# HANDOFF ARCHIVE — session-by-session narrative > **Reference only.** Current state, next task, and environment live in > `docs/HANDOFF.md`; per-finding detail in `docs/internals.md` §F/§H > (indexed at the top of §F). This file is the frozen accumulation of > prior sessions' handoff briefs (through session M-11), kept so the > reasoning behind a fix is recoverable. Everything below is as-written > at the time and may be superseded. --- # Handoff brief — GoldenEye 007 PC port (Phase 2: Session M-3 — # STAGE-LOAD → RENDER crash chain CLEAR; BUNKER1 renders, next is D75 model quality) ## PREFLIGHT — before touching anything (a concrete next-step below is NOT a reason to skip this) 1. `CLAUDE.md` (auto-loaded) + `AGENTS.md` non-negotiables. 2. This file, top-to-bottom. 3. `docs/porting-notes.md` — recurring bug classes. 4. Dispatching a subagent? `docs/dev-process.md` FIRST. Every brief needs FILES / BUDGET / ON-EXPIRY / CONSTRAINTS / REPORT (see CLAUDE.md "Dispatch preflight"). _Paste-ready brief. Authoritative context: `AGENTS.md`, `docs/internals.md` §F (D69, D78-D102), `docs/BRIEF-D69-stage-load.md`._ **NEW DIRECTION (2026-08-29): `docs/PLAN-linear-level-sweep.md`** — pivot to breadth-first: fix the boot→intro→menu→level-select path to *functional, not crashing* (cosmetics parked in `GRAPHICS-BACKLOG.md`), then sweep all 21 solo levels for load+render+no-crash. Start with WS1 (auto-inject `memallocstringtable` args for bare `-level_XX`). ## READ THIS FIRST — crash chain CLEAR; viewport fixed; room geometry is next `-level_09 -ml0 -me0 -mgfx100 -mvtx50 -mt700 -ma150` **boots BUNKER1 and renders continuously with no fault** (60 s+, 5000+ VI posts at full framerate; attract mode also clean). The stage-load → first-frame → in-level crash chain (blocker since D69) is resolved. **D103 (session M-4) fixed the "~46 %, lower half" symptom** — it was a single native-resolution/viewport bug (`osViSetMode` hard-coded height 480 → `RATIO_Y` half of `RATIO_X`), not per-model. Frame is now full (91.7 %, correct letterbox + HUD placement). See §F "D103". **D105 (session M-4) fixed room geometry** — `zbufClearCurrentPlayer` (`viewport.c`) used the N64 "fill the Z buffer as a colour image" idiom, which fast3d doesn't emulate, and nothing emitted `G_CLEAR_DEPTH_EXT`, so the depth buffer was never cleared and all ~160 k room triangles failed the Z test (only `skyRender`'s background fill survived). PORT branch now emits `G_CLEAR_DEPTH_EXT`. See §F "D104"/"D105". BUNKER1 now renders recognisably — textured walls, storage racks, floor (2585 colours, sky 16 %), 70 s crash-free. **D106 (session M-4)** — the big sky-void through doorways was the portal BFS dropping the next room: a portal straddling the camera near-plane projects z==0 clip points to ±1e20 screen coords, and on x86-64 that garbage came back `min>max` on one axis, slipping past the degenerate-box check that on N64 clamps it to full-screen. PORT guard in `sub_GAME_7F0B5864` treats non-finite / out-of-range bounds as full-screen. Visible rooms/frame 1–3 → 2–4. See §F "D106". **D107 (session M-4)** — blurry ceilings/wall-panels were fast3d sampling GE's first mip (render tile 1), whose single-`G_LOADBLOCK` TMEM slot fast3d never registers, so `import_texture` fabricated a 16×16 crop of the base image and magnified it. `gfx_lod_tile_offset` now returns 0 (base tile) when detail textures are off. BUNKER1 rooms render crisp. See §F "D107". **Skeletal models — FIXED (session M-5, D112).