Refresh retained presentation references
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@@ -88,11 +88,12 @@ highest-risk area of the port. This doc is the steering state; it feeds the A2b
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(Resolve + BMP path) + `GodotAdvHost` texture ops → `TextureRect` compositing behind the dialogue;
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`IHost.DrawTexture` extended with dst x/y; 800×600 window; `convert_agf.py --scene` pre-converts a
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scene's manifest AGFs → BMP. The full-screen **event-CG layer renders end-to-end** from the executed
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bytecode. **Limitations (next chunk = graphics geometry/blend):** sprites + `BG*` (routed through the
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CG-load subroutine) have garbage geometry because native graphics ops are stubbed (`0x208`
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get-texture-size + the sprite position/animation chain); fades (`AE*`) draw opaque (no alpha); slot
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model approximates the game's immediate-mode blit-onto-slot-0 canvas. See `docs/phase-a-slice-plan.md`
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(A2b section) for the full write-up + the graphics-subsystem plan.
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bytecode. **Historical limitations at first landing (subsequently resolved in the Phase-A graphics
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slices):** sprites + `BG*` (routed through the CG-load subroutine) had garbage geometry because native
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graphics ops were stubbed (`0x208` get-texture-size + the sprite position/animation chain); fades
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(`AE*`) drew opaque (no alpha); the slot
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model approximated the game's immediate-mode blit-onto-slot-0 canvas. See `docs/phase-a-slice-plan.md`
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(A2b section) for the implementation history and current retained-object model.
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4. **Audio.** **✅ WIRED (2026-07-06) — no Frida needed.** Same rule as textures:
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`play-bgm(id)`/`play-voice(id)` → `files[section_base(scene)+id]` → OGG. `IHost.PlayBgm/PlayVoice` +
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VM dispatch (`play-bgm` 0xbf / `play-voice` 0xc4, both argc 1); `ResourceMap.AudioPath` → loose
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