The P1 "doorway membership lags retail" premise is FALSIFIED. acdream's swept
ResolveWithTransition already matches retail's true per-frame curr_cell: the
production gate ProductionPath_IndoorCrossings reads 9/9 on the indoor 0170<->0171
crossings with NO code change, once fed an aligned retail golden.
Root cause of the false 0/11: CPhysicsObj::SetPositionInternal calls change_cell
(acclient_2013_pseudo_c.txt:283456) BEFORE set_frame writes m_position (:283458),
so the original golden (find-cell-list-capture.cdb, read at the change_cell BP)
paired each frame's NEW cell with the PREVIOUS frame's position — a one-frame skew.
Verified 3 ways: the decomp ordering; golden_picked[i] == geom(golden_position[i+1])
for all 22 rows; acdream's static pick == golden_picked[i-1] for all rows. Both
retail and acdream pick with center-only point_in_cell on global_sphere[0] (no XY
lead; cache_global_sphere @ pc:274196). curr_cell commits via validate_transition
(@ pc:272608, curr_cell = check_cell) = the find_cell_list pick, structurally
identical to acdream's RunCheckOtherCellsAndAdvance -> FindCellSet -> SetCheckPos.
There was nothing to port; a swept advance would make membership LEAD by a frame.
- tools/cdb/find-cell-list-capture-aligned.cdb: re-capture reads the committed
position from the set_frame that follows change_cell (cell+position same instant).
- Fixtures/find-cell-list-threshold.log: replaced with the aligned capture.
- ThresholdPortalCrossingReplayTests / FindCellListConformanceTests: rewritten from
documents-the-bug to assert retail truth (per-segment / per-indoor-pick equality).
- handoff + notes + README + memory: banners correcting the disproven premise.
Still open (NOT indoor membership, which is DONE): outdoor->indoor 0031<->0170 entry
conformance (needs landcell + building stab in the gate cache); master-plan cleanups
(delete CheckBuildingTransit, unify find_env_collisions, demote ResolveCellId) refactor
working retail-faithful code -> need explicit user approval.
Conformance 60 pass / 1 skip / 0 fail; full Core 1309 pass / 5 fail (pre-existing
2 BSPStepUp + 3 door-collision = P2) / 1 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P0 Task 6 complete. Captured live retail membership at the 0031<->0170<->0171
doorway via cdb on CPhysicsObj::change_cell (symbol-driven; offsets verified by
discover-types.cdb; PDB MATCH). 22 transitions, clean monotonic sequence, NO
ping-pong (retail is correct-by-construction). Golden:
Conformance/Fixtures/find-cell-list-threshold.log.
ROOT-CAUSE FINDING (the central P1 work): retail transitions membership at the
PORTAL CROSSING (CEnvCell::find_transit_cells @ 0x52c820 pc:309968 — sphere crosses
the doorway polygon plane), while acdream's FindCellList re-picks by POINT-IN-CELL
containment at the foot. Retail commits room 0171 while the foot is STILL inside
vestibule 0170's BSP (in_0171=0); acdream lags. ALL 22 transitions diverge for this
one criterion mismatch — not a per-cell hysteresis or a building-entry-only split.
This is master-plan §0 'hysteresis gap' confirmed against the real client.
FindCellList_DoorwayThreshold_DivergesFromRetail_PendingP1 (documents-the-bug, GREEN)
+ ThresholdDivergenceDiagnosticTests (per-transition containment print) pin it; both
flip when P1 ports the directed portal crossing. Conformance 59 pass / 1 skip / 0 fail;
full Core 1308 pass / 5 fail (baseline) / 1 skip — no new failures.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
P0 Task 5. RetailTrace parses the [fcl] golden format (seed/pos/picked,
RetailCellPick); 4 TDD tests green. find-cell-list-capture.cdb targets
CPhysicsObj::change_cell (commit-on-diff) to capture retail's accepted
membership sequence at the doorway; README is the operator runbook
(dt offset verification + decode_retail_hex float decode). The live run
is P0's one user-gated step (Task 6 mines existing traces first).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A8CellAudit portals now dumps each cell's local AABB. Real flap cells: 0171 local
y in [-7.65, 1.15], 0170 in [-8.61, -7.65]; the 0171->0170 portal plane is at
y=-7.65 (0171's MIN boundary), no overlap. So an eye genuinely inside 0171 always
has side-test D<=0 -> always traverses 0171->0170; the side test cannot cull 0170
while the eye is in 0171. The flap therefore requires the eye OUTSIDE 0171 while
root is still 0171 (cache/grace/3rd-person camera) -> a camera-cell-resolution
issue, not the side test (H2, disproven) and not the per-frame PVS set (H1, in
doubt). Mechanism still unconfirmed -> needs a live eye-pos capture. Stale H2
conclusion in the characterization note corrected with a banner.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
InitCell decode (PortalFlags.PortalSide=0x2) + a swept-pose A8CellAudit comparison
(O=centroid, A=winding-corrected PortalSide, B=opposite) over the real flap cells.
