docs(research): sky/weather investigation handoff + diagnostic tools
Captures everything learned from a long worktree iteration on the foreground-rain bug (ISSUES.md #1 / #26) plus a new star-rendering bug observed in the same area. The code work from that worktree (WeatherDispatcher, EmitterDescLoader.LoadFromDat, WeatherCellRenderer, GameWindow integration) was reverted because it didn't visibly fix the rain bug — but the research findings + diagnostic tools are durable and should not have to be rediscovered. What's added: - docs/research/2026-04-26-sky-investigation-handoff.md Comprehensive seed prompt for the next session. Covers: * Bug A: foreground rain (#26) — what's open, what's confirmed, what's been tried * Bug B: stars rendering as square in corner (NEW, user-observed) * 40-agent decomp scan findings — retail rain is NOT camera- particles, NOT server-driven, NOT screen-space; the mesh IS a hollow octagonal tube; only 5 weather GfxObjs in Dereth * Things ruled out by trial (envelope, scaling, unlit, depth- always alone, Setup loading) * Things to try next (depth+zfar combined, full render-state audit, frame ordering, star UV bug as easier first target) * Acceptance criteria for "done" - docs/research/2026-04-26-chorizite-pr-draft.md Upstream PR draft for Chorizite/DatReaderWriter. Five generated DBObj source files reference nonexistent enum values and are silently excluded from the NuGet build: ParticleEmitterInfo, Clothing, PaletteSet, DataIdMapper, DualDataIdMapper. Fix: delete the duplicates. Independent of the rain work — benefits the AC modding ecosystem broadly. - docs/research/2026-04-26-datreaderwriter-reference.md Developer reference for our DatReaderWriter usage. Version, types we consume, known broken types, thread-safety caveats, upgrade procedure, NuGet-vs-vendored decision matrix. - tools/PesChainAudit/ Recursive PES walker — given a 0x33xxxxxx script id, walks all CallPES references and dumps every hook + every referenced ParticleEmitter's parameters. Used to prove no weather PES emits rain particles. - tools/TextureDump/ Dumps texture pixel statistics (alpha histogram, brightness, max) and saves as PNG for visual inspection. - tools/WeatherEnumerator/ Enumerates every DayGroup in a Region, lists weather SkyObjects (Properties & 0x04), dumps GfxObj bounding boxes. - tools/WeatherSetupProbe/ Loads a Setup id, dumps each part's GfxObj + frame + scale + surface. Used to prove weather Setups are 5cm dummy carriers. Worktree feature/sky-fixes is being deleted in a follow-up step. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# Upstream issue draft — Chorizite/DatReaderWriter
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**Repo:** https://github.com/Chorizite/DatReaderWriter
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This draft is for filing as a GitHub issue (or a 1-line-fix PR) against
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the Chorizite DatReaderWriter project. The duplicate generated file
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fails to build against its own enum and shadows the correct
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`ParticleEmitter` registration for the `0x32xxxxxx` ID range.
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---
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## Title (under 80 chars)
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`Duplicate ParticleEmitterInfo.generated.cs references missing DBObjType enum value`
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## Summary
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`DatReaderWriter/Generated/DBObjs/` contains two generated files for
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the same DB type (`DB_TYPE_PARTICLE_EMITTER`, ID range
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`0x32000000–0x3200FFFF`):
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- `ParticleEmitter.generated.cs` — class `ParticleEmitter`, uses
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`DBObjType.ParticleEmitter` (correct, matches the generated enum)
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- `ParticleEmitterInfo.generated.cs` — class `ParticleEmitterInfo`,
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uses `DBObjType.ParticleEmitterInfo` (does not exist in
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`Generated/Enums/DBObjType.generated.cs`)
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The second file is byte-for-byte identical to the first apart from the
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class name and the enum reference. Only `DBObjType.ParticleEmitter` is
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emitted by the source generator (see line 179 of
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`DBObjType.generated.cs`), so the duplicate fails to compile and also
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registers a second `[DBObjType(..., 0x32000000, 0x3200FFFF, ...)]`
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attribute for the same ID range, which collides at runtime in
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`PortalDatabase.Get<T>(uint id)`.
