LEVEL-STATUS — 21 solo-level load+render sweep (WS4)
Method: bare ./build-pc/ge007.x86_64.exe -level_XX (per-level -m* pools
auto-injected, D121), GE_PCDUMP="80-260:40", ~24 s watchdog then
taskkill //F //IM ge007.x86_64.exe, ge007.crash.log symbolicated with
addr2line -e build-pc/ge007.x86_64.exe -f -C <PC> (image base
0x140000000). “render %” = tools_pc/pixcount.py non-clear on the last
captured frame. Binary at f2beae4b + this session’s build.
M-49 (2026-09-04) — full-campaign playtest, v0.1.0 win64 bundle.
User played every solo mission on the packaged build (fresh save). 19 / 21
completable start to finish. Only two crashes in the whole game — Bunker ii
(-level_27) and Statue (-level_22), same fault PC 0x1400801b1
(modelGetNodeRwData node-tree walk), one root cause = D191 (pointer-width
/ byte-swap family, findings §F). This retires the old “expect crashes past the
level intro” framing for 19/21 levels. Biggest non-crash complaint: D193 —
AI locomotion too slow, breaks Cradle’s scripted progression. v0.1.0 tagged off
this state.
M-30 re-sweep (2026-08-31, build after D157/D120/RC2): 21 / 21 PASS — no
crash logs. First all-green sweep incl. Cuba (54) — the D129 credits-path
crash no longer reproduces on a bare -level_54 boot (Cuba rendered 92.5%
crash-free through the window). Verifies that the M-30 changes — D157
(objective difficulty byte-offset), RC2 (Video.FixMipTextures mip-upload
clip, default on), D120 (d43_emit.py PointUsage emit), the GE_SAVELOG/
GE_UNLOCK_ALL #ifdef PORT diagnostics, and the front-end mouse-pointer
mode — introduced no level-load regression. Machine was idle; level_sweep.sh
default window/watchdog.
M-25 re-sweep (2026-08-30, port-QoL build 863f436b): 20 / 21 PASS,
unchanged. Caverns (39) flagged CRASH 0xc000001d once under sweep load →
2/2 clean on retry (D117/D134 concurrent-load flakiness, not a regression).
Cuba (54) still the only real crash (known D129 credits path, parked).
Silo (20): PASS. A full-length GE_PCDUMP capture froze at ~frame 320
(silo→Bond camera descent) twice — but both those runs, and the pre-M-25
baseline comparison, were on a machine still loaded from the sweep. On an
idle machine Silo runs fine (user drove it live past ~1800 frames, VI
pacemaker healthy, no heartbeat stall). Classic D117/D134 load-sensitive
stall, not a deterministic bug and not an M-25 regression. If it recurs on
an idle box, count N runs before believing it (porting-notes.md §E).
Last full re-sweep: 2026-08-29 (M-22), after D134 landed (SP/DP task-done
event no longer dropped into a full sched interruptQ — the “frame-2 hang”
that M-13..M-21 wrote off as D117/machine-load flakiness). Build = HEAD
a8f27c16. Optimized level_sweep.sh (early-exit once the GE_PCDUMP set
is on disk / STALL_SECS freeze) — full 21-level sweep now ~7 min.
M-22 result: 20 / 21 PASS. Every level loads + renders + survives the capture window EXCEPT Cuba. Facility (34) and Jungle (37) — the M-20 re-verify failures — both PASS cleanly now, confirming D134 was their cause. Only remaining crash:
- Cuba (54) —
textMeasure(textrelated.c:770) ←bondviewRenderCredits(bondview2.c:8912), AV @0x1400c3b77, fault addr NULL, after ~frame- This is the known D129 residual: the bare
-level_54boot reaches the cast/credits scroll referencing a text bank the real front-end flow would have loaded. Not a real-flow blocker; Cuba loads + renders 300+ frames fine. Parked with D76 (docs/dev/GRAPHICS-BACKLOG.md).
