Files
goldeneye-pc-port/docs/porting-notes.md
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James Dansereau 741dfe78b9 fix(D227/D176a): sky texcoords are S10.5, not texels — fixes seam, over-tiling and scroll speed (#43)
* fix(D176a): sky scroll/tiling too fast -- perspective-correct tc interpolation

skyPortRenderPoly (Path B, D176(a) black-sky fix) placed sky quad verts
under a plain w=1 ortho projection, so fast3d's GPU pipeline interpolated
texture coords linearly in screen space across the primitive. The source
S/T data (unk20/unk24) is computed upstream from a world-space projection
without a perspective divide -- exactly like the real N64 RDP's
G_TRI_SHADE_TXTR coefficient block, which relies on real perspective-
correct interpolation to divide it back out per pixel.

A single sky quad's near (top) and horizon-grazing (bottom) vertices can
differ up to ~38x in camera-space w. Under linear interpolation that
smears the entire S/T delta evenly across every pixel instead of
concentrating it near the horizon, producing a uniformly dense aliased
'hatching' over the whole sky -- reported as 'scrolls too fast / tiles
too visibly'.

Fix: build a custom projection matrix that gives each vertex its real
camera-space w (already computed upstream, SkyRelated38.unk0c) while
keeping the same screen-space x,y, so the GPU's normal perspective divide
recovers the intended position but interpolates tc (and colour) with
real 1/w weighting -- the same pipeline every other textured draw in the
game already depends on. No port/fast3d changes; #ifdef PORT only, N64
path untouched.

Verified: tools_pc/verify.sh bunker1 PASS (no regression on a non-sky
level); -level_22 (Statue) and -level_41 (Cradle) GE_PCDUMP captures show
the expected before/after change (uniform parallel aliasing -> a proper
perspective-converging fan), and Cradle's sky is no longer black at
default FOV. Defect 2 (horizon-band tessellation) and the FOV-coupled
black-sky-past-frustum symptom are unchanged / still open.

docs/dev/findings.md: new D176(a) subsection + summary-row update.
docs/porting-notes.md: generalized the screen-space-overlay quirk to
call out the w=1-vs-real-w interpolation pitfall.

* chore(D176a): regen findings index

* docs(D176a/D227): M-93 - human playtest of PR #43 confirms Cradle black-sky fix + partial Statue scroll improvement; new split-sky residual filed as D227



* docs(D227): M-94 - visual evidence + a concrete mechanistic hypothesis for the sky seam (per-primitive wScale quantization), not yet fixed

Headless -level_22 capture (this shell can do offscreen GE_PCDUMP capture
via the game binary directly, run from the repo root with the MSYS2
mingw64 PATH set -- the earlier GUI-launch flakiness in this session was
specific to a live window, not this path) shows a real, static-frame
crease in the sky's cloud texture. Screenshot committed:
docs/img/bugs/d227-sky-seam-statue.png.

Hypothesis: skyPortRenderPoly (D176(a)'s fix) computes wScale per call,
and skyRenderTri/skyRenderFull issue up to 5 separate calls per frame
(one per triangle in the sky fan). The position math is exact for any
wScale (re-verified algebraically), but Vtx.ob[] is s16, so two
triangles sharing an edge can quantize a logically-shared vertex to two
slightly different values depending on which triangle's independently-
chosen wScale computed it -- crack at the shared edge, reads as "two
regions with a different pattern."

Not yet confirmed (didn't isolate camera motion from sky-scroll motion
to test the "moves at a different rate" half of the report) and not
fixed -- documented the fix direction (one wScale shared across the
whole fan, not recomputed per triangle) for whoever picks this up next.
Cleaned up capture scratch files after pulling the one evidence shot.

* docs(D227): M-94 addendum - static-camera test confirms the sky genuinely animates over time, independent of camera motion

* fix(D227): M-95 - one shared wScale across the whole sky fan instead of one per triangle, closes the visible seam

skyRenderTri/skyRenderFull draw up to 5 triangles per frame from a
shared pool of up to 5 vertices (built once, then fan-triangulated
across 1-3 calls). D176(a)'s fix had each call compute its own wScale
from only its own 2-4 verts; two triangles sharing a vertex could each
pick a different wScale, and since Vtx.ob[] is s16, quantize that
logically-shared vertex to two different values depending on which
triangle's call computed it -- a crack at the shared edge (D227, the
"two sky halves" report).

Fix: skyPortBeginFan()/skyPortEndFan() (new, #ifdef PORT) compute one
wScale across the whole fan and skyPortRenderPoly uses it when set,
falling back to the old per-call computation otherwise. N64 path
unchanged (these are PORT-only additions around existing #ifdef PORT
code, no #else branch touched).

Verified:
- Clean build, no new/duplicate symbols.
- Full verify.sh sweep: 21/21 PASS, both with and without this change.
- Same-frame before/after screenshots at -level_22 frame 345
  (docs/img/bugs/d227-sky-seam-statue{,-fixed}.png): visible kink in
  the cloud streaks in the before shot, gone in the after shot, same
  exact frame.
- bunker1's nonzero framediff worst_cell is unaffected by this change
  (reproduced identically pre-fix) -- confirmed pre-existing stale
  golden-baseline issue, unrelated to sky.c.
- Cradle's black-rectangle artifact is also confirmed pre-existing
  (reproduced identically pre-fix) -- the separate, already-documented
  FOV-coupled black-sky-past-frustum-edge symptom (D218/D222 family),
  not touched by this fix.

Not re-verified: whether the "moves at a different rate" half of the
original report is also resolved, and the aspect-ratio-artifact
alternate theory was never independently ruled out. Human eyeball
still owed before merge, same as every other rendering fix landed this
session without interactive display access.

Also generalized the quirk (per-call vs per-shared-vertex-group scale
quantization) to docs/porting-notes.md alongside the existing D176(a)
entry.

* docs(D227): M-96 - human playtest on Statue: seam/crack STILL PRESENT despite M-95 fix

The M-95 wScale-sharing fix only verified the static per-primitive
quantization theory (single-frame screenshot diff); it explicitly left
the 'two halves move at different rates' temporal theory from the
original report unverified. This playtest is that missing
verification, and it says the seam is still visible in live play.

D227 NOT resolved. PR #43 stays in draft pending investigation of the
temporal/rate theory -- do not merge on the M-95 fix alone.

* docs(D227): M-96 addendum - N64 sky should be near-static, this build scrolls extremely fast

New data point from the same Statue playtest session, separate from the
seam/crack: the user reports the intended N64 scroll rate is near-static,
stronger than M-93's 'still reads too fast'. Bears on D176(a)'s fix
magnitude itself, not just the D227 seam -- flagged as a possible shared
root cause (wrong per-frame tc delta could drive both symptoms), not yet
investigated.

* fix(D227): M-98 - share sky S/T fold across whole fan, not per-triangle

skyPortBeginFan() (M-95) shared wScale across a whole sky fan so shared
vertices quantize position consistently, but skyPortRenderPoly's S/T
fold (foldS/foldT -- floorf(minS/64)*64, keeps texel coords in s16
range) was still computed per-call, from only that triangle's own 2-4
verts. Same bug class as the wScale fix, one field over, never fixed --
which is why M-96's human playtest still saw the seam after M-95.

Two triangles in one fan can floor a shared vertex's S/T to different
multiples of 64 texels; nominally invisible (GL_REPEAT period 64), but
each triangle bakes (S-fold)*32 into its own s16 Vtx buffer, so two
folds 64 texels apart produce tc values 2048 apart -- a real crack at
the shared edge.

Fix: extend skyPortBeginFan()/skyPortEndFan() to also compute one
shared fold across the whole fan, threaded into skyPortRenderPoly the
same way as wScale. #ifdef PORT only, no game-logic change.

Also measured (per M-96/M-97's ask): cross-correlated 11 consecutive
frames at a static camera -> ~7 px/tick horizontal scroll at 640px
capture width, a full screen-width sweep every ~1.5s. Confirms
"extremely fast" quantitatively; root cause of that magnitude is not
yet found (accumulator + vertex geometry are unmodified N64 logic, so
if it's genuinely wrong the bug is in how the Path B substitution maps
texel-ticks to screen pixels, not the tick rate itself -- next step
spec'd in findings.md).

Verified: build clean; -level_22 frame 345 (same frame M-95's
before/after used) shows no visible crease vs. the pre-M-95 reference
screenshot; verify.sh bunker1 PASS, worst_cell unchanged (known stale
golden baseline, not a regression). Human eyeball still owed on both
the seam-close and the scroll-speed question before PR #43 leaves
draft.

* docs(D176a): M-98 - Cradle side of PR #43 checked; tower starburst is Defect 2

Checked the Cradle side of the D227 fold-sharing fix (M-97 left this
outstanding). No regression -- verify.sh cradle PASS -- but found a
much more visible pre-existing artifact while there: looking up the
suspension tower near spawn, roughly half the sky renders as a sharp
radiating starburst instead of clouds.

Confirmed pre-existing (pixel-identical with sky.c reverted to
pre-M-98) and confirmed static, not the D227 "moves at different
rates" symptom (pixel-identical 30 ticks apart at a fixed camera).
This is the already-known, already-open D176(a) Defect 2
(horizon-band tessellation) -- the code's own fold-logic comment
already predicts exactly this failure shape for a triangle spanning
>1000 texels near the horizon, which looking straight up the tower
produces. Not fixed (tessellation is separate, bigger work); logged
with a concrete repro + screenshot so it's no longer "inconclusive."

* docs(D227): M-99 - human playtest negative (seam persists, view-angle-dependent); headless repro blocked

Human playtest after M-98's fold-sharing fix: the seam is still present
on Statue and now confirmed to move/change with mouse/view position --
also reported still bad on Cradle and present on Surface. M-98's fix
was real but is not the dominant mechanism live play is hitting, same
pattern as M-95 before it.

Ruled out this pass: the cross-quad water/cloud texture-scale mismatch
theory, on the two IsWater==0 levels actually tested (Statue, Cradle)
-- untested on any IsWater==1 level, which is now the top ranked
candidate for next session.

Blocked on: headless camera-pan repro via GE_INPUTSCRIPT does not
work -- confirmed neither analog-stick nor C-button tokens rotate the
camera, so this needs either a human playtest or a debug hook into the
real mouselook path before it can be chased further headlessly. Full
ranked candidate list + environment notes for next session in
findings.md and (session-local) docs/HANDOFF.md.

* docs(D227): M-100 - root cause PROVEN: s16 texture-coordinate overflow

The sky seam is not a crack, not a quantization mismatch, and not
view-dependence. One sky quad spans ~30,000 texels in S and T, but
Vtx.tc is S10.5 in an s16 = +/-1024 texels, so 7 of its 8 texture
coordinates overflow and wrap to arbitrary values. The fold cannot help
against a span 29x the representable range.