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## Reproduction
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1. Clone `Chorizite/DatReaderWriter` at master.
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2. `dotnet build DatReaderWriter.sln`
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3. Build fails in `Generated/DBObjs/ParticleEmitterInfo.generated.cs`
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on the `DBObjType.ParticleEmitterInfo` reference (`CS0117: 'DBObjType' does not contain a definition for 'ParticleEmitterInfo'`).
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If the file is hand-edited to compile (e.g. by switching the enum to
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`ParticleEmitter`), two classes are then registered for the same ID
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range `0x32000000–0x3200FFFF` and `Get<ParticleEmitterInfo>(id)` /
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`Get<ParticleEmitter>(id)` ambiguously dispatch.
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## Expected behavior
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A single generated class for `DB_TYPE_PARTICLE_EMITTER`. The
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`PortalDatabase.generated.cs` reader already exposes only
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`GetParticleEmitter(uint id)` returning `ParticleEmitter?`, so
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`ParticleEmitter` is the canonical name.
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## Actual behavior
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`ParticleEmitterInfo.generated.cs` exists and breaks the build. It
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appears to be a stale artifact from an earlier pass of the source
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generator when the type was renamed `ParticleEmitterInfo → ParticleEmitter`.
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## Proposed fix (one line)
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Delete `DatReaderWriter/Generated/DBObjs/ParticleEmitterInfo.generated.cs`.
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If the source generator regenerates it, the generator's type-name map
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needs the `ParticleEmitterInfo` entry removed too.
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## Why this matters to downstream consumers
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Downstream consumers (e.g. acdream, an open-source modern AC client
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that vendors DatReaderWriter) cannot build the library as-is — we
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have to manually delete the duplicate file in our vendored copy on
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every update. Anyone trying to load `0x32xxxxxx` records and reaching
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for `ParticleEmitterInfo` (the historical / decompiled-client name)
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hits a broken type instead of being directed at the renamed
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`ParticleEmitter`. A clean upstream fix removes the per-consumer
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patch.
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## Environment
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- Commit: master @ HEAD as of 2026-04-26
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- .NET SDK: 10.0
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- OS: Windows 11
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# DatReaderWriter (DRW) — developer reference
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Status as of **2026-04-26**. Source for "what's safe to call, what's
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broken, how to upgrade." Update this doc when DRW version bumps or when
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we discover a new safety/coverage gap.
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## 1. Current version
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- **Package:** `Chorizite.DatReaderWriter`
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- **Version:** `2.1.7` (NuGet)
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- Pinned in `src/AcDream.Core/AcDream.Core.csproj` and
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`src/AcDream.Cli/AcDream.Cli.csproj`. App + Core both transitively
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use that one version.
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- Some `tools/*` (WeatherSetupProbe, WeatherEnumerator, SkyObjectInspect,
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dump-keymap, PesChainAudit) `ProjectReference` the vendored repo
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directly instead of NuGet — see §7.
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## 2. Source repo
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- **Origin:** https://github.com/Chorizite/DatReaderWriter
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- **Vendored at:** `references/DatReaderWriter/` (HEAD `63e84b6 "Bump
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version"` — no git tag matching the NuGet version; the repo doesn't
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tag releases, ship version is `GitVersion.yml`-driven).
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- **License:** MIT, © 2024 ACClientLib (`references/DatReaderWriter/LICENSE.txt`).
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- **Targets:** `net8.0`, `netstandard2.0`, `net48`. We consume from
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`net10.0` projects; the `net8.0` TFM resolves cleanly via netstandard
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forward-compat.
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- **Project layout:** `DatReaderWriter/` (library), `…SourceGenerator/`
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(Roslyn generator emits packing code), `…Tests/`, `…Benchmarks/`.
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## 3. Types we use
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Top-level entry points:
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- `DatReaderWriter.DatCollection` — the four-database container
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(`Portal`, `Cell`, `HighRes`, `Local`).
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- `DatReaderWriter.Options.DatCollectionOptions` (caching mode, paths).
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- `DatCollection.Get<T>(id)` / `Portal.Get<T>(id)` — generic typed read.