A is IDENTICAL to O at every pose/every portal — the (Flags&2)==0 boolean convention
makes the dat PortalSide sense equal to our centroid sense, so swapping is a no-op
and cannot fix the flap. B culls true-interior poses (wrong polarity). Conclusion:
the flap is NOT the side-test sense — it's the 3rd-person camera eye crossing an
interior portal plane while FindCameraCell still roots in the cell; ANY plane-side
test culls there. No production code changed (no no-op shipped).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
A8CellAudit portals dump extended to print per-portal plane + centroid-derived
InsideSide vs the dat's authored PortalSide. Real Holtburg cottage cells show:
the flap is a DIRECT 0xA9B40171->0xA9B40170 portal side-test flip (0170 is a
direct neighbour, not multi-hop), and our centroid-derived InsideSide is
anti-correlated with the dat PortalSide that retail InitCell (432896) uses.
Evidence selects H2 (port the side test) over H1 (PVS set-grounding). Camera
cell 0171 seenOutside=Y. Full reading + fix direction + open sign question in
the note.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
First-fix from the visual-gate-failure handoff: an empty OutsideView means
"no outdoors visible from here," not "all outdoors." When inside a building
with an empty clipped mask, Step 4 now draws NO terrain/scenery instead of
disabling the stencil and flooding ungated terrain over the cell interior
(the Step-3 walls already occupy the framebuffer). Visual-confirmed: Holtburg
cottage cellar walls are solid now, no terrain bleed-through.
Also adds portal diagnostics that root-caused so-called "Bug B":
- PortalVisibilityBuilder: per-camera-cell CAMPORTAL census (polyLen +
side-test result) emitted BEFORE the BFS guards, so an empty OUTSIDEVIEW
can be traced to the exact gate.
- A8CellAudit `portals`: replicate BuildLoadedCell's polygon-vertex
resolution so PortalPolygons[i] validity is checkable offline.
Finding: the builder is largely CORRECT — it produces narrowed clipped
OutsideView regions for most cells (0172/0173/0162/015E/0165/016F). The
empty cases are mostly legitimate (windowless cellar can't see out; the
3rd-person camera eye on the outdoor side of a front-door plane culls that
exit). The handoff's Finding 2 ("under-produces, never narrows") is
substantially not real. Remaining wall-missing regressions in OTHER
buildings live in the cross-building Step-5 enforcement, escalated separately.
All gated behind ACDREAM_A8_INDOOR_BRANCH=1; default play unaffected.
App tests 108/108.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Lands the working A8 indoor-rendering and streaming fixes accumulated this
session. User has verified these visually to some degree (e.g. lifestone /
translucent meshes confirmed fine under the FrontFace flip; bridge / wall /
collision regressions confirmed fixed after travel); not every path has been
exhaustively gated. The cellar-flap defect remains OPEN and will be solved
the retail-faithful way via a dedicated brainstorm (see handoff docs).
Rendering core (reviewed, high confidence):
- EnvCellRenderer SSBO stride fix: upload packed Matrix4x4[] (64B) instead of
the 80B CPU InstanceData struct the shader never expected — fixes the
transform/texture "explosion" for any draw with >1 instance (cells that
dedupe to a shared cellGeomId). Real root cause.
- WB-style global FrontFace(CW) + per-batch CullMode carried through the MDI
layout (GroupKey + BuildIndirectArrays + DrawIndirectRange split into
same-cull runs with absolute uDrawIDOffset per run).
- EntitySet partitioning (IndoorPass / OutdoorScenery / LiveDynamic) +
WorldEntity.BuildingShellAnchorCellId so building shells scope to their
dat-derived building cell instead of rendering everywhere.
- RenderOutsideInAcdream (look into buildings from outside) +
CollectVisiblePortalBuildings frustum cull of portal bounds.
- Sky-when-inside-building + per-cell audit probe + GL-state probe.
Streaming / perf (test-covered; not independently code-reviewed this session):
- Near/far priority queues so near work wins over far; PromoteToNear carries
full landblock + mesh data; LandblockEntriesWithoutAnimatedIndex avoids
rebuilding the animated-lookup dict in the hot draw path. Fixes the
bridge-not-appearing / missing-walls / broken-collision-after-travel
regressions and improves post-transition FPS.
Tooling + docs:
- tools/A8CellAudit: offline dat cell/portal/building dumper (portals +
buildings modes) — reproduces the cellar-flap investigation with no launch.
- docs/research cellar-flap root-cause + option-2 handoff (the didInsideStencil
double-duty finding + the WB-recursive design decision + brainstorm prompt),
entity-taxonomy, replan, issue-78 visibility investigation.
Diagnostics retained on purpose: ACDREAM_A8_DIAG_* gates, portal_stencil.vert
provisional pos.w clamp, and the probe families are kept (env-var gated, zero
cost when off) because the pending option-2 cellar-flap brainstorm needs them.
