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goldeneye-pc-port/docs/dev/QOL-INVENTORY.md
T
James Dansereau 7bcfbf313c feat(D211-D213): PC QoL image options — FOV slider, anisotropic filtering, on-screen FPS
Three port-only knobs, each defaulting to byte-identical behaviour:

- Video.FovScale (D211): multiplicative half-angle scale on every perspective
  projection matrix as it is loaded (gfx_apply_fov_scale, gfx_pc.cpp). Columns
  0+1 scaled together so H/V FOV widen uniformly and aspect is preserved; ortho
  (HUD/menu) matrices untouched. Composes with the game's per-frame aim-zoom
  rewrites for free. Percent of vertical FOV, 50-150, default 100 => guarded
  early-return (zero FP ops, golden dumps byte-identical). WIDESCREEN-FOV-PLAN
  Phase 4, landed standalone.

- Video.Anisotropy (D212): expose fast3d's already-implemented GL anisotropy
  hook as config (1-16). New gfx_set_anisotropy_level() extern-C wrapper clamps
  to the GL max. Default 4 = the value fast3d already hardcoded => no delta.

- Video.DisplayFPS (D213): PD-parity top-right FPS readout, sampled once per
  emitted frame (optionsoverlay.c fpsTick). Config-only; default 0 => emit
  still returns NULL with the panel closed.

F10 overlay gains 'Anisotropic' and 'FOV scale %' rows (DisplayFPS is file-only
- the panel is at its 13-row layout limit, matching PD).

Build clean (ntsc-final); bunker1 framediff worst_cell 12.219 vs 12.221
baseline = render noise, no-op confirmed. Interactive eyeballs owed (see
docs/HANDOFF.md M-83).

findings.md: D211-D213 rows + index regen. WIDESCREEN-FOV-PLAN Phase 4 and
QOL-INVENTORY rows marked done.
2026-09-09 00:02:47 -04:00

4.5 KiB
Raw Blame History

QoL Inventory — PD-vs-GE options diff

Status: partially implemented. M-83 landed three port-only quick wins — DisplayFPS (D213), anisotropic filtering (D212), and the FOV slider (D211, via WIDESCREEN-FOV-PLAN.md Phase 4). Rebinding / SkipIntro / per-pad tuning / window HiDpi still open. Companion to WIDESCREEN-FOV-PLAN.md and UNLOCKED-FPS-PLAN.md.

Method: diffed the config surface of both ports — every configRegister* key in pd_port/port/src/*.c vs port/src/config.c + the F10 overlay (port/src/optionsoverlay.c) + PD's optionsmenu.c. Principle applied: where PD has a QoL feature that is achievable here, it is the standard; GE keeps its own extras.

Classification key — P = port-only (no rules issues), G = needs a game-code exception (rule #2 sign-off, per WIDESCREEN-FOV-PLAN.md framing).

GE already has (baseline — keep)

Input: mouse enable/capture/aim+turn speed/invert Y/Y scale/smoothing/raw input, aim band, hipfire pitch speed, menu pointer speed + mode (GE's menu cursor is injected entirely in port/src/input.c — no game code), pad deadzone/trigger %. Video: VSync, FpsCap, MSAA, TextureFilter, FixMipTextures, WrapFix, Fullscreen, Window geometry. Game: ScreenShakeIntensity. Debug: FrameDump, InputLog.

PD has, GE lacks (candidates)

Feature PD location Class Effort Notes / priority
Key rebinding (config-string binds per controller/action) input.c:69,627-675,1548 (bindStrs, inputParseBindString) P M High. Explicit Phase 4 debt ("rebinding UI" — note PD has no UI either; config-file driven). Port-only in port/src/input.c.
SkipIntro main.c:139 (STAGE_TITLE → STAGE_CITRAINING) P S High. GE analogue: stage-override path already exists (boss.c:385-393, g_StageNum = LEVELID_TITLE at :98); wire a flag + arg. 10-min check on what feeds tokenFindLevel.
DisplayFPS (DONE M-83, D213) config Video.DisplayFPS P S Top-right readout, config-only; ~0.5 s sample window.
Anisotropic filtering (DONE M-83, D212) Video.Anisotropy (1–16, dflt 4) P S fast3d already had the GL hook + a hardcoded 4×; M-83 exposed it as config. MipmapFilter / TextureFilter2D still not surfaced.
Per-pad tuning: per-stick deadzones, stick scale, rumble scale, device index, swap sticks, C-button mapping input.c padsCfg block P M Medium. Matters for real-controller users; PD pattern is a config section per pad.
FakeGamepads / FirstGamepadNum / UseHIDAPI input.c P S–M Niche (local MP on PC); defer until MP is actually played.
Window polish: DefaultFullscreen/Maximize, CenterWindow, AllowHiDpi, ExclusiveFullscreen video.c vid* block P S HiDpi + center are the useful ones on modern Windows.
VSync adaptive (−1..10) Video.VSync range P S Note for FPS plan — GE's 0/1 toggle is fine until then.
CenterHUD (0/1/2 = left/center/right) Game.CenterHUD → g_HudAlignModeL/R G* — Already scoped in WIDESCREEN-FOV-PLAN.md Option B (Phase 1 decision). Not a separate item.
Per-player FovY + FovAffectsZoom Game.Player%d.FovY, g_PlayerExtCfg G M PD does this in game code. GE's port-only RSP FOV slider (widescreen plan Phase 4) covers the global case; per-player is a stretch goal needing the exception class.
MemorySize (4–2048 MB emulated RAM) Game.MemorySize → g_OsMemSizeMb P? S Check how GE sizes its OS memory heap; if fixed, make it a config knob (stability lever for heavy levels).
MaxExplosions / GEMuzzleFlashes / DisableMpDeathMusic PD decomp edits G S Low priority; rule-#2 cost > benefit. Skip unless asked.
GlareBrightness / OverexposureScale / FramebufferEffects PD post-FX — — Not applicable: GE's fast3d has no framebuffer-effect path. Excluded.

GE has, PD lacks (keep as-is)

Video.FixMipTextures, Video.WrapFix, Input.AimBand, Input.HipfirePitchSpeed, Input.MouseSmoothing, Debug.FrameDump, Debug.InputLog. No action.

Suggested Phase 4 order (after audio; ordering vs widescreen/FPS TBD)

  1. Quick wins (all P, small): SkipIntro, DisplayFPS, aniso + mipmap filters, window HiDpi/center.
  2. Rebinding (P, medium) — the headline Phase 4 item; PD pattern is config-string driven, no UI required for parity.
  3. Per-pad tuning (P, medium).
  4. Niche: fake gamepads / HIDAPI (when MP gets played); MemorySize knob (after the heap check).

Everything here is parked behind audio like the other plans; nothing in this inventory implies an implementation decision yet.