# Native-engine reverse engineering (Ghidra + MCP) Static RE of the **unpacked** `AGE.EXE` engine image, driving Ghidra 12.1.2 via the bethington/ghidra-mcp bridge. This is the home for decompiled native-op findings — the class of logic the scripts call but that lives compiled in the engine (decision→scene, call-script dispatch, op 0x60, the gfx command-buffer). Opcode semantics recovered here also flow into `vm-map/opcodes.toml`. Related: `docs/scjump-progression.md` (the SCJUMP decoder that hit this wall), `name-resolution.md §1` (call-script), `vm-mapping-plan.md` appendix (why the exe is packed + the runtime-dump route). --- ## Runbook — the Ghidra + MCP loop **One-time setup (done 2026-07-07):** - **MCP server:** bethington/ghidra-mcp, cloned to `S:\Game Hacking\ghidra-mcp`. We used the **prebuilt extension** `GhidraMCP-5.14.2.zip` (installed in Ghidra via File > Install Extensions) — this skips the Maven/Java-21 build. The Python **bridge** runs from a venv (`.venv`, Python 3.11, `pip install .`); no `uv` needed. Registered in Claude Code via `.mcp.json` at the workspace root: `{"mcpServers":{"ghidra":{"command":"S:\\Game Hacking\\ghidra-mcp\\.venv\\Scripts\\bridge-mcp-ghidra.exe","args":["--transport","stdio"]}}}`. - **In Ghidra:** enable the GhidraMCP plugin (File > Configure) and **Tools > GhidraMCP > Start MCP Server** (serves `http://127.0.0.1:8089/`). The bridge talks to that; Claude reaches the bridge over stdio. **Loading the engine image (IMPORTANT — the language gotcha):** - Import `age-reimpl/build/engine-dump/range_00400000.bin` (the module dump: 2,490,368 bytes, the full 0x400000 module image; VA→file offset = `VA − 0x400000`). - **Format = Raw Binary, Language = `x86:LE:32:default`, Image Base = `0x400000`.** Ghidra's language picker offers `x86:LE:32:System Management Mode` as the "closest" match — **do NOT use it.** SMM is a 16-bit *segmented* (segment:offset) variant for BIOS/SMRAM; it mis-decodes flat 32-bit code (it loaded with addresses like `0000:0000`/`0025:ffff` and produced **0 functions**). The plain `default` variant is correct and yielded **2,721 functions**. - We drove the (re)import over MCP: `import_file(language="x86:LE:32:default", compiler_spec="windows", auto_analyze=false)` → `set_image_base(0x400000)` **before** analysis (so absolute-address refs resolve) → `run_analysis`. - **Load sanity check (AGF-decoder landmark):** at VA `0x474f23`, `CMP word ptr [ESI + 0x4], 0x4d42` (the `BM`/BMP-magic check) confirms the image is correctly based + decoded. - IAT reconstruction — **tried, DOESN'T WORK on this binary (2026-07-09):** `bin/pe-sieve32.exe /pid /imp 3 /dmode 3 /dir build/pe-sieve` (run from **PowerShell**, not Git Bash — it mangles `/flags`) ran fine but the game is packed with a **zeroed IAT** resolved via `GetProcAddress` at load, so there is no conventional import table to rebuild. Of 363 "imports" it emitted, only ~17 are genuine (`in_main:1`): the packer bootstrap (`LoadLibraryA`/`GetProcAddress`/`GetModuleHandleA`/`VirtualAlloc`/ `VirtualFree`) + a one-per-DLL seed block at RVA `0x202bfc` (`d3d9.Direct3DCreate9`, `user32.RegisterClassExA`, `gdi32.GetStockObject`, `winmm.timeSetEvent`, `advapi32.RegOpenKeyA`, `shell32.SHGetSpecialFolderPathA`, `oleaut32.Variant*`, `kernel32.RaiseException`, …). The other 300+ are stray pointer-shaped DWORDs mis-resolved to "first export at module base" (e.g. `msvcrt._wstrtime_s` 30×, `in_main:0`, non-terminated). ⇒ **do not graft pe-sieve output** — grafting the noise would inject wrong import names. The game's hot APIs (`ReadFile`/`CreateFileA`/`timeGetTime`/d3d9 device methods) are `GetProcAddress`-resolved into private pointer tables, invisible to a static IAT scan. Report/dump left at `build/pe-sieve/process_/` (disposable). **→ The Frida import-map approach — ✅ DONE 2026-07-09 (replaced pe-sieve).** Named the dynamically-resolved APIs at their call sites via the LIVE process. `tools/frida/map_imports.py` (read-only, plain-JS): (1) Frida-reads all loaded modules' export tables → `{runtime_addr → dll!Func}` (23,342 exports); (2) scans the `0x400000` module for aligned DWORDs holding those addresses → `RVA → name` (ASLR-stable: RVAs into the fixed main module transfer to the dump even though the DLL targets relocate); (3) a `run_script_inline` pass labels the `/v2` image `imp__`. **Result: the packer's rebuilt core IAT lives at RVA `0x16f000` (VA `0x56f000`) — 248 imports labeled** (kernel32 129, user32 57, winmm 20, gdi32 17, advapi32/ole/oleaut/version/ntdll), 0 clobbers. **Validated:** `FUN_0044f390` now reads `(*imp_kernel32_CreateFileA)` / `(*imp_kernel32_SetFilePointer)` at its resolver I/O; `sleep_timer_arm` reads `(*imp_winmm_timeGetTime)()` — pinning the long-standing `DAT_0056f3d4` = **timeGetTime**. Tool: `tools/frida/map_imports.py [--recon]` → `build/import-map.json`; plan `docs/superpowers/plans/2026-07-09-frida-import-map.md`. **Known limit (by design):** only the module-resident IAT is labelable. `d3d9`/`shell32`/`dsound`/CRT are `GetProcAddress`-resolved into HEAP (not in the `0x400000` dump), so they aren't labeled — and D3D9 is used via COM vtables (`Present` = device vtable slot 17, see `probe_present.py`), not an import thunk, so this costs us nothing on the render path. 29 isolated singleton matches were set aside (`build/import-map-singletons.json`), not auto-applied. --- ## Master key — the opcode→handler dispatch table (2026-07-07, anchored) The interpreter dispatches each op via a per-context handler table, **fully anchored**: > **`handler(op) = ctx[0x26c93 + op]`** (word index) **= `*(ctx + 0x9b24c + op*4)`** > — `ctx` = the engine context (`esi` in handlers, thiscall; `param_1` in the decompile of the > registration routine). The registration routine **`FUN_00413860`** first fills `0x400` (1024) slots starting at `ctx[0x26c93]` with a **default handler `FUN_004162b0`** (op 0's slot), then overrides specific opcodes: `ctx[0x26c93 + op] = `. So **opcode = (word_index − 0x26c93)**. Cross-check: `ctx[0x26e3f] = 0x427fb0` (byte offset `0x9b8fc`) → op `0x26e3f − 0x26c93 = 0x1ac`. **Why this matters:** the Kelebek `u00XXXXXX` opcode names encode handler VAs from *Kelebek's* build, which **drift** in ours. This table resolves the *real* handler for any opcode in our image — the general fix for VA drift project-wide. To find op `N`'s handler: read `ctx[0x26c93 + N]` from the `FUN_00413860` decompile (or `*(ctx + 0x9b24c + N*4)` at runtime). ### Materialized + applied image-wide (2026-07-09) The table is no longer resolved op-by-op by hand — it is **extracted once and applied to the whole image**. `tools/ghidra_handler_map.py` parses the override stores in `FUN_00413860` (dump at `build/engine-dump/FUN_00413860.disasm.txt`) → **`build/op-handler-map.json`** (`{op → handler VA}`, **420 overrides**). Regenerate: `py -3.11 -X utf8 tools/ghidra_handler_map.py build/engine-dump/FUN_00413860.disasm.txt --check`. The `--check` diffs the derived handlers against the handler VAs mentioned in `vm-map/opcodes.toml` prose and found **0 real drift** — the only 7 flags are ops whose toml text records the *worker* VA, not the handler (`0x20c→0x4174a0`, and the `0x21c–0x243` cluster entries), each already matching the recon tables below. A one-shot Ghidra script (via `run_script_inline`; needs `GHIDRA_MCP_ALLOW_SCRIPTS=1`) then labeled the image from that map: **281 raw `FUN_`/`LAB_` handlers renamed `op_0xNN_handler`, 107 bare handler VAs turned into functions, 31 hand-named handlers preserved** (source `USER_DEFINED` is never renamed), and a plate comment `opcode 0xNN dispatch handler; ctx[0x26c93+op] in FUN_00413860` set on every one (appended to existing decode comments, never clobbering). The one shared handler `0x416650` (ops `0xaf`/`0x1a8`) is `op_0xaf_0x1a8_handler`. ⇒ every dispatch handler in the image now self-identifies its opcode; a bare `op_0xNN_handler` is a handler not yet role-RE'd. Enrich with a descriptive name + decode when you reverse one (the generic name is a floor, not a final). > **⚠ Two-program gotcha (cost time 2026-07-09).** The Ghidra project holds **two** imports named > `range_00400000.bin`: the GOOD one at project path **`/v2/range_00400000.bin`** (`x86:LE:32:default`, > image base `0x400000`, 4308 functions — all our annotations live here) and a BROKEN early import at > **`/range_00400000.bin`** (the `x86:LE:32:System Management Mode` mis-import: base `0000:0000`, **0 > functions**; see the language gotcha in the runbook). After a Ghidra restart the broken one can become > active. **Always confirm `get_current_program_info` shows base `0x400000` / 4308 functions (or > `switch_program /v2/range_00400000.bin`) before doing anything** — `run_script_inline` runs against the > GUI's active program, so a wrong-program script would mutate/measure garbage. **Other confirmed engine-context offsets** (`ctx`/`esi`): `+0x53d14` = current script-context index; `+0x53d88 + index*0x78` = current decoded instruction length in dwords (the interpreter advances PC by that value times four); operand-fetch helper = **`vm_operand_fetch`@`0x41b940`** (thiscall, `ecx=ctx`, arg = operand index → returns the operand value); **`vm_operand_write`@`0x425fb0`** = the counterpart store; **`vm_operand_lvalue`@`0x415f30`** = the companion index/pointer accessor. **Hot-helper naming pass (2026-07-09, lever #2).** Ghidra's Function ID analyzer names **0** functions on this image (the bundled FidDbs don't cover the VC9/VS2008 static runtime; ~3,660 of 4,428 funcs stay `FUN_`), and the library workers we actually touch were already hand-named (`gfx_object_query_source_slot`, etc.). So "STL/CRT auto-naming" had little to add — but the recon (rank unnamed funcs by call-count) surfaced the real win: ubiquitous **documented-but-unnamed helpers**. Named the top 5 (~2,400 call sites): `vm_operand_fetch`@`0x41b940` (1021 refs), `vm_operand_write`@`0x425fb0` (188), `vm_operand_lvalue`@`0x415f30`, plus two CRT primitives identified by behavior — `__security_check_cookie`@`0x54f981` (692; compares `__security_cookie`=`DAT_005c28c0`) and `operator_new`@`0x5502be` (533; `_malloc`+`__callnewh`+throw `bad_alloc`). ⇒ every handler now reads e.g. `vm_operand_fetch(2)` not `FUN_0041b940(2)`. No FidDb generation (out of scope, low ROI). Rename hot unnamed funcs by call-count when de-noising further; there is no registry file for these — the Ghidra name is the record. **These `ctx` offsets are now a typed struct (2026-07-09).** The canonical field map is `vm-map/engine-ctx.toml` → generated `docs/engine-ctx-reference.md`; a `run_script_inline` pass created an `EngineCtx` Ghidra struct and retyped **all 419 dispatch handlers' `this` to `EngineCtx *`**, so they decompile `ctx->cur_ctx_index` / `ctx->frame_instruction_word_count` / `ctx->run_state_flags` instead of `param_1 + 0x…` (verified: `sleep_op_0xc8`, `gfx_op_0x215_query_source_slot`). Add a field: edit `engine-ctx.toml`, run `engine_ctx_build.py --build`, re-apply the struct. (The VM global bank `G[…]` is separate — `globals.toml`.) --- ## Findings ### ops `0x1a2`/`0x1a3` store and restore shared `SAVE.DAT` integer cells (resolved 2026-07-20) The SCJUMP slice assumed `u00428010` resolved a decision value to a scene. **That premise is wrong**, and pinning the real handler plus its paired reader resolves the service: - **VA-drift trap:** Kelebek's `u00428010` = op `0x1a2`. But Kelebek's raw VA `0x428010`, in *our* build, sits inside a *different* handler `0x427fb0`, which is **op `0x1ac`** (per the table: `ctx[0x26e3f]=0x427fb0`). Op `0x1ac` is a **save-path** op — its handler formats `%s\SAVE%2.2d.DAT` (format string `0x571e70`) and is multi-operand. Reading the raw VA gave the wrong opcode. - **`0x1a2` = store.** `op_0x1a2_store_shared_profile_int@0x42d360` records the generic three-dword instruction length, reads operand 1's current raw 32-bit value, and resolves its actual cell index with `vm_operand_lvalue`. That accessor accepts a direct global integer (type 3), global pointer (type 6), or local pointer (type `0xc`); pointer forms resolve to an index relative to the global integer bank. The handler formats the key `3%08x` and insert-or-assigns the value in the table at `ctx+0x5190`. - **`0x1a3` = load.** `op_0x1a3_load_shared_profile_int@0x427e90` resolves the identical cell index, calls `shared_profile_int_lookup@0x4199d0`, and writes the result back through `vm_operand_write`. A missing key returns **zero**. The old `string-lookup-set` label described neither its type nor effect. - **The consumer is shared `SAVE.DAT`.** `shared_profile_payload_write@0x430a20` enumerates this table and writes its entry count followed by one 12-byte key and one 32-bit value per entry. It is invoked by `shared_profile_save@0x40c950`. `shared_profile_payload_read@0x431070`, called by `shared_profile_load@0x40ccd0`, reconstructs the same table with insert-or-assign. Numbered `SAVE##.DAT` paths use the surrounding state object only for container metadata/timing; they do not enumerate this table. `RT.DAT` independently stores `ReadTextDB`. - **The generic hash helper caused the earlier conflation.** `hash_table_insert_or_assign@0x42cf70` and `hash_table_find_value_ptr@0x419290` operate on whichever table ECX selects. `0x1a2` selects `ctx+0x5190`; value-switch ops `0xa2`/`0xa3` select the distinct temporary table at `ctx+0x5f6c0`; engine settings and text caches use still other instances. - **Corpus shape matches profile persistence.** The corpus has 17,585 `0x1a2` calls in 315 scripts: 17,539 operate on a local pointer immediately resolved by `lookup-array`, while 46 name a global cell directly. The paired `0x1a3` appears 73 times in 12 scripts. `LOADCONFIG.BIN` restores configuration globals with consecutive loads; `SYSTEM4.BIN` stores its initialized-config flag; gameplay and ADV scripts store selected array cells rather than the whole VM global bank. **Port verdict: semantics solved, persistence implementation deferred.** The old unread `GfxState` `HashSet` and legacy VM handler have been removed, so both opcodes now appear as effectful gaps rather than false implementations. A faithful service needs a profile-owned `global-cell-index → raw-int32` map shared across VM/script lifetimes, with `0x1a2` upsert and `0x1a3` load-or-zero, then a deliberate persistence boundary. The current `GameSession` JSON serializes the entire global bank, which can accidentally preserve some values but cannot reproduce AGE's selected-cell restore/reset lifecycle. Do not add another ad-hoc JSON field until the unified shared `SAVE.DAT`/`RT.DAT`/numbered-save architecture chooses ownership and migration. This deferral is now explicit in opcode coverage; it is not a safe-noop claim. The FIELD snippet `lookup(0x5f0ed, 0x62ccf); mov(ptr,1); lookup(...); 0x1a2(ptr)` therefore persists that selected global array cell to the shared profile. It does not resolve decision→scene; scene dispatch remains the separate call-script/progression path documented in `name-resolution.md` and `scjump-progression.md`. **Lesson:** never analyze a native op by its Kelebek `u00XXXXXX` VA directly — always resolve the real handler through the dispatch table (`ctx[0x26c93 + op]`). The raw VA is off by whole functions. --- ### op `0x03` (`call-script`) is a raw index into the SYS4INI file table — SOLVED (2026-07-07) The long-deferred `call-script ` registry (`name-resolution.md §1`) is cracked. Resolved through the dispatch table (op `0x03` → `ctx[0x26c93+3]` = **`FUN_0041bc90`**), then the loader/resolver chain: - **`FUN_0041bc90`** (handler): fetches operand 1 (the id), bounds-checks call depth (≤ 0x26), pushes a script frame, and calls the loader. - **`FUN_0040e980`** (loader): opens the resource by id, reads the **0x20-byte SYS4 header**, checks magic, allocates per-frame code/local buffers from the header var-counts, reads the bytecode body, and pushes a script frame (**stride 0x1e = 30 dwords**, indexed by `ctx[0x14f45]`). Returns to the caller when the callee ends. - **`FUN_0044f390`** (resolver — the key): `record = [ctx+0x414] + id*0x50`. The record is exactly the **SYS4INI 80-byte layout** `{name[64], arc_id@0x40, file_number@0x44, offset@0x48, size@0x4c}` (count = `[ctx+0x40c]`, archive-name table = `[ctx+0x410]`). It tries a **loose override first** (`CreateFileA` on `record.name` → the mod/patch hook point), else opens archive `[record.arc_id*0x100 + ctx+0x410]`, `SetFilePointer` to `record.offset`, size = `record.size`. High-byte-tagged ids (`id & 0xff000000`) select an alternate pack via `[ctx+0x3028]` — **unused by the corpus** (0/297 ids carry a high byte). **So `call-script ` = a direct RAW index into the SYS4INI global file table** — the same table `parse_sys4ini.py` reads, but indexed *without* skipping `@` placeholders (13208 records, 2 placeholders). There is **no separate on-disk id→code registry**; SYS4INI *is* the registry, and we already had it. **Statically confirmed:** all **297/297** distinct corpus `call-script` ids resolve to a `.BIN` script with a semantically-exact name (`0x1ab→ADDITEM`, `0x2ae7→MES`, `0x143→BUNKI`, `0x329d→CALCREVISE`, `0x2add→CALCBTPARAM`), 0 out-of-range, 0 pack-branch. Tooling: `parse_sys4ini.py` emits `build/callscript-names.json` (id→name); `sys4load` annotates `call-script 0x1ab =ADDITEM.BIN`; the whole `build/disasm/*.asm` call graph now reads by name. See `name-resolution.md §1`. **Companion — op `0x8f` (`call`) is INTRA-script, not cross-script.** Its handler **`FUN_0041fba0`** sets `[frame PC @+0x53d2c] = [frame codebase @+0x53d28] + operand*4` and pushes a return address on the per-frame return stack (`[ctx+0x552e8]`/`[ctx+0x55248]`). The operand is a **code offset within the current script** (matches header table **T3, tag 0x8F** = local call targets). So `0x8f` is a local JSR; only `0x03` loads another script. **Port status:** the C# VM resolves both immediate and computed resource ids through `IScriptProvider`, pushes an `ExecFrame`, runs the child, and resumes its caller. This is the same mechanism needed for the natural root described below; an out-of-band scene-name registry is not required. #### Natural boot and New Game control spine (B0, 2026-07-20) SYSTEM4 is the long-lived script root and the game's actual scene coordinator. Its initial path establishes the nine ADV layouts and system surfaces, chooses `LOADCONFIG.BIN` or `INITCONFIG.BIN`, calls `INIT2.BIN`, optionally calls `LOGO.BIN` and `OP.BIN`, calls the one-op `INIT.BIN`, and enters `TITLE.BIN`. `INIT2` is not a thin handle seed: it calls 23 data initializers in order (`EBINIT`, `CNINIT`, `ITINIT`, `SKINIT`, `ILINIT`, `AFINIT`, `TRINIT`, `MAINIT`, `ALINIT`, `CDINIT2`, `MPINIT`, `LAINIT`, `OBINIT`, `STINIT2`, `RTINIT`, `CGINIT`, `SPINIT`, `CTINIT`, `CVINIT`, `CIINIT`, `VIINIT`, `SCINIT`, `BTANINIT2`) and then `TUNE.BIN`. The CLI `play --boot` nine-script list is therefore only a partial diagnostic approximation. Godot now runs SYSTEM4 itself by default, so this complete sequence and its host-visible side effects execute in one VM; Godot `--boot` remains only for an explicit direct-scene diagnostic such as `--scene SC0000`. **Startup-video gate and modal player (2026-07-20).** The apparently optional `LOGO`/`OP` calls are deterministic first-process-run behavior, not a profile/save decision. `SYSTEM4@0x29a` calls op `0x130` and executes `LOGO.BIN@0x2a4` then `OP.BIN@0x2a7` when its result is nonzero. Native `op_0x130_get_initial_root_run@0x4295b0` returns `EngineCtx+0x54ff0`; context construction initializes that field to one, while `op_0x9_reset_scene_and_reload_root` is its only later writer and clears it before resetting engine state and reloading root script id zero. The port now owns the same flag in the persistent VM: it begins at one, `0x130` writes it, and op `0x9` clears it as part of the whole-stack root reload described below. It is not a boot seed or profile value. **Whole-stack root reload (`0x9`, 2026-07-20).** Native `op_0x9_reset_scene_and_reload_root@0x418f50` is not an ordinary child-script return. It clears the initial-root flag, calls `script_frame_dispose@0x40e610` across all 40 interpreter slots, cancels timed and input-callback state, invokes `scene_context_init_reset@0x40b3b0`, resets hotspot/input services, and finally loads raw script resource zero with `script_frame_load_resource(..., 0)`. Raw SYS4INI index zero is `SYSTEM4.BIN` in Himegari. The scene reset owns interpreter run state, ADV input/skip/auto state, retained gfx objects and command queues, text/render buffers, and—on the normal fresh-session path—the 1000 ordinary surface/movie slots. It does not clear the global VM bank or engine configuration. The port now mirrors that boundary: an `0x9` request propagates through every nested `call-script` frame without executing any caller continuation, clears scene-owned VM/Godot presentation and input state, cancels deferred SFX starts without unloading or stopping active channels/BGM, preserves global/external-global banks and process-owned configuration/caches, then begins raw script zero at offset zero in the same VM session. The retained ADV history backlog remains intact for now because its lifetime across this reset has not yet been proven; only recording suppression is reset. Focused tests cover a three-frame unwind and raw-zero resolution to `SYSTEM4.BIN`. **Frontend exit request is not a root reload (`0x1`, 2026-07-20).