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GE_* environment probes — consolidated list

Every getenv("GE_…") in the tree. The table prose is hand-curated; tools_pc/gen_env_probes.py re-greps the live sites and reports drift (NEW / GONE vars + a fresh file:line map) — run it before trusting the File:line cells. Last reconciled 2026-09-21 (GE_D235 added, D235 fix wired; GE_D288 refined per M-155 follow-up; GE_D75V added for the Nintendo-logo vertex-slot investigation, M-195; GE_D322 pool-telemetry probe added). All are env-gated: unset = zero behavior change, so they are safe to leave in a release build (they only cost a getenv on the guarded path). "Dead" below means the finding it was built for is closed — the probe is strip-candidate scaffolding, not that it does anything harmful.

Two classes:

  • Infra / live tooling — deliberately kept, used by the playtest harness (tools_pc/debug.ps1, playtest.sh, level_sweep.sh) or by an investigation still in progress.
  • Dxx diagnostic — added to chase one finding; most are now closed.

Infra / live tooling

Env var File:line What it does Status
GE_PCDUMP port/fast3d/gfx_opengl.cpp:1079 (is_pcdump), gfx_opengl.cpp:700, port/src/video.c:188, port/src/config.c:46 (configGetFrameDump) Per-frame framebuffer PPM dump to $PCDUMP dir (verification-ritual golden captures, tools_pc/framediff.py/pixcount.py). Also settable via [Debug] FrameDump ini (env wins). M-33/D168: the writer now emits rows top-to-bottom — captures before that fix are vertically flipped. live
GE_INPUTSCRIPT port/src/input.c:306 Headless scripted controller-0 input: "<frame>:<tok>,…;…" (SUP/SDOWN/SLEFT/SRIGHT/SNONE sustain, buttons pulse). Sole input source when set. live
GE_INPUTLOG port/src/input.c:329, port/src/config.c:53 (configGetInputLog) Logs computed pad state (buttons + stick) each poll when non-zero. Also [Debug] InputLog ini. Also traces D165 menuptr est/tgt/eff/stick. live
GE_STARTMENU (+ GE_STARTMENU_PAGE, GE_STARTMENU_DIFF) src/game/lv.c:398-402 (#ifdef PORT) Boot straight into a front-end menu id (13=MISSION_COMPLETE, 10=BRIEFING, 7=MISSION_SELECT, 12=MISSION_FAILED, 6=MODE_SELECT); _PAGE=folder row (def 1=Dam), _DIFF=0..3. Crash-test a screen fast. live
GE_UNLOCK_ALL src/game/debugmenu_handler.c:1098 (get_debug_enable_all_levels_flag, #ifdef PORT) Mission-select shows every solo level (playtest jump-to-any-level aid). Cached in a static int c. live
GE_DEBUG_UNLOCKALL src/game/file2.c:404 (#ifdef PORT) Forces the "all levels unlocked" flag TRUE regardless of the shipped save — same effect as GE_UNLOCK_ALL but at the file2 unlock-query site. Cached in a static int. live (playtest aid)
GE_DEBUGMENU src/boss.c:566 (#ifdef PORT) Makes the L+R debug menu respond to live controller input (C-up+C-down open/close, stick + buttons read from pad 0) instead of the #ifndef DEBUGMENU path; unset reproduces that path exactly. Cached in a static int. live (playtest aid)
GE_OPTIONSOVERLAY port/src/optionsoverlay.c:231 Force-enable the F10 port-layer options overlay (D184 / PR #10) regardless of ini. atoi != 0. live
GE_D204 port/src/audio.c (audioSetNextBuffer) Audio-health monitor (D204). One line per 5 s of wall clock: rt= produced-audio/wall ratio (1.000 healthy; below 1 = the 30 Hz audio retrace is starving and the device is padding with silence), q= SDL queue depth / queueLimit (pinning at the limit with drop= climbing = overproduction, the "eventually no audio" state), drop= blocks discarded, max= largest block vs its g_MaxFrameSize*4 allocation. Deliberately cheap (~30 clock reads/s) — safe to leave on for a full playtest, unlike GE_MIXERTRACE. The instrument of record for D202. live
GE_D204_OLD port/src/audio.c (d204OldMode) Restores pre-D204 behaviour (osAiGetLength() reports the whole SDL queue depth; queueLimit back to 8192) so before/after can be A/B'd in one binary, without build-to-build variance. Temporary — remove when D204 closes. live (D204 A/B)