** The "3D line" / missing characters were `tools_pc/d43_emit.py`'s `put_f32` reversing the wrong 4 bytes (`src[doff+4:doff:-1]` → bytes doff+1..doff+4, dropping the MSB), corrupting every f32 in converted model rodata (joint `Origin`s, LOD distances, BSP planes). Compiled-in front-end models were unaffected (native LE), hence "logo fine, every guard broken". Fix: one line, `src[doff:doff+4][::-1]`; regen with `python tools_pc/d43_emit.py ntsc-final`. BUNKER guards now render as coherent humanoids, monitor screens draw content. See §F "D108–D112". **"props emit no geometry" was a STALE premise** — props/doors emit complete leaf DLs (~15k/run, valid ptrs; fast3d transforms them). The storage-room void is NOT closed doors failing to render. **Priority (user, M-11): get BUNKER1 — then every level — playable start-to-finish with no crashes. Fix crashes/hangs first; cosmetic rendering (D74/D75/D76/D114/D116) is logged in `docs/GRAPHICS-BACKLOG.md` and comes later.** D120 (blood-stain converter) is the nearest real converter gap; extending `d43_emit.py` for opcode-0x18 is a good subagent brief. After BUNKER1: walk the objective/exit path to a level transition, then the next stage. **Real remaining work, in order (updated session M-8):** 1. **Input layer (Phase 3)** — IN PROGRESS (M-8 agent, §F D118). `port/src/ input.c` was a stub; only a minimal keyboard path in `libultra.c` (`contSnapshotFromKeyboard`) worked. No C-buttons/mouse-look/gamepad/ rebinding. This is the top playability blocker — you cannot aim or properly move. Reference: `pd_port/port/src/input.c`. 2. **Weapon model doesn't draw (AUDIT-M6 #5)** — NOT STARTED (M-8 agent hit the account session rate-limit before any work; tree untouched). Plan: instrument `gunfire.c` weapon setup (~600-661) + `field_87F` gating (~520/587-598) FIRST with a `GE_D119` printf — does setup even run? Then check `weaponModel.render_pos` = `dynAllocate`'d `rwmtx` lifetime vs the `gunRenderFirstPersonGunModels` (~1605) consumer (on N64 it aliased the persistent `hand->mtxlist`; D102 gave it own storage → arena may recycle). Also `weaponRwPool[192]` capacity vs `modelCalculateRwDataLen(mdlhdr)` on PC, and `flashvisptr` word-index assumption (~640). Narrow `#ifdef PORT` lifetime/sizing fix only — if it needs a behavioural arena change, STOP + write up. Direct `-level_09` boot may spawn Bond holstered — may need forced weapon state or the attract path to get the gun on screen. Gate to playability. 3. **The HUD/text X-mirror (D116)** — DEPRIORITISED, parked in `docs/GRAPHICS-BACKLOG.md`. M-11 confirmed the ammo digits use the SAME `textrelated.c` path (no separate renderer — the M-8 premise was wrong) and re-hit the same contradiction: every stage verified non-mirrored, glyphs still flip. **Do not re-static-trace.** Next attempt needs a RenderDoc/apitrace capture or the asymmetric-1-texel experiment — nothing else. All cosmetic rendering issues (D74 dead wrap-block, D75/D76/D77) now tracked in `docs/GRAPHICS-BACKLOG.md`; they rank BELOW level-progression and crash work. 4. **Rest of the `struct player` offset pass** — D115 fixed the HIGH `gunfire.c` THROW* bugs; #6 (watch-preview Model pool) + the broader audit remain (`docs/dev/AUDIT-M6-player-offsets.md`). 5. Add an f32 value spot-check to `d43_emit.py`'s verify pass (it only checks pointers/opcodes today — the D112 bug passed "ALL CHECKS PASSED"). 6. **GE_DETERM fixed-tick mode (§F D117)** — deferred as not-narrow; would unlock exact-diff regression testing + reproducible timing bugs. Design is written up. Worth doing once the above land. **Session M-7 — see §F D116 + "D116 probe results".