** Native `op_0x1_throw_exit_request@0x4162e0` constructs a four-byte value-one payload and throws it with `ThrowInfo@0x5a9710`. The catchable-type metadata resolves that object to the named RTTI type `Command_Exit_Exception` (`TypeDescriptor@0x5b13e8`), rather than an undifferentiated integer exception. Its only two corpus sites establish the intent: TITLE executes it after the fifth main-menu action's sound and delay, while SYSTEM4 executes it after reporting an invalid execution mode. The catcher is the outer native message/scheduler loop now recovered as `engine_main_tick_with_exception_policy@0x411840`. Its MSVC `FuncInfo@0x5a9750` has a typed catch entry for `Command_Exit_Exception` at `catch_CommandExitException_set_exit_result@0x412648`. That funclet forces the enclosing result to one and returns continuation `0x412961`, which performs loop teardown and returns to the frontend. It never changes `frame_pc`. This matters because the dispatcher itself advances `frame_pc` only after an opcode handler returns; `0x1` throws instead, so neither the dispatcher nor the catcher advances past it. A distinct generic error-dialog policy at `0x412689` proves that fall-through is explicit: result two retries the same instruction, result four adds the decoded instruction length before restarting the loop, and other results exit. `Command_Exit_Exception` bypasses that policy entirely. The Windows/frontend policy that follows the returned exit request—full exit versus returning to title—is outside this opcode handler and is not implemented in the Godot frontend yet. TITLE happens to contain a developer menu immediately after its `0x1`, including a `call-script` to `DEBUG.BIN`; that code is unreachable in the native flow because the handler never returns. The port's former unknown-op fallback did expose that menu when selecting TITLE's fifth action, providing a useful visual confirmation of the static mapping but not a legitimate retail route. Opcode `0x1` now propagates a process-exit request through hotspot callbacks and nested script frames and ends the VM session without executing the following bytecode. An explicit Godot `--native-debug-menu` diagnostic can deliberately restore the old fall-through for developer archaeology; it maps to `VmOptions.IgnoreExitRequests`, defaults off, and is not part of the native compatibility path. Because it changes the opcode globally, it also suppresses SYSTEM4's invalid-execution-mode exit site during that run. End-to-end visual validation of the native `SYSTEM4 -> TITLE -> child -> 0x9 -> SYSTEM4 -> TITLE` history remains deferred until the frontend exit/return-to-title boundary or a natural game-over/completion route exists. The unreachable developer menu nevertheless records the game's intended debug-scene handoff. Its two ADV viewer choices write `G[0]=1`, `G[0xaba5c]=-1`, `G[0x62ccf]=0`, and a raw script id into `G[0x699]`, then return TITLE with local result one. TITLE's outer loop performs its normal ADV input/skip exit pair and returns to SYSTEM4. SYSTEM4 resumes at `0x2b0`; the nonzero `G[0xaba5c]` suppresses SCJUMP remapping, so the coordinator keeps the requested `G[0x699]`, performs its normal scene-entry setup, and calls that script at `0x477`. Other developer choices directly call utility scripts such as `DEBUG.BIN` from TITLE instead. The complete post-`0x1` menu accounts for all eight base-catalog `DEBUG*.BIN` records; no other fixed-id caller was found in the corpus. `ADVデバッグ` writes packed id `0x325f` (`DEBUGADV.BIN`) to `G[0x699]`, and `ADVデバッグ(PG用)` similarly writes `0x3294` (`DEBUGADV2.BIN`); these are the two coordinator-return paths. The remaining choices are direct nested TITLE calls: `迷宮` calls `0x338c`/`DEBUGMAP.BIN`; both the base and PG-oriented dungeon/base choices use `0x338d`/`DEBUGMAP2.BIN` with different surrounding mode writes; `迷宮(敵確認用)` calls `0x3390`/`DEBUGMAP3.BIN`; `戦闘` calls `0x338e`/`DEBUGBTL.BIN` then `BTL.BIN`; `戦闘エフェクト` calls `DEBUGBTL.BIN`, `0x338f`/`DEBUGANIME.BIN`, then `BTL.BIN`; and `システムテスト` calls `0x3391`/`DEBUG.BIN`. Thus every authored path is behind the same non-returning exit request in this retail executable. The generic SYSTEM4 computed call can technically accept any packed id, but no separate normal-game writer of these eight fixed ids appears in the static corpus. This also confirms three distinct cleanup owners around a debug launch: the selected script's own terminal subroutines, SYSTEM4's ordinary post-child cleanup (including all ten SFX channels and retained scene objects), and op `0x9`'s whole-stack scene reset when that opcode is actually executed. An arbitrary VM script replacement would bypass the first two and is not equivalent to native scene dispatch. Both child scripts create/draw 800x600 surface 42 and call op `0x20f`; their resource ids are universal raw SYS4INI indexes `0x335f`/`LOGO.AGF` and `0x3364`/`OP.AGF`. `ED.BIN` is the only other corpus user, with `0x3324`/`ED.AGF`. All three payloads begin with MPEG program-stream pack code `00 00 01 BA`. `op_0x20f_play_modal_movie_to_surface@0x422e50` shares the movie allocation/open/audio setup used by non-modal scene-movie op `0x236`, then starts playback and sets run-state bit `0x2000`; the engine main loop and window procedure treat that state as the modal whole-movie service. This parks the script at the opcode until EOF or input cancellation, after which the script's following instructions release the object/surface. The port implements `0x20f` through a typed raw-movie resolver and a distinct modal host call. The existing asynchronous decoder publishes frames through the retained surface while only the VM thread is parked; EOF, mouse click, Accept, or Cancel resumes the wrapper so its scripted cleanup releases surface 42. `0x236` retains its scene-local, non-modal contract. Both paths still intentionally leave the MPEG audio pin unrendered; synchronized movie audio remains a deliberate backend/audio-clock slice. An existing native operand trace identifies every observed heap codebase by a 100% match against its static instruction-offset set. The captured New Game route is: `TITLE → GAMESTART → UNITECH → CALCARR → GAMESTART → TUNE → GAMESTART → TITLE → SYSTEM4 → SC0000`. The transition sites make the ownership explicit. `TITLE@0x31c` calls `GAMESTART`. The selected New Game path calls `UNITECH@0xd47` (which calls `CALCARR@0x4ca`), later calls `TUNE@0x1338`, writes flow result `G[0]=1` and SCJUMP decision `G[0x62ccf]=0`, and returns. SYSTEM4 resumes at `0x2b0`, prepares the ADV scene boundary, resolves `G[0x87a57][G[0x62ccf]]` into next-script resource `G[0x699]`, falls back to raw SYS4INI id `0x22` (`SC0000.BIN`) when the mapping is zero, and executes computed `call-script@0x477`. Thus normal scenes remain nested script frames under SYSTEM4 and return to it; the port should keep one VM/host session rooted at SYSTEM4 rather than replace top-level VMs based on a host-invented scene result. **Port landing (2026-07-20).** The no-argument Godot path is rooted at SYSTEM4 and renders TITLE without manual inherited-layout or surface injection. A real-script integration test drives the same input callback lifecycle through TITLE and GAMESTART and observes SYSTEM4 enter SC0000 with `G[0]=1`, `G[0x699]=0x22`, and script-produced `G[0x6c1]=1`. Direct `--scene` launches retain the old bootstrap strictly as a diagnostic. `tools/frida/capture_script_loads.py` hooks `script_frame_load_resource@0x40e980` and reads its third stack argument (the raw packed resource id) for direct name resolution. It is attach-only: attempting to gate the installed executable at process start with this loader hook produced Protection Error 45 and no records. No protection bypass or executable patch is part of the investigation. --- ### op `0x215` (`query-gfx-object?`) is a retained gfx-object query — settles the render drift as (b) (corrected 2026-07-20) **This is the canonical account of the background/sprite "drift" bug** (background pinned off-centre / bottom-right, rest grey — `Screenshot 2026-07-06 211353.png`). It supersedes the earlier "drift = state-divergence, seed state and it's fixed" conclusion in `docs/phase-a-slice-plan.md` and the status memory, which are corrected to point here. Resolved via the dispatch table (`ctx[0x26c93 + 0x215]`): the registration routine `FUN_00413860` stores `[ESI + 0x9baa0] = 0x42a0b0`, so op `0x215`'s **real handler is `FUN_0042a0b0`**. (Kelebek's `0x421160` is VA-drift — it lands inside the unrelated `FUN_00421090`. Same lesson as `0x1a2`: never trust a Kelebek raw VA.) `FUN_0042a0b0(ctx)` does exactly two things: 1. **`*(ctx + 0x53d88 + ctx[0x53d14]*0x78) = 5`** — records this opcode's generic encoded length (one opcode dword plus two dwords per operand). This is interpreter bookkeeping, not a gfx side effect. 2. **`out = FUN_0047f280(FUN_0041b940(2))`** — `FUN_0041b940(2)` fetches operand 2 (the bytecode handle key); `FUN_0047f280` is a **`std::map::find`** over an engine-internal associative registry, returning the mapped value or **`0xffffffff` (not-found)**; `FUN_00425fb0(1, out)` writes it to operand 1. That registry is populated by the retained-object draw/geometry workers. Op `0x1a2`'s shared-profile integer table is separate and does not populate this map. **(a) vs (b) — the verdict is (b).** The value `0x215` returns is **native retained-object state**: "has a gfx object already been created under this handle, and what is its source slot?" (`≥0` = existing → use its slot; `-1` = absent). That state lives in the engine's own registry, maintained by the gfx ops, **not in the VM global bank**. So **seeding story-state globals cannot reproduce it** — the drift is *not* the Phase-B state-divergence problem. Stubbing `0x215` returns a constant → `label_12649`'s slot-select always takes one branch → every draw collapses onto slot 0 → the anchor-preserve math measures foreign-sized textures → cumulative drift. **Why the prior "state-divergence" conclusion was wrong.** It was grounded in `capture_gfx_objects.py`, which polled `[esi+0x53d64]` at ~2/s and mistook the engine's `0x78`-byte **script-context records** for gfx objects. The branch is driven by the retained-object map at `ctx+0x46614+0x408`, a different structure the probe never observed. Absence in that capture therefore says nothing about the native gfx-object path. **The fix is tractable and Frida-free.** (b) does *not* mean an opaque native state machine. The subsystem is a **modelable data structure**: retained object records (slot / geometry / draw state) behind a handle→object registry (a `std::map`). Geometry and draw workers lazily populate that retained-object map; query and erase workers read/remove the same entries. Op `0x1a2` also maintains a shared-profile integer table, but that is a separate structure and is not what op `0x215` queries. The opcode-level source of truth is `vm-map/opcodes.toml`. #### Op `0x215` queries the retained gfx-object's source slot (corrected 2026-07-09) The decisive caller/callee detail is the owner pointer. Op `0x215`'s handler passes `ECX = ctx+0x46614` to `gfx_object_query_source_slot` (`0x47f280`); that worker searches `ECX+0x408`. `draw-texture` passes the same owner to `gfx_object_bind_draw` (`0x47e870`), whose `gfx_object_get_or_create` uses the same `owner+0x408` map and writes the source surface slot to `obj+4`. Therefore: - absent handle → `0x215` returns `0xffffffff` (-1); - geometry-only/unbound object → its default source slot is -1; - draw-bound object → `0x215` returns the live source slot from `obj+4`. The earlier “op `0x215` reads a registry populated only by `0x1a2`” conclusion was wrong: it conflated the retained-object `std::map` with `0x1a2`'s open-addressing shared-profile integer table. The useful part of the earlier fix remains: `GetOrCreate` must not fabricate a slot. A fresh object stays unbound (-1) until `draw-texture` supplies its real source slot. This also explains the reported magic-circle retention end-to-end. `AE001H.AGF` (resource `0x37`) is bound to the ritual object's surface slot. At the post-effect cleanup (SC0000 `0x3321`), the script queries that object with `0x215`, sign-tests the returned slot, then executes `0x1f7(handle, 10)` followed by `0x1fa(returned_slot)`. Native `0x1f7` removes the retained object group from this same map; `0x1fa` releases the surface slot. The port's old separate-registry model returned -1, skipped the guarded cleanup, and left the circle compositing. `GfxState.QuerySlot` now returns `GfxObject.SourceSlot`; VM op `0x1fa` clears that surface slot. The booted SC0000 regression ends with no visible resource `0x37`; live clicked-path validation confirmed the corrected disappearance on 2026-07-10. Note a **second, still-latent** gap this uncovered: `label_125bd` (which fills `rec[s3]`/`G[0x3239]` with the eight per-object slots 4..11, called at `SC0000` `0x50f`) does **not** execute in a cold single-scene run — the scene coroutine framework (ops `0x7b`/`0x140` + the `G[0xaba5c]==1` re-entry gate) routes cold flow past it, so every fresh CG is assigned slot `0`. It doesn't break the *opening* (one full-screen CG shown at a time, so sharing slot 0 is harmless and the fresh-branch geometry is correct regardless), but a scene with several simultaneous distinct-slot objects would need the setup to run. Tracked as the scene-coroutine work, separate from this fix. **⇒ Scene-coroutine framework — INVESTIGATION COMPLETE (2026-07-09).** The mechanism behind the slot-0 collapse is fully understood; the native finding and the implemented host-model disposition follow: **The gate `G[0xaba5c]` is NATIVE scene-entry state — no script sets it to 1.** Across the whole corpus (429 references in 150 files) *every* `aba5c` reference is a read or a write of `0`; nothing anywhere writes `1`. So `aba5c==1` is set by the engine's scene loader/scheduler on entry — the **same class as the INIT2 handle array** (native entry-state a cold single-scene harness skips), NOT a story flag. Cold, it reads `0`. **Corrected roles of the two branches** (the earlier head-start had them inverted). At SC0000 `0x450` `eq local0 = (aba5c==1)`; `0x457 jcc local0 label_462 `: - **`aba5c==1` → `label_462` "ループ開始" (loop start)** = the scene's **intro/setup LOOP**. Its body `label_491` runs `call label_125bd` (@`0x50f`, the slot-table fill `G[0x3239..0x324e]=4..11`) plus ADV state init, UI-slot clears (a loop over `G[0x3239]`), intro draw — then `jmp label_462` (@`0x711`). A real loop, exited only when its iterator makes `G[0x6be]==exit-PC` (→ `mov aba5c 0`, `jmp label_45e`). - **`aba5c!=1` → `label_45e → call label_71b`** = the **scene CONTENT**: `label_71b` is a `switch(G[0x62ccf])` on the SCJUMP decision → "序章 / プロローグ", `play-bgm`, `call label_12649` (CG loads that *read* the slot table). So the intended lifecycle is **enter `aba5c=1` → intro loop fills slots → `aba5c→0` → content uses slots.** Cold we skip straight to content with an empty slot table → all layers collapse to slot 0 → grey. **The loop iterator `op 0x140` is a native video-service call — not statically reproducible.** Handler = **`0x4299c0`** (dispatch `ctx[0x9b74c]=0x4299c0`; created+typed `EngineCtx*`+annotated; Kelebek `u0041F9C0` is VA-drift). It records the generic 9-dword instruction length, copies operand-2/3 strings (`"LABEL"`, `"J"`) + operand-4 int, calls **`(*DAT_005c6018)(8, ctx[0x54fe8], &{str,str,int})`**, and writes the returned PC-like value back to operand 1 (SC0000: `G[0x6be]`). `DAT_005c6018` is a **runtime-resolved function pointer** (all 6 xrefs are READs, no static writer) — the engine's **native video / transition / timing service**: `FUN_00405740` (a screen- transition/fade routine full of DirectDraw-layer calls) calls the *same* pointer with `cmd_id=3` and branches on its return (`1`/`2` = transition progress). It is the **same class as the DirectDraw workers this project deliberately does not model.** ⇒ faithfully emulating `0x140` = emulating the native video service = out of static scope, permanently. **The two companion ops (confirmed):** - **`0x7b` (`FUN_0041ebf0`)** — *save yield handlers*: writes op1→`ctx[0x6da88+idx*4]`, op2→`ctx[0x6db28+idx*4]` (idx=`ctx[0x53d14]`). SC0000 `0x79`: `op 0x7b label_3c9 label_41e` — registers the per-frame ADV handlers. - **`0x7c` (`FUN_00417cb0`)** — *resume*: requires run-state bit `0x2000000` (`ctx[0x6dbc8]`) — **throws (`__CxxThrowException`) if unset**, so it is only ever reached on a scheduler-driven re-entry, never cold; restores PC=`ctx[0x53d28]+ctx[0x6dbcc]*4`, clears the bit, resets input/line state. - `label_3c9`/`label_41e` (the `0x7b`-saved handlers) are per-frame *render → poll (`call label_8c`) → yield (`0x7c`)* routines — i.e. **this coroutine machinery IS the ADV per-frame loop**, not just intro setup. **⇒ DESIGN (host-model, not emulate).** To make cold single-scene runs correct: (1) supply `aba5c=1` as scene-entry state (native, seedable, like INIT2); (2) give `0x140` a **host-modeled bounded "labeled yield"** that runs the intro body at least once (so `label_125bd` fills the slot table + ADV init runs) then reports completion so content plays — we reproduce the *observable effect*, not the video service. The idiom is byte-identical across all ~136 ADV scenes, so it generalizes with zero per-scene work. **Payoff beyond the slot fix:** the same `0x7b`/`0x7c` + handler machinery is the ADV frame loop, so a clean host model becomes the seam for the interactive-ADV backlog (`0x90` hotspots / EMPTY scenes) and likely fixes the stuck magic circle (scene-phase cleanup). **Permanently out of static scope:** the real intro-transition *timing/pacing* inside the loop (it lives in the native video service) — we approximate it host-side, as everywhere else. **Host model implemented (2026-07-09).** `VirtualMachine` recognizes only the ADV `"LABEL","J"` form (138 corpus scripts; all have the same terminal-check shape), synthesizes `G[0xaba5c]=1` on top-level scene entry, forces one setup-body pass even if `G[0x6be]` is stale, then returns the terminal immediate discovered from the following `mov`/`eq` pair. Thus no SC0000 offset is hardcoded. Op `0x7b` retains the saved handler PCs as frame metadata; op `0x7c` is a host-scheduler marker because the host already owns service-boundary suspension and retained presentation. `TITLE.BIN`'s unrelated `"BIN","SC????.BIN"` service remains stubbed. The real video-service timing remains intentionally unmodeled. **Magic-circle retention fixed in the host model (2026-07-09).** The effect is `AE001H.AGF` (resource `0x37`). SC0000 already contains the correct teardown, but the port's wrong `0x215` query returned -1 and skipped it. The corrected source-slot query now reaches `0x1f7(handle,10)` object erasure and `0x1fa(slot)` surface release; the booted regression ends with no visible `0x37` object. #### gfx opcode contract table (corrected 2026-07-20; full family reversed) Every handler first writes its encoded instruction length in dwords to the current **script-frame** record (`*(ctx + 0x53d88 + ctx[0x53d14]*0x78) = 1 + 2*argc`), then fetches operands via `FUN_0041b940(i)` (1-based). Gfx handlers then either **SET** retained-object fields (call a native worker `FUN_0047xxxx`) or **QUERY** them (write results back via `FUN_00425fb0(i, val)`). The length write is generic interpreter bookkeeping and is not part of the gfx contract. Handlers resolved through the dispatch table (`ctx[0x26c93+op]`); all renamed in the Ghidra project `gfx_op_0x_`. | op | handler | words | dir | argc | contract | |---|---|---|---|---|---| | `0x1f7` | `0x422270` | 5 | erase | 2 | retained-object erase: `op2>1` → `gfx_object_erase_range(op1,op2)` erases `[op1,op1+op2)`, else `gfx_object_erase(op1)` | | `0x1fa` | `0x4224a0` | 3 | set | 1 | release **surface slot** `ctx+0x52bd4[op1]` (vtbl free) + `FUN_00474e40(op1)` | | `0x1ff` | `0x4227b0` | 9 | set | 4 | 3 int→float params on obj op1 → `FUN_0047e800(op1,f2,f3,f4)` | | `0x202` | `0x4228d0` | 0xb | set | 5 | blit obj op1 with (op2,op3) + **packed ARGB** from op4(alpha)/op5(color) → `FUN_0047ea00` | | `0x203` | `0x4229a0` | 9 | set | 4 | draw obj op1 with op2 + packed color(op3/op4) → `FUN_0047e9b0` | | `0x212` | `0x4230c0` | 5 | set | 2 | `obj[ctx+0x14d54 + op1*4] -> +0x64 = op2` | | `0x213` | `0x423110` | 7 | set | 3 | `obj[0x14d54+op1*4] -> +0x68 = op2 ; +0x6c = op3` (an (x,y) pair) | | `0x215` | `0x42a0b0` | 5 | **query** | 2 | retained-object **find**(op2 handle) → op1 = obj+4 source slot / `0xffffffff`. **Drives setup and teardown.** | | `0x216` | `0x42a0f0` | 5 | **query** | 2 | read `[ctx+0x46d14 + op2*0x14]` → op1 | | `0x217` | `0x4231b0` | 9 | set | 4 | 3 int→float on obj op1 → `FUN_0047e960` (SETS a geom 3-vector) | | `0x218` | `0x42a130` | 9 | **query** | 4 | `FUN_0047f360(obj op1)` → op2,op3,op4 (GETS a geom 3-vector) | | `0x219` | `0x423240` | 9 | set | 4 | 3 int→float on obj op1 → `FUN_0047e910` (SETS a geom 3-vector) | | `0x21a` | `0x42a1b0` | 9 | **query** | 4 | `FUN_0047f2e0(obj op1)` → op2,op3,op4 (GETS a geom 3-vector) | **`label_12649` correlation (the drift chain, confirmed).** The recurring idiom is: ``` query-gfx-object? (G 0x62452) (G 0x6245X) ; 0x215: handle G[0x6245X] -> working slot G[0x62452] ui-elem? (G 0x6245X) 0xa ; 0x1f7: select that element ui-clear? (G 0x62452) ; 0x1fa: clear the slot ``` `G[0x62452]` is the **working slot**; `G[0x6245X]` are per-object **handles** (the `0x62455[idx]` family: `0x62456/7/8/a/b/c`). The geometry ops move two per-object 3-vectors between object records and globals: - **`0x217` SET** anchor-vector `G[0x6249b/c/d]` **into** the object; **`0x218` GET** it back **out**. - **`0x21a` GET** position-vector into `G[0x62498/9/a]`. These get-vectors are exactly the inputs to the anchor-preserve math (`docs/superpowers/specs/2026-07-06-a2b-graphics-geometry-design.md`: `G[0x62498] = G[0x6249b] − w/2`, foot-anchor at `G[0x6249c]`). **So the drift has two stubbed drivers, not one:** `0x215` (wrong slot → collapse to slot 0) **and** `0x218`/`0x21a` (stale geometry vectors → the anchor math reads garbage). Both read object state the SET ops (`0x217`/`0x219`/`0x212`/`0x213`) wrote — all bytecode-driven, all host-modelable. **Model implication for the host-side reimplementation (Phase 2 input).** The subsystem is a set of per-object records keyed by handle, carrying: a live source **slot** (written by draw-texture, queried by `0x215`), a **position 3-vector** (`0x21a` get / a matching set), and an **anchor 3-vector** (`0x218` get / `0x217` set), plus color/blit params (`0x202`/`0x203`). The native workers (`FUN_0047xxxx` = the DirectDraw/surface layer) need **not** be modelled — only the object-record data model, so the QUERY ops return what the SET ops stored. That makes `0x215`/`0x216`/`0x218`/`0x21a` return correct values and the existing bytecode geometry math produces correct `dst`/`w`/`h`. Ancillary per-object tables observed: `ctx+0x14d54` (obj pointers, fields `+0x64/ +0x68/+0x6c`), `ctx+0x46d14` (stride `0x14`), `ctx+0x52bd4` (element pointers), plus the `0x408` registry. Worker functions decoded + annotated in the Ghidra project (updated 2026-07-09): `gfx_object_erase`(`0x47d850`), `gfx_object_erase_range`(`0x47d8b0`), `gfx_object_query_source_slot`(`0x47f280`), `gfx_object_get_or_create`(`0x47ddb0`, inserts a zeroed default via `gfx_object_init_default`@`0x472810`; critically, source slot `obj+4` defaults to **0**, while only an absent map entry queries as `-1`), the setters `gfx_set_vec18/24/16c`(`0x47e960/e910/e800`), the getters `gfx_get_vec18/24`(`0x47f360/f2e0`). **Page-58 lifecycle correction (2026-07-11).** Locator `SC0000 P058` resolves to `wait@0x6545`; the loader at `0x6470..0x6478` resolves resource `0x7a` to `EV050EA.AGF`. The port loaded and bound it correctly, but handle `0xcb2a` inherited an earlier translation target `(-100,0)`, rotation `-90 degrees`, and alpha endpoint zero. The preceding query-gated cleanup had skipped this created-but-unbound object because the port initialized `SourceSlot=-1`. Native `gfx_object_init_default` zeroes `obj+4`, so op `0x215` returns slot 0, the cleanup erases the object, and the later bind recreates identity state. Matching that default leaves EV050EA centered, unrotated, and opaque in the synchronized page-58 compositor trace. The adjacent op `0x242(handle,0)` is not a reset: it clears the object's detached-animation control word after binding. Its consumer and complete lifecycle are documented under “Detached finite object animation” below. **Page-89 surface-lifetime correction (2026-07-11).