GE_AUDIOTRACE src/snd.c (sndPlaySfx, sndDeactivate), src/game/propobj.c (door sounds), src/libultra/audio/load.c (alLoadParam) Per-sndPlaySfx resolution trace to audiotrace.log: soundIndex → ALSound*/keyMap/wavetable/base/len/book, the returned ALSoundState*, every sndDeactivate, and wavetable bind events. M-65 additions: [VOICE+]/[VOICE-] pairing every voice acquire/release with sound/state/flags (NB: written from two threads to one unbuffered FILE* — occasional torn lines, parse defensively), [SLOTWRITE] door slot ownership, [RETRIGGER-POST], [WAVELOOP] (per-sound ALADPCMloop presence), [DOORSND] every door sound state change incl. an ORPHAN-both-slots-busy verdict. M-66b addition: [EXPIRE] — posted whenever the port-side ownerless-infinite-loop expiration is scheduled (sound/state/delay/fade); this line is permanent (part of the D202 option-C fix), unlike the rest of the probe set which is removable on close. M-67/M-69 additions: [WIRE] t=µs filter=… <- table=… (src/libultra/audio/load.c, every wavetable→decoder bind, µs-timestamped) and [VOICEMAP] (src/libultra/audio/synthesizer.c, full PVoice→decoder/resampler/env-state address map at synth init — this is how offline voicedump slot addresses tie to WIRE filter addresses). M-68 additions: [EVT] t=µs type=N state=P + [STOP-EVT] … deltaUs=N (event types per src/snd.h: 1=PLAY, 2=STOP, 8=VOL, 64=DECAY, 128=END). M-71 additions: [VOL] t=µs state=… rawVol=… playing=… (src/snd.c, per-VOL-event value before the slot-volume law) and [DISTVOL] pos=(…) player=(…) dist=… vol=… (src/game/propobj.c, the distance-attenuation funnel sub_GAME_7F053894 — this is how an SFX's final volume is computed from hit position). NB: lines from the multiple file handles interleave — occasional torn/corrupt lines, parse defensively. dumppos= gives the exact byte offset into audiodump.raw (quantised to the 2880-byte audio block). Low cost. live (D202/D205)
GE_PULLTRACE src/libultra/audio/load.c (alAdpcmPull) [PASTEND] assertion: fires if a voice's f->sample exceeds its wave's total samples while nOver == 0 (i.e. an unstopped voice keeps decoding past the end instead of zero-filling). Rate-limited to 40 lines. M-65: 0 hits — exhausted voices go silent correctly. live (D202)
GE_DMEMWIPE port/src/mixer.c (aClearBufferImpl) Zeroes the whole software DMEM at the frame boundary (detected as alMainBusPull's clear of AL_MAIN_L_OUT, addr 1088). Tests whether audio state survives across frames in DMEM. M-65: no-op on output — ruled out. live (D202)
GE_NOWET port/src/mixer.c (aSetVolumeImpl) Mutes the reverb send (wetamt = 0), isolating the reverb delay lines as a possible source of persistent signal. M-65: drone unchanged — ruled out (NB aPoleFilterImpl is still an unimplemented no-op, D199). live (D202)
GE_BANKDUMP port/src/romdata.c BANKSRC lines: the source ROM-layout bank tree per soundIndex (instrument → sound → envelope pointers + decayTime). Used to prove sound 203's decay=-1 is genuine ROM data, not a conversion bug. One-shot at load. live (D202)
GE_FORCEALARM src/game/propobj.c (handle_alarm_gas_timer_calldamage, #ifdef PORT) D207 diag (temporary). Forces the in-game alarm klaxon (alarmActivate) on a frame counter — on ~2–10 s, off, on again — and emits a per-frame [D207] f=… active=… ptr_alarm_sfx=… playstate=… locked=… line to audiotrace.log. Repro harness for the "alarm SFX overrides other audio" report when a level's own alarm can't be triggered headlessly. Remove when D207 closes. live (D207) — temporary
GE_KEYMAPDUMP port/src/romdata.c KEYMAP + ENVSRC lines: raw source bytes of every ALKeyMap / ALEnvelope in the ROM-layout blob, for byte-wise comparison against runtime values. One-shot at load. live (D202)
GE_AUDIODUMP port/src/audio.c (audioSetNextBuffer) Raw-dumps every mixed s16/stereo/22050 Hz buffer to audiodump.raw in the CWD for offline waveform inspection. Length ÷ 88200 = seconds of audio produced. live (D202)
GE_VOICEDUMP port/src/mixer.c (aEnvMixerImpl) Dumps each voice's resampled mono stream (post-resample/pre-envelope, i.e. the env-mixer input) to voicedump.raw as records of [u32 stateAddr][u32 nSamples][u64 us][s16 × n]. The µs stamp is when the block was MIXED — records are rendered ahead, so a record's samples END at its stamp (M-69: treating stamps as start offsets misplaces content by up to one ~33 ms block). stateAddr = the env-mixer state address from [VOICEMAP]. Used with scratchpad/exact_match.py for full-corpus per-voice sample verification. live (D202)
GE_MIXERTRACE port/src/mixer.c, src/audi.c (amDmaCallback), src/libultra/audio/load.c (_decodeChunk, alLoadParam) Per-opcode mixer trace to mixertrace.log (DMEM addresses, ADPCM books, decoded frames, [DMAREQ]/[DMAHIT]/[DMAMISS]/[BINDTABLE]). WARNING: unbuffered per-opcode fprintf, ~25 MB/min. It slows the process enough to starve the audio thread — M-63 measured "audio at 13 % of real time" that was entirely this probe's own artifact. NEVER use it for timing-sensitive measurement; use GE_D204. Grep it, never read it whole. live (D202) — timing-unsafe
