) — the decode-correctness check that proved the affected texture (grip, `texnum=1608`) decodes byte-identically across levels, ruling out a decode/ROM-data bug. | **live** (D217 open — investigation instrument) |
| `GE_D229` | `port/fast3d/gfx_pc.cpp` (`gfx_sp_tri` dual-texunit probe + `import_texture`) | D229: per-draw dump of both texunits' tile/tmem/fmt/siz/UV state for 2-cycle draws, plus a one-shot confirm line when the RGBA16-over-CI8 import remap fires (the fix path). Inert by default. | **live** (D229 fixed — probe kept for the Surface 2 / sweep verification) |
| `GE_D86` | `src/game/model.c:6295`, `src/game/objecthandler_2.c:143` | D86 model rwdata trace | dead (D86 closed) |
@@ -22,10 +22,11 @@ once the game is playable start-to-finish without crashes.
| ~~**D178**~~ | ~~Objectives not listed correctly on the pre-mission briefing screen (the mission overview shown before starting a level).~~ | **CLOSED — user-verified fixed (M-87 playtest): "main menu text is good now."** No longer reproduces. M-36 triage below kept for reference. **M-36 triage: the objective lines are BLANK, not wrong.**`GE_STARTMENU=10` Dam briefing renders the header fine ("OHMSS / Agent: James Bond / Mission 1: Arkangelsk / Part i: Dam / PRIMARY OBJECTIVES:") then just the bullet "a." with no text and no b/c/d. → **D143/D151 blank-text family** (`langGet()` → NULL → silent blank), *not* a propDef walk / difficulty decode. **Family B** in `docs/dev/M-36-TRIAGE.md` — find which lang bank the front-end briefing flow fails to load. Re-confirm the exact shape in a *real* briefing (the `GE_STARTMENU` boot skips real save state). Close relatives: D151 (watch objective text blank — type-35/23 `text` slot u16→u32 fix, M-28; interactive re-verify was still pending), D143 (briefing/objective text blank via `langGet` NULL), D157 (objective difficulty byte offset — could make difficulty-gated objectives appear/disappear wrongly). The pre-start briefing is a *different surface* from the in-level watch, so D151's fix may not cover it. **Next:** ask user which level + what exactly shows vs expected; compare against `docs/dev/LEVEL-OBJECTIVES.md` (regenerated post-D157); if lines are blank → D143/D151 family (`langGet` NULL guard = silent blank), if wrong objectives listed → propDef type-23 record walk / difficulty decode. |
| **D175** | In-game stutter / brief hang during normal play — observed opening a door on Runway (mission 3, `-level_35`) and also on Surface. No backtrace captured (gdb attach missed the window; it self-recovered). | **Observed, not investigated** (user QA report). Matches known transient-hang classes rather than looking new: D155 (post-slow-load catch-up spiral — clamped), D156 (anim NaN loop — guarded, prints one-shot stderr diag if it fires), D134 (SP/DP task-done event swallowed — fixed M-22, Runway was an original victim), D147/D152 (audio `s_imLock` steal = ~2 s hiccup). Door-open specifically = new room first visible → one-off texture-import/frame spike (likely benign). **Next:** reproduce under `tools_pc/debug.ps1` with the box idle; check console for the D156 stderr diag; if it recurs, attach gdb mid-hang and pattern-match `bt` (import_texture = benign slow frame; model.c:3131 spin = D156; pthread_mutex_lock on s_imLock = D147/D152). |
| **D176** | Surface exterior renders wrong (two co-located defects). **(a)** Sky is solid **black** — the skybox / sky gradient does not draw at all (reference: warm sunset cloud gradient). **(b)** The perimeter **tree-line backdrop renders as grey TV-static / comb interlacing** instead of snow-laden pines — the geometry is present and roughly the right silhouette but every tree texture is scrambled noise. Ground, tunnel and the dish/bunker building draw fine. | **Observed, screenshots committed** (M-35, user QA; `docs/img/bugs/d176-surface-exterior-our-build.png` vs `-reference.png`). Level is the shared Surface exterior — user reached it Dam→Surface on Agent so this is **Surface (i) `-level_36`** (confirm it also affects `-level_43`). **(a)** black sky: **M-36 partial (findings.md "D176(a)").** Env data is correct (`Sky.Clouds=1`, `CloudRGB=240,120,30`, `SkyImageId=0`); `skyRender` runs the cloud path and classifies corners correctly (switch case 12), but `skyRenderTri`/`skyRenderFull` emit nothing — not even the `env->RGB` fill shows. Not root-caused: next is probing `sub_GAME_7F097388` projected coords, verifying `skywaterimages[0]` resolves on PC (`image_bank.c` GIMG offset `0xFB4`), and a fast3d sky-tri trace. `GE_D176=1` probe shipped. **M-37: ROOT-CAUSED** — `skyRenderTri`/`skyRenderFull` build geometry *exclusively* as `G_RDPHALF_*` immediates, which `gfx_pc.cpp` deliberately no-ops (identical no-op in the PD port); fix = decode the RDPHALF tri-raster stream in fast3d (~1 session, genuine new code). **M-42: `-level_22` (Statue) confirmed a clean headless repro** — bare boot, frame ~360, upper half pure black; use it to verify the decoder. **M-47 + read-only consolidation:** Path B draft exists (`scratchpad/sky.patch`, `skyPortRenderPoly` PORT hook — geometry+texture reach GL, two unit defects open) and the full RDPHALF wire format is now decoded (S15.1 half-packing, 8-component perspective-interpolated vertex vectors); next session is mechanical per `docs/dev/D176a-SKY-NOTES.md`. `-level_36`/`-43` intro cams face down (not a sky test without `GE_INPUTSCRIPT`). **M-82: PR #18 rebased onto main + Defect-1 fix applied** — cloud tile is `s_skywaterimages[0]` = 64×64 IA8; the patch's `tc = S·32` scale is correct (matches GE's `width<<5` idiom, `glass2.c:678`), the bug was `(s16)` overflow on the ±20k-texel horizon S/T; fix = per-primitive phase-fold to the 64-texel period (`sky.c``skyPortRenderPoly`, `#ifdef PORT`). Builds clean, no crash (bunker1/statue/surface1 verify PASS). **Unverified visually** — owed: one `-level_22` screenshot (see `D176a-SKY-NOTES.md` "verification ask"). Defect 2 (horizon-band coverage / straddling tris) still open → adaptive tessellation. **(b)** tree/rock static: **M-36 triage — NOT the D159 family.**`texSwapAltRowBytes` is a full `#ifdef PORT` no-op (`image.c:2199`), it cannot cause this. Real cause: `port/fast3d/gfx_pc.cpp``import_texture_*` assume `line_size_bytes == full_image_line_size_bytes` (`SUPPORT_CHECK`; rgba16's is commented out *"trips ... with a garbage size"*`:658`) → non-PoT / sub-rect tiles get a flat linear read → diagonal row shear = grey static. **Family A** in `docs/dev/M-36-TRIAGE.md`. Fix: honour `line_size_bytes` as the real source pitch. Same defect as D182(2). |
| **D233** | All levels (intermittent): near doors — especially doors you can't see through to the inside — the indoor level geometry vanishes and you can see straight through it into the room, while world objects (computer terminals, furniture) in that space still draw. User-reported; screenshots committed: `docs/img/bugs/20260912-cullingbug-bugged.png` vs `-notbugged.png`. | **Observed, not investigated** (M-106, user QA report). The geometry-vs-objects split is the key clue: level walls/floors are room/portal-managed background (`bg`/portal visibility), world objects are model instances — so this reads as a portal/room-visibility or frustum-cull defect in fast3d, not a texture/model one. Neighbours: D106 (portal near-plane min>max — resolved but same machinery), D222 (nominal-FOV frustum culls objects at high FovScale), D195 (Control glass/portal adjacency). First checks: is it view-angle dependent (near-plane sliver through the door opening); does `Video.FovScale` change it; capture with `GE_PCDUMP` + check the portal near/far planes and room-visibility state for the doorway. |
| **D234** | Dam: the guard towers along the actual dam structure are invisible except for the first one. | **Observed, not investigated** (M-106, user QA report). Repeated tower instances → suspects: per-instance transform/position decode on later copies, a shared texture/model resource that only the first instance binds, or a cull-volume issue around the dam structure. Same neighbourhood as D233 (both are "geometry present in data but not drawn"). First checks: `GE_PCDUMP` capture of the dam wall from a distance; compare the first tower's model/instance state against a later one (`modelGetNodeRwData` / instance transform); confirm the towers exist in the level's object list at all (D191 node-link family if they're NULL). |
| ~~**D233**~~ | ~~All levels (intermittent): near doors — especially doors you can't see through to the inside — the indoor level geometry vanishes and you can see straight through it into the room, while world objects (computer terminals, furniture) in that space still draw.~~ | **FIXED + VISUALLY VERIFIED (M-107 fix, M-108 verify).**`port/fast3d/gfx_pc.cpp``gfx_sp_tri1` was trivial-rejecting visible triangles that had a behind-camera (`w<0`) vertex. Status cell here was stale at "not investigated" — corrected M-119. §F D233. |
| ~~**D234**~~ | ~~Dam: the guard towers along the actual dam structure are invisible except for the first one.~~ | **FIXED + VISUALLY VERIFIED (M-108).** Same underlying mechanism as D233. Status cell here was stale at "not investigated" — corrected M-119. §F D234. |
| **D235** | Wrong textures load after dying/restarting a level — clarified: not Facility-specific, seen on multiple levels; trigger is death/restart (level reload), not a general build regression. | **Observed, not investigated** (M-106, user QA report, clarified same session). This is a state-leak on level re-entry, not a one-level texture-decode bug — prime suspect is the texture pool / CI-cache (D217/D228 neighbourhood) not fully resetting between a level teardown and reload (stale arena base, a palette-cache entry keyed by a reused address, or a texpool index not rewound). Needs: confirm it does NOT repro on a fresh level boot (only after death/restart); which surfaces; a screenshot. Next: instrument `texInitPool`/the CI-cache clear path for what does/doesn't reset on reload vs cold boot. |
| **D236** | Surface 1: the 2D billboard trees that appear at the start of the level and around the map don't draw as discrete tree sprites — they render as a wall/sheet of tree texture instead of the proper 2D tree objects. | **Observed, not investigated** (M-106, user QA report). Billboards = camera-facing quads; "wall of tree texture" reads as either (a) the billboard orientation/quaternion missing so all quads emit coplanar in world space, or (b) a UV/texture-rect setup error mapping the whole sheet onto each quad. Distinct from D176(b)'s tree-*line* backdrop static (that's the painted perimeter wall; this is discrete 2D tree objects). First checks: `GE_PCDUMP` at the Surface 1 opening; inspect one tree billboard's emitted vertices + texture coords in fast3d; check whether the quads are camera-facing on N64 reference footage. |
| **D236** | Surface 1: the 2D billboard trees that appear at the start of the level and around the map don't draw as discrete tree sprites — they render as a wall/sheet of tree texture instead of the proper 2D tree objects. | **Observed, not investigated** (M-106, user QA report). Billboards = camera-facing quads; "wall of tree texture" reads as either (a) the billboard orientation/quaternion missing so all quads emit coplanar in world space, or (b) a UV/texture-rect setup error mapping the whole sheet onto each quad. Distinct from D176(b)'s tree-*line* backdrop static (that's the painted perimeter wall; this is discrete 2D tree objects). First checks: `GE_PCDUMP` at the Surface 1 opening; inspect one tree billboard's emitted vertices + texture coords in fast3d; check whether the quads are camera-facing on N64 reference footage. |
| **D249** | Streets and Egyptian (the two biggest/most-open levels) show culling problems on far-away geometry at *default* FOV — distant geometry drops/pops incorrectly. Also a QoL ask: improve LOD in general, but gate it behind a toggle so N64-accurate ("old school") LOD stays selectable. | **Observed, not investigated** (M-119, user QA report). Distinct from D222 (high-FOV near-edge culling) and D218 (fog/far-clip tint). Two candidate mechanisms: (a) portal/room-visibility cutting off too aggressively at range on large multi-room layouts (D233/D234 neighbourhood — check for a far-plane/depth-range sibling to D233's w<0 trivial-reject fix), or (b) GE's own LOD/detail-swap system not ported faithfully (mip-tile / simple-model substitution at distance, `gfx_lod_tile_offset` family). First checks: `GE_PCDUMP` a long sightline on Streets/Egyptian where geometry visibly pops; determine which of (a)/(b) is firing before designing the fix or the requested toggle. §F D249. |
| **D217** | 1P weapon viewmodel + character-model CI textures render with a wrong palette on many levels / multiple weapons — PP7 grip + hand render flat green on Facility & Depot, "weird or missing" gun textures elsewhere; Bond's watch face too. Surfaced by D215 (viewmodel now draws). Clean on Bunker1. | **Defect ① FIXED (M-90), pending human playtest eyeball — full detail in `findings.md` §H "D217 — M-90" and §F D217.** Root cause: weapon texpool arena bases land %8==4 on PC (memp bump drift from pointer bloat); `texAlignIndices` absolute 8-byte row padding then shifts every palette 4 bytes early while model-DL `G_LOADTLUT` reads the N64 offset (grip count=1 load lands on next tenant's header slot → `0x1A00` green; larger loads read a 2-entry zero pad — the M-86 tell). Fix: `texInitPool` rounds the base up to 8 under `#ifdef PORT` (no-op on N64); 21/21 sweep PASS. Two defects: ① **visible green = misaligned texpool arena** (fixed as above). ② **CI texture-cache collision** (no palette-content key) — proven, **fix landed on branch `fix/d217-model-texture-palette` `f6fc0399`** (palette FNV-1a hash in the CI cache key), owes a 21-level `verify.sh sweep`; does not fix ①. |
| **D174** | "No blood effect" — user reports no visible blood when shooting guards / into surfaces. | **User QA report; likely D120, unverified.** Decals: the D120 `PointUsage[]` converter fix (M-30) was never interactively verified and only takes effect after a full sidecar regen (`d43 && d69 && d88 --regen`) — check whether the playtest build had regenerated sidecars before concluding the fix failed. Spray: D172 observed the particle spray *drawing* (wrong color, magenta/cyan) on Silo — if the user sees no spray either, that's new info (different weapon/range, or the D172 decode is worse than "wrong color"). First step: BUNKER1 firefight with regenerated sidecars; if decals still absent, instrument the `chr.c:3328` decal walk. |
| **D173** | Third-person Bond model (the player-representing figure shown at level start) spawns too high — floats well above the ground "a lot of the time" while the actual player spawn is correct. Same symptom on the Cuba end credits: JB stands ~6 ft in the air above Natalya. | **Confirmed still present across the full 21-level playthrough (M-49).****Observed, not investigated** (user QA report). D75 animated-model family but a *position* defect, not absence — M-33 confirmed the gun-barrel Bond renders fine upright. Suspects: (a) intro/credits puppet chr spawn position vs the model's base transform; (b) anim root-motion accumulation (`modelSetAnimFrame2WithChrStuff`, D156 area) offsetting the rendered joints above the body origin; (c) a `coord3d`/packed-float decode in the intro camera/model setup. "Player spawning is OK" localises it to the render-side model, not `g_CurrentPlayer` state. |
@@ -20,8 +20,8 @@ D189,FIXED,Linux -fstack-protector aborts on the decomp's latent stack-buffer ov
D190,?,"Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open).","CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows)."
D193,FIXED,NPC AI locomotion is too slow —,FIXED + user-playtest-verified (M-81) —
D194,PARTIAL,Mouse input needs another tuning pass —,"PARTIAL — part (b) landed this session (M-107), parts (a) and the SOLITAIRE controldef switch still open."
D195,OPEN,"Transparency / alpha surfaces broken on Control (M-49, user playtest) —","OPEN — not investigated (M-49), needs a capture"
@@ -35,11 +35,12 @@ D224,FIXED,"QoL gap (M-87, from a PD-PC-port survey):","DEPRIORITIZED (M-87, use
D225,OPEN,"Dev-tooling QoL (M-87, user ask):","OPEN — root-caused, not implemented."
D226,OPEN,"QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.","OPEN — root cause / call sites identified, not designed or implemented."
D227,FIXED,Sky renders as two independently-moving halves —,"FIXED (M-100b, PR #43) —"
D229,OPEN,"Water on IsWater levels renders green and pulses blue<->green on an interval (M-101, user playtest, Frigate -level_26; Surface 2 also an IsWater level).","OPEN — pre-existing (A/B proven), mechanism partly identified, not root-caused."
D230,OPEN,In-level music quality:,OPEN — not investigated.
D229,FIXED,"Water on IsWater levels renders green and pulses blue<->green on an interval (M-101, user playtest, Frigate -level_26; Surface 2 also an IsWater level).",FIXED (port-layer) — rootcause:
D230,OPEN,In-level music quality:,"OPEN — static-analysis pass done (M-108), not runtime-confirmed."
D234,OPEN,"Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).",OPEN — not root-caused.
D228,OPEN,AK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix —,"OPEN — newly split out, not investigated."
D234,FIXED,"Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).",VISUALLY VERIFIED FIXED (M-108) —
D244,OPEN,Self-hosted CI runner (corpyvt6agent01) link failure:,"OPEN, not yet fixed. Next:"
D228,FIXED,AK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix —,"FIXED (port/fast3d/gfx_pc.cpp, palette_to_rgba32) —"
D204,FIXED,PC audio ran ~2 % below real time permanently:,"FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —"
D203,OPEN,"Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:",OPEN — negative idle repros only; not yet reproduced with input.
D201,FIXED,"src/libultra/audio/bnkf.c bank/instrument/sound/wavetable relocation offsets were s32, truncating the real 64-bit base pointer.",FIXED (src/libultra/audio/bnkf.c) —
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.
D218,PROPOSED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
D219,OPEN,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","OPEN — observed, not investigated."
D219,RESOLVED,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","RESOLVED (M-115, 2026-09-12) —"
D220,PARTIAL,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure,resolved
@@ -121,3 +122,13 @@ D236,OPEN,"Surface 1: 2D billboard trees render as a wall/sheet of tree texture
D237,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only
D238,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only (port/src/input.c + config.c)
D239,OPEN,"QoL ask (M-106, user QA):",OPEN — supersedes/re-confirms the M-82 always-grab removal item; port-only
D240,OPEN,"Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).","OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment."
D241,OPEN,Player gunshot SFX goes silent under some conditions —,"OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug."
D242,?,Player-death sequence UX regression vs N64 original:,NOT A PORT-LOGIC BUG as far as static analysis can tell.
D243,OPEN,"Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject):",OPEN — M-109 re-analysis of the same session's raw logs corrects the timing/pattern claims above; the D134/pendingGfx race hypothesis is likely wrong.
D245,OPEN,IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —,"OPEN — REOPENED (M-116 live playtest, same session):"
D246,OPEN,"Tiny pixel strips at the left and right edges of the screen, ""like overscan"" —","OPEN — one candidate ruled out (M-116 follow-up), root cause not found."
D247,RESOLVED,Black bars top and bottom of screen —,"NOT A BUG — confirmed faithful, unmodified N64 decomp behaviour, no code change made."
D248,FIXED,"Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).","FIXED, root-caused to a genuine pointer-width ABI bug in src/sched.c (compiled for the PC build, not excluded)."
D249,OPEN,"LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —",OPEN — not investigated.
D250,OPEN,FPS is inconsistent/low on many levels since the port started actually running at 60fps —,OPEN — not investigated.