- This is the known D129 residual: the bare
| Level | # | Status | Crash site | Class |
|---|---|---|---|---|
| Bunker1 | 09 | PASS (M-20: re-verified — 1800 frames crash-free, no ge007.crash.log, direct -level_09 boot at ~90us/frame). The M-19 “boot crash frames=0 PC 0x1400066fc” did not reproduce on 1fc3cff6 in three separate runs → it was sweep flakiness / D117 nondeterminism under machine load, not a real regression. |
— | |
| Silo | 20 | PASS 91.7% | — | — |
| Archives | 24 | PASS 91.1% | — | — |
| Train | 25 | PASS 87.0% | — | — |
| Caverns | 39 | PASS 91.6% | — | — |
| Egypt | 32 | PASS 90.9% | — | — |
| Cuba | 54 | PASS 92.5% (loads+renders 300+ frames; bare-boot end-credits path bondviewRenderCredits still faults intermittently — D76/D129, not a real-flow blocker) |
— | — |
| Dam | 33 | PASS 83.3% | — (C1 fixed, D123) | — |
| Frigate | 26 | PASS 90.4% | — (C1 fixed, D123) | — |
| Statue | 22 | PASS 80.1% | — (C1 fixed, D123) | — |
| Streets | 29 | PASS 91.6% | — (C1 fixed, D123; no C2 crash this run — timing) | — |
| Cradle | 41 | PASS 55.4% (low — partial render, no crash) | — (C1 fixed, D123) | — |
| Runway | 35 | PASS | — (D130: romdataFixupFont glyph-relayout aliasing) |
— |
| Facility | 34 | PASS (M-20 re-verified on an idle machine: frame 1500+, no crash. The M-20 mid-session “boot crash frames=0” was concurrent-load flakiness — three subagents/sessions sharing the box. Fix stands: D130.) |
— (D130: romdataFixupFont corrupted glyph #/" pixeldata → fast3d AV) |
— |
| Jungle | 37 | PASS (M-20 re-verified on an idle machine: frame 1500+, no crash. M-19/D131: 2400+ crash-free. The M-20 mid-session “frame-2 hang” was concurrent-load flakiness.) | — (D131: osVirtualToPhysical() truncated a compiled .bss matrix ptr in explosionRenderPropSmoke → seg_addr now restores the module high word) |
— |
| Aztec | 28 | PASS 90.8% | — (C3 fixed, D125) | — |
| Bunker2 | 27 | PASS 91.5% | — (C3r fixed, D126) | — |
| Depot | 30 | PASS 79.8% | — (C4 fixed, D126) | — |
| Control | 23 | PASS 90.8% | — (C5 fixed, D128) | — |
| Surface2 | 43 | PASS 70.4% | — (C6 fixed, D126) | — |
| Surface1 | 36 | PASS 77.5% | — (C7 guarded, D127) | — |
19 / 21 (M-19). D131 cleared C2m Jungle (explosion-DL G_MTX truncated
compiled-symbol pointer). But -level_09 (Bunker1) regressed to a boot
crash sometime between M-18 and now — reproduces on clean master, so it
is not an M-19 change; bisect D125→HEAD. Net 20→19 until 09 is refixed.
(M-18) 20 / 21 PASS. D130 cleared C2 Facility + Runway — the crash was
romdataFixupFont corrupting fontchar glyphs 0/1/2 (in-place 24→32B relayout
aliases for low indices), NOT the model-GDL relocation the D124-Facility
addendum suspected. Only Jungle (C2m, explosion-DL G_MTX, ~frame 300)
remains.
(older) 18 / 21 PASS. D123 cleared C1 on all 6. D124 cleared Jungle’s texture
crash (now hits an explosion-DL matrix crash). D125 cleared C3-Aztec.
D126 (objective sub-record ->next pointer widens 4→8B → 8-byte store
clobbers the next propdef record’s header → walk desync → wrong command
indices) cleared C3r Bunker2 + C4 Depot + C6 Surface2 in one fix
(d88_propdefs.py types 30/32/33/35 → 24B/6w). D127 guarded a bogus
ALSound* in the parked audio path → C7 Surface1. D128 fixed a
hardcoded-N64-stride portal-flag write → C5 Control. 3 crashes
remain, all one class: C2 Runway + Facility + C2m Jungle — the model /
prop GDL relocation misaligns on the 8→16B Gfx stride
(docs/BRIEF-C2gdl-model-reloc.md).
Notes: Streets passed this run but the C1 agent saw a gfx_sp_matrix
crash — likely the same explosion-DL G_MTX (C2m) as Jungle, timing-
dependent (D117 nondeterminism). Cradle renders only 55% — watch for a
partial-load issue when it gets a playtest. Frigate/Statue vary 68–90%
run to run.
Crash classes (most-impactful first)
C1 — chr / AI-record pointer deref — FIXED (D123)
RESOLVED. Root cause: tools_pc/d88_propdefs.py (D122’s OBJ_TAIL_DESC)
zeroed the widened VehichleRecord/AircraftRecord.ailist slot instead of
carrying its pre-populated int AI-list id, so prop.c:1764/1786 →
ailistFindById(0) → GAILIST_AIM_AT_BOND → ai() ran a CHR aim list
against ChrEntityp==NULL. Fixed via OBJ_ID_WORDS. See §F/§H D123.
