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>
- 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>
The retained-mode "2nd CG renders off-screen" bug: GfxState conflated two
distinct native structures. It assigned a fabricated AcquireSlot() slot on
every GetOrCreate (called by all geometry/draw ops) and returned it from
QuerySlot (op 0x215). But Ghidra (gfx_op_0x215_register_query @0x42a0b0 /
gfx_op_0x1a2_registry_insert @0x42d360) shows 0x215 does map.find(handle) over
a registry populated ONLY by op 0x1a2 -- it never allocates a slot.
So a CG handle (never 0x1a2-registered) read back as "existing", took the
existing branch of label_12649, ran get-texture-size on the wrong slot (0),
got size 0, and computed dst = pos(0,0) - (w/2,h) = (-400,-600) -> off-screen.
The real engine returns -1 -> the fresh branch -> anchor from the INIT2 arrays
-> dst=(0,0).
Fix: GfxState keeps a separate _registry (HashSet) populated only by
Register() (op 0x1a2); QuerySlot returns the handle if registered else -1, and
no longer consults the geometry store or invents slots. Drop AcquireSlot /
GfxObject.Slot / the free-list.
Verified: Age.Cli gfx --boot SC0000.BIN -> all event CGs dst=(0,0), zero
(-400,-600) draws; Godot --boot pages 1/2/4 render opening CGs full-screen;
engine 44/44; sweep parity 284 exit / 13 STEP-LIMIT unchanged.
Docs: engine-re.md (query-registry-vs-geometry-store section), opcodes.toml
0x1a2/0x215 rebuilt; Ghidra helpers gfx_registry_map_find/hash_insert
annotated + saved. Tests rewritten to the native contract.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
GfxState: SurfaceStore (slot->{resId,colorkey} from create/set-texture) + object
SourceSlot/SrcRect/Visible (from draw-texture bind); SnapshotVisibleObjects returns
visible objects in ascending-handle order (=z-order) with their live surface resolved.
VM set/create/draw-texture wired to it. Oracle dumps visible objects. Erase removes the
object from the registry (faithful). Engine 44 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
RE correction: op 0x1f7's worker gfx_registry_erase_range (@0x47d8b0) loops
gfx_registry_erase over [handle, handle+count) — a teardown, not a create.
Objects are created lazily by the geometry SET ops (gfx_object_get_or_create).
GfxState.EraseRange + VM case + tests; opcodes.toml renamed gfx-elem-create ->
gfx-elem-erase; Ghidra handler + workers annotated. Booted SC0000 CG geometry
unchanged for the working CGs (no regression). Engine 40 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Reuses GameSession to carry boot state into the target scene. INIT2 sets the gfx
handle array (0x62455..) SC0000 assumes; with --boot the objects de-collapse (15
distinct) and several CGs render correctly (EV049AA/EV052DA dst=(0,0)). Residual:
object-slot CGs still start with anchor (0,0) — cold gfx objects vs the real game's
warm ones. Confirms the root cause: missing system-boot state, not a gfx-op bug.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Dumps vm.Gfx object->slot assignments after a scene run. Confirms 0x215 now
returns distinct slots (SC0000: 8 objects, slots 4-11) — but also reveals the
CG geometry (dst) is still drifted, driving the Phase 4 investigation.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
0x202/0x203 pack (alpha,color) via GfxState.PackColor onto the object; the actual
alpha/additive blend is deferred and surfaced once through the trace sink (observe-
only, parity held). Full suite 37 green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Gfx property on VirtualMachine + dispatch cases for the query ops (0x215/0x216/
0x218/0x21a), set ops (0x217/0x219/0x1ff/0x212/0x213) and lifecycle (0x1a2/0x1f7/
0x1fa). Query ops write results to operands like get-texture-size; set ops mutate
GfxState. Round-trip + distinct-slot tests pass; full suite 36 green (parity held).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Also gate Stub events under TracingSteps: stubbed ops are per-instruction
frequency (0x258/0x259 stmt markers en masse), so --trace stays a clean
high-level flow view; --trace-steps shows step+stub detail.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- CLI run: report call-script dispatch count + distinct source scripts per run.
- Godot --scene <NAME>: play any scene (not just SC0000).
- Godot reports the call-scripts executed as nested frames at scene end (collected
thread-safely; Godot drops GD.Print from the VM background thread).
Demonstrated live: SC0240 in Godot executes 29 call-scripts (RESETLAND, SETEN,
ADDEN, RENDERMAP, SETOBJ, DRAWOBJ, CALCREVISE, LOOK) as nested subroutine frames.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
- 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>
Integration: ADDILL executes ADDILLSUB + CALCREVISE and returns to its own exit.
Sweep (execution on): 284/297 exit clean, 13 STEP-LIMIT (input/state-gated ADV
scenes that now spin headless once subroutine global-writes drive their loops —
state divergence, not a call-script bug; 0 depth-cap, 0 unresolved, 0 crashes).
Removed the dead _halted field (halt propagates via FrameOutcome).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
sweep [--boot] [0xADDR=VAL...] runs each scene with and without the seeds from
the same baseline and reports which scenes' dialogue changes. Maps a story flag's
reach across the corpus. Finding: the Lily form-A flag 0xa57=1 changes dialogue
in 34/297 scenes (SC0000 186->229, SC0040 111->156, ...) — a pervasive ADV lever,
validating the state-divergence finding at scale. Engine 18/18.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Runs every SC/SP scene through GameSession (fresh or booted-from-snapshot) and
reports halt distribution + line counts. Unbooted matches the vm0.py A0 baseline
(294 exit + the same 3 LOOP scenes) — cross-validates the C# VM at scale.
