- UserInterface/PythonShop.cpp ported verbatim (shop module, initshop after initfly);
pending stub and module stubs removed.
- 40250 PythonApplicationCursor.cpp and SetMouseHandler moved into the platform
CPythonApplication on file-static members; GetCursorNum out of line, since uishop's
app.GetCursor() dereferenced the missing application object.
- Fake server: general store (npclist 9003) answers CG_ON_CLICK with GC_SHOP START,
CG_SHOP BUY/SELL2/END like CShop::Buy / CShopManager::Sell.
- port.login_flow step 10: click the shopkeeper, right-click buy, drag-sell, ESC close.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The fake server spawns a stray dog outside the village's BANPK safe disc
and answers CG_TARGET/CG_ATTACK with GC_TARGET/GC_DAMAGE_INFO/GC_DEAD.
port.login_flow and python_game_render_test hold the left button on it
(MBF_SMART -> __OnPressActor) until it dies. Adds the host/test helper
PythonBoot::Evaluate / Metin2PythonHost.evaluate.
python_3d_surface: emission is now multiplied by the texture, like
D3D's emissive-then-MODULATE, which removes the grey click-glow quad and
the grey wash on characters. Damage numbers wait on CPythonSystem (4-g).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- UserInterface/PythonIME(+Module) ported verbatim; ime module stubs removed, initime() after initdbg()
- EterLib/IME.cpp in platform/: 40250 buffer/WMChar bodies, IMM/TSF processors no-op; committed
multi-byte text via PythonBoot::UIChar emulating GCS_RESULTSTR
- GameApplicationAdapter RunIME* -> CWindowManager; Godot keys -> ui_ime_key/ui_char
- port.login_flow/login_live type the account through the IME; chat CG_CHAT round-trip on the fake server
- python_game_render_test logs in with Godot key events
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
GameLib map/area/terrain units, PRTerrainLib Terrain/TextureSet,
PythonBackground(+Module) and ColorTransitionHelper ported verbatim;
pending stand-ins and background module stubs removed. Hand edits:
BeginEnvironment's pointer tag via uintptr_t, LoadWaterMap reads the
file's 32-bit longs. Terrain draw passes stay platform no-ops (Godot
draws the terrain). RecordingDevice gains textures, buffers and render
targets; orthographic draws become UI commands so CPythonMiniMap's
masked tiles show through minimap_image_filter in python_ui_surface.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EffectLib's 18 units are copied verbatim (Type.h: drop a comment backslash
that clang splices into the next enum line). The remaining Utils stubs get
the 40250 bodies, so .msf fly data resolve relative .mse attachments, and
CPythonResource registers mde/mdatr as 40250 does. login_flow spawns
level_up.mse and sees its particle draws.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Copy PythonSkill.cpp and the EterBase/Poly formula parser verbatim, drop the
pending stand-in and the skill module stub, register initskill() after
initfly() and build CPythonSkill in m_pySkill's place. LoadLocaleData now
loads skilldesc/skilltable. Skill and item icon handles go through
Py_BuildPointer/PyTuple_GetPointer (ILP32 ints truncate 64-bit pointers).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Copy PythonMiniMap.cpp/PythonMiniMapModule.cpp and PRTerrainLib/StdAfx.cpp
verbatim, drop the pending stand-in and the miniMap module stub, register
initMiniMap() after initnet(). PR_FLOAT_TO_INTASM uses lrintf off MSVC;
D3DXColorModulate added. CMapOutdoor is not ported, so the pending
CMapManager::IsMapOutdoor() returns false (DIVERGENT) and the minimap's terrain
and atlas paths stay on 40250's no-outdoor-map branch.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Copy PythonTextTail.cpp/PythonTextTailModule.cpp verbatim, drop the pending
stand-in and the textTail module stub, register initTextTail() after
initChat() and call CPythonTextTail::Initialize() in Create as 40250 does.
