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.
Devil May Cry 3 HD Collection · Evidence-first C++20 research
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.
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.
Start with the completed DMC3 HD MOD reverse, the resource's role and the separation between reverse completeness and writer/original-game acceptance.
Walk through the canonical document/object/mesh contract, header boundaries, object state and preservation-aware mesh fields.
Study parent/order topology, local/world transforms, inverse-rest relationships and the terminal preservation boundary for transform +0x1C.
Follow packed influences and topology generation through the shader ABI, including BLENDINDICES Y/Z/W consumption and the preserved X lane.
Relate texture slots and companions to runtime material state and EXE-confirmed GS-facing selectors without inventing artistic categories.
Understand the recovered motion-group and MOD-side animation-binding boundary while keeping MOT/CMotion as its own authority.
Compare MOD with SCM, SHW, EFM, MOT, SO and texture companions so neighboring systems are not mistaken for unfinished MOD reverse.
Learn why preservation-only and rejected outcomes are valid terminal reverse states rather than invitations to invent semantics.
Review the evidence workflow that closed MOD: raw bytes, executable evidence, corpus validation, hypothesis rejection, terminal classification and promotion.
Practice diagnosing offsets, counts, hierarchy relationships, transform mistakes and skin/topology problems using the completed canonical contract.
Reference current MOD terminology, terminal evidence classes, runtime metadata, GS state selectors and skinning ABI.
Jump from the completed MOD learning surface to canonical code, tests, research notes and evidence receipts.
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.