Commit Graph

81 Commits

Author SHA1 Message Date
gamer147
280705d69c Correct ADV History layout addressing 2026-07-19 10:43:52 -04:00
gamer147
1fdedfb41f Implement ADV History interaction 2026-07-19 00:13:47 -04:00
gamer147
32a67b88de Implement visible ADV History presentation 2026-07-18 23:59:26 -04:00
gamer147
ac5437c5cf Implement ADV History data navigation 2026-07-18 23:41:23 -04:00
gamer147
b7ea16b54c Implement retained ADV History writers 2026-07-18 23:28:26 -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
96e5306148 Fix retained background lifecycle 2026-07-12 00:00:45 -04:00
gamer147
b41ae36168 Fix AE001H cyclic color blending 2026-07-11 22:21:10 -04:00
gamer147
f195934324 Fix AE001H translation target query 2026-07-11 21:40:16 -04:00
gamer147
5275ec5f4f Restore ADV wait indicator 2026-07-11 21:12:24 -04:00
gamer147
0bf6b43a32 Fix AE001H spritesheet animation 2026-07-11 20:37:26 -04:00
gamer147
593a24b510 fix(gfx): restore third CG glow 2026-07-11 20:05:51 -04:00
gamer147
1f18a378d3 Optimize identity raster paths 2026-07-11 15:31:56 -04:00
gamer147
3b5dbc6c2c Optimize static wait presentation 2026-07-11 13:56:30 -04:00
gamer147
54d11f513d Fix ADV chrome one-shot blending 2026-07-11 13:28:31 -04:00
gamer147
024accd8d1 Implement SC0000 movie playback lifecycle 2026-07-11 12:27:51 -04:00
gamer147
233f791c10 Migrate audio payloads onto asset VFS 2026-07-11 11:01:11 -04:00
gamer147
e0ca7936e2 Mount SYS4 append asset catalogs 2026-07-11 10:42:33 -04:00
gamer147
a1f6d0ab51 Decode AGF textures through the asset store 2026-07-11 09:55:58 -04:00
gamer147
b6c3b1660d Implement base SYS4 asset store 2026-07-11 09:14:14 -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
82afcf5506 Fix native retained presentation batching 2026-07-10 21:37:42 -04:00
gamer147
992215cc48 Implement native 0x202 color interpolation 2026-07-10 20:49:28 -04:00
gamer147
7f900c8fc6 Implement ADV foreground transition lifecycle 2026-07-10 18:49:53 -04:00
gamer147
bb16a5496a feat: add affine rotation rendering and timeline diagnostics 2026-07-10 17:54:33 -04:00
gamer147
014d128ccd fix: align animation pacing and transforms with native 2026-07-10 15:41:17 -04:00
gamer147
c14c7fdced feat: split native scale and translation channels 2026-07-10 10:28:11 -04:00
gamer147
d9611a03b1 feat: model ADV coroutines and retained effect teardown 2026-07-10 09:45:43 -04:00
gamer147
06231b9459 feat(engine): --trace-json emitter for the differential oracle
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>
2026-07-09 11:20:23 -04:00
gamer147
c0b6199dbc fix: color-op alpha (0x202/0x203/0x232) is TINT STRENGTH, not object opacity
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>
2026-07-08 23:41:03 -04:00
gamer147
a014b90189 feat: wire SC0000 anim cluster ops (0x22f/0x229 pos, 0x239/0x231 sheet, 0x232 glow, 0x228/0x23f query)
Coverage 67->74/129; parity held (79/79, sweep 284/13).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 22:07:51 -04:00
gamer147
b9ca284f90 feat: port anim interpolator (ping-pong spritesheet cell + color glow) on nowMs
BlendMath.PingPong + SnapshotVisibleObjects(nowMs); no-arg overload keeps
headless callers deterministic (parity held, 76/76 + sweep 284/13).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 22:05:00 -04:00
gamer147
7ca51bfdf3 feat: add src-rect (spritesheet) + animated-color channel fields/mutators
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>
2026-07-08 22:02:46 -04:00
gamer147
143fe8258c feat: resolve per-object alpha/tint/blend into RenderObject (colorkey retained)
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>
2026-07-08 19:06:34 -04:00
gamer147
4ee7a26e3f feat: add BlendMath (colorkey match + ARGB unpack)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 19:04:12 -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
82492d8a6c feat: add FrameClock (virtual clock + per-frame op budget)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 17:27:41 -04:00
gamer147
791ea2ca0f fix(vm): faithful headless — halt at wait-for-input instead of plowing
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>
2026-07-08 10:45:32 -04:00
gamer147
9ccfc43959 feat(diag): aggregating + filtered trace sinks (histogram, op-filter, per-script)
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>
2026-07-08 09:50:07 -04:00
gamer147
35d3e97b27 chore: remove stray *.bak files (perl -i backups swept in by a dir git-add)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:13:11 -04:00
gamer147
8ac9e6675b 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
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
bcb95f3bb5 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
0495628b99 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
328c25bc56 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