Extract VM animation opcode handler
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@@ -183,6 +183,8 @@ surface release; its labels remain at their existing dispatcher positions around
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object cases. `engine/Age.Engine/Vm/VirtualMachine.RetainedObjects.cs` owns retained-object registry queries,
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default-slot and geometry mutation, direct and range transforms, clone, and erase dispatch; animation, surface,
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ADV-binding, and presentation labels remain in their respective dispatcher groups.
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`engine/Age.Engine/Vm/VirtualMachine.Animation.cs` owns retained spritesheet and color channels, timed and cyclic
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transforms, per-object animation control, frame-time sampling, and the shared animation-clock opcode handler.
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The disposable `build/page-map-<SCENE>.jsonl` files are produced by editor/development Godot runs and map
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runtime ADV page ordinals to their authoritative script offsets for `tools/locate_page.py`. Packaged exports
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@@ -649,6 +649,12 @@ do not mix mechanical moves with semantic changes.
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color, surface release, ADV binding, and presentation behavior remain outside this handler. Runtime validation
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remains green.
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The fifth bounded `VirtualMachine.Step` extraction moved retained spritesheet and color channels, timed and
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cyclic transforms, per-object animation control, frame-time sampling, and shared animation-clock dispatch into
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`engine/Age.Engine/Vm/VirtualMachine.Animation.cs`. The top-level dispatcher retains all labels at their
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existing positions and routes the separated groups through `StepAnimation`; presentation transitions and movie
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masking remain outside the guarded handler. Runtime validation remains green.
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**Gate:** no externally visible behavior or command changes; generated artifacts are byte-identical where
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deterministic, and the corresponding engine, Python, Godot, and corpus validations remain green after
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each domain move.
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@@ -1020,9 +1026,8 @@ layer's rendering diverges from ADV; save layout.
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## 8. Immediate next step
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Continue step 2 of the **codebase consolidation** maintenance slice: behavior-neutral physical splits backed
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by the tracked launcher and layered validation driver. With the planned `Main`, `GodotAdvHost`, and `GfxState`
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domains isolated and the audio, movie, and surface/texture `VirtualMachine.Step` families routed through domain
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handlers, with retained-object query/mutation and transform dispatch now isolated as well, extract the retained
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animation/color/spritesheet opcode family next without replacing the proven dispatcher or changing public types,
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commands, and generated output.
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domains isolated and the audio, movie, surface/texture, retained-object, and animation `VirtualMachine.Step`
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families routed through domain handlers, extract retained presentation/transition dispatch next without replacing
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the proven dispatcher or changing public types, commands, and generated output.
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Concrete playthrough blockers may still preempt this bounded maintenance work; the consolidation effort does
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not replace Phase B gameplay validation or the open cross-platform gates.
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