diff --git a/src/AcDream.App/Rendering/Walk/LandWalkOrder.cs b/src/AcDream.App/Rendering/Walk/LandWalkOrder.cs
new file mode 100644
index 00000000..4aef0c69
--- /dev/null
+++ b/src/AcDream.App/Rendering/Walk/LandWalkOrder.cs
@@ -0,0 +1,163 @@
+namespace AcDream.App.Rendering.Walk;
+
+///
+/// Campaign FW1 — retail's landscape draw-order machinery, ported from the
+/// named 2013 decomp (model: docs/research/2026-08-30-fw-walk-pseudocode.md §3).
+///
+/// Retail enumerates viewer-centered Chebyshev rings with one shared 8-slot
+/// coefficient pattern at BOTH grid levels: LScape::get_block_order
+/// @0x00504c50 builds the landblock draw list NEAR-TO-FAR (viewer block at
+/// index 0; LScape::draw @0x00506330 then walks it BACKWARDS =
+/// far-to-near), and CLandBlock::calc_sq_draw_order @0x0052f4a0 fills
+/// the per-block cell array BACKWARDS from the closest cell (forward walk =
+/// far-to-near). The coefficient tables were byte-decoded from the
+/// PDB-paired binary (block tables VA 0x0081cc6c..0x0081cd2b, cell tables
+/// VA 0x0081df88..0x0081e047 — the two sets are IDENTICAL).
+///
+public static class LandWalkOrder
+{
+ // The shared 8-slot ring pattern. For ring r, step s (0..r-1), slot k
+ // emits offset (dx, dy) = (XStep[k]*s + XRing[k]*r + XConst[k],
+ // YStep[k]*s + YRing[k]*r + YConst[k]).
+ // Expanded: (-s,+r) (-r,-s) (+s,-r) (+r,+s) (+s+1,+r) (-r,+s+1)
+ // (-s-1,-r) (+r,-s-1) — tiles each ring's 8r slots exactly once.
+ // Byte-decoded 2026-08-30; do not "simplify" the visit order — it decides
+ // draw order between equidistant blocks/cells and the oracle traces pin it.
+ private static readonly int[] XConst = [0, 0, 0, 0, 1, 0, -1, 0];
+ private static readonly int[] XRing = [0, -1, 0, 1, 0, -1, 0, 1];
+ private static readonly int[] XStep = [-1, 0, 1, 0, 1, 0, -1, 0];
+ private static readonly int[] YConst = [0, 0, 0, 0, 0, 1, 0, -1];
+ private static readonly int[] YStep = [0, -1, 0, 1, 0, 1, 0, -1];
+ private static readonly int[] YRing = [1, 0, -1, 0, 1, 0, -1, 0];
+
+ ///
+ /// LScape::get_block_order @0x00504c50: fills
+ /// with grid slots (x * width + y) near-to-far —
+ /// the viewer's slot first, then rings outward, skipping out-of-bounds
+ /// slots. Returns the number of slots written (= width² when the viewer
+ /// is inside the grid). The caller draws by walking the result BACKWARDS.
+ ///
+ public static int GetBlockOrder(int viewerX, int viewerY, int width, Span order)
+ {
+ int count = 0;
+ order[count++] = viewerX * width + viewerY;
+ int maxRing = MaxRingTo(viewerX, viewerY, width, width);
+ for (int ring = 1; ring <= maxRing; ring++)
+ {
+ for (int step = 0; step < ring; step++)
+ {
+ for (int slot = 0; slot < 8; slot++)
+ {
+ int x = XStep[slot] * step + XRing[slot] * ring + XConst[slot] + viewerX;
+ int y = YStep[slot] * step + YRing[slot] * ring + YConst[slot] + viewerY;
+ if (x >= 0 && x < width && y >= 0 && y < width)
+ order[count++] = x * width + y;
+ }
+ }
+ }
+ return count;
+ }
+
+ ///
+ /// CLandBlock::calc_sq_draw_order @0x0052f4a0 (ring half): fills
+ /// with cell slots (x * side + y) so that a
+ /// FORWARD walk visits cells far-to-near — the closest cell is written to
+ /// the LAST index and rings fill backwards from there. The array is
+ /// exactly filled (retail's --k reaches 0).
+ ///
+ public static void FillCellOrderFarToNear(int closestX, int closestY, int side, Span order)
+ {
+ int k = side * side;
+ order[--k] = closestX * side + closestY;
+ int maxRing = MaxRingTo(closestX, closestY, side, side);
+ for (int ring = 1; ring <= maxRing; ring++)
+ {
+ for (int step = 0; step < ring; step++)
+ {
+ for (int slot = 0; slot < 8; slot++)
+ {
+ int x = XStep[slot] * step + XRing[slot] * ring + XConst[slot] + closestX;
+ int y = YStep[slot] * step + YRing[slot] * ring + YConst[slot] + closestY;
+ if (x >= 0 && x < side && y >= 0 && y < side)
+ order[--k] = x * side + y;
+ }
+ }
+ }
+ }
+
+ ///
+ /// LandDefs::get_dir @0x005a9aa0: compass direction of a block at
+ /// grid offset (dx, dy) from the viewer's block. Lcoord y grows northward.
