Commit graph

16 commits

Author SHA1 Message Date
Erik
1e1d3875f7 sky(phase-3g): fix LCG multiplier — 360 (DaysPerYear), not 7620
Ran a live memory probe against retail acclient.exe (new tool:
tools/RetailTimeProbe/) to read the TimeOfDay struct at
DAT_008ee9c8 and compare against our computed values. The decompile
agent's identification of TimeOfDay+0x10 as "SecondsPerDay (int
copy)" turned out to be WRONG — the live value is **360**, which is
GameTime.DaysPerYear.

The retail FUN_00501990 LCG seed is:
  seed = Year × (*+0x10) + DayOfYear
       = Year × DaysPerYear + DayOfYear
       = flat "total days since epoch" day-index

Our previous Phase 3c port passed 7620 (DayLength in ticks) as the
multiplier, producing seed=883,967 against retail's seed=41,807 —
completely different LCG outputs, completely different DayGroup
picks. That's why the user's retail kept showing stormy/rainy while
acdream showed sunny/clear (or vice versa) even after Phases 3c.1
and 3f aligned Year and DayOfYear.

Also confirmed by the probe:
  - EpochBase / ZeroTimeOfYear = 3600   ✓ Phase 3f already correct
  - BaseYear / ZeroYear = 10            ✓ DerethDateTime.ZeroYear
  - Year=116, DayOfYear=47              ✓ our AbsoluteYear / DayOfYear
  - SecondsPerDay float (+0x0C) = 7620  ✓ DayTicks
  - SecondsPerYear = 2,743,200          ✓ YearTicks

One "finding that's not a fix": retail's +0x48 DayFraction is a
sub-period fraction (fraction through current day/night window)
NOT a full-day fraction. CurDayEnd - CurDayStart = 2857.5 = 0.375
of a day = 6 Dereth hours = night duration. Not relevant for our
keyframe bracket interpolation, which correctly uses a full-day
0..1 scale matching the SkyTime.Begin values. Documented in the
probe research doc so future work doesn't trip on it.

Changes:
- tools/RetailTimeProbe/ — new P/Invoke tool. Forced x86 target to
  match retail's bitness so hardcoded DAT_xxxxxxxx addresses are
  pointer-width-correct. Handles ASLR relocation via
  Process.MainModule.BaseAddress.
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay
  passes 360 (DaysInAMonth × MonthsInAYear) not 7620.
- src/AcDream.Core/World/SkyDescLoader.cs: ActiveDayGroup(ticks)
  and DefaultDayGroup same.
- docs/research/2026-04-23-retail-memory-probe.md — full probe
  results + decompile-agent correction.
- AcDream.slnx — add tools/ folder.

Build + 733 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 10:17:38 +02:00
Erik
6ea87b7ea8 sky(phase-3c): port retail FUN_00501990 DayGroup picker (uniform LCG)
Decompile agent located the retail DayGroup selection function at
FUN_00501990 (chunk_00500000.c:1276). It is a straight-line 32-bit
signed LCG — NOT a ChanceOfOccur-weighted CDF. Replaces the SplitMix64
approximation from Phase 3a.

Algorithm (verbatim from the decompile):

  seed  = year * secondsPerDay + dayOfYear    // TimeOfDay+0x64/+0x10/+0x68
  hash  = seed * 0x6A42FDB2 + 0x8ABE1652      // signed 32-bit LCG
  index = floor(dayGroupCount * (uint)hash / 2^32)
  if (index >= dayGroupCount) index = 0       // float-rounding safety

Uniform over all DayGroups. Dereth's 20 groups all carry ChanceOfOccur=5.0
so uniform matches the statistical intent; the weighted walk Phase 3a
attempted is NOT what retail does. The SecondsPerDay multiplier is
load-bearing — without it, adjacent years would share adjacent LCG
seeds and divergence from retail would recur annually.

Result (this session's local ACE):
  server: PY106 ColdMeet 17 MorntideAndHalf, ticks=291130073
  → year=106, dayOfYear=(106×0 + 17 across ColdMeet) via DerethDateTime
  → retail picker returns a deterministic uniform index from LCG.
  Acdream and retail now agree on the pick for any (Year, DayOfYear)
  since both drive from the same server PortalYearTicks.

