INPUT (17 visible rows) outgrew the fixed 440x330 paper: the 18px pitch
was sized before the D356 profile row, so a full page's last row landed
at y=335 (off the bottom of the screen) and rows past the silent 14-row
cap (Crouch mode, Reset to defaults, Bindings...) were unreachable from
the front screen. Sections now page at 13 rows (the largest that fits);
the vertical stepper crosses page boundaries in both directions and the
title carries a (p/N) marker. F10 overlay untouched (it scrolls its own
window). Headless verification (SkipIntro boot + scripted D-pad stepping
+ GE_FRONTNAVLOG): page 1 -> page 2 down and back up, all 17 rows
reachable. GE_FRONTOPTIONS_AUTO test hook added (diagnostic-only, same
convention as GE_FRONTOPTIONS_SECTION). Findings D406 + index; release
notes: options section list corrected to the shipped Input/Gameplay/HUD/
Graphics/Audio/Display and the D406 line added.
Plain declarative prose throughout the overview and section intros - no
product-page register, no first-person winks. Structure carries the period
feel: top anchor-nav line (middot separators), a dated news line for the
release, --- section rules, and a last-updated footer stamp.
- Docs site: drop jekyll-theme-cayman for a hand-rolled _layouts/default.html
(masthead band + middot text nav + footer with last-updated stamp and legal
line; head re-plumbed with {% seo %}, viewport, favicon); head-custom.html
fully rewritten to the chosen design tokens - charcoal/off-white/amber,
Libre Baskerville headings over system sans, square corners, 1px borders,
flat (no gradients/shadows), mermaid wrapper re-skinned.
- docs/index.md: v0.4.0 status (native widescreen, aim system, rebinding,
crosshair, rumble, rebuilt overlay); Honest status replaced by the v0.4.0
release-notes known issues; body anchor-nav line; legal footer moved to
layout.
- security-and-fidelity-status.md: front matter so {% seo %} titles it.
- README.md: v0.4.0 truth pass (status, Working/Known issues, Deck preset
2x MSAA / 250% per code, background stats 981 commits / 283 findings,
comparison table, GEPD-default controls paragraph, earlier builds) plus
markdown-native motifs matching the site: top anchor-nav line, --- section
rules, last-updated footer stamp, license badge in the amber accent.
- release-notes: SFTP sideload mention (leftover from the Deck session).
Port-layer only: resolve_msaa_color_buffer clamps msaa_level to the driver's
GL_MAX_SAMPLES (pre-fix: unallocated multisample renderbuffers -> black
screen when MSAA is set beyond driver support); the resolve/copy paths now
bind current_framebuffer ? framebuffers[i].fbo : 0 (the default framebuffer
is GL name 0, not framebuffers[0]). Affects both Windows (opengl32) and
Linux builds. Code file from the PR head (fc092d99); docs in house style,
label rebased D323 -> D405 (collision with our G_TL_LOD finding).
Port-layer only (port/src/input.c, optionsoverlay.c); zero src/game edits.
All new knobs off/neutral at default = byte-identical at defaults.
New controller input options (CONTROLLER-INPUT-PLAN Wave A):
- Input.PadLookSensX/Y: per-axis right-stick look sensitivity (100 = native)
- Input.PadSouthpaw: swap fire<->grenade triggers (applied after edge capture,
so edge-detection stays consistent)
- Input.PadDeadzoneL/R: per-stick deadzone; legacy Input.PadDeadzone key kept
registered (no row) + one-time migration in inputInit() seeds any unset L/R
from it (C-init sentinel PAD_DZ_UNSET) before the first configSave
- Input.PadLookSmooth: 0-10 per-pad EMA low-pass on the natural-pitch look
output (default 0 = off), reset on pad hot-unplug
- Input.MouseYScale: pre-existing registered key finally gets an INPUT row
Verbiage baseline (Turok PC options menu, user-provided verbatim): Mouse
horizontal/vertical sensitivity, X axis/Y axis look sensitivity, Look
smoothing, Southpaw, Vibration (was "Rumble strength"), Deadzone
(left/right stick). GE keeps one flat INPUT section (D356), so the two
Invert-look rows retain their (mouse)/(controller) suffixes.
