27 KiB
Asset Resolution — foundational RE (graphics + audio)
The problem. The bytecode loads assets by a small numeric resource id (set-texture 0x23,
play-voice N, …). To render/play the real asset — driven by the bytecode, not hardcoded — the
engine must resolve resId → asset file. This is foundational (nearly all visuals + all audio
depend on it) and not machine-verifiable (no pixel/audio oracle), which makes it the largest,
highest-risk area of the port. This doc is the steering state; it feeds the A2b render/audio slices.
What's already landed
- Graphics ops wired (A2b-background, engine-driven):
create-texture 0x1f8(slot,w,h),set-texture 0x1f9(resId,slot),draw-texture 0x1fb(slot,x,y,w,h)promoted from VM stubs to typedIHostmethods;CaptureHostno-ops them (A1 trace-diff/A2a selftest stay green). The VM now drives graphics; only resolution + backend rendering remain. - Audio ops WIRED (2026-07-06):
play-bgm 0xbf/play-voice 0xc4→IHost.PlayBgm/PlayVoice→ same resolver → OGG via GodotAudioStreamPlayer. See step 4 below. - Tools:
tools/convert_agf.py(AGF→BMP for stills viaAGF2BMP2AGF.exe);tools/frida/(runtime capture harness — see its README); Frida core installed (17.15.3).
Findings (2026-07-06)
- SC0000 background = a slot-0 full-screen slideshow. The intro loads ~30 distinct full-screen
images into slot 0 in order (
set-texture 0x23→0,0x25→0,0x27→0, …), each drawn 800×600. Res0x23is the first. (There is also a persistent full-screen slot 3 set cross-context, not in SC0000 — inherited from the parent/system scene.) - The opening mixes movies + stills.
AGF2BMP2AGFreportsOP.AGF/MVB*.AGFas "unsupported type (possibly MPEG)" → DATA5MVB*(210) andOP/EDare movies, not stills. The opening's visible background did not match anyEV001*still (confirmed by eye), so res0x23's file is not obvious from the name space alone — resolution is required. - Asset name spaces: DATA2 =
EV*/EVM*stills (985). DATA5 =MVB*/OP/EDmovies (210). DATA3 =.OGGaudio (BGM*,ANA*voice). - The resolution chain is opaque statically.
CGINIT(build/data/CGINIT.json) is a 925-column numeric record table (row-major, sparse) — not an id→filename map.SYS4INI.BIN(magicS4IC422) is the authoritative asset index the game +BinExtractALFuse (name ↔ archive ↔ offset ↔ size). Filenames aren't plain ASCII because the whole directory is LZSS-compressed (not encrypted). DONE (2026-07-06):tools/parse_sys4ini.pyparses it →build/asset-index.json(13206 entries). See step 1 below. - Frida file-I/O is noisy.
ReadFilehooks onDATA2.ALFcapture reads during the opening, but the offsets/spans don't line up with extracted AGF sizes → the game likely memory-maps the archives (soReadFileoffsets are OS paging, not clean per-asset loads) and/or uses async reads. The robust hook is the game's internal load-by-id function, not file I/O.