Unblocked by a user-supplied emulator-vs-ours screenshot pair on Surface:
the real symptom is a radial starburst, not a crack, which is a different
mechanism from what M-94..M-98 were chasing. M-95 (shared wScale) and M-98
(shared S/T fold) each fixed a real second-order bug; neither could touch
this one. Both stay - per-fan consistency is exactly what will make
subdivision seamless.

Measured with a new env-gated GE_D227V probe (GE_D176 style) on the Cradle
frame-350 camera. All four w are positive, so no projective pole. The quad
is split gSP2Triangles(0,1,3, 0,3,2) on the 0-3 diagonal, and vertices 0
and 3 are exactly the two that keep one coordinate in range - hence "two
halves with different patterns, split by a line", the original D227 report
verbatim. Apparent view-dependence needs no view-dependent mechanism: S/T
depend on view, so the wrap point moves.

Confirmed by a diagnostic build: baking tc at 1-texel instead of
1/32-texel granularity (32x range, deliberately wrong scale) makes the
starburst and the split completely disappear. No second defect behind it.

D227 == D176(a) "Defect 2" == M-98's "Cradle tower starburst". M-98
misfiled that capture as unrelated, which is what made D227 look
headlessly-unreproducible in M-99 - it reproduces statically.

Fix not implemented: subdivide until span < ~960 texels/primitive. The
subdivision math and cut placement are worked out in the finding (S is
linear in w, so cut uniformly in w), but the vertex budget is an open
decision - dynAllocateVertices is an unchecked 50 KB/frame pool and pure
tessellation wants ~40% of it.

* docs(D227): M-100 addendum - RDP tile shift (option D) dominates; fast3d already implements it

shifts/shiftt is the RDP's native precision-vs-range knob and gfx_pc.cpp
implements it fully including the left-shift case. Emitting tc at 32/2^k
units with shifts = 16-k buys 2^k range with no tessellation, no fast3d
change and no vertex-budget cost. k=5 covers the measured 29,830-texel
span outright.

* fix(D227): M-100b - sky texcoords are S10.5, not texels; drop M-82's stray *32

Fixes the sky seam/starburst, the over-tiling, and the "scrolls too fast"
complaint - all three were the same bug.

M-82 ("D176(a) Defect 1") read unk20/unk24 as texel counts and baked tc as
(S - fold) * 32 to convert texels into tc's S10.5 units. They are not texel
counts. skyRender sets them as worldpos * 0.1f and the N64 path hands them
to the RDP coefficient block unscaled (skyRenderTri: S * unk34 * sp368), so
they are already in the RDP's native S10.5 1/32-texel units.

That stray *32 made every sky texture coordinate 32x too large, producing
three symptoms previously tracked as separate bugs:

  1. D227 - spans of ~30,000 texels against an s16 tc holding +/-1024, so 7
     of a quad's 8 coordinates overflowed and wrapped to arbitrary values.
     The quad splits on the 0-3 diagonal and verts 0 and 3 are exactly the
     two that keep one coordinate in range, hence "two halves with different
     patterns" - the original D227 report verbatim.
  2. Over-tiling - ~466 repeats of the 64-texel cloud per quad, not ~15.
  3. M-96's "the N64 sky is nearly static, ours races", measured at ~7
     px/tick in M-98. g_SkyCloudOffset advances 1 unit/tick = 1/32 texel,
     not 1 texel. This is why M-98's re-derivation of the tick path kept
     coming back clean: the accumulator was never wrong, its unit was.

Fix: tc = (S - fold) 1:1, with the fold rebased to a whole tile period
(SKY_TC_WRAP = 64 texels * 32 = 2048 units). The ~30,000-unit span then fits
an s16 unaided - which is also why the original N64 code needs no
tessellation here: it never had a range problem to solve.

Kept: M-95's shared wScale and M-98's shared fold (both real bugs; per-fan
consistency keeps a fan's shared vertices bit-identical). Also kept as a
safety valve, since only ~4% of s16 headroom remains on the observed span:
skyPortPickShift/skyPortCaptureTile/skyPortEmitTileShift, which trade tc
precision for range via the RDP's own tile shifts/shiftt (port/fast3d
already implements it, so no fast3d change). skyPortCaptureTile replays the
exact G_SETTILE texSelect emitted with only the shift fields patched, so it
cannot drift from texSelect's format/line/mask derivation.

Also adds the env-gated GE_D227V per-vertex probe (GE_D176 style) that
measured all of this.

Verified: -level_41 Cradle frame 350 (the M-98 starburst repro) now shows
soft cloud bands at the correct scale with no starburst, diagonal split or
moire; GE_D227V confirms kS=kT=0 and max tc 31,513 of 32,767. -level_22
Statue frame 345 clean. verify.sh bunker1 PASS (worst_cell 10.32, the known
stale-golden-baseline number). Human play-test still owed.

* D229: file green/pulsating water; decouple D227's tc safety valve from it

New finding D229: on IsWater levels (Frigate, Surface 2) the water renders
green and pulses blue<->green on an interval.

Pre-existing, proven by A/B: built plain main with none of the D227 work and
captured -level_26 frame 340 - same green, only the tiling density differs.
D229 is independent of D227.

The gun half of the same report was NOT a bug: the branch was 2 commits
behind main and those 2 commits were exactly the D217 fixes (#47 texpool
alignment, #49 CI cache palette-content key). After merging main the user
confirms the gun is good on Frigate.

Mechanism so far: the water quad is sky.c's IsWater block1 (Frigate confirmed
IsWater=1 via GE_D176, which also settles M-99's ranked item 1).
sub_GAME_7F09343C binds tile 0 and tile 1 to the SAME tmem, offsets tile 1 via
gDPSetTileSize(1, 90, 150, 0, 0), and cross-fades TEXEL0/TEXEL1 with a
PRIM_LOD_FRAC driven by sinf(). That sine is the reported pulsing, so one
texunit resolves blue and the other green. Ruled out the shade path by
measurement (it spans dark blue to pale yellow, never green; sampled pixels
have R and B crushed). Not yet root-caused.

Code change here is only the decoupling: skyPortBeginFan takes allowShift and
the water quad passes FALSE, leaving that path byte-identical to its pre-D227
behaviour. The water quad is a two-texunit draw sharing one set of vertex tc,
so a tc rescale needs a matching shift on both tiles - and shifting both makes
them sample identically, which flattens the cross-fade. An intermediate build
that did so turned the water from pulsating into constantly green, observed
live. Also fixes skyPortCaptureTile to capture after all tile setup (not just
after texSelect) and to handle both tiles, so a future shift cannot clobber a
later re-declaration.

Cradle sky re-verified unaffected (frame 350 still correct). bunker1 golden
framediff reports REGRESSION at 55.02, but plain main scores WORSE at 73.24 -
the baseline is stale relative to main's D217 texture fixes, the re-baseline
owed since M-83/M-84. Not caused by this branch.

* docs(D227/D229): regenerate findings index; mark D227 FIXED

The generated findings-index.csv was hand-edited during the main merge and
when D229 was filed, so CI's 'Check generated dev indexes are current' failed
on PR #43. Regenerated with tools_pc/gen_findings_index.py.

Also updates the D227 row's status to lead with FIXED (M-100b) rather than
the M-94 'not yet fixed' text, so the index reflects the user-confirmed fix.

* docs: register GE_D227V in the env-probe index

CI's 'Check generated dev indexes are current' also runs
gen_env_probes.py --check, which flags any GE_* probe with live sites that
has no row in docs/dev/GE-ENV-PROBES.md. GE_D227V (added in M-100 to measure
the sky texcoord overflow) had none.
2026-09-11 20:45:08 -04:00

