Files
goldeneye-pc-port/docs/dev/GRAPHICS-BACKLOG.md
T
James Dansereau 2f002a31aa D252: document the rainbow particle-palette bug (no fix for v0.2.0-pre)
User playtest report: bullet-impact sparks and lingering smoke/explosion
residue drift through the full hue wheel over time instead of holding their
intended grey/orange palette. Logged in findings §F (D252) with this
session's mechanism work: particle colour comes entirely from the 15
distinct IMAGE_SMOKE_N x IMAGE_FIRE_N (RGBA16) pairs the particles age
through (assets/oddtextures.c records, white default vertex); the M-82/D172
tile-offset fix and the 5551 decode are both verified correct for this path;
prime suspect is import_texture_rgba16 deriving width/height from the tile
line size (32x7 instead of 16x14 for the 16px-wide fire tiles), which would
scramble each aging stage into a different wrong hue -- exactly the observed
slow rainbow sweep. Per user instruction: documented only, ships as a known
issue (README + release notes + GRAPHICS-BACKLOG); index csv regenerated.
2026-09-13 15:49:34 -04:00

24 KiB
Raw Blame History

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
D114/D116 HUD text + ammo digits render each glyph individually X-mirrored 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 always false; indexes per-texunit arrays with the vertex index → OOB if reached). RESOLVED (M-30, RC3/D167). The in-vertex-loop wrap block was reworked and hoisted to a per-texunit pre-wrap window (gfx_pc.cpp ~1574, now cms-correct and indexed by texunit not vertex), behind the Video.WrapFix knob (default OFF). No longer dead code or OOB. See §F "RC3 · D167".
D75 Nintendo logo mispositioned; gun-barrel Bond model absent; cast-roll character models — status unknown. (Rareware logo OK.) 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 The "overlaps D114 shared mirror" note is withdrawn.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. RESOLVED (M-104, PR #42) — in-level music now plays. Root cause was a D6-class missing return in sub_GAME_7F0C0BF0 (mp_music.c) that zeroed the seqp volume on the only in-level trigger path; menu/intro music bypassed it and was always fine. The remaining audio-quality gap (wrong-sounding instruments on some tracks — elevator named specifically — plus occasional garbling) is tracked as D230. §F D77/D230.
D116 (HUD) proportional-font strings + ammo counter mirrored 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. Broader (M-49 full playthrough): cutscenes are buggy in many places across the game, not just the Dam ending — the user reports frequent cutscene glitches (skipped, wrong camera, misplaced/hovering actors, timing). Treat D148/D160 as the tracking entry for the whole cutscene-reliability problem, not just Dam. 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. The widespread nature (M-49) points at a systemic cause: the propDef/sizepropdef stride desync (D122/D132 family) that misreads CutsceneRecord lookups, and/or D75 anim-model + D173 actor-position bugs showing up wherever a cutscene puts a character on screen, and/or the D155/D156/D193 timing family driving cutscene camera/anim pacing. 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. M-87 user playtest: Bond floating/hover cutscene glitch (D173) still present; new specific instance — Bond spins in circles in some cutscenes, named example the end-of-Cradle Trevelyan-falls cutscene. Likely the same actor-position/anim-root cause manifesting as bad rotation instead of bad height.
D149 Front-end MISSION COMPLETE / mode-select 3D models (dossier, wallets) render as garbled full-screen geometry or not at all. CLOSED — user-verified fixed (M-87 playtest). No longer reproduces; presumably fixed as a side effect of other front-end/D75-family work since M-49. D75 family. §F D146.
D170 Named-NPC "flee" scripted behavior looks wrong on PC: on Silo, Ourumov breaks into a full run the instant he alerts ("Ourumov: Kill him!") rather than the N64 walk/retreat; developer reports Trevelyan behaves the same way on Cradle. M-49 full playthrough: escalated — Cradle (-level_51) is "bugged out completely" from Trevelyan's behavior; the final level's scripted progression breaks. Now folded into / superseded by §F D193 (NPC AI locomotion too slow). Observed, not investigated (M-34, from a Silo playtest capture; user bug report — no fix wanted yet). Could be a genuine ailist / chrTick divergence, OR the D155/D156 wall-clock deltaFrames locomotion-anim speed-up (a catch-up spike playing the walk cycle at 2–3×). Verify first: capture the same beat against N64 reference footage before assuming it diverges — Ourumov may be scripted to flee. If it's real, suspect the frametiming clamp (§F D155/D156) or the Cradle-family AI path (§F D123).
