Add portable tracked Godot launcher
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@@ -28,6 +28,9 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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│
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└── age-reimpl/ ← OUR WORK (everything we made lives here)
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│
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├── run-godot.ps1 / run-godot.cmd tracked development launcher + Windows wrapper;
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│ resolves Godot/game-root from parameters, environment,
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│ PATH, and the conventional sibling install
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├── tools/ Python tooling (parser/disassembler + extractors + VM)
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│ ├── paths.py ★ central path anchor — the ONLY place that knows
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│ │ where the game / extracted / build dirs are. All
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@@ -311,7 +311,7 @@ at 2.5M lines). All observe-only → parity preserved; all on `run`/`play`/`swee
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steps / 493k sleeps). Dumped when the scene ends or the window closes. e.g.
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`godot --path godot -- --scene SC0000 --boot --shot out/p1.png --trace-histogram out/hist.txt`.
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**Godot frontend** (`S:/Godot/Godot_v4.7…`; project = `godot/`). Toolchain: `godot --headless --path godot
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**Godot frontend** (Godot 4.7 .NET; project = `godot/`). Toolchain: `godot --headless --path godot
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--import` → `dotnet build godot/Himegari.csproj` → `godot [--headless] --path godot [-- <userargs>]`.
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Plays the real bytecode with call-script execution on (subroutines run live). The game root is selected
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before catalog loading: `--game-root <directory>` wins, otherwise the directory containing the running
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@@ -350,9 +350,13 @@ input, or audible output; run those gates on a real Linux desktop.
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With the exported executable placed in an AGE install, a no-argument launch therefore uses that install
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and starts the persistent `SYSTEM4.BIN` root naturally. Direct development runs are hosted by the Godot
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editor executable, so pass `--game-root <install>` after Godot's `--` separator; the local
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`run-godot.ps1`/`.cmd` launchers pass the local script's directly configured `$gameRoot` value. Edit that
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one assignment when testing another installed game. Those launchers make the natural route explicit with
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editor executable, so pass `--game-root <install>` after Godot's `--` separator. The tracked
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`run-godot.ps1`/`.cmd` launchers resolve Godot and the game root without machine-specific tracked paths.
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Explicit `-GodotConsole`/`-GameRoot` values win, followed by `AGE_GODOT_CONSOLE`/`AGE_GAME_ROOT`; Godot
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then falls back to `godot4`, `godot`, or `godot-mono` on `PATH`, while the game root falls back to the
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conventional `../Himegari_Game` sibling only when it contains `SYS4INI.BIN`. `run-godot.ps1 -Doctor`
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prints the resolved repository, Godot, game-root, .NET, and Python prerequisites without building or
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launching. The launchers make the natural route explicit with
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`--scene SYSTEM4` and pass neither `--boot` nor SC0000 seeds. Examples below focus on their
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feature-specific arguments and assume the game root is already selected this way. `--headless` can't
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render texture ops (no GPU context) — run windowed for real scenes.
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