# Session 2026-04-17 — Debug overlay → full-day retail-AC research + client bug-bash ## Timeline 1. **Morning** — Debug overlay (TTF atlas + text batcher + HUD panels) and input-control tuning (per-mode sensitivity, RMB free-orbit, wheel zoom, F8/F9 sensitivity). Shipped in commit `ff325ab`. 2. **Midday** — User requested a deep investigation of the retail AC client's GUI subsystem. Dispatched 6 parallel Opus-4.7 high-effort agents, produced a 30,000-word research bundle + C# UI scaffold. Shipped in commit `7230c15`. 3. **Afternoon** — User asked to research **all** remaining major AC subsystems (R1-R13) while they were AFK for 2 hours. Dispatched 13 parallel Opus-4.7 agents, produced a 78,000-word research bundle + master synthesis + 5 C# port scaffolds + rewritten roadmap. Shipped in commit `3f913f1`. 4. **Evening** — Back to hands-on client debugging. Fixed three significant live-play bugs one after another: NPC clothing by-angle flicker, run-animation sync with retail observers, and jump animation. Shipped in `3308cdd` + `08ea2c0` + `6bce9b8`. ## What shipped today — seven commits on main | Commit | Title | Insert | |-----------|--------------------------------------------------------------------|--------| | `ff325ab` | feat(ui): debug overlay + refined input controls | 2,725 | | `7230c15` | docs+feat(ui): retail UI deep-dive research + C# scaffold | 8,042 | | `3f913f1` | docs+feat: 13 retail-AC deep-dives + scaffolds + roadmap | 15,312 | | `d951304` | memory: session handoff + permanent research index | 222 | | `3308cdd` | fix(movement+anim+session): clothing dedup + motion wire + jump-skill | 272 | | `08ea2c0` | feat(anim): motion-action-queue infrastructure + findings | 128 | | `6bce9b8` | fix(anim): **jump animation via Falling SubState** | 71 | **Total ~26,800 lines added, 55+ new files.** All commits green on build + 470 tests. ## Key files to know ### Research (the goldmine) - **`docs/research/deepdives/00-master-synthesis.md`** — start here. Nav hub for all 13 deep-dive slices; has the dependency graph and phase sequencing (E/F/G/H). - **`docs/research/deepdives/r01-…-r13-…`** — 13 subsystem deep-dives, 78,000 words total, every claim cited. - **`docs/research/retail-ui/00-master-synthesis.md`** — UI framework synthesis. 6 slice docs total, ~30,000 words. - **`memory/project_retail_research_index.md`** — permanent quick-lookup index for all 20 research docs. ### C# scaffolds (what to build on) - `src/AcDream.App/UI/` — retail-style widget toolkit (`UiRoot`, `UiElement`, `UiPanel`, `UiHost`, event types matching retail codes) - `src/AcDream.Core/Items/ItemInstance.cs` — R6 inventory data model - `src/AcDream.Core/Spells/SpellModel.cs` — R1 spell cast state machine - `src/AcDream.Core/Combat/CombatModel.cs` — R2 damage math - `src/AcDream.Core/Audio/AudioModel.cs` — R5 audio interfaces - `src/AcDream.Core/Vfx/VfxModel.cs` — R4 particle data model ### Updated - `docs/plans/2026-04-11-roadmap.md` — rewritten Phase E-H based on the deep-dive synthesis. Old Phase E renamed to J. ## Architectural headline findings 1. **Retail UI widgets live in `keystone.dll`**, not `acclient.exe`. We implement our own retained-mode toolkit with retail-faithful event codes (0x01 click, 0x15 drag, 0x3E drop, 0x201 WM_LBUTTONDOWN) and consume the same portal.dat fonts + sprites for visual identity. 2. **Of 94 GameEvents** (S→C, `0xF7B0` envelope), **zero are handled** in acdream today. Biggest network-protocol gap; blocks inventory, chat, quest tracking, allegiance. 3. **Motion hooks are the trigger source** for audio + VFX + combat timing. R3 motion-hook expansion is the prereq for "feel alive" (Phase E). 4. **Weather is 95% client-side** — deterministic from Portal Year server clock. No `SetWeather` opcode. 5. **Retail lighting is D3D fixed-function** with 8-light cap, NO attenuation inside Range, then hard cutoff. "Feels right" not physical. 6. **Retail jumps are a SubState swap, not an Action.** `MotionCommand.Falling (0x40000015)` is a SubState cycle whose motion-table Links carry the leap-up AND landing transitions. No action-queue port was needed; `SetCycle(Falling)` while airborne + normal SetCycle on land gives retail-faithful jump animation. Costly lesson: I first tried Action (mask 0x10) + Modifier (mask 0x20) routing and broke the character into a torso. Empirical motion-table dump is always worth more than my guesses. 