Commit Graph

119 Commits

Author SHA1 Message Date
gamer147
fc9e46ee85 feat(gfx): retained DrawLayer list in GfxState (thread-safe)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:45:28 -04:00
gamer147
339d1bab4c docs(gfx): animated-compositor design spec + Phase 1 plan + animation RE
engine-re.md: the gfx animation/effects subsystem (gfx_anim_start/0x234, 0x1fd,
0x238 non-blocking anim clock, render model — the fades are host-loop-drivable, no
VM/host lockstep). Design spec: retained per-frame animated compositor, 4-phase.
Phase 1 plan (TDD): retained DrawLayer model + per-frame clear/recomposite. Ghidra
handlers/workers annotated (0x234/0x1fd/0x238/gfx_anim_start).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:41:13 -04:00
gamer147
9859fd88b9 docs(gfx): render drift RESOLVED (native ops + system boot); align living docs
engine-re.md: 0x1f7 erase correction + 'The render drift's SECOND half' (missing
INIT2 boot state via SYSTEM4) + gfx-command-buffer backlog marked DONE + worker
annotations noted. phase-a-slice-plan A2b: drift RESOLVED (both halves; CGs render
screenshot-confirmed; residual = AE* alpha/blend + cold anchors). tools-reference:
gfx --boot + godot --boot. (Status memory + MEMORY.md + CLAUDE.md updated on disk.)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 19:09:34 -04:00
gamer147
62fa3231bc fix(gfx): 0x1f7 is a registry ERASE, not a create
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>
2026-07-07 19:05:31 -04:00
gamer147
a6b07356c7 feat(gfx): gfx --boot runs SYSTEM4 state prefix (INITCONFIG/INIT2/INIT) before the scene
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>
2026-07-07 18:44:39 -04:00
gamer147
e9818b9d71 feat(gfx): CLI gfx oracle reports per-object slots
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>
2026-07-07 18:08:41 -04:00
gamer147
fc55532ade test(gfx): drift regression — independent per-object geometry
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 18:03:30 -04:00
gamer147
85e821a4f4 feat(gfx): colored-draw ops store packed ARGB; alpha blend deferred + guarded
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>
2026-07-07 18:02:59 -04:00
gamer147
648ccca2e7 feat(gfx): execute gfx command-buffer query/set/lifecycle ops in the VM
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>
2026-07-07 17:48:31 -04:00
gamer147
7c03371519 chore(gfx): set dispatch labels for the gfx command-buffer ops
VM dispatches on the opcodes.toml label field (OpcodeTableJson), so the 14 gfx
ops' labels are set to their dispatch strings. Ops still stubbed until the VM
cases land (Task 3.3+); full suite green (34), lint clean.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:44:32 -04:00
gamer147
f66b5e7f16 feat(gfx): GfxState host-agnostic command-buffer model
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:33:51 -04:00
gamer147
dac684a5e6 docs(gfx): Phase 3 TDD plan + resolve vector-pairing risk in the spec
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:24:44 -04:00
gamer147
a4e173fc0f docs(gfx): Phase 2 design spec — host-side gfx command-buffer model
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:14:29 -04:00
gamer147
e0ac60e668 docs(gfx): reverse the full gfx command-buffer op contract (Phase 1)
Ghidra-read all 13 still-stubbed gfx-family handlers via the dispatch table
(0x1a2/0x1f7/0x1fa/0x1ff/0x202/0x203/0x212/0x213/0x216/0x217/0x218/0x219/0x21a);
recovered 0x219 (was unanalyzed). Every op writes a cmd-type into the current
object record then SETs fields (native worker) or QUERYs fields (returns to
operands). Recorded the op-contract table in engine-re.md, set opcodes.toml
semantics (source=investigation, confidence=high), renamed handlers in Ghidra.

