D287: user hit a live freeze under debug.ps1 after ~15-20 min idle,
refocus-triggered, non-self-recovering (distinct from D286's single
fire-then-recover shape). Evidence preserved at
scratch/d287_freeze_gdb.txt (untracked, matches this repo's existing
scratch/ convention). Leading lead: gfxFrameMsgQ (32-slot scheduler
client queue) full while the VI-retrace pacemaker keeps ticking,
pointing at the main/render thread's consumer stalling rather than
the scheduler. Not root-caused; GE_D60 diagnostic already exists and
is the recommended next probe.
D252: user confirmed live the rainbow-hue bug still reproduces on
plain bullet-impact sparks, not just explosions -- a much cheaper
repro for the next GE_D252 capture.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
sndHandleEvent's pool-exhaustion preempt-scan read/walked the shared
D_800243E4 active-ALSoundState list with no osSetIntMask lock, while
sndSetupSound (the list's insert path, reached from sndPlaySfx calls
across 15 game files) already locks it -- an asymmetric-locking gap,
the same D4/D147/D152 "N64 interrupts-off isn't a real lock on PC"
class. Wraps the scan in the identical lock/unlock pair sndSetupSound
already uses, unconditionally (no #ifdef PORT, matching that function's
own style -- osSetIntMask is genuine N64 API and the port's shim is a
process-wide recursive lock, safe to nest). Audited the rest of the
function: the scan is the only D_800243E4 touch point in it.
Build green; -level_09/-level_20 unregressed (1400+ frames, no crash,
no D152 lock-stuck warnings). Not yet gdb/live-confirmed against a
real reproduced crash -- a GE_INPUTSCRIPT-driven stress attempt this
session didn't visibly activate the scripted-input harness for a
reason not root-caused; the honest bar met here is "correct by D4/D152
precedent, build/sweep-clean," not "reproduced-then-fixed."
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Cherry-picks the GE_D243 diagnostic (764a1f26, previously stuck on an
unmerged, un-build-verified branch) onto release/v0.3.0. The prior
session's "toolchain blocker" was this session's own TMP/TEMP-vs-Bash-tool
gotcha (documented in porting-notes.md this session), not a real
CMake/ninja issue -- now explained and worked around. Also fixes an
uncached getenv("GE_D243") per menu_init() call (D250's own rule: this
runs ~once/frame during front-end states) to a single cached check.
Build-verified; smoke-tested via a bare -level_33 boot (no crash, no
D243 lines, as expected since bare -level_XX skips the front end).
Still needs a real interactive playthrough to actually correlate
against the D146 stale-DL burst -- documented as the next step in
findings.md D243 (M-141), including an unconfirmed D173-connection
hypothesis raised by the user.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Menus read the same stick_x/stick_y channel as in-level gameplay, and
naturalPitchMode (SOLITARE-style, default-on) routes that channel to
the right stick for continuous look. Since front.c's menu nav shares
the channel, it silently inherited the right-stick routing, which is
unintuitive on a modern pad/Deck outside a running stage. The gamepad
poll already computed an unused padMenuMode flag for shoulder-button
gating; reused it to always source stick_x/stick_y from the left
stick outside RUN_STAGE, regardless of naturalPitchMode. Port-layer
only, inert during gameplay -- verified via -level_09/-level_20
unregressed; in-menu feel needs a human controller playtest.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
The prior "prime suspect" (import_texture_rgba16 width/height derivation)
assumed line_size_bytes comes from the tile's MASK_16 wrap period, but
assets/oddtextures.c's actual gsDPSetTile for the fire render tile sets
line=4 explicitly, giving the correct 16x14 dimensions -- matching the
pre-existing is_fire_shape==16x14 filter already hardcoded into the
GE_TEXDUMP dumper. Neither named D252 hypothesis (width/height, GEVR's
byte-group-order alternative) survives; root cause stays open. Adds an
env-gated GE_D252 diagnostic (dims + raw texel dump) for whoever next
gets an interactive session to trigger the actual fire draw.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Folds in the zero-code-risk ADOPT items from scratchpad/GEVR-TRIAGE.md
(a prior survey of the sibling GEVR VR port, same n64decomp/007
lineage, reference-only): a crash-triage heuristic for non-canonical
x86-64 pointer faults, two frame-rate-assumption notes that pre-empt a
future uncapped/high-refresh rabbit hole, a process lesson about
grep-built site lists standing in for a real read, and the
portal-scissor site map as pre-flight for whenever widescreen work
resumes.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Caught during the same live Deck session used to fix D255: the game's
own hang watchdog (portHeartbeatCheck) fired once, no frame rendered
for ~8s at frames=46404, dumped all-thread state, then rendering
resumed and the session continued to a clean close - not a crash, a
self-recovered stall. User confirmed by direct observation this was a
real, visible freeze (not a Deck-side system hiccup), happening early
in a Caverns playthrough, not tied to an explosion or terminal (rules
out D255/D285 as the cause).
