Files
goldeneye-pc-port/docs/HANDOFF.md
T
James Dansereau 73ea03734d PC port: phase 2 — D48 review: re-plan D43 as offline pre-conversion (Plan B)
- D48 finding in PCPortResearch.md §F: d43_convert.py does not emit bytes
  (layout+remap validation only); Plan B = Python emit pass -> data/pcmodels-<region>/
  RZ sidecars served via port-layer hw_address/rom_size table patch (no C
  converter); Plan A kept as fallback with corrected staging guard (D_N64+D_PC<=avail)
- Moved all 23 d43_*.py investigation scripts from gitignored build-pc/ to tracked
  tools_pc/ (spec is now versioned); d43_cover.py path ref updated; converter
  re-run from new location: ALL CLEAN
- HANDOFF.md rewritten as two-session prompt: Session A = independent review of
  Plan B (8 claims, each with falsification criterion -> finding D49), Session B =
  execute (emit pass + round-trip validator, romdata plumbing, one-line hook,
  pixel-assert soak); verified-facts converter spec preserved
- AGENTS.md phase status updated to D48 re-plan
2026-08-22 18:43:04 -04:00

32 KiB
Raw Blame History

Handoff brief — GoldenEye 007 PC port (Phase 2: first frames render; D43 re-planned as offline pre-conversion)

_Paste-ready briefing. Authoritative detail lives in AGENTS.md and docs/PCPortResearch.md (§F/D31–D48 findings, §H handoff); this is the summary

  • the immediate tasks._

Your job — TWO sessions, in order

  • Session A (next): INDEPENDENT REVIEW of Plan B (finding D48). Do NOT implement anything. Verify the 8 claims in §Task 1 against code + ROM, each with its falsification criterion. Record results as finding D49 in docs/PCPortResearch.md §F (per-item CONFIRMED/REFUTED + evidence), update this file's status, commit. If every item is confirmed, Session B is green-lit. If any is refuted: record why, then either adjust Plan B per the finding or fall back to Plan A (§Task 3). The goal does not change: get stage geometry on screen.
  • Session B (after D49 confirms): EXECUTE Plan B per §Task 2 — Python emit pass + sidecar generation, ~60 lines of port-layer plumbing, one-line hook, build + pixel-assert soak. Commit at each working checkpoint (PC port: phase 2 — <what>).

Work agentically — fix → build (~5 s) → verify → commit at each milestone.

Read first (authoritative, in order)

  1. AGENTS.md — non-negotiables, critical files, build, verification ritual.
  2. docs/PCPortResearch.md §F/D48 (the plan under review — read fully), then D47 (converter contract — still ground truth for the emit pass), D46 (overlap safety + buffer sizing), D45 (buffer constants), D43 (the model-file task), §2.4 (PD-port copy-candidate audit).
  3. The code paths D48 cites: port/src/rzdecomp.c, port/src/libultra.c (piServiceDma), port/src/romdata.c (romdataInit, romdataCartAddrValid), src/ramrom.c, src/game/ob.c (load_resource, fileIndexLoadToBank, fileSetSize, obInit), src/game/objecthandler_2.c (load_object_fill_header).

Non-negotiables (the ones that bite)

  • N64 build files (Makefile, tools/, rsp/, ld/) — never touch.
  • Game logic is unmodified. Hardware deps go in port/. Narrow exception: mechanical, semantics-preserving ABI/layout fixes forced by the 32→64-bit transition (embedded pointers → u32 + cast at use; PC-guarded pool sizing / idiom branches), each documented as a D3x finding. No behavior changes. (Plan B's only game-code change is the PORT-guarded hook block in load_object_fill_header — bookkeeping reset + one-shot patch call, no logic.)
  • Region macros in CMakeLists.txt must mirror the N64 Makefile exactly.

