forked from Ports/goldeneye-pc-port
docs(D255): consolidate real-Deck evidence - destroy-via-explosion, not activation
Further Steam Deck testing on the published v0.2.1 release reconciles the two competing D255 repro theories: the trigger is an object dying via explosion, not terminal activation. Confirmed on four levels: - Facility: every terminal crashes consistently when destroyed - Caverns: terminals near the radio objective crash when they explode - Archives: a similar crash when a guard's grenade detonates (no terminal involved at all - narrows the real trigger to "object dies via explosion damage" in general) - Frigate: negative control - shooting a room of terminals there did not reproduce it, so it isn't simply "any destructible OBJ record exploding" either Updated the D255 finding with a static lead for the next session (the objFree destroy path never explicitly nulls ObjectRecord.model, so the NULL likely comes from a freed-slot-reuse or list-modify-during-iterate race rather than a direct field write - untested, needs a live Deck capture with the GE_D255 probes already in tree). Updated .github/release-notes.md's D255 bullet to match.
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@@ -143,12 +143,16 @@ Small hotfix batch from user playtest feedback on v0.2.0:
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- **Linux / Steam Deck: an intermittent SIGSEGV remains, with a reliable
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repro found this release** — Facility's computer terminals, the ones you
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activate to open a door for level progression, consistently crash the
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game on activation (D255; not Deck-hardware-specific, seen on Linux
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generally). Combat-related crashes reported earlier on Bunker/Frigate may
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be the same underlying bug (an object record whose model reference goes
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NULL while the record is still active for one more tick) via a different
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trigger. We're tracking down the exact cause using the terminal repro;
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please report any other Deck/Linux-specific faults.
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game when destroyed (D255; not Deck-hardware-specific, seen on Linux
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generally). Confirmed on real Steam Deck hardware across multiple levels:
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every terminal on Facility, terminals near the radio objective on
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Caverns, and a similar crash on Archives when a guard's grenade
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detonates — all point at the same underlying bug (an object record whose
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model reference goes NULL while the record is still active for one more
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tick), triggered by an object exploding/being destroyed rather than by
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simple interaction. Not (yet) reproduced by shooting a room of terminals
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on Frigate, so the trigger isn't purely "destroy any terminal" — still
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under investigation. Please report any other Deck/Linux-specific faults.
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- **Steam Deck / gamepad: the right analog stick currently navigates the
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main menu, file select, and mission-select map** — not the left stick.
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This matches the N64 default but is unintuitive on a modern controller;
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@@ -150,7 +150,7 @@ D251,FIXED,F10 options overlay QoL pass:,"FIXED (port-only, port/src/optionsover
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D252,?,"Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).",
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D253,FIXED,Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —,FIXED — Deck-verified:
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D254,FIXED,Linux crash handler destroyed its own logs:,FIXED — field-verified.
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D255,OPEN,"Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle, D253 fix confirmed working —","OPEN — case identified (NULL model on an active OBJ record; destroy-path ordering); two user-reported triggers on real Steam Deck hardware (terminal activation, per M-139/v0.2.1 testing; terminal des…"
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D255,OPEN,"Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle, D253 fix confirmed working —","OPEN — case identified (NULL model on an active OBJ record; destroy-path ordering); confirmed trigger is destruction-via-explosion (Facility terminals, Caverns terminals, Archives grenade —"
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D256,FIXED,Saves (and config) silently failed to persist on Linux whenever the game was not launched from the directory containing data/ —,FIXED (path half) — save-flow detail still owed from the user.
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D257,FIXED,New Game.AllUnlocked option (F10; default flipped OFF for v0.2.0 —,FIXED — verified by user playtest (PR #79 merged); default flipped OFF for v0.2.0 (D259).
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D259,FIXED,Game.AllUnlocked (D257) breaks audio on a fresh save:,FIXED in v0.2.1 — the deferred fix was applied:
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@@ -546,7 +546,7 @@ covers D24–D69; the log continues in §H (D32 procedure, D70–D121).