FINDING: booting the *INIT data tables gives byte-identical results (regression-
free) but does NOT change ADV dialogue flow — *INIT feeds gameplay; ADV branches
key on story-state flags (chapter/form/choices) from the progression layer, not
*INIT. So story-state seeding (e.g. the Lily form flag) is the ADV-unlock lever.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
ToJson/FromJson round-trip the persistent global bank; play --save-state <file>
persists it, --state <file> restores it — so an expensive booted state (23646
globals) is captured once and reused without re-running *INIT, and it's the
foundation for real save-file work. Tests: unit round-trip + booted-state
survives snapshot (skill data intact). Engine 18/18.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
All 9 *INIT scripts run clean and populate the game's data tables into the
global bank. play --boot prepends them before scenes so scenes see real
skill/item/unit/map/stage state (23646 globals for SC0000). Test cross-checks
the VM's SKINIT population against the static extraction (build/data/SKINIT.json:
skill 0 '飛行'@0x23a3, G[0xa6e5b]=30) — validates both the VM and extract_init.
Engine 16/16.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Persistent global store carried across scenes (the engine's flat global bank),
the substrate for cross-scene flow and state seeding. GameSession seeds a fresh
VM from session state, runs, merges back; VM untouched so trace/selftest parity
holds. Age.Cli play <SCENE...> [0xADDR=VAL] runs a sequence carrying state.
Tests (engine 15/15): state persists A->B; seed visible to scene; SC0000 via
session byte-identical to single run; seeding form flag 0xa57=1 changes behavior.
Demonstrated: play SC0000 0xa57=1 -> 186->229 lines (Lily's form-gated dialogue
executes); SC0000->SC0030 carries 76 globals. Operationalizes the state-
divergence finding. Godot selftest OK.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Godot host: source images kept per slot with dims read from the BMP header on
the VM thread (synchronous, so the bytecode's geometry math sees real sizes);
draw-texture blits src rect -> dst into one 800x600 canvas in execution order,
shown by a single TextureRect. Selftest byte-parity preserved.
Slot 0 = primary/screen surface: seed its dims to 800x600 (the boot-time
create-texture the single-scene harness skips) and record create-texture(w,h),
so the first CG's anchor-preserve math stays an identity instead of corrupting
the persistent base globals. Fixes the grey-first-CG opening. Verified: SC0000
pages 1/3 composite the opening event CG at (0,0) with dialogue over it.
Also adds a --shot <png> [--shot-page N] dev capture to Main (page-gated on a
VM-thread counter) for headless visual verification.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
BmpHeader.ReadDims reads texture dims from the pre-converted BMP header (VM-
thread-safe, no pixel decode) — the data source for GetTextureSize. `Age.Cli gfx
<SCENE>` runs a scene and dumps set-texture/get-texture-size/draw-texture in
order with resolved file + computed geometry, mirroring the `audio` diagnostic.
Confirms 0x208 now yields real dims (800x600/800x800/800x227) and sane UI
geometry; surfaces the first-load anchor edge (unseeded state, Phase B).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Promote 0x208 from stub to a real VM op that writes the loaded texture's
width/height into its two output globals, via new IHost.GetTextureSize. This is
the single native primitive the CG-load subroutine (SC0000 label_12649) needs;
all downstream centering/anchor geometry is already computed in bytecode.
Non-Godot hosts return (0,0) so trace/selftest parity holds (engine 9/9 incl.
TraceDiffTests). Godot host gets a temporary (0,0) stub; real impl in the
compositor task.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Wire audio end-to-end (OGG plays natively in Godot; no Frida, no decode):
- IHost.PlayBgm/PlayVoice + VM dispatch for play-bgm(0xbf)/play-voice(0xc4).
Non-Godot hosts no-op them so --selftest + engine 8/8 stay byte-identical.
- GodotAdvHost resolves id->OGG; Main plays via two AudioStreamPlayer nodes
(BGM looping; voice interrupt-on-new).
Key finding (by-ear, systematic-debugging): the two audio ops use DIFFERENT
addressing — the earlier "unified manifest" assumption was wrong for BGM.
- play-voice -> per-scene manifest files[base+id] (offset 0, same as textures).
Confirmed by ear; upgraded med->HIGH.
- play-bgm -> DIRECT LITERAL NAME BGM{id:03d}.OGG, NOT the manifest.
Real game: play-bgm 5->BGM005, 8->BGM008 (manifest gave +1). Proven by
play-bgm 0x23->BGM035 (real standalone track; BGM set skips 030-034) that the
manifest mis-resolved to a graphics entry. Fix is BGM-only:
ResourceMap.BgmPathById; voices/textures unchanged.
Also: Lily's silence root-caused as correct form-gating (G[0xa57/0xa58/0xa59]),
left unseeded by choice (no dummy state). Added diagnostic
`Age.Cli audio <SCENE.BIN> [0xADDR=VAL ...]`. Corrected opcodes.toml (play-bgm
direct-name, play-voice HIGH) + docs/memory (dropped the bogus unified-manifest
/ Frida-BGM006 claims).
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Runtime finding: SC0000's bg is a slot-0 full-screen slideshow (res 0x23 first), not the
static-path res 0x21. Target corrected to 0x23. CaptureHost/CountHost no-op the new methods.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
C# VM is byte-identical to vm0.py across all 297 SC/SP scenes (offsets+halt+steps);
RECOVER passes; SC0000 = 27994 steps / 186 lines matching the Python prototype.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>