forked from Ports/goldeneye-pc-port
'Game file' (the manual's term) reads, in modern PC usage, as the program's own files, not the user's save. 'Profile' is the clearest end-user term for what these files actually are -- a per-player bundle of progress + per-file settings -- and '(per profile)' expresses the tag's scope where '(save)' read as a verb. Strings (both UIs: front options + F10 overlay): - front top row: 'Save file' / 'File N' -> 'Profile' / 'N' - section annotation: '(File N)' / '(no file)' -> '(Profile N)' / '(none)' - per-file row tag: '(game file)' -> '(per profile)' - F10 unavailable value: 'Select game file' -> 'Select a profile' Display layer only: identifiers and ini keys (Bond.* rows, watchSettings*, ini) are untouched. D357 plan section 4 is the terminology record; new D359 finding + index row; manual 'game file' -> 'profile' sync noted as a TODO (port-owned doc, not in this repo). Build + headless smoke clean.
161 lines
9.8 KiB
Markdown
161 lines
9.8 KiB
Markdown
# D357 — Settings thresholds & values: align display units/defaults with the PD port + Turok PC
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Status: **PROPOSAL — awaiting sign-off** (2026-09-27). Baselines: the PD port
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checkout (`C:\Users\james\Source\Repos\pd_port`, `port/src/optionsmenu.c` +
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`input.c`/`video.c` config registrations), the Turok PC (Nightdive) list from
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the maintainer's notes (`docs/dev/notes/OPTIONS-MENU-PLAN.md` §6 — *taken from
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user notes, not checked independently*), and the N64 watch (ground truth for
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the `Bond.*` rows only). Triggered by maintainer report: the current values
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are "a bit confusing".
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Companion change landed with this doc's review: the terminology settled on
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**"Profile"** as the end-user term for a per-player game file -- the
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front top row reads **Profile**, the per-file row tag reads
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**"(per profile)"** and the F10 unavailable value reads **"Select a
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profile"** (§4).
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## 1. Problem
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The D356 regroup fixed the *layout*; the *values* still mix three unit
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families with no consistent rule:
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- **raw internal units shown as-is**: `Input.MouseSensitivity` (1–500, 100 =
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1× — the "100" is a % of a 1.0 multiplier, not a count),
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`Input.PadDeadzone` (raw 0–30000, `dispDiv=300` → "23%" but the step of 500
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raw is 1.67 display-%, so the slider lands on 23, 25, 26…),
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`Bond.Music`/`Bond.FX` (0–32767, `dispDiv=328`, step 128 = 0.39 display-%);
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- **N64-era vocabulary on PC rows**: texture filter "Nearest / Bilinear /
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**3-Point**" (the N64 watch term for trilinear), "FOV scale %" instead of
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degrees;
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- **defaults that don't read as defaults**: MSAA shows "4x" fine, but
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`FpsCap` 0–1000 with step 1 invites 117 FPS; `Video.LodDistance` default
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150% vs `DrawDistance` 150% with a 25-step grid (100/125/150/175…).
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The PD port is the house style to copy: per-stick sensitivity as a **±10
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multiplier (default 1.0, negatives invert)** (`input.c:1537`), mouse speed
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**-30..30 (default 2.5)**, deadzone **raw 0–32767 per stick+axis**, rumble
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**0–1**, MSAA as a **2x/4x/8x/16x dropdown**, frame cap as **"N FPS"**,
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volumes as 0–100 %. Turok's (user's list) conventions: single mouse
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sensitivity knob, per-section resets (landed, D356), master/sound/music
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volume trio (master still M3-backlog).
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## 2. Principles
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1. **Display, don't rescale the world.** Every change is port-only (row
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table, `dispDiv`/step/`unit` fields, value-text, `kResetDefaults`): no
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`src/game` change, and config *storage units* are kept wherever a change
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would migrate existing ini files (principle 3).
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2. **Human units in the value column**: `%` on a 0–100 grid, `×` multipliers
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with 1.0 as the default, `N FPS`, `Off/2x/4x/8x`, `Unlimited`. A slider
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step must map to a **whole display unit** (the deadzone 1.67%-step bug is
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the canonical example to fix).