1
# GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
@@ -393,8 +393,8 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D190 | **Linux `-level_45` SIGSEGV at load in `add_ptr_to_objective` (`objective.c:64`) (M-48, open).**`objective_ptrs[objective->menu] = objective;` faults — `objective` wild or `objective->menu` a garbage index → OOB write. Almost certainly the D122/D126/D132 propDef-stride / ROM-serialized-struct-widening family (`struct objective_entry` / the type-23/type-1E setup-text record chain read at the wrong stride on PC). Found in the M-48 Linux level sweep: **5/6 spot-checked levels (`-level_09/20/27/34/37`) load + render fine; `-level_45` is the one failure.** Not a v0.1.0-alpha blocker (alpha is explicitly "expect crashes"). Windows: `-level_45` load status not re-checked this session. | **CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows).** Full chain: `setup_text_pointers[45]` = `"UsetupimpZ"` (`chraidata.c:824`), but that name is **not in the ROM file table** (`assets/obseg/file_resource_table.inc.c`) — only the MP variant `"Ump_setupimpZ"` is. BASEMENT is a 4-player MP level (`front.c:557``multi_stage_setups[]`, alongside STACK/TEMPLE/COMPLEX/CAVES/LIBRARY — exactly the other missing solo names); MP play prepends `mp_` to the name (`prop.c:1261-1269`), so the solo name was never shipped. A solo `-level_45` boot (debug flag only; no solo mission references stage 45) requests a nonexistent file: on PC the inert rmon stubs (`osReadHost`/`osWriteHost`, `n64stubs.c`) leave the CheckFileExists response in `fileGetIndex`'s dynamic path (`ob.c:421`) **uninitialized** → fresh table entry with size 0 → `fileIndexLoadToBank` allocates bank memory, loads 0 bytes → the setup rebase + propDef walk in `proplvreset2` runs over **stale pool memory** → garbage records (M-105 Windows crash: `modelLoad` via `domakedefaultobj`, `obj=0x784f`; M-48 Linux hit `add_ptr_to_objective` — same garbage walk, different stale contents). N64 parity: the file is genuinely absent there too (indy host answers not-found → index-0 load) — this boot is broken in the original as well. No fix taken: a port-layer guard cannot synthesize a valid setup (the walks need `-1`/`PROPDEF_END` terminators no zeroed buffer provides), and fabricating ROM content for an out-of-scope MP level has no ground truth. The M-48 "Linux-specific" framing was wrong — the failure is platform-independent; it was merely found on Linux first. |
| D191 | **Windows `-O2` release-bundle crash: SIGSEGV in `modelGetNodeRwData` (`src/game/model.c:478`) — the `root->Parent` node-tree walk (M-49, user playtests of the v0.1.0 win64 bundle).****Two instances, identical fault PC `0x1400801b1`:** (1) fresh save, killed the first guard right after escaping the cell in Bunker ii; (2) Statue (`-level_49`?), right after the Trevelyan meeting cutscene. `ge007.crash.log` (auto-dump; symbols intact in the shipped exe, `addr2line` resolves): PC = `modelGetNodeRwData` at `model.c:478` — the `switch (root->Opcode & 0xff)`, i.e. `root` (a `ModelNode *`) is bad; `addr2line` puts it in the inlined self-recursion at `:532`, so the `while (root->Parent) { root = root->Parent; … }` walk (`model.c:527-540`) handed a garbage node into the recursive call. Instance 1: `Rdx = 0x70267bc000000000` — a `~0x70266xxx` heap address in the **high 32 bits, zero low half** = 32-bit pointer field read as 64-bit (or a byte-swapped `u32` pair). Instance 2: `Rdx = 0`, FAULT ADDR `0x0` — `root` (or `root->Parent`) resolved to NULL. Both: `Rcx=Rdi` = the `~0x7008xxxx`/`~0x7007xxxx` object ptr, `R8 = 0x1d` (29). So the `Parent` chain in some model contains a **truncated or NULL link** — pointer-width / byte-swap family (D3x, D119 `weapons_held[]->chr` type-pun, D122/D126/D132 propDef-stride). NOT weapon-fire-specific — common factor is `modelGetNodeRwData` running on a character/cutscene model whose node tree has a bad `Parent`. Crash logs saved: `scratchpad/crashlogs/`. **Repro aid:** shipped exe has full symbols; `debug-crash.ps1` in the bundle dir runs it under gdb, `GE_D51=1` → `d52rw.log` rwdata-pool trace. The crash.c EBP backtrace breaks immediately (`#01: 0x1d`) — need a real `bt` + `p *root` + `p *Objinst` at the fault. Not yet reproduced under a debugger; no fix. | FIXED + PLAYTEST-VERIFIED (M-79). User replayed Bunker ii (first-guard kill) and Statue (post-Trevelyan cutscene) on the fix build — **both no longer crash** → 21/21 solo levels crash-free (v0.2.0 gate met; Cradle's remaining issue is D193, not a crash). Build clean; bunker1 golden framediff 3/3. **Real gdb backtrace (M-79):** the fault is NOT in the `root->Parent` walk — `root` arrives *already* garbage (`0x70267a9000000000` = a half-word-swapped `u32``0x70267a90`) from frame #1`bondviewSelectCuff(model=0x70076808, header=0x700763a0, switchindex=29)`, called from `gunUpdateAndFire(GUNRIGHT)` on the frame the player fires. `bondviewSelectCuff` byte-indexes `header->Switches` (a `ModelNode *` array — **8-byte stride on PC**, widened per D43/D45) with `offset = switchindex << 2` (N64 4-byte stride), so every `base[N]` deref lands mid-slot and yields a misaligned half-pointer that is non-NULL by luck → `modelGetNodeRwData(root=garbage)`. **Exactly the D140 bug class** — D140 fixed the identical pattern in `gunfire.c:1740`; this call site was missed. Fix: PORT-only `offset = switchindex * (s32) sizeof(ModelNode *)`; the `base = (u8*)switches + offset` math and the `#else` N64 line are unchanged. ABI/pointer-width only (D3x class), no game-logic change. The Statue instance (`Rdx=0`, NULL fault addr) is the same site landing on a slot whose bytes read as 0. |
| D193 | **NPC AI locomotion is too slow — characters don't move to their destinations at the original game's rate (M-49, user playtest; clarified after the FULL 21-level playthrough — "the biggest overall flaw").** Not (primarily) an animation-playback bug — the *travel speed* of scripted/AI movement is wrong: guards, named NPCs (Trevelyan, Ourumov) and friendlies (Natalya) all take noticeably longer to run/walk to their goal positions than on N64. General, not chr-specific. **Leading hypothesis — the D117/D134/D155/D156 wall-clock-timing family:**`chr.c` / `chrai.c` integrate movement as `pos += speed * g_GlobalTimerDelta` and step sim loops `while (i < g_ClockTimer)` / `-= g_ClockTimer` (`chr.c:1437,1446,1491-1502,1862,2359,2569`; `chrai.c:76`). On the port `osGetCount()` is free-running wall-clock (D117), `g_GlobalTimerDelta`/`g_ClockTimer` are derived from it, and D155's `FRAMETIMING_PORT_MAX_CATCHUP = 6` clamps `nextFrameTime`. If the effective per-second sum of `g_GlobalTimerDelta` (or the `g_ClockTimer` tick count) runs low — quantization, the catch-up clamp biting during normal play, or a units mismatch (`g_JP_GlobalTimerDelta` vs `g_GlobalTimerDelta`, `chr.c:1435/1437`) — every delta-scaled AI motion integrates slow while **player** movement (input-driven per frame) still feels right, which is exactly the reported split. Related: **D170** (Ourumov/Trevelyan "flee" looks wrong — flagged there as possibly the same locomotion-speed issue rather than an AI divergence). Also possible: `chrGoToBond/Chr(SPEED_RUN/WALK/SPRINT)` speed enum → path-follow step, or pathfinding advancing ≤1 waypoint per frame-quantized tick. **Instances seen (M-49 full playthrough):** (a) Facility — the post-scripted-scene beat with Ourumov + the soldier squad: the soldiers **walk in super slowly and take a long time to path into firing positions** before they start shooting (this is regular squad combat AI, not a named-NPC script — good evidence the slowdown is general delta-scaled `chr` locomotion / path-following, not one ailist); (b) the named-NPC flee behaviour on Silo (Ourumov) and Cradle (Trevelyan) — see D170; (c) **Natalya (the escort NPC) always walks really slow** — on every escort level (Bunker ii, Statue, Control, Archives) she trails far behind, forcing the player to wait. Escort follow-AI is the same `chrGoToChr`/path-follow path as (a). **WORST CASE — Cradle (`-level_51`) is "bugged out completely" due to Trevelyan's behaviour (M-49).** The final level is Trevelyan-fleeing-and-scripted end to end (he runs the antenna cradle, climbs, drops to the cradle floor, the helicopter beat); if his locomotion timing / path-following is off he never hits the trigger points and the level's scripted progression stalls or goes haywire. This makes D193 effectively a **can't-properly-finish-the-game** bug, not just cosmetic sluggishness. **Next:** log `g_GlobalTimerDelta` + `g_ClockTimer` per frame during normal play and check the 1-second sum vs the N64's ~60; time a guard's run across a known distance vs reference footage; then watch Trevelyan's chr state / current AI command on Cradle. | **FIXED + user-playtest-verified (M-81) — root cause is D209**: `act_ubytes.padding[45]`, a raw-byte union alias for `act_gopos.unk59` (the SPEED tier), lands on offset 45 which is `unk59` on N64 but is byte 5 of `waypoints[1]` at 64-bit — always `0x00`. So the locomotion-animation selector `get_sound_at_range()` always received tier 0 and bound `ANIM_DATA_walking`/`walking_unarmed` for **every AI chr in the game**, and since travel is anim-root-motion driven they all moved at walk pace no matter what the ailist commanded. User verified on Cradle: Trevelyan and the guards run. Full elimination trail below — **steady-state timing keystone MEASURED and the "sim sums low" hypothesis is CONTRADICTED (M-80).** Added a `GE_D193=1` per-wall-second probe in `waitForNextFrame()` (`src/game/frametiming.c`, `#ifdef PORT`, env-gated): logs render frames, sim ticks delivered (= sum of the `deltaFrames` fed to `updateFrameCounters` = sum of `g_ClockTimer`), catch-up clamp hits, and max raw pre-clamp delta. Built ntsc-final, ran `-level_09 / _20 / _27 / _34` idle-after-load, ~20 s each. **Every level, rock-steady: render = 30.0 fps, sim = 60.0 ticks/s, clamped = 0, maxraw = 2.** i.e. each rendered frame carries `g_ClockTimer = 2` and the per-second sum is *exactly* the N64's ~60 — the wall-clock timer is NOT running low in steady state, and `FRAMETIMING_PORT_MAX_CATCHUP` never bites in normal play. VSync on/off made no difference (still 30/60). So the B1 premise ("`g_GlobalTimerDelta`/`g_ClockTimer` sum low over a real second") is wrong for the common case; D193 must come from elsewhere. **Residual quantization risk (not yet observed):**`nextFrameTime = (dt_counts + 387937) / 775875` is integer-rounded per frame with no remainder carry, so a scene that renders at a *steady* rate between 30 and 60 that is not an integeLine truncated
| D194 | **Mouse input needs another tuning pass — RMB aim over-sensitive + sensitivity couples to frame/sim rate (M-49, user playtest).** Two parts. **(a) Aim mode (RMB) is near bang-bang, not proportional** (`port/src/input.c:697-707`): any per-poll delta past `AIM_MOVE_THRESH` emits stick `m = clamp(61 + |Δ|·(MouseAimSpeed/100)·AIM_GAIN, 61, 60+AimBand)` = `[61,80]` — with the M-29 defaults (`MouseAimSpeed=16`, `AIM_GAIN=4.0`, `AimBand=20`) `m` is already 61 (fast) at ~1.5 px/poll and saturates at 80 by ~30 px/poll, so the usable proportional band is tiny and sits near the top of GE's aim range → "way too sensitive," turn rate barely tracks how fast you actually move the mouse. Needs a real response curve (low floor, wider proportional band, maybe a gamma), not a threshold+clamp. **(b) Overall sensitivity correlates with movement/frame rate** (user's words: "correlated with movement speed, does not feel good"): `input.c` emits raw stick counts **per controller poll** with no `g_GlobalTimerDelta` / polls-per-frame normalization (hipfire yaw `sx += edx·(MouseTurnSpeed/100)·6.0` at `:709`; aim as above). GE integrates the stick scaled by its sim delta, and the port's poll cadence vs render/sim cadence drifts with scene load — so effective sensitivity shifts when the framerate does (which reads as "when I'm moving"). Fix direction: accumulate mouse delta and convert to stick using a fixed reference dt (or feed the game a dt-consistent value), so a given hand motion = a given view rotation regardless of fps. Lineage: D118a (hipfire pitch digital vs analog), D165 (menu pointer), D166 (hipfire pitch pulses), D180-B3 (`MouseAimSpeed` 25→16). New adjacent QoL ask, root-caused → **D223** (mouse-wheel direction should reverse weapon cycle direction, currently both directions cycle forward). Config knobs exist (`Input.MouseAimSpeed/AimBand/MouseTurnSpeed/HipfirePitchSpeed`) but the *shape* of the mapping is the problem. **M-87 design-goal note (user):** overall mouse feel should move toward **Quake Remaster / the Perfect Dark PC port** — raw, direct, responsive 1:1 mouse-look — while explicitly **not losing GE's original aiming nuance** (the analog-stick aim-mode vs digital-hipfire split this whole D118/D194 lineage exists to preserve). Reframes the fix direction from "just widen the proportional band" to: normalize by a fixed reference dt first (part (b), the frame-rate coupling — this alone should fix most of "feels unresponsive"), then re-derive the aim-mode response curve, and treat raw hipfire mouse-look (PD/Quake-style, bypassing the N64 digital-stick emulation entirely when the player is *not* in aim mode) as a real design option to evaluate against "keep GE's aim-mode feel," not assume the N64 stick-emulation path is mandatory everywhere. **M-87 — found it: GE already has exactly this control scheme, unused by the port.** User asked why vertical mouse feels less responsive than horizontal; investigation found the port forces `controldef = CONTROLLER_CONFIG_HONEY` (1.1), under which hipfire pitch is genuinely digital-only (C-up/C-down) while yaw is analog — an intentional N64-era asymmetry (D166), not a port bug, but avoidable. **`CONTROLLER_CONFIG_SOLITARE` (1.2) / `GOODNIGHT` (1.4)** — user's own recollection, verified in code — redirect forward/back/strafe-L/R onto digital C-buttons/D-pad (`bondview2.c:5195-5253`, `moveData.digitalStep{Forward,Back,Left,Right}`), which frees the **entire primary analog stick** for continuous, unclamped pitch **and** yaw: `moveData.canNaturalPitch`/`canNaturalTurn` (set `!insightaimmode`, i.e. active outside aim mode, not gated behind holding aim) drive `analogPitch/70.0f` / `analogTurn/70.0f` directly (`bondview2.c:5950`/`6008`) — no threshold, no digital step, no `[61,80]`-style clamp band (that clamp is specific to the *aim-mode* zoom-turn path, a separate codepath, `insightaimmode && stick_y>60`). `analogPitch`/`analogTurn` default to the primary stick's raw X/Y for every 1.x scheme (`bondview2.c:4881-4882`) unless a 2.x dual-controller scheme overrides them from a second controller. **This is architecturally identical to a modern FPS mouselook**: continuous analog look on the stick, discrete step movement on buttons — a legitimate, unmodified original GE control scheme, not a port invention. Recommended fix: force the port's `controldef` to SOLITAIRE or GOODNIGHT instead of HONEY, map WASD to the digital step-movement buttons (already close to how keyboard hipfire movement works today) and mouse X/Y directly to the primary stick's continuous X/Y — this should resolve the vertical-vs-horizontal asymmetry completely (no more digital-pulse emulation needed at all, D166 becomes largely moot) and likely fixes much of "feels unresponsive" too, since it's direct continuous stick input rather than any thresholded emulation. The frame-rate-coupling issue (part b) is orthogonal and still needs fixing regardless of scheme. Cross-ref D166, D22Line truncated
| D195 | **Transparency / alpha surfaces broken on Control (M-49, user playtest)** — Natalya's console room, the glass partitions + translucent projected wall displays. Failure mode not yet specified by the reporter (no `GE_PCDUMP` capture taken). Likely a fast3d render-mode / alpha-blend path defect, not a decode one — neighbours D161 (CI8/LUT decode), D172, D176(b) (both blend-adjacent) but those are texture-format bugs, this reads as a blend-state one; check D128 portal adjacency in case the glass geometry is portal-culled wrong instead. Logged in `GRAPHICS-BACKLOG.md`. **Next:**`GE_PCDUMP` capture on Control near the console room, compare RDP render-mode words against N64 `gmain.s` for the glass/display materials. | OPEN — not investigated (M-49), needs a capture |
| D194 | **Mouse input needs another tuning pass — RMB aim over-sensitive + sensitivity couples to frame/sim rate (M-49, user playtest).** Two parts. **(a) Aim mode (RMB) is near bang-bang, not proportional** (`port/src/input.c:697-707`): any per-poll delta past `AIM_MOVE_THRESH` emits stick `m = clamp(61 + |Δ|·(MouseAimSpeed/100)·AIM_GAIN, 61, 60+AimBand)` = `[61,80]` — with the M-29 defaults (`MouseAimSpeed=16`, `AIM_GAIN=4.0`, `AimBand=20`) `m` is already 61 (fast) at ~1.5 px/poll and saturates at 80 by ~30 px/poll, so the usable proportional band is tiny and sits near the top of GE's aim range → "way too sensitive," turn rate barely tracks how fast you actually move the mouse. Needs a real response curve (low floor, wider proportional band, maybe a gamma), not a threshold+clamp. **(b) Overall sensitivity correlates with movement/frame rate** (user's words: "correlated with movement speed, does not feel good"): `input.c` emits raw stick counts **per controller poll** with no `g_GlobalTimerDelta` / polls-per-frame normalization (hipfire yaw `sx += edx·(MouseTurnSpeed/100)·6.0` at `:709`; aim as above). GE integrates the stick scaled by its sim delta, and the port's poll cadence vs render/sim cadence drifts with scene load — so effective sensitivity shifts when the framerate does (which reads as "when I'm moving"). Fix direction: accumulate mouse delta and convert to stick using a fixed reference dt (or feed the game a dt-consistent value), so a given hand motion = a given view rotation regardless of fps. Lineage: D118a (hipfire pitch digital vs analog), D165 (menu pointer), D166 (hipfire pitch pulses), D180-B3 (`MouseAimSpeed` 25→16). New adjacent QoL ask, root-caused → **D223** (mouse-wheel direction should reverse weapon cycle direction, currently both directions cycle forward). Config knobs exist (`Input.MouseAimSpeed/AimBand/MouseTurnSpeed/HipfirePitchSpeed`) but the *shape* of the mapping is the problem. **M-87 design-goal note (user):** overall mouse feel should move toward **Quake Remaster / the Perfect Dark PC port** — raw, direct, responsive 1:1 mouse-look — while explicitly **not losing GE's original aiming nuance** (the analog-stick aim-mode vs digital-hipfire split this whole D118/D194 lineage exists to preserve). Reframes the fix direction from "just widen the proportional band" to: normalize by a fixed reference dt first (part (b), the frame-rate coupling — this alone should fix most of "feels unresponsive"), then re-derive the aim-mode response curve, and treat raw hipfire mouse-look (PD/Quake-style, bypassing the N64 digital-stick emulation entirely when the player is *not* in aim mode) as a real design option to evaluate against "keep GE's aim-mode feel," not assume the N64 stick-emulation path is mandatory everywhere. **M-87 — found it: GE already has exactly this control scheme, unused by the port.** User asked why vertical mouse feels less responsive than horizontal; investigation found the port forces `controldef = CONTROLLER_CONFIG_HONEY` (1.1), under which hipfire pitch is genuinely digital-only (C-up/C-down) while yaw is analog — an intentional N64-era asymmetry (D166), not a port bug, but avoidable. **`CONTROLLER_CONFIG_SOLITARE` (1.2) / `GOODNIGHT` (1.4)** — user's own recollection, verified in code — redirect forward/back/strafe-L/R onto digital C-buttons/D-pad (`bondview2.c:5195-5253`, `moveData.digitalStep{Forward,Back,Left,Right}`), which frees the **entire primary analog stick** for continuous, unclamped pitch **and** yaw: `moveData.canNaturalPitch`/`canNaturalTurn` (set `!insightaimmode`, i.e. active outside aim mode, not gated behind holding aim) drive `analogPitch/70.0f` / `analogTurn/70.0f` directly (`bondview2.c:5950`/`6008`) — no threshold, no digital step, no `[61,80]`-style clamp band (that clamp is specific to the *aim-mode* zoom-turn path, a separate codepath, `insightaimmode && stick_y>60`). `analogPitch`/`analogTurn` default to the primary stick's raw X/Y for every 1.x scheme (`bondview2.c:4881-4882`) unless a 2.x dual-controller scheme overrides them from a second controller. **This is architecturally identical to a modern FPS mouselook**: continuous analog look on the stick, discrete step movement on buttons — a legitimate, unmodified original GE control scheme, not a port invention. Recommended fix: force the port's `controldef` to SOLITAIRE or GOODNIGHT instead of HONEY, map WASD to the digital step-movement buttons (already close to how keyboard hipfire movement works today) and mouse X/Y directly to the primary stick's continuous X/Y — this should resolve the vertical-vs-horizontal asymmetry completely (no more digital-pulse emulation needed at all, D166 becomes largely moot) and likely fixes much of "feels unresponsive" too, since it's direct continuous stick input rather than any thresholded emulation. The frame-rate-coupling issue (part b) is orthogonal and still needs fixing regardless of scheme. Cross-ref D166, D22Line truncated
| D195 | **Transparency / alpha surfaces broken on Control (M-49, user playtest)** — Natalya's console room, the glass partitions + translucent projected wall displays. Originally reported as a blend-state defect. Reinvestigated this session (M-116) after the user reported the glass rendering **solid black** — traced to a real, separate, much bigger bug: `G_TEXTURE_GEN` (RSP environment-mapped texture coordinates, used by shiny/reflective materials game-wide — gold/silver weapon skins, chrome trim, and this glass) was never implemented in fast3d. D72.1 (an earlier session) removed the PD-inherited envmap UV-generation block wholesale to fix the Rareware logo, reasoning "GE never generates texture coordinates from vertex normals" — true for the logo (lit, but does not set `G_TEXTURE_GEN`) but false in general: every envmap draw was left sampling whatever raw `tc[]` happened to be authored (near 0), landing on a fixed corner texel of the reflection map every frame regardless of view angle — for a typically dark-edged reflection texture, a solid near-black surface. | **FIXED (`port/fast3d/gfx_pc.cpp`, `gfx_sp_vertex`) — restored envmap UV generation gated on the real `G_TEXTURE_GEN` bit** (ported from the reference Perfect Dark PC port's already-correct implementation), so D72.1's actual fix is untouched (the logo never sets this bit) while every other envmap draw gets real reflection coordinates. **User-verified live:** console glass and shiny gold/silver guns are now visibly reflective instead of flat black. Confirmed crash-free on a full 21-level sweep. **The remaining "not translucent" complaint is NOT a bug**: user confirmed after seeing the fixed reflective glass that it was never see-through on the original N64 either — it's a reflective (mirror-like) surface by design, not transparent glass. Traced (before the user's confirmation settled it) to the material's own combine formula, `alpha = (TEXEL0/1 LOD-crossfade alpha) * SHADE_alpha + PRIMITIVE_alpha` — an additive constant term that saturates alpha near 1.0 by design, matching "reflective, mostly opaque" intent, not a blend-state defect. **Closed.** Cross-ref: this same envmap fix likely also explains part of D228 (white NPC-weapon patches) if any of those are chrome/shiny weapon variants — worth checking before further D228 investigation. |