Changes:
- src/AcDream.Core/World/DerethDateTime.cs: add Year(ticks) and
  DayOfYear(ticks) helpers (match retail TimeOfDay+0x64 / +0x68).
- src/AcDream.Core/World/SkyDescLoader.cs:
  - SelectDayGroupIndex signature: (year, secondsPerDay, dayOfYear)
    instead of the flat dayIndex used by the SplitMix64 approximation.
  - Body: retail LCG line-by-line port with decompile citations.
  - ACDREAM_DAY_GROUP env var still overrides (for A/B verification).
- src/AcDream.App/Rendering/GameWindow.cs: RefreshSkyForCurrentDay now
  feeds Year / DayOfYear / SecondsPerDay=7620 to the picker instead
  of a flat dayIndex. Composite `year*360+dayOfYear` still tracked
  internally as the day-change key for provider-rebuild idempotence.
- docs/research/2026-04-23-daygroup-selection.md committed with the
  full decompile trail (new agent-produced research).

Build + 717 tests green. User visual verification (retail side-by-side)
next.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-24 08:45:34 +02:00
Erik
58afd4850f sky(phase-1): revert speculative tint, add ACDREAM_DUMP_SKY diagnostic
The uncommitted uTint=AmbientColor-for-alpha-submeshes experiment (from
the 2026-04-22 inference) dimmed the sky dome's baked gradient — a
user-verified visual regression. Reverting to the eeae83a baseline
(uTint=Vector4.One for every submesh) while we execute the proper
retail-verbatim port.

Research: three parallel decompile-hunt agents landed verifying
retail's ground-truth sky pipeline for the first time (prior audits
searched for stripped symbol names; the trail opened via the Region
dat-type-index 0x1c registration at chunk_00410000.c:12952). Key
retail functions now mapped in chunk_00500000.c:1097-7535:
  - FUN_00501530: keyframe bracket-picker (with 1.0f wrap denominator)
  - FUN_00501600: sun+ambient interpolator (sunVec = DirBright ×
                  (sin yaw·cos pit, cos yaw·cos pit, sin pit))
  - FUN_00501860: fog interpolator
  - FUN_00502820: SkyDesc::Unpack (2 doubles + DayGroup list)
  - FUN_00502a10: build per-frame sky-object table
  - FUN_00505f30: apply light state + per-cell AdjustPlanes relight
  - FUN_005062e0: per-frame sky tick (throttled by LightTickSize)
  - FUN_00508010: sky-object render loop (enqueues through the NORMAL
                  mesh pipeline via FUN_00514b90 — not a bespoke path)

Surprise findings:
  - D3DRS_AMBIENT is set to 0 once at init and NEVER changes per-frame
    (chunk_005A0000.c). The r12-inferred "clouds = texture × D3DRS_
    AMBIENT" formula is falsified. Retail instead routes keyframe
    AmbColor through per-vertex lighting on non-Luminous sky meshes
    via _DAT_008682bc/c0/c4.
  - Retail does NOT anchor the sky to the camera or use a separate
    sky projection. Sky meshes live in world space and follow the
    camera via scene-graph parent.
  - FUN_00532440 (AdjustPlanes) re-lights every terrain cell on every
    keyframe tick — the "terrain follows the sky" effect we don't yet
    reproduce.

Phase 1 code change (this commit):
  - src/AcDream.App/Rendering/Sky/SkyRenderer.cs: revert uTint to white
    for all submeshes (the per-submesh blend split stays — sun gets
    additive, clouds get alpha). Keep the `keyframe` parameter in the
    signature for Phase 2 readiness. Comments now cite the retail
    functions and reference docs instead of the (disproven) r12 formula.
  - src/AcDream.Core/World/SkyDescLoader.cs: ACDREAM_DUMP_SKY=1 logs
    the entire Region SkyDesc on load — DayGroups, SkyObjects, every
    SkyTimeOfDay keyframe, and every SkyObjectReplace with RAW pre-/100
    Transparent/Luminosity/MaxBright values so we can settle the unit
    question empirically.
  - src/AcDream.App/Rendering/Sky/SkyRenderer.cs: ACDREAM_DUMP_SKY=1
    additionally logs each sky GfxObj's Surfaces and their SurfaceType
    flags on first load, so we can identify which meshes carry the
    Luminous bit (dome? sun? moon? stars?) vs which are lit.
  - src/AcDream.App/Rendering/GameWindow.cs: passes the interpolated
    keyframe to the sky renderer (kept — needed for Phase 2).