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| D252 | **Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).** Shooting repeatedly makes the bullet-impact "sparks" slowly progress through the full hue wheel (~10 shots to sweep it); other lingering particle effects — smoke / explosion residue — show the same rainbow colouration instead of their intended grey/orange palette. **Mechanism context (verified this session):** particle tris carry no per-primitive material; their colour comes entirely from the ROM-resident state records `globalDL_0x078 … globalDL_0xa50` (`assets/oddtextures.c`, 15 of them) replayed per particle batch (`explosion.c:894`). Each record binds a **distinct** texture pair — `IMAGE_SMOKE_N` (IA, tile 0 @ TMEM 0) × `IMAGE_FIRE_N` (RGBA16, tile 1 @ TMEM 0x188) under `G_CC_INTERFERENCE` (TEXEL0·TEXEL1), and `explosionRenderPart` uses a fixed all-white default vertex (`explosion.c:215`) — so the intended per-stage colour is whatever those 15 fire/smoke pairs encode, and particles **age through the records** (`var_s2` 14→0 at `frame/flareanimspeed`), so a per-texture decode error surfaces exactly as a hue sweep over time / across shots. **Ruled out this session:** (a) the M-82/D172 tile-offset fix is correctly configured for this path — `gsDPSetTextureLOD(G_TL_TILE)` does NOT set the `G_TL_LOD` bit, so `rdp.tex_lod` stays false (`gfx_pc.cpp:2860`) and `gfx_lod_tile_offset` returns `i`, i.e. TEXEL1 genuinely samples tile 1; (b) the RGBA16/5551 texel decode in `import_texture_rgba16` is correct (big-endian, R=bits15-11 G=10-6 B=5-1 A=bit0). **Prime suspect: the width/height derivation in `import_texture_rgba16`** — `width = rdp.texture_tile[tile].line_size_bytes / 2`, `height = size_bytes / line_size_bytes`. The fire tiles are 16 px wide with a MASK_16 TMEM line (64 bytes), so `width` computes 32 (true: 16) and, with `size_bytes` = the LOADBLOCK's 16×14×2 = 448, `height` computes 7 (true: 14) — the GL texture would be built from the right pixels at the wrong dimensions, scrambling each of the 15 fire sprites into a different wrong-hued smear; that fits "slow rainbow progression" precisely (each aging stage = a different scrambled sprite). **Not yet confirmed** — needs one imported fire tile dumped and compared against the raw `IMAGE_FIRE_N` bytes (`GE_TEXDUMP`/`GE_PCDUMP`, or a targeted probe at the `upload_texture` call). **Per user instruction: documented only, NOT fixed for v0.2.0-pre** — ships as a known issue; pick up afterwards (cheap if the suspect holds: derive width/height from the LOADBLOCK's dtx/dlh rather than the tile line size, or special-case non-32-texel-wide RGBA16 tiles). D172/M-82 lineage. |
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| D253 | **Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck — `stanCheckLinkedSpecialTile` stores to a garbage `outFlags` pointer (D203 root cause).** The B-callback typedef `standTileLocusCallback_B_t` (`bondtypes.h:573`) declares the middle three params as `f32 f32 f32`, so on x86-64 SysV the caller (`sub_GAME_7F0B1DDC`, `stan.c:2228`) passes the 6th arg (`record`) in **`%rdx`** (3rd integer slot; the floats take xmm0–2). But the actual implementation `stanCheckLinkedSpecialTile` was decompiled with an all-`s32` prototype, so it reads `outFlags` from **`%r9`** (6th integer slot) — a stale scratch value left by earlier callees. On the N64 (MIPS o32) both prototypes agree: everything flows through GPRs a0–a5 in order, 6th arg = a5 either way, so the original is fine and the decompilation looked consistent. The mismatch stays dormant until a tile actually hits the FORCECROUCH or LADDER branch and *stores* through `outFlags` → SEGV; that's why it was level-specific (Facility's opening crouch tile) and input-dependent, and why idle repros were negative. The sibling B-callback `stanLocusEdgeIsAboveY` already had the correct float prototype, which is why