LEVEL-STATUS: Bunker2/Depot/Surface2 (D126), Surface1 (D127), Control (D128) now PASS. Only C2/C2-GDL remains (Runway intermittent, Facility, Jungle). Cuba loads+renders but bare-boot end-credits path still faults (D76/D129). HANDOFF next task = C2-GDL model relocation (own session). PORT-LEARNINGS: D126 corollary (trailing runtime list ptr in ROM record), D128 (raw hardcoded N64 struct stride bites the same as Gfx/Vtx sizing).
11 KiB
LEVEL-STATUS — 21 solo-level load+render sweep (WS4)
Method: bare ./build-pc/ge007.x86_64.exe -level_XX (per-level -m* pools
auto-injected, D121), GE_PCDUMP="80-260:40", ~24 s watchdog then
taskkill //F //IM ge007.x86_64.exe, ge007.crash.log symbolicated with
addr2line -e build-pc/ge007.x86_64.exe -f -C <PC> (image base
0x140000000). "render %" = tools_pc/pixcount.py non-clear on the last
captured frame. Binary at f2beae4b + this session's build.
Last full re-sweep: 2026-08-29, after D123 (C1) + D124-Jungle (C2) landed.
Build = f2beae4b + tools_pc/d88_propdefs.py (D123) + port/src/gimgfixup.c (D124).
| Level | # | Status | Crash site | Class |
|---|---|---|---|---|
| Bunker1 | 09 | PASS 91.7% | — | — |
| Silo | 20 | PASS 91.7% | — | — |
| Archives | 24 | PASS 91.1% | — | — |
| Train | 25 | PASS 87.0% | — | — |
| Caverns | 39 | PASS 91.6% | — | — |
| Egypt | 32 | PASS 90.9% | — | — |
| Cuba | 54 | PASS 92.5% (loads+renders 300+ frames; bare-boot end-credits path bondviewRenderCredits still faults intermittently — D76/D129, not a real-flow blocker) |
— | — |
| Dam | 33 | PASS 83.3% | — (C1 fixed, D123) | — |
| Frigate | 26 | PASS 90.4% | — (C1 fixed, D123) | — |
| Statue | 22 | PASS 80.1% | — (C1 fixed, D123) | — |
| Streets | 29 | PASS 91.6% | — (C1 fixed, D123; no C2 crash this run — timing) | — |
| Cradle | 41 | PASS 55.4% (low — partial render, no crash) | — (C1 fixed, D123) | — |
| Runway | 35 | CRASH (intermittent, ~3/4 runs; 0x1400d1d83) |
import_texture_i8 — same as Facility |
C2 |
| Facility | 34 | CRASH | import_texture_i8 gfx_pc.cpp:821 (fault 0x72181ee8) — model-GDL relocation align bug, D124, NOT fixed |
C2 |
| Jungle | 37 | CRASH | gfx_sp_matrix gfx_pc.cpp:1046 (fault 0x401c68e0) — C2 texture crash fixed (D124), now explosion-DL G_MTX (D75/matrix family) |
C2m |
| Aztec | 28 | PASS 90.8% | — (C3 fixed, D125) | — |
| Bunker2 | 27 | PASS 91.5% | — (C3r fixed, D126) | — |
| Depot | 30 | PASS 79.8% | — (C4 fixed, D126) | — |
| Control | 23 | PASS 90.8% | — (C5 fixed, D128) | — |
| Surface2 | 43 | PASS 70.4% | — (C6 fixed, D126) | — |
| Surface1 | 36 | PASS 77.5% | — (C7 guarded, D127) | — |
18 / 21 PASS. D123 cleared C1 on all 6. D124 cleared Jungle's texture
crash (now hits an explosion-DL matrix crash). D125 cleared C3-Aztec.
D126 (objective sub-record ->next pointer widens 4→8B → 8-byte store
clobbers the next propdef record's header → walk desync → wrong command
indices) cleared C3r Bunker2 + C4 Depot + C6 Surface2 in one fix
(d88_propdefs.py types 30/32/33/35 → 24B/6w). D127 guarded a bogus
ALSound* in the parked audio path → C7 Surface1. D128 fixed a
hardcoded-N64-stride portal-flag write → C5 Control. 3 crashes
remain, all one class: C2 Runway + Facility + C2m Jungle — the model /
prop GDL relocation misaligns on the 8→16B Gfx stride
(docs/BRIEF-C2gdl-model-reloc.md).
