docs: grey-BG root cause (color-op alpha=tint-strength; slot-0 collision) + --gfx-log tool

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
gamer147
2026-07-08 23:42:20 -04:00
parent f3f1314848
commit 5817102b59
2 changed files with 26 additions and 0 deletions

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@@ -618,6 +618,31 @@ annotated in Ghidra, saved.
**timed/animated-surface (movie-like) op**; plus the unclassified `0x21c/0x21d/0x224/0x242/0x23d/0x20a/0x20e/0x243`
tail (2-arg flags / inline). These stay GAP until a follow-up slice or are safe-noop'd if the opening tolerates it.
### Grey-background root cause — slot collision + tint-strength (2026-07-08, gfx-log)
Diagnosed with the new `--gfx-log` compositor/op trace (docs/tools-reference.md). The grey background has
**two distinct causes**, both now proven:
1. **CORRECTION to the blend section above — op `0x202`/`0x203` "alpha" is a TINT STRENGTH, not object
opacity.** Evidence: the primary CG is drawn with `0x203 (alpha=0, color=white)` = `0x00ffffff`. That
means "blend the tint (white) into the texel by strength 0" = **no tint, fully opaque CG** — but slice-A
treated the alpha byte as the object's opacity → the CG rendered fully transparent → grey. Fix (commit
5e4fdda): `RenderObject.TintStrength` split from `Alpha` (opacity); textured objects stay opaque and the
tint LERPs the RGB by strength (0=keep texel, 1=full tint). Surfaceless fills use the strength as fill
opacity. Verified: the opening event CGs render again (shot-confirmed).
2. **Effect pages: everything collapses into slot 0.** `set-texture` is dominantly
`set-texture (GLOBAL resId)(GLOBAL slot)(local colorkey)` (543× across the corpus); the **slot is a
global**. In our run every such global resolves to **0**, so the background (`BG030A`), event CGs, and
the effect spritesheet (`AE001H`, an 800×400 4×2 grid of blob frames) **all set-texture into slot 0**.
Objects live-reference their slot, so loading the effect **evicts** the BG → grey; and the effect is
drawn full-screen from slot 0 (its object `src=(0,0 800x600)`) → the whole sheet (blob grid) covers the
screen. ⇒ The layering failure is a **slot-assignment** problem: the slot-selecting globals aren't
populated (unseeded boot/gfx state, or a stubbed op the display subroutine relies on), collapsing the
scene into one slot. **Open (next):** trace an effect-display subroutine to find which global holds the
slot and why it's 0 (`--boot`/INIT2 gap vs a stubbed slot-compute op). Same class as the known
`G[0x624xx]` gfx boot-state gap. NOT a compositor/z-order/blend bug.
---
## Native walls backlog (targets for this loop)

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@@ -133,6 +133,7 @@ texture ops (no GPU context) — run windowed for real scenes. User args (after
- `--shot <png> [--shot-page N]` — capture page N to a PNG then quit (dev screenshot). At scene end it also prints the call-scripts executed as nested frames.
- `--shot-sequence <dir> [--frames N]` — dump one PNG per rendered frame (`frame_0000.png…`, default N=180 ≈ 3s @60fps) then quit, auto-advancing past input waits. Verifies **time-based (sleep-paced) effects** — e.g. the opening `AE*` burst — as distinct frames, which a single `--shot` cannot. CPU/IO-heavy by design (a PNG every frame); a dev diagnostic, not a normal run. e.g. `godot --path godot -- --boot --shot-sequence out/seq --frames 300`.
- `--sleep-scale <f>` — multiply every `sleep` (op 0xc8) duration by `f` (default 1.0). The authentic opening burst is only ~2 s, too fast to eyeball live; `--sleep-scale 5` stretches it to ~10 s so the paced sequence (arcane `AE*` → character CGs → settled BG) is watchable. Debug-only; leave at 1.0 for real playback.
- `--gfx-log <file>`**compositor + op diagnostic** (the tool that root-caused the grey background). Logs, per rendered frame, only the objects whose draw outcome **CHANGED** (drawn↔skip↔gone, resId, resolved file, `slot`, `src`/`dst`, `op`acity, `tintStr`ength) — quiet until something actually changes, so the exact frame a layer drops out (and why) stands out. Also traces every `set-texture`/`create-texture` **slot assignment** (via `GodotAdvHost.TraceOps`). Works live or with `--shot-sequence`. Use it before theorising about layering/blend/geometry: it showed the grey BG = the slot-selecting globals resolving to 0 → every texture collapsing into slot 0 (see engine-re.md §"Grey-background root cause"). e.g. `godot --path godot -- --boot --gfx-log out/gfx.log` then click to the bad page.
## Asset resolution / graphics