Not root-caused - no distinguishing log line precedes it. Logged as
open with no repro trigger identified rather than guessed at further.
Also fixes a cosmetic units bug spotted while reading the watchdog
code: the heartbeat log printed a raw microsecond delta with a "ms"
label (port/src/libultra.c, no /1000 conversion) - now divided
correctly. No behavior change, log output only.
Root-caused via a live Steam Deck session over SSH: sub_GAME_7F09BAC4
(vtxstore_fix_refs) read an active OBJ record's Model* through
((Model*)((ChrRecord*)prop->chr)->chrflags) - a union pun onto
ChrRecord.chrflags, which is typed CHRFLAG, a 4-byte enum. On 32-bit
N64 this is bit-exact (the enum and a pointer are both 4 bytes, so
casting the enum's value to Model* reproduces the real stored bytes).
On 64-bit PC, Model* is 8 bytes but the enum read is still only 4 -
the cast reads just the pointer's low 32 bits as an int and
zero-extends it back to a 64-bit address, discarding the real high
bits. This is the D3x pointer-width ABI class from AGENTS.md - a
struct field misread across the 32-to-64-bit pointer-width transition.
This was actually flagged as suspect (a) in the very first D255
investigation, then wrongly deprioritized in favor of a "destroy-path
race" theory once a register capture happened to show Rdi=(nil) and
looked like it confirmed a different, unrelated NULL-model theory. It
didn't: (nil) is exactly what a 32-bit-truncated read produces
whenever the real pointer's low 32 bits happen to be zero - a
coincidence that pointed two sessions' worth of investigation at the
wrong field. Proof: reading the same record through the correctly
64-bit-typed ObjectRecord.model field (this session's diagnostic
probe) was always a valid, non-NULL pointer - the object's model was
never actually missing.
Fix: read the pointer through ObjectRecord.model (the same union
memory, correctly typed) instead of through the mistyped
ChrRecord.chrflags alias, at both use sites in the function. Identical
bytes and identical result on N64; correct on 64-bit PC.
Verified live on the user's own Steam Deck hardware over SSH, running
their own prepared ROM assets: held through the entire Facility level
including repeated terminal destruction (the most consistent prior
repro) and through Caverns' radio-objective terminals (the second
confirmed level), zero crashes. Windows rebuild + full 21-level
verify.sh sweep also clean.
The separate audio-thread crash (D285, caught during this same live
session) is unrelated and unaffected by this fix.
Caught a real crash on the user's Steam Deck during D255 live-test
setup: a fresh ge007.crash.log from the published v0.2.1 binary,
inside the user's active testing window. Symbolized directly on-device
with addr2line against the crashing binary's own debug symbols.
FAULT ADDR 0x62 inside sndHandleEvent (src/snd.c:366), on the audio
thread (amMain/portThreadWrapper) - not D255's 0x10/vtxstore_fix_refs
on the render thread. Different bug, different subsystem, likely
conflated with D255 in reports since both surface during the same
explosion/combat testing.
