# Phase B Framework — Natural Boot to First Gameplay Phase B broadens the proven ADV vertical slice into a naturally booted, stateful play session and then into the first narrow gameplay loop. This document is a sequencing framework, not a task-level implementation plan. Phase A remains active until SC0000 meets its completion criteria. The architectural preference is: ``` complete SC0000 -> persistent session and scene coordinator -> faithful system/data boot -> title and New Game happy path -> SC0000 under naturally initialized state -> natural first-dungeon transition -> bounded first-dungeon gameplay slice ``` This order makes gameplay failures attributable to gameplay rather than to missing boot state, discarded globals, or manually inherited host state. ## Entry criteria from Phase A Phase B may begin when SC0000 is a reliable presentation baseline: - A normal windowed playthrough is visually and audibly coherent from entry to natural exit. - Reproducible presentation inconsistencies have been resolved or explicitly classified with evidence. - Every SC0000-executed effectful opcode is implemented, or its lack of a host-visible effect is supported by native/script evidence. Remaining unrelated corpus gaps do not block entry. - The run no longer relies on unexplained timing, input, layer, or resource workarounds. - Automated VM/host regressions and a repeatable manual playthrough form the acceptance baseline. - SC0000's terminal global state and control-flow boundary can be captured for comparison once natural scene chaining exists. The Phase A implementation/result history remains in `docs/phase-a-slice-plan.md`. ## Principles 1. **State correctness before systems breadth.** Dungeon logic depends on initialized unit, item, skill, progression, configuration, and heroine state. Establish their natural producers before debugging their consumers. 2. **Follow script control flow.** The bytecode owns game rules. Implement the effectful operations and lifecycle services it calls; do not replace dungeon/combat logic with a parallel rules engine. 3. **One natural path first.** Boot → title → New Game → SC0000 → first dungeon is the initial spine. Alternate menu branches and broad gameplay coverage grow from it later. 4. **Persistent session, replaceable scenes.** Globals and game/profile state survive scene changes while script frames, retained presentation state, and scene-owned resources observe proven lifecycle rules. 5. **Demand-driven opcode work.** Investigate an unknown opcode when the chosen path executes it or evidence connects it to a reproduced defect. 6. **Bound every slice by an observable transition.** Each stage starts from a known state and ends at a visible screen, input boundary, scene handoff, or gameplay action. ## Stage B0 — Ground-truth reconnaissance Before changing runtime architecture, record the original game's path from process start through the first meaningful dungeon interaction. The goal is an answer key, not exhaustive reverse engineering. Capture: - Script/load order across system boot, title, New Game, SC0000, and first dungeon entry. - Which initialization scripts run and which global banks or native/profile values they establish. - Retained graphics/audio state that survives each boundary. - The title selection and New Game dispatch path. - SC0000's natural terminal decision and the corresponding next loaded script. - The first dungeon's executed opcode/call-script families, assets, and obvious state dependencies. Detailed progression semantics remain canonical in `docs/scjump-progression.md`; native loader findings belong in `docs/engine-re.md` and `docs/name-resolution.md`. ### Initial B0 result (2026-07-20) Static SYSTEM4/INIT2 control flow plus an existing native opcode trace establishes the first natural spine: `SYSTEM4 → config load/init → INIT2 (+23 nested data initializers, then TUNE) → optional LOGO/OP → INIT → TITLE → GAMESTART → UNITECH/CALCARR → TUNE → TITLE return → SYSTEM4 → SC0000`. SYSTEM4, not an opaque native dispatcher, is the long-lived scene coordinator. It maps the SCJUMP decision through a global resource-id table, places the result in `G[0x699]`, and uses computed `call-script`; the initial zero decision falls back to raw SYS4INI id `0x22`, `SC0000.BIN`. The current VM already supports computed nested call-script frames. Consequently B1 should preserve one VM and host rooted at SYSTEM4, letting script-owned setup/cleanup surround child scenes, rather than invent an out-of-band replacement protocol. Full process-start observation remains useful for profile/default and retained host-state evidence, but is no longer needed to guess the script coordinator architecture. The current headless C# runner already follows this root naturally: one SYSTEM4 run entered INITCONFIG, INIT2 and all 23 of its data-initializer children, TUNE, INIT, and TITLE (28 nested script calls total), then remained in TITLE's input-poll loop because the diagnostic host supplies no user input. Direct opcode coverage is 100% for all 23 data initializers, CALCARR, and TUNE; the remaining direct coverage is SYSTEM4 64/82, INIT2 9/12, TITLE 61/65, GAMESTART 43/47, and UNITECH 29/31. B0/B1 should therefore make the SYSTEM4-rooted path visible and interactive in Godot, then investigate only the gaps actually reached on that route instead of treating every static gap as a prerequisite. **Godot root landing (2026-07-20).