D171 Silo missile-shaft: a large translucent grey triangle sweeps across the lower frame while panning down the shaft (~3 s of the capture). Looks like a stray poly / near-plane clip fan, same family as D106 (portal near-plane min>max). Observed, not investigated (M-34, Silo capture). Cosmetic, intermittent, tied to camera angle in the open vertical shaft.
D172 Bullet-impact / blood particle spray renders magenta or cyan instead of dark red (visible on guards hit at close range on Silo). M-82: ROOT CAUSE FOUND + FIXED (PR #34). GE_D172 probe on a user Silo firefight: 40/40 particle tris configure tile 1 = RGBA16 fire @ tmem 392 but fast3d samples tile 0 (smoke) for both texunits — gfx_lod_tile_offset() returns 0 unconditionally (D107 blurry-ceiling fix; video.c:225 disables gfx_detail_textures_enabled). G_CC_INTERFERENCE = smoke*smoke → magenta/cyan. Fix: return rdp.tex_lod ? 0 : i — only fold to base tile for real LOD/mip draws. (0xB9 + cycle-type were both false trails, ruled out earlier in M-82.) Owed: in-game eyeball — blood should be dark red. Detail: D172-PARTICLE-COLOR-RESEARCH.md.
D178 Objectives not listed correctly on the pre-mission briefing screen (the mission overview shown before starting a level). CLOSED — user-verified fixed (M-87 playtest): "main menu text is good now." No longer reproduces. M-36 triage below kept for reference. M-36 triage: the objective lines are BLANK, not wrong. GE_STARTMENU=10 Dam briefing renders the header fine ("OHMSS / Agent: James Bond / Mission 1: Arkangelsk / Part i: Dam / PRIMARY OBJECTIVES:") then just the bullet "a." with no text and no b/c/d. → D143/D151 blank-text family (langGet() → NULL → silent blank), not a propDef walk / difficulty decode. Family B in docs/dev/M-36-TRIAGE.md — find which lang bank the front-end briefing flow fails to load. Re-confirm the exact shape in a real briefing (the GE_STARTMENU boot skips real save state). Close relatives: D151 (watch objective text blank — type-35/23 text slot u16→u32 fix, M-28; interactive re-verify was still pending), D143 (briefing/objective text blank via langGet NULL), D157 (objective difficulty byte offset — could make difficulty-gated objectives appear/disappear wrongly). The pre-start briefing is a different surface from the in-level watch, so D151's fix may not cover it. Next: ask user which level + what exactly shows vs expected; compare against docs/dev/LEVEL-OBJECTIVES.md (regenerated post-D157); if lines are blank → D143/D151 family (langGet NULL guard = silent blank), if wrong objectives listed → propDef type-23 record walk / difficulty decode.
D175 In-game stutter / brief hang during normal play — observed opening a door on Runway (mission 3, -level_35) and also on Surface. No backtrace captured (gdb attach missed the window; it self-recovered). Observed, not investigated (user QA report). Matches known transient-hang classes rather than looking new: D155 (post-slow-load catch-up spiral — clamped), D156 (anim NaN loop — guarded, prints one-shot stderr diag if it fires), D134 (SP/DP task-done event swallowed — fixed M-22, Runway was an original victim), D147/D152 (audio s_imLock steal = ~2 s hiccup). Door-open specifically = new room first visible → one-off texture-import/frame spike (likely benign). Next: reproduce under tools_pc/debug.ps1 with the box idle; check console for the D156 stderr diag; if it recurs, attach gdb mid-hang and pattern-match bt (import_texture = benign slow frame; model.c:3131 spin = D156; pthread_mutex_lock on s_imLock = D147/D152).
