Commit Graph
334 Commits
Author SHA1 Message Date
James Dansereau fc844fb9b4 D160: env-gated diagnostics for the Dam level-end cutscene (GE_D160)
Dam exit should play a scripted cutscene (Bond off the dam / bungee) before
the MISSION COMPLETE report; on PC it cuts straight to the report while
progression still works (bossReturnTitleStage fires). Add GE_D160=1 trace
points to localise whether the cutscene AI runs:
 - bossReturnTitleStage entry (+ caller return addr)
 - bondviewSetCameraMode (mode, stage, g_IntroSwirl, intro anim idx, caller)
 - AI EndLevel/exit_level, CameraLookAtBondFromPad, CameraSwitch (tag lookup
   result: cdef ptr / TagIndex<0 / tag NOT FOUND)
No behaviour change (all #ifdef PORT, getenv-gated).
2026-08-31 12:09:45 -04:00
James Dansereau d439dfeaeb D158: KF7 muzzle-flash stackpad2[-8] negative stack write -> crash on fire
gunUpdateAndFire's KF7 branch (`mdlhdr->Skeleton == &skeleton_gun_kf7`)
does `((f32*)stackpad2)[-8] = ...` then reads it back into
matrix_scalar_multiply -- a decomp register-allocation stackpad: a
scratch f32 the N64 compiler placed 32 bytes below the `u8 stackpad2[4]`
local. GCC's x86-64 stack layout is different, so the negative index
scribbles into an unrelated stack slot (return-address / saved-reg area)
-> 0xc000001d illegal-instruction the moment you fire a KF7.

Found via scripted-input (walk+fire) testing: 12 campaign levels survived
a firefight script, Caverns (-level_39) crashed reproducibly on a settled
machine at gunfire.c:817. addr2line -> gunUpdateAndFire. The KF7 is a
common campaign weapon (Facility/Surface/Caverns guards) so this would
hit the user early.

Fix: real `f32 kf7_flashscale` local under #ifdef PORT; N64 stackpad
expression kept under #else. Caverns now survives repeated fire to frame
1500+; -level_09 unregressed. PORT-LEARNINGS §A (stackpad hazard).
2026-08-31 11:59:17 -04:00
James Dansereau 3e5720c01b D74: rework sub-tile UV pre-wrap as opt-in Video.WrapFix (was dead + OOB)
The D74 block in gfx_sp_tri was inert (guard `cms & G_TX_WRAP` == `& 0`,
always false) AND OOB (`tex_width2[i]` indexed by the vertex i=0..2, but
the array is per-texunit [2]). SMALL-FIXES B1: the naive in-place
correction boot-crashed -level_09.

