Widens the written scope of AGENTS.md non-negotiable #2's ABI exception to match established practice (runtime struct/union misreads, not just ROM-serialized structs — the D209/D210/D255 pattern), states explicitly that diagnosis into src/game is never restricted (only the fix is), and defines a real three-bucket taxonomy + sign-off procedure (dev-process.md §7) for the rare genuine-behavior-difference case, replacing the undefined ad hoc "ask the user" gesture that's been referenced without being defined across ~10 places in the docs. Mirrors the same framing into CONTRIBUTING.md and the PR template for external contributors. Extends porting-notes.md §A1 with D255 as a third worked example and a tell-tale-signs checklist, explicitly distinguishing it from D284 (same epistemic shape, different mechanism, no rule-2 question at all). Appends a ready-to-dispatch pass-10 brief to the D236 entry applying the new taxonomy to its actual next step. Docs-only; no code/build changes. Per docs/dev/notes/RULE-2-CLARIFICATION-PLAN.md.
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title, description
| title | description |
|---|---|
| Porting Notes | A field guide to the recurring N64-to-PC bug classes hit while running unmodified big-endian game code on a 64-bit host, each with its symptom and fix. |
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
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
- B. 16-byte PC
Gfx/Vtxvs 8-byte N64 - C. Big-endian rodata / ROM data read on little-endian PC
- C2. Port-layer / SDL shims
- D. N64 hardware idioms fast3d does not emulate
- D2. The HUD/model "X-mirror"; RESOLVED
- D3. GCC/mingw makes an all-non-negative
enumUNSIGNED - D4. N64 "interrupts off" must be a real lock on PC
- D5. Loop bounds that assume linker adjacency of two globals
- 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 playerfield-run: PCsizeof(struct Model)grows so the "fields" that aliased.render_pos/.scale/.animframe1on N64 no longer overlap → NULLrender_pos→ pause-menu crash; fix = real inlinestruct Model+ pool, redirect the named reads to the member; same as D100/D102), D119 (weapons_held[]->chrpunned asChrRecord*to read.act_*.attack_item; aliasedWeaponObjRecord.weaponnumat 0x80 on N64 via act-union@0x2C+84; act union moves to ~0x38 on PC).
A1. Raw-byte or mistyped aliases into a union/struct whose true field
shifted because a sibling member widened; 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]aliasedact_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 andunk59moves 45 → 81, so the literal 45 lands on byte 5 ofwaypoints[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):
chrToPatrolinitsact_patrol.lastvisible60viaact_init.padding[0x13](union byte0x4c).act_patrolstarts with apatrol_path *path; widens 4→8, sopadding[0x13]no longer hitslastvisible60(now0x50); it lands inwaydataandlastvisible60is 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 intopadding[]right next to named writes of the same arm. The rest of thepadding[N]sweep (chrlvTickAnim/chrlvTickDead→act_anim/act_dead, both pointer-free) is layout-stable. - D255 (a mistyped-field variant, not a raw-offset variant — same
mechanism, different syntax):
vtxstore_fix_refsread a record'sModel*through((Model*)((ChrRecord*)prop->chr)->chrflags)—ChrRecord.chrflagsis typedCHRFLAG, a 4-byte enum. On 32-bit N64 the cast is bit-exact; on 64-bit PC it reads only the pointer's low 32 bits and zero-extends, discarding the real high bits. The truncated result is(nil)whenever the real pointer's low 32 bits happen to be zero — which read exactly like a legitimate NULL-model case, and cost two prior investigation sessions chasing a "destroy-path race" theory before the field itself was the suspect. Tell that generalizes past D209/D210'spadding[N]shape: it doesn't have to be a raw numeric offset — a field that is correctly named but undersized/mistyped relative to a pointer it's secretly meant to hold (an enum, au32, as32doing double duty as a pointer slot) is the same bug through a different syntax. Fix: read through the correctly-typed sibling field (ObjectRecord.model) instead,#ifdef PORT, N64 line/cast kept verbatim under#else. §F D255 (M-140).
Lesson. When a value reads as a clean constant (0, 1, NULL) 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 or truncated read looks like a legitimate "feature off" / "not set" value. Tell-tale signs of this pattern, any one of which should trigger an A1-first check before assuming a bug is genuine game-logic behavior:
- The observed value is byte-exact-looking but wrong from the very first call/frame — not intermittent corruption, not "usually right but occasionally wrong."
- A raw/literal offset or byte-width read into a union or struct that has any pointer member, anywhere in that union/struct's layout (not just the field being read) — the read doesn't need to touch the pointer itself; any member after one that widened is at risk.
- A field that is correctly named but too narrow to hold what it's
actually storing (an enum/
u32/s32reused as a truncated pointer slot — the D255 shape, distinct from D209/D210's literal-offset shape but the same underlying cause). - The resulting behavior is deterministic and internally self-consistent, but demonstrably not what the N64 original would produce — the code isn't crashing or producing garbage, it's confidently doing the wrong (but stable) thing.
- Prefer the named field (or a correctly-typed sibling field) under
#ifdef PORT; the alias/pun is only correct at 32-bit pointer width. Verify every caller reaches the site with the union/struct arm you're naming actually active.
Distinguish from D284 (port/src/random.c's MIPS64
shift-emulation bug): same epistemic shape — deterministic,
self-consistent, silently not-N64 — but a different mechanism
(instruction semantics, not struct layout/pointer width) and,
critically, entirely inside port/, no src/game touch at all.
D284 was never a rule-2 question in the first place; don't fold it
into this catalogue's "looks like game logic, is really ABI"
framing — it never looked like game logic to begin with.
