Porting notes: recurring N64→PC bug classes
A field guide to the bug classes that keep recurring when running big-endian
32-bit N64 game code, unmodified, on a little-endian 64-bit host. Terse by
design; each entry compresses a full investigation to a symptom, a fix, and a
grep heuristic for finding siblings. Each entry cites a Dxx label; the full
evidence and fix for that instance live in
dev/findings.md
under the same label. Skim the section headers; read the classes relevant to
the task at hand.
If you are debugging a crash in this port, read this first; the odds are good that you are looking at one of these.
Contents
- A. Pointer-width struct growth (32→64); the dominant class
- B. 16-byte PC
Gfx/Vtxvs 8-byte N64 - C. Big-endian rodata / ROM data read on little-endian PC
- C2. Port-layer / SDL shims
- D. N64 hardware idioms fast3d does not emulate
- D2. The HUD/model “X-mirror”; RESOLVED
- D3. GCC/mingw makes an all-non-negative
enumUNSIGNED - D4. N64 “interrupts off” must be a real lock on PC
- D5. Loop bounds that assume linker adjacency of two globals
- D12. Collapsing an LOD binding to tile 0 breaks a DETAIL binding
- D13. Per-render accumulation is not associative (1 vs 2–3 ticks/frame)
- E. Process / method notes
A. Pointer-width struct growth (32→64): the dominant class
A decomp struct with pointer fields, or one pun-allocated into a fixed N64-sized hole / hardcoded byte count, is larger on x86-64. Reading it from ROM bytes misaligns; allocating it N64-sized overruns adjacent state.
- Symptom: garbage pointer deref, corrupted neighbor field, delayed fault far from the cause.
- Fix: store embedded ROM addresses as
u32, cast at use site (PD ground truth); or give real inline storage /sizeof()-based alloc under#ifdef PORT. - Instances: D53.2 (ModelSlot pun), D56 (watch Model raw offsets), D57
(rwdata record count), D67 (image_entry), D79 (bg_room_data), D98
(struct player alloc), D100 (player.model inline Model), D101/D102
(ModelNode/weapon Model puns), D115 (gunfire THROW raw offsets),
D140 (watch Model punned into a
struct playerfield-run: PCsizeof(struct Model)grows so the “fields” that aliased.render_pos/.scale/.animframe1on N64 no longer overlap → NULLrender_pos→ pause-menu crash; fix = real inlinestruct Model+ pool, redirect the named reads to the member; same as D100/D102), D119 (weapons_held[]->chrpunned asChrRecord*to read.act_*.attack_item; aliasedWeaponObjRecord.weaponnumat 0x80 on N64 via act-union@0x2C+84; act union moves to ~0x38 on PC).
A1. Raw-byte or mistyped aliases into a union/struct whose true field
shifted because a sibling member widened; the silent variant. The nastiest
members of this class do not crash: a literal byte
index into a union that overlays pointer-bearing structs still reads, it
just reads the wrong byte, so the game runs and merely behaves wrong. Grep
for hardcoded indices into any padding[]/u8[] union arm.
- D209 (the D193 root cause, and the highest-impact instance found so
far):
self->act_ubytes.padding[45]aliasedact_gopos.unk59, the SPEED tier.act_gopos={coord3d@0, StandTile *@12, waypoint *@16, waypoint *[6]@20, u8 curindex@44, u8 unk59@45}on N64; at 64-bit the three pointer members widen andunk59moves 45 → 81, so the literal 45 lands on byte 5 ofwaypoints[1]. With a low-4GB arena (0x00000000_70xxxxxx) that byte is always 0x00; a stable, plausible value, not garbage. Effect: the locomotion-animation selector received tier 0 forever and every AI character in the game was bound to a walk animation; since GE travel is anim-root-motion driven, all AI moved at walk pace on every level. No crash, no log, no NaN; it took a runtime probe comparing the commanded tier (named field, correct) against the bound animation (alias, wrong) to see it. - D210 (sibling, found by the post-D209 sweep):
chrToPatrolinitsact_patrol.lastvisible60viaact_init.padding[0x13](union byte0x4c).act_patrolstarts with apatrol_path *path; widens 4→8, sopadding[0x13]no longer hitslastvisible60(now0x50); it lands inwaydataandlastvisible60is left uninitialised → the patrol “haven’t seen the player recently” timer reads garbage for the first ticks. Fix: named field under#ifdef PORT. NB the alias need not land on a pointer byte (as D209 did); here it lands on a plain float that just isn’t the field intended. The tell is the same: a hardcoded index intopadding[]right next to named writes of the same arm. The rest of thepadding[N]sweep (chrlvTickAnim/chrlvTickDead→act_anim/act_dead, both pointer-free) is layout-stable. - D255 (a mistyped-field variant, not a raw-offset variant — same
mechanism, different syntax):
vtxstore_fix_refsread a record’sModel*through((Model*)((ChrRecord*)prop->chr)->chrflags)—ChrRecord.chrflagsis typedCHRFLAG, a 4-byte enum. On 32-bit N64 the cast is bit-exact; on 64-bit PC it reads only the pointer’s low 32 bits and zero-extends, discarding the real high bits. The truncated result is(nil)whenever the real pointer’s low 32 bits happen to be zero — which read exactly like a legitimate NULL-model case, and cost two prior investigation sessions chasing a “destroy-path race” theory before the field itself was the suspect. Tell that generalizes past D209/D210’spadding[N]shape: it doesn’t have to be a raw numeric offset — a field that is correctly named but undersized/mistyped relative to a pointer it’s secretly meant to hold (an enum, au32, as32doing double duty as a pointer slot) is the same bug through a different syntax. Fix: read through the correctly-typed sibling field (ObjectRecord.model) instead,#ifdef PORT, N64 line/cast kept verbatim under#else. §F D255 (M-140). - D392 (the firing-guard pose variant):
chrlvUpdateAimendbackShouldersreads((f32*)arg1)[12/13/16/17]into aweapon_firing_animation_tablewhose first member is a union of as32and aModelAnimation *. N64’s 4-byte union places those slots atmax_up/max_down/free_arm_frac_up/free_arm_frac_down; on PC the 8-byte union shifts the floats, so the raw indices readaim_end_frame/max_up/ max_right/free_arm_frac_up. The wrong aim clamp bends the torso ~49° and pushes the hands through it. Under#ifdef PORT, use the four named fields; retain the raw indices for N64. §F D392.
Lesson. When a value reads as a clean constant (0, 1, NULL) rather than garbage, a pointer byte is a prime suspect; the high bytes of a low-4GB heap pointer are all zero, so a misaligned or truncated read looks like a legitimate “feature off” / “not set” value. Tell-tale signs of this pattern, any one of which should trigger an A1-first check before assuming a bug is genuine game-logic behavior:
- The observed value is byte-exact-looking but wrong from the very first call/frame — not intermittent corruption, not “usually right but occasionally wrong.”
- A raw/literal offset or byte-width read into a union or struct that has any pointer member, anywhere in that union/struct’s layout (not just the field being read) — the read doesn’t need to touch the pointer itself; any member after one that widened is at risk.
- A field that is correctly named but too narrow to hold what it’s
actually storing (an enum/
u32/s32reused as a truncated pointer slot — the D255 shape, distinct from D209/D210’s literal-offset shape but the same underlying cause). - The resulting behavior is deterministic and internally self-consistent, but demonstrably not what the N64 original would produce — the code isn’t crashing or producing garbage, it’s confidently doing the wrong (but stable) thing.
- Prefer the named field (or a correctly-typed sibling field) under
#ifdef PORT; the alias/pun is only correct at 32-bit pointer width. Verify every caller reaches the site with the union/struct arm you’re naming actually active.
Distinguish from D284 (port/src/random.c’s MIPS64
shift-emulation bug): same epistemic shape — deterministic,
self-consistent, silently not-N64 — but a different mechanism
(instruction semantics, not struct layout/pointer width) and,
critically, entirely inside port/, no src/game touch at all.
D284 was never a rule-2 question in the first place; don’t fold it
into this catalogue’s “looks like game logic, is really ABI”
framing — it never looked like game logic to begin with.
- Open landmine: raw hardcoded-offset accessors into
struct player/struct hand; seedocs/dev/AUDIT-M6-player-offsets.md. -
D126 corollary; a trailing runtime list pointer in a ROM-serialized record. If a fixed-size ROM record ends with a
T *next(or*child,*parent) that game code writes while walking the setup stream (linked-list build), that field is 4B/end-of-record on N64 but widens to 8B and 8-aligns on PC; the store spills past the N64 record size into the next record and silently corrupts a polymorphic walk downstream (type byte clobbered → wrong strides → wrong command indices → wrong pointer resolution, crashing far away). Offline converter (d*_emit.py) MUST emit these at the real PCsizeofwith the pointer slot widened + the matching#ifdef PORTsizepropdef/stride. Instances:d88_propdefs.pytypes 30/32/33/35 (criteria_*/setup_objective_text->next), 22 (TagObjectRecord.NextTag, already handled). Check every record type the walk can see for aset_parent_*/*_entry_parentwriter. - D132 corollary; a
union { T *ptr; s32 IndexN; }field is 8B/8-aligned on PC even when the ROM image only ever stores thes32.LinkRecord(first/Index1),LockDoorRecord,SafeObjectRecordetc. pack their index words tight (4B) in the N64 setup stream, but the compiler places eachIndexNin the LOW 4 bytes of an 8-byte-aligned pointer slot (Index1@8 not @4,Index2@16 not @8, then a trailing*next). A converter that lays them at N64 4-byte offsets makespdef->Index1readIndex2’s value andIndex2read 0 → the record’s validity guard fails and switch-doors / dual weapons / locked doors / safes silently never initialise (usually non-crash, because the failed guard also skips the pointer stores). Fix: emit eachIndexNat PC offset8 + 8*(N-1)and size the record with the widened unions + trailing*next(d88_propdefs.pytypes 14/19/38/44; proposed in §F D132, not yet applied). Grep every ROM-serialized record forunion {with a pointer arm. NB[u16 ID][s16 x]NOT in a union (e.g.TagObjectRecord) stays at offset 4; only the pointer union forces the 8-align. - D130 corollary; in-place N64→PC struct-array re-layout aliases when the
stride grew less than the read span. A ROM struct array widened on PC
(
fontchar24→32B,romdataFixupFont) is often re-laid-out in place: for glyphi,dst = base + PCstride*i,src = base + N64stride*i, sodst − src = (PCstride−N64stride)*i. For smallithat delta is less than the per-element field-copy read span, sodstoverlapssrc, and a forward field-by-field*dst_k = f(*src_k)loop overwrites a not-yet-readsrc_j(j > k). Result: later fields of the first few elements come out asf(f(earlier field)); e.g. glyph 1’swidthbecamebswap(bswap(index)). Iterating elements backward does NOT help (the overlap is within one element). Fix: read every source field of the element into locals first, then write. Grep everyromdataFixup*/ in-place relayout for a read-write loop whosedst/srccan alias for low indices. -
A negative/OOB index into a widened struct array is fatal on PC, benign on N64.
chars[*text - 0x21]with a control byte (*text < 0x21) reads beforechars[0]. On N64 that hits the adjacent 4-byte-field kerning table (small values → a garbage-but-TMEM-valid glyph); on PC the struct’s 8-bytepixeldatareads a wild pointer → fast3d AV. Latent intextrelated.c(textRender*/textMeasureASCII paths); aGLYPH_IDXclamp fixes it if a level actually feeds a control byte to the HUD text (none do yet; D130 was a font-relayout bug, not this). -
D131 corollary;
osVirtualToPhysical()truncates a compiled-symbol pointer to 32 bits. The port shim is(u32)(uintptr_t)va(libultra.c). For a runtime DRAM pointer (0x70xxxxxx) the cast is lossless; for a compiled module symbol (.bss/.rodatamatrix, e.g.&dword_CODE_bss_8007A100inexplosionRenderPropSmoke) it drops the0x1_00000000module high word, so the GBI w1 becomes0x40xxxxxxandseg_addr()hands fast3d a wild pointer → AV ingfx_sp_matrix/gfx_sp_vertex. Same class as D94 (chraction.c:1243), but in a DL word. ~30 latent sites (grep 'osVirtualToPhysical(' src/game/{explosion,glass,glass2,blood_animation,bondview2}.c), each armed only when that effect first draws. Fixed once inseg_addr(): restore the high word for a fallthroughw1 ∈ [0x40000000, 0x70000000)(module is fixed-based at0x140000000; DRAM/KSEG0/segmented/phys are all handled in earlier branches).gSPDisplayList(&globalDL_0xNNN)is NOT affected; the port’sGwords.w1is 64-bit andgDma1pstores the full pointer; onlyosVirtualToPhysicaltruncates. -
D177; a struct passed as
s32 *and integer-indexed past a leading pointer member.stanCheckLinkedSpecialTiletakes the caller’sstruct StandTileLocusCallbackRecord { s32 *rooms; s32 count; … }typed ass32 *outFlagsand doesoutFlags[1] = 1. On N64[1]iscount; on PCroomsis 8 bytes so[1]is its high half andcountmoved to[2]; the write is silently lost, the reader (->count) sees 0. Two tells for this class: (a) a function parameter typeds32 */u32 */void *that is really a named struct (check what the caller passes and what other consumers cast it to); (b) the matching stack local declared as a small “placeholder while matching” struct whose N64 size equals the real record; it silently under-allocates once any member widens. Fix both: cast to the real type + write fields by name, and declare the local as the real struct, under#ifdef PORT. ([0]/roomsoften still works by luck on LE, low half at +0, which masks the bug for one of the two fields.) -
D248; a hardcoded byte offset used to index “one struct past the end of the array” desyncs from a real field write once the struct grows.
OSScClient(src/sched.h) is{next; msgQ;}, 8B on N64 / 16B on PC.osScAddClient()deliberately writes a per-client flag into the next array element’s first field (c[1].next = next) instead of adding a real member; cheap on N64 since the caller over-allocates the array by one slot. The reader,__scHandleRetrace, doesn’t index the struct back; it recomputes the same address by hand as*((s32*)client + 2)(a hardcoded 8-byte offset). That offset only equalssizeof(OSScClient)(and thus&client[1]) when pointers are 32-bit. On PC it lands 8 bytes intoclient[0]itself, insidemsgQ, a real non-NULL pointer, so the flag reads as permanently “set” for every client, silently collapsing a 60Hz/30Hz per-client split onto whichever branch a nonzero flag takes. General tell: any place a struct is deliberately under-declared and a sibling array slot is used as ad-hoc extra storage (c[1].field,arr[i+1].x) is fine as a write (indexing scales with the realsizeof), but a matching read done via a raw(T*)p + N/byte-offset cast instead ofp[1].fieldwill silently desync once the struct’s size changes across the port. Fix: always index the struct on both ends (client[1].next), never hand-roll the byte math; it’s the direct decompilation of what the write side already does,#ifdef PORTwith the N64 hand-rolled offset kept verbatim under#else. §F D248. -
One layout bug often has sibling call sites. D264 fixed a cross-global
ModelRenderDatatemplate read in the watch item preview; the identical read inwatchRenderController(D_80035D04 + 0x3c) stayed broken until D290. When fixing a raw-offset global read, grep for every other read of the same globals (D_80035D00/D_80035D04here) before closing. - When a split N64 struct is made inline on PC, its placeholder fields
become dead, and any code still reading them reads uninitialised memory.
D100 turned
player.modelinto a real inlinestruct Model, but the decomp’sfield_59C..field_650placeholders (raw N64 offsets into that model) stayed as separate fields.bheadAdjustAnimationkept readingfield_5C0(= N64model.animframe1) andanimFlipFlag(=model.gunhand), which nothing ever wrote (D336: garbage anim frames, Frigate scene wrecked, sensitive to memory layout). After inlining a split struct, grep every placeholder in the old range and remap each read to the real field. Diagnostic tell: a hardware watchpoint on the “poisoned” field sees no writes at all.
A-dup. Renaming an IDO duplicate member re-points every read of it (D307)
IDO accepts a struct that redeclares an inherited member name (inherits ObjectRecord; then its own pad); GCC rejects it, so the port renames one. The rename changes which field existing code reads: on N64 the later declaration shadows the inherited one, so rec->pad meant the derived record’s own field. After renaming it (lookpad), unchanged game code silently binds to the inherited field instead. D307: setupCctv read the mount pad as the look-at pad and every security camera faced its wall. When a port rename resolves a duplicate, grep every ->name on that struct type and decide per site which field N64 meant (PD’s named-field sources are the tie-breaker).
A-cnt. A record’s “count” field may not count what the converter copies (D303)
The offline model converter sizes each record’s trailing arrays from its count field. Check what the runtime consumer does with that count before trusting its name: GE’s op-22 DisplayListPrimaryRecord.numVertices is really the number of star-flash ARMS, and dorottex() reads count*4 vertices (PD names it stargunfire.unk00 and reads unk00*4). Sizing by the field name dropped 3/4 of every muzzle star; the missing vertices came from neighbouring sidecar bytes and drew as spikes. For every record type, derive the copied extent from the reading loop, and cross-check PD’s typed struct.
A-buf. Growing one region of a shared buffer must move every hard-coded offset after it (D342)
When a PC-larger asset gets a bigger reservation inside a shared scratch buffer (D45: the wallet model 0xA000 -> 0x17000 in ptr_logo_and_walletbond_DL), grep for every other user of that buffer that computes a fixed offset (base + 4096*10). Those still point into the old boundary and silently overwrite the enlarged asset; the corruption only shows when the asset is not reloaded.