** Ran the glyph probe (overseer, after killing a subagent that was drifting toward a global texrect S-swap). Corrected finding: the HUD text mirror is a **per-quad texture-U flip that is NOT path-specific** — the ammo digits "83" are mirrored too (`ppm/frame_000320.ppm`), refuting M-7's earlier "proportional-font-specific" claim. Rect *positions* are correct; only texture content is X-flipped. Every fast3d stage probed clean (glyph bitmap in memory correct, texrect `ul.u=0→lr.u=max`, `import_texture_i8` linear, GL shader UV pass-through) — so the flip is in the GL vertex-buffer/draw layer OR a shared clip-space-X vs U desync on rect quads. **This re-opens D114's shared-mirror hypothesis** (now per-quad U/X, not screen-space) and plausibly also explains inverted guards / mislocated door props. NEXT: shader/vertex-buffer probe — dump per-vertex (x,u) for one glyph quad; render a 1-texel asymmetric test texture to see which axis inverts. `GE_D116`-gated probes left in `textrelated.c` + `gfx_pc.cpp` (zero-cost). **Session M-8 wrap — state for next session.** Build GREEN at `587c6856`, tree clean. Committed: D116 part-3 writeup + `[D116/vbo]` probe (`5ff012b4`), `CLAUDE.md`/preflight (`fd25628a`), D117 framediff+nondeterminism (`44d9ae98`), D118 input layer (`4ac11fe7`/`587c6856`), handoff reprioritisation. `GE_D116` and `GE_INPUTLOG` probes are in-tree, `getenv`-gated, zero-cost. Weapon-model (#5) agent never ran (rate-limit) — task untouched, plan in item 2 above. Pre-existing stash `stash@{0} "d59 probes WIP"` (~300 lines, gfx_pc/gfx_opengl/crash.c) is NOT from M-8 — provenance unknown, left as found. Next: human input playtest (tune `ge007.ini [Input] MouseAimSpeed`), then weapon-model #5. **Session M-8 (continued) — D116 part 3 + input layer.** Killed the drifting D116 agent, ran the probe as overseer: `buf_vbo` (x,u) for glyph quads and the GL texture upload are both runtime-verified non-mirrored (x-left<->u=0), GL shader is `gl_Position=aVtxPos` + UV-passthrough — every stage clean, yet glyphs render X-flipped (contradiction, §F "D116 runtime probe part 3"). Deprioritised as cosmetic. `GE_D116` `[D116/vbo]` probe kept in `gfx_pc.cpp`. Then dispatched the **input-layer agent** (§F D118, in progress) — top playability blocker. `framediff.py` structural mode is the interim regression gate (`tools_pc/golden/` is a nondeterministic D115 capture). **Session M-8 — see §F D117.** Visual-regression tooling. Root-caused the frame-to-frame nondeterminism: pure variable-timestep frame pacing (`osGetCount()` = wall clock on PC → `frametiming.c waitForNextFrame` advances logic a real-time-dependent number of 60 Hz ticks per render). PRNG seeding verified correct (`random.c`), not a source. A `GE_DETERM=1` fixed-tick mode was assessed **not narrow** (redesigns VI retrace/tick semantics, deadlock risk in load-screen loops) and deferred with a full design in §F D117 — NOT implemented. Added `tools_pc/framediff.py` (structural/tolerant: 16×12 grid mean-colour + non-clear-% + aHash, `--mask` for HUD, `--exact` for a future deterministic build, `--update` to refresh goldens). Validated against the D115 golden set. No C changes, no probes left in tree. **Session M-10 — input playtest + guard-firefight crash chain.** - **D119 — guard-attack crash FIXED** (`chraction.c`). Every prior `-level_09` run segfaulted ~frame 1200 the instant a BUNKER guard opened fire: `bondwalkItemGetAutomaticFiringRate` (`gun.c:1334`) ← `chrlvInitActAttack`. ~28 sites pun `weapons_held[]->chr` (really a `WeaponObjRecord*`) as `ChrRecord*` and read `.act_.attack_item`, which on N64 aliases `WeaponObjRecord.weaponnum` (act union @0x2C + 84 == 0x80). Pointer widening moves the act union to ~0x38 on PC → garbage negative item id → OOB `g_ItemStats` → crash. Fix: `PUN_ATTACK_ITEM()` macro reads `weaponnum` directly; `#else` branch is textually identical to the original → N64 build unchanged. Class-A (D53.2 type-pun) bug. - **D120 — blood-stain hang GUARDED, not fixed** (`chr.c:3322`). Next blocker, reachable only after D119: first guard bullet-hit → `chrCreateBloodStain` `PointUsage[]` negative-terminated chain walk cycles forever (VI thread keeps posting, logic thread spins, kernel heartbeat trips). Root cause: `tools_pc/d43_emit.py`'s opcode-0x18 `ModelRoData_DisplayList_CollisionRecord` conversion is