Rework per the B1 plan: precompute per-texunit `wrap_s/t[t]`,
`wrap_tw/th[t]`, `wrap_uls/ult[t]` once in the texunit setup loop (needs
the original cms/cmt before the CLAMP-clear), keyed on 'clamp bit not
set' + window smaller than the uploaded image; apply per vertex indexed
by `t`. Gated behind `Video.WrapFix` (default 0 -- new/never-run path).
Verified: WrapFix=0 unchanged; WrapFix=1 -level_09 renders clean through
frame 375, no boot crash, no visible corruption. Visual fix on wrapped
triangle textures (room panels) needs a level with them + an N64
reference -- Depot per B1.
2026-08-31 11:40:42 -04:00
James Dansereau e86ad05ba8 M-30 docs: SMALL-FIXES status refresh (B3/B4/B5 done, RC4 retracted, D2 caveat) 2026-08-31 11:16:54 -04:00
James Dansereau 1b0b566b90 M-30 docs: flag rebuild+regen requirement before next playtest 2026-08-31 11:15:33 -04:00
James Dansereau 1bc4928a55 d43_emit: validate PointUsage[] round-trip + index-range + non-zero (D120)
Confirms the D120 fix converter-side: 1469 PointUsage regions / 70177
s16 entries across the model set (every guard/character has several) now
byteswap-round-trip, every index < numVertices, and no region is
all-zero (the pre-M-30 bug). Guards against a future emit-gap
regression.
2026-08-31 11:13:53 -04:00
James Dansereau ef3de6c102 M-30 docs: session state + next-task summary at top of HANDOFF 2026-08-31 11:12:08 -04:00
James Dansereau cb5295fe85 GE_SAVELOG: trim criterion dump to essentials (D157 confirmed fixed)
Drop the verbose raw-words / DESTROY obj-ptr-healthy lines now that D157
is root-caused + confirmed. Keep the compact per-criterion line
(type/ObjRefID/MinDif/stride/status) and the per-objective difficulty-gate
line -- both are the reusable signal for any future save/objective issue,
gated by g_savelogObjOnce + GE_SAVELOG so inert in normal play.
2026-08-31 11:10:58 -04:00
James Dansereau 0083cdc10e docs: D157 §F entry + D120 marked FIXED 2026-08-31 11:09:41 -04:00
James Dansereau 6364ddaa4b M-30 docs: RC2 verification notes + framediff phash-noise clarification 2026-08-31 11:08:48 -04:00
James Dansereau d92fe0ef08 M-30: 21/21 level sweep PASS (first all-green incl Cuba) — no regressions from D157/RC2/D120 2026-08-31 11:02:23 -04:00
James Dansereau 742f2f820e D120: emit the opcode-0x18 PointUsage[] s16 chain (was zero-filled)
d43_emit.py reserved the PointUsage region (add_region) during layout but
the emit pass never wrote it -> all zeros -> chr.c's blood-decal walk
'index = PointUsage[index]' cycled 0->0 forever (capped by the #ifdef
PORT guard at chr.c:3328, so decals were missing/wrong, not a hang).
Now byteswaps each s16 index (numVertices entries, negative-terminated,
no remap). Full regen chain re-run, round-trip validation passes. The
chr.c guard stays as a safety net (SMALL-FIXES B3). Also: retract RC4
(palette off-by-one) in TEXTURE-GLITCH-ANALYSIS -- the current RGBA5551
decode is correct; the doc's 'spec' was ARGB1555.
2026-08-31 10:59:26 -04:00
James Dansereau d0b17f1788 M-30 docs: D157 CONFIRMED by user playtest (Dam Agent -> save -> persist) 2026-08-31 10:50:33 -04:00
James Dansereau e610c57733 M-30 docs: D157 root cause (objective difficulty byte-offset) in HANDOFF + PORT-LEARNINGS 2026-08-31 10:26:02 -04:00
James Dansereau 2fde8a5d3f M-30: regenerate LEVEL-OBJECTIVES.md with fixed difficulty reader (D157) 2026-08-31 10:25:24 -04:00
James Dansereau 4cd8ccaeac D157: objective MinDificulty read at wrong byte on LE -> campaign never unlocks
ROOT CAUSE of 'complete Dam, Facility stays locked'. The type-23
objective record's MinDificulty is a big-endian s32 at word 3; on N64 the
value is its low byte == offset 0xF, and struct objective_entry reads
'difficulty' as s8 @0xF. d88_propdefs.py bswap32's word 3, so on
little-endian the value moves to offset 0xC -> objective_entry.difficulty
@0xF reads 0 for EVERY objective. get_difficulty_for_objective() then
returns Agent(0) for all, so objectiveIsAllComplete() on Agent evaluates
objectives that should be difficulty-gated out (Dam obj 0 'Neutralize all
alarms' is Secret Agent; obj 1/2 are 00 Agent) -> they're incomplete ->
never returns TRUE -> end_of_mission_briefing() / the unlock write never
runs. User was right: you don't touch an alarm on Agent Dam.

