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# Tools Reference
Living catalogue of every script in `tools/` — **what it does, how to run it, and what it
reads/writes**. This is the operational companion to `docs/PROJECT-STRUCTURE.md` (which is the
*where-things-live* map); when they overlap, PROJECT-STRUCTURE owns layout, this file owns
usage + I/O. Keep it current: **add a row here whenever you add a tool, and update the row
whenever a tool's inputs/outputs change.**
## Conventions (apply to every tool)
- **Run with** `py -3.11 -X utf8 tools/<name>.py …` — the `-X utf8` is required on Windows so
cp932/Shift-JIS source text renders (and generated files stay UTF-8).
- **Paths are never hard-coded.** Every tool imports `tools/paths.py` for `GAME_DIR` /
`EXTRACTED` / `DATA1` / `BUILD` / `VM_MAP` / `BIN`. Relocate the tree by editing only that file.
- **Generated files are never hand-edited** (they're marked ⚙ below). Edit the source, re-run
the generator.
- **`build/` and `extracted/` are disposable** — everything under them regenerates from a tool.
## Path anchor
| Tool | Purpose | I/O |
|---|---|---|
| `paths.py` | ★ Single path anchor — derives all workspace dirs from its own location; `paths.scripts()` returns the override-aware `{NAME.BIN → path}` corpus map (loose game-folder patches shadow `extracted/DATA1`). | *Imported, not run.* |
## Container parse / disassemble
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
| `sys4load.py` | Loader + opcode-decoding disassembler for SYS4 `.BIN` scripts (the container-format core every other tool builds on). Annotates global operands (`build/globals.json`) and **`call-script` targets by name** (`build/callscript-names.json`, e.g. `call-script 0x1ab =ADDITEM.BIN`). | `sys4load.py <file.BIN>` · `--summary` · `--strings` · `--json` · `sys4load.py <dir> --validate` (corpus check) | `.BIN` + `age_opcodes*.py` + `build/globals.json` + `build/callscript-names.json` → stdout listing, or `build/scripts-json/` with `--json` |
| `age_opcodes.py` | 548-entry Kelebek AGE opcode/arg-type table. **PRISTINE upstream data — never edit.** | *Imported.* | — |
## Opcode reference toolchain — single source of truth = `vm-map/opcodes.toml`
All opcode knowledge (ABI, semantics, provenance, `depends_on`) is hand-edited **only** in
`vm-map/opcodes.toml`. Everything else is generated from it.
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
| `opcodes_build.py` | Generator + linter for the opcode reference. | `--build` · `--lint` · `--bootstrap` | `vm-map/opcodes.toml` → ⚙ `tools/age_opcodes_himegari.py`, ⚙ `build/opcodes.json`, ⚙ `docs/opcode-reference.md`, ⚙ `build/opcode-coverage.md` |
| `opcodes_model.py` | In-memory model + loader + linter (dangling-ref / confidence-ceiling / vocabulary / dependents). | *Imported by `opcodes_build.py`.* | `vm-map/opcodes.toml` → — |
| `test_opcodes.py` | Unit tests for the opcode tooling. | `test_opcodes.py` | — |
| `opcode_context.py` | Read-only evidence gatherer for classifying unnamed opcodes (frequency, argc, operand-type signature, neighbours, disasm snippets, Kelebek comment). | `--top 20` · `opcode_context.py 0x1f4 0x71 …` | corpus → stdout |
| `validate_opcode_table.py` | Definitive decode-coverage validator (replicates Kelebek's `data_array_end` code/data split). | `validate_opcode_table.py` | corpus → stdout |
| `validate_opcode_table_naive.py` | Naïve variant of the above (baseline comparison). | `validate_opcode_table_naive.py` | corpus → stdout |
| `age_opcodes_himegari.py` | ⚙ Inferred Himegari opcode semantics — **generated; do not hand-edit.** | *Imported by `sys4load.py`.* | — |
| `globals_build.py` | Merge curated `globals.toml` over the auto shape map; generate the global registry + linter. | `--build` · `--lint` | `vm-map/globals.toml`, `build/global-var-map.json` → ⚙ `build/globals.json`, ⚙ `docs/global-reference.md` |
| `story_flags.py` | Static story-flag miner (branch-condition mining) + `--bootstrap` skeleton seeding. | `story_flags.py` · `--bootstrap` | corpus, `build/global-var-map.json` → ⚙ `build/story-flags-candidates.json`, appends `vm-map/globals.toml` |
