Commit Graph
100 Commits
Author SHA1 Message Date
James Dansereau 04a6372b90 Merge pull request #36 from jkdansereau/feat/pc-qol-fov-aniso-fps
feat(D211-D214): PC QoL wave — FOV slider, anisotropic, on-screen FPS, keyboard rebinding
2026-09-09 20:35:03 -04:00
James Dansereau 01376660ee M-84: fold D211 FOV refix + user-test findings into the QoL wave
D211 didn't affect the in-level view (user test): the fast3d
gfx_apply_fov_scale hook only recognised *pure* perspective matrix loads,
but GE draws the world through g_CurrentPlayer->field_10E0 -- a
projection x view matrix pre-combined on the CPU (bondview2.c:8224) --
which failed the guard. Only the pause/watch model + sky FOV changed.

Fix: scale fovy game-side at the guPerspectiveF chokepoint
(src/fr.c, #ifdef PORT, frFovY *= portFovScale, clamp 160deg), which
lands before the CPU combine. Removed the fast3d hook + gfx_api.h decl;
port/src/video.c now sets f32 portFovScale. Gated to
lvlGetCurrentStageToLoad() != LEVELID_TITLE so the front end (which
renders through the same path) keeps its authored FOV.

User-verified: menu unaffected, in-level view widens (Dam tunnel).
Caveat: currentPlayerSetCameraScale keeps nominal FOV for frustum-cull
/ screen<->world math (edge geometry culls slightly early at high scale).

Adds src/fr.c as a #ifdef PORT game-code touch (D181 policy class).

Docs (this test pass):
- D214: config.c sections by the last dot, so binds live in [Input.Bind]
  not [Bind]. Doc-only fix (finding, index, QOL-INVENTORY); code unchanged.
- D217 (OPEN): viewmodel + 3rd-person Bond model textures render garbled
  -- stale-palette CI-texture bug (D161 family), surfaced by D215.
- D218 (LOGGED, parked): wide FOV exposes the per-level FarFog
  draw-distance boundary; Video.DrawDistance fix proposed.
2026-09-09 20:30:21 -04:00
James Dansereau a04b819378 feat(D214): keyboard rebinding via [Bind] config section
port/src/input.c: 12 gameplay actions (Forward/Back/StrafeLeft/StrafeRight/
TurnLeft/TurnRight/Fire/Aim/Action/Cancel/LeanLeft/Start), each bound to a
comma-separated list of up to 4 SDL scancode names via Input.Bind.* keys.
inputRebuildBinds() parses them in inputInit() after configLoad();
SDL_GetScancodeFromName resolves names, unknowns warn + skip. The hardcoded
keyDown(ks, SDL_SCANCODE_*) block in inputComputePad is replaced with
actHeld(ks, IA_*). Mouse buttons (fire/aim) stay hardwired.

File-driven, no UI -- matches the PD port. A fresh ge007.ini gets the full
[Bind] block with defaults visible.

Defaults reproduce the previous FPS layout exactly: all 20 default key names
round-trip to the identical SDL_Scancode the old code used (0 mismatches in a
SDL_GetScancodeFromName test). Build clean; verify.sh dam/facility/bunker1
PASS crash-free.

findings.md D214 + index; QOL-INVENTORY row marked done.
2026-09-09 00:09:26 -04:00
James Dansereau 97ac5327c9 feat(D211-D213): PC QoL image options — FOV slider, anisotropic filtering, on-screen FPS
Three port-only knobs, each defaulting to byte-identical behaviour:

- Video.FovScale (D211): multiplicative half-angle scale on every perspective
  projection matrix as it is loaded (gfx_apply_fov_scale, gfx_pc.cpp). Columns
  0+1 scaled together so H/V FOV widen uniformly and aspect is preserved; ortho
  (HUD/menu) matrices untouched. Composes with the game's per-frame aim-zoom
  rewrites for free. Percent of vertical FOV, 50-150, default 100 => guarded
  early-return (zero FP ops, golden dumps byte-identical). WIDESCREEN-FOV-PLAN
  Phase 4, landed standalone.

- Video.Anisotropy (D212): expose fast3d's already-implemented GL anisotropy
  hook as config (1-16). New gfx_set_anisotropy_level() extern-C wrapper clamps
  to the GL max. Default 4 = the value fast3d already hardcoded => no delta.

- Video.DisplayFPS (D213): PD-parity top-right FPS readout, sampled once per
  emitted frame (optionsoverlay.c fpsTick). Config-only; default 0 => emit
  still returns NULL with the panel closed.

F10 overlay gains 'Anisotropic' and 'FOV scale %' rows (DisplayFPS is file-only
- the panel is at its 13-row layout limit, matching PD).

Build clean (ntsc-final); bunker1 framediff worst_cell 12.219 vs 12.221
baseline = render noise, no-op confirmed. Interactive eyeballs owed (see
docs/HANDOFF.md M-83).

findings.md: D211-D213 rows + index regen. WIDESCREEN-FOV-PLAN Phase 4 and
QOL-INVENTORY rows marked done.
2026-09-09 00:02:47 -04:00
James Dansereau 0b2da7bc2d Merge pull request #34 from jkdansereau/docs/d172-0xb9-withdrawn
fix(D172): particle magenta/cyan — gfx_lod_tile_offset collapses non-LOD 2-texture combines
2026-09-08 23:40:52 -04:00
James Dansereau 65b7516434 docs(D172): add GE_D172 to GE-ENV-PROBES.md (validate gate) 2026-09-08 23:37:49 -04:00
James Dansereau d23befb08f docs(D172): ROOT CAUSE FOUND + FIXED — gfx_lod_tile_offset collapse; findings D172 row + index 2026-09-08 23:31:47 -04:00
James Dansereau 109d37a6c2 fix(D172): stop gfx_lod_tile_offset collapsing non-LOD 2-texture combines
ROOT CAUSE FOUND (GE_D172 probe, user Silo firefight capture): particle
draws (G_CC_INTERFERENCE = TEXEL0*TEXEL1) configure tile 0 = IA8 smoke @
tmem 0 and tile 1 = RGBA16 fire @ tmem 0x188, but gfx_lod_tile_offset()
returns 0 unconditionally on the !gfx_detail_textures_enabled path (a D107
blurry-ceiling fix), so texunit 1 samples the smoke texture too. smoke *
smoke -> the magenta/cyan blood/spark colour.

Probe evidence, 40/40 particle tris:
  cfg1[tile=1 tmem=392 fmt=RGBA siz=16b]  SAMPLED1=tile0(tmem=0 fmt=IA)

Fix: only fold texunit i to the base tile when LOD is actually active
(rdp.tex_lod). D107's mip case (tex_lod=1) is unchanged; genuine non-LOD
multitexture now gets tile i. bunker1 verify PASS (worst_cell 11.3, the
D107 repro level, no regression).

Needs an in-game eyeball: blood/sparks should read dark red, not magenta.
2026-09-08 23:30:45 -04:00
James Dansereau 3e2f62b0a3 diag(D172): probe only non-LOD multitex (tex_lod=0) — the particle case 2026-09-08 23:25:26 -04:00
James Dansereau 4f2585245d diag(D172): sharper probe — filter to real multitex, log tex_lod + sampled vs configured tile
The 16-line budget filled during the Silo intro with LOD-bilerp tris
(TEXEL1 = mip level, T0==T1 is correct there). New probe: only fires when
the DL configured tile first+1 at a DISTINCT tmem (genuine 2nd material),
logs tex_lod + which tile each texunit actually SAMPLES vs what was
configured, flags TEXEL1==TEXEL0. Budget 40.
2026-09-08 23:22:32 -04:00
James Dansereau 65d3e025a5 diag(D172): replace weak tri probe with a decisive TEXEL1-bind dump
The old 'cyc2 combine at cycletype=1CYC' probe over-fired on trivial
passthrough cyc2 terms. Replace with one that fires only when a 2-cycle
triangle actually consumes TEXEL1 (the G_CC_INTERFERENCE particle case) and
dumps both texunits' tile/tmem/fmt/siz. One Silo capture then shows whether
TEXEL1 resolves to the fire tile (tmem 392, RGBA16) or something wrong.

Build clean; bunker1 verify PASS.
2026-09-08 23:12:09 -04:00
James Dansereau ecd77dea79 diag(D172): rule out cycle-type too; ship GE_D172 probes
Real particle records (assets/oddtextures.c globalDL_0x078..) DO set
gsDPSetCycleType(G_CYC_2CYCLE); GE_D172=1 probe confirms fast3d applies it
(particle combine fc26a004 logged at cycletype=2CYC). Both the 0xB9-abort
and the cycle-type hypotheses are now dead. Bug is the G_CC_INTERFERENCE
two-tile combine / TEXEL1 path (IA8 smoke x RGBA16 fire @ tmem 0x188).

