forked from Ports/goldeneye-pc-port
Built the migrated tree (MSYS2 mingw64 + ROM + sidecar regen) and ran -level_09 with GE_PCDUMP: HUD text and the exit arrow now read right-side-up. D114/D116 confirmed as capture artifacts. - tools_pc/golden/*.png regenerated from a fresh correctly-oriented run (replaces the stopgap in-place flip); stray v*.png removed - D75 shrunk: with upright captures the gun-barrel Bond RENDERS fine (walk + fire) -- the "absent" reports were the flipped capture. The Nintendo logo is genuinely broken (renders as 2 white blobs shifted left -- a real logoinst transform bug, not a flip). Cast roll not re-captured. - D169 entry -> FIXED with the build/verify note Claude-Session: https://claude.ai/code/session_01UpTM1AcBRJuTetoZNcCD5V
3.6 KiB
3.6 KiB
GRAPHICS-BACKLOG — known cosmetic / rendering issues
Deferred below level-progression and crash work (user priority, M-11). Minor graphical glitches are acceptable in the current state. Fix these once the game is playable start-to-finish without crashes.
Open
| ID | Symptom | Status / notes |
|---|---|---|
CLOSED — NOT A BUG (M-33, §F D168). The GE_PCDUMP PPM writer never reversed glReadPixels rows, so every capture was upside-down; "mirrored" was a misread of inverted asymmetric content. The game renders correctly on hardware (developer-confirmed). Writer fixed (gfx_opengl.cpp). "Every stage verified non-mirrored" was correct — there was no mirror. |
||
| D74 wrap-block | gfx_pc.cpp:1546/1551 PORT block is dead code: guard cms & G_TX_WRAP with G_TX_WRAP==0 is always false; and it indexes per-texunit [2] arrays with the vertex index i (0..2) → OOB if reached. |
Latent. Harmless for CLAMP glyphs; could affect wrapped textures on triangles (room panels, model skins). Fix: cms == G_TX_WRAP, and compute the tile window once per tile not per vertex. Verify against tools_pc/golden/ after. |
| D75 | Shrunk (M-33, upright captures after D168). The "overlaps D114 shared mirror" note is withdrawn. Gun-barrel Bond RENDERS correctly (walk + fire, upright) — the "absent" reports were the flipped capture. Nintendo logo IS still broken — renders as two overlapping white ellipsoids shifted left, no wordmark/geometry (a real logoinst model transform/geometry bug, not a flip). Cast roll not re-captured — recheck with GE_PCDUMP="1400-2200:25". findings.md §F "D75 Bug 2 — M-33 UPDATE". |
|
| D76 | 2D disclaimer screen only partially drawn. | §F D76. |
| D77 | No audible music on PC. | Phase 3 (audio). §F D77. |
| CLOSED — NOT A BUG (M-33, §F D168). Same capture-orientation artifact as D114. | ||
| D148 | Level-end cinematics don't play. Dam: hitting the exit trigger should show Bond rappelling down the dam (the bungee jump); instead it cuts straight to the mission-complete report. | Scripted cutscene / cinematic-camera + Bond rappel anim. Found M-27 during the first full Dam→Facility playthrough. Progression is unaffected — the report and next briefing load fine. M-31 (§F D160): static-traced the Dam end ailists (ai_24→ai_17, camera_switch→CutsceneRecord type-46 lookup). Diagnostic GE_D160=1 shipped (c95713f5) — user runs Dam to the exit with it set; the trace pins whether the cutscene AI runs, and whether the propDef-index walk (D122/D132 family) hands camera_switch a bogus cutscene record. Leading hypothesis: propDef sizepropdef stride desync (medium confidence), not D75 anim-model. |
| D149 | Front-end MISSION COMPLETE / mode-select 3D models (dossier, wallets) render as garbled full-screen geometry or not at all — one of the compiled sub-DLs (seg5+0x9ee4) is malformed, D146 now skips it instead of aborting. | D75 family. §F D146. |
Resolved (for reference)
- D70–D74: intro-logo pixels (Rareware logo renders correctly).
- D103: viewport / native-resolution half-frame.
- D105: room geometry Z-buffer never cleared (
G_CLEAR_DEPTH_EXT). - D106: sky-void through doorways (portal near-plane min>max).
- D107: blurry ceilings/wall-panels (LOD mip tile fabrication).
- D112: skeletal models were "3D lines" (
d43_emit.py put_f32byte order).