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# Porting notes — recurring N64→PC bug classes
A field guide to the bug classes that keep recurring when running big-endian
32-bit N64 game code, unmodified, on a little-endian 64-bit host. Terse by
design — each entry compresses a full investigation to a symptom, a fix, and a
grep heuristic for finding siblings. Each entry cites a `Dxx` label; the full
evidence and fix for that instance live in
[`dev/findings.md`](https://github.com/jkdansereau/goldeneye-pc-port/blob/main/docs/dev/findings.md)
under the same label. Skim the section headers; read the classes relevant to
the task at hand.
If you are debugging a crash in this port, read this first — the odds are
good that you are looking at one of these.
## Contents
- [A. Pointer-width struct growth (32→64) — the dominant class](#a-pointer-width-struct-growth-3264--the-dominant-class)
- [B. 16-byte PC `Gfx` / `Vtx` vs 8-byte N64](#b-16-byte-pc-gfx--vtx-vs-8-byte-n64)
- [C. Big-endian rodata / ROM data read on little-endian PC](#c-big-endian-rodata--rom-data-read-on-little-endian-pc)
- [C2. Port-layer / SDL shims](#c2-port-layer--sdl-shims)
- [D. N64 hardware idioms fast3d does not emulate](#d-n64-hardware-idioms-fast3d-does-not-emulate)
- [D2. The HUD/model "X-mirror" — RESOLVED](#d2-the-hudmodel-x-mirror-d114d116--resolved-it-was-an-upside-down-capture)
- [D3. GCC/mingw makes an all-non-negative `enum` UNSIGNED](#d3-gccmingw-makes-an-all-non-negative-enum-unsigned)
- [D4. N64 "interrupts off" must be a real lock on PC](#d4-n64-interrupts-off-is-not-free-on-pc--it-must-be-a-real-lock)
- [D5. Loop bounds that assume linker adjacency of two globals](#d5-loop-bounds-that-assume-linker-adjacency-of-two-file-scope-globals)
- [E. Process / method notes](#e-process--method-notes)
## A. Pointer-width struct growth (32→64) — the dominant class
A decomp struct with pointer fields, or one pun-allocated into a fixed
N64-sized hole / hardcoded byte count, is **larger on x86-64**. Reading it
from ROM bytes misaligns; allocating it N64-sized overruns adjacent
state.
- Symptom: garbage pointer deref, corrupted neighbor field, delayed
fault far from the cause.
- Fix: store embedded ROM addresses as `u32`, cast at use site (PD ground
truth); or give real inline storage / `sizeof()`-based alloc under
`#ifdef PORT`.
- Instances: D53.2 (ModelSlot pun), D56 (watch Model raw offsets), D57
(rwdata record count), D67 (image_entry), D79 (bg_room_data), D98
(struct player alloc), D100 (player.model inline Model), D101/D102
(ModelNode*/weapon Model puns), D115 (gunfire THROW* raw offsets),
D140 (watch Model punned into a `struct player` field-run: PC
`sizeof(struct Model)` grows so the "fields" that aliased `.render_pos` /
`.scale` / `.animframe1` on N64 no longer overlap → NULL `render_pos` →
pause-menu crash; fix = real inline `struct Model` + pool, redirect the
named reads to the member — same as D100/D102),
D119 (`weapons_held[]->chr` punned as `ChrRecord*` to read
`.act_*.attack_item` — aliased `WeaponObjRecord.weaponnum` at 0x80 on
N64 via act-union@0x2C+84; act union moves to ~0x38 on PC).
**A1. Raw-byte aliases into a union (`act_ubytes.padding[N]`) — the silent
variant.** The nastiest members of this class do not crash: a literal byte
index into a union that overlays pointer-bearing structs still *reads*, it
just reads the wrong byte, so the game runs and merely behaves wrong. Grep
for hardcoded indices into any `padding[]`/`u8[]` union arm.
- **D209** (the D193 root cause, and the highest-impact instance found so
far): `self->act_ubytes.padding[45]` aliased `act_gopos.unk59`, the
SPEED tier. `act_gopos` = `{coord3d@0, StandTile *@12, waypoint *@16,
waypoint *[6]@20, u8 curindex@44, u8 unk59@45}` on N64; at 64-bit the
three pointer members widen and `unk59` moves 45 → 81, so the literal 45
lands on **byte 5 of `waypoints[1]`**. With a low-4GB arena
(`0x00000000_70xxxxxx`) that byte is **always 0x00** — a stable, plausible
value, not garbage. Effect: the locomotion-animation selector received
tier 0 forever and every AI character in the game was bound to a *walk*
animation; since GE travel is anim-root-motion driven, all AI moved at
walk pace on every level. No crash, no log, no NaN — it took a runtime
probe comparing the *commanded* tier (named field, correct) against the
*bound* animation (alias, wrong) to see it.
- **D210** (sibling, found by the post-D209 sweep): `chrToPatrol` inits
`act_patrol.lastvisible60` via `act_init.padding[0x13]` (union byte `0x4c`).
`act_patrol` starts with a `patrol_path *path` — widens 4→8, so `padding[0x13]`
no longer hits `lastvisible60` (now `0x50`); it lands in `waydata` and
`lastvisible60` is left uninitialised → the patrol "haven't seen the player
recently" timer reads garbage for the first ticks. Fix: named field under
`#ifdef PORT`. **NB the alias need not land on a *pointer byte*** (as D209
did) — here it lands on a plain float that just isn't the field intended.
The tell is the same: a hardcoded index into `padding[]` right next to
named writes of the *same* arm. The rest of the `padding[N]` sweep
(`chrlvTickAnim`/`chrlvTickDead` → `act_anim`/`act_dead`, both pointer-free)
is layout-stable.
**Lesson.** When a value reads as a clean constant (0, 1) rather than
garbage, a pointer byte is a prime suspect — the high bytes of a low-4GB
heap pointer are all zero, so a misaligned read looks like a legitimate
"feature off" value. Prefer the named field under `#ifdef PORT`; the alias
is only correct at 32-bit pointer width. Also: verify that every caller
reaches the site with the union arm you are naming actually active.
- **Open landmine:** raw hardcoded-offset accessors into `struct player`
/ `struct hand` — see `docs/dev/AUDIT-M6-player-offsets.md`.
- **D126 corollary — a trailing runtime list pointer in a ROM-serialized
record.** If a fixed-size ROM record ends with a `T *next` (or `*child`,
`*parent`) that game code *writes* while walking the setup stream
(linked-list build), that field is 4B/end-of-record on N64 but widens to
8B and 8-aligns on PC — the store spills past the N64 record size into
the *next* record and silently corrupts a polymorphic walk downstream
(type byte clobbered → wrong strides → wrong command indices → wrong
pointer resolution, crashing far away). Offline converter (`d*_emit.py`)
MUST emit these at the real PC `sizeof` with the pointer slot widened +
the matching `#ifdef PORT` `sizepropdef`/stride. Instances: `d88_propdefs.py`
types 30/32/33/35 (`criteria_*` / `setup_objective_text` `->next`),
22 (`TagObjectRecord.NextTag`, already handled). Check every record type
the walk can see for a `set_parent_*` / `*_entry_parent` writer.
- **D132 corollary — a `union { T *ptr; s32 IndexN; }` field is 8B/8-aligned
on PC even when the ROM image only ever stores the `s32`.** `LinkRecord`
(`first`/`Index1`), `LockDoorRecord`, `SafeObjectRecord` etc. pack their
index words tight (4B) in the N64 setup stream, but the compiler places
each `IndexN` in the LOW 4 bytes of an 8-byte-aligned pointer slot
(`Index1`@8 not @4, `Index2`@16 not @8, then a trailing `*next`). A
converter that lays them at N64 4-byte offsets makes `pdef->Index1` read
`Index2`'s value and `Index2` read 0 → the record's validity guard fails
and switch-doors / dual weapons / locked doors / safes silently never
initialise (usually non-crash, because the failed guard also skips the
pointer stores). Fix: emit each `IndexN` at PC offset `8 + 8*(N-1)` and
size the record with the widened unions + trailing `*next`
(`d88_propdefs.py` types 14/19/38/44 — proposed in §F D132, not yet
applied). Grep every ROM-serialized record for `union {` with a pointer
arm. NB `[u16 ID][s16 x]` NOT in a union (e.g. `TagObjectRecord`) stays
at offset 4 — only the pointer union forces the 8-align.
- **D130 corollary — in-place N64→PC struct-array re-layout aliases when the
stride grew less than the read span.** A ROM struct array widened on PC
(`fontchar` 24→32B, `romdataFixupFont`) is often re-laid-out *in place*:
for glyph `i`, `dst = base + PCstride*i`, `src = base + N64stride*i`, so
`dst − src = (PCstride−N64stride)*i`. For small `i` that delta is *less
than the per-element field-copy read span*, so `dst` overlaps `src`, and a
forward field-by-field `*dst_k = f(*src_k)` loop overwrites a not-yet-read
`src_j` (`j > k`). Result: later fields of the first few elements come out
as `f(f(earlier field))` — e.g. glyph 1's `width` became `bswap(bswap(index))`.
Iterating elements backward does NOT help (the overlap is *within* one
element). Fix: read every source field of the element into locals first,
then write. Grep every `romdataFixup*` / in-place relayout for a
read-write loop whose `dst`/`src` can alias for low indices.
- **A negative/OOB index into a widened struct array is fatal on PC, benign
on N64.** `chars[*text - 0x21]` with a control byte (`*text < 0x21`) reads
before `chars[0]`. On N64 that hits the adjacent 4-byte-field kerning table
(small values → a garbage-but-TMEM-valid glyph); on PC the struct's 8-byte
`pixeldata` reads a wild pointer → fast3d AV. Latent in `textrelated.c`
(`textRender*`/`textMeasure` ASCII paths) — a `GLYPH_IDX` clamp fixes it if
a level actually feeds a control byte to the HUD text (none do yet; D130
was a font-relayout bug, not this).
- **D131 corollary — `osVirtualToPhysical()` truncates a compiled-symbol
pointer to 32 bits.** The port shim is `(u32)(uintptr_t)va` (`libultra.c`).
For a runtime DRAM pointer (`0x70xxxxxx`) the cast is lossless; for a
**compiled module symbol** (`.bss`/`.rodata` matrix, e.g.
`&dword_CODE_bss_8007A100` in `explosionRenderPropSmoke`) it drops the
`0x1_00000000` module high word, so the GBI w1 becomes `0x40xxxxxx` and
`seg_addr()` hands fast3d a wild pointer → AV in `gfx_sp_matrix` /
`gfx_sp_vertex`. Same class as D94 (`chraction.c:1243`), but in a DL word.
~30 latent sites (`grep 'osVirtualToPhysical(' src/game/{explosion,glass,glass2,blood_animation,bondview2}.c`),
each armed only when that effect first draws. Fixed once in `seg_addr()`:
restore the high word for a fallthrough `w1 ∈ [0x40000000, 0x70000000)`
(module is fixed-based at `0x140000000`; DRAM/KSEG0/segmented/phys are all
handled in earlier branches). `gSPDisplayList(&globalDL_0xNNN)` is NOT
affected — the port's `Gwords.w1` is 64-bit and `gDma1p` stores the full
pointer; only `osVirtualToPhysical` truncates.
- **D177 — a struct passed as `s32 *` and integer-indexed past a leading
pointer member.** `stanCheckLinkedSpecialTile` takes the caller's
`struct StandTileLocusCallbackRecord { s32 *rooms; s32 count; … }` typed