Dam/Frigate/Statue/Cradle now PASS; Runway/Streets fall through to C2.
original triage notes
`chrIsNotDeadOrShot(ChrRecord *self)` faults on `self->actiontype` with `self` bogus (Dam: Rdi=0x1401296a0 → an image address; fault addr 0x8). Reached from `chraidata.c:61` (`m_AimAtBond[]` AI-list region — backtrace frame is inside the global AI-list rodata blob, i.e. the return address was corrupted OR an AI-list entry is being called as a function pointer). Pointer-width / BE-rodata family (porting-notes.md §A / §C): a per-level `Usetup*Z` guard record (`GuardRecord` type 9 / `GuardAttributeRecord` type 18) or chr-spawn pointer not converted / not pointer-width-adjusted, OR the AI-list bytecode pointers in `chraidata.c` rodata are BE and get called raw. **Biggest single win — 6 levels.**C2 — fast3d bad texture pointer (D124) — SPLIT into two causes
Jungle (0xabcd0824) — FIXED (D124). gimgSyncCompiledGlobalDLs()
never copied the resolved texture pointers into the compiled
globalDL_0xNNN explosion DLs (slot-detect keyed on a marker texLoad()
had already erased); the arrays kept link-time IMAGESEG words and the
first explosion-DL draw fed 0xABCDxxxx into fast3d. Latent on every
level. Fix: port/src/gimgfixup.c detects the slot from the compiled
array. Jungle now renders ~300 frames then hits a separate explosion-DL
G_MTX crash (gfx_sp_matrix gfx_pc.cpp:1046 — D75/matrix family).
Facility (0x72181ee8) — NOT fixed, separate cause. Bogus G_SETTIMG
w1 in a model/prop GDL produced by the runtime texLoadFromGdl()
relocation in sub_GAME_7F0762E0 (objecthandler_2.c:82): its model-GDL
output dst pointers are non-16-aligned (N64 8B vs PC 16B Gfx stride
mix in the replacementgdl/name offset math). Open D80/D82/D83
“model/room GDL runtime conversion unverified” area — shared infra, needs
a dedicated pass. Files: src/game/objecthandler_2.c, src/game/tex.c
(texLoadFromGdl), src/game/model.c (modelNodeReplaceGdl).
M-14 update (partial, still NOT fixed): crash cmd pinned —
G_SETTIMG w0=0xfd900000 w1=0x72181ee8 where w1 is a garbage
tex->data from the texture-pool path (texLoadFromModelFileHeader →
texLoad), not solely the GDL command-stream copy. Every model file
loads at an odd (&15==1) objheader->Switches base
(mempAllocBytesInBank does no alignment) and delta&15 != 0.
Full write-up + next-step probe plan: findings.md §F D124-Facility
addendum. Likely fix site: the d43_emit.py/pcmodels sidecar’s model
texture-blob offsets (N64 8B-Gfx vs PC 16B-Gfx GDL extent).
C3/C6 update (M-14/M-15, D125) — offline pipeline RULED OUT, bug is runtime
Symptom: converted propDefs blob in RAM does not match the offline output
(after record 0 it is zeros/garbage), so the runtime sizepropdef() walk
drifts and setupDoor/modelLoad get the wrong pdefIndex/modelid.
M-15: the offline side is proven correct. tools_pc/d125_check.py
byte-compares the emitted pccg.bin propDefs slice (post-RZ-roundtrip, at
the relocated header offset) to convert_stream() → MATCH for all 21
levels. The M-13 overseer hypothesis (pass-1 delta / pd_end mismatch in
d88_emit.py ~L308–340) is disproven: instrumented run shows
tiled_pd_end == H[intro] and _n64len == pd_end - pd_start exactly for
all 21, next region always intro. sizepropdef() PORT strides re-checked
vs PROPDEF_PC_BYTES/4 — all 28 match.
→ The corruption is at/after runtime load. Prime suspect:
decompressdata() truncation in port/src/rzdecomp.c for the larger
converted setup files (the while (ret == Z_OK) inflate loop), or the
STAGE bank buffer / langLoadToAddr (prop.c:1274) overwriting the tail.
Next step: probe decompressdata() ret/produced vs expected size for
UsetupsevbZ. See §F/§H D125.
C3 — Aztec FIXED (D125); Bunker2 residual (C3r)
Aztec was D125 (boundpad plink-name blob drift from the
d88_emit.py:374 slice-width bug corrupting stanPackId → NULL stan →
door model=NULL). Fixed + regen’d, Aztec PASSES.
Bunker2 (C3r) — door7F054FB4 propobj.c:13536, var_s1 = 0xffff..
walked from linkedDoor. door->linkedDoor is resolved at setup from
door->linkedDoorOffset (prop.c:1204-1206, N64 struct word 32 / 0x80) —
a read-before-write int id, D123’s ailist pattern. d88_propdefs.py’s
DOOR handler (DOOR_TAIL_PTR_WORDS, tail loop from word 32) vs the
compiled PC DoorRecord layout is the suspect: either linkedDoorOffset
lands at the wrong PC byte, or a tail pointer word’s 8-align cursor
diverges from the compiler’s struct layout. Bunker2 has linked
double-doors; Aztec’s doors are singletons (linkedDoorOffset==0) so it
never exercised this path. Needs offsetof/sizeof cross-check of PC
DoorRecord vs the converter cursor. Files: tools_pc/d88_propdefs.py,
src/bondtypes.h (DoorRecord), src/game/prop.c, src/game/propobj.c.