The RE plan (ordered)
-
Parse
SYS4INI(S4IC422) → an asset index{name, archive, offset, size}. ✅ DONE (2026-07-06).tools/parse_sys4ini.py→build/asset-index.json: 5 archives (DATA1–5), 13206 real entries (2@placeholders skipped). Format:uint32 packed_size @0x134, then an LZSS stream at0x138running to EOF (GARbro-style: 0x1000 zero-filled ring buffer, init pos 0xFEE, control bits LSB→MSB, 1=literal / 0=two-byte backrefoff=(hi&0xf0)<<4|lo,len=3+(hi&0xf)). Decompresses touint32 arc_count,arc_count × char[256]archive names,uint32 file_count, thenfile_count ×80-byte records{char name[64]; u32 arc_id, file_number, offset, size}. Validated: decompressed length (1058783) equals the stored size dword at0x12c; per-archive counts match theextracted/ground truth exactly (DATA2=985, DATA3=39, DATA4=9733, DATA5=210); all 13206offset+sizefit inside their real.ALF; 837 name-matched files → 0 size mismatches.files[]preserves directory order (feeds step 2's order-correlation). Re-run:py -3.11 -X utf8 tools/parse_sys4ini.py --check. (Ref: asmodean'sexs4alf/ GARbro EushullyArcALF.cs.) -
Resolve
resId → asset file. ✅ SOLVED for scene-manifest references (2026-07-06); system/global raw ids are a separate path identified 2026-07-10.The rule: SYS4INI's file list is organized into SECTIONS, one per scene — each is a
SCxxxx.BINscript entry followed by that scene's asset MANIFEST: every asset it references, across all archives and types (EV/BG/CS/AE graphics and OGG/WAV audio), interleaved in usage order.file_numberis the 0-based index within the section. So:resId → files[ section_base(scene) + resId ], wheresection_base= the start of the SYS4INI section containing the scene'sSCxxxx.BIN.Manifest rule holds for
set-texture(resId)andplay-voice(id). ⚠play-bgmis the EXCEPTION — it does NOT use the manifest; it uses direct literal namesBGM{id:03d}.OGG(see step 4, by-ear corrected 2026-07-06). Tool:tools/resolve_asset.py --build→build/asset-sections.json(359 sections, 136 scenes);resolve_asset.py <SCENE> [resId]resolves. Validated:file_number == position − section_basefor 12848/13206 files (97%); SC0000 resolves 17/17 across archives vs the Frida capture (0x25→EV052CA,0x36→BG030Abackground,0x6c→EM* effect); 586/595 distinct captured loads (all sections) satisfyfiles[base+fn]==name. This is the derivable rule that generalizes to any AGE game with the same container — the "scope" was just which SYS4INI section the scene lives in. (The oldplay-bgm 5→BGM006validation point was a mis-attribution — the real game plays BGM005.)System/global-id exception (identified 2026-07-10; implemented). Some SYSTEM4 loads use the SYS4INI record's universal
raw_indexdirectly, including the two@placeholder records, rather than a scene-local manifest index.SYSTEM4.BINwritesG[0x69b]=0x337e, thenset-texture(G[0x69b], slot=0x11). SYS4INIraw_index 0x337eisDATA1/SO001.AGF, the shared 800×300 RGBA system-chrome sheet.ResourceMap.ResolveTexturetherefore tries the active script's scene manifest first and then the distinct universal raw-id lookup; the scene-manifest rule above remains correct for ordinary SC texture/voice ids.How we got here (condensed): first confirmed
resId == file_numbervia Frida load-order correlation for SC0000's opening, butfile_numberis not globally unique so a per-scene "scope" was needed. A long hunt for the selector (thought it was native scene state; even tried readingG[0x62424]live — the VM global memory is structured/packed, seedocs/global-memory-re.md) missed the real structure until a full multi-archive capture (user domain tip: DATA1 holds BG/CS/CB/CA/CP graphics by name prefix, not just DATA2 EV CGs) revealedfile_number == SYS4INI positioninside per-scene sections. Superseded tools:tools/correlate_scope.py,vm0.py --settex(VM set-texture trace; still useful, but vm0 diverges on branchy non-opening scenes — use the C# VM to trace those). Runtime note for future work: the game is packed (main VM logic in a per-run heapr-xregion) and streams archives through a heap block-cache viaReadFile(not mmap); the stable AGF decoder isAGE.EXE+0x74f1f. -
Wire the backend. ✅ FIRST-PASS RENDER LANDED (2026-07-06).
Age.Engine/Sys4/ResourceMap.cs(Resolve + BMP path) +GodotAdvHosttexture ops →TextureRectcompositing behind the dialogue;IHost.DrawTextureextended with dst x/y; 800×600 window;convert_agf.py --scenepre-converts a scene's manifest AGFs → BMP. The full-screen event-CG layer renders end-to-end from the executed bytecode. Historical limitations at first landing (subsequently resolved in the Phase-A graphics slices): sprites +BG*(routed through the CG-load subroutine) had garbage geometry because native graphics ops were stubbed (0x208get-texture-size + the sprite position/animation chain); fades (AE*) drew opaque (no alpha); the slot model approximated the game's immediate-mode blit-onto-slot-0 canvas. Seedocs/phase-a-slice-plan.md(A2b section) for the implementation history and current retained-object model.System chrome ownership (resolved 2026-07-20). The normal Godot entry now runs SYSTEM4 as the live root, so its SO000/SO001 loads, ADV-layout definitions, and retained slot initialization execute through
GodotAdvHostbefore TITLE and child scenes. Asset lookup decodes VFS-owned AGF bytes directly and does not depend on a scene-limited converted BMP.CALLBACK_WINDOW.BINconsequently inherits slot0x11with SO001 and can crop its textbox/buttons normally. The explicit--scene SC0000 --bootdiagnostic still injects the same known inherited layout and surface state because it intentionally bypasses SYSTEM4; that shortcut is no longer the shipped/default route.The active manifest is frame-local, not fixed to the root scene: every VM call frame brackets host work with its script context.
