Files
goldeneye-pc-port/docs/dev/QOL-INVENTORY.md
T
James Dansereau 471eecd6d3 D401: Rumble Pak -> real gamepad haptics (re-promotes D224/M-87)
Port layer only (zero src/ edits), per docs/dev/RUMBLE-PLAN.md:
- port/src/input.c: inputRumbleSupported/inputRumble -> SDL_GameControllerRumble;
  detection via SDL_GameControllerHasRumble (SDL >= 2.0.18) else
  SDL_JoystickIsHaptic + known-type Windows fallback; zeroed on pad close.
  Single global gRumbleScale (dflt 0.5) registered as Input.RumbleScale.
- port/src/libultra.c: the two M-87 blockers resolved - g_contStatus[i].status
  now sets CONT_CARD_ON for connected rumble-capable pads (so
  joyRumblePakInit arms) and osPfsInit returns PFS_ERR_DEVICE for them (so
  osMotorInit is attempted); osMotorInit/Start/Stop drive the haptics API.
- port/src/optionsoverlay.c: one global 'Rumble strength' ROW_SLIDER
  (Input.RumbleScale, 0.05 detents, %.2f) in the INPUT section +
  kResetDefaults entry. The four per-player Input.PlayerN.RumbleScale keys
  were dropped (user decision 2026-09-28); stale keys in an existing ini
  log four 'unknown key' LOG_NOTE lines and self-clean on next configSave.
- Real-pad haptics confirmed working by the user (2026-09-28).

Build env: build-pc.sh self-heal guard revision - re-exec now writes a
self-contained .ps1 (msys->native argv conversion mangles $-bearing
-Command strings; file write is conversion-free), builds PATH explicitly,
picks TMP from writable candidates (GetTempPath honours the broken
inherited TMP), self-logs to build-pc/ge007-native-reexec-*.log, and
treats a null LASTEXITCODE as 'did not execute' (PS 5.1 piped native
commands error non-terminating). OPEN: the guard still fails inside
build-pc.sh while the identical standalone .ps1 invocation works - AGENTS.md
documents the workaround. docs: RUMBLE-PLAN.md (new, tracked), findings.md
D401 entry + index rows, QOL-INVENTORY D224 -> DONE (D401),
findings-index.csv regenerated.
2026-09-27 23:23:05 -04:00

11 KiB
Raw Blame History

QoL Inventory — PD-vs-GE options diff

Status: partially implemented. M-83 landed three port-only quick wins — DisplayFPS (D213), anisotropic filtering (D212), and the FOV slider (D211, via WIDESCREEN-FOV-PLAN.md Phase 4). Rebinding / SkipIntro / per-pad tuning / window HiDpi still open. Companion to WIDESCREEN-FOV-PLAN.md and UNLOCKED-FPS-PLAN.md.

Method: diffed the config surface of both ports — every configRegister* key in pd_port/port/src/*.c vs port/src/config.c + the F10 overlay (port/src/optionsoverlay.c) + PD's optionsmenu.c. Principle applied: where PD has a QoL feature that is achievable here, it is the standard; GE keeps its own extras.

Classification key — P = port-only (no rules issues), G = needs a game-code exception (rule #2 sign-off, per WIDESCREEN-FOV-PLAN.md framing).

GE already has (baseline — keep)

Input: mouse enable/capture/aim+turn speed/invert Y/Y scale/smoothing/raw input, aim band, hipfire pitch speed, menu pointer speed + mode (GE's menu cursor is injected entirely in port/src/input.c — no game code), pad deadzone/trigger %. Video: VSync, FpsCap, MSAA, TextureFilter, FixMipTextures, WrapFix, Fullscreen, Window geometry. Game: ScreenShakeIntensity. Debug: FrameDump, InputLog.

PD has, GE lacks (candidates)