A1 cross-tag (D441, 2026-09-30): the 32→64 widening of (u32)/(s32) pointer casts (rebase arithmetic on RAM copies, segment/anim-table bases) is the same class. Pattern: #ifdef PORT (uintptr_t) arm + untouched #else. Exception: (s32)&ANIM_DATA_x is an intentional offset (D34: 4 GiB-aligned base, low 32 bits = segment offset) — widen only the base it is added to, never the offset. Census of the remaining ~185 sites in the touched files is still owed (D441).
A1 cross-tag (D457, 2026-09-30): a pure pointer-width retype can change behaviour by shifting the allocation layout. Widening struct player (+32 B) / struct Model (+16 B, inline x4 in player) flipped the default-boot file-select menu to an all-black frame (no crash, identical log) while -level_09 was fine; allocating the player block at its old size restored it. The menu depends on the MEMPOOL_STAGE layout (player block precedes g_GfxBuffers[0], D98) through something address-sensitive. After any struct widening, run the default-boot menu with a GE_PCDUMP frame (not only a level) and check the frame extrema, not just rc. Also: a hardcoded record stride (vtxstore.c n * 0x14 for a record that is 0x18 bytes on x86-64) is a silent overrun that widening makes worse; grep literals near allocs of retyped structs.
A1 cross-tag (D441, 2026-10-03): the read side, s32 back to a pointer, sign-extends. An arena pointer stored in an s32 (a local, a global, a field, a function parameter named like an id: pathid, opcode, resolution, helddst) truncates harmlessly below 4 GiB, but (T *)s32 and the implicit s32 -> T * conversion (a -Wint-conversion “makes pointer from integer”, no cast to grep for) sign-extend bit 31. Invisible while the arena sits below 0x80000000; the tier-1 test build (GE_HIGHARENA_BASE=0x90000000) turns each one into a 0xffffffff9xxxxxxx fault, in crash order. Fix: (T *)(uintptr_t)(u32)(EXPR) under #ifdef PORT. Also grep the port layer for address-range upper bounds, not only base literals: fast3d’s DRAM-vs-C-array texture test ended at a 0x90000000 literal, so with the arena moved there every DRAM texture was bswapped (mirrored texel pairs, no crash). Ranges must come from portaddr.h (base + PORT_DRAM_SIZE). And pin GE_RSEED + GE_INPUTSCRIPT before diffing level frames between builds: unseeded runs differ every frame.
B. 16-byte PC Gfx / Vtx vs 8-byte N64
Any buffer reservation, memcpy size, slot stride, or pool budget
expressed in N64 Gfx/Vtx units is half-size on PC.
- Instances: D50.6 (texCopyGdls copied only w0 of each 16-byte slot),
D58 (DL reserve 0x100→0x200), D85 (
bgWidenRoomGdl8→16 + bswap), D95 (2× master-DL buffer + raised mempool ceiling). - D135 corollary; an unported GBI parser (not just a buffer size). Code
that walks a DL command stream with raw byte/word indices into an 8-byte N64
Gfx(*(s8*)gdlfor the cmd,((u32*)gdl)[1]for w1,((u8*)gdl)[5..7]forG_TRI1vtx indices,((u32*)gdl)[0/1]nibble reads forG_TRI4) reads the wrong bytes of the PC 16-byte{u64 w0; u64 w1}slot and desyncs on the first command → walks off the DL → wild deref. The N64 32-bit words survive in the LOW dword of each 64-bit field, so the mechanical port is:u32 w0 = (u32)gdl->words.w0; u32 w1 = (u32)gdl->words.w1;then replace every raw access with the equivalent shift/mask on w0/w1 (BE byteiof a word →(word >> (8*(3-i))) & 0xff).gdl++(advances bysizeof(Gfx)) is already correct. Watch(s32)ptrtruncation in vtx-base math andx | 0x80000000KSEG0 folds (identity on PC; just drop the OR, and guard segmented w1). Also raw-index writes into static DLs: D465 (unk_092E50.cwater controller patched((u32*)dl)[8], meaning N64Gfx[4].w0, which hitGfx[2]on PC; usedl[n].words.w0instead). Instances:bgTestHitOnObj(propobj.c, FIXED);bgTestRayIntersectionInRoombgTestBulletHitBackgroundtail (bg.c, D154; ported M-28, re-audited + bug-fixed M-30, playtest-gated). PD ground truth:pd_portusesgdl->dma.cmd+GFX_W0_BYTE(i)/GFX_W1_BYTE(i)macros (3-i/11-ion 64-bit LE).
- D154 corollary; the PC
Gdma_leshim’s.paris NOT the N64 params byte. When porting a room/model DL GBI parser, only.dma.cmdis safe to read through theport/shim/PR/gbi.hGfxunion: that shim laysGdma_leout aspar:24(bits 0-23 of word0 = the packed length fromgDma1p),cmd:8(bits 24-31). The N64Gdmahascmd:8(byte 0) thenpar:8(byte 1, bits 16-23 = the((n-1)<<4)|v0G_VTX params). So an N64((u8*)gdl)[1]/ N64-semantics.dma.parbecomes((u32)gdl->words.w0 >> 16) & 0xffon PC;gdl->dma.pargives bits 0-23 (length), and& 0xfon it is always 0 becauselen == 16*n. The original D154 port had exactly this bug (vtxoff forced to 0). Same trap inbgBuildRoomVtxBounds(gdl.dma.par>>4&0xfreads PC bits 4-7 =n&0xf, not N64 bits 20-23 =n-1): for n ≤ 15 it happened to read the whole block (+1 vertex), but for n = 16 (the common authored size) it collapsed tonumvertices=1→ single-point batch bounds → the per-batch AABB pre-test inbgTestBulletHitBackgroundrejected the batch → its wall triangles were never ray-tested: D312 projectile pass-through + D313 missing bullet impacts (FIXED 2026-09-18, recover the params byte via((u32)gdl->words.w0 >> 20) & 0xf). Rule: for anything but the opcode, extract the bit-field explicitly from(u32)gdl->words.w0/.w1, don’t trust the named.dma.*sub-fields. Also: awords.w0 << k >> mbit-extract idiom that relied on 32-bit truncation on N64 must be(u32)-cast first on PC (words.w0is 64-bit). - Also bites RAW hardcoded struct-stride writes, not just Gfx/Vtx.
D128:
sub_GAME_7F0B37ECdid((u8*)g_BgPortals)[(portal<<3)+6] |= 2; the N64bg_portal_data_entryis 8B (ptr@0, cr1@4..cb2@7), but on PC the widenedoffset_portalptr makes it 16B (cr1@8..cb2@11), so the write landed in the middle of another portal’s pointer. Fix = use the struct accessor under#ifdef PORT(every other site already does:g_BgPortals[portal].controlbytes1 |= PORTALFLAG_SPECIAL). Grep for<< 3/* 8/+ 6style raw offsets into any struct that gained a pointer field. D141:set_enviro_fog_for_items_in_solo_watch_menu(gunfire.c:1720) indexed aModelNode*array (ModelFileHeader.Switches) as*(ModelNode**)((u8*)Switches + j + 0x48)withj += 4; the0x48/0x5cand the step are 4-byte-pointer constants. PC 8-byte stride → wrong- misaligned slot → bogus non-NULL node → crash in
modelGetNodeRwData. Fix:Switches[18 + (j>>2)]/Switches[23 + (j>>2)]under#ifdef PORT(0x48/4=18,0x5c/4=23). Grep every(TYPE**)((u8*)arr + <const>)andarr[i << k]where the array element is a pointer. D191:bondviewSelectCuff(bondview2.c); the sameSwitchesarray, missed by D141.offset = switchindex << 2thenbase = (ModelNode**)((u8*)switches + offset), deref’dbase[0..5]. On PC the 8-byte slot stride makesbase[N]a half-word-swapped pointer (0x70267a90→0x70267a9000000000) → crash inmodelGetNodeRwDatawhen the player fires with a fresh-save Bond model (Bunker ii first guard, Statue post-cutscene). Fix:offset = switchindex * sizeof(ModelNode *)under#ifdef PORT. When you fix onearr[i<<2]pointer-array site, grep the whole file; these travel in packs.
- misaligned slot → bogus non-NULL node → crash in
C. Big-endian rodata / ROM data read on little-endian PC
ROM assets and compiled-in .rodata are big-endian. Anything not run
through a converter or a runtime bswap fixup reads scrambled.
f32values are BE word pairs; a naive byte reversal off-by-one corrupts every float: D73 (sinf/cosfdupairs →DVAL()macro), D112 (d43_emit.py put_f32src[doff:doff+4][::-1]).- D73 scope is now settled (M-32 D75 triage): the whole
src/libultra/gu/tree is endian-clean; onlysinf.c/cosf.cused theduunion and both areDVAL()-wrapped;rotate/perspective/ortho/ lookat/scale/translate/mtxutil/normalize/alignuse plain float literals or pure integer bit-packing (FTOFIX32+shift/mask). The game’s ownmatrixmath.c(matrix_4x4_set_lookat*,_set_projection,_f32_to_s32) is likewise native-LE (D114). Do not re-audit gu or matrixmath for a “float endianness” bug; if a matrix comes out wrong on PC the cause is upstream data, a struct-field pun (D100/D140/D156), never these files. (The “D114/D116 viewport mirror” example is withdrawn; M-33/D168 showed D114/D116 were an upside-downGE_PCDUMPcapture, not a real flip.)
- D73 scope is now settled (M-32 D75 triage): the whole
- Header offset tables / pointers: D54 (cseq ALMidiHdr), D68 (Globalimagetable), D87 (ramromfilestructure), D88 (Usetup* tables).
- Negative-terminated index chains (
PointUsage[]) in converted model rodata cycle forever if element endianness/stride is wrong: D120 (opcode-0x18 collision record,d43_emit.py; guarded, not fixed). - Packed bitfields cross byte boundaries differently: D78 / D83 (StandTile id/room, header mid/tail).
- Rule: prefer an offline sidecar converter (D43, D69, D88 pattern,
tools_pc/d*_emit.py) over a runtime fixup for a whole format. - D139;
(u8)word/(s8)wordto grab “the first field” of a struct reads the WRONG byte on LE. N64 code that does(u8)obj[0](obj au32*) to read a byte-3 field of a big-endian header word; e.g. the propDef type in[u16 extrascale][u8 state][u8 type]; gets the low byte, which is the last BE field. On LE it’sextrascale.cleanupObjectsdid this for its walk-termination + type dispatch → never sawPROPDEF_END→ ran off the blob → freed garbage → crash on stage unload. Fix: use the struct member (pdef->type) like every other consumer. Grep for(u8)*/(s8)*/& 0xffon au32/s32that’s really a serialized multi-field word; especially GBI-word and header-word reads that were never routed through a converter or#ifdef PORT. - D150;
langGet()NULL flows into astr*primitive. The watch BRIEF/OBJECTIVES pages (andfront.cmission text) build their strings withstrcpy/strcat(buf, langGet(id)).langGetreturns NULL on PC for any bank the current menu flow never loaded (D129/D143); N64 always resolves these ids so the decomp never guards.strcat(buf, NULL)then derefs 0. Fix = NULL-tolerantstrcpy/strncpy/strcatunder#ifdef PORTinstr.c(NULL src → empty string, NULL dst → return). Gotcha: these are__nonnull__builtins to GCC; a plainif (src == NULL)on the parameter is deleted as provably-dead (confirmed in-Ogdisassembly: notestemitted). Launder the pointer through an empty__asm__("":"+r"(p))(GE_IS_NULL()) so the guard survives. Same class as the D143 textRender NULL guards. Audit any hand-rolled libc primitive insrc/that a port NULL can reach. - D219 (M-112; the finding itself resolved in M-115, kept as a triage lesson), “the shared texture decoder is proven correct” is
a claim about pixel format, not compression method, and the two are
independent knobs on the same runtime
texLoad.src/game/image.c’s non-zlib texture decompressor reads a per-image 4-bitTEXCOMPMETHOD_*from the bitstream (uncompressed / huffman / huffman-per-channel / RLE / lookup / huffman-lookup / RLE-lookup / huffman-blur / RLE-blur) independent of the 4-bit pixel-format(RGBA32/16, IA16, I8/4, CI8/4 …). Two textures sharing a pixel format can still take completely different code paths:_HUFFMAN/_HUFFMANPERHCHANNEL/_RLEgo throughtexChannelsToPixels(per-channel planes in R,G,B,A order), while_LOOKUP/_HUFFMANLOOKUP/_RLELOOKUPgo throughtexBuildLookup+texInflateLookup*(a packed color table, bits read directly in final pixel layout). “Every other RGBA16 texture in the game renders correctly, so the decoder can’t be the bug” is not a valid inference unless you’ve confirmed the comparison texture used the sameTEXCOMPMETHOD_*as the suspect one; they can silently diverge into different functions despite an identicalG_IM_FMT_RGBA,G_IM_SIZ_16bDL declaration. Also: whether a texture’sG_SETTIMGmarker is baked directly into a compiled display list (gsDPSetTextureImage(...IMAGESEG(id))inassets/*.c, fixed up bygimgFixupGlobalimagetable’s DL-bswap pass) vs. synthesized at runtime from ansImageTableEntry’sindexfield (texSelect,src/game/othermodemicrocode.c) is a real, checkable difference in resolution path worth ruling in/out early; but both funnel into the sametexLoadFromDisplayList→texLoadcall, so it is a weaker lead than the compression-method one. Seedocs/dev/findings.mdD219 for the full writeup and an env-gated (GE_D219RAW) diagnostic left in the tree to check this on the next session that can capture runtime output. -
D157; a small value in the LOW BYTE of a BE
s32word, read ass8at the word’s last offset, reads 0 on LE after the converter byte-swaps it. Same family as D151/D139.struct objective_entry.difficultyiss8at offset 0xF; the underlying type-23 propDef word 3 (MissionObjectiveRecord.MinDificulty) is a BEs32whose value (0..3) sits in byte 0xF on N64.d88_propdefs.py_bswap32’s the word (correct; it IS a 32-bit field), moving the value to byte 0xC on LE, so thes8@0xF read yields 0 for every objective. Consequence was total:get_difficulty_for_objective→ 0 for all →objectiveIsAllComplete()on Agent evaluated objectives that should be difficulty-gated out → never TRUE →end_of_mission_briefing()(the campaign-unlock EEPROM write) never fired → no solo level ever unlocked the next. Fix: reorder the struct’s post-swap tail under#ifdef PORTso the named byte reads offset 0xC. Grep every struct that reads a sub-s32field ass8/u8/s16/u16at a NON-zero in-word offset; after a converter bswap that offset is wrong. Offline tools have the same trap (dump_objectives.pyread byte 0xC = BE high byte = always 0). - D159; an N64 “pre-swap for the RDP” texture massage is poison on PC because
fast3d doesn’t emulate the RDP.
texSwapAltRowBytes(image.c) pairwise-swaps the 8-byte (u32) groups of every odd texture row before upload, to cancel the N64 RDP’s odd-line TMEM address XOR (address bit 2) that fires during 4-byte-wordgDPLoadBlockloads of I/IA/RGBA16 formats. fast3d has zero odd-row handling, so the pre-swapped odd rows upload scrambled → an 8-texel “venetian blind” / interlace comb. Invisible on small or distant textures, glaring on large 1:1 front-end images (wallet-Bond photo, passport crest). Fix:#ifdef PORTno-op the function; fast3d wants a plain linear image. General rule: anysrc/routine whose comment or shape says “for the RDP / TMEM / N64 hardware” and that reorders/massages bytes is a port-layer candidate (same family as the K0-fold and interrupt-mask shims), not game logic; auditimage.c/tex.cfor others (texAlignIndicesrow padding is load-bearing and must stay; the swap is not). - D160; a “propDef command-index walk desync” is only possible when
sizepropdef()and the offline converter disagree on a record size. Since D122/D126/D132 closed every gap,d88_propdefs.PROPDEF_PC_BYTES[t] == sizepropdef()×4for all 48 types, the propDef stream tiles byte-exactly, andsetupGetPtrToCommandByIndex/tagGetCommandIndex(object = sizepropdef(object)+object,sizeof(PropDefHeaderRecord)==4) walk in lockstep with the converter. Before hypothesising a propDef walk desync for a new symptom (M-31 exhaustively re-verified: every record type, all 21 levels, byte-exact tiling), run the stride cross-check first; if it’s clean, the bug is elsewhere. The Dam rappel cutscene (D148) reached this wall: data path proven intact; residual cause is runtime AI-script control-flow /CAMERAMODE_POSENDcinematic render (D75 family).GE_D160=1diagnostic ships; needs a live Dam-to-exit playthrough. M-106 addendum: independently re-derived (not just re-cited);CutsceneRecord(propDef type 46) has zero pointer/union fields, so it cannot exhibit this class at all; confirms the M-31 stride audit rather than superseding it. D148/D160’s residual cause is still unlocated (needs the live trace); see D173 for a related negative result on the puppet-position side. - D132/D126 corollary; a zeroed ROM-serialized pointer-width tail slot is not
automatically a converter bug; check the N64 source literal first (M-106).
