Commit Graph

142 Commits

Author SHA1 Message Date
gamer147
0ed6ff130d feat(godot): Sleep blocks the VM thread so the compositor presents paced frames
op 0xc8 -> Thread.Sleep(duration ms) on the VM background thread (capped 10s);
main thread keeps compositing -> the sleep-paced opening burst gets frames to show.
Unit = ms (RE-confirmed). Selftest OK (plumbing parity; synthetic scene has no sleep).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:02:01 -04:00
gamer147
12b066edfa fix(gfx): serialize GetOrCreate/Register/Release on _lock (compositor race)
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>
2026-07-08 09:01:13 -04:00
gamer147
0cd1ffe9b7 feat(vm): IHost.Sleep seam + dispatch 0xc8 (headless hosts no-op; parity held)
- 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>
2026-07-08 08:59:52 -04:00
gamer147
6ce4da05a1 re(gfx): decode sleep 0xc8 timing (non-blocking ms timer) + 0x20c present
- sleep_op_0xc8 @0x420ec0: arms a non-blocking main-loop-polled timer
  (sleep_timer_arm @0x44cff0); operand = milliseconds. Also carries
  anti-tamper + gfx cmd-type 3 (not needed host-side).
- 0x20c = gfx_op_0x20c_present_frame (host presents continuously -> noop_headless).
- Ghidra annotated + saved; opcodes.toml rebuilt (lint clean); engine-re.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:57:22 -04:00
gamer147
afb76c66aa docs(gfx): implementation plan — frame-paced sleep
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:49:29 -04:00
gamer147
2a54a5bb86 docs(gfx): spec — frame-paced sleep so the SC0000 opening animates
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:44:27 -04:00
gamer147
87d6bf136b docs(gfx): correct 'immediate-mode slot-0' -> engine is RETAINED (native-verified)
The animation-slice note mis-called the SC0000 opening 'immediate-mode slot-0
blits', inferred from our own gfx oracle (which mis-reported slot 0). Verified from
native code + raw bytecode: draw-texture (0x1fb) -> gfx_object_bind_draw@0x47e870
binds a RETAINED object by handle (stores the slot INDEX, a live per-frame ref, not
a snapshot). The opening is a sleep-paced sequence of retained objects with distinct
handles + per-object working slots (CG loader: handle=CG_array[G[0x62450]] INIT2
array, slot=G[0x62452]). Our VM collapses the paced sequence -> only the final state
shows -> needs frame-pacing (scene-coroutine/sleep), not this alpha channel.

engine-re.md: new 'opening render path is RETAINED' subsection. Ghidra: annotated
gfx_op_0x1fb_draw_bind (gfx_object_bind_draw already documented retained).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 08:24:30 -04:00
gamer147
61c11f9e20 docs(gfx): record the animation opening slice results + honest AE* finding
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:56:11 -04:00
gamer147
24f585ebfd feat(gfx): Godot per-object alpha tween + alpha-aware blit + --shot-settle
Retained-object animation channel wired into the compositor: wall-clock tween of
the anim channel over the GLOBAL clock (0x238), opacity from the 3rd vec component,
applied via an alpha-aware BlitLayer. Non-regressing (SC0000 opening page 2 pixel-
identical at settle 3 and 300; selftest OK). Added --shot-settle <frames> to capture
mid-tween.