GE_TEXPITCH port/fast3d/gfx_pc.cpp:924 (gfx_tex_pitch_fix, cached) =0 disables the D183 defensive de-stride in import_texture (default on). RC2/RC3 texture-shear A/B knob. live (RC3 not finished)
GE_TEXRAW port/fast3d/gfx_pc.cpp:1079 With GE_TEXDUMP, also dumps the raw pre-import source bytes (texdump/rNNN_f…_s…_WxH.bin) so a decode bug can be told from a source-data bug offline (D183). live (RC3 not finished)
GE_D219RAW src/game/image.c (texReadUncompressed/texChannelsToPixels, #ifdef PORT) Diagnostic-only, print-only (no behavior change): logs the runtime texture decompressor's bitstream header (texnum/format/width/height/compmethod) for every non-zlib wide-pixel image, plus a dump of the first row of decoded texels exactly as stored in the pool (post-PORT_PIXEL16, i.e. byte-swapped for the 16-bit family) for RGBA16/RGB15/IA16. No texnum filter — lets any suspect texture be cross-referenced against the offline ROM census (scratch/d219_census.txt) without narrowing by hand. live (D219, closed — kept for future runtime-decoder triage)
GE_WRAPFIX port/fast3d/gfx_pc.cpp:3166 (gfx_set_wrap_fix) RC3 test override for the Video.WrapFix D74/D167 wrap-block path (atoi != 0 wins over the ini). live (RC3 not finished)
GE_SAVELOG src/game/file.c:46, src/game/file2.c:16 (SAVELOG macro), src/boss.c:749, src/game/objective_status.c:297,343 Traces the campaign save/unlock chain (objective completion → end_of_mission_briefing → fileWriteSave → EEPROM). Used to confirm D157. g_savelogObjOnce gates the per-criterion dump to the bossReturnTitleStage call. live (strip once a few more level boundaries are playtested)
GE_D160 src/boss.c:744, src/game/bondview2.c:791, src/aicommands.def:10055,10181,10236,10242,10247 (all #ifdef PORT) Dam exit-cutscene (D148/D160) diagnostic: trace points in bossReturnTitleStage, bondviewSetCameraMode, and AI cmds EndLevel/exit_level/CameraLookAtBondFromPad/CameraSwitch. Investigation in progress — user owes a GE_D160=1 Dam run. live
GE_D243 src/game/front.c (menu_init, cached s_d243) Per-menu-transition trace with a local per-tick frame counter (D243 stale-DL-burst screen identification). Counter is NOT numerically identical to the port's internal frame count — cross-reference by elapsed offset. live (D243)
GE_D243CAM src/game/bondview2.c (bondviewFrozenCameraTick, three CAMERAMODE_POSEND branches) Dumps eye/look-at positions (+theta/verta on the gBondViewCutscene branch, +dt/angle/pad on the orbit branch) per call. Found M-143: the gBondViewCutscene branch fires and its look-at (field_3C4/8/C) sweeps through a filter catch-up after the cutscene warp — the shake mechanism. live (D243)
GE_D243M src/game/bondview2.c (solo_char_load, bondviewRemovePlayerBody, playerTick; cached d243mEnabled) + src/game/objecthandler.c (drawjointlist, both region variants) + src/game/chr.c (chrTick, after_position_update:) M-151/M-154/M-159 probe for the Dam-abseil "frozen Bonds + shake": D243M: CREATE/REMOVE at both bodyModel sites; D243M: tick (idx/model/propptr/chrptr/cam modes/prop->pos/field_488.pos/field_3B8/field_3C4-8-C/rp = render_pos pointer, never dereferenced — M-154 fix 2: tick-time render_pos holds arbitrary stale slot contents until the first draw pass, so the pre-view root translation is logged by chrdraw only) while the model exists or POSEND/INTRO is active; D243M: draw per on-screen player render submission; D243M: chrdraw — M-154 per-frame model-draw census, one line per CHR render submission (Model* + raw root translation) while a scripted camera mode (POSEND/INTRO/SWIRL/FADESWIRL) is active; a second Bond instance = extra lines with distinct model pointers at the same frame (same model is drawn twice/frame — two passes — dedupe by (frame, model)); D243M: onscreen (M-159/M-162/M-163/M-166, chr.c) — one line per chrTick call while the probe is active: vis= posIsOnScreen's result (M-159's frustum hypothesis, REFUTED by M-160) + the live prop->pos + actiontype=/anim= (M-160/M-164: which of chrTick's branches fired, the attached-animation pointer) + aidx=/animframe= (M-166: the animation reverse-resolved to its animation_table_ptrs1 index, GE_D193A's technique, + its current playback phase — tests whether the visible chr's animation phase at cutscene-entry, not just its identity, is what differs from N64) + x2active=/x2raw= (M-162/M-163, gated on GE_D243X2: whether the decisive save/restore experiment ran this tick, and the raw pre-restore position it overrode — the whole prop->pos vector as of M-163, not just Z). Silent during FPS play, silent on the GE_D243X2 fields unless that env var is also set. Note: field_3B8 x/z read at 10× world units in the smoke capture — not plain world position. live (D243)