only this path was booby-trapped. **Fix (ABI-class, semantics-preserving):** declare the three middle params of `stanCheckLinkedSpecialTile` as `f32` in both the forward decl and definition (`stan.c:152`, `stan.c:2407`) to match the typedef; the body never uses them, and on N64 o32 f32 args occupy the same GPRs, so N64 codegen is unaffected. **Verified:** gdb run on WSL (gcc 15) — pre-fix, SIGSEGV at `stan.c:2441` with `r9=0x3` and valid `record=0x409fea00` in the caller frame; post-fix, the same walk route completes with no crash. Side benefit: the FORCECROUCH/LADDER branches were effectively dead-on-arrival on PC (any hit = crash); they now function. **Also observed post-fix (separate, WSLg-only):** a segfault *inside libgallium* during `gfx_opengl_upload_texture` (32×48 RGBA + mipmaps) while walking further — GL-driver-side under WSLg's Mesa; not reproducible on Windows; park as a new finding if it recurs on real hardware. | FIXED — Deck-verified: user got past the crouch tile with the re-cut bundle (a *new*, later crash is D255). |
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| D254 | **Linux crash handler destroyed its own logs: `ge007.crash.log` only ever contained the SIGABRT block, never the original SEGV.** The POSIX `crashHandler` (`port/src/crash.c`) finished by calling `sysFatalError()` → `abort()` → SIGABRT, which re-entered the *same* handler (SIGABRT was one of the installed signals); the second pass reopened the log with `"wb"` and overwrote the first pass's SEGV block — faulting PC, signal, everything. The Deck firefight crash (D255) came back as a bare `SIGNAL: 6` abort record for exactly this reason, forcing offline disassembly of the CI binary to recover what the log should have said. **Fix (port-only):** re-entrancy guard (`inCrashHandler`, second pass `_exit(128+sig)` immediately) + terminate directly with `_exit()` instead of `sysFatalError()` (the Windows path already terminated directly for the same reason) + the Linux block now dumps the faulting context: `FAULT ADDR` (`si_addr`) and the full general register set (Rax/Rcx/Rdx/Rsi/Rdi/R8–R11, Rsp/Rbp) from the `ucontext`, so a field crash now names the bad pointer on its face. **Field-verified 2026-09-13:** the D255 Deck crash came back as `SIGNAL: 11` + `FAULT ADDR: 0x10` + full register set — exactly the format designed here; it directly identified the NULL-model case (see D255). | FIXED — field-verified. |
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| D255 | **Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle, D253 fix confirmed working — user got past the opening crouch tile).** Crash during gunplay; abort-unwind backtrace points at `sub_GAME_7F09BAC4` (`vtxstore.c:158`) ← `sub_GAME_7F09BBBC` (`:220`) ← `lvlManageMpGame` (`lv.c:1302`) ← `bossMainloop` (`boss.c:567`). Disassembling the exact CI binary at the fault PC (`0x200db135`) gives `mov 0x14(%rax),%edi; mov 0x10(%rdi),%rax`: the function walks the active PropRecord list keeping `type == 1` — which is **PROP_TYPE_OBJ, not CHR** (the decompiler cast to the union's first member and misnamed the field `ChrRecord.chrflags`; it is actually `ObjectRecord.model` at `0x14`) — then dereferences `model->obj`. Two port-relevant wrinkles: (a) the load is **32-bit zero-extended** because the decomp types the field through the `CHRFLAG` enum, so a model pointer ≥ 4 GB would truncate to garbage; (b) the loop skips records whose `model->obj` is NULL but *dereferences* `model` unconditionally, so an active object with a NULL/freed `model` faults — plausible in a firefight where destructibles (crates etc.) die. Not reproduced on WSL after equivalent play. **Register capture (D254 format, 2026-09-13):** two more Deck crashes — Bunker mid-firefight, then Frigate with ~3 NPCs alive; log: `SIGNAL: 11 / FAULT ADDR: 0x10 / Rax=0x701e5f54 Rdi=(nil) / PC 0x200db135`. `Rdi` = the record's model value = **exactly