Current state

  • D43 status (latest review session, §F/D48): investigation complete; converter spec finalized (D47) and validated 512/512 (tools_pc/d43_convert.py, max D_PC = 0xB7E0, ratio ≤ 1.31). The remaining task was re-planned: the old plan ("port d43_convert.py 1:1 to C as romdataFixupModelFile") is discarded because (a) d43_convert.py does not emit bytes — the emission code is unimplemented in any language, and (b) Plan B (offline pre-conversion) reuses the existing ROM load chain and eliminates the C converter entirely: a Python emit pass writes 512 PC-layout RZ sidecars to data/pcmodels-<region>/; the port layer serves them by patching file_resource_table[i].hw_address + resource_lookup_data_array[i].rom_size (full mechanics in D48.2). Plan A (D47.13 C converter) remains the fallback, with a corrected staging guard (D48.4: D_N64 + D_PC ≤ avail, not D_PC ≤ avail).
  • DONE + committed (ecefffdb, pushed): all step-2 mechanical game-code edits (bondtypes.h Vertex u32 union; model.c PROMOTE32; chr.c casts; objecthandler_2.c Textures offset; tex.c Gfx-size/dispatch/byte-check/ copy-count fixes), D45/D46 buffer constants (gun.c/front.c/initmenus.c), fast3d seg_addr seg-5 raw-VMA case (port/fast3d/gfx_pc.cpp).
  • DONE this review session: all 23 d43_*.py scripts moved from gitignored build-pc/ to tracked tools_pc/ and committed — the spec is now versioned. Converter re-run from new location: ALL CLEAN.
  • Verified environment facts (do not rediscover): frames 1–4 render then FATAL at modelPromoteNodeOffsetsToPointers() (model.c:5688) = D43; black screen is clear color only (no stage geometry loaded yet). ROM dump byte-identical to the No-Intro good dump (tools_pc/romverify.exe). Crash log with real backtraces works (D44). Build clean 237/237; full rebuild ~5 s.

Task 1 — Plan B review checklist (Session A)

Verify each claim. For each: state CONFIRMED or REFUTED in D49 with the evidence you used (file:line, command output). If a falsification criterion fires, stop and record it — do not paper over it.

R1. RZ format is reproducible. Claim: every model ROM region is [0x11 0x72][raw deflate]; decompressdata() (port/src/rzdecomp.c) skips exactly those 2 bytes and inflates raw (inflateInit2(-15)) with a generous avail_in bound, so a sidecar file in that format works through load_resource unmodified. Verify: read rzdecomp.c; confirm the 2-byte prefix is constant across all 512 (one-liner over scripts/filelist.u.csv + ROM — tools_pc/d43_convert.py already decompresses all 512 with [2:], -15, re-run it). Falsified if: the prefix varies per file, or decompressdata depends on header state beyond 2 bytes.

R2. The DMA path is a plain host memcpy. Claim: romCopy (src/ramrom.c) → osPiStartDma → port shim piServiceDma (port/src/libultra.c) = memcpy from (void*)srcPA, gated ONLY by romdataCartAddrValid() (port/src/romdata.c:212, checks addr ≥ CART_BASE && off+size ≤ romSize). The ROM is VirtualAlloc'd at CART_BASE 0x10000000 sized exactly romSize — so extending the reservation by the sidecar total and extending the validity bound serves sidecars with zero other changes. Verify: read both shims end-to-end; confirm no other gating (alignment, hardcoded 0x10C00000 limits elsewhere, cache effects). Note romCopyAligned exists but is NOT used by this load path. Falsified if: any additional gate rejects non-ROM host pointers or sizes we can't satisfy.

R3. The resource table is the single choke point and is writable. Claim: file_resource_table is a plain (non-const) global defined via include in src/game/ob.c:22; ALL 512 model loads go through load_object_fill_header (dst==0 → _fileNameLoadToBank, custom-buffer callers in front.c/gun.c/ bondview2.c/initmenus.c → _fileNameLoadToAddr), both reading hw_address via load_resource; no game code dereferences C*/G*/P*Z asset symbols directly outside the table. Verify: grep callers of fileLoad / load_object_fill_header; grep every model symbol (e.g. CcamguardZ, PflagZ) outside assets/obseg/file_resource_table.inc.c, port/src/romassets_*.s, and N64-only files (obseg.h decls, ob_seg.s). Falsified if: any compiled game code reads model bytes straight from the cart (it would bypass the sidecar and crash on N64 layout).

R4. Patch timing: after obInit, before first model load. Claim: obInit() (src/boss.c:179) runs before the first model load and computes rom_size from adjacent-entry hw_address DELTAS (ob.c:122) — so the patch must run after it and set rom_size explicitly; nothing between obInit and the first model load consumes model entries' rom_size/hw_address. Verify: trace the init chain (bossInitMainthreadData → … → first stage object load; the D43 crash stack shows the order); grep rom_size uses (ob.c:122, 253, 291; obLoadBGFileBytesAtOffset is BG-only). Falsified if: anything in that window reads model entries' rom_size/hw_address, or obInit can run after a model load.

