- spells shake the camera: `SpellEffectCameraShakes.dbc` loads beside `CameraShakes.dbc` as the group table, `SpellVisualKit` field 14 is the shake column (58 of 1772 kits carry one — War Stomp, Thunder Clap, Kodo Stomp, the ~50 Knockdown/Slam/Charge impacts, every summon, Sapper Charge, Earthquake, Sapphiron's death), and the kit shake fires exactly once per play from the first effect node's one-time arm pass (`0x620e11`), the same leg that plays the kit sound one field over — the older "fires only if nothing else did" reading would have silenced every kit with a populated effect slot; `$SHK` markers fire from GameObject and DynamicObject hosts only (the titan chest, the bomb wagon); one deliberate deviation — the reference reads a bone-attached node's position twelve instructions before it is written, so 26 of its 58 shake kits shake at the world origin and are culled by the 80 yd cut, which is an uninitialised field, not a design; 21 of 24 presets now have a live producer, up from 6
- the sound keeps playing when the window loses focus, if you want it to: 1.12 mutes everything on `WM_ACTIVATE` and offers no way out, so benilla ships that as the default (`Sound_EnableSoundWhenGameIsInBG` "0") and puts an Audio-page checkbox on it — a gate appended LAST in the main-track chain, downstream of every tap, so an unattended capture still records; wow-re's round settled that music is not exempt and that it is a mute, not a pause
- a building's far side no longer draws through its own walls: the camera-inside leg has three passes and we had one and a half — Pass 2 admits an exterior-shell group only against a frustum clipped to ONE deferred window (we marked every such group visible against the full view, under a comment calling it a benign over-draw), and Pass 3, which we had none of, draws the 24 `0x10000` groups (14 in Stormwind, 6 across Dire Maul, Razorfen's four 450–520 yd shells) from anywhere, frustum-tested on both legs by byte-identical setup; there is no antiportal branch in 5875 and no such flag in its data (815/815 roots and 5220/5220 groups censused, no bit above 18 ever set)
- the macro window is the reference's own `Blizzard_MacroUI`, and `GlobalStrings.lua` — line 1 of the reference's own toc — was missing from our manifest entirely (the app loaded it out of band at startup, so the client was right and every harness that loaded the manifest was not); exactly one `<OnLoad>` runs, the most-derived, because `SetScript` releases the slot before it looks at the new body — which is why the reference re-states the template's width line in tab 1 and not tab 2
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- the player, party, target and pet frames are the reference's own files (`BuffFrame`, `UnitFrame`, `CombatFeedback`, `PlayerFrame`, `PartyFrame`, `TargetFrame`, `PetFrame`, in the reference's toc order) — our 2741-line `UnitFrames.xml` and our `PartyFrame.xml` are deleted; four engine verbs built for them (`PartialPlayTime`, `NoPlayTime`, `UnitPlayerControlled`, `UnitIsCivilian`, each answering 1/nil), the whole-UI load bracketed in the counted sound-suppression scope `0x48fbf0` self-brackets (the reference fires a `PlaySound` during load and throws it away), and `GetBillingTimeRested` read off `SMSG_AUTH_RESPONSE`'s third billing field rather than hardcoded; the differences the stock files bring are pinned rather than papered — `PlayerFrame` never hides, an unresolved name is BLANK not "Unknown", the target frame has no numerals at all (a bar hover pops the unit tooltip instead)
- what the swap surfaced, each a hard break under the stock files: `UnitBuff`/`UnitDebuff` returned the Classic Era ten-value tuple, name first, where 1.12 returns two and three values TEXTURE first (`0x519500`/`0x5198f0`) — a raise twice per `UNIT_AURA` on any debuffed target, and all 184 corpus call sites bind the 1.12 shape; the power events are named per resource (`UNIT_MANA`/`RAGE`/`FOCUS`/`ENERGY`/`HAPPINESS` and their MAX twins) and we fired the Era pair, so no mana, rage or energy bar could live-update; `SetRaidTarget` is the engine verb and `SetRaidTargetIcon` the FrameXML toggle wrapper — we had registered the wrapper's name on the engine's body, so every raid mark in the unit popup raised
- the underwater drift cloud: the reference draws a fixed 4000-mote field whenever the camera eye is inside a liquid — not a particle system, nothing spawns, ages or dies; a population scattered once into a 30 yd camera-relative cube, advected by the camera's own motion plus a gust and wrapped, so the field stands still in the world; benilla had the murk and nothing in it; a dry frame commits no draw, and the submerged one is bounded by the reference's own 666-quad cap (633–644 of 4000 measured live, which is the expected survivor count of a uniform cube through the 90° cone — an independent check on population, distribution and cone at once)