NULL** → case (b) confirmed: an active PROP_TYPE_OBJ record with a NULL `model`, dereferenced by the unconditional `mov 0x10(%rdi),%rax`; truncation (a) and stale/garbage pointers are ruled out. Faulting PC matches the recorded disassembly (`sub_GAME_7F09BAC4` = `vtxstore_fix_refs`). Grep-verified: nothing in game code ever writes NULL into `ObjectRecord.model` — `clear_model_obj()` nulls `model->obj` only, and `objInit`/spawn paths only activate a record once model ≠ NULL — so the NULL comes from either a fresh/uninitialized record slot being activated or a destroy-path ordering race (model freed/nulled while the record is still active this tick). **Fix constraint:** any guard lands in game code (`vtxstore.c`) → needs rule-#2 sign-off; `port/` cannot intercept this dereference. Next: (1) decision on whether a NULL-model skip in `vtxstore_fix_refs` qualifies as an ABI-class exception (semantics-preserving defensive guard, PD analogue check); (2) if yes, add it plus a `#ifdef PORT` trace at the deactivation/model-free sites to name the path that leaves the record model-less. **Corrected, deterministic repro (v0.2.1 user testing, 2026-09-15, superseding the initial report): the trigger is Facility's computer terminals — the ones you ACTIVATE (interact with, not shoot/destroy) to open a door for level progression.** User confirms this is consistent/reliably reproducible on those specific terminals, on Steam Deck **and** Linux generally (not Deck-hardware-specific). This is a much stronger lead than the original "sometimes during firefights" — a terminal activation deactivating/freeing its associated object model while the record briefly stays active this tick is fully consistent with the destroy-path-ordering theory above, just via a scripted trigger instead of combat destruction, and gives a deterministic repro instead of a probabilistic one. **Next session should reproduce via terminal activation specifically**, not generic combat — much cheaper to instrument. **M-140: added a diagnostic probe (`GE_D255`, off by default, `#ifdef PORT`) — `vtxstore.c`'s `sub_GAME_7F09BAC4` now skips-and-logs instead of dereferencing when it finds a NULL model on an active OBJ record (identity + state fields), and `propobj.c`'s `objFree` logs every free call for correlation. Attempted a live Windows repro this session (5 terminal activations across 3 Facility launches, one direct `-level_34` boot each time): zero probe hits, zero crashes — Windows does not reproduce this, consistent with the existing WSL-negative result. Two negatives (WSL, native Windows) against one positive (Linux/Steam Deck) points at something genuinely platform-specific (allocator/timing), not a Windows-reachable path — don't spend further Windows session time chasing a live repro.** The probes are harmless (env-gated, zero behavior change when unset) and committed so a Linux/Deck session can set `GE_D255=1` and get the trace directly. **User report, 2026-09-15 (same day, later, real Steam Deck hardware on the published v0.2.1 release — unverified by this session, logging as reported, not re-asserting the activation theory as wrong):** Facility crashes **consistently on terminals being destroyed** (shot), not (only) on activation. Frigate crashed once during this same testing pass, specifics not recorded. Shooting terminals elsewhere/other attempts did not reliably reproduce. This is closer to the *original* pre-M-139 framing (combat/destructibles triggering the NULL-model race) than the M-139 "corrected, acLine truncated
