Implement root reload and title debug launcher

This commit is contained in:
gamer147
2026-07-20 22:32:49 -04:00
parent df17747f63
commit f21a4c06bf
20 changed files with 1151 additions and 56 deletions

View File

@@ -162,6 +162,16 @@ render texture ops (no GPU context) — run windowed for real scenes. User args
`--scene SC0000 --boot --shot-sequence ... --gfx-log ...` to distinguish control-flow stalls from retained-object/compositor
failures at an exact bytecode boundary. Relative output paths are project-relative (`godot/`).
**Godot debug scene launcher:** press **F4** while the natural boot is showing TITLE. TITLE's visible menu is
a live 1 ms sleep/input-poll loop rather than an ADV `wait-for-input`; the launcher identifies that exact
active child frame and returns it cooperatively at the next completed opcode boundary. The overlay enumerates
all base and mounted-append `.BIN` records by packed id, with All/SC/SP/Debug/Other filters, name or exact
hexadecimal/decimal id search, and archive/raw-id details. `SYSTEM4.BIN` and `TITLE.BIN` are intentionally
unlaunchable. Launch is accepted only for the exact `SYSTEM4.BIN > TITLE.BIN` wait stack; it returns TITLE
with the coordinator globals queued on the VM thread, then lets SYSTEM4 perform its normal computed child
call. F4 outside TITLE prints an unavailable reason and changes no state. Cancel or Escape closes the panel.
The launcher does not seed story/profile state, jump to byte offsets, or force-switch an active child scene.
**Godot page locator:** every normal run recreates `build/page-map-<SCENE>.jsonl`, adding one record per
`wait-for-input` with the run-relative page, page-start location, canonical wait script/offset, last
show-text instruction and string offsets, text, and nested call stack. Use `--page-map <jsonl>` to override