Implement base SYS4 asset store
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@@ -23,8 +23,8 @@ foundation; the runtime + backends + mod system is the bulk of the remaining wor
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asset rules) selected by a manifest.
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3. **Modding is architecture, not an afterthought.** The data model, content loading, and script
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dispatch are designed so mods can override assets, edit data, patch scripts, and inject
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host-language hooks. The engine already hints at this: 52 loose root `.BIN` files natively
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shadow their archived copies — a built-in override mechanism we generalize.
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host-language hooks. The engine already hints at this: 49 loose root script `.BIN` files natively
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shadow their archived copies — a built-in override mechanism VFS-A generalizes.
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4. **The original owns the content; we own the engine.** Users provide their AGE install; the
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runtime imports/loads it. This keeps us on the right side of distribution and mirrors ScummVM.
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5. **De-risk with vertical slices.** Prove "run one scene end-to-end" before breadth. Nothing is
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@@ -231,8 +231,8 @@ is shared across the family), disassembler/assembler, the whole extraction metho
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**Per-game (inherent content work):** the **global-var map** (globals are game-specific), the
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**data-table layouts** (each game's `*INIT` differs), assets, and any game-specific effectful behavior.
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The **call-script registry is no longer a per-game long pole** — it's a raw index into that game's
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SYS4INI file table, derived automatically by `parse_sys4ini.py` (`build/callscript-names.json`); the
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resolver is generic. So the remaining long pole is really just the **global-var map**. Process: point
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SYS4INI file table, parsed directly by the runtime catalog (and exported by `parse_sys4ini.py` as
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`build/callscript-names.json` for tooling); the resolver is generic. So the remaining long pole is really just the **global-var map**. Process: point
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the toolchain at the new game's archives, re-run extraction, rebuild its global map, author a profile.
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**This is the core payoff of the VM approach:** the *engine* cost amortizes across all AGE games; only
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content-mapping recurs — far less than re-coding each game's logic bespoke.
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