Files
OpenMaidEngine/docs/PROJECT-STRUCTURE.md
gamer147 aa3da00bfa chore: initialize age-reimpl repo
Reverse-engineering + open reimplementation workspace for Eushully's AGE/SYS4
engine (first target: Himegari). The repo root is age-reimpl/; the original game
install and the extracted ALF data are siblings outside the repo and are never
tracked. build/ (derived corpora) is gitignored and regenerated by the tools.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 12:58:30 -04:00

6.9 KiB
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Project Structure

Layout for the 姫狩りダンジョンマイスター (Himegari) → open AGE-engine reimplementation. The guiding rule is source vs. derived vs. our work: the shipped game is read-only input, the extracted archives and everything our tools generate are disposable/reproducible, and our code + docs live entirely apart from the game install. Nothing we produce is ever written back into the game folder.

Workspace root: S:\Game Hacking\Eushully\Himegari\

S:\Game Hacking\Eushully\Himegari\           ← workspace root (three siblings)
│
├── 姫狩りダンジョンマイスター/               ← SOURCE — pristine game install (read-only)
│   │   Never edit, move, or add to this folder. It holds ORIGINALS ONLY.
│   ├── AGE.EXE, AGERC.DLL, *.dll             shipped engine (packed). Stays intact and
│   │                                         runnable in place — Frida launches it if needed.
│   ├── DATA1-5.ALF, APPEND01.ALF/.AAI        shipped archives (~2.3 GB).
│   ├── *.BIN                                 52 loose patch-override scripts (v1.03) —
│   │                                         AUTHORITATIVE over their DATA1 copies. Plus
│   │                                         non-script indices (SYS4INI=S4IC, SYS4AB=S4AB).
│   └── *.exe (uninstallers), SAS0099.OGG …   other shipped files.
│
├── extracted/                               ← DERIVED (game-side) — extracted ALF contents,
│   │                                          ~3.9 GB, regenerable via age-reimpl/bin/BinExtractALF.
│   └── DATA1/ … DATA5/                         DATA1 = 481 .BIN scripts (the corpus we parse)
│                                               + AGF/BMP/WAV in the others.
│
└── age-reimpl/                              ← OUR WORK (everything we made lives here)
    │
    ├── tools/                               Python tooling (parser/disassembler + extractors + VM)
    │   ├── paths.py                           ★ central path anchor — the ONLY place that knows
    │   │                                        where the game / extracted / build dirs are. All
    │   │                                        tools import it; relocatable with no other edits.
    │   ├── sys4load.py                         loader + disassembler (opcode-decoding)
    │   ├── age_opcodes.py                      548-entry AGE opcode/arg-type table (pristine)
    │   ├── age_opcodes_himegari.py             inferred Himegari opcode-name overlay
    │   ├── vm0.py                              headless Python VM (Phase A0); `--test` = RECOVER unit test
    │   ├── extract_phase2.py                   batch: disasm + text + data extraction
    │   ├── extract_init.py, global_map.py …    *INIT parsers, global-var map builder
    │   ├── validate_opcode_table*.py           decode-coverage validators
    │   └── probe_*.py                          format reverse-engineering probes (historical)
    │
    ├── bin/                                  3rd-party binaries we use (not ours, not the game's)
    │   ├── BinExtractALF.exe                   ALF archive extractor → produces extracted/
    │   └── LzssCpp.dll                         its LZSS codec dependency
    │
    ├── vm-map/                               VM / reverse-engineering reference artifacts
    │   ├── opcodes-himegari.json               validated opcode table (what this game uses)
    │   ├── kelebek1-age-shared.cpp / -disassembler.cpp   upstream opcode-table source
    │   └── opcode-leads.json, small-script-listings.md, himegari-opcode-notes.md
    │
    ├── docs/                                 all documentation
    │   ├── PROJECT-STRUCTURE.md                this file
    │   ├── remake-architecture-and-roadmap.md  THE direction doc (phases AE)
    │   ├── phase-a-slice-plan.md               the current slice (A0/A1/A2)
    │   ├── vm-mapping-plan.md                  the phased decode plan
    │   ├── himegari-port-reference.md          master reference + engine background
    │   ├── name-resolution.md                  call-script + global-var name recovery
    │   ├── sys4-format-notes.md                byte-level container format
    │   └── script-inventory.md                 what the 481 scripts are
    │
    ├── build/                               DERIVED (our-work-side) — generated by tools/; disposable
    │   ├── disasm/                            <NAME>.asm — human-readable disassembly, one per script
    │   ├── text/                              extracted text:
    │   │   ├── <NAME>.strings.txt               all inline strings in a script
    │   │   ├── dialogue.jsonl                   show-text lines only (the translation corpus)
    │   │   └── strings.jsonl                    every string, tagged by source opcode
    │   ├── data/                              parsed data tables (*INIT → JSON)
    │   ├── scripts-json/                      machine-readable full dumps (on demand via --json)
    │   ├── global-var-map.{json,md}           partial global-variable name map
    │   └── manifest.json, opcode-coverage.md
    │
    └── godot/                               DELIVERABLE — the Godot/C# engine project (built in Phase A2+)

Conventions

  • Three-way separation. 姫狩りダンジョンマイスター/ = untouched originals; extracted/ = game-derived data (regenerable, game-side); age-reimpl/ = everything we authored. The first two are consumed, never modified.
  • Tools never hard-code paths. tools/paths.py derives GAME_DIR, EXTRACTED, DATA1, BUILD, etc. from its own location. To point the tools at a different install, edit that one file. The whole tree can be relocated without touching any other tool.
  • Path references in docs are age-reimpl/-relative (e.g. tools/sys4load.py, build/text/dialogue.jsonl) unless they name a game/extracted path explicitly.
  • Authoritative script copies: where a script exists both as a loose .BIN in the game folder and under extracted/DATA1/, the game-folder copy (patch v1.03) wins. paths.scripts() resolves this automatically (overrides win).
  • build/ and extracted/ are disposable. build/ regenerates via tools/extract_phase2.py (or sys4load.py); extracted/ regenerates via bin/BinExtractALF.exe on the .ALF files. Safe to delete and rebuild; do not hand-edit.
  • Encoding: all generated text is UTF-8 (source strings are cp932/Shift-JIS, decoded on extraction). Run Python as py -3.11 -X utf8.
  • The game install is a runnable unit — do not relocate AGE.EXE/*.ALF/DLLs relative to each other, or the game (and any Frida work) breaks.