Display baseline (Turok scales): sensitivity + deadzone rows render 0-100
with 50 = default (existing calibratedDefault path); look smoothing renders
0-10 via a new dispMax "N/M" row formatter (alongside the existing N/100 and
N/255 special cases).
Tested on a real pad (Windows build) - all six options behave as intended.
Low-hanging-fruit controller/input options ported from the Turok PC port's
menu, scoped as port-layer-only (zero src/ edits): right-stick look X/Y
sensitivity, southpaw trigger swap, per-stick deadzone (with the legacy
single-deadzone migration), look smoothing, and a mouse-vertical-sensitivity
row. All off-by-default (byte-identical at defaults, golden gate preserved).
Documents what the GE port already has, the per-item code shape + insertion
points in input.c, and the Tier B/C items explicitly out of scope (head bob,
bloom/shadows, death-cam, uncapped-FPS -> UNLOCKED-FPS-PLAN, controller
rebind -> PR #109).
After regenerating the Deck's pcmodels/pccg sidecars from the current
converter (M-197 blob fix + D303) and pushing them, the user re-checked
the front end on the Steam Deck and confirmed the Nintendo/GoldenEye logo
+ copyright/legal page now render correctly. D403 was the stale-sidecar
test artifact all along; no code was ever at fault.
The Deck bundle's stale 0.3.0-era pcmodels/pccg sidecars were regenerated
from the current Python-source converter (prepare-assets.py + d43/d69/d88,
ALL CHECKS PASSED) on the NTSC ROM and pushed to the Deck (sha256-verified),
preserving the user's ge007.eep + ge007.ini. Awaiting the user's by-eye
front-end recheck (logo/copyright page) to close the loop.
- D402: first clean Linux build fix (shim include-cycle + _SHIFTL).
- D403 (new): Deck front-end logo/copyright page broken + graphics not
updated is a test artifact — the bundle was seeded with 0.3.0-era
sidecars that predate the D75/M-197 blob fix and D303; not a code
regression. Disambiguation: regenerate the Deck's data/ sidecars.
- D404 (new): 'Aim style: Centred (PC)' is inert on a gamepad; the row's
doc comment over-promises (applies to pad trigger) but the centred
path is mouse-only (input.c:1783, D337 device-aware gate).
- Deck test confirmations: D175 gains a low-utilisation (~15-30%)
frame-pacing/present data point; D395 pad-binding retest satisfied
(not stuck); D401 rumble + D287 idle/resume-from-sleep confirmed on
the Deck's Steam Controller / SteamOS.
The release/v0.4.0 branch had never been compiled on Linux; two
port-layer include-resolution spots that MinGW tolerated break under
glibc. Shim-only fixes, zero src/ edits, no rule-2:
- port/shim/PR/ucode.h + port/shim/bondconstants.h: break the
bondconstants.h -> ultra64.h -> pc_protos.h -> bondtypes.h ->
bondconstants.h first-include re-entry by deferring pc_protos.h during
bondconstants.h's own ultra64.h pass (_PORT_DEFER_PC_PROTOS).
- port/shim/PR/gbi.h: define _SHIFTL/_SHIFTR when absent, so video.c's
gbi.h macros keep their mbi.h definitions on Linux.
Builds + links clean on Ubuntu 24.04 (glibc 2.39 <= SteamOS 2.41).
Per the user's release decision, keep the toggle (default OFF) but make it
impossible to miss in-game: the row is now labelled 'All unlocked
(EXPERIMENTAL)' and its ON value renders 'ON - UNSAFE' in both the F10
overlay and the front PC Options screen (both read the shared row table).
ON value now bright-highlights like a normal On. Port-only, display-only
(config still stores 0/1); a safe architecture is v0.5.0 work.