| `test_globals.py` | Unit tests for the globals registry + story-flag miner. | `test_globals.py` | — |
| `scjump_decode.py` | Decode SCJUMP's progression logic → decision table; `--verify` VM cross-check. | `scjump_decode.py` · `--verify` | SCJUMP.BIN, `build/globals.json` → ⚙ `build/scjump-decisions.{json,md}` |
| `test_scjump.py` | Unit tests for the SCJUMP decoder. | `test_scjump.py` | — |
## Extraction / data corpora
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
| `extract_phase2.py` | Batch: disassembly + text corpora for every script. | `extract_phase2.py` | corpus → `build/disasm/*.asm`, `build/text/{dialogue.jsonl,strings.jsonl,*.strings.txt}`, `build/manifest.json` |
| `extract_init.py` | Parse a `*INIT` data table (auto-detects name / numeric / footer shape). | `extract_init.py <TABLE> [OUTNAME] [--mode …]` | `<TABLE>.BIN``build/data/<OUTNAME>.json` |
| `global_map.py` | Build the partial global-variable name map from static evidence. | `global_map.py` | corpus + `build/data/``build/global-var-map.{json,md}` |
## VM
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
| `vm0.py` | Headless Python bytecode VM (Phase A0 execution-model prototype; reuses `sys4load`; native `bit-set`/`bit-reset` operands are bounded bit indices). | `--test` (RECOVER unit test) · `--sweep [N]` (oracle coverage) · `--scene NAME` · `--settex NAME` (set-texture resId trace + exec trace) · `<file.BIN>` | corpus → stdout; `build/vm0-trace.json`; `build/settex-<NAME>.json` |
| `scene_opcode_coverage.py` | Per-scene opcode completeness gauge: histograms a scene's static opcodes and classifies each **impl** / **safe-noop** / **GAP** (effectful op the VM silently stubs). Implemented set parsed from `VirtualMachine.cs` `case` arms; metadata from `opcodes.json`. Surfaces the concrete rendering/feature holes so a half-drawn scene reads as "N ops still stubbed", not "mystery". | `scene_opcode_coverage.py [SCENE …]` (default SC0000) | corpus, `build/opcodes.json`, `engine/…/VirtualMachine.cs`, `build/callscript-names.json` → ⚙ `build/scene-opcode-coverage/<SCENE>.md` + stdout |
| `correlate_scope.py` | Align the VM's `set-texture(resId)` trace with the game's Frida load order → tag each load's DATA2 package, flag package transitions, dump the significant ops in each transition span (the **scope selector** hunt). | `correlate_scope.py <SCENE>` | `build/settex-<SCENE>.json` + `build/frida-load-order-result.json` + index → stdout |
| `diff_optrace.py` | **Differential offset-path oracle** (`docs/engine-re.md`): diff the engine's executed offset path (`trace_engine_ops.py`) against the VM's (`Age.Cli trace --trace-json`) → first divergence = the mis-modeled branch/op/state, with opcode + ±3 ops of context. Identifies the scene's codebase by longest-common-prefix; filters the VM trace to argc≥1 (operand-capture parity). Pure core unit-tested (`test_diff_optrace.py`). | `py -3.11 -X utf8 tools/diff_optrace.py SC0000 [--full]` | `build/engine-optrace.jsonl` + `build/vm-optrace.json` + disasm → stdout |
### Runtime page locator
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
| `locate_page.py` | Resolve a run-relative ADV page number to its canonical wait script/offset, last show-text instruction, call stack, and nearby disassembly. Pure selection/window logic is tested by `test_locate_page.py`. | `py -3.11 -X utf8 tools/locate_page.py SC0000 14 [--map <jsonl>] [--context N]` | `build/page-map-<SCENE>.jsonl` + script corpus → stdout |
In a live Godot run, **F6** writes an observe-only stall snapshot under
`user://diagnostics/stall-<timestamp>.json`, prints the absolute path, and copies
`SCRIPT@offset · stall snapshot <path>` to the clipboard. The JSON contains the current call stack, a bounded
128-instruction ring, VM/host wait flags, surface/movie completion state, decoder state, and the exact finite
graphics channels capable of holding an op-`0x21c` presentation wait. Press it while the apparent stall is still
active; unlike `--timeline-log`, it does not require a special launch or emit a continuous per-op stream.