as `s32 *outFlags` and does `outFlags[1] = 1`. On N64 `[1]` is `count`; on
PC `rooms` is 8 bytes so `[1]` is its *high half* and `count` moved to
`[2]` — the write is silently lost, the reader (`->count`) sees 0. Two
tells for this class: (a) a function parameter typed `s32 *` / `u32 *` /
`void *` that is really a named struct (check what the caller passes and
what other consumers cast it to); (b) the matching stack local declared as
a small "placeholder while matching" struct whose N64 size equals the real
record — it silently under-allocates once any member widens. Fix both:
cast to the real type + write fields by name, and declare the local as the
real struct, under `#ifdef PORT`. (`[0]`/`rooms` often still works by luck
on LE — low half at +0 — which masks the bug for one of the two fields.)
## B. 16-byte PC `Gfx` / `Vtx` vs 8-byte N64
Any buffer reservation, `memcpy` size, slot stride, or pool budget
expressed in N64 `Gfx`/`Vtx` units is **half-size** on PC.
- Instances: D50.6 (texCopyGdls copied only w0 of each 16-byte slot),
D58 (DL reserve 0x100→0x200), D85 (`bgWidenRoomGdl` 8→16 + bswap),
D95 (2× master-DL buffer + raised mempool ceiling).
- **D135 corollary — an unported GBI *parser* (not just a buffer size).** Code
that walks a DL command stream with raw byte/word indices into an 8-byte N64
`Gfx` (`*(s8*)gdl` for the cmd, `((u32*)gdl)[1]` for w1, `((u8*)gdl)[5..7]`
for `G_TRI1` vtx indices, `((u32*)gdl)[0/1]` nibble reads for `G_TRI4`) reads
the wrong bytes of the PC 16-byte `{u64 w0; u64 w1}` slot and desyncs on the
first command → walks off the DL → wild deref. The N64 32-bit words survive
in the LOW dword of each 64-bit field, so the mechanical port is: `u32 w0 =
(u32)gdl->words.w0; u32 w1 = (u32)gdl->words.w1;` then replace every raw
access with the equivalent shift/mask on w0/w1 (BE byte `i` of a word →
`(word >> (8*(3-i))) & 0xff`). `gdl++` (advances by `sizeof(Gfx)`) is already
correct. Watch `(s32)ptr` truncation in vtx-base math and `x | 0x80000000`
KSEG0 folds (identity on PC — just drop the OR, and guard segmented w1).
Instances: `bgTestHitOnObj` (`propobj.c`, FIXED); `bgTestRayIntersectionInRoom`
+ `bgTestBulletHitBackground` tail (`bg.c`, D154 — ported M-28, re-audited +
bug-fixed M-30, playtest-gated).
PD ground truth: `pd_port` uses `gdl->dma.cmd` + `GFX_W0_BYTE(i)`/`GFX_W1_BYTE(i)`
macros (`3-i` / `11-i` on 64-bit LE).
- **D154 corollary — the PC `Gdma_le` shim's `.par` is NOT the N64 params byte.**
When porting a room/model DL GBI parser, only `.dma.cmd` is safe to read
through the `port/shim/PR/gbi.h` `Gfx` union: that shim lays `Gdma_le` out as
`par:24` (bits 0-23 of word0 = the *packed length* from `gDma1p`), `cmd:8`
(bits 24-31). The N64 `Gdma` has `cmd:8` (byte 0) then `par:8` (**byte 1**,
bits 16-23 = the `((n-1)<<4)|v0` G_VTX params). So an N64 `((u8*)gdl)[1]` /
N64-semantics `.dma.par` becomes `((u32)gdl->words.w0 >> 16) & 0xff` on PC —
**`gdl->dma.par` gives bits 0-23 (length), and `& 0xf` on it is always 0**
because `len == 16*n`. The original D154 port had exactly this bug (vtxoff
forced to 0). Same trap latent in `bgBuildRoomVtxBounds` (`gdl.dma.par>>4&0xf`
reads PC bits 4-7, not N64 bits 20-23 — currently tolerated). Rule: for
anything but the opcode, extract the bit-field explicitly from
`(u32)gdl->words.w0` / `.w1`, don't trust the named `.dma.*` sub-fields.
Also: a `words.w0 << k >> m` bit-extract idiom that relied on 32-bit
truncation on N64 must be `(u32)`-cast first on PC (`words.w0` is 64-bit).
- **Also bites RAW hardcoded struct-stride writes, not just Gfx/Vtx.**
D128: `sub_GAME_7F0B37EC` did `((u8*)g_BgPortals)[(portal<<3)+6] |= 2`
— the N64 `bg_portal_data_entry` is 8B (`ptr@0, cr1@4..cb2@7`); on PC
the widened `offset_portal` ptr makes it 16B (`cr1@8..cb2@11`), so the
write landed in the middle of another portal's pointer. Fix = use the
struct accessor under `#ifdef PORT` (every other site already does:
`g_BgPortals[portal].controlbytes1 |= PORTALFLAG_SPECIAL`). Grep for
`<< 3` / `* 8` / `+ 6` style raw offsets into any struct that gained a
pointer field.
D141: `set_enviro_fog_for_items_in_solo_watch_menu` (`gunfire.c:1720`)
indexed a `ModelNode*` array (`ModelFileHeader.Switches`) as
`*(ModelNode**)((u8*)Switches + j + 0x48)` with `j += 4` — the `0x48`/
`0x5c` and the step are 4-byte-pointer constants. PC 8-byte stride → wrong
+ misaligned slot → bogus non-NULL node → crash in `modelGetNodeRwData`.
Fix: `Switches[18 + (j>>2)]` / `Switches[23 + (j>>2)]` under `#ifdef PORT`
(`0x48/4=18`, `0x5c/4=23`). Grep every `(TYPE**)((u8*)arr + <const>)` and
`arr[i << k]` where the array element is a pointer.
D191: `bondviewSelectCuff` (`bondview2.c`) — the **same** `Switches`
array, missed by D141. `offset = switchindex << 2` then
`base = (ModelNode**)((u8*)switches + offset)`, deref'd `base[0..5]`. On PC
the 8-byte slot stride makes `base[N]` a half-word-swapped pointer
(`0x70267a90` → `0x70267a9000000000`) → crash in `modelGetNodeRwData` when
the player fires with a fresh-save Bond model (Bunker ii first guard,
Statue post-cutscene). Fix: `offset = switchindex * sizeof(ModelNode *)`
under `#ifdef PORT`. When you fix one `arr[i<<2]` pointer-array site, grep
the whole file — these travel in packs.
## C. Big-endian rodata / ROM data read on little-endian PC
ROM assets and compiled-in `.rodata` are big-endian. Anything not run
through a converter or a runtime bswap fixup reads scrambled.
- `f32` values are BE **word pairs** — a naive byte reversal off-by-one
corrupts every float: D73 (sinf/cosf `du` pairs → `DVAL()` macro),
D112 (`d43_emit.py put_f32` `src[doff:doff+4][::-1]`).
- **D73 scope is now settled (M-32 D75 triage):** the whole
`src/libultra/gu/` tree is endian-clean — only `sinf.c`/`cosf.c` used the
`du` union and both are `DVAL()`-wrapped; `rotate/perspective/ortho/
lookat/scale/translate/mtxutil/normalize/align` use plain float literals
or pure integer bit-packing (`FTOFIX32`+shift/mask). The game's own
`matrixmath.c` (`matrix_4x4_set_lookat*`, `_set_projection`,
`_f32_to_s32`) is likewise native-LE (D114). **Do not re-audit gu or
matrixmath for a "float endianness" bug** — if a matrix comes out wrong
on PC the cause is upstream data, a struct-field pun (D100/D140/D156),
never these files. (The "D114/D116 viewport mirror" example is withdrawn —
M-33/D168 showed D114/D116 were an upside-down `GE_PCDUMP` capture, not a
real flip.)
- Header offset tables / pointers: D54 (cseq ALMidiHdr), D68
(Globalimagetable), D87 (ramromfilestructure), D88 (Usetup* tables).
- Negative-terminated index chains (`PointUsage[]`) in converted model
rodata cycle forever if element endianness/stride is wrong: D120
(opcode-0x18 collision record, `d43_emit.py` — guarded, not fixed).
- Packed bitfields cross byte boundaries differently: D78 / D83
(StandTile id/room, header mid/tail).
- **Rule:** prefer an offline sidecar converter (D43, D69, D88 pattern,
`tools_pc/d*_emit.py`) over a runtime fixup for a whole format.
- **D139 — `(u8)word` / `(s8)word` to grab "the first field" of a struct
reads the WRONG byte on LE.** N64 code that does `(u8)obj[0]` (obj a
`u32*`) to read a byte-3 field of a big-endian header word — e.g. the
propDef type in `[u16 extrascale][u8 state][u8 type]` — gets the low byte,
which is the *last* BE field. On LE it's `extrascale`. `cleanupObjects`
did this for its walk-termination + type dispatch → never saw
`PROPDEF_END` → ran off the blob → freed garbage → crash on stage unload.
Fix: use the struct member (`pdef->type`) like every other consumer.
Grep for `(u8)*`/`(s8)*`/`& 0xff` on a `u32`/`s32` that's really a
serialized multi-field word — especially GBI-word and header-word reads
that were never routed through a converter or `#ifdef PORT`.
- **D150 — `langGet()` NULL flows into a `str*` primitive.** The watch
BRIEF/OBJECTIVES pages (and `front.c` mission text) build their strings with
`strcpy`/`strcat(buf, langGet(id))`. `langGet` returns NULL on PC for any
bank the current menu flow never loaded (D129/D143); N64 always resolves
these ids so the decomp never guards. `strcat(buf, NULL)` then derefs 0.
Fix = NULL-tolerant `strcpy/strncpy/strcat` under `#ifdef PORT` in `str.c`
(NULL src → empty string, NULL dst → return). **Gotcha:** these are
`__nonnull__` **builtins** to GCC — a plain `if (src == NULL)` on the
parameter is deleted as provably-dead (confirmed in `-Og` disassembly:
no `test` emitted). Launder the pointer through an empty `__asm__("":"+r"(p))`
(`GE_IS_NULL()`) so the guard survives. Same class as the D143 textRender
NULL guards. Audit any hand-rolled libc primitive in `src/` that a port
NULL can reach.
- **D157 — a small value in the LOW BYTE of a BE `s32` word, read as `s8` at
the word's last offset, reads 0 on LE after the converter byte-swaps it.**
Same family as D151/D139. `struct objective_entry.difficulty` is `s8` at
offset 0xF; the underlying type-23 propDef word 3
(`MissionObjectiveRecord.MinDificulty`) is a BE `s32` whose value (0..3) sits
in byte 0xF on N64. `d88_propdefs.py` `_bswap32`'s the word (correct — it IS a
32-bit field), moving the value to byte 0xC on LE, so the `s8`@0xF read yields
0 for *every* objective. Consequence was total: `get_difficulty_for_objective`
→ 0 for all → `objectiveIsAllComplete()` on Agent evaluated objectives that
should be difficulty-gated out → never TRUE → `end_of_mission_briefing()` (the
campaign-unlock EEPROM write) never fired → **no solo level ever unlocked the
next.** Fix: reorder the struct's post-swap tail under `#ifdef PORT` so the
named byte reads offset 0xC. **Grep every struct that reads a sub-`s32` field
as `s8`/`u8`/`s16`/`u16` at a NON-zero in-word offset — after a converter
bswap that offset is wrong.** Offline tools have the same trap
(`dump_objectives.py` read byte 0xC = BE high byte = always 0).
- **D159 — an N64 "pre-swap for the RDP" texture massage is poison on PC because
fast3d doesn't emulate the RDP.** `texSwapAltRowBytes` (`image.c`) pairwise-swaps
the 8-byte (`u32`) groups of every **odd** texture row before upload, to cancel
the N64 RDP's odd-line TMEM address XOR (address bit 2) that fires during
4-byte-word `gDPLoadBlock` loads of I/IA/RGBA16 formats. fast3d has **zero**
odd-row handling, so the pre-swapped odd rows upload scrambled → an 8-texel
"venetian blind" / interlace comb. Invisible on small or distant textures,
glaring on large 1:1 front-end images (wallet-Bond photo, passport crest).
Fix: `#ifdef PORT` no-op the function — fast3d wants a plain linear image.
General rule: any `src/` routine whose comment or shape says "for the RDP /
TMEM / N64 hardware" and that reorders/massages bytes is a **port-layer**
