Files
goldeneye-pc-port/docs/dev/findings-index.csv
T
James Dansereau 23da815dda D236 pass 10: refute "nondeterministic instantiation", it's room occlusion
Per the rule-2-clarification pass-10 brief in findings.md, applied the new
three-bucket taxonomy to D280's leading theory that the 0x0c184b50
discrete-tree-card render-mode class instantiates inconsistently across
runs of the deterministic -level_36 boot (~4 tris vs ~720).

Added a small env-gated diagnostic (GE_D236RM, port/fast3d/gfx_pc.cpp
gfx_sp_tri1) counting that class's per-frame triangle count, heartbeat-
logged every 300 frames even at zero. Three independent -level_36
launches (one with sustained GE_INPUTSCRIPT camera rotation) produced
byte-identical per-frame counts, falsifying the "run-to-run dependent"
premise outright. Cross-referencing with the existing GE_D104 room-census
probe in the same run shows the count drops to zero at the exact frame
the player's curRoom transitions from 12 (17-20 rooms drawn, an outdoor
vista) to 18 (1-5 rooms, an enclosed indoor space) via the boot's own
scripted intro camera — ordinary portal/room occlusion, not a bug. None
of buckets (a)/(b)/(c) apply; no src/game or port/ fix made or warranted.

The original "wall not discrete sprites" symptom is untouched by this
pass — narrowed the real next step to getting a camera into room 12
facing the tree line directly, in docs/dev/findings.md.

Added the generalisable "deterministic boot flag != deterministic camera
path" quirk to porting-notes.md §E. findings-index.csv regenerated.
2026-09-16 17:58:01 -04:00

179 lines
26 KiB
CSV
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit.
# Grep this to pick which findings.md entries to read; it is not authoritative.
label,bucket,one_liner,status_raw
D24-D30,RESOLVED,green threads / kernel / crash handler,resolved
D31-D42,RESOLVED,"boot ABI: ANIM_DATA, music seq-table, libaudio banks, Globalimagetable rebase, GL context, rsp toggle",resolved
D43-D50,RESOLVED,"model-file loading → offline sidecar ""Plan B"" (d43_emit.py); D50.6 texCopyGdls full-slot copy",resolved
D51-D58,RESOLVED,"font pixeldata, osGetCount tick rate, model RW pools, cseq BE header, synth slots, RLE menu bg, watch raw offsets, gun-barrel DL",resolved
D59-D68,RESOLVED,"intro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LE",resolved
D70-D74,RESOLVED,"intro-logo pixels: C-array bswap, UV path, sinf/cosf DVAL(), texture-import truncation",resolved
D75,OPEN,front-end 3D model transforms (D77 audio split out below —,"OPEN (parked). M-32 triage (see §F ""D75 ADDENDUM""):"
D76 · D164,PROPOSED,Legal screen only draws line 1 —,fix proposed (not applied —
D159,FIXED,"front-end wallet-Bond photo ""interlaced""/combed (RC1 / D149) —",FIXED (#ifdef PORT no-op the swap in image.c)
D161,FIXED,Depot (-level_30) ceiling = bright-blue speckle + radial rays (B2).,FIXED (port/fast3d/gfx_pc.cpp)
D165 · D166,FIXED,"Input-layer polish (M-31, port-only):",FIXED
D180 · D181,PARTIAL,Native-PC input pass (QoL run):,"LANDED, config-gated, feel-checks owed"
D186,PARTIAL,"Video.FpsCap throttles the sim, not just presentation (M-39 diag, M-42 clamp).","CLAMP LANDED (port/fast3d/gfx_sdl2.cpp, port/src/video.c); real fix owed"
D187,FIXED,"HUD ammo-type/weapon icon vanished at -O2 (M-46 root-cause, M-47 fix + verify).","FIXED (src/game/gunfire.c, #ifdef AVOID_UB); PR #19"
D188,FIXED,Linux -O2 boot crash:,"FIXED (src/libultrare/libc/xprintf.c, src/sprintf.c, #ifdef PORT); PR #22"
D189,FIXED,Linux -fstack-protector aborts on the decomp's latent stack-buffer overruns (M-48) —,"FIXED (CMakeLists.txt, src/game/stan.c #ifdef PORT); PR #23"
D190,?,"Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open).","CLOSED — not a port bug; level 45 is MP-only and has no solo setup file in the ROM (root-caused M-105, reproduced on Windows)."