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- `DatCollection.GetAllIdsOfType<T>()` — used by CLI enumerators.
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`DatReaderWriter.DBObjs.*` consumed in `src/`:
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- `LandBlock`, `LandBlockInfo`, `EnvCell`, `Region`
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- `GfxObj`, `Setup`, `Surface`, `SurfaceTexture` (via SurfaceDecoder)
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- `Animation`, `MotionTable`
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- `ParticleEmitter`, `PhysicsScript`
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- `Environment` (note: collides with `System.Environment`, must be FQN
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in `AcDream.Cli/Program.cs`)
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- `Wave` / sound DBObjs (via `DatSoundCache`, `SoundCookbook`)
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`DatReaderWriter.Types.*` consumed:
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- `AnimationFrame`, `MotionData`
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- `Polygon`, `VertexArray`, `Sphere` (BSPQuery, collision)
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- `SoundEntry`, `AnimationHook`, `CreateParticleHook`
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- `BSPNode` / `BSPTree` / `PhysicsBSPNode` / `CellBSPNode` /
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`DrawingBSPNode` (BSP traversal in `BSPQuery`, `PhysicsDataCache`)
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`DatReaderWriter.Enums.*` consumed:
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- `MotionCommand` (aliased `DRWMotionCommand` in MotionCommandResolver)
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- `Sound` (aliased `DRWSound`)
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- `StipplingType`, plus various surface/material flags
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## 4. Known broken / missing types
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- **`RenderMaterial`** — not implemented. Per upstream README "Known
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Issues." We do not consume it.
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- **`LayoutDesc`** — README marks it "supported but structure will need
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cleanup." Treat fields as unstable across versions. We do not depend
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on it directly.
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- **`ParticleEmitterInfo`** — DRW exposes the **`ParticleEmitter`**
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DBObj only. There is no separate `ParticleEmitterInfo` type. Our
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`Vfx/VfxModel.cs` comment that mentions "ParticleEmitterInfo dat" is
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conceptual (matches the retail header struct name); the actual lookup
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in `EmitterDescLoader.cs` is `dats.Portal.Get<ParticleEmitter>(id)`
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with a `using DatParticleEmitter = DatReaderWriter.DBObjs.ParticleEmitter;`
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alias because we have our own `ParticleEmitter` runtime class in
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`AcDream.Core.Vfx`.
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- **Anything not in `DBObjs/`** — only 5 DBObj files exist
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(`ActionMap`, `DBProperties`, `Iteration`, `LandBlock`,
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`MasterProperty`) at the top level of that folder; the rest (GfxObj,
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Setup, etc.) live elsewhere in the source tree. If a type doesn't
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resolve, search the DRW source — don't assume it's missing.
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## 5. Unsafe patterns
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**`DatCollection` is NOT thread-safe.** `DatBinReader` holds a buffer
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position field per database; concurrent `Get<T>` calls from two threads
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corrupt each other and produce silently half-populated payloads
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(half-empty `LandBlock.Height[]` in our case). See
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`memory/feedback_phase_a1_hotfix_saga.md` rule #2 — Phase A.1 burned
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~3 hotfixes mis-diagnosing this as something else.
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**Rules:**
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1. All `DatCollection.Get<T>()` calls run on the render thread.
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2. `LandblockStreamer` runs synchronously (see header comment, lines
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17–32 of `src/AcDream.App/Streaming/LandblockStreamer.cs`). The
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worker-thread design was reverted; the channel-based outbox is
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retained so the moment a thread-safe wrapper exists we can swap
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loaders back to async without touching call sites.
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3. Don't claim "DRW is thread-safe per its docs." There are no such
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docs. The README says nothing about concurrency.
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4. The async surface area (`*Async` methods) is for I/O, not
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concurrent reads — calling them from two threads is still unsafe.
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**Caching:** `DatCollectionOptions` caching mode is `OnDemand`. Don't
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flip to `None` without re-benchmarking — terrain mesh build hits the
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same `LandBlock` repeatedly.
