Decode AGF textures through the asset store
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@@ -85,7 +85,7 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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│ │ └── strings.jsonl every string, tagged by source opcode
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│ ├── data/ parsed data tables (*INIT → JSON)
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│ ├── scripts-json/ machine-readable full dumps (on demand via --json)
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│ ├── textures/ AGF→BMP stills (convert_agf.py) — feeds the Godot render
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│ ├── textures/ AGF-to-BMP stills (convert_agf.py) - diagnostic pixel oracle only
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│ ├── engine-dump/ UNPACKED engine dump (frida/dump_engine.py): range_<base>.bin + manifest.json
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│ ├── asset-index.json, asset-sections.json asset resolver data (parse_sys4ini / resolve_asset)
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│ ├── global-var-map.{json,md} partial global-variable name map (auto shape inference; feeds globals.toml merge)
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@@ -97,7 +97,7 @@ S:\Game Hacking\Eushully\Himegari\ ← workspace root (three siblings)
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│
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├── engine/ DELIVERABLE — the .NET VM core (AgeEngine.sln: Age.Engine / Age.Cli / tests)
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│ └── Age.Engine/Sys4/ runtime catalog parser, loose-first bounded ALF asset store,
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│ script provider, and temporary resource facade
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│ script provider, AGF-to-RGBA8/LZSS decoder, and resource facade
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├── tools/frida/ runtime-capture + engine-dump scripts (see tools/frida/README.md)
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└── godot/ DELIVERABLE — the Godot/C# ADV front-end (references Age.Engine)
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```
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