D191,FIXED,Windows -O2 release-bundle crash:,FIXED + PLAYTEST-VERIFIED (M-79).…
D193,FIXED,NPC AI locomotion is too slow —,FIXED + user-playtest-verified (M-81) —…
D194,PARTIAL,Mouse input needs another tuning pass —,PARTIAL — M-120 human playtest…
D195,FIXED,"Transparency / alpha surfaces broken on Control (M-49, user playtest) —","FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_vertex) —…"
D197,?,"Character face/head textures wrap around the head, seen on Silo (M-49, user playtest).",CLOSED — user playtest v0.2.0-pre
D198,FIXED,alAdpcmPull/_decodeChunk used K0_TO_PHYS (an unconditional & 0x1FFFFFFF mask) on 64-bit heap pointers (src/libultra/audio/load.c).,FIXED (src/libultra/audio/load.c) —
D199,PARTIAL,Phase-3 software audio mixer:,"LANDED (port/src/mixer.c, port/include/mixer.h, include/PR/abi.h) —"
D200,FIXED,-level_09 segfault: reverb's ALDelay.input/output are u32 —,FIXED — 5-line cast in reverb.c (this session)
D196,FIXED,"OS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest).","FIXED (6e758f1d, merged to main) —…"
D192,?,Front-end mission/level-select grid pointer still can't reach the outer cells —,"CLOSED — the buggy mode 0 was removed entirely in the v0.2.0 prep pass (see D239); click-to-lock is now the only capture mode, so the unreachable-cells path no longer exists"
D221,FIXED,SELECT FILE mouse hit-box offset —,"FIXED (M-91) — explicit {min,max} coord2d pairs under #ifdef PORT; human mouse-playtest confirmed."
D222,FIXED,High Video.FovScale breaks culling —,"FIXED, awaiting visual verification (M-121)."
D223,FIXED,QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter —,"FIXED (M-105, port/src/input.c) —…"
D224,?,"QoL gap (M-87, from a PD-PC-port survey):","DEPRIORITIZED (M-87, user call)."
D225,OPEN,"Dev-tooling QoL (M-87, user ask):","OPEN — root-caused, not implemented."
D226,OPEN,"QoL ask: player-adjustable HUD scale for the ammo counter, bottom-left pickup/item status text, and top-of-screen dialogue/subtitle text.","OPEN — root cause / call sites identified, not designed or implemented."
D227,FIXED,Sky renders as two independently-moving halves —,"FIXED (M-100b, PR #43) —"
D229,FIXED,"IsWater-level water renders green, pulses blue<->green (M-101; Frigate -level_26).","FIXED (port-layer) — ZLIB+CI8 water image now imports via the CI8 palette path (gfx_pc.cpp); Frigate verified live (""looks better""); sweep + Surface 2 by-eye still owed."
D230,FIXED,In-level music quality:,"FIXED (M-121, v0.2.0) —"
D233,FIXED,All levels (intermittent):,"FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_tri1) —…"
D234,FIXED,"Dam: guard towers along the dam structure invisible except the first one (M-106, user QA report).",VISUALLY VERIFIED FIXED (M-108) —…
D244,OPEN,Self-hosted CI runner (corpyvt6agent01) link failure:,"OPEN, not yet fixed. Next…"
D228,FIXED,AK47 white missing-texture patches after D217's texpool fix —,"FIXED (port/fast3d/gfx_pc.cpp, palette_to_rgba32) —"
D204,FIXED,PC audio ran ~2 % below real time permanently (AI feedback loop's 3 ms setpoint vs PC jitter).,"FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —"
D203,?,"Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:",CLOSED — root cause + fix in D253.