GE_D243X2 src/game/chr.c (chrTick, gated additionally on d243mProbeActive()) Not a probe — a decisive behavioral experiment, off by default, NOT a fix. M-162/M-163: saves prop->pos right before chrTick's position-update dispatch (chr.c:2541-2617) runs, restores it at after_position_update: — before the render-matrix computation later in the same tick can see the cycled value (unlike M-161, which restored too late to have any effect). Tests whether chrTick's own animation-position write (M-160/M-164) is what produces the Dam-abseil shake. M-162 was Z-only (confirmed the mechanism on that axis, but the visible glitch persisted because that capture's chr cycled on Y instead); M-163 widened it to the whole vector. M-163's live result: NEGATIVE for the visible shake — prop->pos genuinely went smooth (log-verified) but the shake was unchanged, because the camera's look-at filter reads a different variable (field_488.pos, see GE_D243X3) that this experiment never touches. Kept in the tree as a real, useful (if ultimately not the visible-symptom fix) data point — always pair with GE_D243M=1 so the x2active=/x2raw= fields on D243M: onscreen show whether/what it overrode. Do not ship. live, test-only (D243)
GE_D243X3 src/game/bondview2.c (playerTick, the field_488.pos write site, gated on g_CameraMode == CAMERAMODE_POSEND) Not a probe — the experiment that actually confirmed the mechanism, off by default, NOT a fix. M-167: skips the field_488.pos.x/y/z assignment (bondview2.c:10495-10497) entirely while POSEND is active, freezing it at whatever value it held the instant suppression engaged. field_488.pos — not prop->pos — is what the cutscene's leaky-integrator look-at filter (M-143, field_3B8/field_3C4-8-C) actually reads; it comes from render_pos (the model's animated-skeleton readback), an independent data path from prop->pos. Live-confirmed positive: user — "yep camera shake is gone now." Logs a companion D243M: f488write frame=... idx=... x3active=... x3skip=... epoch=... f488pos=x,y,z line (always-on when GE_D243M=1, independent of whether GE_D243X3 itself is set) so the freeze is log-verifiable. M-169: no longer freezes forever — re-baselines (x3skip=0, write allowed through) exactly on the tick a legitimate shot-change teleport fires (d243GetTeleportEpoch(), bumped by chrai.c's AI_TRYTeleportingChrToPad right after its real setsuboffset() call), addressing the M-168 postmortem's "camera looks the wrong way for later shots" incompleteness — untested live yet, next session's first move. Superseded: D243 shipped its permanent fix (4ccab22c, M-170), which removed the X3 suppression block from playerTick — no live site remains. Kept here as a tombstone; the generator flags it GONE. dead (D243 closed — probe removed)
GE_D243X4 src/game/chr.c (chrTick, the render_pos snapshot/restore, gated on d243mProbeActive()) Not a probe — the M-168 experiment applying X3's technique to the actual draw-path consumer, off by default, NOT a fix. Snapshots model->render_pos[] after a 2-tick warm-up once POSEND engages, then holds it steady by copying the cached contents back over each subsequent tick's freshly-computed buffer — subcalcmatrices() always still runs first (never skipped; the first two attempts skipped it and crashed on a reused-pointer stale -1 tombstone, see findings.md D243 M-168). Addresses Bond's own rendered-body duplication (the consumer X3 never touched). Crash-free, stable, but same forever-freeze incompleteness as X3 pre-M-169. M-169: same teleport-epoch re-baseline as X3 — the warm-up counter now also resets (re-snapshots) whenever d243GetTeleportEpoch() changes, not only on the active/inactive edge. Untested live yet. Revert once a real root-cause fix replaces it; do not ship as-is. live, test-only (D243)
GE_D243SWIRL src/game/bondview2.c:10480 (playerTick, cached d243SwirlTarget) D243 follow-up probe: GE_D243SWIRL=<chrnum> logs a per-tick line for that chr while the swirl/fade camera path is active (tick counter + state), to verify post-fix behavior of the swirl transition. Inert unless set to a non-negative chr number. live (D243 verification)
GE_D193 src/game/frametiming.c (waitForNextFrame, #ifdef PORT) Per-wall-second line: render= rendered frames, sim= sim ticks delivered (Σ of the deltaFrames/g_ClockTimer fed downstream), clamped= frames whose catch-up hit FRAMETIMING_PORT_MAX_CATCHUP, maxraw= largest pre-clamp delta. Healthy steady state = render=30 sim=60 clamped=0 maxraw=2 (measured M-80, all levels idle). Use to check whether the wall-clock timer under-advances under real AI load (D193). Cheap; safe for a full playtest. live (D193)
