forked from Ports/goldeneye-pc-port
* D217 (M-90): align texpool arena bases to 8 bytes on PC — fixes solid wrong-colour weapon/model CI tiles Root cause: texAlignIndices pads CI index rows to ABSOLUTE 8-byte boundaries, and model-DL G_LOADTLUT palette offsets are a formula that only matches the real layout when the texpool base is 8-aligned. On N64 the memp bump allocations feeding these pools happened to be 8-multiples; PC pointer bloat (D36/D37-class struct growth) made some STAGE-bank sizes not, so weapon-pool bases land %8==4 (e.g. FACILITY). Every palette in a misaligned pool then sits 4 bytes early inside its allocation while the draw reads the N64 offset: the PP7 grip's count=1 TLUT lands on the next tenant's 8-byte header slot (texnum=26 -> LE s16 -> 0x1A00 = the green), and larger loads read a 2-entry zero pad then the real palette (the M-86 'leading zero pad' tell). BUNKER1 was clean only because its bases happened to be aligned. Fix: texInitPool rounds the arena base up to 8 under #ifdef PORT; end unchanged (pool loses <=7 bytes). No-op on N64 where bases were already aligned. ABI/layout-class edit per AGENTS.md rule 2 narrow exception — no game logic touched. Verified: FACILITY 188/188 decodes %8==0, draw reads pal0=0001 (was 1a00), 0 green pixels in frames 250-450 (pre-fix ~1300); BUNKER1 + DEPOT still clean; full verify.sh sweep 21/21 PASS. Pending: human playtest eyeball of the M-87 weapon matrix (closes defect 1). Defect 2 (CI cache content-hash key, fix/d217-model-texture-palette) remains separate/parked. findings.md: new section H 'D217 - M-90' + D217 row update; GRAPHICS-BACKLOG D217 status. * docs(D217): M-92 - human playtest of PR #47 confirms PP7/PPK/watch fixed; AK47 + NPC-held world-model weapons are a distinct, still-open white-texture residual Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG * docs(D217/D228): M-97 human playtest - green FIXED, AK47 white patches split out as D228 Second independent playtest (after M-92) of PR #47 on FACILITY, this time with the branch merged up to date with main. Confirms the same split the M-90 write-up predicted: PP7/PPK grip+hammer, watch face and world-model green are all fixed by the texpool alignment; NPC-held AK47 white missing-texture patches are untouched. White is a different signature from wrong-colour -- a wrong palette binds a real TLUT with wrong contents, white means the texture was never decoded/uploaded at all -- so this is a separate mechanism, not an incomplete fix. Split out as D228 so D217 can close on the green mechanism it actually describes instead of carrying an unrelated open failure mode indefinitely.
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| 1 | # GENERATED by tools_pc/gen_findings_index.py -- do not hand-edit. | |||
|---|---|---|---|---|
| 2 | # Grep this to pick which findings.md entries to read; it is not authoritative. | |||
| 3 | label | bucket | one_liner | status_raw |
| 4 | D24-D30 | RESOLVED | green threads / kernel / crash handler | resolved |
| 5 | D31-D42 | RESOLVED | boot ABI: ANIM_DATA, music seq-table, libaudio banks, Globalimagetable rebase, GL context, rsp toggle | resolved |
| 6 | D43-D50 | RESOLVED | model-file loading → offline sidecar "Plan B" (d43_emit.py); D50.6 texCopyGdls full-slot copy | resolved |
| 7 | 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 |
| 8 | D59-D68 | RESOLVED | intro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LE | resolved |
| 9 | D70-D74 | RESOLVED | intro-logo pixels: C-array bswap, UV path, sinf/cosf DVAL(), texture-import truncation | resolved |
| 10 | D75 | OPEN | front-end 3D model transforms (D77 audio split out below — | OPEN (parked). M-32 triage (see §F "D75 ADDENDUM"): |