Probes (#ifdef PORT, GE_D172=1, inert otherwise):
- gfx_pc.cpp G_SETCOMBINE: distinct combine + active cycletype
- gfx_pc.cpp gfx_sp_tri1: tris with cyc2 combine drawn at cycletype!=2CYC

Needs a display capture to go further (headless can't see particle colour).
2026-09-08 23:12:09 -04:00
James Dansereau 75f39ebe13 docs(D172): withdraw 0xB9 root cause — it's G_SETOTHERMODE_L, already handled
0xB9 == G_SETOTHERMODE_L in this non-F3DEX2 build (G_IMMFIRST-6); fast3d
handles it as gsDPSetRenderMode. -level_09 sustained-fire run: zero D146
aborts, zero warnings. Re-scoped to the 2-cycle/cycletype hypothesis
(records never set G_MDSFT_CYCLETYPE -> use_2cyc==0 on PC -> TEXEL1
garbage -> magenta/cyan).
2026-09-08 23:12:09 -04:00
James Dansereau ce920e1c46 Merge pull request #18 from jkdansereau/fix/d176a-sky-path-b
D176(a): render the sky on PC (Path B — screen-space emit)
2026-09-08 22:34:27 -04:00
James Dansereau f4b35dcc7f 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).
2026-09-08 22:29:28 -04:00
James Dansereau ca65635ecc D176(a): emit screen-space sky geometry on PC (Path B)
skyRenderTri/skyRenderFull emit the sky as a verbatim N64 RDP triangle
command chopped into G_RDPHALF_* immediates, which fast3d deliberately
no-ops -> Surface/Statue/Streets skies render solid black.

Behind #ifdef PORT, substitute a screen-space gSPVertex + gSP1Triangle/
gSP2Triangles emit built from the already-projected SkyRelated38 verts
(new helper skyPortRenderPoly, ortho matrices via dynAllocate*). N64 path
unchanged under #else. Pure RSP-idiom substitution, no behavioural change.

Links 243/243. Render check owed on a display: -level_22 frame ~360.

findings.md D176(a) M-46; porting-notes.mdD.
2026-09-08 22:29:28 -04:00
James Dansereau 4f38cb6271 Merge pull request #35 from jkdansereau/fix/d210-patrol-lastvisible-alias
fix(D210): chrToPatrol leaves act_patrol.lastvisible60 uninitialised on PC
2026-09-08 22:28:31 -04:00
James Dansereau 8c12d4a691 Merge pull request #33 from jkdansereau/fix/d196-overlay-cursor
fix(D196): re-hide the OS cursor after the F10 options overlay closes
2026-09-08 22:28:28 -04:00
James Dansereau a3ca4fb9c4 fix(D210): chrToPatrol leaves act_patrol.lastvisible60 uninitialised on PC
Sibling of D209 (A1 raw-byte union-alias class). chrToPatrol writes
act_init.padding[0x13] (union byte 0x4c) = -1, which is act_patrol.lastvisible60
on N64. act_patrol starts with a patrol_path* that widens 4->8 on x86-64, so
0x4c now lands in waydata and lastvisible60 (@0x50) stays uninitialised. The
patrol 'haven't seen the player recently' gate (chraction.c:~9347) then reads
garbage on the first ticks after entering PATROL.

Fix: write the named field under #ifdef PORT; N64 line verbatim under #else.
ABI/pointer-width only, no game-logic change.

Found by the post-D209 A1 sweep; the only new instance (act_anim/act_dead
padding aliases are pointer-free -> layout-stable).

Build clean; bunker1 + facility verify PASS (both patrol-heavy), no crash.
findings D210 + porting-notes A1 + findings-index regen.
2026-09-08 20:51:18 -04:00
James Dansereau 6e758f1daf fix(D196): re-hide the OS cursor after the F10 options overlay closes
inputSuspendForOverlay() forces the OS cursor visible while the overlay is
open; on close nothing re-hid it unless reconcileGrab() happened to re-grab
(only true if the user had already clicked-to-lock in a stage). Opening the
overlay from a menu, or from a stage not yet click-locked, left the cursor
stuck visible over the game's own crosshair.

Fix: re-assert applyCursorVisibility() once per controller-0 poll, right
after reconcileGrab(). Unreachable while the overlay is open (early return
above), so it only fires once the overlay has closed and self-heals every
poll thereafter. Port-only, no render change; verify.sh bunker1 PASS.

Owed: 5-second visual check - open F10 from a menu, close it, cursor gone.
2026-09-08 20:24:35 -04:00
James Dansereau 34ae9f547a Merge pull request #32 from jkdansereau/diag/d193-timing-keystone-measured
fix(D209): AI locomotion locked to walk animation — union byte alias shifts at 64-bit (fixes D193)
2026-09-08 20:00:18 -04:00
James Dansereau 316563663d chore(D209): regen findings index
gen_findings_index.py --check gate was red on the new D209 entry.
2026-09-08 19:57:22 -04:00
James Dansereau c26335a0a2 fix(D209): AI locomotion locked to walk anim — union byte alias shifts at 64-bit
Root cause of D193 ("NPC AI locomotion is too slow", the user's biggest
playtest complaint; broke Cradle completability).

get_sound_at_range() (chraction.c:3573) is the locomotion-animation
selector: it picks ANIM_DATA_sprinting/running/walking from an arg1 speed
tier. Its only caller passed that tier as self->act_ubytes.padding[45] — a
raw byte alias into the ChrRecord action union rather than the named field.

On N64 offset 45 is exactly act_gopos.unk59:
  act_gopos = {coord3d targetpos@0, StandTile *target@12,
               waypoint *target_path@16, waypoint *waypoints[6]@20,
               u8 curindex@44, u8 unk59@45}
At 64-bit the three pointer members widen 4->8B (target@16, target_path@24,
waypoints@32), pushing unk59 to 81 while the literal 45 lands inside
waypoints[1] (40..47) — byte 5 of a heap pointer. The arena is low-4GB
(0x00000000_70xxxxxx), so that byte is always 0x00: arg1 reads 0 forever
and every AI chr in the game was bound to ANIM_DATA_walking /
ANIM_DATA_walking_unarmed regardless of what the ailist commanded. GE
character travel is animation-root-motion driven, so all AI moved at walk
pace on every level. Bond is unaffected (explicit physics, no root motion),
which is the reported "player fine / all AI slow" split.

Fix: PORT-only read of the named field; N64 line kept verbatim under #else.
ABI/pointer-width only, no game-logic change (rule-2 narrow exception, D3x).
Both callers reach the site with actiontype == ACT_GOPOS, so it is the same
byte N64 reads.

Evidence (Cradle -level_41, GE_D193A extended with tier/aidx): all six chrs
report ACT_GOPOS tier=1 SPEED_RUN on 420/440 samples, while the live
model->anim reverse-resolves to animation_table_ptrs1 index 40
(PTR_ANIM_walking) for Trevelyan and 107 (PTR_ANIM_walking_unarmed) for the
guards on every sample; 42 (running) and 41 (sprinting) never appear.
Travel sat in a flat 140-155 u/s band for all of them.

User playtest-verified on the fix build: Trevelyan and the guards run.

Also:
- GE_D193A extended with tier / gspd / typ / tick / move / frz / hid / aidx
  (aidx reverse-resolves model->anim against animation_table_ptrs1).
- bondtypes.h: unk59 was commented "guess: room" — it is the SPEED tier.
- porting-notes.md A1: new bug class — raw-byte aliases into a union read a
  plausible constant rather than garbage, so they misbehave silently.
- findings.md: D209 added; D193 closed against it.
2026-09-08 19:50:45 -04:00
James Dansereau add8888ec2 docs(D193): anim-data endianness (D33) audited complete; blocked on N64 reference
Static review of the full anim-root-motion path finds no port-side bug:
frame clock ruled out (measured), all model/chr scalars nominal,
ModelSkeleton ruled out (static C not serialized), and the D33
romdataFixupAnimationData byte-swap covers every field the locomotion
decode reads -- walk/run anim records ARE in animation_table_ptrs1,
_ptrs2 is 3 non-overlapping anims (no double-swap), no fixup errors,
sizeof(ModelAnimation)=64 and sizeof(ModelAnimBitField)=6 both platforms,
bitstream walked byte-MSB-first (endianness neutral, matches PD).