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| D255 | **Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle, D253 fix confirmed working — user got past the opening crouch tile).** Crash during gunplay; abort-unwind backtrace points at `sub_GAME_7F09BAC4` (`vtxstore.c:158`) ← `sub_GAME_7F09BBBC` (`:220`) ← `lvlManageMpGame` (`lv.c:1302`) ← `bossMainloop` (`boss.c:567`). Disassembling the exact CI binary at the fault PC (`0x200db135`) gives `mov 0x14(%rax),%edi; mov 0x10(%rdi),%rax`: the function walks the active PropRecord list keeping `type == 1` — which is **PROP_TYPE_OBJ, not CHR** (the decompiler cast to the union's first member and misnamed the field `ChrRecord.chrflags`; it is actually `ObjectRecord.model` at `0x14`) — then dereferences `model->obj`. Two port-relevant wrinkles: (a) the load is **32-bit zero-extended** because the decomp types the field through the `CHRFLAG` enum, so a model pointer ≥ 4 GB would truncate to garbage; (b) the loop skips records whose `model->obj` is NULL but *dereferences* `model` unconditionally, so an active object with a NULL/freed `model` faults — plausible in a firefight where destructibles (crates etc.) die. Not reproduced on WSL after equivalent play. **Register capture (D254 format, 2026-09-13):** two more Deck crashes — Bunker mid-firefight, then Frigate with ~3 NPCs alive; log: `SIGNAL: 11 / FAULT ADDR: 0x10 / Rax=0x701e5f54 Rdi=(nil) / PC 0x200db135`. `Rdi` = the record's model value = **exactly NULL** → case (b) confirmed: an active PROP_TYPE_OBJ record with a NULL `model`, dereferenced by the unconditional `mov 0x10(%rdi),%rax`; truncation (a) and stale/garbage pointers are ruled out. Faulting PC matches the recorded disassembly (`sub_GAME_7F09BAC4` = `vtxstore_fix_refs`). Grep-verified: nothing in game code ever writes NULL into `ObjectRecord.model` — `clear_model_obj()` nulls `model->obj` only, and `objInit`/spawn paths only activate a record once model ≠ NULL — so the NULL comes from either a fresh/uninitialized record slot being activated or a destroy-path ordering race (model freed/nulled while the record is still active this tick). **Fix constraint:** any guard lands in game code (`vtxstore.c`) → needs rule-#2 sign-off; `port/` cannot intercept this dereference. Next: (1) decision on whether a NULL-model skip in `vtxstore_fix_refs` qualifies as an ABI-class exception (semantics-preserving defensive guard, PD analogue check); (2) if yes, add it plus a `#ifdef PORT` trace at the deactivation/model-free sites to name the path that leaves the record model-less. **Corrected, deterministic repro (v0.2.1 user testing, 2026-09-15, superseding the initial report): the trigger is Facility's computer terminals — the ones you ACTIVATE (interact with, not shoot/destroy) to open a door for level progression.** User confirms this is consistent/reliably reproducible on those specific terminals, on Steam Deck **and** Linux generally (not Deck-hardware-specific). This is a much stronger lead than the original "sometimes during firefights" — a terminal activation deactivating/freeing its associated object model while the record briefly stays active this tick is fully consistent with the destroy-path-ordering theory above, just via a scripted trigger instead of combat destruction, and gives a deterministic repro instead of a probabilistic one. **Next session should reproduce via terminal activation specifically**, not generic combat — much cheaper to instrument. **M-140: added a diagnostic probe (`GE_D255`, off by default, `#ifdef PORT`) — `vtxstore.c`'s `sub_GAME_7F09BAC4` now skips-and-logs instead of dereferencing when it finds a NULL model on an active OBJ record (identity + state fields), and `propobj.c`'s `objFree` logs every free call for correlation. Attempted a live Windows repro this session (5 terminal activations across 3 Facility launches, one direct `-level_34` boot each time): zero probe hits, zero crashes — Windows does not reproduce this, consistent with the existing WSL-negative result. Two negatives (WSL, native Windows) against one positive (Linux/Steam Deck) points at something genuinely platform-specific (allocator/timing), not a Windows-reachable path — don't spend further Windows session time chasing a live repro.