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>
Recon of SC0000 label_12649 shows sprite/background geometry is computed in
bytecode; the only missing native primitive is 0x208 get-texture-size. Spec:
implement 0x208 (host returns real image dims) + a faithful 800x600 blit
compositor; defer fades/chromakey/multi-surface. Headless `gfx` diagnostic as
numeric oracle; --selftest/trace parity preserved.
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>
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>