Plan SYS4INI logical resolution handling
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@@ -27,7 +27,7 @@ or replaced before claiming portable exports.
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| Area | Current dependency | Runtime impact | Portability status / future action |
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| SYS4INI per-game startup profile | `Sys4AssetCatalog` currently parses only the asset directory; the frontend hard-codes Himegari's important results. Native SYS4INI also carries canvas, text, ADV input/skip, save ABI/path, audio, legacy renderer, and Windows registration settings | The port has the correct `800x600`, requested faces, save 3.10, and redirected `user://SAVE` result, but does not source `CancelMesSkipOnClick`, `CoexistMesSkip`, cursor/redraw policy, or wheel action ids from the trailer | Add one typed profile/settings parser. Apply cross-platform semantic keys explicitly; translate save roots through the host; classify DirectDraw/fullscreen-bit and registration/key settings as native compatibility metadata rather than OS-neutral requirements. Canonical inventory and consumers: `sys4-format-notes.md` and `engine-re.md` |
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| SYS4INI per-game startup profile | `Sys4AssetCatalog` currently parses only the asset directory; the frontend hard-codes Himegari's important results. Native SYS4INI also carries canvas, text, ADV input/skip, save ABI/path, audio, legacy renderer, and Windows registration settings | The port has the correct `800x600`, requested faces, save 3.10, and redirected `user://SAVE` result, but does not source `CancelMesSkipOnClick`, `CoexistMesSkip`, cursor/redraw policy, or wheel action ids from the trailer | First parse `SCREENX`/`SCREENY` into a platform-neutral logical canvas and default the physical window to it; later boot parameters may vary only the physical window while Godot scales/letterboxes the unchanged canvas. Apply further semantic keys explicitly, translate save roots through the host, and classify DirectDraw/fullscreen-bit and registration/key settings as native compatibility metadata. Canonical inventory and consumers: `sys4-format-notes.md` and `engine-re.md` |
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| Retained graphics presentation | Backend-neutral `GfxState`; accepted default Godot `Sprite2D` GPU stage plus the retained software pixel oracle, using runtime `ImageTexture`, canvas transforms/materials, and no native graphics API | GPU backend caches static/color-key variants, updates dynamic surfaces, handles retained range transitions, and falls back whole-frame for the legacy host screen-transition path | Godot owns D3D/Vulkan/Metal/OpenGL selection; validate shader/blend/filter behavior per target rather than adding a platform renderer |
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| AGE movie decode (`0x236` scene movies; `0x20f` modal LOGO/OP/ED) | `FfmpegMovieDecoder` is the sole factory over the project-owned `native/age_movie_ffmpeg` ABI | Windows-x64 passes the complete 213-payload installed video/audio corpus gate plus audible LOGO/OP/CHAPTER playback | Add target-specific native builds and export packaging |
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| Movie integration | Each surface owns a unique playback-instance id; `MovieRuntime` owns `IMovieDecoder` from an injected factory; video-only streams use monotonic pacing while audio-bearing streams use the Godot output clock | Concurrent/restarted uses of one asset have independent frame/audio/completion/teardown state; managed code is no longer Windows-annotated, while only the win-x64 native bundle exists today | Add Linux/macOS native builds and smoke gates |
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