Root cause (static, code-read only): sndHandleEvent's pool-exhaustion
preempt-scan walks the shared D_800243E4 ALSoundState list with no
osSetIntMask lock anywhere in the function, while the list's insert
path (sndSetupSound, reached from 15 different game files' direct
sndPlaySfx calls) does lock it - an asymmetric-locking gap matching
the established D4/D147/D152 "N64 interrupts-off isn't a real lock on
PC" race class. Fits the repro pattern (explosion SFX bursts = high
thread-contention window).
Not fixed - flagged two open questions before it should be: whether
the missing lock is a genuine decomp-fidelity gap (N64 assembly may
have had it) vs a legitimate new PC-only lock, and it needs gdb
confirmation on a live crash, not just this static read.
Further Steam Deck testing on the published v0.2.1 release reconciles
the two competing D255 repro theories: the trigger is an object dying
via explosion, not terminal activation. Confirmed on four levels:
- Facility: every terminal crashes consistently when destroyed
- Caverns: terminals near the radio objective crash when they explode
- Archives: a similar crash when a guard's grenade detonates (no
terminal involved at all - narrows the real trigger to "object dies
via explosion damage" in general)
- Frigate: negative control - shooting a room of terminals there did
not reproduce it, so it isn't simply "any destructible OBJ record
exploding" either
Updated the D255 finding with a static lead for the next session (the
objFree destroy path never explicitly nulls ObjectRecord.model, so the
NULL likely comes from a freed-slot-reuse or list-modify-during-iterate
race rather than a direct field write - untested, needs a live Deck
capture with the GE_D255 probes already in tree). Updated
.github/release-notes.md's D255 bullet to match.
User reproduced on real Steam Deck hardware, v0.2.1 published release:
Facility crashes consistently when terminals are DESTROYED (shot), not
only on activation as the M-139 "corrected" framing concluded. Frigate
crashed once in the same pass, specifics not recorded.
Logging as a dated, evidence-stamped addition rather than overwriting
the existing activation-repro entry - both triggers are plausible
routes into the same underlying destroy-path-ordering race and are not
necessarily contradictory; neither has been cross-verified against the
other yet. Next Linux/Deck session should test both triggers with
GE_D255=1 before revising the "reliable repro" framing again.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Adds a live-repro diagnostic for D255 (Facility door-opening terminal
SIGSEGV, Linux/Steam-Deck-only): vtxstore.c's vtxstore_fix_refs
(sub_GAME_7F09BAC4) skips-and-logs instead of dereferencing when it
finds a NULL model on an active PROP_TYPE_OBJ record, logging the
record's identity/state; propobj.c's objFree logs every free call so
the two logs can be correlated by prop/obj pointer. Both gated behind
GE_D255 (off by default, getenv-cached per the D250 lesson) - zero
behavior change unless set.
Attempted a live Windows repro this session (5 terminal activations
across 3 direct -level_34 launches): zero probe hits, zero crashes.
Combined with the existing WSL-negative result, this is now two
negatives against one Linux/Steam-Deck positive - the bug does not
reproduce on Windows, likely a genuine allocator/timing difference.
Landing the probes anyway since they're inert by default and are the
fastest path to a real trace whenever a Linux/Deck session is
available; no more Windows time should go toward a live repro here.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
random.c's dsll32/dsrl32 helpers modelled the real MIPS64 dsll32/dsrl32
instructions as ordinary 32-bit shift-by-n operations, masked to 32
bits. Real MIPS64 dsll32/dsrl32 shift the FULL 64-bit register by
n+32 with no masking - they exist specifically to encode a 32-63 shift
amount in a 5-bit immediate field. The bug was bit-exact-looking but
wrong: it produced a deterministic, self-consistent stream that was
never the N64's actual stream, from the very first draw.