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- the vendor window is the reference's own `MerchantFrame.xml`, which took three things in order: the vendor cursor, the coin kit's move, and `GameTooltip:SetMerchantCompareItem` — where `offset` is the ordinal among CANDIDATE slots (empty ones skipped without decrementing) and a candidate matches by item CLASS and never by entry (two of four RE workers read it as an entry match, which would have fired the compare tooltip only when you already wear the identical item, i.e. never, with the window looking finished); two visible changes ride with the reference's rows — the coin columns take `SmallMoneyFrameTemplate`'s own geometry, and only the ICON takes the mouse, so hovering a row's name shows nothing, which is the client's behaviour
- the gossip window is the reference's own, and its deferral was wrong: the "2px rows" were a harness gap (a bare test VM with no text measurer, while the app always installs one), not an engine one; four things the reference does that ours did not are pinned — a hidden SPACER row between the quest groups, coded options are NOT greyed (a coded row is clickable, and the send path's missing code is named as its own gap), the row label is the Button's own text, and the scroll child is not grown
- the CAMP/QUIT dialogs and the PARTY_INVITE dialog move to `StaticPopup`'s home — the fourth such rehome of a dialog that had lived in whichever window first needed it — and moving them found a real bug: `button1 = CANCEL` captured a nil at load because `CANCEL` was declared below the insertion point, so the popup engine fell back and put "Yes" on the camp dialog's cancel button
- three instruments: the gap report stops counting commented-out calls (`ShowInventorySellCursor` blocked the character sheet on three commented lines — a whole RE round spent on an over-report), it runs the load itself and answers in ONE table (29 "free" became 24 actually unblocked), and a shadow report predicts which swaps will fail by intersecting the names our files define with the names the chain files in our own manifest define — 38 collisions across 5 files, ours winning every one
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
- the select screen's ghost is four mechanisms off one roster-row bit, and the rest of them land: the FFX pass swap — the reference builds TWO pass pairs, world and glue, and a ghost row installs the glue DEATH pass over the whole diorama while the character list and buttons composite clean above it; the ghost-gated sun — the scene's light gather is wiped and one hardcoded overhead directional injected, its colours turning out to be Light.dbc's death preset (diffuse (94,153,198), ambient (26,56,85)) rather than the live capture we had parked them as, with the sign settled at the bytes (an authored light already carries one negation, so reusing that convention lights the ghost from underneath); and three glow weights corrected — the glue screens pin 0.30 login / 0.40 living select / 0.15 ghost where we rendered a flat 0.5 everywhere, so login and create get slightly less glow too, a fidelity correction to a value we had never verified
- a press brings its window to the front: the mouse-DOWN handler raises the capture-or-hover frame unguarded, the toplevel gate living inside the worker — which is what makes a click on a child raise the window that owns it — and the release never raises; behind it, a frame-by-frame diff against the reference put back what the transcription dropped: toplevel on 47 frames (without it every raise trigger was a silent no-op across the whole interface), the mouse on 16 window bodies (a click on the bank's or merchant's own background was turning the camera or dropping your target), and id= on 81 frames — the slot index a 1.12 addon reads, where GetID() answered 0; a new gate reads our flags off the LOADED engine against the reference's, both directions with a reason each, so the next drift can't hide behind renamed templates
- the jump stops being frame-rate dependent: the fall step becomes the reference's closed form (the mean of the endpoint velocities is the exact displacement rate, and both our movers had the error in opposite directions), taking the apex from 1.668 yd at 144 fps and 1.844 at 20 to a flat 1.640 against the analytic 1.640 — a live run apexed at 1.6410; and the knockback's freeze is its PLANTED direction bit, not a velocity test — air control opens exactly while the direction nibble is clear, the launch plants forward whatever its speed, and the bit now rides the wire, which we had never sent at all
- the walk-away leash belongs to the OBJECT: the reference's watchdog overwrites the opener's stored range on the player typemask bit alone with (10+4)², so a player-shared quest panel is leashed at 14 yards — not at the 5.56-yard NPC reach, and not never, as two earlier readings had it — while a census of all 14 arming sites confirms every other NPC window already closed at the right distance; the walk-away also sends strictly LESS than the button: an NPC panel closes silently while a share still owes its decline