GE_D193A src/game/chr.c (chrTick → d193aSample, plus d193aMoved in chrUpdateAnim; #ifdef PORT) Per-wall-second per-ticked-chr locomotion telemetry (D193/D209): chr= chrnum, act= ACT_TYPE, speed= world-units travelled/s, gtd= g_GlobalTimerDelta, tier= act_gopos.unk59 SPEED tier (0 walk / 1 run / 2 sprint; -1 when not ACT_GOPOS), gspd= act_gopos.speed (a turn rate, not a travel rate — 0 means running straight), typ= PROP_TYPE (3=CHR, 6=VIEWER), tick=/move=/frz= chrTick entries vs chrUpdateAnim calls vs freeze-gated (move « tick = the chr is being visibility-culled out of its own locomotion; move=0 at high speed = WAYMODE_MAGIC), hid= CHRFLAG_HIDDEN, then the root-motion scalars scale / xlscale / animrate / playspeed / mspeed (model->speed) / endframe / anim ptr / aidx= that pointer reverse-resolved to its animation_table_ptrs1 index (40 walking, 41 sprinting, 42 running, 107 walking_unarmed — map via src/game/initanitable.c). GE_D193A_CHR=<n> restricts to one chrnum. This probe found D209: Cradle showed tier=1 (RUN) with aidx=40/107 (walk anims) on every sample. live (D193/D209)
GE_D193B src/game/model.c (sub_GAME_7F06D3F4, #ifdef PORT) Rate-limited (1/97) raw anim root-motion decode trace (D193): joint= / flip= / base= mtx channel index / frame= / tmp= decoded s16 translation triple from the anim bitstream / angle= / anim ptr / bd=+bs= the D32 u32 bitDescriptors/bitStream addresses / njoints. M-80 Facility: base=0, angle=0 always (root-motion facing delta never non-zero — top lead), tmp ≈ (±small, ~1086 hip-height, ±small). Compare tmp/angle magnitudes against a clean N64 decomp build of the same anim+frame. live (D193)
GE_D250 src/boss.c (bossMainloop, wraps lvlRender(), #ifdef PORT) Per-wall-second line: [D250] lvlRender avg=Nus n=M — average + count of lvlRender() (DL-building: culling/animation/scene traversal) calls that wall-second, isolated from gfx_run()'s software-RSP interpretation cost (already covered by the existing "frame rendered in Nus" line). Added M-120 to chase D250 (fps stuck ~45-50 on Dam, ruled resolution/MSAA/vsync/build-flags out already) — found lvlRender itself is cheap (~0.5-1.5ms avg), so it is NOT the missing ~10-15ms/frame either; the still-unexplained cost must be elsewhere in the per-retrace-message loop (scheduler/thread round-trip, audio, or something not yet isolated by a targeted timer). Cheap; safe for a full playtest. live (D250)
GE_D172 port/fast3d/gfx_pc.cpp (gfx_sp_tri1 — SETCOMBINE dedup log + non-LOD multitex tri dump; #ifdef PORT) Particle magenta/cyan colour (D172). Logs each distinct SETCOMBINE + active cycletype, and — for a 2-cycle tri that consumes TEXEL1 with tex_lod=0 and a distinct 2nd tile — the tile fast3d samples for each texunit vs what the DL configured. Found D172: 40/40 particle tris configured tile 1 @ tmem 392 (fire) but sampled tile 0 (smoke) → smoke*smoke. FIXED (gfx_lod_tile_offset return rdp.tex_lod ? 0 : i). Probe kept inert. live (D172 FIXED, probe kept)
GE_D157 port/fast3d/gfx_pc.cpp (gfx_sp_vertex + import_texture; #ifdef PORT) D219/D252's "rainbow particle" family — bullet-impact spark on Bunker1 door confirmed by screenshot to cycle magenta/green/cyan (M-157). Three sub-probes: original exact-color-match log (g_BulletSparkColors[] byte match → geometry_mode/LIGHTING + shaded RGB); D157T texture-identity-keyed vertex full-path log (tile 0 holds a loaded texture ≤16 KiB in frame window [90,240] → raw cn[], post-shade RGBA, LIGHTING, geometry_mode, combine_mode, tile-0 tmem/fmt/siz/addr/size/line, uv; cap 400 + summary/200); D157I import census (small textures imported in the window, deduped per source address → addr/fmt/siz/size/tile/tmem). M-158: bug did NOT reproduce in 6 identical dev-box runs — probes left live to capture the full RGBA path on the next occurrence (user Steam Deck run with GE_D157=1). live (D219/D252, non-reproducible as of M-158)
GE_DVM src/game/gunfire.c (gunUpdateAndFire gate dump + gunRenderFirstPersonGunModels render dump; #ifdef PORT) 1P weapon viewmodel (D215). [DVM] line: the field_87F show/hide gate terms + Gun_hand_without_item sub-terms + copy_of_body_obj_header RootNode/Switches/numRecords. [DVMr] line: 87F + cmds_emitted = gfx commands the weapon subdraw() produced (healthy ≈ 150; the D215 bug showed 1). Rate-limited ~1/s per hand. Found + verified D215 (renderdata.flags read 0 → all weapon DL nodes gated off). Probe kept inert. live (D215 FIXED, probe kept)
