- ra3.client::display: shared interactive loops; SDL and Vulkan backends implement only the primitives (init/present/poll_event/window_size/ key_down/present_terrain). ra3.display picks the backend. - Menu: maps by localized name (gamestrings.csf), red/gold theme, hover highlight, mouse + keyboard, wheel scroll, fullscreen and FPS/vsync options, loading progress bar. - Terrain: continuous tile sampling via a texture array (REPEAT, uv = cell/(2*cellSize)) removes per-cell grid seams; SAGE blend ramp for material transitions; FPS label + top-right minimap overlays. - Skip the skirmish sim for map views; reuse the Vulkan texture; no idle terrain redraw.
10 KiB
Reverse engineering workflow
OpenRA3 is reconstructed from two sources:
- Architecture — the GPLv3 SAGE 1.0 tree,
electronicarts/CnC_Generals_Zero_Hour. RA3 runs SAGE 2.0, so class names, message flow and subsystem boundaries carry over even though the code does not. - Facts — the retail
ra3_1.12.gamebinary (image base0x400000), analysed in Ghidra and, when needed, observed live.
Nothing in OpenRA3 should assert a structure or constant that is not either copied from the reference or cited to a retail address.
Fetching the reference
tools/fetch_reference.sh # sparse-clone Code/GameEngine into reference/
The checkout is git-ignored (large, and GPLv3 terms differ from this repo's).
Ghidra
The retail module is loaded into Ghidra as ra3_1.12.game
(x86:LE:32:default, 34k+ functions). The analysis is driven through the
Ghidra MCP bridge, so every recovered fact can be re-derived:
| Question | Tool call |
|---|---|
| What does an address do? | decompile_function(address=0x…) |
| What is this function? | get_function_by_address(address=0x…) |
| Who touches a global? | get_xrefs_to(address=0x…) |
| What are the vtable slots? | list_class_members / analyze_data_region |
| Where is a string referenced? | search_strings + get_xrefs_to |
Recovery loop
- Pick a subsystem from the reference tree (e.g.
MessageStream). - Find its RTTI/vtable in the binary via
search_stringsand xrefs. - Decompile the constructor to recover object size and field init order.
- Decompile the hot methods to recover field meaning.
- Write the OpenRA3 module with a comment citing the address.
- Add a smoke test that pins the behaviour.
Recovered symbol map (retail ra3_1.12.game)
Engine singletons
Each holds an object pointer (0 when the subsystem is down).
| Global | Address | Object vtable |
|---|---|---|
TheGameLogic |
0x00cd8ce4 |
0x00beb630 |
ThePlayerList |
0x00ce8c9c |
0x00c5b9e0 |
ThePartitionManager |
0x00ce2f9c |
0x00c6af98 |
TheShroudManager |
0x00ce2fa0 |
0x00c6aefc |
ThePlacementGrid |
0x00cd8d0c |
0x00bea560 |
TheRecorder |
0x00ce2fd0 |
0x00c10544 |
TheGlobalObjectRegistry |
0x00cd8d08 |
0x00bea644 |
ThePlayerTemplateStore |
0x00ce8ca0 |
0x00c5bc70 |
TheGameState |
0x00cdbbc4 |
0x00bef0c0 |
GlobalData |
0x00ce2fa8 |
0x00c0d8e4 |
TheMessageStream |
0x00ce2fb8 |
0x00c0ecd4 |
Reconstructed layouts
GameLogic— tick counter at+0x50(incremented once per 30 Hz simulation step);startingguard flag at+0xa7, raised while a new match initialises.MessageStream— intrusive doubly linked list; head at+0x24, tail at+0x28.appendMessage(0x0060c4a0) allocates a0x74-byte node:+0x00next,+0x04prev,+0x08owner stream,+0x0cmessage type,+0x10player index,+0x18capacity,+0x1cdata pointer (node + 0x20).Player— money viastd::vector<Money*>at+0xe4; power at+0x74; team at+0xac; relation maps at+0xfc/+0x100.- Skirmish setup (
SkirmishGameInfo, pointer at[0x00ce3a78]) — starting cash+0x64, player slots+0xfc(stride0x5c, 6 slots), faction atslot + 0x18(Empire=2,Allied=4,Soviet=8,Random=7).
