Gated GE_D288 to num_dls 550-755 (the reported bug window, same pattern GE_D236RM already uses) and raised the bbox threshold from 0.15 to 0.5. Volume dropped 116k -> 28,883, but that's still not the isolated signal -- traced the remaining noise to a bad assumption in the probe itself: bbox_frac from a raw x/w divide is meaningless once any_behind_camera=1 (w<0 or near-zero), which is exactly why the surrounding D233 code already defers to GL's own clipper for that case rather than trusting the divide. Restricting to any_behind_camera=0 (2,128 hits) still found no match for the target color (83,62,44); the persistent hits across the window look like static level geometry, not the transient bug triangle. Working theory: the bare -level_20 boot's scripted intro camera may not reach the same state the original visual bug report came from -- the same "deterministic boot flag != deterministic camera path" pattern this session's D236 passes independently hit on a different level. Recorded a revised next-step list in findings.md; a live human repro is now more promising than further headless probing of this specific approach. No src/game changes. findings-index.csv regen was a no-op.
fast3d — software RSP
A C++ interpreter that consumes the Gfx display list the game builds each
frame and emits OpenGL calls, replacing the Nintendo 64's Reality Signal
Processor and Reality Display Processor.
Origin and license
This code is adapted from the Perfect Dark PC
port (port/fast3d/), which in
turn is the Ship of Harkinian /
libultraship fast3d, itself descended from
sm64-port.
LICENSE.txt in this directory (MIT, © 2020 Emill, MaikelChan) covers that
lineage. glad/ is generated by glad
(© David Herberth, MIT). GoldenEye-specific changes in this directory are
under the repository's top-level MIT license.
Files
| File | Role |
|---|---|
gfx_pc.cpp |
the RSP interpreter — matrices, lights, fog, G_TRI1/G_TRI4, vtx |
gfx_opengl.cpp |
OpenGL backend — shaders, textures, z-buffer, framebuffers |
gfx_cc.cpp |
color-combiner equation -> GLSL shader |
gfx_sdl2.cpp |
SDL2 window-manager backend |
gfx_api.h |
public API (gfx_init / gfx_run / gfx_start_frame / ...) |
gbiex.h |
GoldenEye custom GBI command definitions |
glad/ |
OpenGL loader |
GoldenEye-specific work
The PD fast3d already handles G_TRI4 (GoldenEye uses it too). The GE additions
are the custom color-combiner / render modes and the handling of GE's GBI
extension commands. rsp/graphics/gmain.s (GE's real RSP microcode, in the
repo root) is the ground truth for the exact command encodings.