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the transcription had dropped parent= on 72 declarations the reference carries (37 to UIParent, 28 to the action bar's art frame, 7 more), so the HUD was a field of top-level frames and UIParent:Hide() reached almost nothing — which is why a cinematic had to hide the UI at the draw level and then special-case the pointer; both workarounds are deleted and the HUD hides through the reference's own route; restoring only the UIParent half would have been the dangerous part (draw order is one flat sort, so a partial restore lifts frames over the neighbours they carry), and manifest order turns out to be load-bearing — a parent name that doesn't exist yet is silently ignored, so UIParent.xml moves to the reference's own slot with a test that fails if anything declares a child first; the chat still drew over a fly-by after all that, because the reference parents the chat windows on their TEMPLATE, invisible to a name-for-name diff when both sides rename — two declarations fix it, and the sweep that replaces the method loads the whole shipped manifest, fires CINEMATIC_START and asserts the survivors are exactly three: 91 frames visible before, 3 after, and the count comes back on stop
- every cinematic boundary cuts through the reference's 0.25 s fade to black, and the next step hangs on the fade's COMPLETION, not a delay — the shot boundary is exactly where the reference does a blocking terrain load, so a delay-driven cut shows through a hitch and a completion-driven one cannot; and a fly-by now ends into black instead of a ~0.3 s loading cover: the reference raises no cover on that path, it holds black while the ground under the player loads back, so ours holds black while the stream catches up — budgeted, never an unbounded wait
- the death arc keeps its promises across a relog: the body's own state machine now dies with the session — re-entering the world as a ghost used to match no arm of the world-edge machine, so the corpse query never went out and "Resurrect Now" stayed down until the next death; and a corpse wears its owner's guild crest — the corpse descriptor carries the guild field and resolves through the same crest cache a living tabard does, where ours dressed the body crestless
- the char-select ghost gets its body kit: the screen resolves the state kit of the very "Ghost" aura a released ghost rides in the world — tint (140,185,253), alpha 0.5, and the Ghost_state wisp model at the body's attach point, pinned by a golden that decodes the row out of the shipped DBC; the airborne model is corrected before its fix lands — the address six comments called the gravity integrator is really the fall-velocity query, and a knockback is unsteerable because its launch PLANTS the forward bit, not because the arc is airborne (our guard was a velocity proxy, so a near-zero-speed knockback steered from frame 2); and the hover inspect card now decodes a picked part's mesh tag — alpha, rig slot, and both readings of the lighting payload side by side — turning a rebuild-and-two-probes hunt into a hover
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the combat log's last eight wire bodies decode — PARTYKILLLOG, SPELLINSTAKILLLOG, PROCRESIST, SPELLORDAMAGE_IMMUNE, SPELLDISPELLOG, DISPEL_FAILED, ENCHANTMENTLOG, SPELLLOGEXECUTE — each layout read off vmangos's own writer and pinned by a byte-exact golden (DISPEL_FAILED carries no count, the list runs to the end of the body; SPELLLOGEXECUTE's POWER_DRAIN row is (amount, power, multiplier), verified at the client's bytes as well as the server's); with the eleven chat types that were waiting on them, 44 chat types become 55 — 29 sentence families, the death pair and the aura rows riding descriptor diffs because 1.12 has no "unit died" opcode, plus the six trailers ((glancing), (30 blocked), (12 absorbed) and kin) that had been missing from every family; also corrected: the durability-death line was going to the red error frame with hard-coded English, and SMSG_SPELLNONMELEEDAMAGELOG lacked its split-damage branch and its blocked wording
- PlayerModel is its own frame kind: SetUnit, RefreshUnit and SetRotation were published on Model, but they belong to the <PlayerModel> method table (0x84f1fc), and the client's lookup chains derived → base only, so a plain <Model> can never reach them — they got there from a strings scan read as ownership, and a strings hit answers whether a name EXISTS, not who owns it (SetUnit's one pooled string is referenced by the PlayerModel and GameTooltip tables and by no Model entry); the new PlayerModel → Model → Frame → Region chain unblocks CreateFrame("PlayerModel"), which is how pfUI builds every unit-frame portrait — and through pfUI, pfQuest and ShaguDPS
- a nil where a number goes is four shapes, not one law: a census of all 408 widget-registrar entries found 62 numeric positions that validate-or-raise, 43 that gate then stage an alternate, 64 that silently coerce to 0.0 and 5 that gate then store nothing — so SetMaxLetters(nil) completes and stores 0, "no limit" (the argument COUNT is checked exactly, the type is not), and the backdrop colour setters are asymmetric on purpose: a nil r/g/b channel is 0.0 but a nil alpha is OPAQUE, and reading every nil as 0.0 would have turned those borders transparent; both setters now also quantize ×255 into the packed 0xAARRGGBB byte quad the client actually stores, so 0.09 reads back as 23/255