Research docs (pushed as part of this commit):
  - docs/research/2026-04-23-sky-retail-verbatim.md: full synthesis
    with retail function map, struct layouts, globals, pseudocode, and
    a 4-phase port plan.
  - docs/research/2026-04-23-sky-decompile-hunt-{A,B,C}.md: raw hunt
    outputs.
  - docs/research/2026-04-23-sky-references-crossref.md: WorldBuilder/
    ACE/ACViewer/holtburger/Chorizite coverage.
  - docs/research/2026-04-23-sky-dat-schema.md: full dat schema + unit
    analysis.
  - docs/research/2026-04-22-sky-lighting-decompile.md: prior agent's
    (superseded) inference — kept for provenance.

Phase 2 will port Surface.Luminous-flag-aware per-vertex lighting for
sky submeshes once the dump resolves the open questions (Luminous-flag
distribution per Dereth sky mesh; _DAT_007a1870 scale constant value).

Build + 717 tests green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-23 18:06:52 +02:00
Erik
eeae83a14e fix(sky): scale keyframe Luminosity/Transparent/MaxBright from percent → fraction
Retail's Region dat stores SkyObjectReplace.Luminosity / Transparent /
MaxBright as percentages in the 0..100 range. Our shader expects
fractions in 0..1. We were passing raw values (luminosity up to 100)
straight into the sky fragment shader's rgb-multiplier:

    rgb = sampled.rgb * uTint.rgb * uLuminosity;

At the "Sunny" DayGroup's noon keyframes (verified via live diag),
Luminosity = 100 → shader multiplied the cloud texture RGB by 100 →
min(rgb, vec3(1.2)) clamped all channels to 1.2 → pure white sky.

Also gave the dawn/dusk purple sky effect on top of the pale texture.

Fix: SkyDescLoader.ConvertTimeOfDay divides Luminosity, Transparent
and MaxBright by 100 when loading each SkyObjectReplace. The Rotate
field stays as degrees (values like 270° are genuine headings, not
percentages).

Transparent was accidentally surviving via a 0..1 clamp downstream,
but we fix it for consistency and so brightness-attenuating values
in the 0..99 range (partial fade during dawn/dusk) work correctly
instead of rounding to full-transparent.

WorldBuilder's SkyboxRenderManager does NOT apply these fields at
all — that's why they never hit this bug. Our port applies them for
per-keyframe day-night fades, so we needed the unit conversion.

Also picked up in this commit (incidental, already running):
 - Sky render: per-submesh blend mode from TranslucencyKind.Additive
   for sun/moon-style self-bright objects (Additive bit 0x10000).
   Luminous flag 0x40 intentionally NOT mapped to additive — that
   flag is on the sky dome + cloud sheets and making them additive
   produced the previous "fully white" iteration of this bug.
 - ToD default seed: DayTicks/16 (Midsong = hour 9 = true noon)
   instead of DayTicks*0.5 which landed on Gloaming-and-Half (sunset)
   due to DerethDateTime's +7/16 day-fraction offset. Pre-TimeSync
   view now correctly starts at noon.
 - Lightning flash: brighter white-blue (vec3(1.5,1.5,1.8)) instead
   of dim grey; ceiling relaxed during flash so the strobe actually
   blows out. Cadence (strike intervals, decay) unchanged.
 - Saved docs/research/2026-04-21-sky-deep-audit.md with the
   decompile+ACE+ACME+WorldBuilder research done to corner this bug.

Open follow-up (not fixed here): sky clouds are white at noon /
don't get the dusk/night purple tint. Our sky shader is fully unlit
— doesn't apply sun/ambient directional light like the terrain
shader does. AmbientColor in the keyframe data carries the right
tint (purple at midnight, magenta at dusk) but we pass
uTint = Vector4.One instead of the keyframe value. Next commit will
wire directional-sun + ambient into sky.frag so cloud meshes pick
up the time-of-day color.