** Locator `SC0000 P089` resolves to `wait@0x89e9`; the loader at `0x8976..0x898a` resolves resource `0x6a` to `BG004D.AGF`. The background was bound but composited at `(400,650)`. The remaining 550 pixels were intentional retained motion from BG001A; the incorrect `(400,600)` component came from the host keeping slot 0's boot-time 800x600 dimensions after op `0x1fa` released that surface. Native op `0x1fa` frees and nulls `ctx+0x52bd4[slot]`, so a subsequent op `0x208` size query of the released slot yields no surface dimensions. Clearing the host slot resource and dimensions on release makes the script's existing-object geometry path compute base `(0,-500)`; after the retained `(0,550)` translation, BG004D lands at `(0,50)`. A synchronized run at the exact wait confirms the background and character layers together. This path also established that op `0x1ff` directly replaces the current translation matrix at `obj+0x16c`; it is now modeled rather than stored in an inert side vector. #### The `0x21c–0x243` sprite transform / ANIMATION cluster (2026-07-10, partial implementation) The scene-completeness tracker (`tools/scene_opcode_coverage.py`) flagged a dense band of GAP ops in `0x21c–0x243` (+ `0x2bd/0x2bf`) — at that point the **largest remaining rendering unknown** in SC0000 (e.g. `0x220`×66, `0x22f`×34, `0x228`×33, `0x21e`×25 static sites). Resolving every one through the dispatch table (`ctx[0x26c93+op]`, read from `FUN_00413860`) shows it is **one coherent subsystem: sprite transform + animation/tween** — and two members were already named in prior RE (`0x234 gfx_op_0x234_anim_start`, `0x238 gfx_op_0x238_set_anim_clock`). Kelebek VAs drift here as everywhere (op `0x220` real handler is `0x4234e0`, not Kelebek's `0x4215D0`). **Op → real handler map:** | op | handler | op | handler | op | handler | |---|---|---|---|---|---| | `0x21c` | `0x417520` (417xxx trivial) | `0x229` | `0x423700` | `0x236` | `0x423ee0` | | `0x21d` | `0x423310` | `0x22a` | `0x4237b0` | `0x237` | `0x4240a0` | | `0x21e` | `0x423350` **✎ set_transform3_norm** | `0x22b` | `0x423850` | `0x238` | **anim_start's clock ✎** | | `0x21f` | `0x423410` | `0x22c` | `0x423900` | `0x239` | `0x424120` | | `0x220` | `0x4234e0` **✎ set_transform3_abs** | `0x22d` | `0x423990` | `0x23a` | `0x42a440` | | `0x221` | `0x423590` | `0x22e` | `0x423a40` | `0x23b` | `0x424190` | | `0x222` | `0x4235e0` | `0x22f` | `0x423b00` | `0x23c` | `0x417580` (417xxx) | | `0x223` | `0x423620` | `0x230` | `0x423ba0` | `0x23d` | `0x4175c0` (417xxx) | | `0x224` | `0x417550` (417xxx) | `0x231` | `0x423be0` | `0x23e` | `0x42a4a0` | | `0x225` | `0x4236a0` | `0x232` | `0x423c30` | `0x23f` | `0x42a520` | | `0x226` | `0x42a230` | `0x233` | `0x423cf0` | `0x240` | `0x4245f0` | | `0x227` | `0x42a2e0` | `0x234` | **set_rotation_cycle ✎** | `0x241` | `0x4247e0` | | `0x228` | `0x42a3a0` | `0x235` | `0x423e40` | `0x242` | `0x4249d0` | | | | | | `0x243` | `0x4182d0` (417xxx) | (`0x2bd`→`0x4251c0`, `0x2bf`→`0x425240`. The handful of `0x417xxx` handlers are trivial/marker-shaped — the default-handler neighbourhood — and are almost certainly no-ops or arg-poppers; triage before modelling.) **Contract (completed 2026-07-10, representative ops `0x21e`/`0x220`, both `argc 6`):** these are independent matrix channels, not two encodings of one vec3 property. - `0x21e` normalizes operands 4–6, then `gfx_object_set_scale_channel` (`0x47eaa0`) stores timing at `obj+0x3c/+0x50` and calls `0x48af1d`, which writes the three values onto a 4×4 matrix diagonal at `obj+0xac`: a **scale matrix**. - `0x220` passes raw operands 4–6 to `gfx_object_set_translation_channel` (`0x47ecc0`), stores timing at `obj+0x44/+0x58`, and calls `0x48afb1`, which writes them into matrix entries 12–14 at `obj+0x1ac`: a **translation matrix**. - `0x1fe(handle, axis_x, axis_y, axis_z, angle_degrees)` is the immediate-current rotation setter. `op_0x1fe_set_rotation_current` (`0x422700`) converts operands 2–5 to floats and calls `gfx_object_set_rotation_current` (`0x47e720`). The worker stores current axis at `obj+0x1ec..0x1f4`, current angle in degrees at `obj+0x204`, converts the angle to radians, writes the current axis-angle matrix at `obj+0xec`, marks transform state at `obj+0x68`, and raises retained-gfx redraw dirty at manager `+0xb558` (`EngineCtx+0x51b6c`). It is the direct-current companion to `0x21f`, not another timed channel. Of 187 corpus calls, 186 use Z axis `(0,0,1)`; the lone DEBUG call uses Y axis `(0,1,0)`. SC0010 uses immediate `5`, `-5`, and `0` degree Z rotations in a wobble setup. - `0x21f` converts operands 4–7 to floats and calls `gfx_object_set_rotation_channel` (`0x47eb70`). It stores delay/duration at `obj+0x40/+0x54`, target axis at `obj+0x1f8..0x200`, target angle (degrees) at `obj+0x208`, and the target axis-angle matrix at `obj+0x12c`. Current axis/angle are `obj+0x1ec..0x1f4/+0x204`, with current matrix `obj+0xec`. - `gfx_object_apply_transform_channels` (`0x472f00`) supplies the timing contract. All three channels use shared start timestamp `obj+0x34` and retained-gfx frame-time `owner+0xb550` (`EngineCtx+0x51b64`), but have independent delay/duration: scale `obj+0x3c/+0x50`, rotation `obj+0x40/+0x54`, translation `obj+0x44/+0x58`. Each holds current through the delay, linearly interpolates current→target for its duration, then commits the target and clears its own timing. Neither third component is opacity. **Exact composition and 2D reduction (live-validated 2026-07-10).** The one-shot consumer starts from identity and right-multiplies `T(-V18) → scale-current → rotation-current → translation-current → T(+V18)`; `matrix4_multiply` at `0x4ee2a4` computes `out = left * right`. AGE uses row vectors. With no rotation/perspective, the screen projection is therefore exactly `V18.xy + (point.xy - V18.xy) * scale.xy + translation.xy`. The captured SC0000 handle `0xcbc0` has base `(0,600)`, anchor `(400,1000)`, and final scale `(5,5)`; native matrix translation terms are `(-1600,-4000)`, projecting the base point to `(-1600,-1000)`. The port's focused projection test and transform-aware gfx log reproduce those values. `gfx_object_composite` then right-multiplies `gfx_object_anim_interpolate`'s separately anchored product, which contains op `0x234`'s cyclic rotation. With the other oscillating matrices at identity, adjacent anchors cancel and the full order is `T(-V18) * scale * one-shot-rotation * translation * cyclic-rotation * T(+V18)`. Thus cyclic rotation also rotates the translation vector. The cyclic angle is integer degrees `floor(((frameTime-start) % period) * 360 / period)`; it wraps to zero without ping-pong. Positive Z produces `m01=+sin, m10=-sin`, clockwise on the Y-down screen. Native matrix oracle: handle `0xcb8e`, anchor `(700,600)`, scale current `0.9`, op `0x21f` target axis `(0,0,1)`/30° after 500 ms for 390 ms, sampled 11 ms into the ramp as `[0.9055,0.0134;-0.0134,0.9055]` with translation `(74.1449,47.3127)`. The port focused test matches those terms. In the windowed port capture, the two SC0000 `0x234` sites (periods 9000/13000 ms, Z axes `+1/-1`) advanced after 563 ms to integer angles `22/15`, exactly the native formula, and produced distinct affine PNG frames. Nearest-neighbour inverse mapping is the deliberate software raster sampling policy; native D3D9 subpixel filtering remains a possible pixel-level difference, not an uncertain matrix approximation. **Port result (2026-07-10):** `GfxState` retains scale, one-shot rotation, translation, and cyclic rotation with their native clocks/order. `Transform2DMath` composes the full row-vector 4×4 transform before 2D projection. Godot uses an inverse-mapped affine RGBA8 rasterizer for textured objects and solid fills, preserving colorkey/tint/opacity behavior and never deriving opacity from transform Z. ##### `anim_start`/`set_anim_clock` decoded + opening confirmed (2026-07-07, animation-slice Task 1) Decoding the two already-named clock/start ops (dispatch table → `0x234`@`0x00423da0`, `0x238`@`0x004240e0`; both annotated) and grepping the SC0000 opening settles the animation model and confirms the opening exercises it: - **`0x238 set_anim_clock` (argc 1, 3-dword instruction):** `ctx+0x51b78 = 0` (elapsed), `ctx+0x51b7c = operand1` (total duration). **A GLOBAL, NON-BLOCKING clock** — not per-object. The op only *configures* the clock; it does **not** loop/wait. The native render loop advances this clock each frame and interpolates *all* animating objects. Its own plate comment states the payoff: "our port can drive animation in the host's per-frame loop while the VM is parked at wait-for-input; no VM/host frame-lockstep." → **validates the wall-clock-tween architecture directly.** SC0000: `set-anim-clock(G[0x624bb])` @`0x123bd`, `set-anim-clock(0x190=400)` @`0x13858`. - **`0x234 anim_start` (legacy mnemonic; argc 5, 11-dword instruction):** following worker `gfx_object_set_rotation_cycle` (`0x47f060`) into `gfx_object_anim_interpolate` (`0x473ed0`) corrects its ABI to `(handle)(period_ms)(axis_x)(axis_y)(axis_z)`. Period is `obj+0x228`, axis is `obj+0x244..0x24c`, and the frame-clock consumer applies `360*((now-start)%period)/period` degrees. This is a cyclic **rotation** channel, not a target vec3 for scale/translation and not opacity. - **The opening path uses the whole subsystem, early.** `0x21e`/`0x220` transform-sets fire from `0x00f73` onward (`0x21e (G[0x6245b]) 0 0x12c l0 l1 0x64`, `0x220 (G[0x62457]) 0x96 0x3e8 l1 l3 0`), on the same INIT2 CG handles (`G[0x62457]`,`0x6245b`,`0x6245c`) — this is the opening, **not** battle/debug. So the slice's ops are real and verifiable on screen. **Corrected host model:** `0x21e` scale and `0x220` translation run directly from frame-time `retained-gfx owner+0xb550` (`EngineCtx+0x51b64`) using their own delay/duration; they do not use op `0x238` as their duration. Op `0x234` is the independent rotation cycle above. Op `0x238` still configures the separate `ctx+0x51b78/+0x51b7c` animation service used by its own family. ##### `label_1235a` animation-section boundary (2026-07-10) The section helper computes the maximum configured duration and arms it with `0x238`, then reads message-skip through `0x1c7` and ADV read/click-skip state through `0x1cc`. The raw `jcc` order matters: normal playback (both zero) branches to `0x21c` (set run-state bit `0x400`), while a nonzero skip/read state executes `0x243` (reset the separate global animation-service clock) followed by `0x20c` present. Both branches finish with `0x224`, which clears the native gfx command queue at `ctx+0x418`. These handlers are now named, commented, and saved in the Ghidra image. The matching native presentation trace corrects the earlier cadence model. Ordinary opcode execution is **burst-fast between presentation services**, while `0x21c` is the render/wait boundary: it parks the interpreter and `gfx_render_frame` repeatedly samples visible finite one-shot channels and queued surface commands until dirty presentation state clears; `0x224` then clears the command queue. `0x20c` is a single explicit publication on the skip branch. At the opening AE001D passage, native `0x125a6` rendered the preceding state, then both object binds plus mode-1 `0x203` and target `0x202` writes (`0xd5a/0xd63/0xd73/0xd8a`) completed in about 5 ms with **no render between them**. Their first composition was the following repeated `gfx_render_frame` loop at `0x21c`. Likewise, the explicitly presented mode-0 white CG at `0x125a6` survived only about 10 ms before that next boundary. The port's former 200-completed-op/s throttle stretched the same burst across many display frames; that average had folded service waits into execution time and was not an opcode scheduler rate. The Godot host therefore leaves ordinary `FrameYield` non-blocking and publishes retained mutations only at `0x20c`, `0x21c`, sleep, and stable input waits. `0x21c` waits for visible finite color/matrix channels plus `0x223`; ambient cyclic/spritesheet pulses do not block, and click forcing remains restricted to `0x223`. This is a native-evidenced scheduler correction, not a guessed duration sleep. ##### The opening render path is RETAINED, not immediate-mode (2026-07-08, ground-truth correction) A working note in the animation slice mis-called the SC0000 opening a set of "immediate-mode slot-0 blits." That was **wrong**, and it came from trusting our own `Age.Cli gfx` oracle (which executes our VM and mis-labeled the CG draws as "slot 0"). Verified against native code + the raw bytecode: - **`draw-texture` (op `0x1fb`, handler `gfx_op_0x1fb_draw_bind`@`0x422510`) is a RETAINED bind, not a blit.** It records its 17-dword instruction length and calls **`gfx_object_bind_draw`@`0x47e870`**, which on the object keyed by `handle` (operand 1) sets: `flag|=1` (visible), `obj+4 = source SLOT index`, `obj+8..0x14 = source rect`, `obj+0x24/28/2c = position`. Its plate comment (prior RE) already states the key fact: the object stores the **slot INDEX — a live ref to `surface[slot]`, resolved each frame at render — NOT a texture snapshot.** Objects persist and are composited each frame; this is exactly the surfaces+objects model in "The full gfx render model" above. - **The SC0000 opening is a retained scene of distinct objects, `sleep`-paced.** Raw bytecode: fixed-handle UI objects (`0xcf08` slot 3 full-screen, `0xc350` slot 0xe, `0xe678` slot 0xd — a 400×30 element re-bound 20+ times), an animated sprite (`draw-texture (G[0x62457]) (G[0x62452]) … (G[0x62498]) (G[0x62499])`, computed position), and the CG loader (`SC0000` @`0x126e1`/`0x12970`): `set-texture G[0x62424] → slot G[0x62452]`, `get-texture-size`, centre it, then `draw-texture (handle = CG_array[G[0x62450]] = INIT2 array G[0x62455..]) slot G[0x62452] …`. `sleep 0x64/0x3e8/0x2ee` sits between steps. So different draws use **different handles and per-object working slots** — not one slot-0 canvas. - **Why our port still doesn't animate the opening (conclusion unchanged, mechanism corrected):** we execute the whole load/draw/`sleep` sequence **instantly** — no `sleep` timing, no per-frame present — so we only ever see the *final* retained state; the intermediate `AE*` frames (`AE001D→AE002B→AE003B`, surface swaps on the working slot between paced frames) never get a frame to display. The fix is **frame-pacing** (scene-coroutine / `sleep 0xc8`), a separate subsystem from the transform/alpha channel. **Lesson: never characterise the engine's render mechanism from our own VM's oracle output — use native code + raw bytecode.** ### `sleep` (op `0xc8`) — the frame-pacing primitive (2026-07-08, decoded) Handler resolved via the dispatch table (`ctx[0x26c93+0xc8]` = `param_1[0x26d5b]` in `FUN_00413860`) → **`sleep_op_0xc8`@`0x420ec0`** (was `LAB_00420ec0`; created + annotated). It is **NON-BLOCKING**: - It **arms a timer** — `sleep_timer_arm`@`0x44cff0` on the object at `ctx+0x5f304`: `+8 = 1` (active), `+0x14 = (*DAT_0056f3d4)()` (start tick — an **ms** source, `timeGetTime`/`GetTickCount` class, same `DAT_0056f3d4` the boot uses to seed `srand` via `time/100`), `+0x18 = duration` (operand, min 1). The engine's main loop polls `elapsed ≥ duration` and resumes the script — rendering continues in the meantime. This is the native confirmation that the engine paces animation in its per-frame loop, not by blocking. - **Operand unit = MILLISECONDS.** `duration < 10` fast-paths through import `[0x56f0b8]`; every real scene sleep (`100`/`750`/`1000` in SC0000) is `≥ 10` → the timer-arm path. - The handler also records its generic **3-dword instruction length** in the current script-frame record (`ctx+0x53d88+curidx*0x78`) and runs two **anti-tamper** checks (call `[ctx+0x5512c]`; a rotate-checksum compare of `ctx+0x55120/0x55124`; `__CxxThrowException` on mismatch — integrity work piggybacked on a hot op). Neither is needed by our model. **Port equivalent (implemented):** our VM runs on a background thread (like `wait-for-input`), so blocking that thread for `duration` ms while the main-thread compositor (`Main.Recomposite` in `_Process`) keeps presenting is behaviorally equivalent to the native non-blocking timer. This correctly reproduces the **explicit one-shot sleeps** (the dramatic 1000/750/200 ms holds). Headless/CLI hosts no-op `Sleep` (parity). `IHost.Sleep(long)` + VM `case "sleep"`; see `vm-map/opcodes.toml` 0xc8. **It does not pace ordinary opcode bursts.** The later native presentation trace proved that back-to-back retained mutations execute within milliseconds and are first published at the following `0x20c`/`0x21c`, sleep, or stable input boundary. An earlier claim that the opening was generally sleep-paced was inherited without execution evidence and is superseded. The native timer arm clamps every duration to at least one millisecond. This is semantically important for menu scripts: ROOM's steady input loop uses `sleep 0` as a one-engine-tick yield. The Godot host formerly allowed a zero deadline, turning that loop into a free-running burst that exhausted the VM step guard and showed `-end-`; it now applies the native minimum after the debug speed multiplier. **Related — `present-frame` (op `0x20c`):** dispatch `param_1[0x26e9f] = gfx_op_0x20c_present_frame` → `gfx_render_frame`@`0x4820b0` (buffer flip). The port treats `0x20c` as an explicit retained-state publication boundary in the interactive host while keeping it `noop_headless=true`; the Kelebek label `u00416200` was VA-drift. This supersedes the earlier host-implicit/no-op presentation model. ### Frame cadence — the interpreter tick, and why our port "speeds through" (2026-07-08) **Historical reconstruction, corrected by the synchronized presentation trace below.** This pass correctly identified the one-op interpreter tick and ADV Ctrl state, but incorrectly inferred a constant engine-level opcode cadence. The outer native service invokes that tick in bursts and publishes retained state only at specific service boundaries. **Confirmed from the engine image (annotated in Ghidra):** - **The interpreter is a cooperative one-op-per-tick step, not a run-to-completion loop.** `adv_interpreter_tick`@`0x410fb0` (renamed from `FUN_00410fb0`) executes **exactly one opcode** per call: `op = **(ctx+0x53d2c + curCtx*0x78)`; if `0 ≤ op ≤ 0x3ff` it dispatches `(*(ctx+0x9b24c+op*4))()` (the handler table = `ctx[0x26c93+op]`) then advances `PC += *(ctx+0x53d88+curCtx*0x78) * 4` (decoded cmd size), else the default handler `FUN_004162b0`. It also runs the **message-skip / click / auto-advance** logic each tick (`s_set_CancelMesSkipOnClick`, `s_message_ReadTextSkip`, skip bit `ctx+0xa0ce4 & 0x8000000`) — i.e. the **Ctrl fast-forward governor lives at the per-op level**, and a click can reposition the PC (skip-to-next). - **Script contexts are coroutine records.** `curCtx = *(ctx+0x53d14)` indexes `0x78`-byte records at `ctx+0x53d60`/`ctx+0x53d2c` (PC, codebase, cmd-size). The engine multiplexes script "threads." Init/reset = `scene_context_init_reset`@`0x40b3b0` (zeroes `0x53d14` + `0xa0ce4`, allocs surfaces `ctx+0x52bd4[1000]`). - **Advancement is gated by an interpreter run-state flags word `ctx+0xa0ce4`** (bit1 = sleeping, plus wait/ skip/etc.), read+written by ~40 state functions. `sleep_op_0xc8` sets bit1 + arms the ms timer and returns — it does not block. So the outer loop consults `0xa0ce4` to decide whether to step the script this frame. - **Effects are frame-stepped.** Screen transitions `FUN_0043cdb0` (12 wipe/slide modes) render **one frame per step** and take a step-count parameter (the natural place a speed multiplier applies); `present-frame` (0x20c) and the anim clock (0x238) advance per frame. A CG transition therefore spreads over many real frames. - **Timing source** = the ms-clock function pointer `*DAT_0056f3d4` (`timeGetTime`-class), used throughout. **Model proposed at this stage (partially superseded):** single-threaded frame loop; each service pass steps opcodes until the context **yields** (`sleep` armed / `wait-for-input` 0x72 / active frame-stepped transition/anim / present), renders (`gfx_render_frame`), waits on the clock, continues. Back-to-back draws inside one page compose into a single frame (fine); the opening's CG-to-CG advances are gated by frame-stepped transitions + sleeps, which spread them over real time. **⚠ Not statically resolvable (honest boundary):** the **outer frame loop itself** is not readable from this dump. `adv_interpreter_tick` is invoked through a **runtime-set mode function pointer** (heap/vtable slot) — it has zero static xrefs, and its address bytes (`b0 10 41 00`) appear nowhere in `range_00400000` (0x400000– 0x65ffff). The functions touching the scheduler state (`0x53d14`, `0xa0ce4`) are init/reset, save (`context_state_serialize`@`0x40d320`), and op-handlers — never the loop. The "run-until-yield then render" statement above is a **reconstruction** from those pieces, not a line read from the loop; pinning the actual loop + its exact per-frame step budget / vsync wait needs a **live-debugger break** (attach + break in the frame loop), or a wider memory dump that includes the mode object. **Historical port conclusion (superseded):** this pass prescribed a bounded wall-clock opcode rate and led to the frame-stepped implementation documented in the historical spec. The 2026-07-10 native trace disproved that rate model: ordinary opcode work must remain burst-fast, while `0x20c`, `0x21c`, sleep, and stable input waits own publication/pacing. Commit `85fc07d` implements the corrected boundary model. ### Frame cadence — live measurement (2026-07-08, Frida read-only) The static pass couldn't reach the outer loop, so we measured the running game. **Read-only / import-only only** (`tools/frida/probe_frame_cadence.py`, `probe_present.py`): a plain-JS hook on the proven operand-fetch `0x41b940` (grab ctx + count exec rate) + system-DLL hooks; no engine-code patching. **Lesson learned the hard way:** a first attempt with a **CModule** hook on the hyper-hot `adv_interpreter_tick` crashed the game instantly (bad native callback into the hottest path — *not* anti-tamper; our other scripts hook engine code via plain JS and survive). Use plain-JS hooks on proven addresses + memory polling. Findings, corrected by the later synchronized presentation trace: - Normal active capture measured about **1,788 operand fetches/sec** (peak ~5,796). This is neither a completed-opcode count nor a scheduler budget; it mixes burst execution with native-service parking. - **Fast-forward (Ctrl)** raised operand-fetch activity about 4× (≈7,738/sec avg, peak ~15,572), gated by **`ctx+0xa0ce4 & 0x8000000`**. This remains useful evidence that Ctrl is ADV-scoped, but it does not define a constant opcode cadence. - Rendering is Direct3D 9 and uncapped. The candidate D3D9 `Present` hook fired around 1,908/sec in the original probe; there is no fixed display refresh boundary to copy into the port. - **Final scheduler implication (2026-07-10):** ordinary opcode work is burst-fast between explicit native service boundaries. AE001D bind + mode + color-target writes completed within ~5 ms with no `gfx_render_frame`; rendering began only at `0x21c`. The old 200-completed-op/s calibration folded service waits into script time and is discarded. Godot `FrameYield` is non-blocking; `0x20c`, `0x21c`, sleep, and input own publication/pacing. ### The render drift's SECOND half: missing system-boot state (2026-07-07, resolved) Implementing the gfx ops (above) was necessary but not sufficient — a cold single-scene run of SC0000 still drifted. Runtime tracing found **the CG handle array `G[0x62455..0x6245c]` was all zeros**, so every CG collapsed onto object `0` and its geometry accumulated. Those handles are set by the **boot script `INIT2`** (mov `0x62455=0xcb20 … 0x6245c=0xcbc0`), which is call-scripted by the real entrypoint **`SYSTEM4.BIN`** (`LOADCONFIG → INITCONFIG → INIT2 → LOGO → OP → INIT → TITLE → …`). Our harness teleports straight into SC0000, skipping that boot. **Fix:** run the system-boot state prefix (`INITCONFIG/INIT2/INIT`, skipping the UI scripts) before the scene — `Age.Cli gfx --boot` and Godot `--boot` (both via `GameSession`). With boot, the CGs **de-collapse and render correctly** (screenshot-confirmed). **This is the synthesis of the old (a)-vs-(b) debate: the drift needed BOTH the native gfx ops (b) AND boot state (a) — specifically INIT2's handle array, never before identified (it is not a story flag).