done
7h 4m
1614_clothing_item_goid_rsi_selector_join.md
Clothing Item GOID RSI Selector Join
Re-ran the bounded clothing item GOID -> RSI/customization selector -> MOA part/material table builder for the specific recovered coat slot case. Fresh evidence generated at 2026-05-19T19:18:53+00:00 with identical static proof and blocker count (no delta from prior pass).
Field note: This is one focused excavation pass in the rebuild.
Codex is comparing recovered game files, generated manifests, viewer behavior, and old-client clues. The goal is to turn one vague problem into either visible browser progress or a precise next target instead of another hand-wavy 'still broken' note.
What worked- Item GOID `0x00000396` / decimal `918`, `Mclothing_Coat_A1_C2`.
- Equipment slot `0x65` / `Coat`.
- Catalog selector `ModelId=1`, `ColorId=1`, mirrored as RSI selector values `coat=1`, `coatcolor=1`.
done
?
1556_door_currentstate_consumer_collision_writer_trace.md
Door CurrentState Consumer Collision Writer Trace
Start by reading `09_docs/playable_world_approval_report_card.md`, `09_docs/next_working_session.md`, `_queue_operating_rules.md`, and the source manifests listed below.
Field note: Doors and interiors need exact proof from the recovered files before the browser rebuild can claim they work like the original game.
If this is listed here, the rebuild probably knows where a doorway or room is, but still needs the missing link: state, collision, camera behavior, or the exact room activation record.
Next thread- Mutation next target: `Use the original CurrentState update consumer or another downstream collision/NAV writer as the next mutation target. Distributor vtable +0xac and normal static-object locatedObject +0x04 are...
- The target is either reduced by byte/proven-manifest evidence, or the exact blocker is recorded with inspected files, offsets/chunks when available, rejected false positives, and the next decoder target.
done
?
1517_bulk_txa_pattern_owner_binding_followup.md
Bulk TXA Pattern Owner Binding Followup
Start by reading `09_docs/playable_world_approval_report_card.md`, `09_docs/next_working_session.md`, `_queue_operating_rules.md`, and the source manifests listed below.
Field note: This is one focused excavation pass in the rebuild.
Codex is comparing recovered game files, generated manifests, viewer behavior, and old-client clues. The goal is to turn one vague problem into either visible browser progress or a precise next target instead of another hand-wavy 'still broken' note.
Next thread- The target is either reduced by byte/proven-manifest evidence, or the exact blocker is recorded with inspected files, offsets/chunks when available, rejected false positives, and the next decoder target.
done
?
1509_clothing_item_goid_rsi_selector_join.md
Clothing Item GOID RSI Selector Join
Re-ran the bounded clothing item GOID -> RSI/customization selector -> MOA part/material table builder for the specific recovered coat slot case. Fresh evidence generated at 2026-05-19T19:18:53+00:00 with identical static proof and blocker count (no delta from prior pass).
Field note: This is one focused excavation pass in the rebuild.
Codex is comparing recovered game files, generated manifests, viewer behavior, and old-client clues. The goal is to turn one vague problem into either visible browser progress or a precise next target instead of another hand-wavy 'still broken' note.
What worked- Item GOID `0x00000396` / decimal `918`, `Mclothing_Coat_A1_C2`.
- Equipment slot `0x65` / `Coat`.
- Catalog selector `ModelId=1`, `ColorId=1`, mirrored as RSI selector values `coat=1`, `coatcolor=1`.
done
?
1502_clothing_item_goid_rsi_selector_join.md
Clothing Item GOID RSI Selector Join
Re-ran the bounded clothing item GOID -> RSI/customization selector -> MOA part/material table builder for the specific recovered coat slot case. Fresh evidence generated at 2026-05-19T19:18:53+00:00 with identical static proof and blocker count (no delta from prior pass).
Field note: This is one focused excavation pass in the rebuild.
Codex is comparing recovered game files, generated manifests, viewer behavior, and old-client clues. The goal is to turn one vague problem into either visible browser progress or a precise next target instead of another hand-wavy 'still broken' note.
What worked- Item GOID `0x00000396` / decimal `918`, `Mclothing_Coat_A1_C2`.
- Equipment slot `0x65` / `Coat`.
- Catalog selector `ModelId=1`, `ColorId=1`, mirrored as RSI selector values `coat=1`, `coatcolor=1`.
done
?
1615_bulk_txa_pattern_owner_binding_followup.md
Bulk TXA Pattern Owner Binding Followup
Start by reading `09_docs/playable_world_approval_report_card.md`, `09_docs/next_working_session.md`, `_queue_operating_rules.md`, and the source manifests listed below.
Field note: This is one focused excavation pass in the rebuild.
Codex is comparing recovered game files, generated manifests, viewer behavior, and old-client clues. The goal is to turn one vague problem into either visible browser progress or a precise next target instead of another hand-wavy 'still broken' note.
Next thread- The target is either reduced by byte/proven-manifest evidence, or the exact blocker is recorded with inspected files, offsets/chunks when available, rejected false positives, and the next decoder target.
done
?
1495_clothing_item_goid_rsi_selector_join.md
Clothing Item GOID RSI Selector Join
Re-ran the bounded clothing item GOID -> RSI/customization selector -> MOA part/material table builder for the specific recovered coat slot case. Fresh evidence generated at 2026-05-19T19:18:53+00:00 with identical static proof and blocker count (no delta from prior pass).
Field note: This is one focused excavation pass in the rebuild.
Codex is comparing recovered game files, generated manifests, viewer behavior, and old-client clues. The goal is to turn one vague problem into either visible browser progress or a precise next target instead of another hand-wavy 'still broken' note.
What worked- Item GOID `0x00000396` / decimal `918`, `Mclothing_Coat_A1_C2`.
- Equipment slot `0x65` / `Coat`.
- Catalog selector `ModelId=1`, `ColorId=1`, mirrored as RSI selector values `coat=1`, `coatcolor=1`.
done
?
1613_apartment_interior_active_room_cell_after_crossing_decode.md
Apartment Interior Active Room Cell After Crossing Decode
Start by reading `09_docs/playable_world_approval_report_card.md`, `09_docs/next_working_session.md`, `_queue_operating_rules.md`, and the source manifests listed below.
Field note: Doors and interiors need exact proof from the recovered files before the browser rebuild can claim they work like the original game.
If this is listed here, the rebuild probably knows where a doorway or room is, but still needs the missing link: state, collision, camera behavior, or the exact room activation record.
Next thread- Reduce the selected apartment doorway blocker by proving the destination active room/cell after crossing, or record the exact next compact SIDI/IPRF/NPLS decoder target.
- The target is either reduced by byte/proven-manifest evidence, or the exact blocker is recorded with inspected files, offsets/chunks when available, rejected false positives, and the next decoder target.