** The no-argument Godot/run-godot path now starts SYSTEM4 directly and does not apply the direct-SC0000 layout/surface bootstrap or the diagnostic `--boot` prefix. A windowed run reaches and renders TITLE using SYSTEM4-owned retained state. A real-script integration test drives TITLE's Game Start input, GAMESTART's release-gated default selection, and proves the same VM enters SC0000 through SYSTEM4's computed resource id `G[0x699]=0x22`; `G[0]=1` and the script-produced ADV-chrome flag `G[0x6c1]=1` are present at that boundary. `--scene SC0000 --boot` remains available only as the explicit single-scene diagnostic harness. This lands the boot/title/New Game entry half of B1–B3; proving a completed scene return plus boundary cleanup still belongs to B1 completion. **TITLE SFX packed-raw correction (2026-07-20).** Hover and activation callbacks were already executing their scripted `0xb5` starts. The load failed earlier because op `0xb4` uses universal packed SYS4INI/AAI ids, while Godot treated them as active-script manifest ids. The new packed-raw resolver maps TITLE's `0x2aea`/`SE020.WAV` hover, `0x3321`/`SE015.WAV` activation, and GAMESTART's `0x2aeb`/`SE013.WAV` cancel through the existing channel players. A synchronized TITLE→GAMESTART→TITLE trace records every load/start with its filename, and manual validation confirms they are audible; BGM remains unaffected. **Pre-title video sequence implemented (2026-07-20).** SYSTEM4 already owns the native sequence; the port did not lose an executable-side launcher. Its sole op `0x130` call returns an engine initial-root flag that is one at context construction and cleared only when op `0x9` resets/reloads root script id zero. SYSTEM4 calls `LOGO.BIN` and `OP.BIN` only while that flag is nonzero. The former stubbed-zero output explained the direct jump to TITLE. LOGO and OP then use the modal movie op `0x20f` with raw catalog movies `0x335f`/`LOGO.AGF` and `0x3364`/`OP.AGF`; existing `0x236` is the distinct non-modal, scene-local movie-to-surface path. The VM now models the initial-root flag and clears it at the op-`0x9` whole-stack root-reload boundary. Godot resolves a typed raw MPEG asset, reuses the asynchronous decoder and retained compositor, and parks the VM until EOF or mouse/Accept/Cancel input. Focused natural-boot tests prove `LOGO -> OP -> INIT -> TITLE` ordering and exact movie operands. MPEG audio remains explicitly deferred until the decoder abstraction has an engine-owned synchronized audio/volume contract. ## Stage B1 — Persistent session and scene coordinator Replace the single-SC0000-root assumption with an application-owned session that runs SYSTEM4 as its root. SYSTEM4's computed `call-script` is the authoritative scene coordinator: child scenes return to that frame, while globals, the host, and intentional retained state remain owned by the same live VM session. **Root-reload boundary implemented (2026-07-20).** Ordinary op `0x2` child exits still return to their calling SYSTEM4 frame. Op `0x9` is the distinct native reset path: it discards the complete active script stack, clears scene-owned graphics/input/ADV state, cancels deferred SFX starts while preserving active audio, preserves global banks and process-owned host state, and starts raw script resource zero (`SYSTEM4.BIN`) at offset zero. The implementation propagates the boundary through nested calls without running any caller continuation and records the new root frame with `FrameCause.RootReload`. Native RE and the one intentional history-lifetime exception are documented in `docs/engine-re.md`; the history backlog remains preserved until its ownership is proven rather than guessed. Required responsibilities: - Own global integer/string banks and any proven external/profile state across scenes. - Preserve the SYSTEM4 root while distinguishing ordinary child frames from scene-boundary children for diagnostics and lifecycle assertions; do not perform host-driven top-level replacement. - Define scene-owned versus session-owned host state and tear each down at the correct