Live rebuild journal

Rebuilding The Matrix Online from recovered files.

Follow the browser-first MxO rebuild as recovered client data is decoded into a modern world: sectors, geometry, doors, textures, NAV/SNAV collision, animation, audio, props, vehicles, and client archaeology.

This is not a finished playable revival yet. It is the reconstruction notebook: what worked, what failed, what remains blocked, and what gets decoded next.

Open current Mara preview

Mara Central reconstruction with church, red monument, and road geometry
Current Mara reconstruction view, cropped to the world rather than debug UI.

Hourly asset recovery graph

Geometry First, Full Recovery Second

Updated 2026-05-22T11:13:53-07:00. The big number now tracks geometry: models, world placements, doors, props/items, and character/body geometry. The smaller all-record total still includes textures/materials, audio, animations, sectors, and NAV/collision evidence. The current hour is updated in place, so the graph does not fake progress just because the publisher runs every few minutes.

Geometry recovery

2026-05-22T11:00:00-07:00

Original MxO Reconstruction

38,776 geometry records

+7,014 geometry records across the recorded history window.

All recovered records: 60,669

Geometry recovery counts the visible/playable things first: decoded model geometry, proofed world placements, door geometry, character/body geometry, and recovered props/items. It intentionally does not include audio, pure material slots, animation clips, sector counts, or NAV polygons.

38,776 31,762
Models / geometry 7,213
Textures / materials 3,928
Animations 19
Audio 2,370
World placements 31,400
Doors 99
Characters / outfits 12
Props / items 52
Sectors 1,036
NAV / collision 14,540

Geometry recovery

2026-05-22T11:00:00-07:00

TasteeWheat: MegaCity Freebuild

7,533 geometry records

+118 geometry records across the recorded history window.

All recovered records: 8,956

Geometry recovery counts recovered-derived models, world placements, doors, characters/outfits, and props/items. Textures and audio are still tracked in the all-record total, but geometry is the main visual progress signal.

7,533 7,415
Models / geometry 2,706
Textures / materials 1,407
Animations 2
Audio 14
World placements 965
Doors 385
Characters / outfits 507
Props / items 2,970
Sectors 0
NAV / collision 0

Asset Explorer direction

Recovered assets are becoming evidence cards, not mystery filenames.

The next shape of the Original MxO Asset Explorer is simple: click an asset and see what is known about it. A card should eventually show the recovered mesh, textures/materials, animations, skeleton, sounds, clothing slots such as hats or sunglasses, and the proof status for each relationship. If a link is only a candidate or still blocked, the card should say that plainly.

Asset cards

662 cards now carry proof status: 33 proven, 424 candidate, 205 blocked.

Relationship graph

3,190 evidence links connect assets to meshes, materials, skeletons, animations, sounds, source evidence, and blockers.

Animation proof

12 animation families are proven for preview/context, while 40 recovered ANA files have numeric validation decodes that are not automatically live gameplay.

Materials and sound

819 material links and 52 sound links are exposed as evidence, so pretty or noisy assets do not bypass proof.

Clothes and accessories

8 equipment slot labels are known, with 486 wearable/accessory/body records cataloged. Independent swapping stays disabled.

What can move today

14 complete outfit/animation preview combos are live-safe. Hats, sunglasses, hair, earpieces, and body-part replacement still need exact selector, attachment, and mask proof.

Doors, props, skills

109 action/catalog rows separate proven door motion from blocked hardline, vendor, kiosk, and skill/combat runtime behavior.

Why it matters

Animation and clothing are relationship problems. A shirt, door, sound, or combat clip is only useful when the rebuild can prove which actor or object owns it and when the original client would use it.

Guardrail

No guessed textures, geometry, transforms, attachment points, animation selectors, or outfit swaps are promoted as player-facing data.

At a glance

Where the rebuild is right now

The browser rebuild is past the original tiny Mara slice and is now expanding into sector quality, overworld coverage, zone overlays, SLOD/SSR decisions, road/sidewalk truth, and safer MegaCity stitching. It is still not a finished playable Matrix Online, but each pass is replacing guessed scaffolding with recovered file evidence.

Working

Mara landmarks, recovered textures, hardline phones, static props, doors, NAV-backed movement pieces, and expanded overworld/sector proofs are visible in the browser viewer.

Still rough

Full MegaCity stitching, door/interior flow, roads/sidewalk ownership, elevators, camera feel, vehicles, pedestrians, mobs, and mission systems are not complete yet.

Current focus

No active goal at this instant.

Next focus

Codex Missing Prefab Mesh Families Bulk Extract

Recent wins

Clothing Item GOID RSI Selector Join; Door CurrentState Consumer Collision Writer Trace; Bulk TXA Pattern Owner Binding Followup

Queue health

1603 goals done, 6 still queued, one runner working serially to avoid file collisions.

Overworld progress

MegaCity coverage is becoming visible.

These wider shots show the bigger reconstruction story: decoded sectors, far-view stitching, sector batches around Mara, and which surfaces are becoming proofed enough to inspect. They are now prioritized above one-off closeups because they make the progress easier to read.

Updated May 22, 2026 at 11:13 AM PDT Your local time: May 22, 2026 at 11:13 AM PDT
Queuedone: 1603 / failed: 56 / interrupted: 1 / pending: 6
Now WorkingNothing active
Next TargetCodex Missing Prefab Mesh Families Bulk Extract

Live Work Board

Now

Next

Recently Done

Missing / Needs Proof

Latest Field Reports

Clothing Item GOID RSI Selector Join

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`.
Door CurrentState Consumer Collision Writer Trace

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.
Bulk TXA Pattern Owner Binding Followup

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.
Clothing Item GOID RSI Selector Join

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`.
Clothing Item GOID RSI Selector Join

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`.
Bulk TXA Pattern Owner Binding Followup

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.
Clothing Item GOID RSI Selector Join

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`.
Apartment Interior Active Room Cell After Crossing Decode

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.

Viewer Shots

Short Video Update