R5. Load-flow fit for pre-converted data. Claim: with sidecars, a fresh dst==0 load allocates S_bank = whole remaining stage bank; the compressed source placement round8(compressed)+8 ≤ S_bank holds (max single-file compressed ≪ ~2.3 MB bank); load_resource sets poolRemaining := D_PC automatically; compaction headroom R = S_bank satisfies D46's strict bound with P_conv = D_PC (D46 already proved the buffers against these sizes). ADDITIONALLY: for every dst!=0 caller, the patched compressed size + 8 ≤ the caller's buffer size (gun.c 0x18000/0xBD70/0x17000, front.c wallet 0x17000 / cast screen 0x25000, initmenus.c logo 0x85000, bondview2.c weaponbuf size0). Verify: have the emit pass (or a quick Python pass) print per-file compressed sizes and cross-check against the D45/D46 constants; re-run tools_pc/d43_chainbound.py. Falsified if: any buffer/chain is undersized for its file.

R6. Reload hazard + the one-line reset. Claim: fileSetSize (ob.c:346-347) leaves poolRemaining = rom_remaining = post-compaction size; without a reset, a same-stage reload allocates S_bank' = P_old which can be < round8(compressed)+8 → load_resource hits the source − ptrdata < 8 branch → poolRemaining = 0 → silent load failure. A PORT-guarded poolRemaining = 0 reset immediately before _fileNameLoadToBank restores fresh-bank semantics every load with identical steady-state usage. Verify: read fileSetSize, fileIndexLoadToBank, load_resource; grep consumers of get_pc_remaining_buffer_for_index (should be compaction only) to confirm the reset clobbers nothing. Falsified if: the reset breaks a consumer, or the hazard cannot actually occur (then drop the reset and say so in D49).

R7. Region handling. Claim: sidecars are derived from a specific region ROM; the generator takes the region, reads data/ge007.<region>.z64, writes data/pcmodels-<region>/; romdataInit picks the directory matching the ROM it loaded (same token logic as ROM discovery in romdataInit). Verify: read build-pc.sh + romdataInit's ROM discovery; confirm name sets are identical across regions is NOT required (the generator maps whatever files exist). Falsified if: the build flow can't regenerate sidecars per region, or romdataInit can't tell which directory matches.

R8. Emission spec completeness. Claim: the "Verified facts" section below + D47.13 cover every field of every opcode present in ROM (1,2,4,8,9,10,12,13, 15,18,21,22,23,24), and the round-trip validator (§Task 2 step 1) catches any miss. Verify: walk each ModelRoData_*Record in src/bondtypes.h and confirm an emission rule exists for every pointer/float/int field; spot-check 2–3 PC record sizes against a fresh C probe (the Python PC_REC table was probe-verified once — re-confirm it hasn't drifted). Falsified if: any field has no rule, or a PC record size is wrong.

Review output: D49 in §F (8 items adjudicated + evidence), HANDOFF status updated, committed + pushed. If all CONFIRMED → Session B executes §Task 2.

Task 2 — Execution checklist (Session B; only after D49 confirms)

