Document packed raw SFX addressing

This commit is contained in:
gamer147
2026-07-20 18:32:56 -04:00
parent 343fde08dc
commit 7a9fe52a9d
6 changed files with 44 additions and 23 deletions

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@@ -115,8 +115,9 @@ highest-risk area of the port. This doc is the steering state; it feeds the A2b
The active manifest is frame-local, not fixed to the root scene: every VM call frame brackets host work
with its script context. `set-texture` resolves the local id at load time and retains the normalized raw
catalog id in the graphics surface, so that surface remains stable after a nested helper returns or a
sibling script becomes active. Voice, SFX, and movie calls likewise resolve against the executing frame.
4. **Audio.** **✅ WIRED (2026-07-06), VFS bytes complete (2026-07-11).** `IHost.PlayBgm/PlayVoice` +
sibling script becomes active. Voice and movie calls likewise resolve against the executing frame;
SFX is the separate universal packed-id family documented below.
4. **Audio.** **BGM/voice wired; VFS bytes complete (2026-07-11); packed-raw SFX correction pending.** `IHost.PlayBgm/PlayVoice` +
VM dispatch (`play-bgm` 0xbf / `play-voice` 0xc4, both argc 1); `ResourceMap.ReadAudio` opens the
resolved catalog entry through `IAssetStore`; `GodotAdvHost` passes the bytes to `Main`'s players
(`AudioStreamOggVorbis.LoadFromBuffer`; BGM loops, voice interrupt-on-new). Non-Godot hosts no-op it
@@ -132,8 +133,9 @@ highest-risk area of the port. This doc is the steering state; it feeds the A2b
to a graphics entry. Implemented as `ResourceMap.ResolveBgm(id)`; `GodotAdvHost.PlayBgm` uses it.
The prior "Frida-confirmed play-bgm 5→BGM006" record was a mis-attribution.
Lily silent = correct (form-gated on `G[0xa57/0xa58/0xa59]`, unseeded). Scene-local SFX WAV entries use
the same byte path while retaining the existing channel lifecycle. See `docs/phase-a-slice-plan.md`.
Lily silent = correct (form-gated on `G[0xa57/0xa58/0xa59]`, unseeded). SFX WAV entries use universal
packed catalog ids through the same byte store while retaining the existing channel lifecycle. See
`docs/phase-a-slice-plan.md`.
Diagnostic: `Age.Cli audio <SCENE>`.
5. **Movies** (`OP`/`MVB`, MPEG) — SC0000 `0x236` now resolves its scene-local id through the same catalog
and reads owned payload bytes through `IAssetStore`; see the movie section below.
@@ -150,19 +152,21 @@ rendering what the executed bytecode + the map produce (never a hardcoded image)
A2b-background: **steps 13 landed.** Step 1 = `build/asset-index.json`. Step 2 = **`resId →
files[section_base(scene) + resId]`** via SYS4INI per-scene sections (`tools/resolve_asset.py` +
`build/asset-sections.json`) — no runtime capture, all archives/types + audio. Step 3 = **first-pass
`build/asset-sections.json`) — no runtime capture, all archives/types plus scene-local voice. Step 3 = **first-pass
render** (ResourceMap + GodotAdvHost texture ops → TextureRect compositing): the full-screen event-CG
layer renders end-to-end from the bytecode. Remaining (next chunk): the **graphics geometry/blend
subsystem** — native geometry ops (`0x208` + sprite position/animation) so sprites/`BG*` position, plus
alpha/blend for fades + chromakey. See `docs/phase-a-slice-plan.md` (A2b). Audio (step 4): **`play-voice`
uses the manifest** (`files[base+id]`); **`play-bgm` uses direct names** (`BGM{id:03d}.OGG`) — NOT unified.
## Native SFX resource proof (2026-07-11)
## Native SFX resource proof (2026-07-11; addressing corrected 2026-07-20)
SFX uses the same scene-local rule as graphics and voice: `files[section_base(scene)+resource_id]`.
The matching native trace at SC0000 `0xc29` captures resource `0x28`, channel 0; static resolution yields
`DATA1/E0808.WAV`, and the port trace resolves the same file. The following `0xc31` preload uses the same
resource on native secondary channel 4. `play-bgm` remains the separate direct-name exception.
SFX uses a universal packed catalog id, not the scene-local graphics/voice rule. A zero high byte directly
indexes SYS4INI; a nonzero high byte selects the matching AAI mount and uses the low 24-bit index. The
matching native trace at SC0000 `0xc29` captures raw id `0x28`, channel 0, which is
`DATA1/E0808.WAV`; SC0000 being the first section previously hid the distinction. TITLE makes it decisive:
`0x2aea` is raw `SE020.WAV` for hover, `0x3321` is raw `SE015.WAV` for activation, and neither fits TITLE's
14-entry manifest. `play-bgm` remains the separate direct-name family.
The Phase-A backend now resolves the OGG/WAV catalog entry and opens it through `IAssetStore`; Godot decodes
the returned bytes into its existing BGM, voice, and fixed SC0000 SFX channel players. The earlier
@@ -215,12 +219,13 @@ store.
on-disk `BinExtractALF.exe` are validation references; the Kelebek repository exposes no clear license,
so its code should not be copied without clarification. The focused `LzssDecoder` is shared with
`Sys4AssetCatalog`; raw and compressed information/pixel/ACIF sections use the same bounded primitive.
4. **Runtime consumers (complete for scripts, textures, and audio).** `ResourceMap.ResolveTexture` preserves
4. **Runtime consumers (scripts/textures complete; SFX resolver correction pending).** `ResourceMap.ResolveTexture` preserves
scene-local resolution and falls back to universal raw ids for SYSTEM4 assets; `GodotAdvHost` caches
decoded RGBA surfaces by catalog identity and supplies synchronous dimensions to opcode `0x208`.
Godot no longer reads `build/textures/*.BMP`. BGM direct-name entries plus scene-local voice/SFX entries
are opened through the same `IAssetStore`; Godot decodes their OGG/WAV bytes in process. Extraction and
conversion tools remain diagnostics.
Godot no longer reads `build/textures/*.BMP`. BGM direct-name and scene-local voice entries are opened
through the same `IAssetStore`; the SFX WAV/player path is also present, but `GodotAdvHost` still applies
scene-local resolution where op `0xb4` requires `ResolvePacked`. SC0000 worked because its raw ids happen
to coincide with the first section. Extraction and conversion tools remain diagnostics.
### Acceptance gates