Commit Graph

68 Commits

Author SHA1 Message Date
gamer147
e07458c2fa Implement startup string and block copy opcodes 2026-07-21 09:23:18 -04:00
gamer147
cffc75c64d Implement ROOM fades and character voices 2026-07-21 00:47:29 -04:00
gamer147
2fa42b085a Add hidden title debug mode and pace menu polls 2026-07-20 23:38:19 -04:00
gamer147
19b7b57edf Implement native exit request control flow 2026-07-20 23:02:27 -04:00
gamer147
c84952e7d7 Implement root reload and title debug launcher 2026-07-20 22:32:49 -04:00
gamer147
a82f25230c Implement modal startup movies 2026-07-20 20:23:15 -04:00
gamer147
d4510242d6 Land SYSTEM4-rooted Godot boot 2026-07-20 18:13:32 -04:00
gamer147
bc5763e65e Implement ADV skip lifecycle 2026-07-20 16:41:44 -04:00
gamer147
d1af8e3b07 Implement detached object animation control 2026-07-20 14:53:34 -04:00
gamer147
ae157da04c Implement retained graphics lifecycle ops 2026-07-20 14:29:41 -04:00
gamer147
f5663ec595 Reverse shared SAVE.DAT integer opcodes 2026-07-20 13:33:27 -04:00
gamer147
4179d90b8f Implement deferred SFX and voice duck control 2026-07-20 11:29:12 -04:00
gamer147
3fa07c0ae5 Implement ADV text publication service 2026-07-20 10:18:10 -04:00
gamer147
96e4448796 Implement AGE text line spacing 2026-07-19 23:32:38 -04:00
gamer147
7c110d762b Implement History mouse wheel navigation 2026-07-19 21:38:34 -04:00
gamer147
81155c5e1c Implement History timed callback scrolling 2026-07-19 21:15:15 -04:00
gamer147
f928572152 Correct ADV History metadata ordering 2026-07-19 20:55:16 -04:00
gamer147
d3698a0612 Implement ADV History voice replay 2026-07-19 14:11:49 -04:00
gamer147
eee9022cfb Clear ADV History presentation on exit 2026-07-19 11:32:36 -04:00
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
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
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
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
36960d4118 Implement SC0000 movie playback lifecycle 2026-07-11 12:27:51 -04:00
gamer147
2232216832 Implement native-backed SC0000 SFX lifecycle 2026-07-11 02:15:17 -04:00
gamer147
921c91474f Implement native ADV retained text 2026-07-10 22:46:27 -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
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
68d52f218a diag+docs: confirm grey-BG root cause = unfilled slot-table (label_125bd via stubbed coroutine op 0x140)
Traced end-to-end (AGE_DIAG_SETTEX): set-texture slot=G[0x62452] <- query-gfx-object?
(-1 for unregistered CG handles) -> fallback lookup-array-2d(rec[s3]=G[0x3239])=0
because the slot table is never filled: label_125bd (SC0000 0x50f, slots 4..13) is
gated behind the scene-coroutine framework (0x140 coroutine-yield, stubbed). Adds
env-gated VM set-texture/query slot diagnostics + GfxState.IsRegistered.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 23:55:50 -04:00
gamer147
20fd0c634c 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
488e86b2b8 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
8681f19dca 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
2539e5b318 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
0cd1ffe9b7 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
3b3cd79629 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