Surfaced by M-138's security/decomp-fidelity review (a forked review
agent's numeric trace + a hand trace of random.s both found the same
divergence); fix decided over disclose-as-known-issue per M-139b.
Fix: dsll32(x,n) = x << (n+32), dsrl32(x,n) = x >> (n+32), no masking.
No other line changes - every call site (randomGetNext,
randomGetNextFrom, chrObjRandomGetNext) already mirrors random.s/
chrObjRandom.s line-by-line through these two helpers plus plain <</>>
(which already matched dsll/dsrl correctly).
Verified against a standalone C reproduction outside the game (first
five draws from random.s's real initial seed diverge completely
between the buggy and corrected helpers, confirming the fix actually
changes the output stream). 242/242 clean build; full 21-level
verify.sh sweep PASS, no crashes.
This silently changes every RNG-derived sequence (loot, AI variance,
anything seeded from randomGetNext/randomGetNextFrom) from the first
draw in every build going forward. Savegames are unaffected (seed
isn't save state); existing recorded replays will diverge against a
post-fix build. Called out in v0.3.0 release notes per M-139c.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
R2 extraction from the parked D236 investigation tree
(park/d236-probes-m139): pulls out only the two verified, behavior-real
fixes and drops every D267-D280 debug probe (census counters, PPM
dumpers, per-tri/per-portal logging) that had accumulated alongside them.
- D266: import_texture_ia4 decodes RDP IA4 as I2:A2 (was I3:A1, an
inherited PD assumption); gfx_opengl.cpp's CVG_X_ALPHA "texedge" path
now keys off the real alphacompare field (dither/threshold/none)
instead of a hardcoded 0.19 cutoff, and gfx_pc.cpp excludes AC_DECAL
tiles from the texedge path entirely (it never discards on real
hardware).
- D271: the D106 near-plane portal-straddling guard's `lim` constant
widens from 1e5 to 1e38 so finite out-of-range bounds flow through to
bgRectIntersect and clamp/cull exactly as they do on N64, instead of
being force-mapped to full-screen (was drawing whole rooms N64 culls).
Checked D271 against D249 (distant-geometry drop-out on Streets/Egyptian)
before landing per M-139's overlap concern: no overlap, different code
paths (near-plane portal guard vs. far-plane/LOD symptom); D249 stays
open.
Verified: 242/242 clean build; full 21-level verify.sh sweep clean (one
dam NO-FRAMES on the sweep pass reproduced PASS on an immediate solo
re-run - a load-sensitivity flake, not a regression).
The D267-D280 probe code and the rest of the D236 tree-wall
investigation stay parked on park/d236-probes-m139 for whenever that
thread resumes (still no root cause for the tree wall itself - see
D280's negative outcome).
Also documents a build-environment gotcha hit this session: this Bash
tool's shell reports MINGW64 (uname/$MSYSTEM) but is actually
Git-for-Windows Bash, missing cmake/ninja/gcc from PATH until
/c/msys64/mingw64/bin and /c/msys64/usr/bin are prepended explicitly
(docs/porting-notes.md SS E).
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Batched pass across README/release-notes/Pages (one commit instead of the
scattered per-fix pushes earlier this session, per new commit-cadence
preference):
- New known issues surfaced that weren't documented anywhere: no real
widescreen (16:9 stretches 4:3 rather than expanding FOV), no controller
rebinding UI / macOS-ARM builds, culling/LOD dropout on Streets/Egyptian
(D249), gunshot SFX oddities under sustained fire (D240/D241).
- Fixed a stale claim (in three places) that a wrong-sounding-instrument bug
was still open; it was fixed in v0.2.0 (D230).
- Softened the D259 "All unlocked" fix to reflect reality: still breaks
audio/aim if enabled before any save exists; flagged experimental
(new finding D281).
- Corrected D255's repro to the precise, deterministic trigger found this
session (Facility's door-opening computer terminals, Linux-wide not
Deck-specific) instead of the vaguer original combat-crash description.