NOTE: this drives RETAINED-object animations; the opening AE* explosion (AE001D/
AE002B/AE003B) is an immediate-mode slot-0 frame sequence paced by sleep/the render
loop, which our instant execution burst collapses -> needs frame-pacing (scene-
coroutine backlog), not this per-object channel.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:48:23 -04:00
gamer147
f15561a410 feat(gfx): surface anim channel to the compositor via RenderObject.AnimState
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:39:18 -04:00
gamer147
3b3cd79629 feat(gfx): dispatch anim-start 0x234 + set-anim-clock 0x238 (revised global-clock model)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:38:15 -04:00
gamer147
69c741facc feat(gfx): label + dispatch set-anim-transform 0x21e/0x220 into GfxState
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:37:28 -04:00
gamer147
4c7f35c61c feat(gfx): GfxState animation-channel model (per-object transform + global clock)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:34:52 -04:00
gamer147
18e1dc8cbd docs(gfx): decode anim_start/set_anim_clock + confirm SC0000 opening anim subset
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:19:15 -04:00
gamer147
6f9fa02814 docs(gfx): implementation plan for the sprite animation subsystem (opening slice)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 23:05:43 -04:00
gamer147
0bd0fa01d5 docs(gfx): RE the 0x21c-0x243 sprite animation cluster + subsystem spec
Native RE of the largest remaining SC0000 rendering GAP band: resolved every
handler in 0x21c-0x243 (+0x2bd/0x2bf) via the dispatch table (ctx[0x26c93+op]
from FUN_00413860). The cluster is ONE subsystem = sprite transform + animation/
tween; two members already named (0x234 anim_start, 0x238 set_anim_clock).
Decoded representative ops 0x220/0x21e (argc6, cmd-type 0xd, transform worker
(handle,op2,op3,f4,f5,f6); 0x21e normalizes floats /_DAT_00571c28 -> scale%);
worker gfx_anim_set_channel@0x47eaa0 arms an anim channel on the same object
model GfxState tracks. anim_start+set_anim_clock => a per-frame clock that makes
AE* fades animate rather than snap.

engine-re.md: full op->handler map + contract. Ghidra annotated (renamed
gfx_op_0x220_set_transform3_abs / gfx_op_0x21e_set_transform3_norm /
gfx_anim_set_channel + plate comments, saved).

Add the approved brainstorming spec for the opening-slice implementation
(wall-clock tween, opening-driven subset, passive GfxState + compositor tween +
alpha-aware blit).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 22:57:42 -04:00
gamer147
b94a20b9ec feat(tools): per-scene opcode completeness tracker + 0x259 marker fix
Add tools/scene_opcode_coverage.py: histograms a scene's static opcodes and
classifies each vs the C# VM as impl / safe-noop / GAP (effectful op the VM
silently stubs). Implemented set is parsed live from VirtualMachine.cs case arms
(no drift); metadata from build/opcodes.json. Makes a half-rendered scene legible
("N ops still stubbed") instead of implying everything runs.

SC0000 baseline: 129 distinct ops, ~94.8% instruction-weighted handled, 68 GAP.
The tracker cross-checks opcodes.toml vs VM behavior and surfaced 0x259
(script-entry marker) missing its noop_headless flag -> reconciled in opcodes.toml
and rebuilt (regen: age_opcodes_himegari.py, opcode-reference.md).