GE_DTEX port/fast3d/gfx_pc.cpp:1001 Per-import_texture param log (dims / line / size / lod / gen_mipmaps). Used to root-cause RC2 and D159. Kept as an inert diagnostic. live (RC2/RC3 not finished)
GE_TEXDUMP port/fast3d/gfx_pc.cpp:1020, port/fast3d/gfx_opengl.cpp:700 PPM dump of every uploaded texture + a fmt/siz/palfmt/palidx/pal[0..3] line. Root-caused D161 (Depot ceiling). Kept as an inert diagnostic. live (RC3 not finished)
GE_D116 port/fast3d/gfx_pc.cpp:1710,2362, src/game/textrelated.c:265,541 (cached ge_d116) HUD/text "X-mirror" (D114/D116) vbo/uv trace. D114/D116 CLOSED — NOT A BUG (M-33/D168): the captures were upside-down, not mirrored. Probe is now dead scaffolding — strip on the next cleanup pass. dead (D114/D116 closed)
GE_D288 port/fast3d/gfx_pc.cpp (gfx_sp_tri1, right after the D233 trivial-reject guard; cached ge_d288) M-152 diag for the Silo intro stray triangle: frame-gated to num_dls 550–755 (M-155), now skips any_behind_camera==1 triangles (M-155 follow-up — the x/w divide is meaningless for w≤0; that subset was pure false-lead noise) and logs the render-mode word (oml) so a live capture can ID the culprit asset against level tables. Logs any triangle whose clip-space NDC bbox covers >50% of the screen or goes non-finite, with each vertex's w. Bare -level_20 re-run: 1965 sane hits in the window, still zero for the target color RGB(83,62,44) — consistent with M-155's working theory that the bare boot's scripted camera never reaches the bug state; headless probing is at its limit, live capture is next. live (D288)
GE_D236RM port/fast3d/gfx_pc.cpp (gfx_sp_tri1, unconditional getenv, no state kept when unset) M-155/pass-10 diag for D236: per-frame (num_dls) triangle count of the 0x0c184b50 render-mode class (other_mode_l exact match), heartbeat-logged every 300 frames even at zero. REFRAMED D280's "run-to-run dependent instantiation" as ordinary room-based occlusion, not a CPU-side gating bug — see ## D236 pass-10 writeup. live (D236 OPEN, kept for future passes)
GE_D236ORDER port/fast3d/gfx_pc.cpp:1844 (gfx_sp_tri1, cached s_d236order) D236 pass-12 diag: per-DL sequence log of the tree-class triangles (DL index, screen-space depth, noise min/max census) to test the draw-order hypothesis. Zero cost unset; remove once D236 concludes. live (D236 OPEN)
GE_D236ALPHA port/fast3d/gfx_pc.cpp:1896 (gfx_sp_tri1, cached s_d236alpha) D236 pass-14 diag: for the 0x0c184b50 tree-class render mode, logs the combine/alpha state of up to 4000 matching triangles (deduped on combine change) so the captured draw can be cross-checked against the source. Zero cost unset; remove once D236 concludes. live (D236 OPEN)
GE_D236ZFIX port/fast3d/gfx_pc.cpp:1970 (gfx_sp_tri1, cached s_d236zfix) D236 pass-12 test override: forces depth_update=true for the 0x0c184b50 tree-class render mode — a cheap mechanism test before deciding what a real fix looks like. Off by default; remove once D236 concludes. live, test-only (D236 OPEN)
GE_D236RAW src/game/bg.c:2437 (#ifdef PORT) D236 pass-16 diag: one-shot census of the raw vertex table's alpha-byte distribution (5 buckets + min/max), camera-independent, to check whether any vertex in the whole table exceeds the low ceiling. Zero cost unset; remove once D236 concludes. live (D236 OPEN)
GE_D245V src/game/sky.c:962 (skyPortRenderPoly-adjacent, #ifdef PORT) D245 water-seam diag: per-call min/max of the recomputed S/T texture-coordinate ranges for the water fan vertices (rate-limited), to check whether the seam tracks a tc-shift boundary. Inert unset. live (D245 OPEN)
GE_D245_FIXEDSHIFT src/game/sky.c:946 (#ifdef PORT) D245 test override: pins the water tc shift k to the given integer (0..SKY_TC_MAX_SHIFT) instead of the computed per-vertex value, to A/B the allowShift=TRUE behavior. Off by default (unset = current behavior). live, test-only (D245 OPEN)
GE_D252 port/fast3d/gfx_pc.cpp:733 (import_texture, cached s_d252) D252 rainbow-particle diag: one-shot per (address,size) import log of the tile state (tmem/fmt/siz/addr/size/line) for small textures so a suspect particle tile can be checked against its source bytes by hand. Remove once D252 is resolved. live (D252 OPEN — non-reproducible)