C4 — prop tile-walk room deref (1: Depot)
prop.c:902 — *arg1 = sp4C->room where sp4C came back bad from
walkTilesBetweenPoints_NoCallback. Likely a BG tile/room table not
converted for Depot. Files: src/game/prop.c, src/game/bg.c, BG
sidecar.
C5 — bg portal points (1: Control)
bg.c:5723 — portal_pts = g_BgPortals[idx].offset_portal; portal_pts->numPoints.
offset_portal unresolved / BE. Via chrprop.c:62 (chr line-of-sight
through portals). Files: src/game/bg.c, BG portal sidecar.
C6 — modelLoad PitemZ header (1: Surface2)
loadobjectmodel.c:393 — PitemZ_entries[modelid].header->RootNode,
header NULL / modelid OOB. Direct D122 continuation (prop/item model
id from a propDef record). Fault addr 0x0. Files: tools_pc/d88_propdefs.py,
tools_pc/d43_emit.py, src/game/loadobjectmodel.c.
C7 — sndSetupSound (1: Surface1)
snd.c:653. Audio is a parked subsystem (Phase 3) but this is a hard
crash on load, not silence. May be dodge-able with a narrow guard until
audio lands. Files: src/snd.c, port/src/ audio stubs.
Next (1 crash)
- C2m Jungle
-level_37— renders ~300 frames then an explosion-DLG_MTX(gfx_sp_matrixgfx_pc.cpp:1046, fault 0x401c68e0), D75/matrix family. NOT related to D130 (Facility/Runway were a font-relayout bug, now fixed).docs/BRIEF-C2gdl-model-reloc.mdis now largely obsolete — its model-GDL-relocation premise was disproven (D130); the Jungle crash is a compiled/explosion-DL matrix pointer, closer to D75/D124-Jungle territory.
Everything else loads + renders + survives the no-input window.
Hand docs/dev/LEVEL-PLAYTEST.md to the user for the WS6 completion pass.
Re-run tools_pc/level_sweep.sh after each class fix; keep
-level_09/-level_20 green (tools_pc/framediff.py).
With-input crash sweep (M-30, 2026-08-31)
Scripted controller-0 input (walk fwd + fire pulses + turns) via
GE_INPUTSCRIPT, ~46-70 s per level, GE_PCDUMP capture. Checks
ge007.crash.log + VI-pacemaker health. Machine was loaded (concurrent
agents) → frame progression slow on some runs but VI posts steady = no
hang. All retried on a settled machine where slow.
| # | Level | With-input result |
|---|---|---|
| 33 | Dam | PASS (frame 300+ dump, no crash) |
| 09 | Bunker1 | PASS (VI pacemaker healthy, no crash; slow under load) |
| 20 | Silo | PASS (VI pacemaker healthy, no crash; slow under load) |
| 23 | Control | PASS (frame 600+, no crash) |
| 32 | Egypt | PASS (frame 600, no crash — first run was load-slow, clean on retry) |
| 54 | Cuba | PASS (frame 1200+, no crash) |
| 39 | Caverns | PASS — D158 (KF7 muzzle-flash stackpad2[-8]) holds, fire no longer crashes |
Earlier this session (per M-30 handoff), with-input PASS: Facility 34, Runway 35, Surface1 36, Frigate 26, Statue 22, Bunker2 27, Surface2 43, Streets 29, Depot 30, Train 25, Jungle 37, Cradle 41, Aztec 28.
With-input sweep: 21/21 crash-free. No new ABI/layout crashes found.
stackpad / negative-stack-index audit
grep -rnE '\)\[-[0-9]|[a-z0-9_]\[-[0-9]+\]|stackpad' src/game/*.c src/*.c:
only gunfire.c:830/836 (((f32*)stackpad2)[-8]) is a true decomp
register-alloc stackpad hack — already fixed by D158 (#ifdef PORT
real local kf7_flashscale). front.c:5246-47 declares s32 stackpad;
locals but never negative-indexes them (benign, and front.c is off-limits).
All other [-N] hits are legitimate pointer walks (gun.c spline
current[-1], stan.c stack[-1], initpathtablelinks.c
validationGroupCursors[-3] already D89-handled, options.c vtx[-1],
decompress.c src[-1]). othermodemicrocode.c:368 (aa)[-4] is a
texture-pool pointer walk, not a stack hack. No further stackpad bugs.