Owner client with both probes: root 0xF4180114, eye (39.89,17.25,182.36),
sweep uncontacted; the hall's interior shows above the bottom arch where
retail shows the solid far face, which the DAT gives as five exit portals.
The retail capture cathedral-stair-arch is requested as the fix oracle.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Read-only decomp + real-DAT replay: eleven sweep/root differences, each
unreachable at the pose or more constrained than retail; the replay seats
the pivot in 0xF4180114, stops the boom on its east pier at y=16.448, and
the walk from that root floods 114/113/112 with seven exit views. The
owner's probe launch line now also sets ACDREAM_PROBE_FACILITY_STAIRS.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The S4-c1 retail lens caught the lead's paraphrase inverting retail's
predicate (any vertex on any plane vs every vertex on the same plane);
the contract and T2 now state the decomp's four per-plane predicates.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Two live cdb captures on the paired 2013 client at the Holtburg doorway:
the blockset template (every Render::block_check call of one frame — 2,601
resident blocks x 2 exit views) proves retail tests a9c9 at ring slot
25,46 and returns PARTIALLY then OUTSIDE; the blockcheck template dumps
its four corner interval vectors (0 0 0 0 300.4|310.2 and 0 0 0 1001 ...,
slab 75..330). acdream's replay at the same P pose reproduces the sentinel
pattern, the four edge planes and both verdicts, drawing a9c9 once, with
clip heights 298.8/308.5 m — a 0.5 % plane difference (about 0.35 px of
projected door-vertex position). At the fixture pose that margin is what
flips the south-west corner from inside to outside on the fourth edge
plane, so retail's four-corner unanimity test says OUTSIDE where ours
says PartiallyInside. Not fixable bit-exactly short of D3D's x87
transform; the KnownFailure row stays with its comment rewritten, the
register carries AD-118, and the first filtered capture's silent miss
(cdb sign-extends poi() inside .if; use dwo()) is noted in the template.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Instrumented arrivals show the Hidden-state cloud's emitters spawn in the
arrival cell, become view-eligible when the world appears, and are never
drawn: the walk draws an owner's emitters only through the owner's registry
rows, and a hidden owner's shadow is suspended. Retail's
CPhysicsObj::add_particle_shadow_to_cell (0x00514a70) gives an emitter one
shadow in its own cell, drawn at that cell's turn regardless of the parent's
hidden state. S2 chunk 6 (packet §10) ports that: per-cell emitter draw
membership, owner-union particle path deleted. Route timing fixed so the
arrival screenshots anchor on the reveal.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Owner G2 check at 4b0b29e4: Facility Hub PASS, Holtburg house PASS,
cathedral leak unchanged (S3/S4). Two new findings:
- doorway-sized fragments of houses on the terrace below show through
the hill in Holtburg: PortalDepthMaskRenderer draws every visited cell's
exit-portal fan with depth compare Always + write, so a doorway behind
terrain still punches far depth through it. Pre-existing; S4 owns the
punch (ledger row updated).
- the purple UnHide haze (script type 0x75, played on the retail
Hidden->visible physics-state edge) no longer shows on the local player
after a portal. Under investigation: temporary print-only traces
[pes-spawn]/[pes-vis] under ACDREAM_DUMP_PLAYSCRIPT=1 (launch-options row
amended; both die with the investigation) and a timed arrival route
tools/overhaul-selfgate/route-portal-haze.txt.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Lead-run visual gate: direct character login through a session config,
the owner-supplied /teleloc poses (cathedral floating stairs, Facility Hub
stairs, Holtburg house), one screenshot per pose into the automation
artifact directory, graceful close-client. The runner refuses to start
while any AcDream.App process exists and never hard-kills a client.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
The AM and PM breakpoint actions carried a single-backslash newline; cdb
needs the doubled form inside a quoted bp action, as the other lines use.
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Recon script, three capture templates (walk / parts / alpha-depth),
runner, and operator README under tools/walk-oracle/oh/. FW0 line formats
are kept byte-identical; new EC/OC/PD/DM/AM/FL/PM/PC line kinds are
documented. Auto-detach uses the fall-through + top-level qd recipe; qd
never appears inside a breakpoint action. Lead-resolved: DBObj::m_DID is
+0x28 (header layout, first base of CGfxObj and CObjCell, matches the
proven FW0 cell reads); the three D3DPolyRender alpha functions are static
cdecl with stack arguments, uint8 arguments read with by().