- two more addon-killers: LIGHTYELLOW_FONT_COLOR_CODE was the one missing line of Fonts.xml's seven-line colour block (aux-addon concatenates it at file scope and died on its own first line), and the guard now enumerates the whole block l.4-20 instead of the names an earlier round had noticed absent; and the unit frames publish the reference's names — 1.12 has no *PowerBar anywhere, every bar is ManaBar and the colour table is ManaBarColor (8 of the top-20 addons read it by name), so ManaBarColor is the published table our own bars index into, with 22 more regions renamed to the reference's own
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the name cache persists to `benilla-config/cache/<realm>.tsv`, because the reference's `namecache.wdb` / `petnamecache.wdb` do and that is why it never sees the races we lost every time — unstabling a pet raised `Usage: SetText("text")` off an unresolved `UnitName("pet")`; the header carries magic, format, build, locale and realm and any mismatch discards the file (no checksum, no TTL: eviction is explicit only, via `SMSG_INVALIDATE_PLAYER`, decoded now and never sent by vmangos), negatives persist too, written on a 10 s debounce and at exit; a stable list also seeds the pet-name cache from the names it already carries
- `SMSG_NOTIFICATION` is the red UIErrorsFrame toast, not a chat line — `.gm on` printed twice because vmangos sends both a system message and a notification and both were rendered as chat; the stand-in dated from before the errors frame existed; `SMSG_AREA_TRIGGER_MESSAGE` moves with it on the yellow arm (its handler ends `xor edx,edx` — flag 0 — where the notification's is flag 1)
- the target frame's dead text is the GlobalString `DEAD` = "Dead" resolved through `text=` like the target-of-target frame, not the key typed into `SetText` in caps, and it takes `UnitIsConnected` so a disconnected player does not read as dead; a shipped-script sweep now refuses any key-shaped literal handed to a text sink; and the Help window is one click deep — Home's button opens the ticket text box, Auto-Unstuck sits beside it, and a ticket files as category 0, which a GM's queue names "Unknown" (a guard added days earlier refused 0 on reasoning from the enum rather than from the function that reads it)
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the mix is bounded the way the reference's is: FMOD gave 1.12 exactly twelve software channels and nothing else limits a priest buffing five people — ported as a 12-voice ceiling (a probe capture read 42 live voices at +13 dBFS, the limiter pumping 13 dB to hold it), plus same-kit copies started in one frame capped at two, since five sample-aligned Fortitudes are one sound +14 dB; `$WOW_SOUND_PROBE` records the mix before and after the limiter with a timeline, F9 stamps the moment
- the raid tab draws its window art again — its four corner textures were written with single backslashes, which Lua drops silently, and a sweep now reads every archive path a shipped Lua chunk names; a drag whose release never arrives (pointer left the window, a second press) ends instead of gluing the frame to the cursor for the rest of the session, and `WOW_PROBE_DRAG` drives any UI drag headlessly in a live client
- the item tooltip fits its set bonuses again: an emptied line kept its last measured height forever (a pooled cell with no way to say "empty"), and the two blank rows above the set block are the reference's own literal (a space and a newline) — a whole row each, not the empty string
- an equipped BoE or BoP piece reads Soulbound: the bind line reads the item's own flags through the client's bound predicate instead of the template's bonding, one predicate shared with the enchant cursor's bind confirm
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the shine's stars size by the screen diagonal instead of a frozen 4:3 constant, so a widescreen window stops blobbing them
- each button's shine wears its own authored geometry: the spell book's 36x36 model rect at 1.22 scale, not the pet bar's — and its autocast brackets reach the button's corners with the glow sharing their centre
- one deliberate deviation, recorded as such: the spell book's shine borrows the pet button's rim ratio, because the reference's own washes out there
- the perf HUD gains a pill that measures frame cost and its tail, and latches the spike that would otherwise scroll away
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the pet bar's autocast shine cost +4.25 ms a frame for one button: its 92 script-side SetPoints forced two whole-roster anchor solves every frame — the shine now draws from a native lane, re-measured at +0.03 ms with what is drawn bit-faithful to before
- an NPC that spawned under its own floor — a cellar wolf, a pet at login — now measures its ground clamp from the server's seat instead of its own last answer, and climbs out
- a running cast cost ~4 ms a frame in layout gate walks; a mutated frame now takes one walk, not three, and the settled interface is pinned at zero
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the one shared region table splits into the client's own maps: a Texture no longer answers SetText, a FontString no longer answers SetTexture, and feature-detecting addons see the true surface