Key finding: the drift has TWO stubbed drivers, not one — 0x215 (slot-select)
AND 0x218/0x21a (per-object geometry vectors feeding the anchor-preserve math).
The subsystem is a per-object record model (slot + position/anchor 3-vectors +
color) queried by the ops; native DirectDraw workers need not be modelled. This
is the spec for Phase 2 (host-side model design).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 17:01:14 -04:00
gamer147
e6f6803a15 docs(gfx): implementation plan for the gfx command-buffer subsystem
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 16:50:29 -04:00
gamer147
ea4bf99fab docs(gfx): settle render drift as native cmd-buffer op 0x215 (Ghidra), align docs
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>
2026-07-07 16:40:59 -04:00
gamer147
72a43c9298 docs(roadmap): backlog the state-divergence differ (trace-facility consumer)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:50:07 -04:00
gamer147
f700a61213 Merge feat/engine-diagnostics: engine-level diagnostics trace facility
Typed ITraceSink/TraceEvent seam in Age.Engine; CallScript/OnStub relocated
off IHost to trace events; Null+Text sinks; CLI --trace; Godot dispatch hack
retired onto GodotTraceSink. Default null sink keeps parity byte-identical.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:29:35 -04:00
gamer147
ad5fa85d82 chore(godot): track GodotTraceSink.cs.uid (Godot import artifact)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:27:51 -04:00
gamer147
527fba02e8 feat(cli): --trace flag streams engine diagnostics (run/play/sweep)
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>
2026-07-07 15:25:59 -04:00
gamer147
d202990b7b refactor(godot): report subroutines via GodotTraceSink, not the IHost queue
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:23:25 -04:00
gamer147
2a71847a5d refactor(hosting): drop CallScript/OnStub from IHost (now trace events)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:22:40 -04:00
gamer147
e010393b8a feat(diagnostics): VM emits trace events + CallScriptDispatches stat
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:21:28 -04:00
gamer147
10cf79a41b feat(diagnostics): ITraceSink seam + TraceEvent + Null/Text sinks
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:19:40 -04:00
gamer147
6981bd0e41 docs: engine diagnostics implementation plan
6 TDD tasks: seam types -> VM emission -> IHost slimming -> Godot rewiring
-> CLI --trace -> verify+memory. Parity guarded by default NullTraceSink.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:14:23 -04:00
gamer147
59a67a240d docs: engine diagnostics / trace-facility design spec
Typed ITraceSink/TraceEvent seam in Age.Engine (zero deps, allocation-free
hot path); relocate CallScript/OnStub off IHost; Null + Text sinks; CLI
--trace; Godot dispatch hack retired onto a sink. Serilog/EventSource
deferred to optional edge sinks.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 15:05:13 -04:00
gamer147
41663c8116 docs: mark A1/A2a vm0-parity + 186-selftest records as superseded
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 14:22:04 -04:00
gamer147
7c751200bb docs: sync living references + roadmap to call-script solved/executing
- tools-reference: run/play/sweep execute call-script (provider); trace/audio/gfx
  stay provider-less; corrected stale sweep numbers (284 exit/13 STEP-LIMIT) and the
  Godot --selftest description (synthetic vs headless, not vm0/186); added --scene.
- roadmap: call-script marked SOLVED (resolution + execution) throughout; no longer a
  'long pole'; per-game registry now automatic from SYS4INI.
- phase-a-slice-plan: SC0240 live-demonstration note.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 14:21:09 -04:00
gamer147
7f92a35966 Add subroutine-execution diagnostics + Godot --scene
- 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>
2026-07-07 14:10:55 -04:00
gamer147
6597dae746 docs: record provider-everywhere wiring + synthesize-test-data principle
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 13:50:09 -04:00
gamer147
8031f8e33a Wire provider into Godot (play + selftest); honest full-handling selftest
- 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>
2026-07-07 13:48:47 -04:00
gamer147
6604a1fa54 Test on synthesized scenes with full handling, not crippled real scenes
- 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>
2026-07-07 13:45:42 -04:00
gamer147
96d12992a6 Merge feat/callscript-resolution: call-script resolution + C# VM execution
- Native-RE: call-script id = raw SYS4INI file index (name-resolution #1 solved)
- C# VM: call-script now executes (IScriptProvider + ExecFrame + nested run)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 13:22:44 -04:00
gamer147
3b50dab0d2 docs: record call-script execution results (slice plan) + impl plan
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 13:20:05 -04:00
gamer147
6b3d90182e Wire Sys4ScriptProvider into CLI run/play/sweep; validate real subroutine execution
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>
2026-07-07 13:18:30 -04:00
gamer147
4c27707d57 Execute call-script: nested frame, shared globals, return to caller
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 13:13:57 -04:00
gamer147
3f9117363c Refactor VM to ExecFrame + tag emitted lines with source script (no behavior change)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 13:11:50 -04:00
gamer147
c8c79c9831 Add IScriptProvider + Sys4ScriptProvider (call-script id -> Script)
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 13:09:50 -04:00
gamer147
3d88c13c72 Add design spec: call-script execution in the C# VM
Design for making call-script actually execute (load target .BIN by id,
run nested sharing globals, return to caller). Scope: subroutine
execution only. Drops vm0.py from oracle duty; C# owns golden traces.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 12:44:51 -04:00
gamer147
14ad23b8c7 Resolve call-script dispatch: id = raw SYS4INI file index
Native-RE (Ghidra) cracked call-script <id> (opcode 0x03): its handler
FUN_0041bc90 -> loader FUN_0040e980 -> resolver FUN_0044f390 indexes an
80-byte record table at base + id*0x50 == the SYS4INI record layout. So
`call-script <id>` is a direct RAW index into the SYS4INI global file
table (the asset index we already parse) -- there is no separate on-disk
id->code registry. This resolves name-resolution.md #1, statically, no
Frida.

