Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
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Erik 6bce9b8019 fix(anim): jump animation via Falling SubState + kept PlayAction infra for emotes
The actual retail behavior for jump animations is a plain SubState swap —
NOT an Action overlay as I'd initially guessed. MotionCommand.Falling
(0x40000015) is a SubState cycle whose motion-table entries handle the
whole jump lifecycle:

  - Links[(stance, RunForward)][Falling]     = leap-into-air link
  - Cycles[(stance, Falling)]                = airborne cycle (loops)
  - Links[(stance, Falling)][Ready/...]      = landing link back to normal

Empirical verification from the diagnostic dump:
    Links[0x003D0007] has 3 inner entries:
        inner key: 0x41000003 (Ready)
        inner key: 0x45000005 (WalkForward)
        inner key: 0x40000015 (Falling) ← jackpot

SetCycle() already handles SubState + Links + Cycles resolution correctly,
so the whole fix is three lines:

    if (!result.IsOnGround)
        animCommand = MotionCommand.Falling;

What's in this commit:
- Added MotionCommand.Falling (0x40000015) constant + comments explaining
  the retail jump-is-a-SubState flow
- GameWindow.UpdatePlayerAnimation swaps to Falling when airborne (the
  cleanest possible implementation — motion table does all the work)
- Kept AnimationSequencer.PlayAction infrastructure (ported via Links
  fallback + Modifiers fallback). Not needed for jump, but perfectly
  valid for emotes like /wave, /bow (found in the same Links dict as
  inner keys 0x13000080-0x13000083) and eventual combat attacks
- Kept MotionCommand.Jump / Jumpup / FallDown constants (unused for now
  but useful reference if non-humanoid motion tables use them)
- Removed all diagnostic logging

What was learned (for future motion work):
- Retail's MotionTable.Cycles dict holds SubState loops (Ready, Walk,
  Run, Falling, Crouch, etc.) by (style<<16) | (motion & 0xFFFFFF)
- MotionTable.Links dict holds TRANSITIONS between motions: the OUTER
  key is the (style, fromMotion) combo; the INNER key is the TARGET
  motion. The stored MotionData IS the link animation played during
  the transition. This is what ACE's get_link traverses.
- MotionTable.Modifiers dict holds overlay motions (mask 0x20) — rare
  for humanoids, only 8 TurnRight/SideStepRight stance variants
- Actions (mask 0x10) in retail ALSO go through Links — they're
  transition animations FROM current substate, not overlays. Use
  PlayAction (now correctly routed to Links dict) for them.

Jump animation now works retail-faithfully for running + jumping off.
Standing-jump behavior depends on whether the player's motion table
has a Ready→Falling link; SetCycle's fallback chain should handle it
via the style-level catch-all if the direct link is absent.

470 tests pass. Build clean.
2026-04-18 15:32:52 +02:00
docs docs+feat: 13 retail-AC deep-dives (R1-R13) + C# port scaffolds + roadmap E-H 2026-04-18 10:32:44 +02:00
memory memory: capture full 2026-04-17 session + permanent research index 2026-04-18 13:24:11 +02:00
src fix(anim): jump animation via Falling SubState + kept PlayAction infra for emotes 2026-04-18 15:32:52 +02:00
tests feat(physics): port full CTransition collision response from pseudocode 2026-04-14 11:17:45 +02:00
tools feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody 2026-04-12 23:54:51 +02:00
.gitignore chore: phase 0 — skeleton + dat asset inventory 2026-04-10 09:02:56 +02:00
AcDream.slnx feat(net): AcDream.Core.Net scaffold + ISAAC keystream (Phase 4.1) 2026-04-11 14:14:28 +02:00
CLAUDE.md docs: comprehensive architecture plan for acdream 2026-04-13 14:23:50 +02:00
README.md chore: phase 0 — skeleton + dat asset inventory 2026-04-10 09:02:56 +02:00

acdream

Experimental modern open-source Asheron's Call client in C# / .NET 10.

Status: pre-alpha, not playable. Phase 0 only — dat file asset inventory.

Stack: .NET 10, Chorizite.DatReaderWriter for dat parsing. Silk.NET + Avalonia planned for rendering/UI (not yet wired up).

Requires: A retail Asheron's Call install (Turbine/Microsoft property — supply your own). Set ACDREAM_DAT_DIR environment variable to the directory containing client_portal.dat, client_cell_1.dat, client_highres.dat, and client_local_English.dat, or pass it as the first CLI argument.

Layout

  • src/AcDream.Cli/ — console app that dumps asset counts from a dat directory
  • references/ — local read-only reference material (ACE, ACViewer, WorldBuilder, DatReaderWriter, holtburger, retail AC install). Gitignored.

Run

dotnet run --project src/AcDream.Cli -- "C:\path\to\Asheron's Call"

Or set ACDREAM_DAT_DIR and run without args.