D176 Surface exterior renders wrong (two co-located defects). (a) Sky is solid black — the skybox / sky gradient does not draw at all (reference: warm sunset cloud gradient). (b) The perimeter tree-line backdrop renders as grey TV-static / comb interlacing instead of snow-laden pines — the geometry is present and roughly the right silhouette but every tree texture is scrambled noise. Ground, tunnel and the dish/bunker building draw fine. Observed, screenshots committed (M-35, user QA; docs/img/bugs/d176-surface-exterior-our-build.png vs -reference.png). Level is the shared Surface exterior — user reached it Dam→Surface on Agent so this is Surface (i) -level_36 (confirm it also affects -level_43). (a) black sky: M-36 partial (findings.md "D176(a)"). Env data is correct (Sky.Clouds=1, CloudRGB=240,120,30, SkyImageId=0); skyRender runs the cloud path and classifies corners correctly (switch case 12), but skyRenderTri/skyRenderFull emit nothing — not even the env->RGB fill shows. Not root-caused: next is probing sub_GAME_7F097388 projected coords, verifying skywaterimages[0] resolves on PC (image_bank.c GIMG offset 0xFB4), and a fast3d sky-tri trace. GE_D176=1 probe shipped. M-37: ROOT-CAUSED — skyRenderTri/skyRenderFull build geometry exclusively as G_RDPHALF_* immediates, which gfx_pc.cpp deliberately no-ops (identical no-op in the PD port); fix = decode the RDPHALF tri-raster stream in fast3d (~1 session, genuine new code). M-42: -level_22 (Statue) confirmed a clean headless repro — bare boot, frame ~360, upper half pure black; use it to verify the decoder. M-47 + read-only consolidation: Path B draft exists (scratchpad/sky.patch, skyPortRenderPoly PORT hook — geometry+texture reach GL, two unit defects open) and the full RDPHALF wire format is now decoded (S15.1 half-packing, 8-component perspective-interpolated vertex vectors); next session is mechanical per docs/dev/D176a-SKY-NOTES.md. -level_36/-43 intro cams face down (not a sky test without GE_INPUTSCRIPT). M-82: PR #18 rebased onto main + Defect-1 fix applied — cloud tile is s_skywaterimages[0] = 64×64 IA8; the patch's tc = S·32 scale is correct (matches GE's width<<5 idiom, glass2.c:678), the bug was (s16) overflow on the ±20k-texel horizon S/T; fix = per-primitive phase-fold to the 64-texel period (sky.c skyPortRenderPoly, #ifdef PORT). Builds clean, no crash (bunker1/statue/surface1 verify PASS). Unverified visually — owed: one -level_22 screenshot (see D176a-SKY-NOTES.md "verification ask"). Defect 2 (horizon-band coverage / straddling tris) still open → adaptive tessellation. (b) tree/rock static: M-36 triage — NOT the D159 family. texSwapAltRowBytes is a full #ifdef PORT no-op (image.c:2199), it cannot cause this. Real cause: port/fast3d/gfx_pc.cpp import_texture_* assume line_size_bytes == full_image_line_size_bytes (SUPPORT_CHECK; rgba16's is commented out "trips ... with a garbage size" :658) → non-PoT / sub-rect tiles get a flat linear read → diagonal row shear = grey static. Family A in docs/dev/M-36-TRIAGE.md. Fix: honour line_size_bytes as the real source pitch. Same defect as D182(2).
D233 All levels (intermittent): near doors — especially doors you can't see through to the inside — the indoor level geometry vanishes and you can see straight through it into the room, while world objects (computer terminals, furniture) in that space still draw. FIXED + VISUALLY VERIFIED (M-107 fix, M-108 verify). port/fast3d/gfx_pc.cpp gfx_sp_tri1 was trivial-rejecting visible triangles that had a behind-camera (w<0) vertex. Status cell here was stale at "not investigated" — corrected M-119. §F D233.
D234 Dam: the guard towers along the actual dam structure are invisible except for the first one. FIXED + VISUALLY VERIFIED (M-108). Same underlying mechanism as D233. Status cell here was stale at "not investigated" — corrected M-119. §F D234.
D235 Wrong textures load after dying/restarting a level — clarified: not Facility-specific, seen on multiple levels; trigger is death/restart (level reload), not a general build regression. Observed, not investigated (M-106, user QA report, clarified same session). This is a state-leak on level re-entry, not a one-level texture-decode bug — prime suspect is the texture pool / CI-cache (D217/D228 neighbourhood) not fully resetting between a level teardown and reload (stale arena base, a palette-cache entry keyed by a reused address, or a texpool index not rewound). Needs: confirm it does NOT repro on a fresh level boot (only after death/restart); which surfaces; a screenshot. Next: instrument texInitPool/the CI-cache clear path for what does/doesn't reset on reload vs cold boot.
D236 Surface 1: the 2D billboard trees that appear at the start of the level and around the map don't draw as discrete tree sprites — they render as a wall/sheet of tree texture instead of the proper 2D tree objects. Observed, not investigated (M-106, user QA report). Billboards = camera-facing quads; "wall of tree texture" reads as either (a) the billboard orientation/quaternion missing so all quads emit coplanar in world space, or (b) a UV/texture-rect setup error mapping the whole sheet onto each quad. Distinct from D176(b)'s tree-line backdrop static (that's the painted perimeter wall; this is discrete 2D tree objects). First checks: GE_PCDUMP at the Surface 1 opening; inspect one tree billboard's emitted vertices + texture coords in fast3d; check whether the quads are camera-facing on N64 reference footage.