Before assuming an offline converter wrongly zeroed a widened pointer field
(the D122/D126/D132 “dead-on-load” pattern), grep the asset
.csource tables (assets/obseg/**/*.c) for that field’s literal initialiser.PadRecord.stan(src/bondtypes.h:1744-1751) looked exactly like a D126/D132 miss (a ROM- serialized tail pointer, zeroed bytools_pc/d88_emit.py’semit_pad()), but everyPadRecordin every checked setup table (UsetupdamZ.cetc.) initialisesstanto literal0; N64 never carried a live pointer there either, so the PC zeroing is byte-identical to ground truth, not a regression. The tell that saves the trip: if the source, not just the ROM binary, always writes0/NULLfor a field, it was never “dead-on-load” in the D123-corollary sense (a field that reads a real small int/id before being overwritten); it’s simply always runtime-computed, on both platforms, and a NULL seed into whatever consumes it is the original game’s normal case, not a port defect. - D151; a ROM-serialized
s32slot decoded by the struct as[u16 hi][u16 lo]reads zero on LE. N64 code frequently splits a 32-bit setup-stream word intou16 reserved; u16 realvalue;where the useful value is always small and lands in the low 16 bits of the big-endian word. The offline converter correctly_bswap32’s the word (it IS a 32-bit field), which puts the value in the low bytes; but the struct still readsrealvaluefrom the high offset → 0. Instances:struct watchMenuObjectiveText.text/struct objective_entry.text(propDef types 35 / 23); every watch briefing + objective line rendered blank (langGet(0)→ NULL). Fix:#ifdef PORTwidens the field to a fullu32at the word offset; converter unchanged. Grep every ROM-serialized struct for au16 reserved/u16 padimmediately before au16the runtime actually reads. - Python slice-assignment width is a silent corruptor (D125):
out[a:a+8] = b"\x00\x00\x00\x00"on abytearraydoes NOT raise; it deletes(8 - len(rhs))bytes, shrinkingoutand shifting everything afteradown. A widened pointer/stanslot filled with a 4-byte literal shrankd88_emit.py’s output 4 B per pad; oncelen(out)fell below a later region’s write offset,out[off:off+n] = dataclamped to an empty range at the current end and inserted there; string blobs drifted, boundpad names truncated (p138d2→8d2),stanPackIdrejected → doormodel=NULL→ crash. When emitting into a pre-sized bytearray, everyout[a:b] = rhsMUST havelen(rhs) == b - a; grep the emitter for width-mismatched slice writes when a converted region lands wrong. - A one-shot “sync patched values from the ROM copy into a compiled
shadow array” pass must key its slot-detection on a field that is still
intact at sync time. D124:
gimgSyncCompiledGlobalDLslooked for the0xABCDxxxxIMAGESEG marker in the ROM copy; buttexLoad()had already overwritten every one of those with a real pointer, so the sync silently copied nothing and the compiledglobalDL_0xNNNexplosion DLs kept their link-time markers (latent on all levels; only tripped when an explosion/smoke/particle DL is first drawn). Detect the slot from the destination (compiled) array, which still holds the marker. - A polymorphic-record converter with a per-type handler table + a
“generic” fallback silently corrupts any type the table forgot: the
fallback’s word-granular bswap is wrong for sub-word fields. D122;
d88_propdefs.pyhad no arm for 6inherits ObjectRecordpropDef types (TINTED_GLASS/VEHICHLE/AIRCRAFT/TANK/AUTOGUN/AMMO); the generic arm bswap32’d the[s16 obj][s16 pad]word as one u32, putting the model id in the wrong half → OOB table deref. When you add a converter, enumerate everytypebyte a level can emit and assert the handler set is total;[u16|u16]/[s16|s16]packed words need a half-swap (_hh_word), never a 32-bit swap. -
D123 corollary: a pointer-width tail slot is not always runtime-populated. Some hold a small integer id in the ROM image that game code reads via that same field before overwriting it (
VehichleRecord/AircraftRecord.ailist:prop.c:1764/1786doesx->ailist = ailistFindById(x->ailist)). A converter that lumps every pointer-width tail slot into one “widen 4→8B, emit zeroes” bucket destroys the id →ailistFindById(0)silently returns global list 0 (GAILIST_AIM_AT_BOND) →ai()runs a CHR aim list with a NULL chr → NULL deref inchrIsNotDeadOrShot. Before zeroing a widened slot, confirm the setup code writes it unconditionally; if it reads-then-writes, emit the value (_bswap32into the low 4 bytes, LE). Decide per field, not per type. - Audit for ROM segments loaded raw with no fixup at all (D178). Every
_fileNameLoadToAddr()/_fileNameLoadToBank()call site loads a raw big-endian ROM image; the ones with astructoverlay need a BE→LE pass and there is nothing in the load path that supplies one; the fixups are bolted on per call site (langFixupLoadedBank()inlanguage.c,romdataFixup*()inport/src/romdata.c). The briefing segment (Ubrief*Z=u16 brief[4]+ 10 ×{u16 textid; u16 difficulty}) had none for a year, and its failure mode is silent and split: a swapped string id (0x2C04→0x042C) still passes!= 0, so the loop body runs andlangGet()quietly returns NULL → blank text, not a crash (that was the whole of the D143 “briefing/objective text is blank” residual); and a swapped small enum (0x0001→0x0100 = 256) turns a>=difficulty gate into an always-false filter, so lines silently vanish rather than render wrong. When a screen renders its own chrome/headers correctly but the file-driven rows are empty, suspect the raw file, not the renderer: dump the first words of the loaded blob and look for a byte-mirrored constant you can recognise from the asset.csource inassets/obseg/.
C2. Port-layer / SDL shims
#include <PR/os.h>in a port.c/.hthat also sees<errno.h>breaks:OSContStatus/OSContPadhave au8 errno;field vs errno.h’s macro. libultra.c wraps the include in#pragma push_macro("errno")/#undef errno; cleaner for a new module is to duplicate the handful ofCONT_*bits it needs (D118input.c).- GE’s aim model is mode-dependent (
bondview2.c bondviewProcessInput): in hipfire (!insightaimmode) yaw = analog stick-X (“natural turn”) and pitch = digital C-up/C-down only (stick-Y is move fwd/back); in aim mode (R held) yaw and pitch are analog; stick pushed past ±60 → proportional(stick-60)/10; and C-up/C-down mean crouch/lean/zoom, not aim. So the mouse→pad map must also be mode-aware: aim mode pushes the stick into the 61..80 band and emits no C-buttons (emitting C-down for “look down” while aiming = crouch, D118c); hipfire keeps the digital C-button pitch.input.creads its own RMB/LShift state as the mode proxy (exact for hold-to-aim; a toggle scheme needsg_CurrentPlayer-> insightaimmode). GE’s native pitch is inverted (C-up → look down); hide it so mouse-down looks down;MouseInvertYflips (D118, M-24). - N64 A/B bit names are not modern pad A/B semantics (D393). GE’s
gameplay
GE_CONT_Acycles weapons andGE_CONT_Bcontextually uses or reloads. Assigning Xbox A/X both to native A and B/Y both to independent crouch leaves no use button. For modern controls, map A to a dedicated use edge, X to a dedicated reload edge, B to crouch, Y to a weapon-cycle edge; preserve native accept/cancel bits in front menus/watch/tank. Track held buttons across UI transitions so closing F10 does not trigger an unexpected use/reload/cycle. osContGetReadData(pad)must fill one OSContPad per channel (MAXCONTROLLERS-long array), not just controller 0; joy.c passes the wholesamples[i].padsarray (D118).- Controller state has one source:
port/src/input.c.libultra.c’s SI section marshalsinputComputePad()intog_contPad[]; it is driven byosContStartReadData(per logic tick), no separatevideo.cframe hook. -
The in-level watch/pause is not a “menu” to
input.c(current_menustaysRUN_STAGE), but it reads the stick as discrete input: ±0x2E on X picks an option value or flips a page, and Y scrolls rows. Any path that turns a continuous device (the mouse) into stick deflection must be gated off there (!outside_watch_menu || pause_state), or small hand motion becomes phantom menu choices. D330/#103: mouse → legacy stick fallback silently reset Auto-Aim/Look-Ahead to OFF. The direct-write look paths already gate on this; the fallbacks must too. -
A port-side shadow of game data must be re-synced every time the game re-derives the original, not just the first time. D252:
texReset()re-resolves the global image DLs’ texture pointers on every stage load; the compiled shadow copies (gimgSyncCompiledGlobalDLs, D68) only accepted a write while a slot still held its unresolved marker, so every stage after the title kept pointers into freed memory. It looked fine until the new stage overwrote that region (rainbow explosions mid-level). Key a sync on which slots are synced (learned once), never on “still unresolved”. Headless-level_XXboots hide this class (the first stage is the level itself): repro through a real boot → title → level sequence. - A texture re-declared in another format must be normalised with the geometry it was IMPORTED with (D245). GE’s sky water loads a CI8 image and draws it through an RGBA16 tile; fast3d imports it as CI8 (D229) but its triangle path computed the UV divisor from the RGBA16 tile (half the width) and the whole mip-chain height (43 rows, not the 32-row mask period). Anything that changes the importer’s format/extent must change the tri-path
tex_width/tex_heightwith it, and wrap must equal the N64 mask period. - CPU-built RDP triangles need float vertices, not
Vtx(D245). Where GE builds RDP edge/texture coefficients on the CPU (sky/water), 32-bit S/T and positions are normal; squeezing them through s16tc/obcosts visible precision on horizon-scale geometry. UseG_FLOATVTX_EXT(port/include/floatvtx.h). - A first-run-only preset is skipped forever by any earlier launch that created the ini, and window keys are not an “untouched” signal (D283). Seeding values before
configLoad()only works when noge007.iniexists; one launch in a different environment (SteamOS Desktop Mode has noSTEAMOS) writes a plain ini and the preset never runs. Apply presets after the load, record a one-shot flag key, and gate on keys the user must change deliberately (Video.Fullscreen,Window.Maximized) —Window.Width/Heightare rewritten from the live window on every clean exit (videoSaveWindowState), so “still at default” never holds for them.
D. N64 hardware idioms fast3d does not emulate
- Appending a port-owned 2D overlay to the game frame: hook inside
gfx_run(), notvideoSubmitCommands.gfx_run()(gfx_pc.cpp) is monolithic; it doesstart_frame→gfx_run_dl→gfx_flush→end_frame→swap_buffers_beginin one call, and the game DL is executed fromosSpTaskStartGo(libultra.c), not throughvideoSubmitCommands(which is dead). So a secondgfx_run()per frame is not possible (it swaps buffers). The clean seam is a one-line C hook betweengfx_run_dl(commands)andgfx_flush()that runs a secondgfx_run_dl()on a port-built DL when non-NULL (D184, F10 options overlay). The overlay DL is self-sufficient:gDPPipeSync+gDPSetCycleType(G_CYC_1CYCLE)+gDPSetTexturePersp(G_TP_NONE)- a full-screen
gDPSetScissor+microcode_constructor()(the game’s own 2D combiner/rendermode prologue), thengDPFillRectangle/textRender(game symbols, extern’d likeinput.cexternscurrent_menu; UI, not logic). 2D pixel space isviGetX()xviGetY(). Return NULL when the overlay is closed so the frame is byte-for-byte unchanged.
- a full-screen
- Verbatim RDP triangle commands chopped into
gImmp1(G_RDPHALF_1/_CONT/_2)pairs (GE’sskyRenderTri/skyRenderFullhand-build an edge-walkedG_TRI_FILL/G_TRI_SHADE_TXTRfor the modified RSP ucode to reassemble) are silently dropped by fast3d; it has no RDP triangle rasteriser. Substitute a normalgSPVertex+gSP*Trianglebatch behind#ifdef PORT: if the game code already screen-space-projected the verts, re-emit them under aguOrtho(l,r,b,t,…)+ identity modelview matching the projection’s pixel extents,#elsekeeps the stream verbatim (D176(a), M-46). Caveat (D176(a), fidelity pass): a plainw=1ortho is only correct when every vertex in the primitive really does share one depth/scale. The RDP’s own coefficient block for this idiom carriesS·w′/T·w′/w′per vertex (a real perspective-correct texture unit divides it back out per pixel) whenever the upstream game math computed S/T from a world-space projection without dividing bywitself (GE’s sky does;unk20/24are texel coords on the world cloud-plane intersection, not pre-divided). Re-emitting those underw=1makes fast3d’s GPU pipeline interpolate texture coords linearly in screen space instead of perspective-correctly; invisible when the primitive’s per-vertexwbarely varies, but a primitive spanning near-camera to horizon-grazing geometry can have >30xwspread between its own vertices, and linear interpolation then smears the entire S/T delta evenly across every pixel instead of concentrating it near the far/horizon vertices; reads as “tiles too densely / scrolls too fast” everywhere instead of a gentle gradient. Fix: build a small custom projection matrix that gives each vertex its realw(any per-vertex camera-spacewthe game math already computed) while keeping the same screen-spacex,y(clip.xy = ndc.xy·w,clip.w = w; the GPU’s normal divide recovers the intendedndc.xyregardless ofw, only the interpolation changes);Vtx.ob[]iss16so pre-scale by a per-primitivewScaleand have the matrix multiply it back in. Follow-on caveat (D227, M-95): compute thatwScaleonce per shared-vertex group, not once per triangle. If a decompiled routine fans one shared vertex pool out across several separate calls to a per-primitive perspective- correction helper (one call per triangle instead of one call for the whole fan) and each call derives its own scale factor, two triangles sharing an edge/vertex can each independently pick a different scale; and because the scale feeds into a low-precision (s16) vertex field, the same logical vertex quantizes to two slightly different values depending on which call computed it. The position math stays exact for any scale (it’s just a rescale that cancels out algebraically), so this isn’t a logic bug and won’t show up as wrong geometry; it shows up as a visible crack/seam at the shared edge, easy to misread as “two separate things happening” rather than one quantization mismatch. Fix: hoist the scale computation to scan every vertex in the whole shared group once, before the per-triangle calls, and thread that one value through instead of letting each call recompute its own. Follow-on caveat #2 (D227, M-98): fixing ONE per-primitive-derived quantity this way doesn’t fix every one. The same routine can derive more than one such “shared state from the whole vertex group” value; GE’s sky code also floors S/T into a per-primitive range fold to keep it ins16(floorf(minS/64)*64,sky.c’sskyPortRenderPoly). SharingwScaleacross the fan and leaving the fold per-call left the exact same seam-shaped bug alive one field over: nominally-identical shared vertices still bake different absolute values (here, off by an exact multiple of the fold period) into each triangle’s own vertex buffer. When you find one “derive this from only my local call’s inputs, should derive from the whole shared group” bug in a routine, grep the same function for every other value computed the same way (any per-call min/max/floor/round over a subset of a larger shared vertex/primitive pool); don’t assume fixing the first one you found closes the whole defect class. - Z buffer cleared by pointing the color image at it + fill-rect → does
nothing in fast3d; must emit
G_CLEAR_DEPTH_EXT(D105). - LOD / detail mip tiles: fast3d fabricates a crop when detail textures are off → force base tile (D107).