Implement CScreen::ProjectPosition/UnprojectPosition (were stubs) with
D3DXVec3Project/Unproject, and ApplicationStringTable_GetString(DWORD) over
UserInterface.rc's English string table. port.login_flow projects the ground
item's name tail in an ALT frame and picks it back by screen position.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Copy PythonExchange.cpp/PythonExchangeModule.cpp verbatim, drop the pending
stand-in and the exchange module stub, register initTrade() after
initNonPlayer(). The fake server answers CG_EXCHANGE START with the partner's
item + gold and CANCEL with END; port.login_flow drives the exchange round-trip
through the Python exchange/net modules and uiexchange.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verbatim 40250 CPythonItem and the item Python module replace the
pending stand-in and the module stub; CPythonApplication::Create calls
m_pyItem.Create() in 40250 order. itemGetIconImage returns its handle
through Py_BuildPointer (the ILP32 int truncated it and wndMgr.SetSlot
crashed on the live inventory). CMapManager::GetNormal evaluates
CTerrain::CalculateNormal on the native height tile; the item text-tail
members stay stubs, Pick answering -1 like an empty tail map.
The fake server drops vnum 19 next to the actor at entergame and answers
CG_ITEM_PICKUP with GC_ITEM_GROUND_DEL; login_flow picks it up through
player.PickCloseItem and checks item.SelectItem(19).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verbatim 40250 GameLib ItemData/ItemManager and UserInterface
PythonNonPlayer(+Module) replace their pending stand-ins and the
nonplayer module stub. LoadLocaleData's body moves into the platform
CPythonApplication stand-in, so the select phase loads item_proto and
mob_proto; CPythonSkill is still pending, so it returns false after the
tables load. login_flow checks item 19 (Sword+9) and mob 101 (Wild Dog),
offline and live.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verbatim 40250 CServerStateChecker and the ServerStateChecker Python
module replace the stub; PythonBoot owns the instance like
CPythonApplication::m_kServerStateChecker. The fake server gets a state
port that answers CG_STATE_CHECKER the way CInputHandshake and
CInputDB::RespondChannelStatus do; login_flow requests the channel list
after the character list (live: {1: 1, 2: 1}).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Verbatim copies of the 40250 flying-object units and the effect/fly
Python modules replace the pending CFlyingManager stand-in and the two
module stubs; initeffect/initfly run after initnet as in 40250 and the
flying manager gets the background as its map manager.
CMapManager::GetTerrainHeight is added over the native height tiles.
login_flow checks playersettingmodule registered the indexed fly data.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CScreen::SetCursorPosition and CPythonGraphic::SetCursorPosition are the 40250
bodies, so RenderGame builds the pick ray under the cursor each frame.
CPythonBackground::GetPickingPoint* march that ray as
CMapOutdoor::__PickTerrainHeight does, against the native CMapManager height
(PR_FLOAT_TO_INT's x87 rounding becomes floor); object picking waits for
CMapOutdoor. CMapManager::isAttrOn reads the packed <map>/<xxxyyy>/attr.atr
as CMapOutdoor::isAttrOn + CTerrain::isAttrOn do, and CheckAdvancing with its
collision checkers is verbatim (no map objects are registered yet). All of
this stays in the pending/platform layer and is marked ADAPTED.
port.login_flow clicks the ground below the actor after the key walk. The
actor walks to the picked point (334 cm offline), and the fake server sees
FUNC_MOVE, then FUNC_WAIT. It also checks that the actor's cell is free and
that its terrain block has blocked cells. port.login_live against the real
server passed (key 133 cm, click 296 cm), and python_game_render_test.sh
passes offline. MT_TEST_MODE=python_ui now adds the 3D surface, so the port
route can be played by hand.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PythonPlayer, PythonPlayerInput{,Keyboard,Mouse}, PythonPlayerEventHandler,
PythonPlayerSkill, PythonPlayerModule and GameType are verbatim copies; the
`player` stub module and the pending PythonPlayer/GameType stand-ins are gone.