-
Open landmine: raw hardcoded-offset accessors into
struct player/struct hand; seedocs/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 PCsizeofwith the pointer slot widened + the matching#ifdef PORTsizepropdef/stride. Instances:d88_propdefs.pytypes 30/32/33/35 (criteria_*/setup_objective_text->next), 22 (TagObjectRecord.NextTag, already handled). Check every record type the walk can see for aset_parent_*/*_entry_parentwriter. -
D132 corollary; a
union { T *ptr; s32 IndexN; }field is 8B/8-aligned on PC even when the ROM image only ever stores thes32.LinkRecord(first/Index1),LockDoorRecord,SafeObjectRecordetc. pack their index words tight (4B) in the N64 setup stream, but the compiler places eachIndexNin 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 makespdef->Index1readIndex2's value andIndex2read 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 eachIndexNat PC offset8 + 8*(N-1)and size the record with the widened unions + trailing*next(d88_propdefs.pytypes 14/19/38/44; proposed in §F D132, not yet applied). Grep every ROM-serialized record forunion {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 (
fontchar24→32B,romdataFixupFont) is often re-laid-out in place: for glyphi,dst = base + PCstride*i,src = base + N64stride*i, sodst − src = (PCstride−N64stride)*i. For smallithat delta is less than the per-element field-copy read span, sodstoverlapssrc, and a forward field-by-field*dst_k = f(*src_k)loop overwrites a not-yet-readsrc_j(j > k). Result: later fields of the first few elements come out asf(f(earlier field)); e.g. glyph 1'swidthbecamebswap(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 everyromdataFixup*/ in-place relayout for a read-write loop whosedst/srccan 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 beforechars[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-bytepixeldatareads a wild pointer → fast3d AV. Latent intextrelated.c(textRender*/textMeasureASCII paths); aGLYPH_IDXclamp 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/.rodatamatrix, e.g.&dword_CODE_bss_8007A100inexplosionRenderPropSmoke) it drops the0x1_00000000module high word, so the GBI w1 becomes0x40xxxxxxandseg_addr()hands fast3d a wild pointer → AV ingfx_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 inseg_addr(): restore the high word for a fallthroughw1 ∈ [0x40000000, 0x70000000)(module is fixed-based at0x140000000; DRAM/KSEG0/segmented/phys are all handled in earlier branches).gSPDisplayList(&globalDL_0xNNN)is NOT affected; the port'sGwords.w1is 64-bit andgDma1pstores the full pointer; onlyosVirtualToPhysicaltruncates. -
D177; a struct passed as
s32 *and integer-indexed past a leading pointer member.stanCheckLinkedSpecialTiletakes the caller'sstruct StandTileLocusCallbackRecord { s32 *rooms; s32 count; … }typed ass32 *outFlagsand doesoutFlags[1] = 1. On N64[1]iscount; on PCroomsis 8 bytes so[1]is its high half andcountmoved to[2]; the write is silently lost, the reader (->count) sees 0. Two tells for this class: (a) a function parameter typeds32 */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]/roomsoften still works by luck on LE, low half at +0, which masks the bug for one of the two fields.) -
D248; a hardcoded byte offset used to index "one struct past the end of the array" desyncs from a real field write once the struct grows.
OSScClient(src/sched.h) is{next; msgQ;}, 8B on N64 / 16B on PC.osScAddClient()deliberately writes a per-client flag into the next array element's first field (c[1].next = next) instead of adding a real member; cheap on N64 since the caller over-allocates the array by one slot. The reader,__scHandleRetrace, doesn't index the struct back; it recomputes the same address by hand as*((s32*)client + 2)(a hardcoded 8-byte offset). That offset only equalssizeof(OSScClient)(and thus&client[1]) when pointers are 32-bit. On PC it lands 8 bytes intoclient[0]itself, insidemsgQ, a real non-NULL pointer, so the flag reads as permanently "set" for every client, silently collapsing a 60Hz/30Hz per-client split onto whichever branch a nonzero flag takes. General tell: any place a struct is deliberately under-declared and a sibling array slot is used as ad-hoc extra storage (c[1].field,arr[i+1].x) is fine as a write (indexing scales with the realsizeof), but a matching read done via a raw(T*)p + N/byte-offset cast instead ofp[1].fieldwill silently desync once the struct's size changes across the port. Fix: always index the struct on both ends (client[1].next), never hand-roll the byte math; it's the direct decompilation of what the write side already does,#ifdef PORTwith the N64 hand-rolled offset kept verbatim under#else. §F D248.
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 (
bgWidenRoomGdl8→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*)gdlfor the cmd,((u32*)gdl)[1]for w1,((u8*)gdl)[5..7]forG_TRI1vtx indices,((u32*)gdl)[0/1]nibble reads forG_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 byteiof a word →(word >> (8*(3-i))) & 0xff).gdl++(advances bysizeof(Gfx)) is already correct. Watch(s32)ptrtruncation in vtx-base math andx | 0x80000000KSEG0 folds (identity on PC; just drop the OR, and guard segmented w1). Instances:bgTestHitOnObj(propobj.c, FIXED);bgTestRayIntersectionInRoombgTestBulletHitBackgroundtail (bg.c, D154; ported M-28, re-audited + bug-fixed M-30, playtest-gated). PD ground truth:pd_portusesgdl->dma.cmd+GFX_W0_BYTE(i)/GFX_W1_BYTE(i)macros (3-i/11-ion 64-bit LE).
- D154 corollary; the PC
Gdma_leshim's.paris NOT the N64 params byte. When porting a room/model DL GBI parser, only.dma.cmdis safe to read through theport/shim/PR/gbi.hGfxunion: that shim laysGdma_leout aspar:24(bits 0-23 of word0 = the packed length fromgDma1p),cmd:8(bits 24-31). The N64Gdmahascmd:8(byte 0) thenpar:8(byte 1, bits 16-23 = the((n-1)<<4)|v0G_VTX params). So an N64((u8*)gdl)[1]/ N64-semantics.dma.parbecomes((u32)gdl->words.w0 >> 16) & 0xffon PC;gdl->dma.pargives bits 0-23 (length), and& 0xfon it is always 0 becauselen == 16*n. The original D154 port had exactly this bug (vtxoff forced to 0). Same trap latent inbgBuildRoomVtxBounds(gdl.dma.par>>4&0xfreads 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: awords.w0 << k >> mbit-extract idiom that relied on 32-bit truncation on N64 must be(u32)-cast first on PC (words.w0is 64-bit). - Also bites RAW hardcoded struct-stride writes, not just Gfx/Vtx.
D128:
sub_GAME_7F0B37ECdid((u8*)g_BgPortals)[(portal<<3)+6] |= 2; the N64bg_portal_data_entryis 8B (ptr@0, cr1@4..cb2@7), but on PC the widenedoffset_portalptr 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/+ 6style raw offsets into any struct that gained a pointer field. D141:set_enviro_fog_for_items_in_solo_watch_menu(gunfire.c:1720) indexed aModelNode*array (ModelFileHeader.Switches) as*(ModelNode**)((u8*)Switches + j + 0x48)withj += 4; the0x48/0x5cand 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>)andarr[i << k]where the array element is a pointer. D191:bondviewSelectCuff(bondview2.c); the sameSwitchesarray, missed by D141.offset = switchindex << 2thenbase = (ModelNode**)((u8*)switches + offset), deref'dbase[0..5]. On PC the 8-byte slot stride makesbase[N]a half-word-swapped pointer (0x70267a90→0x70267a9000000000) → crash inmodelGetNodeRwDatawhen 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 onearr[i<<2]pointer-array site, grep the whole file; these travel in packs.
- misaligned slot → bogus non-NULL node → crash in
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.
