Fix AE001H translation target query

This commit is contained in:
gamer147
2026-07-11 21:40:16 -04:00
parent 5275ec5f4f
commit f195934324
7 changed files with 124 additions and 20 deletions

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@@ -843,7 +843,7 @@ annotated in Ghidra, saved.
| `0x239` | `gfx_op_0x239_set_srcrect_cell` → `gfx_worker_set_srcrect_cell` | one-shot **spritesheet-cell** channel: delay/duration `obj+0x48/+0x5c`, total frames/columns `obj+0x238/+0x23c`, target frame `obj+0x234` |
| `0x231` | `gfx_op_0x231_anim_srcrect` → `gfx_worker_anim_srcrect` | looping **spritesheet-cell** channel: milliseconds per frame `obj+0x230`, total frames `obj+0x238`, columns `obj+0x23c`; row-major and wraps, not ping-pong |
| `0x232` | `gfx_op_0x232_anim_color` → `gfx_worker_anim_color` | **animate color** (pulsing GLOW): bit2 active, period `obj+0x220`, target `obj+0x240` → interpolator COLOR channel (ping-pong). Distinct from static `0x202`/`0x203` (`obj+0x60/0x64`) |
| `0x228` | `gfx_op_0x228_query_position` (`FUN_0047cdd0`) | **query** current computed (x,y,z) → operand slots 3/4/5 (script logic, not render) |
| `0x228` | `gfx_op_0x228_query_position` → `gfx_object_query_translation_target` (`0x47cdd0`) | **query** the decomposed target-translation matrix (x,y,z), `obj+0x1ac/+0x1b0/+0x1b4`, → operand slots 3/4/5; success is 0 and missing is 1 |
| `0x23f` | `gfx_op_0x23f_query_object` (`FUN_0042a520`) | **query** an object status/value → operand slot 1 |
**Follow-up resolution (2026-07-10):** `0x21f` is the one-shot axis-angle channel and is implemented with
@@ -886,6 +886,19 @@ set by `draw-texture`; `0x231` does not divide that rectangle by its operands. I
`(100, 8, 4)` for AE001H: eight 200x200 cells in an 800x400, 4x2 sheet. Treating 8 and 4 as grid width
and height shrank the crop to 25x50 and made the intended cave spirit effectively disappear.
**AE001H travel-path correction (2026-07-11):** the three post-movie movement legs exposed a separate
port bug from the source-rectangle correction. Native `0x228` copies the full retained-object record and
decomposes the target matrix beginning at `obj+0x17c`; the returned translation comes from
`obj+0x1ac/+0x1b0/+0x1b4`. It does **not** return the draw/base position at `obj+0x24` (`V24`). SC0000 uses
that query before each `0x220` to derive the next translation target. AE001H's draw base is `(360,20)` and
its initial translation target is `(0,0)`, so the first native leg targets `(40,-20)`. The current C#
`0x228` implementation instead returns `(360,20)`, producing `(400,0)`; the compositor then adds that
translation to the unchanged draw base, placing the object near `(760,20)` before its cyclic rotation.
That explained the observed immediate off-screen movement and why later legs never visibly returned. The
port now queries `TranslationTarget` independently of `V24`, returns the native status convention, and
leaves output operands untouched when the object is absent. A bytecode-level regression reproduces the
three SC0000 targets `(40,-20)`, `(50,-80)`, and `(130,-100)` while retaining base `V24=(360,20)`.
**Resolved 2026-07-11:** `0x236` is the movie-to-retained-surface path described below. The unclassified
`0x242/0x23d/0x20a/0x20e` tail (2-arg flags / inline) remains GAP and outside this slice.