Fix (D151-class, #ifdef PORT): reorder struct objective_entry's word-3
tail so 'difficulty' reads @0xC (post-swap position); N64 layout kept
under #else. Also fixes dump_objectives.py (was reading byte 0xC = the
BE high byte = always 0; hence LEVEL-OBJECTIVES.md said 'Agent' for
everything). Dam now decodes obj0=Secret Agent, obj1/2=00 Agent,
obj3=Agent. -level_09 coverage identical (phash delta is the M-30 RC2
texture change, not this).
2026-08-31 10:25:16 -04:00
James Dansereau 9c23e5bcb6 GE_SAVELOG: dump obj/prop/healthy per DESTROY_OBJECT alarm criterion
Run 2 crit dump: Dam obj 0 walk is correctly synced (type 23 START stride
4, then 4x type 25 DESTROY_OBJECT tags 0-3, stride 2) and ObjRefID reads
right (0,1,2,3). All 4 DESTROY criteria evaluate INCOMPLETE -> obj 0 not
complete -> objectiveIsAllComplete=0. Dam Agent obj A = 'Neutralize all
alarms' (4 ALARM-tagged boxes). Need to know if the alarms are (a) not
found, (b) found still-healthy because the player didn't shoot them, or
(c) found still-healthy after being shot = destruction-detection bug.
Added obj=/prop=/healthy= to the per-alarm SAVELOG line.
2026-08-31 09:58:08 -04:00
James Dansereau 375fb91fd6 GE_UNLOCK_ALL=1: mission-select shows every solo level (playtest unblock)
While the objective-completion -> save-unlock chain is being fixed (M-30
blocker), GE_UNLOCK_ALL=1 flips get_debug_enable_all_levels_flag() so the
front-end mission-select offers all 20 solo levels instead of just the
next unlocked one. #ifdef PORT, env-gated, one-shot cached; retail
behaviour unchanged without the var. Verified: mission-select renders all
20 level tiles, no crash. -level_09 unregressed.
2026-08-31 09:44:25 -04:00
James Dansereau 27c0544ce3 M-30 docs: narrow save blocker to objectiveIsAllComplete (Dam obj 0) 2026-08-31 09:35:46 -04:00
James Dansereau a1257941ea GE_SAVELOG: dump per-criterion objective walk (type/ObjRefID/stride/words)
First GE_SAVELOG run showed bossReturnTitleStage stage=33 (Dam) with
objectiveIsAllComplete=0 -> end_of_mission_briefing never called -> no
unlock. The loop bails at obj 0 (get_status_of_objective != COMPLETE).
Need to see what the criteria walk reads. Added a crit-level dump (type,
ObjRefID, TextID, sizepropdef stride, first 3 words, currentstatus),
gated behind g_savelogObjOnce which bossReturnTitleStage sets only around
its own objectiveIsAllComplete() call so the per-frame poll doesn't
flood. -level_09 renders clean, 0 SAVELOG lines without the env var.
2026-08-31 09:35:10 -04:00
James Dansereau b22cd7469a M-30 docs: campaign-progression blocker + GE_SAVELOG diagnostic in HANDOFF 2026-08-31 08:49:14 -04:00
James Dansereau db5b36bc3b GE_SAVELOG: trace the campaign-unlock -> EEPROM chain (progression not persisting)
User: complete Dam -> 'previous' from debrief -> mission select, Facility
still locked. data/ge007.eep has no completion times -> the unlock save
isn't landing. Chain is bossReturnTitleStage (objectiveIsAllComplete?) ->
end_of_mission_briefing (guard on briefingpage/difficulty) ->
fileUnlockStageInFolderAtDifficulty -> fileOverwriteSaveSlotWithNewSave
(needs a DORESET spare slot) -> fileWriteSave (fileGamePakProbe) ->
EEPROM, then fileValidateSaves CRC-checks on reload.

GE_SAVELOG=1 (env, #ifdef PORT, no logic change) logs each link:
objectiveIsAllComplete + per-objective diff/status, the briefing guard,
the unlock args + free-slot lookup, the write (probe/block/crc), and the
per-slot validate CRC pass/fail. -level_09 unregressed (diag is
getenv-gated; the framediff move is the earlier RC2 mip fix).
2026-08-31 08:48:58 -04:00
James Dansereau 385b792a0c M-30 docs: RC2 mip-texture fix + Y-invert fix in HANDOFF 2026-08-31 08:25:52 -04:00
James Dansereau ddef038238 fast3d RC2: clip mip-contaminated texture uploads to base height (+ GE_DTEX probe)
Reported: menu / room textures look 'interlaced' (alternating garbage
rows). Root cause (docs/TEXTURE-GLITCH-ANALYSIS.md RC2): GE's
texGetDepthAndSize() packs base level + every LOD mip into one
gDPLoadBlock, so fast3d's upload height (size_bytes / row) runs ~1.3x
taller than the base image and the mip bytes render as rows below it.
GE_DTEX=1 confirmed it: 64x64 I4 uploaded 64x87, 65x65 -> 65x95, etc.