-
f32values are BE word pairs; a naive byte reversal off-by-one corrupts every float: D73 (sinf/cosfdupairs →DVAL()macro), D112 (d43_emit.py put_f32src[doff:doff+4][::-1]).- D73 scope is now settled (M-32 D75 triage): the whole
src/libultra/gu/tree is endian-clean; onlysinf.c/cosf.cused theduunion and both areDVAL()-wrapped;rotate/perspective/ortho/ lookat/scale/translate/mtxutil/normalize/alignuse plain float literals or pure integer bit-packing (FTOFIX32+shift/mask). The game's ownmatrixmath.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-downGE_PCDUMPcapture, not a real flip.)
- D73 scope is now settled (M-32 D75 triage): the whole
-
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)wordto grab "the first field" of a struct reads the WRONG byte on LE. N64 code that does(u8)obj[0](obj au32*) 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'sextrascale.cleanupObjectsdid this for its walk-termination + type dispatch → never sawPROPDEF_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)*/& 0xffon au32/s32that'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 astr*primitive. The watch BRIEF/OBJECTIVES pages (andfront.cmission text) build their strings withstrcpy/strcat(buf, langGet(id)).langGetreturns 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-tolerantstrcpy/strncpy/strcatunder#ifdef PORTinstr.c(NULL src → empty string, NULL dst → return). Gotcha: these are__nonnull__builtins to GCC; a plainif (src == NULL)on the parameter is deleted as provably-dead (confirmed in-Ogdisassembly: notestemitted). 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 insrc/that a port NULL can reach. -
D219 (M-112; the finding itself resolved in M-115, kept as a triage lesson), "the shared texture decoder is proven correct" is a claim about pixel format, not compression method, and the two are independent knobs on the same runtime
texLoad.src/game/image.c's non-zlib texture decompressor reads a per-image 4-bitTEXCOMPMETHOD_*from the bitstream (uncompressed / huffman / huffman-per-channel / RLE / lookup / huffman-lookup / RLE-lookup / huffman-blur / RLE-blur) independent of the 4-bit pixel-format(RGBA32/16, IA16, I8/4, CI8/4 …). Two textures sharing a pixel format can still take completely different code paths:_HUFFMAN/_HUFFMANPERHCHANNEL/_RLEgo throughtexChannelsToPixels(per-channel planes in R,G,B,A order), while_LOOKUP/_HUFFMANLOOKUP/_RLELOOKUPgo throughtexBuildLookup+texInflateLookup*(a packed color table, bits read directly in final pixel layout). "Every other RGBA16 texture in the game renders correctly, so the decoder can't be the bug" is not a valid inference unless you've confirmed the comparison texture used the sameTEXCOMPMETHOD_*as the suspect one; they can silently diverge into different functions despite an identicalG_IM_FMT_RGBA,G_IM_SIZ_16bDL declaration. Also: whether a texture'sG_SETTIMGmarker is baked directly into a compiled display list (gsDPSetTextureImage(...IMAGESEG(id))inassets/*.c, fixed up bygimgFixupGlobalimagetable's DL-bswap pass) vs. synthesized at runtime from ansImageTableEntry'sindexfield (texSelect,src/game/othermodemicrocode.c) is a real, checkable difference in resolution path worth ruling in/out early; but both funnel into the sametexLoadFromDisplayList→texLoadcall, so it is a weaker lead than the compression-method one. Seedocs/dev/findings.mdD219 for the full writeup and an env-gated (GE_D219RAW) diagnostic left in the tree to check this on the next session that can capture runtime output. -
D157; a small value in the LOW BYTE of a BE
s32word, read ass8at the word's last offset, reads 0 on LE after the converter byte-swaps it. Same family as D151/D139.struct objective_entry.difficultyiss8at offset 0xF; the underlying type-23 propDef word 3 (MissionObjectiveRecord.MinDificulty) is a BEs32whose 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 thes8@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 PORTso the named byte reads offset 0xC. Grep every struct that reads a sub-s32field ass8/u8/s16/u16at a NON-zero in-word offset; after a converter bswap that offset is wrong. Offline tools have the same trap (dump_objectives.pyread 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-wordgDPLoadBlockloads 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 PORTno-op the function; fast3d wants a plain linear image. General rule: anysrc/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; auditimage.c/tex.cfor others (texAlignIndicesrow 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()×4for all 48 types, the propDef stream tiles byte-exactly, andsetupGetPtrToCommandByIndex/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_POSENDcinematic render (D75 family).GE_D160=1diagnostic ships; needs a live Dam-to-exit playthrough. M-106 addendum: independently re-derived (not just re-cited);CutsceneRecord(propDef type 46) has zero pointer/union fields, so it cannot exhibit this class at all; confirms the M-31 stride audit rather than superseding it. D148/D160's residual cause is still unlocated (needs the live trace); see D173 for a related negative result on the puppet-position side. -
D132/D126 corollary; a zeroed ROM-serialized pointer-width tail slot is not automatically a converter bug; check the N64 source literal first (M-106). Before assuming an offline converter wrongly zeroed a widened pointer field (the D122/D126/D132 "dead-on-load" pattern), grep the asset
.csource tables (assets/obseg/**/*.c) for that field's literal initialiser.PadRecord.stan(src/bondtypes.h:1744-1751) looked exactly like a D126/D132 miss (a ROM- serialized tail pointer, zeroed bytools_pc/d88_emit.py'semit_pad()), but everyPadRecordin every checked setup table (UsetupdamZ.cetc.) initialisesstanto literal0; N64 never carried a live pointer there either, so the PC zeroing is byte-identical to ground truth, not a regression. The tell that saves the trip: if the source, not just the ROM binary, always writes0/NULLfor a field, it was never "dead-on-load" in the D123-corollary sense (a field that reads a real small int/id before being overwritten); it's simply always runtime-computed, on both platforms, and a NULL seed into whatever consumes it is the original game's normal case, not a port defect. -
D151; a ROM-serialized
s32slot decoded by the struct as[u16 hi][u16 lo]reads zero on LE. N64 code frequently splits a 32-bit setup-stream word intou16 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 readsrealvaluefrom 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 PORTwidens the field to a fullu32at the word offset; converter unchanged. Grep every ROM-serialized struct for au16 reserved/u16 padimmediately before au16the runtime actually reads. -
Python slice-assignment width is a silent corruptor (D125):
out[a:a+8] = b"\x00\x00\x00\x00"on abytearraydoes NOT raise; it deletes(8 - len(rhs))bytes, shrinkingoutand shifting everything afteradown. A widened pointer/stanslot filled with a 4-byte literal shrankd88_emit.py's output 4 B per pad; oncelen(out)fell below a later region's write offset,out[off:off+n] = dataclamped to an empty range at the current end and inserted there; string blobs drifted, boundpad names truncated (p138d2→8d2),stanPackIdrejected → doormodel=NULL→ crash. When emitting into a pre-sized bytearray, everyout[a:b] = rhsMUST havelen(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:
gimgSyncCompiledGlobalDLslooked for the0xABCDxxxxIMAGESEG marker in the ROM copy; buttexLoad()had already overwritten every one of those with a real pointer, so the sync silently copied nothing and the compiledglobalDL_0xNNNexplosion 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.pyhad no arm for 6inherits ObjectRecordpropDef 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 everytypebyte 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:1764/1786doesx->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 inchrIsNotDeadOrShot. Before zeroing a widened slot, confirm the setup code writes it unconditionally; if it reads-then-writes, emit the value (_bswap32into 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 astructoverlay 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()inlanguage.c,romdataFixup*()inport/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 andlangGet()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.csource inassets/obseg/.