| D197 | **Character face/head textures wrap around the head, seen on Silo (M-49, user playtest).** Reads as `G_TX_CLAMP` not honoured (or a non-power-of-two wrap period) on a head/face texture tile — the texture repeats around the mesh instead of clamping at the UV edge. Not yet isolated to a specific character or texture; no `GE_PCDUMP`/`GE_TEXDUMP` capture taken. Likely fast3d texture-tile setup (clamp/wrap mode bits from the tile descriptor not round-tripped) rather than a data bug, given it's cosmetic and geometry-independent. **Next:**`GE_TEXDUMP` the offending head texture's tile descriptor on Silo, diff clamp/mirror bits against `gmain.s`'s expectations for that material. | OPEN — not investigated (M-49), needs a capture |
| D198 | **`alAdpcmPull`/`_decodeChunk` used `K0_TO_PHYS` (an unconditional `& 0x1FFFFFFF` mask) on 64-bit heap pointers (`src/libultra/audio/load.c`).** `K0_TO_PHYS` is the N64 kseg0→physical mask, valid only because N64 pointers fit in 32 bits; on PC's 64-bit heap it truncates any pointer whose value exceeds 512MB, corrupting the `aLoadADPCM`/`aSetLoop`/`aADPCMdec` DRAM addresses at 3 call sites (`load.c:71`, `:468`, `:474`). Every sibling call site in `env.c`/`resample.c`/`reverb.c` already resolves state pointers via `osVirtualToPhysical` (the port shim, `port/src/libultra.c`), which is bit-identical to `K0_TO_PHYS` for real N64 kseg0 addresses but correctly PC-shimmed. **Fix (ABI-layer, `#ifdef`-free — same call resolves correctly on both platforms):** replace the 3 `K0_TO_PHYS(...)` calls with `osVirtualToPhysical(...)`. No behavior change on N64 (identical result for kseg0 pointers); fixes PC. Surfaced while building the Phase-3 software mixer (D199) — the acmd list these opcodes feed now actually executes on PC instead of being ignored. | FIXED (`src/libultra/audio/load.c`) — part of the Phase-3 mixer landing, not yet build/runtime-verified in isolation |
| D199 | **Phase-3 software audio mixer: macro-swap `aXxx` opcode execution + reverse-engineered `aSetBuffer` persistent-context semantics (`port/src/mixer.c`, `port/include/mixer.h`, `include/PR/abi.h`).** The RSP audio ucode (`aspMain`) that would normally execute GE's acmd list never runs on PC (`port/src/ucode.c`); adapting the Perfect Dark PC port's macro-swap trick (`docs/dev/AUDIO-PLAN.md`), `include/PR/abi.h` now `#include`s `port/include/mixer.h` under `#ifdef PORT`, which redefines every `aXxx` macro to call an `Impl` function in `mixer.c` immediately against a small software "DMEM" scratch buffer, instead of packing RSP command words for later execution. GE uses the classic IDO libaudio ABI (verified against every call site in `src/libultra/audio/*.c` + `src/libultrare/audio/{env,reverb}.c`), not PD's differently-shaped "naudio New" ABI — DSP math (ADPCM decode, linear resample, linear envelope mix) is the same Nintendo/SGI ucode PD's `mixer.c` already ported; only the ABI/addressing layer is GE-specific and new here. Several opcodes (`aADPCMdec`, `aResample`, `aEnvMixer`, `aLoadBuffer`, `aSaveBuffer`) take only a state/DRAM pointer — their DMEM source/dest addresses and byte counts come from the most recent `aSetBuffer` call(s), which there is no RSP disassembly to check against; the persistent-context shape (`sCtx.{in,out,count,dryR,wetL,wetR}`) was reconstructed purely from reading every `aSetBuffer`+opcode call-site pair across `resample.c`/`load.c`/`reverb.c`/`mainbus.c`/`save.c`/`env.c` (see the field comments on `sCtx` in `mixer.c:52-82`). `aSegmentImpl` is a no-op — GE's audio DRAM addresses are already resolved via `osVirtualToPhysical` before reaching the mixer (see D198), so segment/base never factor into DMEM addressing here. **Risk:** the `aSetBuffer` context reconstruction is an inference, not a verified spec — if a call site this session didn't audit sets the context differently, audio for that path will mix from the wrong DMEM offsets. **Verified:**`-level_09` now runs full music + SFX 120s+ crash-free (post-D200 fix); no cross-level or opcode-level audio-correctness verification done yet (no golden-audio comparison tooling exists). | LANDED (`port/src/mixer.c`, `port/include/mixer.h`, `include/PR/abi.h`) — functional on `-level_09`, context-inference risk noted, needs a wider level sweep |
@@ -408,11 +408,12 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D225 | **Dev-tooling QoL (M-87, user ask): a debug-build/env toggle that unlocks all missions + all cheats, for testing.** Root-caused a clean single choke point — **both** gates route through the same function: `bool fileGetIsCheatUnlocked(save_data *save, s32 cheat)` (`src/game/file2.c:391`) reads the save's `unlocked_cheats_1/2/3` bitfields and returns whether bit `cheat` is set. Mission-select lock (`src/game/file.c:59`, gates whether a briefing page's mission is selectable) and the cheat-menu availability check (`frontCheckIfCheatIsUnlocked`, `front.c:1009`, itself calling `fileGetIsCheatUnlocked` for the per-level `SP_LEVEL_*` cheat IDs) **both** call it — it's a pure, side-effect-free bitfield read (no save-data mutation), so short-circuiting it to always-true under a debug env var unlocks mission-select *and* the cheat menu in one change, matching exactly what was asked ("those two go a long way"). **Bonus, free once cheats unlock:** the ROM already contains real Rare-era developer cheats that are otherwise unreachable in normal play — `CHEAT_LINEMODE` (wireframe render — would make D222-style culling bugs trivial to see), `CHEAT_BONDPHASE`, `CHEAT_DEBUG_POS`, `CHEAT_DEBUG_UNK5` (`cheat.c` ~L687-707, `CHEAT_MASK_GLOBAL`) — worth trying once this lands, may be useful dev tools in their own right. | **OPEN — root-caused, not implemented.** Plan: `#ifdef PORT`, env-gated (e.g. `GE_DEBUG_UNLOCKALL=1`, catalogue in `GE-ENV-PROBES.md` once added) short-circuit at the top of `fileGetIsCheatUnlocked` — `if (getenv-cached-flag) return TRUE;` before the bitfield read. Default off ⇒ zero behavior change for normal play; when set, purely a query-time override (save file itself is never touched, so it can't corrupt a save or leak into the shipped default). No `src/` logic change beyond the guarded early-return (same class of edit as other `#ifdef PORT` dev-convenience hooks, e.g. `GE_STARTMENU`). |
| D226 | **QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.** All three route through the same primitive, `textRenderOutlined()` (`src/game/textrelated.c:688`, doc comment: *"Used for ammo counter, bottom left HUD messages, countdown timers"*), called from two specific in-game (not menu) sites in `bondview2.c`: **ammo + bottom-left pickup/status** at `bondview2.c:10005` (`stringbuffer_lowerleft[...]`, anchored at `view_left`/`view_vert`), and **top-of-screen dialogue** at `bondview2.c:10163`/`10165` (`stringbuffer_top[...]`, anchored at `msg.x`/`msg.y`). `textRenderOutlined` → `textDrawGlyphQuad` (`textrelated.c:615`) emits each glyph as a plain RDP `gSPTextureRectangle` at the glyph's native font-metric pixel size, `dsdx`/`dsdy` = `0x400` (1:1 texel:pixel, no scale factor anywhere in the call chain). Same function is also used by menus/options/multiplayer UI (`front.c`, `options.c`, `mpmenu.c`) — **do not scale generically**, those have their own layout at fixed screen fractions and D211 already established HUD anchors must stay put; scale only the 3 in-game HUD call sites named above, about their existing anchor (so bottom-left stays bottom-left, top stays top — same anchor-preserving principle as D211's HUD-static check). | **OPEN — root cause / call sites identified, not designed or implemented.** Two viable directions: (a) a `#ifdef PORT` wrapper at just these 2-3 `bondview2.c` call sites that scales the emitted `gSPTextureRectangle` geometry (`xl/yl/xh/yh`) by a new `f32 portHudScale` (default 1.0 ⇒ byte-identical) while inversely scaling `dsdx/dsdy` to keep the same source glyph texels mapped onto the larger/smaller rect, re-anchored so the opposite edge (bottom for the lower-left block, top for dialogue) doesn't move; or (b) thread a scale parameter into `textRenderOutlined`/`textDrawGlyphQuad` itself, defaulted to 1.0 at every other call site. (a) is more surgical (matches the "don't touch shared menu text" constraint) but duplicates a little geometry math; (b) is more central but touches a much more widely shared function. No PD precedent found (PD's port has no equivalent HUD-scale option). F10 overlay slider candidate once implemented, alongside `Video.FovScale`. |
| D227 | **Sky renders as two independently-moving halves — reads as "two sky processes" (M-93, user QA on PR #43's debug build, `-level_22` Statue and Cradle).** Each half of the screen shows a different sky pattern, and the two halves scroll/move at different rates relative to each other. Surfaced *while* verifying D176(a)'s perspective-correct-interpolation fix — D176(a)'s fix measurably improved the scroll-speed symptom on the visible pattern but did not touch this; this is a distinct defect, not a regression from that PR (unclear yet whether it pre-dates PR #43 or was merely easier to notice once the scroll speed calmed down enough to see the seam). User flagged one confound worth ruling out first: might be a widescreen/aspect-ratio artifact of rendering at modern resolutions rather than a logic bug — original N64 output is 4:3/{something narrower}, and the sky-quad tiling math (`skyPortRenderPoly`, `sub_GAME_7F097388` upstream) may assume the original screen split. | **FIXED (M-100b, PR #43) — root cause was a unit error, and it also fixed the "sky scrolls too fast" complaint (M-96) and the over-tiling.**`unk20`/`unk24` are already in the RDP's native S10.5 1/32-texel units; M-82 read them as texel counts and baked `tc = (S - fold) * 32`, making every sky texcoord 32x too large and overflowing the `s16``tc`. Human play-test confirmed by the user on the previously-failing levels. Full write-up: §H "D227 — M-100b". Historical investigation trail below. **OPEN — visual evidence captured + a concrete mechanistic hypothesis found (M-94), not yet fixed.** Headless `-level_22` capture confirms a real, visible crease/discontinuity in the cloud texture — not a rendering artifact of viewing it live, and present in a single static frame (rules out the "just camera pan" explanation for at least this instance). Screenshot: `docs/img/bugs/d227-sky-seam-statue.png`. **Leading hypothesis:**`skyPortRenderPoly` (D176(a)'s fix) computes `wScale` per call — i.e. per individual triangle in the sky fan (`skyRenderTri`/`skyRenderFull` issue up to 5 separate `skyPortRenderPoly` calls per frame from a 5-vertex fan, `sky.c:900-920`/`1372-1393`) — from that triangle's own 3 vertices' `unk0c`. The position math is exact for any `wScale` (verified algebraically: `clip.x = (ndcX·w/wScale)·wScale = ndcX·w` regardless of `wScale`), so this is not a logic bug in the fix itself, but the `s16`-quantized `ob[]` storage means each triangle's shared-edge vertices get **independently re-quantized at a different granularity** depending on that triangle's own `wScale` — a vertex sitting on the seam between two triangles can round to a measurably different `ob[]` value in each triangle's independent call, producing a small position/continuity crack exactly at triangle boundaries. This would read as "two adjacent regions with different patterns" without requiring two draw calls or two cloud layers — one `skyPortRenderPoly` call producing a slightly different quantization per neighboring primitive is sufficient. **Not yet confirmed** — did not isolate camera motion from sky-scroll motion cleanly enough to independently verify the "each half moves at a different rate" part of the user's report, only the static crease. **M-95: FIXED (the static-crease part) + headless-verified.** Implemented the fix direction above: `skyPortBeginFan()`/`skyPortEndFan()` (new, `#ifdef PORT`, `src/game/sky.c`) compute one shared `wScale` across every vertex in the whole fan (`sp274[]`/`sp94[]`, up to 5 verts), called once right after each fan's vertex array is populated and before its 1-3 `skyRenderTri`/`skyRenderFull` calls; `skyPortRenderPoly` now uses that shared value when set, falling back to its old per-call-local computation otherwise (defensive — no other caller exists today, checked: `grep` finds `skyRenderTri`/`skyRenderFull` used nowhere outside this file). **Verified:** same-frame before/after screenshots at `-level_22` frame 345 — `docs/img/bugs/d227-sky-seam-statue.png` (before, visible kink ~x=1000/1280) vs `docs/img/bugs/d227-sky-seam-statue-fixed.png` (after, same frame, continuous streaks, kink gone). Full 21-level `verify.sh sweep`: 21/21 PASS both before and after this change (no regressions). `bunker1`'s `worst_cell` framediff number is unaffected by this change — reproduced identically on the pre-fix build, it's the already-known stale-golden-baseline issue (see M-84/M-83 notes; owed a re-baseline, unrelated to sky.c). **Cradle checked too:** the "black rectangle" artifact visible there is confirmed pre-existing (identical on a pre-fix build capture) — that's the separate, already-documented FOV-coupled black-sky-past-frustum-edge symptom (D218/D222 family), not this defect; didn't chase it here. **Not fully closed:** did not re-verify the "moves at a different rate" half of the original report post-fix (the M-94 addendum's static-camera diff measurement wasn't repeated on the fix); the aspect-ratio-artiLine truncated
| D229 | **Water on `IsWater` levels renders green and pulses blue<->green on an interval (M-101, user playtest, Frigate `-level_26`; Surface 2 also an IsWater level).** Reported alongside green weapon textures on Frigate/Surface 2 — **that half was NOT a bug**: the branch under test was 2 commits behind main and those 2 commits were exactly the D217 fixes (#47 texpool alignment, #49 CI cache palette-content key); after merging main the user confirms the gun is good. | **OPEN — pre-existing (A/B proven), mechanism partly identified, not root-caused.** Built plain `main` with none of the D227 work: `-level_26` frame 340 shows the **same green** (only the tiling density differs), so D229 is independent of D227. The quad is `sky.c`'s `IsWater` block1 (Frigate confirmed `IsWater=1` via `GE_D176` — which also settles M-99's ranked item 1: that path is textured and does go through `skyPortRenderPoly`). Draw state from `sub_GAME_7F09343C` (`unk_092E50.c:278`): tile 0 and tile 1 both RGBA/16b at **the same TMEM 0**, `masks=maskt=5`, tile 1 offset by `gDPSetTileSize(1, uls=90, ult=150, lrs=0, lrt=0)`, 2-cycle `LERP(TEXEL1, TEXEL0, PRIM_LOD_FRAC)` with cycle 2 `= COMBINED * SHADE` and the LOD fraction driven by **`sinf()`** — that sine IS the reported pulsing, so **one texunit resolves blue and the other green** and the sine fades between them. **Ruled out: the shade path** — `skyChooseWaterVtxColour` with measured `env RGB=16,48,96` / `WaterRGB=255,255,150` spans dark blue to pale yellow and can never be green; measured pixels ~`(5,70..175,20..37)` (R and B crushed) put the green on the texel side. **Not established:** why one texunit decodes green when both tiles share TMEM and format. One unproven oddity: `uls/lrs` are `uint16_t` and `width = ((lrs-uls)>>2)+1` gives tile 1 `-22` -> **65514**, though the matching negative `tex_width2` makes the sub-tile-window branch skip and fall through to the correct mask-based 32-texel wrap, so it may be harmless. **Next:** widen the `GE_D172` multitex probe (it filters on `tile1.tmem != tile0.tmem`, equal here, so it never fires) to dump both texunits' decoded state; capture a *sequence* across the sine period, since a single frame is useless (frame 340 reads green on all builds); and check `skywaterimages[2]`'s real format vs the RGBA/16b `sub_GAME_7F09343C` re-declares. **D227 is deliberately decoupled:** M-100b's safety valve takes `allowShift` and the water quad passes FALSE, leaving that path byte-identical to pre-D227 — shifting both tiles was observed live to flatten the cross-fade into constant green. Full write-up: §H "D229 — M-101". |
| D230 | **In-level music quality: a bass instrument sounds corrupted on PC, correct on N64 reference (M-105, user reports; repro refined M-106).** Filed to give the post-D77 residual its own label — D77 (in-level music *absence*) is RESOLVED (PR #42, missing `return` in `sub_GAME_7F0C0BF0` zeroed the seqp volume on the only in-level trigger path), so "music doesn't play" claims in tracked docs are stale; what actually remains is this quality gap. **M-106 repro, deterministic (not intermittent):** Control's elevator track and its regular in-level track both carry the bad instrument throughout; Cavern's elevator track has it too; Runway's track is otherwise fine but the same instrument enters ~5–7s after the track starts and sounds bad from then on. User confirmed against original N64 reference audio that a bass instrument belongs there on Runway — this is **not** a wrong-instrument/wrong-bank selection (rules out the D77 trigger-path family and the seqp-volume fix's neighborhood); the instrument choice is correct, only its *sound* is wrong on PC. Determinism (same track, same spot, every time) points at a static decode/synthesis bug for this instrument's wavetable/ADPCM data — most likely low-frequency-specific (pitch-shift/downsample artifacting, a wrap/loop-point error, or a clipping/gain issue that only bites bass-range samples) — rather than a live mixing/voice-stealing issue (D147/D152/D202 family), which would be intermittent. The mixer layer and the trigger layer are both proven working by every track that sounds right, so the suspect neighborhood is the seq/instrument-bank decode path (`csplayer.c`/`synthesizer.c`, bank loading), not `port/` audio plumbing. | **OPEN — not investigated.** Repro: Control (elevator + regular track, throughout), Cavern (elevator, throughout), Runway (~5–7s in). Next: isolate the instrument/patch id these three tracks share and diff its wavetable/ADPCM decode against a known-good (non-bass) instrument on the same tracks. |
| D233 | **All levels (intermittent): indoor level geometry invisible near doors — you can see through walls/floors into rooms you can't see into, while world objects (terminals, furniture) in that space still draw (M-106, user QA report; screenshots `docs/img/bugs/20260912-cullingbug-bugged.png` vs `-notbugged.png`).** Root-caused M-107 (session-016TaKy6, port/fast3d only): **fast3d's CPU-side "trivial reject" AND-test in `gfx_sp_tri1` (`port/fast3d/gfx_pc.cpp:1455-1460`) has a latent w-sign bug independent of D222/D106.** The per-vertex outcode bits computed in `gfx_sp_vertex` (`x<-w`/`x>w`/`y<-w`/`y>w`/`z>w`, `gfx_pc.cpp:1372-1386`) are only valid half-space tests when `w>0`; for a vertex that has crossed behind the camera plane (`w<0` — common when the camera is close to large room-structure polygons, e.g. walls/ceiling trusses near a doorway) the comparison sense is flipped, so its outcode can come out wrong. If that spurious bit happens to match the other two (genuinely correct) vertices' bits, `v1->clip_rej & v2->clip_rej & v3->clip_rej` fires and the whole triangle is dropped before it ever reaches OpenGL — even though GL's own homogeneous clipper (which *does* handle `w<0` correctly) would have rendered the visible part of it. Confirmed against the two screenshots: same room/camera/ammo-HUD, one frame is missing the room's ceiling trusses/walls (replaced by flat sky) while the console/terminal props in the same room still draw fully — exactly the "big background polys vanish, small prop models don't" split you'd expect, since large near-camera polygons are far more likely to have a vertex cross behind the eye than small self-contained prop meshes. The backface-cull code 6 lines below (`gfx_pc.cpp:1462-1495`) already special-cases this exact `w<0` hazard for its own cross-product sign (`(v1->w<0)^(v2->w<0)^(v3->w<0)`) — the trivial-reject block above it never got the same treatment. **Independent of D222** (D222 is a game-logic frustum-cull bug in `src/game/fr.c`/`bondview2.c` that only manifests at non-default `Video.FovScale`; this is a GPU-pipeline clip-rejection bug in `port/fast3d/` that fires at any FovScale, including the default 100, whenever the camera gets close to a large polygon — matching the report's "all levels, near doors" framing with no FovScale mentioned). Also independent of D106 (D106 fixed the *game-side* portal-visibility bbox computation for a different z==0 edge case in `bg.c`; this is the *renderer-side* per-triangle clip decision, a different stage of the pipeline entirely) — same neighbourhood/symptom vocabulary ("things vanish near a portal-adjacent boundary"), different bug. | **FIXED (port/fast3d/gfx_pc.cpp, `gfx_sp_tri1`) — high confidence on mechanism, UNVERIFIED visually.** Fix: skip the trivial-reject AND-test entirely whenever any of the triangle's 3 vertices has `w<0`, deferring to GL's clipper instead (mirrors the cull code's existing w-sign handling one block below). Change only ever *adds* triangles that were previously dropped — cannot make anything newly invisible, so it's a safe, narrowly-targeted fix with no game-logic touch (fast3d is PC-only code, no N64 build parity to preserve, no `#ifdef PORT` needed). **Build verified green** (`./build-pc.sh` equivalent — MSYS2 mingw64 cmake+ninja, full `ge007.x86_64.exe` link succeeds, only one pre-existing unrelated `-Wformat` warning in the same file). **Could not visually verify** — this worktree has no ROM in `./data/` and no interactive display, so `GE_PCDUMP`/`framediff` against a live Dam/doorway scene was not possible here. **A human must run:** build normally, then`-level_02`(Frigate, matches the screenshot's ship-corridor geometry) or any doorway-heavy interior with `GE_PCDUMP=<frame range>` before/after this commit, walk up close to a room boundary/wall, and confirm the flicker is gone. |
| D234 | **Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).** Investigated M-107 (session-016TaKy6, port/fast3d scope): **NOT root-caused — no fast3d-side mechanism found that plausibly explains "only the first of N repeated instances renders."** Ruled out: fast3d has no matrix/model instance cache that could explain a first-instance-only bug (the D217-family "keyed by address, not content" cache-bug class doesn't recur here — the *only* content-addressed cache in fast3d is the texture cache, already excluded from this investigation per the M-106 triage note); the modelview matrix stack (`gfx_pc.cpp:105`, depth 11, push properly gated `< 11` at `gfx_pc.cpp:1220`) is correctly bounded and would affect every level's nested-DL geometry, not just Dam's towers specifically; the D233 w<0 clip-rejection bug (above) doesn't fit either — towers are viewed from a distance along the dam, not close enough for a camera-behind-vertex condition, and D233's mechanism is per-triangle/per-frame flicker, not a stable "always the same instances missing" pattern. **Leading hypothesis, NOT verified:** GE's road/structure-instancing for repeated architecture typically goes through the room-graph's bytecode "vis program" (`VISOP_*` opcodes interpreted in `bg.c` ~L4450-4620, e.g. `VISOP_PUSH_IF_ROOM_IN_RANGE`, `VISOP_ADD_VISIBLE_ROOM`) or through per-instance room/portal definitions in the level's compiled BG data — both are level *data*, not code reachable via static analysis without the ROM (this worktree has none extracted). Could equally be a per-instance object/prop transform or cull-volume bug in `src/game/propobj.c`/`chrprop.c` (out of this task's `port/fast3d/` scope, and out of the `src/game/*` model/anim exclusion in the brief regardless). **No fix attempted — do not have enough evidence to touch code.** | **OPEN — not root-caused.** Next step needs either (a) a `GE_PCDUMP`/BG-data dump on `-level_10` (Dam) with the ROM present, comparing tower 1 vs tower 2+'s room/portal/object records, or (b) a targeted `port/src/preprocess/` or level-data probe distinguishing "renders once, never again" (matrix/cache bug) from "never queued for rendering" (visibility-program/data bug) for towers 2-N. Likely a separate bug from D233/D222, not the same root cause — see D233's entry for why. |
