forked from Ports/goldeneye-pc-port
fix(D176a): phase-fold sky texcoords to kill the horizon streak (Defect 1)
Cloud tile is s_skywaterimages[0] = 64x64 IA8, G_TX_WRAP -> it tiles. GE's screen-space textured-quad idiom is tc = width<<5 (glass2.c:678), so skyPortRenderPoly's *32.0f scale was correct; the bug was (s16) overflow on the +/-20k-texel horizon S/T (unk20/unk24 are texel coords, not fractions). Fix: fold every vertex of one primitive by the same multiple of the 64-texel tile period before scaling. Inter-vertex deltas (hence the interpolated cloud texture) are preserved; magnitudes stay in s16 range. Exact for any triangle whose S/T span is < ~1000 texels -- everything except tris straddling the horizon line, which are Defect 2 (adaptive tessellation). sky.c #ifdef PORT only; N64 path unchanged. Builds clean; bunker1 + statue verify PASS, no crash. UNVERIFIED VISUALLY -- owed: one -level_22 screenshot (D176a-SKY-NOTES.md 'Verification ask'). Also: rebased onto main (porting-notes.md conflict resolved).
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@@ -47,17 +47,39 @@ this doc.
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## Defect 1 — texcoord shear (clouds smeared into streaks)
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`skyPortRenderPoly` uses `tc = unk20 × 32.0f` — a magic number. GBI vertex
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`tc` is **S8.8 texel** space; the real RSP path applies the sky image's tile
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shifts to the streamed S/T. Fix spec:
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`skyPortRenderPoly` uses `tc = unk20 × 32.0f` — a magic number.
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1. Read the base-tile descriptor of the cloud image (`skywaterimages[0]`,
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GIMG offset `0xFB4` per M-36) from the extracted assets/sidecar — get W, H
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and shifts/shiftt.
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2. Cross-check against how `gfx_pc.cpp` addresses texels for a known-good
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textured DL (the working reference).
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3. Replace the magic: if streamed S/T are image fractions f ∈ [0,1), then
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`tc = f × (W << 8)` / `f × (H << 8)`. Verify on `-level_22`.
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### M-82 update — the scale is right, the magnitude is the bug
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- **Cloud texture is `s_skywaterimages[0]` = `IMAGE_CLOUDS_GRAYSCALE`,
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`0x40 × 0x40` (64×64), `G_IM_FMT_IA` / `G_IM_SIZ_8b`, `G_TX_WRAP`/`G_TX_WRAP`**
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(`assets/oddtextures.c:646`). Not a fraction-indexed texture — it *tiles*.
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- **GE's own screen-space textured-quad idiom is `tc = width << 5`**
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(`src/game/glass2.c:678,689` — `sImageTableEntry.width << 5` /
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`.height << 5`). `<< 5` = ×32 = the S10.5 texel fixed-point fast3d expects,
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and it divides `tc` by `tex_width` before GL_REPEAT. So the patch's `× 32.0f`
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**is the correct scale** — provided `unk20`/`unk24` are already in *texel*
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units (they are: the cloud-tiling math in `sub_GAME_7F097388` /
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`CloudRepeat(skyheight)=10000` produces texel coords in the thousands, and
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M-47 measured `unk20` reaching ±20 000 near the horizon).
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- **The bug: `(s16)(20000 * 32)` overflows.** `Vtx.tc` is `s16` (±32767); a
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horizon vertex needs `tc` ≈ 640 000. It wraps/saturates → the streak.
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- **Fix (no fast3d change, no grid needed for the near/mid sky):** phase-fold
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every vertex of *one primitive* by the **same** multiple of the tile period
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(64 texels), so inter-vertex deltas are preserved but magnitudes stay in
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s16 range:
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```c
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s32 foldS = (s32)floorf(vmin_unk20 / 64.0f) * 64; // vmin over this prim's verts
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s32 foldT = (s32)floorf(vmin_unk24 / 64.0f) * 64;
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tc[0] = (s16)((v[i]->unk20 - foldS) * 32.0f);
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tc[1] = (s16)((v[i]->unk24 - foldT) * 32.0f);
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```
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This is exact wherever the S/T *span across a single triangle* is
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< ~1000 texels (s16 range ÷ 32). It holds for the corner-quad tessellation
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the current patch emits everywhere except triangles that straddle the
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horizon line, where the span diverges — those still need Defect-2's
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finer/adaptive tessellation. Land the fold first (fixes most of the frame),
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keep the grid as the horizon-band follow-up.