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Render::deg_mul is auto-tuned by frame load and SWUNG between oracle
captures: doorway-still ran right after the heavy terrace-edge capture
with the multiplier depressed (mul <= 0 puts thresholds at/below ideal,
so 001e/0026/002f select the portless level 1 - retail's zero look-in
floods, reproduced exactly at mul = 0), while every other fixture pins
~ +0.99 (thresholds at max). The recon session's "-0.99" live dump was
real - taken under the same cdb load. RetailFrameWalk now exposes the
multiplier; the doorway test pins 0, the rest use the default.
foundry-entry: frames 1-66 reproduce exactly; the F67-F79 standing
segment diverges ONLY in building 0036's intra-building DC order
(retail 116,118,11d vs replay 11d,116,118). The BSP-traversal microscope
pins the flip to 0036's ROOT plane (N=(0,0,-1) D=2.8): replay eye z
2.33 (d=+0.47, NEG-first) vs retail behaving as d<0 (POS-first) - a
structural ~0.5 m frame question (positionPush(2)/part-scale), only
adjudicable live. Turnkey probe:
tools/walk-oracle/fw1-f67-viewpoint-probe.cdb.
Fixture status: nine of ten fully conformant; foundry-entry exact
through F66 with the 13-frame order segment parked on the probe.
Suites: Walk 127/1 skip; hermetic 6,687/0.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live-dumped from the capture client (Render::bw/bh 1024x720,
xinvscale/yinvscale 0.00025, tx 0.127875, ty 0.089875, vdst 0.1330767):
the replay context now uses retail unproject formula verbatim for the
ray caster and the exact frustum (fovY = 2*atan(ty/vdst), aspect =
tx/ty) for projection - no guessed camera constants remain.
foundry-deep conformance stays green.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
FW0 ledger entry records the fixtures, replay helper, pseudocode model,
and the reshaping findings. The pose gap (first captures lack camera
pose; exact replay needs it) is documented with a ready template for a
short owner session when FW1 gates.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
cdb capture harness (recon offsets + per-pose scripts; .gitignore gains a
negation so the walk-oracle scripts are tracked despite the global *.cdb
ignore) and the FW1 conformance fixtures: terrace center/edge, cathedral
arrival, doorway still, cottage walkout, street porch-cam/outdoor, town
walkabout, foundry entry, foundry deep. Binding findings in the README:
the frame roots at the CAMERA cell; outdoor root draws the #456 far
building every frame and hides it by depth cover, never omission;
interior root gates through the exit-view chain; look-ins punch at the
owning building turn; transitions are one-frame flips.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Harden keyboard and camera routing, inventory and vendor interactions, chat/emotes, relog portal flow, and paperdoll rendering. Add retail research, connected gate coverage, and release-gate validation.
Sky and weather gates need retail and acdream looking at the SAME Dereth
hour and the SAME authored day group; until now the only lever was
acdream's ACDREAM_WORLD_TIME/ACDREAM_DAY_GROUP pins, which retail cannot
follow, so the user could never judge night-sky differences (aurora,
dome edge) side by side.
@settime <hour|fraction> [Sunny|Rainy|Clear|Cloudy|<index>] jumps ACE's
Timers.PortalYearTicks FORWARD to the next matching instant. Every
TimeSync header carries that value, so both clients re-sync within
seconds. Forward-only because DelayActions compare against the same
clock (a backward jump would stall them). The calendar and day-group
roll duplicate acdream's retail ports (DerethCalendar shift 3600,
SkyDayGroupSelector LCG from SkyDesc::CalcPresentDayGroup @0x00500E10)
and the 20-entry name table was dumped from the installed Region DAT.
Install: copy SetTime.dll + Meta.json to C:\ACE\Mods\SetTime and run
@mod find (or restart ACE). Dev servers only.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live Holtburg at 2560x1440: the Low preset needed 67,368,164 resident bytes
(screen-sized HDR/depth/ray targets are 44 MB of that) against an absolute
64 MiB ceiling that had only been validated at 1080p, so Options -> Apply
fell back to the default path; every later Apply was then refused by the
controller's failure memo, which treated the user's deliberate choice like
automatic re-activation.