| D228 | **AK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix — a separate failure mode from the green wrong-palette defect (M-97, user playtest of PR #47, `-level_34` FACILITY).** Split out of D217 defect ①, exactly as the M-90 write-up anticipated ("do not close D217 defect ① on this merge — reopen/retitle as the AK47 + NPC-world-model white-texture residual"). **Playtest result that motivates the split:** with PR #47's `texInitPool` 8-byte arena alignment in, the *green* symptom is GONE — PP7/PPK grip and hammer render correct, Bond's watch face correct, no green cast on hands or the 3rd-person world model. But **NPC-held AK47s still render with white patches**, i.e. tiles sampling a missing/undecoded texture rather than a wrong-but-present palette. White ≠ wrong colour: a wrong palette binds a real TLUT with wrong contents (D217's mechanism, now fixed), whereas white is the signature of a texture that never got decoded/uploaded at all, or a tile descriptor pointing at an empty/cleared texpool slot. The M-87 matrix described these as distinct from the start ("AK47 viewmodel has white (missing-texture) patches on the magazine + barrel" vs. the green/blue colour corruption) — this playtest confirms they have distinct root causes, since fixing one left the other untouched. | **OPEN — newly split out, not investigated.** Next: `-level_34` with `GE_D217TEX=1`/`GE_TEXDUMP` while an AK47-carrying guard is on screen; check whether the AK47's affected tiles ever reach `import_texture` at all (a decode that never ran → white) versus reaching it with empty/zeroed source bytes (a decode that ran on a cleared arena slot). The texpool two-ended allocator (`image.c``texLoad`, `leftpos`/`rightpos`) and the per-level weapon-model texture load path are the obvious suspects — an AK47 is not a level-start weapon on Facility, so its textures load later than the PP7's and may be hitting an exhausted or differently-based pool. Compare against a level where the AK47 IS a starting/early weapon. D217 · D161 lineage. |
| D229 | **Water on `IsWater` levels renders green and pulses blue<->green on an interval (M-101, user playtest, Frigate `-level_26`; Surface 2 also an IsWater level).** Reported alongside green weapon textures on Frigate/Surface 2 — **that half was NOT a bug**: the branch under test was 2 commits behind main and those 2 commits were exactly the D217 fixes (#47 texpool alignment, #49 CI cache palette-content key); after merging main the user confirms the gun is good. | **FIXED (port-layer) — root cause: water image is ZLIB+CI8; pool holds raw 8-bit indices; N64's custom ucode expanded them to RGBA16 in TMEM at load, fast3d read index byte-pairs as 16-bit texels (g=2·idx mod 32 dominates → green). Fix: track `src_fmt` per TMEM load; RGBA/16b tile over a CI-sourced slot now imports via the CI8 palette path (`gfx_pc.cpp` import_texture). Frigate verified live (user: "looks better"); sweep + Surface 2 by-eye still owed.** Pre-existing (A/B proven), mechanism identified as above. Built plain `main` with none of the D227 work: `-level_26` frame 340 shows the **same green** (only the tiling density differs), so D229 is independent of D227. The quad is `sky.c`'s `IsWater` block1 (Frigate confirmed `IsWater=1` via `GE_D176` — which also settles M-99's ranked item 1: that path is textured and does go through `skyPortRenderPoly`). Draw state from `sub_GAME_7F09343C` (`unk_092E50.c:278`): tile 0 and tile 1 both RGBA/16b at **the same TMEM 0**, `masks=maskt=5`, tile 1 offset by `gDPSetTileSize(1, uls=90, ult=150, lrs=0, lrt=0)`, 2-cycle `LERP(TEXEL1, TEXEL0, PRIM_LOD_FRAC)` with cycle 2 `= COMBINED * SHADE` and the LOD fraction driven by **`sinf()`** — that sine IS the reported pulsing, so **one texunit resolves blue and the other green** and the sine fades between them. **Ruled out: the shade path** — `skyChooseWaterVtxColour` with measured `env RGB=16,48,96` / `WaterRGB=255,255,150` spans dark blue to pale yellow and can never be green; measured pixels ~`(5,70..175,20..37)` (R and B crushed) put the green on the texel side. **Not established:** why one texunit decodes green when both tiles share TMEM and format. One unproven oddity: `uls/lrs` are `uint16_t` and `width = ((lrs-uls)>>2)+1` gives tile 1 `-22` -> **65514**, though the matching negative `tex_width2` makes the sub-tile-window branch skip and fall through to the correct mask-based 32-texel wrap, so it may be harmless. **Next:** widen the `GE_D172` multitex probe (it filters on `tile1.tmem != tile0.tmem`, equal here, so it never fires) to dump both texunits' decoded state; capture a *sequence* across the sine period, since a single frame is useless (frame 340 reads green on all builds); and check `skywaterimages[2]`'s real format vs the RGBA/16b `sub_GAME_7F09343C` re-declares. **D227 is deliberately decoupled:** M-100b's safety valve takes `allowShift` and the water quad passes FALSE, leaving that path byte-identical to pre-D227 — shifting both tiles was observed live to flatten the cross-fade into constant green. Full write-up: §H "D229 — M-101". |
| D230 | **In-level music quality: a bass instrument sounds corrupted on PC, correct on N64 reference (M-105, user reports; repro refined M-106).** Filed to give the post-D77 residual its own label — D77 (in-level music *absence*) is RESOLVED (PR #42, missing `return` in `sub_GAME_7F0C0BF0` zeroed the seqp volume on the only in-level trigger path), so "music doesn't play" claims in tracked docs are stale; what actually remains is this quality gap. **M-106 repro, deterministic (not intermittent):** Control's elevator track and its regular in-level track both carry the bad instrument throughout; Cavern's elevator track has it too; Runway's track is otherwise fine but the same instrument enters ~5–7s after the track starts and sounds bad from then on. User confirmed against original N64 reference audio that a bass instrument belongs there on Runway — this is **not** a wrong-instrument/wrong-bank selection (rules out the D77 trigger-path family and the seqp-volume fix's neighborhood); the instrument choice is correct, only its *sound* is wrong on PC. Determinism (same track, same spot, every time) points at a static decode/synthesis bug for this instrument's wavetable/ADPCM data — most likely low-frequency-specific (pitch-shift/downsample artifacting, a wrap/loop-point error, or a clipping/gain issue that only bites bass-range samples) — rather than a live mixing/voice-stealing issue (D147/D152/D202 family), which would be intermittent. The mixer layer and the trigger layer are both proven working by every track that sounds right, so the suspect neighborhood is the seq/instrument-bank decode path (`csplayer.c`/`synthesizer.c`, bank loading), not `port/` audio plumbing. | **OPEN — static-analysis pass done (M-108), not runtime-confirmed.** Repro: Control (elevator + regular track, throughout), Cavern (elevator, throughout), Runway (~5–7s in). Traced the suspect neighborhood to the software ADPCM decoder in `port/src/mixer.c` — the PC replacement for the RSP's `aLoadADPCM`/`aADPCMdec` ucode ops (`csplayer.c`/`synthesizer.c` only emit ucode command lists; they don't decode samples themselves). Found two hardcoded assumptions that don't hold for the general ADPCM-book format: (1) `sAdpcmTable` (`mixer.c:174`) is declared `[8][2][8]`, hardcoding predictor `order=2`, but `order`/`npredictors` are per-instrument authored fields (`include/PR/libaudio.h``ALADPCMBook.order`; `src/libultra/audio/load.c:428-429` computes `bookSize` from them) that the bank-relayout code (`port/src/romdata.c:718-736`) already handles generically — if this bass instrument's authored book uses `order != 2`, the 2-tap recursion at `mixer.c:223-240` would decode it wrong; (2) even at `order=2`, `aLoadADPCMImpl` (`mixer.c:177-192`) silently truncates any book over 256 bytes (`mixer.c:183`, `npredictors > 8`), while the decode loop's 4-bit predictor-select nibble (`mixer.c:219`) can legitimately address up to 16 rows — an instrument with `npredictors > 8` would read truncated/garbage rows for some frames. **Caveat weakening confidence:** N64 SDK ADPCM in practice is conventionally always `order=2` (the RSP ucode's own decode algorithm is essentially fixed to a 2-tap recursion industry-wide), so candidate (1) may not apply to a real N64 title's data; candidate (2) (`npredictors > 8`) is the more plausible of the two absent contrary evidence. Not confirmed against GE's actual ROM-authored book data (no live capture taken this pass). Next: extend the existing `GE_MIXERTRACE=1` trace's `[LOADADPCM]` line (`mixer.c:187`, already logs `count` — `count/16 = order*npredictors`) to flag any book where `count > 256` (proves truncation) during a Control run, and correlate the anomalous book to its channel/instrument via `seqplayer.c:1120`'s program-change. If no anomaly shows, this whole neighborhood is likely a dead end and the next suspect is the resample (`mixer.c:295-341`) or envelope/gain (`mixer.c:379+`) paths for bass-range-specific behavior. **M-120 (local-Qwen triage dispatch): a third hypothesis proposed and CHECKED, RULED OUT.** The dispatched read-only pass proposed that `afFixupBook`'s `port/src/romdata.c:733-737` conversion of the ADPCM book coefficients (BE ROM → LE host, via `afRd16`/`afWr16`) is backwards and should stay big-endian. Verified against the actual code and disproven: (1) that conversion is the identical BE→LE pattern used for every other field in the same function (`order`/`npredictors` two lines above) and in the sibling `afFixupAdpcmLoop`'s ADPCM state array a few lines down — not something special-cased for this one book; (2) `port/src/mixer.c`'s `aLoadADPCMImpl` does a raw `memcpy` of the already-converted book straight into a host-native `s16[8][2][8]` table with no further byte-swap, consistent with the coefficients being intentionally pre-converted to host order; (3) decisively, `afFixupBook` is one shared code path applied uniformly to every ADPCM book in the game — if this conversion werLine truncated
| D233 | **All levels (intermittent): indoor level geometry invisible near doors — you can see through walls/floors into rooms you can't see into, while world objects (terminals, furniture) in that space still draw (M-106, user QA report; screenshots `docs/img/bugs/20260912-cullingbug-bugged.png` vs `-notbugged.png`).** Root-caused M-107 (session-016TaKy6, port/fast3d only): **fast3d's CPU-side "trivial reject" AND-test in `gfx_sp_tri1` (`port/fast3d/gfx_pc.cpp:1455-1460`) has a latent w-sign bug independent of D222/D106.** The per-vertex outcode bits computed in `gfx_sp_vertex` (`x<-w`/`x>w`/`y<-w`/`y>w`/`z>w`, `gfx_pc.cpp:1372-1386`) are only valid half-space tests when `w>0`; for a vertex that has crossed behind the camera plane (`w<0` — common when the camera is close to large room-structure polygons, e.g. walls/ceiling trusses near a doorway) the comparison sense is flipped, so its outcode can come out wrong. If that spurious bit happens to match the other two (genuinely correct) vertices' bits, `v1->clip_rej & v2->clip_rej & v3->clip_rej` fires and the whole triangle is dropped before it ever reaches OpenGL — even though GL's own homogeneous clipper (which *does* handle `w<0` correctly) would have rendered the visible part of it. Confirmed against the two screenshots: same room/camera/ammo-HUD, one frame is missing the room's ceiling trusses/walls (replaced by flat sky) while the console/terminal props in the same room still draw fully — exactly the "big background polys vanish, small prop models don't" split you'd expect, since large near-camera polygons are far more likely to have a vertex cross behind the eye than small self-contained prop meshes. The backface-cull code 6 lines below (`gfx_pc.cpp:1462-1495`) already special-cases this exact `w<0` hazard for its own cross-product sign (`(v1->w<0)^(v2->w<0)^(v3->w<0)`) — the trivial-reject block above it never got the same treatment. **Independent of D222** (D222 is a game-logic frustum-cull bug in `src/game/fr.c`/`bondview2.c` that only manifests at non-default `Video.FovScale`; this is a GPU-pipeline clip-rejection bug in `port/fast3d/` that fires at any FovScale, including the default 100, whenever the camera gets close to a large polygon — matching the report's "all levels, near doors" framing with no FovScale mentioned). Also independent of D106 (D106 fixed the *game-side* portal-visibility bbox computation for a different z==0 edge case in `bg.c`; this is the *renderer-side* per-triangle clip decision, a different stage of the pipeline entirely) — same neighbourhood/symptom vocabulary ("things vanish near a portal-adjacent boundary"), different bug. | **FIXED (port/fast3d/gfx_pc.cpp, `gfx_sp_tri1`) — high confidence on mechanism, UNVERIFIED visually.** Fix: skip the trivial-reject AND-test entirely whenever any of the triangle's 3 vertices has `w<0`, deferring to GL's clipper instead (mirrors the cull code's existing w-sign handling one block below). Change only ever *adds* triangles that were previously dropped — cannot make anything newly invisible, so it's a safe, narrowly-targeted fix with no game-logic touch (fast3d is PC-only code, no N64 build parity to preserve, no `#ifdef PORT` needed). **Build verified green** (`./build-pc.sh` equivalent — MSYS2 mingw64 cmake+ninja, full `ge007.x86_64.exe` link succeeds, only one pre-existing unrelated `-Wformat` warning in the same file). **VISUALLY VERIFIED (M-108):** user played `-level_26` (Frigate — corrected level id, the old`-level_02`note above predates the `bondconstants.h` numbering check) and confirmed the doorway/ship-corridor geometry no longer flickers or vanishes near room boundaries. Closed. |
| D234 | **Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).** Investigated M-107 (session-016TaKy6, port/fast3d scope): **NOT root-caused — no fast3d-side mechanism found that plausibly explains "only the first of N repeated instances renders."** Ruled out: fast3d has no matrix/model instance cache that could explain a first-instance-only bug (the D217-family "keyed by address, not content" cache-bug class doesn't recur here — the *only* content-addressed cache in fast3d is the texture cache, already excluded from this investigation per the M-106 triage note); the modelview matrix stack (`gfx_pc.cpp:105`, depth 11, push properly gated `< 11` at `gfx_pc.cpp:1220`) is correctly bounded and would affect every level's nested-DL geometry, not just Dam's towers specifically; the D233 w<0 clip-rejection bug (above) doesn't fit either — towers are viewed from a distance along the dam, not close enough for a camera-behind-vertex condition, and D233's mechanism is per-triangle/per-frame flicker, not a stable "always the same instances missing" pattern. **Leading hypothesis, NOT verified:** GE's road/structure-instancing for repeated architecture typically goes through the room-graph's bytecode "vis program" (`VISOP_*` opcodes interpreted in `bg.c` ~L4450-4620, e.g. `VISOP_PUSH_IF_ROOM_IN_RANGE`, `VISOP_ADD_VISIBLE_ROOM`) or through per-instance room/portal definitions in the level's compiled BG data — both are level *data*, not code reachable via static analysis without the ROM (this worktree has none extracted). Could equally be a per-instance object/prop transform or cull-volume bug in `src/game/propobj.c`/`chrprop.c` (out of this task's `port/fast3d/` scope, and out of the `src/game/*` model/anim exclusion in the brief regardless). **No fix attempted — do not have enough evidence to touch code.** | **VISUALLY VERIFIED FIXED (M-108) — mechanism still unexplained.** User confirmed on a live Dam playthrough (post-D233 fix, correct `-level_26`/Frigate session's build) that all guard towers along the dam now render, not just the first. No code change was made specifically for D234, and the M-107 investigation's own reasoning argued D233's mechanism doesn't fit this symptom (towers viewed from a distance, not a close-camera w<0 case) — so either that reasoning was wrong, D233's fix had a broader effect than analyzed, or the original symptom was intermittent/state-dependent rather than deterministic. Not closed with high confidence in *why* it's fixed, just closed on live confirmation that it *is*. If it resurfaces, re-open with a fresh `GE_PCDUMP` capture rather than assuming this write-up's ruled-out list still holds. |
| D244 | **Self-hosted CI runner (`corpyvt6agent01`) link failure: `undefined reference to 'objectiveGetStatus_WEAK'` (2026-09-12, first-ever build attempt on the reinstalled box, run `34707798707`).**`src/game/objective_status.c:162` uses `#pragma weak objectiveGetStatus_WEAK = get_status_of_objective` (a decomp ground-truth alias, referenced 2-arg from `chrai.c:2538` — comment calls it "horrible hack to get ai matching"). The box's `g++`/`ld` reported as `x86_64-w64-mingw32/16.1.0`; a minimal local repro of the identical `#pragma weak` cross-TU function alias **links cleanly** on this session's own machine (`mingw-w64-x86_64-gcc 16.2.0-3`, `binutils 2.47-3`). Not a game-logic bug (the alias is unmodified decomp code, ground truth) and not a CMakeLists/link-flag issue (no `--gc-sections`/LTO in play) — the leading, unverified explanation is the self-hosted box's MSYS2 packages predate a PE/COFF weak-external fix or behavior change versus current MSYS2, consistent with rollout step 2's earlier finding that the box's mingw64 package set was stale/incomplete at initial setup. | **OPEN, not yet fixed.** Next: on the box, `pacman -Syu` (or at minimum `pacman -S mingw-w64-x86_64-gcc mingw-w64-x86_64-binutils`) to bring the toolchain current, then re-dispatch `selfhosted.yml`. If updating doesn't clear it, the fallback is a narrow `#ifdef PORT` replacement of the alias with an explicit thin wrapper function in `objective_status.c` (ABI-preserving, no logic change) — but try the toolchain update first since the local repro suggests this is a version/environment gap, not a fundamental PE/COFF limitation. |
| D228 | **AK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix — a separate failure mode from the green wrong-palette defect (M-97, user playtest of PR #47, `-level_34` FACILITY).** Split out of D217 defect ①, exactly as the M-90 write-up anticipated ("do not close D217 defect ① on this merge — reopen/retitle as the AK47 + NPC-world-model white-texture residual"). **Playtest result that motivates the split:** with PR #47's `texInitPool` 8-byte arena alignment in, the *green* symptom is GONE — PP7/PPK grip and hammer render correct, Bond's watch face correct, no green cast on hands or the 3rd-person world model. But **NPC-held AK47s still render with white patches**, i.e. tiles sampling a missing/undecoded texture rather than a wrong-but-present palette. White ≠ wrong colour: a wrong palette binds a real TLUT with wrong contents (D217's mechanism, now fixed), whereas white is the signature of a texture that never got decoded/uploaded at all, or a tile descriptor pointing at an empty/cleared texpool slot. The M-87 matrix described these as distinct from the start ("AK47 viewmodel has white (missing-texture) patches on the magazine + barrel" vs. the green/blue colour corruption) — this playtest confirms they have distinct root causes, since fixing one left the other untouched. | **FIXED (`port/fast3d/gfx_pc.cpp`, `palette_to_rgba32`) — a real byte-order bug, not a texpool/decode-never-ran issue as originally guessed.**`GE_TEXDUMP` on Facility (`-level_34`) found ~14% of LOD-textured uploads (fmt=CI, `palette_fmt=G_TT_IA16`) rendering solid near-white; a `GE_D228` correlation probe ruled out the texpool/RC2-clip hypothesis (the decoded size exactly matched the tile's base image every time — the data reaches `import_texture` fine, sized correctly). The actual bug: `palette_to_rgba32`'s `G_TT_IA16` branch read `intensity = palentry & 0xff` (low byte) and `alpha = palentry >> 8` (high byte) — backwards relative to the already-correct direct-IA16 decode two functions above it in the same file (`import_texture_ia16`: `intensity = addr[2*i]` (first/high byte after `gfx_dp_load_tlut`'s `PD_BE16` swap), `alpha = addr[2*i+1]`). A dim, fully-opaque palette entry (e.g. intensity=0x58, alpha=0xff) decoded backwards as bright and mostly-transparent (intensity=0xff, alpha=0x58) — exactly the white-patch symptom, on any CI-format material whose TLUT happens to be IA16 rather than RGBA16 (weapon metal/grip materials commonly are, since IA is a natural fit for grayscale metal with a separate opacity channel). Fix: swap the two lines to match the working convention. **User-verified live:** AK47 and other metallic guns render correctly (no more white patches). Verified crash-free with a `-level_34` headless run before the live check; a full 21-level sweep is still owed (not run this session — the user was using their own game instance concurrently, `verify.sh`/`taskkill` would have killed it). D217 · D161 lineage — same general "CI/LUT format-assumption" bug class, distinct specific bug. |
| D204 | **PC audio ran ~2 % below real time permanently: GE's AI feedback loop (`src/audi.c:531`) has a ~3 ms setpoint that PC scheduling jitter clears, so the SDL queue starves and the device pads playback with silence (FIXED, measured).**`amMain` wakes at 30 Hz (`sched.c:334` forwards every 2nd retrace to the audio client) and asks for `g_MinFrameSize`=720 samples per block = 21600/s against a 22050 Hz device — structurally 2 % short, relying on 784-sample top-up blocks that `audi.c` only requests once the reported AI length falls under ~69 frames (3 ms). Fine on N64 (double-buffered AI, exact VI interrupt); on PC the queue empties before the loop reacts, and the padded silence is unrecoverable time. **Fix (F5, port-only):**`audioGetAiLengthBytes()` subtracts a 1024-frame (~46 ms) cushion before reporting, so the loop tops up while slack remains; `audi.c`'s control law untouched (rule #2 clean). Measured A/B in one binary via `GE_D204_OLD`: **rt 0.980 → 1.000, q min 0 → 368, drop 0.** Also: F1 correct AI_LEN_REG single-buffer semantics (robustness, measures as a no-op), F3 `Audio.QueueLimit` 8192→2880 + non-silent drops (NB: an existing `ge007.ini` pins it), F4 oversize invariant guard, and `GE_D204=1` cheap audio-health monitor (`rt`/`q`/`drop`/`max`, safe to leave on for a full playtest). **Falsified in-session, do not re-open:** the u32 wrap at `audi.c:531` is real (high-water 2064 frames > the 789 threshold) but harmless — `frameSamples` is `s16` (`audi.c:145`), so it lands negative and audi.c's own lower clamp catches it; max block stays 3136 B vs the 3156 B allocation, no heap overrun. **Corrects two M-63 claims:**`soundIndex=109` is guards' return fire (count was double-logged; the "32.6 ms cadence" is just the 2880-byte block quantum every `dumppos` is rounded to) — closed negative; and M-63's "13 % of real time" was `GE_MIXERTRACE`'s own 25 MB unbuffered log starving the audio thread (same repro without it: 58.0 s / 60 s). Does NOT explain D202. | FIXED (`port/src/audio.c`, `port/src/libultra.c`, `port/include/audio.h`) — measured; a by-ear pass on a real playthrough still owed |
