Files
goldeneye-pc-port/docs/dev/findings-index.csv
T
James Dansereau 650ac57fc6 fix(D233): fast3d trivial-reject drops visible triangles with a behind-camera vertex (#63)
gfx_sp_tri1's CPU-side trivial-reject AND-test trusted per-vertex outcodes
(x<-w / x>w / y<-w / y>w / z>w) that are only valid half-space tests when
w>0. A vertex that has crossed behind the camera plane (w<0 -- common when
the camera is close to a large room-structure polygon, e.g. walls/ceiling
trusses near a doorway) flips the comparison sense, so its outcode can come
out wrong. When that spurious bit happens to match the other two genuinely
correct vertices' bits, the AND-reduction fired and dropped the whole
triangle before it ever reached OpenGL -- even though GL's own homogeneous
clipper (which handles w<0 correctly) would have rendered the visible part
of it.

This reads exactly like D233 (indoor geometry intermittently vanishing near
doors while props/furniture keep drawing): large near-camera polygons are
far more likely to have a vertex cross behind the eye than small
self-contained prop meshes, and the backface-cull code six lines below
already special-cases this same w-sign hazard for its own cross-product
sign -- the trivial-reject block above it never got the same treatment.

Fix: skip the trivial-reject AND-test whenever any of the triangle's three
vertices has w<0, deferring to GL's clipper instead. This can only ever
send MORE triangles to the GPU than before, never fewer, so it cannot make
anything newly invisible.

Also investigated D234 (Dam guard towers, only the first renders) under
the same M-106 hypothesis that it shares a root cause with D233/D222 --
did not find fast3d-side evidence for it; left open in findings.md with
the ruled-out mechanisms and a next-step recommendation. D222 (FovScale
breaks culling) is a separate, already-characterised game-logic bug in
src/game/fr.c/bondview2.c, out of this fast3d-only fix's scope.

Build verified green (MSYS2 mingw64 cmake+ninja, full link succeeds).
Could not visually verify -- this worktree has no ROM/data and no
interactive display; see docs/dev/findings.md D233 entry for the exact
human verification steps (GE_PCDUMP on a doorway-heavy interior).

docs/dev/findings.md: D233 (FIXED, high confidence on mechanism/unverified
visually) + D234 (OPEN, not root-caused) entries added.
docs/porting-notes.md: generalised the w<0 trivial-reject hazard as a
recurring class for any future CPU-side "skip this triangle" heuristic.
docs/dev/findings-index.csv regenerated.

Claude-Session: https://claude.ai/code/session_016TaKy6AAsVUTfjkhrX6CjG
2026-09-12 10:11:51 -04:00