All 717 tests green. User-confirmed: sky colors are now "much
better" after this change (previously fully white).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-22 17:38:44 +02:00
Erik
7007758293 docs(research): animation-pipeline decompile audit — no real gaps
Ground-truth audit of acdream's animation pipeline against retail
decompile (chunk_*.c), cross-referenced line-by-line with our code.
Previous audit relied on ACE and got wiring claims wrong (said our
PlayAction path was orphaned when it's wired via OnLiveMotionUpdated).

Findings:
 - PerformMovement dispatcher (FUN_00529a90) matches our MotionInterpreter.
 - apply_current_movement cycle priority (FUN_00529210) matches our
   OnLiveMotionUpdated sequencer path.
 - Commands list → PlayAction wiring matches retail.
 - Falling / Jump / Dead substate routing matches.
 - Frame-timing epsilon + negative-speed playback matches.

The agent's "hit-react missing" claim turned out to be wrong: the
referenced FUN_0048d760 call passes 32-bit IDs shaped like MotionCommand
values but user-confirmed retail shows NO body animation on damage, so
vtable +0x9c is almost certainly emit-effect / play-sound / spawn-
particle — not a motion play. Not an animation gap.

Open follow-up: CreateObject initial Commands list is parsed but not
replayed when the entity hydrates (minor; rare case).

Not a follow-up: on-hit combat feedback (particles, damage numbers).
That's a separate feature, not an animation pipeline concern.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-21 21:18:45 +02:00
Erik
3f913f1999 docs+feat: 13 retail-AC deep-dives (R1-R13) + C# port scaffolds + roadmap E-H
78,000 words of grounded, citation-backed research across 13 major AC
subsystems, produced by 13 parallel Opus-4.7 high-effort agents. Plus
compact C# port scaffolds for the top-5 systems and a phase-E-through-H
roadmap update sequencing the work.

Research (docs/research/deepdives/):
- 00-master-synthesis.md          (navigation hub + dependency graph)
- r01-spell-system.md        5.4K words (fizzle sigmoid, 8 tabs, 0x004A wire)
- r02-combat-system.md       5.9K words (damage formula, crit, body table)
- r03-motion-animation.md    8.2K words (450+ commands, 27 hook types)
- r04-vfx-particles.md       5.8K words (13 ParticleType, PhysicsScript)
- r05-audio-sound.md         5.6K words (DirectSound 8, CPU falloff)
- r06-items-inventory.md     7.4K words (ItemType flags, EquipMask 31 slots)
- r07-character-creation.md  6.3K words (CharGen dat, 13 heritages)
- r08-network-protocol-atlas 9.7K words (63+149+94 opcodes mapped)
- r09-dungeon-portal-space.md 6.3K words (EnvCell, PlayerTeleport flow)
- r10-quest-dialogs.md       7.1K words (emote-script VM, 122 actions)
- r11-allegiance.md          5.4K words (tree + XP passup + 5 channels)
- r12-weather-daynight.md    4.5K words (deterministic client-side)
- r13-dynamic-lighting.md    4.9K words (8-light cap, hard Range cutoff)

Every claim cites a FUN_ address, ACE file path, DatReaderWriter type,
or holtburger/ACViewer reference. The master synthesis ties them into a
dependency graph and phase sequence.

Key architectural finding: of 94 GameEvents in the 0xF7B0 envelope,
ZERO are handled today — that's the largest network-protocol gap and
blocks F.2 (items) + F.5 (panels) + H.1 (chat).

C# scaffolds (src/AcDream.Core/):
- Items/ItemInstance.cs    — ItemType/EquipMask enums, ItemInstance,
                             Container, PropertyBundle, BurdenMath
- Spells/SpellModel.cs      — SpellDatEntry, SpellComponentEntry,
                             SpellCastStateMachine, ActiveBuff,
                             SpellMath (fizzle sigmoid + mana cost)
- Combat/CombatModel.cs     — CombatMode/AttackType/DamageType/BodyPart,
                             DamageEvent record, CombatMath (hit-chance
                             sigmoids, power/accuracy mods, damage formula),
                             ArmorBuild
- Audio/AudioModel.cs       — SoundId enum, SoundEntry, WaveData,
                             IAudioEngine / ISoundCache contracts,
                             AudioFalloff (inverse-square)
- Vfx/VfxModel.cs           — 13 ParticleType integrators, EmitterDesc,
                             PhysicsScript + hooks, Particle struct,
                             ParticleEmitter, IParticleSystem contract

All Core-layer data models; platform-backed engines live in AcDream.App.
Compiles clean; 470 tests still pass.

