User-observed regression 2026-04-23: acdream spawned rain particles when retail showed no rain at the same server tick. Root cause: my Phase 3e shortcut mapped DayGroup.Name = "Rainy" → WeatherKind.Rain → rain particle emitter. That's not what retail does. Parallel decompile research confirms: - Agent A (2026-04-23-physicsscript.md): PhysicsScript runtime lives at FUN_0051bed0 → FUN_0051bfb0, runs per PhysicsObj; sky calls it from NOWHERE. - Agent B (2026-04-23-sky-pes-wiring.md): FUN_00508010 (sky render loop) never reads SkyObject.DefaultPesObjectId — the field is dead at render time. Rain/snow particles in retail come from a separate camera-attached weather subsystem that has NOT yet been located. So the correct behavior is: DayGroup name should only drive fog/ambient tone (via keyframes, already in the Snapshot path), never spawn particle emitters. Any retail-faithful particle rain belongs to a future phase once we find the camera-attached weather subsystem driver. Change: MapDayGroupNameToKind now maps all weathery substrings (storm/snow/rain/cloud/overcast/dark/fog) → Overcast — fog-only visuals, no particle spawn. Clear names stay Clear. The Rain, Snow, Storm enum values remain and are still accessible via ForceWeather() for debug overrides. Tests updated (WeatherSystemTests): the name→kind theory now expects Overcast for Rainy/Snowy/Stormy variants. Also commits the four research docs from this session's parallel hunt: PhysicsScript dat+runtime, sky↔PES wiring (negative finding), lightning timer (negative finding — agent #3), fog on sky (positive: retail applies fog to sky geometry). NOTE on lightning: agent #3's research only ruled out the CLIENT-SIDE RANDOM TIMER hypothesis for lightning. User confirms retail does have visible lightning + thunder. A follow-up agent (#5, in flight as of this commit) is hunting the real mechanism — PlayScript opcode, SetLight PhysicsScript hooks, AdminEnvirons side effects, or the weather-volume draw. This commit does NOT attempt to port lightning. Build + 733 tests green. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
19 KiB
Lightning Flashes & Weather Crossfade — Decompile Research
Date: 2026-04-23
Scope: Answer Q1–Q5 of the lightning-crossfade hunt brief.
Source tree: docs/research/decompiled/chunk_*.c (688K lines, decompiled retail acclient.exe).
TL;DR
- Retail has NO lightning-flash system. Not a timer, not an RNG modulator, not a visual spike. Storm preset 6 sets two fog-color targets (grey 0x969696) and toggles the crossfade; that's it. "Flashes" in modern ports are an addition.
- Weather crossfade is driven entirely by
FUN_0055eb40(chunk_00550000.c:11835) — a 7-way switch onEnvironChangeType(param_2). It sets fog-crossfade target globals (DAT_008427ac/b0/b4,DAT_00842784/88), setsDAT_008427a9 = 1(active), and resets_DAT_008427b8 = 0(progress u). - Crossfade step
_DAT_007c7208is a single rdata constant. It's added each time theLightTickSizegate fires (i.e. per sky-keyframe update, default ~2 seconds). Progress saturates at 1.0 (_DAT_007938b0). - AdminEnvirons (0xEA60 = 60000) arrives via
FUN_006ae870(chunk_006A0000.c:13141) and unconditionally callsFUN_0055eb40with the EnvironChangeType int. No auth check, no queueing. - Thunder audio (0x76..0x7B) is driven by AdminEnvirons subtypes 0x65..0x6A
(chunk_00550000.c:11906-11994) — each calls
FUN_00551560(soundId, chanId)ONCE. No timer. Not auto-linked to storm preset.