Housekeeping: track docs/dev/M7-ALLUNLOCKED-PLAN.md (records the decision);
gitignore the stray repo-root Python/ install; refresh the D387 status.
Port layer only (zero src/ edits), per docs/dev/RUMBLE-PLAN.md:
- port/src/input.c: inputRumbleSupported/inputRumble -> SDL_GameControllerRumble;
detection via SDL_GameControllerHasRumble (SDL >= 2.0.18) else
SDL_JoystickIsHaptic + known-type Windows fallback; zeroed on pad close.
Single global gRumbleScale (dflt 0.5) registered as Input.RumbleScale.
- port/src/libultra.c: the two M-87 blockers resolved - g_contStatus[i].status
now sets CONT_CARD_ON for connected rumble-capable pads (so
joyRumblePakInit arms) and osPfsInit returns PFS_ERR_DEVICE for them (so
osMotorInit is attempted); osMotorInit/Start/Stop drive the haptics API.
- port/src/optionsoverlay.c: one global 'Rumble strength' ROW_SLIDER
(Input.RumbleScale, 0.05 detents, %.2f) in the INPUT section +
kResetDefaults entry. The four per-player Input.PlayerN.RumbleScale keys
were dropped (user decision 2026-09-28); stale keys in an existing ini
log four 'unknown key' LOG_NOTE lines and self-clean on next configSave.
- Real-pad haptics confirmed working by the user (2026-09-28).
Build env: build-pc.sh self-heal guard revision - re-exec now writes a
self-contained .ps1 (msys->native argv conversion mangles $-bearing
-Command strings; file write is conversion-free), builds PATH explicitly,
picks TMP from writable candidates (GetTempPath honours the broken
inherited TMP), self-logs to build-pc/ge007-native-reexec-*.log, and
treats a null LASTEXITCODE as 'did not execute' (PS 5.1 piped native
commands error non-terminating). OPEN: the guard still fails inside
build-pc.sh while the identical standalone .ps1 invocation works - AGENTS.md
documents the workaround. docs: RUMBLE-PLAN.md (new, tracked), findings.md
D401 entry + index rows, QOL-INVENTORY D224 -> DONE (D401),
findings-index.csv regenerated.
Root cause H2 confirmed: the gun-barrel / file-select vertical gradient is
built from 0.75-native-pixel-tall gSPTextureRectangle row strips (title2.c
(<<2)-1 bottom idiom). On the N64 RDP the scan converter floors the U10.2
edges to whole scanlines, so each strip rasterizes to exactly one scanline;
gfx_draw_rectangle passed the fractional edges straight to the GPU's
continuous rasterizer, aliasing the 0.75px pitch into a periodic 'comb'
(fixed ~3-native-row period; window period = 3*scale — confirmed by a
3-scale 640/1024/1280 GE_PCDUMP test).
Fix (port-layer, surgical): after the sub-pixel offset, floor the top edge to
its scanline and the bottom edge to the last covered scanline (the RDP
scanline range [top_scan, bot_scan+1]) before NDC conversion. No-op for
whole-pixel rects (edges already 4k/4k-1), so only sub-pixel strips change
and normal fills are untouched.
Also: remove the temporary GE_D397SH / D397SHM env-gated shader probes
(gfx_opengl.cpp, gfx_pc.cpp) now that the root cause is settled.
Docs: findings.md D397 -> RESOLVED (+3-scale confirmation + fix record),
findings-index.csv regenerated, porting-notes.md section D15 marked resolved
with the landed fix.
Verified by playtest: gun-barrel + file-select gradient render clean, comb
gone.
New env-gated D397SHM probe in gfx_generate_cc dumps which G_CCMUX
inputs a combine feeds as vInput1..N. For the gun-barrow row-strip
shader (id0=0000000010001218): vInput1=PRIMITIVE, vInput2=ENV_ALPHA,
so the front.c LERP renders out = PRIM + (TEXEL-PRIM)*(envA/255).
