feat(a2b): first-pass texture render — full-screen event-CG layer
Wire asset resolution into a live Godot render. VM executes set-texture -> ResourceMap resolves (scene,resId) -> files[section_base+resId] across all archives -> pre-converted BMP -> composite behind the dialogue. The full-screen event-CG layer (EV052*) renders end-to-end from the executed bytecode. - Age.Engine/Sys4/ResourceMap.cs: Resolve + BMP TexturePath; Paths: asset JSONs - GodotAdvHost: create/set/draw-texture -> TextureRect in a _stage layer - IHost.DrawTexture + VM dispatch extended with dst x/y (draw-texture args 7/8) - project.godot 800x600; convert_agf.py all-archive + --scene batch - engine 8/8, C# --selftest still byte-matches vm0 trace (VM behaviour unchanged) Known limitations (next chunk = graphics geometry/blend subsystem): - sprites + BG* via the CG-load subroutine get garbage dst/size — native ops stubbed (0x208 get-texture-size + sprite position/anim chain) - AE* fades draw opaque/instant (no alpha); no chromakey - slot model approximates the game's immediate-mode blit-onto-slot-0 canvas - AGF pre-converted to BMP offline (runtime decoder deferred) See docs/phase-a-slice-plan.md (A2b section). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -172,8 +172,9 @@ public sealed class VirtualMachine
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_host.CreateTexture((int)Read(a[0]), (int)Read(a[1]), (int)Read(a[2])); return pc + 1;
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case "set-texture":
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_host.SetTexture(Read(a[0]), (int)Read(a[1])); return pc + 1;
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case "draw-texture":
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_host.DrawTexture((int)Read(a[1]), (int)Read(a[2]), (int)Read(a[3]), (int)Read(a[4]), (int)Read(a[5])); return pc + 1;
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case "draw-texture": // (handle, slot, srcX, srcY, w, h, dstX, dstY)
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_host.DrawTexture((int)Read(a[1]), (int)Read(a[2]), (int)Read(a[3]), (int)Read(a[4]),
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(int)Read(a[5]), (int)Read(a[6]), (int)Read(a[7])); return pc + 1;
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default:
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_host.OnStub(op); return pc + 1;
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}
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