** Note two distinct boots: our Phase-B `--boot` runs the *data* `*INIT` scripts (skills/items/…); this is the *system* boot (`SYSTEM4` prefix) — a "full boot" should run both. **Historical residual (subsequently resolved):** this capture still had opaque `AE*` fade/flash effects and zero-anchor object-slot CGs. The later blend, geometry, animation, and retained- presentation subsections below supersede that state; default object geometry remains confirmed `(0,0)` in `gfx_object_init_default`. ### The gfx animation/effects subsystem — the `AE*` fades (2026-07-07) The `AE*` flash/glow effects (and sprite motion) are a **native time-animated retained render loop**, not per-frame bytecode. Reversed + annotated in Ghidra: - **Retained objects carry cyclic rotation state:** flag value `4` at `obj+0`, start timestamp `obj+0x214`, period `obj+0x228`, and axis `obj+0x244/248/24c`. - **`gfx_object_set_rotation_cycle`** (`0x47f060`, worker for legacy op **`0x234`**) configures that channel. `gfx_object_anim_interpolate` consumes it from retained-gfx frame-time `owner+0xb550` (`EngineCtx+0x51b64`) as a repeating 0..360-degree axis rotation. Op **`0x1fd`** (`gfx_op_0x1fd_set_vec_scaled@0x422650` → `gfx_object_set_scale_current@0x47e6b0`) is an immediate current-scale setter: it divides integer X/Y/Z percentages by 100, marks scale state at `obj+0x68`, and writes `matrix4_make_scale` at `obj+0x6c`. - **Op `0x238`** (`gfx_op_0x238_set_anim_clock`) sets a **global animation clock**, **non-blocking**: `ctx+0x51b78 = 0` (elapsed), `ctx+0x51b7c = duration` (the max per-object duration; SC0000 `label_1235a` maxes a table to compute it). It does **not** loop/wait. - **Frame model:** the bytecode does `configure anims (0x234/0x1fd) → set clock (0x238) → show-text → wait-for-input` and **continues**; the native render loop advances the clock + per-object progress each frame, interpolates, composites, presents. Render/present family nearby: `0x243/0x20c/0x21c/0x224` (`u004162xx`, not yet fully RE'd). **⇒ the port can drive animation in the HOST per-frame loop while the VM is parked at wait-for-input — no blocking present op, no VM/host frame-lockstep** (the answer to the "frame loop" question). Consequence: animation needs a retained per-frame compositor. That architecture is live; scale, one-shot rotation/translation, and cyclic rotation now rasterize through the affine software path. ### The full gfx render model — surfaces + objects + composite (2026-07-07) Reversed the create/set/draw-texture handlers + the render loop (all annotated in Ghidra). **This is the canonical model** (an earlier flat "draw layers to one screen" attempt was WRONG — it had no surface concept and snapshotted textures at draw time; symptoms: alternating grey, glow over backgrounds, vanishing sprites). **Two distinct stores:** - **Surfaces** — image buffers at `ctx+0x52bd4[slot]`, indexed by slot. `gfx_op_0x1f8_create_surface` (`0x4222d0`) allocates a blank one (releasing any old); `gfx_op_0x1f9_load_surface` (`0x422360`, op `0x1f9` set-texture) resolves `resId` via the SYS4INI resolver (`FUN_0044f390`) and loads the file into the slot's surface **with a colorkey/chromakey** (op arg 3 — never modelled before), also releasing the old surface. A surface persists at its slot until the next set-texture overwrites it. - **Objects** — the retained-gfx `owner+0x408` registry (`EngineCtx+0x46a1c`), keyed by handle (a `std::map`). `gfx_op_0x1fb_draw_bind` (`0x422510`, op `0x1fb` draw-texture) → `gfx_object_bind_draw` (`0x47e870`): sets the object's **source slot** (`obj+4`), **source rect** (`obj+8..0x14` = left,top,right,bottom), **position** (`obj+0x24/28/2c` = V24), and the **visible** flag (bit 0). The object references its surface **by slot index, live** (re-resolved each frame), NOT a snapshot. Objects also carry anchor V18 (`obj+0x18`), independent scale and translation matrices/timing, cyclic rotation state, and color/alpha (`0x202/0x203`). **Render frame** — `gfx_render_frame` (`0x4820b0`), driven by op `0x20c` present (`gfx_op_0x20c_present_frame` `0x4174a0`, which also updates the frame timer `ctx+0x51b64/68`): iterate the object registry **in ascending handle order — that IS the z-order** (lower handle behind, higher on top; `std::map` key order). For each object with visible bit 0, `gfx_object_composite` (`0x47f650`) computes its transform from geometry, **applies the animation interpolation if bit 2 is set**, and blits `surface[obj.slot]` with alpha/colorkey. Then swap buffers (present). **Slot 0 is NOT special** — a normal slot; several objects may share one surface. **⇒ Faithful port:** a `SurfaceStore` (`slot → {image, colorkey}`, from create/set-texture) + an `ObjectStore` (`handle → {slot, srcRect, position, anchor, scale, anim, alpha, visible}`, from draw-texture + the gfx ops) + a host per-frame compositor that draws visible objects **in ascending-handle order** from their live surface, interpolating animations by elapsed time. No VM/host lockstep: animations play during the wait-for-input park. Separate scale/rotation/translation state and timing are implemented. Anchor semantics, multiplication order, cyclic wrapping, 2D projection, and affine raster coverage have focused native-oracle tests. Native D3D9 filtering and render-target command execution remain separate fidelity work. ### Blend & transparency — colorkey + `0x202`/`0x203` color/alpha (2026-07-08) Reversed for graphics slice A (spec `docs/superpowers/specs/2026-07-08-blend-transparency-design.md`; Ghidra functions renamed + plate-commented, saved). - **Colorkey format** (`gfx_op_0x1f9_load_surface` `0x422360`): read op arg 3; if `(int)key < 0` → **no colorkey** (opaque); else the operand is **`0xRRGGBB`**, converted to `0xFFRRGGBB` and passed to the surface creator `FUN_00477c40` as the transparent key (so operand `0` = key **black**). Colorkey is baked **at surface-load** (matching texels → transparent), NOT compared per-blit. *Port:* interpret arg 3 as RGB888; `<0` = none; else texels whose `(R,G,B)` equal the key become transparent when the surface image is loaded/cached. - **`0x202` (`gfx_op_0x202_worker_set_color_anim` `0x47ea00`)**: sets an **animated** color/alpha target `obj+0x64 = packedARGB`, the color-anim active bit, and resets shared start `obj+0x34=0`. Operands 2/3 are delay/duration at `obj+0x38/+0x4c`; sampling uses retained-gfx frame clock `owner+0xb550` (`EngineCtx+0x51b64`), not op `0x238`. - **`0x203` (`gfx_op_0x203_worker_set_color` `0x47e9b0`)**: sets a **static** color/alpha `obj+0x60`, no anim bit. Immediate per-object modulation. - **Blit** (`gfx_object_blit_d3d9` `0x4774c0`): selects a **blend mode** from `obj+0x30`, the value written by op `0x203`, and passes a modulation color/alpha to the device draw. Correcting the D3D9 constants: mode 1 writes `SRCBLEND=SRCALPHA` (5) and `DESTBLEND=ONE` (2), so it is additive glow—not ordinary `SRCALPHA/INVSRCALPHA`. Mode 2 conditionally writes `ONE/ZERO` for a selected render target; mode 3 adds the subtract blend operation to the mode-1 factors. The port implements mode-1 additive composition, where packed alpha scales source contribution and packed RGB multiplicatively modulates it. For a **textured mode-0** object, preserved `0xffffffff` is opaque identity, not a request to replace the texture with white; the packed alpha byte is therefore not a generic tint-strength control. Mode 3 remains separately scoped beyond the completed mode-1 path, and surfaceless mode-0 fills remain a distinct consumer case. **TITLE SO022 additive proof (2026-07-20).** TITLE loads type-1 8-bpp `SO022.AGF` with no alpha plane and no color key, binds two 140×140 spritesheet objects, and calls `0x203(handle,1,255,0xffffff)` for both. Ordinary alpha composition therefore produces opaque black squares around the blue flames. Native mode-1 `SRCALPHA/ONE` makes black contribute zero; the implemented additive raster path removes the rectangles while preserving the animated glow, verified across a windowed SYSTEM4/TITLE capture. **SC0000 third-CG white-screen and missing-glow fix (2026-07-11).** The page containing `大役を担ったのは…` reaches the intended EV052DA image and both animated AE001D layers. A synchronized Godot capture proved AE001D is correctly alpha-bearing and drawn in mode 1 at only a 6-8% additive source scale; it was not the white wall. During the preceding `0x223` EV052CA→EV052DA crossfade, base handle `0xcb2a` renders EV052DA in mode 2 with identity modulation. When the transition ends, `0x203@0x12478` restores that same textured object to mode 0 with negative color operands, preserving `0xffffffff`. Native keeps EV052DA visible; the old port resolved the state as `tintStr=1.00` and lerped every source texel to white. Textured mode 0 now resolves as opaque multiplicative RGB, making white identity, while surfaceless mode-0 fill strength remains separate. The first corrected capture exposed a second independent gap: AE001D was submitted and rotating but had no visible pixel contribution. Its 800×800 circle was based at `(0,550)` around anchor `(400,950)` and remained at the port's default 100% scale, almost wholly below the viewport. SC0000 executes `0x1fd` with `210/210/100` and `240/240/100`; implementing the native immediate current-scale setter expands the circles into the viewport (the first top edge reaches y=110). The user positively confirmed both the restored CG and visible glow on the ordinary interactive path. This glow is a retained scaled/rotating texture, not an `0x231` spritesheet-cell animation; later missing spritesheet effects remain a separate issue. **Interpolation RE pass (2026-07-08, stalled → both deferrals confirmed).** Attempted to pin how a `0x202` fade animates so smooth ramping could join slice A. Findings (Ghidra `gfx_object_anim_interpolate` `0x473ed0`, annotated+saved): the bit-2 anim family (op `0x234`) interpolates **5 independent sub-channels** (color `obj+0x240`/period `obj+0x220`, two matrices, rotation `0x168`=360°, src-rect scroll), each on the **global frame clock `retained-gfx owner+0xb550` (`EngineCtx+0x51b64`)** (advanced per present, NOT the op-`0x238` clock `ctx+0x51b7c`), and each **ping-pongs** (triangle wave, folded at period/2) — i.e. these are *oscillating/pulsing* effects, not one-shot fades. The `0x202`/`0x203` color (`obj+0x60` static / `obj+0x64` animated, sets `owner+0xb558`/`0xb560` = `EngineCtx+0x51b6c`/`0x51b74`) is a **separate channel whose blit consumer was not located** in this pass. So a one-shot fade's exact source→target→easing is still unresolved and would take a dedicated dig (find the `obj+0x64` consumer + the color→`obj+0x240` path + the clock advance). ⇒ **smooth color-anim interpolation stays deferred**; slice A ships the static end-state (which reaches the correct final alpha/tint and fixes the stuck-opaque bug), with interpolation as a scoped follow-up. **Resolution (2026-07-10 — supersedes the deferral above).** The missing consumer was the bit-1 branch in `gfx_object_apply_transform_channels` (`0x472f00`), before its matrix channels. It seeds shared start `obj+0x34` from retained-gfx `owner+0xb550` (`EngineCtx+0x51b64`); holds current packed ARGB `obj+0x60` through delay `+0x38`; then performs an integer, bytewise linear interpolation to target `+0x64` for duration `+0x4c`. At natural completion—or when retained-gfx `owner+0xb55c == 1` (`EngineCtx+0x51b70`) requests forced completion—the target commits to current, delay/duration clear, target becomes `0xffffffff`, and the one-shot active bit clears when no color/matrix/src-rect sibling remains. The object-local bit at `+0x2d0` suppresses the global force and keeps that finite group from raising the blocking-presentation dirty flag; it remains redraw-active and therefore animates asynchronously. Negative alpha/RGB target operands independently preserve their bytes from current `+0x60`. The port now carries current and target separately and samples them from the unified `FrameClock`; an op `0x203` static write after `0x202` therefore becomes the ramp's current value rather than overwriting its target. Mode 0 retains the established CG/tint/fill behavior; mode 1 uses native additive composition with ARGB alpha as the source scale plus RGB modulation. `draw-string 0x204`/`0x7a` remains a separate dependency. **ADV chrome correction (2026-07-11).** Mode 0 cannot be classified from the final packed color alone. Static `0x203(mode=0, alpha=0, rgb=white)` remains the established opaque/no-tint CG initializer, but a mode-0 object whose current/target channel was armed by `0x202` consumes that sampled ARGB as opacity plus multiplicative RGB modulation, including after target commit. SC0000 proves the distinction with SYSTEM4's SO001 surface: backing object `0xd2f0` ramps `0x00000000 <-> 0xff000000`, while control-strip object `0xd2f1` ramps `0x00ffffff <-> 0xffffffff`. Treating alpha as tint strength made the visible controls solid white and the hidden backing expose SO001's raw white crop. Preserving one-shot provenance makes white an identity modulation for the yellow controls and alpha zero fully transparent. A matching windowed capture and user manual check confirmed both endpoints. ### SC0000 anim/transform/spritesheet cluster — op→field map (2026-07-08) Reversed for the animation cluster slice (spec `docs/superpowers/specs/2026-07-08-sc0000-anim-transform-cluster-design.md`). Every cluster handler resolved via the dispatch table `handler(op)=ctx[0x26c93+op]` (the `opcodes.toml` `u004xxxx` labels are Kelebek VA drift — do not use them). Each op is a thin wrapper (`FUN_0041b940(n)` fetches operand n) → a worker that writes object fields; the interpolator `gfx_object_anim_interpolate` (`0x473ed0`) is the consumer. **The cluster is heterogeneous** — setters, queries, and a movie op. Renamed + annotated in Ghidra, saved. **In scope (built this slice):** | op | handler / worker | semantics | |---|---|---| | `0x22f` | `gfx_op_0x22f_set_position_anim` → `gfx_worker_set_translation` | set object **position** (translation vec `obj+0x5d4`); base transform, not a ping-pong channel | | `0x229` | `gfx_op_0x229_set_position` (`FUN_00472bb0`+`FUN_00472be0`) | set object **position/geometry** immediately (`obj+0x420/0x424` + vec `obj+0x440..0x448`) | | `0x239` | `gfx_op_0x239_set_srcrect_cell` → `gfx_worker_set_srcrect_cell` | one-shot **spritesheet-cell** channel: delay/duration `obj+0x48/+0x5c`, total frames/columns `obj+0x238/+0x23c`, target frame `obj+0x234` | | `0x231` | `gfx_op_0x231_anim_srcrect` → `gfx_worker_anim_srcrect` | looping **spritesheet-cell** channel: milliseconds per frame `obj+0x230`, total frames `obj+0x238`, columns `obj+0x23c`; row-major and wraps, not ping-pong | | `0x232` | `gfx_op_0x232_anim_color` → `gfx_worker_anim_color` | **animate color**: bit2 active, period `obj+0x220`, target `obj+0x240` → interpolator COLOR channel (ping-pong). Negative alpha/RGB preserve corresponding bytes from static color `obj+0x60`; alpha >255 clamps. Distinct from one-shot `0x202`/static `0x203` | | `0x228` | `gfx_op_0x228_query_position` → `gfx_object_query_translation_target` (`0x47cdd0`) | **query** the decomposed target-translation matrix (x,y,z), `obj+0x1ac/+0x1b0/+0x1b4`, → operand slots 3/4/5; success is 0 and missing is 1 | | `0x23f` | `gfx_op_0x23f_query_object` (`FUN_0042a520`) | **query** an object status/value → operand slot 1 | **Follow-up resolution (2026-07-10):** `0x21f` is the one-shot axis-angle channel and is implemented with affine rasterization. `0x223` is **not affine**: `gfx_queue_surface_alpha_transition` (`0x47f440`) inserts a type-0 command-map record keyed by arg 1: start `+4`, delay/duration `+8/+0xc`, target surface slot `+0x10`, and two object handle ranges at `+0x14/+0x1c` and `+0x18/+0x20`. `gfx_render_frame` composites those ranges into the target and ramps alpha 0→1. Its SC0000 site `0x129e7` passes `(handle+2, transition slot, handle+1,1,handle,1,G[0x6249f],G[0x624a0])`. It remains a render-target/transition slice dependency rather than being approximated in the affine object compositor. #### ADV foreground surface-transition lifecycle (2026-07-10) The completed native chain is `0x21d` snapshot -> `0x223` queue -> `label_1235a` skip queries -> `0x21c` normal yield or `0x20c` skip endpoint-present: - `gfx_object_clone` (`0x47e4f0`, op `0x21d` handler `0x423310`) copies the complete retained-object record: exactly `0xb5` dwords / `0x2d4` bytes. SC0000 `0x128fc` clones the current CG handle to `handle+1`; the loader then rebinds the source handle to the new CG, and `0x223 @ 0x129e7` uses `handle+1` as old range A, the updated handle as new range B, and `handle+2` as the target presenter. - `0x1c7` is the `run_state_flags & 0x08000000` message-skip query. `0x1cc` reads `ctx+0x6dbd4`, now named `adv_read_skip_state`; `adv_refresh_read_skip_state` (`0x406cd0`) and the text/label/wait handlers maintain it from `message_ReadTextSkip` plus per-PC read history. It is not surface-transition progress. - Zero OR-state is normal playback and reaches `0x21c`; run-state bit `0x400` parks interpreter progression while the type-0 surface command advances from the frame clock. Nonzero skip/read state reaches `0x243 + 0x20c`, exposing the completed endpoint without the normal wait. - Op `0x203` stores operand 2 at object `+0x30`. Transition sources use mode 2; their common `0xffffffff` color is opaque identity modulation, not a solid-white tint. Negative alpha/RGB operands separately preserve the corresponding byte(s) of current static color via the `FUN_0047f3e0` lookup. The port mirrors this with an explicit pending/start/progress/natural-or-forced-complete state. A click while `0x21c` is parked completes only the active foreground surface transition and is consumed; it does not pre-arm the following `wait-for-input`, and it does not complete independent retained rotation, matrix, spritesheet, or color-animation channels. **Source-rectangle correction (2026-07-11):** `gfx_object_anim_interpolate` preserves the source rectangle set by `draw-texture`; `0x231` does not divide that rectangle by its operands. It computes `frame = floor(elapsed / frame_period) % frame_count`, then offsets both X bounds by `rect_width * (frame % columns)` and both Y bounds by `rect_height * (frame / columns)`. SC0000 passes `(100, 8, 4)` for AE001H: eight 200x200 cells in an 800x400, 4x2 sheet. Treating 8 and 4 as grid width and height shrank the crop to 25x50 and made the intended cave spirit effectively disappear. **AE001H travel-path correction (2026-07-11):** the three post-movie movement legs exposed a separate port bug from the source-rectangle correction. Native `0x228` copies the full retained-object record and decomposes the target matrix beginning at `obj+0x17c`; the returned translation comes from `obj+0x1ac/+0x1b0/+0x1b4`. It does **not** return the draw/base position at `obj+0x24` (`V24`). SC0000 uses that query before each `0x220` to derive the next translation target. AE001H's draw base is `(360,20)` and its initial translation target is `(0,0)`, so the first native leg targets `(40,-20)`. The current C# `0x228` implementation instead returns `(360,20)`, producing `(400,0)`; the compositor then adds that translation to the unchanged draw base, placing the object near `(760,20)` before its cyclic rotation. That explained the observed immediate off-screen movement and why later legs never visibly returned. The port now queries `TranslationTarget` independently of `V24`, returns the native status convention, and leaves output operands untouched when the object is absent. A bytecode-level regression reproduces the three SC0000 targets `(40,-20)`, `(50,-80)`, and `(130,-100)` while retaining base `V24=(360,20)`. **AE001H white-pulse verification (2026-07-11):** the eight source frames contain only the expected purple artwork; the white wash is introduced by the port's `0x232` path. SC0000 `0x1a0e` explicitly arms `0x232(handle,1200,224,-1)`. Native `gfx_op_0x232_anim_color` treats negative RGB as a sentinel and fetches the object's current static packed color before constructing the target. The C# dispatch instead calls `PackColor(224,-1)`, whose RGB mask becomes `0xffffff`, and `SnapshotVisibleObjects` maps animated alpha to mode-0 tint strength. Existing retained-state evidence shows `tintStr` cycling `0 → 0.82 → 0` on AE001H, exactly matching the reported white pulse. Follow-up native dataflow closes the remaining question: fresh objects initialize static color `obj+0x60` to `0xffffffff`; the interpolator samples that temporary color toward target `obj+0x240`, then `gfx_object_composite` passes the sample and the unchanged blend selector `obj+0x30` to `gfx_object_blit_d3d9`. Mode 0 enables no alpha blending and uses RGB only as vertex modulation, while mode 1 enables SRCALPHA/ONE additive composition. AE001H therefore cycles `0xffffffff ↔ 0xe0ffffff`: identity RGB throughout, with alpha intentionally inert in mode 0, so native has no visible pulse. The faithful fix is now fully bounded: initialize/resolve static color correctly, sample packed ARGB, and consume it through the existing mode-specific blend path instead of converting animated alpha into tint strength. The port now initializes static color to native identity `0xffffffff`, resolves negative operands in `SetColorAnimResolved`, samples packed ARGB before blend selection, and feeds it through the existing mode-specific path. Exact AE001H, mode-0 RGB-modulation, and mode-1 additive regressions cover the contract; the white pulse is removed without suppressing the scripted channel. **Resolved 2026-07-20:** `0x236` is the movie-to-retained-surface path described below. `0x242` is the detached finite-animation control described below; `0x23d`, `0x20a`, and `0x20e` are also implemented in their later lifecycle/presentation slices. ### Movie-to-surface opcode `0x236` (2026-07-11) The exact ABI is `play-movie-to-surface(resource_id, surface_slot, movie_flags, sync_mask)`. Handler `op_0x236_play_movie_to_surface@0x423ee0` records a 9-dword instruction length and requires the destination texture to exist. It allocates/reuses a 0x478-byte `CMovieToTexture` object, binds the D3D device/backing texture, opens operand 1 through `asset_open_indexed_entry`, constructs a DirectShow FilterGraph, and starts it. The graph queries `IGraphBuilder`, `IMediaControl`, `IMediaPosition`, `IMediaEvent`, and `IBasicAudio`; its custom `CMovieTextureRenderer` accepts RGB samples and copies the bottom-up frame into the retained texture. Operand 3 is retained movie mode plus sound-route policy. Bits `0x10000/0x20000/0x40000/0x80000` force sound route 0/1/2/3; without an override, native setting `set:DependMovieSound` supplies the route. This slice deliberately does not implement the audio branch. Operand 4 is stored at movie object `+0x42c` as the sync/device mask; it is not a duration or loop count. Replacing or releasing the owning surface stops the graph and detaches the renderer. Graph construction/open is synchronous, but playback and sample delivery are asynchronous. The handler returns normally and the interpreter advances one instruction: at SC0000 `0x13c8`, the native operand capture evaluates `(0x33, 0, 2, 0)` and the next executed bytecode is `0x13d1`. The movie therefore does not itself block the VM. SC0000 prepares additional static layers, then reaches `0x21c` through `label_1235a@0x1574`. That opcode sets run-state bit `0x400` and yields the interpreter; the presentation service continues sampling the retained movie until DirectShow EOF, after which the following script cleanup releases it. The static preparation before `0x21c` is not a movie teardown boundary. **Manual-test corrections (2026-07-11):** the initial port incorrectly treated pre-yield static loads as surface replacement, producing start/first-frame/stop all in render frame 0. The bounded host now retains the movie through `0x21c` until DirectShow completion. A follow-up compositor trace proved the movie object was present at the correct z-position, but the static AGF cache reused the first decoded sample forever because every sample has the same `(assetId,colorKey)`. An unconditional current-sample backbuffer copy did not help because normal retained composition immediately covered it with that cached first sample. Movie surfaces now bypass the static cache and publish only through the retained object. A windowed run records first frame 101 and stop frame 190; the user manually confirmed visible playback. The separate lower white textbox-area object remains outside this finding, as does the deliberately unrendered movie audio stream. The `/v2` image names/comments the handler; movie ctor/interface/open/play/volume/release workers; sound route helpers; renderer media-type/sample workers; and stop/detach/destructor lifecycle. The image was saved after annotation. ### Grey-background root cause — slot collision + tint-strength (2026-07-08, gfx-log) Diagnosed with the new `--gfx-log` compositor/op trace (docs/tools-reference.md). The grey background has **two distinct causes**, both now proven: 1. **CORRECTION to the blend section above — op `0x202`/`0x203` "alpha" is a TINT STRENGTH, not object opacity.