JsonOffsetTraceSink records every executed instruction offset (bytecode word
index) of one target script, in order, filtered to the scene's own frame
(call-script subroutines excluded) to match the Frida engine tracer's
per-codebase filter. Wired as 'trace <SCENE.BIN> [--boot] --trace-json <out>'.
Observe-only; sweep path and trace parity untouched. +2 xUnit tests.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Traced end-to-end (AGE_DIAG_SETTEX): set-texture slot=G[0x62452] <- query-gfx-object?
(-1 for unregistered CG handles) -> fallback lookup-array-2d(rec[s3]=G[0x3239])=0
because the slot table is never filled: label_125bd (SC0000 0x50f, slots 4..13) is
gated behind the scene-coroutine framework (0x140 coroutine-yield, stubbed). Adds
env-gated VM set-texture/query slot diagnostics + GfxState.IsRegistered.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Root cause (evidence: gfx-log) of the opening-CG grey background: a CG drawn with
(alpha=0, color=white) means 'no tint' = fully opaque, but slice-A conflated the
color alpha with object opacity -> the CG rendered transparent. RenderObject now
carries TintStrength separately from Alpha (opacity); resolution keeps textured
objects opaque. Tests updated to the evidence-based semantics.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Adapted to Task-1 RE: position is a direct V24 set (not ping-pong); the
oscillating channels are src-rect scroll (0x231/0x239) and color glow (0x232).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
0x202/0x203 now route through GfxState.SetObjectColor (sets HasColor);
SnapshotVisibleObjects resolves Alpha/Tint/BlendKind. Drops the stale
'alpha deferred' trace stub — alpha/tint is now consumed by the compositor.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The headless divergence that sent us chasing a phantom 'sleep' spin: op 0x72
wait-for-input was a no-op headless, so a run plowed past all 166 of a scene's
prompts into code no real playthrough reaches (SC0000 -> the name-entry poll
loop, spinning sleep 1 493k x to STEP-LIMIT). That path is a fiction.
Fix: VmOptions.HaltAtWaitForInput -> the VM halts (reason 'wait-for-input') at
0x72. run/play default to faithful (SC0000 now halts at ~402 steps, 0 sleeps,
matching the real run's path to the first prompt); --plow opts into the old
walk-every-page coverage. sweep stays plow by default (dialogue oracle, 284/13
unchanged); --halt-at-wait makes all 297 scenes halt cleanly at their first
prompt (0 STEP-LIMIT). Godot unaffected (really blocks on input; flag false).
Engine 58/58 (2 new); sweep default 284/13 unchanged; Godot selftest OK.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The existing trace framework only had a flat text formatter, so every question
became 'dump millions of lines, then grep'. This session that cost a long wrong
detour. Add, all observe-only (parity preserved):
- HistogramTraceSink: execution counts per opcode AND per call-site (script:pc)
with a sample operand. Dumped sorted after the run. This is what instantly
showed the 493k headless 'sleep's are INPUTNAME.BIN:0x1c3 (a name-entry poll
loop), not the opening.
- TraceSinkBase: tracks the frame stack -> attributes each step to its REAL
script (nested call-script frames included) = the 'which script is this pc in?'
answer a bare step trace can't give.
- TextTraceSink: op-filter (--trace-ops sleep,draw-texture,...) + script:pc tags.
- CompositeTraceSink: fan-out (text + histogram + Godot's call-script queue).
- OpcodeTable.ByLabel: mnemonic -> opcode for --trace-ops.
- CLI: --trace-histogram, --trace-ops, robust --trace-file (mkdir -p).
- Godot: --trace-histogram <file> profiles the REAL run (headless flow diverges:
real run to page 1 is 562 steps / 0 sleeps vs headless 2M steps / 493k sleeps).
- Also: --sleep-scale <f> debug knob to slow the paced opening for inspection.
Engine 56/56 (4 new); sweep parity 284/13; Godot builds + dogfooded end-to-end.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Once sleep paces the VM thread, the main-thread compositor's SnapshotVisibleObjects
truly overlaps VM-thread _objects/_registry writes. GetOrCreate/Register/Release were
unlocked -> 'Destination array is not long enough' under concurrent enumeration.