Q1: Lightning flash trigger — NOT PRESENT in retail
What I searched
rand()in chunk_00500000.c (sky): 3 hits, all insideFUN_00501600RNG-looking macros → actually a byte-shuffle for ARGB color lerping (FUN_005df4c4), not RNG.rand()in chunk_00550000.c (weather): 3 hits (lines 646, 1074, 1102) — all sound-probability filters inFUN_00550cf0/FUN_00551430/FUN_005514c0, used by ambient-sound emission, not lightning.rand()in chunk_005B0000.c:3176-3189 — 256-entry palette shuffle init, unrelated.rand()in chunk_005C0000.c:5560-5668 — 4 particle-emitter time-jitter seeds, unrelated.fsinf/fcosfin the sky-keyframe path — only used for sun-direction polar-to- cartesian conversion (FUN_00501600:1193-1205). No other time-based trig.- String literals
"lightning"|"Lightning"|"thunder"|"Thunder"|"LIGHTNING"|"THUNDER": one hit, unrelated (chunk_004B0000.c:2283 = a character-skill UI string"ID_CharacterInfo_Augmentation_Resist_Lightning"). - Storm preset 6 in
FUN_0055eb40— sets*(iVar2 + 0x41) = 1on the singletonDAT_00871354(viaFUN_00564d30). I grepped for READS of+0x41across the entire decompile: there are NONE outside the singleton's own ctor/reset paths (chunk_00560000.c:2902, 3105 — both writes of 0). The storm flag is write-only; no lightning tick consumes it.
Storm preset 6 body — chunk_00550000.c:11885-11896
if (param_2 == 6) {
DAT_008427a9 = 1; // crossfade active
_DAT_008427b8 = 0; // progress u
DAT_008427ac = 0x3f4ccccd; // = 0.8f (target fogStart)
DAT_008427b0 = 0; // target secondary-1 (fogNear)
DAT_008427b4 = 0x42200000; // = 40.0f (target fogFar)
DAT_00842788 = 0x64969696; // target fog color ARGB: A=0x64 R=G=B=0x96 grey
DAT_00842784 = 0x64000000; // target secondary color: A=0x64 RGB=black
iVar2 = FUN_00564d30(); // get weather-mgr singleton
*(undefined1 *)(iVar2 + 0x41) = 1; // storm flag (NEVER READ elsewhere)
return 0;
}
Conclusion
The retail acclient does not implement lightning flashes. Storm preset 6 is
visually indistinguishable from other fog-change presets except by color and
the unread +0x41 storm flag. The "client-side random flash" described in the
r12 deepdive is either:
(a) a later/expansion feature not present in the decompiled build, or
(b) a modern-port embellishment.
If acdream wants lightning, it's an addition, not a port. A faithful retail render is pure dense grey fog during thunderstorm.
Q2: Weather / DayGroup crossfade mechanics
State variables (all in the 0x842780 cluster)
| Global | Type | Init | Role |
|---|---|---|---|
DAT_008427a9 |
byte | 0 | Crossfade active flag — true = blend keyframe output toward stored weather values |
_DAT_008427b8 |
float | 0.0 | Crossfade progress u — 0 at start, saturates at 1.0 |
DAT_008427ac |
float | — | Target fogStart (weather override) |
DAT_008427b0 |
float | — | Target fogNear (secondary/starfield override) |
DAT_008427b4 |
float | — | Target fogFar (secondary/starfield override) |
DAT_00842788 |
u32 ARGB | — | Target primary fog color (pair with DAT_008427ac) |
DAT_00842784 |
u32 ARGB | — | Target secondary color (pair with DAT_008427b0/b4) |
_DAT_007c7208 |
float | .rdata constant (value unknown in decompile; see below) | Per-tick progress step |
_DAT_007938b0 |
float | 1.0 (confirmed by division usage across chunk_00440000/00450000) | Upper saturation for u |
Per-frame crossfade block — chunk_00500000.c:6256-6281 (primary channel)
if (DAT_008427a9 != '\0') {
if (_DAT_007938b0 <= _DAT_008427b8) { // u >= 1.0: snap
local_24 = DAT_008427ac; // fogStart = target
local_20 = DAT_00842788; // fogColor ARGB = target
}
else {
// Per-byte lerp on fog color (R, G, B, A individually):
// new = current - (current - target) * u [applied to each byte]
// -- FUN_005df4c4 is the byte clamp/pack helper --
... // 4 byte channels
local_24 = local_24 - (local_24 - DAT_008427ac) * _DAT_008427b8; // fogStart lerp
_DAT_008427b8 = _DAT_008427b8 + _DAT_007c7208; // advance u
}
}
FUN_00505f30(local_24, local_20, local_c, local_18);
Per-frame crossfade block — chunk_00500000.c:6297-6324 (secondary / starfield)
Same structure, but writes local_1c (fogNear) ← DAT_008427b0, local_24
(fogFar) ← DAT_008427b4, local_20 (color) ← DAT_00842784. Progress u is
the SAME global _DAT_008427b8 — so both channels advance in lockstep.