Strip in the option-2 ship commit.
Indoor branch stays behind ACDREAM_A8_INDOOR_BRANCH=1 (default off = pre-A8
visual). Build green; App tests + Core (streaming/dispatcher/loader) tests pass.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
over-penetration-capture.jsonl is 3 records extracted from
door-stuck-capture.jsonl: the cell-crossing over-penetration tick
(0xA9B4013F -> 0xA9B40150, sphere committed 0.27m INTO slab), a
stuck-position hit=yes tick, and a stuck-position hit=no tick. Drives
the A6.P5 replay tests that prove the cellSet gate removal closes both
the over-penetration and the intermittent-visibility bugs.
extract-records.ps1 is a one-shot extractor; reusable if we capture more.
Source captures (door-stuck-*.jsonl, door-stuck-*.launch.log) gitignored.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
cdb attached to retail at a Holtburg cottage door while user walked the
inside-out off-center scenario. Three trace iterations identified that
retail's collision-recording happens via SPHEREPATH::set_neg_poly_hit
(fires hundreds of times during inside-out walk), NOT via the more
obvious-named COLLISIONINFO setters (which fire 0 times). Apparatus
scripts at tools/cdb/door-inside-out-v[1-3].cdb + symbol-probe.cdb.
Our codebase has NegPolyHitDispatch defined but never called. The
downstream TransitionalInsert NegPolyHit handler was a stub. Two-part
fix landed:
1. BSPQuery.FindCollisions Path 5 (Contact branch) restructured —
distinguishes full hit (hit0 == true → StepSphereUp) from near-miss
(hit0 == false but hitPoly0 != null → NegPolyHitDispatch). Mirrors
retail BSPTREE::find_collisions at
acclient_2013_pseudo_c.txt:0053a630-0053a6fb.
2. Transition.TransitionalInsert NegPolyHit handler — dispatches to
step_up + step_up_slide (NegStepUp=true) or records collision
normal + returns Collided (NegStepUp=false). Mirrors retail
CTransition::transitional_insert at
acclient_2013_pseudo_c.txt:0050b7af-0050b7e6.
Tests: all 11 fix-relevant + regression tests pass including issue #98.
VISUAL VERIFICATION (user-driven inside-out off-center): still squeezes
through. Diagnostic [neg-poly-dispatch] probe shows ZERO hits in
production. The Path 5 restructuring doesn't surface NegPolyHit
because our SphereIntersectsPolyInternal only sets hitPoly on FULL
hits — retail's sphere_intersects_poly sets var_5c (closest polygon)
even on near-misses via BSP-traversal side effect.
Remaining fix (next session): add near-miss polygon recording to
SphereIntersectsPolyInternal. Once it sets hitPoly on near-miss BSP
traversal, the Path 5 NegPolyHit dispatch (this commit) will fire
and the TransitionalInsert handler (this commit) will block.
Full handoff with cdb trace table + next-step plan:
docs/research/2026-05-25-door-bug-cdb-retail-trace-findings.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Step 4 of the apparatus plan. Adds the cdb script + runner that pairs
with Issue98CellarUpReplayTests to compare retail's walkable-query
behavior against acdream's during the Holtburg cottage cellar ascent.
Breakpoints (all symbols verified against refs/acclient.pdb via grep
docs/research/named-retail/symbols.json):
- BPA: BSPLEAF::find_walkable — leaf-level walkable query
- BPB: CPolygon::walkable_hits_sphere — per-polygon overlap test
- BPC: CPolygon::find_crossed_edge — per-polygon edge containment
- BPD: CTransition::check_other_cells — outer dispatcher
- BPE: COLLISIONINFO::set_contact_plane — GOLD signal: retail accepted
this plane
- BPF: CPolygon::adjust_sphere_to_plane — per-polygon projection
Output format: 32-bit hex bits for all floats via dwo() + %08X (cdb's
%f handling is broken for dwo reads; see a6-probe.cdb v3→v4 history).
Decoder: tools/cdb/decode_retail_hex.py already handles _h=0x... fields.
Auto-detach threshold: 50000 hits across BPA/B/C/D/F. BPE is unbounded
(contact plane writes are rare, ~18 per ascent per slice 5 capture).
Runner: tools/cdb/issue98-runner.ps1
.\tools\cdb\issue98-runner.ps1 -ScenarioTag "cellar_up_attempt_1"
Prereqs (per CLAUDE.md retail debugger toolchain section):
- Retail acclient.exe v11.4186 running and in-world
- ACE running on 127.0.0.1:9000
- Character at the BOTTOM of a Holtburg cottage cellar stair
- cdb.exe present at the Windows Kits 10 path
Output:
docs\research\2026-05-23-a6-captures\<ScenarioTag>\retail.log
Reading the log:
- [BPE] lines tell you which plane retail accepted (the answer we need).
- Cross-reference [BPE]'s normal/d against the cell fixtures in
tests/AcDream.Core.Tests/Fixtures/issue98/*.json to identify which
cell + polyId retail picked.