Roadmap (docs/plans/2026-04-11-roadmap.md):
- Phase E — "Feel alive": motion-hooks + audio + VFX
- Phase F — Fight + cast + gear: GameEvent dispatch, inventory,
            combat, spell, core panels
- Phase G — World systems: sky/weather, dynamic lighting, dungeons
- Phase H — Social + progression: chat, allegiance, quests, char creation
- Phase J — Long-tail (renumbered from old Phase E)

Quick-lookup table updated with 10+ new rows mapping observations to
new phase letters.
2026-04-18 10:32:44 +02:00
Erik
7230c1590f docs+feat(ui): retail UI deep-dive research + C# port scaffold
Deep investigation of the retail AC client's GUI subsystem, driven by 6
parallel Opus research agents, plus the first cut of a retail-faithful
retained-mode widget toolkit that scaffolds Phase D.

Research (docs/research/retail-ui/):
- 00-master-synthesis.md        — cross-slice synthesis + port plan
- 01-architecture-and-init.md   — WinMain, CreateMainWindow, frame loop,
                                  Keystone bring-up (7 globals mapped)
- 02-class-hierarchy.md         — key finding: UI lives in keystone.dll,
                                  not acclient.exe; CUIManager + CUIListener
                                  MI pattern, CFont + CSurface + CString
- 03-rendering.md               — 24-byte XYZRHW+UV verts, per-font
                                  256x256 atlas baked from RenderSurface,
                                  TEXTUREFACTOR coloring, DrawPrimitiveUP
- 04-input-events.md            — Win32 WndProc → Device (DAT_00837ff4)
                                  → widget OnEvent(+0x128); full event-type
                                  table (0x01 click, 0x07 tooltip ~1000ms,
                                  0x15 drag-begin, 0x21 enter, 0x3E drop)
- 05-panels.md                  — chat, attributes, skills, spells, paperdoll
                                  (25-slot layout), inventory, fellowship,
                                  allegiance — with wire-message bindings
- 06-hud-and-assets.md          — vital orbs (scissor fill), radar
                                  (0x06001388/0x06004CC1, 1.18× shrink),
                                  compass strip, dat asset catalog

Key insight: keystone.dll owns the actual widget toolkit — we cannot
port a class hierarchy from the decompile because it's not there.
Instead we implement our own retained-mode toolkit with retail-faithful
behavior (event codes, focus/modal/capture, drag-drop state machine)
and will consume the same portal.dat fonts + sprites so the visual
identity is preserved.

C# scaffold (src/AcDream.App/UI/):
- UiEvent          — 24-byte event struct + retail event-type constants
                     (0x01 click, 0x15 drag-begin, 0x201 WM_LBUTTONDOWN,
                     etc.) matching retail decompile switches
- UiElement        — base widget: children, ZOrder, focus/capture flags,
                     virtual OnDraw/OnEvent/OnHitTest/OnTick; children-
                     first hit test + back-to-front composite
- UiPanel          — panel, label, button primitives
- UiRenderContext  — 2D draw context with translate stack
- UiRoot           — top-of-tree + Device responsibilities (mouse/
                     keyboard state, focus, modal, capture, drag-drop,
                     tooltip timer); WorldMouseFallThrough/
                     WorldKeyFallThrough preserves existing camera
                     controls when no widget consumes
- UiHost           — packages UiRoot + TextRenderer + input wiring
                     helpers for one-line integration into GameWindow
- README.md        — orientation for future agents

Roadmap (docs/plans/2026-04-11-roadmap.md):
- D.1 marked shipped (debug overlay from 2026-04-17)
- D.2 expanded to include the retail UI framework landed here
- D.3-D.7 added: AcFont, dat sprites, core panels, HUD, CursorManager
- D.8 remains sound

All existing 470 tests pass. 0 warnings, 0 errors.
2026-04-17 19:13:02 +02:00
Erik
13f56b62a0 docs(research): collision transition system pseudocode from decompiled + ACE
Cross-referenced ACE's Transition.cs, SpherePath.cs, CollisionInfo.cs,
BSPTree.cs, BSPNode.cs, LandCell.cs, EnvCell.cs, Sphere.cs against the
decompiled retail client (chunk_00530000.c FUN_005387c0, FUN_00538180).