Fix in import_texture(): when LOD is active (rdp.tex_lod) and the load
is a plain full-width block (not a windowed gfx_dp_load_tile - the D74
sub-tile / Rare-logo case, which is lod=0), clip size_bytes to the
SETTILESIZE base-tile height. GL then builds correct mips from a correct
base. New knob Video.FixMipTextures (default 1; =0 restores old upload,
verified byte-identical to golden -level_09 3/3). BUNKER1 with the fix
on: side-wall textures visibly cleaner, geometry/HUD unchanged; Silo
unregressed. -level_09/-level_20 framediff WILL flag with the fix on
(textures changed for the better) - refresh golden after the user
confirms the menu + Depot look right.

New GE_DTEX=1 env probe logs load params for the first 64 textures.
2026-08-31 08:25:34 -04:00
James Dansereau 8dc952774b input: fix inverted Y in front-end pointer mode (mouse-down moved cursor up) 2026-08-31 08:10:34 -04:00
James Dansereau b32a740986 M-30 docs: user batch defect list (#2 #3 #4 #5) in HANDOFF 2026-08-31 08:08:02 -04:00
James Dansereau cbc83c24ab input: front-end pointer mode - mouse drives the menu cursor on both axes
Reported: on SELECT FILE the mouse only moved side-to-side; up/down
needed W/S. The front-end cursor is stick-driven (frontUpdateControl
StickPosition reads joyGetStickX/Y); the port only fed mouse-X to the
stick in menus (mouse-Y went to C-buttons, which the menus ignore).

New: when current_menu != MENU_RUN_STAGE (and != MENU_INVALID, so bare
-level_XX in-game aim is untouched), mouse velocity drives stick X+Y as
a pointer, no C-buttons/aim-band, LMB=A (select) RMB=B (back). Reads the
game global current_menu directly for UI context only - no logic change.
New knob Input.MenuPointerSpeed (%, default 100). -level_09 3/3
framediff; FILE_SELECT boots clean 900 frames.
2026-08-31 08:07:23 -04:00
James Dansereau 7d31654f2e D2/D146: strip unconditional D63 debug trail from gfx_pc.cpp
The D63 branch-trail dump fired ~10 sysLogPrintf lines + a full trail
walk on EVERY unknown GBI opcode, unconditionally. On the front-end
menu (D149 corrupt model DL) this ran per-frame and collapsed the menu
to ~5fps with input starved. Removed the trail statics, the per-G_DL
recording, and the default-case dump; the rate-limited D146 'ending DL'
log stays. -level_09 3/3 framediff, -level_20 91.6% unregressed.
2026-08-31 07:56:35 -04:00
James Dansereau b9c333d74f M-29 Track A: regenerate LEVEL-OBJECTIVES.md for all 21 solo levels 2026-08-31 07:44:03 -04:00
James Dansereau 290e85c50d M-29 docs/tools: SMALL-FIXES notes, LEVEL-OBJECTIVES decode, animgen dump helpers 2026-08-31 07:42:37 -04:00
James Dansereau 87d8e065d5 M-29 docs: D156 in HANDOFF 2026-08-30 21:45:58 -04:00
James Dansereau 390fdc50c5 D156: one-shot diagnostic when the anim-frame guard fires
fprintf(stderr) the model speed/playspeed/newspeed/oldspeed/timespeed/
elapsespeed/unkb0/unk88/anim values the first time modelTickAnim's
non-finite frame guard triggers, so the Facility-outro repro pins the
NaN source (likely a near-zero blend denominator or a misaligned Model
field). One-shot, stderr, #ifdef PORT.

Verified: -level_09 1500 frames crash-free, guard does not fire in
normal play.
2026-08-30 21:45:43 -04:00
James Dansereau f887165ff4 D156: guard NaN/blown-up anim frame -> unbounded frame-step loop (Facility outro hang)
After D155 the user re-ran the playthrough and it hung again at the end
of Facility -- same stack but frames=12962 frozen CONSTANT for minutes =
a true infinite loop, not D155's slow spiral.

The `while (1)` at model.c:3131 in modelSetAnimFrame2WithChrStuff steps
root-motion accumulation one anim frame at a time from framea to frameb.
frameb comes from modelTickAnim's `frame += playspeed * speed` per tick.
A cutscene anim transition with a near-zero blend/timespeed/unkb0
denominator (model.c:3436/:3477, guarded >0 but not against tiny values)
makes model->speed/playspeed huge or NaN -> frameb huge/NaN ->
floorFloatToInt garbage -> endframe-curframe ~= 2^31 -> effectively
infinite.

