forked from Ports/goldeneye-pc-port
findings: D406 resolved -- front-options pagination validated on the Steam Deck
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@@ -282,4 +282,4 @@ D402,RESOLVED,First clean Linux (glibc / SteamOS) build of release/v0.4.0 broke
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D403,RESOLVED,Deck v0.4.0-pre test:,"RESOLVED (2026-09-27, user-confirmed on the Deck:"
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D404,RESOLVED,"""Aim style: Centred (PC)"" (Input.AimMode=1, D333/D337) has no effect when aiming with a gamepad; the row's own doc comment over-promises (""applies to every aim…","RESOLVED (2026-09-28, port-layer only):"
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D405,CLOSED,"fast3d/OpenGL: MSAA above the driver max black-screens; two glBindFramebuffer calls pass an index where a GL name is required (PR #106, italoarruda, 2026-09-25…","CLOSED (2026-09-28). Merged from PR #106 (code file only; security-reviewed clean - port-layer GL state fixes, no external input, no allocations)."
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D406,OPEN,front-end PC Options screen:,"OPEN (implemented 2026-09-28, port-layer only):"
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D406,RESOLVED,front-end PC Options screen:,"RESOLVED (2026-09-28, port-layer only, Steam Deck-validated):"
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@@ -690,7 +690,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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| D403 | **Deck v0.4.0-pre test: Nintendo logo + copyright/legal page render broken, broader graphics "not reflecting new updates" — stale 0.3.0-era sidecars seeded into the bundle (2026-09-27).** Full `## D403` entry at file tail. | RESOLVED (2026-09-27, user-confirmed on the Deck: a stale-sidecar **test artifact**, never a code regression): the Deck bundle was seeded with `pcmodels`/`pccg` sidecars from the `0.3.0-local` install (data dated 2026-09-15), which predate the D75/M-197 embedded-blob raw-pixel fix (commit `425237f9`, 2026-09-21) and the D303 muzzle-vertex converter fix (2026-09-26) → the `P*` front-end logo/legal textures come out broken while the in-exe fast3d fixes (D397 gun-barrel/file-select) render correctly. Disambiguation performed (2026-09-27): `data/pcmodels-ntsc-final` + `data/pccg-ntsc-final` regenerated from the Python-source converter (`prepare-assets.py` + the current `d43/d69/d88_emit.py`, `ALL CHECKS PASSED`) on the NTSC ROM and pushed to the Deck (sha256-verified), preserving the user's `ge007.eep`/`ge007.ini`. **RESOLVED (user-confirmed on the Deck, 2026-09-27): the front-end logo / copyright / legal page now render correctly — confirming this was the stale-sidecar test artifact, not a code regression.** |
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| D404 | **"Aim style: Centred (PC)" (`Input.AimMode=1`, D333/D337) has no effect when aiming with a gamepad; the row's own doc comment over-promises ("applies to every aim input … pad trigger") but the centred path is mouse-only (Steam Deck, 2026-09-27).** Full `## D404` entry at file tail. | RESOLVED (2026-09-28, port-layer only): the toggle now genuinely works on a pad. First logged as a communication bug and closed by relabel ("Aim style (mouse)"), then reopened on user challenge the same day: the pad path emits stick *deflection* into the game's crosshair integrator, so the pad was actually always in the **N64** model (a flick travels the crosshair; edge-scroll + spring-back only made a hold *feel* direct), and the "stick has no crosshair to travel" rationale was wrong. Fix: new `padDirectCompute()` in `input.c` (the pad twin of `hipDirectCompute`'s CENTRED branch -- same dead/watch/pause/cutscene gates, minus the mouse-grab gate; revised same day to the N64 path's verbatim quadratic curve -- `sign(v)\u00b7clamp(defl/70,\u00b11)\u00b2 \u00b7 (fov/60) \u00b7 3.5 deg/poll` (bondview2.c canNaturalTurn/canNaturalPitch), full-stick parity with the N64 path, pending retest on the refreshed build); the natural-pitch pad branch routes CENTRED through it and keeps N64's classic deflection behaviour (also the default, so no pad default changes). Labels reverted to device-neutral ("Aim style" / "Aim range"). **Steam Deck (2026-09-27/28): "centered aim is broken on deck too" -- fixed for real; the first-pass linear gain was measured as a dramatic sensitivity loss (2026-09-28) and replaced with the N64 path's verbatim quadratic curve (fov/60 base, 3.5 deg/poll top rate); retest on the refreshed build: user "good". RESOLVED.** |