Tactical view (camera)
The in-game camera is the TheTacticalView object, held in the global at
0x00cdb7b4. Its vtable accessors return zoom, pitch (current/target), yaw,
world position and FOV; the debug overlay FUN_005ef0a0 prints them through the
format string at 0x00c0b900. Mouse state is the singleton at 0x00ce9284
(cursor position vtable slot +0x3c, button down +0x48); the keyboard manager
is 0x00ce927c (modifier mask +0x38).
Per-map camera tuning is a named-field table in .rdata (around
0x00c11a54): cameraMinHeight, cameraMaxHeight, cameraPitchAngle,
cameraYawAngle, cameraScrollSpeedScalar, cameraGroundMinHeight,
cameraGroundMaxHeight. The map-load chunk CHUNK_TacticalView
(0x00beea14, consumed near 0x00548a00) seeds the view from the map; the
tutorial actions LOCK_CAMERA_SCROLL / LOCK_CAMERA_ZOOM / LOCK_CAMERA_ROTATION
gate the controls.
OpenRA3 has no 3D terrain yet, so ra3::render::view_camera reproduces the
controls - wheel zoom, screen-edge scroll, clamped pan and opening on the
player's start - over the 2D map overview, not the retail perspective camera.
Match start
The BEGIN button calls SkirmishGameOptionsMenu::start (0x00b28d60), which
copies the map, calls GameInfo::startGame(0), seeds the logic random and
appends MSG_NEW_GAME (0x2). startNewGame itself is 0x00623e40. OpenRA3
mirrors this two-phase prepare_new_game / start_new_game split.
Container and map formats
Recovered by inspection of Data\*.big (see ra3.fs / ra3.map).
BIG4 archive
All integers little-endian except where noted:
offset 0 magic "BIG4"
offset 4 fileSize u32 LE total archive size
offset 8 fileCount u32 BE number of entries
offset 12 indexSize u32
offset 16 entries fileCount * { offset u32 BE, size u32 BE, name cstring }
Entry offsets are absolute; payloads are RefPack-compressed.
RefPack
EA's 10 FB stream. ra3.fs::refpack_decompress implements the 2/3/4-byte
commands and the long-literal/stop opcodes; refpack_output_size reads the
declared output length without decompressing.
Map file (.map)
Two layers of compression:
BIG4 payload = RefPack -> "EAR\0" + u32 unpacked_size + RefPack -> "CkMp" ...
The CkMp payload is the compiled SAGE map: a type/field name table followed by
chunk data. Player start positions appear as waypoints named
Player_1_Start, Player_2_Start, ... Each waypoint record carries a Coord3D
(three little-endian floats) shortly after the name; ra3.map scans forward
from the name for the first plausible (x, y, 0) triple. Maps that store starts
in MPPositionList instead yield no waypoints and fall back.
Verified example (map_mp_2_feasel4): Player_1_Start = (1338.9, 1940.5, 0),
Player_2_Start = (1290.8, 1404.9, 0).
Terrain (ra3.terrain)
The CkMp tree is a flat chunk list: "CkMp", u32 assetCount, the name
table ({ u8 len, name, u32 index }, index descending from assetCount), then
{ u32 index, u16 version, u32 size, data } per chunk. On
map_mp_2_feasel4 the terrain is HeightMapData v6 (540 x 600, border 20,
u16 elevations, scale 0.0390625) and BlendTileData v27.