- The divergence between retail's accepted polygon and our replay test's
"no walkable accepted" result IS the fix target.
The capture itself is a user action (cdb requires a live retail
process); this commit only ships the protocol. Step 5 (comparison doc)
follows after the capture lands.
Python tool that decodes the retail.log hex-bits float fields produced
by a6-probe.cdb v4 into IEEE 754 single-precision values. Required
because cdb's .printf %f doesn't reliably format floats from dwo()
reads — v4 works around this by emitting 32-bit hex, this script
reinterprets via struct.unpack('<f', struct.pack('<I', value)).
Verified against scen1 retail.log:
BP6 threshold_h=0x3F2A0751 → threshold=0.6642 (= FloorZ exactly)
BP5 hit#1 Nz_h=0x3F800000 → Nz=1.0 (ground normal)
9,517 float fields decoded across 9,331 lines.
Output written next to input as .decoded.log. Format matches
acdream-side [push-back] probe (4-decimal floats), so A6.P2
analysis can compare line-for-line.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
v3 with @@c++(*(float*)..) STILL produced 0.000000 across the board.
Conclusion: cdb's .printf %f is unreliable for our use case — possibly
doesn't handle the float-to-double promotion in varargs the way C
printf does, or has a deeper limitation we don't have time to debug.
Pivoting to: print all floats as 32-bit hex bits via %08X, reinterpret
in the Python analysis pipeline via struct.unpack('<f', bytes.fromhex(...))
to recover IEEE 754 single-precision values.
This bypasses cdb's float formatting entirely. Integer reads (which
work — substeps, insertType, collide flag, isWater) stay as %d.
The smoking gun: BP6's check_walkable threshold should be 0.0871556997
(cos 85°) per the decomp call site at acclient_2013_pseudo_c.txt:273202.
v4's BP6 should output threshold_h=0x3DB283D7. If it does, the
infrastructure is sound and we can proceed to all 9 scenarios.
v3 capture preserved as retail-v3-cpp-zero-floats.log audit trail.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
v2 dry-run produced correct hit counts but all %f field values
printed as 0.000000 — including BP6 threshold which the decomp says
must be 0.0871556997f (cos 85°). Root cause: cdb's MASM evaluator
returns dwo(addr) as a 32-bit integer; .printf %f expects a 64-bit
double; passing the integer to %f produces formatted-zero garbage.
Fix: switch all float-reading expressions to @@c++(*(float*)addr).
The C++ evaluator dereferences memory as a float pointer, returning
a proper float that .printf %f formats correctly. Integer reads (%d)
still use MASM dwo() — that works.
For double-indirect (pointer args), the form is
@@c++(*(float*)(*(unsigned int*)(@esp+N)+offset))
which reads the pointer at [esp+N], adds the offset, and treats the
result as a float pointer.
v2 capture preserved as retail-v2-zero-floats.log audit trail.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Replaces v1's broken-offset BP actions with PDB-authoritative field
reads. All offsets extracted from `dt acclient!TYPENAME` against the
loaded PDB (output preserved at tools/cdb/a6-types-dump.txt).
Key offsets:
Plane.N at +0x00, .d at +0x0c
CSphere.center at +0x00, .radius at +0x0c
CPolygon.plane at +0x20
SPHEREPATH.collide +0x104, .walkable_allowance +0x1b8, .walk_interp +0x1bc
CTransition.sphere_path +0x020 (so e.g. CTransition+0x174 = insert_type)
Per-BP arg-read fixes (all use __thiscall: ecx=this, args at [esp+N]):
BP1: substeps from [esp+4], insertType from this+0x174
BP2: walkable_allowance from this+0x1d8, normal.z from *(arg+8)
BP3: normal.x/y/z from *arg
BP4: collide+insertType via *(arg2+0x124/0x174), walkAllow from arg3
BP5 (the over-correction suspect): full plane + sphere + walk_interp +
movement vector. 12 fields, all double-indirect for pointer args.
BP6 SYMBOL FIXED: CTransition::check_walkable (v1 had
validate_walkable which doesn't exist; check_walkable confirmed
in symbols.json and at decomp line 272811).
BP7: plane + isWater from *arg.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Dry-run of scenario 1 (retail-v1-broken-offsets.log preserved as
audit trail) surfaced three issues with the v1 cdb script:
1. STACK-ARG OFFSETS WRONG: BP actions used arbitrary registers
(@edx, @edi) to read function args, but __thiscall puts non-this
args on the stack ([esp+N] after the return address). All 12 BP5
"adjust_sphere" hits printed Nx=0.0 Ny=0.0 ... — fields not read.
Fixed by writing a type dumper (a6-types-dump.cdb + runner) that
uses cdb's `dt` command against the loaded PDB to get authoritative
struct offsets. v2 probe script (to be written next) will use
double-indirect reads (dwo(poi(@esp+N)+offset)) with correct
offsets from the dump.