16 KiB

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.
3labelbucketone_linerstatus_raw
4D24-D30RESOLVEDgreen threads / kernel / crash handlerresolved
5D31-D42RESOLVEDboot ABI: ANIM_DATA, music seq-table, libaudio banks, Globalimagetable rebase, GL context, rsp toggleresolved
6D43-D50RESOLVEDmodel-file loading → offline sidecar "Plan B" (d43_emit.py); D50.6 texCopyGdls full-slot copyresolved
7D51-D58RESOLVEDfont pixeldata, osGetCount tick rate, model RW pools, cseq BE header, synth slots, RLE menu bg, watch raw offsets, gun-barrel DLresolved
8D59-D68RESOLVEDintro render: blood-RLE clobber, DMA validate, OSMesgQueue, HEADS/BODIES sentinels, romCopy width, image_entry, Globalimagetable BE→LEresolved
9D70-D74RESOLVEDintro-logo pixels: C-array bswap, UV path, sinf/cosf DVAL(), texture-import truncationresolved
10D75OPENfront-end 3D model transforms (D77 audio split out below —OPEN (parked). M-32 triage (see §F "D75 ADDENDUM"):
11D76 · D164PROPOSEDdisclaimer/legal screen only draws line 1 —fix proposed (not applied —
12D159FIXEDfront-end wallet-Bond photo "interlaced"/combed (RC1 / D149) —FIXED (#ifdef PORT no-op the swap in image.c)
13D161FIXEDDepot (-level_30) ceiling = bright-blue speckle + radial rays (B2).FIXED (port/fast3d/gfx_pc.cpp)
14D165 · D166FIXEDinput-layer polish (M-31, port-only, port/src/input.c):FIXED
15D180 · D181PARTIALnative-PC input pass (QoL run, qol/native-pc-input-menu):LANDED, config-gated, feel-checks owed
16D186PARTIALVideo.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
17D187FIXEDHUD 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
18D188FIXEDLinux -O2 boot crash:FIXED (src/libultrare/libc/xprintf.c, src/sprintf.c, #ifdef PORT); PR #22
19D189FIXEDLinux -fstack-protector aborts on the decomp's latent stack-buffer overruns (M-48) —FIXED (CMakeLists.txt, src/game/stan.c #ifdef PORT); PR #23
20D190?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).
21D191FIXEDWindows -O2 release-bundle crash:FIXED + PLAYTEST-VERIFIED (M-79).
22D193FIXEDNPC AI locomotion is too slow —FIXED + user-playtest-verified (M-81) —
23D194OPENMouse input needs another tuning pass —OPEN — root cause and fix direction known, not implemented.
24D195OPENTransparency / alpha surfaces broken on Control (M-49, user playtest) —OPEN — not investigated (M-49), needs a capture
25D197OPENCharacter face/head textures wrap around the head, seen on Silo (M-49, user playtest).OPEN — not investigated (M-49), needs a capture
26D198FIXEDalAdpcmPull/_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) —
27D199PARTIALPhase-3 software audio mixer:LANDED (port/src/mixer.c, port/include/mixer.h, include/PR/abi.h) —
28D200FIXED-level_09 segfault: reverb's ALDelay.input/output are u32 —FIXED — 5-line cast in reverb.c (this session)
29D196FIXEDOS mouse cursor stays visible after closing the F10 options overlay in click-to-lock mode (M-49, user playtest).FIXED (6e758f1d, merged to main) —
30D192OPENFront-end mission/level-select grid pointer still can't reach the outer cells —OPEN — root-caused, not fixed (M-49)
31D221FIXEDSELECT 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:
32D222OPENHigh Video.FovScale breaks culling —OPEN — root cause known, not fixed.
33D223FIXEDQoL ask: mouse-wheel weapon cycling should be directional like a normal PC shooter —FIXED (M-105, port/src/input.c) —
34D224FIXEDQoL gap (M-87, from a PD-PC-port survey):DEPRIORITIZED (M-87, user call).
35D225OPENDev-tooling QoL (M-87, user ask):OPEN — root-caused, not implemented.
36D226OPENQoL 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.
37D227FIXEDSky renders as two independently-moving halves —FIXED (M-100b, PR #43) —
38D229OPENWater on IsWater levels renders green and pulses blue<->green on an interval (M-101, user playtest, Frigate -level_26; Surface 2 also an IsWater level).OPEN — pre-existing (A/B proven), mechanism partly identified, not root-caused.
39D230OPENIn-level music quality:OPEN — not investigated.
40D233FIXEDAll levels (intermittent):FIXED (port/fast3d/gfx_pc.cpp, gfx_sp_tri1) —
41D234OPENDam: guard towers along the dam structure invisible except the first one (M-106, user QA report).OPEN — not root-caused.
