Devil May Cry 3 HD Collection · Evidence-first C++20 research
DMC3 SCM Format — DMC Rengine
Canonical SCM scene-format entry point covering structural inspection plus the bounded preserve_layout and canonical_rebuild authoring stack promoted by PR #372. The 78-path / 68-unique no-edit corpus is closed at that scope; retail reintegration and original-game acceptance remain explicit open gates.
What SCM research covers
- SCM is studied as a scene-oriented binary format containing relationships between scene nodes, objects, meshes, vertex streams, transforms and texture-facing state.
- Topology reconstruction and runtime-facing fields are kept tied to corpus or executable evidence rather than inferred only from visual output.
- Authoring and rebuild work is intentionally bounded: a structurally writable file does not by itself prove equivalence with Capcom tooling or acceptance by every game path.
Questions this entry point helps answer
- How do SCM nodes, object bindings and mesh data relate without flattening the original hierarchy into an editor-only representation?
- Which stream and transform relationships have evidence strong enough to expose as typed data, and which values still need preservation rather than interpretation?
- Where is the boundary between parser evidence, guarded writer behavior, texture-companion coherence and original-game acceptance testing?
SCM at a glance
- Identifiers
- SCM
- Domain
- Geometry
Identity: EXE_CONFIRMEDPurpose: EXE_CONFIRMEDSchema: STRUCTURALProduct: 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.