Feature PD location Class Effort Notes / priority
Key rebinding (DONE M-83, D214) port/src/input.c [Input.Bind] section P M Keyboard only, 12 actions, Input.Bind.* = Key,Key (SDL scancode names), file-driven like PD. Defaults = prior FPS layout (verified). Per-controller pad rebinding + a UI still open.
SkipIntro (DONE M-83, D216) Game.SkipIntro -> src/game/lv.c P S Boots to the SELECT FILE menu, skipping the legal screen + Nintendo/Rare/GoldenEye logo attract loop. Reuses the game's own post-intro route (sets is_first_time_on_main_menu=FALSE + menu_update=MENU_FILE_SELECT); one #ifdef PORT line in the existing GE_STARTMENU block. Verified headless (screenshots).
DisplayFPS (DONE M-83, D213) config Video.DisplayFPS P S Top-right readout, config-only; ~0.5 s sample window.
Anisotropic filtering (DONE M-83, D212) Video.Anisotropy (1–16, dflt 4) P S fast3d already had the GL hook + a hardcoded 4×; M-83 exposed it as config. MipmapFilter / TextureFilter2D still not surfaced.
Per-pad tuning: per-stick deadzones, stick scale, rumble scale, device index, swap sticks, C-button mapping input.c padsCfg block P M Medium. Matters for real-controller users; PD pattern is a config section per pad. M-87 survey addendum: PD does incremental hot-plug (SDL_CONTROLLERDEVICEADDED/REMOVED opens/closes individual pads into the first free slot, remembers deviceIndex=-1 on removal so a replugged pad returns to its configured seat, input.c:473-491); GE's port instead does a full rescan-close-and-reopen-everything (inputRescanPads(), input.c:983-1000) and the game itself latches the controller mask at boot, so a pad added later merges into controller 0 for play. PD's incremental-with-remembered-seat approach is the natural implementation shape for this row and sidesteps the boot-latch merge — fold into the design when this row gets built, not a separate item.
Rumble (DONE D401 — D224 / M-87, re-promoted 2026-09-27) port/src/input.c + port/src/libultra.c + port/src/optionsoverlay.c P M D401 implements the PD precedent per docs/dev/RUMBLE-PLAN.md: inputRumbleSupported()/inputRumble() → SDL_GameControllerRumble() when the pad reports haptics (SDL ≥ 2.0.18 HasRumble, else SDL_JoystickIsHaptic + known-type Windows fallback), per-pad haptics detection (SDL_GameControllerHasRumble / SDL_JoystickIsHaptic + known-type Windows fallback), a single global Input.RumbleScale (0..1, dflt 0.5) config + one Rumble strength slider row; libultra.c sets CONT_CARD_ON in g_contStatus for rumble-capable pads and routes osPfsInit → PFS_ERR_DEVICE, osMotorInit/Start/Stop → the haptics API — the two M-87 addendum blockers that kept joyRumblePakInit from arming. Zero src/ edits. Real-pad haptics confirmed working by the user (2026-09-28). Plan item 3 landed the same day: the original four per-player rows were replaced (user decision) with one global Rumble strength slider in the F10 overlay + front options screen (optionsoverlay.c, shared rows[]), 0.05 detents, kResetDefaults 0.5; the four Input.PlayerN.RumbleScale ini keys were dropped (stale keys self-clean on the next save). A disabled-when-unsupported row state is deferred with the per-pad tuning row (needs a generic row-disabled mechanism). Unverified: RumbleScale=0 silence check (trivial early-out).
FakeGamepads / FirstGamepadNum / UseHIDAPI input.c P S–M Niche (local MP on PC); defer until MP is actually played.
Window polish: DefaultFullscreen/Maximize, CenterWindow, AllowHiDpi, ExclusiveFullscreen video.c vid* block P S HiDpi + center are the useful ones on modern Windows.
VSync adaptive (−1..10) Video.VSync range P S Note for FPS plan — GE's 0/1 toggle is fine until then.
CenterHUD (0/1/2 = left/center/right) Game.CenterHUD → g_HudAlignModeL/R G* — Already scoped in WIDESCREEN-FOV-PLAN.md Option B (Phase 1 decision). Not a separate item.
Per-player FovY + FovAffectsZoom Game.Player%d.FovY, g_PlayerExtCfg G M PD does this in game code. GE's port-only RSP FOV slider (widescreen plan Phase 4) covers the global case; per-player is a stretch goal needing the exception class.
MemorySize (4–2048 MB emulated RAM) Game.MemorySize → g_OsMemSizeMb P? S Check how GE sizes its OS memory heap; if fixed, make it a config knob (stability lever for heavy levels).
MaxExplosions / GEMuzzleFlashes / DisableMpDeathMusic PD decomp edits G S Low priority; rule-#2 cost > benefit. Skip unless asked.
GlareBrightness / OverexposureScale / FramebufferEffects PD post-FX — — Not applicable: GE's fast3d has no framebuffer-effect path. Excluded.