RenderPackResidentBudget.Effective scales the declared 1080p figure by the
viewport's pixel-count ratio (never below 1), still capped by the hardware
MaxPackResidentBytes; both pack graphs use it and the performance-matrix
tool judges its resident column by the same rule (contract test updated).
RenderPackController.Request gains explicitUserChoice, which clears the
memo for that selection; RenderPackSelectionBinding passes it on every
display edge (Apply, including resolution changes) and keeps the memo for
the startup request.
Tests: RenderPackResidentBudgetTests (1080p/720p keep the declared
ceiling, 1440p = 16/9x, 4K = 4x, hardware cap wins, zero extent rejected);
controller explicit-retry; the binding test now proves the user's next
Apply activates once the cause is gone. App hermetic lane 6,068/0 (Release).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The fault is pack-independent (fired on the retail preset, 1080p, 45 s,
first launch after a build), ~1 in 57 offline runs today, never under a
debugger (46 runs), no WER/event trace on this machine. The pre-campaign
binary cannot be measured with this gate (no in-process close verb).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
-ExeOverride runs another AcDream.App.exe through the SAME isolated
settings/scene/capture path so two binaries compare without mixing tool
versions (VM0's recorded fieldOfView trap). -DebuggerScript launches the
client under cdb so ntdll's debug heap validates every free and a heap
corruption breaks at the corrupting site with a stack.
#422 (1-in-8 STATUS_HEAP_CORRUPTION exit after a pack-on offline capture):
16 runs attached + 24 runs under the debug heap on 1f151242, all clean
(P ~ 0.5 % at the filed rate). Recorded as not reproducible on the current
binary, carried as a watch item for the owner's VM7 matrix with the loop as
the first step if it recurs; no longer a merge blocker. Evidence under
docs/research/evidence/vm7 alongside the final pack-off-vs-base+normals
robust diff (5-10 px, lifestone band only).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Closes the automated half of slice VM6 at 754d59d9 and records how it was
proven. The first pixel method (clock pin 0 s vs 3 s, wind-off pair as the
control) is recorded as confounded: the treeline silhouette carries a
bimodal 0-or-~280 px rasterisation churn between runs of the same binary,
and two conclusions drawn from it were retracted. The replacement
apparatus (same pin, wind on vs off, two captures per arm, robust mask =
AND of the four cross pairs minus both repeat pairs, shadows off so only
geometry can move) found the round-4 defect (wind welded to the shadow
gate: 1 m wind = 49-65 px vs a 22 px floor while the CPU state was
correct) and, after round 5, gives 14,993 robust wind pixels vs a 65 px
floor, every one on a treeline tree, hillside tree or shoreline bush, with
the wind-off frame matching the pre-round-4 plain pipeline at mean |d|
0.007 (round 4's eec95535: 1.77, the overhead-sun regression the narrow
review caught).
tools/vm6/wind-pixel-proof.py is the analysis command the closeout names;
evidence overlays under docs/research/evidence/vm6. Plan: VM6 ledger row
CODE-COMPLETE 2026-08-23, owner visual gate owed (section VM6 Acceptance).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Exact-pixel and production-perf comparison of 6c79d35c (+ only the A2
normal files, so no terrain mask is needed) against c51b07ef with no pack:
connected as +Acdream, visible window, one isolated config clone per
variant, pinned clocks. Open field: the only differences are idle pose,
mana digits and a passing flyer. Holtburg: same-binary-twice defines the
dynamic mask (9.8%); in the static 90% both self-diffs have ZERO pixels
with |d|>=8 while base+normals vs HEAD-off has 841/729 - all streaks inside
the animated lifestone. Buildings, ground, trees, sky and UI are clean.
Perf (uncapped Release, no automation observer, ACDREAM_FRAME_PROF=1):
Holtburg CPU p50 4.7 -> 4.1 ms, Arwic 6.0 -> 5.2 ms, GPU unchanged,
alloc/frame 574 KB -> 21 KB. No regression; F5b's '27.8 ms retail CPU' was
the observer.
Three false alarms recorded so nobody repeats them: the isolated gate
settings lack fieldOfView (90 vs the real 86.33 -> a 0.952 zoom); the real
%APPDATA% settings still selected acdream.atmospheric/low (pack ON); a
minimized GLFW window is throttled and never settles.