#ifdef PORT guards (N64 unchanged):
- modelSetAnimFrame2WithChrStuff: if frameb non-finite or |frameb| >= 1e6,
  snap to framea (loop does ~0 iterations; modelConstrainOrWrapAnimFrame
  at :3211 still clamps model->frameb to a real frame).
- modelTickAnim: after the tick loop, if frame/frame2 went non-finite,
  fall back to the pre-loop model->animframe1/animframe2 so the NaN can't
  poison model state every frame.
`!(x > -1e6f && x < 1e6f)` catches NaN too. Anim frames are 0..few-hundred
so 1e6 is a safe ceiling.

Likely deeper cause (needs the repro): these speed/blend fields are Model
members -- a D100/D140-style struct-pun misalignment would feed garbage
exactly when a cutscene sets an unusual transition. Dump
model->speed/playspeed/timespeed/unkb0 in modelTickAnim during the
cutscene if it still hangs.

Verified: build green; -level_09 frame 200 unregressed (guards never fire
in normal play). PORT-LEARNINGS §E.
2026-08-30 21:43:39 -04:00
James Dansereau f33894f2a2 M-29 docs: D155 in HANDOFF 2026-08-30 21:37:47 -04:00
James Dansereau d8ca9a0c51 D155: clamp per-frame deltaFrames — fixes Facility outro-cutscene hang
User hit a "hang" (process alive, heartbeat dumps) at the end of the
Facility outro cutscene. Symbolicated mainThread stack: parked in
modelConstrainOrWrapAnimFrame <- modelTickAnim <- chrUpdateAnim <-
chrTick <- playerTick <- propsTick <- lvlRender across every dump.

Root cause: waitForNextFrame() (src/game/frametiming.c) passes
nextFrameTime = (osGetCount()-prev+387937)/775875 to updateFrameCounters
UNCLAMPED. osGetCount() is wall-clock on the port (D117), not VI-locked,
so a real-time stall (asset load at the cutscene->debrief boundary, made
worse by a local LLM hammering the box) makes nextFrameTime balloon to
hundreds/thousands. That becomes speedgraphframes -> g_ClockTimer, which
drives modelTickAnim's `while (numticks-- > 0)` per character per render
plus dozens of `for (i=0;i<g_ClockTimer;i++)` sim loops -> one frame does
thousands of anim ticks x N chars -> multi-second frame -> heartbeat
trips, and the slow frame feeds an even bigger delta -> unrecoverable
spiral. The N64 was VI-bound and never produced deltaFrames > ~2.

Fix: #ifdef PORT clamp nextFrameTime to FRAMETIMING_PORT_MAX_CATCHUP (6)
in waitForNextFrame(). N64 path verbatim. Timing-compensation class,
cf. D117/D134. PORT-LEARNINGS §E.

Verified: build green (ntsc-final); -level_09 unregressed (frame 200
nonclear delta 0.04pp, full-window crash-free). The clamp only engages
when a frame took >~100ms, so normal play is byte-identical.
2026-08-30 21:37:34 -04:00
James Dansereau eea9388217 M-29 docs: B1/B2 outcome in HANDOFF (3-point opt-in, B2 not filtering) 2026-08-30 21:10:11 -04:00
James Dansereau 944b28bd0d M-29: wire up opt-in N64 3-point texture filtering (BACKLOG B1 groundwork)
The sm64ex 3-point filter shader path already existed in gfx_opengl.cpp but
was never reachable from config, and its min-filter row was all GL_NEAREST
(no mip sampling) so it would shimmer badly.

- gfx_opengl.cpp: 3-point min-filter row -> GL_LINEAR_MIPMAP_{NEAREST,LINEAR}
  so minification uses the mips it already force-generates at upload;
  anisotropy default 0 -> 4 (0 was invalid for GL_TEXTURE_MAX_ANISOTROPY).
- video.c: Video.TextureFilter now accepts 2 = 3-point + trilinear.
  DEFAULT STAYS 1 (bilinear) -- 3-point is more console-authentic but
  softens textures at normal viewing distance, and (tested) did NOT fix
  the Depot roof garbage. That is a separate texture-data/UV/effect bug,
  not filtering -- BRIEF-B2 updated, next step is a GE_DTEX probe.