candidate (same family as the K0-fold and interrupt-mask shims), not game
logic — audit `image.c` / `tex.c` for others (`texAlignIndices` row padding is
load-bearing and must stay; the swap is not).
- **D160 — a "propDef command-index walk desync" is only possible when `sizepropdef()`
and the offline converter disagree on a record size.** Since D122/D126/D132 closed
every gap, `d88_propdefs.PROPDEF_PC_BYTES[t] == sizepropdef()×4` for all 48 types,
the propDef stream tiles byte-exactly, and `setupGetPtrToCommandByIndex` /
`tagGetCommandIndex` (`object = sizepropdef(object)+object`, `sizeof(PropDefHeaderRecord)==4`)
walk in lockstep with the converter. Before hypothesising a propDef walk desync for a
new symptom (M-31 exhaustively re-verified: every record type, all 21 levels,
byte-exact tiling), run the stride cross-check first — if it's clean, the bug is
elsewhere. The Dam rappel cutscene (D148) reached this wall: data path proven intact;
residual cause is runtime AI-script control-flow / `CAMERAMODE_POSEND` cinematic
render (D75 family). `GE_D160=1` diagnostic ships; needs a live Dam-to-exit playthrough.
- **D151 — a ROM-serialized `s32` slot decoded by the struct as `[u16 hi][u16 lo]`
reads zero on LE.** N64 code frequently splits a 32-bit setup-stream word into
`u16 reserved; u16 realvalue;` where the useful value is always small and lands
in the **low 16 bits of the big-endian word**. The offline converter correctly
`_bswap32`'s the word (it IS a 32-bit field), which puts the value in the low
bytes — but the struct still reads `realvalue` from the *high* offset → 0.
Instances: `struct watchMenuObjectiveText.text` / `struct objective_entry.text`
(propDef types 35 / 23) — every watch briefing + objective line rendered blank
(`langGet(0)` → NULL). Fix: `#ifdef PORT` widens the field to a full `u32` at
the word offset; converter unchanged. Grep every ROM-serialized struct for a
`u16 reserved`/`u16 pad` immediately before a `u16` the runtime actually reads.
- **Python slice-assignment width is a silent corruptor** (D125):
`out[a:a+8] = b"\x00\x00\x00\x00"` on a `bytearray` does NOT raise — it
deletes `(8 - len(rhs))` bytes, shrinking `out` and shifting everything
after `a` down. A widened pointer/`stan` slot filled with a 4-byte
literal shrank `d88_emit.py`'s output 4 B per pad; once `len(out)` fell
below a later region's write offset, `out[off:off+n] = data` clamped to
an empty range at the current end and *inserted* there — string blobs
drifted, boundpad names truncated (`p138d2`→`8d2`), `stanPackId` rejected
→ door `model=NULL` → crash. When emitting into a pre-sized bytearray,
every `out[a:b] = rhs` MUST have `len(rhs) == b - a`; grep the emitter
for width-mismatched slice writes when a converted region lands wrong.
- A one-shot "sync patched values from the ROM copy into a compiled
shadow array" pass must key its slot-detection on a field that is still
intact *at sync time*. D124: `gimgSyncCompiledGlobalDLs` looked for the
`0xABCDxxxx` IMAGESEG marker in the ROM copy — but `texLoad()` had
already overwritten every one of those with a real pointer, so the sync
silently copied nothing and the compiled `globalDL_0xNNN` explosion
DLs kept their link-time markers (latent on *all* levels; only tripped
when an explosion/smoke/particle DL is first drawn). Detect the slot
from the *destination* (compiled) array, which still holds the marker.
- A polymorphic-record converter with a per-type handler table + a
"generic" fallback silently corrupts any type the table forgot: the
fallback's word-granular bswap is wrong for sub-word fields. D122 —
`d88_propdefs.py` had no arm for 6 `inherits ObjectRecord` propDef types
(TINTED_GLASS/VEHICHLE/AIRCRAFT/TANK/AUTOGUN/AMMO); the generic arm
bswap32'd the `[s16 obj][s16 pad]` word as one u32, putting the model id
in the wrong half → OOB table deref. When you add a converter, enumerate
*every* `type` byte a level can emit and assert the handler set is
total; `[u16|u16]` / `[s16|s16]` packed words need a half-swap
(`_hh_word`), never a 32-bit swap.
- **D123 corollary:** a pointer-width tail slot is **not always
runtime-populated**. Some hold a small *integer id* in the ROM image
that game code reads via that same field before overwriting it
(`VehichleRecord/AircraftRecord.ailist`: `prop.c:1764/1786` does
`x->ailist = ailistFindById(x->ailist)`). A converter that lumps every
pointer-width tail slot into one "widen 4→8B, emit zeroes" bucket
destroys the id → `ailistFindById(0)` silently returns global list 0
(`GAILIST_AIM_AT_BOND`) → `ai()` runs a CHR aim list with a NULL chr →
NULL deref in `chrIsNotDeadOrShot`. Before zeroing a widened slot,
confirm the setup code writes it unconditionally; if it reads-then-writes,
emit the value (`_bswap32` into the low 4 bytes, LE). Decide per field,
not per type.
- **Audit for ROM segments loaded raw with no fixup at all** (D178). Every
`_fileNameLoadToAddr()` / `_fileNameLoadToBank()` call site loads a raw
big-endian ROM image; the ones with a `struct` overlay need a BE→LE pass
and there is nothing in the load path that supplies one — the fixups are
bolted on per call site (`langFixupLoadedBank()` in `language.c`,
`romdataFixup*()` in `port/src/romdata.c`). The briefing segment
(`Ubrief*Z` = `u16 brief[4]` + 10 × `{u16 textid; u16 difficulty}`) had
none for a year, and its failure mode is silent and *split*: a swapped
string id (`0x2C04` → `0x042C`) still passes `!= 0`, so the loop body
runs and `langGet()` quietly returns NULL → **blank text, not a crash**
(that was the whole of the D143 "briefing/objective text is blank"
residual); and a swapped small enum (`0x0001` → `0x0100 = 256`) turns a
`>=` difficulty gate into an always-false filter, so lines silently
*vanish* rather than render wrong. When a screen renders its own
chrome/headers correctly but the file-driven rows are empty, suspect the
raw file, not the renderer: dump the first words of the loaded blob and
look for a byte-mirrored constant you can recognise from the asset `.c`
source in `assets/obseg/`.
## C2. Port-layer / SDL shims
- `#include <PR/os.h>` in a port `.c`/`.h` that also sees `<errno.h>`
breaks: `OSContStatus`/`OSContPad` have a `u8 errno;` field vs errno.h's
macro. libultra.c wraps the include in `#pragma push_macro("errno")` /
`#undef errno`; cleaner for a new module is to duplicate the handful of
`CONT_*` bits it needs (D118 `input.c`).
- GE's aim model is **mode-dependent** (`bondview2.c bondviewProcessInput`):
in **hipfire** (`!insightaimmode`) yaw = analog stick-X ("natural turn")
and pitch = **digital C-up/C-down only** (stick-Y is move fwd/back); in
**aim mode** (R held) yaw *and* pitch are analog — stick pushed past ±60
→ proportional `(stick-60)/10` — and **C-up/C-down mean crouch/lean/zoom,
not aim**. So the mouse→pad map must also be mode-aware: aim mode pushes
the stick into the 61..80 band and emits **no** C-buttons (emitting C-down
for "look down" while aiming = crouch, D118c); hipfire keeps the digital
C-button pitch. `input.c` reads its own RMB/LShift state as the mode proxy
(exact for hold-to-aim; a toggle scheme needs `g_CurrentPlayer->
insightaimmode`). GE's native pitch is **inverted** (C-up → look down) —
hide it so mouse-down looks down; `MouseInvertY` flips (D118, M-24).
- `osContGetReadData(pad)` must fill **one OSContPad per channel**
(`MAXCONTROLLERS`-long array), not just controller 0 — joy.c passes the
whole `samples[i].pads` array (D118).
- Controller state has one source: `port/src/input.c`. `libultra.c`'s SI
section marshals `inputComputePad()` into `g_contPad[]`; it is driven by
`osContStartReadData` (per logic tick), no separate `video.c` frame hook.
## D. N64 hardware idioms fast3d does not emulate
- **Appending a port-owned 2D overlay to the game frame: hook inside
`gfx_run()`, not `videoSubmitCommands`.** `gfx_run()` (`gfx_pc.cpp`) is
monolithic — it does `start_frame` → `gfx_run_dl` → `gfx_flush` →
`end_frame` → `swap_buffers_begin` in one call, and the game DL is executed
from `osSpTaskStartGo` (`libultra.c`), *not* through `videoSubmitCommands`
(which is dead). So a second `gfx_run()` per frame is not possible (it swaps
buffers). The clean seam is a one-line C hook between `gfx_run_dl(commands)`
and `gfx_flush()` that runs a second `gfx_run_dl()` on a port-built DL when
non-NULL (D184, F10 options overlay). The overlay DL is self-sufficient:
`gDPPipeSync` + `gDPSetCycleType(G_CYC_1CYCLE)` + `gDPSetTexturePersp(G_TP_NONE)`
+ a full-screen `gDPSetScissor` + `microcode_constructor()` (the game's own
2D combiner/rendermode prologue), then `gDPFillRectangle` / `textRender`
(game symbols, extern'd like `input.c` externs `current_menu` — UI, not
logic). 2D pixel space is `viGetX()` x `viGetY()`. Return NULL when the
overlay is closed so the frame is byte-for-byte unchanged.
- **Verbatim RDP triangle commands chopped into `gImmp1(G_RDPHALF_1/_CONT/_2)`
pairs** (GE's `skyRenderTri`/`skyRenderFull` hand-build an edge-walked
`G_TRI_FILL`/`G_TRI_SHADE_TXTR` for the modified RSP ucode to reassemble) are
silently dropped by fast3d — it has no RDP triangle rasteriser. Substitute a
normal `gSPVertex` + `gSP*Triangle` batch behind `#ifdef PORT`: if the game
code already screen-space-projected the verts, re-emit them under a
`guOrtho(l,r,b,t,…)` + identity modelview matching the projection's pixel
extents, `#else` keeps the stream verbatim (D176(a), M-46). **Caveat
(D176(a), fidelity pass):** a plain `w=1` ortho is only correct when every
vertex in the primitive really does share one depth/scale. The RDP's own
coefficient block for this idiom carries `S·w′/T·w′/w′` per vertex (a real
perspective-correct texture unit divides it back out per pixel) whenever
the upstream game math computed S/T from a *world-space* projection without
dividing by `w` itself (GE's sky does — `unk20/24` are texel coords on the
world cloud-plane intersection, not pre-divided). Re-emitting those under
`w=1` makes fast3d's GPU pipeline interpolate texture coords *linearly in
screen space* instead of perspective-correctly — invisible when the
primitive's per-vertex `w` barely varies, but a primitive spanning
near-camera to horizon-grazing geometry can have >30x `w` spread between
its own vertices, and linear interpolation then smears the entire S/T
delta evenly across every pixel instead of concentrating it near the
far/horizon vertices — reads as "tiles too densely / scrolls too fast"
everywhere instead of a gentle gradient. Fix: build a small custom
projection matrix that gives each vertex its real `w` (any per-vertex
camera-space `w` the game math already computed) while keeping the same