Unported callees (CPythonSkill, CItemData, CItemManager, CPythonItem, ...) are
pending stubs. 64-bit fixes: emotion icon handles use Py_BuildPointer, and
PyDict_Next takes Py_ssize_t.
The actor did not move because GrannyUpdateModelMatrix passed the model matrix
through. Walk/run motions use constant root-motion extraction
(AccumulationFlags=AccumulationExtracted, LoopTranslation e.g. (0,-300,0) for
the warrior run, same as the .msa Accumulation). libgr2 now reads both fields
from TrackGroups[0], and the runtime moves by LoopTranslation over each
control's local-clock span, blended by control weight. VDA extraction is not
implemented.
port.login_flow presses DIK_UP; the actor walks more than 100 cm, and the fake
server parses CG packets and sees CG_MOVE FUNC_MOVE, then FUNC_WAIT at the new
position. port.login_live against the real server walked 132 cm.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
python_3d_surface.gd turns RenderGame's recorded draws into meshes under a
camera read back from SetPerspective; textures come from the 40250 packs.
GetFarClip and the CMapManager ctor ported verbatim. Until the environment
is ported, lit draws with no light/ambient are shown unshaded (stand-in).
script/python_game_render_test.sh runs system.py login -> select -> game
against port_fake_login_server (or --live via MT_LIVE_*) and screenshots.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
EterLib/StateManager.cpp and GrpBase.cpp ported verbatim. CGraphicDevice::Create builds a platform
IDirect3DDevice8 that keeps the device state and records every Draw* call as a Render3DDraw
(vertices decoded by FVF, strips/fans expanded, textures, world/view/proj, blend/depth/light state).
The 40250 camera (__UpdateCamera, SetCenterPosition, ...) and the Process order
(__UpdateCamera -> OnCameraUpdate -> OnUIUpdate -> Begin/SetInterfaceRenderState/OnUIRender/End)
are in place; CScreen Begin/End, CPythonGraphic render states and CCullingManager::Process matrix
updates are verbatim. port.login_flow asserts a textured, lit character draw under the RH
perspective with every vertex on screen; offline and live pass.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Implement the Granny SDK 2.11 API the client uses on top of libgr2
(platform/EterGrnLib/GrannyRuntime.cpp, shim granny.h declared from the
SDK header): file sections, type-definition vertex conversion, material
textures by Usage, mesh/bone bindings, deformer, control clock/loop/ease
and weighted SRT sampling. Port EterGrnLib (LODController, Material, Mesh,
Model, ModelInstance*, Motion, Thing, ThingInstance, Util) plus EterLib
GrpObjectInstance/GrpCollisionObject/CollisionData verbatim and drop their
platform skeletons and pending stand-ins; register the gr2 resource
factory; vertex/index buffers are CPU-side until the 2V2-e render adapter.
app.UpdateGame/RenderGame now run 40250's bodies, reaching the
CPythonApplication members through their singletons (the platform has no
app object); CPythonGraphic joins GameSingletons in member order, and
GetMousePosition reads the host cursor.
port.login_flow asserts the main instance's PART_MAIN model has meshes,
its diffuse image loaded and the WAIT motion moves the bones between
frames; offline and live pass, port_gate macos PASS.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port the ActorInstance*/InstanceBase* siblings plus GameUtil, FlyTarget,
PhysicsObject, GameEventManager, WeaponTrace, MapUtil and lineintersect_utils
verbatim and drop their pending stand-ins; CGameEventManager and CPythonSystem
join PythonBoot in CPythonApplication member order.
Root cause of the intermittent Loading-phase header 7: TPlayerSkill::tNextRead
is time_t, 32-bit in 40250 (_USE_32BIT_TIME_T) but 64-bit on LP64, so
SKILL_LEVEL (76) was read as 2551 bytes instead of 1531. Packet.h now uses
LONG with a static_assert, and the fake server sends SKILL_LEVEL in Loading.
