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6 commits

Author SHA1 Message Date
Erik
69d884a3d6 tools(pdb-extract): #8 PDB -> symbols.json + types.json sidecar
Pure-Python MSF 7.00 PDB extractor (no deps, stdlib only). Reads
refs/acclient.pdb directly:
  - DBI stream (3) -> symbol record stream index + section header
    stream index
  - Section headers stream (9) -> per-segment image VA bases
  - Symbol record stream (8) -> S_PUB32 records with image VAs
  - TPI stream (2) -> LF_CLASS / LF_STRUCTURE named records (not
    forward-declared), with size leaf + name

Includes a best-effort MSVC C++ demangler so symbols.json is
grep-friendly:
  ?EnchantAttribute@CEnchantmentRegistry@@QBEHKAAK@Z
  -> CEnchantmentRegistry::EnchantAttribute

Both demangled `name` + raw `mangled` emitted per entry so callers
can choose. Operator overloads, vtables, and other special forms
where a partial demangle would be misleading are kept mangled.

Outputs committed to docs/research/named-retail/:
  - symbols.json (2.9 MB) — 18,366 named public function symbols
  - types.json (506 KB) — 5,371 unique named class/struct records

Spot check (matches discovery agent's earlier finding):
  CEnchantmentRegistry::EnchantAttribute -> 0x00594570 ✓

Updated docs/research/acclient_function_map.md header preamble to
direct readers at the new symbols.json as the authoritative name
source; the hand-curated table stays as the cross-port (ACE/ACME)
index. Several addresses there are wrong vs the PDB and will be
swept in the issue #9 close (Phase E).

Closes #8 (filed in Phase D's commit). Foundation for the address
sweep + name-driven workflows from here on.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 17:31:52 +02:00
Erik
1d54880213 sky(phase-8): retail-faithful night sky + README refresh
Iteration on the sky rendering pipeline to restore stars/moon visibility
at night and fix washed-out grey daytime clouds. Key fixes:

* sky.frag: disable fog-mix on sky meshes. Retail's keyframe FogEnd
  (0..400m at midnight, up to 2400m during day) is calibrated for
  terrain; sky meshes are authored at radii 1050-14271m which sits
  past FogEnd universally, causing every sky pixel to saturate to
  fogColor (dark navy). Stars, moon, dome texture all got
  obliterated. The horizon-glow trade-off is noted in the shader
  comment; research item to find retail's sky-specific fog range
  later.

* SkyRenderer + sky.frag: promote rep.Luminosity into uEmissive so the
  vertex lighting saturates properly for bright keyframes. Retail's
  FUN_0059da60 non-luminous path writes rep.Luminosity into
  material.Emissive via the cache +0x3c slot; we were instead using
  it as a post-fragment multiply which could only dim, never brighten.
  Net effect: daytime clouds now render saturated white, dome dims
  correctly at night (rep.Luminosity=0.11 → Emissive=0.11), stars
  and moon unchanged.

* terrain.vert: MIN_FACTOR 0.08 -> 0.0 per retail FUN_00532440 decompile
  (DAT_00796344 ambient-floor = 0.0). Back-lit terrain now falls to
  pure ambient rather than getting an 8% sun floor.

New research / tooling (no runtime impact):

* docs/research/2026-04-24-lambert-brightness-split.md — retail's
  ambient-brightness formula pinned from PE .rdata read + live
  RetailTimeProbe capture: effAmbBright = AmbBright + |sunDir| * 0.2
  where scale constant 0x0079a1e8 = 0.2f exactly.

* docs/research/2026-04-23-lightning-real.md — research note on the
  dat-baked PhysicsScript-driven lightning path (Rainy DayGroup has
  explicit PES-triggered flash SkyObjects with 5ms time windows).

* Corrections stapled to sky-decompile-hunt-{B,C}.md: DAT_00842778 is
  DirColor, DAT_0084277c is AmbColor (the hunt docs had the swap
  backwards).

* tools/RetailTimeProbe/Program.cs: extended with pid=NNNN selector,
  sky global probe (DirColor/AmbColor/AmbBright/sunDir/cache.amb),
  and the 0x0079a1e8 scale-factor readout.

* tools/SkyObjectInspect/: throwaway dat-inspector built by the Opus
  deep-dive agent. Identified GfxObj 0x010015EF as the stars layer
  (A8R8G8B8 128x128 texture, 4% bright-pixel ratio).

* src/AcDream.App/Rendering/TextureCache.cs: per-texture alpha
  histogram dump under ACDREAM_DUMP_SKY=1 for diagnosing "are the
  clouds decoded with proper alpha" type questions.

README: rewrite to reflect current state (playable pre-alpha rendering
Dereth with animated characters, day-night cycle, weather, etc.)
instead of the stale "Phase 0 dat inventory only" description.

All 742 tests green.
2026-04-24 20:34:36 +02:00
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
6a5d8c1580 feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody
Two major C# ports from the decompiled retail AC client (acclient.exe):

1. CollisionPrimitives (9 functions, 26 tests):
   - SphereIntersectsRay, RayPlaneIntersect, CalcNormal
   - SphereIntersectsPoly, FindTimeOfCollision
   - HitsWalkable, FindWalkableCollision
   - SlideSphere, LandOnSphere
   Ported from chunk_00530000.c functions FUN_005384e0 through FUN_0053a230.
   Cross-referenced against ACE's Physics/ C# port for algorithm verification.

2. PhysicsBody (7 methods, 31 tests):
   - update_object (top-level per-frame, sub-stepped at MaxQuantum=0.1)
   - UpdatePhysicsInternal (Euler: pos += v*dt + 0.5*a*dt²)
   - calc_acceleration (gravity=-9.8 when HasGravity)
   - set_velocity (clamp to MaxVelocity=50)
   - set_local_velocity (body→world via quaternion)
   - set_on_walkable, calc_friction (ground normal + pow decay)
   Ported from chunk_00510000.c/chunk_00500000.c.
   Struct layout confirmed against ACE PhysicsObj field offsets.

367 total tests green (258 core + 109 net). 57 new tests.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 23:54:51 +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