+ ///
+ public static LandDirection GetDirection(int dx, int dy)
+ {
+ if (dx < 0)
+ {
+ if (dy < 0) return LandDirection.SouthWest;
+ return dy > 0 ? LandDirection.NorthWest : LandDirection.West;
+ }
+ if (dx == 0)
+ {
+ if (dy < 0) return LandDirection.South;
+ return dy > 0 ? LandDirection.North : LandDirection.InViewerBlock;
+ }
+ if (dy < 0) return LandDirection.SouthEast;
+ return dy > 0 ? LandDirection.NorthEast : LandDirection.East;
+ }
+
+ ///
+ /// CLandBlock::calc_sq_draw_order @0x0052f4a0 (direction switch,
+ /// jump table @0x0052f8e0): the block's cell nearest the viewer, given the
+ /// block's compass direction from the viewer. For the viewer's own block
+ /// the viewer's cell coordinate (cell & 7 per axis) is scaled by
+ /// 8/side; for other blocks the facing edge/corner is closest.
+ ///
+ public static (int X, int Y) ClosestCell(
+ LandDirection dir, int viewerSqX, int viewerSqY, int side)
+ {
+ int scale = 8 / side;
+ return dir switch
+ {
+ LandDirection.InViewerBlock => (viewerSqX / scale, viewerSqY / scale),
+ LandDirection.North => (viewerSqX / scale, 0),
+ LandDirection.South => (viewerSqX / scale, side - 1),
+ LandDirection.East => (0, viewerSqY / scale),
+ LandDirection.West => (side - 1, viewerSqY / scale),
+ LandDirection.NorthWest => (side - 1, 0),
+ LandDirection.SouthWest => (side - 1, side - 1),
+ LandDirection.NorthEast => (0, 0),
+ LandDirection.SouthEast => (0, side - 1),
+ _ => throw new ArgumentOutOfRangeException(nameof(dir)),
+ };
+ }
+
+ // get_block_order's branchy max computation @0x00504ca0-0x00504cba:
+ // the largest Chebyshev distance from (x, y) to any grid corner —
+ // max(x, y, width-1-x, height-1-y, ...) — which guarantees the ring sweep
+ // reaches every in-bounds slot.
+ private static int MaxRingTo(int x, int y, int width, int height)
+ {
+ int max = x;
+ if (y > max) max = y;
+ if (width - 1 - x > max) max = width - 1 - x;
+ if (height - 1 - y > max) max = height - 1 - y;
+ return max;
+ }
+}
+
+///
+/// LandDefs::Direction (retail enum, values used raw by the
+/// calc_sq_draw_order jump table @0x0052f8e0).
+///
+public enum LandDirection
+{
+ InViewerBlock = 0,
+ North = 1,
+ South = 2,
+ East = 3,
+ West = 4,
+ NorthWest = 5,
+ SouthWest = 6,
+ NorthEast = 7,
+ SouthEast = 8,
+}
diff --git a/tests/AcDream.App.Tests/Rendering/Walk/LandWalkOrderTests.cs b/tests/AcDream.App.Tests/Rendering/Walk/LandWalkOrderTests.cs
new file mode 100644
index 00000000..76009bbf
--- /dev/null
+++ b/tests/AcDream.App.Tests/Rendering/Walk/LandWalkOrderTests.cs
@@ -0,0 +1,141 @@
+using AcDream.App.Rendering.Walk;
+
+namespace AcDream.App.Tests.Rendering.Walk;
+
+public sealed class LandWalkOrderTests
+{
+ [Theory]
+ [InlineData(5, 5, 11)] // retail defaults: mid_width 11, viewer centered
+ [InlineData(0, 0, 11)] // viewer at a grid corner
+ [InlineData(10, 3, 11)] // viewer at an edge
+ [InlineData(1, 1, 3)]
+ public void Block_order_covers_every_slot_exactly_once_viewer_first(
+ int vx, int vy, int width)
+ {
+ Span order = new int[width * width];
+
+ int count = LandWalkOrder.GetBlockOrder(vx, vy, width, order);
+
+ Assert.Equal(width * width, count);
+ Assert.Equal(vx * width + vy, order[0]);
+ var seen = new HashSet();
+ foreach (int slot in order)
+ Assert.True(seen.Add(slot), $"slot {slot} emitted twice");
+ }
+
+ [Fact]
+ public void Block_order_is_ring_monotone_near_to_far()
+ {
+ const int width = 11;
+ const int vx = 5, vy = 5;
+ Span order = new int[width * width];
+ LandWalkOrder.GetBlockOrder(vx, vy, width, order);
+
+ int previousRing = 0;
+ foreach (int slot in order)
+ {
+ int ring = Math.Max(Math.Abs(slot / width - vx), Math.Abs(slot % width - vy));
+ Assert.True(ring >= previousRing, "a later entry moved to a NEARER ring");
+ previousRing = ring;
+ }
+ }
+
+ [Fact]
+ public void Block_order_ring_one_matches_the_decoded_slot_pattern()
+ {
+ // Hand-expanded from the byte-decoded tables for ring 1, step 0:
+ // (0,+1) (-1,0) (0,-1) (+1,0) (+1,+1) (-1,+1) (-1,-1) (+1,-1)
+ // — cardinals first (N W S E), then diagonals (NE NW SW SE).