| 11 | D76 · D164 | PROPOSED | disclaimer/legal screen only draws line 1 — | fix proposed (not applied — |
| 12 | D159 | FIXED | front-end wallet-Bond photo "interlaced"/combed (RC1 / D149) — | FIXED (#ifdef PORT no-op the swap in image.c) |
| 13 | D161 | FIXED | Depot (-level_30) ceiling = bright-blue speckle + radial rays (B2). | FIXED (port/fast3d/gfx_pc.cpp) |
| 14 | D165 · D166 | FIXED | input-layer polish (M-31, port-only, port/src/input.c): | FIXED |
| 15 | D180 · D181 | PARTIAL | native-PC input pass (QoL run, qol/native-pc-input-menu): | LANDED, config-gated, feel-checks owed |
| 16 | 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 |
| 17 | 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 |
| 18 | D188 | FIXED | Linux -O2 boot crash: | FIXED (src/libultrare/libc/xprintf.c, src/sprintf.c, #ifdef PORT); PR #22 |
| 19 | 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 |
| 20 | D190 | OPEN | Linux -level_45 SIGSEGV at load in add_ptr_to_objective (objective.c:64) (M-48, open). | OPEN — not investigated (M-48) |
| 21 | D191 | FIXED | Windows -O2 release-bundle crash: | FIXED + PLAYTEST-VERIFIED (M-79). |
| 22 | D193 | FIXED | NPC AI locomotion is too slow — | FIXED + user-playtest-verified (M-81) — |
| 23 | D194 | ? | Mouse input needs another tuning pass — | |
| 24 | D195 | OPEN | Transparency / alpha surfaces broken on Control (M-49, user playtest) — | OPEN — not investigated (M-49), needs a capture |
| 25 | D197 | OPEN | Character face/head textures wrap around the head, seen on Silo (M-49, user playtest). | OPEN — not investigated (M-49), needs a capture |
| 26 | 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) — |
| 27 | D199 | PARTIAL | Phase-3 software audio mixer: | LANDED (port/src/mixer.c, port/include/mixer.h, include/PR/abi.h) — |
| 28 | D200 | FIXED | -level_09 segfault: reverb's ALDelay.input/output are u32 — | FIXED — 5-line cast in reverb.c (this session) |
| 29 | D196 | OPEN | OS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest). | OPEN — root-caused, 1-line fix identified, not applied (M-49) |
| 30 | D192 | OPEN | Front-end mission/level-select grid pointer still can't reach the outer cells — | OPEN — root-caused, not fixed (M-49) |
| 31 | D221 | FIXED | SELECT FILE screen: the mouse hit-box for a file slot is vertically offset from its visible box — | FIXED (M-91) — root cause was NOT a coordinate/origin mismatch: |
| 32 | D222 | OPEN | High Video.FovScale breaks culling — | OPEN — root cause known, not fixed. |
| 33 | D223 | OPEN | QoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter — | OPEN — root cause + fix mechanism known, not implemented. |
| 34 | D224 | FIXED | QoL gap (M-87, from a PD-PC-port survey): | DEPRIORITIZED (M-87, user call). |
| 35 | D225 | OPEN | Dev-tooling QoL (M-87, user ask): | OPEN — root-caused, not implemented. |
| 36 | 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. |
| 37 | D228 | OPEN | AK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix — | OPEN — newly split out, not investigated. |
| 38 | D204 | FIXED | PC audio ran ~2 % below real time permanently: | FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) — |
| 39 | D203 | OPEN | Steam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle: | OPEN — negative idle repros only; not yet reproduced with input. |
| 40 | 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) — |
| 41 | D202 | RESOLVED | Silenced PPK plays a "slap" instead of a gunshot, PLUS user reports broader real-time audio corruption (M-52 → M-59 → REOPENED M-60 → M-61/M-62 closed the data… | ROOT CAUSE ESTABLISHED (M-66); DISPOSITION C IMPLEMENTED + MEASURED (M-66b) — |
| 42 | D206 | FIXED | PC played every SFX one bank slot too high — | FIXED (M-76, src/snd.c:1001, #ifdef PORT → soundArray[soundIndex - 1], N64 line verbatim under #else). |