- A CI-format tile drawn with the TLUT disabled (
G_TT_NONE) is not a palette texture; the N64 RDP feeds the raw TMEM texel straight into the color pipe, i.e. a CI8+G_TT_NONEtile behaves as I8. fast3d’simport_texture()dispatched purely ontile.fmtand did a palette lookup against a stalerdp.palette→ garbage (D161, GE Depot ceiling = blue speckle). Fix: whenrdp.palette_fmt == G_TT_NONE, route CI4/CI8 → I4/I8. - CI texture cache must key on palette CONTENT, not just the TLUT source
address (D217). GE assembles weapon/character model DLs in scratch arena
RAM and reissues
gDPLoadTLUTfrom a repeated source address with different palette content between materials and frames. fast3d keyed CI textures on{texel addr, palette_addrs[0/1], palette_index, size_bytes}with no content check → a later material takes a stale cache HIT and samples the GL texture decoded for an earlier palette. Fix: FNV-1a the 512-byterdp.paletteingfx_dp_load_tlut(rare vs draws) and fold that hash into the CI cache key. - GE model-DL TLUT payloads carry a 2-entry leading zero pad (D217, still
open). Every larger weapon/chr model TLUT decodes with
entry[0]==entry[1] ==0x0000and real colour from index 2.count=1model TLUTs that feed palette index 0 (solid-fill weapon parts; the PP7 grip) are the canary: if the port’s model-TLUT source pointer is even 4 bytes off, index 0 reads adjacent texel/blob bytes and the part renders a wrong flat colour (green on Facility/Depot, black-by-luck on Bunker1) while larger tiles look plausible because they never index the low entries. Fix is upstream (segment resolution ortools_pc/d43_emit.pyblob placement), not in the fast3d decode. M-88 correction: the “segment resolution /d43_emit.pyblob placement” theory above is refuted. Traced the full reference chain: model files store textures as a numericTextureID(ModelFileTextures,src/bondtypes.h) into the globalGlobalimagetable(fixed once at runtime byport/src/gimgfixup.c, D68; not per-model, not per-level, and not touched by anytools_pc/d43_*.pyscript); pixel+palette bytes are decoded fresh each level load bytexInflateZlib/NonZlib(src/game/image.c) into a runtime pool, with the palette appended after the pixel data (tex->unk0arecords the boundary); there is no ROM-serialized or offline-converted “model-TLUT source pointer” to be off by 4 bytes. General rule this adds to the catalogue: a “same asset, different bytes on different levels” symptom for a texture/model resource does NOT imply an offline-converter/sidecar bug; GE’s model and image pipelines resolve almost everything through small numeric IDs into shared, runtime-decoded pools; the offlinetools_pc/d43_*.pyscripts only ever touch model geometry (nodes/GDL structure/vertex data), never texture or palette content. Before chasing a converter offset for a texture-content bug, first prove the content is even sidecar-owned (grep the relevantd43_*.py/d88_*.py/d69_*.pyfor the field name; if it isn’t there, the bug is runtime:src/game/image.c/tex.c(decode) orport/fast3d/gfx_pc.cpp(RDP emulation)). Current leading hypothesis for the real mechanism (unconfirmed, needs a fast3d-side probe out of this session’s scope):gfx_dp_load_tlut’s palette-source addressing (port/fast3d/gfx_pc.cpp:2202) usespitch = rdp.texture_to_load.width + 1from the precedinggDPSetTextureImage, whichtexWriteLoadToTmemAddr(src/game/tex.c:503,519) always calls with a literalwidth=1; a software-RDP approximation that may not correctly reproduce hardware LOADTLUT byte-addressing for this width=1 special case. Seedocs/dev/findings.md§D217 “M-88” for the full trace + empiricalGE_TEXDUMPrepro (BUNKER1pal[0]=0001vs FACILITYpal[0]=1a00, exact match to the originally reported bytes). - RC3 / D167; GL
GL_REPEATwraps at the uploaded image size; the N64 RDP wraps a render tile at1<<masks(= ceil(log2(dim))for GE,texDimensionToMask). Equal for power-of-two textures, so this is invisible almost everywhere; but a non-PoT wrapping surface (Depot’s 65×65 / 96×48 room textures) repeats at the next power of two on console and one image-width too soon in the port (“textures repeat oddly”, squashed pattern, wrong seam). fast3d didn’t even keepmasks/maskt. Fix lives behindVideo.WrapFix(default OFF,GE_WRAPFIXenv override): store the mask, fold the UV at1<<maskin the hoisted per-texunit pre-wrap block, clamp the no-real-texels[dim,1<<mask)overflow band to the edge. The overflow band is a TMEM smear on real hardware; not exactly emulable in a fixed GL sampler, so this is an approximation. Any new fast3d UV/wrap work: the tilemaskfields are the wrap period, NOT the tile-window or image size. - K0 segment-address folds (
OS_K0_TO_PHYSICAL | 0x80000000) and hand-inlinedBG_SEG_TO_PTRneed the(u32)32-bit wrap the macro has (D58, D84). - Portal near-plane: z==0 clip points project to ±1e20; x86-64 float
garbage can come back
min>max/ non-finite and slip past a degenerate-box check that clamps to full-screen on N64 (D106). - fast3d CPU-side “trivial reject” (
v1->clip_rej & v2->clip_rej & v3->clip_rejingfx_sp_tri1) trusts per-vertex outcodes (x<-w,x>w, etc.) that are only valid half-space tests whenw>0. A vertex behind the camera (w<0) flips the comparison sense, so its outcode can be wrong; if that spurious bit happens to match the other two (correct) vertices’, the AND-reduction drops a triangle GL’s own clipper would have rendered correctly. Bites large near-camera polygons (room walls/ceilings close to a doorway) far more than small prop models; reads as “background geometry flickers away, props keep drawing” (D233). The backface-cull code right below already special-cases this same w-sign hazard for its cross-product sign; the trivial-reject block didn’t. Fix pattern: skip the AND-test (don’t trivially reject) whenever any vertex hasw<0; safe, since it only ever adds triangles, never drops more. General lesson: any CPU-side “skip this triangle” heuristic in fast3d needs the same w<0-behind-camera exemption the existing backface culling already has, or it’ll silently eat near-camera geometry exactly where a port is most likely to get scrutinized (doorways, tight corridors). gfx_sp_tri1’sG_CULL_BOTHbackface-cull cross-product (gfx_pc.cpp, right below the D233 trivial-reject guard) divides raw vertexwwith no epsilon guard. A vertex at/nearw≈0during a near-plane crossing can NaN/Inf the cross product, which silently fails both thecross<=0andcross>=0cull branches and lets a triangle draw that should have been backface-culled — a candidate for D288 (Silo intro stray triangle), not yet confirmed against a live repro (M-152). Unlike D233’s fix, this one hasn’t been shown to actually fire yet; it’s a code-review lead, not a confirmed mechanism.- When chasing a missing UI element, split “game logic decides to draw
it” from “fast3d actually rasterizes it.” This codebase’s decomp side
for menu/watch item rendering is consistently byte-matched and rarely
at fault; the recurring bug class is a combiner/blend-mode or
texture-format edge case in
port/fast3d/gfx_pc.cppfor a one-off translucent/PROP_TYPE_PLAYERdraw that doesn’t share a code path with the common in-level rendering (D172 particle color, D217/D228 CI/IA16 palette, D229 water blend, D233 invisible-through-doors, and D290’s leading hypothesis — the watch controller graphic’s fade-in uses a low-alphaPROP_TYPE_PLAYERcombiner state nothing else exercises). Confirm thesrc/game/side is clean first (item ID, resource-table entry, model header, generic equip/gate pipeline) before spending time in fast3d — but once it is, look there, not back at the decomp logic. portHeartbeatCheck(port/src/libultra.c:218) hard-caps at 3 reports total per process lifetime, by design (“stop after a few reports”). When chasing a long-idle hang (D287), “the heartbeat stopped logging” is that cap firing, not evidence the hang resolved, worsened, or changed mechanism — don’t read silence from this diagnostic as a signal. Gate a raised/unlimited report count behind its own env var for these investigations instead of trusting the default cap’s silence.- Before citing a
scratch/*.log/.txtcapture as “evidence” in a finding, grep it for the specific numbers/strings the write-up claims (D287): a file with the right name on disk is not proof it holds the claimed capture — this one turned out to be an unrelated normal-exit run, not the freeze it was cited for, and the mistake propagated through the entry unnoticed until a later static pass checked. -
D74 wrap-block is DEAD CODE (
gfx_pc.cpp:1546/1551): guard iscms & G_TX_WRAPbutG_TX_WRAP == 0, so always false (line 1887 does it right withcms == G_TX_WRAP). And if it did run it indexestex_width2[i]etc. (arrays[2], per-texunit) with the vertex loop indexi0..2 → OOB. Latent; harmless for CLAMP glyphs, would matter for wrapped textures on tris. Reworked M-30 (hoisted out of the vertex loop, indexed by texunit, gated onVideo.WrapFix); RC3/D167 adds the non-PoT mask-period case to the same block. Still default OFF. -
assert()-basedSUPPORT_CHECKis a silent no-op in the release build.port/fast3d/gfx_pc.cpp:39definesSUPPORT_CHECK(x)asassert(x), and the PC build compiles withNDEBUG. EverySUPPORT_CHECKin the file therefore documents an assumption that is never enforced; when it is violated the code silently reads wrong data instead of aborting. Seven of them assertfull_image_line_size_bytes == line_size_bytesin theimport_texture_*family (D183); treat anySUPPORT_CHECKas a TODO comment, not a guard. Corollary for triage: “there is an assert for that, so it can’t be happening” is never valid reasoning in fast3d. -
Diagnosing a “wrong texture” needs the raw importer input, not the uploaded RGBA.
GE_TEXDUMPdumps the post-decode image, which cannot distinguish “the decoder is wrong” from “the source bytes are garbage”.GE_TEXRAW=1(D183) dumps the bytes as handed toimport_texture_*. The cheap offline test on such a dump: compute the mean vertical neighbor-difference at every candidate row pitch; a correctly-pitched real image has a sharp minimum at its true pitch (≈0.2–0.7 on a 0–15 nibble scale), a pitch/shear bug has the minimum at a different pitch, and genuine noise data is flat (~3.7) at every pitch. That three-way split settles decode-vs-pitch-vs-source-data in one pass with no rebuild. -
D219; a runtime bitstream decoder that stores a “wide” (>1 byte/pixel) reconstructed value via a native machine write needs an explicit byte-order fixup on PC; a compile-time C-array asset does not. And the fixup is per importer family, not per texture: scope it by pixel format, never by texnum range or compmethod (M-113/M-114/M-115).
src/game/image.c’s texture decompressor (texReadUncompressed,texChannelsToPixels,texBuildLookup,texInflateLookup,texInflateLookupFromBuffer) builds each wide pixel as a shifted-OR integer and does a native store; correct on N64 (native == big-endian), byte-reversed on x86-64. This is the opposite of the usual “BE ROM data read as LE” direction in this section: here the PORT host writes native-endian and a downstream shared, otherwise-correct consumer has opinions about byte order. The trap M-113→M-114 hit: the fast3d importer family is NOT uniform.import_texture_rgba16/_ia16(G_IM_SIZ_16b: RGBA16, RGB15, IA16) read the pool as manually big-endian bytes ((addr[0]<<8)|addr[1]) → the decoder must storebswap16(value);import_texture_rgba32(G_IM_SIZ_32b: RGBA32, RGB24) doesPD_BE32()on a native u32 load → it wants host-order words and a store-time swap inverts them (that was the muzzle-flash-blue/ammo-pink regression). So the correct scope is the decodedTEXFORMAT_*(which every call site already switches on), not compmethod (the fire frames span LOOKUP/RLE/HUFFMANBLUR/RLELOOKUP) and not a hardcoded texnum range. Staticassets/*.cC-array textures don’t hit this becausegfx_tex_normalize_source(D71) already normalizes them upstream ofimport_texture_*; only assets that are BOTH genuinely multi-byte-per- pixel AND decompressed at runtime throughtexLoad’s bitstream path are exposed. Offline ROM census (M-115): 94 such images; the 16-bit family is exactlyIMAGE_FIRE_0..14+ texnum 1198–1201/2430/2510–2523, and every ammo/flare/crosshair/muzzle-flash wide-pixel image is RGBA32. Only the fire frames were eyeball-verified (M-115); texnum 1198–1201/2430/2510–2523 were corrected by the importer contract, not seen on screen. If a sprite in any level ever renders with wrong or inverted colors, check first whether its texnum is in that list (and decode it withGE_D219RAW=1againstscratch/d219_census.txt). General rule for this bug class: before “fixing” a shared decoder’s byte order, enumerate every consumer of the buffer and check which endianness each one assumes; the fix belongs at the store site, keyed on the format each consumer family expects. Final state (M-115, resolved):PORT_PIXEL16= bswap16 under#ifdef PORT(16-bit family only),PORT_PIXEL32= identity, wrapped around every wide-pixel store in the five functions above; CI/I4/I8/IA4/IA8 (single byte, no byte order) untouched. The intermediate history (M-113’s blanket swap regressing muzzle flash/ammo HUD (M-114), reverted to identity, then M-115’s format-scoped re-application) is indocs/dev/findings.mdD219. - The tile’s declared format is not the source data’s format when GE’s
custom ucode transforms TMEM at load time (D229).
texSelect(src/game/othermodemicrocode.c) loads CI8 water images withgDPSetTextureImage(CI,16b)+gDPLoadBlock(the 16b is only the 4KB-per-block load convention: lrs counts 16-bit units, so 700 × 2 = 1400 bytes of raw 8-bit indices), and GE’s RSP ucode expands indices→RGBA16 in TMEM at load; after whichsub_GAME_7F09343C(src/game/unk_092E50.c) re-declares the slot as RGBA/16b and samples blue. fast3d has no such transform: it trusted the tile declaration, read index byte-pairs as 16-bit texels (g = 2·idx mod 32 dominates → green mottle), and the water’s pre-existingsinf()PRIM_LOD_FRAC cross-fade read as “pulsating”. Fix (port/fast3d/gfx_pc.cpp, M-116): record theG_IM_FMTof each SetTexImage intoLoadedTexture.src_fmtat load time; inimport_texture, an RGBA/16b tile whose slot’s last load came from a CI source routes through the CI8 palette import; the port equivalent of expand-at-load. Fires only on a genuine format disagreement, so real RGBA16 textures are untouched. General rule: when a GE draw declares a tile format that looks wrong for the data it loaded, suspect the ucode’s load-time transform (ginit.s is missing from this repo; the expansion lives there), not UV, shade, or the combiner.
D14. LOD tile selection is a 2-cycle-only RDP feature; stale G_TL_LOD must not affect 1-cycle texture rectangles (D341)
G_TL_LOD is sticky other-mode state. Game code that draws a 1-cycle texture rectangle after an LOD-textured draw never clears it, because on the RDP it is irrelevant outside 2-cycle mode. fast3d’s LOD/detail tile folding (D107/D236) must therefore not run for 1-cycle texrects, or they sample a neighbouring tile’s stale declaration. Related: textures the CPU rewrites in place at recurring addresses (dyn pool) need a content-hashed cache key, and remember game code reaches them through the 0x80000000 KSEG0 mirror.
D12. “Collapse an LOD binding to tile 0” is wrong for a two-texture DETAIL binding (D236)
M-198 (finding D236 pass 26). GE’s texLoadFromGdl resolves a room DL’s
G_NOOP texture reference through one of three handlers, chosen by
in->words.w0 & 7 (src/game/tex.c):
| type | handler | TMEM layout |
|---|---|---|
0 TEXTURETYPE_LOD |
texHandleType0 |
ONE load block at TMEM 0; tiles 0..n are LOD levels of that one image |
1 TEXTURETYPE_DETAIL |
texHandleType1 |
TWO load blocks: the detail texture at TMEM 0, the base image at TMEM texGetSizeInBytes(detail,0) on tiles 1.. |
2 TEXTURETYPE_MIPMAP |
texHandleType2 |
as type 0 |
fast3d’s gfx_lod_tile_offset (port/fast3d/gfx_pc.cpp) folded every
G_TL_LOD draw to tile 0, on the reasoning (D107) that “GE loads the whole mip
chain at TMEM 0”. That is true for types 0 and 2 and false for type 1,
where TMEM 0 holds the detail texture and the image you actually want is on
tile 1. The port therefore drew the detail texture in place of the base image —
and never even imported the base image, so every probe looking for it came
back empty.
On Surface 1 this was the whole of D236: all four treeline cards
(tex1198–tex1201, RGBA5551 64×17 cut-outs) are type-1 bindings sharing one
detail texture, tex2465 — an opaque 32×32 IA8 noise tile. Result: an opaque
tiled noise wall where the treeline belongs, for 20+ investigation passes.
Tells. (a) A texture the game demonstrably decodes into the pool is never imported by the renderer — that is a binding bug, not a decode, alpha, mip or geometry bug, and no amount of work on the texture’s contents will move it. (b) The wrong thing drawn is itself a real, correctly-decoded texture from the same draw — look for a second texture bound by the same command.
Discriminating the two layouts at draw time. Prefer an invariant that a mip
chain can never satisfy. Tiles 1.. of a type-0/2 binding are LOD levels of tile
0’s image, so they necessarily carry the same fmt/siz; a type-1 pair is
two unrelated textures and generally does not. Deliberately choose the
asymmetric test — a mip chain can never trip it, and a detail pair that happens
to share a format merely keeps the old behaviour. Two weaker discriminators
were tried live and both misfire: “tile 1 sits at a different TMEM address”
matches ordinary mip chains (their levels are at different TMEM offsets too),
and “tile 1’s TMEM slot has a registered load” matches them as well, because
rdp.loaded_texture[] is persistent state that is never cleared between binds.
D2. The HUD/model “X-mirror” (D114/D116): RESOLVED, it was an upside-down capture
M-33 (finding D168). There was no mirror. gfx_opengl_dump_bound_fbo
(port/fast3d/gfx_opengl.cpp) wrote glReadPixels output; bottom-row-first,
GL origin; straight into a top-row-first P6 PPM, so every GE_PCDUMP and
F12 capture was vertically flipped. Sessions M-6/M-7/M-8/M-11 kept finding
textRenderGlyph → GBI → fast3d → buf_vbo → GL each verified
non-mirrored; because nothing was mirrored; they were staring at
upside-down screenshots of asymmetric content (text, ammo digits, guard skins,
the Nintendo logo) and reading “inverted” as “X-mirrored”. The developer
confirms the game renders correctly on real hardware.
The lesson worth keeping: when every stage of a pipeline probes clean but
the output “looks wrong”, suspect the observation tool before adding a
correction. A cosmetic defect that no probe can localise after four sessions
is a strong signal that the defect isn’t in the code. Fix: PPM writer now
emits rows top-to-bottom; tools_pc/golden/*.png were flipped to match.
D3. GCC/mingw makes an all-non-negative enum UNSIGNED
The N64 toolchain treats enum as signed int; GCC on the PC target gives
an enum whose enumerators are all ≥ 0 an unsigned underlying type. Any
descending loop that relies on the counter going negative to terminate then
spins forever:
for (s = SP_LEVEL_EGYPT; s >= SP_LEVEL_DAM /* == 0 */; s--) // never ends
- Symptom: a silent hang (kernel-heartbeat stall, no crash log) inside a loop over an enum range; the counter holds a huge value in gdb.
- Instances: D417 (
enum PROP:getPropForHeldItem()returns -1 for the fist and callers testprop >= 0-> unsigned enum lets -1 through ->modelLoad(-1)crash in any 2P+ stage; sentinelPROP__PORT_SIGNED); D142;LEVEL_SOLO_SEQUENCEinfileGetHighestStageDifficultyCompletedForFolderfroze the SELECT FILE screen.DIFFICULTYwas already safe (DIFFICULTY_MULTI = -1). - Fix: add a never-used negative sentinel enumerator under
#ifdef PORT(SP_LEVEL__PORT_SIGNED = -1); forces the type signed, first real enumerator stays 0,sizeofstays 4, no stored value changes. Audit anyenumused as a descending />= 0loop counter or in ROM-serialized structs where signedness matters.
D4. N64 “interrupts off” is not free on PC; it must be a real lock
osSetIntMask(OS_IM_NONE) … osSetIntMask(saved) on N64 makes a region
atomic w.r.t. every interrupt (audio, VI, SI). libaudio, the scheduler and
a few others use it as their only mutual-exclusion primitive. On PC the
“audio interrupt” is a real preemptible thread (amMain), so a no-op
osSetIntMask shim = no mutual exclusion = concurrent linked-list mutation.