** The probes are harmless (env-gated, zero behavior change when unset) and committed so a Linux/Deck session can set `GE_D255=1` and get the trace directly. **User report, 2026-09-15 (same day, later, real Steam Deck hardware on the published v0.2.1 release — unverified by this session, logging as reported, not re-asserting the activation theory as wrong):** Facility crashes **consistently on terminals being destroyed** (shot), not (only) on activation. Frigate crashed once during this same testing pass, specifics not recorded. Shooting terminals elsewhere/other attempts did not reliably reproduce. This is closer to the *original* pre-M-139 framing (combat/destructibles triggering the NULL-model race) than the M-139 "corrected, acLine truncated
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| D256 | **Saves (and config) silently failed to persist on Linux whenever the game was not launched from the directory containing `data/` — reported as "saves do not work at all" on Steam Deck.** `romdataInit` finds the ROM in `$S/` (CWD `data/`) *or* `$E/` (exe dir) *or* `./`, but `sysResolvePath`'s POSIX `$S` branch (used by `ge007.eep` and `ge007.ini`) only ever produced a CWD-relative path — its "fallback" was `./data/`, identical to the primary. Launch from any other CWD (Steam non-steam-game shortcut, terminal in `~`): ROM loads via the exe-dir candidate, game runs, but every EEPROM/config write hits `fopen(..., "wb")` on a nonexistent `./data/` and fails with a stderr-only "cannot write" — saves never persist, and **every launch also starts with default settings** (F10 changes don't stick), which presents as "draw distance/LOD is low" on levels like Dam where the user had raised `Video.DrawDistance` on another machine. The Windows branch already did CWD-else-exedir; the POSIX branch now mirrors it (`readlink("/proc/self/exe")`) and creates the directory best-effort so first-run writes don't fail. **Verified on WSL:** with exe+`data/` in `/tmp/fb2` and CWD=`/`, config/eeprom/ROM all resolve into `/tmp/fb2/data/` and a 25 s run completes clean; the pre-fix binary in the same layout fails to find the ROM at all. **Caveat:** if the user's Deck launch *was* from the bundle dir (CWD had `data/`), this fix does not explain their save failure — need the save-flow detail (does the memory-card screen appear? slot confirm? "saved" message?) before closing the report. Side note found while testing: a `data/` without the generated sidecars (`pccg-*/`, `pcmodels-*/` from `tools_pc/d69_emit.py`/`d43_emit.py`) starts fine but faults in `load_bg_file` (`bg.c:865`) on level load — the reserve functions warn "stage loads will fault" and return 0; expected degraded mode, not a new bug. | FIXED (path half) — save-flow detail still owed from the user. |
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| D257 | **New `Game.AllUnlocked` option (F10; default flipped OFF for v0.2.0 — see D259): skip N64 progression entirely — all 21 solo levels selectable at every difficulty, 007 mode available, and the cheat menu fully populated. Port-layer only; no game-code edits.** Three mechanisms, all in `port/`: (1) `main.c` seeds the two live `LEFTOVERDEBUG` RAM flags after `configLoad()` — `debug_enable_all_levels_flag` (all levels) and `debug_007_unlock_flag` (007 mode; both in `src/game/debugmenu_handler.c`, same class as the existing `GE_UNLOCK_ALL` getenv hook in the getter); (2) the eep shim (`libultra.c geEepromPatchAllCheats`) patches the save block at read time — special-casing `fileValidateSaves`'s exact pattern (block 4, 5×96 bytes) — setting all 20 progression-gated cheat-unlock bits per slot (`unlocked_cheats_1/2/3`; the cheat menu row on mode-select only renders when ≥1 is set, `front.c interface_menu06_modesel`) **and** filling every *empty* stage/difficulty completion-time field with the max time 0x3FF (existing player times preserved); both are then CRC'd per