42D228OPENAK47 (and other) weapon models still show WHITE missing-texture patches after D217's texpool-alignment fix —OPEN — newly split out, not investigated.
43D204FIXEDPC audio ran ~2 % below real time permanently:FIXED (port/src/audio.c, port/src/libultra.c, port/include/audio.h) —
44D203OPENSteam Deck (SteamOS, x86_64 Linux) v0.1.0 release bundle:OPEN — negative idle repros only; not yet reproduced with input.
45D201FIXEDsrc/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) —
46D202RESOLVEDSilenced 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) —
47D206FIXEDPC 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).
48D207PROPOSEDAlarm 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) —
49D208FIXEDPlayer weapon-fire sound goes permanently silent mid-firefight (all other SFX unaffected) —FIXED + user playtest-verified (M-78d) —
50D209FIXEDEvery AI character in the game is locked to a *walk* animation regardless of the speed the ailist commands —FIXED + user-playtest-verified (M-81).
51D210FIXEDchrToPatrol() leaves act_patrol.lastvisible60 uninitialised on PC —FIXED (chraction.c:3872, #ifdef PORT → self->act_patrol.lastvisible60 = -1;, N64 line under #else).
52D205RESOLVEDPC 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.
53D152+FIXEDD152 addendum (M-31):FIXED (src/snd.c, port/src/libultra.c, #ifdef PORT) —
54D168FIXEDGE_PCDUMP / F12 PPM captures were vertically flipped —FIXED (port/fast3d/gfx_opengl.cpp); D114 / D116 reclassified as capture-orientation artifacts (below).
55D169FIXEDFront-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).
56D178FIXEDPre-mission briefing screen:FIXED (M-36) — high confidence
57D175OPENIn-game stutter / brief hang during normal play (user QA report):OPEN — observed, not investigated
58D176FIXEDSurface exterior renders wrong (-level_36), two independent defects.(a) "scrolls too fast/tiles too visibly" ROOT-CAUSED + FIXED (see "D176(a) —
59D177FIXEDLadders non-functional —FIXED (M-36) — high confidence; interactive climb test owed
60D172FIXEDBullet-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):
61D174OPEN"No blood effect" (user QA report).OPEN — observed; first step = BUNKER1 firefight with regenerated sidecars
62D183OPENM-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
63D173OPENThird-person Bond model spawns too high (user QA report):OPEN — observed, not investigated.
64D179FIXEDPackaged build crashes after the logos —Diagnosed, not fixed —
65D180PARTIALNative-PC input pass (M-XX QoL run, qol/native-pc-input-menu, port-only).LANDED, port-only, no #ifdef PORT.
66D181PARTIALGame.ScreenShakeIntensity —LANDED behind config, default = original.
67D184PARTIALF10 port-layer options overlay —LANDED, port-only, no #ifdef PORT in src/.
68D211PARTIALPC FOV slider — Video.FovScale (M-83 QoL wave, port-only, WIDESCREEN-FOV-PLAN.md Phase 4).PARTIAL — M-84 refix:
69D212PARTIALAnisotropic-filtering config wiring —LANDED, port-only. Build clean.
70D213PARTIALOn-screen FPS readout —LANDED, port-only. Build clean; bunker1 no-op confirmed.
71D214PARTIALKeyboard 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.
72D215FIXED1P weapon viewmodel never drew in-level —FIXED (src/game/gunfire.c, #ifdef PORT).
73D216PARTIALGame.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.
74D217FIXED1P weapon viewmodel + third-person Bond model textures render garbled —FIXED (M-90/M-92/M-97; PR #47 texpool alignment + PR #49 CI-cache palette key) —
75D218PROPOSEDWide FOV exposes the per-level draw-distance / fog boundary —Logged (M-84), fix proposed + parked.
76D219OPENPPK explosions render purple on Dam (M-87, user QA, "not 3D but noting").OPEN — observed, not investigated.
77D220PARTIAL1P 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.
78D85OPENroom primary/secondary DL → texLoadFromGdl garbageOPEN (safety-netted; widen/pool fixes landed, geometry now renders)
79D86 · D87RESOLVEDmodelInitRwData truncated ptr · attract-demo BE ramromfilestructureresolved
80D88.4RESOLVEDpropDefs polymorphic record stream not byteswapped → setupDoor crashresolved (d88_propdefs.py); layout audit M-20 → D132
81D132PROPOSEDD88 propDefs layout audit (M-20):proposed fix (not applied) —
82D157FIXEDCampaign never unlocks the next level (M-30, user bug —FIXED (src/bondtypes.h, #ifdef PORT —