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## 6. How to upgrade
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1. Bump `Version="2.1.7"` in `src/AcDream.Core/AcDream.Core.csproj` and
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`src/AcDream.Cli/AcDream.Cli.csproj` (and any `tools/*` using the
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NuGet package, e.g. `TextureDump`).
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2. Pull `references/DatReaderWriter/` to the matching commit so the
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vendored copy stays in sync (used by tools that `ProjectReference`
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it directly + as a search target for "what's in DRW today").
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3. `dotnet restore && dotnet build` from repo root.
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4. Run the full test suite (`dotnet test`). Watch for compile breaks
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on type renames (DRW has historically renamed `DBObj` types between
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minor versions).
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5. Smoke-test live: launch against the local ACE server and walk
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Holtburg → Foundry. Watch for half-loaded landblocks (missing
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heights / null surfaces) — that's the canonical "thread-safety
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regression slipped in" signature.
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**Risks per area:**
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- **DBObj field renames** — DRW source-generates packing; field renames
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break every consumer. Grep before bumping.
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- **Enum value reordering** — `MotionCommand`, `Sound`,
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`StipplingType` are enum-by-name in our code, so adds are safe but
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removals will break.
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- **BSP type changes** — `BSPNode` family is consumed in `BSPQuery.cs`
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(collision). Any signature change there is a high-risk diff that
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needs the conformance sweep re-run.
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## 7. NuGet vs vendored
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- **Use NuGet** (`Chorizite.DatReaderWriter` package) for everything
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shipped in `src/` and any `tools/` that doesn't need DRW internals.
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This is the default. Currently `AcDream.Core`, `AcDream.Cli`, and
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`tools/TextureDump`.
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- **Vendor (`ProjectReference` to `references/DatReaderWriter/…`)** when:
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- The tool needs a DRW type or method that isn't `public` in the
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NuGet build (some helpers are `internal`).
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- You're prototyping a DRW patch you intend to upstream — edit in
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place, build, validate, then PR upstream.
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- Diagnostic / probe tools (`WeatherSetupProbe`, `WeatherEnumerator`,
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`SkyObjectInspect`, `dump-keymap`, `PesChainAudit`) where iteration
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speed against DRW source matters more than ship discipline.
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- **Never mix** within one assembly. A project either NuGet-references
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DRW or `ProjectReference`s the vendored copy. Both produces type-
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identity errors at the boundary.
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- **Production code stays on NuGet.** When a vendored tool proves a
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DRW change is needed, upstream it, wait for a release, and bump §6.
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# Sky / Weather Investigation — Handoff for Next Session
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**Date:** 2026-04-26
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**Author:** Claude (Opus 4.7) closing out a long worktree
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**Purpose:** seed prompt for a fresh session that resumes investigation of two sky-related visual bugs without re-deriving everything we learned the hard way.
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---
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## What you're picking up
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Two open visual bugs in the sky/weather pipeline, both observed against a live ACE server in Holtburg:
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### Bug A — Foreground rain missing (ISSUES.md #26)
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In retail, when the active DayGroup is "Rainy", you see rain everywhere — in the air between the camera and your character, on the horizon, overhead. Volumetric appearance.
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In acdream as of `main` (post-revert), you see no falling rain at all. Even the previous (rolled-back) work that rendered the rain mesh in world space produced only a "discrete cylinder of rain" around the player, not the volumetric look retail has.
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### Bug B — Stars appear as a square in one corner instead of stretched across the sky
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User-observed during a recent night-time launch. The star sky-object's texture appears as a small square in one corner of the geometry instead of being mapped across the full sky dome / star plane. Suspected: UV-mapping bug, or wrong texture wrap mode (CLAMP vs REPEAT), or wrong geometry for the star object.
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**Both bugs may share a root cause** in how we handle sky GfxObj UVs / texture sampling. Worth investigating B first because it might be simpler AND might reveal something that explains A too.
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---
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## What's on `main` right now
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- The original `SkyRenderer` (camera-anchored sky pass) — unchanged.
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- The original hardcoded camera-attached rain emitter (`BuildRainDesc`/`BuildSnowDesc` + `UpdateWeatherParticles`) in `GameWindow.cs` — still uses the broken `StartAlpha = 0.3 → EndAlpha = 0` linear fade. This is the alpha-fade bug from the original Issue #1 (rain fades to invisible exactly at ground level).
