Adds the three evening client-debugging commits + the five new architectural findings they produced: - NPC clothing by-camera-angle flicker → instance-batching dedup fix (`(GfxObjId, PaletteHash ^ SurfaceOverridesHash)` as group key) - Run animation broadcast fix → wire WalkForward+HoldKey.Run + separate LocalAnimationCommand for local RunForward cycle - Jump animation via MotionCommand.Falling SubState swap (not Action, not Modifier — just a plain SubState cycle) Also captures the lessons learned from the jump saga: trust empirical motion-table dumps over assumptions, the retail animation taxonomy (Style/SubState/Modifier/Action masks), and the wire/local-animation separation pattern. Updates the pickup table with the small remaining polish items (backward-walk jitter, stop-running twitch, remote-char Z offset).
9.1 KiB
9.1 KiB
Session 2026-04-17 — Debug overlay → full-day retail-AC research + client bug-bash
Timeline
- 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. - 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. - 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. - 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 modelsrc/AcDream.Core/Spells/SpellModel.cs— R1 spell cast state machinesrc/AcDream.Core/Combat/CombatModel.cs— R2 damage mathsrc/AcDream.Core/Audio/AudioModel.cs— R5 audio interfacessrc/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
- Retail UI widgets live in
keystone.dll, notacclient.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. - Of 94 GameEvents (S→C,
0xF7B0envelope), zero are handled in acdream today. Biggest network-protocol gap; blocks inventory, chat, quest tracking, allegiance. - Motion hooks are the trigger source for audio + VFX + combat timing. R3 motion-hook expansion is the prereq for "feel alive" (Phase E).
- Weather is 95% client-side — deterministic from Portal Year
server clock. No
SetWeatheropcode. - Retail lighting is D3D fixed-function with 8-light cap, NO attenuation inside Range, then hard cutoff. "Feels right" not physical.
- 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.
- ACE's MovementData only computes ForwardSpeed for the
WalkForward/WalkBackwards branch. Sending
RunForwarddirectly leaves observers atspeed=0. Correct wire format isWalkForward + HoldKey.Run + ForwardSpeed=runRate— ACE auto-upgrades toRunForwardfor broadcast. Our own client uses a separate LocalAnimationCommand to play the RunForward cycle locally while the wire stays WalkForward. - 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 entry0x40000015 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.