| D203 | **Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle: Facility (`-level_34`) crashes "after loading in as James Bond" (user bug report).** Idle repro attempts on WSL Ubuntu with the actual `dist/goldeneye-pc-port-0.1.0-linux-x86_64.tar.gz` are **negative**: 120 s idle → frame 3300+ clean exit (the intro auto-advances, so "sitting as Bond" is covered), and a ~4-min stick-forward-only run → frame 6900+ also survived. So the trigger needs real gameplay input (fire/action) or is Deck-environment-specific. **Leading suspect: the D191 family** — both known v0.1.0 field crashes are SIGSEGVs in `modelGetNodeRwData` (`model.c:478`) over a truncated/NULL `root->Parent` node link, and both were triggered by *gameplay state* (first guard kill on Bunker ii; post-cutscene on Statue), never by idling; Facility opens into the Ourumov + soldier-squad scripted beat (D193a instance), which fits the trigger profile. Alternatives: Deck GL driver path (RADV/zink vs llvmpipe) or 40/50/60 Hz timing (D193 family). **Next:** (1) WSL run under gdb with a walk+fire `GE_INPUTSCRIPT` — generate the script into a file first (earlier attempts were blocked by a `bash -lc` quoting quirk that emptied the loop var, so no fire buttons ever went out); on SIGSEGV compare the fault PC against `modelGetNodeRwData`; (2) if not reproducible on WSL, get `ge007.crash.log` from the Deck (the Linux build writes it — proven by a stale one in the smoke tree) + ask what Bond was doing at crash time; optionally a gdb run from the SteamOS terminal. | OPEN — negative idle repros only; not yet reproduced with input. |
| D201 | **`src/libultra/audio/bnkf.c` bank/instrument/sound/wavetable relocation offsets were `s32`, truncating the real 64-bit base pointer.** `alSeqFileNew`/`alBnkfNew` compute `offset = (s32) base` from a heap pointer and thread it through `_bnkfPatchBank/Inst/Sound/WaveTable` as `s32 offset, table` parameters, used to rebase every embedded pointer field in a loaded bank/inst/sound/wavetable/book/loop record. On N64 (32-bit pointers) the truncation is a no-op; on PC, sign-extension of the truncated `s32` during the rebase arithmetic reconstructs the wrong 64-bit address whenever the base allocation's low 32 bits have the top bit set (~50% of allocations, allocator-dependent) — corrupting every relocated pointer in the bank file, a plausible contributor to bad model/audio pointers surfacing downstream (D191-family symptoms are a node-tree walk, not this, but the class is the same). **Fix (ABI-layer, no logic change):** widen `offset`/`table`/`woffset` and all four `_bnkfPatch*` parameters from `s32` to `uintptr_t` (`<stdint.h>`) — already this codebase's idiom for pointer-safe integers in `src/game/*.c`. No behavior change on the 32-bit N64 build. | FIXED (`src/libultra/audio/bnkf.c`) — part of the Phase-3 mixer landing, not yet build/runtime-verified in isolation |
@@ -447,7 +448,19 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| 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. | **FIXED (M-90/M-92/M-97; PR #47 texpool alignment + PR #49 CI-cache palette key) — the green-texture defect is fixed and merged, confirmed by two independent human playtests. The white missing-texture residual (AK47 / NPC-held world-model weapons) is split out as D228.** Status cell had gone stale at OPEN; corrected M-105. History: root cause characterised M-86; headless repro: `-level_34` FACILITY ~frame 300–400, PP7 **grip = flat green block** + green ring at the barrel joint + green-cast hand; barrel/slide upper correct black. Also green on `-level_30` DEPOT. **Clean on `-level_09` BUNKER1** (A/B control — same PP7, identical DL). **Two separate defects found:** ① **Wrong palette bound (the visible green — upstream of fast3d).** The grip is a CI4 solid-fill of palette index 0. Green `(24,65,0)` == RGBA5551 `0x1A00` == `rdp.palette[0]` at grip-import time. The grip's `count=1` model `G_LOADTLUT` is fed **different source bytes per level** for the same tile: BUNKER `00 01`→`PD_BE16`→`0x0001` (black ✓), FACILITY `1a 00`→`0x1A00` (green ✗). fast3d byteswaps + stores faithfully (proven correct by BUNKER) — the wrong bytes *arrive* from the model-DL / segment-address path. Strong tell: every *larger* model TLUT has `raw[0]==raw[1]==0x0000` with real colour from index 2 ⇒ GE's model-TLUT payload likely carries a **4-byte (2-entry) leading zero pad**, OR the port's model-TLUT source pointer is **4 bytes / 2 entries too low** (then the `count=1` grip load reads the tail of the preceding CI blob — BUNKER lucky, FACILITY not; fits "widespread across levels + weapons"). Ruled out this session: not tail-overflow (index 0 is in-range; matches M-85 `GE_D217Z`), not the fast3d byteswap. **Next:** dump the grip TLUT `G_SETTIMG` target vs the ROM/`pcmodels` sidecar PP7-grip material bytes; confirm the 4-byte offset vs N64; fix in model-DL segment resolution or `tools_pc/d43_emit.py` blob placement (sidecar regen). ② **CI texture-cache collision (proven, real, separate; fix landed).**`gfx_texture_cache_lookup` (`gfx_pc.cpp:522`) keyed CI textures on `{addr, palette_addrs[0/1], palidx, size_bytes}` with **no palette-content check**; GE reissues `gDPLoadTLUT` from repeated scratch-arena addresses with different content, so a later material could take a stale HIT and sample another material's decoded palette. **Fix on branch `fix/d217-model-texture-palette` (commit `f6fc0399`):** FNV-1a hash of the 512-byte `rdp.palette` computed only in `gfx_dp_load_tlut()`, added to the CI cache key (`port/fast3d/gfx_pc.{cpp,h}`, fast3d-internal, no `#ifdef`). Cheap, cannot worsen a decode; **owes a full 21-level `verify.sh sweep`** before merge (touches every palettized world texture's import path — cache-churn risk only). Does **not** fix defect ①. Screenshots: session scratchpad `d217/`, `fac_gun_crop.png`. Cross-ref `docs/dev/GRAPHICS-BACKLOG.md`. **User playtest matrix (M-87, raw notes — not yet triaged):** DAM/PPK: watch still green; AK47 viewmodel has white (missing-texture) patches on the magazine + barrel. FACILITY: PPK garbled **green AND blue**; 3rd-person Bond world model shows greenness on level load-in; AK47 has "weird blue / glitched" textures. JUNGLE: M16 viewmodel is orange in spots. Confirms multi-weapon (PP7/AK47/M16), multi-color (green/blue/white/orange) — consistent with the upstream model-TLUT-source theory (different trailing garbage per weapon/material) rather than one single fixed offset. **Scope clarified (M-87):** not just Bond's 1P viewmodel / 3P world model — **NPC-held weapon models (other characters' guns in third person) show the same glitched-color/white-missing texture symptom.** So the defect is in the shared weapon-model-DL/TLUT path used by *any* character holding that weapon, not something specific to Bond's model or the 1P viewmodel rig — widens the likely fix surface (weapon model loading in general) beyond "Bond's gun." **M-87 clarification:** not uniform across levels — severity and glitch *type* both vary per level (some levels show it lightly, some not at all in a given session, and the specific wrong-color/missing pLine truncated
| 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). **M-87: user confirms still occurring** at high FOV, and — reversing the earlier "not implemented by user request" — **now wants `Video.DrawDistance` implemented as a real QoL feature**, plus scope it to cover **LOD/detail-distance in general**, not just the fog/far-clip boundary this row root-caused. Open question for that broader ask: does GE have a *separate* geometry/object LOD-swap or draw-culling distance mechanism (distinct from `Visibility.FarFog`) worth exposing too, or is fog-distance the only meaningful "how far can you see" knob in this engine? Check for a per-object visibility-radius / simple-model-swap system before assuming `FarFog` is the whole story. |
| D219 | **PPK explosions render purple on Dam (M-87, user QA, "not 3D but noting").** Effect-color defect, not a texture-decode one — likely the D172 particle-color family (`gfx_lod_tile_offset` / `G_CC_INTERFERENCE` channel-order class) recurring on a different particle type/weapon than the D172 fix covered, or a fresh instance of the same class. | **OPEN — observed, not investigated.** Next: `GE_PCDUMP`/`GE_TEXDUMP` a Dam PPK explosion; check whether it's the same `gfx_lod_tile_offset` tile-sampling defect D172 fixed for blood, on an explosion DL D172's fix didn't touch. **Status: re-checked at runtime M-90 — mechanism covered by the D172 fix on current `main`; close pending a human by-eye pass (folds into PR #47 playtest).****M-89 triage (local-Qwen, static analysis only, not yet runtime-confirmed):** the explosion DLs (`assets/oddtextures.c``globalDL_0x078/0x120/0x1c8/0x270…`) use the same `G_CYC_2CYCLE`+`G_CC_INTERFERENCE,G_CC_MODULATEIA2`+`G_TL_TILE`, tile0=IA smoke/tile1=RGBA fire mechanism as the already-fixed D172 blood/spark records — no separate/unfixed code path found in `explosion.c` or the asset DLs. If still purple after D172's fix (which the user's Dam report postdates — needs re-confirming on current `main`), the next suspect is the GLSL combiner implementation of `G_CC_INTERFERENCE`+`G_CC_MODULATEIA2` for cycle 2 specifically (`gfx_generate_cc`, `port/fast3d/gfx_pc.cpp:312-494`), not the tile-offset fix. **Next, concrete:** run Dam (`-level_33`) with `GE_D172=1` while triggering a PPK/grenade explosion and check for "BUG" lines in the log (silence = D172's fix already covers this DL and the row can likely close on a re-test; needs a scripted-fire repro, not yet built). **M-90 runtime re-check DONE (scripted-fire repro built with `GE_INPUTSCRIPT`): the D172 fix demonstrably covers Dam's particle DLs — row can close on a human by-eye pass.** Ran `-level_33` headless with `GE_D172=1`, 64 scripted Z-pulses (`GE_INPUTSCRIPT="200:Z;215:Z;..."`, ~15 controller-reads apart) and a `GE_PCDUMP` window over the same span. Result: **40/40 particle multitex tris log `SAMPLED1=tile1 (tmem=392)`** — the correct RGBA fire tile, i.e. exactly the post-D172-fix behaviour (pre-fix these read `SAMPLED1 = tile0 (tmem=0 fmt=IA)`, the smoke texture); **zero** "BUG"/unknown-GBI/D146-abort lines; **0** purple/magenta pixels (`r>120, b>120, g<90, r-g>50, b-g>50`) across all 28 captured frames. Caveat: the user's M-87 "purple" report may predate the D172 fix on their binary (playtests run on whatever build was current); this re-check proves the sampling path is correct on current `main`, which is as far as a headless pass can take it — a final by-eye look at a live Dam PPK firefight is the honest closer (cheap for the user, folds into the D217 PR #47 playtest). |
| D219 | **PPK explosions render purple on Dam (M-87, user QA, "not 3D but noting").** Effect-color defect, not a texture-decode one — likely the D172 particle-color family (`gfx_lod_tile_offset` / `G_CC_INTERFERENCE` channel-order class) recurring on a different particle type/weapon than the D172 fix covered, or a fresh instance of the same class. | **RESOLVED (M-115, 2026-09-12)** — byte-order fix in `src/game/image.c` scoped by pixel format (16-bit family bswap16-at-store, 32-bit identity); user playtest-confirmed. Superseded history below, which began: **OPEN — observed, not investigated.** Next: `GE_PCDUMP`/`GE_TEXDUMP` a Dam PPK explosion; check whether it's the same `gfx_lod_tile_offset` tile-sampling defect D172 fixed for blood, on an explosion DL D172's fix didn't touch. **Status: re-checked at runtime M-90 — mechanism covered by the D172 fix on current `main`; close pending a human by-eye pass (folds into PR #47 playtest).****M-89 triage (local-Qwen, static analysis only, not yet runtime-confirmed):** the explosion DLs (`assets/oddtextures.c``globalDL_0x078/0x120/0x1c8/0x270…`) use the same `G_CYC_2CYCLE`+`G_CC_INTERFERENCE,G_CC_MODULATEIA2`+`G_TL_TILE`, tile0=IA smoke/tile1=RGBA fire mechanism as the already-fixed D172 blood/spark records — no separate/unfixed code path found in `explosion.c` or the asset DLs. If still purple after D172's fix (which the user's Dam report postdates — needs re-confirming on current `main`), the next suspect is the GLSL combiner implementation of `G_CC_INTERFERENCE`+`G_CC_MODULATEIA2` for cycle 2 specifically (`gfx_generate_cc`, `port/fast3d/gfx_pc.cpp:312-494`), not the tile-offset fix. **Next, concrete:** run Dam (`-level_33`) with `GE_D172=1` while triggering a PPK/grenade explosion and check for "BUG" lines in the log (silence = D172's fix already covers this DL and the row can likely close on a re-test; needs a scripted-fire repro, not yet built). **M-90 runtime re-check DONE (scripted-fire repro built with `GE_INPUTSCRIPT`): the D172 fix demonstrably covers Dam's particle DLs — row can close on a human by-eye pass.** Ran `-level_33` headless with `GE_D172=1`, 64 scripted Z-pulses (`GE_INPUTSCRIPT="200:Z;215:Z;..."`, ~15 controller-reads apart) and a `GE_PCDUMP` window over the same span. Result: **40/40 particle multitex tris log `SAMPLED1=tile1 (tmem=392)`** — the correct RGBA fire tile, i.e. exactly the post-D172-fix behaviour (pre-fix these read `SAMPLED1 = tile0 (tmem=0 fmt=IA)`, the smoke texture); **zero** "BUG"/unknown-GBI/D146-abort lines; **0** purple/magenta pixels (`r>120, b>120, g<90, r-g>50, b-g>50`) across all 28 captured frames. Caveat: the user's M-87 "purple" report may predate the D172 fix on their binary (playtests run on whatever build was current); this re-check proves the sampling path is correct on current `main`, which is as far as a headless pass can take it — a final by-eye look at a live Dam PPK firefight is the honest closer (cheap for the user, folds into the D217 PR #47 playtest). **M-108 — REOPENED, the by-eye closer FAILED.** User played a live Dam (`-level_33`) PPK firefight on the current `main` build (post-D233/D234 fixes, same session as D243) and confirmed explosions are **still blue/purple**, directly contradicting M-90's clean scripted-repro result (40/40 correct-tile samples, 0 purple pixels, 28 frames). This means the M-90 `GE_INPUTSCRIPT` scripted-fire repro was very likely **not exercising the same explosion instance/DL the live firefight hits** — plausible gaps: a different explosion variant (grenade vs. bullet-impact spark vs. enemy-death vs. PPK-specific muzzle/hit effect) using a DL the scripted test's Z-pulses didn't trigger, or a state/lighting/prim-color condition (M-89's alternate suspect: the `G_CC_INTERFERENCE`+`G_CC_MODULATEIA2` cycle-2 GLSL combiner implementation, `gfx_generate_cc`, `port/fast3d/gfx_pc.cpp:312-494`) that only manifests under conditions the synthetic repro didn't reproduce. **Do not trust the M-90 all-clear for this finding going forward** — it proved one particle path clean, not that Dam's live-fire purple is fixed. Next: a live `GE_PCDUMP`/`GE_D172=1` capture during an actual purple explosion in real play (not a scripted approximation) is now the only way forward — need to pin down exactly what triggers it (PPK gunshots hitting a surface/enemy? a thrown/tossed explosive? which). **User has now confirmed (2026-09-12) this is NOT Dam-exclusive — game-wide, not just suspected.** Treat as confirmed scope, not pending a second-level check. **User wants this actively fixed, not just triaged** — next session should prioritize a live `GE_PCDUMP`/`GE_D172=1` capture during a real explosion (any level) over further static analysis, since the M-89/M-90 static passes are exhausted on this finding without producing a fix. **New HIGH-interest lead (M-110): `explosion.c` never clears `G_LIGHTING` before drawing any of the 15 particle DLs** (`globalDL_0x078` through `0Line truncated
**M-111 (2026-09-12, live session, 6 build/relaunch cycles): G_LIGHTING lead RULED OUT; texture-cache-collision lead RULED OUT; ROOT CAUSE FOUND — R/B channel swap in the decoded fire particle texture data itself.** Live-captured 4 rounds against a real user playtest (not scripted) with the user confirming explosions were still blue/purple in every capture:
1. **G_LIGHTING probe fired 5000+ times across a full playtest with explosions triggered, 100% `LIGHTING=off`, 0 `D219 SUSPECT` hits.** (First attempt used the original 40-hit cap from the D172 probe, which silently exhausted on ordinary bullet-impact particles before any explosion — fixed to exempt the lit case from the cap and add an always-on periodic counter, confirming the code path really was being hit throughout, not just early. See `port/fast3d/gfx_pc.cpp``gfx_sp_tri1`'s D172/D219 probe block.) **G_LIGHTING is conclusively not the mechanism.**
2. **Texture-cache-collision lead also ruled out**: extended the same probe to log the actual bound `TEXEL1` texture address/GL-texture-id/byte-count for every particle draw. 7 distinct 448-byte (16×14 RGBA16, matching the DL's own `CALC_LRS(16,14,...)`) addresses observed, each internally consistent — no address aliasing, no size mismatch, no stale-cache-slot signature.
3. **Root cause: dumped the actual decoded fire textures with `GE_TEXDUMP=1`** (extended the existing dumper in `port/fast3d/gfx_opengl.cpp` to exempt 16×14 RGBA images from its own 400-image cap, same masking problem as the D172 cap) — captured all 15 `IMAGE_FIRE_0`..`14` variants as PPM after a live playtest with confirmed-purple explosions. **Every single one of the 15 decoded textures is blue/purple-dominant** (e.g. `fire000`: avg RGB `(102, 67, 138)` — B is the highest channel). Swapping the decoded R and B channels post-hoc on all 15 turns every one of them into a plausible warm fire palette (`fire000` swapped: `(138, 67, 102)`) — consistent across all 15, not a coincidence on one sample.
4. **This is NOT a bug in the shared RGBA16 decoder** (`import_texture_rgba16`, `port/fast3d/gfx_pc.cpp:653-681`) — that function's bit layout (`r=col16>>11, g=(col16>>6)&0x1f, b=(col16>>1)&0x1f, a=col16&1`) is standard N64 RGBA5551 and is proven correct by every other RGBA16 texture in the game rendering correctly; a bug in the shared function would break far more than 15 particle images. Also ruled out: the general C-array byte-order normalization (`gfx_tex_normalize_source`, D71) already runs upstream of every `import_texture_*` call including this one (`gfx_pc.cpp:1001-1008`), so it isn't a missing-normalize gap either. **The wrongness is in the decoded bytes themselves**, i.e. either (a) the ROM-resolved `Globalimagetable` entries for these 15 `IMAGE_FIRE_N` ids point at the wrong ROM offset/wrong data (an extraction/table-mapping bug, not a runtime rendering bug), or (b) these 15 images were authored/stored in a different sub-format than the rest of the game's RGBA16 assets that the shared decoder doesn't special-case. **Do NOT attempt a blanket R/B swap in `import_texture_rgba16`** — it's shared by the whole game and would break every correctly-rendering RGBA16 texture; whatever's wrong is specific to these 15 image ids. **Next, concrete:** audit how `IMAGE_FIRE_0`..`14`'s `Globalimagetable` entries resolve to ROM offsets (`port/src/gimgfixup.c`, `src/game/image.c`, `port/src/romassets_u.s`) and cross-reference against a real ROM dump / reference emulator screenshot of the same texture to confirm whether the extracted bytes are simply wrong-offset (fixable at the table/extraction level, in `port/`, no game-logic change) vs. a genuine N64-side sub-format quirk unique to `oddtextures.c`'s assets. Diagnostic infra left in tree (env-gated, inert by default): D172/D219 probe's uncapped lit-case + periodic summary counter (`gfx_sp_tri1`), and `GE_TEXDUMP`'s 16×14-exempt-from-cap fire dumper (`gfx_opengl_upload_texture`) — both safe to reuse for the follow-up.
**M-113 (2026-09-12, interactive session, ~10 build/run cycles): FIXED — genuine byte-order (endianness) bug in `src/game/image.c`'s runtime texture decompressor, not a data/extraction/combiner issue. Verified with real decoded-texture PPM captures (visual + numeric).** Continuation of the M-112 subagent's dead-end: that session's own two probes (`GE_D219RAW` in `texInflateNonZlib`/`import_texture_rgba16`) never fired because their filter assumed the GBI tile's declared width (16) rather than the bitstream's own native width (14) — `IMAGE_FIRE_N`'s real decoded shape is **14×14**, only the GBI's TMEM tile load rounds up to 16 for row alignment. Broadening the filter and getting the probes' env vars to actually reach the process (the M-112 "no stdout" blocker was a red herring — `timeout` was stripping the child's env in that shell; a plain `&` background + `taskkill //IM` works fine, at least in this interactive session) unblocked everything:
1. **Root cause:**`src/game/image.c`'s runtime bitstream decoder (`texReadUncompressed`, `texChannelsToPixels`, `texBuildLookup`, `texInflateLookup`, `texInflateLookupFromBuffer` — ground-truth decomp, unmodified) reconstructs each "wide" (>1 byte/pixel) pixel as a plain shifted-OR integer (e.g. RGBA16 `= R<<11|G<<6|B<<1|A`) and commits it with a **native machine store** (`dst16[x] = value`). On the N64 (big-endian) that store lays the bytes down exactly as the RSP/TMEM expects. `port/fast3d/gfx_pc.cpp import_texture_rgba16` (the shared, unmodified-by-this-fix consumer) reconstructs the same value by **manually reading the byte pair as big-endian** (`addr[0]<<8 | addr[1]`) — matching the N64 layout exactly. On this little-endian x86-64 host, the native store lays down the *opposite* byte order, so every wide-format pixel decoded through these five functions comes out with its bytes reversed — for RGBA5551 specifically, byte-reversing a `RRRRRGGG|GGBBBBBA` word swaps which bits land in which output channel, which manifests as roughly an R/B swap (exactly M-111's empirical finding). **Why only fire, not every RGBA16 texture:** single-byte formats (CI4/CI8/I4/I8/IA4/IA8 — nearly everything else in the game) have no byte order to get wrong; static, compile-time `assets/*.c` C-array textures are separately normalized by `gfx_tex_normalize_source` (D71) before `import_texture_*` ever sees them. `IMAGE_FIRE_0..14` appear to be one of the only asset sets in the game that are simultaneously (a) genuinely 16-bit-per-pixel (RGBA16, not IA8/CI) **and** (b) runtime-decompressed through `texLoad`'s bitstream path rather than a static compiled array — exposing a byte-order gap that was always latent in these five functions but had no other victim on hand to surface it.
2. **Confirmed empirically, not just by inspection:** dumped raw decoded RGBA5551 words at the exact point `texChannelsToPixels`/`texInflateLookup` write them (`GE_D219RAW=1`, Dam `-level_33`, scripted PPK fire via `GE_INPUTSCRIPT`) — e.g. pre-fix texnum 2111 decoded word `0xf1c2` (R=30,G=3,B=1 under standard RGBA5551 — briefly looks *plausible* red until you realize this is the value BEFORE the byte-swap fast3d applies; the two-stage mis-cancellation is what produced the reported blue/purple, not a one-step swap — see the fix verification below for the real signal). The conclusive test is the rendered/uploaded texture, not the intermediate value in isolation.
3. **Fix (`src/game/image.c`, `#ifdef PORT`/`#else` macro, no `src/` logic changed):** added `PORT_PIXEL16`/`PORT_PIXEL32` — `__builtin_bswap16`/`32` under `#ifdef PORT`, identity under `#else` (so the N64 build is byte-for-byte unaffected, verified by inspection: the macro is a no-op expansion, not a code path change) — and wrapped every wide-pixel (`RGBA32`/`RGB24`/`RGBA16`/`IA16`/`RGB15`) store in the five functions listed above. CI/I4/I8/IA4/IA8 branches (single-byte, no byte order) are untouched. This is the D3x/AGENTS.md#2 narrow ABI/byte-layout exception class: mechanical, semantics-preserving (same numeric color, corrected byte order for the LE host), scoped to exactly the format cases that need it.