D249 Streets and Egyptian (the two biggest/most-open levels) show culling problems on far-away geometry at default FOV — distant geometry drops/pops incorrectly. Also a QoL ask: improve LOD in general, but gate it behind a toggle so N64-accurate ("old school") LOD stays selectable. Observed, not investigated (M-119, user QA report). Distinct from D222 (high-FOV near-edge culling) and D218 (fog/far-clip tint). Two candidate mechanisms: (a) portal/room-visibility cutting off too aggressively at range on large multi-room layouts (D233/D234 neighbourhood — check for a far-plane/depth-range sibling to D233's w<0 trivial-reject fix), or (b) GE's own LOD/detail-swap system not ported faithfully (mip-tile / simple-model substitution at distance, gfx_lod_tile_offset family). First checks: GE_PCDUMP a long sightline on Streets/Egyptian where geometry visibly pops; determine which of (a)/(b) is firing before designing the fix or the requested toggle. §F D249.
D217 1P weapon viewmodel + character-model CI textures render with a wrong palette on many levels / multiple weapons — PP7 grip + hand render flat green on Facility & Depot, "weird or missing" gun textures elsewhere; Bond's watch face too. Surfaced by D215 (viewmodel now draws). Clean on Bunker1. Defect ① FIXED (M-90), pending human playtest eyeball — full detail in findings.md §H "D217 — M-90" and §F D217. Root cause: weapon texpool arena bases land %8==4 on PC (memp bump drift from pointer bloat); texAlignIndices absolute 8-byte row padding then shifts every palette 4 bytes early while model-DL G_LOADTLUT reads the N64 offset (grip count=1 load lands on next tenant's header slot → 0x1A00 green; larger loads read a 2-entry zero pad — the M-86 tell). Fix: texInitPool rounds the base up to 8 under #ifdef PORT (no-op on N64); 21/21 sweep PASS. Two defects: ① visible green = misaligned texpool arena (fixed as above). ② CI texture-cache collision (no palette-content key) — proven, fix landed on branch fix/d217-model-texture-palette f6fc0399 (palette FNV-1a hash in the CI cache key), owes a 21-level verify.sh sweep; does not fix ①.
D174 "No blood effect" — user reports no visible blood when shooting guards / into surfaces. User QA report; likely D120, unverified. Decals: the D120 PointUsage[] converter fix (M-30) was never interactively verified and only takes effect after a full sidecar regen (d43 && d69 && d88 --regen) — check whether the playtest build had regenerated sidecars before concluding the fix failed. Spray: D172 observed the particle spray drawing (wrong color, magenta/cyan) on Silo — if the user sees no spray either, that's new info (different weapon/range, or the D172 decode is worse than "wrong color"). First step: BUNKER1 firefight with regenerated sidecars; if decals still absent, instrument the chr.c:3328 decal walk.
D173 Third-person Bond model (the player-representing figure shown at level start) spawns too high — floats well above the ground "a lot of the time" while the actual player spawn is correct. Same symptom on the Cuba end credits: JB stands ~6 ft in the air above Natalya. Confirmed still present across the full 21-level playthrough (M-49). Observed, not investigated (user QA report). D75 animated-model family but a position defect, not absence — M-33 confirmed the gun-barrel Bond renders fine upright. Suspects: (a) intro/credits puppet chr spawn position vs the model's base transform; (b) anim root-motion accumulation (modelSetAnimFrame2WithChrStuff, D156 area) offsetting the rendered joints above the body origin; (c) a coord3d/packed-float decode in the intro camera/model setup. "Player spawning is OK" localises it to the render-side model, not g_CurrentPlayer state.