C2. Port-layer / SDL shims
#include <PR/os.h>in a port.c/.hthat also sees<errno.h>breaks:OSContStatus/OSContPadhave au8 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 ofCONT_*bits it needs (D118input.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.creads its own RMB/LShift state as the mode proxy (exact for hold-to-aim; a toggle scheme needsg_CurrentPlayer-> insightaimmode). GE's native pitch is inverted (C-up → look down); hide it so mouse-down looks down;MouseInvertYflips (D118, M-24). osContGetReadData(pad)must fill one OSContPad per channel (MAXCONTROLLERS-long array), not just controller 0; joy.c passes the wholesamples[i].padsarray (D118).- Controller state has one source:
port/src/input.c.libultra.c's SI section marshalsinputComputePad()intog_contPad[]; it is driven byosContStartReadData(per logic tick), no separatevideo.cframe hook.
D. N64 hardware idioms fast3d does not emulate
-
Appending a port-owned 2D overlay to the game frame: hook inside
gfx_run(), notvideoSubmitCommands.gfx_run()(gfx_pc.cpp) is monolithic; it doesstart_frame→gfx_run_dl→gfx_flush→end_frame→swap_buffers_beginin one call, and the game DL is executed fromosSpTaskStartGo(libultra.c), not throughvideoSubmitCommands(which is dead). So a secondgfx_run()per frame is not possible (it swaps buffers). The clean seam is a one-line C hook betweengfx_run_dl(commands)andgfx_flush()that runs a secondgfx_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), thengDPFillRectangle/textRender(game symbols, extern'd likeinput.cexternscurrent_menu; UI, not logic). 2D pixel space isviGetX()xviGetY(). Return NULL when the overlay is closed so the frame is byte-for-byte unchanged.
- a full-screen
-
Verbatim RDP triangle commands chopped into
gImmp1(G_RDPHALF_1/_CONT/_2)pairs (GE'sskyRenderTri/skyRenderFullhand-build an edge-walkedG_TRI_FILL/G_TRI_SHADE_TXTRfor the modified RSP ucode to reassemble) are silently dropped by fast3d; it has no RDP triangle rasteriser. Substitute a normalgSPVertex+gSP*Trianglebatch behind#ifdef PORT: if the game code already screen-space-projected the verts, re-emit them under aguOrtho(l,r,b,t,…)+ identity modelview matching the projection's pixel extents,#elsekeeps the stream verbatim (D176(a), M-46). Caveat (D176(a), fidelity pass): a plainw=1ortho is only correct when every vertex in the primitive really does share one depth/scale. The RDP's own coefficient block for this idiom carriesS·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 bywitself (GE's sky does;unk20/24are texel coords on the world cloud-plane intersection, not pre-divided). Re-emitting those underw=1makes fast3d's GPU pipeline interpolate texture coords linearly in screen space instead of perspective-correctly; invisible when the primitive's per-vertexwbarely varies, but a primitive spanning near-camera to horizon-grazing geometry can have >30xwspread 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 realw(any per-vertex camera-spacewthe game math already computed) while keeping the same screen-spacex,y(clip.xy = ndc.xy·w,clip.w = w; the GPU's normal divide recovers the intendedndc.xyregardless ofw, only the interpolation changes);Vtx.ob[]iss16so pre-scale by a per-primitivewScaleand have the matrix multiply it back in. Follow-on caveat (D227, M-95): compute thatwScaleonce 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 ins16(floorf(minS/64)*64,sky.c'sskyPortRenderPoly). SharingwScaleacross 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_NONEtile behaves as I8. fast3d'simport_texture()dispatched purely ontile.fmtand did a palette lookup against a stalerdp.palette→ garbage (D161, GE Depot ceiling = blue speckle). Fix: whenrdp.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
gDPLoadTLUTfrom 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-byterdp.paletteingfx_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] ==0x0000and real colour from index 2.count=1model 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 ortools_pc/d43_emit.pyblob placement), not in the fast3d decode. M-88 correction: the "segment resolution /d43_emit.pyblob placement" theory above is refuted. Traced the full reference chain: model files store textures as a numericTextureID(ModelFileTextures,src/bondtypes.h) into the globalGlobalimagetable(fixed once at runtime byport/src/gimgfixup.c, D68; not per-model, not per-level, and not touched by anytools_pc/d43_*.pyscript); pixel+palette bytes are decoded fresh each level load bytexInflateZlib/NonZlib(src/game/image.c) into a runtime pool, with the palette appended after the pixel data (tex->unk0arecords 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 offlinetools_pc/d43_*.pyscripts 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 relevantd43_*.py/d88_*.py/d69_*.pyfor the field name; if it isn't there, the bug is runtime:src/game/image.c/tex.c(decode) orport/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) usespitch = rdp.texture_to_load.width + 1from the precedinggDPSetTextureImage, whichtexWriteLoadToTmemAddr(src/game/tex.c:503,519) always calls with a literalwidth=1; a software-RDP approximation that may not correctly reproduce hardware LOADTLUT byte-addressing for this width=1 special case. Seedocs/dev/findings.md§D217 "M-88" for the full trace + empiricalGE_TEXDUMPrepro (BUNKER1pal[0]=0001vs FACILITYpal[0]=1a00, exact match to the originally reported bytes). -
RC3 / D167; GL
GL_REPEATwraps at the uploaded image size; the N64 RDP wraps a render tile at1<<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 keepmasks/maskt. Fix lives behindVideo.WrapFix(default OFF,GE_WRAPFIXenv override): store the mask, fold the UV at1<<maskin 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 tilemaskfields are the wrap period, NOT the tile-window or image size. -
K0 segment-address folds (
OS_K0_TO_PHYSICAL | 0x80000000) and hand-inlinedBG_SEG_TO_PTRneed 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). -
fast3d CPU-side "trivial reject" (
v1->clip_rej & v2->clip_rej & v3->clip_rejingfx_sp_tri1) trusts per-vertex outcodes (x<-w,x>w, etc.) that are only valid half-space tests whenw>0. A vertex behind the camera (w<0) flips the comparison sense, so its outcode can be wrong; if that spurious bit happens to match the other two (correct) vertices', the AND-reduction drops a triangle GL's own clipper would have rendered correctly. Bites large near-camera polygons (room walls/ceilings close to a doorway) far more than small prop models; reads as "background geometry flickers away, props keep drawing" (D233). The backface-cull code right below already special-cases this same w-sign hazard for its cross-product sign; the trivial-reject block didn't. Fix pattern: skip the AND-test (don't trivially reject) whenever any vertex hasw<0; safe, since it only ever adds triangles, never drops more. General lesson: any CPU-side "skip this triangle" heuristic in fast3d needs the same w<0-behind-camera exemption the existing backface culling already has, or it'll silently eat near-camera geometry exactly where a port is most likely to get scrutinized (doorways, tight corridors). -