The PD ground-truth port feeds the identical env_color.a/255 factor for
the same ENV_ALPHA LERP input, so the LERP factor is not a port-side
scaling bug (H1's 1/255-vs-1/32 variant refuted). A uniform factor
cannot produce the *periodic* comb, which points to H2 (row-strip
geometry / 256-tri vertex-ring wrap). Next: Q3 gfx_flush() probe +
Q5 native FBO capture. Findings §D397 + handoff updated.
Per scratch/d397_fs/HANDOFF-D397.md: the stale-RENDERTILE hypothesis is
REFUTED (D161 already routes CI + G_TT_NONE to the I8 import; the GE_TEXI
logs show palfmt=0 on all 299 row strips), so the D397 block added to
import_texture had no effect (12px frame diff) and is removed.
The finding's true state: data path proven clean (byte-exact I8 uploads
vs the ground-truth PGM); MSAA/mips/noise/quant/cache ruled out.
Leading cause H1 = the file-select custom-CC LERP feeding ENV_ALPHA 0x14
as a 20/255 mix factor (black texels render ~0.92x prim = the measured
27/28/17 census); the N64 RDP 5-bit coefficient scaling (gmain.s / PD
CC engine) is the open root-cause question. H2 = possible separate
row-strip-geometry comb. GE_D397SH probe stays in-tree until the root
cause lands. findings table + tail section + CSV corrected.
Root-caused the D397 interlaced/comb symptom on the file-select
background and intro gun-barrel (first display, not round-trip):
titleRenderFolderMenuBackgroundLines loads 299 one-pixel 440-byte I8
rows with gDPLoadTextureBlock(I, 8b) and samples G_TX_RENDERTILE but
never emits gSPSetTile, so the tile's fmt/siz is whatever the previous
screen left (CI/4b spectrum-screen leftover, D116 probe). fast3d ran
the I8 bytes through import_texture_ci4 against a stale/all-zero
16-entry palette -> periodic black rows (GL texture-cache artifact,
not a ground-truth dither — no ROM RLE decode needed).
- gfx_pc.cpp import_texture: route the import through the source's
fmt/siz when a CI/RGBA tile genuinely disagrees with an I8 8b load
(mirrors the D229 case); real CI/RGBA textures untouched.
- gfx_opengl.cpp: GE_D397SH env-gated shader-formula probe for the
file-select gunbarrel combine (label initially written as D398,
renamed to avoid the PC-Options-label finding collision).
- findings: D397 row -> FIX LANDED (by-eye + PCDUMP verification
owed); tail section notes the fix. CSV regenerated.
Cross-ref D182(2) (same symptom family), D159/D183 (disproven leads),
D229 (mirror-case precedent).
Input (input.c/h):
- D380/D386: single effective PC layout; ini values ARE the bindings
(no hidden defaults); versioned migration materialises effective
GEPD defaults once (inputMigrateBinds, bindsVersion).
- D385: keyboard keys and pad buttons 1..5 share the two bind slots;
legacy extra ini tokens are migration-only. D386: SDL button-number
correction in the D385 defaults.
- D383/D384: opt-in inputBindingProbe (restores ini state); the PC
settings editor must not navigate with live game keys.
- D393/D394: Xbox 1.1 Jinx face map — A use, X reload, Y weapon
cycle, B owned-gadget cycle (no N64 equivalent, port-side), L3/R3
crouch, LB aim; retires LB/RB weapon cycling.
- D395: both options UIs refuse pad-initiated keyboard/mouse capture;
pad B cancels a capture started by keyboard/mouse.
Options UI (optionsoverlay.c/h):
- D388: nested Input -> Bindings / Gameplay -> HUD roots in both
F10 and front-options; redundant Low-end toggle retired (FPS cap /
MSAA remain independent, stored values preserved on migration).
- D391: hit bands follow rendered glyph baselines; dead zone +
out-of-card click rejection.
- D396: F10 pad B backs/closes a page (closes at root), A/X
accepts/toggles without shifting sliders; left/right still adjust.
