Compositor applies TintStrength as a texel->tint LERP (0=keep texel) with object
opacity independent. New --gfx-log <file>: per-frame per-object draw/skip CHANGE
log + set-texture/create-texture slot trace — the tool that root-caused the grey
background (everything collapsing into slot 0).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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>
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>
Dumps one PNG per _Process frame (auto-advancing past input waits), so a
time-based sleep-paced effect can be verified as distinct frames. Confirmed
the SC0000 opening now steps through paced AE*/character/CG frames instead of
jumping straight to the final state.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
op 0xc8 -> Thread.Sleep(duration ms) on the VM background thread (capped 10s);
main thread keeps compositing -> the sleep-paced opening burst gets frames to show.
Unit = ms (RE-confirmed). Selftest OK (plumbing parity; synthetic scene has no sleep).
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Retained-object animation channel wired into the compositor: wall-clock tween of
the anim channel over the GLOBAL clock (0x238), opacity from the 3rd vec component,
applied via an alpha-aware BlitLayer. Non-regressing (SC0000 opening page 2 pixel-
identical at settle 3 and 300; selftest OK). Added --shot-settle <frames> to capture
mid-tween.
NOTE: this drives RETAINED-object animations; the opening AE* explosion (AE001D/
AE002B/AE003B) is an immediate-mode slot-0 frame sequence paced by sleep/the render
loop, which our instant execution burst collapses -> needs frame-pacing (scene-
coroutine backlog), not this per-object channel.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Main._Process composites visible objects in ascending-handle order from their live
surface (resId->BMP); GodotAdvHost.DrawTexture no-op'd (retained), ResolveResIdTexture
added. Restored the --boot system-boot handling that the revert had dropped (Main.cs
was running cold, which is why nothing matched the oracle). Verified: booted opening
event CG renders correctly. Selftest green.
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>
- Play path: VM now gets Sys4ScriptProvider, so call-script executes live on screen
(subroutines run; input-wait loops break on real player input).
- Selftest: was 'run SC0000 stubbed, match vm0-trace (186)'. Now runs a SYNTHESIZED
scene (show-text + wait-for-input + real nested call-script) through the Godot
thread/semaphore/CallDeferred plumbing and asserts it matches a headless run of the
same scene — full handling, expected computed live, no frozen golden, no vm0 dep.
- Verified: godot --headless -- --selftest => 'threaded host matches headless (3 lines)'.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>