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