acdream/docs/research/2026-08-30-fw-walk-oracle/README.md
Erik 71b11817ad research(render) Campaign FW0: retail walk-oracle harness + 10 live trace fixtures
cdb capture harness (recon offsets + per-pose scripts; .gitignore gains a
negation so the walk-oracle scripts are tracked despite the global *.cdb
ignore) and the FW1 conformance fixtures: terrace center/edge, cathedral
arrival, doorway still, cottage walkout, street porch-cam/outdoor, town
walkabout, foundry entry, foundry deep. Binding findings in the README:
the frame roots at the CAMERA cell; outdoor root draws the #456 far
building every frame and hides it by depth cover, never omission;
interior root gates through the exit-view chain; look-ins punch at the
owning building turn; transitions are one-frame flips.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-30 09:10:07 +02:00

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5.3 KiB
Markdown

# FW0 — retail walk-oracle traces (captured 2026-08-30)
Live cdb captures of retail's per-frame draw walk (2013 v11.4186 client,
PDB-paired, connected to local ACE; owner drove the character). These are
the conformance fixtures for Campaign FW slice FW1: `RetailFrameWalk` must
reproduce these sequences position-for-position. Capture harness:
`tools/walk-oracle/` (`fw0-recon.cdb` dumped the offsets; `fw0-capture.cdb`
is the template the per-pose scripts derive from).
## Trace format
One line per event, frames delimited by `F <n>`:
- `F n` — frame start (`SmartBox::RenderNormalMode` @0x00453AA0 entry).
- `LS``LScape::draw` @0x00506330 (the landscape walk ran).
- `BLD <cellid>``RenderDeviceD3D::DrawBuilding` @0x0059F2A0; the id is
the building's `Position.objcell_id` (CBuildingObj+0x4C).
- `DI <cellid>``PView::DrawInside` @0x005A5860; the EnvCell being
descended into (arg at esp+4; id = CEnvCell+0x28 `m_DID`).
- `DC pv=<PView*> ov=<outside_view.view_count> n=<cell_draw_num>: <ids…>`
`PView::DrawCells` @0x005A4840 entry; dumps the PView's whole
`cell_draw_list` (PView+0x50 data / +0x60 count / +0x38 ov).
The last frame of each capture can be truncated (the auto-detach fires at
the frame marker, before that frame's draws) — ignore the final frame when
replaying.
## Traces
| File | Pose | Root shape | Why it matters |
|---|---|---|---|
| `terrace-center.log` | Sanctuary terrace center, still, 40f | OUTDOOR | Baseline outdoor frame: `LS`, 14 buildings far-to-near **including 0xF518002E every frame**, terrace cells drawn as 1-cell look-in punches at their building's turn. |
| `terrace-edge.log` | Waterfall ledge (the #456 pose), still, 40f | OUTDOOR | **The #456 acceptance oracle.** Retail STILL draws 0xF518002E all 39 complete frames — the vista is hidden by depth cover, not by culling. Edge adds a second look-in cell (n=2: f4180106 f418010f). |
| `cathedral-arrival.log` | Cathedral portal-in arrival, still, 40f | INTERIOR (DI f4180106) | Interior root: DI → DC(ov=1) → LS drawn THROUGH the exit view — and the building roster is culled to 10; **0xF518002E is absent**. Rooting selects the mechanism. |
| `holtburg-doorway-still.log` | Standing in a cottage doorway, still, 40f | INTERIOR (DI a9b4013f) | The flap scene: root is rock-stable all 39 frames at the threshold. Note the same cell (a9b40100) punched by three consecutive look-in views — retail tolerates duplicate punches. |
| `holtburg-walkout.log` | Walking inside → out of the cottage, 80f | DI a9b4013f (F1-76) → DI a9b40150 (F77-79) → OUTDOOR (F80) | The handover contract: interior cell-to-cell at F77, a clean ONE-FRAME interior→outdoor flip at F80. No intermediate state. |
| `holtburg-street-porchcam.log` | Player in the street facing away from the cottage, still, 40f | INTERIOR (DI a9b40150) | **Proof the frame roots at the CAMERA's cell, not the player's** — the chase camera tucked into the porch keeps the frame interior-rooted while the player stands outdoors. Wide doorway view culls nothing (full 14-building roster). |
| `holtburg-street-outdoor.log` | Mid-street, camera in the open, still, 40f | OUTDOOR | Clean outdoor town fixture: LS, 13 buildings, two look-in punches (n=3, n=2), zero DI. |
| `holtburg-walkabout.log` | Walking through Holtburg outdoors, 80f | OUTDOOR throughout | Moving outdoor fixture; dense look-in punch activity (~10 DC/frame) as doorways sweep the view. |
| `foundry-entry.log` | Walking from the street into the Holtburg foundry and down, 80f | OUTDOOR (F1-56) → DI a9b40178 (F57-78, **LS=false**) → DI a9b40177 (F79) | The outdoor→interior flip in one frame — and the pure-interior shape: the moment the camera faces down the stairs, no exit view survives, so NO landscape and NO buildings draw (ov=0). |
| `foundry-deep.log` | Bottom of the foundry, still, 40f | INTERIOR (DI a9b40176) | Deep interior with a surviving chain: ov=1 through the stairwell, so retail draws the landscape AND 12 town buildings from the basement — all buried by depth. Confirms draw-and-let-z-cover is the philosophy everywhere. |
## Findings that bind the FW1 port
1. **The frame roots at the camera-eye's cell** (porchcam trace). Player
position is irrelevant to rooting.
2. **Outdoor root draws every distance-eligible building — including the
#456 far building — and hides them by depth**, never by omission
(terrace-edge trace). acdream's #456 bleed is therefore a HOLE in our
drawn cover at that pose, not extra visibility. The cover mechanism
inside `RenderDeviceD3D::DrawBuilding` (pre-punch flush + portal far-Z
pass) is the next decomp read.
3. **Interior root gates the world through the exit-view chain**: the
building roster and landscape are whatever survives the chain's
cone/clip — from nothing (foundry entry, ov=0) to the whole town
(foundry deep, porchcam).
4. **Look-ins draw at the owning building's walk turn**, as 1-3 cell
`DrawCells` punches (ov=0) interleaved with the building sequence, and
duplicate punches of the same cell are tolerated.
5. **Transitions are one-frame flips** with no blended or intermediate
state (walkout F80, foundry F57), and the root is perfectly stable
when stationary — even standing in a doorway.
6. **Buildings draw far-to-near** (`LScape::calc_draw_order`), and the
whole-frame sequence repeats bit-for-bit while the camera is still.