The fake server's CHARACTER_ADD now uses CHAR_TYPE_PC; port.login_flow
asserts the main instance exists with race 0.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PythonCharacterManagerModule/PythonCharacterModule ported verbatim; the
2V0 chr/chrmgr stubs are gone and initchr/initchrmgr run in 40250 order.
The registration chain they need (RaceData/RaceDataFile/RaceManager/
RaceMotionData, GameType, AttributeData/AttributeInstance, TextFileLoader,
Util, Camera/CameraProcedure) is ported; CRaceManager is created in
PythonBoot. port.login_flow asserts race 0 has its wait motions and no
unhandled packet header; port.login_live 8/8 against 192.168.21.203.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
PythonNetworkStreamPhaseGame/PhaseGameActor/PhaseGameItem/Command,
NetworkActorManager and PythonChat/PythonChatModule are ported verbatim and
dispatched at runtime; the 2V0 chat stub module is removed and initChat()
runs before initnet() as in 40250. InstanceBase, PythonCharacterManager and
GameLib ActorInstance/RaceData/RaceManager compile but stay TODO until
2V2-c/d wire them.
Units not ported yet get their singletons from PythonBoot's GameSingletons
(CPythonApplication member order) and platform/pending stand-ins generated
by platform_stub.py pending; const char* stand-ins return "".
port.login_flow's fake server now sends the CInputLogin::Entergame order
(actor insert, NPC positions, PHASE_GAME, land list, time, channel, greet
notice, ping) and a TraceError observer asserts no unknown packet header.
port.login_live passes against the real server for 10 s of game phase.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 2V0 stub modules now carry the 40250 module constants (copied from each
module's init function by stub_constants.py) and return zero values shaped like
each reference function's Py_BuildValue, so interfaceModule.MakeInterface runs
through (uiSafebox no longer divides by a zero SAFEBOX_SLOT_Y_COUNT).
UserInterface/StdAfx.h includes Locale.h before GameType.h as the 40250 PCH
does; the reversed order dropped GameType.h's ENABLE_NEW_EQUIPMENT_SYSTEM
branches.
port.login_flow's fake server checks CG_ENTERGAME; port.login_live reaches the
GameWindow on 192.168.21.203.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
port_login_flow_test gains a `live` mode that runs the same script path
against a real 40250 server and checks the client's own state: the
character list, then LoadingWindow.LoadData from GC_MAIN_CHARACTER (which
CPythonNetworkStream answers with CG_CLIENT_VERSION), exiting before the
game phase. Host, ports, account and slot come only from MT_LIVE_* env
vars, are handed to Python as objects and never printed; without them
the test skips. Not yet run live: the server was unreachable today.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
port.login_flow drives the real 40250 root scripts through the ported
CPythonNetworkStream and CAccountConnector against a loopback auth + game
server built from net/classic (wire layouts, sequence table, cipher) that
answers like the 40250 desc.cpp/input*.cpp: handshake, key agreement,
LOGIN3/AUTH_SUCCESS, LOGIN2, the character list, DirectEnter reconnect,
CHARACTER_SELECT, the loading packets and CLIENT_VERSION, with every
sequence byte checked.
- NetStream::ActivateCipher decrypts ciphertext already buffered behind
KEY_AGREEMENT_COMPLETED (PORT)
- CPythonApplication is final (PORT): no application object exists on the
platform yet, so its virtual overrides must be called directly
- app.GetTime (GetGlobalTime) and camera/center-position stubs
- SendClientVersionPacket verbatim in the PhaseGame stand-in
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Port PythonNetworkStream with its HandShake/Login/Select/Loading/Offline
phases, AccountConnector and PythonNetworkStreamModule verbatim; the net
stub goes. PythonBoot creates the network stream, account connector,
player, flying manager and effect manager like CPythonApplication, and
app.Create/Process drive CNetworkDevice and both connectors.