GE_D235 src/boss.c (per-stage while (!done) block, after memaReset; #ifdef PORT) D235 evidence probe: logs how many GL-texture-cache entries the per-stage videoResetTextureCache() call purges at each level load. A cold boot into a level should log 0; a death/restart (or any transition from a level that uploaded textures) logs >0 — direct evidence of the stale-entry mechanism. The clear itself is not gated on this var (it's the fix, see below); the var only controls the log line. live (D235)
GE_D75V port/fast3d/gfx_pc.cpp (gfx_sp_vertex, end of the copy/transform loop; cached env check) D75 (Nintendo logo) per-batch vertex probe: for each G_VTX batch in frames lo..hi, logs frame#, source pointer, n_vertices, original dest_index, raw ob[0..2] of the first vertex, min/max of the transformed x/y/z/w across the batch, and the MP translation row. Used to prove the transform is correct (M-195) and that every batch encodes v0=0 (slot-overwrite hypothesis). Value form "lo-hi" (e.g. 300-900 = the logo screen); unset = off. live (D75)

Dxx diagnostic probes — finding closed unless noted

Env var File:line Finding / what it logged Status
GE_D51 port/src/libultra.c:496, src/game/model.c:125,244,544 msgQ 32-slot overflow watch / ModelSlot layout dead (D51 closed)
GE_D54 — (all blocks stripped M-32, commit 49ce620a) music seq-table ABI / endianness (ALMidiHdr) dead (D54 closed) — fully removed (kept here as a tombstone; the generator flags it GONE)
GE_D154 src/game/bg.c:3418,3447,3632 (capped 64 calls) bg room-GDL call trace (room / gdlidx / vtxoff / op / raw hdr words) dead (D154 closed)
GE_D227V src/game/sky.c (skyPortRenderPoly, #ifdef PORT) Sky/water per-vertex dump: S/T/w/1/w, screen xy, the chosen tc shift k, the baked tc, and whether the tile capture succeeded. Found D227: one sky quad spans ~30,000 texels in S and T but Vtx.tc is S10.5 in an s16 (+/-1024 texels), so 7 of its 8 texture coordinates overflowed and wrapped -- the starburst/"two sky processes" seam. Root cause was a unit error (unk20/unk24 are already S10.5, not texels; M-82's *32 was spurious). FIXED M-100b. Probe kept inert. live (D227 FIXED, probe kept; useful for D229 water)
GE_D176 src/game/bgfog.c:459,471, src/game/sky.c:325,381 (all #ifdef PORT) D176 sky/fog env-match + sky-vert trace (Path B, PR #18) live (D176(a)/(b) OPEN)
GE_D178 src/game/front.c:6586,6594 (#ifdef PORT) briefing-data u16 decode trace (blank-objectives, D143/D178) dead (D178 closed)
GE_D56 src/game/model.c:227,830 watch Model raw-offset reads dead (D56 closed)
GE_D60 port/src/libultra.c:521,735 gfx frame msgQ delivery trace dead (D60 closed)
GE_D61 port/src/libultra.c:795 (s_d61opened) opens a one-shot log file dead (D61 closed)
GE_D62 port/src/libultra.c:477 osRecvMesg trace dead (D62 closed)
GE_D63 remaining: src/game/bg.c:2525,2908,2953, front.c:1410,1416,7814,7889,8083,8091,8099,8366, image.c:2453, language.c:431, model.c:4340, title.c:607 gun-barrel sub-DL clobber hunt (D63/D64/D65/D66 — the labels drift within the blocks). Stripped M-30 (d0789358, gfx_pc.cpp trail). Stripped M-32 (49ce620a): memp.c, bg.c:2880 (incl. the bare non-PORT d63bgprimarycount static + entry log), blood_animation.c, dyn.c, rsp.c. Remaining blocks are all #ifdef PORT + getenv-guarded and inert — strip candidates for a later pass. dead (D63 closed) — partially removed
GE_D69 src/game/ob.c:165,227 stage-load (D69) object trace dead (D69 closed)
GE_D69BB src/game/bg.c:2460,2479,3020 D69 bg-binary layout trace dead
GE_D69STAN src/game/stan.c:266,276 D69 stan-tile trace dead
GE_D85DUMP src/game/bg.c:2510 D85 bgWidenRoomGdl 8→16B dump dead (D85 closed)
GE_D85TEX src/game/image.c:2479, src/game/tex.c:859,1050 D85 texpool-full events (Depot analysis) dead (D85 closed) — was useful for §3
GE_D217TEX src/game/image.c:234 (texInflateZlib) D217: logs texnum/format/numcolours/palette[0..1] straight off the decode bitstream (before any arena/pointer math) — the decode-correctness check that proved the affected texture (grip, texnum=1608) decodes byte-identically across levels, ruling out a decode/ROM-data bug. live (D217 open — investigation instrument)
GE_D229 port/fast3d/gfx_pc.cpp (gfx_sp_tri dual-texunit probe + import_texture) D229: per-draw dump of both texunits' tile/tmem/fmt/siz/UV state for 2-cycle draws, plus a one-shot confirm line when the RGBA16-over-CI8 import remap fires (the fix path). Inert by default. live (D229 fixed — probe kept for the Surface 2 / sweep verification)
GE_D86 src/game/model.c:6295, src/game/objecthandler_2.c:143 D86 model rwdata trace dead (D86 closed)
GE_D87 src/game/ramromreplay.c:296,363,381 D87 ramromfilestructure endianness dead (D87 closed)