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@@ -269,8 +269,9 @@ Native handler gfx_op_0x20c_present_frame -> gfx_render_frame @0x4820b0. This is
- **evidence:** Ghidra handler 0x417550 -> gfx_command_queue_clear 0x47cb10, which destroys queued nodes and restores the sentinel links/count.
### 0x228 `u00421940` (u00421940, argc 5)
- **summary:** 0x228 query-position (succ)(handle)(outX)(outY)(outZ): read the object's current computed position into vars (worker FUN_0047cdd0). C# VM: writes V24 + success flag. See docs/engine-re.md §SC0000 anim cluster.
- **grounding:** source=kelebek, confidence=low
- **summary:** 0x228 query translation target (succ)(handle)(outX)(outY)(outZ): clone the retained object, decompose its target translation matrix at obj+0x17c, and return matrix translation obj+0x1ac/+0x1b0/+0x1b4. Returns succ=0 when found; when absent, writes succ=1 and leaves outputs untouched. The C# VM queries TranslationTarget independently of V24. See docs/engine-re.md §SC0000 anim cluster.
- **grounding:** source=investigation, confidence=high
- **evidence:** Ghidra /v2 handler gfx_op_0x228_query_position@0x42a3a0 calls gfx_object_query_translation_target@0x47cdd0. The worker copies the complete 0xb5-dword object record, passes copied obj+0x17c to matrix4_decompose_affine@0x48d7c8, and returns its translation outputs; the decomposition reads matrix elements +0x30/+0x34/+0x38, corresponding to obj+0x1ac/+0x1b0/+0x1b4. SC0000 AE001H queries this before each 0x220 leg. C# regression covers targets (40,-20), (50,-80), (130,-100), plus the missing-object output-preservation path.
### 0x229 `u004219E0` (u004219E0, argc 5)
- **summary:** 0x229 set-position2 (handle)(op2)(x)(y)(z): set object position/geometry directly (FUN_00472bb0/be0). C# VM: sets V24. See docs/engine-re.md §SC0000 anim cluster.

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@@ -1405,3 +1405,17 @@ now cycles the eight AE001H cells row-major and wraps. Focused tests cover the e
Validation: engine **146/146**, opcode sources regenerated, Godot zero-warning build and threaded selftest,
real-scene compositor trace across all eight cells, Ghidra `/v2` annotations saved, and user confirmation
on the normal client path. The automated-shot wrong-CG state remains the pre-existing separate gotcha.
### A2b -- SC0000 post-movie AE001H travel-path correction ✅ DONE (2026-07-11)
The remaining off-screen motion is a separate `0x228` query-model bug, not part of the spritesheet crop.
Native `0x228` decomposes and returns the retained object's target translation (`obj+0x1ac..+0x1b4`), while
the C# VM currently returns its static draw/base position `V24`. For AE001H this changes the first `0x220`
target from `(40,-20)` to `(400,0)`; because the compositor also retains the `(360,20)` draw base, the
sprite was displaced to approximately x=760 before cyclic rotation. `GfxState.TryQueryTranslationTarget`
now exposes the retained target independently of `V24`; VM dispatch matches the native 0/1 status convention
and preserves output operands on a miss. Bytecode-level tests cover the exact three targets `(40,-20)`,
`(50,-80)`, `(130,-100)` plus missing-object behavior. Validation: engine **149/149**, zero-warning Godot
build, and threaded `SELFTEST OK`. Current static SC0000 coverage is **94/129 distinct ops handled
(72.9%)**: 82 implemented + 12 safe no-ops, leaving 35 GAP ops / 88 GAP instructions. By instruction
frequency, 16,169/16,257 are handled (**99.5%**); this gauge does not replace manual end-to-end fidelity.

