Devil May Cry 3 HD Collection · Evidence-first C++20 research
DMC3 HITS Collision Format — DMC Rengine
Entry point for the DMC3 HITS collision resource: header-driven spatial grids, cell references and fixed triangle-plane records, with raw flag semantics and original-game authoring acceptance kept evidence-gated.
What HITS research covers
- Canonical HITS recognition uses the four-byte HITS magic and a bounded header describing collision-space bounds, cell dimensions, grid counts, the spatial table and the triangle array.
- The spatial structure is a three-dimensional acceleration grid whose cells reference lists of triangle byte offsets, so the resource is not modeled as a flat scan of anonymous fixed-size records.
- Each structural triangle record preserves raw flags together with three points, a normal and plane value; exact flag meanings remain separate evidence questions rather than presentation-time guesses.
Evidence and compatibility boundaries
- The obsolete HITS$ interpretation and the idea that 0x18060001 is a universal record marker are explicitly rejected by the current canonical format authority.
- Collision purpose and structural parsing are stronger claims than material classes, gameplay responses or traversal semantics, which require direct evidence from the relevant runtime consumers.
- A DMC Rengine writer or spatial reconstruction test does not by itself prove that topology-changing output is accepted by every original-game path or equivalent to an external Capcom builder.
HITS at a glance
- Identifiers
- HITS
- Domain
- Collision
Identity: EXE_CONFIRMEDPurpose: EXE_CONFIRMEDSchema: PARTIALProduct: structural
Evidence boundary
A parser is not automatically a writer. A successful writer is not automatically equivalent to Capcom's offline tools. Synthetic validation does not establish original-game behavioral equivalence.
Use the current status for promoted capabilities and open proof gates.