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3. **Ini stability**: renaming a config key's storage unit is a migration.
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Where the plan needs it, register a *new* key (e.g.
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`Input.PadDeadzonePct`) and keep the old key as a read-once legacy alias —
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the D333 `Input.AimMode`→`Input.AimStyle` alias pattern (`input.c:1962`).
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Each migration gets a findings note.
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4. **`kResetDefaults` stays in lockstep** with the config C initializers
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(D356 Gate E): every default change in this plan updates the table in
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`optionsoverlay.c` in the same commit; the `GE_WSPROBE_RESET` probe
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re-verifies.
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5. **Defaults = the config C initializers**, never a new menu-only default.
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## 3. Row-by-row audit & proposal
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Current state from `optionsoverlay.c` `rows[]` + the `configRegister*`
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ranges (2026-09-27). "Display" = what the value column shows today.
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### INPUT
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| Row | Now (default · range · step · display) | PD port | Turok (notes) | Proposal |
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|---|---|---|---|---|
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| Mouse sensitivity | 100 · 1–500 · 5 · raw `100` | `MouseSpeedX/Y` float −30..30, def 2.5 (sign = invert) | single knob | **Display as a × multiplier**: keep storage (100 = 1.0×), value text `%.1f×` (v/100); range 10–300 (0.1–3.0×), step 10 (0.1×). Label stays "Mouse sensitivity". |
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| Invert look (mouse) | Off/On | folded into the −/× sign of MouseSpeed | — | **Keep On/Off** (PD's negative-multiplier style is an alternative; a separate invert is simpler next to the × slider). Decision: confirm. |
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| Aim style / Aim range | N64/Centred (PC) · PC/N64 | — (GE-only, D337/D338) | — | Keep as-is (GE-specific; hiddenIfOn already sane). |
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| Invert look (controller) | Off/On | sign of stick scale | — | Keep. |
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| Stick deadzone | 7000 raw · 0–30000 · 500 · ÷300 → `23%` (1.67%-steps) | raw 0–32767 per stick+axis, `DEFAULT_DEADZONE` | MISSING | **New key `Input.PadDeadzonePct` 0–100, step 1, default 23** (7000/30000×100); `input.c` scales back to raw at apply; old key becomes a legacy alias (principle 3). Display `N%` on a whole-% grid. |
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| Trigger threshold | 23 · 1–99 · 1 · `%` | — (GE extra) | — | Keep. |
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### GAMEPLAY
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| Row | Now | Baseline | Proposal |
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|---|---|---|---|
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| Auto-aim / Sight / Look ahead / Ammo (profile) | Off/On (N64 watch 0/1) | N64 watch = ground truth | Keep; tag now reads **(profile)** (this doc's companion change). |
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| Skip intro / No hit flash / All unlocked | Off/On | Turok: screen-shake/hit-flash family | Keep. |
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| HUD scale | 100 · 75–150 · 5 · `%` | — | Keep (whole-% grid already; range cap D226). |
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### GRAPHICS
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| Row | Now | Baseline | Proposal |
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|---|---|---|---|
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| Anti-aliasing | 1/2/4/8, def 4, shows `None/2x/4x/8x`, restart | PD dropdown 2x/4x/8x/**16x**, def 4x | **Add 16x to the sequence** (`kMsaaSeq`, range clamp 1–16) — SDL/GL supports it; PD has it. Decision: perf cost on mid GPUs (restart already flagged). |
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| Texture filter | Nearest / Bilinear / **3-Point** | PC convention: Nearest/Linear/Bilinear | **Rename the enum names to `Nearest / Linear / Bilinear`** (3-point *is* trilinear; the N64 term is the last one left on a PC row). Storage 0/1/2 unchanged. |
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| Anisotropic filtering | 4 · 1–16 · 1 · `x` | Turok 1–16 | Keep; **dim/disable when filter = Nearest** (anisotropy only applies to filtered sampling) — `hiddenIfOff`-style guard, UI-only. |
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| FOV scale | 100 · 50–150 · 5 · `%` | Turok 3: 60–120° slider | **Display in degrees**: the 100% baseline is the N64 vertical FOV scaled to the port's widescreen math — value text `N°` (v/100 × baseline, 1 decimal); storage unchanged. Decision: degrees vs % (Turok uses degrees; % is the existing mental model — pick one, recommend degrees). |
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| Native widescreen / Widescreen auto FOV / Crop overscan | Off/On | — | Keep. |
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| Draw distance | 150 · 100–400 · 25 · `%` (hidden under auto-FOV) | Turok: draw-distance row | Keep the % grid (25% steps read fine); **step 25 → display already whole-%**. No change. |
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| LOD distance | 150 · 25–400 · 25 · `%` | — | Keep; note default 150 vs DrawDistance 150 is intentional parity. |
