-
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