set-textureresolves the local id at load time and retains the normalized raw catalog id in the graphics surface, so that surface remains stable after a nested helper returns or a sibling script becomes active. Voice and scene-movie op0x236likewise resolve against the executing frame; modal whole-movie op0x20fand SFX are separate universal raw/packed-id families documented below. -
Audio. BGM/voice/SFX wired; VFS bytes complete (2026-07-11); packed-raw SFX corrected 2026-07-20.
IHost.PlayBgm/PlayVoice+ VM dispatch (play-bgm0xbf /play-voice0xc4, both argc 1);ResourceMap.ReadAudioopens the resolved catalog entry throughIAssetStore;GodotAdvHostpasses the bytes toMain's players (AudioStreamOggVorbis.LoadFromBuffer; BGM loops, voice interrupt-on-new). Non-Godot hosts no-op it →--selftest/8-8 byte-identical. SC0000 fires 18 BGM + 198 voice. By-ear VALIDATED (2026-07-06): voices play on their lines (play-voicemed→HIGH). BUT the two audio ops use DIFFERENT addressing — the earlier "unified graphics+audio manifest" claim was WRONG for BGM:- Voice (
play-voice) → per-scene manifest,files[base+id], offset 0 (same as textures). Proven: the manifest interleaves graphics/voice (files[35]=EV049AA,[36]=MAN999,[37]=EV052CA,[38]=SYL0001), soid-1would land voices on.AGF(silent) — they play, so offset is exactly 0. - BGM (
play-bgm) → DIRECT LITERAL NAME,id → BGM{id:03d}.OGG(DATA3), NOT the manifest. Confirmed by ear (play-bgm 5→BGM005,8→BGM008; the manifest gave BGM006/009 = off-by-one) and proven byplay-bgm 0x23→BGM035.OGG— a real standalone track (BGM set skips 030-034) the manifest mis-resolved to a graphics entry. Implemented asResourceMap.ResolveBgm(id);GodotAdvHost.PlayBgmuses it. The prior "Frida-confirmed play-bgm 5→BGM006" record was a mis-attribution.
Lily silent = correct (form-gated on
G[0xa57/0xa58/0xa59], unseeded). SFX WAV entries use universal packed catalog ids through the same byte store while retaining the existing channel lifecycle. Seedocs/phase-a-slice-plan.md. Diagnostic:Age.Cli audio <SCENE>. - Voice (
-
Movies (
OP/MVB, MPEG) — SC00000x236now resolves its scene-local id through the same catalog and reads owned payload bytes throughIAssetStore; see the movie section below.
Validation reality (why this is the big haul)
Unlike the VM/dialogue work (byte-exact trace oracle), graphics + audio have no machine oracle.
Validation is: Frida ground truth (what the real game loads/plays for a scene) as the correctness
anchor, plus human eyeball/ear. Treat every mapping as provisional until Frida-confirmed; the
resId→file map is data we curate against ground truth, and the engine stays honest by only ever
rendering what the executed bytecode + the map produce (never a hardcoded image).
Status
A2b-background: steps 1–3 landed. Step 1 = build/asset-index.json. Step 2 = resId → files[section_base(scene) + resId] via SYS4INI per-scene sections (tools/resolve_asset.py +
build/asset-sections.json) — no runtime capture, all archives/types plus scene-local voice. Step 3 = first-pass
render (ResourceMap + GodotAdvHost texture ops → TextureRect compositing): the full-screen event-CG
layer renders end-to-end from the bytecode. Remaining (next chunk): the graphics geometry/blend
subsystem — native geometry ops (0x208 + sprite position/animation) so sprites/BG* position, plus
alpha/blend for fades + chromakey. See docs/phase-a-slice-plan.md (A2b). Audio (step 4): play-voice
uses the manifest (files[base+id]); play-bgm uses direct names (BGM{id:03d}.OGG) — NOT unified.