Packet.h long fields become 32-bit LONG; port.packet checks 38
login/select/loading packet sizes against wire_classic.h. Unported units
in the link closure live under platform/pending/ as stand-ins. The macOS
gate now builds all and finds iconv.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
NetStream/NetAddress/NetDevice/NetPacketHeaderMap and EterBase/cipher.cpp
are mechanical copies. The winsock shim maps Winsock onto BSD sockets and
keeps the Winsock semantics CNetworkStream relies on: select ignores nfds,
a socket whose connect failed is not writable (40250 times out instead),
EINPROGRESS reads as WSAEWOULDBLOCK, and SIGPIPE is ignored.
port.net covers loopback connect, send/recv, peer close, the refused
connect timeout and the client/server key agreement.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CGraphicText, CGraphicFontTexture and CGraphicDib are the 40250 bodies
verbatim; CGraphicTextInstance is verbatim except that its D3D draws become
UI render commands (one image quad per glyph, Bar for cursor/underline).
- platform/Win32Gdi.cpp: the GDI subset those files call, over vendored
FreeType 2.13.3, following GDI's LOGFONT cell height, win metrics and gasp
rules; system font lookup with substitute and CJK fallback faces
- Win32Crt: MultiByteToWideChar / WideCharToMultiByte (UTF-8 and 1252 by
hand, other code pages through iconv)
- CGraphicImageTexture memory textures: glyph pages reach Godot as
"mem:<id>@<revision>"; Metin2PythonHost.memory_texture + Canvas cache
- Util.cpp code page / font face table, SetDefaultCodePage at boot,
DefaultFont_* block, fnt resource type, GetMaxTextureWidth/Height
- TextTag, StringCodec, Arabic, Vietnamese copied from 40250
- tests: port.text (Tahoma 12 metrics, alignment, CP949), port.app_loop
and python_host_test.gd now check glyph quads instead of text commands
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- system.py runs app.Loop() on the script fiber; each UIUpdate is one
CPythonApplication::Process(). Logo -> Login, popup ESC/click and
app.Exit teardown (launcher cleared first, as in 40250 Main) work.
- Image commands are base-texture quads with UVs (a .sub shares its parent
texture); ImageInstance/ExpandedImageInstance OnRender and SetRenderingRect
ported verbatim, so scale/rotation/rendering rect are drawn.
- CGraphicBase::GetColor / grp.GenerateColor ported (ThinBoard background).
- port.app_loop test, python_host_test app-loop checks, MT_TEST_MODE=python_ui.
- TODO: .fnt/CGraphicText font pipeline, ExpandedImage blend modes.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
step 3a — 标准库:
tools/py_embed/make_stdlib_zip.py packs the vendored Lib/ into
<build>/python27.zip (397 modules, 6876547 bytes, ZIP_STORED — the zlib
module is trimmed out of our CPython, so zipimport cannot inflate).
The mtpython_stdlib target builds it; py_embed_test and the launcher test
both run against it.
platform/ScriptLib/PythonHost sets the embedding flags before
Py_Initialize and, after it, puts the zip on sys.path and re-registers
encodings.search_function with codecs — 2.7 builds the codec registry
once, at startup, so replacing sys.path afterwards needs it back.
step 3b — pack 模块:
UserInterface/PythonPackModule.cpp copied verbatim; packExist/packGet/
initpack read root/ and uiscript/ through CEterPackManager, i.e. through
asset_io. The CHINA_CRYPT_KEY block in that unit is CAccountConnector's
and is kept #if 0 until the login slice (2V1). UserInterface/StdAfx.h is
a documented partial mirror — the original is the whole client's PCH.
