docs: close #161 (user-verified) - landing-pose fix b1cf0102; next up #162 adjudication + #163 diag strip

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-03 17:11:16 +02:00
parent b1cf01029a
commit 584ad0a8f6
2 changed files with 51 additions and 56 deletions

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@ -71,49 +71,6 @@ actually steps at (Player_Move.cs / Creature GetRunRate usage).
**Where:** GameWindow `TickRemoteMoveTo` + the L.3 M2 queue chase vs
`MotionTableDispatchSink` dispatch speed. Related: TS-33 cadence rows.
## #161 — Remote jump landing holds the falling pose (no landing anim)
**Status:** FIX LANDED (2026-07-03) — awaiting user live verify.
**Root cause (three legs, all retail-decode):**
1. **Apply-pass params (the big one):** retail's `apply_interpreted_movement`
runs ALL its dispatches with `ModifyInterpretedState=false` — the ctor
default 0x1EE0F is REWRITTEN by a bitfield store the BN decomp smears
into the mush expression at raw 305778 (`(word & 0x37ff) |
cancelMoveTo<<15 | disableJump<<17`; 0x37ff clears SetHoldKey/
ModifyInterpretedState/CancelMoveTo). ACE MotionInterp.cs:444-449
confirms. Our pass dispatched with ctor defaults (modify=true), so the
airborne Falling substitution CLOBBERED `InterpretedState.ForwardCommand`
→ HitGround's re-apply re-dispatched Falling instead of the preserved
pre-fall wire command. (The handoff's "HitGround raw @305949" was a
mislabel — 305949 is inside `move_to_interpreted_state`; the real
HitGround is 0x00528ac0 → `apply_current_movement(0,0)`.) Bonus decode:
raw arg3 = DisableJumpDuringLink, so every `(N, 0)` caller means
allowJump=TRUE — all caller polarities fixed. The W6 entry-cache (whose
"retail self-heals via hoisted registers" theory was this same
misreading) is deleted; live field reads are retail semantics now that
the pass cannot write state.
2. **Landing-order:** both GameWindow landing blocks cleared the Gravity
state bit BEFORE `rm.Motion.HitGround()`, whose verbatim `state & 0x400`
gate then no-opped the entire retail re-apply (retail never clears
GRAVITY on landing). The UP-driven landing block never called HitGround
at all. Both now: transients → `Motion.HitGround()``MoveTo.HitGround()`
→ THEN the DR bookkeeping gravity-clear.
3. **K-fix17 answered (user Q3):** its SetCycle DID execute — and re-set
the Falling cycle, because it read the leg-1-clobbered ForwardCommand
(0x40000015 ≠ 0, so the Ready fallback never fired). Both SetCycle
adaptation blocks deleted — superseded by the retail HitGround path,
which also plays the proper Falling→X landing LINK animation SetCycle
never did. Also fixed en route: `copy_movement_from` omitted
`current_style` (raw 0051e757 copies it first) — the landing re-apply's
style dispatch read a stale style.
**Tests:** `MotionInterpreterFunnelTests.HitGround_AfterFall_
RedispatchesPreservedForward_ExitsFalling` (full lifecycle) + the flipped
`AirborneBody_NoCycleDispatches_OnlyTurnStop` state assertion (it had
PINNED the bug value 0x40000015 — noted in-file). Suite 3,964 green.
**Verify:** retail mover jumps in place near acdream observer → lands →
legs exit falling pose into idle WITHOUT pressing any key; jump while
running → lands into run cycle.
## #164 — UM action-replay dispatches drop the per-action Autonomous bit
**Status:** OPEN (2026-07-03, filed during #161)
@ -5788,6 +5745,44 @@ outdoors at the angle that previously erased it.
# Recently closed
## #161 — Remote jump landing holds the falling pose (no landing anim)
**Status:** DONE (2026-07-03, `b1cf0102`) — user live-verified ("Yes works!").
Three legs, all retail-decode, zero adaptations added:
1. **Apply-pass params:** retail's `apply_interpreted_movement` runs ALL its
dispatches with `ModifyInterpretedState=false` — the ctor default 0x1EE0F
is REWRITTEN by a bitfield store the BN decomp smears into the mush
expression at raw 305778 (`(word & 0x37ff) | cancelMoveTo<<15 |
disableJump<<17`; 0x37ff clears SetHoldKey/ModifyInterpretedState/
CancelMoveTo). ACE MotionInterp.cs:444-449 confirms. Our pass dispatched
with ctor defaults → the airborne Falling substitution clobbered
`InterpretedState.ForwardCommand` → HitGround's re-apply re-dispatched
Falling instead of the preserved pre-fall wire command. (The retail exit:
fwd is PRESERVED through the fall; HitGround re-dispatches it; the motion
table plays the Falling→X landing link — no wire input needed.) Bonus
decode: raw arg3 = DisableJumpDuringLink, so `(N, 0)` callers mean
allowJump=TRUE — all 9 caller polarities fixed; the W6 entry-cache
(built on the wrong "retail self-heals via hoisted registers" theory)
deleted; `copy_movement_from`'s `current_style` copy (raw 0051e757)
added to the UM flat-copy. NOTE: the handoff's "HitGround raw @305949"
was a mislabel — 305949 is inside `move_to_interpreted_state`; real
HitGround is 0x00528ac0 → `apply_current_movement(0,0)`.
2. **Landing order:** both GameWindow landing blocks cleared the Gravity
state bit BEFORE `Motion.HitGround()`, whose verbatim `state & 0x400`
gate no-opped the whole retail re-apply (retail never clears GRAVITY on
landing); the UP-driven block never called HitGround at all. Both now:
transients → `Motion.HitGround()``MoveTo.HitGround()` → THEN the DR
gravity-clear (register row AP-81; retire in R6).
3. **K-fix17 (the handoff's Q3):** its SetCycle DID execute — and re-set
the Falling cycle, because it read the leg-1-clobbered ForwardCommand
(0x40000015 ≠ 0 defeated the Ready fallback). Both SetCycle blocks
deleted — superseded by the retail path, which also plays the landing
LINK animation SetCycle never did.
Tests: `HitGround_AfterFall_RedispatchesPreservedForward_ExitsFalling`
lifecycle pin; `AirborneBody_NoCycleDispatches_OnlyTurnStop` assertion
flipped (it had PINNED the bug value). Suite 3,964 green. Spawned #164
(action-replay Autonomous bit).
## #150 — Open doors still blocked at the threshold (ethereal target not skipped in the step-down pass)
**Status:** DONE (2026-06-25) — after the retail collision sweep, an OPEN door