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| D405 | **fast3d/OpenGL: MSAA above the driver max black-screens; two `glBindFramebuffer` calls pass an index where a GL name is required** (PR #106, italoarruda, 2026-09-25; label rebased from the PR's D323, which collides with our D323 LOD finding) — full `## D405` entry at file tail | **CLOSED (2026-09-28).** Merged from PR #106 (code file only; security-reviewed clean - port-layer GL state fixes, no external input, no allocations). `resolve_msaa_color_buffer` clamps `msaa_level` to `GL_MAX_SAMPLES`; the resolve/copy paths bind `current_framebuffer ? framebuffers[i].fbo : 0` (the default framebuffer is GL name 0). Both Windows (opengl32) and Linux use this backend. Post-merge sweep 21/21 PASS + MSAA=16 boot check render-verified; link ritual clean. |
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| D406 | **front-end PC Options screen: long sections (INPUT, 17 visible rows) run off the bottom of the 440x330 paper, and rows past the silent 14-row page cap (Crouch mode, Reset to defaults, Bindings…) are unreachable from the front screen** (user report 2026-09-28, v0.4.0 pre-push review) — full `## D406` entry at file tail | OPEN (implemented 2026-09-28, port-layer only): in-section pagination in `frontoptions.c` (13 rows/page fit the paper; the vertical stepper crosses page boundaries; title carries a (p/N) marker; the F10 overlay is untouched). Verification owed on the rebuilt binary (user re-check of the front screen). |
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| D406 | **front-end PC Options screen: long sections (INPUT, 17 visible rows) run off the bottom of the 440x330 paper, and rows past the silent 14-row page cap (Crouch mode, Reset to defaults, Bindings…) are unreachable from the front screen** (user report 2026-09-28, v0.4.0 pre-push review) — full `## D406` entry at file tail | RESOLVED (2026-09-28, port-layer only, Steam Deck-validated): in-section pagination in `frontoptions.c` (11 rows/page; the vertical stepper crosses page boundaries both ways; dim 'Page p/N' marker + bottom hint on every page; slider bars start past long labels; F10 overlay untouched). D406b/c/d same-cycle refinements (label/track overlap, hint visibility/wording, hint position). |
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Phase 2 replaced the Phase-1 demo loop with the real `mainproc()` on real OS
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@@ -15495,4 +15495,4 @@ included; D281 keeps the shipped mitigation + disclosure, zero-saves root cause
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**D406b (2026-09-28, same pre-push cycle, user reports from the rebuilt screen):** (1) "X axis look sensitivity (controller)" ran into the fixed 232px slider track (label/track overlap) -- slider bars now start 10px past each row's measured label (rows too long for any track show the value only); drag hit-test and A-hold fraction mapping use the same per-row origin. (2) the subtle "(1/2)" title suffix was not a clear enough page-2 indicator -- replaced with a dim "Page p/N" marker right of the title plus a bottom-row hint ("Down: more rows >" / "Up: previous page <") on pages with room below (full 13-row pages carry the top-right marker only). `GE_FRONTOPTS_WIDTHS` one-shot label-metrics log added. Committed a973922d; redeployed to the Deck over the same directory (fresh-save state preserved).
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**D406c (2026-09-28, Deck reports):** (1) page 1 of a multi-page section showed no hint (a full 13-row page left no bottom line) -- now 11 rows per page so the paper's last line always carries the hint: page 1 shows 'Down: next page', a short last page 'Up: previous page'. (2) the chevron glyphs ('more rows >' / 'previous page <') read as confusing direction arrows -- dropped; the Up/Down words carry the direction.
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**Status:** OPEN (implemented 2026-09-28, pre-push; verification pending rebuild).
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**Status:** RESOLVED (implemented 2026-09-28 pre-push; validated on the Steam Deck through the D406b/c/d refinements -- bars clear the long controller labels, 'Page p/N' + bottom hint on every page, hint pitch-aligned under the last entry; headless log runs confirmed both page-turn directions with all 17 INPUT rows reachable).
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