docs: mark A1 (C# VM core) done in the slice plan

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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gamer147
2026-07-06 14:01:33 -04:00
parent a8a91e48f6
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@@ -150,12 +150,17 @@ input chrome whose fall-through stub is correct headless. Next = **A1** — port
core, differential-test against `vm0.py`. 0x90/0x97 stay stubbed (correct headless); the interactive core, differential-test against `vm0.py`. 0x90/0x97 stay stubbed (correct headless); the interactive
input path + per-scene state seeding land in **A2** (Godot backend) alongside the real hotspot model. input path + per-scene state seeding land in **A2** (Godot backend) alongside the real hotspot model.
## A1 — Port the validated model to C# ## A1 — Port the validated model to C# ✅ DONE (2026-07-06)
Reimplement the A0 execution model as the runtime VM core in C# (the language decision from the Reimplement the A0 execution model as the runtime VM core in C# (the language decision from the
roadmap; GDScript is too slow for the loop). A0 is the reference: differential-test C# against the roadmap; GDScript is too slow for the loop). A0 is the reference: differential-test C# against the
Python prototype's traces on the same scenes. Port the container parser too (or load via a shared Python prototype's traces on the same scenes. Port the container parser too (or load via a shared
spec). Deliverable: headless C# VM reproducing A0's results. spec). Deliverable: headless C# VM reproducing A0's results.
**Result:** `engine/` .NET 8 solution (`Age.Engine` classlib w/ `Model`/`Vm`/`Sys4`/`Hosting` seams +
`Age.Cli` + xUnit tests). RECOVER passes; the C# `trace` is **byte-identical to `vm0.py --trace` across
all 297 SC/SP scenes** (offsets+halt+steps). Version-neutral `Script` contract enforced (VM core never
references `Sys4`). Spec/plan: `docs/superpowers/{specs,plans}/2026-07-06-a1-csharp-vm*.md`.
## A2 — Godot ADV backend (one scene, with visuals) ## A2 — Godot ADV backend (one scene, with visuals)
Wire the C# VM's effectful ops to Godot: `show-text`/message window (+ furigana via `display-furigana`), Wire the C# VM's effectful ops to Godot: `show-text`/message window (+ furigana via `display-furigana`),
`set-font`, `wait-for-input`, choices, `play-voice`/`play-bgm`, and `create-texture`/`set-texture`/ `set-font`, `wait-for-input`, choices, `play-voice`/`play-bgm`, and `create-texture`/`set-texture`/