Restore ADV wait indicator

This commit is contained in:
gamer147
2026-07-11 21:12:24 -04:00
parent ca562da209
commit 5614fc7631
10 changed files with 216 additions and 35 deletions

View File

@@ -1384,6 +1384,18 @@ visible. This AE001D path is a retained scaled/rotating texture; the later `0x23
was separately resolved by preserving draw-texture's 200x200 cell and interpreting `(8,4)` as total
frames/columns rather than a grid divisor.
### SC0000 ADV wait indicator implemented (2026-07-11)
The missing post-reveal bat is `SO000.AGF`, a 390x27 strip of thirteen 30x27 frames. SYSTEM4 loads raw
asset `0x337c` into surface slot 12 and configures layout 1 through op `0x73` as a marker at layout-relative
`(385,140)`, screen `(385,570)`, with terminal frame 12 and a 48 ms period. Native op `0x72` activates that
layout descriptor after reveal completion. The Phase-A bootstrap now injects SO000 into surface 12 and
forwards the exact op-`0x73` configuration through `IHost`; `WaitForInput` carries the selected layout and
starts the marker clock. Godot presents it as a separate 30x27 atlas overlay, advancing inclusive frames
0..12 every 48 ms only during the stable wait and hiding on release. This avoids recompositing the 800x600
software backbuffer during otherwise static waits. Validation: engine **147/147**, zero-warning Godot build,
threaded `SELFTEST OK`, and a real page-1 capture showing the transparent bat at `(385,570)`.
### A2b -- SC0000 post-movie AE001H spritesheet correction ✅ DONE (2026-07-11)
The reported missing cave spirit was the `0x231` path, independent of the earlier AE001D retained glow.