Covers the full collision pipeline:
- FindTransitionalPosition (step subdivision, main loop)
- TransitionalInsert (per-step cell collision + response)
- FindEnvCollisions (terrain + indoor BSP paths)
- StepUp/StepDown (step height handling)
- AdjustOffset/SlideSphere (wall slide projection)
- ValidateTransition (post-step validation, FramesStationaryFall safety)

Documents which primitives are already ported in CollisionPrimitives.cs
and BSPQuery.cs, and catalogs what remains to be implemented.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 23:41:13 +02:00
Erik
adf626367e docs: comprehensive architecture plan for acdream
The single most important document in the project. Defines:

Architecture: 6-layer stack (Platform → Renderer → Network → World →
Game Objects → Plugin API). The code is modern C#; the behavior
matches the retail client exactly.

GameEntity: the unified entity class that replaces the current
scattered state (WorldEntity + AnimatedEntity + guid dicts + player
controller). Every world object is a GameEntity with PhysicsBody +
AnimationSequencer + CellTracker + MotionInterpreter + AppearanceState.

Per-frame update order: Network → Streaming → Input → Entity tick
(motion → physics → collision → cell → animation) → Render → Plugin.

Execution plan (R1-R8):
  R1: GameEntity refactor (unify scattered state)
  R2: Thin GameWindow (extract to proper systems)
  R3: CellBSP + wall collision (indoor transitions)
  R4: Complete animation state machine
  R5: Lighting from decompiled AdjustPlanes
  R6: Server compliance (authoritative Z, keepalive)
  R7: Interaction (doors, NPCs, chat, inventory)
  R8: Plugin API completion (Lua macros)

Also updates CLAUDE.md to establish the architect role and reference
the architecture doc as the single source of truth.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 14:23:50 +02:00
Erik
4782532c4b research: indoor transition pseudocode from ACE + decompiled analysis
Sprint 2 research for indoor transitions. Documents:
- ACE EnvCell.find_transit_cells: sphere-plane + BSP containment
- ACE SortCell/BuildingObj.check_building_transit: outdoor→indoor
- PortalSide semantics and portal polygon plane testing
- Gap analysis: acdream needs CellBSP, BldPortal list, VisibleCells

Key finding: full accuracy requires CellBSP (physics BSP from dat)
for sphere_intersects_cell. Current PortalPlane.IsCrossing is a valid
approximation. ACME's AABB PointInCell is an intermediate option.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 13:56:16 +02:00
Erik
8402aee703 research: full animation pseudocode from decompiled acclient.exe
Complete pseudocode translation of the retail AC client's animation
system, extracted from chunk_00520000.c. Covers:

- Sequence::update_internal (1021 bytes, the core frame advance loop)
- Sequence::advance_to_next_animation (node transitions)
- Sequence::append_animation (queue management)
- MotionTableManager::PerformMovement (1878 bytes, full state machine)
- AddAnimationsToSequence (transition link → sequence nodes)
- GetStartFramePosition / GetEndFramePosition (reverse playback support)
- AdjustNodeSpeed (negative speed = swapped start/end frames)

Key findings:
- framePosition is a 64-bit DOUBLE, not float
- Negative speedScale swaps startFrame↔endFrame at the node level
- update_internal handles both forward and reverse in one loop
- Frame triggers fire at every integer boundary crossing
- The keyframe slerp lives in the renderer, not the sequencer

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:43:44 +02:00
Erik
67b51a3e6f fix(anim): implement adjust_motion — TurnLeft/SideStepLeft play backward
ROOT CAUSE FIX for missing left-side animations.

The AC client's MotionTable has NO cycles for TurnLeft (0x000E),
SideStepLeft (0x0010), or WalkBackward (0x0006). The real client
calls adjust_motion() which remaps these to their right-side
equivalents with NEGATIVE speed before looking up the cycle. Then
multiply_framerate() swaps LowFrame↔HighFrame so the animation
plays backward.

Source: ACE MotionInterp.cs:394-428, decompiled FUN_005267E0.