gfx_sp_tri1'sG_CULL_BOTHbackface-cull cross-product (gfx_pc.cpp, right below the D233 trivial-reject guard) divides raw vertexwwith no epsilon guard. A vertex at/nearw≈0during a near-plane crossing can NaN/Inf the cross product, which silently fails both thecross<=0andcross>=0cull branches and lets a triangle draw that should have been backface-culled — a candidate for D288 (Silo intro stray triangle), not yet confirmed against a live repro (M-152). Unlike D233's fix, this one hasn't been shown to actually fire yet; it's a code-review lead, not a confirmed mechanism. -
When chasing a missing UI element, split "game logic decides to draw it" from "fast3d actually rasterizes it." This codebase's decomp side for menu/watch item rendering is consistently byte-matched and rarely at fault; the recurring bug class is a combiner/blend-mode or texture-format edge case in
port/fast3d/gfx_pc.cppfor a one-off translucent/PROP_TYPE_PLAYERdraw that doesn't share a code path with the common in-level rendering (D172 particle color, D217/D228 CI/IA16 palette, D229 water blend, D233 invisible-through-doors, and D290's leading hypothesis — the watch controller graphic's fade-in uses a low-alphaPROP_TYPE_PLAYERcombiner state nothing else exercises). Confirm thesrc/game/side is clean first (item ID, resource-table entry, model header, generic equip/gate pipeline) before spending time in fast3d — but once it is, look there, not back at the decomp logic. -
portHeartbeatCheck(port/src/libultra.c:218) hard-caps at 3 reports total per process lifetime, by design ("stop after a few reports"). When chasing a long-idle hang (D287), "the heartbeat stopped logging" is that cap firing, not evidence the hang resolved, worsened, or changed mechanism — don't read silence from this diagnostic as a signal. Gate a raised/unlimited report count behind its own env var for these investigations instead of trusting the default cap's silence. -
Before citing a
scratch/*.log/.txtcapture as "evidence" in a finding, grep it for the specific numbers/strings the write-up claims (D287): a file with the right name on disk is not proof it holds the claimed capture — this one turned out to be an unrelated normal-exit run, not the freeze it was cited for, and the mistake propagated through the entry unnoticed until a later static pass checked. -
D74 wrap-block is DEAD CODE (
gfx_pc.cpp:1546/1551): guard iscms & G_TX_WRAPbutG_TX_WRAP == 0, so always false (line 1887 does it right withcms == G_TX_WRAP). And if it did run it indexestex_width2[i]etc. (arrays[2], per-texunit) with the vertex loop indexi0..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 onVideo.WrapFix); RC3/D167 adds the non-PoT mask-period case to the same block. Still default OFF. -
assert()-basedSUPPORT_CHECKis a silent no-op in the release build.port/fast3d/gfx_pc.cpp:39definesSUPPORT_CHECK(x)asassert(x), and the PC build compiles withNDEBUG. EverySUPPORT_CHECKin 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 assertfull_image_line_size_bytes == line_size_bytesin theimport_texture_*family (D183); treat anySUPPORT_CHECKas 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_TEXDUMPdumps 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 toimport_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. -
D219; a runtime bitstream decoder that stores a "wide" (>1 byte/pixel) reconstructed value via a native machine write needs an explicit byte-order fixup on PC; a compile-time C-array asset does not. And the fixup is per importer family, not per texture: scope it by pixel format, never by texnum range or compmethod (M-113/M-114/M-115).
src/game/image.c's texture decompressor (texReadUncompressed,texChannelsToPixels,texBuildLookup,texInflateLookup,texInflateLookupFromBuffer) builds each wide pixel as a shifted-OR integer and does a native store; correct on N64 (native == big-endian), byte-reversed on x86-64. This is the opposite of the usual "BE ROM data read as LE" direction in this section: here the PORT host writes native-endian and a downstream shared, otherwise-correct consumer has opinions about byte order. The trap M-113→M-114 hit: the fast3d importer family is NOT uniform.import_texture_rgba16/_ia16(G_IM_SIZ_16b: RGBA16, RGB15, IA16) read the pool as manually big-endian bytes ((addr[0]<<8)|addr[1]) → the decoder must storebswap16(value);import_texture_rgba32(G_IM_SIZ_32b: RGBA32, RGB24) doesPD_BE32()on a native u32 load → it wants host-order words and a store-time swap inverts them (that was the muzzle-flash-blue/ammo-pink regression). So the correct scope is the decodedTEXFORMAT_*(which every call site already switches on), not compmethod (the fire frames span LOOKUP/RLE/HUFFMANBLUR/RLELOOKUP) and not a hardcoded texnum range. Staticassets/*.cC-array textures don't hit this becausegfx_tex_normalize_source(D71) already normalizes them upstream ofimport_texture_*; only assets that are BOTH genuinely multi-byte-per- pixel AND decompressed at runtime throughtexLoad's bitstream path are exposed. Offline ROM census (M-115): 94 such images; the 16-bit family is exactlyIMAGE_FIRE_0..14+ texnum 1198–1201/2430/2510–2523, and every ammo/flare/crosshair/muzzle-flash wide-pixel image is RGBA32. Only the fire frames were eyeball-verified (M-115); texnum 1198–1201/2430/2510–2523 were corrected by the importer contract, not seen on screen. If a sprite in any level ever renders with wrong or inverted colors, check first whether its texnum is in that list (and decode it withGE_D219RAW=1againstscratch/d219_census.txt). General rule for this bug class: before "fixing" a shared decoder's byte order, enumerate every consumer of the buffer and check which endianness each one assumes; the fix belongs at the store site, keyed on the format each consumer family expects. Final state (M-115, resolved):PORT_PIXEL16= bswap16 under#ifdef PORT(16-bit family only),PORT_PIXEL32= identity, wrapped around every wide-pixel store in the five functions above; CI/I4/I8/IA4/IA8 (single byte, no byte order) untouched. The intermediate history (M-113's blanket swap regressing muzzle flash/ammo HUD (M-114), reverted to identity, then M-115's format-scoped re-application) is indocs/dev/findings.mdD219. -
The tile's declared format is not the source data's format when GE's custom ucode transforms TMEM at load time (D229).