D201,FIXED,"src/libultra/audio/bnkf.c bank/instrument/sound/wavetable relocation offsets were s32, truncating the real 64-bit base pointer.",FIXED (src/libultra/audio/bnkf.c) —
D202,?,"Silenced PPK ""slap"" + broader real-time mixer corruption (M-52→M-67).",ROOT CAUSE ESTABLISHED (M-66); Disposition C implemented + measured (M-66b) —
D206,FIXED,PC played every SFX one bank slot too high —,"FIXED (M-76, src/snd.c:1001, #ifdef PORT) —"
D207,?,"Alarm klaxon starves combat SFX and doesn't recover after it stops (surfaced by D206, M-77).",MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) —
D208,FIXED,Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —,FIXED + user playtest-verified (M-78d) —
D209,FIXED,Every AI character in the game is locked to a *walk* animation regardless of the speed the ailist commands —,FIXED + user-playtest-verified (M-81).
D210,FIXED,chrToPatrol() leaves act_patrol.lastvisible60 uninitialised on PC —,"FIXED (chraction.c:3872, #ifdef PORT → self->act_patrol.lastvisible60 = -1;, N64 line under #else).…"
D205,RESOLVED,"PC plays wrong/extra SFX for gameplay events (gunfire slap layer, explosion→scream, armour pickup, melee→Klobb idx 106) —",CLOSED (M-78) — root cause was D206; all four symptoms resolved + user-confirmed by ear.
D152+,FIXED,D152 addendum (M-31):,"FIXED (src/snd.c, port/src/libultra.c, #ifdef PORT) —"
D168,FIXED,GE_PCDUMP / F12 PPM captures were vertically flipped —,FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
D169,FIXED,Front-end mouse pointer can't reach the outer cells of the mission/level-select grid —,"FIXED (M-33, port/src/input.c, port-only, no #ifdef PORT)."
D178,FIXED,Pre-mission briefing screen:,FIXED (M-36) — high confidence
D175,OPEN,In-game stutter / brief hang during normal play —,"OPEN — observed, not investigated"
D176,FIXED,"Surface exterior renders wrong (-level_36), two independent defects.","(a) scroll-speed FIXED (fidelity pass; HIGH confidence on root cause, MODERATE on N64 parity); M-93 playtest + M-98 Defect-2 starburst screenshot in the sections."
D177,FIXED,Ladders non-functional —,FIXED (M-36) — high confidence; interactive climb test owed
D172,FIXED,"Bullet-impact / blood / spark particles render magenta or cyan instead of dark red (M-82, ROOT CAUSE FOUND + FIXED).",FIXED (port/fast3d/gfx_pc.cpp gfx_lod_tile_offset)…
D174,OPEN,"""No blood effect"" (user QA report).",OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars
D183,OPEN,"M-36 Family A (""texture line/pitch shear"") is DISPROVEN for the Surface repro (-level_36).",Hypothesis DISPROVEN + diagnostics shipped; D176(b)/D182(2) still OPEN
D173,OPEN,Third-person Bond model spawns too high —,"OPEN — observed, not investigated.…"
D179,FIXED,Packaged build crashes after the logos —,"Diagnosed, not fixed —"
D180,PARTIAL,"Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).","LANDED, port-only, no #ifdef PORT.…"
D181,?,Game.ScreenShakeIntensity —,"Menu row pulled (v0.2.1, user testing)."
D184,PARTIAL,F10 port-layer options overlay —,"LANDED, port-only, no #ifdef PORT in src/."
D211,PARTIAL,"PC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).",PARTIAL — M-84 refix…
D212,PARTIAL,Anisotropic-filtering config wiring —,"LANDED, port-only. Build clean."