- Logged D282 (front-end menus need right stick not left on gamepad) and
D283 (Steam Deck first-run preset skipped by an early Desktop Mode
launch) with user-facing workarounds.
- Refined D263 (Ourumov/Trevelyan) internally with a position-sensitivity
caveat; no public bullet since it doesn't block progression.
- Added pre-1.0 framing and a new README Roadmap section (known-issues
cleanup, PAL/JP, real widescreen, rebinding, macOS/ARM, LAN multiplayer
explicitly "under consideration, no ETA", plus an explicit "not currently
planned" list) across README/release-notes/Pages.
- Added an AI-development disclosure (agentic development as a genuine
study of the process, not just a port) across the same three docs.
- Pinned the release-notes hero GIF to the v0.2.1 tag instead of v0.2.0.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Bing Webmaster re-flagged the site after the first SEO pass (32f193a0):
- Every Jekyll-processed doc page (building.md, dev-process.md, internals.md,
porting-notes.md, dev/agentic-development.md, plus index.md caught last
time) opens with its own "# Heading" on top of the Cayman theme's masthead
<h1 class="project-name">, so all of them emitted two h1 tags, not just the
homepage. Demoted each page's opening heading to h2 -- anchor slugs are
unaffected (kramdown ids don't depend on heading level).
- index.md's meta description was 161 chars (1 over Bing's 160 limit) and
still said v0.2.0; re-trimmed to 133 chars and bumped to v0.2.1.
- README.md and docs/index.md's Status lines/comparison table bumped from
v0.2.0 to v0.2.1 to match the actual current release.
Verified against a live, cache-busted fetch of the deployed Pages site
(the first Bing report was reading a stale CDN edge cache from before the
32f193a0 deploy, per its own Last-Modified header) that the underlying fix
was already live; this pass addresses what was still genuinely wrong.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
User testing found the slider "basically useless" -- viShake() only scales
explosion/effect shake (explosion.c), never the always-on walking head-bob
or a getting-shot reaction, which is what "Screen shake" implies to a
player. Removed the menu row until it covers all screen-shake/view-bob
sources, not just explosions. Config var + fr.c hook untouched.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
User spot-check of the v0.2.1 draft found that enabling Skip intro breaks
audio. It was already off by default (D216); removing the menu row so
players can't enable it until the audio interaction is root-caused. The
config var and lv.c hook are untouched (dead unless an existing ini already
has it set).
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
The v0.2.1 docs commit (572ab7bf) added GE-ENV-PROBES.md rows for the
D266-D280 tree-investigation probes, but that probe code itself was
deliberately left uncommitted (still mid-investigation, unswept). CI's
tools_pc/gen_env_probes.py --check caught the mismatch: 13 documented
vars with no live getenv() site in the committed tree. Reverting the
doc rows to match what's actually committed; they'll return together
with the probe code once the D236 investigation lands.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
Records the v0.2.1 hotfix batch (D259-D264, this commit's code) and the
ongoing D236 Surface-1 tree-wall investigation (D265-D280): still open as of
D280 -- fog math verified N64-faithful, the noise class confirmed as the
weave's painter, the portal-culling over-draw fix (D271) real but
insufficient, no quick win identified. The D266-D280 probe code and the
D266 IA4 decode / portal-culling fixes themselves stay uncommitted pending
the game-wide regression sweep GRAPHICS-BACKLOG.md flags.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
_config.yml's description was ~230 chars once jekyll-seo-tag spliced it
into the masthead tagline and home <title>; index.md's page description
was ~277 chars for the same og/meta tag. Also removed index.md's manual
"# GoldenEye 007 PC Port" h1 -- the Cayman theme already renders the site
title as an h1, so the page was emitting two.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
User playtest reports against v0.2.0:
- D259: geEepromPatchAllCheats left an all-zero fresh save at volume 0
(silence) instead of seeding max volume like fileResetSave would.