** Evidence: the primary CG is drawn with `0x203 (alpha=0, color=white)` = `0x00ffffff`. That means "blend the tint (white) into the texel by strength 0" = **no tint, fully opaque CG** — but slice-A treated the alpha byte as the object's opacity → the CG rendered fully transparent → grey. Fix (commit 5e4fdda): `RenderObject.TintStrength` split from `Alpha` (opacity); textured objects stay opaque and the tint LERPs the RGB by strength (0=keep texel, 1=full tint). Surfaceless fills use the strength as fill opacity. Verified: the opening event CGs render again (shot-confirmed). 2. **Effect pages: everything collapses into slot 0.** `set-texture` is dominantly `set-texture (GLOBAL resId)(GLOBAL slot)(local colorkey)` (543× across the corpus); the **slot is a global**. In our run every such global resolves to **0**, so the background (`BG030A`), event CGs, and the effect spritesheet (`AE001H`, an 800×400 4×2 grid of blob frames) **all set-texture into slot 0**. Objects live-reference their slot, so loading the effect **evicts** the BG → grey; and the effect is drawn full-screen from slot 0 (its object `src=(0,0 800x600)`) → the whole sheet (blob grid) covers the screen. ⇒ The layering failure is a **slot-assignment** problem. **CONFIRMED CAUSE (2026-07-08, live `AGE_DIAG_SETTEX` trace):** every `set-texture` slot = `G[0x62452]`, written by `query-gfx-object?` (`0x215`) which returns **-1** for the (correctly-unregistered) CG/effect handles → the fallback at SC0000 `label_12649` does `G[0x62452] = lookup-array-2d(rec[s3]=G[0x3239], G[0x62450], 3, 0)` = **0** because the slot table `rec[s3]`/`G[0x3239]` is **empty**. That table is filled by `call label_125bd` (SC0000 `0x50f`, slots 4..11), which is reached **only through the scene-coroutine framework** — the `G[0xaba5c]` gate (`0x450`) + op `0x140` (`u0041F9C0`, coroutine LABEL/yield `"LABEL" "J"` @ `0x46d`). **Fixed by the bounded scene-coroutine host model:** `0x140` runs the setup body once, `label_125bd` fills the eight slot records, and SC0000 resource `0x23` loads into assigned slot 5 instead of slot 0. This was not a compositor/z-order/blend bug. Diagnostics: `AGE_DIAG_SETTEX=1` env → VM logs each `set-texture` slot operand + `query-gfx-object?` result. ### Differential offset-path oracle — engine-vs-VM control-flow diff (2026-07-09) **Method (lever #3 of the RE-front-loading program).** Run the same scene in the real engine and our C# VM and diff the **executed script-offset path**. Both run the same bytecode, so the opcode at each offset is static (from disasm); the first place the two offset sequences differ is exactly the branch/opcode/state we modeled wrong — cheaper and higher-signal than diffing effects, and precisely where the render-drift walk-backs lived. Tools: `tools/frida/trace_engine_ops.py` (engine capture) · `Age.Cli trace --boot --trace-json` (VM capture) · `tools/diff_optrace.py` (align + first-divergence). Spec/plan: `docs/superpowers/{specs,plans}/2026-07-09-differential-oracle*`. **Capture method that WORKS = the operand hook `vm_operand_fetch@0x41b940`** (thiscall `ecx=ctx`; per op, `offset=(pc−codebase)/4` from `cur_ctx_index@0x53d14` / `frame_pc@0x53d2c` / `frame_codebase@0x53d28`, per-context stride `0x78`). Validation: **100% of captured offsets land on valid SC0000 instruction starts** — proves both the ctx-field offsets and the `(pc−codebase)/4` math. **The tick hook `adv_interpreter_tick@0x410fb0` does NOT work** — plain-JS `Interceptor.attach` there sees `ecx≠ctx` (0 entries), so the recon gate's *tick* path is closed too, not just the CModule path noted under Frame cadence. Two capture caveats, both handled: - **Frida must hook BEFORE the scene loads.** The scene-entry setup (decl preamble + first CG load at `0x802 mov G[0x62424]=0x23; call label_12649`) runs in a µs burst at load; a capture started mid-scene floors at ~`0x80d` and misses it. `trace_engine_ops.py` writes `build/tracer-live.flag` once the hook is installed → launch it in the background and gate the New-Game trigger on that flag. - **Operand mode skips zero-operand ops** (stmt-begin/end markers, script-entry `0x259`) — they never trigger an operand fetch. `diff_optrace.py` filters the VM trace to argc≥1 ops (same subsequence); control flow is preserved (markers don't branch). `--full` disables it for a hypothetical tick capture. **Codebase identification.** The engine trace tags each op with its script's `codebase` pointer (a per-run heap address). `pick_scene_codebase` picks the codebase whose offset sequence shares the longest common prefix with the VM trace. From a boot→opening capture (7 codebases / 265k ops), SC0000 = `0x09c1afe8` (13252 ops, 100% valid, first offset `1` = offset 0 filtered). **FIRST DIVERGENCE FOUND (the tool's first catch + self-test).** On the SC0000 opening the VM and engine agree for **27 ops** (including the coroutine op `0x7b` @ `0x79`, which matched), then **diverge at offset `0x8d` = op `0xa0` (jcc) on `global-int G[0x6c1]`:** the engine falls through to `0x94` (the op-`0x90` hotspot-chrome registration block) ⇒ `G[0x6c1]≠0`; the VM jumps to `label_df` (`0xdf`) ⇒ `G[0x6c1]==0`. Because both ran `1..0x8d` identically, `G[0x6c1]` is set **before** SC0000 — by pre-scene *system* boot the VM's cold `--boot` (INITCONFIG/INIT2/INIT) doesn't replicate (the **two-boot gap**). `G[0x6c1]` is an unlabeled but heavily-used scalar (766 uses) in the **same cluster as the op-`0x90` hotspot flags `G[0x6c9..0x6cd]`** = ADV-chrome/input state. Headlessly benign (no input) but a genuine VM-side state gap — and a clean demonstration that the oracle localizes a mis-modeled branch to a single instruction. It is NOT the predicted coroutine yield (`0x140`/`~0x50f`); the oracle reports whatever diverges *first*, and it surfaced an earlier state hole. **This is now the repeatable way to localize a mis-modeled op/state.** Phase-2 extension (deferred): effects-diff (global-bank / gfx-registry writes) for branchy scenes. ### ADV control-strip buttons and native hotspot callbacks (2026-07-18) The five controls at the lower right of ordinary ADV scenes are script-driven retained UI, backed by `SO001.AGF` in system surface slot 17. They are not Godot-style widgets and opcode `0x90` is not an immediate hit-test branch. The shared ADV routine copied into all 301 ADV scripts registers five rectangles at `(684|706|728|750|772,572)`, nominally `20x20`, plus three keyboard/pad records. Native `op_0x90_handler@0x41fc80` stores `(x,y,x+w,y+h)` and three callback PCs through `input_hotspot_register_rect_callbacks@0x403d70`; `op 0x94` then arms the input service. The bounds are compared inclusively. `input_hotspot_update_cursor_hit@0x403e90` publishes the first matching record index. `input_hotspot_poll_hover_callback@0x4040b0` maps the stored PCs exactly: operand 5 on pointer entry and operand 6 on pointer exit. A direct move from one hotspot to another dispatches the old record's exit first and the new record's entry on the next poll. `input_hotspot_take_click_callback@0x404330` resets the registry and returns operand 7 on activation. The interpreter temporarily redirects the current script PC to these callbacks; registration itself returns normally. Companion op `0x97` finds an identical registered rectangle and binds its fifth operand as an input-bit index; SC0000 uses bits 0, 8, and 7 for its three `1x1` keyed records. The five entry callbacks set `G[0x6c9..0x6cd]` one at a time and call the common redraw routine at SC0000 `label_11ffa`; exit clears the corresponding flag and redraws. The redraw takes three pieces from SO001: - the always-visible base strip from source `(0,254,114,25)` to screen `(681,570)`; - one 132x27 textual tooltip from source y=227; and - the same generic 20x20 hover overlay from source `(114,254)` over the selected icon, rendered through mode-1 `0x203` at alpha `0x80`. This gives the exact left-to-right behavior: | x | Hover flag | SO001 tooltip source x | Label/action on activation | |---:|---|---:|---| | 684 | `G[0x6c9]` | 396 | **History** — cancel hotspot wait, call `HISTORY.BIN`, then rebuild chrome | | 706 | `G[0x6ca]` | 264 | **Auto message** — `0x1b6` read, toggle, `0x1b7` write | | 728 | `G[0x6cb]` | 0 | **Message skip** — `0x88(1)` enables all-message skip | | 750 | `G[0x6cc]` | 132 | **Read-message skip** — `0x1cb` read, toggle, `0x1ca` write `message:ReadTextSkip` | | 772 | `G[0x6cd]` | 528 | **Hide window** — `0x199` yields into the ADV/HIDEWIN coroutine flow | The redraw also overlays persistent active-state cells for Auto, Message skip, and Read-message skip from SO001 source x `154/174/194` at y=254. After the four state/coroutine actions, the script waits 100 ms, reads the virtual cursor with `0x109`, alternates its y by one pixel, writes it with `0x10a`, and resets transient skip/input state through `0x101`. That deliberate cursor jiggle re-arms entry/exit processing. **No hover sound.** Manual correction on 2026-07-18 confirms these five ADV controls are silent on hover. This matches the static evidence: none of the entry/exit callbacks executes `0xb4/0xb5` or another script audio opcode, and the decoded native registration/hover-dispatch chain contains no audio call. The port should not invent a sound asset or host audio event for this interaction. The `/v2` Ghidra image names/comments the opcode handlers, registry/hit-test/dispatch helpers, message-skip, auto-message, read-skip, cursor, and coroutine operations described above; saved 2026-07-18. **Port implementation (2026-07-18).** The C# VM now models the per-frame registry and dispatches its three local callbacks on the VM thread through a callback-only host wake channel, leaving the surrounding ADV input wait parked. Godot feeds scaled native-screen pointer coordinates and consumes activation before ordinary page advance. The blocking-host model retains the registered definitions across a normal action callback to represent the native scheduler's subsequent shared-registration pass; explicit op `0x93` still clears them, and callbacks such as History rebuild through their script path. The existing bytecode therefore owns the SO001 hover/active redraw rather than a parallel widget layer; callback completion publishes one retained frame even though the enclosing wait remains static. `0x1b6`/`0x1b7` are implemented as VM service state for the first Auto action bridge; timed automatic page advance remains separate follow-up work. **Port correction from manual validation (2026-07-18).** Merely implementing op `0x90` was insufficient in the cold single-scene harness. The visible SO001 strip is drawn independently, while `jcc@0x8d` skips its five rectangles when inherited `G[0x6c1]` is zero; the existing trace did exactly that. Even with the native value one, `cancel-hotspot-wait@0x622` clears the early pass before page-one `wait-for-input@0x83c`, and the native ADV coroutine later republishes it. Godot now seeds `adv_chrome_enabled=1` as part of the same bounded SYSTEM4 chrome bootstrap as SO000/SO001. The blocking VM retains canceled definitions only as inactive coroutine templates, replaces them if script registration runs first, and otherwise re-arms them at a stable message wait. A full SC0000 regression proves the real History enter callback and retained-frame publication, not just a synthetic registry path. ### ADV Auto-message timing and voice completion (2026-07-18) Auto advance is a native input-service policy, not a script sleep or a fixed synthetic click. The native state is split between `ctx+0x55104` (`auto_message_enabled`) and `ctx+0x6dbe4` (`adv_auto_voice_pending`). `op_0xc4_handler@0x420610` sets the latter when it queues voice playback, while `op_0x1bc_handler@0x416c20` clears it at the next message boundary. `op_0x72_handler@0x41e690` arms `message:AutoMessageTime1` when Auto is enabled and the current message has no queued voice. For a voiced message, `adv_input_service_poll@0x411230` instead waits until the native voice service reports playback complete, clears `adv_auto_voice_pending`, and then arms `message:AutoMessageTime0`. Expiry follows the same wait-release path as ordinary ADV input. Both branches substitute 100 ms when their configuration getter returns zero. The two settings are script-visible rather than constants embedded in the wait handler: - op `0x1b8` reads selector 0 = post-voice `AutoMessageTime0`, selector 1 = unvoiced `AutoMessageTime1`; - op `0x1b9` writes the same selectors; - `CONFIG.BIN` initializes them to 500 ms and 2000 ms respectively, and its UI adjusts either setting in 500-ms steps over 500..9500 ms. **Port implementation.** The VM retains the enable bit, both configured delays, and per-message voice flag, then supplies their live state to the blocking host wait. `GodotAdvHost` polls a small deterministic timer from the existing monotonic frame clock. Unvoiced pages wait Time1; voiced pages remain parked through actual `AudioStreamPlayer` playback and then wait Time0. A queued/started/completed generation counter closes the deferred-call race between the VM thread queuing a voice and Godot beginning playback. Turning Auto off cancels an armed deadline, and turning it back on starts a fresh one. This keeps timing in the host service boundary and configuration in the VM, without scene offsets, wall-clock sleeps, or Auto-specific input injection. Timer and VM regressions cover both paths, exact deadlines, disable/re-enable, the native zero fallback, `0x1b8`/`0x1b9`, and the `0xc4`/`0x1bc` voice-state lifecycle. The `/v2` handlers and input poller are named/commented and saved. ### ADV all-message Skip service (2026-07-18) The x=728 control enables a persistent interpreter service; it is not a one-page advance and its active overlay is not the transient run-state bit. `op_0x88_set_message_skip@0x41f130` writes the requested value to `ctx+0x13dc` (`message_skip_enabled`) and `ctx+0x550fc` (`message_skip_display_enabled`). While the former is nonzero, `adv_interpreter_tick@0x410fb0` injects input bit `0x40` on every interpreter tick. The input service turns that into `run_state_flags & 0x08000000`, completing text/input waits and selecting the already-reversed skip endpoints for retained transitions. The state queries are deliberately different: - op `0x19a` returns persistent `message_skip_display_enabled` for SO001's active x=728 overlay; - op `0x1c7` returns the transient skip run-state bit, which may be driven by persistent op-`0x88` state or a physical fast-forward input such as Ctrl; - op `0x101` clears transient input/run-state fields after an ADV chrome action, but does not touch either persistent op-`0x88` field. The following interpreter tick therefore re-arms Skip. All 301 ordinary ADV button callbacks call `0x88(1)`. `CALLBACK_LOAD.BIN` contains the corpus's only `0x88(0)` reset. The engine supports an optional click-cancel state machine, but `engine_settings_register_defaults@0x46be30` registers `set:CancelMesSkipOnClick=0`; a nonzero loaded engine configuration is required to enable its press/release cancellation path. The port preserves that default instead of unconditionally inventing click-to-cancel. Voice playback also has a native Skip queue. `op_0xc4_handler@0x420610` plays immediately while the skip bit is clear. While it is set, the handler replaces `ctx+0x6dbf4/+0x6dbf8` with the latest requested voice instead of starting it. When Skip/read-skip input ends, `adv_interpreter_tick` starts that latest voice and clears the queue; skipped voices do not accumulate. **Port implementation.** The VM owns persistent op-`0x88` state and keeps op `0x19a` separate from the combined op-`0x1c7` persistent/host-input query. `GodotAdvHost` completes text reveal and stable message waits while Skip is active; the existing `0x1c7` transition branches continue to publish their completed endpoints. Voice requests replace one host-side deferred payload during Skip and the latest payload starts when `0x88(0)` arrives. Enabling Skip through the real SC0000 hotspot callback wakes the parked wait without creating a synthetic pointer click. Focused tests cover `0x88` enable/disable, `0x19a`, `0x1c7`, transient `0x101`, retained host state, and the actual x=728 callback. The new EngineCtx fields are applied to `/v2`; the affected handlers, interpreter tick, and settings-default initializer are named/commented and saved. **Manual pacing correction.** The first port build released skipped text/waits correctly but then let the background VM free-run to the next non-skipped service boundary. That produced whole-scene bursts separated by explicit sleeps: visibly an immediate jump, a slow point, then another immediate jump. Native `adv_interpreter_tick` still dispatches exactly one opcode per engine tick while persistent Skip removes the ordinary waits. `GodotAdvHost.FrameYield` now consumes one rendered-frame pulse per opcode only while message Skip is active. Normal opcode bursts retain the existing run-to-service-boundary model; Skip gains the missing native governor and remains fast without teleporting between blocking points. A regression proves op `0x88` state reaches the host before the following cadence yields. Validation is engine 168/168, zero-warning Godot build, and threaded `SELFTEST OK`. **ADV entry/exit lifecycle.** The script comments `savemesskip` and `loadmesskip` describe a temporary suspension boundary, not a second saved preference. `op_0x19b_suspend_adv_skip_service@0x416560` clears active `ctx+0x13dc`, run-state bit `0x08000000`, and `ctx+0x55100` (`adv_skip_service_enabled`) while deliberately preserving `ctx+0x550fc`, the all-message Skip toggle returned by op `0x19a`. `op_0x19c_resume_adv_skip_service@0x4165a0` sets the lifecycle gate again and reconstructs active fast-forward from persistent all-message Skip or `adv_read_skip_state`; the separate startup guard at `ctx+0x6f86c` can suppress that reactivation. SC0000 brackets ADV teardown/setup with this pair, as do branch transitions and `CALLBACK_LOAD.BIN`. The port therefore keeps persistent Skip separate from currently active fast-forward. Opcode `0x19b` deactivates the host service without changing the control-strip toggle, and `0x19c` recomputes the host service from the persistent toggle plus the host's live read-skip channel. This also makes op `0x1c7` correctly report inactive during the suspended interval. Focused regressions cover preservation across the pair and read-skip-only reactivation. Implementing the `message:ReadTextSkip` preference itself remains deferred with ops `0x1ca`/`0x1cb` and the profile-owned `ReadTextDB`; the lifecycle implementation does not invent a storage backend. ### Opcode `0x1ad` marks the numbered-save resume-frame boundary (2026-07-20) Opcode `0x1ad` is a zero-operand persistence marker, not an input reset or modal-UI synchronization call. Its real dispatch handler is `op_0x1ad_mark_save_resume_frame@0x416b70`. Aside from recording the generic one-dword instruction length at `ctx+0x53d88 + curCtx*0x78`, it performs one semantic write: `ctx->save_frame_boundary_index = ctx->cur_ctx_index` (`ctx+0x9928c = ctx+0x53d14`). `context_state_serialize@0x40d320` consumes the mark for numbered-save layouts 2 and 3. A negative mark falls back to the current frame; otherwise the serializer copies script frames `0..mark` inclusive and forces the marked frame's saved return entry to `-1`, making that frame the top/terminal activation after load. `op_0x2_exit_or_return_frame@0x417940` clears the mark when normal return unwinds below it. Scene/context reset also initializes it to `-1`. Thus the mark selects both the highest saved activation and the frame at which a loaded game resumes; the opcode itself neither reads nor writes a file. Corpus placement agrees with the native dataflow: 1,928 executions appear across 304 scripts. Roots such as `CAMP`, `FIELD`, and `FORT` mark their main frame near entry; SC0000's six sites are its startup path and the return paths from `HISTORY`, `MENU`, `HIDEWIN`, and `INPUTNAME`. Those calls re-establish the enclosing ADV frame as the safe numbered-save resume point after modal/nested scripts finish. **Port implication:** the current port-owned JSON session snapshot persists only global integer/string banks and deliberately has no active-frame or numbered-save backend. Treating `0x1ad` as a no-op is behaviorally neutral only under that present limitation; counting it as faithfully implemented would be misleading. Its real implementation belongs in the future unified save architecture, where the VM must serialize the active `ExecFrame` chain and remember which frame is the resume boundary. This is the same architectural deferral as the already-deferred profile/read-state work, not a reason to invent a seed or offset-specific shortcut. ### Opcode `0xae` continues numbered-save stack restoration (2026-07-20) Opcode `0xae` is the load-side rendezvous paired with serialized script-frame state. Its handler, `op_0xae_continue_save_load_stack_restore@0x416790`, normally returns after recording its one-dword length. It only becomes effectful while `ctx+0x53d24` (`save_load_stack_restore_active`) is set by `save_data_deserialize_and_begin_restore@0x40fd10`. That deserializer restores the selected save layout, loads `CALLBACK_LOAD.BIN` or the saved entry script, and resets the current context so ordinary opcode `0xae` sites can rebuild the saved stack. On an active restore, the handler reads `set:SaveVersion1`/`set:SaveVersion2`, selects the matching saved frame layout, replaces the current frame PC with its saved resume or call target, and advances through the serialized contexts. At the saved terminal context it clears the restore flag and reinstates the saved context/return state. The corpus placement supports that control-flow role: 305 calls overwhelmingly follow coroutine-resume or call boundaries, including SC0000's main-loop resume sequence. The opcode remains an effectful port gap. It is a no-op during every currently reachable port execution, but its actual branch cannot be implemented until numbered saves serialize and restore the active `ExecFrame` chain. Counting an unconditional no-op as coverage would conceal that dependency, so it stays grouped with `0x1ad` rather than receiving a placeholder VM case. ### ADV read-message Skip and shared `RT.DAT` history (2026-07-18) Read-message Skip is backed by an engine-owned `ReadTextDB`, not a VM-global flag and not ordinary numbered slot data. Each script frame supplies its raw packed SYS4/AAI resource id, a table of message code offsets, and its count. `script_frame_load_resource@0x40e980` stores the same id used by `asset_open_indexed_entry` at frame field `+0x04` (`EngineCtx+0x53d64`); base Himegari scripts therefore use their SYS4INI file index, while append resources retain the high-byte pack selector. `read_text_db_find_message_index@0x468f50` maps the current code dword offset through that table to a per-script message index. `read_text_db_is_message_read@0x469930` formats the script id as an eight-digit lowercase hexadecimal key, looks up