capture_global_writes.py hooks vm_operand_write@0x425fb0 (plaintext values,
before the obfuscated store — sidesteps the shelved flat-scan problem) and folds
the engine's global-int writes into a GameSession snapshot. --spawn captures from
boot (packer-aware: polls until the code unpacks, then attaches — AGE.EXE unpacks
in-place so a spawn-time hook hits packed bytes; also kills the spawned pid if
setup fails so no suspended orphan). Age.Cli 'trace ... --state <snap>' runs a
scene from the captured state.
Validated: a real boot->new-game->SC0000 capture (34008 globals incl. G[0x6c1]=1)
seeds the VM to match the engine's ENTIRE opening (542 ops, no non-realignable
fork) with zero manual seeding. Residual: a 2-op color detour (0x202/0x203)
unfixed by state = a real branch diff to chase. Engine 81/81, diff 5/5.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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>