A magnitude error, if present, is only visible against an N64 reference.
Two paths documented (both need a fresh session; no MIPS toolchain /
emulator in this env): (A) build ROM with matching logging + diff,
(B) frame-count N64 reference footage of a measured guard traversal.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 10:03:16 -04:00
James Dansereau 3b7a0c8e2a docs(D193): rule out ModelSkeleton (static C, not serialized) — bitstream/anim-table is the remaining surface
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 09:51:14 -04:00
James Dansereau 43d205386d diag(D193): instrument the locomotion / anim-root-motion path
Two #ifdef PORT env-gated probes (default-inert, no golden regression):

- GE_D193A (chr.c chrTick): per-wall-second per-chr travel speed +
  the root-motion scalars (scale / anim_translation_scale / animrate /
  playspeed / model->speed / g_GlobalTimerDelta). GE_D193A_CHR=<n>
  narrows to one chrnum.
- GE_D193B (model.c sub_GAME_7F06D3F4): rate-limited raw anim-bitstream
  root-motion decode (joint / mtx base channel / decoded s16 triple /
  angle / the D32 bitDescriptors+bitStream addrs).

Silo + Facility captures: every port-side input to the locomotion math
reads nominal -- g_GlobalTimerDelta=2.0, playspeed=1.0, scale=0.1,
anim_translation_scale=1.0, and the C in this path is identical to N64
(only the non-firing D156 NaN guards are #ifdef PORT). animrate=0.0 is
the default (only set on blended transitions). Patrolling guards travel
~60-99 u/s. GE_D193B shows base=0 / angle=0 on every call.

So the divergence is either subtle wrong magnitudes in the decoded
bitstream values, or in the pos34 accumulation -- neither visible
without an N64-decomp reference trace. Findings D193 + GE-ENV-PROBES
updated with the numbers and the next step (build n64decomp/007 with
matching logging and diff, or frame-count reference footage). One
explicit structural check flagged: ModelSkeleton.Joints (ModelJoint*,
4->8 B) reached via model->obj->Skeleton from D43/D45-converted data.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 09:50:06 -04:00
James Dansereau 223a4a10e2 docs(D193): live-load confirms the pivot — locomotion/anim bug, not the frame clock
User ran Cradle (-level_41; the "-level_51" in the docs was wrong -> that
id is LEVELID_EAR, an unused slot that SIGSEGVs in stanBuildRoomData)
with GE_D193=1 and drove the Trevelyan sequence while Trevelyan walked
visibly slow. Probe held render=30 / sim=60 / clamped=0 / maxraw=2 dead
steady, no [D156] fires. So under the exact failing scene the sim clock
is perfect -> D193 is in the character locomotion/animation path.

Best hypothesis: GE character travel is anim-root-motion driven
(modelTickAnim -> modelSetAnimFrame2WithChrStuff, translation scaled by
model->scale * model->anim_translation_scale); the player uses explicit
physics instead, which explains "player fine / all AI slow". Next:
instrument sub_GAME_7F06D3F4 pos magnitude + scale + playspeed/speed per
chrTick for one walking NPC. Findings D193 + HANDOFF updated; Cradle
level-id corrected to 41.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 09:38:07 -04:00
James Dansereau b457c0148c diag(D193): measure the timing keystone — "sim sums low" hypothesis contradicted
Add GE_D193=1 per-wall-second probe in waitForNextFrame (#ifdef PORT,
env-gated, default path byte-identical): render frames, sim ticks
delivered (Σ deltaFrames == Σ g_ClockTimer), catch-up clamp hits, max
raw pre-clamp delta.

Measured -level_09/_20/_27/_34 idle: rock-steady render=30 fps /
sim=60 ticks/s / clamped=0 / maxraw=2 on every level, VSync on or off.
The per-second sim sum is exactly the N64's ~60 and FRAMETIMING_PORT_
MAX_CATCHUP never bites in normal play, so B1's premise
(g_GlobalTimerDelta / g_ClockTimer sum low over a real second) is wrong
for the steady-state case. Findings D193 updated with the measurement,
the residual quantization risk (no remainder carry in the per-frame
round; only matters if a real AI scene drops into the 20-30 fps band),
and the revised next step (instrument under real AI load, then pivot to
the locomotion/anim path). GE_D193 catalogued in GE-ENV-PROBES.md.

No game-logic change; no golden regression (level_09 f203 91.52% vs
~91.6% ref).

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 09:30:49 -04:00
James Dansereau 2770690ebc Merge pull request #31 from jkdansereau/fix/d191-bondview-cuff-switch-stride
fix(model): D191 — Bunker ii / Statue mid-mission crash (bondviewSelectCuff Switches stride)
2026-09-08 09:15:25 -04:00
James Dansereau 2a0d4b8912 docs(D191): findings + porting-notes + regen findings-index
Playtest-verified (Bunker ii + Statue). 21/21 solo levels crash-free.
Regenerated findings-index.csv (the validate CI check requires it current).
2026-09-08 09:12:12 -04:00
James Dansereau 61a2073470 fix(model): D191 — Bunker ii / Statue crash: bondviewSelectCuff Switches stride
bondviewSelectCuff byte-indexed header->Switches (a ModelNode* array,
8-byte stride on PC per D43/D45) with `offset = switchindex << 2`, the
N64 4-byte-pointer stride. Every base[N] deref then landed mid-slot and
produced a half-word-swapped pointer (0x70267a90 -> 0x70267a9000000000),
non-NULL by luck, handed straight into modelGetNodeRwData -> SIGSEGV on
the frame the player fires (gunUpdateAndFire -> bondviewSelectCuff,
switchindex=29). Confirmed by a gdb backtrace from the shipped v0.1.0
bundle on the Bunker ii first-guard-kill repro.

Identical to D141, which fixed the same Switches byte-index bug in
gunfire.c; this call site was missed. Fix is PORT-only:
`offset = switchindex * sizeof(ModelNode *)`. The downstream
`base = (u8*)switches + offset` math and the #else N64 line are unchanged.
ABI / pointer-width only (D3x class) — no game-logic change.

Verified: build clean; -level_09 golden framediff 3/3; -level_27 +
scripted-fire crash-free; user playtest of Bunker ii + Statue both
crash-free -> 21/21 solo levels crash-free (v0.2.0 gate).
2026-09-08 09:12:12 -04:00
James Dansereau 524a95f824 Merge pull request #30 from jkdansereau/docs/d208-verified
docs: D208 FIXED + playtest-verified
2026-09-08 08:13:54 -04:00
James Dansereau 3b383a48e1 docs(audio): D208 FIXED + playtest-verified (M-78d)
Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 08:13:01 -04:00
James Dansereau d52d8914a7 Merge pull request #29 from jkdansereau/audio/d207-drop-probe
D205 closed; D208 player-fire-sound fix (field_A48 pointer width); D207 [D207-DROP] probe re-armed.

https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 08:10:17 -04:00
James Dansereau 7601b9db49 fix(audio): D208 — player fire sound goes permanently silent (field_A48 ptr width)
Root cause of the "doesn't recover after the alarm stops" half of the user's
D207 report (distinct bug from D207's voice-pool question).

struct field bondview.h:200 `s32 field_A48` is used as a SECOND
ALSoundState* sound-handle slot for the player's double-buffered per-hand
fire sound (gunfire.c:3186-3200). sndPlaySfx stores the new state through
`&field_A48` as an 8-byte `pendingState->link.next = nextState`; as s32 that
write tears into the adjacent field_A4C (the auto-fire cadence timer, rewritten
every frame). After enough double-buffered fire cycles field_A48 holds a value
that is neither 0 nor a valid pointer, so the `else if (field_A48 == 0)`
re-arm gate never fires again and no further player gunshot is issued.

Evidence: user Bunker audiotrace.log — silenced-PP7 idx-46 sndPlaySfx requests
stop dead at log line 18930/25086 while all other SFX continue; the player-gun
slot 0x70076630 is then caught holding a torn value 0x000001db00000000
(field_A48=0 + field_A4C=0x1db read as one word).

Fix (D3x ABI/layout, #ifdef PORT): declare field_A48 as ALSoundState* under
PORT, s32 verbatim under #else. hands[] is runtime-only state (g_CurrentPlayer),
never ROM-serialized, and all downstream fields are accessed by member name —
widening 4 bytes is layout-safe. The (struct ALSoundState *) casts at the use
sites become no-ops and stay for a minimal diff.