83D160PARTIALDam level-end cutscene (Bond off the dam / bungee) never plays —DIAGNOSTIC SHIPPED, not root-caused (c95713f5, #ifdef PORT + GE_D160=1):
84D89-D92RESOLVEDstage-load→frame: stan zero-fill overrun, portal address trunc, chr/AI spawn ptrsresolved
85D93-D102RESOLVEDstruct-pun / hardcoded-size pass:resolved (D95 pool bump partial)
86D103-D107RESOLVEDBUNKER1 viewport height, depth-buffer clear (G_CLEAR_DEPTH_EXT), portal near-plane, LOD mip tileresolved
87D108-D112RESOLVEDskeletal models: d43_emit.py put_f32 byte-reversal bugresolved
88D113-D116FIXEDportal BFS ok · matrix chain ok · player raw-offset audit + gunfire.c THROW* · HUD text X-mirrorD114/D116 CLOSED — NOT A BUG (M-33, see D168):
89D117OPENframe nondeterminism root-caused; GE_DETERM deferred; framediff.py structural.OPEN (mode attempted, not achieved)
90D118RESOLVEDSDL input layer (port/src/input.c); M-24 mouse-look rework:resolved (D118a residual)
91D150FIXEDwatch OBJECTIVES / BRIEF page crash:FIXED (src/str.c #ifdef PORT); interactive re-verify pending
92D137FIXEDright-mouse (aim-sight) crash:FIXED (src/game/gunfire.c #ifdef PORT —
93D119 · D120FIXEDguard-attack weapons_held[]->chr pun crash · blood-stain PointUsage[] chain hangD119 fixed · D120 FIXED (M-30)
94D120FIXEDBlood-decal PointUsage[] chain —FIXED (tools_pc/d43_emit.py).
95D121RESOLVEDWS1 frictionless per-level boot:resolved
96D122FIXEDper-level prop/item model-load crash (Dam/Facility/Runway modelLoad/modelInitRwData):converter fixed; residual chr/fast3d crashes on those levels are separate
97D123FIXEDcrash 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)
98D125RESOLVEDcrash 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).
99D126RESOLVEDcrash 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.
100D124FIXEDcrash class C2: fast3d bad texture pointer.Jungle fixed (port/src/gimgfixup.c); Facility → D130
101D131RESOLVEDcrash 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).
102D133RESOLVEDintro render triage (M-20):RESOLVED — not a regression, parked (D75/D76, GRAPHICS-BACKLOG.md)
103D134FIXEDFrame-2 boot hang / sweep "NO-FRAMES" flakiness —FIXED (port/src/libultra.c)
104D135FIXEDFirefight crash — bgTestHitOnObj (propobj.c:8446) is an unported N64 GBI parser (M-22, WS6 playtest).FIXED (src/game/propobj.c, #ifdef PORT —
105D136RESOLVEDStage-unload crash — objFree obj->prop reads float garbage (M-22, WS6 Facility playthrough).ROOT-CAUSED → D139 (it was NOT a layout bug —
106D139FIXEDStage-unload crash root cause + fix (M-23).FIXED (src/game/cleanup_objects.c, #ifdef PORT —
107D140FIXEDPause-menu crash (M-23 open → M-27 fixed).FIXED (src/game/bondview.h, src/game/bondview2.c; #ifdef PORT).
108D141FIXEDWatch-menu item-model crash (M-27), exposed by D140.FIXED (src/game/gunfire.c, #ifdef PORT).
109D152OPENMission-failed / objective-failed → permanent black screen (M-28, user bug report —MITIGATED (port/src/libultra.c, M-28, #ifdef PORT/port-only).
110D154FIXEDbg.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).
111D156PARTIALFacility outro-cutscene "hang" —GUARDED (src/game/model.c, #ifdef PORT):
112D155FIXEDFacility outro-cutscene end → "hang" = unclamped deltaFrames spiral (M-29, user bug report).FIXED (src/game/frametiming.c, #ifdef PORT —
113D153RESOLVED-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.
114D151FIXEDWatch data all blank —FIXED (src/bondtypes.h, #ifdef PORT —
115D130RESOLVEDcrash class C2 (Facility -level_34, Runway -level_35):resolved — stage all 6 N64 fields in a local f[6] before writing any.
116D164PROPOSEDDisclaimer / 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).
117D165FIXEDFront-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).
118D166FIXEDHipfire mouse pitch is digital while yaw is analog —FIXED (port/src/input.c).
119D235OPENWrong 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.
120D236OPENSurface 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 — not investigated
121D237OPENQoL ask (M-106, user QA):OPEN — not designed; port-only
122D238OPENQoL ask (M-106, user QA):OPEN — not designed; port-only (port/src/input.c + config.c)
123D239OPENQoL ask (M-106, user QA):OPEN — supersedes/re-confirms the M-82 always-grab removal item; port-only