that script's record, bounds-checks the index, and returns the stored dword flag. `adv_refresh_read_skip_state@0x406cd0` and ops `0x6e/0x71/0x72` combine that result with `message:ReadTextSkip`; a read page sets `run_state_flags & 0x08000000` and `ctx->adv_read_skip_state`, which op `0x1cc` exposes to the scripts. The write side records completion, rather than merely displaying text. Ordinary click/wheel advance and Auto expiry queue `{script_id, message_index, message_count}` through `read_text_db_queue_message@0x469340`; an op-`0x72` wait already being passed by Skip queues the same tuple directly. Opcode `0x71` resets a text layout at the structural sites targeted by T1; it is not a pure runtime no-op: `op_0x71_handler@0x41e540` snapshots the current code position and calls `read_text_db_commit_pending@0x46ae20`, which grows or creates the per-script flag array and sets the queued indices to one. This queued/commit seam lets the port reproduce native read eligibility without scene offset lists or synthetic VM globals. Persistence is shared across numbered save slots. `shared_profile_save@0x40c950` atomically rewrites `SAVE.DAT`, then serializes `ReadTextDB` through `$$RT.DAT` to `RT.DAT`, with `RT.BAK` handling. `shared_profile_load@0x40ccd0` loads `SAVE.DAT` (falling back to `SAVE.BAK`) and then independently loads `RT.DAT` when present. Numbered saves use the separate `SAVE%2.2d.DAT` pattern. A successful context/slot save calls the shared-profile writer, and shutdown also calls it unless `set:NoSaveDat` suppresses shared data writes. The selected integer-cell portion of shared `SAVE.DAT` is the `0x1a2` store / `0x1a3` restore service documented above. It is independent of the `RT.DAT` read-message database even though the shared-profile writer updates both files in one lifecycle. The `RT.DAT` header is `0x114` bytes: magic `0x54523353` (bytes `S3RT`), a compatibility id, a 256-byte game id, version pair `1,0`, and script-record count. It is followed by 12-byte script records containing `{script_id, message_count, pointer_placeholder}` and the corresponding `message_count` dword flag arrays. The loader validates the header compatibility fields, allocates fresh arrays, and rebuilds the in-memory hashtable. The port should own an equivalent profile-level model; matching the original raw pointer-bearing file layout is optional compatibility work, not a prerequisite for native runtime semantics. The `/v2` Ghidra image now names/comments the lookup, queue, commit, mark, file read/write, and shared-profile save/load chain and corrects the relevant function prototypes; saved 2026-07-18. ### Remaining ADV control-strip actions and implementation cost (2026-07-18) The five standard controls are now fully inventoried. Auto message, all-message Skip, and Hide Window have working native-path services; Read-message Skip is the profile-wide `RT.DAT`/ReadTextDB slice above. History remains a distinct retained-text subsystem rather than another variation of Skip. | Control | Native action | Current port boundary | Relative cost | |---|---|---|---| | History (`x=684`) | Cancel the ADV hotspot wait and run `HISTORY.BIN` over the text manager's retained record stream | Input/callback infrastructure works; a bounded retained-history model, its read/write opcodes, and supporting text/presentation ops remain | Medium-high, bounded | | Auto (`x=706`) | Toggle the Auto service | Implemented, including timed wait completion | Done | | Message Skip (`x=728`) | Enable persistent all-message fast-forward | Implemented; pacing discrepancies remain a later fidelity adjustment | Done | | Read-message Skip (`x=750`) | Toggle `message:ReadTextSkip`; gate advancement through shared ReadTextDB state | Native persistence and queue/commit/query flow investigated; service not implemented | Medium-high, bounded | | Hide Window (`x=772`) | Op `0x199` enters the saved ADV coroutine handler, removes chrome, and runs `HIDEWIN.BIN` | Implemented through the native script path, including coroutine re-entry, per-frame callbacks, mouse/joy state, and `.CUR` resources | Done | `HIDEWIN.BIN` is primarily an input/scheduler slice, not a new renderer. Its former eight effectful gaps were cursor selection (`0x86/0x87`), mouse callback registration/dispatch (`0xcc/0xcd`), mouse-button state (`0x108`), and joy callback registration/poll/dispatch (`0xfb/0xff/0x100`). The implementation below adds those services plus real op-`0x199` frame redirection; the existing retained renderer supplies the visual state while the script saves translations, hides the ADV chrome, permits view/pan input, and restores state. `HISTORY.BIN` remains a larger subsystem, but the formerly ambiguous gaps are now bounded. Static runtime coverage is still 47/78 distinct opcodes (781/854 instructions): this investigation refined semantics, not the C# handler count. The 15 op-`0x64` sites decode count-prefixed inline integer arrays used for row rectangles and coordinates. Ops `0xa1/0xa2/0xa3` are a generic value switch (`begin`, `add case`, `dispatch`), not a History-specific menu/input service; HISTORY maps already-produced action values to local branches. Op `0x12e` scans those rectangle/offset arrays for pointer hover. The Hide Window callback/input layer is therefore already sufficient. #### Retained History record model and lifetime (2026-07-18) The native text manager at `ctx+0x14940` owns two vectors: - manager `+0xd24/+0xd28`: 0x48-byte retained records; - manager `+0xd34/+0xd38`: 8-byte logical entries `{layout_slot, first_record_index}`. A normal record holds the layout slot at `+0x00`, geometry at `+0x04..+0x10`, value/metadata fields at `+0x14/+0x18`, font/color/baseline state at `+0x1c..+0x24`, flags at `+0x28`, and an inline-or-heap string object at `+0x2c` (length `+0x40`, capacity `+0x44`). Flag bit 0 begins a logical group; bit 1 is filtered by History's navigation mode; `0x20000000` denotes typed metadata and `0x40000000` denotes a voice pair. The write path is part of ordinary ADV execution: - op `0x70` defines a text layout and op `0x71` resets one. Unless recording is suppressed, each appends `{layout_slot,current_record_count}` and arms the next record's group-start bit. The op-`0x71` operand is a layout slot—not a T1 anchor id—although T1 entries structurally target these reset sites. Its ReadTextDB snapshot/commit work remains a second responsibility. - op `0x6e`'s glyph builder appends normal text chunks with the active geometry/font/color state. - voice op `0xc4` appends a `0x40000000` record containing `{voice_id,0}`; History replay op `0x1bd` uses the same writer with `{voice_id,1}` when recording is enabled. - op `0x1d2` appends a `0x20000000` record with operand 1 as the metadata type and operand 2 as its value. It was previously misclassified as a safe statement marker; 17,323 corpus uses make this a foundational correction. - op `0x1bb(0)` writes suppression bit `0x80000000` at `ctx+0x55110`; op `0x1bb(1)` clears it. HISTORY uses that pair at entry/exit so its own UI text is not added to the backlog. - op `0x85` clears both vectors. Its 286 corpus uses are two sites in each of 143 ordinary ADV scripts, generally bounding History to the current ADV block rather than an unbounded profile log. The read side is the previously identified op-`0x1d0..0x1d4` family. Op `0x1d0` returns a logical entry's layout slot and first record index; op `0x1d1` renders records until the next group boundary; op `0x1d3` finds typed metadata; op `0x1d4` finds the voice pair. `HISTORY.BIN` dispatches pair variant 1 through op `0x1bd` and variant 0 through ordinary op `0xc4`. History is independent of `RT.DAT`, but native full save fidelity does serialize the live backlog. `text_history_serialize@0x451d00` writes the index and packed records/strings after context/numbered-save serialization, and `text_history_deserialize@0x456130` restores them on the matching load path. This is a future numbered-save integration seam, not a reason to choose a shared-profile backend now: an in-memory History button can be complete first, while save/load restoration stays deferred with the wider storage architecture decision. History's display support consists of the ordinary presentation operations: primary/ruby font sizes (`0x75/0x197`), font weight (`0x2bd`), colors/effect mode/offset (`0x76/0x77/0x78/0x1a4`), layout origin (`0x198`), surface rectangle fill (`0x20b`), message-window alpha (`0x131`), and retained-object presentation (`0x222`). The `0xd3/0xd4/0xd5` callback-sequence family drives the smooth scrollbar interpolation; omitting it affects motion fidelity, not the backlog data model. The first port slice now implements an engine/session-owned `AdvTextHistory` service. `GameSession` carries one instance across VM scene runs, while a standalone VM owns its instance for the full top-level and nested script lifetime. The model retains the logical index, typed text/metadata/voice records, group-start flags, layout/cursor snapshots, and font/color/effect state. Ops `0x70`, `0x71`, `0x6e`, `0xc4`, `0x1d2`, `0x1bb`, and `0x85` feed it directly; Godot remains only a presentation host and does not own the canonical backlog. The model intentionally has no JSON or disk serialization. `GameSession.ToJson()` continues to snapshot only the pre-existing global banks, so landing the live backlog does not silently choose a save/profile backend. Native numbered-save restoration remains the explicit future integration seam described above. The second port slice implements generic inline-array copying (`0x64`), formatted value dispatch (`0xa1/0xa2/0xa3`), cumulative navigation (`0x1d0`), and metadata/voice queries (`0x1d3/0x1d4`). The C# loader retains the original body dwords so `0x64` copies the file's plain count-prefixed values; AGE's rotate/XOR work belongs to its native in-memory representation, not the SYS4 file format. Navigation mirrors manager `+0xd6c`: layout define/reset updates the latest-entry anchor, while each `0x1d0` delta is cumulative and does not mutate it. Query scans stop at the next group-start record; their third operands are unused by the native helpers. History's remaining work is therefore presentation and interaction rather than backlog data access. The third port slice implements visible History presentation without moving canonical records into Godot. Op `0x1d1` asks `AdvTextHistory` to select one retained group, skip metadata/voice records, and build a host-facing render batch using the target layout configured by `0x70/0x71`, positioned by `0x198`, and seeded by `0x7a`. `HISTORY.BIN` passes zero for flags and both color overrides, so this is its exact ordinary binding path; the native flag-4 raster-without-binding and flag-8 side-effect modes remain outside the live game call site. Godot owns only replaceable labels keyed by target layout, applies the retained font/color/ effect snapshot, and clears stale labels whenever `0x71` resets that layout. The same slice implements the support calls at their natural seams. Op `0x131` reads a host configuration property (currently defaulting to zero; choosing a profile/config persistence backend remains deferred), `0x20b` clears the addressed region of the mutable name-strip text surface, and `0x222` requests one retained recomposition boundary. Surface text is now a list rather than one draw per slot: HISTORY's five 600x30 source rows therefore retain five independent speaker names, and compositor source-rectangle clipping maps each one into its bound object. A real-script regression retains SC0000 page one, runs unmodified `HISTORY.BIN`, observes a non-empty rendered row, and reaches its `(0,60000)` presentation call. The fourth port slice implements History's basic pointer interaction and clean return. Op `0x12e` treats its addressable operands as arrays in their actual VM domain (HISTORY's are local integers), scans from `incoming_index+1`, and tests inclusive intersection. Rectangle fields are `[left,right,top,bottom]`; each candidate's x/y offset is subtracted from the pointer before comparison with the reference rectangle. HISTORY's decoded arrays contain fourteen candidates: scrollbar/control regions, bottom-right close region 8, and five 650x130 text rows at indices 9..13. Moving the pointer updates the selected index and executes the script's existing redraw, while left-button release on region 8 sets the script's exit state and runs its normal surface/layout/recording cleanup. The host input bridge now distinguishes an enclosing ADV page wait from a script-owned timed raw-input loop. Registration through op `0xcc` marks the current frame as the raw-input owner until that frame returns; Godot routes physical button state and configured callback indices to it without signaling the parked ADV page. This is frame-scoped callback state, not a HISTORY name/offset special case, and also matches the existing HIDEWIN scheduler family. A real regression activates x=684 in SC0000, runs unmodified HISTORY, selects/closes region 8, observes retained text, and returns to the same single page wait. Manual comparison exposed a separate typed-address bug in the first display build. `HISTORY.BIN` copies its button x/y tables into local integer cells `0x4` and `0x68`, then op `0x61` takes local pointers to selected elements for `draw-texture`. A local base operand names that local cell; it is not a local value containing a global address. The VM now retains the local/global domain in pointer values, so reads and writes through a local pointer reach the correct bank. This restores the six controls at x=768/y=121..411, the close control at x=768/y=549, and the hovered-row highlight while preserving RECOVER's global-array pointer behavior. The Python A0 oracle uses the same typed-address model. The History text batches already carry the native x origin 65 and cursor x 45. Their Godot labels were first created with a full-rect anchor preset before being parented, which discarded the intended absolute placement and caused a Godot parent/layout diagnostic. Dynamically composited ADV labels now use top-left anchors, and all root Controls apply their presets only after parenting. A second manual check separated the apparent bottom row from the real History batches: it was the ordinary ADV dialogue Label leaking above HISTORY's full-screen retained surface. The real batches contained several non-empty retained groups, but their target layouts had width/height zero and Godot clipped each to one pixel. `HISTORY.BIN` deliberately only resets and repositions layouts 2..6; `SYSTEM4.BIN@0x7..0x82` defines and resets all nine shared layouts before scene dispatch. In particular, slots 2..6 are 650x150 at x=65 and y=0/150/300/450/600. The Phase-A single-scene bootstrap now carries forward that exact nine-layout prefix, in the same category as its inherited SO000/SO001 state, until full SYSTEM4 replay replaces the bridge. The multi-message regression proves that at least two non-empty rows retain 650x150 geometry. While a nested timed raw-input frame owns the screen, Godot now hides the enclosing page's ordinary dialogue Label and independently animated wait marker. Native rendering gets this layering naturally because both are part of retained composition; the port must state it explicitly because those two elements are separate Godot overlays. They reappear with the same parked page after the modal frame returns. History's target-layout render batches are likewise presentation bindings, not part of the retained backlog. `HISTORY.BIN@0x1100` re-enables recording with op `0x1bb(1)` after erasing its object range and releasing surfaces `0xc0/0xc1`; that existing exit boundary now tells the host to discard all bound History batches. The semantic text/index records remain untouched, so reopening History rebuilds fresh rows while exiting cannot leave the old labels above the resumed ADV page. Stored voice replay now follows the native split. Ordinary op `0xc4` and History op `0x1bd` share the section-manifest resolver, Skip replacement queue, and Auto voice-pending state, but carry variants 0 and 1 respectively through `IHost.PlayVoice`. Both append their pair to the backlog when recording is enabled; History's surrounding `0x1bb(0)` suppression prevents the replay from recording itself. Native `voice_play_indexed_asset@0x488330` stores that variant in the channel-12 sound-buffer state before starting playback. Its precise audible meaning remains unproven, so the Godot host retains it through its queue and timeline rather than inventing different playback behavior. A live replay trace exposed a corrected prerequisite on that path. The clicked SC0000 row found voice pair `{0x24,0}` but returned at `HISTORY.BIN@0x9ee` because its required type-2 metadata lookup failed. Native `op_0x1d2_append_text_history_metadata@0x41f9c0` fetches operand 2 and then operand 1 before passing them as `(type,value)` to `text_history_append_typed_metadata@0x455f00`; the helper stores value at record `+0x14` and type at `+0x18`. Thus SC0000's `0x1d2(2,0x11)` means type 2, character/value `0x11`, not the reverse. The port now writes that pair in the native order, allowing HISTORY's type-2 gate to reach voice playback. #### Timed local-callback scheduler and History smooth scrolling (2026-07-19) Ops `0xd3/0xd4/0xd5` are a generic frame-local timed callback sequence, not a History-specific animation primitive. The native state is a vector of 16-byte entries at `ctx+0x5f694`, with begin/end/capacity at `+0x5f698/+0x5f69c/+0x5f6a0`; each entry is `{deadline_ms,aux,primary_pc,catchup_pc}`. The playback cursor is `ctx+0x5f6a8`, the last appended index is `ctx+0x5f6a4`, and op `0xd5` uses the elapsed timer rooted at `ctx+0x5f3ac`. These names are canonical in `vm-map/engine-ctx.toml` and applied to the `/v2` `EngineCtx`. - op `0xd3` clears the vector, resets the cursor to zero, and initializes the last index and optional abort PC to `-1`; - op `0xd4(interval,count,primary,catchup)` appends `count` entries, accumulating each deadline relative to the preceding one and storing the two local callback PCs; - op `0xd5(abort_pc)` retains the active script identity, starts the timer, sorts the entries, and enables scheduler run-state bit `0x40` while `cursor < last_index`. The final entry is therefore a non-dispatched look-ahead sentinel, not another callback. `timed_callback_sequence_tick@0x408170` sleeps until an entry is due. If the following entry's deadline is already behind elapsed time, it dispatches the current entry's catch-up PC; otherwise it dispatches the primary PC. It validates that the active frame still owns the recorded script, redirects that frame's PC, and advances the cursor. The optional abort signal at `ctx+0xa0ce8` redirects to the op-`0xd5` fallback PC; HISTORY passes `0xffffffff`, so that branch is outside its live route. HISTORY builds deadlines 10, 20, 30, 40, 50, 51, and 52 ms. The first five advance a five-step scrollbar interpolation; the catch-up form omits the expensive redraw/present call when the engine is late. The 51 ms entry is a no-op callback and the 52 ms entry is its look-ahead sentinel. The port keeps the sequence on the script frame, blocks only at these scheduler service boundaries using the host clock, and resumes op `0xd5` after each local callback returns. Focused tests cover exact relative deadlines and the late catch-up choice. Smooth-scroll scheduling is now implemented without changing History backlog ownership or choosing a save/profile backend. #### Mouse-wheel accumulation and History navigation (2026-07-19) Opcode `0x10d` is the read half of AGE's generic Win32 mouse-wheel service. The newly recovered `age_main_window_proc@0x486320` handles `WM_MOUSEWHEEL` (`0x20a`), sign-extends the high word of `wParam`, and normally adds that value to `ctx+0x1c34`. In special run modes it instead maps the sign through the configurable `set:WheelKeyUp`/`set:WheelKeyDown` actions, so the accumulator is specifically the ordinary raw-wheel channel used by scripts such as HISTORY. `op_0x10d_consume_mouse_wheel_delta@0x428cf0` writes the accumulated signed value to operand 1 and clears the field immediately. HISTORY polls it twice: once while establishing the callback loop to discard stale input, then once per timed mouse callback. The script only tests zero and sign, converting a positive or negative native delta into one call of its existing smooth-scroll path. The port follows that ownership directly: Godot converts wheel-up/down events to signed 120-unit native deltas, the VM atomically accumulates them, and `0x10d` atomically reads and clears the total. This state is runtime input only; it is neither a script seed nor profile/save data. A real SC0000-to-HISTORY regression opens after eight retained messages and proves wheel-up selects older retained rows without releasing or re-entering the enclosing ADV wait. HISTORY is now 74/78 distinct opcodes and 849/854 instructions handled or safe-noop. Its remaining static gaps are four supporting opcodes across five instructions: text-style setter `0x8b` occurs twice, `0x1ce`/`0x20a` form a sprite-animation service pair, and `0x1cb` reads the deliberately deferred Read-message Skip profile setting. The original dependency order was **Hide Window first** to establish reusable callback/coroutine input, then Read-message Skip, then History after both the input layer and message-completion seam exist. Hide Window is now complete. Read-message Skip's semantics remain understood, but its implementation is deferred until the port can choose storage for numbered saves and shared profile/global data as one architecture rather than selecting an isolated ReadTextDB backend. History is therefore the sole remaining control-strip action under active consideration; it can already reuse Hide Window's input layer, while any useful sharing with the deferred ReadTextDB work should remain a seam rather than a storage dependency. The `/v2` image names/comments the cursor, callback dispatch, retained-history navigation/render/metadata, and history-voice opcode paths. ### ADV Hide Window implementation (2026-07-18) The x=772 callback now follows the original control flow rather than a Godot-only visibility shortcut. Opcode `0x199` saves the instruction after the yield, enters the handler-A PC registered by `0x7b`, and, when HIDEWIN calls `0x199` again, enters handler B. Opcode `0x7c` then restores the saved ADV PC. This keeps chrome removal/restoration, nested `call-script 0x20`, retained drawing, and the 100-ms cursor re-arm under the shipped SC0000 bytecode. The reusable input layer implements the eight previously effectful HIDEWIN gaps: `0x86/0x87` select and clear indexed cursor resources; `0xcc/0xcd` register and dispatch the timed mouse callback; `0xfb`, `0xff`, and `0x100` maintain and dispatch the frame-local 32-entry joy/input callback table; and `0x108` returns the live mouse-button mask. Existing cursor coordinate ops `0x109/0x10a` are now effectful in the VM as well. Godot supplies virtual-screen pointer coordinates, left/right mouse bits (`0x1`/`0x2`), and the script's directional input indices (down/left/up/right = 0/1/2/3; accept/cancel = 4/5). The common index-10 release callback is queued on action release. Raw ids `0x3318..0x331f` resolve through SYS4INI to the game's 32x32 monochrome Windows `.CUR` assets. The runtime decodes their DIB XOR/AND masks and hotspots to RGBA textures and installs them through Godot's custom-cursor API. This is asset-backed behavior; no replacement cursor art is authored by the port. Every ordinary ADV script gates the handler-A call to HIDEWIN on `G[0x62425]`. No script writes that global, and the complete boot-to-SC0000 VM-write capture does not contain it, so it is native scheduler-owned inherited state rather than numbered save data or the data-only `--boot` prefix. The Godot scene bootstrap mirrors the original enabled value as `adv_hide_window_enabled=1`, next to the already documented `adv_chrome_enabled` state. A real-script regression activates SC0000's x=772 record, enters HIDEWIN.BIN, services multiple timed input iterations, closes through the native right-button bit, and returns to the parked ADV wait. Synthetic regressions separately cover both coroutine handlers, callback dispatch, live pointer/button reads, cursor host forwarding, and real CUR decoding. Validation is engine 175/175, opcode/global generator tests and lints clean, zero-warning Godot build, and threaded `SELFTEST OK`. **Manual-validation correction (2026-07-18).