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.
Bug #15: Short-value interpolation read AD+0x0C (nTimestamps count) as
pointer to short array. Should be AD+0x18 (ofsValues). Caused segfault
reading from address ~0x134 (a count value treated as pointer).
Bug #16: boneKeyframeLoop AnimData offsets wrong. Rotation was kf_data+0x10,
should be +0x1C. Scale was kf_data+0x28 with garbled gate, should be +0x38
with gate at +0x44. Translation was correct at +0x00. Entry structure is
3x28-byte AnimBlocks: trans(+0x00), rot(+0x1C), scale(+0x38) = stride 0x54.
Bug #17: particleEmitterLoop (model_hdr+0x124) position AnimData was
entry+0x04, should be entry+0x10 with gate at entry+0x1C. Second track
was entry+0x20, should be entry+0x38/gate +0x44. Third track at
entry+0x60/gate +0x6C was missing entirely.
Also fixed IsParticleBufferEmpty calling convention (bug #14):
was __stdcall with stack param, now __fastcall(ECX=ptr) plain RET.
SSE dispatch enabled for A/B testing.
Moved math_sse.zig and all 17 hook declarations + CriticalSection spin
count optimization from transform44 into new ssemaths module. Off by
default (-Dssemaths=true to enable).
transform44 retains its profiling hooks and blit_hub optimization.
ssemaths is a clean standalone module with its own mutex, install/remove
lifecycle, and lateInit for post-UnitXP hook clobbering.
Added performance note to math_sse.zig documenting that hook-based
replacement adds ~5-8 cycles overhead that makes small functions slower,
and that in-place patching is the path to realize the full 2-4x gains
shown in inlined benchmarks.
Added V4 vector helpers (loadV3, storeV3, dot3) and rewrote several
functions to use @Vector(4, f32) operations instead of scalar f64:
- planeNormal: 0.7x -> 1.7x (79 -> 33 cyc) -- V4 cross + normalize
- transformAABox: 0.7x -> 1.2x (118 -> 69 cyc) -- f32 + @min/@max
- evaluatePolynomial: 0.4x -> 0.6x (24 -> 16 cyc) -- drop f64 promotion
- vec3MulScalar: 0.7x -> 0.8x -- V4 splat multiply
- dotProduct/squaredMagnitude: rewritten with dot3 helper
crossProduct reverted from shuffle-SIMD back to scalar -- shuffles added
latency that the x87 pipeline doesn't have (16 vs 13 cyc).
Remaining losers (dotProduct 0.4x, evalPoly 0.6x) are at the function
call overhead floor -- the original x87 is 5-11 cycles, which is close
to bare call/ret cost.
Was __stdcall with stack param — would corrupt stack for every visible
particle emitter. Fixed to __fastcall(ECX=ptr) matching assembly at
0x717EB8: MOV ECX,[EBP-0x10]; CALL 0x7B5F60. Plain RET, no stack cleanup.
Bug #14 found during final verification pass.
Section 12c (model_hdr+0x134): visibility byte animation pattern verified
from assembly at 0x7176C2-0x717774. Byte array indexing, crossfade output
at +0xCC (not +0xBC). Position track at entry+0x24 with 12-byte keyframes.
Section 12e (model_hdr+0x13C): all 10 tracks verified. Tracks 1-6 use
scalar float interpolation (findInterpIdx + 4-byte keyframes). Tracks 7-10
use getInterpolatedFloat (0x71AF20). Track offsets, gate checks, and output
positions all confirmed from assembly.
SSE dispatch remains disabled pending final testing.
File cache (filecache module):
- Moved from transform44 sub-module to standalone src/filecache/
- 2-way set-associative cache (32768 sets x 2 ways) with FNV-1a hash + finalizer
- Fixed negative cache hit crash: zero output params before returning 0
(FindFileInArchive reuses filename slot for out_outer_archive)
- Fixed path 2 crash: set out_outer_archive on all cache hit paths
- Fixed stale block_entry crash: cache block index instead of raw pointer,
recompute from archive+0x290 on each hit
- Fixed archive-freed crash: use game's FindAndIncrementResourceReference
(0x650780) instead of manual +0x38 increment -- validates archive is alive
- Periodic stats dump with projected time savings (hit=~1000cy vs miss=~30000cy)
Timer fix (transform44 sub-module, ported from VanillaFixes):
- TSC calibration via QPC reference over 500ms
- Enables TSC mode if game was using GetTickCount fallback
- NtSetTimerResolution for 0.5ms OS timer granularity
- SetProcessInformation to disable Windows 11 power throttling
- Always-on (no A/B toggle -- no measurable impact on Wine/Linux)
bone_sse.zig: Full standalone SSE reimplementation of the 17703-byte bone
transform engine (0x714260). All helper functions reimplemented inline
(findInterpolationIndices, interpolateAnimationKeyframes, scaleMatrix3x3,
ApplyTranslation, rotateByQuaternion). Currently disabled (A/B dispatch
commented out) due to NULL ofsValues crash under investigation.
transform44.zig: Add OnWorldUpdate (0x482EA0) hook for true per-frame
counting. Previous frame counter used executeSceneRenderPass which fires
multiple times per frame (shadows, reflections, spell effects), causing
A/B periods to be as short as 0.5s during combat instead of ~30s.
SCENEOBJECT_OFFSETS.md: Complete assembly-verified field offset map
(51 offsets) extracted from [EBX+N] patterns in transformMatrix4x4.
Corrects bone_runtime_base from +0x80 to +0x090.
Hook File_FindInArchive (0x6549a0) with a direct-mapped filename-verified
cache. First open does the full MPQ chain walk (~60K cycles), subsequent
opens hit the cache (~300 cycles). 80% hit rate in gameplay testing.
Cache design: 16384 entries, FNV-1a hash for slot index, raw filename
comparison (128 bytes) for collision safety. Stores outer_archive,
inner_archive, and block_entry per file. Negative cache for not-found files.
Refcount at +0x38 incremented on all output archives to match original
File_FindInArchive behavior (verified via Ghidra: FindAndIncrementResourceReference
at 0x650780, DecrementResourceReference at 0x6507e0).
Also: default build changed to ReleaseFast (works around Zig fastcall inreg
bug in Debug mode), logging gate changed to != ReleaseSmall, file cache
integrated as transform44 sub-module with A/B comparison timing in readout.
GetOrCreateCharacterGlyph (0x5ca2d0) is the #2 CPU hotspot at 3.65%.
The game's glyph cache uses only 4 hash buckets for ~95 ASCII chars,
causing ~24-entry chain walks with pointer chasing on every lookup.
Text measurement (99.8% of calls) re-walks these chains per character,
thousands of times per frame during UI updates.
Shadow cache: 4096-entry direct-mapped array with Murmur2 hash,
keyed on (FontObject*, charCode, param2). Cache hit returns the
cached float width via FPU ST(0) inline asm, skipping the chain
walk entirely. Gated behind ab_use_custom for A/B benchmarking.
Track frame-to-frame wall time via rdtsc delta at executeSceneRenderPass.
Stats dump now shows each function's cycles as % of total frame time,
plus rough ms estimate at 3GHz. Helps identify which functions dominate.