incomplete — 6 pointer fields widen the struct and `PointUsage`/`CollisionVertices` sub-array endianness+stride aren't handled (only `CollisionRelatedNode` got the D43/D45 `u32`-vma treatment). **Interim:** `#ifdef PORT` caps both walk loops at `numVertices+8` iters + bounds-checks `index` → game survives, blood decals may be missing/wrong. **Real fix (next session, own subagent brief):** byte-spec the opcode-0x18 record + PointUsage + CollisionVertex sub-arrays vs a converted guard model, extend `d43_emit.py`. Same shape as D69/D88 converter work. - Result: `-level_09` now survives the guard firefight — 45 s+ crash-free, frames past 1200 (was: hard segfault ~1200 every run). **Session M-10 — input playtested (human).** Fixed in `port/src/input.c`: (a) mouse-look was a draining accumulator → flicks stayed "pressed" ~8 frames after you stopped (stuck looking up/down) — now per-poll delta, no carryover; (b) horizontal mouse was routed to C-left/right = GE *sidestep*, and A/D drove analog stick-X = GE *turn* — swapped: mouse X → stick-X turn (`MOUSE_TURN_GAIN 6.0`), A/D → C-left/right strafe, mouse Y → C-up/down look. Core aim/move now works. **Open input bugs (documented, deferred — fix in a later pass):** - **D118a — mouse yaw slower than pitch.** Horizontal turn (analog stick-X via `MOUSE_TURN_GAIN`) is visibly slower than vertical look (digital C-up/down). Different transfer curves (analog rate-limited vs digital full-press). Needs `MOUSE_TURN_GAIN` bump and/or a matched pitch path; ideally a single tunable `MouseAimSpeed`. - **D118b — mouse Y inverted.** Mouse up → looks down, mouse down → looks up (X unaffected). `aimDY`→C-button sign is backwards for GE's pitch convention (or SDL dy sign assumption wrong). Flip the `aimDY >=`/`<=` C-up/C-down assignment (or default `MouseInvertY`). One-line fix once confirmed against GE pitch sign. - Still TODO from D118: rebinding, gamepad hotplug, `ge007.ini` not yet created (config defaults are hardcoded). **Session M-9 (Phase 3) — see §F D118.** SDL input layer implemented. `port/src/input.c` is now real: keyboard+mouse and SDL_GameController, mapped to GE's N64 pad (analog stick = move, C-buttons = aim, mouse-look bridged to digital C-buttons via a clamped accumulator, RMB/LT = aim mode, LMB/RT = fire). `libultra.c`'s SI section delegates to it (single source of controller state; still driven by `osContStartReadData`, no new frame hook). Config: `ge007.ini [Input]` MouseEnabled/MouseAimSpeed/ MouseInvertY. Build GREEN, boots `-level_09` crash-free 35 s. **Owed: a human playtest** — live input is untested from the headless agent. Manual checklist: (1) WASD moves Bond, mouse turns/looks (tune `MouseAimSpeed` in ge007.ini if too fast/slow), LMB fires, RMB enters aim mode, Enter opens the pause menu; (2) plug an Xbox pad — left stick moves, right stick aims, triggers fire/aim; (3) `GE_INPUTLOG=1` prints each nonzero OSContPad poll. Rebinding + gamepad hotplug are TODO (§F D118). **Session M-6 — see §F D113/D114/D115, `docs/PLAN-M6-playable.md`, `docs/dev/AUDIT-M6-player-offsets.md`, `docs/dev-process.md`, `docs/porting-notes.md`.** D113: portal BFS is correct, not the void. D114: matrix chain + converter verified clean, residual = shared fast3d mirror (open). D115: player raw-offset audit + `gunfire.c` THROW* fix (uncommitted). Build green. **This session's fixes (all committed, master):** | # | commit | one-liner | |---|--------|-----------| | D93 | `164d7f99` | null-room (room 0) NULL-deref guards | | D85 | `493c9838` | `bgWidenRoomGdl` (8→16 `Gfx` + `bswap32`) + `bgSwapRoomVtx`; room DLs decode to real GBI; `bg.c:2448` size-cast bug | | D85 | `6f0208d6` | `ptr_texture_alloc_start` → real `struct texpool` storage (pool looked exhausted → ~630 room textures now resolve; cleared `Bad size for RGBA texture`) | | D94 | `63204a27` | `chrlvInitActAttack` `(s32)`-truncated anim-table index | | D95 | `f35eba91` `933ba52b` | 2× `g_GfxBuffers` (16-byte PC `Gfx`) + raise PC mempool ceiling `0x702F4400→0x70700000` (reclaim ~4 MB DRAM) so it doesn't OOM `MEMPOOL_STAGE` | | D96 | `d86ec483` | `PROPRECORD_STAN_ROOM_LEN` 4→8 (PORT) — prop room-list stack overflow (guards span ≥4 rooms → no terminator → smashed `chrpropsRenderPass` frame; *this* was the "runaway GDL append") | | D97 | `2fbcc556` | clamp negative `damagetype` (US-only OOB `g_DamageTypes[]` read) | | D98 | `000ed6af` | `initBONDdataforPlayer` allocate real PC `sizeof(struct player)` (hardcoded `0x2A80` under-alloc scribbled the master DL) | | D99 | `253caa23` | `Model.animflipfunc` `s32` fn-ptr truncation (flag + direct call, D92 pattern) | | D100 | `8eaad547` | `struct player.model` is an inline `struct Model`, not a `Model*` + 45 filler s32s (PC struct 0x2A8 ≫ 0xB8 hole → `animInit` overran); + dedicated `gaitRwData[]` | | D101 | `b2234f82` | `sub_GAME_7F06DB5C` stashed `ModelNode*`/`RenderPosView*` through an `s32` (the idiom its sibling was already fixed for) | | D102 | `1b078f6d` | 1P weapon `Model` + RW pool punned onto `struct hand` (PC `Model` 0xE8 ≫ N64 0xBC → `modelInit` aliased `datas` onto the pool); dedicated `weaponModel`/`weaponRwPool` | **Recurring pattern this session:** the decomp pun-allocates `struct Model` (and `struct player`, `PropRecord`, `struct texpool`, …) into N64-sized holes / hardcoded byte counts. Every one is bigger on x86-64 → overrun → corruption. Fix = give it real inline storage or `sizeof()`-based alloc under `#ifdef PORT`. **Landmine still open** (§F D100): `struct player` / `struct hand` have raw hardcoded-offset accessors (`gunfire.c` `THROWMTX` at `+0xAD8`, …) that are NOT PORT-adjusted — already PC-wrong, a real `struct player` offset pass is owed before grenade/knife-throw code works. - Build: `export PATH="/c/msys64/mingw64/bin:$PATH" && ./build-pc.sh ntsc-final` - Sidecar regen: `python tools_pc/d43_emit.py ntsc-final && python tools_pc/d69_emit.py ntsc-final && python tools_pc/d88_emit.py ntsc-final --regen`. `data/` is gitignored; if missing, `cp baserom.u.z64 data/ge007.ntsc-final.z64` first (§F "`data/` deletion + recovery"). - Repro: `./build-pc/ge007.x86_64.exe -level_09 -ml0 -me0 -mgfx100 -mvtx50 -mt700 -ma150` — `-m*` are BUNKER1's `boss.c` per-level sizes; a bare `-level_09` skips them and crashes early (TODO: auto-inject). ## Next: D75 — 3D model rendering quality BUNKER1 renders but character/skeletal models are wrong (see the D75 section further down, still accurate). `GE_PCDUMP` + `tools_pc/pixcount.py` to measure; the animated-model path (`animInit` + `struct player` raw offsets, `drawjointlist`, `modelApplyHeadRelations` head/body splice) is the prime suspect. `struct tex` headers are 24 B vs 16 B on PC — a separate open pool-pressure item; a real PC memory-budget pass is owed. ## What this session (M-2) fixed — all committed 1. **`-level_09` now works.** `osPiReadIo` was stubbed to 0, so the token string was always empty and N64 debug switches were ignored (only attract mode could reach a level). Now built from `argv[1..]`. 2. **Sidecar tables patched in `obInit()`** instead of lazily at first model load — a direct stage boot loaded raw big-endian ROM before. 3. **D88.5** — stan tile-name byte-swap in the converter (0/276 → 273/273 name matches during pad setup). 4. **D88.6** — intro CAMERA `lang1c` is a `u16` pair, not an `s32` (fixed the `langGet` NULL-bank crash). 5. **D89** — `init_path_table_links` `[-3]` OOB → SIGILL fix; NULL-tile guard in `sub_GAME_7F0B0914`. 6. **D90** — `stanTileDistanceRelated`'s 80-byte zero-fill was clobbering the caller's live stan-tile local (16B struct, 80B clear). The player's spawn stan was fine all along. 