Commit Graph

  • 6255f42794 Document ADV history and remaining button paths gamer147 2026-07-18 20:28:36 -04:00
  • ec2a6c22b0 Pace ADV message skip by engine ticks gamer147 2026-07-18 19:04:15 -04:00
  • d52e5b4725 Implement native ADV message skip gamer147 2026-07-18 17:32:12 -04:00
  • f049ce786e Define future modding and OMP architecture gamer147 2026-07-18 17:17:47 -04:00
  • 05518a200f Implement ADV controls and native Auto timing gamer147 2026-07-18 17:16:06 -04:00
  • 96e5306148 Fix retained background lifecycle gamer147 2026-07-12 00:00:45 -04:00
  • fb3a7206ce feat: add runtime ADV page locator gamer147 2026-07-11 22:52:26 -04:00
  • 7591336ad5 Rename Godot app to Open Maid Engine gamer147 2026-07-11 22:21:50 -04:00
  • b41ae36168 Fix AE001H cyclic color blending gamer147 2026-07-11 22:21:10 -04:00
  • f195934324 Fix AE001H translation target query gamer147 2026-07-11 21:40:16 -04:00
  • 5275ec5f4f Restore ADV wait indicator gamer147 2026-07-11 21:12:24 -04:00
  • 0bf6b43a32 Fix AE001H spritesheet animation gamer147 2026-07-11 20:37:26 -04:00
  • 593a24b510 fix(gfx): restore third CG glow gamer147 2026-07-11 20:05:51 -04:00
  • 1f18a378d3 Optimize identity raster paths gamer147 2026-07-11 15:31:56 -04:00
  • 0cb72e0d5e Cache compositor source pixels gamer147 2026-07-11 14:37:35 -04:00
  • 3bee46611a Batch compositor backbuffer updates gamer147 2026-07-11 14:28:53 -04:00
  • 3b5dbc6c2c Optimize static wait presentation gamer147 2026-07-11 13:56:30 -04:00
  • 54d11f513d Fix ADV chrome one-shot blending gamer147 2026-07-11 13:28:31 -04:00
  • 71ceab5458 Document Phase B execution framework gamer147 2026-07-11 13:10:22 -04:00
  • ecd5aac4c8 Track platform portability dependencies gamer147 2026-07-11 12:58:49 -04:00
  • 78174df03a Fix movie compositor publication gamer147 2026-07-11 12:41:37 -04:00
  • 024accd8d1 Implement SC0000 movie playback lifecycle gamer147 2026-07-11 12:27:51 -04:00
  • 233f791c10 Migrate audio payloads onto asset VFS gamer147 2026-07-11 11:01:11 -04:00
  • e0ca7936e2 Mount SYS4 append asset catalogs gamer147 2026-07-11 10:42:33 -04:00
  • a1f6d0ab51 Decode AGF textures through the asset store gamer147 2026-07-11 09:55:58 -04:00
  • b6c3b1660d Implement base SYS4 asset store gamer147 2026-07-11 09:14:14 -04:00
  • 99ce351041 Implement native-backed SC0000 SFX lifecycle gamer147 2026-07-11 02:15:17 -04:00
  • 377987b5e0 Document Phase-A text rendering fidelity gap gamer147 2026-07-10 23:37:18 -04:00
  • 9d5a1c2b09 Document native asset VFS roadmap gamer147 2026-07-10 23:25:31 -04:00
  • 34db35903b Implement native ADV retained text gamer147 2026-07-10 22:46:27 -04:00
  • 8bee45f483 Refresh retained presentation references gamer147 2026-07-10 21:56:57 -04:00
  • 82afcf5506 Fix native retained presentation batching gamer147 2026-07-10 21:37:42 -04:00
  • 992215cc48 Implement native 0x202 color interpolation gamer147 2026-07-10 20:49:03 -04:00
  • 7f900c8fc6 Implement ADV foreground transition lifecycle gamer147 2026-07-10 18:49:53 -04:00
  • bb16a5496a feat: add affine rotation rendering and timeline diagnostics gamer147 2026-07-10 17:54:33 -04:00
  • 014d128ccd fix: align animation pacing and transforms with native gamer147 2026-07-10 15:41:17 -04:00
  • 29b2dfca27 docs: mark matrix composition provisional gamer147 2026-07-10 10:57:02 -04:00
  • c14c7fdced feat: split native scale and translation channels gamer147 2026-07-10 10:28:11 -04:00
  • e899d06fd8 docs: archive EngineCtx design and implementation plan gamer147 2026-07-10 09:45:52 -04:00
  • d9611a03b1 feat: model ADV coroutines and retained effect teardown gamer147 2026-07-10 09:45:43 -04:00