  1. Emit pass in Python (tools_pc/d43_emit.py, importing/reusing d43_convert.py's walk + region map). For each of the 512 files, emit the PC image per D47.13 + Verified facts below: switches (NS×8B LE) → texconfigs (NT×12B; bswap TextureID u32) → nodes+records in DFS preorder (PC layout mirroring bondtypes.h; every promoted pointer field = zero-extended u64 of 0x05|new_off; Primary/Secondary GDL ptrs remapped but NOT promoted; BaseAddr emitted 0) → vertex arrays immediately after their record (normal: bswap s16 x,y,z,index,s,t, bytes @C–F raw; collision: bswap s16 x,y,z,index + remap LinkedTo u32@8 + bswap CollisionRelatedIndex s16@C / reserved s16@E; nv==0 with non-null ptr → size up to next object offset, D47.10) → PointUsage (2×numVertices s16, after op24 collision verts) → GDLs LAST, contiguous, visit order, 16B LE slots: w0' = bswap32(w0); w1' = bswap32(raw) EXCEPT seg-5 of {G_VTX=0x04, G_SETTIMG=0xFD, G_LOADBLOCK=0xF3} → remap low24 via the region map; no LSB set; emit up to and including ENDDL. Write each file as [0x11 0x72] + raw deflate(PC image) (Python: zlib.compressobj(zlib.Z_DEFAULT_COMPRESSION, zlib.DEFLATED, -15)) into data/pcmodels-<region>/ plus a manifest.csv (name,offset,size) with offsets assigned contiguously in file_resource_table order (parse the quoted names from assets/obseg/file_resource_table.inc.c). Round-trip validator (mandatory before trusting output): re-parse each emitted image as PC layout — 48B node stride, PC_REC record sizes, LE Gfx slots; assert every promoted pointer equals the expected new offset, every seg-5 GDL w1 target resolves inside the image, D_PC matches the pass-1 size. Report per-file compressed sizes (feed R5's cross-check).
  2. Port-layer plumbing in port/src/romdata.c (~60 lines):
    • romdataInit: if data/pcmodels-<region>/manifest.csv exists for the loaded ROM, reserve the extended region — VirtualAlloc at CART_BASE sized romSize + sidecarTotal (aligned), memcpy the ROM as today, then load the sidecar blob(s) at [CART_BASE + romSize, …) per manifest offsets. Log count + total bytes. Missing directory → warn and continue (ROM-only mode = current behavior).
    • Extend romdataCartAddrValid to accept up to CART_BASE + romSize + sidecarTotal.
    • New void romdataPatchModelSidecars(void) — one-shot (static flag): for each file_resource_table[i] whose name is in the manifest, set hw_address = (u8*)(CART_BASE + romSize + off) and resource_lookup_data_array[i].rom_size = size. extern both arrays from ob.c (same pattern as the existing resource_lookup_data_array extern).
  3. Hook in load_object_fill_header (src/game/objecthandler_2.c, ONE #if defined(PORT) block, D48-class bookkeeping — document as D50): (a) call romdataPatchModelSidecars() (lazy one-shot; obInit has run by first model load — R4); (b) reset resource_lookup_data_array[fileGetIndex(name)].poolRemaining = 0 immediately before the _fileNameLoadToBank/_fileNameLoadToAddr call (R6). No other game-code changes.
  4. Build, run, verify + pixel assert (build it NOW — dev-loop item #1): env-gated framebuffer PPM dump every N frames in port/video.c (e.g. GE_PCDUMP=1 → build-pc/frame_%05d.ppm) + tools_pc/pixcount.py (counts non-clear-color pixels; diffs two captures). Milestone: no SIGSEGV in modelPromoteNodeOffsetsToPointers; pixel count rises above a small threshold and stays up through a 30 s+ soak. If geometry is wrong/missing, the converted sidecars are inspectable OFFLINE (Python) — that's the point of Plan B; don't gdb the game first.
  5. Commit checkpoints (PC port: phase 2 — …); record findings D49/D50+ in §F; update AGENTS.md phase status + this file. Then move on to the next asset type (Tbg_*_stanZ backgrounds) with the SAME offline pattern — PD's port/src/preprocess/filebg.c is the per-field reference (§2.4).

Task 3 — Plan A fallback (only if D49 refutes Plan B)

D47.13 C converter in port/src/romdata.c: two-pass walk+layout then emit, staged at F + R − D_PC, memmove to F; hook after the filedata assignment and before Switches/Textures/RootNode setup; set poolRemaining = D_PC exactly (never rom_remaining); poolRemaining=0 reset before _fileNameLoadToBank. Use the corrected guard (D48.4): fail if D_N64 + D_PC > avail — the staging region overlaps the live N64 image otherwise. The Python emit pass from Task 2 step 1 is still worth writing first: it becomes the byte-level oracle to diff the C output against (convert one file in C, compare with Python output).

Verified facts (converter spec — ground truth for the emit pass; do NOT re-derive)

Format / layout:

  • All 512 C*/G*/PZ model files (Tbg__stanZ backgrounds are a different format/path — later) decompress fine; each file starts directly with the switches array (no in-file header — NS/NT come from the exe ModelFileHeader record via objheader->numSwitches/numtextures).
  • File layout: [switches NS×4B][textures NT×12B][root node @ 4NS+12NT]…; all embedded pointers are vma 0x05xxxxxx (mask 0xFFFFFF).
  • Tiling invariant verified, 0 failures in all 512 files (tools_pc/d43_invariants.py): [0,D) is exactly tiled by {switches, textures, nodes(24B), records(RSZ per opcode), vertex arrays(nv×16B), collision arrays(nc×16B), PointUsage (exactly numVertices s16 entries — +2 cases are pure alignment padding), GDLs (each extends to the next GDL start or D; 8-byte aligned, inter-GDL gaps copied as NOOP)}. Records INTERLEAVE with vertex arrays in character bodies — do not assume "all records before bulk".
  • ModelNode = 24B N64 (u16 op + 2 pad + 5×4B ptrs: Data@4, Parent@8, Next@0xC, Prev@0x10, Child@0x14) / 48B PC. Older "20B/40B" notes are wrong — verified against raw hex stride 0x18.
  • Opcodes present: 1,2,4,8,9,10,12,13,15,18,21,22,23,24 (HEADER, GROUP, DL, LOD, BSP, BOX, GUNFIRE, SHADOW, INTERLINK, SWITCH, GROUPSIMPLE, DLPRIMARY, HEADPH, DLCOLLISION). op22 N64: numVertices s32@0, Vertices@4, Primary@8, BaseAddr@0xC (size 0x10); only 5 files have it.
  • Record sizes N64/PC: OP01 0x10/0x18, OP02 0x1C/0x28, OP04 0x14/0x28, OP08 0x10/0x18, OP09 0x24/0x30, OP10 0x1C/0x1C, OP12 0x28/0x30, OP13 0x20/0x30, OP15 0x1C/0x1C, OP17 0x20/0x28, OP18 0x08/0x10, OP21 0x14/0x14, OP22 0x10/0x20, OP23 0x02/0x02, OP24 0x20/0x40 (compiler-verified). Field layouts in src/bondtypes.h (ModelRoData_*Record); read N64 fields from packed offsets, emit via the real PC layout — don't hand-compute PC offsets.
  • f32 fields are big-endian in ROM — bswap all f32 (record origins, BoundingVolumeRadius, Scale, Min/MaxDistance) and every s16 in vertex arrays; also bswap32 the TextureID u32 in the texture table (texLoad reads *updateword & 0xffff as the texture number).
  • Vertex arrays must stay 16B-stride (GDL gSPVertex hardcodes 16B/vertex; propobj.c copies with sizeof(Vertex); model.c:4360 allocates numVertices×4 words). bswap every s16 field BE→LE. Main Vertices array is pure data; CollisionVertices carry LinkedTo@8 = vma of a ModelNode — remap to the new node offset (PROMOTE promotes them after rebase).
  • GDLs: 8B BE word pairs → 16B LE slots: w0=bswap32(rom_w0); w1=bswap32(rom_w1) — leave w1 raw, NO LSB set (ROM convention; fast3d's extended seg_addr case handles unmarked segmented addresses — D47.13). GE uses STANDARD libultra GBI numbering (include/PR/gbi.h); opcodes live in the TOP byte of w0. Opcode-aware remap: only {G_VTX=0x04, G_SETTIMG=0xFD, G_LOADBLOCK=0xF3} carry addresses in w1 (seg-5 → remap low24 via region map). All other opcodes get bswap-only — G_TRI4 (GE extension 0xB1) w1 is 4-bit vertex-index data, NOT an address (D47.6); same for TRI1/TEXTURE/SET*MODE/CLEARGEO/SETGEO/syncs. G_VTX w0 is GBI1-style (04<<24 | dst<<16 | 16·n, dst=((n−1)<<4)|v0; all 2826 have v0=0, n≤16) — bswap only, no field remap (D47.5). ROM scan: all 2805 seg-5 VTX refs have even offsets → lossless; no nested G_DL in model files.
  • Marker format: top byte of w0 = 0xC0; type = w0 & 7 (only 0/2/3/4 exist); texnum = w1 & 0xfff; min = top byte of w1. texLoadFromGdl dispatches on the top byte — PC fix: (u8)(in->words.w0 >> 24). Type-0/1 markers with a valid tex are SKIPPED by the game (no expansion); the rest expand per D45's K table, which D46 verified as a true worst-case bound (no LUT textures exist; 99% of textures have maxlod=0 → TileLods emits nothing; state dedup resets per GDL via sub_GAME_7F0CC4C8).
  • seg-5 VTX offsets must be remapped — all 2805 point into op4/op22 vertex arrays that move during re-layout (PexplosionbitZ: op4 with numVertices=0 but GDL loads 16 verts from offset 0x98 — the GDL's VTX count is authoritative, not the record field).
  • PROMOTE contract: emit every promoted pointer as zero-extended u32 (low word of the 8B slot, high word 0); PROMOTE ((u32)var + diff, vma 0x5000000) then works unmodified. Fields promoted per opcode (model.c switch): all nodes Data/Parent/Next/Prev/Child; OP01 FirstGroup; OP02 ChildGroup; OP04 Vertices; OP08 Affects; OP09 left/rightChild; OP18 Controls; OP24 Vertices/CollisionVertices/PointUsage/CollisionVertices[i].LinkedTo. NOT promoted: GDL Primary/Secondary (stay raw 0x05xxxxxx), BaseAddr (game overwrites with fileramaddr).