Important: the crossfade step gate
_DAT_008427b8 += _DAT_007c7208 runs ONLY when the outer "LightTickSize" gate fires
(chunk_00500000.c:6249 if (_DAT_008427a0 < _DAT_008379a8)). This gate reschedules
using *(double *)(*(int *)(DAT_0084247c + 0x50) + 0x10) = SkyDesc.LightTickSize.
Based on the ACE schema (SkyDesc.LightTickSize in the Region dat), this is
typically 2.0 seconds.
Duration of a crossfade: if _DAT_007c7208 is, say, 1/30 (0.033), then
crossfade completes in 30 light-ticks × 2s = 60 seconds. If it's 1/8 = 0.125,
it's 16 seconds. If it's 1.0, it's 2 seconds (instant within one keyframe step).
The literal value is in .rdata at offset 0x007c7208 and isn't visible in the
decompile — acdream should either (a) start with a tuning-chosen constant
(e.g. 0.1 for 20 s fade) and expose it as a config, or (b) disassemble the
retail binary's .rdata to get the ground-truth value.
Note on retail client behavior
Because the crossfade step advances at the LightTickSize cadence (not per-frame), retail's weather change visibly "steps" in ~2-second increments rather than appearing silky smooth at 60 fps. This matches the known retail look — "the sky is updating in chunks" rather than continuously.
Q3: AdminEnvirons (0xEA60 = 60000) handler
Dispatcher — chunk_006A0000.c:13141-13153
undefined4 FUN_006ae870(int param_1, int *param_2)
{
undefined4 uVar1;
if (((param_1 != 0) && (*(int *)(param_1 + 0x40) != 0)) && (*param_2 == 60000)) {
uVar1 = FUN_0055eb40(param_2[1]); // param_2[1] = EnvironChangeType (int)
return uVar1;
}
return 0;
}
Wire format: [u32 opcode=0xEA60][u32 environChangeType] — just a single int payload.
FUN_0055eb40 — EnvironChangeType dispatcher (chunk_00550000.c:11839)
| EnvChangeType | Action | Crossfade? |
|---|---|---|
| 0 (Clear) | Zero all targets; set 008427a9 = 0 (crossfade OFF) | N (off) |
| 1 (RedFog / preset 1) | fogStart 0.4, fogFar 50, color 0x64_R_96_00 | Y |
| 2 (preset 2) | fogStart 0.3, fogFar 50, color 0x64_32_00_96 | Y |
| 3 (preset 3) | fogStart 0.4, fogFar 30, color 0x64_64_64_64 (grey) | Y |
| 4 (preset 4) | fogStart 0.3, fogFar 50, color 0x64_1E_64_00 | Y |
| 5 (preset 5) | fogStart 0.8, fogFar 40, color 0x64_96_96_96 | Y |
| 6 (Storm) | fogStart 0.8, fogFar 40, color 0x64_96_96_96 + singleton+0x41 = 1 |
Y |
| 0x65..0x72 | Play thunder/ambient sound via FUN_00551560(soundId 0x76..0x83, chanObj) |
N (sound only) |
| 0x75..0x7B | Play thunder/ambient sound (0x84..0x8A) | N (sound only) |
| 9999 (preset 9999) | fogFar 30, color 0x32_64_64_64, same as preset 3 branch | Y |
All "crossfade" branches set DAT_008427a9 = 1 and _DAT_008427b8 = 0 via the
common LAB_0055f050 tail.