7. **D91** — `(s32)&D_800442FC[portalnum]` truncation in bg portal cull. 8. **D92** — `chrAllocate` `s32` param truncated the ailist pointer; `Model.unka0` `s32` field truncated a stored function pointer. **Next steps for the resuming session (render milestone):** 1. **D85** — root cause confirmed (8-byte N64 `Gfx` vs 16-byte PC `Gfx` in the unconverted per-room DL blob). Runtime widen+bswap fixup being implemented; verify with `GE_D69BB=1` (real GBI opcodes, not 00/01/02/52), then `GE_PCDUMP` + `tools_pc/pixcount.py` for non-degenerate BUNKER1 geometry. See §F "D85 root cause CONFIRMED". Fallback if the widen stalls: soften the four `sysFatalError("Bad size…")` guards in `gfx_pc.cpp` to skip-with-warning. 2. Then the front-end **render bugs (D75)**. **D88.4 loose end (still open):** `PROPDEF_PC_BYTES` for `VEHICHLE`/ `AIRCRAFT`/`TANK`/`AMMO`/`DEPOSIT_IN_ROOM` in `d88_propdefs.py` are placeholder guesses (BUNKER1 doesn't use them). Probe real sizes via `d88_layoutprobe.c` before loading levels that use those types. ## Known rendering bugs (D75 — still open, orthogonal to the D88 crash) Even once the crash chain is cleared, the front end has **broken 3D model rendering** (user-confirmed this session): - Rareware logo: correct (fixed in D73/D74). - **Nintendo logo**: renders but **mispositioned**. - **Gun-barrel intro**: the **James Bond character model is missing entirely**. - **Intro credits / cast roll**: the per-character 3D models **do not appear at all** (names draw, models don't). Pattern: textures/text draw; **animated/skeletal character models never appear**; static 3D (logos) appears but with a bad transform. Leading hypothesis is D75(b) — the animated-model path (`animInit` + raw offsets into `struct player`, cf. D56) is broken independently of the D73 matrix sin/cos fix. Full triage plan in `findings.md` §F D75. The rest of this document (below) is the **last known-good, committed** status as of commit `8c9c6a2c` (D86+D87 resolved) — still accurate except D88 is now further along (D88.1–3 done/verified, D88.4 is the live crash). ## Where things stand **D69 (the original "stage load faults" milestone blocker) remains RESOLVED.** `load_bg_file` (bg.c) doesn't fault on BUNKER1. Since then, two more crashes further down the load chain were found and fixed this session (D86, D87), and a third — the current blocker — was root-caused but not fixed (D88). **D86 RESOLVED.** `modelInitRwData` crash (`model.c:6174`) was a single truncating pointer cast in the player's embedded gait/arm model: `src/game/initplayergaitobject.c:5` did `player_gait_object_header.RootNode = (int)&player_gait_hdr;` — a same-width no-op on N64 that truncates+zero-extends a real 64-bit pointer on PC. Fixed with a narrow `#ifdef PORT` branch assigning the pointer directly. Root-caused via a new node-walk trace (`GE_D86=1`, left in place, gated in `model.c`/`objecthandler_2.c`). **D87 RESOLVED.** Once D86 stopped blocking progress, an idle (no-input) run eventually triggers the front-end's genuine attract-mode demo playback (`select_ramrom_to_play()` picks a random compiled-in demo — this is shipped retail behavior, not a debug feature) and crashed in `ramrom_replay_handler` (`ramromreplay.c`). Root cause: `ramromfilestructure` is a real ROM-compiled asset (big-endian, like everything else) loaded via `romCopyAligned()` — a raw byte copy by design (D66) — with **no byteswap**, so every multi-byte field read back scrambled (e.g. `size_cmds` 2 → 33554432) and drove wild pointer arithmetic. Fixed with a `#ifdef PORT` `ramromFixupEndian()` called once after the load (same pattern as the D54 cseq fixup). Not BUNKER1-specific — attract mode picks any of 7 demo locations at random, so don't rely on it for BUNKER1-specific testing (see `-level_09` below). **D88 — SUPERSEDED, see "READ THIS FIRST" at top.