gamer147
2c6bf9a4cd
Correct ADV History layout addressing
2026-07-19 10:43:52 -04:00
gamer147
e80a120217
Implement ADV History interaction
2026-07-19 00:13:47 -04:00
gamer147
fef61323b1
Implement visible ADV History presentation
2026-07-18 23:59:26 -04:00
gamer147
7dec791876
Implement ADV History data navigation
2026-07-18 23:41:23 -04:00
gamer147
dae651e0dd
Implement retained ADV History writers
2026-07-18 23:28:26 -04:00
gamer147
bd6c92519c
Document ADV History retained-record model
2026-07-18 23:16:50 -04:00
gamer147
081d1395df
Defer read-message skip persistence design
2026-07-18 22:42:17 -04:00
gamer147
66b13315f2
Correct ADV Hide Window restore behavior
2026-07-18 22:23:06 -04:00
gamer147
ad022ace51
Implement native ADV Hide Window path
2026-07-18 21:14:06 -04:00
gamer147
b76f175333
Document ADV history and remaining button paths
2026-07-18 20:28:36 -04:00
gamer147
7f5b88117b
Pace ADV message skip by engine ticks
2026-07-18 19:04:15 -04:00
gamer147
dc50acaa9b
Implement native ADV message skip
2026-07-18 17:32:12 -04:00
gamer147
4bf98cc7af
Implement ADV controls and native Auto timing
2026-07-18 17:16:06 -04:00
gamer147
8c7c7158a7
Fix retained background lifecycle
2026-07-12 00:00:45 -04:00
gamer147
3aca514497
feat: add runtime ADV page locator
2026-07-11 22:52:26 -04:00
gamer147
b6cd571165
Fix AE001H cyclic color blending
2026-07-11 22:21:10 -04:00
gamer147
aa14ad6b3d
Fix AE001H translation target query
2026-07-11 21:40:16 -04:00
gamer147
5614fc7631
Restore ADV wait indicator
2026-07-11 21:12:24 -04:00
gamer147
ca562da209
Fix AE001H spritesheet animation
2026-07-11 20:37:26 -04:00
gamer147
2a49a0697c
fix(gfx): restore third CG glow
2026-07-11 20:05:51 -04:00
gamer147
7c0495c88d
Optimize identity raster paths
2026-07-11 15:31:56 -04:00
gamer147
4be116e432
Cache compositor source pixels
2026-07-11 14:37:35 -04:00
gamer147
af87aade48
Batch compositor backbuffer updates
2026-07-11 14:28:53 -04:00
gamer147
9f1fcb5602
Optimize static wait presentation
2026-07-11 13:56:30 -04:00
gamer147
0c55d5e8a4
Fix ADV chrome one-shot blending
2026-07-11 13:28:31 -04:00
gamer147
e8c9e1c6a7
Fix movie compositor publication
2026-07-11 12:41:37 -04:00
gamer147
36960d4118
Implement SC0000 movie playback lifecycle
2026-07-11 12:27:51 -04:00
gamer147
0d3078de03
Migrate audio payloads onto asset VFS
2026-07-11 11:01:11 -04:00
gamer147
d6da43c818
Mount SYS4 append asset catalogs
2026-07-11 10:42:33 -04:00
gamer147
ec07c76721
Decode AGF textures through the asset store
2026-07-11 09:55:58 -04:00
gamer147
8e0f769a6e
Implement base SYS4 asset store
2026-07-11 09:14:14 -04:00
gamer147
2232216832
Implement native-backed SC0000 SFX lifecycle
2026-07-11 02:15:17 -04:00
gamer147
0f39a55071
Document native asset VFS roadmap
2026-07-10 23:25:31 -04:00
gamer147
921c91474f
Implement native ADV retained text
2026-07-10 22:46:27 -04:00
gamer147
f94bca4ba5
Refresh retained presentation references
2026-07-10 21:56:57 -04:00
gamer147
85a66afe20
Fix native retained presentation batching
2026-07-10 21:37:42 -04:00
gamer147
8731d6389c
Implement native 0x202 color interpolation
2026-07-10 20:49:28 -04:00
gamer147
d6d1be984e
Implement ADV foreground transition lifecycle
2026-07-10 18:49:53 -04:00
gamer147
768863b48e
feat: add affine rotation rendering and timeline diagnostics
2026-07-10 17:54:33 -04:00
gamer147
4d225618f9
fix: align animation pacing and transforms with native
2026-07-10 15:41:17 -04:00
gamer147
21b2328ee8
docs: mark matrix composition provisional
2026-07-10 10:57:02 -04:00
gamer147
5427e9d776
feat: split native scale and translation channels
2026-07-10 10:28:11 -04:00
gamer147
f2797d5ab7
feat: model ADV coroutines and retained effect teardown
2026-07-10 09:45:43 -04:00
gamer147
d8bdcfed2d
docs: record SC0000 anim cluster coverage (opcodes + slice plan)
...
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 22:13:56 -04:00
gamer147
21788a6264
docs: record blend/transparency slice A (colorkey + alpha/tint + fade fill)
...
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 19:10:31 -04:00
gamer147
1ccbf153f2
docs(slice): record frame-stepped VM as done+merged; note residual graphics gap
...
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 17:39:17 -04:00
gamer147
5366fe2171
docs+godot: finish frame-cadence RE notes + headless shot null-guard
...
Prior-session WIP: RE findings on the engine frame cadence (engine-re.md,
phase-a-slice-plan.md, tools-reference.md) and a null-guard so headless
--shot-sequence advances without a rendered viewport texture.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 17:26:27 -04:00
gamer147
b2291fbb3f
docs: correct the overstated 'opening animates' claim across all docs
...
The frame-paced-sleep slice did NOT make the opening burst animate (only the
one-shot dramatic pauses). Correct the canonical result (phase-a-slice-plan),
the RE doc (engine-re), the opcode source+generated ref (opcodes.toml 0xc8),
and add correction banners to the point-in-time spec/plan. Also folds in the
diagnostics + headless halt-at-wait results into phase-a-slice-plan.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 10:53:08 -04:00
gamer147
e23b458c60
docs(gfx): record the frame-paced sleep slice + SC0000 GAP shrink
...
sleep 0xc8 -> impl, 0x20c present -> safe-noop; handled 65->67/129 (51.9%).
Opening now animates through distinct sleep-paced frames (shot-sequence verified).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com >
2026-07-08 09:08:31 -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