BlendTileData opens with NumTiles, the u16 tile grid, then the
blend/three-way/cliff tables (u16 for v27); the passability flag arrays that
follow are not needed for rendering, so the texture table is located by
scanning for its { cellStart, cellCount, cellSize, magic } + u16-prefixed
name entries. A tile value is (cellIndex << 2) | variant, and cellIndex
indexes the global TextureCellCount-cell table (each texture owning
cellSize^2 64 px cells). The textures themselves are
art\terrain\<stem>.tga in Terrain.big / Core11.big (RefPack + 256x256
TGA). Rendered top-down, map_mp_2_feasel4 correlates 0.94 with the official
_art.tga overview.
Terrain blending (BlendTileData tail)
After the tile grid, BlendTileData stores three per-cell u16 tables —
Blends, ThreeWayBlends and CliffTextures — then TextureCellCount,
BlendsCount, the texture table, two magic words and BlendsCount - 1 blend
descriptions (18 bytes each: u32 secondaryTile, four direction bytes,
u8 flags, u8 twoSided, u32 0xFFFFFFFF, u32 0x7ADA0000). A non-zero
Blends[cell] is a 1-based index into the descriptions; secondaryTile is a
packed tile value (secondaryTile >> 2 is its cell).
The retail Terrain.fx (compiled terrain.fxo, parameters Terrain.BaseTexture,
Terrain.MacroTexture, MapCellSize, IsTerrainAtlasEnabled; technique
TerrainTile) cross-fades a cell's base tile into secondaryTile with a linear
ramp selected by BlendDirection: 1 right, 2 top, 4 top-right, 8
top-left, where flags bit 0 flips the axis and bit 1 marks a two-sided
diagonal. OpenSAGE's Terrain.frag reconstructs the exact
CalculateBlendFactor; ra3::terrain::blend_factor and shaders/terrain.frag
mirror it. The row axis is not inverted (73% of long-axis blends point at a
neighbour of the same texture, versus 25% inverted). On map_mp_2_feasel4,
33828 of 324000 cells carry a blend and there are 7094 descriptions.
The GPU atlas pads every 64 px tile with a 2-texel replicated gutter. Packed
edge-to-edge, bilinear/mipmap filtering averaged two unrelated tiles at every
cell border — that cross-tile bleed was the visible grid line the hardware path
drew. (shaders/terrain.frag samples cell_stride = cell_texels + 2 * gutter.)
Open question: per-cell tile sampling
Measured on map_mp_2_feasel4, sampling each cell as its own 64 px block and
restarting the UV every cell leaves a 1.39x edge spike at cell boundaries
(43.4 vs 31.1 mean gradient at 8 px/cell). Two candidate mappings reduce it and
need a visual decision against the retail art:
| Mapping | Boundary/interior |
|---|---|
| per-cell 64 px block (current) | 1.39 |
OpenSAGE BlendTileTextureIndex Morton layout, 32 px block |
1.18 |
continuous uv / (cellSize * 2), per OpenSAGE Terrain.frag |
1.11 |
The retail Terrain.frag (OpenSAGE) samples the tile texture continuously
(uv / (CellSize * 2)), so adjacent cells never restart the texture; our
per-cell restart is the remaining source of grid lines. Switching the atlas
from 64 px blocks to continuous 32 px regions (or the Morton 8x8 layout) is the
next step, pending an art correlation check.
Map display names
The skirmish map list labels live in Data\English.big's
data\gamestrings.csf (the newest Lang-English*.big wins) under
MAP:<UPPERCASE_ID>, e.g. MAP:MAP_MP_2_FEASEL4 = "Battlebase Beta". CSF
values are UTF-16 code units whose low byte is XORed with 0xFF
(ra3::map::parse_map_names). openra3 extract writes the decoded table to
maps/map_names.tsv; openra3 menu shows them instead of the raw map id.
Still to recover
MPPositionListlayout (per-player starts for maps without waypoints).- Cliff textures and the
CliffTextureMappingUV remap (CliffTexturesis parsed but not yet drawn). - Compiled asset blobs (
global.bin,static.*.bin) and the.manifestschema used to deserialise them.