All behind #ifdef PORT; N64 input/menu paths untouched. M7 (D387
AllUnlocked save-safety) intentionally NOT in this wave.
gunDrawSight (gunfire.c, #ifdef PORT) now routes through portCrosshair*
accessors: hide flag, colour presets + custom RGB, 100% default size,
and an opt-in beta crosshair sprite. With all defaults the original
red sprite, 16-unit half-size and N64 combiner are untouched; non-PORT
builds keep the original literals and control flow.
- D373: crosshide/tint plumbing (was rule-2 sign-off PENDING at M2
authoring; the PORT-guarded pattern in gunDrawSight is the sign-off
record).
- D379: only recoloured reticles switch to the texture-alpha silhouette
combine (portCrosshairApplyTintCombine); the original keeps the N64
G_CC_FADEA commands.
- D381: size/style/colour surface + live config apply
(videoRequestLiveConfigForKey) in video.c.
Rule-2 framing: port-layer feature behind the gunDrawSight #ifdef PORT;
zero N64-path change.
chrlvUpdateAimendbackShoulders read the leading anim union of
weapon_firing_animation_table through raw (f32*) slots [12/13/16/17].
On PC the union widens four->eight bytes, so those offsets alias the
wrong fields and the intro soldier hunched with the hand through the
torso (D392, vs the 1964 reference).
The #ifdef PORT arm reads the intended limits/arm fractions by name
(config->max_up/max_down, free_arm_frac_up/down); the non-PORT arm is
untouched. No logic or behavior change beyond the pointer-width
misread; D392 finding + Train aim-angle probe confirm, user visually
verified against 1964.
- D398: replace D348 procedural slider glyph with ROM-native IMG_DOT
texture (texSelect + display_image_at_position, Copy/Erase pattern);
superseded by D400.
- D399: file-select bottom row shifted 15px left as a block (user
sign-off); selectpos.f[0] behind a new #ifdef PORT in front.c.
- D400: icon removed on user sign-off; PC Options is now a text-only
label exactly like Copy/Erase (one textMeasure + one textRender,
game's packed 0xEBD879FF gold). Fixed two measurement bugs:
textMeasure(textheight, textwidth) args were passed swapped (label
35px above the bar, hit band transposed) and the bare label measured
h=0 vs 14 for newline-terminated Copy/Erase (7px low); height now
measured with kLabelNL. LABEL_GAP 20->28, LABEL_X 343->351.
PCDUMP frame 195: tops aligned 279.8 vs 279.3, 31px clearance from
Erase. By-eye check owed.
- docs: findings.md had been truncated to its section table (686
lines), losing all ## Dxx tail sections D376-D400. Recovered:
table D376-D400 rows + body/sections D001-D375 from HEAD;
D376-D387, D396-D399 sections recovered verbatim from pi session
transcripts; D398 section recovered from the 2026-09-28 session;
D388-D395 rebuilt as explicit reconstructed stubs from the
table/CSV one-liners (original detail unrecoverable); D400 section
written fresh. findings-index.csv regenerated and verified
byte-identical to the pre-truncation copy.
Build clean (ntsc-final). Verified: PCDUMP frame 195 (no overlaps,
tops aligned), CSV matches pre-truncation backup.
bondview2.c reads crouchDown = insightaimmode && (buttons & (D_JPAD|D_CBUTTONS))
(5318/5579): crouch is C-down WHILE IN AIM MODE, never the B button. M3's
IA_CROUCH -> GE_CONT_B (and the CrouchMode=1 latch) was inert, so crouch
never fired in the GEPD layout. Hold + latch now emit GE_CONT_D (0x0004).
N64-faithful side effect: S (IA_BACK, also C-down) crouches while aiming.
User re-test: aim (RMB/Left Shift) + Left Ctrl; hold or F10 Toggle.