2. TEE-OBJECT UTF-16 ENCODING: PowerShell's default Tee-Object writes
UTF-16 LE with BOM, making logs unparseable by grep without
conversion. Runner now uses Out-File -Encoding ASCII. Sacrifices
live console echo; use `Get-Content -Tail 50 -Wait` in a separate
shell if live monitoring is needed.
3. BP6 SYMBOL NOT FOUND: `acclient!CTransition::validate_walkable`
doesn't exist in the PDB. Decomp at line 272811 has
`CTransition::check_walkable` — likely the actual name. To be
verified + fixed in v2.
The BP hit-count distribution from v1 is still meaningful diagnostic
data (14,318 transitional_insert + 16,558 find_collisions + 40
set_contact_plane + 12 adjust_sphere + 1 step_up + 1 set_collide in
a 2-second walk through the inn doorway). Preserved as a baseline
sanity-check the v2 distribution can be diffed against.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Documents prerequisites (PDB match, cdb install, retail+ACE
running), per-scenario invocation, the 9-scenario tag table, and
the parallel acdream capture command. Includes the CLAUDE.md cdb
watchouts inline so probe operators don't have to chase them.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Wrapper that attaches cdb to a live retail acclient.exe with a
scenario-tagged log path. Per-scenario invocation:
.\tools\cdb\a6-probe-runner.ps1 -ScenarioTag "scen1_inn_doorway"
Output: docs\research\2026-05-21-a6-captures\<ScenarioTag>\retail.log
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Sets non-blocking breakpoints on transitional_insert, step_up,
set_collide, find_collisions, adjust_sphere_to_plane,
validate_walkable, set_contact_plane. Each BP increments a counter
and emits a single printf line. Auto-detach via qd at 50K total
hits to avoid retail lag (CLAUDE.md gotcha — high BP rates trigger
ACE timeout).
Also adds !tools/cdb/*.cdb negation to .gitignore so committed
reference scripts in tools/cdb/ are tracked despite the blanket
*.cdb scratch-file rule.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Five parallel agents + dat probes ruled out:
- byte-level decode primitive (matches ACViewer)
- polygon emission (no ST_DOUBLE / Surface.Type & 6 issues)
- per-PART texture-override scoping (correctly per-MeshRef'd)
- SubPalette indexing convention (full-size 2048 palettes, *8 wire un-pack
is single-applied)
Smoking gun: for +Acdream the server sends 10 SubPaletteSwap ranges that
overlay palette indices [0..320), [576..1024), [1392..1488), [1728..1920).
The complement — [320..576), [1024..1392), [1488..1728), [1920..2048) —
is NOT overlaid. Base palette 0x0400007E at those indices has
red/skin tones. Coat texture UVs sampling those non-overlaid indices
render as visible "skin stub at top of coat".
Either ACE sends incomplete SubPaletteSwap data, or retail does extra
client-side ClothingTable computation we (and ACE) don't.
Diagnostic harness now lives at tools/InspectCoatTex/Program.cs;
GameWindow's DUMP_CLOTHING also probes runtime SubPalette dat sizes.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Adds five diagnostics, no behavior changes. All gated on existing
ACDREAM_REMOTE_VEL_DIAG=1 env var. Plan at
~/.claude/plans/yes-make-a-plan-parsed-axolotl.md.
Five hypotheses surviving from the four-agent investigation
(docs/research/2026-05-03-remote-anim-cycle/investigation-prompt.md):
H1 SEQSTATE silently swallowed by OMEGA_DIAG sharing throttle clock
H2 ApplyServerControlledVelocityCycle races UM-driven SetCycle per UP
H3 SetCycle fast-path returns without updating _currNode
H4 GetLink/GetCycle null → defensive fallback lands on stale head
H5 PartTemplate.Count diverges from anim PartFrames.Count → silent
identity-quat freeze
Diagnostics added (all log lines are grep-prefixed):
D1 Split LastSeqStateLogTime field for SEQSTATE — own throttle.
Foundational: every other diag depends on SEQSTATE telling truth.
D2 [UPCYCLE] inside ApplyServerControlledVelocityCycle, +
[UPCYCLE_SRC] at the call site (wire vs synth velocity).
D3 [SCFAST] in fast-path return, [SCFULL] at full-rebuild end.
D4 [SCNULLFALLBACK] in the null-data defensive fallback.
D5 [PARTSDIAG] with pt.Count / seqFrames.Count / setup.Parts.Count /
anim.PartFrames[0].Frames.Count + sum-of-components hash.
Repro recipe:
$env:ACDREAM_INTERP_MANAGER = "1"
$env:ACDREAM_REMOTE_VEL_DIAG = "1"
dotnet run … 2>&1 | Tee-Object tools/diag-logs/walkrun-<ts>.log
Then watch a retail-driven character through acdream and exercise:
idle → W run → release → shift+W walk → release → demote → promote →
run+turn (this last one is the H1 trap).
