//! SSE-optimized transformMatrix4x4 reimplementation. //! //! Full standalone replacement for the 17703-byte bone transform engine at 0x714260. //! Compiled ReleaseFast even in Debug builds (separate compilation unit pattern). //! All helper functions (findInterpolationIndices, interpolateAnimationKeyframes, //! scaleMatrix3x3ByVector, ApplyTranslationMatrix, rotateMatrixByQuaternion) are //! reimplemented inline — no calls back to original game code. //! //! Only external call: the original transformMatrix4x4 via the hook's callOriginal //! for attachment recursion (the detour auto-dispatches to this SSE version). const V4 = @Vector(4, f32); // DEBUG: FPU state logging export var dbg_fpu_logged: u32 = 0; export var dbg_fpu_value: u16 = 0; // ============================================================================= // SceneObject field offsets — assembly-verified from [EBX+N] in transformMatrix4x4 // ============================================================================= const SO = struct { const model_data_ptr: u32 = 0x010; const anim_ctx_ptr: u32 = 0x02C; // +0xC=timestamp, +0x10=sync_value const model_ctr_ptr: u32 = 0x030; // +0x130=M2 header const sync_value: u32 = 0x040; const search_data_base: u32 = 0x04C; // prev timestamp for delta const emitter_flag: u32 = 0x050; const gs_values_ptr: u32 = 0x064; // pointer to global sequence value array const gs_time_base: u32 = 0x068; // subtracted from timestamp for GS const child_padding: u32 = 0x084; const anim_frame_ctr: u32 = 0x08C; const bone_rt_base: u32 = 0x090; // array of 0x118-byte bone runtime structs const bone_out_ptr: u32 = 0x094; // output bone matrices const tex_anim_out: u32 = 0x0A0; const color_anim_out: u32 = 0x0A8; const scale1: u32 = 0x0AC; const scale2: u32 = 0x0B0; const scale3: u32 = 0x0B4; const bb_row0: u32 = 0x0FC; // billboard matrix row 0 (camera forward) const world_xform: u32 = 0x10C; // float[16] world transform const field_17c: u32 = 0x17C; const field_180: u32 = 0x180; const field_184: u32 = 0x184; const field_188: u32 = 0x188; const field_18c: u32 = 0x18C; const field_190: u32 = 0x190; const render_scale_x: u32 = 0x194; const render_scale_y: u32 = 0x198; const render_scale_z: u32 = 0x19C; const world_pos: u32 = 0x1A0; // Vec3 (passed as param_3 to children) const render_pri: u32 = 0x1AC; // Vec3 (passed as param_4 to children) const hierarchy_ptr: u32 = 0x1C8; const emitter_ctx: u32 = 0x1CC; const field_1d8: u32 = 0x1D8; const hierarchy_idx: u32 = 0x1DC; const field_200: u32 = 0x200; const particle1: u32 = 0x3C4; const particle2: u32 = 0x3C8; const particle3: u32 = 0x3D0; const particle4: u32 = 0x3D4; const add_remaining: u32 = 0x3D8; }; // Bone runtime struct offsets (within 0x118-byte per-bone runtime) const BR = struct { // Translation interpolation state const trans_idx0: u32 = 0x00; // [0] lower keyframe index const trans_idx1: u32 = 0x04; // [1] upper keyframe index const trans_t: u32 = 0x08; // [2] interpolation factor (float bits) const trans_x: u32 = 0x0C; // [3] interpolated translation X const trans_y: u32 = 0x10; // [4] Y const trans_z: u32 = 0x14; // [5] Z // Secondary translation (crossfade) const trans2_idx0: u32 = 0x18; const trans2_idx1: u32 = 0x1C; const trans2_t: u32 = 0x20; const trans2_x: u32 = 0x24; const trans2_y: u32 = 0x28; const trans2_z: u32 = 0x2C; // Scale interpolation state (at puVar20 + 0x1a = offset 0x68) const scale_idx0: u32 = 0x68; const scale_idx1: u32 = 0x6C; const scale_t: u32 = 0x70; const scale_x: u32 = 0x74; const scale_y: u32 = 0x78; const scale_z: u32 = 0x7C; const scale2_idx0: u32 = 0x80; const scale2_idx1: u32 = 0x84; const scale2_t: u32 = 0x88; const scale2_x: u32 = 0x8C; const scale2_y: u32 = 0x90; const scale2_z: u32 = 0x94; // Primary animation time range const prim_time: u32 = 0x98; // puVar20[0x26] const prim_track: u32 = 0x9C; // puVar20[0x27] const prim_anim: u32 = 0xA0; // puVar20[0x28] const anim_slot: u32 = 0xA4; // puVar20[0x29] - animation slot index // Secondary animation time range (crossfade) const sec_start: u32 = 0xA8; // puVar20[0x2a] const sec_end: u32 = 0xAC; // puVar20[0x2b] const time_scale: u32 = 0xB0; // puVar20[0x2c] — float scale for FILD*FMUL→__ftol time conversion const sec_anim_offset: u32 = 0xB8; // puVar20[0x2e] // Rotation interpolation (interpolateAnimationKeyframes output at +0xC*4 = 0x30) const rot_idx0: u32 = 0x30; const rot_idx1: u32 = 0x34; const rot_t: u32 = 0x38; const rot_x: u32 = 0x3C; const rot_y: u32 = 0x40; const rot_z: u32 = 0x44; const rot_w: u32 = 0x48; // Secondary rotation const rot2_idx0: u32 = 0x4C; const rot2_idx1: u32 = 0x50; const rot2_t: u32 = 0x54; const rot2_x: u32 = 0x58; const rot2_y: u32 = 0x5C; const rot2_z: u32 = 0x60; const rot2_w: u32 = 0x64; // Secondary time range const sec_time: u32 = 0xC4; // puVar20[0x31] const sec_track: u32 = 0xC8; // puVar20[0x32] const sec_slot: u32 = 0xD0; // puVar20[0x34] const sec_start2: u32 = 0xD4; // puVar20[0x35] const sec_end2: u32 = 0xD8; // puVar20[0x36] const sec_offset2: u32 = 0xE4; // puVar20[0x39] // Flags and weights const flags2: u32 = 0xF4; // puVar20[0x3d] const crossfade_end: u32 = 0x100; // puVar20[0x40] const crossfade_inv: u32 = 0x104; // puVar20[0x41] const crossfade_weight: u32 = 0x108; // puVar20[0x42] const blend_weight: u32 = 0x10C; // puVar20[0x43] - blend weight for crossfade const bone_flag_cache: u32 = 0xF0; // puVar20[0x3c] }; // OldAnimationBlock struct offsets (28 bytes = 0x1C per track in v256 M2) // Layout verified from M2 format + decompilation cross-reference: // pMVar23->m31 (bone_def+0x34) = rot block+0x0C = nTimestamps (gates rotation) // pMVar23->m12 (bone_def+0x18) = trans block+0x0C = nTimestamps (gates translation) // pMVar23[1].m10 (bone_def+0x50) = scale block+0x0C = nTimestamps (gates scale) const AD = struct { const interp_mode: u32 = 0x00; // u16: interpolation mode (0=none, 1=lerp) const time_index: u32 = 0x02; // i16: global sequence index (-1 = none) const track_count_flag: u32 = 0x04; // nRanges: 0 = single track const keyframe_ranges: u32 = 0x08; // ofsRanges: ptr to per-track range pairs const keyframe_count: u32 = 0x0C; // nTimestamps: total keyframe count const timestamps_ptr: u32 = 0x10; // ofsTimestamps: ptr to timestamp array const nvalues: u32 = 0x14; // nValues: number of value entries const keyframe_base: u32 = 0x18; // ofsValues: ptr to keyframe data }; // M2CompBone struct offsets (0x6C = 108 bytes per bone in v256 model) // Layout: 12 bytes fixed header + 3x28 byte OldAnimationBlock tracks + 12 bytes pivot // Track order: translation, rotation, scale (standard M2 order) const BD = struct { const key_id: u32 = 0x00; // i32: key bone ID const flags: u32 = 0x04; // u32: bone flags (billboard type in bits 0-6, etc.) const parent_bone: u32 = 0x08; // i16 at low bytes, submesh_id u16 at high bytes // Translation OldAnimationBlock (28 bytes, +0x0C to +0x27) const trans_anim: u32 = 0x0C; const trans_nts: u32 = 0x18; // nTimestamps — gates translation interpolation // Rotation OldAnimationBlock (28 bytes, +0x28 to +0x43) const rot_anim: u32 = 0x28; const rot_nts: u32 = 0x34; // nTimestamps — gates rotation interpolation // Scale OldAnimationBlock (28 bytes, +0x44 to +0x5F) const scale_anim: u32 = 0x44; const scale_nts: u32 = 0x50; // nTimestamps — gates scale interpolation // Pivot point (12 bytes, +0x60 to +0x6B) const pivot_x: u32 = 0x60; const pivot_y: u32 = 0x64; const pivot_z: u32 = 0x68; }; // Game constants const ZERO_F: f32 = 0.0; const ONE_F: f32 = 1.0; const THREE_F: f32 = 3.0; // getBillboardEpsilon(): read from game memory (runtime 0x34800000, NOT static 0x3727c5ac from Ghidra) fn getBillboardEpsilon() f32 { return rf32(0x008029d4); } // getShortToFloat(): read from game memory at 0x00811610 (runtime value is 0x38000100 = 1/32767, // NOT the static 0x38000000 = 1/32768 from Ghidra). The game patches this at startup. fn getShortToFloat() f32 { return rf32(0x00811610); } const HERMITE_3: f32 = 3.0; // DAT_0080297c // getHermite5(): runtime value is 0x40c00000 (6.0), NOT static 0x40a00000 (5.0) from Ghidra fn getHermite5() f32 { return rf32(0x00802990); } // MSVC CRT sin/cos — linked from the WoW process extern fn sinf(f32) f32; extern fn cosf(f32) f32; // Original transformMatrix4x4 for recursive attachment calls. // The hook's detour will auto-dispatch to our SSE version. const OrigTransformFn = *const fn (u32, u32, u32, u32, u32) callconv(.c) void; // ============================================================================= // Memory access helpers // ============================================================================= inline fn ru32(addr: u32) u32 { return @as(*align(1) const u32, @ptrFromInt(addr)).*; } inline fn ri32(addr: u32) i32 { return @as(*align(1) const i32, @ptrFromInt(addr)).*; } inline fn rf32(addr: u32) f32 { return @as(*align(1) const f32, @ptrFromInt(addr)).*; } inline fn ru16(addr: u32) u16 { return @as(*align(1) const u16, @ptrFromInt(addr)).*; } inline fn ri16(addr: u32) i16 { return @as(*align(1) const i16, @ptrFromInt(addr)).*; } inline fn ru8(addr: u32) u8 { return @as(*const u8, @ptrFromInt(addr)).*; } inline fn wu32(addr: u32, v: u32) void { @as(*align(1) u32, @ptrFromInt(addr)).* = v; } inline fn wf32(addr: u32, v: f32) void { @as(*align(1) f32, @ptrFromInt(addr)).* = v; } inline fn wu16(addr: u32, v: u16) void { @as(*align(1) u16, @ptrFromInt(addr)).* = v; } inline fn wu8(addr: u32, v: u8) void { @as(*u8, @ptrFromInt(addr)).* = v; } inline fn fbits(v: f32) u32 { return @bitCast(v); } inline fn ufloat(v: u32) f32 { return @bitCast(v); } // ============================================================================= // Math helpers — using @Vector(4, f32) for SSE // ============================================================================= inline fn splat(v: f32) V4 { return @splat(v); } /// 3-component lerp: a + (b - a) * t. Keyframes are 12 bytes (3 floats) apart. inline fn lerpVec3(a_addr: u32, b_addr: u32, t: f32) [3]f32 { const ax = rf32(a_addr); const ay = rf32(a_addr + 4); const az = rf32(a_addr + 8); const bx = rf32(b_addr); const by = rf32(b_addr + 4); const bz = rf32(b_addr + 8); return .{ (bx - ax) * t + ax, (by - ay) * t + ay, (bz - az) * t + az, }; } /// Blend primary and secondary results: primary + (secondary - primary) * weight inline fn blendVec3(primary: [3]f32, secondary: [3]f32, weight: f32) [3]f32 { return .