Commit Graph

40 Commits

Author SHA1 Message Date
gamer147
a5f778b1cd Record remaining engine RE findings 2026-07-28 12:25:24 -04:00
gamer147
768d2f9d06 Classify stage authoring difficulty tiers 2026-07-23 23:45:46 -04:00
gamer147
ddfbfcb9f8 Decode stage definition tables 2026-07-23 23:36:02 -04:00
gamer147
85e71ae33d Decode battle animation tables 2026-07-23 23:17:47 -04:00
gamer147
e7e65cf6bb Decode CDINIT2 card effects 2026-07-23 22:58:01 -04:00
gamer147
6e95ea29a9 Decode TRINIT training actions 2026-07-23 22:25:41 -04:00
gamer147
4c06cd9568 Decode SPINIT H-scene gallery 2026-07-23 21:57:32 -04:00
gamer147
57c45a5e1c Decode LAINIT terrain definitions 2026-07-23 21:47:48 -04:00
gamer147
a6831d349c Decode MPINIT stage terrain atlas 2026-07-23 21:31:43 -04:00
gamer147
d0b1a97b47 Decode CVINIT voice configuration 2026-07-23 20:01:53 -04:00
gamer147
664ed5376f Decode AFINIT and CTINIT data tables 2026-07-23 19:42:32 -04:00
gamer147
44bbbf1687 Decode ALINIT alchemy recipes 2026-07-23 19:26:49 -04:00
gamer147
f617395f27 Decode CGINIT gallery registry 2026-07-23 19:06:21 -04:00
gamer147
02e1db9fa4 Decode MAINIT and message infrastructure 2026-07-23 18:14:19 -04:00
gamer147
29aa9a4da5 Join CIINIT and CIMES character profiles 2026-07-23 17:57:21 -04:00
gamer147
e84f61d670 Join VIMES and EIMES semantics 2026-07-23 17:39:08 -04:00
gamer147
98c7b8aba7 Close RTINIT movement provider semantics 2026-07-23 17:11:14 -04:00
gamer147
1168535f1b Decode RTINIT providers 17 and 52 2026-07-23 16:54:39 -04:00
gamer147
cb68e9eabd Decode RTINIT providers 3 and 51 2026-07-23 16:44:49 -04:00
gamer147
6ce98da1ab Close RTINIT movement parameter semantics 2026-07-23 15:58:38 -04:00
gamer147
d75adf50ba Decode RTINIT movement providers 4 6 and 15 2026-07-23 15:43:27 -04:00
gamer147
ccdc8a1fe1 Decode RTINIT movement providers 7 10 and 12 2026-07-23 15:32:20 -04:00
gamer147
46d4d1e88f Decode RTINIT movement providers 5 and 11 2026-07-23 14:25:47 -04:00
gamer147
eefca87ad8 Decode RTINIT routine step banks 2026-07-23 13:41:35 -04:00
gamer147
aff9a6fa3c Decode SCINIT scene dispatch registry 2026-07-23 13:08:48 -04:00
gamer147
101be005d5 Decode CCINIT class change rules 2026-07-23 12:40:42 -04:00
gamer147
557e83be27 Fix EBINIT overlapping field ownership 2026-07-23 12:20:35 -04:00
gamer147
e7091f5680 Resolve final STINIT object payloads 2026-07-23 09:56:18 -04:00
gamer147
d1565d8e18 Decode STINIT initial object states 2026-07-23 09:47:22 -04:00
gamer147
229c77855a Join STINIT object definitions 2026-07-23 09:34:23 -04:00
gamer147
3210b907f6 Decode STINIT tagged object payloads 2026-07-23 09:07:58 -04:00
gamer147
668e138507 Decode STINIT enemy spawn semantics 2026-07-23 08:40:22 -04:00
gamer147
4e42b57970 Decode STINIT map and object placement data 2026-07-23 00:22:03 -04:00
gamer147
5903357260 Extract and profile STINIT stage records 2026-07-22 23:50:43 -04:00
gamer147
b828c07ff7 Recover signed INIT data semantics 2026-07-22 21:05:48 -04:00
gamer147
24fac92676 Model linked INIT record tables 2026-07-22 16:57:59 -04:00
gamer147
b466c36f8a Correct INIT extraction and profile item fields 2026-07-22 16:44:53 -04:00
gamer147
8e0f769a6e Implement base SYS4 asset store 2026-07-11 09:14:14 -04:00
gamer147
c302dda9db 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
aa3da00bfa chore: initialize age-reimpl repo
Reverse-engineering + open reimplementation workspace for Eushully's AGE/SYS4
engine (first target: Himegari). The repo root is age-reimpl/; the original game
install and the extracted ALF data are siblings outside the repo and are never
tracked. build/ (derived corpora) is gitignored and regenerated by the tools.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 12:58:30 -04:00