Decision matrix in the plan file maps each [TAG] signature to a
specific Commit B fix.
🤖 Generated with [Claude Code](https://claude.com/claude-code)
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
When AnimationSequencer.SetCycle transitions between forward-locomotion
cycles (Walk↔Run, Walk↔WalkBackward, etc.) — i.e. when both old and new
motion's low byte is in {0x05 WalkForward, 0x06 WalkBackward, 0x07
RunForward} — do a full queue drain + _currNode/_firstCyclic reset
(matching the existing skipTransitionLink branch) instead of just
ClearCyclicTail. Without this, _currNode is left pointing into the
previous cycle's non-cyclic head (link frames from the prior Ready→walk
transition), and the visible legs continue playing those head frames
before reaching the new run cycle.
Investigation findings (cdb live trace of retail at
tools/cdb-scripts/walk_run_motion_trace.log):
Retail's actual approach is "additive add_to_queue with no truncate" —
MotionTableManager handles the natural progression via per-tick
CheckForCompletedMotions / remove_redundant_links cleanup. Acdream
doesn't have that machinery, so this fix is the closest viable
emulation: force the queue back to a clean state and rebuild from
scratch on the locomotion-cycle transition.
User-reported symptom this addresses (walk→run direct transition,
release shift while W held): visible animation cycle did not switch
until next motion event. Verified via FWD_WIRE + SETCYCLE diags that
both ACE and our SetCycle are firing correctly on the transition.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Live cdb trace of retail acclient.exe (v11.4186, PDB-matched) capturing
the exact function call sequence for a direct walk-to-run motion
transition where the user holds shift+W (walk) then releases SHIFT
while still holding W (transition to run).
Trace bps on:
- CPhysicsObj::DoInterpretedMotion (0x0050EA70)
- CPartArray::DoInterpretedMotion (0x00518750)
- MotionTableManager::PerformMovement (0x0051C0B0)
- MotionTableManager::add_to_queue (0x0051BFE0)
- MotionTableManager::truncate_animation_list (0x0051BCA0)
- CMotionTable::DoObjectMotion (0x00523E90)
- CMotionTable::StopObjectMotion (0x00523EC0)
Captured trace at tools/cdb-scripts/walk_run_motion_trace.log shows
the precise walk-to-run sequence:
[79] CPhysicsObj::DoInterpretedMotion: motion=45000005 walk start
[82] CMotionTable::DoObjectMotion: motion=45000005
[83] MotionTableManager::add_to_queue: arg1=45000005 arg2=00000001
[89] CPhysicsObj::DoInterpretedMotion: motion=44000007 run start
[92] CMotionTable::DoObjectMotion: motion=44000007
[93] MotionTableManager::add_to_queue: arg1=44000007 arg2=00000001
[104] CMotionTable::StopObjectMotion: motion=44000007 run end
Critical structural finding for #L.4-walk-run:
Retail does NOT call truncate_animation_list during the walk→run
transition. truncate_animation_list never fires in the entire 200-hit
trace. Retail also does NOT call StopObjectMotion(WalkForward) before
add_to_queue(RunForward). Retail just appends the new motion to the
queue and lets MotionTableManager (and its CheckForCompletedMotions /
remove_redundant_links per-tick cleanup, not yet traced) handle the
natural progression.
acdream's AnimationSequencer.SetCycle aggressively calls
ClearCyclicTail() at line 430 BEFORE enqueuing the new cycle, which
destroys the in-flight walk cycle's frames. The new run cycle is
enqueued but _currNode is left in a state that doesn't smoothly
continue — visible to the user as "it just blips forward walking,
AS SOON as press another key like turning, its starts running"
(the next motion event re-fires SetCycle which finally aligns state).
Fix is a structural refactor of SetCycle to mirror retail's
"additive queue with auto-cleanup" semantics. Out of scope for this
research commit; filed as #L.4 in the next ISSUES.md entry.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Three intertwined changes from a single investigation session driven by
attaching cdb to a live retail acclient.exe (v11.4186, Sept 2013 EoR
build) and tracing what retail actually DOES on the steep-roof wedge
scenario the user reported in acdream.
═══════════════════════════════════════════════════════════
1. L.5 — physics-tick MinQuantum gate (PlayerMovementController)
═══════════════════════════════════════════════════════════
Retail's CPhysicsObj::update_object subdivides per-frame dt into 1/30 s
sized integration steps and SKIPS entirely when accumulated dt is below
MinQuantum. Live trace evidence:
update_object = 40,960 calls
UpdatePhysicsInternal = 25,087 calls (61%)
i.e., 39% of update_object calls return early via the MinQuantum gate.
Retail's effective physics tick rate is 30Hz even at 60+ Hz render.
acdream's PlayerMovementController bypassed the existing PhysicsBody.
update_object and called UpdatePhysicsInternal(dt) directly each render
frame, which compressed bounce-energy / gravity-tangent accumulation
into half the time and amplified our steep-roof wedge dynamics.