_lock is re-entrant so BindDraw/EraseRange (already locked) stay correct. 52 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- IHost.Sleep(long duration); VM case "sleep" forwards the raw operand.
- 8 non-Godot hosts no-op Sleep; RecordingHost records it.
- SleepDispatchTests (51 green); sweep unchanged 284 exit / 13 STEP-LIMIT.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
The retained-mode "2nd CG renders off-screen" bug: GfxState conflated two
distinct native structures. It assigned a fabricated AcquireSlot() slot on
every GetOrCreate (called by all geometry/draw ops) and returned it from
QuerySlot (op 0x215). But Ghidra (gfx_op_0x215_register_query @0x42a0b0 /
gfx_op_0x1a2_registry_insert @0x42d360) shows 0x215 does map.find(handle) over
a registry populated ONLY by op 0x1a2 -- it never allocates a slot.
So a CG handle (never 0x1a2-registered) read back as "existing", took the
existing branch of label_12649, ran get-texture-size on the wrong slot (0),
got size 0, and computed dst = pos(0,0) - (w/2,h) = (-400,-600) -> off-screen.
The real engine returns -1 -> the fresh branch -> anchor from the INIT2 arrays
-> dst=(0,0).
Fix: GfxState keeps a separate _registry (HashSet) populated only by
Register() (op 0x1a2); QuerySlot returns the handle if registered else -1, and
no longer consults the geometry store or invents slots. Drop AcquireSlot /
GfxObject.Slot / the free-list.
Verified: Age.Cli gfx --boot SC0000.BIN -> all event CGs dst=(0,0), zero
(-400,-600) draws; Godot --boot pages 1/2/4 render opening CGs full-screen;
engine 44/44; sweep parity 284 exit / 13 STEP-LIMIT unchanged.
Docs: engine-re.md (query-registry-vs-geometry-store section), opcodes.toml
0x1a2/0x215 rebuilt; Ghidra helpers gfx_registry_map_find/hash_insert
annotated + saved. Tests rewritten to the native contract.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
GfxState: SurfaceStore (slot->{resId,colorkey} from create/set-texture) + object
SourceSlot/SrcRect/Visible (from draw-texture bind); SnapshotVisibleObjects returns
visible objects in ascending-handle order (=z-order) with their live surface resolved.
VM set/create/draw-texture wired to it. Oracle dumps visible objects. Erase removes the
object from the registry (faithful). Engine 44 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
RE correction: op 0x1f7's worker gfx_registry_erase_range (@0x47d8b0) loops
gfx_registry_erase over [handle, handle+count) — a teardown, not a create.
Objects are created lazily by the geometry SET ops (gfx_object_get_or_create).
GfxState.EraseRange + VM case + tests; opcodes.toml renamed gfx-elem-create ->
gfx-elem-erase; Ghidra handler + workers annotated. Booted SC0000 CG geometry
unchanged for the working CGs (no regression). Engine 40 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
0x202/0x203 pack (alpha,color) via GfxState.PackColor onto the object; the actual
alpha/additive blend is deferred and surfaced once through the trace sink (observe-
only, parity held). Full suite 37 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Gfx property on VirtualMachine + dispatch cases for the query ops (0x215/0x216/
0x218/0x21a), set ops (0x217/0x219/0x1ff/0x212/0x213) and lifecycle (0x1a2/0x1f7/
0x1fa). Query ops write results to operands like get-texture-size; set ops mutate
GfxState. Round-trip + distinct-slot tests pass; full suite 36 green (parity held).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Also gate Stub events under TracingSteps: stubbed ops are per-instruction
frequency (0x258/0x259 stmt markers en masse), so --trace stays a clean
high-level flow view; --trace-steps shows step+stub detail.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- ScriptAssembler (Age.Engine/Sys4): assemble code+strings -> Script (inverse of
Sys4Loader; also Phase-D modding-assembler groundwork).
- SyntheticSceneTests: deterministic show-text/wait/nested-call-script/shared-global
scene run with call-script handling ON.
- WaitForInputTests: reworked onto a synthesized two-page scene (was: SC0000 stub=186).
- RecoverTests: full call-script handling via a no-op subroutine double (isolates
RECOVER's ISA semantics from real subroutines' game-state deps).