- CreateTitleRegion lands whole — object and drag — so an options window that is its own drag handle actually moves
- font-object names resolve whatever their case, and the CursorUpdate/CursorOnUpdate pair arrives for the container-item templates
- GetStringHeight is pruned (1.12 has no such method) and SetPortraitToTexture moves to the global it really is
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- Lua 5.0's generic-for and nested long strings are restored in a forked VM — 60 corpus addons stopped dying on one deleted opcode
- a day of demand-driven carving takes the 218-addon corpus from 24 addons surviving a session start to 114, with 144 loading without a single error
- Bagnon draws a real bag and answers real gestures — hover tooltip, pickup, use, drag — because our frames wear the reference's names, and the reference's own ContainerFrame.lua runs off the player's install instead of being transcribed
- the physics broad phase leaves: nothing in the client reads a contact, and it was measured at up to 41% of main-thread samples in real sessions
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- benilla loads real 1.12 addons from Interface/AddOns — TOC, XML and Lua through one loader, with per-addon saved variables, Bindings.xml and the lifecycle events addons expect
- both AddOns screens are in: the character-select list with per-addon enable state, and the ESC menu's in-game list
- the API surface is measured, not guessed — a corpus harness runs hundreds of real 1.12 addons and ranks exactly which globals, templates and verbs they demand
- the Lua dialect is the client's own, read off the binary — 5.0 semantics with the 1.12 additions, and UI source files are bytes, not UTF-8
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module
- the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder
- the glue screens get a capture shutter, and the engine stops depending on the protocol crate
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the world engine splits from the game into a benilla-world crate — 112 files, and the wall is ratcheted to zero names of the game inside the engine
- the engine's public doorway is counted and gated at 32 items, and the render materials, shaders and asset cache move down to benilla-assets
- the game's files leave the engine's asset root — game:// is its own space — and a spike binary boots the engine with no game attached
- weather rides along: snowfall emission is denominated in the reference's frame cap, and a long teleport retires the stranded precipitation field instead of leaving it behind
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- minimap zoom and the camera's distance and pitch persist across sessions
- the trainer's point-filter is a saved variable now and survives a relog, resetting per packet like the reference
- the options window gains its Combat page, over rows that can write the UI's own saved globals
- the step-up is a rise, not a jump forward — and the descent cone's cap belongs to the body, on every leg
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- ctrl-click an item to try it on: the dressing room dresses your double, and shift-click posts the item link to chat
- the pet tab lands in the character window: paper doll stats, family and diet, the right-click menu, and dropping food on the pet feeds it
- water-only spells refuse on dry land: aquatic form gates to swimming, client-side like the real one
- the macro icon picker's white squares get their art back, and option rows explain themselves on hover
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the spellbook's pet tab lists what the pet knows, with autocast toggled right on the page
- pet ability cooldowns sweep on the pet bar, and the bar binds to 1.12's Secondary Action Button keys
- the options window scrolls its pages in a real trough with seated arrows, nothing overflows the frame anymore
- Esc un-queues a queued strike, and a hostile unit's frame stops showing buffs the real client hides
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- feign death plays dead for real: the body collapses and stays down, both bars read 0 and DEAD, the nameplate drops, the combat hum goes quiet
- melee and Auto Shot are exclusive now: starting one stops the other, even mid-swing
- another client's addon chatter no longer prints as party chat
- right-click presses look pressed, rage and happiness read on their real scale, and the login boxes blink their caret
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
- the pet gets its own unit frame beside yours, and an Attack order no longer latches as the standing command
- five rooms that always read bone dry hold their water now, the Deeprun Tram's flooded stretches among them
- macros fire through the client's own chat door, and the macro window fits its tabs and scrolls its icon chooser
- the options window grows a Nameplates page and its first dropdown, and the name-display switches apply live in the world
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>