- the gossip window stops flashing on a first-visit sub-menu: a guard's "Where is …" option answers `CMSG_GOSSIP_SELECT_OPTION` with a new `SMSG_GOSSIP_MESSAGE` on the same NPC whose text id is a first visit, and 1508's hold made the snapshot `None` while the greeting query was in flight, which the feed read as `Some → None` — `GOSSIP_CLOSED` (`HideUIPanel`) at the select, `GOSSIP_SHOW` (`ShowUIPanel`) when the text landed, the window gone for a server round trip, once per text id because the record cache serves every later visit; the reference's `0x4e2010` on a cache miss sets its select latch (`[0xbbb670] = 1`) and returns with no greeting write and no event, `0x4e1fa0` closes only on a zero guid, and `SelectGossipOption` (`0x4e2320`) is refused while the latch holds — so `GossipState::text_pending` names that latch, `feed_gossip` returns before touching the VM while it holds, both drains refuse on it, the NPC name query is asked ahead of the gate so a first visit's name rides beside its text query, and the landing repaints in place (1994); and the ready check is read off the bytes: `0x4ba40e` stores the constant 0 for any guid-matched answer, the wire byte only gates the `RAID_MEMBER_NOT_READY` print ("%s is not ready") on a 0, `ConfirmReadyCheck` sends one byte, 1 or 0, only while the deadline is armed and unexpired, `DoReadyCheck` sends an empty body, the summary lists only members who never answered, and the early close fires iff no member is both pending AND online (`[entry+0x18]` bit 0) — an offline member who never answered no longer holds the check open and is still listed as AFK when it closes; the `SMSG_GROUP_LIST` leg's close predicate (`0x4ba5f0`) keeps 1989's reading, with no online term (1997)
- the chat menu's rows hug their left edge: a `UIMenuButtonTemplate` row has no `<ButtonText>` — `UIMenu_AddButton` labels it with `SetText` — and the only thing placing the label is `<NormalFont inherits="GameFontNormal" justifyH="LEFT"/>`; the reference's lazy creator (`SetText 0x778dc0`) hands the fresh string to the adopter `0x778d20`, which anchors an unanchored label by the BUTTON's normal embedded font's justify word (`[button+0x390]`: LEFT→LEFT / RIGHT→RIGHT / else CENTER) and links it to that font, where ours anchored by the string's own ctor-default word (CENTER) and the loader wrote the justify onto a force-created label after the anchor was already decided — so every row sat centred in its fixed 104-wide slot and "Macro" ran into "/macro" (1.12's `UIMenu` does not auto-size; `UIMenu_AutoSize` is a later client's); `ButtonState` now carries each state font's own justify, one adopter (`button::adopt_label`) is the tail of both `SetText`'s lazy creation and `SetFontString`, the loader never touches the label, and paint follows the current instance's justify behind the severance mask like every other axis (1996); and the chat plate's hover fade survives a quick exit and re-entry: the stock `FCF_OnUpdate` queues the tabs' fade-out with `FCF_ChatTabFadeFinished` as its finished callback, which nils `chatFrame.oldAlpha` unconditionally 0.15 s later — re-enter inside `CHAT_FRAME_FADE_TIME` and it lands under a live hover, the plate arm's gate never passes again, no later leave clears `hover`, the hover-start re-read never runs, and only `FCF_SetWindowAlpha` (the tab menu's opacity slider) reseats it, which was every clue in the report; the flick from the text to a scroll button and back is the gesture, so an existing window looked broken from a session's first hover; the repair is the smallest guard at the one line — the finished callback leaves `oldAlpha` alone while `hover` is set — installed from Rust after the manifest loads (`manifest::install_chat_plate_guard`), never written into the stock file, and named as a deviation from the reference's own Lua (1998)
- a layer drains its quads, then its text, then its model scenes: `ZKey`'s one font-string bit becomes a two-bit batch rank (Quad, Text, Callback) — the client's layer batch (ctor `0x772e80`) carries its quads at `+0x10`, its `CGxStringBatch` at `+0x18` and a `RENDERCALLBACKNODE` list at `+0x1c`, `0x76fb00` drains them in that order, and `0x76d160` registers a `Model` frame's scene for the ARTWORK batch only — so a `ModelPane` quad takes `ZKey::callback(Artwork)`, after every texture AND every font string of its (strata, level, layer) whatever their link stamps and before anything in the next layer, closing the residual 1992 named on the world map (the arrow is linked first under `WorldMapFrame`, the area label and the overlays later); two scenes in one bucket keep registration order, and the link stamp gives up one bit (19 → 18), which the arena's renumbering at the cap makes unobservable (1995); and the two full-screen vignettes are dead code in 5875: the string `PlayerStatus_OnUpdate` occurs zero times in `WoW.exe`, the per-frame pump runs a frame's OnUpdate by registry reference (`0x70518c lua_rawgeti`, `0x705199 lua_pcall`), the whole `lua_pcall` census has exactly two by-name calls from C, and the only `UIFrameFlash` sites for `LowHealthFrame` and `OutOfControlFrame` in the chain are inside that uncalled function, while the `PLAYER_CONTROL_LOST` arm only sets `UIParent.isOutOfControl` — so 1988's "losing control flashes the vignette" is withdrawn, the two `.blp`s ship and are never loaded, nothing in code changes, and the manifest's note on the two frames says why no driver exists (1999)
