10 KiB
SYS4 Script Format — Reverse-Engineering Notes (hex-first)
Derived purely from byte-pattern analysis of the 481 DATA1 .BIN scripts, before
any Ghidra work on AGE.EXE. Confidence levels flagged per finding. Probe scripts
live in tools/probe_*.py.
UPDATE 2026-07-05 — opcode set solved via Kelebek1's table. Everything below under "Instruction stream — PARTIAL" is now resolved: code = instructions of
<opcode:u32> + argc*(<argtype:u32><value:u32>), length1+2*argc; inline strings live after code inside[0,F8), so stop decoding at the first type-2/0x64arg offset. 476/476 scripts decode clean (0 unknown opcodes). Header fields F0–F5 are local-variable counts (F0=local_integer_1, F1=local_floats, F2=local_strings_1, F3=local_integer_2, F4=unknown, F5=local_strings_2). Seevm-mapping-plan.mdandvm-map/opcodes.toml. The tag values below (0x71/0x03/0x8F etc.) are the opcodes at table targets: 0x8F=call, 0x03=call-script, 0x71=u0041A7B0.
SYS4INI directory and per-game settings trailer — CONFIRMED
SYS4INI.BIN is not only the asset catalog. Its S4IC LZSS stream begins with the archive names and
80-byte file records documented in asset-resolution-re.md, then continues with VM-bank metadata and a
NUL-delimited per-game engine-settings trailer. tools/parse_sys4ini.py currently consumes only the
directory prefix.
The Himegari trailer contains SCREENX=800 and SCREENY=600; Kamidori's independent SYS4INI contains
SCREENX=1024 and SCREENY=576. This establishes the authored logical canvas as per-game data. Native
initialization and the executable's 640x480 fallback are documented in engine-re.md;
fullscreen/display-mode settings are a separate concern from these logical dimensions.
The same Himegari trailer also contains USEAPPDATAFOLDER=1 and
SAVEPATH=Eushully\姫狩りダンジョンマイスター\SAVE. AGE's native save-root resolver consumes those
settings to select %LOCALAPPDATA% plus that relative path on modern Windows. Filename patterns remain
native policy rather than trailer or script strings; see engine-re.md under "Save-root resolution."
Header — CONFIRMED
Fixed 60-byte (0x3C) header: 8-byte magic + thirteen little-endian u32 fields. Verified across all 481 files.
off field meaning evidence
0x00 magic "SYS4422 " (0x53 59 53 34 34 32 32 20) 481/481 identical
0x08 F0 scenario/script id or flags 98 distinct; 0x5 dominant (252×)
0x0C F1 = 1 always 481/481 == 1
0x10 F2 = 1 (457×) or 2 (20×); 4 outliers format/feature flag
0x14 F3 0x06 (268×),0x04,0x01,0x05... 15 distinct — minor version?
0x18 F4 = 1 always 481/481 == 1
0x1C F5 = 2 (319×) or 1 (144×); rarely 3/5 flag
0x20 F6 = 0x1C always 481/481 == 0x1C (header-size marker)
0x24 F7 table-1 entry count see below
0x28 F8 table-1 offset == code-section length ordering F8<=F10<=F12<=EOF
0x2C F9 table-2 entry count
0x30 F10 table-2 offset
0x34 F11 table-3 entry count
0x38 F12 table-3 offset
0x3C body dword stream (code + 3 tables + strings)
All offsets/counts are in DWORDS (×4 bytes), relative to body start (0x3C).
The 0x1C in F6 is the only byte count — it's the offset from F6's own position
(0x20) back-referenced, i.e. a self-describing "28 bytes of descriptor follow" marker
consistent with the SYS4/SYS5 family.
Section layout (CONFIRMED — 0 ordering violations, 481/481)
body[0 .. F8) CODE bytecode instruction stream
body[F8 .. F10) TABLE-1 (F7 entries, 1 dword each) -> targets of type 0x71
body[F10 .. F12) TABLE-2 (F9 entries, 1 dword each) -> targets of type 0x03
body[F12 .. EOF) TABLE-3 (F11 entries, 1 dword each) -> targets of type 0x8F
Every table entry is exactly 1 dword — a pointer (dword index into body).
Solved algebraically across the whole corpus: (F10-F8)/F7 == (F12-F10)/F9 == (EOF-F12)/F11 == 1 with zero non-integer results.
The three tables are typed pointer indexes (CONFIRMED)
Each table points at body locations, and the dword at every target is a constant tag identifying the pointed-to construct:
| Table | count/off | Target dword tag | Hits | Meaning (inferred) |
|---|---|---|---|---|
| T1 | F7 / F8 | 0x71 | 26,445/26,445 | labels / call targets (operand at +2 is small: mostly 1) |
| T2 | F9 / F10 | 0x03 | 3,018/3,018 | data/variable entries (operand at +2 large, e.g. addresses) |
| T3 | F11 / F12 | 0x8F | 72,941/72,941 | instruction/line entries (largest table; operand at +2 huge) |
100% type purity — not a single target had a different tag. T3 is the big one (~73k entries corpus-wide), consistent with it being a per-instruction or per-source-line index (a debug/line table). T1 ≈ labels, T2 ≈ a smaller symbol set.