The launcher test now runs initpack() as RunMainScript does (its first
line), reads system.py / uiscript / locale text back out of the packs, and
confirms cp1252 decoding works off the zip. system.py still stops at
"No module named app" — the C++ modules are the 2V0 slice.
gates: port_map.py check 0 errors · key leak check 8/8 none · macOS ctest
27/27 · android + ios port_platform compile clean.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Link mtpython into port_logic and copy 40250's ScriptLib launcher across:
PythonLauncher, PythonUtils and PythonMarshal, plus the 12 forwarding headers
that make its `#include <Python-2.7/*>` lines compile unchanged. symtable.h
forward-declares mod_ty rather than including Python-ast.h, whose one-word
macros (Delete, Module, Set, Print) collide with EterLib/Pool.h — the same
clash 40250 sidestepped by commenting out PySymtable_Build.
Two `// PORT:` edits: `unsigned char(val)` is an MSVC extension (PythonUtils.cpp,
twice), and PyObject_AsCharBuffer wants a Py_ssize_t* (TraceFunc).
port_python_launcher_test drives the launcher in the order UserInterface.cpp
does (:241-434): Create(), __DEBUG__/__COMMAND_LINE__, TRUE/FALSE, a CRLF script
through RunMemoryTextFile, a .pyc through RunCompiledFile, then RunFile reading
system.py out of the real pack. It stops at `ImportError: No module named app`,
i.e. the first C++ module RunMainScript registers — that is the 2V0 slice, and
the stdlib behind it is step 3. The host flags (Py_NoSiteFlag and friends) sit
in the test for now; step 3 moves them into the platform layer.
port-map statuses are set only for what the test actually executes: 10 of 12
launcher functions and 4 of 11 marshal ones (the small-.pyc path delegates to
CPython's own reader, so the ported r_object stays unreached). PythonUtils
compiles but nothing calls it until the binding modules arrive, so it stays TODO.
Windows has no mtpython yet, so port_logic drops ScriptLib and the shims there.
Tests: macOS ctest 27/27 incl. port.python_launcher; port_logic (with ScriptLib)
also compiles for android arm64 (NDK API 24) and ios arm64.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
The embedded 40250 script layer needs its own interpreter on five platforms.
2.7 is end-of-life, so nothing can be fetched from the target SDKs and the
source is vendored (official 2.7.18 tarball, trimmed to 25MB; Lib/ stays for
step 3's python27.zip).
cpython-2.7.18/CMakeLists.txt builds one `mtpython` static library from exactly
the 133 objects the reference libpython2.7.a contains, off by default behind
-DMTGODOT_EMBED_PYTHON=ON. The source list and the built-in module table
(config/config.c, 39 entries) are shared; pyconfig.h is a probe result and is
not, so each platform keeps its own under config/<platform>/, regenerated by
tools/py_embed/gen_pyconfig.sh and checked against the shared table.
Three vendor patches, documented in docs/THIRD-PARTY.md: configure/configure.ac
learn arm64 on macOS, and posixmodule.c undefines the process-control calls it
hard-defines past pyconfig.h when building for iOS.
macOS (ctest python.embed: every builtin imports, codecs and pickle work off the
vendored Lib/), Android arm64 and iOS arm64 build. Linux needs a Linux host and
Windows needs a MinGW-vs-MSVC decision; both are noted for step 4.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
proto.cpp reads the 40250 MIPX/MMPT tables with the ported CLZO/TEA (156-byte
TItemTable, 255-byte SMobTable), replacing the m2dev XChaCha20 236/335 reader.
Names follow CItemData::GetName / GetMonsterName (szLocaleName, cp1252).
GDScript callers load AssetRoot.locale_file() = pack://locale/en/<name>, which
makes the EterPack chain runtime-reachable; port-map entries for the functions
a coverage run hit move to PORTED/ADAPTED.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
D3DXVECTOR2/3/4, D3DXMATRIX, D3DXQUATERNION, D3DXPLANE, D3DXCOLOR with
d3dx8math.inl operator semantics, plus the D3DX* functions the 2V3 slice
logic uses. Covered by port.common; port_gate passes on macOS, Android,
iOS and Windows (mingw).
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>