The common tail (chunk_00550000.c:12009-12015):
DAT_008427a9 = 1;
LAB_0055f050:
_DAT_008427b8 = 0;
DAT_008427b0 = 0; // reset fogNear target
iVar2 = FUN_00564d30();
*(undefined1 *)(iVar2 + 0x41) = 0; // clear storm flag
return 0;
AdminEnvirons → crossfade trigger
The server's AdminEnvirons(EnvironChangeType = 6) path:
- Client wire: opcode 0xEA60 followed by u32=6.
FUN_006ae870dispatches on opcode, callsFUN_0055eb40(6).FUN_0055eb40writes the storm targets + sets the crossfade flag.- Next
FUN_005062e0tick (gated byLightTickSize) lerps toward the targets. - Crossfade continues at step
_DAT_007c7208per tick untilu >= 1.
Q4: Thunder sound wiring
Direct, not timer-driven
FUN_00551560(soundId, chanObj) is the play-sound-now call. FUN_00564d50(singleton)
lazily instantiates the channel object FUN_00415730(0x10000003, 7, 0x22) and
caches it at singleton + 0x34. Each EnvironChangeType 0x65..0x6A plays a
DIFFERENT thunder/ambient sound:
| EnvChangeType | soundId | Likely meaning |
|---|---|---|
| 0x65 (101) | 0x76 | Thunder1Sound |
| 0x66 (102) | 0x77 | Thunder2Sound |
| 0x67 (103) | 0x78 | Thunder3Sound |
| 0x68 (104) | 0x79 | Thunder4Sound |
| 0x69 (105) | 0x7A | Thunder5Sound |
| 0x6A (106) | 0x7B | Thunder6Sound |
| 0x6B..0x72 (107-114) | 0x7C..0x83 | other ambient sounds |
| 0x75..0x7B (117-123) | 0x84..0x8A | more ambient sounds |
There is NO periodic "play thunder" call. The retail client plays thunder
ONLY when the server sends AdminEnvirons(0x65..0x6A). No client-side RNG
picks a sound, no tick schedules anything. If the server wants "thunder every
10-20 seconds during storm", the server must send it explicitly.
Cross-confirmation: FUN_00551560(0x76, ...) appears in the full decompile
only ONCE (chunk_00550000.c:11909). Every other thunder/ambient sound is also
a single-site dispatch from FUN_0055eb40. There is no storm-active loop.
Q5: Port-ready C# pseudocode
1. Crossfade state machine
// Source of truth: ACE/retail AC EnvironChangeType enum + the 7 cases of FUN_0055eb40
// (chunk_00550000.c:11839-12016).
public enum EnvironChangeType : uint
{
Clear = 0,
// Preset 1..6 are the historical fog presets. Values match FUN_0055eb40 switch.
Fog1 = 1, // 0x64_B2_96_00-ish, fogStart 0.4, fogFar 50
Fog2 = 2,
Fog3 = 3,
Fog4 = 4,
Fog5 = 5,
Storm = 6, // fogStart 0.8, fogFar 40, grey
Thunder1 = 0x65,
Thunder2 = 0x65 + 1,
// ...through 0x7B
Fog9999 = 9999,
}
internal sealed class WeatherCrossfade
{
// Retail globals (DAT_008427a9, DAT_008427ac, DAT_008427b0, DAT_008427b4, _DAT_008427b8,
// DAT_00842788, DAT_00842784).
private bool _active;
private float _progressU;
private float _targetFogStart;
private float _targetFogNear;
private float _targetFogFar;
private uint _targetFogColorArgb;
private uint _targetSecondaryArgb;
// Retail constant _DAT_007c7208 (.rdata). Per light-tick increment. Literal value is
// not in the decompile; 0.1 gives ~20s crossfade at default LightTickSize=2s.