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- ISSUES.md #1 is OPEN and #26 hasn't been filed yet on main (it lived only on the deleted `feature/sky-fixes` branch).
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**This handoff doc captures everything #26 contained**, so don't worry about losing it.
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---
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## What we already learned (40-agent decomp scan, 2026-04-26)
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**Confirmed truths about retail rain:**
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1. **Retail rain is NOT camera-attached particles.** Across the entire 1.4M-line decomp at `docs/research/named-retail/acclient_2013_pseudo_c.txt`, only TWO callers of `ParticleManager::CreateParticleEmitter` exist — both are animation-hook executors (`CreateParticleHook::Execute`, `CreateBlockingParticleHook::Execute`). No camera-attached rain spawner exists in retail.
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2. **Retail rain is NOT server-driven.** No inbound network message triggers rain. ACE doesn't broadcast it. Weather is entirely client-side, dat-driven from `Region.SkyInfo.DayGroups[i].SkyObjects[]`. `EnvironChangeType` (fog colors + 6 thunder sound enums) is the only weather-related broadcast and it doesn't trigger visuals.
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3. **Retail rain is NOT screen-space.** No fullscreen quad, no orthographic projection, no render-target swap, no post-process. Verified via grep for `D3DXMatrixOrtho`, `SetRenderTarget`, `FullscreenQuad`, etc.
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4. **The mesh IS exactly a hollow octagonal tube.** Vertex dump of `0x01004C42` and `0x01004C44`:
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- 24 verts (some duplicated for UV seams)
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- 16 triangles forming 8 vertical wall quads
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- Octagonal corners at radius 113m around center
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- 815m tall (z=0.11 to z=814.90)
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- **No top/bottom caps** — purely walls
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- Surface 0x080000C5 = `Base1Image | Translucent | Alpha | Additive`, SurfTranslucency=0.5
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5. **Only 5 unique weather GfxObjs exist in all of Dereth's 20 DayGroups:**
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- `0x01004C44` — hollow octagonal tube, TexVel=(0.02, -1.7) — direct GfxObj
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- `0x01004C42` — hollow octagonal tube, TexVel=(0.02, -2.0) — direct GfxObj
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- `0x02000BA6`, `0x02000588`, `0x02000589` — Setups, each containing a SHARED single 5cm dummy GfxObj (`0x010001EC`, 3 verts, 1 polygon) carrying a flash PES via DefaultScript
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6. **The PES referenced by weather Setups produces ONLY flash + sound effects.** Recursive walk via `tools/PesChainAudit/` confirmed: across all 5 weather PESes (`0x33000453`, `0x33000428`, `0x3300042C`, `0x33000429`, `0x3300042D`), there is exactly ONE CreateParticleHook anywhere in the chain, and it spawns `ParticleEmitter 0x320002C2` — a 10ms-lifetime, max-2-particle, zero-extent flash. The other 4 PESes are pure SoundTweaked + CallPES recursion loops (rolling thunder cadence). Zero rain particles.
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7. **The rain streak texture is `0x050016A6`** — 256x256, R8G8B8 (no alpha), 99.4% black, sparse bright streaks. Engineered for additive blending. Not the texture itself broken — works as designed for an additive sparse-streak overlay.
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8. **Retail uses `DEPTHTEST_ALWAYS` and `zfar*4`** for the weather pass, set at decomp `0x00507063` and `0x00507055` in `GameSky::Draw(arg2=1)`. We tried `DEPTHTEST_ALWAYS` alone — it made the visual WORSE (rain mesh now covers everything as a wall over scene geometry). Whatever combination retail uses, it's not just depth-always.