M2 (the wave's only rule-2 item, sign-off recorded via user direction):
#ifdef PORT hook in gunfire.c gunDrawSight -- Video.CrosshairHide skips
the draw, Video.CrosshairColor tints the RGB (7 named tints, 0 = the
N64 white); non-PORT builds keep the original literals. F10 GRAPHICS
rows + kResetDefaults.
D374 (M3 playtest fix, user decision): GEPD is now the DEFAULT key
layout (Input.Layout 0 = GEPD, 1 = N64-era binds; a mouse FPS layout is
the natural default and the N64 never had a keyboard). The preset is
now the true effective default: only EXPLICIT per-key [Input.Bind]
overrides beat it; persisted values equal to the N64 defaults count as
unset. This fixes the playtest bug where a stale persisted
Fire=Left Ctrl masked the GEPD preset and made Ctrl fire+crouch at the
same time. Boot log reports the applied layout. One-off: pre-D374
Layout=1 (ex-GEPD) inis mean N64 now -- flip to 0 (release note).
Video.LowEndMode (default off) in F10 VIDEO: ON writes FpsCap 30 +
MSAA x1 (restart row); OFF restores the compiled defaults (60/2) rather
than per-user pre-preset values. The key records the last selected
preset; the effect flows through the two real knobs.
Input.Layout (0=FPS default, 1=GEPD) + Input.CrouchMode (hold/toggle) rows
in F10 INPUT (Turok-standard functional section; the planned MODERN bucket
is dropped per D356). The GEPD preset acts as the per-key effective
default under [Input.Bind] overrides; new IA_RELOAD/IA_CROUCH actions emit
GE_CONT_B (unbound by default, N64-original). Toggle crouch latches B with
a menu-boundary latch drop. optionsoverlay rowSetCommit hook re-derives
the binds via inputLayoutApply(). inputRebuildBinds no longer warns on
intentionally-empty defaults. Boot + ini round-trip + F10 page verified;
in-game feel-check owed (D371).
'Game file' (the manual's term) reads, in modern PC usage, as the
program's own files, not the user's save. 'Profile' is the clearest
end-user term for what these files actually are -- a per-player
bundle of progress + per-file settings -- and '(per profile)'
expresses the tag's scope where '(save)' read as a verb.
Strings (both UIs: front options + F10 overlay):
- front top row: 'Save file' / 'File N' -> 'Profile' / 'N'
- section annotation: '(File N)' / '(no file)' -> '(Profile N)' / '(none)'
- per-file row tag: '(game file)' -> '(per profile)'
- F10 unavailable value: 'Select game file' -> 'Select a profile'
Display layer only: identifiers and ini keys (Bond.* rows,
watchSettings*, ini) are untouched. D357 plan section 4 is the
terminology record; new D359 finding + index row; manual
'game file' -> 'profile' sync noted as a TODO (port-owned doc,
not in this repo). Build + headless smoke clean.
Full-string audit of the settings UI (front options + F10 overlay):
- front top-row label 'Save file' -> 'Game file' (the instruction
manual's term)
- per-file row tag '(profile)' -> '(game file)', both UIs
- F10 unavailable value 'Select file' -> 'Select game file'
- kept: 'File N' values, the '(File N)' section annotation and the
'(no file)' unavailable state (short forms; the annotation's host
word is the section title, which says the file number)
- 'Bond file' now appears only in identifiers/config keys
(Bond.* rows, watchSettings* names, ini keys), never user-visible
Docs: D357 plan section 4 is now the terminology record (final string
table); D358 finding notes the (profile) -> (game file) supersession.
Build + headless smoke clean.
- The front options screen numbers items 0..s_rowN (0 = the top
save-file row, k = content row k-1), but the level-1 draw loop painted
content row k at rowY(k) -- the save row's own line -- and mapped
s_hl (item-numbered) straight into s_rowIdx (content-numbered): the
'Save file' row overlapped the first content row, highlights/adjusts
hit the wrong row, the last content row was dead, and s_rowIdx[s_hl]
could read one past the built rows. Content rows now draw at rowY(k+1)
and all s_hl -> s_rowIdx uses take s_hl - 1 (A-press, L/R repeat,
reset-maintain); hit-test/cursor were already item-numbered and are
untouched.