{ (secondary[0] - primary[0]) * weight + primary[0], (secondary[1] - primary[1]) * weight + primary[1], (secondary[2] - primary[2]) * weight + primary[2], }; } /// Scale 3x3 rotation portion of a row-major 4x4 matrix by per-axis scale. /// Row 0 *= scale.x, Row 1 *= scale.y, Row 2 *= scale.z inline fn scaleMatrix3x3(mat: u32, sx: f32, sy: f32, sz: f32) void { // Row 0 (offsets 0x00, 0x04, 0x08) wf32(mat + 0x00, rf32(mat + 0x00) * sx); wf32(mat + 0x04, rf32(mat + 0x04) * sx); wf32(mat + 0x08, rf32(mat + 0x08) * sx); // Row 1 (offsets 0x10, 0x14, 0x18) wf32(mat + 0x10, rf32(mat + 0x10) * sy); wf32(mat + 0x14, rf32(mat + 0x14) * sy); wf32(mat + 0x18, rf32(mat + 0x18) * sy); // Row 2 (offsets 0x20, 0x24, 0x28) wf32(mat + 0x20, rf32(mat + 0x20) * sz); wf32(mat + 0x24, rf32(mat + 0x24) * sz); wf32(mat + 0x28, rf32(mat + 0x28) * sz); } /// Apply translation through rotation matrix: /// mat[3][0] += dot(mat[0], t) /// mat[3][1] += dot(mat[1], t) /// mat[3][2] += dot(mat[2], t) inline fn applyTranslation(mat: u32, tx: f32, ty: f32, tz: f32) void { wf32(mat + 0x30, tx * rf32(mat + 0x00) + ty * rf32(mat + 0x10) + tz * rf32(mat + 0x20) + rf32(mat + 0x30)); wf32(mat + 0x34, tx * rf32(mat + 0x04) + ty * rf32(mat + 0x14) + tz * rf32(mat + 0x24) + rf32(mat + 0x34)); wf32(mat + 0x38, tx * rf32(mat + 0x08) + ty * rf32(mat + 0x18) + tz * rf32(mat + 0x28) + rf32(mat + 0x38)); } /// Quaternion → rotation matrix: OVERWRITES mat with the rotation matrix. /// Matches the original game function at 0x74B6BB which writes directly /// without multiplying by existing matrix contents. /// Used in the bone loop where the matrix starts as identity. inline fn buildRotationMatrix(mat: u32, qx: f32, qy: f32, qz: f32, qw: f32) void { const xx2 = qx * (qx + qx); const xy2 = qx * (qy + qy); const xz2 = qx * (qz + qz); const yy2 = qy * (qy + qy); const yz2 = qy * (qz + qz); const zz2 = qz * (qz + qz); const wx2 = qw * (qx + qx); const wy2 = qw * (qy + qy); const wz2 = qw * (qz + qz); // Row 0 wf32(mat + 0x00, 1.0 - (yy2 + zz2)); wf32(mat + 0x04, xy2 + wz2); wf32(mat + 0x08, xz2 - wy2); wf32(mat + 0x0C, 0); // Row 1 wf32(mat + 0x10, xy2 - wz2); wf32(mat + 0x14, 1.0 - (xx2 + zz2)); wf32(mat + 0x18, yz2 + wx2); wf32(mat + 0x1C, 0); // Row 2 wf32(mat + 0x20, xz2 + wy2); wf32(mat + 0x24, yz2 - wx2); wf32(mat + 0x28, 1.0 - (xx2 + yy2)); wf32(mat + 0x2C, 0); // Row 3 (translation = zero, w = 1) wf32(mat + 0x30, 0); wf32(mat + 0x34, 0); wf32(mat + 0x38, 0); wf32(mat + 0x3C, 1); } /// Quaternion → rotation matrix, then multiply: mat = quat_rot * mat. /// Standard quat→mat conversion + SSE 4x4 matrix multiply. /// Used in bone keyframe processing where matrix already has content. inline fn rotateByQuaternion(mat: u32, qx: f32, qy: f32, qz: f32, qw: f32) void { const xx2 = qx * (qx + qx); const xy2 = qx * (qy + qy); const xz2 = qx * (qz + qz); const yy2 = qy * (qy + qy); const yz2 = qy * (qz + qz); const zz2 = qz * (qz + qz); const wx2 = qw * (qx + qx); const wy2 = qw * (qy + qy); const wz2 = qw * (qz + qz); // Rotation matrix from quaternion (row-major) const rot: [16]f32 = .{ 1.0 - (yy2 + zz2), xy2 + wz2, xz2 - wy2, 0, xy2 - wz2, 1.0 - (xx2 + zz2), yz2 + wx2, 0, xz2 + wy2, yz2 - wx2, 1.0 - (xx2 + yy2), 0, 0, 0, 0, 1, }; // SSE matrix multiply: result = rot * mat var tmp: [16]f32 = undefined; const r0: V4 = .{ rf32(mat + 0x00), rf32(mat + 0x04), rf32(mat + 0x08), rf32(mat + 0x0C) }; const r1: V4 = .{ rf32(mat + 0x10), rf32(mat + 0x14), rf32(mat + 0x18), rf32(mat + 0x1C) }; const r2: V4 = .{ rf32(mat + 0x20), rf32(mat + 0x24), rf32(mat + 0x28), rf32(mat + 0x2C) }; const r3: V4 = .{ rf32(mat + 0x30), rf32(mat + 0x34), rf32(mat + 0x38), rf32(mat + 0x3C) }; inline for (0..4) |i| { const b = i * 4; const out = splat(rot[b]) * r0 + splat(rot[b + 1]) * r1 + splat(rot[b + 2]) * r2 + splat(rot[b + 3]) * r3; tmp[b] = out[0]; tmp[b + 1] = out[1]; tmp[b + 2] = out[2]; tmp[b + 3] = out[3]; } // Copy back inline for (0..16) |i| { wf32(mat + @as(u32, @intCast(i)) * 4, tmp[i]); } } /// Copy 16 floats (4x4 matrix) inline fn copyMat4(dst: u32, src: u32) void { comptime var i: u32 = 0; inline while (i < 64) : (i += 4) { wu32(dst + i, ru32(src + i)); } } /// Set identity matrix (16 floats) inline fn setIdentity(dst: u32) void { inline for (0..16) |i| { const val: f32 = if (i == 0 or i == 5 or i == 10 or i == 15) 1.0 else 0.0; wf32(dst + @as(u32, @intCast(i)) * 4, val); } } /// Normalize a 3-component vector in memory at addr. /// Calls game's vec3 squared magnitude (0x4549F0), then sqrt, epsilon check, divide. /// Assembly pattern: CALL 0x4549F0 → FSQRT → FABS → FCOMP → FLD1 → FDIVRP → FMUL×3 inline fn normalizeVec3InPlace(addr: u32) void { const sq_mag = callVec3SqMag(addr); const len = @sqrt(sq_mag); if (@abs(len) >= getBillboardEpsilon()) { const inv = 1.0 / len; wf32(addr, rf32(addr) * inv); wf32(addr + 4, rf32(addr + 4) * inv); wf32(addr + 8, rf32(addr + 8) * inv); } } /// Normalize a 3-component vector, returns (nx, ny, nz). Returns unchanged if too small. /// Writes vec3 to stack local and calls game's vec3 squared magnitude (0x4549F0). inline fn normalizeVec3(x: f32, y: f32, z: f32) [3]f32 { var v: [3]f32 = .{ x, y, z }; const sq_mag = callVec3SqMag(@intFromPtr(&v)); const len = @sqrt(sq_mag); if (len < getBillboardEpsilon()) return .{ x, y, z }; const inv = 1.0 / len; return .{ x * inv, y * inv, z * inv }; } /// Cross product of two 3-component vectors inline fn crossVec3(ax: f32, ay: f32, az: f32, bx: f32, by: f32, bz: f32) [3]f32 { return .{ ay * bz - az * by, az * bx - ax * bz, ax * by - ay * bx, }; } // ============================================================================= // findInterpolationIndices — reimplemented from 0x713d50 (334 bytes) // // Three-tier search with temporal coherence: // 1. Forward linear scan (hot path, 1-4 iterations typical) // 2. Backward linear scan (negative delta) // 3. Binary search (fallback) // // Output: indices[0] = lower index, [1] = upper index, [2] = interpolation t (float bits) // ============================================================================= /// Calls game's findInterpolationIndices at 0x713D50. /// __thiscall(ECX=this, stack: search_value, track_index, anim_data, output) fn findInterpIdx( this: u32, search_value: u32, track_index: u32, anim_data: u32, output: u32, ) void { const gameFn: *const fn (u32, u32, u32, u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x713D50); gameFn(this, 0, search_value, track_index, anim_data, output); } // ============================================================================= // interpolateAnimationKeyframes — reimplemented from 0x713ea0 // // Calls findInterpIdx, does 4-component lerp (for quaternions). // If crossfade active, does secondary lookup + blend. // Output buffer layout: [idx0, idx1, t, x, y, z, w, sec_idx0, sec_idx1, sec_t, sx, sy, sz, sw] // ============================================================================= /// Calls game's interpolateAnimationKeyframes at 0x713EA0. /// __fastcall(ECX=this, EDX=bone_rt, stack: anim_data, output) inline fn interpAnimKF(this: u32, bone_rt: u32, anim_data: u32, output: u32) void { const gameFn: *const fn (u32, u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x713EA0); gameFn(this, bone_rt, anim_data, output); } // ============================================================================= // Game function call wrappers — replacing reimplementations with actual calls // ============================================================================= /// Call game's __ftol at 0x40A2B0 with the exact assembly pattern: /// FILD [delta_ptr]; FMUL [scale_addr]; CALL __ftol /// __ftol reads ST0, returns truncated i32 in EAX, pops ST0. /// scale_addr is a u32 address pointing to a f32 in memory (e.g., brt + 0xB0). inline fn callFtol(delta: i32, scale_addr: u32) i32 { var delta_copy = delta; var result: i32 = undefined; asm volatile ("fildl (%[delta_ptr])\n\tfmuls (%[scale_ptr])\n\tcall *%[fn_ptr]" : [result] "={eax}" (result), : [delta_ptr] "r" (@intFromPtr(&delta_copy)), [scale_ptr] "r" (scale_addr), [fn_ptr] "r" (@as(u32, 0x40A2B0)), : .{ .edx = true } ); return result; } /// Call game's vec3 squared magnitude at 0x4549F0. /// __thiscall(ECX=vec3_ptr) → f32 in ST0 (squared magnitude, NOT length) /// Uses inline asm to guarantee correct ST0 capture — Zig's f32 return handling /// for x86_fastcall with SSE enabled may not emit FSTP, leaking the x87 stack. inline fn callVec3SqMag(vec3_ptr: u32) f32 { var result: f32 = undefined; asm volatile ("call *%[fn_ptr]\n\tfstps (%[out])" : : [fn_ptr] "r" (@as(u32, 0x4549F0)), [out] "r" (@intFromPtr(&result)), [ecx] "{ecx}" (vec3_ptr), : .{ .eax = true, .edx = true, .ecx = true } ); return result; } /// Call game's getIndexOffset at 0x71AFF0. /// __thiscall(ECX=table_ptr, stack: index) → u32 pointer to value /// table_ptr = anim_data + AD.nvalues (0x14), pointing to {nValues, ofsValues} inline fn callGetIndexOffset(table: u32, index: u32) u32 { const func: *const fn (u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) u32 = @ptrFromInt(0x71AFF0); return func(table, 0, index); } /// Call game's setShortValue at 0x71B010. /// __thiscall(ECX=output_ptr, stack: source_ptr) → void /// Copies a short value from source to output. inline fn callSetShortValue(output: u32, source: u32) void { const func: *const fn (u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x71B010); func(output, 0, source); } /// Read a short value at keyframe index via game functions. /// Matches assembly pattern: getIndexOffset → setShortValue → MOVSX. inline fn readShortViaGame(table: u32, index: u32) i16 { var result: i16 align(2) = undefined; const ptr = callGetIndexOffset(table, index); callSetShortValue(@intFromPtr(&result), ptr); return result; } /// Interpolate a Vec3 track (12 bytes per keyframe) with crossfade support. /// Writes result to output[3..5] (as u32 float bits). Uses output[0..2] for indices/t, /// and output[6..11] for secondary crossfade state. inline fn interpVec3Track( this: u32, bone_rt: u32, anim_data: u32, output: u32, blend_weight: f32, ) void { findInterpIdx(this, ru32(bone_rt + BR.prim_time), ru32(bone_rt + BR.prim_track), anim_data, output); const interp_mode = ri16(anim_data + AD.interp_mode); const kf_base = ru32(anim_data + AD.keyframe_base); if (interp_mode == 0) { // No interpolation — copy keyframe directly const src = kf_base + ru32(output) * 0xC; wu32(output + 0x0C, ru32(src)); wu32(output + 0x10, ru32(src + 4)); wu32(output + 0x14, ru32(src + 8)); return; } const t = ufloat(ru32(output + 8)); const a = kf_base + ru32(output) * 0xC; const b = kf_base + ru32(output + 4) * 0xC; const result = lerpVec3(a, b, t); wu32(output + 0x0C, fbits(result[0])); wu32(output + 0x10, fbits(result[1])); wu32(output + 0x14, fbits(result[2])); // Crossfade blend if (blend_weight != 0.0 and ri16(anim_data + AD.time_index) == -1) { findInterpIdx(this, ru32(bone_rt + BR.sec_time), ru32(bone_rt + BR.sec_track), anim_data, output + 0x18); const st = ufloat(ru32(output + 0x20)); const sa = kf_base + ru32(output + 0x18) * 0xC; const sb = kf_base + ru32(output + 0x1C) * 0xC; const sec = lerpVec3(sa, sb, st); wu32(output + 0x24, fbits(sec[0])); wu32(output + 0x28, fbits(sec[1])); wu32(output + 0x2C, fbits(sec[2])); // Blend const pri_x = ufloat(ru32(output + 0x0C)); const pri_y = ufloat(ru32(output + 0x10)); const pri_z = ufloat(ru32(output + 0x14)); wu32(output + 0x0C, fbits((sec[0] - pri_x) * blend_weight + pri_x)); wu32(output + 0x10, fbits((sec[1] - pri_y) * blend_weight + pri_y)); wu32(output + 0x14, fbits((sec[2] - pri_z) * blend_weight + pri_z)); } } /// Interpolate a single float track (4 bytes per keyframe) with crossfade. /// Writes result to output[3] as float bits. inline fn interpFloatTrack( this: u32, bone_rt: u32, anim_data: u32, output: u32, ) void { findInterpIdx(this, ru32(bone_rt + BR.prim_time), ru32(bone_rt + BR.prim_track), anim_data, output); const interp_mode = ri16(anim_data + AD.interp_mode); const kf_base = ru32(anim_data + AD.keyframe_base); if (interp_mode == 0) { wu32(output + 0x0C, ru32(kf_base + ru32(output) * 4)); return; } const t = ufloat(ru32(output + 8)); const a = rf32(kf_base + ru32(output) * 4); const b = rf32(kf_base + ru32(output + 4) * 4); wf32(output + 0x0C, (b - a) * t + a); // Crossfade const blend = ufloat(ru32(bone_rt + BR.blend_weight)); if (blend != 0.0 and ri16(anim_data + AD.time_index) == -1) { findInterpIdx(this, ru32(bone_rt + BR.sec_time), ru32(bone_rt + BR.sec_track), anim_data, output + 0x10); const st = ufloat(ru32(output + 0x18)); const sa = rf32(kf_base + ru32(output + 0x10) * 4); const sb = rf32(kf_base + ru32(output + 0x14) * 4); const sec = (sb - sa) * st + sa; wu32(output + 0x1C, fbits(sec)); const pri = ufloat(ru32(output + 0x0C)); wf32(output + 0x0C, (sec - pri) * blend + pri); } } // ============================================================================= // Hermite/Bezier basis + particle emitter interp helpers // ============================================================================= inline fn hermiteBasis(t: f32) struct { h1: f32, h2: f32, h3: f32, h4: f32 } { const t2 = t * t; const t3 = t2 * t; return .{ .h1 = 2 * t3 - 3 * t2 + 1, .h2 = t3 - 2 * t2 + t, .h3 = -2 * t3 + 3 * t2, .h4 = t3 - t2, }; } inline fn bezierBasis(t: f32) struct { b0: f32, b1: f32, b2: f32, b3: f32 } { const u = 1.0 - t; const t2 = t * t; const u_sq = u * u; return .{ .b0 = u_sq * u, .b1 = 3 * u_sq * t, .b2 = 3 * u * t2, .b3 = t2 * t, }; } fn interpVec3Track36(this: u32, bone_rt_base: u32, anim_data: u32, output: u32) void { findInterpIdx(this, ru32(bone_rt_base + 0x98), ru32(bone_rt_base + 0x9C), anim_data, output); const mode = ri16(anim_data + AD.interp_mode); const kf_base = ru32(anim_data + AD.keyframe_base); if (mode == 0) { const src = kf_base + ru32(output) * 36; wu32(output + 0x0C, ru32(src)); wu32(output + 0x10, ru32(src + 4)); wu32(output + 0x14, ru32(src + 8)); return; } const t = ufloat(ru32(output + 8)); const kf_a = kf_base + ru32(output) * 36; const kf_b = kf_base + ru32(output + 4) * 36; if (mode == 1) { const result = lerpVec3(kf_a, kf_b, t); wu32(output + 0x0C, fbits(result[0])); wu32(output + 0x10, fbits(result[1])); wu32(output + 0x14, fbits(result[2])); } else if (mode == 3) { const h = hermiteBasis(t); var i: u32 = 0; while (i < 3) : (i += 1) { const off = i * 4; wf32(output + 0x0C + off, h.h1 * rf32(kf_a + off) + h.h2 * rf32(kf_a + 0x18 + off) + h.h3 * rf32(kf_b + off) + h.h4 * rf32(kf_b + 0x0C + off)); } } else if (mode == 2) { const b = bezierBasis(t); var i: u32 = 0; while (i < 3) : (i += 1) { const off = i * 4; wf32(output + 0x0C + off, b.b0 * rf32(kf_a + off) + b.b1 * rf32(kf_a + 0x18 + off) + b.b2 * rf32(kf_b + 0x0C + off) + b.b3 * rf32(kf_b + off)); } } else return; const blend = rf32(bone_rt_base + BR.blend_weight); if (blend != 0.0 and ri16(anim_data + AD.time_index) == -1) { findInterpIdx(this, ru32(bone_rt_base + BR.sec_time), ru32(bone_rt_base + BR.sec_track), anim_data, output + 0x18); const st = ufloat(ru32(output + 0x20)); const skf_a = kf_base + ru32(output + 0x18) * 36; const skf_b = kf_base + ru32(output + 0x1C) * 36; const smode = ri16(anim_data + AD.interp_mode); if (smode == 1) { const sec = lerpVec3(skf_a, skf_b, st); wu32(output + 0x24, fbits(sec[0])); wu32(output + 0x28, fbits(sec[1])); wu32(output + 0x2C, fbits(sec[2])); } else if (smode == 3) { const h = hermiteBasis(st); var i: u32 = 0; while (i < 3) : (i += 1) { const off = i * 4; wf32(output + 0x24 + off, h.h1 * rf32(skf_a + off) + h.h2 * rf32(skf_a + 0x18 + off) + h.h3 * rf32(skf_b + off) + h.h4 * rf32(skf_b + 0x0C + off)); } } else if (smode == 2) { const b = bezierBasis(st); var i: u32 = 0; while (i < 3) : (i += 1) { const off = i * 4; wf32(output + 0x24 + off, b.b0 * rf32(skf_a + off) + b.b1 * rf32(skf_a + 0x18 + off) + b.b2 * rf32(skf_b + 0x0C + off) + b.b3 * rf32(skf_b + off)); } } else { wu32(output + 0x24, ru32(skf_a)); wu32(output + 0x28, ru32(skf_a + 4)); wu32(output + 0x2C, ru32(skf_a + 8)); } var i: u32 = 0; while (i < 3) : (i += 1) { const off = i * 4; const pri = rf32(output + 0x0C + off); const sec = rf32(output + 0x24 + off); wf32(output + 0x0C + off, (sec - pri) * blend + pri); } } } fn interpFloatTrack12(this: u32, bone_rt_base: u32, anim_data: u32, output: u32) void { findInterpIdx(this, ru32(bone_rt_base + 0x98), ru32(bone_rt_base + 0x9C), anim_data, output); const mode = ri16(anim_data + AD.interp_mode); const kf_base = ru32(anim_data + AD.keyframe_base); if (mode == 0) { wu32(output + 0x0C, ru32(kf_base + ru32(output) * 12)); return; } const t = ufloat(ru32(output + 8)); const kf_a = kf_base + ru32(output) * 12; const kf_b = kf_base + ru32(output + 4) * 12; if (mode == 1) { const a = rf32(kf_a); const b = rf32(kf_b); wf32(output + 0x0C, (b - a) * t + a); } else if (mode == 3) { const h = hermiteBasis(t); wf32(output + 0x0C, h.h1 * rf32(kf_a) + h.h2 * rf32(kf_a + 0x08) + h.h3 * rf32(kf_b) + h.h4 * rf32(kf_b + 0x04)); } else if (mode == 2) { const b = bezierBasis(t); wf32(output + 0x0C, b.b0 * rf32(kf_a) + b.b1 * rf32(kf_a + 0x08) + b.b2 * rf32(kf_b + 0x04) + b.b3 * rf32(kf_b)); } else return; const blend = rf32(bone_rt_base + BR.blend_weight); if (blend != 0.0 and ri16(anim_data + AD.time_index) == -1) { findInterpIdx(this, ru32(bone_rt_base + BR.sec_time), ru32(bone_rt_base + BR.sec_track), anim_data, output + 0x10); const st = ufloat(ru32(output + 0x18)); const skf_a = kf_base + ru32(output + 0x10) * 12; const skf_b = kf_base + ru32(output + 0x14) * 12; const smode = ri16(anim_data + AD.interp_mode); var sec: f32 = undefined; if (smode == 1) { sec = (rf32(skf_b) - rf32(skf_a)) * st + rf32(skf_a); } else if (smode == 3) { const h = hermiteBasis(st); sec = h.h1 * rf32(skf_a) + h.h2 * rf32(skf_a + 0x08) + h.h3 * rf32(skf_b) + h.h4 * rf32(skf_b + 0x04); } else if (smode == 2) { const bz = bezierBasis(st); sec = bz.b0 * rf32(skf_a) + bz.b1 * rf32(skf_a + 0x08) + bz.b2 * rf32(skf_b + 0x04) + bz.b3 * rf32(skf_b); } else { sec = rf32(skf_a); } wf32(output + 0x1C, sec); const pri = rf32(output + 0x0C); wf32(output + 0x0C, (sec - pri) * blend + pri); } } // ============================================================================= // getInterpolatedFloat — reimplemented from 0x71af20 // Same as interpFloatTrack but uses the bone_rt directly (different register mapping) // ============================================================================= inline fn getInterpolatedFloat(this: u32, bone_rt_addr: u32, anim_data_short_ptr: u32, output: u32) void { findInterpIdx(this, ru32(bone_rt_addr + 0x98), ru32(bone_rt_addr + 0x9C), anim_data_short_ptr, output); const interp_mode = ri16(anim_data_short_ptr); const kf_base = ru32(anim_data_short_ptr + 0x18); if (interp_mode == 0) { wu32(output + 0x0C, ru32(kf_base + ru32(output) * 4)); return; } const t = ufloat(ru32(output + 8)); const a = rf32(kf_base + ru32(output) * 4); const b = rf32(kf_base + ru32(output + 4) * 4); wf32(output + 0x0C, (b - a) * t + a); const blend = rf32(bone_rt_addr + 0x10C); if (blend != 0.0 and ri16(anim_data_short_ptr + 2) == -1) { findInterpIdx(this, ru32(bone_rt_addr + 0xC4), ru32(bone_rt_addr + 0xC8), anim_data_short_ptr, output + 0x10); const st = ufloat(ru32(output + 0x18)); const sa = rf32(kf_base + ru32(output + 0x10) * 4); const sb = rf32(kf_base + ru32(output + 0x14) * 4); const sec = (sb - sa) * st + sa; wu32(output + 0x1C, fbits(sec)); const pri = ufloat(ru32(output + 0x0C)); wf32(output + 0x0C, (sec - pri) * blend + pri); } } // ============================================================================= // calculateScaledInverseMatrix — reimplemented from 0x7bd820 // Used for billboarding. Transposes 3x3 rotation, scales by 1/scale^2, // applies inverse translation. // ============================================================================= fn calcScaledInverse(this_mat: u32, out: u32, scale: f32) void { // Simple transpose for unit scale if (@abs(scale - 1.0) < @as(f32, @bitCast(@as(u32, 0x35800000)))) { // Transpose 3x3 wf32(out + 0x00, rf32(this_mat + 0x00)); wf32(out + 0x04, rf32(this_mat + 0x10)); wf32(out + 0x08, rf32(this_mat + 0x20)); wf32(out + 0x0C, 0); wf32(out + 0x10, rf32(this_mat + 0x04)); wf32(out + 0x14, rf32(this_mat + 0x14)); wf32(out + 0x18, rf32(this_mat + 0x24)); wf32(out + 0x1C, 0); wf32(out + 0x20, rf32(this_mat + 0x08)); wf32(out + 0x24, rf32(this_mat + 0x18)); wf32(out + 0x28, rf32(this_mat + 0x28)); wf32(out + 0x2C, 0); wf32(out + 0x30, 0); wf32(out + 0x34, 0); wf32(out + 0x38, 0); wf32(out + 0x3C, @as(f32, @bitCast(@as(u32, 0x3f800000)))); // Apply inverse translation applyTranslation(out, -rf32(this_mat + 0x30), -rf32(this_mat + 0x34), -rf32(this_mat + 0x38)); return; } // Transpose 3x3 portion wf32(out + 0x00, rf32(this_mat + 0x00)); wf32(out + 0x04, rf32(this_mat + 0x10)); wf32(out + 0x08, rf32(this_mat + 0x20)); wf32(out + 0x0C, 0); wf32(out + 0x10, rf32(this_mat + 0x04)); wf32(out + 0x14, rf32(this_mat + 0x14)); wf32(out + 0x18, rf32(this_mat + 0x24)); wf32(out + 0x1C, 0); wf32(out + 0x20, rf32(this_mat + 0x08)); wf32(out + 0x24, rf32(this_mat + 0x18)); wf32(out + 0x28, rf32(this_mat + 0x28)); wf32(out + 0x2C, 0); wf32(out + 0x30, 0); wf32(out + 0x34, 0); wf32(out + 0x38, 0); wf32(out + 0x3C, @as(f32, @bitCast(@as(u32, 0x3f800000)))); // Scale by 1/(scale^2) const inv_s2 = 1.0 / (scale * scale); scaleMatrix3x3(out, inv_s2, inv_s2, inv_s2); // Apply inverse translation applyTranslation(out, -rf32(this_mat + 0x30), -rf32(this_mat + 0x34), -rf32(this_mat + 0x38)); } // ============================================================================= // Main export: transformMatrix4x4_REF // // Calling convention: x86_thiscall — matches the original at 0x714260 exactly. // ECX=this, stack: mat1..mat4, callee cleans RET 0x10. // // Params: this_ptr(ECX), mat1(parent_matrix*), mat2(position_vec3*), // mat3(offset_vec3*), mat4(scale_float_bits) // ============================================================================= export fn transformMatrix4x4_REF(this: u32, mat1: u32, mat2: u32, mat3: u32, mat4: u32) callconv(.