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|
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**Things we ruled out by trying:**
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||||
|
||||
- Camera-attached envelope spawn (made up r12-deepdive params; appeared as small dots near camera, not retail-like)
|
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- Scaling the rain mesh down (turns it into an obvious cylinder around player)
|
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- Unlit additive shader (no perceptible change)
|
||||
- DEPTHTEST_ALWAYS alone (made it look worse)
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- Setup loading for weather Setups (Setup parts are 5cm dummy quads, not visual)
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||||
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||||
**Things we did NOT try and might be the answer:**
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|
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- **Retail's frame ordering** — maybe the weather pass renders BEFORE the scene, not after. Worth checking the main render loop in retail (probably around `LScape::draw` or `SmartBox::Draw`).
|
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- **Per-surface render state on the additive surface** — maybe retail enables D3DRS_ALPHATESTENABLE + D3DRS_ALPHAREF for the rain Surface specifically, discarding pure-black texels.
|
||||
- **Texture sampling differences** — mipmap settings, bilinear vs nearest, anisotropy. Retail's view of the cylinder wall at 113m goes through mipmap selection that might dramatically affect appearance.
|
||||
- **The DEPTHTEST_ALWAYS + zfar*4 combination together** — we only tried depth alone. Maybe the zfar change is what makes it work.
|
||||
- **Multiple instances of the same mesh** — retail might spawn the rain CPhysicsObj at SEVERAL anchor positions (not just the player), creating overlapping coverage. Worth re-checking `GameSky::CreateDeletePhysicsObjects` for loop bounds.
|
||||
- **The actual texture pixel content displayed in retail vs ours** — `tools/TextureDump/` already dumps the texture as PNG. Worth visually comparing what retail's rain looks like to verify the texture is correct.
|
||||
|
||||
---
|
||||
|
||||
## Probe tools available (already on main, in `tools/`)
|
||||
|
||||
These are one-shot diagnostic console apps. Each builds standalone with `Chorizite.DatReaderWriter` NuGet + an env var pointing at the dat dir.
|
||||
|
||||
- **`tools/PesChainAudit/`** — recursive PES walker. Given a starting `0x33xxxxxx` script id, walks all CallPES references and dumps every hook + every referenced ParticleEmitter's params. Used to prove no weather PES has rain particles.
|
||||
- **`tools/TextureDump/`** — dumps texture pixel stats (alpha histogram, brightness mean/stddev, max) and saves as PNG for visual inspection.
|
||||
- **`tools/WeatherEnumerator/`** — enumerates all DayGroups in a Region, lists every weather SkyObject (Properties & 0x04), dumps GfxObj bounding boxes.
|
||||
- **`tools/WeatherSetupProbe/`** — loads a Setup id, dumps every part's GfxObj, frame, scale, and surface info. Used to prove weather Setups are 5cm dummy quads.
|
||||
- **`tools/SetupProbe/`** — already in main (similar to WeatherSetupProbe, slightly different focus).
|
||||
|
||||
Run from `tools/<name>/` with `dotnet run -c Release`. Set `ACDREAM_DAT_DIR` if needed (defaults to `%USERPROFILE%\Documents\Asheron's Call`).
|
||||
|
||||
---
|
||||
|
||||
## Other useful research artifacts on main
|
||||
|
||||
- **`docs/research/2026-04-26-chorizite-pr-draft.md`** — upstream PR draft for the Chorizite/DatReaderWriter project. Five DBObj source files in their `Generated/` directory are stale duplicates that reference nonexistent enum values, causing them to be silently excluded from the published NuGet (`ParticleEmitterInfo`, `Clothing`, `PaletteSet`, `DataIdMapper`, `DualDataIdMapper`). The fix is to delete those files. **You can file this PR independent of the rain investigation — it benefits the whole AC modding ecosystem.**
|
||||
|
||||
- **`docs/research/2026-04-26-datreaderwriter-reference.md`** — DRW dev reference. Versioning, types we use, broken types catalog, upgrade procedure, NuGet vs vendored decision matrix.