  • 54bd9a7006 docs: scene-entry state snapshot (capture_global_writes + --state) gamer147 2026-07-09 13:32:52 -04:00
  • 5eff724b17 feat: scene-entry state capture -> auto-seed for single-scene runs gamer147 2026-07-09 13:30:14 -04:00
  • 453f9b1861 re: diff_optrace resync-tolerant alignment (blind spots vs real forks) gamer147 2026-07-09 12:55:21 -04:00
  • 9aca1b733d feat(engine): 0xADDR=VAL seeds for trace --trace-json gamer147 2026-07-09 12:45:08 -04:00
  • d2e9cc5a99 re: record differential oracle outcome + first divergence gamer147 2026-07-09 12:00:12 -04:00
  • 10a5f24c31 re: diff_optrace operand-mode VM filtering (argc>=1 subsequence) gamer147 2026-07-09 11:57:55 -04:00
  • d032431c73 re(frida): engine op-path tracer (tick/operand hook, per-script offsets) gamer147 2026-07-09 11:57:55 -04:00
  • 0ba965d7e6 re: diff_optrace.py — engine-vs-VM offset-path divergence oracle gamer147 2026-07-09 11:25:20 -04:00
  • 06231b9459 feat(engine): --trace-json emitter for the differential oracle gamer147 2026-07-09 11:20:23 -04:00
  • 43249f430b plan: differential VM-vs-engine oracle (lever #3, spec + plan) gamer147 2026-07-09 11:06:31 -04:00
  • 5cd5abb00a re: hot-helper naming (lever #2, pivoted from STL/CRT auto-naming) gamer147 2026-07-09 10:38:29 -04:00
  • 1b151f6e17 re: apply EngineCtx struct to /v2 handlers; doc + canonical-map wiring gamer147 2026-07-09 10:08:06 -04:00
  • 4a5d64a679 re: EngineCtx field registry (engine-ctx.toml) + builder gamer147 2026-07-09 10:01:54 -04:00
  • e166cab2d5 re(frida): import-map applied to /v2 — 248 Win32 APIs named; validated gamer147 2026-07-09 09:26:19 -04:00
  • fa7b48c4da re(frida): write import-map.json (in-table matches; singletons set aside) gamer147 2026-07-09 09:23:25 -04:00
  • c02e348bf3 re(frida): import-map recon — export scan + clustering gate gamer147 2026-07-09 09:21:16 -04:00
  • 7f8da4be71 plan: frida import-map slice (spec + implementation plan) gamer147 2026-07-09 09:19:36 -04:00
  • 23f518f39b re: document pe-sieve IAT failure on packed AGE.EXE; queue Frida import-map gamer147 2026-07-09 08:54:08 -04:00
  • ace8ddf8eb re: auto-label all opcode dispatch handlers from FUN_00413860 gamer147 2026-07-09 08:32:01 -04:00
  • 51f6a421dc docs(re): scene-coroutine framework RE head-start (0x7b/0x7c/0x140 + gate) + magic-circle-stuck note gamer147 2026-07-09 00:04:40 -04:00
  • ac481b4002 diag+docs: confirm grey-BG root cause = unfilled slot-table (label_125bd via stubbed coroutine op 0x140) gamer147 2026-07-08 23:55:50 -04:00
  • 9dd96bbc84 docs: grey-BG root cause (color-op alpha=tint-strength; slot-0 collision) + --gfx-log tool gamer147 2026-07-08 23:42:20 -04:00
  • 89d3341288 feat(godot): tint-strength lerp blend + --gfx-log compositor/op diagnostic gamer147 2026-07-08 23:41:03 -04:00
  • c0b6199dbc fix: color-op alpha (0x202/0x203/0x232) is TINT STRENGTH, not object opacity gamer147 2026-07-08 23:41:03 -04:00
  • 620ffb4fb7 docs: record SC0000 anim cluster coverage (opcodes + slice plan) gamer147 2026-07-08 22:13:56 -04:00
  • 165a9f616c feat(godot): drive the anim interpolator off FrameClock (paced spritesheet+glow) gamer147 2026-07-08 22:09:02 -04:00
  • a014b90189 feat: wire SC0000 anim cluster ops (0x22f/0x229 pos, 0x239/0x231 sheet, 0x232 glow, 0x228/0x23f query) gamer147 2026-07-08 22:07:51 -04:00
  • b9ca284f90 feat: port anim interpolator (ping-pong spritesheet cell + color glow) on nowMs gamer147 2026-07-08 22:05:00 -04:00
  • 7ca51bfdf3 feat: add src-rect (spritesheet) + animated-color channel fields/mutators gamer147 2026-07-08 22:02:46 -04:00
  • 130eadee3d docs(re): SC0000 anim cluster op->field map (in-scope setters/queries + deferred) gamer147 2026-07-08 21:58:55 -04:00