Build clean (gunfire.c + full link). Runtime verification owed: replay the
Bunker firefight, confirm idx-46 requests continue for its full duration.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 08:06:28 -04:00
James Dansereau 2298756b70 docs(audio): D207 M-78b — user Bunker repro; player-gun double-buffer lead
User repro: player gunshots specifically go permanently muted mid-firefight
and stay muted after the alarm ends; all other SFX fine. Not generic pool
starvation — a stuck-state bug in the gunfire.c:3178 two-slot double buffer
(audioHandle / field_A48). Leading mechanism: asynchronous sndDeactivate
posts to the 64-slot SFX event queue; under firefight+alarm load the queue
saturates, alEvtqPostEvent drops the deactivate, the state never disposes,
the slot never clears — once both slots stick, no player gunshot can play.
All three pool sizes are byte-match stock GE => port timing bug, not a value
to bump. Next: read the user's audiotrace.log to confirm evtq saturation +
uncleared slots.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 07:56:02 -04:00
James Dansereau 842d73a799 diag(audio): D207 — re-arm [D207-DROP] counter; close D205
D205: CLOSED (M-78). User re-tested explosion->scream on Bunker after the
PR #28 merge — the explosion SFX is correct by ear now. All four D205
symptoms were D206 (the +1 bank-slot alias); the "scream" was a coincident
guard death-yelp (faithful N64 behaviour). M-74's pan audit already ruled
out a presentation-layer bug.

D207: re-add ONLY the [D207-DROP] trace line (not the reverted last-resort
LOOPED-preemption pass) at both sndDisposeSound no-voice sites in snd.c,
gated on GE_AUDIOTRACE, logging state/prio/flags/count=N/max — so a user
capture on the real failing level is decisive between (a) heavy-level 8/8
starvation, (b) a leak on an alarm-stop path, (c) perceptual. Static
re-check noted in findings D207: ALARM3 slot 162 sampleVolume=80 (below
gunfire), keyMax=8 => not RETRIGGER => continuous-loop by design on N64 too.

findings-index.csv regenerated.

Claude-Session: https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 07:44:29 -04:00
James Dansereau 933e264d85 Merge pull request #28 from jkdansereau/feat/phase3-audio
Merge Phase 3 audio: software mixer + SFX fidelity (D198–D206), D202 closed.

https://claude.ai/code/session_01U7gyYC3pcatXHhD1kPCgsR
2026-09-08 07:32:23 -04:00
James Dansereau d56c15d9df docs(dev): GE-ENV-PROBES.md — add GE_FORCEALARM (D207) row
Fixes the validate CI job (gen_env_probes.py --check drift).
2026-09-07 22:35:57 -04:00
James Dansereau c25285d8c5 docs(dev): D202 closed, D206 by-ear PASS, D207 monitoring (M-77c)
User by-ear A/B vs N64 confirms D206: armour pickup, unarmed melee whiff
and silenced PP7 all correct. D202's silenced-PPK 'slap' was D206 (SFX
bank index +1) — CLOSED; M-65/M-66b ownerless-loop mitigations stay.
D205 narrows to symptom (2) explosion->scream only. D207 (alarm klaxon)
acceptable in play per user; voice-starvation hypothesis didn't hold up
(M-77b), no fix shipped, GE_FORCEALARM probe kept for follow-up.

Regenerated findings-index.csv.
2026-09-07 22:30:54 -04:00
James Dansereau 04a539ba4a port(audio): D207 diag probe — GE_FORCEALARM
Temporary env-gated probe in handle_alarm_gas_timer_calldamage to force
and trace the alarm klaxon while investigating D207 (user report: alarm
SFX overrides other audio). #ifdef PORT + getenv, inert unless set.
Remove once D207 is resolved (see findings.md D207 / HANDOFF).
2026-09-07 22:23:01 -04:00
James Dansereau 378386d19d fix(audio): D206 — every SFX resolved one bank slot too high
GE's sndPlaySfx reads the on-disk sound bank through the cast alias
struct ALInstrumentAlt_s { s32 unk0, unk4, unk8; ALSound *soundArray[1]; }.
On N64 (4-byte pointers) soundArray sits at struct offset 12 and
deliberately aliases the on-disk ALInstrument's bendRange/soundCount
words, so soundArray[N] == on-disk table entry [N-1] — GE's SFX_IDs are
1-based into the table by design (ID 0 = NOTHING_SFX, short-circuited).
On PC the 8-byte pointer + 8-byte alignment push soundArray to offset 16,
and the converted bank (romdata.c afFixupInst) is packed to match, so
every SFX_ID resolved one bank slot too high.

Root cause of D202's silenced-PPK 'slap' (id 46 -> PUNCH1 instead of
GUN_SILPPK_A) and D205 (3) armour + (4) melee->Klobb. M-61's rejected
'index 45, +0.999' was correct all along.

Fix: src/snd.c:1001, #ifndef PORT / #else -> soundArray[soundIndex - 1],
N64 line kept verbatim. ABI/layout only (D3x class), no game-logic change.
Also serves the retrigger chain (same 1-based space).

Verified: build clean; BUNKER1 GE_AUDIOTRACE 60s crash-free, all ~90
distinct requested indices resolve to rom_sfx_decode.py slot N-1 (0/90 at
N); -level_09 golden framediff 3/3. User playtest: 'most audio is good now.'

findings.md D206 + D205 (M-73/M-74) + D207; porting-notes.md §E.
2026-09-07 22:22:55 -04:00
James Dansereau 2645618a4b docs(dev): D205 M-73 correction — Klobb is a specific in-game SMG (Skorpion, idx 106); the user's sound identifications stand; capture shows no 106 while user was punching (47-49/105 all voiced), so melee->Klobb identification is OPEN (H3 vs H4), not resolved by the 109 barrage 2026-09-07 15:23:50 -04:00
James Dansereau 0181c3f2bf docs(dev): D205 M-73 — user combat capture root-causes all three wrong-sound moments to guards stuck in sustained fire-sound re-triggering (idx 109 barrage, no bullets); LOS/seen_bond_time on converted geometry is the leading suspect 2026-09-07 15:17:03 -04:00
James Dansereau 9596eb58b4 docs(dev): D205 M-72 — 4th symptom (melee→Klobb idx 106); controlled GE_AUDIOTRACE runs exonerate all request paths; mechanism (b) extra-events leading suspect 2026-09-07 14:47:25 -04:00
James Dansereau 4c460e551a docs(dev): D202 M-71 by-ear PASS + close-ready; new D205 wrong/extra SFX indices (bank exonerated); [VOL]/[DISTVOL] probes 2026-09-07 14:18:39 -04:00
James Dansereau 1ac92c7d25 docs(dev): D202 M-67/M-68/M-69 findings writeups + probe catalogue + audio-plan status
- findings.md: D202 §M-67 (static analysis exhausted, GE_VOICEDUMP probe
  motivation), §M-68 (decisive runtime A/B — all three user complaint
  classes play the exact ROM samples at the exact ROM pitches) and new
  §M-69 (320-request full-corpus exact match: 286/320 CC >= 0.85; the
  initial 44 'BAD' were tooling artifacts — voicedump stamps are block-END
  times, coarse-slide missed sharp onsets, refs unclipped at voice death;
  remaining failures = dropped allocations / shared-wavetable wire
  attribution, not corruption) + index row.
- GE-ENV-PROBES.md: GE_VOICEDUMP entry (incl. block-END-stamp gotcha);
  [WIRE]/[VOICEMAP]/[EVT]/[STOP-EVT] documented under GE_AUDIOTRACE.
- AUDIO-PLAN.md: status banner — Phases 0-2 done (D199/D200/D201/D204),
  Phase 3 verification is the active track.
2026-09-06 08:21:20 -04:00
James Dansereau 31935ad968 port(audio): D202 M-67-M-69 runtime probes — GE_VOICEDUMP, [VOICEMAP], timestamped [WIRE]/[EVT]/[STOP-EVT]
Env-gated diagnostics for the D202 per-voice sample-correctness work
(M-67/M-68/M-69), all inert unless the env var is set:

- GE_VOICEDUMP (mixer.c aEnvMixerImpl): per-voice resampled mono stream
  to voicedump.raw, records [stateAddr][nSamples][us][s16 x n]. NB the
  us stamp is mix time — records render ahead, samples END at the stamp.
- [VOICEMAP] (synthesizer.c, under GE_AUDIOTRACE): full PVoice ->
  decoder/resampler/env-state address map at synth init, tying voicedump
  slot addresses to WIRE filter addresses.
- [WIRE] (load.c) now carries a µs timestamp; sndPlaySfx trace gains
  t=µs + wavetable pointer.
- [EVT]/[STOP-EVT] (snd.c): every ALSndpEvent the player processes, plus
  the release ramp a STOP/DEACTIVATE computes (deltaUs).
- audiodebug.ps1: -VoiceDump switch.