boundary. - Preserve intentional system-owned surfaces, configuration, and audio while releasing scene-local state. - Expose deterministic transition evidence: outgoing scene, reason/decision, incoming scene, and state summary suitable for tests. Completion evidence now present: SYSTEM4 reaches computed child scripts in one VM; ordinary children return to SYSTEM4; op `0x9` performs a tested whole-stack reload of SYSTEM4; selected globals and process-owned state survive; and scene-owned presentation/input state is released. Manual validation of a natural gameplay route through the first `0x9` remains deferred: Himegari's readily accessible return-to-title choice belongs to the still-unimplemented frontend exit-request policy, while the other known natural paths require later gameplay, game over, or completion. Do not use TITLE's post-`0x1` developer menu as evidence; native `0x1` is non-returning, and the port now propagates that exit request instead of falling through into the hidden bytecode. The opt-in `--native-debug-menu` diagnostic deliberately restores fall-through for exploring that retained developer UI, but does not qualify as native lifecycle validation. See `docs/engine-re.md`. **Godot debug scene launcher (2026-07-20; implemented and manually validated).** The first version is deliberately narrower than arbitrary hot swapping: - Expose an F4-style Godot overlay only while `TITLE.BIN` is the persistent VM's active SYSTEM4 child. - Resolve the chosen `.BIN` through the existing SYS4 catalog, then ask the VM to return the current TITLE child frame with the game-authored coordinator writes (`G[0]=1`, `G[0xaba5c]=-1`, `G[0x62ccf]=0`, and selected packed id in `G[0x699]`) applied on the VM thread. - Let SYSTEM4 resume at `0x2b0` and execute its real entry wrapper and computed `call-script`; do not replace the VM root or call the selected scene directly from Godot. - Disable switching while another scene is active. That scene must reach its own terminal cleanup and then either return through SYSTEM4's post-child cleanup or execute its genuine op `0x9`. A separate clean relaunch remains the escape hatch for a stuck/incomplete scene. The runtime now has a generic debug-only "return this exact active child frame with queued global writes" request, thread-safe frame-generation/stack reporting, and the distinct `DebugReturned` trace outcome. TITLE does not park in ADV op `0x72`: its visible menu continuously polls input and executes a 1 ms op-`0xc8` sleep at `TITLE@0xe5`. The request therefore targets the observed active frame generation and is consumed by the VM thread at its next completed opcode boundary, before another TITLE opcode can execute. `SignalInput` is used only if the target happens to be in a real ADV wait, avoiding a stale signal that could advance the selected child. Synthetic coordinator tests cover both an ADV wait and TITLE's sleep/poll shape, selected- child dispatch, ordinary SYSTEM4 continuation, stale/ineligible request rejection, and selected-child op-`0x9` whole-stack propagation. This launcher would provide the real visible TITLE→selected scene sequence and preserve the coordinator boundary, but it cannot manufacture valid late-game state. The current direct harness and opcode coverage suggest early ADV scenes and `DEBUG.BIN` are plausible targets; later scenarios, GAMECLEAR, battle/map, and profile-dependent scripts may still require progression data or missing opcodes. A startup-only/direct-scene selector is cheaper, but it is merely a UI for `--scene ... --boot` and provides no transition-lifecycle evidence. An unrestricted in-process switch would additionally require VM cancellation, task joining, movie/audio disposal, locator/trace regeneration, and an explicit global-state policy, so it is not a quick or trustworthy first version. **Menu population and selection contract.** The runtime SYS4 catalog—not `build/` inventory—is the source of truth. Himegari currently has 481 unique base-catalog `.BIN` records: 136 `SC####`, 164 `SP*`, 8 `DEBUG*`, 29 initializer-named scripts, and 144 other named scripts. Each menu row keeps the packed resource id as its identity and carries display name, pack selector, raw index, archive, size, and category; names are labels rather than keys so future append-pack collisions remain representable. Population should enumerate base `Catalog.Files` plus every mounted append catalog, exclude placeholders/non-BIN records, and compute `packed_id = (pack_id << 24) | raw_index` without parsing all scripts up front. The selected script is decoded and validated only when Launch is pressed; an unsupported decode reports an error and leaves TITLE running. The currently mounted append pack contributes 39 additional `.BIN` records, so