Load path (single hook point):

  • ALL model loads go through load_object_fill_header() (objecthandler_2.c:97): dst≠0 → _fileNameLoadToAddr(name,0,dst,size) (region = caller's bytes — see D45 for the grown per-region sizes); else _fileNameLoadToBank(name,0,0x100,4). Fresh-load semantics (D47.2-4): fileIndexLoadToBank takes ALL remaining MEMPOOL_STAGE space (S_bank) only when poolRemaining==0; then F := alloc(S_bank), R := S_bank, load_resource decompresses D into F and sets P := decompressed size (D_N64 from ROM; D_PC directly for sidecars — no fixup needed). At compaction: delta = R − P (positive on fresh loads — the GDL mirror moves FORWARD). fileSetSize(reallocate=1) → mempAddEntryOfSizeToBank rewinds the bank cursor to the post-compaction size, giving the tail back.
  • Reload hazard + PC fix (D47.4, needed by BOTH plans): fileSetSize leaves P=R=post-compaction size, so a same-stage reload would alloc(P_old) which can be too small for the compressed source placement → load_resource sets poolRemaining=0 → silent failure. PORT-guarded reset of poolRemaining=0 before the load call forces fresh-bank semantics every load (staging space = whole remaining bank; steady-state usage identical).
  • Plan A only (fallback): the fixup must set ONLY poolRemaining (= D_PC exactly), never rom_remaining; stage at F+R−D_PC with guard D_N64 + D_PC ≤ avail (D48.4); hook after filedata assignment, before Switches/Textures/RootNode setup + sub_GAME_7F075A90 (PROMOTE walks PC ModelNode stride — the image must already be re-laid-out).

Compaction contract (sub_GAME_7F0762E0, objecthandler_2.c:24-83) — the tightest constraint (applies to both plans):

  • It mirrors the GDL region [first_gdl_off, P_conv) into the caller-region's tail headroom (texCopyGdls to [A+R−P_conv+g, A+R)), then rewrites each GDL in place via texLoadFromGdl (expands texture markers into RDP commands), writing back starting at the original first-GDL offset; final fileSetSize = end of last rewritten GDL (= P_conv + 16·M_actual). D46: fit and no-clobber are the SAME condition — R ≥ P_conv + 16×Σ(K_t−1) worst case — and all buffers satisfy it (see §F/D46 for the strict bound + the two cast-screen corrections).
  • Per-GDL count = byte distance between CONSECUTIVELY VISITED gdls → GDLs must be packed contiguously at the tail of the PC image, in modelIterateDisplayLists visit order.
  • modelIterateDisplayLists (model.c:6254) MUTATES the tree while walking: LOD → node->Child = LOD.Affects; SWITCH → node->Child = Switch.Controls; BSP → modelApplyReorderRelationsByArg(node,TRUE) splices siblings (leftChild group before rightChild). Visit order per DL node: Primary, then Secondary (if non-null and ≠ previous), then DFS Child/Next/Parent.
  • tools_pc/d43_gdlorder.py implements this exact simulation to verify visit-order adjacency — all 512 files pass (total GDLs 2301).
  • Primary/Secondary are NOT promoted (raw 0x05xxxxxx), so modelNodeReplaceGdl's Primary == find comparisons work unchanged; after compaction Primary = replacementgdl (raw value, arbitrary parity).

Render-time GDL resolution:

  • The game emits gSPDisplayList(gdl, rwdata->gdl) with w1 = raw 0x05xxxxxx; segment 5 (SPSEGMENT_MODEL_COL1) is set to BaseAddr (= file base) by the preceding gSPSegment. fast3d's seg_addr (port/fast3d/gfx_pc.cpp:2282) resolves raw 0x05xxxxxx via segmentPointers[5] + (w1 & 0xFFFFFF) — DONE, committed.
  • Segments 3/4 (MTX table / vertex buffer) are set by the game per-render via gSPSegment ✓. BG segments (13/14/15) belong to the background path — later task.