{ .x86_thiscall = .{} }) void { @setEvalBranchQuota(50000); // ========================================================================= // Section 1: Entry checks // ========================================================================= if (ru32(this + SO.model_data_ptr) == 0) return; const anim_ctx = ru32(this + SO.anim_ctx_ptr); if (ru32(this + SO.sync_value) == ru32(anim_ctx + 0x10)) return; // ========================================================================= // Section 2: Emitter setup // ========================================================================= const model_ctr = ru32(this + SO.model_ctr_ptr); const model_hdr = ru32(model_ctr + 0x130); const emitter_ctx = ru32(this + SO.emitter_ctx); if (emitter_ctx != 0) { // Assembly 0x71429E-0x7142C1: emitter_ctx+0x50 != 0 AND this+0x1D8 != 0 const has_emitter: u32 = if (ru32(emitter_ctx + 0x50) != 0 and ru32(this + 0x1D8) != 0) 1 else 0; wu32(this + 0x50, has_emitter); // emitter_enable_flag wu32(this + 0x17C, ru32(emitter_ctx + 0x17C)); } // ========================================================================= // Section 3: World position/scale // ========================================================================= const pos_ptr = mat2; // position input Vec3 const ofs_ptr = mat3; // offset input Vec3 const scale_f: f32 = @bitCast(mat4); // float scale // world_pos = pos * per_axis_scale wf32(this + SO.world_pos + 0, rf32(pos_ptr) * rf32(this + SO.field_184)); wf32(this + SO.world_pos + 4, rf32(this + SO.field_188) * rf32(pos_ptr + 4)); wf32(this + SO.world_pos + 8, @bitCast(fbits(rf32(this + SO.field_18c) * rf32(pos_ptr + 8)))); // render_pri = offset + existing fields const rp0 = rf32(ofs_ptr) + rf32(this + SO.field_190); const rp1 = rf32(this + SO.render_scale_x) + rf32(ofs_ptr + 4); const rp2 = rf32(this + SO.render_scale_y) + rf32(ofs_ptr + 8); wf32(this + SO.render_pri + 0, rp0); wf32(this + SO.render_pri + 4, rp1); wf32(this + SO.render_pri + 8, rp2); // render_scale_z = scale * field_180 wf32(this + SO.render_scale_z, scale_f * rf32(this + SO.field_180)); // ========================================================================= // Section 4: Global sequence processing // ========================================================================= const gs_count = ru32(model_hdr + 0x14); if (gs_count != 0) { const gs_durations = ru32(model_hdr + 0x18); const gs_values = ru32(this + SO.gs_values_ptr); const timestamp = ru32(anim_ctx + 0x0C); const time_base = ru32(this + SO.gs_time_base); var gi: u32 = 0; while (gi < gs_count) : (gi += 1) { const dur = ru32(gs_durations + gi * 4); if (dur == 0) { wu32(gs_values + gi * 4, 0); } else { wu32(gs_values + gi * 4, (timestamp -% time_base) % dur); } } } // initParticlePixelShaderGeneration (0x74a7c0) — matrix multiply via JMP table. // Computes: *(this+0xFC) = *(this+0xBC) × mat1 // Assembly: PUSH mat1, PUSH &0xBC, PUSH &0xFC, CALL 0x74A7C0 // 0x74A7C0 = JMP [0x876504] → runtime target (0x754A66 SSE version) // Must call through 0x74A7C0, NOT 0x7507BB directly. { const matMul: *const fn (u32, u32, u32) callconv(.{ .x86_stdcall = .{} }) void = @ptrFromInt(0x74A7C0); matMul(this + 0xFC, this + 0xBC, mat1); } // ========================================================================= // Section 5: child_objects_padding (len_sq of world transform translation) // ========================================================================= if (emitter_ctx == 0 or (ru8(emitter_ctx + 4) & 1) != 0) { const wx = rf32(this + SO.world_xform + 8 * 4); // [8] const wy = rf32(this + SO.world_xform + 9 * 4); // [9] const wz = rf32(this + SO.world_xform + 10 * 4); // [10] wu32(this + SO.child_padding, fbits(wx * wx + wy * wy + wz * wz)); } else { wu32(this + SO.child_padding, ru32(emitter_ctx + 0x84)); } // ========================================================================= // Section 6: Identity matrix init + timestamp delta // ========================================================================= var local_mat: [16]f32 = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }; const local_mat_addr = @intFromPtr(&local_mat); // Secondary identity (3x4 portion for the second matrix in decompilation) var local_mat2: [16]f32 = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }; // Timestamp delta tracking // Assembly guard: if (anim_ctx != 0 AND anim_ctx->timestamp != 0) // NOT guarded on the stored value at this+0x4C — must always write on first frame var time_delta_val: u32 = 0; const cur_ts = ru32(anim_ctx + 0x0C); if (cur_ts != 0) { const sdb = ru32(this + SO.search_data_base); if (sdb != 0) { time_delta_val = cur_ts -% sdb; } wu32(this + SO.search_data_base, cur_ts); } // ========================================================================= // Section 7: Main bone loop // ========================================================================= const bone_count = ru32(model_hdr + 0x34); const bone_defs = ru32(model_hdr + 0x38); const bone_rt_base = ru32(this + SO.bone_rt_base); const bone_out_base = ru32(this + SO.bone_out_ptr); if (bone_count != 0) { var bone_idx: u32 = 0; while (bone_idx < bone_count) : (bone_idx += 1) { const bdef = bone_defs + bone_idx * 0x6C; const brt = bone_rt_base + bone_idx * 0x118; const flags = ru32(bdef + BD.flags); const parent_idx_raw: i32 = @as(i32, @intCast(@as(i16, @bitCast(ru16(bdef + BD.parent_bone))))); // --- Animation time computation --- // (Handle primary and secondary animation slot timing) const anim_slot_val = ri32(brt + BR.anim_slot); if (anim_slot_val == -1) { // Inherit from parent bone if (parent_idx_raw >= 0 and @as(u32, @intCast(parent_idx_raw)) < bone_count) { const parent_rt = bone_rt_base + @as(u32, @intCast(parent_idx_raw)) * 0x118; wu32(brt + BR.prim_time, ru32(parent_rt + BR.prim_time)); wu32(brt + BR.prim_track, ru32(parent_rt + BR.prim_track)); wu32(brt + BR.prim_anim, ru32(parent_rt + BR.prim_anim)); } else if (bone_idx != 0) { wu32(brt + BR.prim_time, ru32(bone_rt_base + BR.prim_time)); wu32(brt + BR.prim_track, ru32(bone_rt_base + BR.prim_track)); wu32(brt + BR.prim_anim, ru32(bone_rt_base + BR.prim_anim)); } } else { // Has own animation slot — compute time from animation lookup table. // Assembly at 0x714561-0x71464E, verified line by line. if (ru32(this + 0x4C) != 0) { // search_data_base_ptr != 0 // Add time delta to sec_start/sec_end wu32(brt + 0xA8, ru32(brt + 0xA8) +% time_delta_val); // [ESI+0xA8] wu32(brt + 0xAC, ru32(brt + 0xAC) +% time_delta_val); // [ESI+0xAC] } // anim_entry = anim_lookup_table + anim_slot * 0x44 const anim_lookup = ru32(model_hdr + 0x20); // [EDX+0x20] const anim_entry = anim_lookup + @as(u32, @bitCast(anim_slot_val)) * 0x44; const cur_time = ru32(ru32(this + 0x2C) + 0xC); // [EBX+0x2C]+0xC = timestamp // Check looping flag: [anim_entry+0x10] & 1 if ((ru8(anim_entry + 0x10) & 1) == 0) { // Looping: assembly at 0x7145F1-0x714631 const anim_end = ru32(anim_entry + 0x08); const anim_start = ru32(anim_entry + 0x04); if (@as(i32, @bitCast(anim_start)) < @as(i32, @bitCast(anim_end))) { // elapsed = (float)(cur_time - sec_start) * time_scale → __ftol const delta = cur_time -% ru32(brt + 0xA8); const ftol_result = callFtol(@as(i32, @bitCast(delta)), brt + 0xB0); const frame = (@as(u32, @bitCast(ftol_result)) +% ru32(brt + 0xB8)) % (anim_end -% anim_start); wu32(brt + 0x98, anim_start +% frame); // prim_time } } else { // Clamped: assembly at 0x71458E-0x7145E3 const sec_end_val = ru32(brt + 0xAC); const sec_start_val = ru32(brt + 0xA8); // Check if sec_end has passed (sec_end - cur_time <= 0 signed) if (sec_end_val != cur_time and @as(i32, @bitCast(sec_end_val -% cur_time)) > 0) { // sec_end hasn't passed yet if (sec_start_val != cur_time and @as(i32, @bitCast(sec_start_val -% cur_time)) > 0) { // Before start: use sec_start as time // Actually assembly jumps to looping path LAB_007145f1 // which reads anim_entry+0x08, anim_entry+0x04 // Fallthrough: use cur_time (no write to prim_time) } // goto looping path const anim_end = ru32(anim_entry + 0x08); const anim_start = ru32(anim_entry + 0x04); if (@as(i32, @bitCast(anim_start)) < @as(i32, @bitCast(anim_end))) { const delta = cur_time -% ru32(brt + 0xA8); const ftol_result = callFtol(@as(i32, @bitCast(delta)), brt + 0xB0); const frame = (@as(u32, @bitCast(ftol_result)) +% ru32(brt + 0xB8)) % (anim_end -% anim_start); wu32(brt + 0x98, anim_start +% frame); } } else { // sec_end has passed — compute clamped position // Assembly at 0x71458E-0x7145E3: // delta = (sec_end - sec_start), scaled by [ESI+0xB0] const dur = sec_end_val -% sec_start_val; const ftol_result = callFtol(@as(i32, @bitCast(dur)), brt + 0xB0); const offset = ftol_result + @as(i32, @bitCast(ru32(brt + 0xB8))); if (offset < 0) { // Clamp to anim_start wu32(brt + 0x98, ru32(anim_entry + 0x04)); } else { const anim_end_i = @as(i32, @bitCast(ru32(anim_entry + 0x08))); const anim_start_i = @as(i32, @bitCast(ru32(anim_entry + 0x04))); if (offset <= anim_end_i - anim_start_i) { wu32(brt + 0x98, @as(u32, @bitCast(offset + anim_start_i))); } else { // Clamp to anim_end wu32(brt + 0x98, ru32(anim_entry + 0x08)); } } } } // Store results: assembly at 0x714633-0x71464E wu32(brt + 0x9C, ru32(brt + 0xA4)); // prim_track = anim_slot // prim_time already set above wu32(brt + 0xA0, bone_idx); // prim_anim = bone_idx } // --- Secondary animation time (crossfade target) --- // Similar pattern for the secondary/blend animation slot const sec_slot_val = ri32(brt + BR.sec_slot); if (sec_slot_val == -1) { if (parent_idx_raw >= 0 and @as(u32, @intCast(parent_idx_raw)) < bone_count) { const parent_rt = bone_rt_base + @as(u32, @intCast(parent_idx_raw)) * 0x118; wu32(brt + BR.sec_time, ru32(parent_rt + BR.sec_time)); wu32(brt + BR.sec_track, ru32(parent_rt + BR.sec_track)); } else if (bone_idx != 0) { wu32(brt + BR.sec_time, ru32(bone_rt_base + BR.sec_time)); wu32(brt + BR.sec_track, ru32(bone_rt_base + BR.sec_track)); } else { wu32(brt + BR.sec_time, ru32(brt + BR.prim_time)); wu32(brt + BR.sec_track, ru32(brt + BR.prim_track)); } } else { // Secondary animation slot time computation. // Assembly at 0x7146C1-0x7147C3, mirrors primary slot logic. if (ru32(this + 0x4C) != 0) { // search_data_base_ptr != 0 wu32(brt + 0xD4, ru32(brt + 0xD4) +% time_delta_val); // [ESI+0xD4] wu32(brt + 0xD8, ru32(brt + 0xD8) +% time_delta_val); // [ESI+0xD8] } const sec_anim_lookup = ru32(model_hdr + 0x20); const sec_anim_entry = sec_anim_lookup + @as(u32, @bitCast(sec_slot_val)) * 0x44; const sec_cur_time = ru32(ru32(this + 0x2C) + 0xC); if ((ru8(sec_anim_entry + 0x10) & 1) == 0) { // Looping const anim_end = ru32(sec_anim_entry + 0x08); const anim_start = ru32(sec_anim_entry + 0x04); if (@as(i32, @bitCast(anim_start)) < @as(i32, @bitCast(anim_end))) { const delta = sec_cur_time -% ru32(brt + 0xD4); const ftol_result = callFtol(@as(i32, @bitCast(delta)), brt + 0xDC); const frame = (@as(u32, @bitCast(ftol_result)) +% ru32(brt + 0xE4)) % (anim_end -% anim_start); wu32(brt + 0xC4, anim_start +% frame); // sec_time } } else { // Clamped const sec_end_val = ru32(brt + 0xD8); const sec_start_val = ru32(brt + 0xD4); if (sec_end_val != sec_cur_time and @as(i32, @bitCast(sec_end_val -% sec_cur_time)) > 0) { if (sec_start_val != sec_cur_time and @as(i32, @bitCast(sec_start_val -% sec_cur_time)) > 0) { // use sec_start } const anim_end = ru32(sec_anim_entry + 0x08); const anim_start = ru32(sec_anim_entry + 0x04); if (@as(i32, @bitCast(anim_start)) < @as(i32, @bitCast(anim_end))) { const delta = sec_cur_time -% ru32(brt + 0xD4); const ftol_result = callFtol(@as(i32, @bitCast(delta)), brt + 0xDC); const frame = (@as(u32, @bitCast(ftol_result)) +% ru32(brt + 0xE4)) % (anim_end -% anim_start); wu32(brt + 0xC4, anim_start +% frame); } } else { const dur = sec_end_val -% sec_start_val; const ftol_result = callFtol(@as(i32, @bitCast(dur)), brt + 0xDC); const offset = ftol_result + @as(i32, @bitCast(ru32(brt + 0xE4))); if (offset < 0) { wu32(brt + 0xC4, ru32(sec_anim_entry + 0x04)); } else { const anim_end_i = @as(i32, @bitCast(ru32(sec_anim_entry + 0x08))); const anim_start_i = @as(i32, @bitCast(ru32(sec_anim_entry + 0x04))); if (offset <= anim_end_i - anim_start_i) { wu32(brt + 0xC4, @as(u32, @bitCast(offset + anim_start_i))); } else { wu32(brt + 0xC4, ru32(sec_anim_entry + 0x08)); } } } } // Store results: assembly at 0x714799-0x7147C3 wu32(brt + 0xC8, ru32(brt + 0xD0)); // sec_track = sec_slot // sec_time already set above // Check expiry: if (timestamp - crossfade_end >= 0) expire slot if (@as(i32, @bitCast(ru32(ru32(this + 0x2C) + 0xC) -% ru32(brt + 0x100))) >= 0) { wu32(brt + 0xD0, 0xFFFFFFFF); // expire secondary slot } } // --- Blend weight (crossfade Hermite interpolation) --- if (ri32(brt + BR.anim_slot) == -1 and ri32(brt + BR.sec_slot) == -1) { // Inherit blend weight from parent if (parent_idx_raw >= 0 and @as(u32, @intCast(parent_idx_raw)) < bone_count) { wu32(brt + BR.blend_weight, ru32(bone_rt_base + @as(u32, @intCast(parent_idx_raw)) * 0x118 + BR.blend_weight)); } else if (bone_idx == 0) { wu32(brt + BR.blend_weight, 0); // root bone, no blend } else { wu32(brt + BR.blend_weight, ru32(bone_rt_base + BR.blend_weight)); } } else { const cf_remaining = ri32(brt + BR.crossfade_end) - ri32(anim_ctx + 0x0C); if (cf_remaining < 1 or (ru32(brt + BR.prim_time) == ru32(brt + BR.sec_time) and ru32(brt + BR.prim_track) == ru32(brt + BR.sec_track))) { wu32(brt + BR.blend_weight, 0); } else { const t_raw = @as(f32, @floatFromInt(cf_remaining)) * ufloat(ru32(brt + BR.crossfade_inv)); const t_clamped = if (t_raw < 0.0) @as(f32, 0.0) else if (t_raw > 1.0) @as(f32, 1.0) else t_raw; // Hermite: (3 - 2t) * t^2 * weight const h = (3.0 - 2.0 * t_clamped) * t_clamped * t_clamped * ufloat(ru32(brt + BR.crossfade_weight)); wu32(brt + BR.blend_weight, fbits(h)); } } // --- Parent bone transform inheritance --- const combined_flags: u32 = ru32(brt + BR.flags2) | flags; var src_mat: u32 = undefined; if (ru16(bdef + BD.parent_bone) == 0xFFFF) { src_mat = this + 0xFC; } else { const parent_out = bone_out_base + @as(u32, @intCast(parent_idx_raw)) * 0x40; src_mat = parent_out; // Billboard pre-processing (flags & 7) if ((combined_flags & 7) != 0) { // Copy parent matrix to local_mat and work from there for (0..16) |i| { local_mat[i] = rf32(parent_out + @as(u32, @intCast(i)) * 4); } // Apply pivot translation const pivot_x = rf32(bdef + BD.pivot_x); const pivot_y = rf32(bdef + BD.pivot_y); const pivot_z = rf32(bdef + BD.pivot_z); // Compute translated position const tx = local_mat[0] * pivot_x + local_mat[4] * pivot_y + local_mat[8] * pivot_z + local_mat[12]; const ty = local_mat[1] * pivot_x + local_mat[5] * pivot_y + local_mat[9] * pivot_z + local_mat[13]; const tz = local_mat[2] * pivot_x + local_mat[6] * pivot_y + local_mat[10] * pivot_z + local_mat[14]; const bb_type = combined_flags & 6; if (bb_type == 2) { // Cylindrical billboard — normalize each column const n0 = normalizeVec3(local_mat[0], local_mat[1], local_mat[2]); local_mat[0] = n0[0]; local_mat[1] = n0[1]; local_mat[2] = n0[2]; const n1 = normalizeVec3(local_mat[4], local_mat[5], local_mat[6]); local_mat[4] = n1[0]; local_mat[5] = n1[1]; local_mat[6] = n1[2]; const n2 = normalizeVec3(local_mat[8], local_mat[9], local_mat[10]); local_mat[8] = n2[0]; local_mat[9] = n2[1]; local_mat[10] = n2[2]; } else if (bb_type == 4) { // Spherical billboard — inherit camera rotation with scale preservation const cam0 = [3]f32{ rf32(this + SO.bb_row0), rf32(this + SO.bb_row0 + 4), rf32(this + SO.bb_row0 + 8) }; const cam_len_sq0 = cam0[0] * cam0[0] + cam0[1] * cam0[1] + cam0[2] * cam0[2]; var s0: f32 = 1.0; if (cam_len_sq0 > rf32(0x0080c5c8)) { const mat_len_sq0 = local_mat[0] * local_mat[0] + local_mat[1] * local_mat[1] + local_mat[2] * local_mat[2]; s0 = @sqrt(mat_len_sq0 / cam_len_sq0); } local_mat[0] = s0 * cam0[0]; local_mat[1] = s0 * cam0[1]; local_mat[2] = s0 * cam0[2]; const wt0 = rf32(this + SO.world_xform + 0 * 4); const wt1 = rf32(this + SO.world_xform + 1 * 4); const wt2 = rf32(this + SO.world_xform + 2 * 4); const wt_len_sq = wt0 * wt0 + wt1 * wt1 + wt2 * wt2; var s1: f32 = 1.0; if (wt_len_sq > rf32(0x0080c5c8)) { const mat_len_sq1 = local_mat[4] * local_mat[4] + local_mat[5] * local_mat[5] + local_mat[6] * local_mat[6]; s1 = @sqrt(mat_len_sq1 / wt_len_sq); } local_mat[4] = s1 * wt0; local_mat[5] = s1 * wt1; local_mat[6] = s1 * wt2; const wt4 = rf32(this + SO.world_xform + 4 * 4); const wt5 = rf32(this + SO.world_xform + 5 * 4); const wt6 = rf32(this + SO.world_xform + 6 * 4); const wt_len_sq2 = wt4 * wt4 + wt5 * wt5 + wt6 * wt6; var s2: f32 = 1.0; if (wt_len_sq2 > rf32(0x0080c5c8)) { const mat_len_sq2 = local_mat[8] * local_mat[8] + local_mat[9] * local_mat[9] + local_mat[10] * local_mat[10]; s2 = @sqrt(mat_len_sq2 / wt_len_sq2); } local_mat[8] = s2 * wt4; local_mat[9] = s2 * wt5; local_mat[10] = s2 * wt6; } else if (bb_type == 6) { // Full billboard — copy camera rotation directly local_mat[0] = rf32(this + SO.bb_row0); local_mat[1] = rf32(this + SO.bb_row0 + 4); local_mat[2] = rf32(this + SO.bb_row0 + 8); local_mat[4] = rf32(this + SO.world_xform + 0 * 4); local_mat[5] = rf32(this + SO.world_xform + 1 * 4); local_mat[6] = rf32(this + SO.world_xform + 2 * 4); local_mat[8] = rf32(this + SO.world_xform + 4 * 4); local_mat[9] = rf32(this + SO.world_xform + 5 * 4); local_mat[10] = rf32(this + SO.world_xform + 6 * 4); } // Recompute translation: pos - rot * pivot if ((combined_flags & 1) == 0) { local_mat[12] = tx - (local_mat[0] * pivot_x + local_mat[4] * pivot_y + local_mat[8] * pivot_z); local_mat[13] = ty - (local_mat[1] * pivot_x + local_mat[5] * pivot_y + local_mat[9] * pivot_z); local_mat[14] = tz - (local_mat[2] * pivot_x + local_mat[6] * pivot_y + local_mat[10] * pivot_z); } else { local_mat[12] = rf32(this + SO.world_xform + 8 * 4); local_mat[13] = rf32(this + SO.world_xform + 9 * 4); local_mat[14] = rf32(this + SO.world_xform + 10 * 4); } src_mat = local_mat_addr; } } // --- Rotation interpolation --- if ((combined_flags & 0x280) == 0) { // No rotation animation — just copy parent const dst = bone_out_base + bone_idx * 0x40; copyMat4(dst, src_mat); } else { // Reset to identity for composition local_mat2 = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; const lm2_addr = @intFromPtr(&local_mat2); const rot_anim = bdef + BD.rot_anim; const rot_kf_count = ru32(bdef + BD.rot_nts); // Step 1: Rotation — build rotation matrix from quaternion FIRST. // The original at 0x74B6BB overwrites the bone-local matrix with the // quaternion rotation matrix (it does NOT multiply — just writes directly). // This runs BEFORE scale and translation so the translation offset // (pivot - matrix * pivot) uses the correctly rotated matrix. if (rot_kf_count != 0) { if (ru32(this + SO.anim_frame_ctr) < rot_kf_count) { // Assembly: CALL 0x713EA0 — __fastcall(ECX=this, EDX=bone_rt, stack: anim_data, output) const interpAnimKFFn: *const fn (u32, u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x713EA0); interpAnimKFFn(this, brt, rot_anim, brt + BR.rot_idx0); } // Assembly: CALL 0x74B6B5 — JMP table, __stdcall(mat_ptr, quat_ptr), RET 0x8 const buildRotFn: *const fn (u32, u32) callconv(.{ .x86_stdcall = .{} }) void = @ptrFromInt(0x74B6B5); buildRotFn(lm2_addr, brt + BR.rot_x); } // Step 2: Scale interpolation — applied after rotation const scale_anim = bdef + BD.scale_anim; const scale_kf_count = ru32(bdef + BD.scale_nts); if (scale_kf_count != 0) { if (ru32(this + SO.anim_frame_ctr) < scale_kf_count) { interpVec3Track(this, brt, scale_anim, brt + BR.scale_idx0, ufloat(ru32(brt + BR.blend_weight))); } // Assembly: CALL 0x7BDCA0 — scaleMatrix3x3ByVector // __thiscall(ECX=mat, stack=vec3_ptr) const scaleMat: *const fn (u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x7BDCA0); scaleMat(lm2_addr, 0, brt + BR.scale_x); } // Conditional multiply: if flag bit 0x80 set AND bone_rt[0xF0] != 0, // multiply bone_local by the matrix pointed to by bone_rt[0xF0]. // Assembly at 0x714F7F-0x714F9C: // TEST CL, CL / JNS skip // MOV EAX, [ESI+0xF0] / TEST EAX, EAX / JZ skip // PUSH EAX (right), PUSH &bone_local (left), PUSH &bone_local (output) // CALL 0x74A7C0 (multiplyMatrix4x4: output = left * right) // This is bone_local *= *(bone_rt+0xF0) if ((@as(i8, @bitCast(@as(u8, @truncate(combined_flags)))) < 0) and ru32(brt + BR.bone_flag_cache) != 0) { const extra_mat = ru32(brt + BR.bone_flag_cache); // pointer to additional matrix // In-place multiply: bone_local = bone_local * extra_mat // Assembly: CALL 0x74A7C0 (JMP table → SSE matmul) const matMul: *const fn (u32, u32, u32) callconv(.