HUD scale → D226 (M-87, new). Ammo counter + bottom-left pickup/status text + top-of-screen dialogue all funnel through one function, textRenderOutlined() (textrelated.c:688), from two bondview2.c call sites — plain RDP texture-rectangles at native glyph size, no scale factor anywhere. Menus/options/MP UI share the same function but must NOT be scaled by this (different constraint, own layout). P M User-requested. No PD precedent. Scale-about-anchor (bottom stays bottom, top stays top), matching D211's HUD-static principle. F10 slider candidate alongside FovScale.
F10 overlay: mouse-wheel scroll + more settings + category grouping → D237 (M-106, new). The F10 options overlay (port/src/optionsoverlay.c) works but has no wheel-scroll navigation and only a minimal row set. User ask: (1) scroll with the mouse wheel; (2) expose more settings that can easily be surfaced — explicitly Game.NoHitFlash (D232, screen-flash setting), plus other cheap candidates from this inventory's baseline list (e.g. Video.Anisotropy, Video.TextureFilter, Input.MouseYScale, Input.MouseSmoothing, Input.AimBand); (3) organise rows by category — mouse settings together, video together, etc. (group headers over the existing flat registry walk). P M User-requested. No PD precedent needed — pure port-layer overlay work on top of the existing config.c registry; wheel event already reaches the port (inputPostWheel, D223). Cross-ref OPTIONS-MENU-PLAN.md §3.
Mouse sensitivity rework → D238 (M-106, new). User wants normal PC-shooter mouse settings: (1) a separate RMB aim-mode sensitivity; (2) ideally ONE single master sensitivity driving both turn + aim, linked by default, with a future option to set them independently (today Input.MouseAimSpeed dflt 16 and Input.MouseTurnSpeed dflt 100 are two unrelated keys, input.c:188-190); (3) up/down should feel mostly the same as left/right — GEPD Mouse Injector cited as the good-feel reference. Implementation shape: one master Input.MouseSensitivity feeding both paths with a per-mode scale factor defaulting to equal, plus independent override keys that decouple only when set; audit the Y-axis gain asymmetry (AIM_GAIN vs MOUSE_TURN_GAIN, MouseYScale, smoothing) so vertical tracks horizontal. Lump with the overall mouse/input fixes (D194/D165/D166 lineage; the SOLITAIRE natural-pitch scheme switch noted on D166 may subsume part of this). P M User-requested. No PD precedent — GE-specific feel work in port/src/input.c + config.c.
Click-to-lock / always-grab parity → D239 (M-106, new). User: click-to-lock should be the default (it already is — mouseCaptureMode = 1, input.c:185); "always grab" feels bad on the file-select menu and is not 1:1 with click-to-lock; if parity is too complicated, drop always-grab and remove the setting. Re-confirms the M-82 decision to rip out MouseCaptureMode=0 (docs/BACKLOG.md "M-82 playtest feedback"; D192 documents mode 0's unreachable-outer-cells defect). Recommendation: take the fallback — delete mode 0 + the config key, keep click-to-lock only. P S User-requested; closes D192 by deletion rather than fix.
Debug unlock-all → D225 (M-87, new, dev-tooling not player QoL). One env-gated #ifdef PORT short-circuit at fileGetIsCheatUnlocked() (src/game/file2.c:391) unlocks both all-mission-select and the full cheat menu in one change — the two gates already share that single function. Bonus: exposes leftover Rare dev cheats (CHEAT_LINEMODE wireframe, CHEAT_BONDPHASE, CHEAT_DEBUG_POS/UNK5) that are otherwise unreachable. P S User-requested testing convenience ("always enable all level access + all cheats... goes a long way"). Default off, pure query-time override, zero save-data/gameplay-logic touch.

GE has, PD lacks (keep as-is)

Video.FixMipTextures, Video.WrapFix, Input.AimBand, Input.HipfirePitchSpeed, Input.MouseSmoothing, Debug.FrameDump, Debug.InputLog. No action.

Suggested Phase 4 order (after audio; ordering vs widescreen/FPS TBD)

  1. Quick wins (all P, small): SkipIntro, DisplayFPS, aniso + mipmap filters, window HiDpi/center.
  2. Rebinding (P, medium) — the headline Phase 4 item; PD pattern is config-string driven, no UI required for parity.
  3. Per-pad tuning (P, medium).
  4. Niche: fake gamepads / HIDAPI (when MP gets played); MemorySize knob (after the heap check).

Everything here is parked behind audio like the other plans; nothing in this inventory implies an implementation decision yet.