gamer147
12af952b77
Implement positioned movie playback opcode
2026-07-29 15:41:01 -04:00
gamer147
feef18d411
Implement INPUTNAME string opcodes
2026-07-29 13:21:15 -04:00
gamer147
2908d38663
Implement forced BGM opcodes
2026-07-29 12:38:54 -04:00
gamer147
137fae848f
Implement diagnostic output opcodes
2026-07-29 11:54:09 -04:00
gamer147
2777da435b
Implement legacy black surface fades
2026-07-29 10:40:38 -04:00
gamer147
1678459b05
Implement CONFIG mixer and native profile persistence
2026-07-29 10:22:22 -04:00
gamer147
dad3ed4a4b
Implement looping SFX and immediate rotation opcodes
2026-07-28 23:45:48 -04:00
gamer147
c045e4f639
Fix ADV config opacity and text lifetime
2026-07-28 12:21:32 -04:00
gamer147
b2f1b4a45e
Fix retained ADV text in menu layouts
2026-07-27 13:29:17 -04:00
gamer147
7a11a3853d
Restore complete numbered save state
2026-07-24 18:43:21 -04:00
gamer147
aba29b9078
Load shared save preview metadata
2026-07-24 17:05:13 -04:00
gamer147
3ace5371e6
Implement native layout-3 save restoration
2026-07-24 16:23:01 -04:00
gamer147
3b63c42826
Implement numbered save pair lifecycle
2026-07-24 15:32:55 -04:00
gamer147
1a2ea008c6
Use universal packed resource resolution
2026-07-21 20:23:32 -04:00
gamer147
6e147014ec
Implement DEBUGMAP combat frontier
2026-07-21 19:30:56 -04:00
gamer147
9fd94ff540
fix: avoid AGF decode during movie preroll
2026-07-21 15:15:23 -04:00
gamer147
fdcfbd9fa6
Implement movie surface stop-time queries
2026-07-21 14:43:24 -04:00
gamer147
44bbf5b6b4
Render DEBUGMAP tiled field surfaces
2026-07-21 13:02:02 -04:00
gamer147
c6b4985984
Implement held ADV fast-forward input
2026-07-21 10:45:46 -04:00
gamer147
f6479209ea
Implement ROOM fades and character voices
2026-07-21 00:47:29 -04:00
gamer147
f21a4c06bf
Implement root reload and title debug launcher
2026-07-20 22:32:49 -04:00
gamer147
df17747f63
Implement modal startup movies
2026-07-20 20:23:15 -04:00
gamer147
d740c27b4a
Implement retained graphics lifecycle ops
2026-07-20 14:29:41 -04:00
gamer147
e3b2cbed83
Implement deferred SFX and voice duck control
2026-07-20 11:29:12 -04:00
gamer147
0fb608c35e
Implement ADV text publication service
2026-07-20 10:18:10 -04:00
gamer147
8f94ef86ac
Implement ADV History voice replay
2026-07-19 14:11:49 -04:00
gamer147
538e87d368
Clear ADV History presentation on exit
2026-07-19 11:32:36 -04:00
gamer147
32a67b88de
Implement visible ADV History presentation
2026-07-18 23:59:26 -04:00
gamer147
56f8adfa2d
Correct ADV Hide Window restore behavior
2026-07-18 22:23:06 -04:00
gamer147
d8ead3da6e
Implement native ADV Hide Window path
2026-07-18 21:14:06 -04:00
gamer147
ec2a6c22b0
Pace ADV message skip by engine ticks
2026-07-18 19:04:15 -04:00
gamer147
d52e5b4725
Implement native ADV message skip
2026-07-18 17:32:12 -04:00
gamer147
05518a200f
Implement ADV controls and native Auto timing
2026-07-18 17:16:06 -04:00
gamer147
5275ec5f4f
Restore ADV wait indicator
2026-07-11 21:12:24 -04:00
gamer147
024accd8d1
Implement SC0000 movie playback lifecycle
2026-07-11 12:27:51 -04:00
gamer147
99ce351041
Implement native-backed SC0000 SFX lifecycle
2026-07-11 02:15:17 -04:00
gamer147
34db35903b
Implement native ADV retained text
2026-07-10 22:46:27 -04:00
gamer147
7f900c8fc6
Implement ADV foreground transition lifecycle
2026-07-10 18:49:53 -04:00
gamer147
cd93ebae2e
feat: add IHost.FrameYield per-opcode hook (no-op headless, parity held)
...
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 17:29:50 -04:00
gamer147
5f245d4cf4
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
2a71847a5d
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
e010393b8a
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
6604a1fa54
Test on synthesized scenes with full handling, not crippled real scenes
...
- 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 >
2026-07-07 13:45:42 -04:00