acdream/docs
Erik 7007758293 docs(research): animation-pipeline decompile audit — no real gaps
Ground-truth audit of acdream's animation pipeline against retail
decompile (chunk_*.c), cross-referenced line-by-line with our code.
Previous audit relied on ACE and got wiring claims wrong (said our
PlayAction path was orphaned when it's wired via OnLiveMotionUpdated).

Findings:
 - PerformMovement dispatcher (FUN_00529a90) matches our MotionInterpreter.
 - apply_current_movement cycle priority (FUN_00529210) matches our
   OnLiveMotionUpdated sequencer path.
 - Commands list → PlayAction wiring matches retail.
 - Falling / Jump / Dead substate routing matches.
 - Frame-timing epsilon + negative-speed playback matches.

The agent's "hit-react missing" claim turned out to be wrong: the
referenced FUN_0048d760 call passes 32-bit IDs shaped like MotionCommand
values but user-confirmed retail shows NO body animation on damage, so
vtable +0x9c is almost certainly emit-effect / play-sound / spawn-
particle — not a motion play. Not an animation gap.

Open follow-up: CreateObject initial Commands list is parsed but not
replayed when the entity hydrates (minor; rare case).

Not a follow-up: on-hit combat feedback (particles, damage numbers).
That's a separate feature, not an animation pipeline concern.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-21 21:18:45 +02:00
..
architecture docs: comprehensive architecture plan for acdream 2026-04-13 14:23:50 +02:00
audit docs: update audit — Sprint 1 items verified (sequence counters + scenery LCG) 2026-04-13 13:51:39 +02:00
plans docs: mark Phase G.1+G.2 full visual stack as shipped 2026-04-19 10:54:33 +02:00
research docs(research): animation-pipeline decompile audit — no real gaps 2026-04-21 21:18:45 +02:00
superpowers docs: movement completion implementation plan (7 tasks) 2026-04-13 23:08:48 +02:00
bugs.md docs: update bugs.md — close BUG-002/003/004, add BUG-005/006/007 2026-04-14 12:17:31 +02:00