** Native `bit-set`/`bit-reset` operands are bit indices, not literal masks: HIDEWIN sets index 1 at `0x13d`, tests mask `0x2` at `0x146`, and clears index 1 at `0x154`. The old VM interpretation wrote mask `0x1`, so the right-button release edge could never reach the restore path. `/v2` confirms the generic semantics in `op_0x135_handler@0x4296c0` and `op_0x136_handler@0x429730`: `value |= 1 << index` and `value &= ~(1 << index)`, with indices 0..31 valid. The raw op-`0x108` channel therefore supplies `0x1` for `VK_LBUTTON` and `0x2` for `VK_RBUTTON`, making a right-button release one direct restore route. That is not the complete input model, however. Native `input_poll_mouse_action_bits@0x460240` also maps the physical left/right buttons through configurable logical actions (defaults 0/1) to callback indices 4/5, and HIDEWIN registers both indices to its restore callback. A completed ordinary left click therefore restores the textbox as observed in the original game. The raw left-button edge branch only supports moving an oversized retained display object while held; it is not evidence that dungeon gameplay camera panning is enabled during an ordinary 800x600 VN scene. The manual run also exposed that ADV text and the op-`0x72` wait indicator are currently Godot presentation overlays rather than retained texture objects. The shipped handler correctly faded the textbox/chrome, but those overlays ignored the op-`0x199` coroutine lifecycle and remained above the scene. The host now suspends both when the first `0x199` saves/yields the active ADV page and restores them only when op `0x7c` restores that saved page PC. The enclosing input wait remains parked throughout, so HIDEWIN continues to own mouse and mapped action input instead of an overlay click accidentally advancing dialogue. The Godot input adapter now queues the native primary-action callback while the ADV page is suspended and does not release the enclosing dialogue wait; otherwise the restoring click would also advance the page. The `/v2` bit and mouse-input helpers are annotated and saved. Validation: engine 177/177, opcode tests/lints and vm0 RECOVER clean, zero-warning Godot build, and threaded `SELFTEST OK`. ### ADV retained text — ops `0x7a` / `0x204` and show-text publication (2026-07-10) The SC0000 textbox uses two related native paths under the text manager at `ctx+0x14940`: - **Op `0x7a` (`op_0x7a_handler@0x41eba0`) is `set-adv-text-cursor(layoutSlot,x,y)`.** `adv_text_set_cursor@0x4530f0` treats slot 0 as the current slot at manager `+0x4c8`, resolves `manager+0x414[slot]`, and `text_layout_set_cursor@0x452530` writes x/y to `+4/+8` of that layout's last 20-byte record. SC0000 `0x9d3` and `0xbbf` set slot 1 to `(75,47)` for voiced pages. The reset narration record is `(100,47,720,147,0)`. - **Op `0x204` (`op_0x204_handler@0x422a60`) is immediate `draw-string(surface,x,y,string)`.** `draw_string_to_surface@0x450150` locks the numbered D3D surface, selects the uncached or cached/effect raster worker, consumes CP932 characters through GDI `GetGlyphOutlineA`, blends the bitmap in `text_blit_glyph_bitmap@0x458c80`, and unlocks. Font/color/effect state is retained around manager `+0x450/+0x458/+0x4d0/+0x544/+0x558`; the observed ADV glyph is white with a one-pixel `0x606060` outline and advances 25 pixels. At SC0000 `0x9b2`, surface 13 is 400x30 and receives `"魔王"` at `(1,1)`; the following `0x1fb` binds it to retained object `0xe678` at `(74,444)`, so the name begins at screen `(75,445)`. Show-text (`0x6e`) is the timed companion, not an immediate Label write. `adv_text_build_glyph_records` `@0x4576c0` measures and rasterizes the complete CP932 line into one 20-byte record per glyph. Layout slot 1 has origin `(0,430)`, bounds `(720,147)`, reveal handle base `55000` (`0xd6d8`), and source surface `slot+0x14 = 21`. `adv_text_publish_next_glyph@0x451220` advances the reveal index and publishes each record with `gfx_object_bind_draw`. Native SC0000 records `ctx+0x14e9c = 50 ms`: page 1 builds 13 records at `0x834`, then publishes them one at a time before reaching wait `0x83c`. A click during reveal completes the remaining records and is consumed; the next click releases the stable wait. The port retains the SC0000-visible contract without exposing thousands of individual host glyph objects: surface strings remain associated with blank surface slots for later retained-object binding, while ADV lines retain cursor/origin, start time, visible-glyph count, and completion state. The compositor renders the surface-13 name at the bound `0xe678` transform and the dialogue at origin+cursor. `ShowText` parks the VM until the 50 ms/glyph service completes or a click forces completion, so the completion click cannot pre-arm the following `wait-for-input`. Local/global string-pointer operand tags (8/14) are now resolved by the VM, which is required for SC0000's `lookup-array local-string-ptr -> draw-string` name path. **Deliberate Phase-A fidelity gap — Label rendering instead of native glyph objects.** The native engine GDI-rasterizes CP932 glyph bitmaps and publishes retained 20-byte records one glyph at a time; the port collapses that representation into Godot `Label` nodes for the ADV body and surface-bound speaker name. Coordinates, layout origin/cursor, reveal timing, click consumption, and retained surface/object placement are native-backed, but the final glyph rasterizer and object granularity are not. Consequences can include small differences in glyph shape, advance/kerning, baseline, wrapping, clipping, and outline pixels, plus missing behavior if a later scene depends on per-glyph color/effects, transforms, z-order, lifetime, or furigana interaction. Treat any such discrepancy as debt in the text renderer, not evidence that `0x7a`, `0x204`, or the ADV scheduler coordinates are inherently wrong. A future fidelity pass can replace the Label backend with decoded glyph surfaces/retained glyph records behind the existing VM/host contract. Matching evidence: `build/native-adv-text-trace.jsonl` and Godot timeline captures at `0x834`, `0x9b2`, `0x9d3`, and `0xa0d`. Windowed page-1 pixels place glyphs at x=100 and native y=477; voiced page 7 has non-overlapping name/dialogue bands at y=447–468, 478–500, and 507–530. A manual run progressed 14 pages: 11 clicks completed active reveals and 14 later clicks released 14 distinct waits through `0xe0c`. #### ADV wait indicator -- ops `0x73` / `0x72` (2026-07-11) The small bat marker is a configured ADV-layout sprite, not a glyph or part of SO001. `SYSTEM4.BIN` loads universal raw asset `0x337c` (`SO000.AGF`) into surface slot 12. SO000 is a 390x27 strip of thirteen 30x27 bat frames. It then executes op `0x73` with `(layout=1, x=385, y=140, surface=12, src=0,0, cell=30x27, terminalFrame=12, period=48ms)`. Layout 1 begins at screen y=430, so the marker lands at `(385,570)`, matching the original screenshot. Native `op_0x73_configure_wait_indicator@0x41e900` writes this descriptor through `adv_text_configure_wait_indicator@0x44ff60` to layout fields `+0x3c..+0x60`; operand 10 configures the animation period through `adv_indicator_set_frame_period@0x44d060`. `op_0x72_handler@0x41e690` later calls the layout renderer with frame `-1` and arms the input-wait flags, which makes the configured animation visible only after show-text has naturally or forcibly completed. The completion click remains consumed; the following click releases the wait. **Port implementation:** the single-scene harness now injects SYSTEM4's exact SO000 surface-12 and op-`0x73` configuration alongside its existing SO001 shortcut. The VM forwards all ten operands through the host ABI; `GodotAdvHost` retains configurations by layout and resolves slot 0 to the active Phase-A layout. A separate Godot atlas overlay advances the inclusive frames `0..12` on the 48 ms host clock only while `IsWaiting`, then hides immediately when input releases the wait. Keeping this 30x27 overlay outside the software backbuffer preserves the static-wait compositor optimization. Full SYSTEM4 replay remains Phase-B work; the shortcut carries the same state in the meantime. ### SC0000 native SFX / BGM-fade family — `0xb4`/`0xb5`/`0xb6`/`0xc2`/`0xd9` (2026-07-11) The three SFX opcodes are a retained channel lifecycle, not immediate fire-and-forget calls. Handler resolution and the saved `/v2` names are: - `0xb4` `op_0xb4_sfx_load@0x4201d0` -> `sfx_channel_load@0x482500`: `(packed_raw_resource_id, channel)` opens the universal SYS4INI entry directly when the high byte is zero, or the selected AAI append entry when it is nonzero, then replaces the channel decoder/buffer without starting it. The manager supports 13 slots (`0..12`); SC0000 deliberately resets and uses the `0..9` subset. - `0xb5` `op_0xb5_sfx_start_once@0x420210` -> `sfx_channel_start@0x4825d0`: starts the loaded channel with logical loop mode 0. Adjacent op `0xba`, not this slice, passes mode 1. - `0xb6` `op_0xb6_sfx_release@0x420250` -> `sfx_channel_release@0x482600` -> `sound_buffer_destroy@0x4831a0`: stop/release and clear the retained resource/decoder; empty release is safe. SC0000's `0x62b..0x646` and `0x120d..0x1228` are ten-channel reset sweeps. `sound_decode_channel@0x483360` selects the decoder by file signature, constructs a DirectSound buffer, and installs four quarter-buffer notifications. `sound_buffer_start@0x484270` primes the ring and synchronously calls `IDirectSoundBuffer::Play(0,0,DSBPLAY_LOOPING)` before returning. That flag loops the streaming ring, not the logical clip: `sound_stream_fill_quarter@0x483b70` rewinds the decoder only for logical mode 1; otherwise it pads after EOF and `sound_buffer_stop@0x483aa0` stops playback. This family carries no volume or pan operands. It inherits configured SFX volume and centered pan: the first-pair capture applies DirectSound attenuation `-2377` to both channel loads, and the shared audio service later records centered `SetPan(0)`. `sound_buffer_set_volume@0x483f80` computes that inherited attenuation; neither value is supplied by these five handlers. The bounded port does not yet import native audio preferences, so its extracted-WAV bootstrap uses unity gain and centered pan rather than hard-coding the captured user's setting. The native trace in `build/native-sfx-trace.jsonl` captures SC0000's first pair: `0xb4@0xc29` resolves raw catalog id `0x28` to `E0808.WAV`, loads channel 0, and `0xb5@0xc2e` starts it in the same millisecond. The next `0xb4@0xc31` preloads the same WAV into engine-owned secondary channel 4 for a later service start. The scratch global `G[0x6242d]` is maintained outside script-visible writes; the SC0000 port profile exposes it as an external value of 4 rather than pretending the script assigned it. **TITLE SFX packed-raw correction (2026-07-20).** TITLE preloads raw id `0x2aea` (`SE020.WAV`) into channel 2 and executes `0xb5(2)` whenever mouse/joy selection changes. Each activation path loads raw id `0x3321` (`SE015.WAV`) into channel 1 and immediately starts it; GAMESTART additionally uses raw `0x2aeb` (`SE013.WAV`). A synchronized Godot trace captured repeated hover starts and the Game Start activation, but each preceding load recorded `file:null`: `GodotAdvHost.LoadSoundEffect` applied the active script's scene-local manifest, and TITLE has only 14 local entries. `ResourceMap.ResolveSoundEffect` now uses the native packed lookup and filters the selected record to OGG/WAV before the existing byte/player path. The corrected synchronized trace resolves and starts `SE020`, `SE015`, and `SE013` through TITLE→GAMESTART→TITLE, and the user confirmed hover, activation, and cancel sounds are audible. BGM remains independent through its direct-name resolver; no callback, mixer, or channel workaround was needed. That later service start is opcode `0x2bf`, now identified as the facade's `SetDelay` operation. `op_0x2bf_schedule_sfx_start@0x425240` passes `(channel,start_mode,delay_ms)` to `sfx_set_delay@0x482720` on the inline sound facade at `ctx+0x14024`. The worker accepts channels `0..9` and stores five pieces of transient state: active at facade `+0x418`, elapsed/progress at `+0x440`, delay at `+0x468`, start mode at `+0x490`, and an aggregate-active marker at `+0x4b8`. Its native error text is literally `Function: SetDelay ... invalid Sound number`. The existing trace supplies the consumer proof: after SC0000 executes `(channel 4, mode 0, 100 ms)`, the ordinary `sfx_channel_start` worker enters for channel 4 about 109 ms later while the interpreter is parked at its `0x21c` presentation boundary. There is no intervening `0xb5`. The port schedules the same already-loaded channel and invalidates the pending callback if that channel is loaded again or released before its deadline. Normal-speed windowed validation reached `wait-for-input@0x1a58` after 45.6 seconds without an audio stall; the user confirmed the opening effects were audible and sounded good. `0xc2` is BGM rather than SFX: `op_0xc2_bgm_fade@0x4204c0` sets run-state `0x200`, arms the service timer, and calls `bgm_fade_arm@0x464830`. `bgm_fade_tick@0x464960` linearly interpolates current to target percent; durations at least 1000 ms take 100 steps, shorter durations take 10, and target zero releases the source. The VM is parked for the requested duration. `0xd9` is adjacent startup control, not audio data: it clears run/service bit `0x1000` in the primary and, when active, secondary context and has no VM-visible result. Opcode `0x1cf` belongs to the voice/BGM envelope rather than SFX. Handler `op_0x1cf_set_voice_bgm_duck_control@0x4209f0` replaces the transient mask at `EngineCtx.voice_bgm_duck_control_flags` (`ctx+0x6dbf0`). Before ordinary or History voice playback, `voice_bgm_duck_begin@0x406de0` checks that BGM is active, `MusicFadeOnVoicePlaying` is enabled, no explicit `0xc2` fade is active, and mask bit 0 is clear. It then saves the current BGM volume at `ctx+0x6dbe8` and applies `MusicFadeOnVoicePlayingVol`. The native settings registry supplies defaults of enabled=`1` and target=`50` percent; SC0000 writes only control masks `0` and `1`. The port therefore retains `0x1cf` as script-owned runtime state, applies the native registered default attenuation when an unsuppressed voice begins, and restores the saved BGM level when that voice completes or is stopped by message Skip. This introduces no profile record, boot seed, or persistence backend. A future unified settings backend can replace the registered defaults without changing the opcode/host seam. ### Scene-entry state snapshot — auto-seeding single-scene runs (2026-07-09) **Problem the oracle surfaced:** single-scene VM runs diverge from the engine because they lack the pre-scene global state the engine accumulates over `SYSTEM4 → … → TITLE → New Game`. `--boot` reproduces only the data `*INIT` scripts; flags like `G[0x6c1]` (ADV-chrome enable) are set later and missed. **Solution — `capture_global_writes.py`** hooks `vm_operand_write@0x425fb0` and logs every global-int write as `(codebase, index, PLAINTEXT value)`. **Key: the helper receives the plaintext value** before the engine encodes it into the obfuscated global store (rotate+XOR with the per-session cookie `ctx+0x55120`) — which is exactly why the shelved flat-int32 scans (`global-memory-re.md`) found nothing, and why hooking the WRITER is clean (no de-obfuscation). ABI: thiscall `ecx=ctx`, `[esp+4]`=operand index, `[esp+8]`=value; the global index/type come from the instruction's operand slot (`framePc + idx*8`; `type=*(opnd-4)`, `index=*opnd`), type 3 = global-int. **Packer gotcha (solved):** AGE.EXE unpacks in-place at `0x400000`, so a `--spawn`-time hook hits packed bytes → Frida "unable to intercept function at 00425FB0". Fix: poll `0x425fb0` until the real prologue (`6aff 6836a85600 64a1…`) appears (unpack done), THEN attach. `--spawn` is required for completeness (attach misses pre-attach boot writes); the tool also kills the spawned pid on setup failure so a JS error can't leave a suspended windowless orphan. (First bug hit: `SIG` hex without `0x` → JS `create_script` SyntaxError → resume never ran → orphaned suspended game.) **Validated:** a real boot→New-Game→SC0000 capture (34,008 globals incl. `G[0x6c1]=1`, `G[0x62424]=0x23` the resId) loaded via `Age.Cli trace SC0000 --state --trace-json` seeds the VM to match the engine's **entire opening** (542 ops, no non-realignable fork) with ZERO manual seeding — confirming the pre-scene-state theory and giving a general auto-seed for single-scene fidelity. **Residual:** a 2-op color detour (`0x202/0x203` @ `0x122d0`, writing `G[0x62451]`) the full state does NOT fix = a real branch/op difference to chase (not state). **Caveats:** snapshot is playthrough-specific (best for canonical entry points — new-game opening, chapter starts); v1 captures global-INTS only (type 3; strings/floats TODO); includes the scene's own early writes (can exclude by codebase for a pure pre-scene boundary). --- ### S4AC append catalogs and packed resource ids (2026-07-11) `asset_mount_append_catalogs@0x44f120` scans `*.AAI`, constructs `AAIFileDB` objects, and calls `aai_catalog_load@0x401110`. Installed `S4AC422` uses selector `1` at header offset `0x108`, expanded size at `0x110`, packed size at `0x114`, and an LZSS directory stream at `0x118`. The expanded directory is the same archive-count / 256-byte archive-name / file-count / 80-byte-record layout as SYS4INI. Its 81 names are literal `$1$...` basenames in `APPEND01.ALF`. After a successful load, the scan writes the catalog pointer to `FileDB+0x3028 + selector*4`; a later successful discovery of the same selector overwrites that slot. `asset_open_indexed_entry@0x44f390` splits nonzero-high-byte ids into `mounted_aai[id >> 24]` and record index `id & 0xffffff`, while high-byte-zero ids stay in the base SYS4 table. `aai_open_indexed_entry@0x401630` then applies the same exact loose basename before indexed ALF fallback as the base path. Thus append selection is explicit pack selection, not filename replacement. The selector extraction is an arithmetic `SAR 24`, so ids whose high byte has its sign bit set index before the mount table rather than slots `0x80..0xff`; the port rejects those selectors instead of inventing unsigned behavior. `/v2` names/comments this mount/load/open chain and is saved. --- ### ADV text line spacing -- opcode `0x8b` (2026-07-19) `op_0x8b_set_text_line_spacing@0x41f270` stores its single operand at ADV text-manager offset `+0x560`, or `EngineCtx.text_line_spacing` (`ctx+0x14ea0`). This is pixel leading, not a font face, weight, or effect selector. `adv_text_manager_initialize@0x456800` gives it a native default of 6. The horizontal line-break path (`adv_text_append_line_break_horizontal@0x456fd0`) and retained History renderer (`text_history_render_records@0x452970`) pass `manager+0x560 - manager+0x4cc` as the line advance. Offset `+0x4cc` is the primary `LOGFONT.lfHeight`, which AGE stores as a negative pixel height, so the effective pitch is `font pixel height + text_line_spacing`. The corresponding vertical-writing path uses the same pitch to move to the next column. Corpus values support that interpretation: scripts pair 8 pixels with 22/24-pixel Mincho text and 9 pixels with 16-pixel Gothic text. History records do not snapshot the `+0x560` field. `text_history_append_text_record@0x456000` retains font, color, effect, geometry, flags, and string state, while `text_history_render_records` reads the manager's current line spacing when it encounters a retained line-break marker. The port therefore keeps line spacing in the current ADV style manager and overrides a History render batch with that current value; the individual record continues to supply its retained font/color/effect fields. The `/v2` image names/comments the handler, manager initializer, horizontal/vertical line-break paths, and their low-level cursor-advance helpers. The regenerated 58-field `EngineCtx` is applied and the program is saved. --- ### ADV text publication and wait-indicator service -- opcodes `0x1ce` / `0x20a` (2026-07-20) The earlier working label "sprite-animation service" was too broad. These operations belong specifically to ADV text publication and the animated input-wait indicator (the bouncing marker shown after a page finishes typing). They do not expose a generic retained-object animation channel. `op_0x1ce_set_adv_wait_indicator_enabled@0x41f8c0` stores its operand at `EngineCtx.adv_wait_indicator_enabled_value` (`ctx+0x5f734`). A nonzero value sets run-state bit `0x40000000`, resets `adv_wait_indicator_frame` (`ctx+0x5f72c`) to zero, and starts `adv_wait_indicator_timer` (`ctx+0x5f64c`). Zero erases the indicator belonging to `adv_wait_indicator_layout_slot` (`ctx+0x6da84`) with the worker's frame `-2` mode and clears the run bit. Every Himegari corpus use is `0x1ce(0)`, normally at entry to a modal script; `HISTORY.BIN@0x3` is the concrete route relevant here. `op_0x20a_publish_adv_text_layout@0x422ce0` first calls `adv_text_publish_layout@0x450c80`. Slot zero selects the text manager's current layout; a nonzero operand selects that indexed layout. The worker erases the layout's old retained-object range, walks its 20-byte text records, and rebinds their draw objects. When run-state bit `0x40000000` is active, the opcode also calls `adv_text_publish_wait_indicator_frame@0x453120` with the current indicator frame. The latter worker uses frame `-1` to return/capture the terminal frame, `-2` to erase the indicator object, and a nonnegative frame to choose and bind the corresponding atlas cell. All corpus uses are `0x20a(1)`; `HISTORY.BIN@0x13ab` reaches it through the shared ADV redraw callback. Opcode `0x72` owns the normal implicit start of the same service: it records the waiting layout, captures the indicator's terminal frame, resets the active frame to zero, starts the timer, and raises run-state bit `0x40000000`. Completing the input wait erases the object and clears the bit. In the original interpreter, return from a nested modal script flows through that shared redraw/wait path and re-arms the parent marker. The port's host blocks inside the enclosing wait while servicing the nested HISTORY callback, so it restores the previously enabled parent marker at the callback-return boundary. This is lifecycle equivalence, not a script-specific seed or global-state workaround. The port exposes the two explicit operations as host services: `0x1ce` controls marker eligibility and `0x20a` requests retained ADV publication. Godot's existing indicator clock/configuration remains the animation implementation. The real SC0000-to-HISTORY regression proves HISTORY disables the marker on entry, executes layout-slot-1 publication on return, clears transient History rows, and leaves the enclosing ADV page wait in place. The expanded 63-field `EngineCtx` and semantic function annotations are applied to