4. **Verified, numerically and visually:**`GE_TEXDUMP=1` PPM capture of the 15 `IMAGE_FIRE_N` textures post-fix — average RGB flipped from B-dominant (M-111: `fire000 (102,67,138)`) to R-dominant (post-fix `fire000 (141,127,53)`, `fire003 (147,81,24)`, `fire005 (47,10,2)`); a 10x-upscaled render of one frame and a 6-frame animation strip (frames 000-006, session scratchpad) show a clean, unambiguous fire-sprite animation — bright yellow-white core cooling through orange to red/black ash, exactly the expected in-game fire look, no purple/blue anywhere. Sanity-checked a montage of 12 ordinary (non-fire) world textures from the same Dam capture (clouds, hazard stripes, pipes, grating, concrete) — all render correctly, no regression from the format-gated change. `-level_09` (BUNKER1) and `-level_33` (Dam) both boot and render crash-free post-fix (10s+ each, no `ge007.crash.log`). **Not yet done:** a full 21-level `verify.sh sweep` and a genuine live human playtest confirming the fix in real (non-scripted) gameplay — the scripted-fire + texdump evidence here is strong but the row should stay open until a human eyeballs a real firefight on this build. `docs/porting-notes.md` gets a new entry for this bug class (runtime-decoded multi-byte pixel formats need explicit byte-order handling; static C-array textures already get this via D71/`gfx_tex_normalize_source`, runtime-decompressed ones did not). **M-114 — REGRESSION, reverted.** User playtest after M-113 landed reported 1P muzzle flash rendering blue and the ammo HUD counter rendering pink — colors inverted on textures that were fine before. Root cause: M-113's `PORT_PIXEL16`/`PORT_PIXEL32` swap is applied unconditionally to every call site in `texReadUncompressed`, `texChannelsToPixels`, `texInflateLookup`, and `texInflateLookupFromBuffer` — i.e. to every RGBA16/RGB15/IA16/RGBA32/RGB24 texture decoded through these shared functions, not just `IMAGE_FIRE_N`. This is the exact failure mode already logged above against the sibling function ("do NOT attempt a blanket R/B swap in `import_texture_rgba16` — it's shared by the whole game and would break every correctly-rendering RGBA16 texture"), just repeated one file over. Muzzle flash and the ammo HUD icon evidently decode through this same shared path without needing the swap. **Fix applied:**`PORT_PIXEL16`/`PORT_PIXEL32` reverted to identity (no-op) in `src/game/image.c`; the macro/call-site wrapping is left in place as scaffolding. **D219 is OPEN again** — the fire-particle color bug is unfixed. **Next, concrete, not yet done:** find the actual property that distinguishes `IMAGE_FIRE_N`'s decode from a working same-format sibling (M-112 already narrowed one candidate: FIRE is baked directly into a DL rather than going through the `sImageTableEntry` table that flare/ammo/impact sprites use — confirm whether that DL-embedded path is what needs the swap, or whether it's specifically `compmethod`, per M-112's still-open next step) and scope the macro to that property, not to a hardcoded texnum range. Not runtime-verified this session (static revert only, done to stop an active regression fast) — a human should confirm muzzle flash/ammo colors are back to normal on this build. **M-115 (2026-09-12, delegated session, 3 build/run cycles): fix RE-APPLIED, scoped by GBI pixel format — the M-114 regression resolved by construction, fire fixed again.** Per M-114's brief, found the property that distinguishes `IMAGE_FIRE_N`'s decode from working same-format siblings and scoped the macros to it. (1) **The discriminator is the decoded pixel FORMAT, not compmethod or texnum.** Full offline census of all 2698 ROM image-table entries (`scratch/d219_headers.py`, parsing real bitstream headers with the same MSB-first `texReadBits` contract as `src/game/image_bank.c`; zlib images skipped after the 2-byte `rz` preamble per `decompressdata`): only 94 non-zlib wide-pixel images exist — RGBA16=19, RGB15=14, IA16=1, RGBA32=60. The fire frames span compmethods RLE(4)/LOOKUP(5)/RLELOOKUP(7)/HUFFMANBLUR(8) (confirmed offline AND at runtime), so compmethod cannot scope the fix; a texnum range is a hardcoded landmine. Format IS structural: every 16-bit GBI-size format (RGBA16/RGB15/IA16) is consumed by importers that read the pool as **manually big-endian bytes** (`import_texture_rgba16`: `col16=(addr[0]<<8)|addr[1]`; `import_texture_ia16`: `intensity=addr[0], alpha=addr[1]`), while every 32-bit format (RGBA32/RGB24) is consumed by `import_texture_rgba32`, which does `PD_BE32()` on a **native** u32 load — it expects host-order words. So bswap-at-store is required for exactly the 16-bit family and must be identity for the 32-bit family; M-113's blanket swap hit both (M-114), M-114's full revert broke the 16-bit family again. (2) **Change (`src/game/image.c`, `#ifdef PORT` only, no call-site edits):**`PORT_PIXEL16(x)` = `__builtin_bswap16((unsigned short)(x))`; `PORT_PIXEL32(x)` = `(x)`. Every existing call site Line truncated
| D220 | **1P muzzle flash position shifts upward at higher `Video.FovScale` (M-87, user QA, Jungle/M16).** Likely shares D211's noted residual: the viewmodel draws through `c_perspfovy`/unscaled fovy while the world view is FovScale-scaled (`fr.c:737`), so a flash sprite anchored to viewmodel-space vs. screen-space math can drift as the two diverge more at higher scale. | **ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL.** The 1P hand + flash are model nodes in ONE gun DL (`gunfire.c` builds `rwmtx[1..4]` for hammer/flash/billboard nodes) drawn through the single per-frame projection from `viSetupCurrentPlayerView` — which IS FovScale-scaled on PC. So the flash and the muzzle it attaches to share projection and matrix chain: their relative position is geometrically preserved. What moves is the whole camera-anchored viewmodel: under perspective, screen offset from center ∝ 1/tan(fovy/2), so widening the FOV migrates every camera-space point (gun body included) toward screen center — a muzzle sitting slightly below/right of center visibly drifts up-left at FovScale 150. Same family as the M-85 accepted "viewmodel scales down, stays bottom-right anchored". `c_perspfovy`/`currentPlayerSetCameraScale` do stay unscaled (the D211 note) but that feeds frustum-cull/screen↔world math (→ D222), not the flash's render path. **Disposition: human call** — if it bothers at high FovScale, the fix is a QoL viewmodel re-anchor/scale-at-FOV (VIEWMODEL-RESEARCH.md family), not a fidelity bug; no game-logic change either way. Optional headless confirm: Jungle M16 fire at FovScale 100 vs 150, measure flash centroid vs muzzle in PPM pairs (expected: both shift toward center together). |
| D85 | room primary/secondary DL → `texLoadFromGdl` garbage | OPEN (safety-netted; widen/pool fixes landed, geometry now renders) |
| D132 | D88 propDefs layout audit (M-20): converter cursor confirmed vs real PC struct layout for all types the 21 levels emit. DOOR/OBJECT-prefix/VEHICHLE/AIRCRAFT/TANK/AUTOGUN/AMMO/TINTED_GLASS/objective sub-records all MATCH. **Divergence found:** types 14 LINK / 19 SWITCH / 38 LOCK_DOOR / 44 SAFE_ITEM — each has `s32 IndexN` fields sharing a union with a pointer (`LinkRecord.first`/`Index1`), so on PC the field sits in an 8-byte, 8-aligned union slot, but the converter emits it at N64 tight-4-byte-word offsets → `pdef->Index1` reads `Index2`'s value, `Index2` reads 0 → switch-doors / dual-weapons / locked-doors / safes silently fail their validity guard (non-crash; guard failure also prevents the under-sized-record `->next` overflow). | proposed fix (not applied) — see below |
| D157 | **Campaign never unlocks the next level (M-30, user bug — "complete Dam on Agent, Facility stays locked, no save").** The type-23 objective record's `MinDificulty` is a big-endian `s32` at word 3; on N64 the 0–3 value sits in its low byte == offset `0xF`, and `struct objective_entry.difficulty` (`bondtypes.h`) reads `s8`@0xF. `d88_propdefs.py``_bswap32`'s that word (correct — it IS a 32-bit field), moving the value to offset `0xC` on LE → the `s8`@0xF read yields **0 for every objective**. `get_difficulty_for_objective()` → Agent(0) for all → `objectiveIsAllComplete()` on Agent evaluates objectives that should be difficulty-gated out (Dam "Neutralize all alarms" = Secret Agent, "Install covert modem" = 00 Agent) → they're never complete → `bossReturnTitleStage` sees `objectiveIsAllComplete=0` → `end_of_mission_briefing()` (the `fileUnlockStageInFolderAtDifficulty` → EEPROM write) never runs. The D151 sibling — same struct, the field D151 said it "left unchanged". Confirmed via GE_SAVELOG playtest + a direct ROM dump of Dam's records (word 3 = 1/2/2/0). | FIXED (`src/bondtypes.h`, `#ifdef PORT` — reorder `objective_entry`'s post-swap tail so `difficulty` reads @0xC, `unkD`@0xE; N64 layout under `#else`; sizeof unchanged 16). Also fixed `tools_pc/dump_objectives.py` (same byte-offset bug — read `buf[off+12]` = BE high byte = always 0 → showed "Agent" for every objective) + regenerated `docs/dev/LEVEL-OBJECTIVES.md`. **User-confirmed:** Dam Agent → `objdiff=1/2/2/0` → `objectiveIsAllComplete=1` → `fileWriteSave` with the completion time; Agent checkmark shows in mission-select and persists across kill+restart. New `GE_SAVELOG=1` / `GE_UNLOCK_ALL=1``#ifdef PORT` env diagnostics added along the way. 21/21 sweep PASS. porting-notes.md §C. |
| D160 | **Dam level-end cutscene (Bond off the dam / bungee) never plays — cuts straight to the MISSION COMPLETE report (M-30/M-31, user bug D148).** Progression is unaffected: `bossReturnTitleStage` fires, the report + next briefing load, EEPROM save lands (D157). So the *transition* works; only the scripted cutscene step is skipped or silently fails. Static trace: Dam's end sequence is `UsetupdamZ` ailist `ai_24` (id 0x1004, gated `if_bond_in_room_with_pad(0x4a01)` — Bond reaches the exit) → lock controls, `bond_set_locked_velocity` (auto-walk off edge), wait `if_bond_y_pos_less_than` (Bond falling) → fade → `if_objective_all_completed` branch → `camera_switch`/`jump_to_ai_list` into the abseil ailist `ai_17` (id 0x0412: `screen_fade_from_black`, `music_xtrack_play`, `guard_play_animation(0xb100…)` = rappel anim on a puppet chr, three `camera_switch` w/ fades, `exit_level`). `camera_switch(TAG,…)` resolves a `CutsceneRecord` (propDef type 46, records 322/324/326 paired with Tags 10/11/12) via `tagGetCommandIndex` + `setupGetPtrToCommandByIndex` (a **command-index count walk over the propDef stream** using `sizepropdef()`). CutsceneRecord itself is all-scalar 28 B, correctly converted (`d88_propdefs.py` 46→28). **Leading hypotheses, unverified:** (a) the index-count walk desyncs because some earlier propDef type Dam emits (Vehicle 321 — D122 "medium confidence" tail; TintedGlass) has a wrong PC `sizepropdef` stride → `camera_switch` gets a bogus `cdef`/`TagIndex<0` → cutscene silently skipped, `ai_17` falls through to `exit_level`; (b) the trigger chr for `ai_24`/`ai_25` isn't spawned / `if_bond_in_room_with_pad` never true and the level ends via a different path; (c) D75/anim-model family — the puppet `guard_play_animation` rappel anim doesn't render (third-person Bond model absent, like the gun-barrel/cast models) so the cutscene "plays" invisibly but the user perceives it as skipped (less likely — user reports an instant cut, not a blank pause). | DIAGNOSTIC SHIPPED, not root-caused (`c95713f5`, `#ifdef PORT` + `GE_D160=1`): trace points in `bossReturnTitleStage` (entry + caller), `bondviewSetCameraMode` (mode/stage/`g_IntroSwirl`/intro-anim-idx/caller), and AI cmds `EndLevel`/`exit_level`, `CameraLookAtBondFromPad`, `CameraSwitch` (prints `cdef` ptr / `TagIndex<0` / tag `NOT FOUND`). **Next step:** user plays Dam to the exit with `GE_D160=1` (via `debug.ps1`); the trace answers (1) does `CameraSwitch`/`CameraLookAtBondFromPad` execute at all → trigger fires? (2) if yes, is `cdef` a sane pointer → propDef-walk / converter bug (a), same family as D122/D132/D157; (3) if the cam cmds never run → ai_24 trigger / chr-spawn bug (b). If it's (c), `bondviewSetCameraMode` shows POSEND being set + control returns normally. This is likely a WRITE-UP-then-fix (propDef stride) rather than a hack. Confidence in hypothesis (a): medium. **M-106 static re-audit (no build/runtime access this session — see note below): hypothesis (a) independently RE-CONFIRMED RULED OUT.**`CutsceneRecord` (`src/bondtypes.h:3785-3792`, propDef type 46) is **all-scalar** — `PropDefHeaderRecord` (4B header) + `coord3d pos` (12B, 3×f32) + `theta`/`verta`/`pad` (4B each) = 28B exactly, zero pointer/union fields, so it cannot exhibit the D122/D126/D132/D209 pointer-width-growth pattern at all (nothing to widen); this matches `porting-notes.md`'s already-recorded M-31 conclusion (`§ "D160 — a propDef command-index walk desync..."`) that the stride cross-check is clean for all 48 types. Traced the `AI_CameraSwitch` path end-to-end (`chrai.c:3990-4013`): `tagGetCommandIndex`/`setupGetPtrToCommandByIndex` resolve `cdef`, then `gBondViewCutscene = cdef` and `bondviewSetCameraMode(CAMERAMODE_POSEND)`; the render side (`bondview2.c:1558-1590`) reads `gBondViewCutscene->pad`/`pos`/`theta`/`verta` directly off that pointer with no intermediate copy/struct-punning step that could introduce a *new* aliasing bug — this leg of the pipeline is clean. **Did not get far on hypotheses (b)/(c)** (AI trigger-fire vs invisible-puppet-render) — no interactive session / no build toolchain available in this worktree (`gcc`/`cmake` not on `PATH`; MSYS2 MINGW64 environment not active), so the `GE_D160=1` Dam-to-exit playthrough this row has needed since M-31 still has not been driven. **Confidence update: hypothesis (a) — HIGH (ruled out, independently re-derived, not just cited); (b)/(c) — unchanged, still need the live trace.** No code changes made (nothing to fix once (a) is ruled out); this is a documentation-only confirmation pass. See also D173 below — if the Cradle "Bond floating/spinning" symptom filed under this label is the puppet-render family (D75/D156), closing D173 first may explain the residual `#4 GOTO` here too. |
| D160 | **Dam level-end cutscene (Bond off the dam / bungee) never plays — cuts straight to the MISSION COMPLETE report (M-30/M-31, user bug D148).** Progression is unaffected: `bossReturnTitleStage` fires, the report + next briefing load, EEPROM save lands (D157). So the *transition* works; only the scripted cutscene step is skipped or silently fails. Static trace: Dam's end sequence is `UsetupdamZ` ailist `ai_24` (id 0x1004, gated `if_bond_in_room_with_pad(0x4a01)` — Bond reaches the exit) → lock controls, `bond_set_locked_velocity` (auto-walk off edge), wait `if_bond_y_pos_less_than` (Bond falling) → fade → `if_objective_all_completed` branch → `camera_switch`/`jump_to_ai_list` into the abseil ailist `ai_17` (id 0x0412: `screen_fade_from_black`, `music_xtrack_play`, `guard_play_animation(0xb100…)` = rappel anim on a puppet chr, three `camera_switch` w/ fades, `exit_level`). `camera_switch(TAG,…)` resolves a `CutsceneRecord` (propDef type 46, records 322/324/326 paired with Tags 10/11/12) via `tagGetCommandIndex` + `setupGetPtrToCommandByIndex` (a **command-index count walk over the propDef stream** using `sizepropdef()`). CutsceneRecord itself is all-scalar 28 B, correctly converted (`d88_propdefs.py` 46→28). **Leading hypotheses, unverified:** (a) the index-count walk desyncs because some earlier propDef type Dam emits (Vehicle 321 — D122 "medium confidence" tail; TintedGlass) has a wrong PC `sizepropdef` stride → `camera_switch` gets a bogus `cdef`/`TagIndex<0` → cutscene silently skipped, `ai_17` falls through to `exit_level`; (b) the trigger chr for `ai_24`/`ai_25` isn't spawned / `if_bond_in_room_with_pad` never true and the level ends via a different path; (c) D75/anim-model family — the puppet `guard_play_animation` rappel anim doesn't render (third-person Bond model absent, like the gun-barrel/cast models) so the cutscene "plays" invisibly but the user perceives it as skipped (less likely — user reports an instant cut, not a blank pause). | DIAGNOSTIC SHIPPED, not root-caused (`c95713f5`, `#ifdef PORT` + `GE_D160=1`): trace points in `bossReturnTitleStage` (entry + caller), `bondviewSetCameraMode` (mode/stage/`g_IntroSwirl`/intro-anim-idx/caller), and AI cmds `EndLevel`/`exit_level`, `CameraLookAtBondFromPad`, `CameraSwitch` (prints `cdef` ptr / `TagIndex<0` / tag `NOT FOUND`). **Next step:** user plays Dam to the exit with `GE_D160=1` (via `debug.ps1`); the trace answers (1) does `CameraSwitch`/`CameraLookAtBondFromPad` execute at all → trigger fires? (2) if yes, is `cdef` a sane pointer → propDef-walk / converter bug (a), same family as D122/D132/D157; (3) if the cam cmds never run → ai_24 trigger / chr-spawn bug (b). If it's (c), `bondviewSetCameraMode` shows POSEND being set + control returns normally. This is likely a WRITE-UP-then-fix (propDef stride) rather than a hack. Confidence in hypothesis (a): medium. **M-106 static re-audit (no build/runtime access this session — see note below): hypothesis (a) independently RE-CONFIRMED RULED OUT.**`CutsceneRecord` (`src/bondtypes.h:3785-3792`, propDef type 46) is **all-scalar** — `PropDefHeaderRecord` (4B header) + `coord3d pos` (12B, 3×f32) + `theta`/`verta`/`pad` (4B each) = 28B exactly, zero pointer/union fields, so it cannot exhibit the D122/D126/D132/D209 pointer-width-growth pattern at all (nothing to widen); this matches `porting-notes.md`'s already-recorded M-31 conclusion (`§ "D160 — a propDef command-index walk desync..."`) that the stride cross-check is clean for all 48 types. Traced the `AI_CameraSwitch` path end-to-end (`chrai.c:3990-4013`): `tagGetCommandIndex`/`setupGetPtrToCommandByIndex` resolve `cdef`, then `gBondViewCutscene = cdef` and `bondviewSetCameraMode(CAMERAMODE_POSEND)`; the render side (`bondview2.c:1558-1590`) reads `gBondViewCutscene->pad`/`pos`/`theta`/`verta` directly off that pointer with no intermediate copy/struct-punning step that could introduce a *new* aliasing bug — this leg of the pipeline is clean. **Did not get far on hypotheses (b)/(c)** (AI trigger-fire vs invisible-puppet-render) — no interactive session / no build toolchain available in this worktree (`gcc`/`cmake` not on `PATH`; MSYS2 MINGW64 environment not active), so the `GE_D160=1` Dam-to-exit playthrough this row has needed since M-31 still has not been driven. **Confidence update: hypothesis (a) — HIGH (ruled out, independently re-derived, not just cited); (b)/(c) — unchanged, still need the live trace.** No code changes made (nothing to fix once (a) is ruled out); this is a documentation-only confirmation pass. See also D173 below — if the Cradle "Bond floating/spinning" symptom filed under this label is the puppet-render family (D75/D156), closing D173 first may explain the residual `#4 GOTO` here too. **M-107 — the live trace finally happened; (b)/(c) both REFUTED, real root cause moved to D243.**`GE_D160=1` on `-level_33` (Dam) plus a fresh-save normal playthrough all show the AI triLine truncated
| D161 | **Depot (`-level_30`) ceiling renders as bright-blue speckle + radial "light-ray" streaks converging to a point instead of a dark corrugated roof (M-30/M-31, user bug B2 — `docs/dev/TEXTURE-GLITCH-ANALYSIS.md`).** NOT filtering (3-point+trilinear+aniso didn't touch it), NOT RC2 mip-contamination, NOT the RGBA5551 decode. Root-caused with a `GE_TEXDUMP` PPM+param dump (`gfx_opengl.cpp` / `gfx_pc.cpp`): the offending surface is **one texture, `fmt=CI siz=8b, 16×16`**, uploaded with **`rdp.palette_fmt == G_TT_NONE` (0)** while every other CI texture that frame has `palfmt=0x8000` (`G_TT_RGBA16`). GE draws the Depot roof with the TLUT **disabled** (`gsDPSetTextureLUT(G_TT_NONE)` — a legit N64 idiom: a CI-siz tile with no LUT feeds the raw 8-bit TMEM texel straight into the colour pipe, i.e. it behaves as a plain **I8** texture). fast3d's `import_texture()` ignored `palette_fmt` and always did the palette lookup for `fmt==CI`, indexing a **stale `rdp.palette`** left over from a previous texture → the 16×16 image came out as pure blue/cyan/magenta noise; the "radial rays" were that high-frequency noise aliasing on the steeply-receding ceiling plane (which is also why filtering couldn't help — the data was garbage). Fix: in `import_texture()`, `fmt_eff = (fmt==G_IM_FMT_CI && rdp.palette_fmt==G_TT_NONE) ? G_IM_FMT_I : fmt`, and dispatch on `fmt_eff` (CI4→I4, CI8→I8). Narrow — only changes surfaces that are currently 100% garbage. Verified: Depot corridor + control-room ceilings render as clean dark/grey industrial roofs; `-level_09`/`-level_30`/`-level_34` sweep PASS, unregressed. `GE_TEXDUMP` (env-gated PPM dump of every uploaded texture + a `fmt/siz/palfmt/palidx` log line) kept as an inert diagnostic. Confidence: **high** (before/after screenshots + the palfmt=0 evidence). | FIXED (`port/fast3d/gfx_pc.cpp``import_texture`, `port/fast3d/gfx_opengl.cpp` diag). porting-notes.md §D. |
| D93–D102 | struct-pun / hardcoded-size pass: player alloc, player.model inline Model, weapon Model pun, master-DL buffer | resolved (D95 pool bump partial) |
@@ -498,13 +511,23 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
| D165 | **Front-end menu cursor doesn't feel like a mouse pointer (M-31, user bug B5 follow-up).** M-30 added a "menu pointer mode" that fed mouse *velocity* into the stick axes, but `front.c frontUpdateControlStickPosition`*integrates* the stick as a velocity into a screen-pixel cursor position (`cursor_h_pos += (stickx*0.075 ± 0.5) * g_GlobalTimerDelta`, ±5 deadzone, ±70 clamp, cursor clamped into the ~320×240 virtual rect − 20px margin). Velocity-in → velocity² cursor. **Fix (port-only, no `front.c` edit):**`input.c` now runs a P-controller — it keeps its own estimate `menuEst{H,V}` of where the game cursor is, integrated each poll with the *exact same recurrence* as `frontUpdateControlStickPosition` (`menuCursorStep()`), accumulates a `menuTgt{H,V}` target from raw mouse motion (clamped to the same rect), and emits `stick = clamp(MENU_P_GAIN·(target−est), ±70)`. `MENU_P_GAIN = 6.0` → per-poll error decay ≈ 0.45 (`0.075·6`), so no overshoot and ~8-poll settle; stick falls under the game's ±5 deadzone within ~1px of target so the cursor parks with zero jitter/drift. The estimate re-syncs to the true cursor whenever the target is held at a screen edge (both clamp). `Input.MenuPointerSpeed` scales the mouse→target mapping (bump toward 150–200 if the sweep feels short — `est` steps once per controller poll ≈ 2×/rendered-frame vs `front.c`'s 1×/frame, a rate mismatch absorbed by this knob). `Input.MenuPointerMode` (0 = old velocity, 1 = pointer, **default 1**) is the escape hatch. `GE_INPUTLOG` prints an `menuptr est=/tgt=/eff=/stick=` trace line for tuning. With no mouse motion `target==est==centre` → `eff=0` → emitted stick unchanged → prior behaviour exactly. | FIXED (`port/src/input.c`; `Input.MenuPointerMode`, `Input.HipfirePitchSpeed` added). Build green, `-level_09` + `GE_STARTMENU=6` smoke crash-free. Feel-check owed (headless can't exercise the mouse). |
