feat(a2b): first-pass texture render — full-screen event-CG layer
Wire asset resolution into a live Godot render. VM executes set-texture -> ResourceMap resolves (scene,resId) -> files[section_base+resId] across all archives -> pre-converted BMP -> composite behind the dialogue. The full-screen event-CG layer (EV052*) renders end-to-end from the executed bytecode. - Age.Engine/Sys4/ResourceMap.cs: Resolve + BMP TexturePath; Paths: asset JSONs - GodotAdvHost: create/set/draw-texture -> TextureRect in a _stage layer - IHost.DrawTexture + VM dispatch extended with dst x/y (draw-texture args 7/8) - project.godot 800x600; convert_agf.py all-archive + --scene batch - engine 8/8, C# --selftest still byte-matches vm0 trace (VM behaviour unchanged) Known limitations (next chunk = graphics geometry/blend subsystem): - sprites + BG* via the CG-load subroutine get garbage dst/size — native ops stubbed (0x208 get-texture-size + sprite position/anim chain) - AE* fades draw opaque/instant (no alpha); no chromakey - slot model approximates the game's immediate-mode blit-onto-slot-0 canvas - AGF pre-converted to BMP offline (runtime decoder deferred) See docs/phase-a-slice-plan.md (A2b section). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -7,6 +7,8 @@ using Age.Engine.Vm;
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public partial class Main : Godot.Control
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{
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private Control _stage = null!; // texture layer (behind the text)
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private readonly Dictionary<int, TextureRect> _slots = new();
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private Label _text = null!;
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private Label _status = null!;
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private VirtualMachine _vm = null!;
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@@ -17,6 +19,12 @@ public partial class Main : Godot.Control
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public override void _Ready()
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{
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// texture stage, added first so it draws BEHIND the dialogue text
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_stage = new Control();
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_stage.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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_stage.MouseFilter = MouseFilterEnum.Ignore;
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AddChild(_stage);
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_text = new Label { AutowrapMode = TextServer.AutowrapMode.WordSmart };
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_text.SetAnchorsAndOffsetsPreset(LayoutPreset.FullRect);
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_text.OffsetLeft = 40; _text.OffsetTop = 40; _text.OffsetRight = -40; _text.OffsetBottom = -80;
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@@ -46,7 +54,7 @@ public partial class Main : Godot.Control
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var table = OpcodeTableJson.Load(Paths.OpcodesJson);
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var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table);
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_host = new GodotAdvHost(this);
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_host = new GodotAdvHost(this, ResourceMap.Load(), "SC0000");
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_vm = new VirtualMachine(script, table, _host);
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_ = Task.Run(() => { _vm.Run(); _done = true; });
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@@ -77,6 +85,30 @@ public partial class Main : Godot.Control
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public override void _ExitTree() { _host?.SignalInput(); }
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// ---- UI methods invoked on the main thread via CallDeferred ----
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// Composite a resolved texture into a slot at (x,y) sized (w,h). One TextureRect per slot,
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// layered in draw order (backgrounds are drawn before sprites, so they sit behind).
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public void DrawSlot(int slot, string bmpPath, int x, int y, int w, int h)
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{
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var img = new Image();
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var err = img.LoadBmpFromBuffer(System.IO.File.ReadAllBytes(bmpPath));
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if (err != Error.Ok) { GD.Print($"BMP load failed {bmpPath}: {err}"); return; }
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if (!_slots.TryGetValue(slot, out var tr))
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{
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tr = new TextureRect
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{
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ExpandMode = TextureRect.ExpandModeEnum.IgnoreSize,
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StretchMode = TextureRect.StretchModeEnum.Scale,
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MouseFilter = MouseFilterEnum.Ignore,
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};
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_stage.AddChild(tr);
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_slots[slot] = tr;
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}
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tr.Texture = ImageTexture.CreateFromImage(img);
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tr.Position = new Vector2(x, y);
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tr.Size = new Vector2(w > 0 ? w : img.GetWidth(), h > 0 ? h : img.GetHeight());
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tr.Visible = true;
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}
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public void AppendLine(string text) => _text.Text += text + "\n";
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public void PageBreak() => _status.Text = "▼ click / Enter";
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public void ClearPage() { _text.Text = ""; _status.Text = ""; }
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