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## Defect 2 — vertical coverage (band fills only top ~25%)
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@@ -83,3 +105,23 @@ Next steps (one focused session):
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Finish **Path B** first — geometry already works; both defects are unit/
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vertex-set questions answerable in one render-iterate session. Keep Path A
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as fallback; it is now fully specified by this doc if B stalls.
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## Verification ask (M-82 — for the next session with a display)
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The Defect-1 phase-fold is committed to PR #18 but **unverified visually**
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(this session had no display). One check settles it:
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1. `./build-pc/ge007.x86_64.exe -level_22` (Statue, night). At the intro the
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camera faces the horizon within a few seconds.
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2. Look at the upper half of the frame:
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- **Black** → Path B still not emitting (regression from the rebase —
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check `skyPortRenderPoly` is reached; `GE_D176=1`).
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- **Clouds, but smeared into horizontal streaks** → the fold didn't take;
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re-check `unk20`/`unk24` really are texels (probe their range).
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- **Recognisable tiled cloud texture, correct near/mid, ragged or missing
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right at the horizon line** → fold works; that ragged band is Defect 2
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→ adaptive tessellation is the next task.
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- **Looks right** → close Defect 1, mark PR #18 ready pending a
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`-level_36`/`-29`/Dam-exterior spot check.
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3. A `GE_PCDUMP="330-390:30"` capture of that run attached to PR #18 is enough
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for a remote reviewer to make the same call.
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@@ -21,7 +21,7 @@ once the game is playable start-to-finish without crashes.
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| **D172** | Bullet-impact / blood particle spray renders magenta or cyan instead of dark red (visible on guards hit at close range on Silo). | **Root-cause candidate found, static research done** (`docs/dev/D172-PARTICLE-COLOR-RESEARCH.md`). Particles get CC/tile state from 15 ROM records replayed via `gSPDisplayList` (`explosion.c:894`); each record contains an opcode **0xB9** that fast3d does not handle → the D146 unknown-opcode guard kills the sub-DL before the record's `G_SETCOMBINE`+`G_SETTIMG` apply → particles draw with stale state = magenta/cyan. SETCOMBINE decode itself verified correct. Verify in-game: watch console for `D146: unknown GBI opcode 0xb9` while shooting (rate-limited to 20). Fix: decode 0xB9 semantics (ginit.s missing from repo — trace gmain.s 0x80–0xBF group or infer from data) + implement in fast3d. |
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| **D178** | Objectives not listed correctly on the pre-mission briefing screen (the mission overview shown before starting a level). | **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. |
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| **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). |
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| **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`). **(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). |
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| **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). |
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| **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. |
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| **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. |
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| **D182** | SELECT FILE screen degrades after navigating away and back (main menu → file select, or backing out of file select and re-entering). On the fresh screen the 007 gun-barrel spiral / Bond silhouette renders behind the file boxes; after a round-trip **the Bond image stops drawing entirely** and the whole background gains the **comb / interlacing** artifact (horizontal line scramble). File boxes, text and the Copy/Erase icons still draw. | **Observed, screenshot committed** (M-35, user QA; `docs/img/bugs/d182-file-select-backout-20260902.png`). Two symptoms, likely linked: **(1)** background 3D image stops rendering after re-entry → a front-end model/DL whose `render_pos` / segment binding is only valid on first construction (D149 / D75 `constructor_menuXX` family — the dossier/wallet models have the same "renders once" behavior). **(2)** interlacing = **M-36 triage: Family A**, the `import_texture_*` `line` vs `full_image_line` shear (see D176(b) / `docs/dev/M-36-TRIAGE.md`) — **not** the D159 `texSwapAltRowBytes` path (that is a full PORT no-op). Open question: why only *after* a round-trip — first import may land `line == width`, re-import may not, or the tile descriptor is stale on re-entry. Repro: `GE_STARTMENU` to file-select, back out with ESC/B, re-enter; `GE_DTEX` on the spiral texture across both visits. Shares defect (2) with D176(b). |
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@@ -5149,6 +5149,31 @@ established screen-space-overlay idiom; compile is clean. The two numeric
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unknowns (texture scale, and whether fast3d's viewport transform composes with
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this ortho exactly as the projection math intends) need one visual check.