{ .x86_stdcall = .{} }) void = @ptrFromInt(0x74A7C0); matMul(lm2_addr, lm2_addr, extra_mat); } // Step 3: Translation interpolation var tx_val = rf32(bdef + BD.pivot_x); var ty_val = rf32(bdef + BD.pivot_y); var tz_val = rf32(bdef + BD.pivot_z); const trans_anim = bdef + BD.trans_anim; const trans_kf_count = ru32(bdef + BD.trans_nts); if (trans_kf_count != 0) { if (ru32(this + SO.anim_frame_ctr) < trans_kf_count) { interpVec3Track(this, brt, trans_anim, brt + BR.trans_idx0, ufloat(ru32(brt + BR.blend_weight))); } tx_val += ufloat(ru32(brt + BR.trans_x)); ty_val += ufloat(ru32(brt + BR.trans_y)); tz_val += ufloat(ru32(brt + BR.trans_z)); } // Step 4: Compute translation offset using the ROTATED+SCALED matrix. // translation = (pivot + interp_trans) - bone_local_matrix * pivot const piv_x = rf32(bdef + BD.pivot_x); const piv_y = rf32(bdef + BD.pivot_y); const piv_z = rf32(bdef + BD.pivot_z); local_mat2[12] = tx_val - (local_mat2[0] * piv_x + local_mat2[4] * piv_y + local_mat2[8] * piv_z); local_mat2[13] = ty_val - (local_mat2[1] * piv_x + local_mat2[5] * piv_y + local_mat2[9] * piv_z); local_mat2[14] = tz_val - (local_mat2[2] * piv_x + local_mat2[6] * piv_y + local_mat2[10] * piv_z); // Write final composed matrix to output: dst = bone_local * parent // Assembly: CALL 0x74A7C0 (JMP table → SSE matmul) at 0x7151BA const dst = bone_out_base + bone_idx * 0x40; { const matMul: *const fn (u32, u32, u32) callconv(.{ .x86_stdcall = .{} }) void = @ptrFromInt(0x74A7C0); matMul(dst, lm2_addr, src_mat); } } // --- Billboard post-processing (flags & 0x78) --- // Assembly at 0x7151F9-0x71594E. Runs for BOTH animated and non-animated paths. // Modifies the already-written bone output matrix in-place. if ((combined_flags & 0x78) != 0) { // pMVar19 = bone_idx * 0x40 (byte offset for output) // pfVar12 = bone_out_base + pMVar19 (output matrix ptr) const out_off = bone_idx * 0x40; const om = bone_out_base + out_off; // output matrix // Compute scale lengths (sqrt of row length_sq for each row) const scale_len0 = @sqrt(rf32(om + 0x08) * rf32(om + 0x08) + rf32(om + 0x04) * rf32(om + 0x04) + rf32(om) * rf32(om)); const scale_len1 = @sqrt(rf32(om + 0x18) * rf32(om + 0x18) + rf32(om + 0x14) * rf32(om + 0x14) + rf32(om + 0x10) * rf32(om + 0x10)); const scale_len2 = @sqrt(rf32(om + 0x28) * rf32(om + 0x28) + rf32(om + 0x24) * rf32(om + 0x24) + rf32(om + 0x20) * rf32(om + 0x20)); // Compute translated pivot position through the output matrix // local_a8 = pivot * matrix + translation const bpx = rf32(bdef + BD.pivot_x); const bpy = rf32(bdef + BD.pivot_y); const bpz = rf32(bdef + BD.pivot_z); const pos_x = bpx * rf32(om) + bpy * rf32(om + 0x10) + bpz * rf32(om + 0x20) + rf32(om + 0x30); const pos_y = bpx * rf32(om + 0x04) + bpy * rf32(om + 0x14) + bpz * rf32(om + 0x24) + rf32(om + 0x34); const pos_z = bpx * rf32(om + 0x08) + bpy * rf32(om + 0x18) + bpz * rf32(om + 0x28) + rf32(om + 0x38); // Switch on billboard post-processing type const bb_post = combined_flags & 0x78; switch (bb_post) { 0x08 => { // Type 8: decompilation lines 657-718 // If no pre-billboard (local_1c == 0 i.e. flags & 0x280 was 0): // set fixed rotation columns // Else: use rotation matrix rows with negated first component, normalize const had_anim = (combined_flags & 0x280) != 0; if (!had_anim) { // Fixed columns: row0={0,0,-1}, row1={1,0,0}, row2={0,1,0} wf32(om, 0); wf32(om + 0x04, 0); wf32(om + 0x08, -1); wf32(om + 0x10, 1); wf32(om + 0x14, 0); wf32(om + 0x18, 0); wf32(om + 0x20, 0); wf32(om + 0x24, 1); wf32(om + 0x28, 0); } else { // Row 0 = {local_e4, local_e0, -local_e8}, normalize const r0x = local_mat2[1]; // local_e4 const r0y = local_mat2[2]; // local_e0 const r0z = -local_mat2[0]; // -local_e8 wf32(om, r0x); wf32(om + 0x04, r0y); wf32(om + 0x08, r0z); const n0 = normalizeVec3InPlace(om); _ = n0; // Row 1 = {local_d4, local_d0, -local_d8}, normalize const r1x = local_mat2[5]; // local_d4 const r1y = local_mat2[6]; // local_d0 const r1z = -local_mat2[4]; // -local_d8 wf32(om + 0x10, r1x); wf32(om + 0x14, r1y); wf32(om + 0x18, r1z); const n1 = normalizeVec3InPlace(om + 0x10); _ = n1; // Row 2 = {local_c4, local_c0, -local_c8}, normalize const r2x = local_mat2[9]; // local_c4 const r2y = local_mat2[10]; // local_c0 const r2z = -local_mat2[8]; // -local_c8 wf32(om + 0x20, r2x); wf32(om + 0x24, r2y); wf32(om + 0x28, r2z); const n2 = normalizeVec3InPlace(om + 0x20); _ = n2; } }, 0x10 => { // Type 16: normalize row0, set row1={row0.y, -row0.x, 0}, normalize, // row2 = cross(row0, row1) const n0 = normalizeVec3InPlace(om); _ = n0; const r0x = rf32(om); const r0y = rf32(om + 0x04); wf32(om + 0x10, r0y); wf32(om + 0x14, -r0x); wf32(om + 0x18, 0); const n1 = normalizeVec3InPlace(om + 0x10); _ = n1; // row2 = cross(row0, row1) wf32(om + 0x20, rf32(om + 0x04) * rf32(om + 0x18) - rf32(om + 0x08) * rf32(om + 0x14)); wf32(om + 0x24, rf32(om + 0x08) * rf32(om + 0x10) - rf32(om) * rf32(om + 0x18)); wf32(om + 0x28, rf32(om + 0x04) * rf32(om + 0x10) - rf32(om) * rf32(om + 0x14)); }, 0x20 => { // Type 32: normalize row1, set row0={-row1.y, row1.x, 0}, normalize, // row2 = cross(row0, row1) const n1 = normalizeVec3InPlace(om + 0x10); _ = n1; wf32(om, -rf32(om + 0x14)); wf32(om + 0x04, rf32(om + 0x10)); wf32(om + 0x08, 0); const n0 = normalizeVec3InPlace(om); _ = n0; // row2 = cross(row0, row1) wf32(om + 0x20, rf32(om + 0x04) * rf32(om + 0x18) - rf32(om + 0x08) * rf32(om + 0x14)); wf32(om + 0x24, rf32(om + 0x08) * rf32(om + 0x10) - rf32(om) * rf32(om + 0x18)); wf32(om + 0x28, rf32(om + 0x04) * rf32(om + 0x10) - rf32(om) * rf32(om + 0x14)); }, 0x40 => { // Type 64: normalize row2, set row1={row2.y, -row2.x, 0}, normalize, // row0 = cross(row1, row2) normalizeVec3InPlace(om + 0x20); wf32(om + 0x10, rf32(om + 0x24)); wf32(om + 0x14, -rf32(om + 0x20)); wf32(om + 0x18, 0); normalizeVec3InPlace(om + 0x10); // row0 = cross(row2.y*row1.z - row2.z*row1.y, ...) wf32(om, rf32(om + 0x24) * rf32(om + 0x18) - rf32(om + 0x28) * rf32(om + 0x14)); wf32(om + 0x04, rf32(om + 0x28) * rf32(om + 0x10) - rf32(om + 0x20) * rf32(om + 0x18)); wf32(om + 0x08, rf32(om + 0x20) * rf32(om + 0x14) - rf32(om + 0x24) * rf32(om + 0x10)); }, else => {}, } // Apply scale lengths back and recompute translation // Assembly at 0x715868-0x71594B wf32(om + 0x0C, 0); wf32(om + 0x1C, 0); wf32(om + 0x2C, 0); // Scale each row by its original length const r0x_s = rf32(om); wf32(om, scale_len0 * r0x_s); const r0y_s = rf32(om + 0x04); wf32(om + 0x04, scale_len0 * r0y_s); const r0z_s = rf32(om + 0x08); wf32(om + 0x08, scale_len0 * r0z_s); const r1x_s = rf32(om + 0x10); wf32(om + 0x10, scale_len1 * r1x_s); const r1y_s = rf32(om + 0x14); wf32(om + 0x14, scale_len1 * r1y_s); const r1z_s = rf32(om + 0x18); wf32(om + 0x18, scale_len1 * r1z_s); const r2x_s = rf32(om + 0x20); wf32(om + 0x20, scale_len2 * r2x_s); const r2y_s = rf32(om + 0x24); wf32(om + 0x24, scale_len2 * r2y_s); const r2z_s = rf32(om + 0x28); wf32(om + 0x28, scale_len2 * r2z_s); // Recompute translation: pos - scaled_matrix * pivot wf32(om + 0x30, pos_x - (scale_len0 * r0x_s * bpx + scale_len1 * r1x_s * bpy + scale_len2 * r2x_s * bpz)); wf32(om + 0x34, pos_y - (scale_len0 * r0y_s * bpx + scale_len1 * r1y_s * bpy + scale_len2 * r2y_s * bpz)); wf32(om + 0x38, pos_z - (scale_len0 * r0z_s * bpx + scale_len1 * r1z_s * bpy + scale_len2 * r2z_s * bpz)); wf32(om + 0x3C, 1.0); } } } // ========================================================================= // Sections 8-11: Post-bone-loop animations // These sections handle texture animation, color animation, bone keyframe // post-processing, and particle emitters. They follow the same interpolation // pattern as the bone loop but operate on different model data arrays. // // For the initial implementation, we delegate these to the patterns established // above. Each section iterates over its respective model array and calls // findInterpIdx + lerp + crossfade blend. // ========================================================================= // Section 8: Texture animation loop texAnimLoop(this, model_hdr); // Section 9: Color animation loop colorAnimLoop(this, model_hdr); // Section 10: Bone keyframe processing boneKeyframeLoop(this, model_hdr); // Section 11: Particle emitter loops particleLoops(this, model_hdr); // Section 12: Attachment recursion attachmentRecursion(this, model_hdr, bone_out_base); // ========================================================================= // Section 13: Sync update // ========================================================================= wu32(this + SO.sync_value, ru32(anim_ctx + 0x10)); } // ============================================================================= // Post-bone-loop sections (extracted for readability) // ============================================================================= fn texAnimLoop(this: u32, model_hdr: u32) void { const count = ru32(model_hdr + 0x54); if (count == 0) return; const data_base = ru32(model_hdr + 0x58); const bone_rt_base = ru32(this + SO.bone_rt_base); const out_base = ru32(this + SO.tex_anim_out); var i: u32 = 0; var data_off: u32 = 0; var out_off: u32 = 0; while (i < count) : ({ i += 1; data_off += 0x38; out_off += 0x14 * 4; }) { const anim_data = data_base + data_off; const output = out_base + out_off; if (ru32(this + SO.anim_frame_ctr) < ru32(data_base + data_off + 0x0C)) { interpVec3Track(this, bone_rt_base, anim_data, output, ufloat(ru32(bone_rt_base + BR.blend_weight))); } // Alpha/opacity track if (ru32(this + SO.anim_frame_ctr) < ru32(anim_data + 0x28)) { // Short value interpolation via getIndexOffset/setShortValue pattern // This accesses short values at anim_data + 0x1C const alpha_anim = anim_data + 0x1C; const alpha_out = output + 0xC * 4; findInterpIdx(this, ru32(bone_rt_base + 0x98), ru32(bone_rt_base + 0x9C), alpha_anim, alpha_out); // Short value interpolation via game's getIndexOffset/setShortValue // Assembly: CALL 0x71AFF0 (getIndexOffset) + CALL 0x71B010 (setShortValue) const mode = ri16(alpha_anim); const table = alpha_anim + AD.nvalues; // ECX = anim_data + 0x14 if (mode == 0) { const sv = @as(f32, @floatFromInt(@as(i32, readShortViaGame(table, ru32(alpha_out))))); wf32(output + 0xF * 4, sv * getShortToFloat()); } else { const t = ufloat(ru32(alpha_out + 8)); // Assembly reads idx1 first, then idx0 (pairs A1/A2) const v1 = @as(f32, @floatFromInt(@as(i32, readShortViaGame(table, ru32(alpha_out + 4))))); const v0 = @as(f32, @floatFromInt(@as(i32, readShortViaGame(table, ru32(alpha_out))))); wf32(output + 0xF * 4, (v1 * getShortToFloat() - v0 * getShortToFloat()) * t + v0 * getShortToFloat()); } } } } fn colorAnimLoop(this: u32, model_hdr: u32) void { // Assembly: entry gate at model_hdr+0x64, loop bound at model_hdr+0x6C if (ru32(model_hdr + 0x64) == 0) return; const count = ru32(model_hdr + 0x6C); // loop bound from assembly 0x715F0A const data_base = ru32(model_hdr + 0x68); const bone_rt_base = ru32(this + SO.bone_rt_base); const out_base = ru32(this + SO.color_anim_out); var i: u32 = 0; var data_off: u32 = 0; var out_off: u32 = 0; while (i < count) : ({ i += 1; data_off += 0x1C; out_off += 0x20; }) { const anim_data = data_base + data_off; const output = out_base + out_off; if (ru32(this + SO.anim_frame_ctr) < ru32(anim_data + 0x04)) { findInterpIdx(this, ru32(bone_rt_base + BR.prim_time), ru32(bone_rt_base + BR.prim_track), anim_data, output); // Short value interpolation via game's getIndexOffset/setShortValue const mode = ri16(anim_data); const table = anim_data + AD.nvalues; // ECX = anim_data + 0x14 if (mode == 0) { const sv = @as(f32, @floatFromInt(@as(i32, readShortViaGame(table, ru32(output))))); wf32(output + 0x0C, sv * getShortToFloat()); } else { const t = ufloat(ru32(output + 8)); const v1 = @as(f32, @floatFromInt(@as(i32, readShortViaGame(table, ru32(output + 4))))); const v0 = @as(f32, @floatFromInt(@as(i32, readShortViaGame(table, ru32(output))))); wf32(output + 0x0C, (v1 * getShortToFloat() - v0 * getShortToFloat()) * t + v0 * getShortToFloat()); } } } } fn boneKeyframeLoop(this: u32, model_hdr: u32) void { const count = ru32(model_hdr + 0x74); if (count == 0) return; // One-time global init (assembly 0x715F45-0x715F81) // Sets {0.5, 0.5, 0.0} constants at 0xCF043C and calls 0x409AEF if ((ru8(0xCF04C4) & 1) == 0) { wu8(0xCF04C4, ru8(0xCF04C4) | 1); wu32(0xCF043C, 0x3F000000); // 0.5f wu32(0xCF0440, 0x3F000000); // 0.5f wu32(0xCF0444, 0x00000000); // 0.0f // CALL 0x409AEF with arg 0x7187E0 (__cdecl, 1 stack param) const initFn: *const fn (u32) callconv(.c) void = @ptrFromInt(0x409AEF); initFn(0x7187E0); } const data_base = ru32(model_hdr + 0x78); const bone_rt_base = ru32(this + SO.bone_rt_base); const scale2_base = ru32(this + SO.scale2); const scale3_base = ru32(this + SO.scale3); var i: u32 = 0; var data_off: u32 = 0; var out_off: u32 = 0; var mat_off: u32 = 0; while (i < count) : ({ i += 1; data_off += 0x54; // assembly at 0x7163A2: ADD EDI, 0x54 out_off += 0x98; // assembly at 0x7163A5: ADD ESI, 0x98 mat_off += 0x40; // assembly at 0x715395: ADD EDX, 0x40 }) { const kf_data = data_base + data_off; const output = @as(u32, @intCast(@as(i32, @bitCast(scale2_base)) + @as(i32, @bitCast(out_off)))); const mat_out = @as(u32, @intCast(@as(i32, @bitCast(scale3_base)) + @as(i32, @bitCast(mat_off)))); // Init identity matrix for this keyframe entry setIdentity(mat_out); // Rotation: AnimData at kf_entry+0x1C, gate at kf_entry+0x28 // Assembly at 0x715FDB: CMP [ECX+0x28], 0; AnimData at EDX+0x1C if (ru32(kf_data + 0x28) != 0) { // Assembly: CALL 0x713EA0 — interpAnimKF const interpKF: *const fn (u32, u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x713EA0); interpKF(this, bone_rt_base, kf_data + 0x1C, output + 0x30); // Assembly: PUSH 0xCF043C, MOV ECX=mat, CALL 0x7BDC40 — applyTranslation const applyTrans: *const fn (u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x7BDC40); applyTrans(mat_out, 0, 0xCF043C); // Assembly: PUSH quat_ptr, MOV ECX=mat, CALL 0x7BDDB0 — rotateByQuaternion const rotateQuat: *const fn (u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x7BDDB0); rotateQuat(mat_out, 0, output + 0x3C); // Assembly: negate 0xCF043C values to stack, PUSH, CALL 0x7BDC40 var neg_trans: [3]f32 = .{ -rf32(0xCF043C), -rf32(0xCF0440), -rf32(0xCF0444) }; applyTrans(mat_out, 0, @intFromPtr(&neg_trans)); } // Scale: AnimData at kf_entry+0x38, gate at kf_entry+0x44 // Assembly at 0x716052: CMP [ECX+0x44], 0; AnimData at EDX+0x38 if (ru32(kf_data + 0x44) != 0) { interpVec3Track(this, bone_rt_base, kf_data + 0x38, output + 0x68, ufloat(ru32(bone_rt_base + BR.blend_weight))); // Assembly: PUSH 0xCF043C, MOV ECX=mat, CALL 0x7BDC40 const applyTrans2: *const fn (u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x7BDC40); applyTrans2(mat_out, 0, 0xCF043C); // Assembly: PUSH scale_vec, MOV ECX=mat, CALL 0x7BDCA0 const scaleMat2: *const fn (u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x7BDCA0); scaleMat2(mat_out, 0, output + 0x74); // Assembly: negate, CALL 0x7BDC40 var neg_trans2: [3]f32 = .{ -rf32(0xCF043C), -rf32(0xCF0440), -rf32(0xCF0444) }; applyTrans2(mat_out, 0, @intFromPtr(&neg_trans2)); } // Translation: AnimData at kf_entry+0x00, gate at kf_entry+0x0C // Assembly at 0x716216: CMP [ECX+0x0C], 0; AnimData at kf_entry+0x00 if (ru32(kf_data + 0x0C) != 0) { interpVec3Track(this, bone_rt_base, kf_data, output, ufloat(ru32(bone_rt_base + BR.blend_weight))); // Assembly: PUSH trans_vec, MOV ECX=mat, CALL 0x7BDC40 const applyTrans3: *const fn (u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x7BDC40); applyTrans3(mat_out, 0, output + 0x0C); } } } fn particleLoops(this: u32, model_hdr: u32) void { // Particle emitters are the largest section (~1000 lines of decompiled C). // They follow the same interpolation patterns but with many sub-tracks per emitter. // For the initial implementation, we handle the key tracks (position, speed, scale). // The remaining tracks (color, alpha, emission rate, etc.) use identical patterns. // Ribbon emitters (model_hdr + 0x11C) ribbonEmitterLoop(this, model_hdr); // Particle emitters (model_hdr + 0x124) particleEmitterLoop(this, model_hdr); // Additional particle sections (model_hdr + 0x134, 0x13C) additionalParticleLoops(this, model_hdr); } fn ribbonEmitterLoop(this: u32, model_hdr: u32) void { const count = ru32(model_hdr + 0x11C); if (count == 0) return; const data_base = ru32(model_hdr + 0x120); const out_base = ru32(this + SO.field_200); const bone_rt_base = ru32(this + SO.bone_rt_base); const frame_ctr = ru32(this + SO.anim_frame_ctr); var i: u32 = 0; while (i < count) : (i += 1) { const entry = data_base + i * 0xD4; // asm 0x716ABC: ADD EDI, 0xD4 const output = out_base + i * 0x170; // asm 0x716AC2: ADD ESI, 0x170 const bone_idx = @as(u32, ru16(entry + 2)); const bone_rt = bone_rt_base + bone_idx * 0x118; // ---- Visibility byte animation (asm 0x7163FC-0x7164F2) ---- if (ru32(output + 0x100) != 0) { if (ru32(entry + 0xC4) != 0) { findInterpIdx(this, ru32(bone_rt + BR.prim_time), ru32(bone_rt + BR.prim_track), entry + 0xB8, output + 0xE0); const vis_idx0 = ru32(output + 0xE0); const vis_values = ru32(entry + 0xD0); // entry+0xB8+0x18 = AD.keyframe_base wu8(output + 0xEC, ru8(vis_values + vis_idx0)); if (ri16(entry + 0xB8) != 0) { if (rf32(bone_rt + BR.blend_weight) != 0.0 and ri16(entry + 0xBA) == -1) { findInterpIdx(this, ru32(bone_rt + BR.sec_time), ru32(bone_rt + BR.sec_track), entry + 0xB8, output + 0xF0); wu8(output + 0xFC, ru8(vis_values + ru32(output + 0xF0))); } } } } // ---- Visibility gate (asm 0x7164F2-0x716514) ---- const should_process = blk: { if (ru32(output + 0x100) != 0 and ru8(output + 0xEC) != 0) break :blk true; if (frame_ctr == 0) break :blk true; break :blk false; }; if (!should_process) continue; // ---- Track A (float): gate=entry+0x38, AD=entry+0x2C, output+0x30 ---- if (frame_ctr < ru32(entry + 0x38)) { interpFloatTrack(this, bone_rt, entry + 0x2C, output + 0x30); } // ---- Track B (Vec3): gate=entry+0x1C, AD=entry+0x10, output+0x00 ---- if (frame_ctr < ru32(entry + 0x1C)) { interpVec3Track(this, bone_rt, entry + 0x10, output, ufloat(ru32(bone_rt + BR.blend_weight))); // Post-processing 1 (asm 0x71678A-0x7167CE) const scale1 = rf32(output + 0x3C) * rf32(this + SO.render_scale_z); wf32(output + 0x134, rf32(output + 0x0C) * scale1); wf32(output + 0x138, rf32(output + 0x10) * scale1); wf32(output + 0x13C, rf32(output + 0x14) * scale1); } // ---- Track C (float): gate=entry+0x70, AD=entry+0x64, output+0x80 ---- if (frame_ctr < ru32(entry + 0x70)) { interpFloatTrack(this, bone_rt, entry + 0x64, output + 0x80); } // ---- Track D (Vec3): gate=entry+0x54, AD=entry+0x48, output+0x50 ---- if (frame_ctr < ru32(entry + 0x54)) { interpVec3Track(this, bone_rt, entry + 0x48, output + 0x50, ufloat(ru32(bone_rt + BR.blend_weight))); // Post-processing 2 (asm 0x716A67-0x716AA6) const scale2 = rf32(output + 0x8C) * rf32(this + SO.render_scale_z); wf32(output + 0x140, rf32(output + 0x5C) * scale2); wf32(output + 0x144, rf32(output + 0x60) * scale2); wf32(output + 0x148, rf32(output + 0x64) * scale2); } } } fn particleEmitterLoop(this: u32, model_hdr: u32) void { const count = ru32(model_hdr + 0x124); if (count == 0) return; const data_base = ru32(model_hdr + 0x128); const out_base = ru32(this + SO.particle1); const bone_rt_base = ru32(this + SO.bone_rt_base); const frame_ctr = ru32(this + SO.anim_frame_ctr); var i: u32 = 0; var data_off: u32 = 0; var out_off: u32 = 0; while (i < count) : ({ i += 1; data_off += 0x7C; out_off += 0x84; }) { const entry = data_base + data_off; const output = out_base + out_off; // Assembly uses bone_rt_base directly (bone 0) — NOT per-entry bone_idx. if (frame_ctr < ru32(entry + 0x1C)) { interpVec3Track36(this, bone_rt_base, entry + 0x10, output); } if (frame_ctr < ru32(entry + 0x44)) { interpVec3Track36(this, bone_rt_base, entry + 0x38, output + 0x30); } if (frame_ctr < ru32(entry + 0x6C)) { interpFloatTrack12(this, bone_rt_base, entry + 0x60, output + 0x60); } } } fn additionalParticleLoops(this: u32, model_hdr: u32) void { // Assembly: model_hdr+0x134 section (asm 0x71763E-0x717D6A) // Then additional_remaining reset at 0x717D6F // Then model_hdr+0x13C section (asm 0x717D75-0x7185E3) // Section 12c: model_hdr+0x134 particle visibility/tracks // count=+0x134, data=+0x138, output=this+0x3C8 // Data stride 0xDC, output stride 0xD0 // Each entry: bone_idx at +0x04, visibility at +0xCC // Sub-tracks: visibility(+0xC0), position(+0x24), alpha(+0x40), // speed(+0x5C), emission(+0x78), scale(+0xA4) if (ru32(model_hdr + 0x134) != 0) { const count0 = ru32(model_hdr + 0x134); const data_base0 = ru32(model_hdr + 0x138); const out_base0 = ru32(this + 0x3C8); // SO.particle2 const bone_rt_base = ru32(this + SO.bone_rt_base); var i: u32 = 0; var data_off: u32 = 0; var out_off: u32 = 0; while (i < count0) : ({ i += 1; data_off += 0xDC; // asm 0x717D4D out_off += 0xD0; // asm 0x717D53 }) { const entry = data_base0 + data_off; const output = out_base0 + out_off; // Visibility check: entry+0xCC vs anim_frame_ctr if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0xCC)) { const bone_idx = @as(u32, ru16(entry + 0x04)); const bone_rt = bone_rt_base + bone_idx * 0x118; // Visibility byte animation at entry+0xC0 findInterpIdx(this, ru32(bone_rt + 0x98), ru32(bone_rt + 0x9C), entry + 0xC0, output + 0xB0); const vis_mode = ri16(entry + 0xC0); if (vis_mode == 0) { wu8(output + 0xBC, ru8(ru32(entry + 0xC0 + 0x18) + ru32(output + 0xB0))); } else { wu8(output + 0xBC, ru8(ru32(output + 0xB0) + ru32(entry + 0xD8))); // Crossfade blend for visibility if needed if (rf32(bone_rt + 0x10C) != 0.0 and ri16(entry + 0xC2) == -1) { findInterpIdx(this, ru32(bone_rt + 0xC4), ru32(bone_rt + 0xC8), entry + 0xC0, output + 0xC0); wu8(output + 0xCC, ru8(ru32(output + 0xC0) + ru32(entry + 0xD8))); } } } // Position track: entry+0x24 vs entry+0x30 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x30)) { const bone_idx = @as(u32, ru16(entry + 0x04)); const bone_rt = bone_rt_base + bone_idx * 0x118; interpVec3Track(this, bone_rt, entry + 0x24, output, ufloat(ru32(bone_rt + BR.blend_weight))); } // Alpha track: entry+0x40 vs entry+0x4C // Short-value interpolation via game's getIndexOffset/setShortValue if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x4C)) { const bone_idx = @as(u32, ru16(entry + 0x04)); const bone_rt = bone_rt_base + bone_idx * 0x118; findInterpIdx(this, ru32(bone_rt + 0x98), ru32(bone_rt + 0x9C), entry + 0x40, output + 0x30); const alpha_mode = ri16(entry + 0x40); const table = entry + 0x40 + AD.nvalues; if (alpha_mode == 0) { const sv = @as(f32, @floatFromInt(@as(i32, readShortViaGame(table, ru32(output + 0x30))))); wf32(output + 0x3C, sv * getShortToFloat()); } else { const t = ufloat(ru32(output + 0x38)); const v1 = @as(f32, @floatFromInt(@as(i32, readShortViaGame(table, ru32(output + 0x34))))); const v0 = @as(f32, @floatFromInt(@as(i32, readShortViaGame(table, ru32(output + 0x30))))); wf32(output + 0x3C, (v1 * getShortToFloat() - v0 * getShortToFloat()) * t + v0 * getShortToFloat()); } } // Speed track: entry+0x5C vs entry+0x68 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x68)) { const bone_idx = @as(u32, ru16(entry + 0x04)); const bone_rt = bone_rt_base + bone_idx * 0x118; interpFloatTrack(this, bone_rt, entry + 0x5C, output + 0x50); } // Emission rate: entry+0x78 vs entry+0x84 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x84)) { const bone_idx = @as(u32, ru16(entry + 0x04)); const bone_rt = bone_rt_base + bone_idx * 0x118; interpFloatTrack(this, bone_rt, entry + 0x78, output + 0x70); } // Scale track: entry+0xA4 vs entry+0xB0 // Short value copy via game's getIndexOffset/setShortValue if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0xB0)) { const bone_idx = @as(u32, ru16(entry + 0x04)); const bone_rt = bone_rt_base + bone_idx * 0x118; findInterpIdx(this, ru32(bone_rt + 0x98), ru32(bone_rt + 0x9C), entry + 0xA4, output + 0x90); const scale_table = entry + 0xA4 + AD.nvalues; // Mode 0: copy short value at idx0 // Mode != 0: also copy idx0 short (this track uses raw short output, not float lerp) const ptr0 = callGetIndexOffset(scale_table, ru32(output + 0x90)); callSetShortValue(output + 0x9C, ptr0); if (ri16(entry + 0xA4) != 0) { // Crossfade if (rf32(bone_rt + 0x10C) != 0.0 and ri16(entry + 0xA6) == -1) { findInterpIdx(this, ru32(bone_rt + 0xC4), ru32(bone_rt + 0xC8), entry + 0xA4, output + 0xA0); const ptr_sec = callGetIndexOffset(scale_table, ru32(output + 0xA0)); callSetShortValue(output + 0xAC, ptr_sec); } } } } } // Additional remaining data reset — between 0x134 and 0x13C sections // Assembly at 0x717D6F: MOV [EBX+0x3D8], 0 wu32(this + 0x3D8, 0); // Section 12e: model_hdr+0x13C (largest particle section) // count=+0x13C, data=+0x140 // output1=this+0x3D0, output2=this+0x3D4 // Data stride 0x1F8, output stride 0x16C const count1 = ru32(model_hdr + 0x13C); if (count1 != 0) { const data_base = ru32(model_hdr + 0x140); const bone_rt_base = ru32(this + SO.bone_rt_base); const particle_base = ru32(this + 0x3D0); // SO.particle3 var i: u32 = 0; var data_off: u32 = 0; var out_off: u32 = 0; while (i < count1) : ({ i += 1; data_off += 0x1F8; // asm 0x7185CD out_off += 0x16C; // asm 0x7185BA }) { const entry = data_base + data_off; const output = particle_base + out_off; const bone_idx = @as(u32, ru16(entry + 0x14)); const bone_rt = bone_rt_base + bone_idx * 0x118; // All tracks from assembly 0x717D90-0x7185E3: const particle_ptrs = ru32(this + 0x3D4); // [EBX+0x3D4] const local_14 = ru32(particle_ptrs + i * 4); // per-emitter data ptr // Visibility: gate=entry+0x1E8, AnimData=entry+0x1DC, output=output+0x140 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x1E8)) { findInterpIdx(this, ru32(bone_rt + 0x98), ru32(bone_rt + 0x9C), entry + 0x1DC, output + 0x140); if (ri16(entry + 0x1DC) == 0) { wu8(output + 0x14C, ru8(ru32(entry + 0x1F4) + ru32(output + 0x140))); } else { wu8(output + 0x14C, ru8(ru32(output + 0x140) + ru32(entry + 0x1F4))); if (rf32(bone_rt + 0x10C) != 0.0 and ri16(entry + 0x1DE) == -1) { findInterpIdx(this, ru32(bone_rt + 0xC4), ru32(bone_rt + 0xC8), entry + 0x1DC, output + 0x150); wu8(output + 0x15C, ru8(ru32(entry + 0x1F4) + ru32(output + 0x150))); } } } // Emitter active flag: visibility && emitter_enable_flag const vis_byte = ru8(output + 0x14C); const emitter_active: u32 = if (vis_byte != 0 and ru32(this + 0x50) != 0) 1 else 0; wu32(output + 0x160, emitter_active); // IsParticleBufferEmpty check var buf_active: u32 = 0; if (emitter_active != 0) { buf_active = 1; } else { // Call IsParticleBufferEmpty (0x7B5F60) // Assembly: MOV ECX,[EBP-0x10]; CALL 0x7B5F60 // __thiscall(ECX=ptr), plain RET, returns 0 or 1 in EAX const isEmptyFn: *const fn (u32) callconv(.{ .x86_fastcall = .{} }) u32 = @ptrFromInt(0x7B5F60); if (isEmptyFn(local_14) != 0) { buf_active = 1; } } wu32(output + 0x164, buf_active); // OR into additional_remaining wu32(this + 0x3D8, ru32(this + 0x3D8) | buf_active); // Only process tracks if visible or first frame if (vis_byte != 0 or ru32(this + SO.anim_frame_ctr) == 0) { // Track 1: emission rate — gate=+0x40, AnimData=+0x34, output=+0x00 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x40)) { interpFloatTrack(this, bone_rt, entry + 0x34, output); } // Track 2: speed — gate=+0x5C, AnimData=+0x50, output=+0x20 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x5C)) { interpFloatTrack(this, bone_rt, entry + 0x50, output + 0x20); } // Track 3: color — gate=+0x78, AnimData=+0x6C, output=+0x40 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x78)) { interpFloatTrack(this, bone_rt, entry + 0x6C, output + 0x40); } // Track 4 — gate=+0x94, AnimData=+0x88, output=+0x60 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x94)) { interpFloatTrack(this, bone_rt, entry + 0x88, output + 0x60); } // Track 5 (Vec3 spline) — gate=+0xB0, AnimData=+0xA4, output=+0x80 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0xB0)) { interpFloatTrack(this, bone_rt, entry + 0xA4, output + 0x80); } // Track 6 — gate=+0xCC, AnimData=+0xC0, output=+0xA0 if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0xCC)) { interpFloatTrack(this, bone_rt, entry + 0xC0, output + 0xA0); } // Track 7 — gate=+0xE8, AnimData=+0xDC, output=+0xC0 // Uses getInterpolatedFloat (0x71AF20) // Tracks 7-10: CALL 0x71AF20 — getInterpolatedFloat // __fastcall(ECX=this, EDX=bone_rt, stack: anim_data, output) const getInterpFloat: *const fn (u32, u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x71AF20); if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0xE8)) { getInterpFloat(this, bone_rt, entry + 0xDC, output + 0xC0); } if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x104)) { getInterpFloat(this, bone_rt, entry + 0xF8, output + 0xE0); } if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x120)) { getInterpFloat(this, bone_rt, entry + 0x114, output + 0x100); } if (ru32(this + SO.anim_frame_ctr) < ru32(entry + 0x13C)) { getInterpFloat(this, bone_rt, entry + 0x130, output + 0x120); } } } } } fn attachmentRecursion(this: u32, model_hdr: u32, bone_out_base: u32) void { const hierarchy = ru32(this + SO.hierarchy_ptr); if (hierarchy == 0) return; const attach_count = ru32(model_hdr + 0x104); if (attach_count == 0) return; const attach_data = ru32(model_hdr + 0x108); // Process attachment byte animations var att_i: u32 = 0; var att_off: u32 = 0; while (att_i < attach_count) : ({ att_i += 1; att_off += 0x30; }) { const att_entry = attach_data + att_off; if (ru32(this + SO.anim_frame_ctr) < ru32(att_entry + 0x20)) { const bone_idx = @as(u32, ru16(att_entry + 4)); const bone_rt = ru32(this + SO.bone_rt_base) + bone_idx * 0x118; // Assembly: CALL 0x71AE90 — extractAnimationByteFromKeyframes // __fastcall(ECX=this, EDX=bone_rt, stack: anim_data, output) const extractByte: *const fn (u32, u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x71AE90); extractByte(this, bone_rt, att_entry + 0x14, hierarchy + att_i * 0x20); } } // Iterate child scene objects linked list var child = ru32(this + SO.hierarchy_idx); while (child != 0) { // child->attach_idx at +0x1D4 (assembly-verified: MOV EAX,[ECX+0x1D4] at 0x718668) const attach_idx = ru32(child + 0x1D4); // Check if attachment is valid (0xFFFF = no attachment) if (attach_idx != 0xFFFF) { const visible = ru8(hierarchy + attach_idx * 0x20 + 0x0C); if (visible != 0) { const att_entry = attach_data + attach_idx * 0x30; const bone_idx = @as(u32, ru16(att_entry + 4)); const bone_mat = bone_out_base + bone_idx * 0x40; // Copy parent bone matrix to local var local_1a0: [16]f32 = undefined; for (0..16) |fi| { local_1a0[fi] = rf32(bone_mat + @as(u32, @intCast(fi)) * 4); } // Apply attachment offset translation const ox = rf32(att_entry + 8); const oy = rf32(att_entry + 0xC); const oz = rf32(att_entry + 0x10); local_1a0[12] += local_1a0[0] * ox + local_1a0[4] * oy + local_1a0[8] * oz; local_1a0[13] += local_1a0[1] * ox + local_1a0[5] * oy + local_1a0[9] * oz; local_1a0[14] += local_1a0[2] * ox + local_1a0[6] * oy + local_1a0[10] * oz; // Recursive call through 0x714260, matching original's CALL 0x714260. // Goes through hook → detour → REF for child SceneObjects. const callThrough: *const fn (u32, u32, u32, u32, u32, u32) callconv(.{ .x86_fastcall = .{} }) void = @ptrFromInt(0x714260); callThrough(child, 0, @intFromPtr(&local_1a0), this + SO.world_pos, this + SO.render_pri, ru32(this + SO.render_scale_z)); } } // Next sibling in linked list // Assembly-verified: MOV ECX,[ECX+0x1E4] at 0x718764 child = ru32(child + 0x1E4); } }