- D260: swap wheel-up/wheel-down to match the PC wheel-menu's on-screen
order (was inverted vs. user expectation).
- D261: watch-menu stick-held navigation had no repeat past the smooth-scroll
band, so holding W/S or a pegged stick crawled one item per tap; added a
bounded auto-repeat.
- D263: GE_INPUTSCRIPT stick tokens were applied after the stick was already
written out and silently discarded (test-harness fix, kept from the D263
Facility/Ourumov investigation, which itself found no port bug).
- D264: watch item-preview ModelRenderData template read across two globals
that no longer sit adjacent on PC, zeroing renderdata.flags and gating all
geometry emission in the preview's subdraw pass.
Claude-Session: https://claude.ai/code/session_01KwZViAFaXua3PKgHHjNgvi
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.
- Drop-in ROM wording everywhere (README quick start, Pages landing,
release notes, bundled README): first launch auto-generates the
derived assets via the frozen converter; no Python/toolchain needed.
PAL/JP marked not-yet-supported with issue #85 pointers.
- building.md: Linux build is CI-compiled and ships in the bundle
(was 'never built or run on Linux'); bundle note now describes the
frozen ge007-convert auto-spawn; PAL/JP sidecar caveat (D258).
- Status rewording across README/Pages/release notes: drop the
'first open-source port to our knowledge' claim; cutscene glitch
description aligned to 'mostly with James Bond'; index.md status
no longer contradicts the open D255 Deck crash.
- Em-dash cleanup across all GitHub Pages docs (index, building,
internals, porting-notes, dev-process, agentic-development,
release notes); internal dev logs untouched.
* Drop-in ROM: first-run sidecar conversion, no Python (issue #6, Part A + interim)
The release bundle now turns a dropped-in NTSC-U ROM into a playable game
with zero tooling: when data/pcmodels-* / data/pccg-* are missing at boot,
the engine spawns the frozen prepare-assets converter shipped in the bundle
(prepare-assets/ge007-convert[.exe], PyInstaller --onefile), waits for it,
and re-checks before continuing (port/src/romconvert.c, called from
romdataInit after ROM validation). Failure aborts boot with a message
instead of the later D179-class crash.
- prepare-assets.py: runs in-process via runpy when frozen (no user Python
to exec); NTSC-U-only gate with a clear message for PAL/JP ROMs; d88's
sibling import needs an explicit sys.path entry (run_path does not set
one). Verified: frozen exe output byte-identical to the unfrozen path and
to the shipped sidecars.
- CI (linux + windows): PyInstaller freeze step before bundling
(ensurepip / --break-system-packages for MSYS2's pip-less python).
- bundle scripts: copy ge007-convert into prepare-assets/ (hard-fail if not
frozen), size guard 60 -> 120 MB.
- Release notes: US-only drop-in instructions, no Python required.
- D258: PAL/JP filelist naming defects documented; multi-region deferred to
the Part B follow-up.
* CI: install pip via pacman on Windows (MSYS2 ensurepip is disabled); regen findings index for D258
The one broken bass instrument on Control/Cavern/Runway is a plain
byte-order bug in a corner the earlier passes never looked at. The
instrument bank's only two AL_RAW16_WAVE wavetables (instruments 2 and
51, sharing base 0x2118 / len 790) decode as a clean ~110 Hz soft-attack
bass sample when read big-endian s16 -- which is how the N64 CPU reads
them. The PC mixer's resampler consumes host-native (little-endian) s16,
so every sample arrives byte-swapped: deterministic per-instrument
corruption, exactly the M-106 repro. ADPCM nibble data is byte-order
agnostic, which is why every other instrument sounds right.
romdataFinishCartMap() now walks both bank trees (same ALBankFile layout
as romdataFixupAudioBank) and bswap16s each RAW16 [tbl+base,+len) range
in place in the cart map -- where alBnkfNew() points the mixer at it
directly. Shared ranges are deduped (swapping twice undoes the swap);
all reads bounds-checked. D55 in-place-fixup idiom; port-only, no game
logic touched.