texSelect(src/game/othermodemicrocode.c) loads CI8 water images withgDPSetTextureImage(CI,16b)+gDPLoadBlock(the 16b is only the 4KB-per-block load convention: lrs counts 16-bit units, so 700 × 2 = 1400 bytes of raw 8-bit indices), and GE's RSP ucode expands indices→RGBA16 in TMEM at load; after whichsub_GAME_7F09343C(src/game/unk_092E50.c) re-declares the slot as RGBA/16b and samples blue. fast3d has no such transform: it trusted the tile declaration, read index byte-pairs as 16-bit texels (g = 2·idx mod 32 dominates → green mottle), and the water's pre-existingsinf()PRIM_LOD_FRAC cross-fade read as "pulsating". Fix (port/fast3d/gfx_pc.cpp, M-116): record theG_IM_FMTof each SetTexImage intoLoadedTexture.src_fmtat load time; inimport_texture, an RGBA/16b tile whose slot's last load came from a CI source routes through the CI8 palette import; the port equivalent of expand-at-load. Fires only on a genuine format disagreement, so real RGBA16 textures are untouched. General rule: when a GE draw declares a tile format that looks wrong for the data it loaded, suspect the ucode's load-time transform (ginit.s is missing from this repo; the expansion lives there), not UV, shade, or the combiner.
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:
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_SEQUENCEinfileGetHighestStageDifficultyCompletedForFolderfroze the SELECT FILE screen.DIFFICULTYwas 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,sizeofstays 4, no stored value changes. Audit anyenumused as a descending />= 0loop 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, viasndPlaySfxon a door close) vssndRemoveEvents(amMain) on the sameALEventQueue. - Fix:
osSetIntMask→ one process-wide recursive mutex.OS_IM_NONEacquires; theOS_IM_ALLtoken returned from that call is what every paired restore passes, soOS_IM_ALLreleases; other specific masks (OS_IM_VI) pass through. Safe because the decomp never blocks while holdingOS_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 heavyALEventQueuepaths: libaudio has unbalanced / early-returnosSetIntMaskcalls, and a transient thread can acquireOS_IM_NONEand exit without the pairedOS_IM_ALL, leavings_imLockowned forever → every lateralEvtq*onmainThread+amMainblocks inpthread_mutex_lock→ hang. Seen on the mission-failed audio fade-out (sndSetScalerApplyVolumeAllSfxSlot→ per-framealEvtqPostEventstorm) = permanent black screen. Mitigation shipped (M-28):osSetIntMasknow 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 (dedicatedALEventQueuelock) 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 earlyreturnatevent.c:86does restore first;alEvtqFlush,alEvtqFlushTypelikewise),csplayer.c__CSPRepostEvent,synaddplayer.calSynAddPlayer,snd.csndRemoveEvents/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 liveALSoundStatelist and posts to the sharedALEventQueuewithout holdingOS_IM_NONE; unlike its structural twinsndDeactivateAllSfxByFlag, which does. On PC that is an unguarded walk racingamMainand 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 (nestedalEvtqPostEventthen hits the recursive fast path); also wrapsndApplyVolumeAllSfxSlot's slot loop so the whole update is one recursive hold. (2) The actual leak is the "transient thread acquiredOS_IM_NONEand exited" case (the dump showsNew Thread/exitedchurn).portThreadWrappernow callsimThreadExitRelease()after the thread's entry returns: if that thread still ownss_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 andimAcquiremis-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 holdingOS_IM_NONEand 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 beforelegalpage_text_array→ only line 1 renders (== the D76 "disclaimer half-drawn" bug; it was never an image-table issue). Fix:#ifdef PORTusesarray + ARRAY_COUNT(array). - Grep for
= &/(TYPE *)&on the RHS of a loop-terminator compare, and anyfor/while/dowhose 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:returnthe tail call under#ifdef AVOID_UB(#elsekeeps the N64 body verbatim). - Instance: D77;
sub_GAME_7F0C0BF0()(src/game/mp_music.c), a one-line wrapper aroundget_mTrack2Vol()with noreturn. 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 callsmusicTrack1Play()directly, which is why menu music worked while level music didn't) feeds this garbage/zero return straight intomusicTrack1ApplySeqpVol()/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 aGE_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 missingreturnupstream. This class isn't limited to display-list cursors; audit any-O2-only "quietly broken but not crashing" symptom for the same shape. Fix:returnunder#ifdef AVOID_UB(#elsekeeps 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-O2build silently drops or mutes a small on-screen/audio element that an-Ogbuild shows/plays correctly. One-line#ifdef AVOID_UBfix each. - Not caught headless by a symbol/link check or a default-config framediff
(the missing primitive is often small). Needs an
-O2build + 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&argsto_Putfld; crashed at boot on Linux-O2viabossInitMainthreadData→sprintf. Fix: under#ifdef PORT, thread a realva_list *from the top (sprintf.cpasses&argsof an actualva_listobject;_Printftakesva_list *and passes it straight through).#elsekeeps the ROM-matching body. - Rule: to share one arg-walk between functions, pass
va_list *explicitly from the outermostva_startscope. Never&ava_listthat arrived as a parameter.va_copyinto 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 throughxprintf/_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.csub_GAME_7F0B1DDCStandTile *tileStack[39](bail isif (cat >= 41), checked once per outer loop → writes[40..]);bondview2.cbondviewCalcIntroSwirlCameraf32 pointbuf[10]written[-3 .. 11]. - Instance (D295/M-148):
front.c:2616char difficultytext[4]receivesstrcpy("00 Agent")/strcat("\n")— the NUL lands exactly on the adjacenttextpos.p[0](y-coord), which is then re-stored; when y ≥ 0x80 the string carries a high-bit byte intotextRender→ JPN-glyph path → NULL deref ofg_JpnCacheCacheItems(language.c:320). Same class, different fatality: no canary involved — the clobbered neighbour changes control flow. On N64 the identical overflow is cosmetic (the JPN-cache pointer is valid memory in any language); the crash severity is a PC artifact of that global being NULL outside Japanese mode. - Fix policy:
-fno-stack-protectorglobally (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 PORTis 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_failin the backtrace, in asub_GAME_*or other byte-matched function, during stage load or the first few frames. - Distinct from D7 (
va_listUB) and D6 (missingreturn) but the same "works on N64 + MinGW, fatal on hardened Linux" shape.
D9. Changing a PRNG/CRC implementation invalidates persisted derived state — save checksums are de facto file format
D284 (M-139b) fixed port/src/random.c's dsll32/dsrl32 semantics and the
entry claimed "savegames unaffected (seed isn't save state)". It was wrong:
fileGenerateCRC (src/game/crc.c) — the per-slot validation checksum checked
by fileValidateSaves (file2.c:544) — runs randomGetNextFrom off its own
local constant seed, so every stored slot CRC is a fingerprint of the PRNG
implementation that wrote it. Verified against a real v0.2.x save (GitHub #87):
pre-fix PRNG reproduces all five stored CRCs bit-exact, post-fix matches zero →
first launch of any post-fix build silently wipes every existing player's
entire campaign (D295 M-148). Generalizable rule for this port: before
changing anything that feeds persisted derived state (PRNG, CRC/hash routines,
endian/byte-order helpers used by serializers), audit all consumers whose
output is stored on disk — not just the in-memory streams. A "port-only" fix to
a checksum primitive is a save-file-format break unless old and new outputs are
made mutually acceptable (dual validation / one-time migration).