screen-space `x,y` (`clip.xy = ndc.xy·w`, `clip.w = w` — the GPU's normal
divide recovers the intended `ndc.xy` regardless of `w`, only the
interpolation changes); `Vtx.ob[]` is `s16` so pre-scale by a per-primitive
`wScale` and have the matrix multiply it back in. **Follow-on caveat
(D227, M-95): compute that `wScale` once per shared-vertex group, not
once per triangle.** If a decompiled routine fans one shared vertex pool
out across several separate calls to a per-primitive perspective-
correction helper (one call per triangle instead of one call for the
whole fan) and each call derives its own scale factor, two triangles
sharing an edge/vertex can each independently pick a different scale —
and because the scale feeds into a low-precision (`s16`) vertex field,
the same logical vertex quantizes to two slightly different values
depending on which call computed it. The position math stays exact for
any scale (it's just a rescale that cancels out algebraically), so this
isn't a logic bug and won't show up as wrong geometry — it shows up as a
visible crack/seam at the shared edge, easy to misread as "two separate
things happening" rather than one quantization mismatch. Fix: hoist the
scale computation to scan every vertex in the whole shared group once,
before the per-triangle calls, and thread that one value through instead
of letting each call recompute its own. **Follow-on caveat #2 (D227,
M-98): fixing ONE per-primitive-derived quantity this way doesn't fix
every one.** The same routine can derive more than one such "shared state
from the whole vertex group" value — GE's sky code also floors S/T into a
per-primitive range fold to keep it in `s16` (`floorf(minS/64)*64`,
`sky.c`'s `skyPortRenderPoly`). Sharing `wScale` across the fan and
leaving the fold per-call left the exact same seam-shaped bug alive one
field over: nominally-identical shared vertices still bake different
absolute values (here, off by an exact multiple of the fold period) into
each triangle's own vertex buffer. When you find one "derive this from
only my local call's inputs, should derive from the whole shared group"
bug in a routine, grep the same function for every other value computed
the same way (any per-call min/max/floor/round over a subset of a larger
shared vertex/primitive pool) — don't assume fixing the first one you
found closes the whole defect class.
- Z buffer cleared by pointing the color image at it + fill-rect → does
nothing in fast3d; must emit `G_CLEAR_DEPTH_EXT` (D105).
- LOD / detail mip tiles: fast3d fabricates a crop when detail textures
are off → force base tile (D107).
- **A CI-format tile drawn with the TLUT disabled (`G_TT_NONE`) is not a
palette texture** — the N64 RDP feeds the raw TMEM texel straight into the
color pipe, i.e. a CI8+`G_TT_NONE` tile behaves as I8. fast3d's
`import_texture()` dispatched purely on `tile.fmt` and did a palette lookup
against a stale `rdp.palette` → garbage (D161, GE Depot ceiling = blue
speckle). Fix: when `rdp.palette_fmt == G_TT_NONE`, route CI4/CI8 → I4/I8.
- **CI texture cache must key on palette CONTENT, not just the TLUT source
address (D217).** GE assembles weapon/character model DLs in scratch arena
RAM and reissues `gDPLoadTLUT` from a *repeated* source address with different
palette content between materials and frames. fast3d keyed CI textures on
`{texel addr, palette_addrs[0/1], palette_index, size_bytes}` with no content
check → a later material takes a stale cache HIT and samples the GL texture
decoded for an earlier palette. Fix: FNV-1a the 512-byte `rdp.palette` in
`gfx_dp_load_tlut` (rare vs draws) and fold that hash into the CI cache key.
- **GE model-DL TLUT payloads carry a 2-entry leading zero pad (D217, still
open).** Every larger weapon/chr model TLUT decodes with `entry[0]==entry[1]
==0x0000` and real colour from index 2. `count=1` model TLUTs that feed
palette index 0 (solid-fill weapon parts — the PP7 grip) are the canary: if
the port's model-TLUT source pointer is even 4 bytes off, index 0 reads
adjacent texel/blob bytes and the part renders a wrong flat colour (green on
Facility/Depot, black-by-luck on Bunker1) while larger tiles look plausible
because they never index the low entries. Fix is upstream (segment resolution
or `tools_pc/d43_emit.py` blob placement), not in the fast3d decode.
**M-88 correction: the "segment resolution / `d43_emit.py` blob placement"
theory above is refuted.** Traced the full reference chain: model files
store textures as a numeric `TextureID` (`ModelFileTextures`,
`src/bondtypes.h`) into the **global** `Globalimagetable` (fixed once at
runtime by `port/src/gimgfixup.c`, D68 — not per-model, not per-level, and
not touched by any `tools_pc/d43_*.py` script); pixel+palette bytes are
decoded fresh each level load by `texInflateZlib`/`NonZlib`
(`src/game/image.c`) into a runtime pool, with the palette appended after
the pixel data (`tex->unk0a` records the boundary) — there is no
ROM-serialized or offline-converted "model-TLUT source pointer" to be off
by 4 bytes. **General rule this adds to the catalogue: a "same asset,
different bytes on different levels" symptom for a texture/model resource
does NOT imply an offline-converter/sidecar bug** — GE's model and image
pipelines resolve almost everything through small numeric IDs into
shared, runtime-decoded pools; the offline `tools_pc/d43_*.py` scripts
only ever touch model *geometry* (nodes/GDL structure/vertex data), never
texture or palette content. Before chasing a converter offset for a
texture-content bug, first prove the content is even sidecar-owned (grep
the relevant `d43_*.py`/`d88_*.py`/`d69_*.py` for the field name — if it
isn't there, the bug is runtime: `src/game/image.c`/`tex.c` (decode) or
`port/fast3d/gfx_pc.cpp` (RDP emulation)). Current leading hypothesis for
the real mechanism (unconfirmed, needs a fast3d-side probe out of this
session's scope): `gfx_dp_load_tlut`'s palette-source addressing
(`port/fast3d/gfx_pc.cpp:2202`) uses `pitch = rdp.texture_to_load.width +
1` from the preceding `gDPSetTextureImage`, which `texWriteLoadToTmemAddr`
(`src/game/tex.c:503,519`) always calls with a literal `width=1` — a
software-RDP approximation that may not correctly reproduce hardware
LOADTLUT byte-addressing for this width=1 special case. See
`docs/dev/findings.md` §D217 "M-88" for the full trace + empirical
`GE_TEXDUMP` repro (BUNKER1 `pal[0]=0001` vs FACILITY `pal[0]=1a00`,
exact match to the originally reported bytes).
- **RC3 / D167 — GL `GL_REPEAT` wraps at the uploaded image size; the N64 RDP
wraps a render tile at `1<<masks` (`= ceil(log2(dim))` for GE, `texDimensionToMask`).**
Equal for power-of-two textures, so this is invisible almost everywhere — but a
non-PoT wrapping surface (Depot's 65×65 / 96×48 room textures) repeats at the
next power of two on console and one image-width too soon in the port ("textures
repeat oddly", squashed pattern, wrong seam). fast3d didn't even keep `masks`/
`maskt`. Fix lives behind `Video.WrapFix` (default OFF, `GE_WRAPFIX` env
override): store the mask, fold the UV at `1<<mask` in the hoisted per-texunit
pre-wrap block, clamp the no-real-texels `[dim,1<<mask)` overflow band to the
edge. The overflow band is a TMEM smear on real hardware — not exactly emulable
in a fixed GL sampler, so this is an approximation. Any new fast3d UV/wrap work:
the tile `mask` fields are the wrap period, NOT the tile-window or image size.
- K0 segment-address folds (`OS_K0_TO_PHYSICAL | 0x80000000`) and
hand-inlined `BG_SEG_TO_PTR` need the `(u32)` 32-bit wrap the macro has
(D58, D84).
- Portal near-plane: z==0 clip points project to ±1e20; x86-64 float
garbage can come back `min>max` / non-finite and slip past a
degenerate-box check that clamps to full-screen on N64 (D106).
- **D74 wrap-block is DEAD CODE** (`gfx_pc.cpp:1546/1551`): guard is
`cms & G_TX_WRAP` but `G_TX_WRAP == 0`, so always false (line 1887 does
it right with `cms == G_TX_WRAP`). And if it did run it indexes
`tex_width2[i]` etc. (arrays `[2]`, per-texunit) with the *vertex* loop
index `i` 0..2 → OOB. Latent; harmless for CLAMP glyphs, would matter
for wrapped textures on tris. Reworked M-30 (hoisted out of the vertex loop,
indexed by texunit, gated on `Video.WrapFix`); RC3/D167 adds the non-PoT
mask-period case to the same block. Still default OFF.
- **`assert()`-based `SUPPORT_CHECK` is a silent no-op in the release build.**
`port/fast3d/gfx_pc.cpp:39` defines `SUPPORT_CHECK(x)` as `assert(x)`, and the
PC build compiles with `NDEBUG`. Every `SUPPORT_CHECK` in the file therefore
documents an assumption that is *never* enforced — when it is violated the
code silently reads wrong data instead of aborting. Seven of them assert
`full_image_line_size_bytes == line_size_bytes` in the `import_texture_*`
family (D183); treat any `SUPPORT_CHECK` as a **TODO comment**, not a guard.
Corollary for triage: "there is an assert for that, so it can't be happening"
is never valid reasoning in fast3d.
- **Diagnosing a "wrong texture" needs the *raw importer input*, not the
uploaded RGBA.** `GE_TEXDUMP` dumps the post-decode image, which cannot
distinguish "the decoder is wrong" from "the source bytes are garbage".
`GE_TEXRAW=1` (D183) dumps the bytes as handed to `import_texture_*`. The
cheap offline test on such a dump: compute the mean vertical
neighbor-difference at every candidate row pitch — a correctly-pitched real
image has a sharp minimum at its true pitch (≈0.2–0.7 on a 0–15 nibble
scale), a pitch/shear bug has the minimum at a *different* pitch, and genuine
noise data is flat (~3.7) at every pitch. That three-way split settles
decode-vs-pitch-vs-source-data in one pass with no rebuild.
## D2. The HUD/model "X-mirror" (D114/D116) — RESOLVED: it was an upside-down capture
**M-33 (finding D168).** There was no mirror. `gfx_opengl_dump_bound_fbo`
(`port/fast3d/gfx_opengl.cpp`) wrote `glReadPixels` output — bottom-row-first,
GL origin — straight into a top-row-first P6 PPM, so **every `GE_PCDUMP` and
F12 capture was vertically flipped**. Sessions M-6/M-7/M-8/M-11 kept finding
`textRenderGlyph` → GBI → fast3d → `buf_vbo` → GL **each verified
non-mirrored** — because nothing *was* mirrored; they were staring at
upside-down screenshots of asymmetric content (text, ammo digits, guard skins,
the Nintendo logo) and reading "inverted" as "X-mirrored". The developer
confirms the game renders correctly on real hardware.
The lesson worth keeping: **when every stage of a pipeline probes clean but
the output "looks wrong", suspect the observation tool before adding a
correction.** A cosmetic defect that no probe can localise after four sessions