| 43 | D207 | PROPOSED | Alarm klaxon starves combat SFX and (per user) doesn't recover after it stops — | MONITORING (M-77c: user reports the alarm is acceptable in play after D206; no fix shipped) — |
| 44 | D208 | FIXED | Player weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) — | FIXED + user playtest-verified (M-78d) — |
| 45 | 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). |
| 46 | 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). |
| 47 | D205 | RESOLVED | PC plays wrong/extra SFX for gameplay events the user can A/B against N64: | CLOSED (M-78) — root cause was D206; all four symptoms resolved + user-confirmed by ear vs N64. |
| 48 | D152+ | FIXED | D152 addendum (M-31): | FIXED (src/snd.c, port/src/libultra.c, #ifdef PORT) — |
| 49 | D168 | FIXED | GE_PCDUMP / F12 PPM captures were vertically flipped — | FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below). |
| 50 | 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). |
| 51 | D178 | FIXED | Pre-mission briefing screen: | FIXED (M-36) — high confidence |
| 52 | D175 | ? | In-game stutter / brief hang during normal play (user QA report): | Observed, not investigated |
| 53 | D176 | PARTIAL | Surface exterior renders wrong (-level_36), two independent defects. | (a) root-caused, fix owed / (b) open. |
| 54 | D177 | FIXED | Ladders non-functional — | FIXED (M-36) — high confidence; interactive climb test owed |
| 55 | 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): |
| 56 | D174 | ? | "No blood effect" (user QA report). | Observed; first step = BUNKER1 firefight with regenerated sidecars |
| 57 | 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 |
| 58 | D173 | ? | Third-person Bond model spawns too high (user QA report): | Observed, not investigated. |
| 59 | D179 | FIXED | Packaged build crashes after the logos — | Diagnosed, not fixed — |
| 60 | D180 | PARTIAL | Native-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only). | LANDED, port-only, no #ifdef PORT. |
| 61 | D181 | PARTIAL | Game.ScreenShakeIntensity — | LANDED behind config, default = original. |
| 62 | D184 | PARTIAL | F10 port-layer options overlay — | LANDED, port-only, no #ifdef PORT in src/. |
| 63 | D211 | PARTIAL | PC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4). | PARTIAL — M-84 refix: |
| 64 | D212 | PARTIAL | Anisotropic-filtering config wiring — | LANDED, port-only. Build clean. |
| 65 | D213 | PARTIAL | On-screen FPS readout — | LANDED, port-only. Build clean; bunker1 no-op confirmed. |
| 66 | 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. |
| 67 | D215 | FIXED | 1P weapon viewmodel never drew in-level — | FIXED (src/game/gunfire.c, #ifdef PORT). |
| 68 | 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. |
| 69 | D217 | OPEN | 1P weapon viewmodel + third-person Bond model textures render garbled — | OPEN — root cause characterised (M-86); needs an upstream/asset-pipeline fix. |
| 70 | D218 | PROPOSED | Wide FOV exposes the per-level draw-distance / fog boundary — | Logged (M-84), fix proposed + parked. |
| 71 | D219 | OPEN | PPK explosions render purple on Dam (M-87, user QA, "not 3D but noting"). | OPEN — observed, not investigated. |
| 72 | D220 | ? | 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. |
| 73 | D85 | OPEN | room primary/secondary DL → texLoadFromGdl garbage | OPEN (safety-netted; widen/pool fixes landed, geometry now renders) |
| 74 | D86 · D87 | RESOLVED | modelInitRwData truncated ptr · attract-demo BE ramromfilestructure | resolved |
| 75 | D88.4 | RESOLVED | propDefs polymorphic record stream not byteswapped → setupDoor crash | resolved (d88_propdefs.py); layout audit M-20 → D132 |
