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>