- texAnimLoop alpha: add crossfade blend for mode != 0 (mode 0 skips
crossfade per original assembly JMP at 0x715B49). Fix alpha output
base to output+0x30 matching original ESI.
- colorAnimLoop: add crossfade blend, same mode 0 skip pattern.
Mode 0 uses direct short->float copy matching original.
- New wordAnimLoop: implements model_hdr+0x6C/0x70 word animation
section (assembly 0x715E46-0x715F25). Word copy with crossfade,
no float blending. Data stride 0x1C, output stride 0x20.
- Fix billboard cross product z-component for types 0x10/0x20:
was +cross.z, should be -cross.z (r0y*r1x - r0x*r1y).
- Extract shortInterpToFloat helper shared by alpha/color crossfade.
Known: particle emitter crash (pre-existing, idx=0x7FFFFFFF in
secondary findInterpIdx) — exposed by corrected colorAnimLoop count.
Assembly-level comparison of compiled REF against original 0x714260 revealed:
1. Billboard cross product sign error (types 0x10/0x20): computed +cross
instead of -cross for components 0/1, corrupting billboard bone matrices
2. colorAnimLoop wrong count field: read model_hdr+0x6C instead of +0x64
3. colorAnimLoop wrong gate offset: checked anim_data+0x04 instead of +0x0C
4. Timestamp delta guard inverted: REF guarded on cur_ts!=0 and always
wrote to this+0x4C; original guards on this+0x4C!=0 first and never
seeds the field (something else initializes it)
5. Section 5 emitter_ctx cached instead of re-read after matMul call
Also: build REF with x87-only target (subtract SSE/SSE2 features) to
match original's FLD/FMUL/FSTP codegen, and use callVec3SqMag for all
magnitude computations instead of inline SSE math.
Remaining known issues (not yet fixed):
- texAnimLoop alpha track missing crossfade blend
- colorAnimLoop missing crossfade blend
- Missing word animation section (model_hdr+0x6C/0x70)
- Bisect infrastructure and diagnostic code still present (test scaffolding)
- Replace all reimplemented game functions with actual game calls:
vec3_sqmag (0x4549F0), __ftol (0x40A2B0), getIndexOffset (0x71AFF0),
setShortValue (0x71B010) — matching assembly exactly
- Fix 3 wrong hardcoded constants that differ at runtime from Ghidra static values:
SHORT_TO_FLOAT: 0x38000000→0x38000100 (1/32767 not 1/32768)
BILLBOARD_EPSILON: 0x3727c5ac→0x34800000
HERMITE_5: 5.0→6.0
All now read from game memory at runtime
- Fix timestamp delta guard (this+0x4C): was guarding on stored value,
assembly guards on anim_ctx pointer — prevents first-frame initialization
- Change REF calling convention to thiscall matching original
- Add comprehensive memory comparison diagnostic (original vs REF)
- Disable interpKfDetour hook (was pure passthrough)
Bug #18: Ribbon emitter track offsets completely wrong. Position was
entry+0x24, actual tracks from assembly (0x716402-0x716AA9):
Track 1 (Vec3): gate=+0x1C, AnimData=+0x10, output=+0x00
Track 2 (Vec3): gate=+0x38, AnimData=+0x2C, output=+0x30
Track 3 (float): gate=+0x70, AnimData=+0x64, output=+0x80
Track 4 (Vec3): gate=+0x54, AnimData=+0x48, output=+0x50
Bug #19: Track 4 output was +0xA0 (should be +0x50), and tracks 2/4
were float (should be Vec3). Wrong output offsets corrupted stack data,
causing bone_rt pointer to contain float bit patterns.
Teardown: hook World_HandleLogoutCleanup (0x491180) instead of
CleanupWorldAndEntities (0x66FC40). Fires at START of logout sequence
before any Lua callbacks trigger model processing on freed data.
Prologue: PUSH ESI/EDI, epilogue: POP EDI/ESI, JMP (tail call).
Also: added bone_sse_reference.zig as separate compilation unit for
A/B testing the proven-working version independently.