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@ -36,19 +36,19 @@ whole gate state — it is how both wedges were pinned.
## OPEN — next session picks up here (full trails in docs/ISSUES.md)
1. **#161 — remote jump landing stuck in the falling pose** (retested
post-TS-40: still broken). Evidence in the issue: `VU.land` fires but
the first post-landing UM still sees `seq now motion=0x40000015`; the
char recovers only via subsequent wire UMs; window-focus change also
unsticks it (a frame-advance/big-dt hint). PRIME SUSPECT: the funnel's
airborne branch dispatches Falling via `DoInterpretedMotion` with
ctor-default `ModifyInterpretedState=true` → interpreted fwd BECOMES
0x40000015 → `HitGround`'s `apply_current_movement` (interpreted branch
for remotes) re-dispatches FALLING instead of the pre-fall wire command.
CHECK RETAIL FIRST: does raw ~305730's falling dispatch really write
interpreted fwd; what exits Falling on a retail REMOTE landing
(HitGround raw @305949, the `apply_current_movement(this, 1, ...)`
arg semantics); does K-fix17's landing SetCycle even execute (probe it).
1. ~~**#161 — remote jump landing stuck in the falling pose**~~ **CLOSED
2026-07-03 `b1cf0102`, user live-verified.** The prime suspect was
right; the mechanism was a BN decomp artifact: retail REWRITES the
apply pass's params word (raw 305778 smeared store, mask 0x37ff →
`ModifyInterpretedState=false`; ACE MotionInterp.cs:444-449 confirms),
so retail PRESERVES interpreted fwd through the fall and HitGround
re-dispatches it (the landing-link exit). Also: both landing blocks
cleared Gravity BEFORE `Motion.HitGround()` (whose verbatim state&0x400
gate then no-opped — fixed order, AP-81); K-fix17's SetCycle DID
execute but re-set the clobbered Falling command — both copies deleted.
NOTE: "HitGround raw @305949" below was a mislabel (that line is inside
`move_to_interpreted_state`; real HitGround = 0x00528ac0 →
`apply_current_movement(0,0)`). Full trail: ISSUES Recently-closed #161.
2. **#162 — glide-class adjudication (PENDING USER)**: ACE re-broadcasts
every mover MoveToState to observers as autonomous mt-0
(MovementData.cs:162 — ACE's own "this is a hack" comment;