Docs: tools-reference.md (tool row), phase-a-slice-plan.md (completeness gauge).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 22:57:25 -04:00
gamer147
1b8c8c6ac7 fix(gfx): op 0x215 query registry is separate from the geometry store
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>
2026-07-07 22:09:11 -04:00
gamer147
eeaeabd5cc feat(gfx): Godot per-frame compositor on the surface/object model + restore --boot
Main._Process composites visible objects in ascending-handle order from their live
surface (resId->BMP); GodotAdvHost.DrawTexture no-op'd (retained), ResolveResIdTexture
added. Restored the --boot system-boot handling that the revert had dropped (Main.cs
was running cold, which is why nothing matched the oracle). Verified: booted opening
event CG renders correctly. Selftest green.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 20:38:07 -04:00
gamer147
34ea2f30f9 feat(gfx): surface+object render model (replaces flat layers)
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>
2026-07-07 20:28:47 -04:00
gamer147
6b00a9b93a docs(gfx): RE the full render model (surfaces+objects+handle-order composite); redo spec+Phase1
Reversed create/set/draw-texture handlers + gfx_render_frame: surfaces at ctx+0x52bd4[slot]
(set-texture loads a file with a colorkey); objects in the ctx+0x408 registry reference a
surface by slot (live) + rect + position (V24) + visible bit; render iterates the registry
in ASCENDING HANDLE ORDER (= z-order) and composites visible objects. Answers both unknowns
(z-order = handle; slot 0 not special). Design spec + Phase 1 plan rebuilt on this model,
replacing the flawed flat-layer version. Ghidra annotated (gfx_op_0x1f8/9/b, gfx_object_bind_draw,
gfx_render_frame, gfx_object_composite, gfx_op_0x20c_present_frame).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 20:22:40 -04:00
gamer147
7331f12150 feat(gfx): gfx oracle dumps the retained layer list
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:46:54 -04:00
gamer147
9992a22b7b feat(gfx): draw-texture records a retained layer in GfxState
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:46:21 -04:00
gamer147
b2e9b97790 feat(gfx): retained DrawLayer list in GfxState (thread-safe)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:45:28 -04:00
gamer147
011d0900c5 docs(gfx): animated-compositor design spec + Phase 1 plan + animation RE
engine-re.md: the gfx animation/effects subsystem (gfx_anim_start/0x234, 0x1fd,
0x238 non-blocking anim clock, render model — the fades are host-loop-drivable, no
VM/host lockstep). Design spec: retained per-frame animated compositor, 4-phase.
Phase 1 plan (TDD): retained DrawLayer model + per-frame clear/recomposite. Ghidra
handlers/workers annotated (0x234/0x1fd/0x238/gfx_anim_start).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:41:13 -04:00
gamer147
2f3c40fa64 docs(gfx): render drift RESOLVED (native ops + system boot); align living docs
engine-re.md: 0x1f7 erase correction + 'The render drift's SECOND half' (missing
INIT2 boot state via SYSTEM4) + gfx-command-buffer backlog marked DONE + worker
annotations noted. phase-a-slice-plan A2b: drift RESOLVED (both halves; CGs render
screenshot-confirmed; residual = AE* alpha/blend + cold anchors). tools-reference:
gfx --boot + godot --boot. (Status memory + MEMORY.md + CLAUDE.md updated on disk.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:09:34 -04:00
gamer147
fa23b78f26 fix(gfx): 0x1f7 is a registry ERASE, not a create
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>
2026-07-07 19:05:31 -04:00
gamer147
7feb282657 feat(gfx): gfx --boot runs SYSTEM4 state prefix (INITCONFIG/INIT2/INIT) before the scene
Reuses GameSession to carry boot state into the target scene. INIT2 sets the gfx
handle array (0x62455..) SC0000 assumes; with --boot the objects de-collapse (15
distinct) and several CGs render correctly (EV049AA/EV052DA dst=(0,0)). Residual:
object-slot CGs still start with anchor (0,0) — cold gfx objects vs the real game's
warm ones. Confirms the root cause: missing system-boot state, not a gfx-op bug.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:44:39 -04:00
gamer147
efd9e00160 feat(gfx): CLI gfx oracle reports per-object slots
Dumps vm.Gfx object->slot assignments after a scene run. Confirms 0x215 now
returns distinct slots (SC0000: 8 objects, slots 4-11) — but also reveals the
CG geometry (dst) is still drifted, driving the Phase 4 investigation.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:08:41 -04:00
gamer147
aeaae6f25a test(gfx): drift regression — independent per-object geometry
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:03:30 -04:00
gamer147
aef41c7285 feat(gfx): colored-draw ops store packed ARGB; alpha blend deferred + guarded
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>
2026-07-07 18:02:59 -04:00
gamer147
8ff6614892 feat(gfx): execute gfx command-buffer query/set/lifecycle ops in the VM
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>
2026-07-07 17:48:31 -04:00
gamer147
5c21074454 chore(gfx): set dispatch labels for the gfx command-buffer ops
VM dispatches on the opcodes.toml label field (OpcodeTableJson), so the 14 gfx
ops' labels are set to their dispatch strings. Ops still stubbed until the VM
cases land (Task 3.3+); full suite green (34), lint clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:44:32 -04:00
gamer147
787480d336 feat(gfx): GfxState host-agnostic command-buffer model
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:33:51 -04:00
gamer147
62ddd2029a docs(gfx): Phase 3 TDD plan + resolve vector-pairing risk in the spec
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:24:44 -04:00
gamer147
31234d230e docs(gfx): Phase 2 design spec — host-side gfx command-buffer model
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:14:29 -04:00
gamer147
2a2377badb docs(gfx): reverse the full gfx command-buffer op contract (Phase 1)
Ghidra-read all 13 still-stubbed gfx-family handlers via the dispatch table
(0x1a2/0x1f7/0x1fa/0x1ff/0x202/0x203/0x212/0x213/0x216/0x217/0x218/0x219/0x21a);
recovered 0x219 (was unanalyzed). Every op writes a cmd-type into the current
object record then SETs fields (native worker) or QUERYs fields (returns to
operands). Recorded the op-contract table in engine-re.md, set opcodes.toml
semantics (source=investigation, confidence=high), renamed handlers in Ghidra.

