# Asset Resolution — foundational RE (graphics + audio) **The problem.** The bytecode loads assets by a small numeric **resource id** (`set-texture 0x23`, `play-voice N`, …). To render/play the *real* asset — driven by the bytecode, not hardcoded — the engine must resolve `resId → asset file`. This is **foundational** (nearly all visuals + all audio depend on it) and **not machine-verifiable** (no pixel/audio oracle), which makes it the largest, highest-risk area of the port. This doc is the steering state; it feeds the A2b render/audio slices. ## What's already landed - **Graphics ops wired** (A2b-background, engine-driven): `create-texture 0x1f8` `(slot,w,h)`, `set-texture 0x1f9` `(resId,slot)`, `draw-texture 0x1fb` `(slot,x,y,w,h)` promoted from VM stubs to typed `IHost` methods; `CaptureHost` no-ops them (A1 trace-diff/A2a selftest stay green). The VM now *drives* graphics; only resolution + backend rendering remain. - **Audio ops named, not yet wired:** `play-voice 0xc4`, `play-bgm`. - **Tools:** `tools/convert_agf.py` (AGF→BMP for *stills* via `AGF2BMP2AGF.exe`); `tools/frida/` (runtime capture harness — see its README); Frida core installed (17.15.3). ## Findings (2026-07-06) - **SC0000 background = a slot-0 full-screen slideshow.** The intro loads ~30 distinct full-screen images into slot 0 in order (`set-texture 0x23→0`, `0x25→0`, `0x27→0`, …), each drawn 800×600. Res `0x23` is the first. (There is also a persistent full-screen **slot 3** set *cross-context*, not in SC0000 — inherited from the parent/system scene.) - **The opening mixes movies + stills.** `AGF2BMP2AGF` reports `OP.AGF`/`MVB*.AGF` as "unsupported type (possibly MPEG)" → DATA5 `MVB*` (210) and `OP`/`ED` are **movies**, not stills. The opening's visible background did **not** match any `EV001*` still (confirmed by eye), so res `0x23`'s file is not obvious from the name space alone — resolution is required. - **Asset name spaces:** DATA2 = `EV*`/`EVM*` stills (985). DATA5 = `MVB*`/`OP`/`ED` movies (210). DATA3 = `.OGG` audio (`BGM*`, `ANA*` voice). - **The resolution chain is opaque statically.** `CGINIT` (`build/data/CGINIT.json`) is a 925-column *numeric* record table (row-major, sparse) — **not** an id→filename map. **`SYS4INI.BIN` (magic `S4IC422`) is the authoritative asset index** the game + `BinExtractALF` use (name ↔ archive ↔ offset ↔ size), but filenames are **not stored as plain ASCII** (an `EV001AA` search misses), so it needs S4IC-format RE to parse. - **Frida file-I/O is noisy.** `ReadFile` hooks on `DATA2.ALF` capture reads during the opening, but the offsets/spans don't line up with extracted AGF sizes → the game likely **memory-maps** the archives (so `ReadFile` offsets are OS paging, not clean per-asset loads) and/or uses async reads. The robust hook is the game's **internal load-by-id function**, not file I/O. ## The RE plan (ordered) 1. **Parse `SYS4INI` (S4IC422) → an asset index** `{name, archive, offset, size}`. *Reusable and bounded* — it names every asset in every DATA*.ALF, gives archive-offset→name (to rescue Frida offsets), and is the **answer key** for step 2. Deliverable: `tools/parse_sys4ini.py` + `build/asset-index.json`. (Format reference: asmodean's `exs4alf`, which `BinExtractALF` is based on.) 2. **Crack `resId → filename`.** With SYS4INI as the answer key, either (a) **order-correlate**: run SC0000 in our engine to get the `set-texture(resId)` sequence, capture the real game's asset-load order via a *reliable* Frida hook, and align them; or (b) **hook the internal load-by-id function** directly (find via the opcode dispatch for `0x1f9`) to read `resId → name` at the source. Likely underlying rule: `resId → CGINIT/table → name`. Deliverable: the mechanism + `vm-map/resources.json` (or a generated map) seeding at least SC0000's slideshow. 3. **Wire the backend** (already designed — A2b-background plan Tasks 3–5): `ResourceMap` resolver + Godot `TextureRect` compositing; render only resolved full-screen slots. Mechanical once (1)+(2) land. 4. **Audio** (parallel, same shape): resolve `play-voice`/`play-bgm` `id → OGG` via SYS4INI + a Frida audio capture (hook `DATA3.ALF` reads or the audio-play fn); play via Godot. Reuses the `tools/frida/` framework. 5. **Movies** (`OP`/`MVB`, MPEG) — a separate video-playback path; deferred. ## Validation reality (why this is the big haul) Unlike the VM/dialogue work (byte-exact trace oracle), graphics + audio have **no machine oracle**. Validation is: **Frida ground truth** (what the real game loads/plays for a scene) as the correctness anchor, plus **human eyeball/ear**. Treat every mapping as provisional until Frida-confirmed; the `resId→file` map is *data we curate against ground truth*, and the engine stays honest by only ever rendering what the executed bytecode + the map produce (never a hardcoded image). ## Status A2b-background: **machinery landed** (texture ops engine-driven, tools, findings). The **render is blocked on asset resolution** (steps 1–2), which is promoted to its own foundational effort. Next: either start step 1 (`SYS4INI` parser) or bank momentum with the Frida-free **choices** sub-slice (static-RE opcode hunt) while resolution waits its scheduled turn.