Devil May Cry 3 HD Collection · Evidence-first C++20 research

DMC3 MOD Format — DMC Rengine

The DMC3 HD MOD reverse is complete for the canonical project scope: serialized layout, runtime-facing behavior and preservation boundaries have terminal evidence states. Writer, retail NBZ and original-game acceptance remain separate capability gates.

What MOD research covers

Questions this entry point helps answer

MOD reverse complete

Canonical MOD map

Terminal preservation outcomes

Writer and reintegration are separate gates

MOD at a glance

Identifiers
MOD
Domain
Geometry
Identity: EXE_CONFIRMEDPurpose: EXE_CONFIRMEDSchema: PARTIALProduct: recognized

MOD learning path

These lessons are the repository’s canonical learning material for this format. They follow the current reverse evidence rather than a simplified third-party schema.

01 — What is MOD?

Start with the completed DMC3 HD MOD reverse, the resource's role and the separation between reverse completeness and writer/original-game acceptance.

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02 — Document, objects and meshes

Walk through the canonical document/object/mesh contract, header boundaries, object state and preservation-aware mesh fields.

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03 — Skeleton, hierarchy and transforms

Study parent/order topology, local/world transforms, inverse-rest relationships and the terminal preservation boundary for transform +0x1C.

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04 — Skinning, topology and shader inputs

Follow packed influences and topology generation through the shader ABI, including BLENDINDICES Y/Z/W consumption and the preserved X lane.

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05 — Textures and materials

Relate texture slots and companions to runtime material state and EXE-confirmed GS-facing selectors without inventing artistic categories.

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06 — Animation and motion groups

Understand the recovered motion-group and MOD-side animation-binding boundary while keeping MOT/CMotion as its own authority.

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07 — Related formats

Compare MOD with SCM, SHW, EFM, MOT, SO and texture companions so neighboring systems are not mistaken for unfinished MOD reverse.

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08 — Evidence and terminal unknowns

Learn why preservation-only and rejected outcomes are valid terminal reverse states rather than invitations to invent semantics.

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09 — Reverse workflow

Review the evidence workflow that closed MOD: raw bytes, executable evidence, corpus validation, hypothesis rejection, terminal classification and promotion.

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10 — Exercises and debugging

Practice diagnosing offsets, counts, hierarchy relationships, transform mistakes and skin/topology problems using the completed canonical contract.

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MOD glossary

Reference current MOD terminology, terminal evidence classes, runtime metadata, GS state selectors and skinning ABI.

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MOD reference map

Jump from the completed MOD learning surface to canonical code, tests, research notes and evidence receipts.

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Canonical source

This page is a public discovery and readability layer. It does not replace the repository's current implementation, status, evidence or format-specific documentation.

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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.