Startup log: 'romdataInit: D230 byte-swapped 1 RAW16 wavetable range(s)
in place'. Owes a by-ear pass on the three repro tracks.
findings.md D230 -> FIXED with full root cause; release-notes.md drops
the music known-issue bullet.
The old attract-bunker1/attract-dam PNGs predate the D227 sky, D229 water
and 60 fps fixes. Point both pages at the Sept-13 playtest gallery instead
(shot-06 Bunker 1, shot-01 Dam) — same files as the gallery below, honest
captions — and drop the stale PNGs.
- README and docs/index.md (Pages) now embed goldeneye-gh-preview.gif
where the mp4 <video> tag was; release notes already used the GIF
- git rm the 27 MB mp4 (GIF stays — it is the release-notes asset, pinned
to the v0.2.0 tag)
- remove three unreferenced docs/img/bugs screenshots left over from the
culling/D176 A-B captures
- versioninfo gains GE007_VERSION_CODENAME (larkspur) and GE007_ORIGIN_URL,
printed by --version (new 'origin' line) and the startup log. A build keeps
pointing at this repository no matter who compiles or renames it.
- CONTRIBUTING: new 'Forks and derivative works' section — rebranding,
localizing and extending are welcome without permission; attribution (with
a link) and preserving/linking the docs/dev engineering record are the ask;
stripping the attribution is what disqualifies a fork as a descendant.
* Release notes: finalize for v0.2.0 final (CI re-stamps the body on tag cut)
- Drop '(pre-release)' from the title; <version> stamps to 0.2.0, so the
Downloads/Verify tables already name the final assets correctly.
- Blockquote rewritten: no more 'cut is for playtesting'. Claims what is true
(21 missions load and run crash-free) without claiming an end-to-end
completable campaign; adds the first-public-release note, hedged with
'to our knowledge'.
- New What's-new bullets: Everything-unlocked-by-default (D257, ON by default,
F10 opt-out, no active cheats) and the Steam Deck first-run preset + the two
new F10 rows (No hit flash / Skip intro).
- Known issues unchanged — all eight walked with the user and confirmed still
open; wording already matches the latest reports.
- Preview montage GIF at the top of the body (release pages can't play mp4);
raw URL pinned to the v0.2.0 tag, so it resolves once PR #80 has merged and
the tag is cut.
* Release notes: campaign-completed claim + D255 register-capture diagnosis
- Blockquote: full campaign playtested end to end (all 21 missions, Agent
difficulty) per the v0.2.0-pre PC playtest
- D255 bullet: updated from 'narrowed to a stale model reference' to the
pinned diagnosis (NULL ObjectRecord.model on an active record during
mid-firefight destruction; repros on Bunker + Frigate)
* README: 32 s gameplay preview montage (mp4) + preview-video runbook
* Prune: drop superseded goldeneye-demo.gif (replaced by gh-preview montage)
* Docs: v0.2.0 finalization pass — final wording, aligned known issues, Deck-verified line, social preview card
- README + pages site: 'v0.2.0 (pre-release)' -> v0.2.0 throughout; the
stale 'not yet verified on real Deck hardware' line is replaced with the
playtest fact (D253 fixed, D255 still open).
- Known-issues lists in README + site now match the release notes one-for-one
(adds the F10 bottom-row duplicate D251 and the intermittent Deck SIGSEGV
D255; D243/D230/D252/D245/D246/D75 carry their finding labels).
- Working list mentions AllUnlocked default-ON (D257) with the F10 opt-out.
- First-public-release note added to the README hero and site status line,
hedged with 'to our knowledge'.
- social-preview.png (1280x640 GitHub link card) composed from a gameplay
frame of the preview montage; scratchpad/make-social-preview.py is the
local recipe (gitignored, like make-preview.py).
