Commit graph

10 commits

Author SHA1 Message Date
Erik
991fb9a222 tools(probe): add StarsProbe to dump every SkyObject's geometry + UVs
Sibling of WeatherEnumerator/PesChainAudit. Walks every DayGroup in the
Dereth Region (0x13000000), prints each SkyObject (Properties bits,
TexVelocity, BeginTime/EndTime, gfx/pes ids), then dumps the underlying
GfxObj's vertices, UV ranges, and surfaces. The crucial diagnostic is
the per-GfxObj "UV range outside [0,1]" flag.

Built for Bug B (sky-investigation-handoff §"Bug B"): stars rendering as
a square in one corner of the sky. Smoking gun on first run: GfxObj
0x010015EF (OI-1 in every DayGroup, TexVelocity = 0) has UVs in
[0.398, 4.602] — meaning the texture tiles ~4× across each face, but
SkyRenderer's "CLAMP_TO_EDGE unless TexVelocity != 0" heuristic forces
clamp on it, so the whole inner dome samples edge texels except the
tiny region where UVs happen to fall in [0,1]. That tiny region is the
"square in one corner" the user observed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-26 22:19:28 +02:00
Erik
8db7a9ec28 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>
2026-04-26 21:40:34 +02:00
Erik
4717a5b6f7 docs(research): canonical retail keymap + dump-keymap tool
Pre-Phase K research artifact. Captures the AC retail default keymap
in two complementary forms so the upcoming InputAction enum + retail
preset (Phase K.1c) can be built byte-precise.

- docs/research/named-retail/retail-default.keymap.txt — verbatim
  copy of the user's test.keymap from
  ~/Documents/Asheron's Call/. Human-readable text format with
  every binding categorized: MovementCommands (W/X/A/D/Z/C/Q/Space/
  LShift/S + Y/G/H/B postures), ItemSelectionCommands (F/T/P + 18
  punctuation keys for compass/item/monster/player/fellow targeting),
  UICommands (F1-F12 panel toggles, R=USE, E=Examine, Esc=close,
  Shift+Esc=Logout), QuickslotCommands (1-9 + Ctrl/Alt variants for
  hotbar pages), Combat / MeleeCombat / MissileCombat / MagicCombat
  (mode-dependent Insert/PgUp/Delete/End/PgDn), Emotes
  (U=Cry, I=Laugh, J=Wave, O=Cheer, K=Point), CameraControls (numpad
  cluster), MouseCommands, ScrollableControls, EditControls,
  CopyAndPasteControls, DialogBoxes. 346 lines.

- docs/research/named-retail/keymap-default.txt — binary dump of
  the gmDefaultMap MasterInputMap from client_portal.dat at file id
  0x14000000. Decoded via the new tools/dump-keymap utility:
  scancodes + modifier flags + action IDs + activation phase per
  context. Confirms the text file's bindings against the dat-shipped
  default. Cross-referenced against
  acclient_2013_pseudo_c.txt:405510 (ACCmdInterp::OnAction) for the
  movement dispatch logic and :365889 (CPlayerSystem::OnAction) for
  the targeting dispatch.

- tools/dump-keymap/ — dotnet console tool referencing
  references/DatReaderWriter. Reads MasterInputMap entries from a
  dat directory + emits human-readable per-context binding tables.
  Reusable for future custom keymap analysis. Run with:
    dotnet run --project tools/dump-keymap/dump-keymap.csproj -c Release
  Default dat dir is %USERPROFILE%/Documents/Asheron's Call.

Foundation for Phase K — control system overhaul. Plan documented at
~/.claude/plans/ticklish-conjuring-cake.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 23:01:58 +02:00
Erik
83b020499b docs(research): #9 sweep acclient_function_map.md against PDB symbols
Pure-docs sweep. Cross-checked 63 hand-curated entries in
acclient_function_map.md against docs/research/named-retail/symbols.json
(the PDB-derived authoritative name table) using the new helper at
tools/pdb-extract/check_function_map.py.

Findings:
  - Zero entries matched address-and-name exactly. Confirms the
    PDB build is from a different revision than the binary that
    produced our Ghidra chunks (~0x800-0xC10 byte delta varies by
    function cluster). Match by NAME, not by raw address.
  - 38 entries corrected by PDB name lookup. The "Was" column
    preserves the old address for traceability against existing
    code comments. Old entries pointed mid-body of the actual
    function; new column heads point to function starts.
  - 25 entries have no PDB match. Either inlined / non-public
    (no S_PUB32 record) or our hand-derived names were synthesized
    from call-site analysis and don't match the MSVC mangled form
    in the PDB. Several had wrong class assignments (e.g. 0x5387C0
    claimed as CTransition::find_collisions, actually
    CPolygon::polygon_hits_sphere). Flagged for re-derivation in
    acclient_2013_pseudo_c.txt.

Pattern: kept the table format with two address columns (PDB +
legacy) so existing code references using the old addresses can
still be looked up. Added a sweep-summary section at the bottom of
the file documenting the methodology + findings.

Helper script at tools/pdb-extract/check_function_map.py is reusable
for future re-runs (re-run after every PDB regeneration / function
map edit).

Closes #9.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-25 17:44:07 +02:00
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