| 76 | D132 | PROPOSED | D88 propDefs layout audit (M-20): | proposed fix (not applied) — |
| 77 | D157 | FIXED | Campaign never unlocks the next level (M-30, user bug — | FIXED (src/bondtypes.h, #ifdef PORT — |
| 78 | D160 | ? | Dam level-end cutscene (Bond off the dam / bungee) never plays — | DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1): |
| 79 | D89-D92 | RESOLVED | stage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrs | resolved |
| 80 | D93-D102 | RESOLVED | struct-pun / hardcoded-size pass: | resolved (D95 pool bump partial) |
| 81 | D103-D107 | RESOLVED | BUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tile | resolved |
| 82 | D108-D112 | RESOLVED | skeletal models: d43_emit.py put_f32 byte-reversal bug | resolved |
| 83 | 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): |
| 84 | D117 | OPEN | frame nondeterminism root-caused; GE_DETERM deferred; framediff.py structural. | OPEN (mode attempted, not achieved) |
| 85 | D118 | RESOLVED | SDL input layer (port/src/input.c); M-24 mouse-look rework: | resolved (D118a residual) |
| 86 | D150 | FIXED | watch OBJECTIVES / BRIEF page crash: | FIXED (src/str.c #ifdef PORT); interactive re-verify pending |
| 87 | D137 | FIXED | right-mouse (aim-sight) crash: | FIXED (src/game/gunfire.c #ifdef PORT — |
| 88 | D119 · D120 | FIXED | guard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hang | D119 fixed · D120 FIXED (M-30) |
| 89 | D120 | FIXED | Blood-decal PointUsage[] chain — | FIXED (tools_pc/d43_emit.py). |
| 90 | D121 | RESOLVED | WS1 frictionless per-level boot: | resolved |
| 91 | 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 |
| 92 | 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) |
| 93 | 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). |
| 94 | 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. |
| 95 | D124 | FIXED | crash class C2: fast3d bad texture pointer. | Jungle fixed (port/src/gimgfixup.c); Facility → D130 |
| 96 | 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). |
| 97 | D133 | ? | intro render triage (M-20): | not a regression — parked (D75/D76, GRAPHICS-BACKLOG.md) |
| 98 | D134 | FIXED | Frame-2 boot hang / sweep "NO-FRAMES" flakiness — | FIXED (port/src/libultra.c) |
| 99 | 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 — |
| 100 | D136 | ? | Stage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough). | ROOT-CAUSED → D139 (it was NOT a layout bug — |
| 101 | D139 | FIXED | Stage-unload crash root cause + fix (M-23). | FIXED (src/game/cleanup_objects.c, #ifdef PORT — |
| 102 | D140 | FIXED | Pause-menu crash (M-23 open → M-27 fixed). | FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT). |
| 103 | D141 | FIXED | Watch-menu item-model crash (M-27), exposed by D140. | FIXED (src/game/gunfire.c, #ifdef PORT). |
| 104 | D152 | OPEN | Mission-failed / objective-failed → permanent black screen (M-28, user bug report — | MITIGATED (port/src/libultra.c, M-28, #ifdef PORT/port-only). |
| 105 | D154 | FIXED | 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). |
| 106 | D156 | ? | Facility outro-cutscene "hang" — | GUARDED (src/game/model.c, #ifdef PORT): |
| 107 | D155 | FIXED | Facility outro-cutscene end → "hang" = unclamped deltaFrames spiral (M-29, user bug report). | FIXED (src/game/frametiming.c, #ifdef PORT — |
| 108 | D153 | ? | -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. |
| 109 | D151 | FIXED | Watch data all blank — | FIXED (src/bondtypes.h, #ifdef PORT — |
| 110 | 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. |
| 111 | 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). |
| 112 | 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). |
| 113 | D166 | FIXED | Hipfire mouse pitch is digital while yaw is analog — | FIXED (port/src/input.c). |