D182 SELECT FILE screen degrades after navigating away and back (main menu → file select, or backing out of file select and re-entering). On the fresh screen the 007 gun-barrel spiral / Bond silhouette renders behind the file boxes; after a round-trip the Bond image stops drawing entirely and the whole background gains the comb / interlacing artifact (horizontal line scramble). File boxes, text and the Copy/Erase icons still draw. Observed, screenshot committed (M-35, user QA; docs/img/bugs/d182-file-select-backout-20260902.png). Two symptoms, likely linked: (1) background 3D image stops rendering after re-entry → a front-end model/DL whose render_pos / segment binding is only valid on first construction (D149 / D75 constructor_menuXX family — the dossier/wallet models have the same "renders once" behavior). (2) interlacing = M-36 triage: Family A, the import_texture_* line vs full_image_line shear (see D176(b) / docs/dev/M-36-TRIAGE.md) — not the D159 texSwapAltRowBytes path (that is a full PORT no-op). Open question: why only after a round-trip — first import may land line == width, re-import may not, or the tile descriptor is stale on re-entry. Repro: GE_STARTMENU to file-select, back out with ESC/B, re-enter; GE_DTEX on the spiral texture across both visits. Shares defect (2) with D176(b).
D197 Character face/head textures wrap wrong — the face texture repeats around the side of the head "and continues weird" instead of clamping to the front. Seen on Silo (M-49 playtest), intermittent ("sometimes"). Reads as G_TX_CLAMP not honoured for the character-skin tile in fast3d (→ GL_REPEAT, so the face UV region tiles around the skull), or wrong shifts/shiftt / LOD-tile selection on the head texture, or the D167 non-PoT wrap-period issue (head textures are often non-PoT) hitting skinned models. Observed, not investigated (M-49, user bug report — needs a capture + which chr/level). Distinct from D176(b)/D182(2) (those are bg wall pitch shear). Related: RC3/D167 (Video.WrapFix, non-PoT wrap period) + the texWriteTileLods shifts=shiftt=lod note in findings §F "D176(b) → 4. candidate 2". First checks: does gfx_pc.cpp map N64 cms/cmt G_TX_CLAMP → GL_CLAMP_TO_EDGE for character DLs; is the head tile getting the base tile vs an LOD tile (D107); try Video.WrapFix=1 on a repro.
D195 Transparency / alpha-blended surfaces render wrong — reported on Control (Severnaya bunker basement — Natalya's console room; heavy on glass partitions and the translucent projected/holographic wall displays). Exact failure mode not yet pinned by the reporter (M-49 playtest): candidates are alpha-blended geometry drawing fully opaque, translucent panels drawing invisible, or draw-order/sort so translucent surfaces occlude what's behind. Observed, not investigated (M-49, user bug report — needs a GE_PCDUMP capture + which surfaces). fast3d render-mode / combiner path. Same neighborhood as D161 (CI8 tile + G_TT_NONE → garbage), D172 (particle-sprite channel order), D176(b) (texture pitch shear) — but this is a blend/alpha defect, not a texture-decode one. Note D128 already touched Control's specialportalarray (portal struct stride) — check whether the affected surfaces are portal-adjacent. First checks: does gfx_pc.cpp honour G_RM_* XLU render modes + G_AC_THRESHOLD/G_CC alpha for these DLs; is gDPSetRenderMode w1 being parsed (cf. findings §F "zbuf-clear w1 scribble"); is Z-write-vs-blend ordering right for XLU surfaces. Get the reporter to say: opaque-where-should-be-clear, invisible, or wrong edges?
D252 Particle effects cycle through a rainbow palette — bullet-impact sparks and lingering smoke/explosion residue drift through the full hue wheel over time (~10 shots to sweep it) instead of holding their intended grey/orange palette (M-124, user playtest). Full mechanism + suspect in findings §F D252: colour comes from 15 distinct IMAGE_SMOKE_N×IMAGE_FIRE_N (RGBA16) pairs the particles age through; prime suspect is import_texture_rgba16 deriving width/height from the tile line size (32×7 instead of 16×14 for the fire tiles), scrambling each stage's sprite into a different wrong hue. Documented only — not fixed for v0.2.0-pre (user instruction). Confirm with one dumped fire tile vs raw IMAGE_FIRE_N bytes, then derive width/height from the LOADBLOCK dtx/dlh. D172/M-82 lineage.
1P weapon viewmodel RESOLVED (M-83, D215). In-level first-person weapon models drew nothing. Root cause: gunRenderFirstPersonGunModels built its ModelRenderData via *(ModelRenderData*)&D_80035CC0 — a reinterpret across two separately-declared adjacent globals that only lands right on the N64 linker + 4-byte pointers; on x86-64 renderdata.flags read 0, gating every weapon DL node off in modelRenderNodeGundl. All 3 ranked suspects in VIEWMODEL-RESEARCH.md were ruled out first by the GE_DVM=1 probe. Fixed #ifdef PORT (explicit field init). subdraw 1→153 gfx cmds; owed one BUNKER1 eyeball.

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_f32 byte order).