Confirmed: all 297 distinct corpus call-script ids resolve to a .BIN
script with a semantically-exact name (0x1ab->ADDITEM, 0x2ae7->MES,
0x143->BUNKI, 0x329d->CALCREVISE), 0 out-of-range, 0 alternate-pack.
Companion op 0x8f `call` is an intra-script JSR (FUN_0041fba0), not
cross-script.

- parse_sys4ini.py: preserve `raw_index` per entry (= the engine file id;
  index the RAW records incl. '@' placeholders) + emit
  build/callscript-names.json (id->name).
- sys4load.py: annotate `call-script 0x1ab =ADDITEM.BIN`.
- opcodes.toml 0x03/0x8f refined (source=investigation, confidence high,
  handler VAs) + rebuilt opcode-reference.md.
- docs: engine-re.md (op 0x03 section + backlog re-aimed),
  name-resolution.md #1 (SOLVED), script-inventory.md (call graph +
  living-reference decision), tools-reference.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 12:44:51 -04:00
gamer147
057a26a97a docs: propagate u00428010/op-0x1a2 correction into opcodes.toml + name-resolution
op 0x1a2 resolve-handle? -> gfx-cmd-register (verified handler FUN_0042d360, gfx
command-buffer op). name-resolution: decision->scene hop is native+unidentified, not
u00428010 (disproven). Regenerated opcode-reference + shim.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 11:47:35 -04:00
gamer147
1323ec8852 chore: pe-sieve32.exe -> bin/ (3rd-party binary convention) + doc refs
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 11:46:17 -04:00
gamer147
47dbdbd5fc docs: correct u00428010/op-0x1a2 finding via anchored dispatch table
Anchored the opcode dispatch table: handler(op)=ctx[0x26c93+op] (default FUN_004162b0,
registered by FUN_00413860). Corrects the prior note: raw Kelebek VA 0x428010 is op
0x1ac (a save op, 0x427fb0); op 0x1a2's REAL handler is FUN_0042d360 = a graphics
command-buffer op (cmd-type 3, '%c%8.8x' key). So u00428010 is NOT decision->scene and
NOT save; the FIELD 0x5f0ed/0x62ccf snippet is gfx/UI. decision->scene premise discredited;
real mechanism = call-script/script-load (still unidentified). Lesson: resolve handlers
via the table, never the raw Kelebek VA.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 11:35:42 -04:00
gamer147
0ae4f607c0 docs: native-engine RE — Ghidra+MCP loop + opcode dispatch table + u00428010 correction
Ghidra+MCP workflow validated. Found the opcode->handler dispatch table
(*(ctx+0x9b8f4+op*4), registered by FUN_00413860) — the general fix for Kelebek VA
drift. Corrected: u00428010 (op 0x1a2) is a save/resource op, NOT decision->scene;
the SCJUMP consumer persists the visited-decision flag. New doc docs/engine-re.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 11:29:02 -04:00
gamer147
320070f56f docs: implementation plan for Ghidra+MCP native-RE workflow (u00428010)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 10:35:55 -04:00
gamer147
5667a17b64 docs: design spec for Ghidra+MCP native-RE workflow (target u00428010)
Stand up bethington/ghidra-mcp loop; prove it by reversing SCJUMP's native
decision->scene resolver. Raw-dump-first, pe-sieve fallback; findings -> docs/engine-re.md.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 10:28:11 -04:00
gamer147
20a2fd7f2b Merge feat/scjump-decode: SCJUMP progression decision-logic decode
Guarded-DFS decode of SCJUMP's acyclic DAG into (chapter_mode, guards)->decision
table (1755 sites/847 decisions), VM-verified (execution-driven, 0 failures).
Finding: 1732/1755 decisions gated by native op 0x60. Decision->scene (u00428010)
documented as the deferred native boundary.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 09:47:19 -04:00
gamer147
50f13ccf78 docs: SCJUMP progression decode — canonical doc + references (Task 6)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 09:33:41 -04:00
gamer147
d08157d689 feat: name SCJUMP progression counters in globals registry (Task 5)
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 09:31:54 -04:00
gamer147
e76fb6b373 feat: --verify execution-driven VM cross-check for SCJUMP decode (Task 4)
Reworked from static-witness-only to execution-driven: ~99% of SCJUMP decisions
are gated by a native computed value (op 0x60), so witness-synthesis alone can't
cover them. Value-local tracking resolves load-then-compare guards to real globals;
native terms honestly marked opaque. Verify: static 3/3 exact + 279/279 execution-
driven consistent over 2000 seeds, 0 failures.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-07 09:30:10 -04:00