Fix: add `_physicsAccum` accumulator. Integrate only when accumulated
dt ≥ MinQuantum (clamped to MaxQuantum to bound stale-frame jumps).
HugeQuantum drops accumulated time to discard truly stale frames
(debugger break, GC pause). Render still runs at full rate; only the
physics step is gated.
═══════════════════════════════════════════════════════════
2. Phase 3 reset retail-faithful kill_velocity (TransitionTypes)
═══════════════════════════════════════════════════════════
Retail's reset path (acclient_2013_pseudo_c.txt:273231-273239) gates
kill_velocity on `last_known_contact_plane_valid`:
if (last_known_valid == 0) {
set_collision_normal(step_up_normal); return COLLIDED;
}
kill_velocity(this);
last_known_valid = 0;
return COLLIDED;
Earlier in this session I deviated to "unconditional kill_velocity" as
a hypothesis-driven wedge fix. The live trace then showed the
deviation CAUSED a different wedge by zeroing V every frame, leaving
the body with no tangent momentum to escape (V = (0,0,0) for 169
consecutive frames while position pre/resolved frozen). The retail-
faithful gate is restored.
Note: the gate rarely fires in normal airborne play because our L.2.4
proximity guard clears last_known_valid soon after the body separates
from its remembered floor. Live retail trace also showed
kill_velocity = 0 hits over an entire play session — same behavior. So
acdream's kill_velocity is correct as ported now.
The supporting ObjectInfo.VelocityKilled flag + StopVelocity wiring +
PhysicsEngine.ResolveWithTransition consumer that actually zeros
body.Velocity when the flag is set — these were a no-op stub before
this session and are now correctly wired. Retail anchor:
OBJECTINFO::kill_velocity → CPhysicsObj::set_velocity({0,0,0}, 0) at
acclient_2013_pseudo_c.txt:274467-274475.
═══════════════════════════════════════════════════════════
3. Retail debugger toolchain (#35)
═══════════════════════════════════════════════════════════
When the question is "what does retail actually DO at runtime?" — not
"what does retail's code SAY" — the decomp at docs/research/named-retail/
is invaluable but doesn't capture state interactions across frames.
This commit ships infrastructure to attach Windows' cdb.exe to a live
retail acclient.exe with full PDB symbols and capture state at any
breakpoint.
- tools/pdb-extract/check_exe_pdb.py — reads any PE's CodeView entry
and reports MATCH / MISMATCH against refs/acclient.pdb's GUID.
Always run before attaching cdb. The matching v11.4186 build's
GUID is 9e847e2f-777c-4bd9-886c-22256bb87f32.
- tools/pdb-extract/dump_pdb_info.py — dumps a PDB's expected
build timestamp + GUID + age. Used to figure out which acclient.exe
build pairs with our PDB.
CLAUDE.md gets a Step -1 in the development workflow ("ATTACH cdb
TO RETAIL when behavior is the question, not code") and a full
"Retail debugger toolchain" section with the workflow, sample .cdb
script structure, and watchouts (PDB names use snake_case for some
classes / PascalCase for CPhysicsObj; ; is cdb's command separator;
killing cdb kills the debuggee; high-hit-rate breakpoints lag the game).
memory/project_retail_debugger.md captures the workflow + key findings
so future sessions inherit the toolchain by reading project memory.
═══════════════════════════════════════════════════════════
4. BSPQuery Path 6 slide-tangent restored (b1af56e behavior)
═══════════════════════════════════════════════════════════
After this session's retail-strict experiments showed that retail-
faithful Path 6 (SetCollide + Phase 3 reset chain) produces a
"lands on roof in falling animation, can't slide off" half-state in
acdream — because our acdream port of step_up_slide / cliff_slide is
incomplete for grounded-on-steep movement — the L.4 slide-tangent
deviation from commit b1af56e is restored as the pragmatic ship state.
The deviation: when an airborne sphere hits a polygon whose normal Z
is below FloorZ (≈ 0.6642, slope > ~49°), project the move along the
steep face to remove the into-wall displacement, set CollisionNormal +
SlidingNormal, return Slid. Body never gets ContactPlane on the steep
poly, never gets the half-state, slides off the slope under gravity's
tangent contribution.
Retail-strict requires the deeper step_up_slide / cliff_slide audit
(filed under #32). Until that lands, slide-tangent is the right
deviation — produces user-acceptable "slide off the roof" behavior.
═══════════════════════════════════════════════════════════
Test status: 833/833 green.
Refs:
acclient_2013_pseudo_c.txt:283950 (CPhysicsObj::update_object)
acclient_2013_pseudo_c.txt:273231-273239 (Phase 3 reset path)
acclient_2013_pseudo_c.txt:274467-274475 (OBJECTINFO::kill_velocity)
acclient_2013_pseudo_c.txt:323783-323821 (BSPTREE::find_collisions Path 6)
Closes#35. Updates #32 with L.4/L.5 status.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Independent code review by an external agent (2026-04-27) flagged
that SkyRenderer.EnsureMeshUploaded only ever called
_dats.Get<GfxObj>(...) — every 0x020xxx Setup ID returned null and
got cached as an empty submesh list, silently dropping every
Setup-backed sky object across the Dereth Region. In Rainy DG3
alone that's 6 dropped SkyObjects (0x02000714, 0x02000BA6 ×2,
0x02000588 ×4, 0x02000589 ×3 across various time-of-day windows).
