Migrate audio payloads onto asset VFS

This commit is contained in:
gamer147
2026-07-11 11:01:11 -04:00
parent e0ca7936e2
commit 233f791c10
9 changed files with 132 additions and 64 deletions

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@@ -72,7 +72,9 @@ Three layers, cleanly separated:
- **Native content foundation status (2026-07-11).** VFS-A runtime-parses the base SYS4 catalog and
applies loose-first bounded ALF reads; VFS-B mounts selector-keyed S4AC append catalogs and resolves the
native high-byte/low-24-bit id split; VFS-C decodes AGF directly to platform-neutral RGBA8 and feeds Godot
without pre-extracted or pre-converted texture files. Audio-byte consumers remain a separate follow-up.
without pre-extracted or pre-converted texture files. BGM, voice, and SFX now open catalog entries through
the same store and decode OGG/WAV from bytes in Godot, so runtime scripts, textures, and audio no longer
depend on `extracted/`.
- **Profile = manifest.** Adding a game = a new profile + its maps. Adding an engine version = a new
front-end plugin + profiles that reference it. See §5.