Native SFX resource proof (2026-07-11; addressing corrected 2026-07-20)
SFX uses a universal packed catalog id, not the scene-local graphics/voice rule. A zero high byte directly
indexes SYS4INI; a nonzero high byte selects the matching AAI mount and uses the low 24-bit index. The
matching native trace at SC0000 0xc29 captures raw id 0x28, channel 0, which is
DATA1/E0808.WAV; SC0000 being the first section previously hid the distinction. TITLE makes it decisive:
0x2aea is raw SE020.WAV for hover, 0x3321 is raw SE015.WAV for activation, and neither fits TITLE's
14-entry manifest. play-bgm remains the separate direct-name family.
The Phase-A backend now resolves the OGG/WAV catalog entry and opens it through IAssetStore; Godot decodes
the returned bytes into its existing BGM, voice, and fixed SC0000 SFX channel players. The earlier
ResourceMap.AudioPath extracted-file bootstrap is retired.
Runtime asset-VFS track (VFS-A/B/C complete 2026-07-11)
The pre-extracted tree and build/textures/*.BMP pipeline were a Phase-A bootstrap, not the desired final
runtime. The native-compatible target is a read-only virtual filesystem that preserves AGE's translation/mod
behavior:
resolve the resource record → try a loose file with that record's name in the game/mod root → otherwise read exactly
offset..offset+sizefrom the record's ALF → decode the contained format in process.
Native evidence already proves this ordering for scripts: resource_open_by_raw_id@0x44f390 indexes the
80-byte SYS4 record and calls CreateFileA(record.name) before opening record.archive, seeking to
record.offset, and reading record.size. The same service is the correct common seam for scripts,
graphics, voice/SFX, and movie bytes. Resolution and opening must remain separate: scene-local ids and
universal raw_index ids select a record differently, but both records flow through the same loose-first
store.
Proposed layers
- Catalog + read-only ALF store (VFS-A DONE).
Sys4AssetCatalogparses SYS4INI at runtime while preserving all 13208 raw records (including the two@placeholders), archive names, scene sections, and the existing three lookup modes: universal raw id, scene-local manifest id, and direct name where the opcode family genuinely uses one. An ALF is a payload container at this layer: open the named archive and return a bounded stream/byte range at the indexed offset/size. Before that fallback, probe the configured loose override roots by the record's exact basename.Sys4AssetStoreopens a separate read-only file handle per request and constrains archive seek/read operations to the record range.Sys4ScriptProvidernow loads both root scenes and nestedcall-scripttargets through this seam;ResourceMapuses the same live catalog.build/asset-index.json,build/asset-sections.json,build/callscript-names.json, andextracted/are validation/temporary graphics-audio artifacts, not script-runtime dependencies. - AAI append mount (VFS-B DONE).
Sys4AssetCatalogalso parses the installedAPPEND01.AAI(S4AC422) and mounts its pairedAPPEND01.ALF. This is a separate selector-keyed catalog, not a filename overlay: AGE scans*.AAI, reads the selector at AAI header offset0x108, and stores the successfully loaded catalog inmounted_aai[selector]. A resource id with a nonzero high byte selects that slot; its low 24 bits index only the selected append table. InstalledAPPEND01is selector 1. Within that catalog the ordinary exact loose-record-name then ALF-range precedence still applies, so the literal$1$...names are preserved. A later successfully enumerated AAI with the same selector replaces the earlier pointer in the native loop; no base/append name replacement occurs. Native extracts the selector with arithmeticSAR 24; the port rejects sign-bit selectors rather than guessing behavior for ids that would index before AGE's mount table. - AGF decoder (VFS-C DONE).
Age.Engine/Sys4/AgfDecoder.csdecodes an opened AGF payload directly to a tightly packed, top-down width/height + RGBA8 surface. The MIT-licensed GARbroArcFormats/Eushully/ImageAGF.csprovides a compact reference:ACGF(or zero) signature, type 1/2, LZSS-or-raw header section, 4/8/truecolor source pixels, LZSS-or-raw pixel section, bottom-up row/stride conversion, and optionalACIFLZSS alpha plane. Port only the algorithm and attribution into platform-neutral .NET code; do not carry GARbro's WPF/GameRes dependencies. Kelebek's extractor and the on-diskBinExtractALF.exeare validation references; the Kelebek repository exposes no clear license, so its code should not be copied without clarification. The focusedLzssDecoderis shared withSys4AssetCatalog; raw and compressed information/pixel/ACIF sections use the same bounded primitive. - Runtime consumers (complete for scripts, textures, and current audio families).