E. Process / method notes
- Investigation loop is: reproduce → env-gated capped probe → root-cause
→ narrow
#ifdef PORTfix → visual verify (GE_PCDUMP+tools_pc/pixcount.pyvsdocs/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 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.
- Every game launch rewrites
data/ge007.eep(the eeprom shim stores on every write; validation resets, cheat patches and normal saves all write). When restoring a specific save artifact for a controlled test (e.g. an issue reproduction), restore it after any sweep/verify run — or re-hash after each run — not before:tools_pc/level_sweep.shalone boots the game 21 times againstdata/and will clobber a pre-run restore (caught live in the D295 M-149 session; "verified" must mean checked at report time). - 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. Usetools_pc/framediff.py <ppmdir>(structural: 16×12 grid mean-color + non-clear-% + aHash,--mask X0,Y0,X1,Y1for the HUD,--updateto refreshtools_pc/golden/); NOT an exact compare. AGE_DETERM=1fixed-tick mode was assessed not-narrow (redesigns retrace/tick semantics); design is in §F D117 if someone picks it up, after whichframediff.py --exactbecomes 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; anysysSleep/ busy-wait on that path (frame-rate cap, a lock, an asset load) stops retrace delivery, so every game thread blocked onosRecvMesg(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 < 30is 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 deferredGE_DETERMmode (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-diskALInstrument, and itssoundArraymember 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-diskbendRange/soundCountwords sosoundArray[N]== on-disk entry[N-1](GE'sSFX_IDs 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 becauseexact_match.pycompared each runtime voice against a ROM decode of the requested index with a decoder that walked the bank 0-based;diff_bank.pylikewise 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 262SFX_IDmembers), 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. getenv()is expensive on Windows (a locked, locale-aware linear scan via msvcrt.dll); never call it uncached inside a per-frame, per-draw-call, or per-item hot path (D250, M-120). Dozens ofGE_*debug-probe checks across the codebase already follow the safe pattern (static int x = -1; if (x < 0) x = getenv("GE_X") != NULL;), but a handful inport/fast3d/gfx_pc.cpp'simport_texture()(runs on every texture bind) and per-triangle/per-G_SETCOMBINEcombine-mode checks didn't. A live WPR/xperf CPU trace (Microsoft public symbols resolved via-symbols) on a texture-heavy level foundmsvcrt.dll!getenvalone eating 50% of the hot render thread's total CPU time; the game's own code was only 5%. Fixing the caching took the same scene from a hard ~45-50fps ceiling to a rock-solid 60fps, at every resolution tested, with zero other changes. The lesson generalizes: any newGE_*env-gated probe added to a function that runs more than roughly once per frame must cache itsgetenv()at that call site, following the existing pattern; don't assume "it's just a debug check" makes it free.tools_pc/perf.ps1(sister script todebug.ps1) automates this exact trace-and-analyze workflow for the next time a "runs slow but sim/GL-visible-cost checks out fine" report shows up.- 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_AUDIOTRACEemits two lines persndPlaySfx(adumppos=... bank=...line and asndPlaySfx: t=... soundIndex=...line), sogrep -c soundIndex=109reports 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 ownSoundTriggerRateceiling, which one lookup inassets/obseg/gun/gunWeaponStats.inc.cwould have shown. Corollary: a perfectly monotone index sweep in a trace looks like a brokenrandom() % nbut 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 addthe commit whose handoff made the claim (COPYdata/, never junction; see the data-dir-junction-hazard memory), build, capture the sameGE_PCDUMPwindow,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 withgit worktree remove --force(safe only becausedata/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-slotinterruptQwith 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 →curRSPTasknever clears → no further frames (frames=2heartbeat, retrace queue pinnedvalid=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, andOS_MESG_BLOCKis 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
deltaFramesfrom wall-clockosGetCount()spirals the sim into a "hang". The N64 was VI-locked sowaitForNextFrame()never returned more than ~2 elapsed frames. On the portosGetCount()is wall-clock (D117), so any real-time stall (asset load at a stage/cutscene boundary, host thrash) makesnextFrameTime→ hundreds/thousands. That value flows throughspeedgraphframes→g_ClockTimerand drives everymodelTickAnimwhile (numticks--)andfor (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:mainThreadparked inmodelTickAnim/modelConstrainOrWrap AnimFrameunderchrTick/playerTick/lvlRenderacross every dump. Fix: clampnextFrameTimeunder#ifdef PORTinwaitForNextFrame()(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 forg_ClockTimer/speedgraphframes/lvupdate*consumers that loop. §F D155. - D156; a NaN / blown-up
f32frame or speed drives an unbounded frame-stepping loop → hang.modelSetAnimFrame2WithChrStuff'swhile (1)(model.c:3131) walks one anim frame at a time fromframeatoframeb;framebcomes frommodelTickAnim'sframe += playspeed * speedper tick. A cutscene anim transition with a near-zero blend/timespeed/unkb0denominator (model.c:3436/:3477, guarded> 0but not against tiny values) makesmodel->speed/playspeedhuge or NaN →framebhuge/NaN →floorFloatToIntgarbage → ~2^31 iterations → frozen (frames=Nconstant in the hang dump, distinct from D155's slowly-incrementing spiral). Fix:#ifdef PORTfiniteness+magnitude guards (!(x > -1e6f && x < 1e6f)also catches NaN) onframebbefore the loop and onframe/frame2before they reachmodelstate. 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 misalignedModel/struct field (D100/D140 pun family) as the NaN source before blaming the data. §F D156. - D247; a visual "defect" report can be faithful, unmodified N64 behaviour;
check the decomp's own constants before assuming a port bug. User reported
black bars top/bottom of the screen. The obvious port-side suspects (a
present/letterbox path, a framebuffer-vs-window size mismatch) were all
clean; no code anywhere sets
G_ASPECT_MODE_EXTfor GE, so fast3d never letterboxes. The real cause:bondviewGetCurrentPlayerViewportHeight()(bondview2.c:7858) returnsVIEWPORT_HEIGHT_DEFAULT= 220 of 240 NTSC scanlines (fr.h:34, ~92% fill) wheneverPLAYER_OPTION_SCREENisSCREEN_SIZE_FULLSCREEN, the decomp's own default value, unmodified, no#ifdef PORTin sight.VIEWPORT_HEIGHT_FULLSCREEN(304, no inset) is a trap name: it's only reachable via the unrelatedcameraBufferTogglebranch, not normal solo play. This is GoldenEye's real TV-safe-area letterboxing, present on original hardware. Ruled out a stale EEPROMScreen=Wide/Cinemasetting from earlier sessions as an alternative explanation by reproducing identically on a fresh EEPROM. Lesson: before chasing aport/fix for a rendering "bug," grep the reported geometry (viewport height/width, screen offset, etc.) back to its decomp origin; a visually surprising but exactly reproduced N64 quirk isn't a port defect, and the fix is to close the finding, not to write code. - D195; a targeted decomp-side fix (D72) blanket-disabled a whole PC-side
feature instead of gating it on the GBI bit that actually distinguishes the
broken case from the working one.