## Native FFmpeg movie shim (Windows x64)
These PowerShell tools build the selected Windows-x64 live movie backend. The dependency manifest pins an
immutable LGPL shared FFmpeg archive and SHA-256.
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
| `native/age_movie_ffmpeg/bootstrap-win64.ps1` | Download, hash-check, extract, and version-check the pinned FFmpeg SDK. Returns the resolved SDK root. | `.\\native\\age_movie_ffmpeg\\bootstrap-win64.ps1 [-Destination <dir>]` | `dependency-win64.json`, network/archive cache → disposable `build/downloads/`, `build/ffmpeg-sdk/` |
| `native/age_movie_ffmpeg/build-win64.ps1` | Discover the MSVC x64 toolchain, build `age_movie_ffmpeg.dll`, and stage its exact shared-library/license dependencies. | `.\\native\\age_movie_ffmpeg\\build-win64.ps1 -SdkRoot <bootstrap-output> [-OutputDirectory <dir>]` | C ABI source + FFmpeg SDK → disposable `build/native/win-x64/` by default |
| `tools/movie-corpus-gate` | Discover every MPEG program stream stored under an `.AGF` catalog entry, decode every video frame through the unpaced FFmpeg session, validate independent sequence dimensions, metadata, RGBA size, timestamps, EOF, timeout, and teardown, then emit a per-asset JSON report. Exit 0 means the expected corpus count and every asset passed; exit 1 is a gate failure; exit 2 means the native shim is absent. | `dotnet run --project tools/movie-corpus-gate -- --output build/movie-corpus-ffmpeg.json --expected-count 213 --max-item-ms 30000` · optional `--native-dir <dir>` | `SYS4INI.BIN` + loose/ALF VFS assets + staged FFmpeg shim → stdout progress + disposable `build/movie-corpus-ffmpeg.json` |
The managed isolated probes load from `AGE_FFMPEG_NATIVE_DIR` when set, then application-local and
`runtimes/win-x64/native` locations. Build the shim before running the `FfmpegShim*` tests; no original-game
movie is copied into the repository or native output. When `build/native/win-x64/age_movie_ffmpeg.dll` exists,
`dotnet build godot/Himegari.csproj` also stages the shim, its five DLL dependencies, and `FFmpeg-LICENSE.txt`
beside `Himegari.dll` for development playback.
The corpus gate intentionally bypasses presentation waits: it validates decode compatibility and lifecycle,
not wall-clock playback pacing. `--expected-count` makes additions, omissions, or profile changes explicit;
changing the pinned FFmpeg dependency requires rerunning this gate.
## Engine (C#) — VM core, CLI, Godot frontend
The `engine/` .NET solution (`AgeEngine.sln`) is the runtime VM; `godot/` is the ADV frontend. Not
Python, but listed here as the things you *run*. Build: `dotnet build engine/AgeEngine.sln`; test:
`dotnet test engine/AgeEngine.sln`. Run a CLI command: `dotnet run --project engine/Age.Cli -- <cmd>`.