Verbatim from retail's CelestialPosition struct at acclient.h:35451:
struct CelestialPosition {
IDClass<...> gfx_id;
IDClass<...> pes_id; // particle scheduler
float heading; float rotation;
Vector3 tex_velocity;
float transparent; float luminosity; float max_bright;
unsigned int properties;
};
Per the named retail decomp, CPhysicsObj::InitPartArrayObject (decomp
~280484) dispatches gfx_id by type prefix: type 6 → direct GfxObj,
type 7 → Setup via CPartArray::CreateSetup (decomp ~287490) which
walks Setup.Parts. Mirror that here: detect 0x020xxxxx in
EnsureMeshUploaded, route to a new EnsureSetupUploaded helper that
flattens via SetupMesh.Flatten (existing Phase-2 utility) and bakes
each part's transform into the vertex positions before upload.
Sky setups don't animate in any way that affects the static-mesh
visual we render here.
Probe extension: also added the Diffuse column to RainMeshProbe's
sky-surface audit so the (Type, Translucency, Luminosity, Diffuse)
quadruple is visible on every flag-bit row.
Visual impact at verification launch: not observable. The Setup
objects in Rainy DGs appear to be tiny placeholder meshes existing
mainly to anchor PES emitters. The dynamic "aurora-like" sheen the
user observes in retail comes from the PES particle layer, which
remains unimplemented (issue #28). Keeping this fix because the
geometry path is now decomp-correct and provides foundation for
the eventual PES wiring.
Issue #29 filed for the residual cloud-density gap. 1227 tests pass.
Added per-Surface dump that decodes Type bits and prints whether the
LUMINOUS (0x40) flag is set on each. Targets all 27 sky surface IDs
referenced by Holtburg's Region — every dome variant (0x010015EE/F0/F1/F2),
the inner sky/star sheet (0x010015EF), sun (0x01001F67/0x01001348), moon
(0x01001F6A), every cloud variant (0x01004C35..0x01004C3A, 0x010015B6),
and rain (0x01004C42/0x01004C44 — control row).
Result: zero of the 27 surfaces have the LUMINOUS bit set. The previous
SkyRenderer comment that claimed dome+clouds carried the bit was wrong;
the differentiator between "self-lit texture passthrough" and
"ambient+diffuse-tinted" sky meshes is purely the Surface.Luminosity
FLOAT (1.0 dome/sun/moon, 0.0 stars/clouds, 0.1484 rain). This fed
directly into the emissive-default fix in the next commit.
Bonus finding: cloud surface 0x08000023 has Translucency=0.25 (not 0)
which the Translucency plumbing fix in the next commit will also pick
up — clouds will render at 75% opacity, matching retail's curr_alpha
derivation (D3DPolyRender::SetSurface at 0x59c767).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Sibling of StarsProbe/WeatherEnumerator. Targets GfxObjs 0x01004C42 and
0x01004C44 (the two rain cylinders). For each: dumps the Surface raw
record (Type bits, Translucency, Luminosity, Diffuse, ColorValue,
OrigTextureId), every polygon's SidesType + Stippling + hasPos/hasNeg
emission flags (mirroring GfxObjMesh.Build's neg-side rule), and the
final GfxObjMesh.Build() submesh+index counts.
Built per independent code-review §5: "Run one targeted probe... if one
cylinder has more than 48 indices per side-equivalent, fix the
duplicate-side/cull behavior together with the surface-opacity uniform."
Probe results (rain_mesh_probe.log, not committed):
Surface 0x080000C5: Type=0x10112 (Base1Image|Translucent|Alpha|Additive),
Translucency=0.5000, Luminosity=0.1484, OrigTextureId=0x050016A6.
Polygons: all 8 are Stippling=Positive, SidesType=None, hasNeg=False.
Build output: 1 submesh, 24 verts, 48 indices = 8 walls × 2 tris × 3.
→ SINGLE-SIDED (the duplicate-side hypothesis is disconfirmed).
Confirmed: the rim brightness excess is purely from Translucency not
being plumbed (acdream draws rain at full alpha=1.0 instead of retail's
0.5). Bonus finding: surface.Luminosity=0.1484 is also ignored by the
renderer's `effEmissive = (luminosity > 0) ? luminosity : sub.SurfLuminosity`
fallback (the local `luminosity` defaults to 1.0 so the fallback never
fires) — but that's keyed on the LUMINOUS flag bit (0x40), which the rain
surface does NOT have. Filed as follow-up.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
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>
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>
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>
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>
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.
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>
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>