Notes: Streets passed this run but the C1 agent saw a gfx_sp_matrix
crash — likely the same explosion-DL G_MTX (C2m) as Jungle, timing-
dependent (D117 nondeterminism). Cradle renders only 55% — watch for a
partial-load issue when it gets a playtest. Frigate/Statue vary 68–90%
run to run.
Crash classes (most-impactful first)
C1 — chr / AI-record pointer deref — FIXED (D123)
RESOLVED. Root cause: tools_pc/d88_propdefs.py (D122's OBJ_TAIL_DESC)
zeroed the widened VehichleRecord/AircraftRecord.ailist slot instead of
carrying its pre-populated int AI-list id, so prop.c:1764/1786 →
ailistFindById(0) → GAILIST_AIM_AT_BOND → ai() ran a CHR aim list
against ChrEntityp==NULL. Fixed via OBJ_ID_WORDS. See §F/§H D123.
Dam/Frigate/Statue/Cradle now PASS; Runway/Streets fall through to C2.
original triage notes
chrIsNotDeadOrShot(ChrRecord *self) faults on self->actiontype with
self bogus (Dam: Rdi=0x1401296a0 → an image address; fault addr 0x8).
Reached from chraidata.c:61 (m_AimAtBond[] AI-list region — backtrace
frame is inside the global AI-list rodata blob, i.e. the return address
was corrupted OR an AI-list entry is being called as a function pointer).
Pointer-width / BE-rodata family (PORT-LEARNINGS §A / §C): a per-level
Usetup*Z guard record (GuardRecord type 9 / GuardAttributeRecord
type 18) or chr-spawn pointer not converted / not pointer-width-adjusted,
OR the AI-list bytecode pointers in chraidata.c rodata are BE and get
called raw. Biggest single win — 6 levels.
C2 — fast3d bad texture pointer (D124) — SPLIT into two causes
Jungle (0xabcd0824) — FIXED (D124). gimgSyncCompiledGlobalDLs()
never copied the resolved texture pointers into the compiled
globalDL_0xNNN explosion DLs (slot-detect keyed on a marker texLoad()
had already erased); the arrays kept link-time IMAGESEG words and the
first explosion-DL draw fed 0xABCDxxxx into fast3d. Latent on every
level. Fix: port/src/gimgfixup.c detects the slot from the compiled
array. Jungle now renders ~300 frames then hits a separate explosion-DL
G_MTX crash (gfx_sp_matrix gfx_pc.cpp:1046 — D75/matrix family).
Facility (0x72181ee8) — NOT fixed, separate cause. Bogus G_SETTIMG
w1 in a model/prop GDL produced by the runtime texLoadFromGdl()
relocation in sub_GAME_7F0762E0 (objecthandler_2.c:82): its model-GDL
output dst pointers are non-16-aligned (N64 8B vs PC 16B Gfx stride
mix in the replacementgdl/name offset math). Open D80/D82/D83
"model/room GDL runtime conversion unverified" area — shared infra, needs
a dedicated pass. Files: src/game/objecthandler_2.c, src/game/tex.c
(texLoadFromGdl), src/game/model.c (modelNodeReplaceGdl).
M-14 update (partial, still NOT fixed): crash cmd pinned —
G_SETTIMG w0=0xfd900000 w1=0x72181ee8 where w1 is a garbage
tex->data from the texture-pool path (texLoadFromModelFileHeader →
texLoad), not solely the GDL command-stream copy. Every model file
loads at an odd (&15==1) objheader->Switches base
(mempAllocBytesInBank does no alignment) and delta&15 != 0.
Full write-up + next-step probe plan: PCPortResearch §F D124-Facility
addendum. Likely fix site: the d43_emit.py/pcmodels sidecar's model
texture-blob offsets (N64 8B-Gfx vs PC 16B-Gfx GDL extent).
C3/C6 update (M-14/M-15, D125) — offline pipeline RULED OUT, bug is runtime
Symptom: converted propDefs blob in RAM does not match the offline output
(after record 0 it is zeros/garbage), so the runtime sizepropdef() walk
drifts and setupDoor/modelLoad get the wrong pdefIndex/modelid.