ResourceMap.ResolveTexturepreserves scene-local resolution and falls back to universal raw ids for SYSTEM4 assets;GodotAdvHostcaches decoded RGBA surfaces by catalog identity and supplies synchronous dimensions to opcode0x208. Godot no longer readsbuild/textures/*.BMP. BGM direct-name, scene-local voice, and packed-raw SFX entries are opened through the sameIAssetStore.ResourceMap.ResolveSoundEffectowns op0xb4'sResolvePackedlookup and audio filtering; the existing Godot WAV/channel path consumes its result. Extraction and conversion tools remain diagnostics.
Acceptance gates
- Catalog: 13208 raw slots / 13206 real base entries; every ALF range is in bounds; scene-local mappings
remain identical to the current resolver and
raw_index 0x337eresolves toSO001.AGF. - Store: representative base reads are byte-identical to
extracted/; a temporary loose file with the same record name wins, and removing it deterministically reveals the archive bytes. Root path traversal is rejected and archive reads are bounded/thread-safe. - AAI: entry names/counts/ranges and representative bytes match a disposable
BinExtractALF APPEND01.AAIextraction; the native mount/selection rule is documented before integration. - AGF: a sample matrix covers compressed/uncompressed sections, 4/8/24-bit source pixels, type 1/2, and
alpha/no-alpha. Decoded dimensions and RGBA hashes/pixels match GARbro or
AGF2BMP2AGF;SO001.AGFspecifically decodes as 800×300 with its alpha plane intact. - End to end: SC0000 can run without consulting
extracted/orbuild/textures; slot 17 receives SO001, the translucent textbox/button chrome appears, root.BINoverrides still win, and the standard VM/Godot validation matrix remains green.
VFS-A passes these bounded gates in Sys4AssetStoreTests: every catalog field matches the generated
diagnostic index, all 136 scene views match the generated section oracle without cross-section spill, all
13206 archive ranges fit, raw_index 0x337e is SO001.AGF, representative payloads from every base archive
are byte-identical to extracted/, and synthetic removal of a loose override reveals the bounded ALF bytes.
Traversal, past-range seek/read, and concurrent reads are covered. Installed override enumeration corrected
an older inventory error: this tree contains 51 loose root BINs, comprising 49 archive-backed v1.03 script
overrides (all byte-proven to win and differ from DATA1) plus root-only SYS4INI.BIN and SYS4AB.BIN.
There are not 52 archive copies available to shadow.
VFS-C passes its bounded gates in AgfDecoderTests: synthesized fixtures cover raw/compressed sections,
4/8-bit palettes, 24/32-bit truecolor expansion, padded bottom-up rows, type 1/2, and ACIF/no-ACIF alpha.
Five installed assets spanning raw/compressed metadata and pixel/alpha combinations match the existing
AGF2BMP2AGF BMP oracle pixel-for-pixel. SO001 resolves through universal raw id 0x337e, decodes to
800×300 with intermediate alpha values, and is inherited in surface slot 17 before SC0000. A windowed
page-1 capture with build/textures/ moved aside showed the translucent textbox edge and bottom-right
controls. Texture runtime no longer consults extracted/ or build/textures/.
Audio byte migration passes its bounded gate in Sys4AssetStoreTests: archive-only SC0000 reads identify
BGM005.OGG and MAN999.OGG as Ogg streams and E0808.WAV as RIFF/WAVE without consulting extracted/.
A windowed SC0000 run with extracted/ moved aside crossed both voice sites and the first SFX sequence,
recording BGM005 plus E0808.WAV load/start/preload on channels 0/0/4 with no Godot OGG/WAV decode errors.
Channel, loop, interruption, timing, fade, load/start, and release behavior is unchanged.
SC0000 movie payload and presentation (2026-07-11)
The scene-local implementation was first validated at SC0000 0x236@0x13c8. Resource 0x33 resolves through the
authoritative catalog to DATA1.ALF:CHAPTER.AGF (archive offset 3,908,816; size 8,194,052). Despite the
.AGF name, its payload begins with MPEG program-stream pack start code 00 00 01 BA; the installed asset
is MPEG-1 program stream video at 800x600, 29.97 fps, approximately 11.98 seconds, with video stream E0
and audio stream C0.
