Fix AE001H spritesheet animation

This commit is contained in:
gamer147
2026-07-11 20:37:26 -04:00
parent 593a24b510
commit 0bf6b43a32
9 changed files with 93 additions and 51 deletions

View File

@@ -5999,12 +5999,12 @@ abi_source = "kelebek+decode-validated"
[opcode.semantics]
name = "u00421EA0"
category = "draw"
summary = "0x231 anim-srcrect (handle)(period)(gridW)(gridH): ping-pong the spritesheet cell across the grid over period ms. Worker gfx_worker_anim_srcrect @0x47eec0 -> interpolator SRC-RECT SCROLL channel. C# VM: GfxState.SetSrcRect. See docs/engine-re.md §SC0000 anim cluster."
summary = "(handle)(frame_period_ms)(frame_count)(column_count) — loop row-major through the spritesheet. Every frame preserves draw-texture's source-rectangle width/height; frame=floor(elapsed/frame_period)%frame_count, src offset=(frame%columns*width, frame/columns*height). Worker gfx_worker_anim_srcrect @0x47eec0; consumer gfx_object_anim_interpolate @0x473ed0."
noop_headless = false
source = "kelebek"
confidence = "low"
source = "investigation"
confidence = "high"
depends_on = []
evidence = ""
evidence = "Native /v2 decompile: worker stores period at obj+0x230, frame_count at +0x238, columns at +0x23c. Interpolator computes ((now-start)/period)%frame_count, then offsets both source-rect X bounds by rect_width*(frame%columns) and Y bounds by rect_height*(frame/columns). SC0000 uses (100,8,4) with AE001H's eight 200x200 cells in a 4x2 800x400 sheet."
[[opcode.semantics.args]]
i = 1
@@ -6211,12 +6211,12 @@ abi_source = "kelebek+decode-validated"
[opcode.semantics]
name = "u004223C0"
category = "draw"
summary = "0x239 set-srcrect-cell (handle)(p3)(p4)(gridW)(gridH)(cell): set the spritesheet grid + static visible cell. Worker gfx_worker_set_srcrect_cell @0x47ed90. C# VM: GfxState.SetSrcRect (period 0). See docs/engine-re.md §SC0000 anim cluster."
summary = "(handle)(delay_ms)(duration_ms)(frame_count)(column_count)(target_frame) — one-shot row-major source-rectangle cell channel. Worker gfx_worker_set_srcrect_cell @0x47ed90 stores timing at obj+0x48/+0x5c, layout at +0x238/+0x23c, and target at +0x234. C# currently retains the endpoint cell immediately."
noop_headless = false
source = "kelebek"
confidence = "low"
source = "investigation"
confidence = "high"
depends_on = []
evidence = ""
evidence = "Native /v2 worker and gfx_object_apply_transform_channels decompile. The consumer advances target_frame cells over duration after delay, preserves the existing source-rect dimensions, and commits the endpoint."
[[opcode.semantics.args]]
i = 1