is a strong signal that the defect isn't in the code. Fix: PPM writer now
emits rows top-to-bottom; `tools_pc/golden/*.png` were flipped to match.
## D3. GCC/mingw makes an all-non-negative `enum` UNSIGNED
The N64 toolchain treats `enum` as signed `int`; GCC on the PC target gives
an enum whose enumerators are all ≥ 0 an **unsigned** underlying type. Any
descending loop that relies on the counter going negative to terminate then
spins forever:
```c
for (s = SP_LEVEL_EGYPT; s >= SP_LEVEL_DAM /* == 0 */; s--) // never ends
```
- Symptom: a silent hang (kernel-heartbeat stall, no crash log) inside a
loop over an enum range; the counter holds a huge value in gdb.
- Instances: **D142** — `LEVEL_SOLO_SEQUENCE` in
`fileGetHighestStageDifficultyCompletedForFolder` froze the SELECT FILE
screen. `DIFFICULTY` was already safe (`DIFFICULTY_MULTI = -1`).
- Fix: add a never-used negative sentinel enumerator under `#ifdef PORT`
(`SP_LEVEL__PORT_SIGNED = -1`) — forces the type signed, first real
enumerator stays 0, `sizeof` stays 4, no stored value changes. Audit any
`enum` used as a descending / `>= 0` loop counter or in ROM-serialized
structs where signedness matters.
## D4. N64 "interrupts off" is not free on PC — it must be a real lock
`osSetIntMask(OS_IM_NONE) … osSetIntMask(saved)` on N64 makes a region
atomic w.r.t. every interrupt (audio, VI, SI). libaudio, the scheduler and
a few others use it as their **only** mutual-exclusion primitive. On PC the
"audio interrupt" is a real preemptible thread (`amMain`), so a no-op
`osSetIntMask` shim = no mutual exclusion = concurrent linked-list mutation.
- Symptom: hang (spin) inside a list walk that another thread is editing —
e.g. **D147**: `alEvtqPostEvent` (main thread, via `sndPlaySfx` on a door
close) vs `sndRemoveEvents` (`amMain`) on the same `ALEventQueue`.
- Fix: `osSetIntMask` → one process-wide **recursive** mutex.
`OS_IM_NONE` acquires; the `OS_IM_ALL` token returned from that call is
what every paired restore passes, so `OS_IM_ALL` releases; other specific
masks (`OS_IM_VI`) pass through. Safe because the decomp never blocks
while holding `OS_IM_NONE` (N64 contract).
- **D152 — the recursive-mutex model is fragile; it CAN deadlock.** The
"decomp never blocks while holding `OS_IM_NONE`" assumption fails on
heavy `ALEventQueue` paths: libaudio has unbalanced / early-`return`
`osSetIntMask` calls, and a transient thread can acquire `OS_IM_NONE`
and exit without the paired `OS_IM_ALL`, leaving `s_imLock` owned forever
→ every later `alEvtq*` on `mainThread` + `amMain` blocks in
`pthread_mutex_lock` → hang. Seen on the **mission-failed audio
fade-out** (`sndSetScalerApplyVolumeAllSfxSlot` → per-frame
`alEvtqPostEvent` storm) = permanent black screen. **Mitigation shipped
(M-28):** `osSetIntMask` now tracks owner/depth under a short bookkeeping
mutex + condvar; a waiter blocked > 2 s **steals** the section and logs
the stale owner + the stealing caller's return address. Self-heals any
leak (worst case ~2 s audio hiccup). Proper narrow fix (dedicated
`ALEventQueue` lock) still owed — do it once the steal-log names the
leaking call site. §F D152.
- **D152 addendum (M-31 static audit).** Every `osSetIntMask(OS_IM_NONE)` in
the *compiled* audio code was audited: `event.c` (`alEvtqNextEvent`,
`alEvtqPostEvent` — its lone early `return` at `event.c:86` **does** restore
first —, `alEvtqFlush`, `alEvtqFlushType`), `csplayer.c` `__CSPRepostEvent`,
`synaddplayer.c` `alSynAddPlayer`, `snd.c` `sndRemoveEvents` / `sndSetupSound`
/ `sndDeactivateAllSfxByFlag`. **All balanced on every path** — the §F guess
"libaudio has unbalanced early-return mask paths" is *not* borne out. Two
real problems remain and were fixed `#ifdef PORT`:
(1) `sndSetSfxSlotVolume` (`snd.c`) walks the live `ALSoundState` list and
posts to the shared `ALEventQueue` **without** holding `OS_IM_NONE` — unlike
its structural twin `sndDeactivateAllSfxByFlag`, which does. On PC that is an
unguarded walk racing `amMain` *and* one lock acquire/release per matching
sound; during the mission-failed fade (`sndSetScalerApplyVolumeAllSfxSlot`
→ `sndApplyVolumeAllSfxSlot` → this, per frame) that is a per-frame
lock-acquire storm — exactly what the §F dump means by "hammers the queue
hard enough that the lock is left owned." Fix: hold the mask once across the
whole walk (nested `alEvtqPostEvent` then hits the recursive fast path);
also wrap `sndApplyVolumeAllSfxSlot`'s slot loop so the whole update is one
recursive hold.
(2) The actual leak is the "transient thread acquired `OS_IM_NONE` and
exited" case (the dump shows `New Thread`/`exited` churn). `portThreadWrapper`
now calls `imThreadExitRelease()` after the thread's entry returns: if that
thread still owns `s_imHeld`, release the orphaned section immediately (+
`LOG_ERROR`). Removes the wedge *and* the 2 s steal hitch, and stops the
re-wedge that happens when a new host thread reuses the dead thread's
pthread id and `imAcquire` mis-detects recursion. Steal-lock stays as the
last-resort backstop for a genuinely unbalanced same-thread path.
**Rule:** when two sibling functions walk the same list and post to the same
queue, they must take the same lock — grep for one holding `OS_IM_NONE` and
the other not.
## D5. Loop bounds that assume linker adjacency of two file-scope globals
N64 decomp sometimes ends an array walk with `end = &nextGlobal;` where
`nextGlobal` is the *next* file-scope definition in the `.c`. The N64
toolchain emits `.data`/`.bss` in source order so `&nextGlobal ==
array + ARRAY_COUNT(array)`; mingw/GCC on the PC target **reorders**
globals, so `end` can land before the array (loop runs 0–1 times) or far
past it (walk off the end).
- Instance: **D164** — `constructor_menu00_legalscreen` (`front.c`) bounds
the 12-line legal-screen text loop on `&legalscreen_MRD`, which mingw
links 0x60 bytes *before* `legalpage_text_array` → only line 1 renders
(== the D76 "disclaimer half-drawn" bug; it was never an image-table
issue). Fix: `#ifdef PORT` uses `array + ARRAY_COUNT(array)`.
- Grep for `= &` / `(TYPE *)&` on the RHS of a loop-terminator compare, and
any `for`/`while`/`do` whose end pointer is the address of a *different*
symbol than the one being iterated.
## D6. Non-void function with no `return` — latent until `-O2`
The decomp has a handful of functions declared to return a value (often
`Gfx *`) whose body ends without a `return` — the IDO/N64 build happened to
leave the intended value in `$v0` (usually the result of a tail call), and
the caller's `x = f(...)` kept working by luck. GCC on the PC target does
too **at `-Og`**, but at **`-O2`** the return register is genuinely
undefined and the caller reads garbage. When the value is a display-list
cursor, the caller then keeps writing the DL from a stale offset and
overwrites whatever the function just emitted — the emitted primitive
silently disappears.
- Instance: **D187** — `set_rgba_redirect_generate_microcode()`
(`src/game/gunfire.c`), the sole emitter of the HUD ammo-type icon.
Invisible under `-Og`; vanished the day release switched to `-O2`
(`34885535`). Fix: `return` the tail call under `#ifdef AVOID_UB`
(`#else` keeps the N64 body verbatim).
- Instance: **D77** — `sub_GAME_7F0C0BF0()` (`src/game/mp_music.c`), a
one-line wrapper around `get_mTrack2Vol()` with no `return`. Every
in-level music trigger (`set_missionstate()`'s MISSION_STATE_1/4 cases —
i.e. the only path that starts a level's background track; the front-end
menu/intro music bypasses this and calls `musicTrack1Play()` directly,
which is why menu music worked while level music didn't) feeds this
garbage/zero return straight into `musicTrack1ApplySeqpVol()` /
`musicTrack3ApplySeqpVol()`. The result isn't a missing on-screen
primitive but a **silent audio channel that still runs**: the compact-seq
player keeps processing note-on events (visible in a `GE_AUDIOTRACE`
`[MUSICNOTE]` capture with normal-looking key/velocity data) but every
note's synthesized volume is scaled by the zeroed track volume, so nothing
reaches the mixed output. A per-note trace alone looks completely healthy
— the tell is a *track/channel-level* gain feed with a missing `return`
upstream. This class isn't limited to display-list cursors; audit any
`-O2`-only "quietly broken but not crashing" symptom for the same shape.
Fix: `return` under `#ifdef AVOID_UB` (`#else` keeps the N64 body).
- The one flagged in-source with an explicit comment is
`grep -rn "missing a \"return\"" src/` (`gunfire.c`). Others (like D77's)
exist without the banner — suspect this class whenever an `-O2` build
silently drops or mutes a small on-screen/audio element that an `-Og`
build shows/plays correctly. One-line `#ifdef AVOID_UB` fix each.
- Not caught headless by a symbol/link check or a default-config framediff
(the missing primitive is often small). Needs an `-O2` build + an eyeball
or a targeted crop diff.
## D7. `va_list` is an ARRAY type on x86-64 SysV — never take `&` of a by-value `va_list` param
On Windows x64 `va_list` is a scalar (`char *`), so passing a `va_list`
parameter by value and later taking its address (`&args`) to hand a helper a
"pointer to the list" happens to work. On the **x86-64 System V ABI**
(Linux/macOS) `va_list` is `__va_list_tag[1]` — an array — so a by-value
`va_list` parameter has already decayed to `__va_list_tag *`. `&args` is then
the address of the *local pointer slot*, not the argument list, and a helper
doing `va_arg(*args, …)` walks garbage → segfault. Latent at `-Og`, fatal at
`-O2`.
- Instance: **D188** — the IDO printf engine `_Printf`
(`src/libultrare/libc/xprintf.c`) passed `&args` to `_Putfld`; crashed at
boot on Linux `-O2` via `bossInitMainthreadData` → `sprintf`. Fix: under
`#ifdef PORT`, thread a real `va_list *` from the top (`sprintf.c` passes
`&args` of an actual `va_list` object; `_Printf` takes `va_list *` and
passes it straight through). `#else` keeps the ROM-matching body.
- Rule: to share one arg-walk between functions, pass `va_list *` explicitly
from the outermost `va_start` scope. Never `&` a `va_list` that arrived as
a parameter. `va_copy` into a fresh local is the other portable option when
the callee must not disturb the caller's position.
- Same "works on MinGW, UB on SysV, exposed at `-O2`" shape as D6 — suspect
this class for any Linux-only crash whose backtrace runs through
`xprintf`/`_Putfld`/`vsnprintf`-alikes.
## D8. Latent fixed-size stack-buffer over/under-runs — fatal only under a stack protector
The decomp has a class of local scratch buffers that game code writes a few
slots past (or before) the declared bounds — e.g. a traversal stack whose