Tools: tools/vm0/capture-visible.ps1 (pre-campaign gate + -Exe/-Live/
-ConfigDir/-CharacterName/-PreCaptureCommand), tools/vm0/perf-run.sh,
and -BuildingDetailTextures on run-offline-pixel-gate.ps1. Baseline
patches under docs/research/evidence/vm0/.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Live cdb read on the PDB-paired retail client (owner's AMD GPU):
m_caps.bCanDoSinglePassDetailing = 1, trysinglepass = 1,
MaxSimultaneousTextures = 8, bTexOpDotProduct3 = 1,
LandscapeDetailTextures = 0, EnvironmentDetailTextures = 1,
landscape/object detail surfaces null, building/environment non-null,
tiling 4 everywhere.
So retail's detail combine on modern hardware is the texture-stage path in
D3DPolyRender::SetSurface (stage0 alpha PREMODULATE, stage1 colour
BLENDCURRENTALPHA): lerp(base*diffuse, detail.rgb, detail.a*diffuse.a) -
a mild DARKENING (~-10% mid-tones with 0x06006D58), not the
DSTCOLOR+INVSRCALPHA brightening that Campaign AR ported and that the
2026-08-21 findings doc + AR review both analysed. Those described the
fallback for adapters without D3DTEXOPCAPS_PREMODULATE; the reviewer's
guess that consumer drivers rarely advertised it was wrong.
VM1 now carries the re-port (SRCALPHA+INVSRCALPHA, detail.rgb /
detail.a*diffuseAlpha, neutral at a==0) together with the fade removal.
No distance fade exists on either path. Scripts are read-only attaches
with no breakpoints.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Imported from the codex worktree's uncommitted work
(C:/Users/erikn/.codex/worktrees/bd98/acdream on
codex/atmospheric-rendering-campaign), on top of its 8b7b601b.
The remote-player shadow gate ran two clients on fixed sleeps, so the
observer could move before the primary had taken its 'before' screenshot,
or the primary could take its 'after' shot before the observer had moved.
Now the harness publishes named signal files into each client's artifact
directory and the routes block on them:
- IRetailUiAutomationRuntime.TryIsAutomationSignalPublished, implemented
by WorldLifecycleAutomationController over <artifactDir>/signals/
<name>.signal (names validated by AutomationArtifactName, so no path
escape).
- 'wait signal <name> [timeoutMs]' in RetailUiAutomationScriptRunner.
- run-connected-render-pack-remote-player-gate.ps1 publishes
'primary-before' to the observer after the primary's before-shot
completes, then 'observer-moved' to the primary after the observer's
remote-observer-moved checkpoint.
- Both routes teleport with an explicit heading and wait 12 s to settle.
Build green; the three touched App test classes pass 58/58 including the
two new signal tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Reported symptom: Abandon, New, Record, Start, First and Last all unclickable.
That Abandon was in the list is what identified it — Abandon is deliberately
unwired, so if it behaved the same as the others the cause could not be wiring.
UiButton read authored property 0x0D as "starts disabled" (Enabled = !0x0D).
It was the one property read in that file with no citation, and it was wrong.
Every button on the Journal panel authors 0x0D, so every one built disabled:
visible, because drawing never consults Enabled, and unclickable, because
UiElement.HitTest skips disabled elements. Exactly the reported shape.
The evidence is a sweep of every installed layout (LayoutDump gained --ghosted
for it): 85 elements author 0x0D and ALL 85 author it TRUE — not one False
anywhere in the client — and no panel ever clears it, the only four
SetAttribute_Bool(.., 0xd, ..) sites in the binary being chargen appearance,
the keymap option and the barber. A flag that is only ever true, never cleared,
and sits on New, Record, Start, Delete and Reset cannot mean "dead button";
under the old reading 85 elements were permanently dead in a shipping game.
It is not a pure ghosted LOOK either, which is why this ignores it rather than
moving it to appearance: the same 85 mix live buttons with inert column headers
("Contract", "Status", "Title", "Timer", "Label", "#"), and one appearance
cannot be right for both. Registered as QJ-2 with the measurement, so the open
question is recorded rather than quietly decided.
The test that asserted the old behaviour carried no citation either — it
encoded the same assumption. It now asserts the evidenced behaviour, with a
companion test proving the state machine's own Ghosted transition still
suppresses a click: that mechanism is separate and did not change.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>