|
||||
|
||||
- **`docs/research/named-retail/`** — the PDB-named retail decomp. Always grep here FIRST for any AC behavior question. Particularly relevant for sky/weather:
|
||||
- `GameSky::Draw` at `0x00506ff0`
|
||||
- `GameSky::CreateDeletePhysicsObjects` at `0x005073c0`
|
||||
- `GameSky::MakeObject` at `0x00506ee0`
|
||||
- `GameSky::UpdatePosition` at `0x00506dd0`
|
||||
- `LScape::weather_enabled` at `0x0081cbe9`
|
||||
- `SmartBox::EnableWeather` at `0x00451dd0`
|
||||
|
||||
- **`docs/research/deepdives/r12-weather-daynight.md`** — pre-decomp deep dive on weather mechanism. **Several claims in r12 turned out to be incorrect** (specifically the "rain is a camera-attached ParticleEmitter" claim was disproven by the 40-agent scan). Read it for context but don't trust the rain-mechanism details.
|
||||
|
||||
- **`docs/research/2026-04-23-lightning-real.md`** — corrected understanding of lightning (server-driven via opcode `0xF754 PlayScript`, not sky-walked). Relevant if you also work on Issue #2.
|
||||
|
||||
---
|
||||
|
||||
## Suggested next investigation paths (priority-ranked)
|
||||
|
||||
1. **Investigate Bug B first (the star bug)** — much more concrete (UV mapping, texture wrap, geometry — all easily inspectable). May reveal the same kind of issue that affects rain. Specifically:
|
||||
- Identify which SkyObject in DayGroup[0] (Sunny / clear night) renders the stars
|
||||
- Dump that GfxObj's vertices + UVs via the existing `tools/SetupProbe/` or extend `WeatherEnumerator/`
|
||||
- Compare authored UV range to expected sky-dome coverage
|
||||
- Check texture wrap mode in `SkyRenderer.cs` (we set REPEAT for scrolling, CLAMP_TO_EDGE otherwise — stars probably need REPEAT or full UV remapping)
|
||||
|
||||
2. **Re-grep retail decomp for the FULL render-state setup around the weather pass.** The agents found DEPTHTEST_ALWAYS but maybe missed alpha test, blend mode, fog state, sample state, etc. Specifically dump the full `GameSky::Draw(arg2=1)` body and verify EVERY D3D state call we should be replicating.
|
||||
|
||||
3. **Try DEPTHTEST_ALWAYS + zfar*4 TOGETHER.** We only tried depth alone. The zfar change may matter for how the cylinder's far wall projects.
|
||||
|
||||
4. **Investigate retail's frame ordering.** Where in retail's main render loop does `GameSky::Draw(arg2=1)` actually fire? Before or after scene meshes? If it's BEFORE, the depth test gives a totally different result than rendering after.
|
||||
|
||||
5. **File the Chorizite PR.** Independent of rain. Easy contribution.
|
||||
|
||||
---
|
||||
|
||||
## What "done" looks like
|
||||
|
||||
For Bug A (rain): standing in Holtburg during a Rainy DayGroup with `ACDREAM_DAY_GROUP=7`, rain visible IN the air between camera and character, not just on horizon. Looking up still matches retail. Walking forward, rain follows naturally.
|
||||
|
||||
For Bug B (stars): standing in Holtburg at night (`ACDREAM_DAY_GROUP=<night-group-index>`), stars visible as a full sky covering, NOT a small square in one corner.
|
||||
|
||||
---
|
||||
|
||||
## Suggested first prompt for the next session
|
||||
|
||||
```
|
||||
Read docs/research/2026-04-26-sky-investigation-handoff.md.
|
||||
|
||||
Tackle Bug B (stars rendering as a square in one corner) first
|
||||
since it's more concrete. Use tools/WeatherEnumerator/ as a model
|
||||
for a new probe that dumps the star SkyObject's geometry and UVs.
|
||||
Iterate to a fix, verify visually, commit.
|
||||
|
||||
Once stars work, return to Bug A (rain) using the priority-ranked
|
||||
investigation paths in §"Suggested next investigation paths" of
|
||||
the handoff doc. The 40-agent findings have ruled out enough that
|
||||
the next likely answer is in retail's full render-state setup
|
||||
around the weather pass — specifically things the agents may have
|
||||
missed beyond DEPTHTEST_ALWAYS.
|
||||
|
||||
Use a worktree per CLAUDE.md, and don't ask "should I continue"
|
||||
between sub-steps.
|
||||
```
|
||||
Loading…
Add table
Add a link
Reference in a new issue