- Commit docs/img/shots/manifest.csv (gallery -> source recording map);
gitignore the regenerable CONTACT-SHEET.jpg; drop scratch-gdb-cmds.txt.
* Social preview: regenerate card from updated briefing HTML (v0.2.0 final wording)
The PNG committed earlier was a screenshot of the rendered site (stale
wording, video element unrendered). The canonical source is
.github/social-preview.html per .github/social-preview.md; update its
Status/Statistics lines to the v0.2.0 final state and re-render:
- Status: RELEASED v0.2.0 — WINDOWS · LINUX · STEAM DECK
- All 21 solo missions — full campaign completed in playtesting
- ~22k lines C/C++ · ~10k Python (port layer + tools)
- ~250 bugs root-caused · two coding agents, one human, part-time
Verified by pixel-diff against the previous render: only the four text
bands changed; title/fonts/layout identical. Drop the unreferenced
root-level social-preview.png.
* docs: refresh social preview + status for v0.2.0 playtest results
- Social card: 'RELEASED v0.2.0', 21/21 missions completed in playtesting,
~250 bugs fixed, two agents + one human; re-rendered the PNG from the
canonical .github/social-preview.html source (pixel-diff vs the old render
shows only the four edited text bands changed)
- README Status: campaign now claimed as completable end to end (user
playtest: full campaign, Agent difficulty, PC); Working list matches
- findings: D255 updated with the Deck register capture (Rdi=nil -> NULL
ObjectRecord.model, destroy-path ordering case confirmed; truncation ruled
out) and the rule-#2 sign-off question for a guard; D254 field-verified
* docs: regenerate findings index (D254/D255 status updates)
Port-layer only (no game-code edits):
- main.c seeds debug_enable_all_levels_flag + debug_007_unlock_flag
after configLoad() when Game.AllUnlocked is set (same class as the
existing GE_UNLOCK_ALL getenv hook).
- libultra.c eep shim patches the save block at read time (the exact
fileValidateSaves pattern: block 4, 5x96 bytes): sets all 20
progression-gated cheat-unlock bits per slot and fills every empty
stage/difficulty completion time with the max (0x3FF), preserving
existing player times, then recomputes each slot's CRC with the
game's own fileGenerateCRC so validation passes. The completion-time
half is required: with any SP cheat active, g_AppendCheatSinglePlayer
makes mission select accept only STAGESTATUS_COMPLETED levels, so an
unlock-only save locks every level once a cheat is turned on.
- optionsoverlay.c: 'All unlocked' toggle row (default ON for this cut).
Verified: fresh-eep GE_SAVELOG shows all 5 slots stored==calc; user
playtest confirms all levels at each difficulty, 007 mode, populated
cheat menu, cheats working, mission select intact with all cheats on.
The two user-facing config keys were registered but only reachable by
hand-editing ge007.ini. Add ROW_TOGGLE rows (below Screen shake):
- No hit flash (D232, community "no damage flash"; suppresses the
non-black fade paths in bondview2)
- Skip intro (D216; read at title-stage load, so it takes effect the
next time the title screen is reached)
Video.FixMipTextures / Video.WrapFix deliberately left out: opt-in
fidelity bug-fixes, not preferences.
Verified live (isolated CWD): both rows render in the F10 panel and
toggle; clean exit persists Game.NoHitFlash=1 + Game.SkipIntro=1 to
ini; relaunch with SkipIntro=1 logs "Game.SkipIntro: booting to
file-select" and skips straight to mission select. NoHitFlash's
in-game suppression rests on its prior D232 verification (needs
combat, not automatable).
STEAMOS detection in main() seeds video config defaults before configLoad;
first-launch-only by construction (an existing ge007.ini always wins). The
150% DrawDistance/LodDistance addresses authored N64 fade distances reading
short on the close-up Deck panel (e.g. the Dam lock fading in within sight)
while desktops keep the faithful 100% default.