** D88.1–D88.3 (header + sub-table width/endian conversion) are now done and verified; D88.4 (`propDefs` byteswap) is the live blocker. The paragraph below is the original root-cause writeup, kept for context. **D88 (original writeup) — root-caused.** Launch with `-level_09` (NTSC `LEVELID_BUNKER1 = 9`; `boss.c:199-339` decodes `-level_XX` into `g_StageNum`, bypassing the front end/attract-mode entirely — fast, deterministic BUNKER1 repro, crashes in well under a minute instead of waiting ~2 min for attract mode to maybe pick Bunker). Crash: `proplvreset2` (`prop.c:1306`) segfaults reading `g_CurrentSetup.pathwaypoints[i1].padID`. Root cause: the per-level `"UsetupZ"` file (`prop.c:1267`, `struct stagesetup` in `bondtypes.h:4091`) is loaded as raw ROM bytes and has **zero PC porting work done on it** — unlike bg/stan (D69/D80-82) and models (D43/D50). Two compounding problems, not just one: 1. The 10 top-level fields (`pathwaypoints`/`waypointgroups`/`intro`/ `propDefs`/`patrolpaths`/`ailists`/`pads`/`boundpads`/`padnames`/ `boundpadnames`) are declared as real pointers in the live C struct, so on PC they're 8 bytes each (an 80-byte header) instead of the file's real 4-byte-each (40-byte) N64 layout — same class as D79 (`bg_room_data` pointer growth). Field 0 reads fine; everything after it is reading the wrong bytes entirely. 2. The 4 meaningful bytes each field *does* store are big-endian (the code's own comment: "stores every internal reference as a byte offset from the start of the file") and nothing byte-swaps them — same class as D87. No PORT/byteswap handling exists anywhere in `prop.c` (confirmed by grep). **Not fixed this session** — this is D69-scale format-conversion work: a byte-accurate spec of the whole `Usetup*Z` format (top-level header + every nested sub-table: `waypoint`/`waygroup`/`PropDefHeaderRecord`/ `PathRecord`/`AIListRecord`/`PadRecord`/`BoundPadRecord`/`pname`, each likely with its own internal offsets not yet audited) plus either an offline converter sidecar (preferred pattern per AGENTS.md, same shape as `tools_pc/d69_emit.py`) or a careful runtime fixup pass that parses the raw 40-byte N64-packed header by explicit byte offset, byte-swaps each field, and writes results into the PC-widened struct. **Net effect vs. last session:** the game now runs substantially further — all the way through room-streaming setup, past the intro's model pipeline, and into per-level "Usetup" data — before hitting D88. The "loads without fault" acceptance bar is **still not met**, but the remaining blocker is now narrowly scoped and has a fast, deterministic repro (`-level_09`, no attract-mode wait, no depending on which random demo attract-mode picks). ## Recommended next steps, in order 1. **D88.** Get a byte-level spec of `Usetup*Z` (start from BUNKER1's file; `strResource` is built as `"U" + "sev" + "Z"`-style name in `prop.c:1253-1265` — check `setup_text_pointers[LEVELID_BUNKER1]` for the exact literal). Decide offline-converter vs. runtime-fixup (D69's bg/stan work is the template for the former; D54's cseq fixup is the template for the latter — given the struct-width mismatch on top of the byteswap, a runtime fixup that manually walks the *raw* 40-byte N64 header by hand (not through the live `stagesetup` struct) into a freshly-populated `g_CurrentSetup` is probably simpler than a full sidecar here, but verify against a raw ROM hex dump either way). 2. Once BUNKER1 loads past `proplvreset2`, re-check for further crashes in the same vein (this session found 3 in a row — D86, D87, D88 — each only reachable after the previous one was fixed; expect more). 