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@@ -8,26 +8,83 @@ public class AnimChannelTests
{
private static OpcodeTable T() => OpcodeTableJson.Load(Paths.OpcodesJson);
private static Operand G(int addr) => new(3, addr);
private static Operand I(long value) => new(0, value);
private static (int, Operand[]) Exit() => (0x2, System.Array.Empty<Operand>());
[Fact]
public void Op0x22f_SetsPosition_Op0x228_QueriesItBack()
public void Op0x228_QueriesTranslationTarget_NotBasePosition()
{
var t = T();
// g1=handle, g3=x=50, g4=y=60, g5=z=0; op 0x22f sets V24; op 0x228 reads it into g11/g12/g13.
// AE001H has draw/base V24=(360,20), independent of its op-0x220 translation target (40,-20).
var scene = ScriptAssembler.Assemble(t, "GFX", new List<(int, Operand[])>
{
(0x55, new[]{G(1), new Operand(0,0x1000)}), (0x55, new[]{G(2), new Operand(0,0)}),
(0x55, new[]{G(3), new Operand(0,50)}), (0x55, new[]{G(4), new Operand(0,60)}), (0x55, new[]{G(5), new Operand(0,0)}),
(0x22f, new[]{G(1), G(2), G(3), G(4), G(5)}), // set position
(0x228, new[]{G(10), G(1), G(11), G(12), G(13)}), // query position -> g11,g12,g13
(0x55, new[]{G(1), I(0xcf3a)}), (0x55, new[]{G(2), I(0)}),
(0x55, new[]{G(3), I(360)}), (0x55, new[]{G(4), I(20)}), (0x55, new[]{G(5), I(0)}),
(0x22f, new[]{G(1), G(2), G(3), G(4), G(5)}),
(0x55, new[]{G(6), I(300)}), (0x55, new[]{G(7), I(40)}),
(0x55, new[]{G(8), I(20)}), (0x51, new[]{G(8), I(0), G(8)}),
(0x220, new[]{G(1), G(2), G(6), G(7), G(8), G(5)}),
(0x228, new[]{G(10), G(1), G(11), G(12), G(13)}),
Exit(),
}, System.Array.Empty<string>());
var vm = new VirtualMachine(scene, t, new RecordingHost());
vm.Run();
Assert.Equal(50, vm.Globals[11]);
Assert.Equal(60, vm.Globals[12]);
Assert.Equal(40, vm.Globals[11]);
Assert.Equal(-20, vm.Globals[12]);
Assert.Equal(0, vm.Globals[13]);
Assert.Equal(0, vm.Globals[10]); // success flag
Assert.Equal((360L, 20L, 0L), vm.Gfx.TryGet(0xcf3a)!.V24);
}
[Fact]
public void Op0x228_MissingObject_SetsFailureAndPreservesOutputs()
{
var t = T();
var scene = ScriptAssembler.Assemble(t, "GFX_MISSING", new List<(int, Operand[])>
{
(0x55, new[]{G(1), I(0xdead)}), (0x55, new[]{G(11), I(7)}),
(0x55, new[]{G(12), I(8)}), (0x55, new[]{G(13), I(9)}),
(0x228, new[]{G(10), G(1), G(11), G(12), G(13)}), Exit(),
}, System.Array.Empty<string>());
var vm = new VirtualMachine(scene, t, new RecordingHost());
vm.Run();
Assert.Equal(1, vm.Globals[10]);
Assert.Equal((7L, 8L, 9L), (vm.Globals[11], vm.Globals[12], vm.Globals[13]));
}
[Fact]
public void Ae001hThreeLegSequence_BuildsEachTargetFromPreviousTranslationTarget()
{
var t = T();
var ops = new List<(int, Operand[])>
{
(0x55, new[]{G(1), I(0xcf3a)}), (0x55, new[]{G(2), I(0)}), (0x55, new[]{G(3), I(300)}),
(0x55, new[]{G(4), I(360)}), (0x55, new[]{G(5), I(20)}), (0x55, new[]{G(6), I(0)}),
(0x55, new[]{G(40), I(20)}), (0x51, new[]{G(40), I(0), G(40)}),
(0x55, new[]{G(41), I(60)}), (0x51, new[]{G(41), I(0), G(41)}),
(0x22f, new[]{G(1), G(2), G(4), G(5), G(6)}),
(0x228, new[]{G(10), G(1), G(11), G(12), G(13)}),
(0x50, new[]{G(11), G(11), I(40)}), (0x50, new[]{G(12), G(12), G(40)}),
(0x220, new[]{G(1), G(2), G(3), G(11), G(12), G(13)}),
(0x228, new[]{G(20), G(1), G(21), G(22), G(23)}),
(0x50, new[]{G(21), G(21), I(10)}), (0x50, new[]{G(22), G(22), G(41)}),
(0x220, new[]{G(1), G(2), G(3), G(21), G(22), G(23)}),
(0x228, new[]{G(30), G(1), G(31), G(32), G(33)}),
(0x50, new[]{G(31), G(31), I(80)}), (0x50, new[]{G(32), G(32), G(40)}),
(0x220, new[]{G(1), G(2), G(3), G(31), G(32), G(33)}),
Exit(),
};
var vm = new VirtualMachine(ScriptAssembler.Assemble(t, "AE001H_TRAVEL", ops,
System.Array.Empty<string>()), t, new RecordingHost());
vm.Run();
Assert.Equal((40L, -20L, 0L), (vm.Globals[11], vm.Globals[12], vm.Globals[13]));
Assert.Equal((50L, -80L, 0L), (vm.Globals[21], vm.Globals[22], vm.Globals[23]));
Assert.Equal((130L, -100L, 0L), (vm.Globals[31], vm.Globals[32], vm.Globals[33]));
Assert.Equal((130.0, -100.0, 0.0), vm.Gfx.TryGet(0xcf3a)!.TranslationTarget);
}
[Fact]