7. **ACE's MovementData only computes ForwardSpeed for the WalkForward/WalkBackwards branch.** Sending `RunForward` directly leaves observers at `speed=0`. Correct wire format is `WalkForward + HoldKey.Run + ForwardSpeed=runRate` — ACE auto-upgrades to `RunForward` for broadcast. Our own client uses a separate LocalAnimationCommand to play the RunForward cycle locally while the wire stays WalkForward. 8. **Instance batching by GfxObjId alone is catastrophic for NPCs.** Every humanoid shares the same body GfxObjs; grouping them all into one DrawInstanced batch and using the first entry's texture for the whole batch meant whoever sorted first at a given camera angle "won" the palette. Fixed by keying instance groups on `(GfxObjId, PaletteHash XOR SurfaceOverridesHash)`. ## Client state at end of session Client runs, connects to local ACE, in-world as `+Acdream`. Working: - Player moves, turns, strafes, jumps, lands. Jump animation plays via Falling SubState. Run animation broadcasts correctly to retail observers (WalkForward + HoldKey.Run wire format). - Holtburg NPCs render with correct clothing / palette, stable across camera angles (instance-batching dedup fix). - Debug overlay: F1 help, F2 collision wireframes, F3 dump, F4/F5/F6 panel toggles, F8/F9 sensitivity tuning. - Mouse: per-mode sensitivity (Chase 0.15x, Fly/Orbit 1.0x), RMB free-orbit, wheel zoom. Known small issues (non-blocking): - Walk-backward animation's first step has a tiny jitter. - Running → stopping has a slight twitch (missing SubState→Ready link blend). - Some retail chars have legs through the ground (Z-offset bug — parked for later diagnosis). - Jump feel is 95% retail, not 100%. ## Pickup for next session **"What should I do tomorrow?" table:** | If you want to… | Build… | |---|---| | Make the world feel alive (footsteps, sword whooshes, spell auras) | Phase E — R3 motion hooks → R5 audio → R4 particles | | Actually fight monsters | Phase F.3 combat math + F.1 GameEvent dispatcher | | Cast a buff + recall to lifestone | Phase F.4 spell state machine + F.1 GameEvent | | See a character sheet | Phase F.2 item model + F.5 attributes panel (UI slice 05) | | Enter a dungeon | Phase G.3 dungeon streaming (R9) | | See a sky | Phase G.1 weather/day-night (R12) | | Create a character in-client | Phase H.4 CharCreate (R7) | | Polish animation (backward jitter + stop twitch) | Link-cycle walker for SubState→Ready transitions | | Remote-char feet in ground | Z-offset diagnosis (compare server-sent Z vs our terrain at observer XY) | The **master synthesis** (`docs/research/deepdives/00-master-synthesis.md` §10) recommends a specific week-by-week sequence if the user wants one-thing-at-a-time focus. ## Session feedback / lessons - **Opus-4.7 high-effort parallel agents** are the right tool for decompile-intensive research. 13-agent swarm for R1-R13 completed in ~13 minutes, producing ~78,000 words of grounded work. Cost is high but quality justifies it for load-bearing research. - **keystone.dll is a landmine** for anyone trying to "port the UI faithfully" — the widget toolkit isn't in the decompile we have. Own- toolkit approach is the only viable path. - **Network protocol atlas (R8)** is the single biggest unblocker — nearly every other system depends on opcodes we don't handle. - **Diagnostic dumps > guessing.** The jump-animation saga took 4 launches + reverts before I added a diagnostic that dumped the actual Links dict contents. That one dump (revealing `Links[0x003D0007]` had an inner entry `0x40000015 Falling`) instantly showed the right approach. Trust empirical motion-table contents over any assumption about retail structure. Add dumps liberally when the code is non-cooperative; remove when verified. - **Retail animation lexicon:** Style (mask 0x80), SubState (0x40), Modifier (0x20), Action (0x10). SubStates are looping cycles (Ready/Walk/Run/Falling/Crouch). Modifiers overlay on a cycle. Actions are transitions held in the Links dict (emotes, attacks). For any new animation: dump the motion table, find where the target motion lives, use SetCycle if it's in Cycles or the Links/Modifiers path if it's transitional. - **Wire-format vs local-animation separation:** we now route the wire ForwardCommand separately from the local animation command (RunForward cycle locally, WalkForward+HoldKey.Run on wire). Matching ACE's broadcast expectations and retail client expectations simultaneously sometimes requires two independent command streams.