D213,PARTIAL,On-screen FPS readout —,"LANDED, port-only. Build clean; bunker1 no-op confirmed."
D214,PARTIAL,"Keyboard rebinding — [Input.Bind] config section (M-83, port-only, PD parity, Phase 4 debt).",PARTIAL — M-84: code PASS (alt/ctrl); one doc-only fix.
D215,FIXED,1P weapon viewmodel never drew in-level —,"FIXED (src/game/gunfire.c, #ifdef PORT)."
D216,PARTIAL,"Game.SkipIntro — boot straight to the file-select menu (M-83, port + one #ifdef PORT game-code line, PD parity, Phase 4 quick win).",LANDED + VERIFIED this session.
D217,FIXED,1P weapon viewmodel + 3P Bond model textures garbled —,FIXED + merged (PR #47 + PR #49); white residual split out as D228.
D218,PROPOSED,Wide FOV exposes the per-level draw-distance / fog boundary —,"Logged (M-84), fix proposed + parked."
D219,RESOLVED,"PPK explosions render purple on Dam (M-87, user QA, ""not 3D but noting"").","RESOLVED (M-115, 2026-09-12) —…"
D220,PARTIAL,"1P muzzle flash position shifts upward at higher Video.FovScale (M-87, user QA, Jungle/M16).","ANALYZED (M-91) — the suspected unscaled-viewmodel root does NOT hold; this is correct perspective behavior, likely cosmetic/QoL."
D85,OPEN,Room primary/secondary DL → texLoadFromGdl garbage.,"OPEN (safety-netted; widen/pool fixes landed, geometry now renders)"
D86 · D87,RESOLVED,modelInitRwData truncated ptr · attract-demo BE ramromfilestructure.,resolved
D88.4,RESOLVED,propDefs polymorphic record stream not byteswapped → setupDoor crash.,resolved (d88_propdefs.py); layout audit M-20 → D132
D132,PROPOSED,D88 propDefs layout audit (M-20):,proposed fix (not applied) —
D157,FIXED,"Campaign never unlocks the next level (M-30, user bug —","FIXED (src/bondtypes.h, #ifdef PORT —…"
D160,PARTIAL,Dam level-end cutscene (Bond off the dam / bungee) never plays —,"DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1)…"
D89-D92,RESOLVED,"stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs",resolved
D93-D102,RESOLVED,struct-pun / hardcoded-size pass:,resolved (D95 pool bump partial)
D103-D107,RESOLVED,"BUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tile",resolved
D108-D112,RESOLVED,skeletal models: d43_emit.py put_f32 byte-reversal bug,resolved
D113-D116,FIXED,portal BFS ok · matrix chain ok · player raw-offset audit + gunfire.c THROW* · HUD text X-mirror,"D114/D116 CLOSED — NOT A BUG (M-33, see D168):"
D117,OPEN,"Frame nondeterminism root-caused; GE_DETERM attempted, not achieved.","OPEN (mode attempted, not achieved)"
D118,RESOLVED,"SDL input layer; M-24 mouse-look rework (mode-aware map, real INI); D118b/c FIXED.",resolved (D118a residual)
D150,FIXED,watch OBJECTIVES / BRIEF page crash:,FIXED (src/str.c #ifdef PORT); interactive re-verify pending
D260-D265,PARTIAL,"v0.2.1 hotfix batch: D260 wheel direction swap (fixed) · D261 watch-menu nav auto-repeat (fixed, feel-check owed) · D262 watch item-preview model missing → roo…",partial — see rows
D266-D269,OPEN,"D236/D265 wall, second pass:","OPEN — probes live in tree (GE_D266/GE_D266W/GE_D267/GE_D268_FORCEA), fixes uncommitted"