Helper scripts (tools_pc/, tracked; run from repo root)

  • d43_convert.py — reference layout + validator (D47): DFS walk with LOD/SWITCH rewiring, region map, per-opcode record/vertex/GDL analysis, remap checks; runs on all 512 ROM files (ALL CLEAN). Lays the foundation for the emit pass (Task 2 step 1) — import/reuse its walk + region map.
  • d43_invariants.py — full ownership tiling check (0 failures / 512).
  • d43_gdlorder.py — exact visit-order simulation; all 512 pass.
  • d43_sizes.py / d43_sizes2.py — decompress all 512, report N64/PC sizes + per-file worst-case P_final.
  • d43_walk.py / d43_fullwalk.py / d43_tree_dump.py — tree walks, opcode histogram. (Header names lack the C/G/P prefix and trailing Z: file CcamguardZ → header camguard; all header files are literally named modelFileHeader.inc.c in per-model dirs.)
  • d43_gdldump.py / d43_gdlhist.py / d43_gdlseq.py — GDL command dumps/histograms/sequences.
  • d43_seg5.py / d43_seg5ops.py / d43_seg5vtx.py / d43_seg5vtx2.py — seg-5 VTX reference analysis (all 2805 point into op4/op22 vertex arrays → must remap).
  • d43_cover.py — verifies every seg-5 VTX + SETTIMG target falls inside a modeled object (2804/2805; the one exception is PexplosionbitZ's orphan array at 0x98 — handled by the zero-vtx rule).
  • d43_lutscan.py — proves NO LUT textures (formats 9-12) and maxlod distribution across all 512 files (D46).
  • d43_chainbound.py — computes D46's strict bound for every buffer/chain vs the PC region sizes.
  • d43_decode.py / d43_layout*.py / d43_pointusage.py / d43_vtxfmt.py — earlier investigation (format pinning).
  • Gotcha: MODELFILEHEADER's name is field a[0] of the macro args (NOT the filename).

Dev-loop speedups (priority order)

  1. Frame capture + pixel assert — NOW (Task 2 step 4): env-gated PPM dump every N frames in port/video.c + tools_pc/pixcount.py (non-clear-color pixel count / diff two captures). Turns "the scene contains actual model geometry" into an assert, makes the 30 s soak scriptable, and enables screenshot diffs against Mupen64Plus with the verified No-Intro dump as ground truth.
  2. tools_pc/sym.sh — tiny wrapper: takes a PC or rel offset, adds image base 0x140000000, runs addr2line -e build-pc/ge007.x86_64.exe -f -C. One command per crash; re-verify the image base with info address after any link-layout change.
  3. tools_pc/romdump.py — Python ROM/asset inspector: parse ModelFileHeader/ModelNode trees using the bondtypes.h layout, print opcode sequences / node links / Data records for a given cart address; also re-parse SIDECAR files as PC layout (post-Plan B this is the first stop for "geometry looks wrong").
  4. D44 (automatic backtraces) — DONE, committed.

PD port as standing reference (always available)

PD_PORT_CHECKOUT is the Perfect Dark PC port — same Rare engine family, and the standing reference/guidance source for this project (noted in AGENTS.md). Consult it whenever a remaining work item has a PD analogue:

  • Phase 2 asset conversion: port/src/preprocess/ (~4,100 lines) — per-ROM-segment N64→PC layout converters hooked from their romdata.c. filemodel.c = D43 near-analogue (same vma 0x5000000; PD converts at LOAD time — we convert OFFLINE for speed, same field rules apply); filebg.c (expected follow-on), segaudio.c (cross-check for our D37 bank-tree fixup), filelang.c, filetiles.c, filepads.c, filesetup.c, gbi.c, segfonts.c.
  • Phase 3/4 (copy-and-adapt; our stubs were scaffolded for this): port/src/mixer.c (722 lines vs our 31 — libaudio→SDL mixer), input.c (1,551 vs 48 — SDL_GameController backend with hotplug/rumble/keyboard; remap buttons to GE's scheme), fs.c (294 vs 81 — file-backed save dir for Phase 4 EEPROM/PFS).
  • Caveats: copy port-layer files only (their game code was modified for PC); same family ≠ identical format — validate every conversion per-field against GE headers + ROM ground truth. Full audit: docs/PCPortResearch.md §2.4.