the shipped launcher smoke test sees 520 distinct packed script ids. The initial UI groups entries rather than implying every BIN is a standalone scene: - **Scenario:** `SC####.BIN`, naturally sorted by number. - **Secondary/event:** `SP*.BIN`, naturally sorted by name and suffix. - **Debug:** `DEBUG*.BIN`. - **Other/expert:** every remaining script; the separate **All** filter includes every category. Initializers, callbacks, data routines, and modal UI scripts may require caller-owned state and may immediately return or corrupt the live session. `SYSTEM4.BIN` and `TITLE.BIN` are not launchable in the first version; recursively dispatching either through SYSTEM4's child slot is not a scene test. Search is case-insensitive over name and hexadecimal/decimal packed id. The detail pane shows name, category, packed/raw id, archive, size, and the fixed warning that launch uses the current live global/profile state. Compatibility or opcode-gap badges are deferred until coverage logic has an engine-owned runtime API; the menu must not parse generated Markdown or call Python tooling. The implementation should leave one explicit extension point for future test sequences: `DebugLaunchPreset(label, packed_script_id, extra_global_writes, note)`. Catalog rows use only the four coordinator writes above; profile-authored presets may later add proven story/progression globals without turning the menu into a free-form state editor or save backend. Arbitrary PC/offset jumps are out of scope. **Implementation order.** (1) Add catalog script-entry enumeration with packed ids and unit coverage for base/append mounts, placeholders, duplicate names across packs, and category/sort/filter behavior. (2) Add a generic VM debug request targeted at an exact active frame generation; it applies an immutable set of global writes on the VM thread and returns that child at the next opcode boundary. Test SYSTEM4→TITLE→selected child, ordinary child return/cleanup continuation, op-`0x9` propagation, TITLE's sleep/poll loop, and stale/ineligible request rejection. (3) Add the Godot F4 overlay (`PopupPanel`, search/category controls, `ItemList`, detail pane, Launch/Cancel), consume all overlay input, and enable Launch only for the active `SYSTEM4 > TITLE` stack. (4) Add a Godot smoke test for catalog population and request wiring, then manually validate `TITLE -> DEBUG -> 0x9 -> SYSTEM4 -> TITLE` before expanding the selectable categories or adding presets. Steps 1–4 are complete. F4 opens the Godot `PopupPanel` only for the exact active `SYSTEM4.BIN > TITLE.BIN` stack; search, category filters, packed-id metadata, guarded Launch, and Cancel are live. `SYSTEM4.BIN` and `TITLE.BIN` remain visible but unlaunchable. While the panel is open, AGE gameplay input is not forwarded. Launch reparses the selected packed id before queuing any writes. The threaded Godot selftest constructs the catalog and panel and currently reports 520 unique packed scripts. Manual validation confirmed `TITLE -> F4 -> DEBUG.BIN`: its four scripted ADV pages at `0xc7`, `0x110`, `0x17b`, and `0x1ed` were presented, its terminal op `0x9` at `0x1fb` ran, and SYSTEM4 reconstructed the visible TITLE menu. No launcher/session-lifecycle discrepancy was observed. DEBUG-specific content oddities are not acceptance failures for this developer route and remain out of scope unless they reproduce in a normal game script. **TITLE Extra Room entry (`ROOM.BIN`, 2026-07-20 through 2026-07-21).** The title dispatch itself is correct. The first manual entry exposed a scheduler discrepancy: ROOM's stable input poll uses `sleep 0`, which native `0xc8` clamps to a one-millisecond timer. Godot previously treated it as a zero-duration no-op, letting the script consume the 20-million-step guard and display `-end-`. The interactive host now preserves the native one-tick yield; Godot also prints the VM halt reason and step count before its generic end marker so future terminations are distinguishable. Manual follow-up confirmed the room remains interactive and its genuine op-`0x9` returns to TITLE, then exposed three presentation gaps. Native RE resolved and implemented all three underlying contracts: `0x60` selects the four room variants through CRT `rand()%4`; corrected `0x6c` zero-fills the 13-cell character-voice profile table instead of writing scalar 13 into its first cell; and `0x25` performs a blocking target-over-source crossfade between the two frames ROOM captures through offscreen `0x20c` presents. Entry/menu transitions use timing argument 10, the final black transition uses 30, and the port now waits for the terminal captured frame before surface release or SYSTEM4 reload. The release script's fourth random presentation variant intentionally