D270,?,Backfilled (M-132) — this label was never given its own row; only code comments and the HANDOFF archive documented it.,dead-ended into D271/D272; infrastructure kept in tree
D271,FIXED,"D236 wall, third pass —","FIXED-but-insufficient (src/game/bg.c #ifdef PORT, uncommitted) —"
D276,OPEN,"D236 wall, eighth pass —","REFRAMED — oml=0xc81049d8/fmt=3 is the primary suspect now, not D269's CI8 pair; 0x0c184b50 unattributed; wall still open, see D236"
D279,?,Backfilled — this label was consumed by an undocumented partial session (2026-09-14 ~23:00) that left artifacts in scratch/ (d279_run.log… —,undocumented — artifacts only
D281,OPEN,"Game.AllUnlocked (D257) still breaks audio, and can also break right-mouse aim, when enabled before any save has ever been written (v0.2.1 user testing… —","OPEN — user-reported regression, not root-caused; mitigation is user-facing guidance only (release notes:"
D282,FIXED,"QoL ask (v0.2.1 user testing, 2026-09-15):","FIXED (port/src/input.c, #ifdef not needed —"
D283,OPEN,"Steam Deck first-run preset (D-unnumbered in port/src/video.c/main.c, videoApplySteamOSDefaults()) did not apply for a user who added the game via Steam… —","OPEN — mechanism understood, root cause (Desktop-vs-Game-Mode STEAMOS env var difference) unverified on real hardware; user-facing workaround documented in README/release notes."
D280,?,"D236 wall, ninth pass —","REFRAMED again — no fix; next steps in detail section, see D236"
D275,?,"D236 wall, eighth pass —","done — probes live, uncommitted; see D276 for what they found"
D274,OPEN,"D236 wall, seventh pass —","d267_slot_addr fix live (always-on); content/decode question CLOSED; mip-presence CLOSED; wall still open, see D236/D276"
D273,OPEN,"D236 wall, fifth pass —","RULED OUT (port/fast3d/gfx_pc.cpp palette_to_rgba32, pre-existing/uncommitted GE_D273) —"
D272,OPEN,"D236 wall, fourth pass —","OPEN — probe GE_D272 added to port/fast3d/gfx_pc.cpp (env-gated, uncommitted); wall still open, see D236"
D137,FIXED,right-mouse (aim-sight) crash:,FIXED (src/game/gunfire.c #ifdef PORT —
D119 · D120,FIXED,guard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hang,D119 fixed · D120 FIXED (M-30)
D120,FIXED,Blood-decal PointUsage[] chain —,FIXED (tools_pc/d43_emit.py).
D121,RESOLVED,WS1 frictionless per-level boot (bare -level_XX injects its -m* row).,resolved
D122,FIXED,per-level prop/item model-load crash (Dam/Facility/Runway modelLoad/modelInitRwData):,converter fixed; residual chr/fast3d crashes on those levels are separate
D123,FIXED,crash class C1: chrIsNotDeadOrShot NULL deref on 6 levels (Dam/Runway/Frigate/Statue/Streets/Cradle).,"converter fixed (OBJ_ID_WORDS); C1 cleared on all 6, residual crashes are fast3d (C2)"
D125,RESOLVED,crash classes C3+C6 (Aztec/Bunker2/Surface2):,resolved (M-16b) — line 374 → 8 NULs; all 21 sidecars regen'd; Aztec -level_28 now PASSES (was C3 CRASH).
D126,RESOLVED,"crash classes C3r/C4/C6 (Bunker2 -level_27 door7F054FB4 propobj.c:13523, Depot -level_30 prop.c:902, Surface2 -level_43 loadobjectmodel.c:393):",resolved — d88_propdefs.py PROPDEF_PC_BYTES[30/32/33/35]=24 + typed handler; loadobjectmodel.c sizepropdef PORT returns 6.
