Design artifacts for the merged frame-stepped VM work (throttle the Godot VM
to a per-frame op budget). Probes measured the native ~1788 ops/sec cadence
and uncapped D3D9 Present that motivated the wall-clock-op-rate approach.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
Live capture (esi=engine ctx via operand-fetch, poll object-record array
[esi+0x53d64] stride 120). KEY FINDING: through the full real opening, the record
array holds only 3 persistent UI objects — NO CG objects. The real game does NOT
draw opening CGs via the 0x212-0x21a positioned-object path our headless VM uses;
with state it takes a different (direct) branch. So the bg/sprite drift is a
STATE-DIVERGENCE artifact of the unseeded headless VM, not a missing native op —
the fix is the Phase B state/choices flow (makes label_12649 take the if-branch).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
operand-fetch (call 0x41b940) fires ~8500/sec => the VM interpreter executes
from the in-place unpacked module at 0x400000 (NOT the heap copy) => handlers are
hookable by dump address. gfx-family(0x212-0x215)=0 at the title (no CG commands
until a scene runs).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Dump validated: AGE.EXE is unpacked in-place at 0x400000 in memory (AGF-decoder
landmark @0x474f1f reads real code with the 'BM' 0x4D42 check). Kelebek handler
VAs map directly (VA-0x400000 = file offset). Handler ABI: thiscall (esi=engine
context), operands fetched via call 0x41b940, per-object command-type table at
[esi+idx*120+0x53d88]. 0x215 is part of a native gfx command-buffer manager.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Both on-disk engine images are the same packed binary, so native handler code
exists only unpacked in memory. dump_engine attaches, enumerates ranges, and
dumps the AGE.EXE module + large r-x heap regions (chunked) to build/engine-dump/
for offline disassembly (locate 0x215 @ VA 0x421160 via the dispatch table).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>