Wire asset resolution into a live Godot render. VM executes set-texture -> ResourceMap resolves (scene,resId) -> files[section_base+resId] across all archives -> pre-converted BMP -> composite behind the dialogue. The full-screen event-CG layer (EV052*) renders end-to-end from the executed bytecode. - Age.Engine/Sys4/ResourceMap.cs: Resolve + BMP TexturePath; Paths: asset JSONs - GodotAdvHost: create/set/draw-texture -> TextureRect in a _stage layer - IHost.DrawTexture + VM dispatch extended with dst x/y (draw-texture args 7/8) - project.godot 800x600; convert_agf.py all-archive + --scene batch - engine 8/8, C# --selftest still byte-matches vm0 trace (VM behaviour unchanged) Known limitations (next chunk = graphics geometry/blend subsystem): - sprites + BG* via the CG-load subroutine get garbage dst/size — native ops stubbed (0x208 get-texture-size + sprite position/anim chain) - AE* fades draw opaque/instant (no alpha); no chromakey - slot model approximates the game's immediate-mode blit-onto-slot-0 canvas - AGF pre-converted to BMP offline (runtime decoder deferred) See docs/phase-a-slice-plan.md (A2b section). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
36 lines
1.4 KiB
C#
36 lines
1.4 KiB
C#
using System.Collections.Generic;
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using Age.Engine.Hosting;
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using Age.Engine.Sys4;
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using Age.Engine.Vm;
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using Xunit;
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public class TextureOpsTests
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{
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private sealed class RecHost : IHost
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{
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public List<(long resId, int slot)> Sets = new();
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public List<(int slot, int w, int h)> Draws = new();
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public int Creates;
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public void ShowText(int o, string t) { }
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public void CallScript(long id) { }
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public void OnStub(int op) { }
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public void WaitForInput() { }
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public void CreateTexture(int slot, int w, int h) => Creates++;
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public void SetTexture(long resId, int slot) => Sets.Add((resId, slot));
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public void DrawTexture(int slot, int srcX, int srcY, int w, int h, int dstX, int dstY) => Draws.Add((slot, w, h));
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}
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[Fact]
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public void SC0000FiresTextureOpsWithSlot0FullScreenSlideshow()
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{
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var table = OpcodeTableJson.Load(Paths.OpcodesJson);
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var script = Sys4Loader.Load(Paths.Scripts()["SC0000.BIN"], table);
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var host = new RecHost();
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new VirtualMachine(script, table, host).Run();
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Assert.True(host.Creates > 0, "create-texture should fire");
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// The intro loads a sequence of full-screen images into slot 0; res 0x23 is the first bg.
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Assert.Contains(host.Sets, s => s.resId == 0x23 && s.slot == 0);
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Assert.Contains(host.Draws, d => d.slot == 0 && d.w == 0x320 && d.h == 0x258);
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}
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}
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