D124,FIXED,crash class C2: fast3d bad texture pointer.,Jungle fixed (port/src/gimgfixup.c); Facility → D130
D131,RESOLVED,crash class C2m (Jungle -level_37):,"resolved — seg_addr() restores the module high word for any fallthrough w1 in [0x40000000, 0x70000000) (module fixed-based at 0x140000000, no ASLR; DRAM/KSEG0/segmented/phys all handled earlier).…"
D133,RESOLVED,intro render triage (M-20):,"RESOLVED — not a regression, parked (D75/D76, GRAPHICS-BACKLOG.md)"
D134,FIXED,"Frame-2 boot hang / sweep ""NO-FRAMES"" flakiness —",FIXED (port/src/libultra.c)
D135,FIXED,"Firefight crash — bgTestHitOnObj (propobj.c:8446) is an unported N64 GBI parser (M-22, WS6 playtest).","FIXED (src/game/propobj.c, #ifdef PORT —…"
D136,RESOLVED,"Stage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough).",ROOT-CAUSED → D139 (it was NOT a layout bug —
D139,FIXED,Stage-unload crash root cause + fix (M-23).,"FIXED (src/game/cleanup_objects.c, #ifdef PORT —…"
D140,FIXED,Pause-menu crash (M-23 open → M-27 fixed).,"FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT)."
D141,FIXED,"Watch-menu item-model crash (M-27), exposed by D140.","FIXED (src/game/gunfire.c, #ifdef PORT)."
D152,?,"Mission-failed / objective-failed → permanent black screen (M-28, user bug report —","MITIGATED (port/src/libultra.c, M-28, #ifdef PORT/port-only).…"
D154,?,"bg.c room-geometry ray/hit-test GBI parser port (M-28, WRITTEN / UNVERIFIED / UNCOMMITTED).",M-30 re-audit + fixes (still playtest-gated for final verify).
D156,PARTIAL,"Facility outro-cutscene ""hang"" —","GUARDED (src/game/model.c, #ifdef PORT)…"
D155,FIXED,"Facility outro-cutscene end → ""hang"" = unclamped deltaFrames spiral (M-29, user bug report).","FIXED (src/game/frametiming.c, #ifdef PORT —…"
D153,RESOLVED,"-level_09 frame ~900–1400 0xc0000005 = D117/D134 load flakiness, NOT a bug (M-28).",NOT A BUG — closed. Run anchors on a quiet machine.
D151,FIXED,Watch data all blank —,"FIXED (src/bondtypes.h, #ifdef PORT —…"
D130,RESOLVED,"crash class C2 (Facility -level_34, Runway -level_35):",resolved — stage all 6 N64 fields in a local f[6] before writing any.
D164,PROPOSED,"Disclaimer / legal screen only draws the first line (D76 root cause, M-31).","FIX PROPOSED, NOT APPLIED (front.c is owned by another agent this session).…"
D165,FIXED,"Front-end menu cursor doesn't feel like a mouse pointer (M-31, user bug B5 follow-up).","FIXED (port/src/input.c; Input.MenuPointerMode, Input.HipfirePitchSpeed added)."
D166,FIXED,Hipfire mouse pitch is digital while yaw is analog —,FIXED (port/src/input.c).…
D235,OPEN,Wrong textures load after dying/restarting a level —,OPEN — needs: does it repro on a *fresh* level boot (rules out reload-state) vs only after death/restart (confirms it); which surfaces; a screenshot.…
D236,OPEN,"Surface 1: 2D billboard trees render as a wall/sheet of tree texture instead of discrete camera-facing tree sprites (M-106, user QA report).","OPEN — tenth pass refuted the ""instantiation is nondeterministic"" theory (ordinary room-based occlusion, not a bug); original wall-vs-sprites symptom still unresolved; see D276/D280/M-155"
D237,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only
D238,OPEN,"QoL ask (M-106, user QA):",OPEN — not designed; port-only (port/src/input.c + config.c)
D239,?,"QoL ask (M-106, user QA):",CLOSED — executed in the v0.2.0 prep pass (port-only)…
D240,OPEN,"Player gunshot SFX timing/cadence reportedly does not match the N64 original's rate (M-106, user QA report).","OPEN — not root-caused; static call-site tracing only, no runtime verification possible in this environment."