GE_D88 src/game/prop.c:1367, src/game/stan.c:3090 D88 Usetup*Z propDef stream dead (D88 family closed; D88.4 resolved)
GE_D90 remaining: src/game/bondview2.c:2146, src/game/prop.c:1391 (bondview_r.c blocks stripped M-32, 49ce620a) D90 bondview / prop NULL trace dead (D90 closed) — partially removed
GE_D96 src/game/chrprop.c:436,507 (cached probe) D96 chrprop trace dead (D96 closed)
GE_D104 src/game/bg.c:654 (rate-limited, d104c) D104 depth-clear trace dead (D104 closed)
GE_D71LOG port/fast3d/gfx_pc.cpp:645 D71 fast3d trace dead (D71 closed)
GE_D75 src/game/title.c sub_GAME_7F007F30 (capped 8) D75 Bug 2 gun-barrel model probe: logs chrModelInstance/gunModelInstance ptr+obj+numMatrices, render_pos, renderData.mtxlist, g_GfxMemPos, osVirtualToPhysical(render_pos) LIVE (D75 Bug 2 OPEN — see §F "D75 Bug 2 — RUNTIME PROBE")
GE_D305 src/snd.c:420 (sndHandleEvent desync branch, #ifdef PORT) D305: logs the sound-preemption desync state when it is detected (after the NULL-guard fix made the crash itself impossible) — confirms whether Game.AllUnlocked correlates or was coincidental, and whether it recurs. Inert unset. live (D305 monitoring)
GE_D309 src/game/chrai.c:810,3424, src/game/chraction.c:10139 (all #ifdef PORT) D309 freeze probe: logs AI label-not-found restarts (chrai.c) and the run-to-bond persistent-list step-on path (chraction.c, capped 400 lines) — the diagnostics used to root-cause the elusive complete freeze (D309/D310). Inert unset. live (D309/D310 fixed — kept for recurrence)
GE_D314 port/src/optionsoverlay.c:681 (cached s_d314Enabled) D314 F10-flicker probe: logs the overlay's viGetY / visible-row count / scroll / selection each poll. Inert unset; strip candidate once D314 is triaged. live (D314 pending triage)
GE_D318R port/src/random.c:69,147 (#ifdef PORT) PRNG golden probe (D284/D318): logs the first 4000 gameplay-PRNG draws with tick + caller return address, and every randomSeed set — verifies the bit-exact port of random.s and which call sites consume the stream. Inert unset. live (D284 verification)
GE_RSEED port/src/random.c:134 (#ifdef PORT) Test-only boot-seed override: GE_RSEED=<hex64> pins g_randomSeed at first seed instead of the wall-clock-derived value — for determinism and N64-parity tests. Inert unset. live, test-only
GE_RSEED_LV port/src/d318watchdog.c:232 (#ifdef PORT) One-shot level-start seed log: logs g_randomSeed at the first tick after level start (optionally armed for a specific tick via <hex>@<tick>) — ties a saved/loaded game's PRNG state to a level for D318-class repro. Inert unset. live (D318 verification)
GE_D318T port/src/d318watchdog.c:270 (#ifdef PORT) D318 watchdog timeline probe: per-tick log of the Facility ai_22 softlock signature window (c78 list/offset/attack state, c67 health) while the watchdog watches. Inert unset. live (D318 verification)
GE_D322 port/src/audio.c (audioSetNextBuffer), src/snd.c (sndD322PoolSummary) D322 pool-telemetry probe: one line per 5 s of wall clock with the three pool layers a long session can exhaust — sfx=count/max (8-voice SFX soft cap), evtq=n/64 (event queue occupancy; full = silent post drops, M-71), pv free/lame/alloc (24 physical synth voices shared by SFX + music; -1s before sndInit), plus the D204 pipeline fields. Cheap (~30 reads/s), campaign-safe; read together with GE_D204=1. live (D322 capture)
GE_D318W port/src/d318watchdog.c:136 (#ifdef PORT) Not a probe — the D318 port-side watchdog itself, ON by default. Detects the Facility ai_22 hold-pose softlock signature (a latent N64 race, see findings.md D318) for 600 consecutive ticks and re-seeds c78's attack via the game's own fresh-attack entry point. GE_D318W=0 opts out; logs D318W: lines when it acts. Permanent fix, not strip-candidate. live (D318 fix — permanent)

Notes

  • The bare non-#ifdef PORT GE_D63 block in bgRenderRoomPrimary (d63bgprimarycount static + entry log, was ~bg.c:2876/2880) was removed M-32 (49ce620a). Every remaining GE_D63 block is #ifdef PORT / #if defined(PORT) wrapped and inert.
  • [Debug] ini keys (Debug.FrameDump, Debug.InputLog) mirror GE_PCDUMP / GE_INPUTLOG as a fallback (env var wins) — M-26, port/src/config.c.
  • Not GE_-prefixed but same category: GE_DETERM is implemented but experimental — not yet achieving its determinism goal (fixed-tick mode, §F D117, M-52 four-pass writeup); GE_DETERM_TRACE (M-52 4th pass) adds instrumented clock-event logging when used alongside it, for diffing two runs to localize remaining divergence. Both env-gated, default off, zero cost when unset.