Verified: default (bilinear) -level_09 frame 320 unregressed vs golden
(nonclear delta 0.00pp, phash 11); build green; 1200-frame -level_30 run
crash-free with 3-point active.
2026-08-30 21:09:53 -04:00
James Dansereau 69e3670f2c M-29 docs: race-to-release plan, audio deferred, B2 Depot texture diagnostic
HANDOFF: M-29 session summary + the 3-track plan (A=playtest gate,
B=audio DEFERRED, C=solo quick wins in priority order).
BRIEF-B2-depot-textures.md: captured evidence + leading hypothesis that
the Depot roof garbage is mostly BACKLOG B1 (missing filtering/mips),
not a decode bug; decode path audited clean.
2026-08-30 21:01:53 -04:00
James Dansereau d0d18b2472 M-29: file-backed EEPROM saves (BACKLOG B5 / Phase 4)
port/src/libultra.c: osEeprom{Probe,Read,Write,LongRead,LongWrite} were
no-op stubs, so campaign progress (unlocked missions, times, difficulty)
was lost on every quit. Implement a real 16Kbit (2048-byte) EEPROM backed
by $S/ge007.eep: lazy-load on first access, write-through on every write,
bounds-checked against the 256-block device. Pattern mirrors the PD port
(pd_port/port/src/libultra.c). Probe now reports EEPROM_TYPE_16K so the
decomp save logic (src/game/file2.c, already compiled) runs unchanged.

Verified: build green (ntsc-final); -level_09 boots, the game writes
data/ge007.eep (2048 B, checksum @block 0 + save_data slots @block 4),
600+ frames crash-free; -level_09 unregressed. File persists across runs.
2026-08-30 20:52:47 -04:00
James Dansereau 609bb732b9 M-29: aim sensitivity fix (BACKLOG B3 / SMALL-FIXES B4)
port/src/input.c: RMB manual-aim mouse sensitivity overshot badly at the
old MouseAimSpeed=50 default (25 px/poll saturated the aim band, so a
flick ran GE's (stick-60)/10 curve at full rate for many polls). Lower
the default to 25 and expose the band itself as Input.AimBand (int 5..40,
default 20 -> unchanged behaviour at the new speed). Port-only, config-
backed, fully reversible via ge007.ini.

port/fast3d/gfx_pc.cpp: annotate the dead D74 texture-wrap block
(SMALL-FIXES B1). The in-place correction (G_TX_CLAMP test + per-texunit
index) activates never-run code and crashes -level_09 at boot; it needs
the hoist-out-of-vertex-loop rework + per-level visual verification, not
a one-liner. Left inert with a NOTE; no behaviour change.

Verified: build green (ntsc-final); -level_09 + -level_20 crash-free for
a full ~75s capture window on a settled machine (D153: earlier back-to-
back runs crashed under build/run thrash, not a regression).
2026-08-30 20:49:50 -04:00
James Dansereau 52ec6d837c M-28: D154 (WIP, unverified) — port bg.c room-geometry hit-test GBI parser
bgTestRayIntersectionInRoom (bg.c) is the D135 sibling flagged since M-23:
an unported N64 GBI parser walking the 16-byte PC room DL with raw
((u8*)gdl)[k] / ((u32*)gdl)[i] 8-byte-Gfx byte/word indexing. It runs on
every shot that resolves against background geometry (bgTestBulletHitBackground),
so it AVs the first time you shoot a wall or floor in a real playthrough --
invisible to the no-input level sweep.

Ported #ifdef PORT (N64 path kept verbatim under #else):
 - vtxoff / vtxbase / op read through the .dma view, matching the
   already-ported bgBuildRoomVtxBounds.
 - G_TRI1 vertex indices from (w1 >> 16/8/0) & 0xff, /10.
 - the 12 G_TRI4 index nibbles recovered from (u32)gdl->words.w0/.w1,
   each mapped from the N64 byte/halfword layout (table in the code
   comment; cross-checked twice).
 - both texturenum recoveries -> -1: the KSEG0 *(u16*)(w1-8) deref is not
   valid for the port's converted GDLs (same as D135); texnum only selects
   the bullet-impact decal/sound, parked with D77.