slot with the game's own `fileGenerateCRC` or `fileValidateSaves` would wipe the slots. (3) `optionsoverlay.c` row so users can toggle OFF for faithful progression. **Why the completion-time half is required (found by user repro):** when ANY single-player cheat is active, `g_AppendCheatSinglePlayer` makes mission-select (`get_highest_unlocked_difficulty_for_level`, front.c) accept only levels with status `STAGESTATUS_COMPLETED (3)`, not merely `UNLOCKED (1)` — AllUnlocked's debug-flag path returns 1, so enabling a cheat locked every level ("could only do Silo"). Reading the save as a fully-completed campaign satisfies both branches. Time bit-math mirrors `fileGet/SetSaveStageDifficultyTime` verbatim (10-bit fields, difficulties 0–2; 007 times are virtual). **Pitfall hit during implementation:** the first mirror of `save_data` used `times[80]` instead of `(SP_LEVEL_MAX-1)*4 = 76`, making `sizeof` 100≠96 so the block-read size check silently never matched — now enforced by a compile-time `ge_save_slot_size_check`. **Semantics:** unlocked cheats/completions persist to `ge007.eep` on any subsequent save write (self-consistent; mirrors N64 where completing a level permanently unlocks its cheat). No *active* cheats are enabled (invincibility/all-guns stay OFF); weapons remain per-mission pickups. **Verified:** fresh eep — all 5 slots validate `stored==calc` under `GE_SAVELOG=1`; user playtest: all levels selectable at each difficulty, 007 mode present, cheat menu populated, cheats toggle and work (time-modifying cheats untested by user), mission select intact with all cheats ON. | FIXED — verified by user playtest (PR #79 merged); default flipped OFF for v0.2.0 (D259). |
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| D259 | **`Game.AllUnlocked` (D257) breaks audio on a fresh save: with it ON, music and SFX load at volume 0 (silence). v0.2.0 ships with `AllUnlocked` default OFF.** User-observed during v0.2.0 artifact testing ("all unlocked seems to break sound"). **Mechanism:** a fresh `ge007.eep` is zero-filled, so every save slot is all-zero. On N64 such a slot fails `fileValidateSaves`' CRC check and is rewritten as `BLANKSAVEDATA` (`src/bondconstants.h:2148`), whose `music_vol`/`sfx_vol` are `0xFF` (max). With AllUnlocked ON, `geEepromPatchAllCheats` (`port/src/libultra.c`) patches the zeroed slots (cheat bits + completion times) and recomputes a **valid** per-slot CRC, so `fileValidateSaves` accepts them as-is and never calls `fileResetSave`. The volume bytes therefore stay 0, and `fileLoadSettingsForFolder` (`src/game/file2.c:1289-1290`) loads them verbatim: `set_mTrack2Vol((save->music_vol << 7) | (save->music_vol >> 1))` = 0 → silence. With AllUnlocked OFF the zeroed slots fail CRC and reset to `BLANKSAVEDATA`, which is why sound works in the default configuration. **Disposition for v0.2.0:** flip `portAllUnlocked` default to 0 (`port/src/video.c`; `SkipIntro` was already 0) — faithful N64 progression out of the box, F10 *All unlocked* still enables the goodie. The quirk then only affects users who deliberately toggle it ON with a fresh save (recoverable: raising the in-game volume writes a nonzero slot, after which the patch leaves volumes alone). **Deferred fix candidate (port-only, ~6 lines):** in `geEepromPatchAllCheats`, detect all-zero slots and seed `music_vol`/`sfx_vol = 0xFF` before the CRC recompute, emulating what `fileResetSave` would have done; real (nonzero) saves incl. a user-muted one stay untouched. | **FIXED in v0.2.1** — the deferred fix was applied: `geEepromPatchAllCheats` now detects all-zero slots and seeds `music_vol`/`sfx_vol = 0xFF` before the CRC recompute, emulating `fileResetSave`; real saves (incl. a deliberately muted one) stay untouched. **By-ear confirmed by the user** (v0.2.1 test pass: fresh save, AllUnlocked ON — audio plays correctly). |
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