has no voice ids; the first three have distinct greeting/farewell pairs. ROOM now has 55/56 distinct opcodes and 420/421 instructions handled or proven safe; its sole remaining gap is the already classified one-shot `0x1fe` current-rotation setter on a decorative object, unrelated to these transition/audio paths. Manual visual/audio parity remains to be rechecked on the updated build. The first recheck confirmed the transition was visible but exposed two follow-up corrections: the decompiled alpha-step branch had initially been read backwards (`arg<=64` means step 16, not step 1), making argument 10 about 160 ms and argument 30 about 480 ms; and ROOM's raw voice ids were reaching `play-voice` but failing the port's SC-section-only lookup because ROOM owns no SC section. Voice resolution now uses the same scene-first, type-checked raw fallback as frontend textures. **Natural Game Start diagnostic gate (2026-07-21; captured).** The opt-in `-StartupDiagnostics` route kept the persistent `SYSTEM4` root and native exit semantics and added no seeds, boot prefix, timing changes, or input automation. A user-driven cold boot traversed the complete initialization family, `LOGO`/`LOGO.AGF`, `OP`/`OP.AGF`, `INIT`, `TITLE`, `GAMESTART`, its nested unit-data setup, and finally raw script `0x22` / `SC0000`. It stopped at the first stable wait, `SC0000@0x83c`, whose preceding text instruction is `SC0000@0x834` (`――かつて、戦いがあった。`). The 97,730-event timeline contains 96,908 opcode steps and 129 distinct opcodes; the Godot log has no warnings/errors, both movies start and stop normally, no audio resource is unresolved, and no VM halt occurs. The 137 fallback events are not a single boot blocker. Most are declaration/statement/line markers already proven safe, or deliberately deferred profile/read-text operations (`0x1a2`, `0x1a3`, `0x1cb`). The reached effectful unknowns divide into SYSTEM4 layout setup and unit-data initialization. Native follow-up identifies `0x194` as a string-equality predicate reached in `INIT2` and `GAMESTART`, and `0x1b0` as a dword-block copy paired with still-unresolved pointer-preparation opcode `0x63` in `UNITECH`/`CALCCC`. `0x194` is now implemented for every supported SYS4 string operand form, with focused equality/inequality and compare-then-branch regressions. A step-traced natural-boot test reaches SC0000 without a `0x194` fallback; static coverage now reports 10/12 INIT2 opcodes and 44/47 GAMESTART opcodes handled, with the remaining GAMESTART profile operations still deliberately deferred. The reached `0x63`/`0x1b0` unit-data pair is also implemented: native `0x63` aliases a typed backing-cell address into a pointer, while `0x1b0` copies a counted dword span through direct or pointer endpoints. The traced natural boot reaches both without fallback; UNITECH is now 31/31 handled and CALCCC 14/15, with only deferred profile op `0x1a2` remaining. SYSTEM4's paired `0x79`/`0x1c1` setup is now natively resolved and implemented: `0x79` configures the cursor restored by later layout resets, while `0x1c1` configures layout-local right/bottom overflow boundaries. `AdvTextHistory`, VM dispatch, the direct-scene SYSTEM4 bootstrap, and ordinary/history Godot label geometry now share that script-owned state; the former slot-1 hardcoding is removed. The next reached SYSTEM4 cluster is also resolved: `0xfe` establishes ten logical input actions, while `0x107`, `0x10b`, and `0x10c` configure joystick-button, mouse-button, and DIK keyboard mappings consumed by `0xff`/`0x100`. The port now owns the native seven-action defaults, executes all four setters, translates Godot physical key/mouse/joy events through the resulting map, scans only actions below the configured count, and invokes callback slot `count` for the empty-mask release path. Direct-scene diagnostics replay SYSTEM4's same 16 immediate configuration calls. This is independent of profile/save ownership. Closing Godot currently releases a parked ADV wait before process teardown, so the page map may contain one trailing shutdown-only page; the final timeline `input-wait` is the authoritative stop. **SC0000 character-menu roster discrepancy (2026-07-21; investigated).