D241,OPEN,Player gunshot SFX goes silent under some conditions —,"OPEN — not newly root-caused; high confidence this is D207 reproduced, not an independent bug."
D242,?,Player-death sequence UX regression vs N64 original:,NOT A PORT-LOGIC BUG as far as static analysis can tell.
D243,OPEN,"Dam end-of-level cutscene (the abseil/bungee sequence, D148/D160's subject):","OPEN — M-144: CONFIRMED PC-only (user, direct N64 comparison) —"
D245,OPEN,IsWater water: two competing patterns with a visible seam that moves as the player looks around (mouse/aim) —,"OPEN — REOPENED, M-142 headless probe found the tc-shift k measurably flips during ordinary view rotation (new root-cause evidence); an opt-in GE_D245_FIXEDSHIFT candidate is build-verified but needs…"
D246,OPEN,"Tiny pixel strips at the left and right edges of the screen, ""like overscan"" —","OPEN — one candidate ruled out (M-116 follow-up), root cause not found."
D247,RESOLVED,Black bars top and bottom of screen —,"NOT A BUG — confirmed faithful, unmodified N64 decomp behaviour, no code change made."
D248,FIXED,"Port runs a stable 30 FPS instead of 60 FPS game-wide (M-117, user asked to verify FPS after the D209 timing-keystone fixes).","FIXED, root-caused to a genuine pointer-width ABI bug in src/sched.c (compiled for the PC build, not excluded)."
D249,OPEN,"LOD/culling breaks down on large open levels (Streets, Egyptian named specifically) at *default* FOV —","OPEN — M-142 static review ruled out the unscaled-far-clip and LOD-multiplier suspects (both already correct); narrowed to the portal/room-visibility BFS, needs a live screenshot+location, not more c…"
D250,FIXED,"FPS is inconsistent/low on many levels after 60 Hz shipped (M-119, user QA; D248 follow-on).","FIXED — per-call getenv() cost was the bottleneck; rock-steady 60-61 fps after, user re-tested 1440p/4K clean."
D251,FIXED,F10 options overlay QoL pass:,"FIXED (port-only, port/src/optionsoverlay.c)."
D252,OPEN,"Particle effects cycle through a rainbow palette (M-124, user playtest of the v0.2.0-pre candidate).",OPEN — root cause genuinely open as of M-141:
D253,FIXED,Facility (and any level with a FORCECROUCH/LADDER linked special tile) SIGSEGV on Linux/Steam Deck —,FIXED — Deck-verified:
D254,FIXED,Linux crash handler destroyed its own logs:,FIXED — field-verified.
D255,FIXED,Facility firefight SIGSEGV on Steam Deck (v0.2.0-pre CI bundle; D253 fix confirmed working).,"FIXED (M-140) — D3x-class 32-bit pointer truncation (vtxstore_fix_refs read Model* through the mistyped ChrRecord.chrflags 4-byte-enum alias instead of ObjectRecord.model), not the destroy-path race…"
D256,FIXED,Saves (and config) silently failed to persist on Linux whenever the game was not launched from the directory containing data/ —,FIXED (path half) — save-flow detail still owed from the user.
D257,FIXED,New Game.AllUnlocked option (F10; default flipped OFF for v0.2.0 —,FIXED — verified by user playtest (PR #79 merged); default flipped OFF for v0.2.0 (D259).
D259,FIXED,Game.AllUnlocked (D257) breaks audio on a fresh save:,FIXED in v0.2.1 —…
D260,FIXED,v0.2.1 (user request):,"FIXED — build green; one-line branch swap, trivially reviewable."
D261,FIXED,v0.2.1 (user request:,FIXED — feel-check received; W/S sensitivity follow-up logged above.