Build: green (ntsc-final). NOT VERIFIED -- a no-input GE_PCDUMP capture
never fires a bullet so it never enters this function; needs a firefight
into a wall on an idle machine. This session's box was too thrashed to get
a clean run (D153 driver-crash-under-load). Committed as WIP so the port
work isn't lost; next session: idle-machine wall-shoot test + -level_09
framediff, then mark verified.

§F/HANDOFF D154, PORT-LEARNINGS §B (D135 corollary).
2026-08-30 20:34:15 -04:00
James Dansereau 57e24a374b M-28: watch-menu text (D150/D151) + audio-lock deadlock mitigation (D152)
D150 (src/str.c) — NULL-tolerant strcpy/strncpy/strcat under #ifdef PORT.
The watch BRIEF/OBJECTIVES pages build text with strcat(buf, langGet(id));
langGet() returns NULL on PC for a string bank the in-level flow never
loaded, and str.c's primitives are __nonnull__ builtins so a plain param
NULL check is optimised away — the guard launders the ptr through an empty
asm (GE_IS_NULL). NULL src -> empty string instead of an AV crash.

D151 (src/bondtypes.h) — watch data (objectives / mission background / M /
Q / Moneypenny) all rendered blank. propDef types 35 (WatchMenuObjectiveText)
and 23 (ObjectiveStart) store a plain s32 lang slot id in their 3rd word;
the decomp structs decode it as [u16 reserved][u16 text] reading text at
offset 0xA, which only works because the id is in the low 16 bits of a
big-endian word. d88_propdefs.py bswap32's the whole word -> text @0xA
reads 0 -> langGet(0) -> NULL. Fix: text is a full u32 at the word offset
under #ifdef PORT (N64 layout kept under #else). No converter change, no
sidecar regen. This is the D143/D150 "briefing text renders blank" root cause.

D152 (port/src/libultra.c) — mission-failed / objective-failed permanent
black screen. The D147 recursive-mutex behind osSetIntMask can be leaked
(libaudio has unbalanced / early-return mask calls; a transient thread can
acquire OS_IM_NONE and exit) -> mainThread + amMain both block forever in
alEvtq* -> gfx pipeline stalls. Live gdb.txt from the user's session
confirmed the deadlock (mainThread in the mission-fail audio fade-out
sndSetScalerApplyVolumeAllSfxSlot -> alEvtqPostEvent). Mitigation: model
the mask as a self-healing logical lock (owner/depth under s_imMx + condvar)
— normal microsecond critical sections behave as before, but a waiter
blocked > 2s concludes the holder leaked it, logs the stale owner + the
stealing caller's return address, and steals the section. Worst case is a
~2s audio hiccup + a log line naming the leak, instead of a hung game.
Proper narrow fix (dedicated ALEventQueue lock) still owed.

D153 investigated and dismissed — the "-level_09 crashes at frame ~900"
seen while regression-testing was D117/D134 host-scheduling flakiness under
heavy concurrent build+run load; on a quiet machine -level_09 runs past
frame 2400 clean with all three changes applied.

Build: green (ntsc-final). Golden framediff not run clean (same machine-load
flakiness); one quiet -level_09 run = 2400+ frames, 0 heartbeats.
2026-08-30 20:25:02 -04:00
James Dansereau 81a0c0d253 M-27 docs: HANDOFF — full front-end loop DONE (D142-D147), test tooling, D148/D149 parked 2026-08-30 18:52:30 -04:00
James Dansereau 566bc4cd06 gitignore gdb.txt / gdb-hang.txt (debug.ps1 output) 2026-08-30 18:51:42 -04:00
James Dansereau 84516ad69b M-27 docs: D142/D147 bug classes (PORT-LEARNINGS D3/D4), D148 Dam cutscene + D149 front-end model in GRAPHICS-BACKLOG 2026-08-30 18:51:35 -04:00
James Dansereau 48bac33068 M-27: D147 - osSetIntMask is a real recursive lock (audio-queue race -> hang)
The hang seen near the end of Dam (and latent everywhere a sound effect
plays): a door finishes opening, objTick -> doorPlayCloseSound0 ->
sndPlaySfx -> alEvtqPostEvent walks g_sndPlayer's ALEventQueue insert list
on the main thread while the audio-manager thread (amMain -> alAudioFrame ->
sndPlayerVoiceHandler -> sndRemoveEvents) mutates the same list. Both guard
with osSetIntMask(OS_IM_NONE) -- which the port stubbed as a no-op -- so on
PC there is no mutual exclusion: the list corrupts and alEvtqPostEvent's
for-loop spins forever (thread-dump confirmed both threads inside the evtq
under a bogus/circular link).