** A natural-boot state probe at SC0000 entry shows that GAMESTART/UNITECH already created party slot 2 with flags `0x13`, character id 2, and selected slot 2. The empty Character Info page is therefore not missing boot data. CHMENU gathers that active slot, constructs two 100-cell sort-key arrays, calls opcode `0x12f` at `0x1c9b`, and reads the populated tail of the resulting index permutation. The port had been falling through `0x12f`, leaving the output zero-filled and making CHMENU select empty slot zero. Native RE fully identifies `0x12f` as a stable ascending index sort by the signed sum of two key arrays. The generic opcode is now implemented with native 32-bit overflow and stable ordering. Focused regressions cover equal keys, overflow, and zero count; a real-script regression carries the naturally booted state into CHMENU and proves the first roster sort keeps slot 2 selected with no `0x12f` fallback. This uses no seed or menu-specific injection. Remaining acceptance is manual: open Character Info at the first stable SC0000 page and confirm the initial character is visible. ## Stage B2 — Faithful full boot Replace `--boot`'s diagnostic seeding and separately injected inherited surfaces with normal boot execution. First prove the installed game's actual ordering; do not assume the current helper lists are complete. The boot path must cover two existing categories: - System/session initialization currently approximated by `INITCONFIG`, `INIT2`, and `INIT`, including host-visible side effects that `CaptureHost` discards. - Game-data initialization represented by the `*INIT` family used by the headless boot/session tools. Completion evidence: - A fresh application reaches the same initial title state without `--boot`, `--seed`, or manual surface injection. - Required globals come from executed scripts or clearly identified profile/native defaults. - Inherited retained state has a traceable owner and lifecycle. - A boot snapshot is reproducible for tests, but the shipped path performs the real boot rather than loading a developer snapshot. This stage may reveal platform/install-selection work; track that separately in `docs/platform-portability.md` rather than folding cross-platform export into Phase B. ## Stage B3 — Title and New Game happy path Implement only enough menu behavior to choose New Game naturally and enter the story. This is primarily a state-initialization and dispatch slice, not a mandate to complete every submenu. In scope: - Title/main-menu presentation required by the executed path. - Keyboard/mouse selection and the menu-specific coroutine/hotspot forms actually reached. - Configuration defaults that affect New Game or the subsequent runtime. - New Game initialization and its transition request. - Natural empty-save-state behavior when no saves exist. Deferred to bounded follow-ups unless the happy path requires them: - Full configuration UI and every setting. - Load/save implementation and save-format reversal. - Extras, galleries, replay modes, and unrelated submenus. - Menu visual polish that does not obstruct correct selection or state production. Completion evidence: launching the application, selecting New Game, and reaching SC0000 with no manual state seeds. The resulting SC0000 opening state must match the Phase A visual/audio baseline. ## Stage B4 — Natural progression through SC0000 Run the completed scene inside the persistent session and honor its real terminal transition. This stage closes the currently unidentified decision-to-scene boundary described in `docs/scjump-progression.md`. Completion evidence: - Title/New Game reaches SC0000 through actual script/native dispatch. - SC0000 completes without the developer auto-advance harness. - The outgoing decision, selected next script, and persistent global changes agree with the original run. - The first dungeon scene starts without reconstructing the VM or reseeding state. ## Stage B5 — First-dungeon vertical slice Do not scope “gameplay” as maps + units + items + magic + combat + AI + win/loss all at once. After B0 identifies the first real interaction, select the smallest end-to-end loop that exercises authoritative script state. A likely target is: - Load and render the first map and its initial UI. - Populate the units required for the opening state. - Select one unit and display its relevant state. - Perform one legal move or scripted action. - Resolve one combat or event interaction if the natural opening reaches one. - End one player action/turn and return to a stable input boundary. The exact acceptance path must follow the installed game's first dungeon rather than forcing this example shape. Items, skills, magic, AI, win/loss, deployment, and progression are added only as the selected path requires them. Completion evidence combines original-game observation, executed-opcode/call traces, visible map/UI output, and before/after global-state comparisons for the action. ### DEBUGMAP field-entry result (2026-07-21; manually validated) The shipped `DEBUGMAP.BIN` path is useful for the first bounded field slice, but it is not treated as a replacement for the natural campaign path. It performs substantial script-authored setup itself: it creates the test units, writes stage id `0xa5` to `G[0x4dfbc]`, fills the field-mode