| D166 | **Hipfire mouse pitch is digital while yaw is analog — inconsistent feel (user bug B7 / D118a, "cheaper alternative").** In hipfire GE takes yaw from the analog stick-X but pitch only from digital C-up/C-down, so `input.c` emitted one C-button per poll once `|mouseΔY|` crossed a fixed threshold — an on/off step. **Fix (port-only):** emit the C-button as a *duty-cycled pulse* whose firing frequency scales with mouse-Y speed — `duty = |dyLook|·(HipfirePitchSpeed/100)/HIP_PITCH_FULL` (clamped ≤1), phase-accumulate, fire when the phase wraps. Fast mouse → `duty≈1` → C-button every poll (solid hold, as before); slow mouse → sparse taps proportional to speed. `HIP_PITCH_FULL = 6.0` px/poll for a solid hold; `Input.HipfirePitchSpeed` (10–500, default 100) tunes it. Aim-mode (RMB, already fully analog) untouched. No mouse motion → no pulse → prior behaviour. | FIXED (`port/src/input.c`). SMALL-FIXES B7. **M-87: likely SUPERSEDABLE — see the "SOLITAIRE natural-pitch" note below.** This pulse hack was necessary because the port forces a control scheme (HONEY, the 1.1 default) whose hipfire pitch is digital-only. GE's own **SOLITAIRE (1.2) / GOODNIGHT (1.4)** schemes don't have that constraint at all (see D194) — under those, the *entire* primary analog stick is free for continuous, unclamped pitch+yaw ("natural pitch/turn"), because movement is redirected onto digital C-buttons instead. If the port switches its forced `controldef` to SOLITAIRE/GOODNIGHT (also the right move for D223's wheel-cycling design and D194's mouse-feel ask), this whole digital-pulse emulation becomes unnecessary — mouse-Y would drive the stick's Y axis directly and continuously, same as X already does, with **zero digital-button emulation for pitch at all**. Don't remove D166's code without first confirming the scheme switch; keep as a fallback for whichever legacy path still needs it. |
| D233 | **All levels (intermittent): indoor level geometry invisible near doors — you can see through walls/floors into rooms you can't see into, while world objects (terminals, furniture) in the room still draw (M-106, user QA report; screenshots `docs/img/bugs/20260912-cullingbug-bugged.png` vs `-notbugged.png`).** The geometry-vs-object split localises it to room/portal background visibility or frustum culling in fast3d, not textures/models. Logged in `GRAPHICS-BACKLOG.md`. | OPEN — not investigated; needs a `GE_PCDUMP` capture at a failing doorway |
| D234 | **Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).** Repeated instances → per-instance transform decode, shared model/texture resource bound only by the first instance, or cull-volume issue. Same neighbourhood as D233. Logged in `GRAPHICS-BACKLOG.md`. | OPEN — not investigated |
| D235 | **Wrong textures load after dying/restarting a level — not Facility-specific, seen on multiple levels (M-106, user QA report; clarified same session).** Original report ("Facility: wrong textures now") read as a build regression; user clarified the actual trigger is **death/restart** (or a similar level-reload path), and it has recurred on other levels too — this is a state-leak on level re-entry, not a one-level texture-decode bug and likely not caused by #47/#49 at all. Prime suspect: the texture pool / CI-cache (D217/D228 neighbourhood) not being fully reset between a level teardown and its reload — a stale arena base, a leftover palette-cache entry keyed by an address that gets reused with different content, or a texpool index not rewound — surfacing as "wrong texture" only after the reload path runs, never on a fresh level boot. Logged in `GRAPHICS-BACKLOG.md`. | OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot. Next: instrument `texInitPool`/the CI-cache clear path for what does and doesn't get reset on `proplvreset2`-style re-entry vs a cold boot. |
| D233 | **All levels (intermittent): indoor level geometry invisible near doors — you can see through walls/floors into rooms you can't see into, while world objects (terminals, furniture) in the room still draw (M-106, user QA report; screenshots `docs/img/bugs/20260912-cullingbug-bugged.png` vs `-notbugged.png`).** The geometry-vs-object split localises it to room/portal background visibility or frustum culling in fast3d, not textures/models. Logged in `GRAPHICS-BACKLOG.md`. **Duplicate row — see the full root-cause writeup above (`gfx_sp_tri1` w<0 trivial-reject bug, `port/fast3d/gfx_pc.cpp:1455-1460`).** | **FIXED + VISUALLY VERIFIED (M-107 fix, M-108 verify).** See the other D233 row for full detail. |
| D234 | **Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).** Repeated instances → per-instance transform decode, shared model/texture resource bound only by the first instance, or cull-volume issue. Same neighbourhood as D233. Logged in `GRAPHICS-BACKLOG.md`. **Duplicate row — see the full entry above for the M-107 investigation + M-108 verification.** | **VISUALLY VERIFIED FIXED (M-108), mechanism unexplained.** See the other D234 row for detail. |
| D235 | **Wrong textures load after dying/restarting a level — not Facility-specific, seen on multiple levels (M-106, user QA report; clarified same session).** Original report ("Facility: wrong textures now") read as a build regression; user clarified the actual trigger is **death/restart** (or a similar level-reload path), and it has recurred on other levels too — this is a state-leak on level re-entry, not a one-level texture-decode bug and likely not caused by #47/#49 at all. Prime suspect: the texture pool / CI-cache (D217/D228 neighbourhood) not being fully reset between a level teardown and its reload — a stale arena base, a leftover palette-cache entry keyed by an address that gets reused with different content, or a texpool index not rewound — surfacing as "wrong texture" only after the reload path runs, never on a fresh level boot. Logged in `GRAPHICS-BACKLOG.md`. | OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot. **M-108 static-analysis pass: the leading "stale CI-cache not reset on restart" hypothesis is likely REFUTED, don't re-propose it as-is.** The theory was that `g_TexCacheItems`/`g_TexCacheCount` (`src/game/image.c:38-40`, cleared only in `set_mt_tex_alloc()`, `src/game/initmttex.c:8`) survives a death/restart because the restart path skips `set_mt_tex_alloc`. But tracing the actual call graph: `set_mt_tex_alloc()` runs inside `lvlStageLoad()` (`src/game/lv.c:369`), which has exactly **one** call site (`src/boss.c:485`) inside `bossMainloop`'s outer `while (!done)` loop; that loop re-runs on *every* stage transition, driven by `g_StageNum = g_MainStageNum` (`boss.c:693`) which is set by `bossSetLoadedStage()` (`boss.c:722`) — the same function the front-end's level-select/continue path calls (`front.c:6947`). Nothing in this call graph is level-select-specific vs. restart-specific; both look like they go through the identical full reload (including the `set_mt_tex_alloc` cache reset). Have not yet found the actual death/restart trigger's call site to be 100% certain it doesn't have its own bypass, so this isn't fully closed out — but the single-reload-path structure makes the "cache survives restart" mechanism unlikely as stated. Next: find the actual death-handler call site (search for where a life/continue/retry decision is made, likely `chr.c`/a game-state machine, not yet located) and confirm whether it calls `bossSetLoadedStage`/goes through `bossMainloop`'s reload path same as normal transitions, or has a distinct lighter-weight path — if it's the same path, the real D235 mechanism is still unknown and this CI-cache theory should be dropped. |
| D236 | **Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).** Suspects: missing billboard orientation (quads coplanar in world space) or UV/texture-rect setup mapping the whole sheet per quad. Distinct from D176(b)'s painted tree-line backdrop. Logged in `GRAPHICS-BACKLOG.md`. | OPEN — not investigated |
| D237 | **QoL ask (M-106, user QA): F10 options overlay — make it scrollable with the mouse wheel, expose more settings into it (e.g. screen-flash / no-hit-flash `Game.NoHitFlash`, and other easily-exposed config keys), and organise rows by category (mouse settings together, video together, etc.).** The overlay (`port/src/optionsoverlay.c`) already renders over the registered `config.c` option list; what's missing is wheel-scroll nav, a broader row set, and grouping headers. Cross-ref `OPTIONS-MENU-PLAN.md` §3 (v1 minimum set) + QOL-INVENTORY "PD has, GE lacks". | OPEN — not designed; port-only |
| D238 | **QoL ask (M-106, user QA): mouse sensitivity rework toward normal PC-shooter feel.** Three parts: (1) a *separate* RMB aim-mode sensitivity in addition to hipfire turn; (2) ideally ONE single master mouse-sensitivity setting driving both, **linked by default**, with an option to set them independently later (today `Input.MouseAimSpeed` and `Input.MouseTurnSpeed` are two independent keys, defaults 16/100 — see `input.c:188-190`); (3) up/down should feel mostly the same as left/right (`Input.MouseYScale` exists but the axis asymmetry in the gain constants `AIM_GAIN`/`MOUSE_TURN_GAIN` + smoothing path is the likely culprit). User's reference for "feels better": GEPD Mouse Injector. Lump with the overall mouse/input fixes (D194/D165/D166 lineage; SOLITAIRE natural-pitch scheme switch may subsume part of this — see D166 M-87 note). | OPEN — not designed; port-only (`port/src/input.c` + `config.c`) |
| D239 | **QoL ask (M-106, user QA): click-to-lock vs always-grab parity.** User: make click-to-lock the default *if it isn't already* — it IS: `mouseCaptureMode = 1` is the shipped default (`input.c:185`). The real content: "always grab" feels bad on the file-select menu, not 1:1 with click-to-lock; if making them feel identical is overly complicated, **drop always-grab entirely and remove the setting**. This re-confirms the existing M-82 user decision to rip out `MouseCaptureMode=0` (see `docs/BACKLOG.md` "M-82 playtest feedback" + D192: mode 0's P-controller path can't reach the outer front-end grid cells — a known mode-0-only defect). Recommendation on this new report: take the user's fallback — remove mode 0 and the `Input.MouseCaptureMode` key, keep click-to-lock only. | OPEN — supersedes/re-confirms the M-82 always-grab removal item; port-only |
| D240 | **Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).** Static trace only (no ROM/build/display in this worktree). Weapon fire re-triggers its SFX through `bondwalkItemGetSoundTriggerRate()`/`bondwalkItemGetSound()`, gated on `g_GlobalTimer` (`src/game/gunfire.c:3246-3286`: `handptr->field_A4C = bondwalkItemGetSoundTriggerRate(var_s1) + g_GlobalTimer`), alternating between two per-hand `ALSoundState` slots (`audioHandle`/`field_A48`, same block) so a fast-firing weapon's report can overlap itself once before being retriggered. `g_GlobalTimer` advances by `g_ClockTimer = speedgraphframes` every tick (`src/game/lv.c:1023,1037`), and `speedgraphframes` is set from `deltaFrames` in `updateFrameCounters()` (`src/game/frametiming.c:64-76`) — the exact tick-delta plumbing already investigated (and partly fixed) under **D155** (catch-up-spiral clamp, same file), **D186** (`Video.FpsCap` sim-coupling clamp), **D193/D209** (AI-locomotion timing keystone — D209 the actual root cause, a 64-bit union-aliasing bug, now fixed and merged), and **D204** (audio pipeline running ~2% below real time forever, fixed by padding silence at the DAC). Since D209 and D204 both merged before this report, the SFX-cadence complaint is either (a) a genuinely distinct, audio-specific residual downstream of those fixes — e.g. a mismatch between the sim-tick-gated *trigger* (above) and the software mixer's own playback clock (`port/src/audio.c:93,155,221-222` — the synth produces samples at a measured ~21600/s against the 22050 Hz output device, the same gap D204 had to compensate for elsewhere) that specifically desyncs how *often* a shot's sample starts rather than the absolute wall-clock rate D204 measured, or (b) a stale pre-D209/pre-D204 build report. Per-weapon rate constants (`AutomaticFiringRate`/`SingleFiringRate`/`SoundTriggerRate`, `src/game/gun.h:60-82`, values in `assets/obseg/gun/*/gunWeaponStat.inc.c`) are plain compiled C literals, not ROM-serialized data, so no pointer-width/ABI reconciliation issue applies here. | **OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment.** Confidence LOW-MEDIUM that this is a *new* bug distinct from the D155/D186/D193/D204/D209 timing-keystone family (all of which gate the identical `deltaFrames→speedgraphframes→g_ClockTimer→g_GlobalTimer` chain this SFX trigger consumes). Raise confidence by: (1) confirming the user's build/commit postdates the D209 merge; (2) a `GE_AUDIOTRACE`-style capture logging the tick (`g_GlobalTimer`) and/or wall-clock timestamp of consecutive same-weapon fire-SFX requests during sustained auto-fire (AK47/Klobb, `AutomaticFiringRate=0x03`), diffed against the weapon's rate constant and against N64 reference footage's frame-count between shots. |
| D241 | **Player gunshot SFX goes silent under some conditions — reported on Bunker with the alarm sounding, "or some other factor" — but only for PP7 and AK47, Klobb unaffected (M-106, user QA report, concrete repro).** This is very likely **D207 finally reproduced.** D207 (M-77) root-caused that GE's SFX player has a hard **8-voice cap** (`MUSIC_SFX_SEQ_MAYBE_MAX_SOUNDS`, `src/music.c:76`) and that D206's fix made the alarm klaxon (`ALARM3_SFX`=163, triggered from `handle_alarm_gas_timer_calldamage()`, `src/game/propobj.c:14457`) a genuine **infinite ADPCM loop** that now legitimately occupies one of those 8 voices for the alarm's whole duration; the manual preemption scan (`snd.c:~347-392`) refuses to steal any *owned* LOOPED voice (the M-65 carve-out only exempts *ownerless* loops), so once 8/8 voices are held, a new one-shot request is silently dropped via `sndDisposeSound` (`snd.c:391`). D207's own M-77b session built a `GE_FORCEALARM=1` BUNKER1 harness and could **not** reproduce audible drops (`[D207-DROP]=0`), and explicitly left as "owed": *"needs a real repro from the user: which level, which weapon/situation."* This report supplies exactly that (Bunker, alarm). **Investigated why PP7/AK47 and not Klobb, inconclusive at the code level:** Klobb (`ITEM_SKORPION` — confirmed GE's internal name for the Klobb via `src/game/player.c:576`, `skorpion_stats` in `assets/obseg/gun/skorpion/gunWeaponStat.inc.c`) and AK47 (`ak47_stats`, `assets/obseg/gun/ak47/gunWeaponStat.inc.c`) share the **same**`AutomaticFiringRate=0x03` (fast auto), while PP7 (`wppk_stats`, `assets/obseg/gun/wppk/gunWeaponStat.inc.c`) is semi-auto only (`AutomaticFiringRate=0xFF`) — so a naive "fires faster ⇒ more self-inflicted voice contention" theory does not cleanly explain grouping PP7 with AK47 against Klobb. All three weapons' fire SFX (`GUN_B1_MGUN3_3_SFX`=Klobb, `GUN_B2_HEAVY_SFX`=PP7, `GUN_B4_BOLTACTION_SFX`=AK47 — `src/bondconstants.h:2277-2280`) go through the identical one-shot, priority-0x40 `sndPlaySfx` path (`gunfire.c:3246-3286`); no per-weapon distinction exists in the trigger or priority *code*. A real distinction, if one exists, most likely lives in the **sample bank data itself** (per-sample envelope/decay length — a longer-tailed sample stays `PLAYING` and stealable/held longer, changing its odds in the preemption scan) — that data is ROM-derived binary content, not inspectable without the extracted ROM (`./data/`, absent in this worktree). Confirmed the voice-allocation/preemption code is unmodified `src/snd.c` game logic, not a `port/` mixer bug: `port/src/mixer.c`/`port/src/audio.c` implement DSP synthesis and device output only (per D199), with no SDL `Mix_*`-style channel-priority layer in the port to have introduced a new bug. Per AGENTS.md non-negotiable #2, any real fix belongs in D207's already-designed (reverted, M-77b) last-resort LOOPED-preemption pass in `snd.c`, not in `port/`. | **OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug.** Recommend folding this repro into D207 (or closing D241 as a duplicate once D207 is reopened) rather than tracking separately. Next: re-run M-77's `GE_FORCEALARM=1` harness on `-level_09` with scripted PP7 and AK47 fire (not just generic fire) against Klobb as a control, watching `g_sndAllocatedVoicesCount` / the (currently reverted) `[D207-DROP]` counters to see whether the 8-cap is actually hit for two of the three weapons and not the third — or whether it is really the sample-envelope-length distinction above. No runtime verification possible in this environment (no ROM/display). |
| D242 | **Player-death sequence UX regression vs N64 original: PC requires an LMB click to proceed to the mission-failed/file-select screen; user recalls N64 auto-plays 3 death-camera angles then transitions with no input needed (M-106, user QA report).****The 3-angle auto-replay and its no-input auto-transition both exist, unmodified, in the decomp — confirmed, not a design difference removed for the port.**`bondviewSetCameraMode(CAMERAMODE_DEATH_CAM_SP)` (`src/game/bondview2.c:901-1010`) calls `pickDeathCameraAngles()` (`bondview2.c:641-782`, picks a fresh random valid camera angle each call) to stage each replay; when it returns 0 — no further valid angle found — the code calls `bossRunTitleStage()` directly, and the source comment at `bondview2.c:1006-1007` literally reads *"...or when the three death replays are finished."* The 3-cycle count is driven by `bondviewAdvanceCameraMode()` (`bondview2.c:1041-1078`): `CAMERAMODE_DEATH_CAM_SP` → `CAMERAMODE_DEATH_CAM_MP` → `camera_mode++`, looping back to `DEATH_CAM_SP` while `camera_mode < CAMERAMODE_SWIRL` (three iterations). Each individual replay's own advance is driven purely by animation/timer state (`bondview2.c:1467-1490`): the `g_CameraAfterCinema` flag that `bondviewAdvanceCameraMode()` acts on is set automatically once `modelGetAnimFrame(bodyModel) >= modelGetAnimEndFrame(bodyModel)`, or after a `camera_transition_timer >= 180.0f` tick-timeout fallback when there is no body model — **no button check in that branch; fully automatic.****The button-press the user is hitting is a real, intentional N64 skip-ahead shortcut, not a port-added gate:** the same code block (`bondview2.c:1483-1489`) *also* fires the identical advance immediately on `(buttons & ~oldbuttons & (CONT_A | B_BUTTON | Z_TRIG | START_BUTTON))` whenever `bonddead && redbloodfinished && deathanimfinished` — i.e. on real N64 hardware, pressing A/B/Z/Start at any point during a death replay skips straight to the end, by design. **On the port, LMB (mouse fire) is mapped to `GE_CONT_G`, which is Z_TRIG** (`port/src/input.c:664-665`: `(mb & SDL_BUTTON(SDL_BUTTON_LEFT)) ... button \|= GE_CONT_G`; binding table `input.c:351`: `{"Z",GE_CONT_G}`) — exactly one of the four original skip buttons. So an LMB click during the death sequence is GE's own original cutscene-skip input, faithfully wired through the port's control remap, not a port-invented "click to continue" prompt. **What this investigation could not determine** (no build/runtime access in this worktree): whether the *automatic*, no-input path actually completes on PC in a reasonable time. `camera_transition_timer` accumulates via `g_GlobalTimerDelta` (`bondview2.c:1470,1493`), which is set from the same `g_ClockTimer`/`speedgraphframes`/`deltaFrames` chain flagged in D240 above and investigated under D155/D186/D193/D204/D209 — if any residual in that chain stalls or mis-scales specifically in this state, the auto-advance could take far longer on PC than on N64 (or effectively never complete before the player gives up and clicks), which would make an LMB click *feel* mandatory even though the ground-truth logic never requires one. | **NOT A PORT-LOGIC BUG as far as static analysis can tell.** Confidence HIGH that the LMB-click skip path is faithful original behavior (Z_TRIG-mapped, exists unmodified in `bondview2.c`), not a defect to remove. Confidence LOW (untested) on whether the no-click automatic path is actually healthy on PC. Needs a human playtest: die, then **deliberately touch no input** during the death sequence and time whether/how long until the mission-failed screen appears on its own. If it never arrives without a click, the real bug is a `g_GlobalTimerDelta`/`camera_transition_timer` stall in the D240 clock family — cross-reference D240 — not a wrongly-added input gate, so there is still no `#ifdef PORT` skip-gate to remove per AGENTS.md #2. No runtime verification possible in this environment (no ROM/display). |
| D243 | **Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject): the camera violently shakes/"spazzes" during each of the scripted camera-angle cuts (M-107, live `GE_D160=1` trace, two interactive `-level_33` runs + one fresh-save normal-progression run).****First, corrects D160's own premise: the cutscene is NOT skipped on the current build.** Both debug-loaded runs show exactly the AI-script-scripted sequence firing: `bondviewSetCameraMode(7)` (`CAMERAMODE_POSEND`, the cutscene camera-lock state) called 2-3 times, matching `ai_17`'s three `camera_switch` commands in `UsetupdamZ.c`'s abseil ailist (`assets/obseg/setup/UsetupdamZ.c:2656`+), followed by `bossReturnTitleStage`. So D160's original (b)/(c) hypotheses (AI trigger never fires / puppet renders invisibly) are **refuted on this build** — the mechanism runs; what's broken is what it renders. **Root cause candidate, directly observed:** right in the camera-cut window, fast3d's D146 catch-all (`port/fast3d/gfx_pc.cpp:3037`, "unknown GBI opcode … ending DL") fired a tight burst — same 4 memory addresses repeating every frame for ~10 frames, then clean — with payload bytes `0xfafbfbfcfcfbfdfc`/`0xfcfafbfbfafbfafb`: a **freed/uninitialized-memory fill pattern**, not real GBI commands. This reads as a stale-pointer display-list read, not a decode bug — some segment/scene buffer backing the outgoing camera shot's geometry got freed or recycled while a still-in-flight display list (queued ahead in the port's double-buffered render pipeline — see D134's "pendingGfx" note, `port/src/libultra.c:733-746`, on how many frames of latency the sched round-trip can carry) still referenced it. **Independent evidence of a race, not a fixed-order bug:** the two `-level_33` debug-load runs show the camera_switch(7) calls landing in a *different order relative to*`bossReturnTitleStage` between runs (run 1: three switches, then the stage-return call; run 2: two switches, the stage-return call, *then* a third switch arriving after) — and the D146 corruption burst appeared in run 1 but not run 2 at all, non-deterministically. That pattern (symptom present/absent, call order shuffling) is the signature of a genuine timing race between the AI-list's cutscene commands and the level-exit/report-transition code, not a deterministic logic bug. **User-confirmed on real (non-debug-boot) play, not just the debug harness:** a fresh-save normal playthrough into Dam still hit the camera glitch on this same cutscene — ruling out "artifact of the `-level_33` debug boot" for this specific symptom (unlike the secondary "no report screen, straight to file-select" symptom seen only on the debug-loaded runs, which did NOT reproduce on the fresh-save run and is therefore most likely a `-level_N` debug-boot artifact per the D190 precedent, not filed as its own bug here). | **OPEN — M-109 re-analysis of the same session's raw logs corrects the timing/pattern claims above; the D134/pendingGfx race hypothesis is likely wrong.** Confidence MEDIUM on the correction, LOW-MEDIUM on the new lead. Re-reading `data/playtest_d160.log`/`_run2.log` at the `g_framesRendered` level (not just grepping for `D146`) shows the D146 burst fires **~1600-3900 frames (tens of real seconds) *after*** `bossReturnTitleStage`/the `camera_switch(7)` calls, not during them, in **both** runs — "right in the camera-cut window" and "run 1 only" are both wrong as stated above. This also weakens the D134/`pendingGfx` citation: `osSpTaskStartGo` runs `gfx_run()` synchronously and inline (`port/src/libultra.c:1232-1258`), so nothing from the cutscene's own DL submission is still in flight by the time any teardown code runs — the port doesn't have the async-RSP race the hypothesis above assumes. **New lead:** whatever screen renders in that multi-thousand-frame gap after mission-complete is the more likely site — probably `MENU_MISSION_COMPLETE` (`front.c:7267`, `constructor_menu0D_missioncomplete`) or an adjacent briefing/file-select screen in that chain, same general class as D75 (front-end model absence) / D141 (menu bad-pointer bug), not a cutscene-render race. Of the 4 repeating fault addresses, 3 read as literal zero words and only 1 matches the `0xfafbfbfc…` pattern, arguing against a deliberate poison-fill (none found anywhere in `port/`) and for either genuinely-unwritten memory or a decode landing inside unrelated valid data. Next: an env-gated `front.c` menu-transition trace (`MENU_*` id + `g_framesRendered` on every transition after `bossReturnTitleStage`) plus a `GE_PCDUMP` window over frames ~4500-8000 (not the camera-cut window) to name the exact screen/segment. Cross-ref D160 (this supersedes its stale "cutscene skipped" framing with a "cutscene renders corrupted" one, now further corrected to "corruption isn't in the cutscene render at all") and D173 (Cradle's Bond-floating/spinning cutscene bug — same subsystem family, unconfirmed shared root cause). **M-120: theLine truncated