With scratchpad/exact_match.py these prove every allocated voice plays
the exact ROM sample at the exact ROM pitch (286/320 CC >= 0.85 on the
M-69 full-corpus run; remaining failures are dropped allocations + wire
attribution, not corruption). Remove once D202 closes.
2026-09-06 08:21:14 -04:00
James Dansereau 7b4386835e tools(pc): audiodebug.ps1 audio-probe driver; gitignore run artifacts
audiodebug.ps1 drives the D202/D204 audio probes (health monitor,
GE_AUDIOTRACE/GE_AUDIODUMP, soundIndex histogram, -AB before/after runs —
how D204 was measured); companion to debug.ps1 (crashes). README table row
added. .gitignore: scratchpad/ + root-level audiodump/audiotrace/mixertrace
artifacts.
2026-09-05 19:07:43 -04:00
James Dansereau 35f9bdda91 docs(dev): add live research/plan docs (D172, D176a, viewmodel, QOL, widescreen, unlocked-fps)
All referenced from HANDOFF.md / GRAPHICS-BACKLOG.md but untracked:
- D172-PARTICLE-COLOR-RESEARCH.md: magenta/cyan blood root-cause candidate
  (unhandled GBI opcode 0xB9 in ROM particle records + D146 guard)
- D176a-SKY-NOTES.md: RDPHALF sky-tri wire format decoded; Path B draft state
- VIEWMODEL-RESEARCH.md: 1P weapon model static audit, three ranked suspects
- QOL-INVENTORY.md / WIDESCREEN-FOV-PLAN.md / UNLOCKED-FPS-PLAN.md: parked
  Phase-4 proposals
2026-09-05 19:07:43 -04:00
James Dansereau 02fc231043 docs: D202 M-63/M-65/M-66/M-66b + D204 writeups; audio status in README/AGENTS
- findings.md: D202 full session history (M-63 live repro, M-65 voice-leak
  guard + sndCreatePostEvent unstub, M-66 root cause — sound 203 infinite
  ADPCM loop played fire-and-forget = faithful N64 quirk; M-66b option-C
  expiration implemented + measured) and D204 (AI-queue starvation, fixed
  + measured). Index row updated; findings-index.csv regenerated.
- GE-ENV-PROBES.md: D202 probe set documented ([EXPIRE] marked permanent).
- GRAPHICS-BACKLOG.md: D172 / D176 / 1P-viewmodel rows point at the new
  research docs.
- README + AGENTS.md: audio status corrected (mixer landed post-v0.1.0;
  Phase 3 in progress, not 'no audio').
2026-09-05 19:07:39 -04:00
James Dansereau e7328f0b42 port(audio): D202 env-gated diagnostics probes (removable on close)
Env-gated trace probes added while root-causing D202 (stuck door loop +
voice leak). All off by default; catalogue: docs/dev/GE-ENV-PROBES.md.
Remove this commit's additions when D202 closes after the user by-ear pass:

- GE_AUDIOTRACE: [VOICE+]/[VOICE-] voice acquire/release pairing,
  [EXPIRE] (permanent — part of the M-66b fix), sndPlaySfx resolution
  lines (src/snd.c)
- [DOORSND] + [SLOTWRITE] door sound state/slot ownership (propobj.c)
- [WAVELOOP] per-sound ALADPCMloop presence (libultra/audio/load.c)
- GE_PULLTRACE mixer pull diagnostics (port/src/mixer.c)
- GE_BANKDUMP / GE_KEYMAPDUMP ROM audio-table dumps (port/src/romdata.c)
- GE_MIXERTRACE [DMAHIT]/[DMAMISS] AI DMA callback trace (src/audi.c,
  __x86_64__-only)
2026-09-05 19:07:38 -04:00
James Dansereau 33ca109db9 port(audio): D202 sndp fixes — ownerless-loop guard (M-65), sndCreatePostEvent unstub, option-C loop expiration (M-66b)
Three #ifdef PORT changes in src/snd.c (N64 build zero-diff), all
documented in findings.md D202:

1. M-65 voice-leak guard: the preemption scan reclaims provably-ownerless
   SOUND_FLAG_LOOPED SFX voices only, and only under pool pressure.
   Sound 203 (METAL_SLIDE_CLOSE_SFX) is played fire-and-forget by
   doorPlayCloseSound0/1 with a NULL owner; stock GE never preempts
   flag-0x12 voices, so leaked loops accumulate until new SFX are dropped.

2. sndCreatePostEvent un-stub (D138 stub removed): the stub had deleted ALL
   distance attenuation from SFX volume/pan. Verified rt=0.996, drop 0.

3. M-66b option-C expiration (user-chosen disposition for D202): new PC-only
   AL_SNDP_PORT_EXPIRE_EVT (reuses the unused 1<<13 slot in snd.h). After a
   voice starts, if it is provably ownerless (LOOPED + FINAL_IN_SEQUENCE +
   not RETRIGGER + state->state == NULL) and its wave carries an ADPCM loop
   with count == -1, post the expire at D202_EXPIRE_DELAY_US (2 s); the
   handler re-validates the predicate, fades volume to 0 over
   D202_EXPIRE_FADE_US (500 ms), and posts END_EVT. Not a reused STOP_EVT:
   its ramp uses the envelope releaseTime (~2.7 ms for sound 203) and would
   hard-cut/click. Stale-event safe because sndDisposeSound removes ALL
   pending events for a state; owned loops and retrigger sounds untouched.
   Placed in sndp (not port/src/mixer.c) because ownership is only visible
   there. Measured: pre-fix capture had the 256.7 Hz loop line flat at max
   t=39->361 s; post-fix run shows transient bursts with full silence
   between and ends allocated=0/8.
2026-09-05 19:07:32 -04:00
James Dansereau a65b4751b4 port(audio): D204 AI-queue starvation fix + GE_D204 health monitor
GE's amMain 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 -> audio runs permanently ~2 % below real time.

- F5 (the fix): 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).
- F1: osAiGetLength reports AI_LEN_REG single-buffer semantics (bytes left
  in the buffer currently playing), not full SDL queue depth.
- F3: Audio.QueueLimit 8192->2880 + non-silent drops on overflow.
- F4: oversize-block invariant guard.
- GE_D204=1 cheap audio-health monitor (rt/q/drop/max), safe to leave on;
  GE_D204_OLD restores pre-fix behaviour for A/B measurement.

Measured A/B in one binary: rt 0.980 -> 1.000, queue min 0 -> 368,
drop 0. Findings: docs/dev/findings.md D204.
2026-09-05 19:07:32 -04:00
James Dansereau 6eb7ceeee6 chore(ci): regenerate findings-index.csv for D195/D197-201
tools_pc/gen_findings_index.py output after the audio-findings commit.
2026-09-05 07:22:49 -04:00
James Dansereau 34b4040948 port(audio): Phase-3 software mixer + K0_TO_PHYS/bnkf pointer fixes (D198-201)
Software RSP-audio-ucode mixer (macro-swap aXxx -> Impl functions, PD-port
pattern) makes libaudio output audible on PC. Alongside it, two pointer-width
bugs surfaced by exercising the audio path for the first time:

- D198: alAdpcmPull/_decodeChunk used K0_TO_PHYS (N64 kseg0 mask) on 64-bit
  heap pointers; switched to osVirtualToPhysical like every sibling call site.
- D201: bnkf.c bank/inst/sound/wavetable relocation offsets were s32,
  truncating the real 64-bit base pointer for ~50% of allocations; widened
  to uintptr_t.
- D200 (already committed-pending from a prior session): reverb's ALDelay
  u32 negative indices zero-extended into +4GB offsets on 64-bit; (s32)/(s64)
  casts match PD ground truth.
- D199: documents the mixer's aSetBuffer persistent-DMEM-context design,
  reconstructed from call-site pairs (no RSP disassembly to check against)
  since there's no N64 audio ucode source to reference.
- D195/D197 (playtest reports referenced by an earlier HANDOFF note but never
  written into findings.md): backfilled as OPEN with next steps.

Verified: ./build-pc.sh ntsc-final links clean; -level_09 runs 600+ frames
crash-free with music + SFX audible.
2026-09-05 07:22:21 -04:00
James Dansereau c7f31a07ef Merge pull request #27 from jkdansereau/chore/agentic-speedups-s1-4-6
chore(agentic): speed-ups plan Steps 1, 4 (N2/R8/R9), 6
2026-09-04 22:28:03 -04:00
James Dansereau f24d3df503 fix(ci): regenerate findings-index.csv, document GE_DETERM_TRACE
The D117 findings.md addenda in the prior commit changed D117's status
text without regenerating findings-index.csv, and the new GE_DETERM_TRACE
env var wasn't yet mentioned in GE-ENV-PROBES.md -- both fail their
--check gate in CI's validate job. Caught by a real CI run, not predicted.

Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
2026-09-04 22:20:44 -04:00
James Dansereau 017ff54f9a docs(claude.md): correct wrong local-Qwen-worker shell claim
The "worker's shell is cmd.exe, no grep/cat" note was wrong -- verified
directly against the delegate-local harness's own _run_bash: grep, sed,
cat, ls, head, pipes, and grep -rn all work (Git-for-Windows/MSYS2 on
PATH). The stale claim, baked into 4 of 5 local agent .md files, caused a
real dispatch to burn its whole turn budget full-read_file-ing files
instead of grepping them, hit the turn limit, and returned nothing.

Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
2026-09-04 22:11:07 -04:00
James Dansereau 2aac809c4b port(determ): experimental GE_DETERM=1 fixed-tick mode, not yet achieved (D117)
Adds an env-gated (GE_DETERM=1, default OFF), test-only deterministic-clock
mode to port/src/libultra.c per the design in docs/dev/findings.md section D117:
osGetCount() returns a virtual clock advanced synchronously in osRecvMesg()
when __scMain (the sole consumer of the scheduler's retrace queue) asks for
the next message, instead of tracking real elapsed time. Goal: two runs of
the same build take the same simulation path, for exact frame-diff
regression testing and reproducible crash repro.

Four passes this session, each is a real, verified result, not a guess:
1. Fixed the predicted pre-first-frame deadlock (a poll-driven fallback
   caused it in the first cut).
2. Replaced the poll-driven fallback with synchronous per-ask generation
   in osRecvMesg -- fixed the deadlock cleanly, but two-run divergence was
   still 33-38%.
3. Capped the pre-first-task tick backlog to a fixed constant -- divergence
   dropped to 17-20%, still not the ~0% target.
4. Added GE_DETERM_TRACE=1 instrumented tracing and diffed two runs' clock
   event logs directly. Proved the tick mechanism is now fully
   deterministic (byte-identical clock values through the first real task).
   Root-caused the actual remaining divergence: every synthesized retrace
   increments the scheduler's frameCount, which gates a half-rate client
   (the audio client) by parity -- since the pre-task spin count is still
   real-time-scheduling-dependent, that parity isn't guaranteed to match
   between runs.

GE_DETERM is NOT achieving its determinism goal yet and is not meant to be
used for anything today -- it ships here purely as a well-documented,
zero-risk-when-off checkpoint (verify.sh bunker1 PASS, worst_cell unchanged,
confirmed after every change this session) so the next attempt starts from
proof instead of re-deriving four sessions of dead ends. Full trace numbers,
exact line citations, and the mechanism: docs/dev/findings.md section D117
(four M-52 addenda).

Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
2026-09-04 22:10:58 -04:00
James Dansereau c0e4565046 ci: add ccache to Linux + Windows build jobs (speed-ups plan Step 5)
CMakeLists.txt already opt-in enables CMAKE_{C,CXX}_COMPILER_LAUNCHER=
ccache when found (b4de1c68); CI just never installed ccache or persisted
its cache dir across runs. Wires actions/cache + ccache install into both
linux-build and windows-build, keyed on CMakeLists.txt's hash. Game
sources are frozen, so this should give a near-total hit rate after the
first run on each job.

YAML-validated; the actual hit-rate payoff needs a real CI run (cold, then
warm) to confirm -- not verifiable locally.

Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
2026-09-04 22:10:41 -04:00
James Dansereau 11be03f7d7 tools(verify): add verify.sh + crash_brief.py (speed-ups plan Step 2, 9)
verify.sh wraps the manual render-verify recipe (build-if-stale, 640x480
ini pin/restore, headless GE_PCDUMP capture, pixcount, framediff, crash
symbolication) into one command with a machine-readable PASS/CRASH/
NO-FRAMES/REGRESSION verdict + --json, for a single level or a sweep
subset. Live-tested on Windows: single-level and subset-sweep runs both
produce correct verdicts and leave the tree clean.

crash_brief.py turns a ge007.crash.log into a symbolicated, dispatch-ready
investigation brief: greps porting-notes.md/findings-index.csv for
sections covering the crashing function/file, and flags known
parked-crash signatures (D188 va_list, D189 stack overrun) so agents stop
re-investigating them. verify.sh calls it automatically on a CRASH
verdict. Live-tested against a synthetic-but-real crash log built from an
actual built symbol; caught and fixed 3 bugs before trusting it (addr2line
unresolvable under native Windows Python's PATH handling, a substring
keyword-match false-positive, a Windows drive-letter path-split bug).

Claude-Session: https://claude.ai/code/session_01P3WrUHAFQZUuhrHhiJgTUr
2026-09-04 22:09:58 -04:00
James Dansereau 14b2c74b65 chore(agentic): speed-ups plan Steps 1, 4 (N2/R8/R9), 6
Static/tooling slice of docs/dev/notes/AGENTIC-SPEEDUPS-PLAN.md — no build or
runtime environment needed to verify any of it.

- Step 6 / N7: add a VERIFY: line to the investigation-brief template
  (docs/dev-process.md) and the CLAUDE.md dispatch-preflight checklist — the
  brief must now name the exact probe/verify invocation that proves the task
  done, or state that runtime verification is impossible here.
- Step 4 / N2: tools_pc/README.md — indexes the ~60 scripts with a
  living vs artifact marker so closed-finding artifacts can be archived.
- Step 4 / R8: tools_pc/gen_findings_index.py -> docs/dev/findings-index.csv
  (label, bucket, one_liner, status_raw) — grep-before-you-read aid for the
  ~200 KB finding log. Heuristic parser of the §F/§H tables.
- Step 4 / R9: tools_pc/gen_env_probes.py — re-greps live getenv("GE_*")
  sites and reports NEW/GONE drift vs docs/dev/GE-ENV-PROBES.md (keeps the
  curated prose, only checks the site map). Doc reconciled: 7 new probes
  added, GE_D54 kept as a tombstone.
- CI: validate job now runs both generators with --check.

Step 1 / N1 (HANDOFF preflight) applied in the local-only docs/HANDOFF.md.
Step 2 (verify.sh) and the HANDOFF/HANDOFF-ARCHIVE trim are left for a
session with a build environment.
2026-09-04 19:21:35 -04:00
James Dansereau 7aba3637c9 docs: v0.1.0 alpha framing + hygiene pass (#25)
Update the public-facing docs to the M-49 state (v0.1.0 alpha, first
full-campaign playtest: 19/21 missions completable, D191 crashes Bunker ii
+ Statue, D193 AI pacing is the top flaw).

- README: lead with what it is + status, research angle second; new
  Quick start section; Status/Download rewritten for the alpha + dual
  platform; "By the numbers" refreshed (~3 weeks, ~320 commits, ~190
  findings, ~49 sessions, 69 PORT files).
- .github/release-notes.md: v0.1.0 title + known-issues rewrite.
- .github/social-preview.html: status/stat lines (regen + re-upload the
  PNG separately).
- docs/index.md, docs/dev/LEVEL-STATUS.md: M-49 status.
- docs/dev/findings.md, docs/dev/GRAPHICS-BACKLOG.md: D191-D197 +
  D148/D170/D173 M-49 escalations.

Hygiene:
- Fix the `&amp;` literal in internals.md H1.
- Repoint two ../README.md links that 404 on the Pages site.
- Standardise British -> American spelling across the public docs
  (behaviour->behavior, colour->color, catalogue->catalog,
  centre->center, etc.). Deep internal logs left untouched.
- .gitignore: document the local-notes convention (docs/HANDOFF.md,
  docs/BACKLOG.md, and a new docs/dev/notes/ drop for roadmaps and
  session plans) so it survives a fresh clone.
2026-09-04 00:13:43 -04:00
James Dansereau 881cbf5b84 fix(linux): survive the decomp's latent stack-buffer overruns (D189) (#24)
* fix(linux): survive the decomp's latent stack-buffer overruns (D189)

The decompiled game code has a class of fixed-size stack-buffer over/under-
runs that write a few words into adjacent stack scratch:

  * stan.c  sub_GAME_7F0B1DDC  — `StandTile *tileStack[39]` with a bail check
    of `if (cat >= 41)` that only runs once per outer iteration, so `cat`
    reaches 40 + pointCount and the append writes several slots past the end.
    BUNKER1 (-level_09) prop room-list setup legitimately visits ~40 tiles.
  * bondview2.c  bondviewCalcIntroSwirlCamera  — `f32 pointbuf[10]` indexed
    `&pointbuf[i*3]` for i in [-1..2] then written [0..5], i.e. [-3 .. 11].

On the N64 and on the MinGW/Windows build (neither uses a stack protector)
these are harmless in practice — the Windows build is stable over thousands
of frames. Only Ubuntu's gcc default (`-fstack-protector-strong`) turns them
into a fatal `__stack_chk_fail`, at BUNKER1 stage load and again at the intro
swirl camera (~frame 5).

