New findings not covered by TCRF's articles (full detail in local
backlog/cut-content/RESEARCH.md):
- The shipped game's M16 pickup text still reads 'an AR33 assault rifle'
(LpropobjE PROPOBJ_STR_2A, propobj.c:10471); unused 'US AR33' strings and
PROP_CHRM16 comments survive too.
- Klobb rename scar verified: GUN_STR_6B is the only out-of-alphabetical-order
weapon name in LgunE.c, exactly as TCRF's prerelease page describes.
- cartrifle + wristdart: full pickup/prop resources, no ITEM_ enum, no weapon
stats — cut weapons missing from TCRF's unused-items list (wrist dart = the
AMMO_DARTS hardware; decomp comments it '(BETA)').
- All four Bonds mapped: CUFF_/BOND_ Connery/Dalton/Moore enums + the
actor-switch code in bondview2.c with every branch flattened to Brosnan;
no former-actor models exist in the ROM (80 C*Z chr models enumerated).
- Cuba (LlenE.c) is the only orphan level with recoverable text: cut Natalya
dialogue, title card, alternate credits cast.
- Orphan-level geometry confirmed present in ROM (obseg.h segment decls);
what's missing is mission setup, not geometry.
- Music enum vs Notes-page GS index aligned slot-for-slot through 0x2C with
four local mismatches past it (49/52/54/59) pending in-game audition.
All six TCRF article bodies were extracted (backlog/cut-content/articles/,
gitignored) and cross-referenced against src/ + assets/obseg/. Full verified
findings with file:line refs land in backlog/cut-content/RESEARCH.md.
Verified 1:1: the 11 unused cheats (CHEAT_ID enum vs cheat.c grant table),
music track index (MUSIC_TRACKS enum vs Notes-page GS index), MP character
table (~40 entries, 1.0446 eye height), all unused text strings (LmiscE/LgunE/
LpropobjE/LtitleE), build dates (compiletime.c), Spectrum emulator plumbing
(front.c MENU_SPECTRUM_EMU — only the transition is missing).
Corrections to TCRF/first pass: bg_dest is shipped Frigate geometry (not an
early version); cryp/dish are shipped Egypt/Temple; Library/Stack share
Basement's bg_ame; 28 of 29 unused items exist in the object table.
Tracked doc updated to point at the research file; backlog/ gitignored.
Cross-reference the local TCRF 'cutting room floor' export
(scratchpad/backlog-scrape/restore-cut-content-mod, gitignored) against the
decomp source and extracted asset tables. Article bodies were lost to a
Cloudflare challenge at scrape time; findings rest on the ~170 intact article
images + all image filenames, each mapped to ROM object/level evidence:
- A: full debug menu (U+D C-hold) decompiled in debugmenu_handler.c — free cam,
level switch, ramrom record/replay, screenshot grabs; all compiled into PC build
- B: cut weapons (taser/rocket/grenade/P90/spectre/autoshot) have models + stats
+ SFX; rocket/grenade/P90 grantable via existing cheat codes (cheat.c)
- C: 'unused items' page maps 1:1 to file_resource_table entries with use-logic
- D: 8 commented-out MP map entries in front.c with dev notes (Citadel/Statue/
Cradle/Aztec/Runway/Dam/Depot/Frigate)
- E: per-level unused props + orphaned level geometry (Crypt has bg+briefing but
no LEVELID; len/dish/cat/oat/arec/ame/ark/ref dirs beyond shipped set)
- F/G/H: unused faces, prerelease comparison pairs, dev-build video embeds
Feasibility tiers 0-3 with the port-layer-only constraint called out.