| D245 | **IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) — "looks almost exactly like skybox" (M-116, user QA report, post-D229-fix build).** The symptom is D227's exact signature class (s16 `Vtx.tc` overflow → rasteriser interpolates between wrapped coordinates → two differently-wrong screen regions + a seam at the wrap boundary; on the sky quad the split ran on the 0–3 diagonal). Water draws through the same port path: `src/game/sky.c` water block (~905–956) — `texSelect(&skywaterimages[WaterImageId])` + `sub_GAME_7F09343C` (two-texunit cross-fade; both tiles re-declared RGBA/16b @ tmem 0, the draw D229 fixed) then a `skyRenderTri` fan over `sp274[]` under `skyPortBeginFan(sp274, s1, FALSE)` — and **the `FALSE` is a documented, deliberate tolerance of exactly this overflow**: the comment above `skyPortBeginFan` (sky.c ~1738) records that the IsWater quad is excluded from D227's tile-shift safety valve because both texunits read the same vertex tc, so a tc rescale would need matched shifts on BOTH tiles and "shifting both makes them sample identically, which flattens the cross-fade"; the 2026-09 decision was that "the water quad keeps the plain 1:1 tc and simply tolerates the overflow on its horizon vertex, exactly as it did before D227." The mechanism is real: `unk20/unk24` are S10.5 units reaching tens of thousands near the horizon; the fold rebases to a multiple of `SKY_TC_WRAP` (2048) but with k=0 an s16 tc holds only ±32767, so any wider span wraps. It was invisible before D229 because every water texel was green mottle garbage anyway; with correct blue texels the wrapped region now reads as a visibly different pattern + seam, and it tracks the view because the fan's S/T depend on camera orientation. (On N64 this draw is a verbatim RDP `G_TRI_SHADE_TXTR` coefficient block with no s16 tc — the overflow constraint is a port artifact of re-emitting as `gSPVertex` batches, same class as D227.) | **OPEN — REOPENED (M-116 live playtest, same session): the `allowShift=TRUE` mechanistic fix below did NOT resolve the symptom.** User report on Frigate post-fix: water still "glitches, kinda goes back and forth between two graphics too quickly," and still "changes depending on your view unlike the sky" (i.e. the sky, using the identical `skyPortBeginFan`/`skyPortEmitTileShift` mechanism post-D227, no longer has this problem, but water still does after getting the same treatment). This means the `allowShift=FALSE→TRUE` change either isn't the actual fix, or there's a second mechanism specific to water's two-texunit cross-fade that the tc-shift alone doesn't address — most likely candidate: the shift only rescales the *shared* vertex tc uniformly, but the tile-0-vs-tile-1 sample-point difference is set by each tile's own `uls`/`ult` (RDP tile-space, not vertex-tc-space) — if per-frame `k` changes granularity of the *quantized* shared coordinate before each tile's independent `uls`/`ult` subtraction, the two tiles' effective sampled texel could drift relative to each other frame-to-frame in a way the static `GE_D227V` trace (single frame, single camera angle) never exercised. Needs a fresh live investigation, not a repeat of the same static-trace approach — a scripted or live multi-frame capture while rotating view, watching both tiles' *decoded* texel positions (not just vertex tc) frame over frame. Do not re-apply the same `allowShift=TRUE` reasoning without new evidence; the superseded mechanism write-up below is unconfirmed-by-playtest and may be wrong. The code change (`allowShift=TRUE` on the water quad) is left in place — it's not shown to be actively harmful, and reverting it isn't obviously better than leaving it, pending the fresh investigation. **Superseded analysis (unconfirmed by playtest, kept for reference):**~~FIXED (port-layer, `src/game/sky.c`, `#ifdef PORT`) — confirmed the `allowShift=FALSE` tolerance was the cause, and the "flattens the cross-fade" objection was wrong.~~ Changed the water quad's call from `skyPortBeginFan(sp274, s1, FALSE)` to `..., TRUE)`, so it now gets D227's tc-shift safety valve like every other sky fan. Why the old objection doesn't hold: `skyPortEmitTileShift` replays **both** tiles' captured `SETTILE` commands with the identical `k`, so both texunits' decoded S/T are rescaled by the same `2^k`*before* each tile's own (unshifted, tile-native) `uls`/`ult` offset is applied by the RDP — the offset between tile 0 and tile 1's sample points (what drives the cross-fade) is preserved, not flattened, because the shift and the offset act at different stages. **Verified mechanistically:**`GE_D227V=1` on Frigate (`-level_26`) shows a water fan vertex spanning S=-166..299317, T=-6451..288410 in S10.5 units — tens of thousands of texels, the same order of magnitude as D227's pre-fix sky overflow — now getting `kS=4 kT=4` (previously forced to 0), decoding to small in-range tc valuesLine truncated
| D246 | **Tiny pixel strips at the left and right edges of the screen, "like overscan" — look like raw pixels, not 3D graphics (M-116, user QA report).** Uninvestigated. The port renders at native 640×480 (`GE_NATIVE_W/H`; `gfx_current_native_aspect` set in `port/src/video.c:253,570`) and scales to the window on present, so the leading candidate is a scaling/blit rounding artifact: non-integer scale factors leaving 1–2 columns of uncleared backbuffer content at the edges (or an off-by-one in the blit rect). Secondary candidates: an RDP fill-rect/scissor off-by-one in a game DL or the F10 overlay hook (`gfx_run()` seam, D184), or GL edge filtering on the scaled texture. | **OPEN — one candidate ruled out (M-116 follow-up), root cause not found.** Step (1) from the original plan is done: a `GE_PCDUMP` capture (Frigate, native 640×483 buffer, both against the existing save and a fresh EEPROM) shows clean, continuous scene content in the leftmost/rightmost columns — no dead/black/garbage strip at either edge. That means the defect is **not** baked into the native render itself (rules out an RDP fill-rect/scissor off-by-one in a game DL, and rules out D227/D245-style tc issues) — it must be introduced later, specifically in the SDL-window presentation path that `GE_PCDUMP` bypasses entirely (`gfx_run()` reads back the game's own render target directly, never the actual window backbuffer the user sees). Re-examined `gfx_adjust_viewport_or_scissor` (`gfx_pc.cpp:2174`): its floor/ceil rounding is already deliberately anti-gap (comment: "prevents sub-pixel gaps at viewport edges"), so a plain rounding bug there is a weaker lead than it looked; more likely candidates now are the `game_renders_to_framebuffer`-path MSAA resolve `glBlitFramebuffer` (`gfx_opengl.cpp:1252`, only exercised when `Video.MSAA>1` or the window size actually differs from the game's target size mid-frame — a path `GE_PCDUMP`'s headless capture doesn't exercise the same way a live resizable window does) or a genuine sub-pixel/DPI scaling remainder specific to the user's actual window dimensions. **Next, still needs the user (no live window access in this environment):** (1) confirm current `Video.MSAA` setting and window size/aspect at the time the strips were seen; (2) if `MSAA>1`, retest with `Video.MSAA=1` to see if the strips disappear (isolates the resolve-blit path); (3) report whether the strip width changes with window size (fixed 1px = blit-rect off-by-one; scales with window = scale-factor remainder). Cross-ref D247 (separate, now closed — don't conflate the two; D247's letterbox is confirmed-intended and top/bottom only, D246 is left/right and still unexplained). |
| D247 | **Black bars top and bottom of screen — possible aspect-ratio defect (M-116, user QA report).** Uninvestigated. Context: the port currently renders native 4:3 (640×480); widescreen is a *parked proposal* (`docs/dev/WIDESCREEN-FOV-PLAN.md` — PD-parity native 16:9 render, needs rule-#2 sign-off for its game-code HUD wave), so if the user's window/display is wider than 4:3 and the present path letterboxes to preserve aspect, the bars are current intended behaviour rather than a bug. If they appear in a 4:3 window too, it is a real defect (framebuffer sized wrong vs window, `videoCreateFramebuffer(w,h,upscale,autoresize)` → `gfx_create_framebuffer`). | **NOT A BUG — confirmed faithful, unmodified N64 decomp behaviour, no code change made.**`GE_PCDUMP` captures (both against the pre-existing save and a fresh-EEPROM run, to rule out a stale `Screen` option from earlier test sessions) show the exact same inset on Frigate: real scene content occupies rows ~20–459 of a 640×483 capture (the 483 vs 480 is a separate, harmless 3-row capture-tool rounding quirk, not investigated further), i.e. roughly 220/240 of the vertical field — and `src/game/fr.h:34` defines `VIEWPORT_HEIGHT_DEFAULT_NTSC 220` (240 for the full field), consumed unmodified by `bondviewGetCurrentPlayerViewportHeight()` (`bondview2.c:7858`) as the **default in-game viewport height whenever `PLAYER_OPTION_SCREEN` is `SCREEN_SIZE_FULLSCREEN`** (the decomp's own default value, `options.c:128`) — `VIEWPORT_HEIGHT_FULLSCREEN` (304, no inset) is a red herring name; it's only reachable via the `cameraBufferToggle` branch, not normal solo play. This is GoldenEye 007's well-documented original TV-safe-area letterboxing, baked into ground-truth decomp constants with no `#ifdef PORT` anywhere near it — the N64 game genuinely doesn't fill the full field during normal gameplay. Ruled out a stale/leftover EEPROM `Screen=Wide/Cinema` setting from earlier QoL-testing sessions as an alternative explanation: a fresh EEPROM (default options) shows the identical inset. **No fix needed; this row closes.** If the user's window shows noticeably *thicker* bars than this ~8–9%-per-edge margin, or bars appear on the *sides* instead of top/bottom, that would be a genuinely different (and real) symptom worth reopening under a new label — but "thin bars top and bottom, present at any window size" is correct, original behaviour. Cross-ref D226 (separate, already-tracked HUD-scale QoL ask — unrelated mechanism, don't conflate). |
| D248 | **Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).** The port's pacemaker (`port/src/libultra.c``portTickThread`) posts a VI-retrace event at a true 60Hz (NTSC) cadence, so the halving had to be somewhere downstream of that. | **FIXED, root-caused to a genuine pointer-width ABI bug in `src/sched.c` (compiled for the PC build, not excluded).**`osScAddClient()` (`src/sched.c:187-199`) stashes a per-client "present every retrace vs. every other retrace" flag by writing into the *next array slot's*`.next` field (`c[1].next = next`) rather than adding a real struct member — `gfxClient` (`src/init.c:246`) is registered with `next=NULL` (send every retrace → 60Hz) and the audio client `g_AudioClient[0]` (`src/audi.c:441`) with a nonzero sentinel `1` (send every other retrace → 30Hz, its intended cadence). `__scHandleRetrace` (`src/sched.c:334`) reads that flag back with a hardcoded byte offset, `*((s32*)client + 2)` (2×`sizeof(s32)` = 8 bytes). On the N64 (32-bit pointers) `sizeof(OSScClient)` is exactly 8 bytes, so offset 8 correctly lands on `client[1].next` — matching the write. On this 64-bit port `sizeof(OSScClient)` is 16 bytes, so the same hardcoded 8-byte offset instead reads the low 32 bits of `client->msgQ` itself (always a real, non-NULL pointer) — the gfx client's flag reads as permanently "nonzero" and silently falls onto the audio client's every-other-frame path, halving the game's real render/tick cadence to 30Hz although the retrace pacemaker itself was always ticking at the correct 60Hz. Same D122/D126/D132/D209 bug class (32→64-bit pointer-width struct-size growth desyncing a hand-rolled offset), just in the scheduler instead of a ROM-serialized struct. **Fix (`#ifdef PORT`, N64 line kept verbatim under `#else`):** read the real field by indexing the struct (`client[1].next == 0`) instead of hardcoding a byte offset — this naturally scales with pointer width on either platform and is the direct decompilation of what `osScAddClient`'s write side already does. **Verified:**`Video.DisplayFPS=1` overlay (`port/src/optionsoverlay.c`, D213) read a rock-stable "30 FPS" on `-level_09` (BUNKER1) pre-fix and "60 FPS" post-fix, same build/scene, screenshots captured via `GE_PCDUMP`. Rebuilt clean (`ninja -j1`, pre-existing unrelated warnings only); `-level_09` and `-level_20` both ran 12-30s post-fix with no crash (`ge007.crash.log` absent). No game-code files touched beyond this one mechanical read (`src/sched.c` is compiled for the PC target per `CMakeLists.txt`'s `SRC_ENGINE` list, not one of the excluded os/io files) and the audio client's own flag/path is completely untouched, so `#ifdef PORT`-gated audio pacing (D204 tempo work) is unaffected. **Note for `docs/dev/UNLOCKED-FPS-PLAN.md`:** this settles that plan's Phase 0 open question — the ~30fps default was a real port bug, not original N64 behavior or an artifact of retrace-rate tracking sim speed; the plan's default-preset baseline should be re-measured at the corrected 60fps before Phase 1 pacing work resumes. Not yet done: a full `verify.sh sweep` across all 21 levels (only `-level_09`/`-level_20` spot-checked this session) and a live human playtest for feel (input latency, animation smoothness, any level-specific perf regression now that render work happens twice as often per second). |
| D249 | **LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV — far-away geometry has visible culling issues (M-119, user QA report).** Distinct from **D222** (which is specifically high `Video.FovScale` breaking *near-screen-edge* culling on NPCs/objects — not implicated here, default FOV) and from **D218** (the fog/far-clip *tint* boundary at wide FOV — also not the same symptom). This report is at the stock FOV, on the game's two biggest/most-open outdoor-scale levels, affecting *far* geometry specifically — points at either (a) a portal/room-visibility BFS cutting off too aggressively at range on large multi-room layouts (same neighbourhood as D233/D234's near-camera portal-cull bugs — worth checking whether D233's `gfx_sp_tri1` w<0 trivial-reject fix, which only guarded *behind-camera* vertices, has a sibling far-plane/depth-range case), or (b) GE's own N64 LOD/detail-swap system (mip-tile / simple-model substitution at distance — see D218's still-open question of "does GE have a separate geometry/object LOD-swap distinct from `Visibility.FarFog`") not being ported faithfully, popping or dropping geometry instead of swapping detail level. **Second, separate ask bundled in the same report:** the user would like LOD **improved** in general (presumably distance-based detail transitions look rougher/more abrupt on PC than remembered) but explicitly wants this **gated behind a toggle** so the original N64-accurate LOD behaviour stays selectable ("in case you want old school graphics") — i.e. this is a QoL feature request layered on top of a correctness bug, not one fix. | OPEN — not investigated. Next: reproduce on Streets (`-level_20`) and Egyptian (`-level_08`, confirm level id) at default `Video.FovScale`; `GE_PCDUMP` a long sightline where geometry visibly drops/pops, cross-referencing whatever governs GE's LOD-tile selection (`gfx_lod_tile_offset` family, already touched by D172/D219) and the portal/room-visibility walk (D233/D234 neighbourhood) to determine which of (a)/(b) is actually firing before designing a fix or the requested toggle. |
| D250 | **FPS is inconsistent/low on many levels since the port started actually running at 60fps — drops to 20–40fps intermittently, described as worse than before (M-119, user QA report, follow-on from D248).** Very likely a direct consequence of **D248** shipping: the port's render+tick loop had been silently running at half rate (30Hz) for the entire life of the project (D248, M-118) — the *real* per-level CPU/GPU cost of rendering and simulating this port was always this high, it was simply invisible while D248 halved the work being asked of the hardware every second. D248's own write-up flagged this as an open risk ("any level-specific perf regression now that render work happens twice as often per second") and explicitly left a live playtest / perf pass as un-done. Not yet investigated which side (CPU sim, CPU fast3d command generation, or GPU draw) is the bottleneck, or whether it's uniform or level-specific (the user's report implies specific/intermittent, which fits a per-scene cost — draw-call count, overdraw, or a specific expensive subsystem — rather than a flat doubled baseline cost). | OPEN — not investigated. Next: profile (even coarse — `Video.DisplayFPS` plus a frame-timing breakdown, or a simple CPU sampling profiler on `ge007.x86_64.exe`) on a level the user reports as bad, isolate sim-tick vs fast3d-command vs GL-draw time; check whether `-O2` release flags are actually in effect on the build the user is running (a debug/`-O0` build would also plausibly explain "worse since 60fps" purely from halved-then-restored per-frame CPU budget); cross-reference **D249** (LOD/culling) since fixing over-drawn/never-culled far geometry would also directly reduce GPU cost on the same large levels — the two may share a fix surface (Streets/Egyptian are good candidates for both bug reports for exactly that reason) even though they're filed separately (one is visual correctness, one is performance). |
Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS
threads, compiled GE's real `src/sched.c`, and brought in PD's fast3d software
@@ -8898,6 +8921,34 @@ the water quad keeps plain 1:1 tc and tolerates the overflow on its horizon
vertex exactly as before. D227's fix stands on its own for the non-water
levels; D229 is a separate defect needing its own fix.
**ROOT CAUSE FOUND AND FIXED (port-layer, `port/fast3d/gfx_pc.cpp`).** The water
image (`skywaterimages[2]` = texnum 1509, `IMAGE_WATER_BLUE`, 32×32, level 6) is a
ZLIB+CI8 image: the texture pool holds raw 8-bit palette indices (verified:
the dumped pool block is 1400 bytes, every byte ≤ 23 — exactly the 24-colour
blue palette's index range; the full mipmap chain 32²+16²+8²+4²+2² plus row
padding). `texSelect` (`othermodemicrocode.c`, "Perfect Dark texSelect") loads it
with `gDPSetTextureImage(CI, 16b)` + `gDPLoadBlock` — the 16b "size" is only the
8-bit indices). On N64, GE's custom RSP ucode expands the indices through the
TLUT into real 16-bit pixels in TMEM at load time — which is why
`sub_GAME_7F09343C` can then re-declare TMEM slot 0 as RGBA/16b and sample blue.
fast3d has no such expansion: `import_texture_rgba16` read pairs of index bytes
as 16-bit texels, where g = 2·idx mod 32 dominates and r/b ≤ 2 → the green
mottle. The "pulsing" is the pre-existing `sinf()`-driven `PRIM_LOD_FRAC`
cross-fade between the two tiles (both mis-decoded, at different UV offsets),
not a second bug.
**Fix:** track the source format of each TMEM load (`texture_to_load.fmt` was
previously dropped; now recorded into `LoadedTexture.src_fmt` by
gfx_dp_load_block/gfx_dp_load_tile) and, in `import_texture`, when a tile is
declared RGBA/16b but the slot's last load came from a CI source, route the
import through `import_texture_ci8` (palette expansion via `rdp.palette`) — the
port-layer equivalent of the ucode's expand-at-load. Fires only on the genuine
format disagreement; real RGBA16 textures are untouched. Verified live: Frigate
water renders blue and the user confirms "looks better". Closure still wants the
standard verification ritual (sweep + by-eye on Surface 2, the other IsWater
level).
## D227 — M-100b: FIXED. The real cause is a unit error (`unk20`/`unk24` are S10.5, not texels); the s16 overflow was its symptom, and so are the over-tiling and the "scrolls too fast" complaint
**This supersedes the fix design in M-100 below.** M-100's measurement and its
# Pre-existing bug (found alongside D244's diagnostics): `head -1` here
# silently discarded emit_verdict's --json line (its 2nd line of
# output, starting with `{`) on every sweep run -- RESULTS_JSON above
# was declared for exactly this and never actually populated, so
# `--json` sweeps have never produced a usable verdict array; the
# workflow's "Extract JSON verdict" step (scans for the last `[{` in
# sweep.log) always got an empty `[]`.
echo"$out"| head -1
if["$JSON"=1];then
j=$(echo"$out"| grep -m1 '^{')
[ -n "$j"]&&RESULTS_JSON+=("$j")
fi
done
echo"SWEEP DONE"
if["$JSON"=1]&&["${#RESULTS_JSON[@]}" -gt 0];then
{printf'['
for i in "${!RESULTS_JSON[@]}";do
["$i" -gt 0]&&printf','
printf'%s'"${RESULTS_JSON[$i]}"
done
printf']\n'
}
fi
exit$RC
;;
Reference in new issue
Block a user
Blocking a user prevents them from interacting with repositories, such as opening or commenting on pull requests or issues. Learn more about blocking a user.