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### AUDIO
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| Row | Now | Baseline | Proposal |
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|---|---|---|---|
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| Music volume (profile) | 32767 · 0–32767 · 128 · ÷328 → 0.39%-steps | Turok: 0–100% | **step 128 → 328** (exactly 1 display-%; 32767/328 = 99.9 ≈ "100%"). Storage unchanged (N64 `VOLUME_MAX` semantics). |
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| FX volume (profile) | same | same | same. |
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| *(master volume)* | — | Turok trio | M3-backlog, out of scope (shape the section for it, D356 note). |
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### VIDEO
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| Row | Now | Baseline | Proposal |
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|---|---|---|---|
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| Fullscreen | Off/On | Turok: window mode (borderless missing) | Keep; borderless = separate backlog item. |
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| Resolution | action row (presets) | both | Keep. |
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| VSync | On/Off | both | Keep. |
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| Frame rate cap | 60 · 0–1000 · 1 · `Uncapped/N FPS` | Turok: "up to 120 FPS" / uncapped | **Preset grid**: 0/30/60/120/144 (step = next preset, wraps to Uncapped); value text already `N FPS`/`Uncapped`. Decision: preset grid vs free 1-step (recommend presets; 117 FPS has no purpose). |
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| Show FPS | Off/On | both | Keep. |
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## 4. Terminology (end-user term = "Profile")
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Decision (2026-09-27, UX review): the end-user term for a per-player
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game file is **"Profile"** — the per-player bundle of progress +
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per-file settings. Rejected: **"game file"** (the instruction manual's
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current term) reads, in modern PC usage, as the *program's* own files
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("Verify integrity of game files"), not the user's save; **"Save"** was
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the fallback (universally understood) but reads as a verb in the row tag
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and as progress-only, which these files are not. "Profile" covers both
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and fits the dossier styling of the screen.
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Final string set (both UIs: front options + F10 overlay):
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| String | Where |
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|---|---|
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| **"Profile"** + value `N` | front options top row (was "Save file: File N") |
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| **"(Profile N)"** / **"(none)"** | section-title annotation on save-scoped sections (was "(File N)"/"(no file)") |
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| **"(per profile)"** | per-file row tag (was "(save)", then "(profile)", then "(game file)") |
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| **"Select a profile"** | F10 unavailable value (was "Select file") |
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**Manual sync TODO:** the instruction manual's "game file" should be
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updated to "profile" (the manual is a port document we own).
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"Bond file" remains in code identifiers/config keys (`Bond.*` rows,
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`watchSettingsChooseFile`, ini keys) only -- never user-visible.
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## 5. Gates
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1. Port-only per principle 1; the deadzone key migration (principle 3) is
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the only config-surface change and follows the D333 alias pattern.
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2. `kResetDefaults` updated in the same commit as every default/range
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change; `GE_WSPROBE_RESET` (front + `-level_33`) re-run, all sections
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`failures=0`.
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3. Build via `build-pc-cmd.bat` (the pi-shell MSYS env gap, D356 note).
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4. Visual check owed (maintainer): front options screen + F10 in all five
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sections; the overlap fix from the same session (the level-1 save-file
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row no longer paints under the first content row).
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## 6. Out of scope
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- Key rebinding (Phase 4), master volume (M3), output-device selection,
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borderless window, per-axis controller sensitivity (PD-style four-knob —
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GE's one-knob design is D238/D304).
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- Any `src/game` change; the N64 watch keeps its own values and wording.
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