**call-script executes** on the product paths: they inject `Sys4ScriptProvider`, which runtime-parses
`SYS4INI.BIN` and opens `.BIN` bytes through the native loose-first/bounded-ALF store, so `call-script <id>` loads & runs the target as a nested subroutine
frame sharing globals. `trace`/`audio`/`gfx` stay **provider-less** (call-script stubbed) — base-ISA /
subsystem oracles. Test scenes are **synthesized** via `Age.Engine/Sys4/ScriptAssembler` (see
[[testing-synthesize-dont-disable]]: synthesize test data, never disable a feature to keep a golden green).
The runtime SYS4 front-end is `Sys4AssetCatalog` (universal packed-id and name views; scene groupings are diagnostic only), `IAssetStore` /
`Sys4AssetStore` (exact-basename loose roots, then a bounded ALF range), and `Sys4ScriptProvider` (cached
root/call-script parsing). Generated asset/callscript JSON remains a tooling and test oracle only.
| Command | Purpose | Notes |
|---|---|---|
| `run <file.BIN>` | Execute a script; print steps, show-text count, **call-script dispatch count**, the first 30 lines (each tagged with its source script), and the distinct source scripts. | `CaptureHost` (headless); **executes call-script**. |
| `trace <out.json>` | Trace every SC/SP scene → offsets + halt + steps. **Provider-less** (call-script stubbed) = a base-ISA offset dump. | writes JSON. (Was the vm0 differential oracle; vm0 is retired from oracle duty — `TraceDiffTests` removed.) |
| `trace <SCENE.BIN> [--boot] [--state <f>] [0xADDR=VAL…] --trace-json <out>` | ★ Emit the **full per-op executed-offset path** of one scene (not just show-text), filtered to the scene's own frame — the VM side of the differential offset-path oracle (`diff_optrace.py`). `--boot` runs the SYSTEM4 state prefix; **`--state <f>` loads a captured scene-entry snapshot** (`capture_global_writes.py`) = the engine's real pre-scene state; `0xADDR=VAL` hand-seeds. | `JsonOffsetTraceSink` (observe-only, parity held) → `{scene, offsets:[…]}` JSON. |
| `audio <SCENE.BIN> [0xADDR=VAL…]` | Dump executed `play-bgm`/`play-voice` in order + resolved catalog record. | optional seeds. provider-less (stub) for now. |
| `gfx [--boot] <SCENE.BIN> [0xADDR=VAL…]` | Dump executed `set-texture`/`get-texture-size`/`draw-texture` (resolved file + computed geometry) **plus the per-object gfx slots** — the headless geometry oracle. **`--boot`** runs SYSTEM4's state prefix (`INITCONFIG/INIT2/INIT`) via `GameSession` first (so INIT2's gfx handle array is present) and runs the target with call-script on; without it, seeds-only + provider-less. | gfx ops now execute against `GfxState`. |
| `play [--boot] [--state <f>] [--save-state <f>] <SCENE.BIN…> [0xADDR=VAL…]` | ★ Cross-scene **state runner**: run a scene sequence carrying persistent globals. `--boot` first runs the 9 `*INIT` data scripts (real skill/item/unit/map/stage state). `--state`/`--save-state` load/persist a JSON snapshot. | `GameSession`; **executes call-script**. |
| `sweep [--boot] [0xADDR=VAL…]` | Corpus-scale run. **With call-script execution on: 284/297 exit, 13 STEP-LIMIT** (input/state-gated ADV scenes spin headless once subroutine global-writes drive their loops — state divergence, not a bug; 0 depth-cap/unresolved). **With seeds = a story-state explorer**: reports which scenes' dialogue changes ±seed (e.g. form flag `0xa57=1` → 34/297 scenes). | |
**Faithful headless vs plow (`HaltAtWaitForInput`)** — headless has no player, so op `0x72 wait-for-input`
either **halts** ("the scene is waiting; with no input, stop here") or is ignored (**plow** — walk every page).