- Retire TraceDiffTests: it matched the C# VM to vm0.py's stubbed-call-script trace;
vm0.py is retired from oracle duty, and we no longer gate handling to keep it matching.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Integration: ADDILL executes ADDILLSUB + CALCREVISE and returns to its own exit.
Sweep (execution on): 284/297 exit clean, 13 STEP-LIMIT (input/state-gated ADV
scenes that now spin headless once subroutine global-writes drive their loops —
state divergence, not a call-script bug; 0 depth-cap, 0 unresolved, 0 crashes).
Removed the dead _halted field (halt propagates via FrameOutcome).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
ToJson/FromJson round-trip the persistent global bank; play --save-state <file>
persists it, --state <file> restores it — so an expensive booted state (23646
globals) is captured once and reused without re-running *INIT, and it's the
foundation for real save-file work. Tests: unit round-trip + booted-state
survives snapshot (skill data intact). Engine 18/18.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Persistent global store carried across scenes (the engine's flat global bank),
the substrate for cross-scene flow and state seeding. GameSession seeds a fresh
VM from session state, runs, merges back; VM untouched so trace/selftest parity
holds. Age.Cli play <SCENE...> [0xADDR=VAL] runs a sequence carrying state.
Tests (engine 15/15): state persists A->B; seed visible to scene; SC0000 via
session byte-identical to single run; seeding form flag 0xa57=1 changes behavior.
Demonstrated: play SC0000 0xa57=1 -> 186->229 lines (Lily's form-gated dialogue
executes); SC0000->SC0030 carries 76 globals. Operationalizes the state-
divergence finding. Godot selftest OK.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BmpHeader.ReadDims reads texture dims from the pre-converted BMP header (VM-
thread-safe, no pixel decode) — the data source for GetTextureSize. `Age.Cli gfx
<SCENE>` runs a scene and dumps set-texture/get-texture-size/draw-texture in
order with resolved file + computed geometry, mirroring the `audio` diagnostic.
Confirms 0x208 now yields real dims (800x600/800x800/800x227) and sane UI
geometry; surfaces the first-load anchor edge (unseeded state, Phase B).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Promote 0x208 from stub to a real VM op that writes the loaded texture's
width/height into its two output globals, via new IHost.GetTextureSize. This is
the single native primitive the CG-load subroutine (SC0000 label_12649) needs;
all downstream centering/anchor geometry is already computed in bytecode.
Non-Godot hosts return (0,0) so trace/selftest parity holds (engine 9/9 incl.
TraceDiffTests). Godot host gets a temporary (0,0) stub; real impl in the
compositor task.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire audio end-to-end (OGG plays natively in Godot; no Frida, no decode):
- IHost.PlayBgm/PlayVoice + VM dispatch for play-bgm(0xbf)/play-voice(0xc4).
Non-Godot hosts no-op them so --selftest + engine 8/8 stay byte-identical.
- GodotAdvHost resolves id->OGG; Main plays via two AudioStreamPlayer nodes
(BGM looping; voice interrupt-on-new).
Key finding (by-ear, systematic-debugging): the two audio ops use DIFFERENT
addressing — the earlier "unified manifest" assumption was wrong for BGM.
- play-voice -> per-scene manifest files[base+id] (offset 0, same as textures).
Confirmed by ear; upgraded med->HIGH.
- play-bgm -> DIRECT LITERAL NAME BGM{id:03d}.OGG, NOT the manifest.
Real game: play-bgm 5->BGM005, 8->BGM008 (manifest gave +1). Proven by
play-bgm 0x23->BGM035 (real standalone track; BGM set skips 030-034) that the
manifest mis-resolved to a graphics entry. Fix is BGM-only:
ResourceMap.BgmPathById; voices/textures unchanged.
Also: Lily's silence root-caused as correct form-gating (G[0xa57/0xa58/0xa59]),
left unseeded by choice (no dummy state). Added diagnostic
`Age.Cli audio <SCENE.BIN> [0xADDR=VAL ...]`. Corrected opcodes.toml (play-bgm
direct-name, play-voice HIGH) + docs/memory (dropped the bogus unified-manifest
/ Frida-BGM006 claims).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Runtime finding: SC0000's bg is a slot-0 full-screen slideshow (res 0x23 first), not the
static-path res 0x21. Target corrected to 0x23. CaptureHost/CountHost no-op the new methods.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>