3. Once BUNKER1 reaches a rendered frame with no fault, revisit **D85** (room primary/secondary GDL binaries decode to garbage via `texLoadFromGdl`) — use `GE_PCDUMP=":10"` + `tools_pc/pixcount.py` to confirm non-black, non-degenerate content per the original D69 acceptance bar. (This session's `GE_PCDUMP` captures around frame 2100-2400 during attract-mode-driven "loading" were still on a HUD/menu screen, not real 3D geometry — don't read too much into pixel counts from before D88 is fixed.) 4. Do NOT touch D75/D76/D77 (parked, lower priority, unrelated). ## Debug tooling added this session (kept, env-gated, zero cost when unset) - `GE_D86=1` — node-walk trace in `modelInitRwData` (model.c) + a load-identity probe in `load_object_fill_header` (objecthandler_2.c). Resolved the D86 crash; left in place since the same load_object_fill_header/modelInitRwData pipeline could surface new edge cases as more of the game becomes reachable. - `GE_D87=1` — block-setup trace in `iterate_ramrom_entries_handle_camera_out` and consumer trace in `ramrom_replay_handler` (ramromreplay.c). Resolved the D87 crash; left in place as it's a rarely-exercised path (attract mode) worth having visibility into if it acts up again. - Pre-existing `GE_D69STAN=1`, `GE_D69BB=1`, `GE_D69=1` — unchanged, still useful for the bg/stan/D85 load path (see prior session's HANDOFF entries, preserved in git history, for exactly what each logs). ## New: fast, deterministic BUNKER1 repro (no attract-mode wait) Launch with `-level_09` as a program argument (`./build-pc/ge007.x86_64.exe -level_09`) to skip the front end/attract mode and load BUNKER1 directly — `boss.c:199-339` decodes `-level_XX` (the two digit-chars are consumed as raw ASCII bytes: `g_StageNum = tokenFindLevel[0]*10 + tokenFindLevel[1] - 0x210`; NTSC `LEVELID_BUNKER1 = 9` → `"09"` since `'0'*10 + '9' - 0x210 = 9`). This is now the preferred way to test BUNKER1-specific load/render work — it's faster (crashes/completes in well under a minute vs. ~2+ min waiting on attract mode) and deterministic (not dependent on which of 7 random demo locations attract mode happens to pick). ## Environment / build - `export PATH="/c/msys64/mingw64/bin:$PATH" && ./build-pc.sh ntsc-final` (~5 s). Build is GREEN with all D86/D87 work included. - Run from the **repo root**, not `build-pc/`. - Regenerate sidecars if missing: `python tools_pc/d69_emit.py ntsc-final` (bg/stan) and the D43/D50 model sidecar generator (pcmodels) — both gitignored, not checked in. (Both were already present in this dev environment this session.) - `GE_PCDUMP="-:"` + `tools_pc/pixcount.py` for frame captures once D88 is fixed and a frame actually renders real BUNKER1 geometry. - Crash log: `ge007.crash.log` (repo root); symbolicate with `addr2line -e build-pc/ge007.x86_64.exe -f -C ` (image base `0x140000000`). - gdb **launch** mode is too slow for timing-dependent bugs (unchanged guidance). **New this session:** gdb **attach** mode (`gdb -batch -x cmds.txt -p `, `` = 4th column of `ps -p `) works well and is fast for "watch a global for a legitimate vs. corrupted write" questions on an already-running, not-yet-crashed process — see `docs/internals.md` §F environment reminders for the exact recipe used to root-cause D87. ## Non-negotiables (unchanged, see AGENTS.md) 1. N64 build files untouched. 2. Game logic unmodified except narrow, documented `#ifdef PORT` ABI/layout exceptions (D86/D87 this session, both logged in `findings.md` §F). D88 is explicitly **not** patched with a quick inline hack — it needs the same disciplined spec-then-convert/fixup treatment as D69, logged as an open finding instead per AGENTS.md's "stop and write it up" guidance for anything beyond a narrow, obviously-correct exception. 3. Offline sidecar conversion preferred over runtime fixup for whole ROM-asset formats (D69/D80-82 pattern) — likely the right call for D88 too, though a careful runtime fixup is also plausible; decide after the byte-level spec work.