ResourceMap.ReadMovie accepts the resolved AssetEntry, reads it through the injected IAssetStore, and
rejects a non-MPEG-pack payload. Godot has no built-in MPEG decoder suitable for this asset, so the
Windows backend adapts those already-owned VFS bytes to the system DirectShow MPEG source using a private
temporary file. DirectShow decodes RGB32 on an MTA thread; the sample-grabber callback converts bottom-up
BGRA to top-down RGBA and publishes only the newest frame to the retained compositor surface. The temporary
file is an implementation adapter, never an alternate resolver or dependency on extracted/. The audio pin
is intentionally left unrendered for this bounded slice.
Archive-only tests verify the exact catalog entry, payload size/header, and an actual decoded 800x600 RGBA
frame; both still pass with the entire extracted/ tree physically moved aside and restored afterward.
SC0000's native capture verifies operands (0x33, 0, 2, 0) and immediate VM continuation at 0x13d1.
In Godot the real site opens the same 8,194,052 VFS bytes, publishes changing 800x600 frames, and retains
them across pre-yield static surface preparation. The later 0x21c presentation service remains parked
until DirectShow EOF, then scene cleanup stops the movie. The initial invisible result was compositor-only:
the static (assetId,colorKey) image cache froze the first movie sample, while an extra current-sample
background copy was covered by the correctly positioned retained movie object. Dynamic movie surfaces now
bypass that cache and publish only at their retained z-position. A windowed run reached first frame 101 and
stop frame 190, and manual observation confirmed visible changing video. Movie audio remains intentionally
unrendered. The real-scene trace remains a separate extracted-present test
because the current Paths.Scripts() test bootstrap still locates its root *.BIN fixtures there; migrating
that test/bootstrap path is unrelated to movie asset loading and was not folded into this slice.
Modal startup/ending movie resources (implemented 2026-07-20)
Opcode 0x20f uses universal raw SYS4INI indexes rather than the executing script's manifest. Its complete
corpus is LOGO.BIN (0x335f,42,4), OP.BIN (0x3364,42,4), and
ED.BIN (0x3324,42,dynamic_flags). Raw records 0x335f, 0x3364, and 0x3324 are respectively
LOGO.AGF, OP.AGF, and ED.AGF; all begin with MPEG pack code 00 00 01 BA. The current
ResourceMap.Resolve(scene,id) path correctly returns out-of-range for the large LOGO/OP values, proving
that an implementation must expose a typed raw-movie resolver rather than add manifest fallbacks globally.
Native 0x20f also arms modal run-state 0x2000; unlike 0x236, these six-instruction wrapper scripts
depend on the movie service itself to park until EOF/input cancellation before they release surface 42.
ResourceMap.ResolveRawMovie now supplies that typed universal lookup, while ReadMovie remains the MPEG
signature gate. IHost.PlayModalMovieToSurface is distinct from the scene-local non-modal call: Godot
reuses the asynchronous DirectShow frame decoder and retained compositor but parks the VM thread until EOF
or mouse/Accept/Cancel input. The wrapper's following release then tears down the completed/cancelled movie.
The decoder still intentionally leaves audio unrendered; OP/ED audio parity needs an explicit synchronized
movie-audio/backend contract rather than an unmanaged default-device side path.
VFS-B passes its bounded gates in Sys4AssetStoreTests: the installed AAI expands from the LZSS stream at
0x118 (expanded size at 0x110, packed size at 0x114) to one APPEND01.ALF archive and 81 80-byte
records. All records carry selector 1 and literal $1$ names. The full directory has stable SHA-256
23F0C104A45C099CEFB7D333362716EDE6F20B9EC53E4C3705A8E3A87063708E over its ordered record fields.
The integration gate runs BinExtractALF.exe into a disposable directory, compares all 81 names, validates
every range and size, and byte-compares all 81 payloads. Sys4ScriptProvider resolves a real append script
through 0x01xxxxxx; direct base-name lookup deliberately does not see append records.
Deliberate non-goals
- Writing/repacking ALF or AAI; loose overrides already provide the native mod/translation workflow.
- AGF encoding, movie audio, or generalized video APIs. Implemented
0x236and0x20fplayback remains deliberately limited to Windows' native DirectShow MPEG decoder. - A generalized multi-mod dependency manager. Start with native game-root loose overrides; configurable ordered mod roots can be layered onto the same store later.
- Removing the extraction/conversion tools immediately. They remain independent parity oracles until the runtime readers have broad corpus coverage.
Primary implementation reference: GARbro's Eushully AGF reader and ALF reader, MIT licensed. Secondary validation reference: Kelebek's extractor.