+ const int width = 3;
+ Span order = new int[9];
+ LandWalkOrder.GetBlockOrder(1, 1, width, order);
+
+ int[] expected =
+ [
+ 1 * 3 + 1, // viewer
+ 1 * 3 + 2, // (0,+1)
+ 0 * 3 + 1, // (-1,0)
+ 1 * 3 + 0, // (0,-1)
+ 2 * 3 + 1, // (+1,0)
+ 2 * 3 + 2, // (+1,+1)
+ 0 * 3 + 2, // (-1,+1)
+ 0 * 3 + 0, // (-1,-1)
+ 2 * 3 + 0, // (+1,-1)
+ ];
+ Assert.Equal(expected, order.ToArray());
+ }
+
+ [Theory]
+ [InlineData(0, 0, 8)]
+ [InlineData(7, 7, 8)]
+ [InlineData(3, 5, 8)]
+ [InlineData(0, 0, 1)]
+ public void Cell_order_fills_exactly_and_ends_at_the_closest_cell(
+ int cx, int cy, int side)
+ {
+ Span order = new int[side * side];
+ order.Fill(-1);
+
+ LandWalkOrder.FillCellOrderFarToNear(cx, cy, side, order);
+
+ Assert.Equal(cx * side + cy, order[^1]);
+ var seen = new HashSet();
+ foreach (int slot in order)
+ {
+ Assert.InRange(slot, 0, side * side - 1);
+ Assert.True(seen.Add(slot), $"slot {slot} written twice");
+ }
+ }
+
+ [Fact]
+ public void Cell_order_forward_walk_is_far_to_near()
+ {
+ const int side = 8;
+ const int cx = 2, cy = 6;
+ Span order = new int[side * side];
+ LandWalkOrder.FillCellOrderFarToNear(cx, cy, side, order);
+
+ int previousRing = int.MaxValue;
+ foreach (int slot in order)
+ {
+ int ring = Math.Max(Math.Abs(slot / side - cx), Math.Abs(slot % side - cy));
+ Assert.True(ring <= previousRing, "a later entry moved to a FARTHER ring");
+ previousRing = ring;
+ }
+ }
+
+ [Theory]
+ [InlineData(0, 0, LandDirection.InViewerBlock)]
+ [InlineData(0, 3, LandDirection.North)]
+ [InlineData(0, -1, LandDirection.South)]
+ [InlineData(2, 0, LandDirection.East)]
+ [InlineData(-4, 0, LandDirection.West)]
+ [InlineData(-1, 1, LandDirection.NorthWest)]
+ [InlineData(-2, -2, LandDirection.SouthWest)]
+ [InlineData(3, 1, LandDirection.NorthEast)]
+ [InlineData(1, -5, LandDirection.SouthEast)]
+ public void Direction_mapping_matches_get_dir(int dx, int dy, LandDirection expected)
+ => Assert.Equal(expected, LandWalkOrder.GetDirection(dx, dy));
+
+ [Theory]
+ [InlineData(LandDirection.InViewerBlock, 5, 3, 8, 5, 3)]
+ [InlineData(LandDirection.North, 5, 3, 8, 5, 0)] // block north: south edge faces viewer
+ [InlineData(LandDirection.South, 5, 3, 8, 5, 7)]
+ [InlineData(LandDirection.East, 5, 3, 8, 0, 3)] // block east: west edge faces viewer
+ [InlineData(LandDirection.West, 5, 3, 8, 7, 3)]
+ [InlineData(LandDirection.NorthWest, 5, 3, 8, 7, 0)]
+ [InlineData(LandDirection.SouthWest, 5, 3, 8, 7, 7)]
+ [InlineData(LandDirection.NorthEast, 5, 3, 8, 0, 0)]
+ [InlineData(LandDirection.SouthEast, 5, 3, 8, 0, 7)]
+ public void Closest_cell_matches_the_direction_switch(
+ LandDirection dir, int sqx, int sqy, int side, int expectedX, int expectedY)
+ => Assert.Equal((expectedX, expectedY), LandWalkOrder.ClosestCell(dir, sqx, sqy, side));
+
+ [Fact]
+ public void Closest_cell_scales_the_viewer_coordinate_for_low_resolution_blocks()
+ {
+ // side_cell_count < 8: retail divides the viewer's cell coord by 8/side.
+ Assert.Equal((2, 1), LandWalkOrder.ClosestCell(LandDirection.InViewerBlock, 5, 3, 4));
+ Assert.Equal((0, 0), LandWalkOrder.ClosestCell(LandDirection.InViewerBlock, 7, 7, 1));
+ }
+}