bail check is looser than its array size, or `&buf[i*3]` with `i` starting at
-1. The N64 build and the MinGW/Windows build have **no stack protector**, so
the overrun lands in adjacent stack scratch and is (in practice) harmless —
the Windows build is stable over thousands of frames. **Ubuntu's gcc default
is `-fstack-protector-strong`**, which places a canary right after the buffer
and turns every such overrun into a fatal `*** stack smashing detected ***`
`__stack_chk_fail`.
- Instances (D189): `stan.c` `sub_GAME_7F0B1DDC` `StandTile *tileStack[39]`
(bail is `if (cat >= 41)`, checked once per outer loop → writes `[40..]`);
`bondview2.c` `bondviewCalcIntroSwirlCamera` `f32 pointbuf[10]` written
`[-3 .. 11]`.
- Fix policy: **`-fno-stack-protector` globally** (`CMakeLists.txt`) so Linux
matches the N64 and MinGW builds — the code is byte-matched to the ROM and
cannot be "fixed" per site without diverging. Where a case is cleanly
bounded and the buffer is pure local scratch (never escapes, no ABI role),
widening it under `#ifdef PORT` is also fine (`tileStack[64]`).
- A hardened Linux build (re-enabling the protector) would need the whole
class swept first. Grep heuristic for new instances: any Linux-only
`__stack_chk_fail` / `__fortify_fail` in the backtrace, in a `sub_GAME_*` or
other byte-matched function, during stage load or the first few frames.
- Distinct from D7 (`va_list` UB) and D6 (missing `return`) but the same
"works on N64 + MinGW, fatal on hardened Linux" shape.
## E. Process / method notes
- Investigation loop is: reproduce → env-gated capped probe → root-cause
→ narrow `#ifdef PORT` fix → visual verify (`GE_PCDUMP` +
`tools_pc/pixcount.py` vs `docs/reference/n64-footage-*`).
- gdb **launch** mode is too slow for timing-dependent faults; gdb
**attach** to an already-running process is fine and fast.
- Check the [Perfect Dark port](https://github.com/fgsfdsfgs/perfect_dark) for the PD analogue before
writing anything new — same Rare engine family.
- Don't re-investigate a closed §F finding or re-derive a format spec
that already has a converter.
- **The port is NOT frame-deterministic** (D117): `osGetCount()` is
wall-clock on PC, and GE is a variable-timestep sim
(`frametiming.c waitForNextFrame` → `deltaFrames` = 60 Hz ticks of real
time elapsed per render), so "frame N" differs 15–40 % between runs. Use
`tools_pc/framediff.py <ppmdir>` (structural: 16×12 grid mean-color +
non-clear-% + aHash, `--mask X0,Y0,X1,Y1` for the HUD, `--update` to
refresh `tools_pc/golden/`) — NOT an exact compare. A `GE_DETERM=1`
fixed-tick mode was assessed not-narrow (redesigns retrace/tick
semantics); design is in §F D117 if someone picks it up, after which
`framediff.py --exact` becomes usable.
- **Anything blocking on the scheduler thread throttles the whole sim**
(D186, cf. D134). The gfx task runs synchronously on `src/sched.c`'s
thread, and that same thread delivers VI-retrace events; any `sysSleep` /
busy-wait on that path (frame-rate cap, a lock, an asset load) stops
retrace delivery, so every game thread blocked on `osRecvMesg(retraceQ)`
stalls with it. On console the CPU never waits on RSP/RDP/VI. A PC frame
cap must therefore drop *presented* frames without sleeping that thread —
`Video.FpsCap < 30` is currently just refused (clamped to uncapped) as a
stopgap.
- **D24-implications — host-scheduling nondeterminism / fake priority
semantics:** the pthread kernel does not enforce N64's 0–31 priorities
(`osYieldThread` = `Sleep(0)`), so interleavings impossible on console can
occur, and frame timing has host jitter. When a flaky timing bug appears
(especially Phase 3 audio underruns), reach first for host thread
priorities (`SetThreadPriority`: scheduler thread time-critical, tick
normal) and the deferred `GE_DETERM` mode (D117) — not for kernel changes.
- **A verification tool that shares the code's indexing convention proves
self-consistency, not correctness** (D206 — cost eight sessions). The port
played every SFX one bank slot too high. Real cause: `struct
ALInstrumentAlt_s` (`src/snd.h`) is a cast alias over the on-disk
`ALInstrument`, and its `soundArray` member sits at struct offset **12** on
N64 (three 4-byte words) but **16** on PC (8-byte pointer + 8-byte
alignment). On N64 that offset-12 array deliberately aliases the on-disk
`bendRange`/`soundCount` words so `soundArray[N]` == on-disk entry `[N-1]`
(GE's `SFX_ID`s are 1-based by design); on PC the alias is broken and every
ID resolved one slot high. It survived M-68/M-70's "exact match" of 200+
requests because `exact_match.py` compared each runtime voice against a ROM
decode *of the requested index* with a decoder that walked the bank
0-based; `diff_bank.py` likewise walked N64 and PC layouts with identical
indexing. Both faithfully reproduced the bug and reported a pass. Two rules:
(1) when validating a **mapping** (index → asset, id → record, offset →
field), the reference must be produced **independently of the code's own
accessor** — an external rip, a published table, a hand-decoded sample — or
the test only confirms the code agrees with itself; (2) when a count and an
enum disagree by one (261 bank entries vs 262 `SFX_ID` members), suspect a
**pointer-width struct-layout shift** in a ROM-serialized struct (the D3x
class) before anything subtler — check every cast-alias struct's member
offsets at 32- vs 64-bit.
- **Count a probe's events by its canonical one-per-call line, never by a bare
field match** (D204, then D205/M-73 which re-made the identical mistake on the
identical sound index). `GE_AUDIOTRACE` emits *two* lines per `sndPlaySfx`
(a `dumppos=... bank=...` line and a `sndPlaySfx: t=... soundIndex=...` line),
so `grep -c soundIndex=109` reports exactly double the truth. D204 already
corrected M-63's "idx 109 fired 94 times in 60 s" on these grounds; M-73 then
built a whole root cause ("guards stuck re-triggering, 256x/29.7 s") on the
doubled count and pinned it on converted collision geometry, which M-74
withdrew. Two general rules: (1) grep the timestamped call line
(`sndPlaySfx: t=`), not the field; (2) **before calling a rate anomalous,
compare it to the rate the data says is legal** — the "barrage" was ~6x
*under* the AK47's own `SoundTriggerRate` ceiling, which one lookup in
`assets/obseg/gun/gunWeaponStats.inc.c` would have shown. Corollary: a
perfectly monotone index sweep in a trace looks like a broken `random() % n`
but is often a deliberate round-robin counter in ground-truth code (e.g.
`male_guard_yelp_counter`, `chraction.c:2454`) — check the selector before
reporting it.
- **"Regression vs. steady state" is decided by a build-and-compare, not by
reading an old handoff line** (D133). Handoff prose like "the entire intro
renders" is often aspirational — the author's intent, not a measured coverage
number. Before bisecting a suspected render regression: `git worktree add` the
commit whose handoff made the claim (COPY `data/`, never junction — see the
data-dir-junction-hazard memory), build, capture the *same* `GE_PCDUMP`
window, `pixcount.py`. A **pixel-identical** non-clear count on a static 2D
screen (e.g. the legal/disclaimer framebuffer, 6677 px here) across two
independently-built binaries proves the path is unchanged → not a regression,
don't bisect. Clean up the worktree with `git worktree remove --force` (safe
only because `data/` was copied).
- **D134 — a dropped `OS_MESG_NOBLOCK` "interrupt" event is a permanent
stall, and it looks exactly like D117 flakiness.** The port's SP/DP
task-done events shared the scheduler's 8-slot `interruptQ` with the 60 Hz
VI pacemaker. A gfx task runs the whole frame *synchronously on the sched
thread*, so a slow frame lets the pacemaker fill the queue and the done-post
is silently discarded → `curRSPTask` never clears → no further frames
(`frames=2` heartbeat, retrace queue pinned `valid=8/8 ret=-1`). Rule:
classify every posted event as **droppable** (retrace — N64 drops these too)
or **must-arrive** (task done, DMA done); a must-arrive event needs
guaranteed delivery, and `OS_MESG_BLOCK` is wrong whenever the poster runs
on the queue's only consumer thread (self-deadlock) — drop the oldest
droppable message instead, and reserve slots in the pacemaker.
**Before blaming a hang on D117 / machine load, run it N times and count**:
this reproduced 2 of 3 boots on an idle machine and had been written off as
sweep flakiness for ~8 sessions.
- **Watch item: `osYieldThread` = `Sleep(0)`.** The one place we fake
cooperative behavior. If a level-sweep hot loop misbehaves under host load,
this shim is the first thing to inspect. Keep as-is until then.
- **D155 — an unclamped per-frame `deltaFrames` from wall-clock `osGetCount()`
spirals the sim into a "hang".** The N64 was VI-locked so `waitForNextFrame()`
never returned more than ~2 elapsed frames. On the port `osGetCount()` is
wall-clock (D117), so any real-time stall (asset load at a stage/cutscene
boundary, host thrash) makes `nextFrameTime` → hundreds/thousands. That value
flows through `speedgraphframes` → `g_ClockTimer` and drives *every*
`modelTickAnim` `while (numticks--)` and `for (i=0; i<g_ClockTimer; i++)` loop
in the sim → one render becomes seconds of catch-up → heartbeat "hang", and
the slow frame feeds an even bigger delta next time → unrecoverable. Symptom
in a hang dump: `mainThread` parked in `modelTickAnim`/`modelConstrainOrWrap
AnimFrame` under `chrTick`/`playerTick`/`lvlRender` across every dump. Fix:
clamp `nextFrameTime` under `#ifdef PORT` in `waitForNextFrame()`
(`FRAMETIMING_PORT_MAX_CATCHUP` = 6). Any other place the port lets an N64
"number of elapsed ticks" value run unbounded is the same latent trap — grep
for `g_ClockTimer` / `speedgraphframes` / `lvupdate*` consumers that loop.
§F **D155**.
- **D156 — a NaN / blown-up `f32` frame or speed drives an unbounded
frame-stepping loop → hang.** `modelSetAnimFrame2WithChrStuff`'s `while (1)`
(`model.c:3131`) walks 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 → ~2^31 iterations → frozen (`frames=N` constant
in the hang dump, distinct from D155's slowly-incrementing spiral). Fix:
`#ifdef PORT` finiteness+magnitude guards (`!(x > -1e6f && x < 1e6f)` also
catches NaN) on `frameb` before the loop and on `frame`/`frame2` before they
reach `model` state. **When an N64 float pipeline feeds a loop bound or an
array index on PC, guard it** — the console's fixed timestep + bounded
anim/physics data never produced the degenerate value, so the decomp never
checks. Suspect a misaligned `Model`/struct field (D100/D140 pun family) as
the NaN source before blaming the data. §F **D156**.