Key finding: the drift has TWO stubbed drivers, not one — 0x215 (slot-select)
AND 0x218/0x21a (per-object geometry vectors feeding the anchor-preserve math).
The subsystem is a per-object record model (slot + position/anchor 3-vectors +
color) queried by the ops; native DirectDraw workers need not be modelled. This
is the spec for Phase 2 (host-side model design).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:01:14 -04:00
gamer147
a8d520a5ef docs(gfx): implementation plan for the gfx command-buffer subsystem
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 16:50:29 -04:00
gamer147
5b07f4ac2b docs(gfx): settle render drift as native cmd-buffer op 0x215 (Ghidra), align docs
Read op 0x215's real handler FUN_0042a0b0 (resolved via the dispatch table
ctx[0x26c93+op]; Kelebek's 0x421160 is VA-drift). It writes cmd-type 5 into the
current gfx-object record and returns a std::map::find over an engine-internal
registry populated by sibling gfx ops (0x1a2 hash insert). The return is native
command-buffer state, not the VM global bank -> seeding story-state cannot fix
the drift. Verdict: (b) a genuine native op, NOT (a) state-divergence.

Reconcile the previously contradictory drift accounts onto one canonical home
(engine-re.md op 0x215), with opcodes.toml carrying the opcode-level semantics
and phase-a-slice-plan / tools-reference / frida README corrected to point at it
instead of repeating the disproven state-divergence conclusion.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 16:40:59 -04:00
gamer147
a6e0bec5c3 docs(roadmap): backlog the state-divergence differ (trace-facility consumer)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:50:07 -04:00
gamer147
f43c08009e Merge feat/engine-diagnostics: engine-level diagnostics trace facility
Typed ITraceSink/TraceEvent seam in Age.Engine; CallScript/OnStub relocated
off IHost to trace events; Null+Text sinks; CLI --trace; Godot dispatch hack
retired onto GodotTraceSink. Default null sink keeps parity byte-identical.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:29:35 -04:00
gamer147
4aa33378d6 chore(godot): track GodotTraceSink.cs.uid (Godot import artifact)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:27:51 -04:00
gamer147
16190c6525 feat(cli): --trace flag streams engine diagnostics (run/play/sweep)
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>
2026-07-07 15:25:59 -04:00
gamer147
2b078e1eb8 refactor(godot): report subroutines via GodotTraceSink, not the IHost queue
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:23:25 -04:00
gamer147
8c6d188e98 refactor(hosting): drop CallScript/OnStub from IHost (now trace events)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:22:40 -04:00
gamer147
b76e9d2c4f feat(diagnostics): VM emits trace events + CallScriptDispatches stat
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:21:28 -04:00
gamer147
87b23aabe4 feat(diagnostics): ITraceSink seam + TraceEvent + Null/Text sinks
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:19:40 -04:00
gamer147
d74a8c4a95 docs: engine diagnostics implementation plan
6 TDD tasks: seam types -> VM emission -> IHost slimming -> Godot rewiring
-> CLI --trace -> verify+memory. Parity guarded by default NullTraceSink.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:14:23 -04:00
gamer147
b9584b635e docs: engine diagnostics / trace-facility design spec
Typed ITraceSink/TraceEvent seam in Age.Engine (zero deps, allocation-free
hot path); relocate CallScript/OnStub off IHost; Null + Text sinks; CLI
--trace; Godot dispatch hack retired onto a sink. Serilog/EventSource
deferred to optional edge sinks.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:05:13 -04:00
gamer147
9bd8f4d357 docs: mark A1/A2a vm0-parity + 186-selftest records as superseded
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 14:22:04 -04:00