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Lexicon

Terms specific to d2vita / Diablo II. For generic engine terms (PE32, RVA, dynarec, shim, GIL, trap, set_alternate...), see winx86's lexicon.

MPQ — Blizzard's proprietary archive format holding the game's data (graphics, sound, maps). Read with StormLib. d2vita distributes none — see Installation.

DCCDirect Cell Compression, Blizzard's proprietary animated sprite format (characters, items). Decoded by src/runtime/dcc_native.cpp.

DC6 — an older Blizzard sprite format (UI, some scenery), simpler than DCC.

D2NET — Diablo II's proprietary network stack (as opposed to Battle.net itself).

BNCSBattle.net Chat Server, the classic Battle.net connection/chat protocol (not the in-game protocol itself). The BNCS handshake is what src/platform/vita_net.cpp must reproduce to connect — which is why this file stays d2vita-specific rather than joining winx86.

Warden — Battle.net's anti-cheat system, which inspects the connected client. A project audit established that CheckRevision (the function involved) inspects neither the import table, nor loaded modules, nor process memory in this port's context — the practical risk is therefore judged theoretical, not zero.

CheckRevision — the integrity-check function called at Battle.net login.

g_114 — internal variable signaling that the loaded binary is specifically the 1.14d patch (as opposed to other versions the project historically targeted); gates certain shims/hooks that are only valid for this exact version.

Oracle (qemu-arm) — a deterministic boot scenario replayed to verify that a change hasn't broken anything; see Three-level validation.

Bench — a scripted performance-measurement scenario, as opposed to a "real play" measurement. The scripted bench historically reads ~30% above real play — a bench number is never a play number without saying so explicitly.

GIL — see winx86's lexicon. In the context of this project's performance measurements, "GIL take" and "µs per take" come up constantly as the unit of cost for crossing between native and translated code.

Autopilot — a mode built into the VPK that automatically drives the game from the menus into play, disabled as soon as the player takes a physical action; stays active for headless testing. See Controller and keyboard.