  • a6377c6a60 docs(plan): SC0000 anim/transform/spritesheet cluster implementation plan gamer147 2026-07-08 21:25:07 -04:00
  • 4589b98be5 docs(spec): SC0000 anim/transform/spritesheet cluster design gamer147 2026-07-08 21:06:05 -04:00
  • f33c824981 Merge feat/blend-transparency: colorkey + per-object alpha/tint blend (graphics slice A) gamer147 2026-07-08 19:13:18 -04:00
  • 689d3ef433 docs: record blend/transparency slice A (colorkey + alpha/tint + fade fill) gamer147 2026-07-08 19:10:31 -04:00
  • ce6be0ee9a feat(godot): surfaceless color-fill quads for AE* fades (opening no longer opaque-grey) gamer147 2026-07-08 19:09:18 -04:00
  • 6992f303f6 feat(godot): colorkey bake + per-object alpha/tint blit gamer147 2026-07-08 19:07:48 -04:00
  • 143fe8258c feat: resolve per-object alpha/tint/blend into RenderObject (colorkey retained) gamer147 2026-07-08 19:06:34 -04:00
  • 4ee7a26e3f feat: add BlendMath (colorkey match + ARGB unpack) gamer147 2026-07-08 19:04:12 -04:00
  • 34cdfeda0e docs(re): interpolation RE pass stalled — anim-interp is ping-pong on frame clock; 0x202 consumer unlocated gamer147 2026-07-08 18:48:50 -04:00
  • fe61f7287c docs(plan): blend & transparency slice A implementation plan + colorkey RE gamer147 2026-07-08 18:10:32 -04:00
  • d5ea8aa84e docs(spec): blend & transparency slice A design (colorkey + alpha/tint + blend mode) gamer147 2026-07-08 18:02:35 -04:00
  • 0f81ab248f docs(slice): record frame-stepped VM as done+merged; note residual graphics gap gamer147 2026-07-08 17:39:17 -04:00
  • cdc50b571f docs: frame-stepped-vm spec+plan + frame-cadence Frida probes gamer147 2026-07-08 17:34:52 -04:00
  • 2f4527553b Merge feat/frame-stepped-vm: throttle Godot VM to per-frame op budget gamer147 2026-07-08 17:33:35 -04:00
  • dfaad2e95a feat: throttle Godot VM to a per-frame op budget on FrameClock (fixes opening speed-through) gamer147 2026-07-08 17:32:29 -04:00
  • cd93ebae2e feat: add IHost.FrameYield per-opcode hook (no-op headless, parity held) gamer147 2026-07-08 17:29:50 -04:00
  • 82492d8a6c feat: add FrameClock (virtual clock + per-frame op budget) gamer147 2026-07-08 17:27:41 -04:00
  • 1f9bde3739 docs+godot: finish frame-cadence RE notes + headless shot null-guard gamer147 2026-07-08 17:26:27 -04:00
  • 37fbbd278d docs: correct the overstated 'opening animates' claim across all docs gamer147 2026-07-08 10:53:08 -04:00
  • 791ea2ca0f fix(vm): faithful headless — halt at wait-for-input instead of plowing gamer147 2026-07-08 10:45:32 -04:00
  • 9ccfc43959 feat(diag): aggregating + filtered trace sinks (histogram, op-filter, per-script) gamer147 2026-07-08 09:50:07 -04:00
  • 35d3e97b27 chore: remove stray *.bak files (perl -i backups swept in by a dir git-add) gamer147 2026-07-08 09:13:11 -04:00
  • 52fccd25b9 docs(gfx): record the frame-paced sleep slice + SC0000 GAP shrink gamer147 2026-07-08 09:08:31 -04:00
  • 2ed5eed261 feat(godot): --shot-sequence per-frame capture for verifying paced animation gamer147 2026-07-08 09:07:22 -04:00
  • 0d666523c7 feat(godot): Sleep blocks the VM thread so the compositor presents paced frames gamer147 2026-07-08 09:02:01 -04:00
  • 8ac9e6675b fix(gfx): serialize GetOrCreate/Register/Release on _lock (compositor race) gamer147 2026-07-08 09:01:13 -04:00
  • 5f245d4cf4 feat(vm): IHost.Sleep seam + dispatch 0xc8 (headless hosts no-op; parity held) gamer147 2026-07-08 08:59:52 -04:00
  • 6044a0d412 re(gfx): decode sleep 0xc8 timing (non-blocking ms timer) + 0x20c present gamer147 2026-07-08 08:57:22 -04:00
  • 22a972cc85 docs(gfx): implementation plan — frame-paced sleep gamer147 2026-07-08 08:49:29 -04:00
  • 3d263a289a docs(gfx): spec — frame-paced sleep so the SC0000 opening animates gamer147 2026-07-08 08:44:27 -04:00