- Symptom: hang (spin) inside a list walk that another thread is editing;
e.g. D147:
alEvtqPostEvent(main thread, viasndPlaySfxon a door close) vssndRemoveEvents(amMain) on the sameALEventQueue. - Fix:
osSetIntMask→ one process-wide recursive mutex.OS_IM_NONEacquires; theOS_IM_ALLtoken returned from that call is what every paired restore passes, soOS_IM_ALLreleases; other specific masks (OS_IM_VI) pass through. Safe because the decomp never blocks while holdingOS_IM_NONE(N64 contract). - D152; the recursive-mutex model is fragile; it CAN deadlock. The
“decomp never blocks while holding
OS_IM_NONE” assumption fails on heavyALEventQueuepaths: libaudio has unbalanced / early-returnosSetIntMaskcalls, and a transient thread can acquireOS_IM_NONEand exit without the pairedOS_IM_ALL, leavings_imLockowned forever → every lateralEvtq*onmainThread+amMainblocks inpthread_mutex_lock→ hang. Seen on the mission-failed audio fade-out (sndSetScalerApplyVolumeAllSfxSlot→ per-framealEvtqPostEventstorm) = permanent black screen. Mitigation shipped (M-28):osSetIntMasknow tracks owner/depth under a short bookkeeping mutex + condvar; a waiter blocked > 2 s steals the section and logs the stale owner + the stealing caller’s return address. Self-heals any leak (worst case ~2 s audio hiccup). Proper narrow fix (dedicatedALEventQueuelock) still owed; do it once the steal-log names the leaking call site. §F D152. - D152 addendum (M-31 static audit). Every
osSetIntMask(OS_IM_NONE)in the compiled audio code was audited:event.c(alEvtqNextEvent,alEvtqPostEvent; its lone earlyreturnatevent.c:86does restore first;alEvtqFlush,alEvtqFlushTypelikewise),csplayer.c__CSPRepostEvent,synaddplayer.calSynAddPlayer,snd.csndRemoveEvents/sndSetupSound/sndDeactivateAllSfxByFlag. All balanced on every path; the §F guess “libaudio has unbalanced early-return mask paths” is not borne out. Two real problems remain and were fixed#ifdef PORT: (1)sndSetSfxSlotVolume(snd.c) walks the liveALSoundStatelist and posts to the sharedALEventQueuewithout holdingOS_IM_NONE; unlike its structural twinsndDeactivateAllSfxByFlag, which does. On PC that is an unguarded walk racingamMainand one lock acquire/release per matching sound; during the mission-failed fade (sndSetScalerApplyVolumeAllSfxSlot→sndApplyVolumeAllSfxSlot→ this, per frame) that is a per-frame lock-acquire storm; exactly what the §F dump means by “hammers the queue hard enough that the lock is left owned.” Fix: hold the mask once across the whole walk (nestedalEvtqPostEventthen hits the recursive fast path); also wrapsndApplyVolumeAllSfxSlot’s slot loop so the whole update is one recursive hold. (2) The actual leak is the “transient thread acquiredOS_IM_NONEand exited” case (the dump showsNew Thread/exitedchurn).portThreadWrappernow callsimThreadExitRelease()after the thread’s entry returns: if that thread still ownss_imHeld, release the orphaned section immediately (+LOG_ERROR). Removes the wedge and the 2 s steal hitch, and stops the re-wedge that happens when a new host thread reuses the dead thread’s pthread id andimAcquiremis-detects recursion. Steal-lock stays as the last-resort backstop for a genuinely unbalanced same-thread path. Rule: when two sibling functions walk the same list and post to the same queue, they must take the same lock; grep for one holdingOS_IM_NONEand the other not.
D5. Loop bounds that assume linker adjacency of two file-scope globals
N64 decomp sometimes ends an array walk with end = &nextGlobal; where
nextGlobal is the next file-scope definition in the .c. The N64
toolchain emits .data/.bss in source order so &nextGlobal ==
array + ARRAY_COUNT(array); mingw/GCC on the PC target reorders
globals, so end can land before the array (loop runs 0–1 times) or far
past it (walk off the end).
- Instance: D164;
constructor_menu00_legalscreen(front.c) bounds the 12-line legal-screen text loop on&legalscreen_MRD, which mingw links 0x60 bytes beforelegalpage_text_array→ only line 1 renders (== the D76 “disclaimer half-drawn” bug; it was never an image-table issue). Fix:#ifdef PORTusesarray + ARRAY_COUNT(array). - Instance: D491; the same assumption in struct reads, not loop bounds:
*(coord3d *)&D_80044904(bg.c portal bbox seeds) and*(coord3d *)&D_80035EA4(gunfire.c casing rot) read three separately declared scalars as one struct. mingw emits such runs in reverse order, so the read picks up a different neighbour.-Warray-boundsflags these (“partly outside array bounds of ‘s32[1]’”); confirm withnm -non the exe. Fix:#ifdef PORTreads each named global. - Grep for
= &/(TYPE *)&on the RHS of a loop-terminator compare, and anyfor/while/dowhose end pointer is the address of a different symbol than the one being iterated.
D6. Non-void function with no return; latent until -O2
The decomp has a handful of functions declared to return a value (often
Gfx *) whose body ends without a return; the IDO/N64 build happened to
leave the intended value in $v0 (usually the result of a tail call), and
the caller’s x = f(...) kept working by luck. GCC on the PC target does
too at -Og, but at -O2 the return register is genuinely
undefined and the caller reads garbage. When the value is a display-list
cursor, the caller then keeps writing the DL from a stale offset and
overwrites whatever the function just emitted; the emitted primitive
silently disappears.
- Instance: D187;
set_rgba_redirect_generate_microcode()(src/game/gunfire.c), the sole emitter of the HUD ammo-type icon. Invisible under-Og; vanished the day release switched to-O2(34885535). Fix:returnthe tail call under#ifdef AVOID_UB(#elsekeeps the N64 body verbatim). - Instance: D77;
sub_GAME_7F0C0BF0()(src/game/mp_music.c), a one-line wrapper aroundget_mTrack2Vol()with noreturn. Every in-level music trigger (set_missionstate()’s MISSION_STATE_1/4 cases; i.e. the only path that starts a level’s background track; the front-end menu/intro music bypasses this and callsmusicTrack1Play()directly, which is why menu music worked while level music didn’t) feeds this garbage/zero return straight intomusicTrack1ApplySeqpVol()/musicTrack3ApplySeqpVol(). The result isn’t a missing on-screen primitive but a silent audio channel that still runs: the compact-seq player keeps processing note-on events (visible in aGE_AUDIOTRACE[MUSICNOTE]capture with normal-looking key/velocity data) but every note’s synthesized volume is scaled by the zeroed track volume, so nothing reaches the mixed output. A per-note trace alone looks completely healthy; the tell is a track/channel-level gain feed with a missingreturnupstream. This class isn’t limited to display-list cursors; audit any-O2-only “quietly broken but not crashing” symptom for the same shape. Fix:returnunder#ifdef AVOID_UB(#elsekeeps the N64 body). - Instances (latent, 2026-09-25 Q7 warning audit):
constructor_menu07_missionsel()andconstructor_menu0D_missioncomplete()(src/game/front.c), bothDL = f(DL)at the caller. Currently harmless: old/new objects disassemble identically at-O2(GCC keepsfrontDrawCursor()’s result inrax), but a clang/arm64 build is not bound by that.return DL;under#ifdef AVOID_UB. A-Wreturn-typesweep lists the remaining candidates; the other 7 current hits have callers that ignore the value. - The one flagged in-source with an explicit comment is
grep -rn "missing a \"return\"" src/(gunfire.c). Others (like D77’s) exist without the banner; suspect this class whenever an-O2build silently drops or mutes a small on-screen/audio element that an-Ogbuild shows/plays correctly. One-line#ifdef AVOID_UBfix each. - Not caught headless by a symbol/link check or a default-config framediff
(the missing primitive is often small). Needs an
-O2build + an eyeball or a targeted crop diff.
D7. va_list is an ARRAY type on x86-64 SysV; never take & of a by-value va_list param
On Windows x64 va_list is a scalar (char *), so passing a va_list
parameter by value and later taking its address (&args) to hand a helper a
“pointer to the list” happens to work. On the x86-64 System V ABI
(Linux/macOS) va_list is __va_list_tag[1], an array, so a by-value
va_list parameter has already decayed to __va_list_tag *. &args is then
the address of the local pointer slot, not the argument list, and a helper
doing va_arg(*args, …) walks garbage → segfault. Latent at -Og, fatal at
-O2.
- Instance: D188; the IDO printf engine
_Printf(src/libultrare/libc/xprintf.c) passed&argsto_Putfld; crashed at boot on Linux-O2viabossInitMainthreadData→sprintf. Fix: under#ifdef PORT, thread a realva_list *from the top (sprintf.cpasses&argsof an actualva_listobject;_Printftakesva_list *and passes it straight through).#elsekeeps the ROM-matching body. - Rule: to share one arg-walk between functions, pass
va_list *explicitly from the outermostva_startscope. Never&ava_listthat arrived as a parameter.va_copyinto a fresh local is the other portable option when the callee must not disturb the caller’s position. - Same “works on MinGW, UB on SysV, exposed at
-O2” shape as D6; suspect this class for any Linux-only crash whose backtrace runs throughxprintf/_Putfld/vsnprintf-alikes.
D8. Latent fixed-size stack-buffer over/under-runs; fatal only under a stack protector
The decomp has a class of local scratch buffers that game code writes a few
slots past (or before) the declared bounds; e.g. a traversal stack whose
bail check is looser than its array size, or &buf[i*3] with i starting at
-1. The N64 build and the MinGW/Windows build have no stack protector, so
the overrun lands in adjacent stack scratch and is (in practice) harmless;
the Windows build is stable over thousands of frames. Ubuntu’s gcc default
is -fstack-protector-strong, which places a canary right after the buffer
and turns every such overrun into a fatal *** stack smashing detected ***
__stack_chk_fail.
- Instances (D189):
stan.csub_GAME_7F0B1DDCStandTile *tileStack[39](bail isif (cat >= 41), checked once per outer loop → writes[40..]);bondview2.cbondviewCalcIntroSwirlCameraf32 pointbuf[10]written[-3 .. 11]. - Instance (D295/M-148):
front.c:2616char difficultytext[4]receivesstrcpy("00 Agent")/strcat("\n")— the NUL lands exactly on the adjacenttextpos.p[0](y-coord), which is then re-stored; when y ≥ 0x80 the string carries a high-bit byte intotextRender→ JPN-glyph path → NULL deref ofg_JpnCacheCacheItems(language.c:320). Same class, different fatality: no canary involved — the clobbered neighbour changes control flow. On N64 the identical overflow is cosmetic (the JPN-cache pointer is valid memory in any language); the crash severity is a PC artifact of that global being NULL outside Japanese mode. - Instance (D420):
mpmenu.cmp_watch_menu_displaychar rankbuffer[4]receives “Rank: 1st” / “PKILLS"; GCC puts `scores[4]` next to it, so the MP Scores page printed the rank text's bytes as numbers (1932599354 = ": 1s"). Tell: a displayed number whose hex is printable ASCII from a neighbouring string. Widened to `[64]` under `#ifdef PORT`. - Fix policy:
-fno-stack-protectorglobally (CMakeLists.txt) so Linux matches the N64 and MinGW builds; the code is byte-matched to the ROM and cannot be “fixed” per site without diverging. Where a case is cleanly bounded and the buffer is pure local scratch (never escapes, no ABI role), widening it under#ifdef PORTis also fine (tileStack[64]). - A hardened Linux build (re-enabling the protector) would need the whole
class swept first. Grep heuristic for new instances: any Linux-only
__stack_chk_fail/__fortify_failin the backtrace, in asub_GAME_*or other byte-matched function, during stage load or the first few frames. - Distinct from D7 (
va_listUB) and D6 (missingreturn) but the same “works on N64 + MinGW, fatal on hardened Linux” shape.
D9. Changing a PRNG/CRC implementation invalidates persisted derived state — save checksums are de facto file format
D284 (M-139b) fixed port/src/random.c’s dsll32/dsrl32 semantics and the
entry claimed “savegames unaffected (seed isn’t save state)”. It was wrong:
fileGenerateCRC (src/game/crc.c) — the per-slot validation checksum checked
by fileValidateSaves (file2.c:544) — runs randomGetNextFrom off its own
local constant seed, so every stored slot CRC is a fingerprint of the PRNG
implementation that wrote it. Verified against a real v0.2.x save (GitHub #87):
pre-fix PRNG reproduces all five stored CRCs bit-exact, post-fix matches zero →
first launch of any post-fix build silently wipes every existing player’s
entire campaign (D295 M-148). Generalizable rule for this port: before
changing anything that feeds persisted derived state (PRNG, CRC/hash routines,
endian/byte-order helpers used by serializers), audit all consumers whose
output is stored on disk — not just the in-memory streams. A “port-only” fix to
a checksum primitive is a save-file-format break unless old and new outputs are
made mutually acceptable (dual validation / one-time migration).
D10. A “skip to state X” port shortcut must replicate every side effect of the screens it skips, not just the terminal flags
D216’s Game.SkipIntro jumps straight from boot to MENU_FILE_SELECT,
skipping the legal screen + Nintendo/Rare/GoldenEye logo attract loop, by
directly setting the handful of state-machine flags (is_first_time_on_main_menu,
prev_keypresses, maybe_is_in_menu, menu_update) that the normal intro
path would have arrived at. Its original comment claimed this “reuses the
game’s own post-intro route” — true for the menu flags, but the skipped
init_menu00_legalscreen() also has a one-time side effect with no flag of
its own: it calls fileValidateSaves(), the only place saves[] is ever
populated from EEPROM. Skipping it left saves[] all-zero, and file-select’s
unguarded fileGetIsCheatUnlocked() crashed selecting any folder except the
one a zeroed save_data happened to decode to (D299). Generalizable rule:
when adding a port shortcut that jumps over N64 screens/states, enumerate
every side effect those screens’ init_menuXX_*()/update_menuXX_*()
functions perform — not just the menu-transition flags — and replicate the
non-flag ones (data loads, one-time validation, subsystem init) explicitly.
Grepping the skipped init_*/update_* functions for calls with no
matching state flag is the concrete check.
Second instance (D479): the GE_STARTMP split-screen harness skipped the
file-select screen, whose init sets selected_folder_num = -1 for an MP
launch. The harness left the boot default FOLDER1, so every stage load ran
fileLoadSettingsForFolder(0) against an unvalidated (all-zero) saves[]
record: options 0, i.e. ammo counter, sight and auto-aim off in harness
matches only. A real menu launch never applies a Bond file in MP. Symptom
looked like a HUD bug; the tell was that it never reproduced from the menu.
D11. A chr’s own per-tick animation-position logic can silently overwrite an AI script’s scripted position in the same frame (D243)
chrTick (src/game/chr.c:2442) always runs one of three chr->actiontype-
gated branches (ACT_ANIM/ACT_STAND/else, chr.c:2578-2616) that call
chrUpdateAnim/modelTickAnim — ordinary per-chr animation/locomotion
logic with no check for whether the chr is currently being driven by a
scripted cutscene camera/AI-script position write instead. If something
else (an AI script’s GOTO/teleport, a cinema-pad move, D243’s
CHR_BOND_CINEMA teleport) writes prop->pos earlier in the same frame,
chrTick’s own animation-position write can silently overwrite it before
the model transform is computed — two writers racing for the same field
within one tick, no error, no crash, just whichever runs last wins. This
produced D243’s “frozen render position that doesn’t track the smooth
scripted sweep” symptom: a first pass (M-159) wrongly attributed it to
the on-screen/frustum-visibility gate (posIsOnScreen) skipping the
render-transform refresh on off-camera ticks — REFUTED by a live capture
that logged BOTH the pre-chrTick position (from the AI script, smoothly
sweeping) and the post-chrTick position (frozen) for the same frame
numbers, with the visibility gate returning true throughout. The
generalizable check: when a rendered position looks “frozen” or
lagging behind a scripted/AI-driven prop->pos, don’t assume a
visibility/culling gate is skipping an update — log the same field both
immediately before and immediately after the suspect tick function to
see whether something inside that function is overwriting it. A
visibility gate stopping updates and a competing writer stomping them
produce the same visual symptom but need opposite fixes.
Update (same D243 investigation, later in the same project’s life): fixing the field you found the bug in doesn’t mean you’ve fixed what’s rendered — check which field the CONSUMER actually reads. Having found chrTick overwrites prop->pos, two live-playtest cycles were spent neutralizing exactly that overwrite (save/restore prop->pos around chrTick) — it worked completely (confirmed in logs: the field went smooth) and yet the visible symptom (camera shake) was completely unchanged. The reason: the camera’s look-at filter doesn’t read prop->pos at all — it reads field_488.pos, a different field written from a different data path (render_pos, the model’s animated-skeleton transform, computed independently of prop->pos inside the same function). Both fields happened to show the same “period-4 cycling” symptom, which made them look like one bug through a probe that only logged prop->pos — they were two independent outputs of the same underlying animation-tick call, and only one of them was what actually got rendered. The generalizable check, sharpened: once you’ve confirmed a field is being overwritten, don’t assume that field is what the visible symptom’s consumer (a camera filter, a draw call, a collision check) actually reads — trace the consumer’s own read site explicitly and confirm it’s the same field before spending a live-test cycle suppressing the wrong one. A quick static check (grep the consumer’s exact read expression) is far cheaper than a live playtest.