gfx_sp_vertex()'s PD-inherited envmap (G_TEXTURE_GEN) UV-generation block was removed wholesale to fix the Rareware logo (D72.1), on the reasoning "GE never generates texture coordinates from vertex normals." That's true for the logo specifically (lit, but doesn't setG_TEXTURE_GEN) but false for the engine in general: GE uses real RSP envmap generation for every shiny/reflective material (gold/silver weapon skins, chrome trim, reflective glass), all of which DO set the bit. Deleting the feature instead of gating it onrsp.geometry_mode & G_TEXTURE_GEN(which the reference PD port already does correctly) silently broke every one of those materials game-wide; they'd sample a fixed, usually-dark corner texel forever, reading as solid black. Lesson: when a PD-inherited block causes a wrong result for one specific draw, check what GBI bit that draw fails to gate on before assuming the whole mechanism doesn't apply to GE; a feature real N64 hardware supports and GE's own assets exercise is not "PD-only" just because the first investigation happened to hit it on a draw that shouldn't have taken that path. §F D195. - D228; when two decode paths exist for the same underlying format,
check them against each other for a swapped byte order, not just against
the spec.
palette_to_rgba32'sG_TT_IA16branch (CI texture whose palette is intensity-alpha, not RGBA16) readintensity = palentry & 0xff,alpha = palentry >> 8; exactly backwards relative to the already correct direct-IA16 decode (import_texture_ia16) a few lines above it in the same file, which readsintensity = addr[2*i](first/high byte),alpha = addr[2*i+1](second/low byte), matching whatgfx_dp_load_tlut'sPD_BE16byte-swap actually produces. A dim, fully-opaque texel (e.g. intensity=0x58, alpha=0xff) decoded backwards as bright and mostly-transparent; read as "white missing-texture patches" (AK47 and other metallic weapon materials, whose grayscale-metal-plus-opacity look is a natural fit for IA16 palettes). Two importers for the same source format existing side by side in one file is exactly the situation where one silently drifts from the other; when investigating a decode bug, diff the suspect path against its sibling path for the same format before re-deriving the bit layout from scratch. §F D228. - A Claude Code session's default
Bashtool is NOT the MSYS2 MINGW64 shell the build needs, even whenuname -a/$MSYSTEMclaim it is (M-140). On this box the tool's shell is Git-for-Windows Bash (root mounted fromC:/Program Files/Git), which setsMSYSTEM=MINGW64and reportsMINGW64_NT-...fromunamefor compatibility — both of AGENTS.md's own “are you in the right shell” checks pass whilecmake/ninja/gccare still missing fromPATH(they resolve at/c/msys64/mingw64/binand/c/msys64/usr/bin, not/mingw64/bin— that path exists but is a Git-Bash stub, not the project's real MSYS2 install). Symptom if you build anyway with only Git-Bash's owngcc/toolchain state:cmake: command not found, or (if somegcc.exefurther down PATH resolves) every compile fails withCannot create temporary file in C:\Windows\: Permission denied— a native Windows exe'sGetTempPathfalling back toC:\Windowsbecause the child process doesn't actually see a usableTMP/TEMPthe way it does when launched from a real MSYS2 shell window. Fix: explicitlyexport PATH="/c/msys64/mingw64/bin:/c/msys64/usr/bin:$PATH"(adjust if MSYS2 is installed elsewhere) before./build-pc.sh/ninja/cmakein any Claude Code Bash-tool session; do this once per session, first thing, not reactively after a mystery failure. Also:cdwith a backslash Windows path (cd C:\Users\...) is unreliable in this same shell and can silently mis-parse to a mangled path on a later command in the same tool call — prefercd /c/Users/...(forward slashes) for the build working directory. The PATH fix alone can still leave the link step broken (M-141): compiling succeeds butld.exefails withcannot find @C:\Windows\Temp\ ccXXXX: Invalid argumentifTMP/TEMPare unset or point at a non-writable/non-real path like a literalC:\Windows\Tempstring — the response-filelduses for the link command has to land somewhere this shell's child process can actually write and re-read. Fix:export TMP=... TEMP=...to a real writable per-session directory (the Claude Code scratchpad path works well) beforeninja/build-pc.sh, not just any Windows-looking path string. - A crash fault address of
0xffffffffffffffffon x86-64 usually means a non-canonical #GP from a garbage-high-bits pointer (bits 63:48 not a sign extension of bit 47), not a computed-1sentinel (cross-validated against the sibling GEVR VR port, same decomp lineage — seescratchpad/GEVR-TRIAGE.mditem C; we independently hit the same register shape in D191). Two companion habits worth keeping: re-read map anchors from the freshly rebuilt map after every rebuild (a stale map silently resolves the wrong symbol), and confirm the fault PC actually disassembles on an instruction boundary before trusting a resolved symbol. - Frame-rate assumptions — read before proposing any non-60 Hz mode
(cross-validated against GEVR,
scratchpad/GEVR-TRIAGE.mditem B). GE's logic is delta-scaled throughg_GlobalTimerDelta(~216 call sites); the PAL build (×1.2) is a shipping proof that delta-scaled code tolerates other rates. But: Bond's walk is frame-rate dependent by construction —MoveBond(bondview2.c) is an exponential approach toward a target, advanced once per frame with no timestep, so convergence is measured in frames, not seconds (GEVR measured ~1.487× walk speed at 90 Hz vs 60 Hz, ≈90/60 exactly). Turn/aim is delta-scaled; walk is not. High-refresh or uncapped presentation modes are therefore out of scope without a game-logic change, which is forbidden — we tick at fixed 60 Hz (D52 pacing) by design, not as a limitation to fix. Also:g_ClockTimermust stay integer (24 iteration sites depend on it); of 44/g_GlobalTimerDeltadivide sites, 40 are guarded (three different spellings) and 4 are not (front-end cast camerafront.c:8271-8273,propobj.c:~2393) — those 4 rely on div-by-zero yielding NaN/inf without trapping on both MIPS and x86-64 SSE, matching retail behavior; do not "fix" them.