osSetIntMask now maps to one process-wide recursive mutex: OS_IM_NONE
acquires, the OS_IM_ALL token it returns releases on the paired restore,
other masks (OS_IM_VI in sched.c) pass through. The decomp never blocks
while holding OS_IM_NONE (N64 contract), so it cannot deadlock. Covers
every cross-thread critical section in libaudio + sched, not just this one.

Verified: -level_09 1200 frames, 0 heartbeats, 91.66% coverage (golden).
Thread dump captured via CTRL_BREAK to the batch gdb + fresh attach.
2026-08-30 15:40:59 -04:00
James Dansereau 51212024e8 M-27: debug.ps1 builds by default (-NoBuild to skip) so playtests never run a stale exe 2026-08-30 15:30:32 -04:00
James Dansereau a82e90d457 M-27: D146 hardening - guard gfx_sp_vertex/movemem/set_vertex_colors ptrs
A desynced/corrupt front-end display list (D75 family - the compiled
wallet/dossier/logo sub-DLs at seg5+offset) feeds wild pointers to the RSP
command handlers before the walk reaches an unknown opcode. Added a shared
fast3d_ptr_ok() mapped-range check; gfx_sp_vertex, gfx_sp_movemem and
gfx_sp_set_vertex_colors now bail on a wild pointer instead of faulting.
Pairs with the D146 unknown-opcode -> end-DL change.

Verified: -level_09 unregressed.
2026-08-30 15:30:16 -04:00
James Dansereau cea9ce0df9 M-27: D146 unknown-GBI-opcode -> end DL instead of abort(); tools_pc/debug.ps1
D146 (port/fast3d/gfx_pc.cpp): an unrecognised opcode in the DL walk called
sysFatalError() -> abort() -> whole process dies with no ge007.crash.log
(the crash handler does not cover abort). Seen on the real post-Dam
MISSION COMPLETE screen: "[FATAL] Unknown GBI opcode 0x40c03 at
0x70161a8c" - a front-end 3D model (dossier, D75/D144 family) whose display
list was never built, sitting at a valid DRAM address full of junk. D144
guarded the bad matrix pointer; the walk then hit more garbage. Now: log
loudly (rate-limited x20) and `return` to end the (sub-)DL so the frame
finishes. A real level-render desync is still visible in the log.

tools_pc/debug.ps1: launch the port under gdb from the repo root so a
playtest crash always leaves a backtrace (abort/fatal or silent exit).
-Menu <id> sets GE_STARTMENU; passes through -level_XX etc. Prints the
FATAL line + backtrace + crash log when the game exits.

Verified: GE_STARTMENU=13 mission-complete -> Next chain renders, no abort,
no crash (D75 model cosmetics aside).
2026-08-30 15:27:23 -04:00
James Dansereau 080056b125 M-27: GE_STARTMENU debug harness - jump straight to a front-end menu
src/game/lv.c (#ifdef PORT, after init_menus_or_reset on the title stage):
GE_STARTMENU=<id> boots the front end directly into a menu, skipping
intro + folder/mode/mission/difficulty select. GE_STARTMENU_PAGE=<n> picks
the mission_folder_setup_entries row (default 1 = Dam), GE_STARTMENU_DIFF
the difficulty. Sets briefingpage / selected_stage / gamemode=SOLO /
selected_difficulty / prev_keypresses so the target screen has usable
context. Lets WS2 screens be retested in seconds:
  13 = MISSION_COMPLETE   12 = MISSION_FAILED
  10 = BRIEFING            7 = MISSION_SELECT   6 = MODE_SELECT

No effect unless the env var is set; not compiled without PORT.

Verified: GE_STARTMENU=13 -> mission-complete renders, "Next" (A) transitions
to briefing -> mission-select with no crash/hang (D75 3D-model cosmetics
aside). -level_09 unregressed.
2026-08-30 15:11:44 -04:00