Update 2 (same investigation, immediately after): freezing a value and freezing a pointer target are different operations — treating them the same crashed twice. Extending the same freeze technique to render_pos (a Model* field, unlike field_488.pos a plain value) by skipping the call that reassigns it (subcalcmatrices) seemed equivalent to M-167’s “skip the write” but wasn’t: render_pos is a pointer into a per-tick dynamically-reallocated arena, and skipping its reassignment only works if the pointer it’s left holding is still valid — which depends on model lifecycle, not just on this tick’s logic. Two fixes in a row tried to detect “is it safe to skip” by inspecting either the pointer’s value (a sentinel check, != NULL && != -1) or a cached identity (comparing the pointer against a remembered “already validated” pointer) — both crashed, because the allocator reuses model-pointer addresses across genuinely different logical model instances: a freshly-CREATEd model can land at the exact address a previously-removed model occupied, so both the sentinel check and the identity check wrongly conclude “this is already valid” for an instance whose render_pos is still an uninitialized tombstone. This is the same “don’t guess validity from a value that can coincidentally look right” trap as the paragraph above, encountered a second time from a different angle (a pointer’s target identity, not a field’s content). The robust fix: never skip the call that establishes the pointer’s validity — let it always run — and apply the freeze as a contents copy afterward, on top of a buffer that’s now unconditionally guaranteed valid. If you must “hold something steady” and that something is reached through a pointer that some other code reassigns, freeze the pointee’s bytes, not the act of assignment — the assignment is usually also the thing keeping the pointer sane.
D12. Depth precision: the port matches N64 exactly — z-fighting seen on PC is probably faithful (D306/D308)
When a user reports z-fighting, do NOT assume the software renderer has less depth precision than the RDP. Verified for GE: the RSP’s vertex transform (rsp/graphics/gmain.s) writes post-transform x/y/z/w back to the vertex buffer as full 32-bit 16.16 fixed-point (sdv stores), not s16 8.8 — the RDP interpolates from full-precision NDC and quantizes once, into its 24-bit z-image. The port keeps floats through gfx_sp_vertex and writes a GL_DEPTH24_STENCIL8 buffer: same or better precision at every stage, same near/far. So coincident geometry authored into the level fights on both platforms; a PC-only explanation needs positive evidence (an N64 reference of the same spot), not just the existence of the symptom. A mitigation like switching to 32-bit float depth would reduce fighting but diverge from N64 behavior — that’s a rule-2-style decision, not a silent fix.
Probe technique that worked (vs. three variants that didn’t): detecting z-fighting from emitted triangles requires filtering out (a) tessellation gradients — adjacent tris of one surface have near-equal depths by construction — and (b) camera-motion coincidences — as the camera moves, unrelated world points pass through the same screen cell and their depths happen to sit close. What survives both: a coarse screen-cell grid keeping a short per-cell depth history, flagging only non-monotonic (a-b-a) oscillation within a small tolerance that recurs many times at the same cell. Monotonic drift = gradient; one-off close pairs = motion artifact; sustained recurrence = a real fight. GE_ZF in port/fast3d/gfx_pc.cpp implements this (GE_ZFTOL tolerance, GE_ZFBOX region filter). Caveat (M-201): GE_ZF actually quantises NDC z to ±255, not 24 bits, so at its default tolerance it flags unrelated nearby surfaces; treat a hit as a lead, not proof. Before calling anything “z-fighting”, check the separation against the near plane: at close range 24-bit depth resolves far finer than any non-coplanar model parts, so “whole surfaces in the wrong order” there is depth state or geometry, not precision. Use GE_D306C (per-triangle depth-state census) for that; D306 turned out to be authored geometry seen from an unusual camera.
D13. Per-render accumulation is not associative: the port’s 1 tick/frame can reach states the N64’s 2–3 ticks/frame never did (D329)
GE on N64 renders gameplay at ~20–30 fps, so g_ClockTimer (= speedgraphframes, 60 Hz ticks per rendered frame) is normally 2–3. The port at 60 fps gives 1. Code that folds numticks ticks into one downstream call is not equivalent at different granularities. modelTickAnim sums playspeed*speed over the ticks, then makes one modelSetAnimFrame2WithChrStuff call, which only moves framea/frameb when floor(frame) crosses an integer. At speed < 1 and 1 tick/frame a clamped (framea == frameb) non-looping anim never crosses, so it stays pinned even after its endframe is raised. At 2+ ticks it crosses on the next frame. Result: permanent guard freezes on PC (D318/D320) that the console could not sustain.
- Tell: a state that holds forever at 60 fps, is frame-exact (integer frame,
fa == fb), and has a per-tick step < 1.0 unit. - Repro correctly: force the granularity with
GE_D318B_CLK=N(TEMP probe, lockstep N ticks/frame) and A/B N=1 vs N=2. Wall-clock runs on a slow host (WSLg renders ~5 fps → mixed clk 1–6) andGE_DETERM=1(advances per VI-retrace request, also mixed clk) both give uncalibrated results. - Where else to look: any
for/while (numticks)accumulator followed by a single threshold/floor consumer; D193 (AI locomotion rate) and D243 (cutscenenumticksbursts) touched the same axis from the other side. - Frame-counter gates (D427/D451): a gate that reads the current
g_ClockTimerto rescale a frame counter (88C % (rate*(clk>=2?1:2))) is only exact at steady pacing. Prefer the tick accumulator already kept beside the counter (field_890) and test for a threshold crossing (t/P != (t-clk)/P): stateless and exact on average at any pacing.
D15. A texture-rectangle idiom that is sub-1-native-pixel tall relies on the RDP’s floor-based fixed-point scanline stepping — now replicated in gfx_draw_rectangle (D397, RESOLVED 2026-09-28)
GE’s front-end vertical-gradient trick (titleRenderFolderMenuBackgroundLines,
src/game/title2.c) draws a tall image as 299 separate 1-scanline-tall
gSPTextureRectangles, one per source row, each tinted by a per-row
interpolated gDPSetPrimColor. The lower-right Y coordinate uses the
universal N64 idiom ((y+1)<<2)-1, which in U10.2 units is 3, not 4 — a
0.75-native-pixel-tall rect, not 1.0. This is correct on real hardware
specifically because the RDP’s scan converter steps by truncating
(flooring) the fixed-point Y to an integer scanline before testing coverage,
so y*4+3 still falls in scanline y and nothing else — the “-1” is a
hardware-truncation idiom, not a literal float height.
gfx_pc.cpp’s gfx_draw_rectangle does not replicate that truncation: it
converts the U10.2 corners straight to continuous NDC floats
(ulyf/lryf = ±(y / (4·HALF_SCREEN_HEIGHT)) + 1) and hands them to the GPU’s
own continuous rasterizer, which uses pixel-center/coverage rules, not
floor-stepped scanlines. A rect that is 0.75 (native) pixels tall, stacked
299 times with each row offset by exactly 1.0 native pixel from the last,
does not reliably rasterize as “exactly the one scanline the N64 idiom
intended” under a continuous rasterizer — whether a given row rounds to 0 or
1 device pixel depends on where its fractional edges land relative to the
device pixel grid, and that phase drifts row-to-row (worse under any
non-integer native→window viewport scale, gfx_adjust_viewport_or_scissor’s
ratioX/ratioY). Stacked over ~300 rows filling the screen, sporadic
per-row rounding reads as a periodic horizontal comb/interlace — this is the
leading mechanism for D397’s “interlaced” file-select background and intro
gun-barrel, and is a first-render, not re-entry-triggered artifact
(unlike D182), because it is a rasterization property of the geometry itself,
not stale state.
Tell: any GE front-end/menu draw that fakes a large image or gradient by
stacking many independent 1-scanline (or otherwise sub-1-native-pixel-tall)
gSPTextureRectangles rather than one multi-row texture — the (<<2)-1
lower-right idiom is the signature to grep for. A single such rect is
invisible (sub-pixel rounding on one edge); many stacked ones make the
rounding pattern visible as banding.
Fix (landed 2026-09-28, RESOLVED): gfx_draw_rectangle (gfx_pc.cpp) now replicates the RDP truncation. After the sub-pixel offset is applied, it floors the U10.2 top edge to its scanline and the bottom edge to the last covered scanline — the RDP scanline range [top_scan, bot_scan+1] — before converting to NDC: top_scan = uly>>2, bot_scan = (lry-1)>>2, then uly = top_scan<<2, lry = (bot_scan+1)<<2. This is a no-op for whole-pixel rects (their edges are already 4k/4k−1, and the (<<2)−1 bottom idiom already yields bot_scan = the intended last row), so only sub-pixel-tall strips change. Confirmed by a falsifiable 3-scale PCDUMP test: the comb period is fixed at ≈3 native rows across 640/1024/1280 (window-period = 3×scale) — the beat of 0.75-px strips at a 1.0-px pitch — exactly the fixed-point-flooring signature, ruling out the scale-invariant LERP/CC factor. Verified by playtest: gun-barrel + file-select gradient render clean, comb gone.
Not the cause (checked and ruled out for D397): the CC/LERP scaling of
ENV_ALPHA as value/255.0f (gfx_pc.cpp around the G_CCMUX_ENV_ALPHA
case) is byte-identical to the Perfect Dark PC port’s (gfx_pc.cpp in the
local pd_port checkout) — same formula, no special-cased “5-bit RDP
coefficient” scaling in either port. The real RDP color combiner’s A/B/C/D
inputs are 8-bit values (PRIM/ENV alpha come from an 8-bit gDPSetEnvColor
field); there is no coarser-precision quirk to correct here. A uniform
darkening from a nonzero ENV_ALPHA LERP factor is very likely faithful
(possibly authored/original-dev-intentional tinting), not a bug — do not
“fix” it without an N64/1964-GEPD reference screenshot proving otherwise.
D16. Split-screen: port-side “one full-screen viewport” assumptions break 2P+ (D418)
Two traps from the #99 split-screen bring-up:
- Safe-area crop (
gfx_adjust_viewport_or_scissor) caches the LAST SP viewport’s Y range and stretches it over the whole window. Right for the solo 220-line viewport, wrong for 2P+ (each player’s viewport is a sub-rect): every player’s view filled the window and the last-drawn (order is shuffled per frame,get_nth_player_from_shuffled) covered the rest -> alternating full-screen flicker. Fix =gfx_set_split_screen(). Any new port feature that assumes “the viewport is the screen” needs the same 2P+ gate. - Per-frame port hooks must sit on the path frames really take. The
scheduler calls
gfx_rundirectly (port/src/libultra.c), NOT throughvideoSubmitCommands; a hook placed only in the latter silently never ran. Log once on the first state change when adding such a hook.
Debug recipe that found it: capture consecutive frames after the stage starts
(GE_PCDUMP range, or the harness GE_STARTMP=<players>[,<stageIdx>] +
GE_MPVIRT=<players-1> to start a match with no one at the menu) and look at
them — the symptom was obvious in one montage.
D17. Un-stubbing a -1 sentinel re-activates every dormant consumer of the value (D431/D434)
A port stub that forces a value to -1 (D154 texnum, D135) can hide latent layout bugs in its other readers. When restoring a real value, grep ALL readers of the field first and check each for raw-layout reads and table-bounds assumptions. Instance: D431 made light-fixture hits return real image ids, which reached chrprop.c/propobj.c reading ((u8*)&g_Textures[n])[0] & 0xf as a hit type – on PC byte 0 is the low byte of dataoffset (LE bitfield layout, D67), so it indexed g_HitTypeSounds[13] with 0..15. Use the .hitTexture/.hitSound bitfields (as chr.c does).
D18. A port feature that widens a shared range (draw distance, FOV) leaks into gameplay through every reader of the state it widened (D466)
Video.DrawDistance scaled the one far-clip value that both the renderer and gameplay read, so room_rendered, PROPFLAG_ONSCREEN, CHRFLAG_HAS_BEEN_ON_SCREEN and the fog intensities all grew with it, and AI scripts (“on screen”, “seen”, target-in-sight, spawn out of view) fired earlier than on N64. Rule: when adding a “see farther / wider” option, grep every reader of the state it feeds and split render from gameplay; the render consumer keeps the extended value, the gameplay readers get a stored copy computed at the authored value.
- Tell:
PROPFLAG_ONSCREEN-style flags are dual-use (render gate AND AI input), so never gate the flag itself; store a separate verdict bit. - Techniques that worked: run the original traversal twice with a port flag that pins the single far read (a static read, never
viSetZRange) and snapshot the result; keep the “gameplay verdict” in an unused bit of a u8 flag byte (prop->flags & 0x80) written by every setter of the dual-use flag; store the authored fog values at load time instead of recomputing from the live multiplier. - Triage trap: check whether a
PROPFLAG_*hit is onprop->flags(runtime u8) or onobj->flags/ pdef flags (u32 definition bits) before treating it as a reader (propobj.c:8417,prop.c233-467 are the latter). - Remaining class member: FOV/widescreen widening of
camIsPosInScreenandc_lodscalez(D222). - Fixed-size per-frame budgets are readers too (D500): the dyn.c vtx pool (
-mvtx, as low as 40 KB) is bump-allocated with no bounds check and sized for what the N64 could see; widened views overran it (Aztec triangles). Look for unchecked per-frame pools sized by per-level tokens when a widening feature shows corruption only in busy scenes. - A pixel ratio is not a fog factor (D503): “~97% fogged” was a pixel-colour ratio; derive any fog snap cutoff from measured vertex fog, not from it. And before blaming fog for a far object, do the cheap 4:3 + N64-FOV test: if it vanishes, the cause is the widened frustum, not fog.
- Reveal, not regression (D503): the N64’s 16-bit framebuffer hid 2-5 level differences (near-full fog against haze); 32-bit output shows them, plus the room-scissor edges of nearly fogged objects. Measure pixel values against the fog colour before blaming draw distance.
D19. A “click after the shot” report needs the trigger-hold duration, not just the state machine (D433/D467)
State-machine audits of a gun’s fire/dry-fire path (GE: gunTickHandState, CLICKY weapons) are tick-driven and match the console at any tick/frame ratio; an extra click/sound that appears “with the shot” is usually the trigger still being down when the recoil state ends (about 14 ticks for the Golden Gun). Measure with GE_STARTWEAPON + GE_INPUTSCRIPT holds of 4/9/16 frames and a state/mag/88C/890/clk log at the sound-play sites before suspecting the audio layer; and remember GE_QUITFRAME counts frames from boot, the level’s g_GlobalTimer starts ~270 later.
D20. Running an RCP task inline on the scheduler thread delays retrace delivery (D481)
The N64 scheduler (src/sched.c __scMain) both starts RSP/RDP tasks and forwards each VI retrace to the game. On hardware the task runs on separate processors, so the scheduler is never busy. If the port executes the task synchronously inside osSpTaskStartGo, any retrace that arrives during it reaches the game late, and boss.c’s half-frame tick gate then skips the following retrace (33 ms frames). Tell: frame rate stuck below 60 at every graphics setting, moderate render and GPU times, and the lost frames failing the tick check (skip_tick), not the pending-gfx check. It only shows when the task takes a large fraction of a frame (slow hardware), so a fast dev box never sees it. Run hardware-side work off the scheduler thread and signal completion with the same events the hardware would.
D21. gDPLoadBlock with dxt = 0 depends on the RDP’s odd-row TMEM read swap; static assets need it emulated, the tex.c pipeline must not get it (D75)
The RDP swaps the two 32-bit halves of every 8-byte group on odd TMEM rows when reading, and compensates on load only when LoadBlock’s dxt counter advances. A gsDPLoadBlock(..., dxt = 0) of a multi-row image therefore samples as “memory with odd rows pair-swapped”. Rare’s compiled-in assets that load this way (the Rareware logo’s RAREWARE text, DL_RAREWARETEXT) are pre-swapped in the data and look scrambled (“interleaved/combed”, identical at every texture-filter setting) if fast3d uploads them linearly. tex.c uses dxt = 0 for the whole runtime texture pipeline too, but there texSwapAltRowBytes was the matching pre-swap and D159 no-ops it, so those images are already linear. fast3d (import_texture) therefore swaps only dxt = 0 loads whose source is a compiled-in C array (gfx_tex_source_is_c_array). Generalisable tells: a texture that looks identically garbled at filter 0/1/2, interlaced along ROWS with a 2-texel horizontal shift, drawn from assets/*.c; decode the C array offline both ways before suspecting filtering/clamp. Counting how often a new texture-path branch fires on a level boot (a temporary env-gated log) caught a ~300-per-level over-reach before it shipped.
D22. Per-frame counters: gate them with portN64FrameStep() (D486)
Decomp code that advances a counter once per call (per rendered frame) instead of by g_ClockTimer runs 2-3x faster in real time at the port’s 1 tick/frame (and every frame when uncapped, clk == 0). D486 found three on the explosion/turret path: autogun shot counter (unkAC++), explosion part spawning, explosion/smoke shake decay. port/include/porttick.h portN64FrameStep() is the shared Rule-2 gate: true on every call at >= 2 ticks/frame (N64-identical), every second tick below, so the counter keeps the N64’s 2-ticks-per-frame pace (the D427/D451 reference). If the gated counter also scales a per-event quantity by g_GlobalTimerDelta (autogun damage per shot), charge the full 2-tick frame on gated calls or the rate halves. Verify by A/B at Video.FpsCap 60 vs 30: the two must match. Any such gate is game logic and needs Rule-2 sign-off.