D262,FIXED,v0.2.1 (user report):,"FIXED (primary cause, D264) —"
D264,FIXED,"D262's root cause (ABI/layout class, cf.","FIXED — build green, probes removed; visual confirmation pending."
D263,RESOLVED,v0.2.1 (user report):,"RESOLVED (not a bug), but refined (v0.2.1 further user testing, 2026-09-15) —…"
D265,?,"D236 investigation (port-layer, port/fast3d/gfx_pc.cpp):",PARKED — reverted to baseline; evidence + suspect list above.
D258,OPEN,PAL/JP asset conversion is broken at the source-data level —,"OPEN — repair path verified, not applied (out of v0.2.0 scope)."
D284,FIXED,port/src/random.c's MIPS64 dsll32/dsrl32 shift helpers were backwards —,"FIXED, 21-level sweep clean, no crashes —"
D285,FIXED,Steam Deck SIGSEGV during D255 live-testing = SEPARATE bug:,"FIXED (M-141, src/snd.c) —"
D286,OPEN,"User-confirmed real ~8s frame freeze on Caverns, Steam Deck —","OPEN — one confirmed occurrence, no repro trigger identified, not root-caused; distinct from D255/D285."
D287,OPEN,"User-confirmed real, non-self-recovering freeze on Windows (M-141, 2026-09-15/16) after ~15-20 minutes with no input, triggered by clicking back into the… —","OPEN — one confirmed occurrence, real (not self-recovering), not root-caused; gfxFrameMsgQ full is a lead, not a confirmed cause."
D288,OPEN,"Silo intro: a huge, flat-shaded, untextured brown/tan triangle sweeps across the frame during the camera pan down the missile shaft (M-141, user report —… —","OPEN — visually confirmed and precisely bounded (frames ~562-741 of a bare -level_20 boot), root cause not yet identified; promoted from the long-parked GRAP… |"
D289,OPEN,"Dam: a crash in the computer room, not reproducible on a second attempt (M-141, Steam Deck user playtest).","OPEN — needs a human re-test specifically on a build with the D255 fix (this session's release/v0.3.0, not any earlier build) to see if it still happens.…"
D290,OPEN,"Watch's in-game ""controller"" section shows no control-pad graphic (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
D291,OPEN,"Dam: texture glitches when the truck drives past (M-141, Steam Deck user playtest).","OPEN — observed, not investigated."
D292,OPEN,Death animations are glitched —,"OPEN — same status as D173 (observed, not root-caused)."
D293,FIXED,"QoL ask: no discoverable way to quit the game from the UI (M-141, Steam Deck user playtest —","FIXED (M-141) — ""Quit to desktop"" row added to the F10 overlay; build-verified Win+Linux, not yet live-confirmed.…"
D294,OPEN,"Statue: ground geometry near the large CCCP/hammer-and-sickle monument briefly renders solid black over a wide area, then self-recovers 10-30 seconds later… —",OPEN — not investigated.…
D295,FIXED,"Campaign-halting crash at the end of Control Center on 00 Agent difficulty, then a crash on every subsequent relaunch/resume (GitHub #87, user campaign playtes…",FIXED (M-149) — M-148 root-caused + reproduced on HEAD; fix landed:
D296,OPEN,"Control Center, 00 Agent:","OPEN — single live report, un-triaged; observed only under a gdb-attached debug-harness launch (tools_pc/debug.ps1), not the packaged release artifact —"
D297,FIXED,v0.3.0 silently wipes ALL pre-fix player saves on first launch (D284 side effect; found during D295/M-148).,FIXED (M-150) — migration shim landed:
D298,?,Full HUD (not just the aim-mode crosshair) missing in a v0.3.0 dev build —,"s — regression reported 2026-09-16 during v0.3.0 work (build ce8427cf); user says ""don't fix, just for context""; not yet investigated —"