the saved `/v2` image. --- ### Retained graphics lifecycle and render targets -- opcodes `0x1f6` / `0x23d` / `0x20d` / `0x20e` (2026-07-20) The initially suspected `0x1f6` / `0x20e` pair is actually two independent lifecycle pairs. Opcode `0x1f6` clears retained object records, while `0x23d` releases transient surface resources. Separately, `0x20d` selects a Direct3D render target and `0x20e` clears the selected target to black. Their frequent adjacency comes from scene setup and teardown, not from one shared service. `op_0x1f6_clear_retained_gfx_objects@0x417430` passes the embedded retained-gfx manager at `EngineCtx+0x46614` to `retained_gfx_objects_clear@0x47cab0`. The worker destroys the complete handle-to-object map at manager `+0x408` (`EngineCtx+0x46a1c`), resets its sentinel/count and transient dirty/force-completion/animation-clock state, but leaves the surface table and queued surface commands intact. The port consequently clears `GfxState` objects without releasing their source slots, allowing a later bind to recreate an object from an existing surface. `op_0x23d_release_transient_surfaces@0x4175c0` loops over slots 42 through 999. For each slot it stops and releases any movie-to-texture object at `EngineCtx+0x52bd4[slot]`, then calls `retained_gfx_release_surface@0x474e40`. Slots 0 through 41 are deliberately preserved. The native release worker can also retain a slot protected by its per-slot ownership guard; the port has no corresponding external owner and releases the complete transient range. In the corpus, 146 of 149 `0x23d` calls directly follow `0x1f6`, forming the full object-plus-resource reset. `op_0x20d_select_render_target@0x422e10` forwards its operand to `retained_gfx_select_render_target@0x479660`. Values below 1000 resolve a retained texture wrapper, acquire texture level zero, and call `IDirect3DDevice9::SetRenderTarget(0, surface)`. Values at or above 1000 acquire backbuffer zero instead and record current target `-1` at manager `+0xb530` (`EngineCtx+0x51b44`). Opcode `0x20e` then calls `d3d_clear_render_target_black@0x471460`, which invokes `IDirect3DDevice9::Clear` with no rectangles, `D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER`, color zero, depth 1.0, and stencil zero. The port tracks the selected target and forwards the clear to the host; the retained compositor reconstructs its main backbuffer from black at publication boundaries, while offscreen clears also discard modeled text pixels. This trace also corrects an important base-pointer assumption in earlier graphics notes. Offsets `+0x408` and `+0xb550` are relative to the retained-gfx manager at `EngineCtx+0x46614`, not to `EngineCtx` itself. Their absolute locations are therefore `EngineCtx+0x46a1c` (object registry) and `EngineCtx+0x51b64` (frame timer). The same correction moves the dirty/force-completion fields to `EngineCtx+0x51b6c` through `+0x51b74`. This changes native field provenance and the Ghidra structure, but not the already implemented host-side object/animation behavior, which was based on worker semantics and runtime traces rather than directly reading those native addresses. Corpus totals are 293 `0x1f6` calls in 146 scripts, 149 `0x23d` calls in 146 scripts, 113 `0x20d` calls in 24 scripts, and 345 `0x20e` calls in 167 scripts. In SC0000, the full reset appears as `0x1f6` then `0x23d` at `0x4ed`; other paths use `0x1f6` then `0x20e` to discard retained objects and clear the already selected backbuffer. Fresh offscreen surfaces commonly use `0x20d` then `0x20e` before drawing. --- ### Detached finite object animation -- opcodes `0x242` / `0x243` (2026-07-20) `op_0x242_set_object_animation_detached@0x4249d0` fetches `(handle, flags)` and calls `gfx_object_set_animation_control@0x47f1a0`, which get-or-creates the retained object and replaces its 32-bit control word at `obj+0x2d0`. Only bit 0 has a located consumer. It does not reset geometry, color, or matrix state. `gfx_object_apply_transform_channels@0x472f00` gives bit 0 two connected effects on the finite one-shot group (packed color, scale, rotation, translation, and timed source rectangle): - Manager `+0xb55c` value 1 normally forces every finite channel to its endpoint. Bit 0 masks that request for this object. - An unfinished ordinary object raises manager `+0xb560`, keeping blocking presentation active. A bit-0 object does not raise that flag, but still raises redraw-dirty `+0xb558`, so it continues animating while script execution proceeds. When no finite channel remains, the consumer clears bit 0 and the shared start timestamp. The control is therefore a per-animation detachment flag, not a persistent object mode. Object initialization sets the word to zero, and native clone copies it with the rest of the complete object record. `op_0x243_force_complete_and_reset_anim_clock@0x4182d0` supplies the paired global operation. When service flags manager `+0xb56c` bit 1 is clear, it sets force-complete `+0xb55c` (`EngineCtx+0x51b70`) to 1 and zeros the separate animation-service elapsed/duration fields at `+0xb564/+0xb568`. The next composition commits every ordinary finite group; detached objects ignore the request. The port performs that observable commit directly when executing `0x243`, excludes detached groups from its blocking wait predicate, and continues including them in its visual recomposition predicate until natural completion. Corpus evidence is unusually sharp: all 303 calls pass an immediate flag, with zero used 302 times and one used once. SC0000's two CG-loader sites (`0x12723`, `0x13310`) write zero. `BTL.BIN@0x2b4d` writes one on an animated battle object after its texture/movie or sprite-cell setup, matching the nonblocking background animation contract. No boot seed, script-offset branch, or persistence state is involved. --- ### ROOM character selection, profile voice defaults, and legacy screen crossfade — `0x60` / `0x6c` / `0x25` (2026-07-21) ROOM's apparently connected missing greeting and instant menu presentation were three separate native contracts. Opcode `0x60` is the random selector, `0x6c` establishes the default voice-setting array, and `0x25` owns the blocking transition between two complete offscreen frames. `op_0x60_handler@0x426970` calls the imported CRT `rand`, fetches operand 2, and writes `rand() % bound` to operand 1. Bound zero first writes zero and then raises script error `0x10005`. `ROOM.BIN@0x5` passes bound 4; the result selects four character resource sets. Results 0, 1, and 2 also select six voice ids each (`0x3365..0x3376`), including their greeting/farewell pair. Result 3 deliberately leaves those locals zero in the release script, so that presentation variant is silent by script design. The voice-enabled default was being defeated earlier in boot. `op_0x6c_handler@0x426d90` resolves operand 1 as a writable integer address and fills operand-2 consecutive dwords with `EngineCtx::anti_tamper_b`, the native encoded representation of logical zero. It is a zero-range operation, not the scalar `copy-to-global` suggested by Kelebek's label. `INITCONFIG@0x30` therefore clears the 13-cell character voice-setting table `G[0x2e49..0x2e55]`, after which `0x1a2` registers each cell with the shared profile service. CONFIG indexes the same table for voice preview and its 0/1 enable/suppress choices. The old port instead wrote the scalar count 13 into `G[0x2e49]`; ROOM treats a nonzero value in cell 0 as voice suppression and skipped all greeting/farewell ids. Correct zero-range execution fixes the boot default without implementing or choosing a persistence backend for `0x1a2`/`0x1a3`. `op_0x25_handler@0x41ce00` starts the legacy transition manager at `EngineCtx+0x1c38`, sets run-state bit 8, and keeps the script parked until the transition completes. Its three operands are source surface, target surface, and a timing argument. For arguments up to 64, the handler arms that many milliseconds per tick and advances the 8-bit alpha by 16. Larger arguments use `argument/16` milliseconds and alpha step 1. The branch is expressed in decompilation as `((arg < 65) - 1 & 0xfffffff1) + 0x10`; evaluating both outcomes is significant (`true -> 16`, `false -> 1`). `interval_timer_poll_elapsed_steps@0x44d080` returns any missed timer intervals, and `screen_transition_tick@0x43a7a0` mode 4 composites source first and target over it at the accumulated alpha; at `0x100` it commits the target. `screen_transition_begin@0x439da0` and `screen_transition_finalize@0x4399c0` own the endpoints. Thus an argument 10 lasts about 160 ms, while 30 lasts about 480 ms; input can force the endpoint through the same transition-abort service. Manual ROOM validation caught the initially inverted alpha-step branch. ROOM explicitly constructs those full frames. It selects/clears surface 1 and calls `0x20c`, mutates the retained room presentation, captures surface 2 through another `0x20c`, restores the backbuffer, and calls `0x25(1,2,10)`. The same form fades its menu away at `0x856`; after the farewell and one-second hold, `0x25(1,2,30)@0x8dc` fades to the frame prepared for TITLE return. The interactive port now snapshots retained objects when `0x20c` targets an offscreen surface, composites the captured target over the captured source on the shared frame clock, blocks the VM through the endpoint, and only then permits the following surface release/root reload. Headless hosts retain their non-rendering no-op policy. The same manual pass exposed a separate resource-addressing issue after `0x6c` was fixed: ROOM did execute `play-voice`, but `GodotAdvHost` attempted only SC-section resolution. ROOM is a frontend script without an SC section, and its voice operands `0x3365..0x3376` are universal raw SYS4INI indices (for example raw `0x3365` is `EUA0016.OGG`). Voice resolution now matches the already-required texture rule: try the active SC section first, then a type-checked raw-catalog fallback. SC0000's local `0x24 -> MAN999.OGG` mapping is unchanged. --- ### Startup string predicate and unit-data block copy — `0x194` / `0x1b0` (2026-07-21) The natural Game Start capture reached two previously unnamed effectful handlers. They are independent contracts even though both appeared in the same startup fallback inventory. `op_0x194_string_equals@0x426e20` resolves operands 2 and 3 as SYS4 strings, passes their data pointers and explicit byte lengths to the native comparison helper, and writes `comparison == 0` to integer operand 1. It is therefore an equality predicate, not a string assignment. The release corpus uses the result in conditional branches; `GAMESTART@0x134c` compares `INPUTNAME` with `"?"`, while INIT2 also compares `INPUTNAME` with an empty string during default-name initialization. The port now executes `0x194` through the common string resolver and ordinal equality, so every operand form accepted by that resolver shares one contract: inline literal, global string, local string, global string pointer, and local string pointer. Focused tests cover equality and inequality across those forms plus the release GAMESTART compare-then-`jcc` shape. The full traced SYSTEM4-to-SC0000 regression reaches GAMESTART without emitting a `0x194` fallback. `op_0x63_take_address@0x426ac0` is the companion address operation. It passes operand 2 and unsubscripted indices `-1/-1` to `vm_operand_resolve_address@0x425a50`, then stores the returned address in operand 1 through `vm_pointer_operand_write@0x416090`. The resolver returns the backing-cell address for direct global/local integer or string operands; for pointer operands it returns the target already held by the pointer, not the address of the pointer slot. Thus `0x63(dst_ptr, source)` is typed address aliasing. All 92 release-corpus sites use a local integer-pointer destination; sources are local pointers 81 times, local integers seven times, and global integers four times. `op_0x1b0_copy_dwords@0x427060` fetches operand 3 as a cell count, resolves addressable operands 1 and 2 as source and destination, and calls `memcpy(destination, source, count * 4)`. The corpus has 65 calls: direct global/local spans as well as local pointers, with 43 immediately preceded by `0x63`. The boot capture reached the pair in `UNITECH`/`CALCCC`; those scripts use it to copy record-shaped arrays between per-entity tables and working buffers. The port now maps both operations onto its domain-preserving `VmAddress` model. Direct local/global cells retain their bank, aliasing an existing pointer retains its target bank, and `0x1b0` copies consecutive 32-bit integer cells through the resolved endpoints. Focused tests cover local-to-global, global-to-local, an alias of a `lookup-array` result, direct spans, and the native string-pointer destination form of `0x63`. The step-traced SYSTEM4-to-SC0000 regression reaches both operations without fallback. Static coverage is consequently 31/31 handled for UNITECH and 14/15 for CALCCC; CALCCC's only remaining gap is the deliberately deferred shared-profile write `0x1a2`. --- ### ADV layout reset cursor and overflow bounds — `0x79` / `0x1c1` (2026-07-21) SYSTEM4 uses these two three-operand operations as a pair while constructing its nine ADV layouts. They configure persistent layout properties used by later resets; neither operation draws text or moves the current cursor immediately. `op_0x79_set_adv_text_reset_cursor@0x41eb50` reads `(layout_slot, x, y)` and calls `adv_text_layout_set_reset_cursor@0x44fed0`. Slot zero resolves through the current-layout selector at manager `+0x4c8`; otherwise the helper selects `manager+0x414[slot]`. It writes `x/y` to layout `+0x1c/+0x20`. This is distinct from `0x7a`, whose `adv_text_set_cursor@0x4530f0` path modifies the live cursor record immediately. `op_0x1c1_set_adv_text_bounds@0x41f6c0` reads `(layout_slot, right, bottom)` and calls `adv_text_layout_set_bounds@0x44ff00`, which writes the pair to layout `+0x24/+0x28`. They are absolute layout-local overflow coordinates. `adv_text_layout_check_overflow@0x45efc0` compares glyph end x/y against those fields and returns horizontal/vertical overflow bits. When a layout resets, `adv_text_layout_reset_cursor_and_bounds_record@0x455070` replaces its retained state with a five-dword record `{0, reset_x, reset_y, right, bottom}` copied from all four configured fields. The corpus supplies a complete consistency check: all nine sites for each opcode are in SYSTEM4 and alternate after layouts 1–9 are defined and initially reset. Layout 1 configures cursor `(100,47)` and bounds `(720,147)`; layouts 2–6 use `(45,42)` and `(645,135)`; layout 7 uses `(53,10)` and `(495,180)`; layout 8 uses `(53,10)` and `(495,60)`; layout 9 uses `(10,10)` and `(250,368)`. Layout 1 computes its bounds as `100+620` and `47+100`, further excluding width/height-delta semantics. The port now keeps configured reset cursor and right/bottom bounds in its engine-owned layout state. `0x70` initializes bounds from width/height, `0x79` changes only the deferred reset cursor, `0x1c1` changes the bounds, and `0x71` restores the configured cursor while notifying the host of the concrete selected slot. Retained snapshots carry the boundaries, and ordinary/history Godot labels are positioned from the layout origin and sized from `right-cursor_x` / `bottom-cursor_y`; the former hardcoded slot-1 rectangle is gone. The ordinary overlay remains bound to the parent input wait's captured layout while a nested callback such as HISTORY selects and renders into layouts 2–6; closing the callback therefore reveals the retained parent text at its original geometry rather than consulting the callback's last current-layout selection. The direct-scene SYSTEM4 bootstrap also recognizes all nine configuration pairs and evaluates the two constant `add` expressions used for slot 1 without entering SYSTEM4's control flow. This is script-owned state, with no boot seed or game-specific coordinates in the runtime. --- ### Logical input-action configuration — `0xfe` / `0x107` / `0x10b` / `0x10c` (2026-07-21) SYSTEM4's adjacent input setup block defines the logical action namespace later consumed by callback poll/dispatch ops `0xff` and `0x100`. These calls are effectful engine configuration, not declarations: - `op_0xfe_set_input_action_count@0x421390` stores an unsigned count below 32 at EngineCtx `+0x814` and throws script error `0x10005` for an invalid count. SYSTEM4 sets 10, so callback dispatch scans actions 0 through 9. If the polled mask is empty, `op_0x100_dispatch_joy_callbacks@0x416f00` instead invokes callback slot 10 and resumes after itself; that slot is the native no-input/release path, not action 10. - `op_0x107_map_joystick_button@0x421550` writes physical joystick button numbers into the 32-entry EngineCtx `+0x89c` table. Joystick axes directly emit actions 0=up, 1=right, 2=down, 3=left; table slot N emits action N+4. SYSTEM4 maps physical buttons 0,3,2,1,6,7 to actions 4 through 9. - `op_0x10b_map_mouse_button@0x4216f0` writes a logical button slot into the table at EngineCtx `+0x135c`, indexed by physical mouse button. Polling adds four to the stored slot. Initialization zeroes this map, making left mouse action 4 by default; SYSTEM4 `(3,1)` maps right mouse to action 7. - `op_0x10c_map_keyboard_scancode@0x421730` translates a DirectInput DIK scan code through EngineCtx `+0x1828` to a Win32 virtual key, then writes the action into the 256-entry table at `+0x1428`. Initialization sets count 7 and prebinds 0=up, 1=right, 2=down, 3=left, 4=Enter, 5=Space, and 6=Backspace. SYSTEM4 raises the count to 10 and adds Z to action 4, C/LeftCtrl to action 6, X to action 7, PageUp to action 8, and PageDown to action 9; the earlier Enter/Space/Backspace mappings remain. `input_poll_action_mask@0x4608b0` combines `input_poll_keyboard_action_bits@0x4601a0`, `input_poll_mouse_action_bits@0x460240`, and `input_poll_joystick_action_bits@0x460380`. The first three logical actions are therefore not a generic Godot UI ordering; they are the native engine ABI established by the input manager and refined by scripts. The same mask is also consumed directly by `adv_interpreter_tick@0x410fb0`. Logical action 6 is bit `0x40`, the exact bit used by the transient ADV fast-forward/run-state path. There is no Ctrl-specific branch: SYSTEM4's C and LeftCtrl mappings, the retained native Backspace default, and any joystick mapping that emits action 6 all reach the same hold-to-fast-forward mechanism. Persistent op-`0x88` Skip injects that same bit independently each tick. The port now models this as one process-owned `InputBindings` service. It starts with the native seven keyboard defaults, the four configuration handlers mutate it, and `0xff` combines live keyboard-VK, left/right mouse, joystick-axis, and joystick-button state with the narrow logical injection used by tests. `0x100` scans only actions below the configured count, resumes on itself for simultaneous held actions, and uses callback slot `count` only for an empty mask. Godot translates layout-independent physical keys to the native Win32 VK namespace and sends physical mouse/standard joy events through the service; it no longer assigns Godot's `ui_*` actions directly to AGE indices. Direct-scene diagnostics replay the same 16 immediate SYSTEM4 configuration calls through `InputBindingBootstrap`, while natural boot executes the real opcodes. The live action-6 state now also feeds the ADV fast-forward host channel while the ADV lifecycle service is enabled. That transient channel is kept separate from persistent op-`0x88` Skip, so releasing the held key cannot clear the user's toggle; both channels share the existing text completion, wait advance, voice deferral, and skip cadence. This needs no profile storage, boot seed, or game-specific conditional. ### ADV right-click/X system-menu path (2026-07-21) Right-click during ADV is not a frontend-owned menu shortcut. It is the same script-owned keyed-hotspot mechanism already partially modeled for SC0000. SYSTEM4 maps physical right mouse and keyboard X to logical action 7. Each of the 136 SC-family scripts registers a 1x1 dummy rectangle whose activation callback is the local branch that cancels the ADV hotspot wait, calls raw script id `0x1f` (`MENU.BIN`), then rebuilds the parent ADV controls and redraws the retained page. Opcode `0x97` binds action 7 to that rectangle. Native `adv_input_service_poll@0x411230` polls the configured logical-action mask first, then calls `input_hotspot_poll_bound_action_callback@0x403fb0`. The helper scans armed records in registration order; for each nonnegative op-`0x97` action index it tests `mask & (1 << action)` and returns the record's ordinary activation callback PC. This identified the former port seam: `HotspotRegistry.BindKey` retained the action on the matching record, but no code consumed `Entry.InputBit`; Godot routed only pointer-left activation and action-4/5 page advance. Right mouse therefore reached `InputBindings` as action 7 without queuing MENU. The implemented bridge is engine-generic. `HotspotRegistry.ActivateBoundActions` scans armed records in registration order, consumes the first matching logical-action binding through the ordinary activation target, and shares pointer activation's disarm/rearm lifecycle. Godot routes pressed keyboard, mouse, and joystick logical-action masks through the VM before ordinary page advance and wakes the existing callback service. There is no MENU-specific branch in Godot or the VM. A real SC0000 regression proves action 7 enters the release `MENU.BIN` and restores the parent ADV hotspot registry after controlled return. The reached script path is promising but should be validated incrementally. `MENU.BIN` is 48/49 opcodes handled and its only static gap is op `0x80`; `INFO.BIN`, which selects character/enemy/voice/affinity/item information pages, is 30/30 handled. The large `CHMENU` and five `INFO*` detail screens are roughly 91.5–95% handled and may expose secondary visual/data gaps after the shell opens. SAVE and CONFIG are only about 80% handled and remain separate storage/audio-settings work, not prerequisites for opening or closing the system menu. The sole `MENU.BIN` gap is now decoded: `op_0x80_set_default_gfx_object_slot@0x41ed40` stores operand 1 at EngineCtx `+0x14e08`; `op_0x1d9_handler@0x420a30` substitutes that selected slot only when its explicit object-slot operand is zero. MENU-family scripts select slots 7/8/9 on entry and restore slot 1 during teardown. The port now retains this engine-owned selector in `GfxState.DefaultObjectSlot`; MENU's entry path selects slot 8 in the regression. The surveyed MENU/INFO scripts do not themselves call op `0x1d9`, so this state was not the cause of the former missing launch. --- ## Native walls backlog (targets for this loop) - ~~**call-script dispatch**~~ — **SOLVED** (above): `call-script ` = raw SYS4INI file index. - **decision→scene** — how `0x62ccf`/the decision selects the next `SCxxxx`. Now narrower: scenes load via `call-script`/the same SYS4INI-index loader, so the open question is only where the decision value is turned into a scene *id* (a caller of SCJUMP; re-aimed away from `u00428010`). - ~~**op `0x60`**~~ — **SOLVED**: CRT `rand() % bound`, including the zero-bound script-error path. - ~~**gfx command-buffer**~~ — **DONE** (the `0x212–0x21a` positioned-object subsystem = the rendering drift): all 14 ops reversed + implemented against a host-side `GfxState`, and the missing INIT2 boot state supplied via `--boot`. CGs render (screenshot-confirmed). See the op `0x215` finding + "The render drift's SECOND half" above. The then-remaining `AE*` blend and cold-anchor work is resolved by the later blend, geometry, animation, and retained-presentation sections.