D23. Region bring-up: tooling and port code silently assume NTSC-U (D258)
PAL/JP had never been built. What broke was all port-side: (1) asset emitters hard-coded scripts/filelist.u.csv (so on a PAL/JP ROM they would use US offsets with no error); (2) romdata.c treated “not PAL” as NTSC-U (rejecting a JP ROM’s country byte); (3) port code referenced globals that exist only under a region-specific define (LEFTOVERDEBUG is US/JP-only), which surfaces as a PAL-only link error; (4) the decomp’s PAL/JP filelists were incomplete and mislabelled. With a real ROM, prove every filelist row by bytes (same-name US file comparison, constant-shift search, header-walk for variable files) instead of trusting labels. Whenever port code touches a symbol inside a #if region block, check all three REGION_DEFS sets.
D24. Decomp out-of-bounds writes that the N64 stack layout absorbed (D490)
Some decomp functions write past a local array in edge cases. On the N64, IDO’s stack layout put a padding local (often a pad[] the decomp keeps for matching) right after the array, so the overflow was harmless. GCC lays the stack out differently, so the same write corrupts a live neighbour. D490: sub_GAME_7F03ECC0 writes up to 6 entries into s32 rem[4] when an object’s bbox is flat, overwriting pts[0] and giving every glass pane a phantom collision vertex (guards circled pads they could not reach). Tells: a bug that only appears for degenerate inputs (flat or zero-size boxes, coincident points); a value that is exactly 0 or a tiny denormal where a real number belongs; a pad[] local next to a fixed-size array in the decomp. Fix pattern: enlarge the array under #ifdef AVOID_UB, keep the original under #else, change no reads, so the result matches the N64’s uncorrupted path.
Also the read side: D496 (generate_language_specific_text_for_weapon strcat’d onto an uninitialised caller stack buffer for 3+ players; init under AVOID_UB).
D25. Cross-platform goldens: a fixed frame stem is only comparable at settled gameplay (D521)
GE_PCDUMP/GE_QUITFRAME step the port’s sim frame counter (port/src/video.c:1406 ++frames, one per portRenderGfxTask() at port/src/libultra.c:1256), and retrace messages are dropped at the posting site when the game’s queue is nearly full (port/src/libultra.c:753), so a slow box stretches wall time without advancing frames – frame stems are comparable, wall time is not. What is NOT comparable is any stem inside the intro flyby, whose settle point is wall-clock paced (D117): on a ~54 fps Linux box the flyby was still running at frame 900 (settles ~830-1130 run to run) while the Windows golden at 900 was settled, which reads as a 92.9% “different scene” delta if reported bare. Tells: over-tol2 % >30% at one stem and 1-7% at the next; phash Hamming in the 80s; a dense dump whose consecutive diffs sit at 80-95% and drop to 1-5% once settled. Never compare across platforms with GE_DETERM=1 (call-sequenced retraces: stable run to run, different frame -> sim mapping). Before calling a residual band a renderer bug, classify it: a constant ~20 delta confined to a screen band (Archives’ top 3 grid rows, all three stems) is systematic and needs a same-sim-state capture pair; a uniform d 3-6 over the whole frame with cell means <= 11 (Cuba) is the dither/quantization noise floor. RESOLVED 2026-10-05 (D525): both residual bands were save state, not renderer — the pair that closed them was a re-round of the whole linux set with data/ge007.eep pinned present (Archives 19.956-24.554% -> 3.590-3.859%, worst cell 50.8 -> 2.31; Streets 1200’s 16.0-148.4 cell-mean band -> 3.616-3.983%, worst cell 4.43). The diagnostic tell that separates the two: re-capture one side with the save present and the band collapses to the noise floor, while a renderer defect survives identical sim state.
E. Process / method notes
- Never
exit()while another thread may be inside the GL driver (D344). The GL context lives on the render (scheduler) thread; quit events arrive on other threads. Request the quit (videoRequestQuit), let the render threadglFinish+ unbind at a frame boundary and park, then exit from the host. An unclean GL teardown bugchecked the maintainer’s PC (0x119, HAGS on). Harness runs should end withGE_QUITFRAME=<n>, not atimeoutkill. - Headless front-end scripts: turn the mouse off (D343). In menus the
pointer follows the real OS mouse (WI-2 absolute tracking), so the desktop
mouse moves the in-game cursor mid-
GE_INPUTSCRIPT. Put[Input] MouseEnabled = 0in the pinned test ini. Script “frames” were about one per rendered frame on the file select screen; calibrate with a log, not by assumption. - Per-slot headless scripts:
GE_INPUTSCRIPT_P1..P3drive seats 2-4. Same entry syntax asGE_INPUTSCRIPT(slot 0); “frame” counts that controller’s reads. Mouse tokens and CHOLD/CREL are ignored on slots 1-3 (one warning per script). Recipe for a scripted 4P split-screen run:GE_STARTMP=4,<stage> GE_MPVIRT=3 GE_INPUTSCRIPT_P1=... GE_INPUTSCRIPT_P2=... GE_INPUTSCRIPT_P3=... GE_QUITFRAME=.... textMeasureheight is 0 without a trailing newline (D343). It only counts completed lines. Measure"text\n"when you need a height (front.c’s folder text does this); the width is unaffected.- Periodic audio glitches: measure the host audio device before touching
the pipeline (D322). A clock-regular overflow/garble pattern (~5 min period,
~45 s bursts, independent of level and load) looked like a port timing beat
and cost several game runs to chase.
tools_pc/sdl_drain_monitor.copens SDL exactly likeport/src/audio.cwith no game and no window; on the maintainer’s Focusrite USB interface it showed the same ~312 s drain dips (to 88 %) outright, and running it on several SDL backends at once showed the culprit was SDL2’s WASAPI path, not the device (DirectSound was clean; the port now prefers it on Windows). Run it first on any “audio gets garbled” report, and compare backends withSDL_AUDIODRIVERbefore blaming the hardware. - Investigation loop is: reproduce → env-gated capped probe → root-cause
→ narrow
#ifdef PORTfix → visual verify (GE_PCDUMP+tools_pc/pixcount.pyvsdocs/reference/n64-footage-*). - gdb launch mode is too slow for timing-dependent faults; gdb attach to an already-running process is fine and fast.
- Check the Perfect Dark port for the PD analogue before writing anything new; same Rare engine family.
- Don’t re-investigate a closed §F finding or re-derive a format spec that already has a converter.
-
When re-implementing a ROM bitstream/codec offline, PORT the derivation from the decomp; never reconstruct it from the comment. A half-right bitstream parser in this codebase does not fail loudly — it returns confident, plausible, wrong output. Three hits in four D236 passes: (1) a texture-header parse that omitted the leading control byte (
image.c:2568) still produced sensible-looking formats and dimensions, and was only caught by counting implausible entries (1020/2699 vs 1/2699 when correct) and noticing the format nibble only ever took values 0/4/8/12 — the tell that a field was straddling a boundary; (2) omitting the per-image byte-align at the end of each LOD (image.c:1096: discard the partial byte, and skip a whole byte when already aligned) silently desynchronised every LOD after the first; (3)texInflateRle’s run-lengthfudgewas guessed from the doc comment instead of ported from the loop atimage.c:1605, and still decoded images — just with the wrong alpha coverage (66.7% vs the correct 43.1%). Practical rules: copy the arithmetic statement-for-statement even when it looks like it could be closed-formed; build a cheap global plausibility counter into the tool and print it every run; and cross-check one decoded artifact against an independent expectation (here, that a LOD chain’s dimensions halve exactly and its alpha coverage stays roughly constant) before trusting any number the tool emits. -
A negative result from a diagnostic is worthless until the diagnostic has been shown capable of producing the positive. Two independent hits: D219’s “verify diagnostic caps exempt the real target signature before trusting ‘clean’”, and D236 pass 21, where a static setup scanner located GE’s
PROPenum withstartswith("typedef enum PROP")— which matchestypedef enum PROPFLAGhundreds of lines earlier, yielding an enum with noPROP_*members at all. Every prop id then resolved to?and every “foliage props placed” count came back 0, which is exactly what a clean, meaningful negative looks like. Build the positive control into the probe: have it print what it is capable of matching (foliage props recognised (9): …) and fail loudly when that set is empty, so the failure mode cannot be read as a finding. Applies equally to grep-based audits over generated C, where near-miss identifier prefixes (PROP/PROPFLAG/PROPDEF_TYPE) are the norm. docs/dev/findings-index.csvis generator-derived (tools_pc/gen_findings_index.py): the status cell is normalised from the## Dxxentry’s §F summary-table row infindings.md, so hand-editing the CSV is silently reverted on the next regen (hit live in the D219/D252 M-158 session). Update the table row, then run the generator.- Every game launch rewrites
data/ge007.eep(the eeprom shim stores on every write; validation resets, cheat patches and normal saves all write). When restoring a specific save artifact for a controlled test (e.g. an issue reproduction), restore it after any sweep/verify run — or re-hash after each run — not before:tools_pc/level_sweep.shalone boots the game 21 times againstdata/and will clobber a pre-run restore (caught live in the D295 M-149 session; “verified” must mean checked at report time). - The port is NOT frame-deterministic (D117):
osGetCount()is wall-clock on PC, and GE is a variable-timestep sim (frametiming.c waitForNextFrame→deltaFrames= 60 Hz ticks of real time elapsed per render), so “frame N” differs 15–40 % between runs. Usetools_pc/framediff.py <ppmdir>(structural: 16×12 grid mean-color + non-clear-% + aHash,--mask X0,Y0,X1,Y1for the HUD,--updateto refreshtools_pc/golden/); NOT an exact compare. AGE_DETERM=1fixed-tick mode was assessed not-narrow (redesigns retrace/tick semantics); design is in §F D117 if someone picks it up, after whichframediff.py --exactbecomes usable. - A “deterministic boot” flag (
-level_XX) pins the level and starting state, but NOT the camera’s later path through it — don’t assume two captures from the same boot flag are comparing the same view. D236 pass 10 (M-155) found a render-mode-class triangle count that looked “run-to-run dependent” across separate captures using the same-level_36boot; three independent re-launches (including one with a fullGE_INPUTSCRIPTsustained-rotation sweep) actually produced byte-identical, fully deterministic per-frame counts — the real variance was the boot’s own scripted intro camera walking from an outdoor room into an indoor one at a fixed frame, and the two captures being compared had sampled before vs. after that walk (or against an unrelated live/free-play session entirely). Before concluding a count/state is nondeterministic across runs of the same boot flag, correlate against a room/position probe (GE_D104-style) in the SAME run to rule out “the camera simply isn’t where you assumed it was yet” before chasing an instantiation or streaming bug. - A level’s opening cutscene is not necessarily input-inert, and
GE_INPUTSCRIPTstick holds during it are not necessarily useful. D236 pass 11 (M-155): holdingSUP/SDOWNfrom frame 0 of the-level_36deterministic boot changed which room the player occupied at the very first probe sample (curRoom12/7/13 depending on the held direction) — the pre-transition window is NOT purely camera-scripted with input discarded, as pass 10 might suggest. But none of forward, backward, or aSTART-skip attempt could keep the camera in the outdoor room past the scripted indoor transition, which fired at roughly the same real time regardless of held direction and earlier whenSTARTwas pressed to skip faster — i.e. the transition looks timer/event-driven, not distance-to-a-trigger-driven. Don’t assume a scripted sequence’s transition point is walkable-around just because input has some visible effect during it — test whether the specific transition you care about is time-gated vs. position-gated before investing in a nav script to avoid it. - Anything blocking on the scheduler thread throttles the whole sim
(D186, cf. D134). The gfx task runs synchronously on
src/sched.c’s thread, and that same thread delivers VI-retrace events; anysysSleep/ busy-wait on that path (frame-rate cap, a lock, an asset load) stops retrace delivery, so every game thread blocked onosRecvMesg(retraceQ)stalls with it. On console the CPU never waits on RSP/RDP/VI. A PC frame cap must therefore drop presented frames without sleeping that thread;Video.FpsCap < 30is currently just refused (clamped to uncapped) as a stopgap. - D24-implications; host-scheduling nondeterminism / fake priority
semantics: the pthread kernel does not enforce N64’s 0–31 priorities
(
osYieldThread=Sleep(0)), so interleavings impossible on console can occur, and frame timing has host jitter. When a flaky timing bug appears (especially Phase 3 audio underruns), reach first for host thread priorities (SetThreadPriority: scheduler thread time-critical, tick normal) and the deferredGE_DETERMmode (D117); not for kernel changes. - A verification tool that shares the code’s indexing convention proves
self-consistency, not correctness (D206; cost eight sessions). The port
played every SFX one bank slot too high. Real cause:
struct ALInstrumentAlt_s(src/snd.h) is a cast alias over the on-diskALInstrument, and itssoundArraymember sits at struct offset 12 on N64 (three 4-byte words) but 16 on PC (8-byte pointer + 8-byte alignment). On N64 that offset-12 array deliberately aliases the on-diskbendRange/soundCountwords sosoundArray[N]== on-disk entry[N-1](GE’sSFX_IDs are 1-based by design); on PC the alias is broken and every ID resolved one slot high. It survived M-68/M-70’s “exact match” of 200+ requests becauseexact_match.pycompared each runtime voice against a ROM decode of the requested index with a decoder that walked the bank 0-based;diff_bank.pylikewise walked N64 and PC layouts with identical indexing. Both faithfully reproduced the bug and reported a pass. Two rules: (1) when validating a mapping (index → asset, id → record, offset → field), the reference must be produced independently of the code’s own accessor, an external rip, a published table, a hand-decoded sample, or the test only confirms the code agrees with itself; (2) when a count and an enum disagree by one (261 bank entries vs 262SFX_IDmembers), suspect a pointer-width struct-layout shift in a ROM-serialized struct (the D3x class) before anything subtler; check every cast-alias struct’s member offsets at 32- vs 64-bit. getenv()is expensive on Windows (a locked, locale-aware linear scan via msvcrt.dll); never call it uncached inside a per-frame, per-draw-call, or per-item hot path (D250, M-120). Dozens ofGE_*debug-probe checks across the codebase already follow the safe pattern (static int x = -1; if (x < 0) x = getenv("GE_X") != NULL;), but a handful inport/fast3d/gfx_pc.cpp’simport_texture()(runs on every texture bind) and per-triangle/per-G_SETCOMBINEcombine-mode checks didn’t. A live WPR/xperf CPU trace (Microsoft public symbols resolved via-symbols) on a texture-heavy level foundmsvcrt.dll!getenvalone eating 50% of the hot render thread’s total CPU time; the game’s own code was only 5%. Fixing the caching took the same scene from a hard ~45-50fps ceiling to a rock-solid 60fps, at every resolution tested, with zero other changes. The lesson generalizes: any newGE_*env-gated probe added to a function that runs more than roughly once per frame must cache itsgetenv()at that call site, following the existing pattern; don’t assume “it’s just a debug check” makes it free.tools_pc/perf.ps1(sister script todebug.ps1) automates this exact trace-and-analyze workflow for the next time a “runs slow but sim/GL-visible-cost checks out fine” report shows up.- Count a probe’s events by its canonical one-per-call line, never by a bare
field match (D204, then D205/M-73 which re-made the identical mistake on the
identical sound index).