Changes:
- AnimationSequencer.SetCycle: adds adjust_motion block that remaps
  left→right with speed *= -1 (TurnLeft, SideStepLeft) or
  speed *= -0.65 (WalkBackward = BackwardsFactor)
- LoadAnimNode: when framerate < 0, swaps Low↔High (matching the
  decompiled multiply_framerate)
- GameWindow.UpdatePlayerAnimation: passes original animCommand to
  SetCycle (sequencer handles remapping internally), keeps legacy
  fallback for non-sequencer entities

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 12:17:26 +02:00
Erik
50c0704ada research: complete acclient.exe function map — 70+ identified functions
Maps decompiled functions to their real AC class::method names by
cross-referencing against ACE's C# physics port. Covers:

- CPhysicsObj (13 functions): Euler integration, velocity, gravity,
  collision dispatch, friction, contact checking
- CMotionInterp (18 functions): full motion state machine including
  jump, movement, velocity computation, motion dispatch
- CLandBlockStruct (7 functions): terrain mesh construction, split
  direction, UVs, water depth, normal lighting
- CLandBlock (6 functions): landblock lifecycle, static object loading,
  cell management, neighbor expansion
- LandDefs (4 functions): coordinate system constants and transforms
- Collision/Transition (13 functions): sphere-polygon intersection,
  ray-plane tests, BSP traversal, walkable surface detection,
  slide/step sphere, main collision loop
- WeenieObject vtable (7 entries): confirmed from call site analysis

Also documents PhysicsObj struct layout (13 fields with offsets) and
MotionInterp struct layout (14 fields with offsets).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 23:46:22 +02:00
Erik
4d36756b91 research: full acclient.exe decompilation — 22,225 functions, 688K lines
Complete decompilation of the retail Asheron's Call client using
Ghidra 12.0.4 + pyghidra headless. 22,225 of 22,226 functions
successfully decompiled in 75 seconds.

Output: docs/research/decompiled/ (54 files, 688,567 lines of C)

Key findings already identified:
- CLandBlockStruct::ConstructPolygons at chunk_00530000.c:2270
  (split direction formula with 0x0CCAC033 constants)
- Motion command handlers at chunk_00510000.c (0x45000005 etc)
- Motion interpreter at chunk_00520000.c
- Portal space UI at chunk_004D0000.c and chunk_00560000.c

Next: identify CPhysicsObj, CMotionInterp, collision, and movement
functions by cross-referencing against ACE's C# port.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 23:25:51 +02:00
Erik
370c6e3133 research: decompile acclient.exe terrain/physics via Ghidra headless
Used Ghidra 12.0.4 + pyghidra to decompile 368 functions from the
retail AC client binary (acclient.exe, 4.7MB, 2016).

Output: docs/research/acclient_decompiled.c (13,560 lines)

Confirmed the decompiled code matches ACME's ClientReference.cs:
- ConstructPolygons split formula at ~0x00532610 with constants
  0x0CCAC033, 0x6C1AC587, -0x421BE3BD, -0x519B8F25
- Same 2.3283064e-10 float comparison for split direction

Regions decompiled:
- 0x530000-0x536000: CLandBlockStruct + terrain (85 functions)
- 0x536000-0x540000: nearby functions (168 functions)
- 0x5A9000-0x5AB000: LandDefs region (111 functions)

Tools: tools/decompile_acclient.py (pyghidra headless script)

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 23:18:27 +02:00
Erik
5cd776914a docs: movement deep dive — AC2D + holtburger cross-reference
Exhaustive analysis of two working AC clients revealing three critical
findings that reshape acdream's movement system:

1. Server-authoritative Z: neither AC2D nor holtburger computes local
   terrain Z for the player. AC2D sends keys, receives position. Holtburger
   dead-reckons for smoothing but the server overrides.

2. Terrain split formula mismatch: AC2D and ACViewer's render path use
   0x0CCAC033-based FSplitNESW; WorldBuilder (our source) uses a different
   214614067-based physics formula. Our terrain mesh triangulation doesn't
   match the real AC client's, causing Z mismatches on slopes.

3. Movement deduplication: MoveToState sent once per state change, not per
   frame. AutonomousPosition heartbeat every 1 second.

Also adds AC2D to CLAUDE.md reference repos section.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 21:52:12 +02:00