M-15: the offline side is proven correct. tools_pc/d125_check.py
byte-compares the emitted pccg.bin propDefs slice (post-RZ-roundtrip, at
the relocated header offset) to convert_stream() → MATCH for all 21
levels. The M-13 overseer hypothesis (pass-1 delta / pd_end mismatch in
d88_emit.py ~L308–340) is disproven: instrumented run shows
tiled_pd_end == H[intro] and _n64len == pd_end - pd_start exactly for
all 21, next region always intro. sizepropdef() PORT strides re-checked
vs PROPDEF_PC_BYTES/4 — all 28 match.
→ The corruption is at/after runtime load. Prime suspect:
decompressdata() truncation in port/src/rzdecomp.c for the larger
converted setup files (the while (ret == Z_OK) inflate loop), or the
STAGE bank buffer / langLoadToAddr (prop.c:1274) overwriting the tail.
Next step: probe decompressdata() ret/produced vs expected size for
UsetupsevbZ. See §F/§H D125.
C3 — Aztec FIXED (D125); Bunker2 residual (C3r)
Aztec was D125 (boundpad plink-name blob drift from the
d88_emit.py:374 slice-width bug corrupting stanPackId → NULL stan →
door model=NULL). Fixed + regen'd, Aztec PASSES.
Bunker2 (C3r) — door7F054FB4 propobj.c:13536, var_s1 = 0xffff..
walked from linkedDoor. door->linkedDoor is resolved at setup from
door->linkedDoorOffset (prop.c:1204-1206, N64 struct word 32 / 0x80) —
a read-before-write int id, D123's ailist pattern. d88_propdefs.py's
DOOR handler (DOOR_TAIL_PTR_WORDS, tail loop from word 32) vs the
compiled PC DoorRecord layout is the suspect: either linkedDoorOffset
lands at the wrong PC byte, or a tail pointer word's 8-align cursor
diverges from the compiler's struct layout. Bunker2 has linked
double-doors; Aztec's doors are singletons (linkedDoorOffset==0) so it
never exercised this path. Needs offsetof/sizeof cross-check of PC
DoorRecord vs the converter cursor. Files: tools_pc/d88_propdefs.py,
src/bondtypes.h (DoorRecord), src/game/prop.c, src/game/propobj.c.
C4 — prop tile-walk room deref (1: Depot)
prop.c:902 — *arg1 = sp4C->room where sp4C came back bad from
walkTilesBetweenPoints_NoCallback. Likely a BG tile/room table not
converted for Depot. Files: src/game/prop.c, src/game/bg.c, BG
sidecar.
C5 — bg portal points (1: Control)
bg.c:5723 — portal_pts = g_BgPortals[idx].offset_portal; portal_pts->numPoints.
offset_portal unresolved / BE. Via chrprop.c:62 (chr line-of-sight
through portals). Files: src/game/bg.c, BG portal sidecar.
C6 — modelLoad PitemZ header (1: Surface2)
loadobjectmodel.c:393 — PitemZ_entries[modelid].header->RootNode,
header NULL / modelid OOB. Direct D122 continuation (prop/item model
id from a propDef record). Fault addr 0x0. Files: tools_pc/d88_propdefs.py,
tools_pc/d43_emit.py, src/game/loadobjectmodel.c.
C7 — sndSetupSound (1: Surface1)
snd.c:653. Audio is a parked subsystem (Phase 3) but this is a hard
crash on load, not silence. May be dodge-able with a narrow guard until
audio lands. Files: src/snd.c, port/src/ audio stubs.
Next (3 crashes, 1 class)
- C2 / C2-GDL Runway + Facility — model/prop GDL relocation writes
non-16-aligned
dst(N64 8BGfxvs PC 16B stride) in thetexLoadFromGdl/sub_GAME_7F0762E0path → garbageG_SETTIMGw1 →import_texture_i8fault.docs/BRIEF-C2gdl-model-reloc.md— its own focused session (D80/D82/D83 area). - C2m Jungle — renders ~300 frames then an explosion-DL
G_MTX(gfx_sp_matrix), D75/matrix family. May be downstream of the same GDL-reloc infra.
Everything else loads + renders + survives the no-input window.
Hand docs/LEVEL-PLAYTEST.md to the user for the WS6 completion pass.
Re-run tools_pc/level_sweep.sh after each class fix; keep
-level_09/-level_20 green (tools_pc/framediff.py).