GE_AUDIOTRACEemits two lines persndPlaySfx(adumppos=... bank=...line and asndPlaySfx: t=... soundIndex=...line), sogrep -c soundIndex=109reports exactly double the truth. D204 already corrected M-63’s “idx 109 fired 94 times in 60 s” on these grounds; M-73 then built a whole root cause (“guards stuck re-triggering, 256x/29.7 s”) on the doubled count and pinned it on converted collision geometry, which M-74 withdrew. Two general rules: (1) grep the timestamped call line (sndPlaySfx: t=), not the field; (2) before calling a rate anomalous, compare it to the rate the data says is legal; the “barrage” was ~6x under the AK47’s ownSoundTriggerRateceiling, which one lookup inassets/obseg/gun/gunWeaponStats.inc.cwould have shown. Corollary: a perfectly monotone index sweep in a trace looks like a brokenrandom() % nbut is often a deliberate round-robin counter in ground-truth code (e.g.male_guard_yelp_counter,chraction.c:2454); check the selector before reporting it. - “Regression vs. steady state” is decided by a build-and-compare, not by
reading an old handoff line (D133). Handoff prose like “the entire intro
renders” is often aspirational; the author’s intent, not a measured coverage
number. Before bisecting a suspected render regression:
git worktree addthe commit whose handoff made the claim (COPYdata/, never junction; see the data-dir-junction-hazard memory), build, capture the sameGE_PCDUMPwindow,pixcount.py. A pixel-identical non-clear count on a static 2D screen (e.g. the legal/disclaimer framebuffer, 6677 px here) across two independently-built binaries proves the path is unchanged → not a regression, don’t bisect. Clean up the worktree withgit worktree remove --force(safe only becausedata/was copied). - D134; a dropped
OS_MESG_NOBLOCK“interrupt” event is a permanent stall, and it looks exactly like D117 flakiness. The port’s SP/DP task-done events shared the scheduler’s 8-slotinterruptQwith the 60 Hz VI pacemaker. A gfx task runs the whole frame synchronously on the sched thread, so a slow frame lets the pacemaker fill the queue and the done-post is silently discarded →curRSPTasknever clears → no further frames (frames=2heartbeat, retrace queue pinnedvalid=8/8 ret=-1). Rule: classify every posted event as droppable (retrace; N64 drops these too) or must-arrive (task done, DMA done); a must-arrive event needs guaranteed delivery, andOS_MESG_BLOCKis wrong whenever the poster runs on the queue’s only consumer thread (self-deadlock); drop the oldest droppable message instead, and reserve slots in the pacemaker. Before blaming a hang on D117 / machine load, run it N times and count: this reproduced 2 of 3 boots on an idle machine and had been written off as sweep flakiness for ~8 sessions. - Watch item:
osYieldThread=Sleep(0). The one place we fake cooperative behavior. If a level-sweep hot loop misbehaves under host load, this shim is the first thing to inspect. Keep as-is until then. - D155; an unclamped per-frame
deltaFramesfrom wall-clockosGetCount()spirals the sim into a “hang”. The N64 was VI-locked sowaitForNextFrame()never returned more than ~2 elapsed frames. On the portosGetCount()is wall-clock (D117), so any real-time stall (asset load at a stage/cutscene boundary, host thrash) makesnextFrameTime→ hundreds/thousands. That value flows throughspeedgraphframes→g_ClockTimerand drives everymodelTickAnimwhile (numticks--)andfor (i=0; i<g_ClockTimer; i++)loop in the sim → one render becomes seconds of catch-up → heartbeat “hang”, and the slow frame feeds an even bigger delta next time → unrecoverable. Symptom in a hang dump:mainThreadparked inmodelTickAnim/modelConstrainOrWrap AnimFrameunderchrTick/playerTick/lvlRenderacross every dump. Fix: clampnextFrameTimeunder#ifdef PORTinwaitForNextFrame()(FRAMETIMING_PORT_MAX_CATCHUP= 6). Any other place the port lets an N64 “number of elapsed ticks” value run unbounded is the same latent trap; grep forg_ClockTimer/speedgraphframes/lvupdate*consumers that loop. §F D155. - D156; a NaN / blown-up
f32frame or speed drives an unbounded frame-stepping loop → hang.modelSetAnimFrame2WithChrStuff’swhile (1)(model.c:3131) walks one anim frame at a time fromframeatoframeb;framebcomes frommodelTickAnim’sframe += playspeed * speedper tick. A cutscene anim transition with a near-zero blend/timespeed/unkb0denominator (model.c:3436/:3477, guarded> 0but not against tiny values) makesmodel->speed/playspeedhuge or NaN →framebhuge/NaN →floorFloatToIntgarbage → ~2^31 iterations → frozen (frames=Nconstant in the hang dump, distinct from D155’s slowly-incrementing spiral). Fix:#ifdef PORTfiniteness+magnitude guards (!(x > -1e6f && x < 1e6f)also catches NaN) onframebbefore the loop and onframe/frame2before they reachmodelstate. When an N64 float pipeline feeds a loop bound or an array index on PC, guard it; the console’s fixed timestep + bounded anim/physics data never produced the degenerate value, so the decomp never checks. Suspect a misalignedModel/struct field (D100/D140 pun family) as the NaN source before blaming the data. §F D156. - D247; a visual “defect” report can be faithful, unmodified N64 behaviour;
check the decomp’s own constants before assuming a port bug. User reported
black bars top/bottom of the screen. The obvious port-side suspects (a
present/letterbox path, a framebuffer-vs-window size mismatch) were all
clean; no code anywhere sets
G_ASPECT_MODE_EXTfor GE, so fast3d never letterboxes. The real cause:bondviewGetCurrentPlayerViewportHeight()(bondview2.c:7858) returnsVIEWPORT_HEIGHT_DEFAULT= 220 of 240 NTSC scanlines (fr.h:34, ~92% fill) wheneverPLAYER_OPTION_SCREENisSCREEN_SIZE_FULLSCREEN, the decomp’s own default value, unmodified, no#ifdef PORTin sight.VIEWPORT_HEIGHT_FULLSCREEN(304, no inset) is a trap name: it’s only reachable via the unrelatedcameraBufferTogglebranch, not normal solo play. This is GoldenEye’s real TV-safe-area letterboxing, present on original hardware. Ruled out a stale EEPROMScreen=Wide/Cinemasetting from earlier sessions as an alternative explanation by reproducing identically on a fresh EEPROM. Lesson: before chasing aport/fix for a rendering “bug,” grep the reported geometry (viewport height/width, screen offset, etc.) back to its decomp origin; a visually surprising but exactly reproduced N64 quirk isn’t a port defect, and the fix is to close the finding, not to write code. - D195; a targeted decomp-side fix (D72) blanket-disabled a whole PC-side
feature instead of gating it on the GBI bit that actually distinguishes the
broken case from the working one.
gfx_sp_vertex()’s PD-inherited envmap (G_TEXTURE_GEN) UV-generation block was removed wholesale to fix the Rareware logo (D72.1), on the reasoning “GE never generates texture coordinates from vertex normals.” That’s true for the logo specifically (lit, but doesn’t setG_TEXTURE_GEN) but false for the engine in general: GE uses real RSP envmap generation for every shiny/reflective material (gold/silver weapon skins, chrome trim, reflective glass), all of which DO set the bit. Deleting the feature instead of gating it onrsp.geometry_mode & G_TEXTURE_GEN(which the reference PD port already does correctly) silently broke every one of those materials game-wide; they’d sample a fixed, usually-dark corner texel forever, reading as solid black. Lesson: when a PD-inherited block causes a wrong result for one specific draw, check what GBI bit that draw fails to gate on before assuming the whole mechanism doesn’t apply to GE; a feature real N64 hardware supports and GE’s own assets exercise is not “PD-only” just because the first investigation happened to hit it on a draw that shouldn’t have taken that path. §F D195. - D228; when two decode paths exist for the same underlying format,
check them against each other for a swapped byte order, not just against
the spec.
palette_to_rgba32’sG_TT_IA16branch (CI texture whose palette is intensity-alpha, not RGBA16) readintensity = palentry & 0xff,alpha = palentry >> 8; exactly backwards relative to the already correct direct-IA16 decode (import_texture_ia16) a few lines above it in the same file, which readsintensity = addr[2*i](first/high byte),alpha = addr[2*i+1](second/low byte), matching whatgfx_dp_load_tlut’sPD_BE16byte-swap actually produces. A dim, fully-opaque texel (e.g. intensity=0x58, alpha=0xff) decoded backwards as bright and mostly-transparent; read as “white missing-texture patches” (AK47 and other metallic weapon materials, whose grayscale-metal-plus-opacity look is a natural fit for IA16 palettes). Two importers for the same source format existing side by side in one file is exactly the situation where one silently drifts from the other; when investigating a decode bug, diff the suspect path against its sibling path for the same format before re-deriving the bit layout from scratch. §F D228. - A Claude Code session’s default
Bashtool is NOT the MSYS2 MINGW64 shell the build needs, even whenuname -a/$MSYSTEMclaim it is (M-140). On this box the tool’s shell is Git-for-Windows Bash (root mounted fromC:/Program Files/Git), which setsMSYSTEM=MINGW64and reportsMINGW64_NT-...fromunamefor compatibility — both of AGENTS.md’s own “are you in the right shell” checks pass whilecmake/ninja/gccare still missing fromPATH(they resolve at/c/msys64/mingw64/binand/c/msys64/usr/bin, not/mingw64/bin— that path exists but is a Git-Bash stub, not the project’s real MSYS2 install). Symptom if you build anyway with only Git-Bash’s owngcc/toolchain state:cmake: command not found, or (if somegcc.exefurther down PATH resolves) every compile fails withCannot create temporary file in C:\Windows\: Permission denied— a native Windows exe’sGetTempPathfalling back toC:\Windowsbecause the child process doesn’t actually see a usableTMP/TEMPthe way it does when launched from a real MSYS2 shell window. Fix: explicitlyexport PATH="/c/msys64/mingw64/bin:/c/msys64/usr/bin:$PATH"(adjust if MSYS2 is installed elsewhere) before./build-pc.sh/ninja/cmakein any Claude Code Bash-tool session; do this once per session, first thing, not reactively after a mystery failure. Also:cdwith a backslash Windows path (cd C:\Users\...) is unreliable in this same shell and can silently mis-parse to a mangled path on a later command in the same tool call — prefercd /c/Users/...(forward slashes) for the build working directory. The PATH fix alone can still leave the link step broken (M-141): compiling succeeds butld.exefails withcannot find @C:\Windows\Temp\ ccXXXX: Invalid argumentifTMP/TEMPare unset or point at a non-writable/non-real path like a literalC:\Windows\Tempstring — the response-filelduses for the link command has to land somewhere this shell’s child process can actually write and re-read. Fix:export TMP=... TEMP=...to a real writable per-session directory (the Claude Code scratchpad path works well) beforeninja/build-pc.sh, not just any Windows-looking path string. - A backgrounded
ge007.x86_64.exelaunch from this Bash tool does not reliably die topkill -f ge007.x86_64.exe(M-155, D288 session): the process appears inps auxas barege007.x86_64, no.exesuffix, so the-fpattern match on the full name silently fails and the game window (and its log-writing) keeps running well past the intendedsleep Ncapture window — one session let a stray instance run ~90s longer than intended before it was caught. Usetaskkill //F //IM ge007.x86_64.exeinstead to reliably terminate it from this shell, andps aux | grep -i ge007to confirm before moving on — don’t trust akill/pkillexit code alone. - Headless visual verification of a rendering bug is possible without a
live human (M-156/M-157, D252/D219 sessions) — combine
GE_INPUTSCRIPT(scripted controller input, e.g.Zpulses to fire a weapon) withGE_PCDUMP="lo-hi:step"(writes./ppm/frame_NNNNNN.ppm— NOT a separate configurable output dir, just./ppmrelative to cwd;GE_MKDIRcreates it) in the same run, then actually open the resulting PPMs (PythonPIL.Image.open(...).convert('RGB')reads them fine, no format quirks) instead of only grepping a probe’s text log. A text-only probe proves a code path fired; it does not prove what ended up on screen — several long-OPEN findings (D290/D291/D294, and D252/D219’s whole “rainbow particle” family before this session) were stalled for lack of eyes on the actual pixels, not for lack of a working probe. Build a low-res contact-sheet montage first (tile many frames small, e.g. 160×120, to scan for the moment of interest cheaply) before zooming into individual full-res frames — full Dam/Bunker1 frames are 3072×1728, too large to eyeball one at a time across a whole capture window. - A crash fault address of
0xffffffffffffffffon x86-64 usually means a non-canonical #GP from a garbage-high-bits pointer (bits 63:48 not a sign extension of bit 47), not a computed-1sentinel (cross-validated against the sibling GEVR VR port, same decomp lineage — seescratchpad/GEVR-TRIAGE.mditem C; we independently hit the same register shape in D191). Two companion habits worth keeping: re-read map anchors from the freshly rebuilt map after every rebuild (a stale map silently resolves the wrong symbol), and confirm the fault PC actually disassembles on an instruction boundary before trusting a resolved symbol. -
Frame-rate assumptions — read before proposing any non-60 Hz mode (cross-validated against GEVR,
scratchpad/GEVR-TRIAGE.mditem B). GE’s logic is delta-scaled throughg_GlobalTimerDelta(~216 call sites); the PAL build (×1.2) is a shipping proof that delta-scaled code tolerates other rates. But: Bond’s walk is frame-rate dependent by construction —MoveBond(bondview2.c) is an exponential approach toward a target, advanced once per frame with no timestep, so convergence is measured in frames, not seconds (GEVR measured ~1.487× walk speed at 90 Hz vs 60 Hz, ≈90/60 exactly). Turn/aim is delta-scaled; walk is not. High-refresh or uncapped presentation modes are therefore out of scope without a game-logic change, which is forbidden — we tick at fixed 60 Hz (D52 pacing) by design, not as a limitation to fix. Also:g_ClockTimermust stay integer (24 iteration sites depend on it); of 44/g_GlobalTimerDeltadivide sites, 40 are guarded (three different spellings) and 4 are not (front-end cast camerafront.c:8271-8273,propobj.c:~2393) — those 4 rely on div-by-zero yielding NaN/inf without trapping on both MIPS and x86-64 SSE, matching retail behavior; do not “fix” them. - x64 Windows backtraces: unwind with the PE’s .pdata, never walk RBP.
-fno-omit-frame-pointeron MinGW-w64 GCC does not give an RBP chain: most prologues setRBP = RSP + N(Win64 allows an offset frame pointer), so[RBP]is not the saved RBP and a manual walk dies at frame 1.RtlLookupFunctionEntry+RtlVirtualUnwindfrom the exception CONTEXT is reliable and needs no dbghelp/symbols (crash.c, 2026-09-30). Printva = preferred ImageBase + RVAper frame soaddr2line -e ge007.x86_64.exeresolves it even if the image was relocated. Test withGE_CRASHTEST=<N>. - Crossing msys -> native: pass files, not quoted strings; get paths from
bash’s own
pwd -W. The msys argv conversion re-escapes embedded"as\", whichcmd.exedoes not understand, so an inlinecmd //c "... \"C:\path\" ..."silently never runs (build-pc.sh’s TMP probe was dead this way). And with Git Bash plus MSYS2usr/binon one PATH,/tmp,mktempandcygpathcan belong to different runtimes (different Windows dirs). Never trustcommand -v cmakefor the MSYS2 toolchain either: a pip-installed cmake can shadow it (2026-09-30).
Poll-thread input must never re-point g_CurrentPlayer (D419)
inputComputePad runs on the scheduler thread (joyPoll), a real pthread, not the game thread. Any save/swap/restore of g_CurrentPlayer/player_num/g_playerPerm from there races the game tick’s own set_cur_player: the restore can leave the game thread on the wrong player and it then spins in list walks that compare against g_CurrentPlayer->... (seen: bondinvCycleForward infinite loop after a split-screen respawn). Resolve the owning player explicitly (g_playerPointers[slot]) and touch its fields directly; for game functions that take no player argument, present a native button bit instead of calling them.
A1 cross-tag (D492, 2026-10-03): serialized multi-byte fields are host-endian in this port. Structs copied raw to a file (the EEPROM save via geEepromRW) store s32/u16 fields little-endian, while N64 images are big-endian. A raw-byte CRC over the region gives the same value on both, which hides the difference until the stored checksum words themselves are compared. Tell: data that is intact but fails validation, with calc_crc equal to the big-endian reading of the stored word. Any field inside the CRC range must be swapped before recomputing the checksum.
A1 cross-tag (D455, 2026-09-30): an exe-static address (array/global/function in .data/.rodata/.text) held in a u32/s32 truncates on Windows (image base 0x140000000; Linux 0x20000000 hides it). Binary tell: mov r64,[rip+.refptr.X] … mov r32,r32 before the pointer is used or passed. The address load may precede a jmp join, so an adjacent-instruction scan misses it; follow jumps. A census of the whole exe found only the D454 site; _*Segment* linker symbols are ROM constants (.set in romassets_u.s), not exe addresses, and are benign in (u32) casts.
GE_MEMPREDZONE=1 (D464): catch allocator overruns deterministically. Set it before any run to pad every mempAlloc* block with a 64-byte pattern trailer and check at level unload, every 60 frames and on orderly quit. A hit prints MEMPREDZONE: HIT ... caller=0x<addr>; resolve with addr2line -f -C -i -e build-pc/ge007.x86_64.exe 0x<addr> to the allocation site, then compare its size expression with sizeof of how the buffer is indexed (an N64 literal stride vs a widened struct is the D461/D462 class). Zero hits is only “no overrun reached the trailer”; whole-bank allocations are unpadded until shrunk. Unset = one cached branch per allocation.
Data-driven input mapping: factor the pure core, keep the old code as a test oracle (D469). To refactor a hard-wired input block into a table without changing default behaviour, move the decision into a pure function over (raw source bits, bindings, previous-state, incoming mask) and keep a verbatim transcription of the old block next to it, used only by an env-gated boot self-test (GE_PADMAPTEST) that compares them exhaustively over the (small) input space. 2^15 source combinations x prev x ctx x incoming masks is ~21M cheap calls, ~1 s, and gives a byte-identity proof no live pad is needed for. Watch the side inputs the old code mutated implicitly (here the incoming button mask: the southpaw swap acted on keyboard fire too, so the pure function takes it as a parameter). Table edits arrive from other threads: the poll thread must rebuild into a spare buffer keyed by a cheap config signature and publish by atomic pointer, never parse (no strtok) or re-point shared state in place.
Audio device/gain changes belong on the producer thread (D470). The SDL audio path is a queue (SDL_QueueAudio), fed and sized only from audioSetNextBuffer/audioGetAiLengthBytes. To change the device live, have UI/event threads only set atomics and do the close/reopen at the top of audioSetNextBuffer; never close dev from the UI thread. Apply master gain to a scratch copy (never the game’s buffer) and pass the original pointer through at 100 so the default stays byte-identical. SDL_AUDIODEVICEREMOVED.which is the opened device id for output devices.
Overlay/menu input must name its owner pad; never hard-code seat 0 (D472). When several pads can open a shared UI, keep a per-pad edge array (one shared prev flag masks edges and double-toggles), record the opener, and resolve the effective owner (opener -> lowest attached -> 0) at read time so a detach cannot strand the UI. Port-layer 2D that must pillarbox under native widescreen: wrap it in PORT_HUD_ASPECT(CENTER) and map the mouse through vis = (4/3)/portNativeAspect().
The options row table has two UIs; new row kinds need a front-end answer (menu PD alignment)
port/src/optionsoverlay.c’s rows[] is consumed by the F10 overlay and by frontoptions.c through the optionsRow* accessors. A row kind that only one UI understands (separator, Back, hub-only actions) must be hidden from the other in optionsRowIsShown(), and should be a ROW_ACTION with a key prefix so the section-reset and reset-probe loops (which skip ROW_ACTION) stay correct. Moving a row between sections silently changes what that section’s “Reset to defaults” resets: re-run GE_WSPROBE_RESET after any regroup.