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### D176(a) — M-82: PR #18 rebased; Defect 1 (texcoord) fixed by static analysis
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- **PR #18 rebased onto `main`** (was 5 days stale, `docs/porting-notes.md`
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conflict resolved). Builds clean; `bunker1` verify PASS, `worst_cell`
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unchanged (sky.c change is `#ifdef PORT` and only touches cloud-sky levels).
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- **Defect 1 root-caused, no visual iteration needed.** The M-46 "untested
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risk — texture scale" is resolved:
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- Cloud tile = `s_skywaterimages[0]` = `IMAGE_CLOUDS_GRAYSCALE`, **64×64
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IA8, `G_TX_WRAP`** (`assets/oddtextures.c:646`). It *tiles* — S/T are not
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[0,1) fractions.
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- GE's own screen-space textured-quad idiom is `tc = width << 5`
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(`src/game/glass2.c:678`), so the patch's `× 32.0f` **is the right scale**.
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- `unk20`/`unk24` are texel coords reaching ±20 000 near the horizon (M-47),
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so `(s16)(S × 32)` **overflows** → the streak.
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- **Fix (committed):** per-primitive phase-fold — subtract the same
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multiple of the 64-texel tile period from every vertex of one triangle
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before scaling. Preserves inter-vertex deltas (hence the interpolated
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texture); keeps `tc` in s16 range. Exact for any triangle whose S/T span
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is < ~1000 texels — i.e. everything except triangles straddling the
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horizon line, which remain Defect 2.
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- **Defect 2 (coverage / horizon-straddling tris) still open** → adaptive
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tessellation, denser toward the horizon.
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- **Owed:** one `-level_22` visual check — see `docs/dev/D176a-SKY-NOTES.md`
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"Verification ask".
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---
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## D177 — Ladders non-functional: `count`/`rooms` land in the high half of a widened pointer (M-36)
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+19
-2
@@ -1513,6 +1513,23 @@ static Gfx *skyPortRenderPoly(Gfx *gdl, SkyRelated38 **v, s32 nverts)
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f32 b = t + getPlayer_c_screenheight();
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s32 i;
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/* D176(a) Defect 1 (M-82): unk20/unk24 are S/T in *texel* units for the
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* 64x64 cloud tile (s_skywaterimages[0]) and reach many thousands near
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* the horizon -- (s16)(S * 32) overflows Vtx.tc and streaks the clouds.
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* GL_REPEAT has period tex_width (64), so fold every vertex of this one
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* primitive by the SAME multiple of 64: magnitudes drop into s16 range,
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* inter-vertex deltas (hence the interpolated texture) are preserved
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* exactly. Triangles whose S/T span exceeds ~1000 texels (only those
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* straddling the horizon) still need Defect-2's finer tessellation. */
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f32 foldS = v[0]->unk20, foldT = v[0]->unk24;
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for (i = 1; i < nverts; i++)
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{
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if (v[i]->unk20 < foldS) foldS = v[i]->unk20;
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if (v[i]->unk24 < foldT) foldT = v[i]->unk24;
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}
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foldS = (f32) ((s32) floorf(foldS / 64.0f) * 64);
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foldT = (f32) ((s32) floorf(foldT / 64.0f) * 64);
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guOrtho(proj, l, r, b, t, -32768.0f, 32768.0f, 1.0f);
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guMtxIdent(mv);
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@@ -1522,8 +1539,8 @@ static Gfx *skyPortRenderPoly(Gfx *gdl, SkyRelated38 **v, s32 nverts)
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vtx[i].v.ob[1] = (s16) (v[i]->unk2c * 0.25f);
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vtx[i].v.ob[2] = (s16) (v[i]->unk30 * 0.25f);
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vtx[i].v.flag = 0;
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vtx[i].v.tc[0] = (s16) (v[i]->unk20 * 32.0f);
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vtx[i].v.tc[1] = (s16) (v[i]->unk24 * 32.0f);
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vtx[i].v.tc[0] = (s16) ((v[i]->unk20 - foldS) * 32.0f);
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vtx[i].v.tc[1] = (s16) ((v[i]->unk24 - foldT) * 32.0f);
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vtx[i].v.cn[0] = (u8) v[i]->r;
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vtx[i].v.cn[1] = (u8) v[i]->g;
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vtx[i].v.cn[2] = (u8) v[i]->b;
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