globals, writes system-flow request `G[0]=3`, and returns so SYSTEM4 enters `FIELD.BIN`. Runs launched from TITLE also retain the real SYSTEM4/INIT tables. A future discrepancy in party, inventory, stage, or progression state may still be an unpublished debug-level prerequisite; do not invent a seed unless its missing producer is proven. The first observed field discrepancy was a black central map while the surrounding field UI and minimap input remained alive. `DRAWMAP.BIN` is 23/23 opcodes handled and `RENDERMAP.BIN` is 31/31. FIELD's missing opcode `0x249` loads universal raw map sheets `0x32da..0x32dd` (`SO005`/`SO007`/`SO008A`/`SO007A`) into surfaces `0x3e..0x41`, after which DRAWMAP binds its generated tile objects to those surfaces. Skipping the loader left valid retained objects pointing at empty surfaces. The first retest after adding `0x249` showed the complete SO005 sheet enlarged over a grey field. The native mode-1 class is now fully identified as a large-image tiled wrapper over the same decoded pixels, ruling out a special spritesheet or blend interpretation. Two independent presentation gaps caused the retest: - native treats a zero-area draw-texture source rectangle as an empty draw; the port incorrectly expanded it to the entire source image, exposing FIELD's intentionally invisible SO005 prototype object; - FIELD's camera depends on the shared retained-object range transform. Corrected `0x229` selects the map handle range and anchor (it is not a per-object position opcode), while newly implemented `0x22a`, `0x22c`, and `0x22d` apply immediate zoom, immediate translation, and animated zoom to that range without moving the surrounding UI. The related native `0x22b`/`0x22e` range-rotation setters have zero Himegari corpus calls and need no runtime implementation yet. The remaining `DRAWMINIMAP` gap is `0x207` (eight calls) and is confined to minimap work; FIELD's other 14 static gaps do not produce the main terrain layer. Installed-asset decode, range-isolation/animation, VM dispatch, full engine tests, and the threaded Godot selftest pass. Manual acceptance confirms that DEBUGMAP now displays the dungeon map correctly; the earlier full-sheet overlay is gone and the field presentation remains operational after the camera-transform correction. Drag-panning exposes one bounded presentation follow-up. FIELD op `0x86` at `0x2e4d` selects raw cursor `0x32ce` on pan entry and op `0x87` clears it on exit. That catalog entry is the installed 4-bpp color `CURSOR09.CUR`, whereas the port originally decoded only the eight 1-bpp ADV cursors. This was a decoder-format gap, not missing or EXE-embedded artwork. The CUR decoder now handles both installed 1-bpp and 4-bpp formats with independent XOR/AND strides; archive-backed pixel/hotspot tests pass. Manual acceptance confirms the gripped cursor now displays correctly during drag-panning. ## Later Phase B breadth Once the natural spine and first gameplay loop are trustworthy, broaden in independent tracks: - Remaining title/configuration/load/save branches. - Save-file format and restoration of a persistent session. - Map navigation, camera, terrain, deployment, and turn lifecycle. - Unit statistics, equipment, inventory, skills, magic, heroine forms, and progression. - Combat resolution presentation, enemy turns/AI services, and win/loss transitions. - A full chapter of ADV and the scene types encountered between gameplay segments. - `STINIT` and other data schemas when their runtime consumers make them necessary. The high-level Phase B direction remains canonical in `docs/remake-architecture-and-roadmap.md`; this file only provides the execution framework. ## Slice record template When a stage becomes active, add its concrete plan/results to this document or the then-current slice plan without pre-planning all later systems. Record: - Starting state and exact reproduction path. - One observable end condition. - Executed unknown/effectful opcode families. - Required global/profile/host state and its producer. - Native/original evidence to capture. - Explicit non-goals. - Automated regression gates and manual acceptance check. - Result, remaining discrepancies, and the next decision gate. ## Decision gates - After B0: confirm or revise the boot/title/SC0000/dungeon sequence using observed load order. - After B2: decide whether session state is trustworthy enough to remove the diagnostic boot path from ordinary runs. - After B3: choose whether save/config work blocks natural SC0000 entry; otherwise defer it. - After B4: use the actual first-dungeon trace to write the concrete B5 slice rather than guessing its systems in advance. - After B5: choose breadth based on the next natural blocker, not opcode coverage percentage alone.