Standing procedure (you will hit more of these)

Every ROM-serialized struct with a pointer field faults the same way once you reach more asset loading. The D32 fix procedure (doc §H): at the fault, ptype /o <Struct>; if a pointer field's offset/size diverges from its N64 offset comment, change it to u32 + cast at the use sites; verify the load-time rebase yields valid V1 addresses (< 0x80000000); also check the ROM bytes' endianness per-field (D33 rule: u32 bswap32 / u16 bswap16 / u8 identity) and any fixup loop's pointer stride on x86-64; for packed struct trees use the D37 re-layout pattern; for address-arithmetic idioms over exe symbols (D39/D42 class) guard a PC branch that reproduces the N64 32-bit value exactly. Rebuild; confirm boot advances. Log each as D3x in §F and note it in AGENTS.md phase status. For asset FORMAT work, prefer the offline pattern (D48): pin the format with Python over the ROM ground truth, emit + validate offline, serve through the existing load path — runtime C conversion only as fallback.

Environment (do not rediscover these)

  • MSYS2/MinGW tools are in /c/msys64/mingw64/bin/ — not on PATH. Prefix every shell: export PATH="/c/msys64/mingw64/bin:$PATH".
  • Build: ./build-pc.sh ntsc-final (incremental; full rebuild only when port/shim/ changes; a clean full build is ~5 s on the 16-core dev box). ROM is at data/ge007.ntsc-final.z64 (= baserom.u.z64, byte-identical).
  • The ROM is mapped at cart base 0x10000000 on PC (romdataInit), so &<segment>Symbol values (e.g. _sfxctlSegmentRomStart = 0x102EBDE0) are directly dereferenceable host pointers into the ROM image; romCopy() copies from those cart addresses. All game RAM lives in the V1 view at 0x70xxxxxx (< 4 GiB) — s32 truncation of game-RAM pointers is lossless (this is why D39 needed no changes outside image_bank.c).
  • ROM provenance (verified 2026-08): byte-identical to the No-Intro good dump GoldenEye 007 (U) [!].z64 (kept in data/). MD5 70c525880240c1e838b8b1be35666c3b, SHA-256 2cdcec8a9f0cb6e36337f3ee39d8ad105dc8afa6ba1c02d466e8f5b771f9a162, 0xC00000 bytes, country 'E' (US). Header CRCs DCBC50D1/09FD1AA3 re-verify with tools_pc/romverify.exe.
  • gdb: launch mode only (gdb -batch -ex "handle SIGSEGV stop" -ex run …). Symbolicate offline with addr2line -e build-pc/ge007.x86_64.exe -f -C <0x140000000+rel>. Image base is 0x140000000 (re-verify with info address after a rebuild). Debug scripts live in build-pc/ (d37_tree.py, d39_*.gdb, d41_probe.gdb, …); the D43 investigation suite is in tracked tools_pc/.
  • Capstone gotcha (D47.1): the ROM is BIG-ENDIAN MIPS — always disassemble with CS_MODE_MIPS32 | CS_MODE_BIG_ENDIAN. Default (LE) mode produces garbage that looks plausible; an earlier session's disassembly was all LE and had to be redone.
  • Crash log: ge007.crash.log (repo root) now holds Phase 1 + a BACKTRACE: section (D44 fixed). First stop for any fault; symbolicate with addr2line -e build-pc/ge007.x86_64.exe -f -C <abs-addr>. Frames past the true chain may be stale — sanity-check they fall inside .text.
  • objdump -d --disassemble=<fn> / objdump -s -j .data on build-pc/ge007.x86_64.exe is a fast way to check what the compiler actually emitted.
  • Many init functions use a fake RBP — compute stack offsets from the entry RSP, not RBP.
  • Python on this box: no f-strings with nested quotes (< 3.12) — use % formatting.

Definition of done

  • Session A: D49 committed — all 8 checklist items adjudicated with evidence; HANDOFF status updated; if any item refuted, the fallback/adjustment is spelled out.
  • Session B (the milestone proper): stage objects load without faulting and the rendered scene contains actual model geometry per the pixel assert (not just the clear color / background), stable under a 30 s+ soak. Committed + pushed to origin/master (PC port: phase 2 — <what>). After that, Phase 2 makes it look right (fast3d CC/RM correctness vs gmain.s — GE-specific, no PD analogue) and Phase 3 adds sound + input, largely copy-and-adapt from the PD port.