Two-part fix:
  * `-fno-stack-protector` globally (CMakeLists) — matches the N64 and MinGW
    builds so the same code runs the same way. A hardened Linux build would
    need the whole overrun class swept first.
  * `StandTile *tileStack[64]` under `#ifdef PORT` (stan.c) — the one case
    that is cleanly understood and bounded (`pointCount` is 4-bit, so 40+15
    is the true worst case). Pure local scratch, never escapes, no behaviour
    change. N64 keeps `[39]` under `#else`.
  * stan.c:2225 link-resolve also switched to the D177 PORT_PTRADD macro for
    idiom consistency (the blob maps below 4 GiB so the bare cast is
    currently lossless; #else is byte-identical).

Stacked on the D188 xprintf fix. Verified: Windows -level_09 framediff 3/3
within golden threshold (all changes are #ifdef PORT or no-op on MinGW);
Linux -O2 -level_09 now runs to frame 2100+ with no crash.

* docs: D189 update (stack-protector / latent overrun class) + porting-notes D8

* docs: D190 — Linux -level_45 objective.c load crash (open); D189 sweep 5/6
2026-09-03 20:18:25 -04:00
James Dansereau 08feb5c273 fix(linux): thread a va_list* through _Printf (x86-64 SysV ABI) (#22)
* fix(linux): thread a va_list* through _Printf (x86-64 SysV ABI)

On the x86-64 System V ABI `va_list` is an array type, so a by-value
`va_list` parameter decays to a pointer. `_Printf()` was passing `&args`
(the address of that local pointer, not the argument list) to `_Putfld()`,
which does `va_arg(*args, ...)` — so `_Putfld` walked garbage and
segfaulted. Latent at `-Og`, fatal at `-O2` (PR #9), which is why the
Linux release build crashed at boot:

  bossInitMainthreadData (boss.c:247, the D121 per-level -m token sprintf)
    -> sprintf("-level_%c%c %s", ...) -> _Putfld -> SIGSEGV @ xprintf.c

Same UB class as D187. Windows x64's `va_list` is a scalar (`char*`), so
`&args` happened to work there — the Windows build is unaffected.

Fix: under `#ifdef PORT`, `_Printf` takes `va_list *` and passes it
straight to `_Putfld` (which already expects `va_list *`); `src/sprintf.c`
(the only PC caller — `rmon.c` is excluded from the build) passes `&args`
of a real `va_list` object. N64 build untouched (`#ifdef PORT`, and it
byte-matches the ROM).

Verified:
- Windows: build links, `-level_09` framediff 3/3 within golden threshold.
- Linux -O2: boot crash gone, now advances past bossInitMainthreadData
  into stage load (uncovers a separate pre-existing stan.c stack overflow
  during BUNKER1 prop setup — tracked separately).

* docs: D188 (xprintf va_list ABI) + D189 (stan.c stack-smash) findings + porting-notes D7
2026-09-03 20:12:56 -04:00
James Dansereau e4fc9dd01f docs(release): drop fixed items from the alpha known-issues list (#21)
The HUD weapon/ammo-type icon (D187, PR #19) and blank briefing objective
text (D178, cd1ed574) are both fixed and on main. Remove them from the
release-notes and bundled-README known-issues blurbs so a v0.1.0 tag ships
an accurate list. Black sky and the front-end 3D models (Nintendo logo,
MISSION COMPLETE / mode-select) are still open and stay listed.
2026-09-03 16:37:10 -04:00
James Dansereau 80952f69b8 build(release): fall back to 7z / Compress-Archive when zip is absent (#20)
A stock MSYS2 MINGW64 shell ships neither `zip` nor `unzip`, so
`tools_pc/bundle-win.sh` failed at the packaging step for a local release
build (the M-45 handoff's documented v0.1.0 cut path). CI is unaffected
(it `pacman -S zip unzip`, so the `zip` branch is still taken).

Fallback order: zip -> 7z on PATH -> "C:\Program Files\7-Zip\7z.exe" ->
powershell Compress-Archive. Verified end-to-end: bundle builds, unpacks
to a clean dir, prepare-assets runs, ge007.x86_64.exe boots -level_09 to
frame 2100+ crash-free.
2026-09-03 16:36:42 -04:00
James Dansereau a7deaedeb9 Merge pull request #19 from jkdansereau/fix/hud-weapon-icon-missing-return
fix(hud): restore missing return → weapon/ammo-type icon draws again
2026-09-03 15:20:31 -04:00
James Dansereau f7c34bfb55 Merge branch 'main' into fix/hud-weapon-icon-missing-return 2026-09-03 15:04:54 -04:00
James Dansereau df321d7685 docs(hud): D187 finding + porting-notes D6 (missing-return / -O2 class)
M-47 root-cause + interactive-console verification for the missing HUD
ammo-type icon: framediff -level_09 frame 320 worst-cell dmean 21.8 -> 4.0
with the one-line AVOID_UB return; orange clip glyph confirmed present
again. porting-notes D6 covers the non-void-no-return / latent-until-O2
pattern.
2026-09-03 15:04:16 -04:00
James Dansereau bbeef9a74c fix(hud): restore missing return in set_rgba_redirect_generate_microcode
The HUD weapon/ammo-type icon (bottom-right, and bottom-left when
dual-wielding) stopped drawing ~2026-09-02; the ammo *numbers* still
render. Root cause: set_rgba_redirect_generate_microcode (gunfire.c, the
sole icon emitter) is non-void but has no return statement (the decomp
banner flags it). At -Og the tail call's result stayed in $v0 and it
worked; commit 34885535 restored -O2 for playtest builds, where the
undefined return register makes callers resume the DL from the icon's
start offset and overwrite the icon commands with the following
microcode_constructor / gunDrawHudInteger output.

Fix: add the return under AVOID_UB (already -D'd in the PC build;
CMakeLists.txt:207), N64 byte-match path unchanged under #else.
Codegen-correctness only, same class as the existing AVOID_UB edits.

Owed: build (-O2) + -level_09 capture diff vs docs/img/bunker1-2.png.
A/B: Debug build (-Og) shows the icon, -O2 build without this fix does not.
2026-09-03 13:11:42 -04:00
James Dansereau 05f4bbc99e Merge pull request #17 from jkdansereau/release/v0.1.0-alpha-dual-platform
release: Linux x86-64 bundle + dual-platform alpha release notes
2026-09-03 12:13:32 -04:00
James Dansereau ccfa4effaa ci: mark bundle-linux.sh executable
Committed without the +x bit from a Windows checkout -> CI hit
"Permission denied" (exit 126) invoking tools_pc/bundle-linux.sh.

Claude-Session: https://claude.ai/code/session_01V4pK3pT83YnPsBp3Ey4RP2
2026-09-03 11:50:29 -04:00
James Dansereau 2f85ca8496 Merge pull request #16 from jkdansereau/ci/docs-pr-mergeable
ci: make docs-only PRs mergeable
2026-09-03 10:55:22 -04:00
James Dansereau 311328349f release: add Linux x86-64 bundle + dual-platform release notes
- tools_pc/bundle-linux.sh: package a Linux build (exe + README + licenses +
  prepare-assets) as a .tar.gz. Mirrors bundle-win.sh's ROM / size guards and
  prepare-assets assembly. No shared libs bundled — the generated README tells
  the user to install SDL2 / zlib / libGL from their distro.
- tools_pc/dist/README.md.in: made OS-neutral via @PLATFORM@ / @EXE@ / @DEPS@ /
  @LICENSE_EXTRA@ tokens; refreshed the known-issues list (dropped the stale
  "ladders don't work" line — D177 fixed M-36; added black sky + missing HUD
  weapon icon).
- .github/workflows/ci.yml: linux-build now packages + uploads the Linux
  bundle; the release job attaches both platforms to the draft pre-release.
- .github/release-notes.md: rewritten for the two-platform NTSC-U alpha with
  the prepare-assets step and current known issues.

Alpha scope: NTSC-U only, one-time prepare-assets step (Part A launcher and
Part B native converter from release-dropin-rom-plan.md remain follow-ups).

Claude-Session: https://claude.ai/code/session_01V4pK3pT83YnPsBp3Ey4RP2
2026-09-03 10:54:06 -04:00
James Dansereau 4897fb2be8 ci: make docs-only PRs mergeable
Drop `paths-ignore` from the `pull_request:` trigger. With it, a docs-only
PR never triggered the workflow, so the required `validate` / `windows-build`
checks stayed "expected" forever and the PR could not be merged without an
owner bypass (M-44 hit this on #14/#15).

The workflow now always runs on PRs; the `changes` job diffs the PR against
its base sha (mirroring the existing branch-push logic against
`github.event.before`) and, for a docs-only change, reports the build jobs
as skipped — which branch protection accepts as success.