- Per-file row tag '(save)' -> '(profile)' (maintainer request), both
UIs (front options + F10 overlay) plus the stale comments.
- docs/dev/D357-SETTINGS-VALUES-PLAN.md (PROPOSAL): row-by-row audit of
current defaults/ranges/steps/displays vs the PD port (local checkout)
and the Turok PC list (maintainer notes); proposals: mouse sensitivity
as a x multiplier, deadzone as a whole-% key (D333 legacy-alias
pattern), texture filter '3-Point' -> Bilinear, audio step 128 -> 328
(whole-%), MSAA +16x, FPS-cap preset grid, FOV degrees; kResetDefaults
lockstep gate + GE_WSPROBE_RESET re-verification.
Build clean (248 targets), headless menu boot smoke clean; visual
check of the front options screen + F10 owed to the maintainer.
- 5 sections (INPUT/GAMEPLAY/GRAPHICS/AUDIO/VIDEO, all below MAX_PROWS):
DISPLAY+GRAPHICS merged into GRAPHICS; AUDIO carries the watch music/FX
sliders out of the Bond-file page; VIDEO keeps the pure video rows;
__HdrMouse/__HdrPad merged into INPUT; __HdrBond/__BondFile retired for
the front-only top save-file row (frontoptions.c)
- save-file scoping: per-file sections (GAMEPLAY, AUDIO) annotated
'(File N)'/'(no file)' via the new Row.saveScoped flag +
watchSettingsActiveFolder(); per-file rows in mixed sections carry a dim
'(save)' tag; the D353 optionsRowIsBondChooser special-case is
generalized (both UIs)
- N64-watch rows Bond.Look / Bond.AimControl commented out of the menu
surface (D181/D216 style: keys + watch paths stay live)
- per-section 'Reset to defaults' replaces the Turok rows (plan Gate E):
edge-triggered two-step arm->confirm within 3 s, one commit, disarm on
timeout / navigate-away / close (optionsResetMaintain/Clear);
rowResetSection walks the section's declared range: watch rows ->
BLANKSAVEDATA through the D352 commit path (front direct, stage queue),
ini rows -> kResetDefaults[] (the port's C initializers); __Resolution
is a documented exclusion (action-backed)
- GE_WSPROBE_RESET probe: front tick-120 prepare/dispatch/verify, stage
tick-120 dispatch / tick-121 verify; a direct -level_XX boot starts its
timer from phase 0 (front prepare is front-only)
- docs: findings.md D356 + index + CSV, WATCH-SETTINGS-PLAN status,
OPTIONS-MENU-PLAN pointer, plan doc status -> LANDED
Verified headless: GE_WSPROBE_RESET front (all 5 sections failures=0,
__Resolution untouched, file-2 scope isolation OK) and -level_33 (6
commands queued, all sections verified post-drain, saved music/sfx = 0xFF);
GE_WSPROBE / GE_WSPROBE_FRONT regressions clean; 248/248 build + link.
Add a game-thread bridge and field-scoped per-file persistence for PC UI edits, with an explicit file chooser; keep watch-only edits session-only. Fix D351 row initializer offsets for units and auto-hide. Document verification and review follow-ups.
No settings icon exists in the game art (mainfolderimages holds only
copy/del/select-arrow/X/check/dot), so a miniature slider control is drawn
instead: three menu-box tracks with offset knobs in the 14px gap after Erase
(10px wide, 2px margins), INK_DIM tracks, knobs matching the label ink
(white / gold while hot). Tracks the dynamic label x (JP-safe), text position
unchanged; hot region extended to include the glyph. PCDUMP pixel-verified.
D-pad left/right and stick-X now adjust the selected row's value (A/X/B/Y
kept); 18/4-frame hold-to-repeat added to value adjust and up/down nav,
matching the options screen's D345(e)/(f) cadence. Port-only; user
controller test verified.