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@@ -448,6 +448,22 @@ public sealed class GfxState
}
}
/// <summary>Op 0x228: query the translation target decomposed from the native target matrix at
/// obj+0x17c (translation obj+0x1ac/+0x1b0/+0x1b4). This is independent of draw/base position V24.</summary>
public bool TryQueryTranslationTarget(long handle, out (double X, double Y, double Z) target)
{
lock (_lock)
{
if (_objects.TryGetValue(handle, out var o))
{
target = o.TranslationTarget;
return true;
}
target = default;
return false;
}
}
/// <summary>Op 0x21f: delayed one-shot axis-angle rotation target, sharing obj+0x34's start timestamp.</summary>
public void SetRotationChannel(long handle, long delayMs, long durationMs,
(long X, long Y, long Z) axis, long angleDegrees)

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@@ -399,12 +399,15 @@ public sealed class VirtualMachine
Gfx.SetSrcRect(Read(a[0]), Read(a[2]), Read(a[3]), 0, Read(a[1])); return pc + 1;
case "u00421EF0": // 0x232 anim color/glow: (handle)(period)(alpha)(color) — ping-pong the color
Gfx.SetColorAnim(Read(a[0]), Read(a[1]), GfxState.PackColor(Read(a[2]), Read(a[3]))); return pc + 1;
case "u00421940": // 0x228 query-position: (succ)(handle)(outX)(outY)(outZ) <- current V24
case "u00421940": // 0x228: (succ)(handle)(outX)(outY)(outZ) <- target translation matrix
{
var obj = Gfx.TryGet(Read(a[1]));
var v = obj?.V24 ?? default;
Write(a[2], v.X); Write(a[3], v.Y); Write(a[4], v.Z);
Write(a[0], obj != null ? 0 : 1); return pc + 1;
if (Gfx.TryQueryTranslationTarget(Read(a[1]), out var v))
{
Write(a[2], (long)v.X); Write(a[3], (long)v.Y); Write(a[4], (long)v.Z);
Write(a[0], 0);
}
else Write(a[0], 1); // native missing-object path leaves output operands untouched
return pc + 1;
}
case "u00422930": // 0x23f query-object: (out)(handle) <- 0 if the object exists, else -1
Write(a[0], Gfx.TryGet(Read(a[1])) != null ? 0 : -1); return pc + 1;

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@@ -5752,12 +5752,12 @@ abi_source = "kelebek+decode-validated"
[opcode.semantics]
name = "u00421940"
category = "draw"
summary = "0x228 query-position (succ)(handle)(outX)(outY)(outZ): read the object's current computed position into vars (worker FUN_0047cdd0). C# VM: writes V24 + success flag. See docs/engine-re.md §SC0000 anim cluster."
summary = "0x228 query translation target (succ)(handle)(outX)(outY)(outZ): clone the retained object, decompose its target translation matrix at obj+0x17c, and return matrix translation obj+0x1ac/+0x1b0/+0x1b4. Returns succ=0 when found; when absent, writes succ=1 and leaves outputs untouched. The C# VM queries TranslationTarget independently of V24. See docs/engine-re.md §SC0000 anim cluster."
noop_headless = false
source = "kelebek"
confidence = "low"
source = "investigation"
confidence = "high"
depends_on = []
evidence = ""
evidence = "Ghidra /v2 handler gfx_op_0x228_query_position@0x42a3a0 calls gfx_object_query_translation_target@0x47cdd0. The worker copies the complete 0xb5-dword object record, passes copied obj+0x17c to matrix4_decompose_affine@0x48d7c8, and returns its translation outputs; the decomposition reads matrix elements +0x30/+0x34/+0x38, corresponding to obj+0x1ac/+0x1b0/+0x1b4. SC0000 AE001H queries this before each 0x220 leg. C# regression covers targets (40,-20), (50,-80), (130,-100), plus the missing-object output-preservation path."
[[opcode.semantics.args]]
i = 1