Modern open-source C# .NET 10 Asheron's Call client. Faithful port of retail client behaviour to Silk.NET with a plugin API.
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.
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| docs | ||
| memory | ||
| src | ||
| tests | ||
| tools | ||
| .gitignore | ||
| AcDream.slnx | ||
| CLAUDE.md | ||
| README.md | ||
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 directoryreferences/— 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.