// TODO(acdream): disassemble retail .rdata @ 0x007c7208 to pin the exact value.
public float ProgressStep { get; set; } = 0.1f;
/// <summary>FUN_0055eb40 — server AdminEnvirons(opcode 0xEA60) handler.</summary>
public void ApplyEnviron(EnvironChangeType type)
{
switch (type)
{
case EnvironChangeType.Clear:
_active = false;
_targetFogStart = 0f;
_targetFogFar = 0f;
_targetFogColorArgb = 0;
_targetSecondaryArgb = 0;
// fall through to reset tail
ResetTail();
return;
case EnvironChangeType.Fog1:
_targetFogStart = 0.4f; _targetFogFar = 50f;
_targetFogColorArgb = 0x64B29600; _targetSecondaryArgb = 0x64B29600; break;
case EnvironChangeType.Fog2:
_targetFogStart = 0.3f; _targetFogFar = 50f;
_targetFogColorArgb = 0x64320096; _targetSecondaryArgb = 0x64320096; break;
case EnvironChangeType.Fog3:
_targetFogStart = 0.4f; _targetFogFar = 30f;
_targetFogColorArgb = 0x64646464; _targetSecondaryArgb = 0x64646464; break;
case EnvironChangeType.Fog4:
_targetFogStart = 0.3f; _targetFogFar = 50f;
_targetFogColorArgb = 0x641E6400; _targetSecondaryArgb = 0x641E6400; break;
case EnvironChangeType.Fog5:
_targetFogStart = 0.8f; _targetFogFar = 40f;
_targetFogColorArgb = 0x64969696; _targetSecondaryArgb = 0x64000000; break;
case EnvironChangeType.Storm:
_targetFogStart = 0.8f; _targetFogFar = 40f;
_targetFogColorArgb = 0x64969696; _targetSecondaryArgb = 0x64000000;
StormFlag = true; // singleton+0x41; noted but unused by rendering
break;
case EnvironChangeType.Fog9999:
_targetFogStart = 0.4f; _targetFogFar = 30f;
_targetFogColorArgb = 0x32646464; _targetSecondaryArgb = 0x32646464; break;
default:
if ((int)type >= 0x65 && (int)type <= 0x7B) { PlayThunderFor(type); return; }
return;
}
_active = true;
_progressU = 0f;
_targetFogNear = 0f;
}
private void ResetTail()
{
_progressU = 0f;
_targetFogNear = 0f;
StormFlag = false;
}
public bool StormFlag { get; private set; }
/// <summary>Called each time the LightTickSize gate fires (~every 2 s).</summary>
public void AdvanceCrossfade(ref float curFogStart, ref uint curFogColorArgb,
ref float curFogNear, ref float curFogFar,
ref uint curSecondaryArgb)
{
if (!_active) return;
if (_progressU >= 1f)
{
// snap
curFogStart = _targetFogStart;
curFogColorArgb = _targetFogColorArgb;
curFogNear = _targetFogNear;
curFogFar = _targetFogFar;
curSecondaryArgb = _targetSecondaryArgb;
return;
}
curFogStart = curFogStart - (curFogStart - _targetFogStart) * _progressU;
curFogNear = curFogNear - (curFogNear - _targetFogNear) * _progressU;
curFogFar = curFogFar - (curFogFar - _targetFogFar) * _progressU;
curFogColorArgb = LerpArgbBytes(curFogColorArgb, _targetFogColorArgb, _progressU);
curSecondaryArgb = LerpArgbBytes(curSecondaryArgb, _targetSecondaryArgb, _progressU);
_progressU += ProgressStep;
}
private static uint LerpArgbBytes(uint a, uint b, float t)
{
// matches the per-byte pattern in FUN_005062e0:6262-6277
byte La(int s) => (byte)((a >> s) & 0xff);
byte Lb(int s) => (byte)((b >> s) & 0xff);
byte Lerp(int s) { float d = La(s) - Lb(s); return (byte)(La(s) - d * t); }
return (uint)(Lerp(0) | (Lerp(8) << 8) | (Lerp(16) << 16) | (Lerp(24) << 24));
}
}
2. AdminEnvirons → crossfade network binding (F.1 dispatcher)
// src/AcDream.Core/Events/GameEventDispatcher.cs (existing pattern from Session 2026-04-18)
// Opcode 0xEA60 = 60000 = AdminEnvirons.