- a tiled UI sprite wraps only the axis whose mapping runs past the texture: at four forms `ShapeshiftBar_Update` maps the stance shelf's middle strip `SetTexCoord(0, numForms-2, 0, 1)` — tiling along u, spanning exactly `[0, 1]` in v — and the repeat-sampled image it was served from wrapped BOTH axes, so bilinear at the strip's top pixel row reached `v < 0` and wrapped to the texture's last row, opaque grey on the 32×32 `ShapeshiftBarMiddle.blp` whose rows 0–7 are transparent: a one-device-px hairline along the strip's top edge over the world, reading 0.81–0.84× its neighbours' luma against 1.00 over the clamp-sampled caps (predicted 75 over a world of 100, measured 74–77); 1608's `uv_clamp_window` skipped an axis spanning the whole texture because "the sampler's own clamp already is this", true for the plain sprite and false for the tiled one; `tiling_axes` now decides the wrap per axis with the same tolerance, `WorldAssets::sprite_texture_wrapped` bakes `Repeat` where asked and `ClampToEdge` elsewhere, cached by (path, u, v), and the backdrop pieces and the chat bubble's edge keep both axes on; `WOW_DEMO_BOTTOM_BARS=0` leaves the action-bar demo's bottom bars down, the only state the shelf draws in (2000); the duplicate-placement census rides the probe line (`orphan_parts=`, `tiles=`) and the inspector card (parts alive, parts drawn this frame, each glow card's live world scale): a placed doodad or WMO part is spawned by exactly one placement, so a part alive outside every placement's entity list outlived a respawn, with the retained pass's fader exiles named as the one population legitimately outside the registry
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
Important
Issues and pull requests are closed here. benilla is a solo project developed in a private tree; this repo is its export, published as squashed snapshots, so a PR here has nothing to land on. The best way to contribute is to join the Discord and report the bugs you find. Questions and ideas are welcome in the same place.
benilla speaks the original 1.12.1 protocol, so it connects to any server the real client could, and reads its game data at runtime from your own 1.12.1 install. Every file format and the network protocol are implemented from scratch, with no original client code, no third-party WoW crates, and no bundled game assets.
What works
- Formats: readers for the full asset stack (MPQ patch chain, BLP, DBC, ADT/WDT/WDL, M2, WMO), wired into Bevy as an asset source.
- World: streamed terrain out to the horizon, portal-culled WMOs with interior lighting, doodads and ground clutter, swimmable liquids, sky and weather, and the client's own day/night lighting, fog and gamma passes.
- Models: GPU-skinned M2s with the full animation controller, a near feature-complete particle system, ribbons, and animated gameobjects from doors to lifts.
- Characters: customization end to end, the armor texture composite, weapons with sheathing and enchant glows, shapeshift forms, stealth and mounts.
- Movement: a WoW-feel controller, networked movement in both directions, the server-granted modes from slow fall to roots, a follow camera with collision, boats, zeppelins and taxi flights.
- Networking: SRP6 auth through world-session crypto, the object mirror into the ECS, and live wire coverage from movement and chat through spells, party, quests, mail, trade, vendors, bank, loot, the auction house and PvP honor.
- UI: a from-scratch FrameXML + Lua engine driving the built-in interface, from the login and
character screens through the full HUD, the classic windows (guild, macros and key bindings
included), chat, nameplates, floating combat text and tooltips; third-party addons load from
a
benilla-config/AddOns/folder beside the executable (partial: AtlasLoot and Bagnon run, see below). - Combat: melee on the faithful swing law, ranged and Auto Shot, casting with GCD and cooldowns, combo points, crowd control that really holds you, and the spell visual pipeline.
- Audio: music, ambience and SFX under the client's own selection and crossfade rules, with interior and underwater transitions and zone reverb.
Where it's going
benilla is done when a 1.12.1 player can do everything here that they could in the original client, it looks and feels the same, and it runs from a download on Windows, Linux and macOS. No dates; the order is what is likely, not a promise.
- Battlegrounds and meeting stones, then the long tail of small features that separates a working client from a finished one.
- Addons, options and performance, ongoing.
- The no-brainer fixes from VanillaFixes, SuperWoW and the like.
- Playable downloads for Windows, Linux and macOS. Linux first.
Not planned: other expansions or client versions, Warden (anticheat).
Running it
You need a 1.12.1 (build 5875) client install for game data, a vanilla server to connect to, and stable Rust. Any 1.12.1 core works; vmangos is what development runs against, and cMaNGOS and the rest speak the same protocol.
WOW_DATA=/path/to/WoW/Data cargo run --release -p benilla
The server defaults to localhost:3724, the stock realmd auth port. Point WOW_HOST
at any IP or hostname, appending the auth port if yours is remapped
(WOW_HOST=play.example.com:5000). Credentials go in at the login screen, or set WOW_USER /
WOW_PASS to skip it.
Early inspiration and file format guidance came from the wowemulation-dev community, and warcraft-rs in particular.
benilla is an independent fan project, not affiliated with or endorsed by Blizzard Entertainment.
It ships no Blizzard content — no art, models, sounds, maps, MPQ contents or FrameXML; you
provide your own legally obtained 1.12.1 client. The interface code under
crates/benilla-app/assets/ui/ is ours, written to the client's own layout and API names so that
the windows look right and 1.12.1 addons find the names they expect.
World of Warcraft is a trademark of Blizzard Entertainment, Inc. Our own code is licensed under MIT or Apache 2.0, at your option.