Claude-Session: https://claude.ai/code/session_01V4pK3pT83YnPsBp3Ey4RP2
2026-09-03 10:41:41 -04:00
James Dansereau 74bebc0d17 Merge pull request #14 from jkdansereau/docs/m42-graphics-honesty
docs: D176(a) -level_22 headless repro; retire stale D74 wrap-block row
2026-09-03 10:19:59 -04:00
James Dansereau 8f9bb7a6f3 Merge remote-tracking branch 'origin/main' into docs/m42-graphics-honesty
# Conflicts:
#	docs/dev/findings.md
2026-09-03 10:18:06 -04:00
James Dansereau 889d683a1c Merge pull request #15 from jkdansereau/docs/d176a-sky-stream-spec
docs(D176a): full RDPHALF sky-tri stream spec + implementation paths
2026-09-03 10:17:00 -04:00
James Dansereau ea29172548 Merge branch 'main' into docs/d176a-sky-stream-spec 2026-09-03 10:16:50 -04:00
James Dansereau b6c5e4b3f7 Merge pull request #10 from jkdansereau/feat/f10-options-overlay
port: D184 — F10 in-game options overlay
2026-09-03 10:09:55 -04:00
James Dansereau 5bdddae154 Merge pull request #11 from jkdansereau/feat/alpha-asset-prep-tool
feat(release): self-contained asset-prep tool for the alpha bundle
2026-09-03 10:09:36 -04:00
James Dansereau 08b49d1820 Merge branch 'main' into feat/f10-options-overlay 2026-09-03 10:03:23 -04:00
James Dansereau c9b3d6f424 Merge branch 'main' into feat/alpha-asset-prep-tool 2026-09-03 10:03:05 -04:00
James Dansereau 41ee4a3fc9 Merge branch 'main' into docs/d176a-sky-stream-spec 2026-09-03 10:03:02 -04:00
James Dansereau 3314dfa834 Merge branch 'main' into docs/m42-graphics-honesty 2026-09-03 10:00:52 -04:00
James Dansereau 8ae3933be6 Merge pull request #13 from jkdansereau/docs/building-d88-step
docs(building): add the missing d88_emit.py --regen sidecar step
2026-09-03 10:00:25 -04:00
James Dansereau 1106c85c27 Merge pull request #12 from jkdansereau/fix/d186-fpscap-clamp
port: D186 — refuse a sub-30 Video.FpsCap instead of throttling the sim
2026-09-03 10:00:17 -04:00
James Dansereau 9d8f42b65f port: fix linux-build link error in optionsoverlay (_SHIFTL)
gbi.h's gDP* DL macros use _SHIFTL/_SHIFTR without defining them; game TUs
pull them in via <ultra64.h>. This is the first port/src TU to build a
display list, and on GCC/ld the missing macro became an undefined symbol
(MinGW's include chain happens to provide it). Define the two pure macros
locally, verbatim from PR/mbi.h -- including mbi.h itself drags in N64 OS
headers that shadow libc.
2026-09-03 09:59:50 -04:00
James Dansereau bf18a166be port: D184 F10 overlay v2 — mouse control + resolution/fullscreen rows
- Fix invisible text: drawText passed the measured text w/h into textRender's
  width/height args, which are the on-screen CLIP rect (not the text size), so
  every glyph failed the clip test. Pass the full 2D viewport like bondview2.c's
  debug-text path.
- Mouse UI: hover-to-highlight; left-click in the value column toggles/cycles;
  drag sliders; red X close box (clicking a row's label only focuses it, so
  selecting can't flip a toggle). inputSuspendForOverlay() forces the OS cursor
  free + visible while the overlay owns the mouse.
- New rows: Fullscreen (live) and Resolution (windowed presets filtered to the
  desktop, live resize + recenter). SDL window ops are posted from the
  scheduler thread and drained host-side in videoPumpEvents.
- Layout recomputed for the wide BankGothic font: right-aligned values, wider
  row pitch, all 13 rows fit the ~240-unit 2D space; nothing clips.

Port-layer only. Links clean; runtime-verified on a real display (front end +
-level_09): layout, hover/click/drag, live VSync/filter/fullscreen/resolution.
2026-09-03 09:54:21 -04:00
James Dansereau 163a215036 Merge branch 'main' into feat/f10-options-overlay 2026-09-03 01:15:26 -04:00
James Dansereau ea0f0a398a docs(D176a): full RDPHALF sky-tri stream spec + two implementation paths
The M-37 scratch note (D176a-sky-rootcause.md) was never committed. Re-derive
the complete format from src/game/sky.c and include/PR/gbi.h:

- skyRenderTri/skyRenderFull emit a verbatim N64 RDP triangle command
  (2-word header + 3 edge-slope pairs + 16-word shade block + 16-word
  texture block) chopped into gImmp1(G_RDPHALF_1/_CONT) pairs, terminated
  by G_RDPHALF_2. GE's RSP ucode DMAs it straight to the RDP.
- sub_GAME_7F097388 already yields complete screen-space verts; the
  projection math is endian-clean and is not the defect.

Two implementation paths documented with a recommendation (Path B: an
#ifdef PORT emit swap in sky.c, first; Path A: an RDP-tri decoder in
gfx_pc.cpp, as the long-term answer). Word layout cross-checked against
gbi.h packing conventions.
2026-09-03 01:13:47 -04:00
James Dansereau 6e14761553 Merge branch 'main' into feat/alpha-asset-prep-tool 2026-09-03 01:05:38 -04:00
James Dansereau 4f1a02a08e port: D186 — refuse a sub-30 Video.FpsCap instead of throttling the sim
sync_framerate_with_timer() runs inline on the scheduler thread
(osSpTaskStartGo -> gfx_run -> swap_buffers_begin), so a low frame cap
blocks VI-retrace delivery and drags every game thread down to the cap
rate rather than just dropping presented frames. There is no N64 analogue
(RSP/RDP/VI are separate silicon; the CPU never waits on them).

Clamp 0 < FpsCap < 30 to 0 (uncapped) with a warning, at both:
  - videoInit, so a bad ge007.ini value (e.g. dinged to 10 via the F10
    options overlay) is normalised and persists sane on next configSave();
  - gfx_sdl_set_target_fps, the fast3d chokepoint, which also covers the
    overlay's live set path.

Caps >= 30 are unchanged. Default (FpsCap = 0) is byte-identical to
golden (-level_09 framediff 3/3). The real fix — moving frame pacing off
the scheduler thread — is documented as owed in findings.md D186.
2026-09-03 00:51:40 -04:00
James Dansereau 76dd2d5cab docs: D176(a) -level_22 headless repro; retire stale D74 wrap-block row
- findings.md / GRAPHICS-BACKLOG.md: -level_22 (Statue, night) is a clean
  no-input headless repro of the D176(a) black sky — bare boot, frame ~360,
  upper half pure black. Best verification target for the RDPHALF sky-tri
  decoder. Note -level_36/-43 intro cams face the terrain (not a sky test
  without GE_INPUTSCRIPT); -level_29 top-of-frame is dim, not black.
- GRAPHICS-BACKLOG "D74 wrap-block": struck through — the dead-code / OOB
  in-vertex-loop wrap block was reworked and hoisted to a per-texunit
  pre-wrap window behind Video.WrapFix at M-30 (RC3/D167). No longer latent.
2026-09-03 00:49:38 -04:00
James Dansereau 2348a1a0bb docs(building): add the missing d88_emit.py --regen sidecar step
building.md listed only d43 + d69; d88 (per-level Usetup*Z stage setup,
appended to the pccg dir) was omitted, so a source build per these
instructions produced a game that crashed on first level load.
2026-09-03 00:45:33 -04:00
James Dansereau 6c322548d4 Merge pull request #9 from jkdansereau/perf/release-opt
build: keep release -O2 instead of forcing -Og
2026-09-03 00:26:25 -04:00
James Dansereau 34885535cb build: keep release optimisation (-O2) instead of forcing -Og
The non-Debug branch unconditionally appended -Og, which (last -O wins)
overrode RelWithDebInfo's -O2 for every TU. -Og is a ~10% frame-time
regression on the software RSP/rasteriser hot path and is not what a
release/playtest build wants. Restrict -Og to explicit Debug builds.

Note: does NOT fix the ~1 fps issue under investigation — the software
renderer is ~950 ms/frame at both -Og and -O2 on this box; this is just
the correct default.
2026-09-03 00:18:45 -04:00
James Dansereau 3b7989944c Merge pull request #8 from jkdansereau/feat/linux-ci-compile
Linux: CI compile job + romdata POSIX mmap
2026-09-03 00:17:20 -04:00