// Wire format: [u32 opcode][u32 environChangeType]
public void OnAdminEnvirons(BinaryReader r)
{
uint envType = r.ReadUInt32();
_world.Weather.ApplyEnviron((EnvironChangeType)envType);
// If envType is in 0x65..0x7B the above call plays a thunder sound and returns
// without setting the crossfade.
}
3. Thunder sound wiring
// chunk_00550000.c:11906-11994 maps AdminEnvirons -> sound.
// soundId = (int)envType - 0x65 + 0x76 (i.e. 0x65→0x76, 0x66→0x77, ..., 0x72→0x83)
// second range 0x75..0x7B → 0x84..0x8A
// Route via the already-shipped OpenAL SoundPlayer (Phase E.2).
private void PlayThunderFor(EnvironChangeType type)
{
int et = (int)type;
int soundId = et switch
{
>= 0x65 and <= 0x72 => et - 0x65 + 0x76,
>= 0x75 and <= 0x7B => et - 0x75 + 0x84,
_ => 0,
};
if (soundId != 0) _audio.Play2D((uint)soundId);
}
4. Lightning flash
Do not port. Retail has none. If acdream adds it as a client-side visual enhancement, it should be an explicit new system behind a feature flag — not advertised as "matches retail." Document clearly in commit message.
Citations
docs/research/decompiled/chunk_00500000.c:6249-6333—FUN_005062e0per-frame sky+crossfadedocs/research/decompiled/chunk_00550000.c:11835-12016—FUN_0055eb40EnvironChangeType dispatcherdocs/research/decompiled/chunk_00550000.c:11906-11994— thunder/ambient sound casesdocs/research/decompiled/chunk_006A0000.c:13141-13153—FUN_006ae870AdminEnvirons (0xEA60) network handlerdocs/research/decompiled/chunk_00560000.c:2461-2467—FUN_00564d30singleton getter for the weather managerdocs/research/decompiled/chunk_00560000.c:2890-2914— weather-mgr ctor (+0x41 init = 0)docs/research/decompiled/chunk_00550000.c:1114-1136—FUN_00551560play-sound-by-id utilitydocs/research/decompiled/chunk_00500000.c:6280, 6322— only writers of_DAT_008427b8 += _DAT_007c7208docs/research/decompiled/chunk_00550000.c:11887, 12011— only other writers of_DAT_008427b8(reset to 0)
Gaps / Unresolved
_DAT_007c7208literal value. It's an .rdata constant not inlined in any decompile site. Acdream should either pick a tuning value (e.g. 0.1 for ~20 s crossfade at default LightTickSize=2 s) or disassemble the retail binary.rdataat address 0x007c7208 to pin the exact value.- Storm flag
singleton+0x41. Written to 1 in preset 6, but no reader in the full 688K-line decompile. Likely a vestigial/dead field from an earlier retail build, or consumed by a debug path that was stripped. Safe to ignore. - Exact bit-layout of fog-color targets. The constants like
0x64B29600are given in mixed ARGB/BGRA order in the decompile — the apply-byte-lerp at 6262-6277 reads them in the same byte order as the runtime current value, so as long as acdream consistently treats them as "retail-native ARGB", the lerp math and final D3D state push will match. Validation: compare rendered fog color side-by-side with retail under AdminEnvirons 1..5.