Instruction stream — PARTIAL
The code section is a flat dword stream. Recurring "type/opcode" dwords observed:
0x03, 0x55, 0x6E, 0x6F, 0x71, 0x72, 0x8F. These read as operand-type tags
in a tagged-operand VM rather than raw opcodes, e.g. the repeating shape:
... <TAG> <value> ... tag 0x02 => string pointer (see below)
... 0x71 0x00 0x01 0x55 ... label marker + following instruction
- First body dword is 0x259 (601) in 301/481 files — likely a standard "script entry" / prologue opcode. Second-most-common openers are small ints.
0x55appears pervasively as an instruction lead — probably the most common opcode (statement / expression separator).
Full opcode semantics need the VM dispatch loop in AGE.EXE — that's the Ghidra
task. These tags give a head start on labeling the disassembly.
Strings — CONFIRMED
- Stored inline in the body as byte-complement (XOR 0xFF) cp932 / Shift-JIS,
packed 4 bytes per dword, NUL-terminated (a
\0byte, i.e.0xFFafter XOR, ends the string), then padded to the next dword. - Referenced by a tagged operand: the dword
0x02immediately followed by the dword-offset of the string. Confirmed directly by xref:MENU.BIN:...2 30b...@0x2A9 → offset 0x30B ="MS 明朝";...2 30e...→"loadmesskip menu"SC0030.BIN:...2 ef80...→"▼G0030 2章マップ021クリア";...2 ef89...→"「よし、素晴らしい成果だな」"
- Decoder (validated — pulls clean Japanese dialogue):
raw = bytes(b ^ 0xFF for b in body[off*4:]) # until a 0x00 appears text = raw.split(b"\0")[0].decode("cp932") - Scene scripts hold the full dialogue; e.g.
SC0030.BINdecodes to readable story text, choice-branch labels ("本来の分岐", "チェック用"), font names ("MS 明朝"), and engine directives ("loadmesskip advset", "ADVパート"). - Non-scene scripts (
MENU,ADDEXP) contain only a handful of control strings — consistent with the inventory's subsystem/data-table categorization.
Inline integer arrays — CONFIRMED
Opcode 0x64 operand 2 points to a footer blob in the same body-dword coordinate space as strings. The blob
is [count:u32, value0:u32, ... valueN:u32]; these dwords are stored plainly in the original SYS4 file.
For example, HISTORY.BIN@0x13d4 is [4, 0, 5, 0, 538], and its fifteen blobs initialize the backlog UI's
rectangle, coordinate, and lookup arrays. An op-0x64 reference lowers the executable-code boundary just
like a type-2 string reference.
Native AGE.EXE applies a per-context rotate/XOR representation after loading script data and reverses it
inside the opcode handler. That transformation is not part of the on-disk format: file readers and the port
must copy the footer's plain dwords, including two's-complement negative values, without applying the native
memory-cookie transform.
Patch-override caveat (re-confirmed)
49 loose script .BIN files in the game root shadow DATA1 copies at runtime and differ slightly in size;
two additional root-only engine BINs bring the root total to 51. The disassembler should target the root copies where present.
The header format is identical (same magic/layout) so tooling is copy-agnostic.
What's solid vs. what needs Ghidra
Solid (byte-verified, build a loader now):
- 60-byte header, all 13 fields, dword units, section boundaries
- 3 typed pointer tables (0x71 / 0x03 / 0x8F), 1 dword each, 100% pure
- String encoding (XOR-0xFF cp932) + reference mechanism (tag 0x02 + offset)
Needs the VM (Ghidra on AGE.EXE):
- Opcode dispatch — confirm tagged-operand model, enumerate opcodes
- Meaning of F0/F2/F3/F5 flag fields
- Exact operand grammar per instruction (how many dwords each opcode consumes)
- Semantics of T1/T2/T3 beyond "label/data/line" guesses
Loader — DONE
tools/sys4load.py parses the header, splits the 4 sections, resolves the 3
tables, decodes inline strings, and emits an assembly-ish listing with strings
inlined at their 2 <off> refs (opcodes not yet named — code is chunked by the
T3 line-index). Importable API (load() → Sys4Script) plus CLI:
sys4load.py <file.BIN> full listing
sys4load.py <file.BIN> --summary header + section sizes + table/string counts
sys4load.py <file.BIN> --strings decoded string pool
sys4load.py <file.BIN> --json machine-readable structure
sys4load.py <dir> --validate re-check invariants across a folder
--validate over all 481 DATA1 scripts: 481 parsed clean, 0 failures, 0 impure
table tags — the format spec above is fully machine-verified. This listing is the
artifact to diff against Ghidra output once the VM dispatch loop is mapped.
Observations surfaced by the listing (leads for the VM work)
- String-display sites look like
<opcode> 0x02 <str-off>— e.g. opcodes0x1A7and0x1A5immediately precede string refs inMENU.BIN. Candidate text/message ops. - T3 entries are 3-dword records
[0x8F, 0x00, value]; T1 labels are[0x71, 0x00, value]. T3 acts as a per-statement line index (editor metadata) — note scene scripts even carry editor annotation strings like"LABEL","ループ開始"(loop start). 0x55is the most frequent code lead (likely statement/expr separator);0x09recurs as an operand-type prefix (register/var reference?).