Plow is a *fiction*: it runs past every prompt into code no real playthrough reaches — e.g. a plowed
`SC0000` fell through 166 prompts into the name-entry poll loop and spun `sleep 1` **493k×** to STEP-LIMIT.
So: **`run`/`play` HALT at the first `wait-for-input` by default** (faithful; `SC0000` stops at ~402 steps,
0 sleeps — matching the real run's path to the first prompt), with **`--plow`** to opt into full-page
coverage. **`sweep` PLOWS by default** (it *is* the dialogue-coverage oracle: 284 exit / 13 STEP-LIMIT),
with **`--halt-at-wait`** to opt into faithful mode (then all 297 scenes halt cleanly at their first prompt
— 0 STEP-LIMIT). Interactive Godot is unaffected (it really blocks on input; flag stays false there).
**`--trace [--trace-file <path>] [--trace-steps]`** (on `run`/`play`/`sweep`): stream the engine's own
diagnostic events over the `Age.Engine.Diagnostics.ITraceSink` seam — scene/subroutine frame enter+exit
(indented by call depth), call-script dispatch with resolved name, and the final halt+step count — to
console or a file. Add `--trace-steps` for per-instruction opcode/arg + stub-op detail (high volume;
gated). Absent ⇒ no tracing (`NullTraceSink`, byte-identical run). This is an **engine** fact stream:
frontends consume it instead of reimplementing a diagnostic `IHost`. Example: `play SC0000.BIN --trace`
shows `» SC0000.BIN (enter, TopScene)``call-script 0xee =INPUTNAME.BIN (resolved)``halt: …`.
**Aggregating / filtered diagnostics** (added 2026-07-08 after a full `--trace-steps` dump proved unusable
at 2.5M lines). All observe-only → parity preserved; all on `run`/`play`/`sweep`:
- **`--trace-histogram`** — instead of a per-line dump, aggregate **execution counts per opcode** and per
**call-site `(script:pc)`** (with a sample first operand), dumped sorted after the run. Answers "how many
times did op X run, and from where?" directly. This is what pinpointed, in one line, that the 493,175
`sleep`s in a headless `play` come from `INPUTNAME.BIN:0x1c3` — a name-entry input-poll loop that spins
only because headless has no keyboard — not from the opening. Step lines are attributed to the **real
running script** (nested call-script frames included), the "which script is this pc in?" answer a bare
step trace can't give.
- **`--trace-ops <csv>`** — filter the text trace to only the named ops (mnemonics or `0x` hex, e.g.
`--trace-ops sleep,draw-texture,wait-for-input`), each line tagged `script:pc`. The ordered interleaving of
a few ops of interest without the flood.
- `--trace-file <path>` now creates the parent directory if missing.
- **Godot** accepts **`--trace-histogram <file>`** — profile the **real** run (headless flow diverges because
`wait-for-input` is a no-op there; the real run to page 1 is ~562 steps with **0** sleeps vs headless's 2M
steps / 493k sleeps). Dumped when the scene ends or the window closes. e.g.
`godot --path godot -- --scene SC0000 --boot --shot out/p1.png --trace-histogram out/hist.txt`.
**Godot frontend** (`S:/Godot/Godot_v4.7…`; project = `godot/`). Toolchain: `godot --headless --path godot
--import``dotnet build godot/Himegari.csproj``godot [--headless] --path godot [-- <userargs>]`.
Plays the real bytecode with call-script execution on (subroutines run live). A no-argument launch starts
the persistent `SYSTEM4.BIN` root and reaches TITLE naturally. The local `run-godot.ps1`/`.cmd` launchers
make that route explicit with `--scene SYSTEM4` and pass neither `--boot` nor SC0000 seeds. `--headless` can't
render texture ops (no GPU context) — run windowed for real scenes. On VM termination the console prints
the exact halt reason and step count before the generic on-screen `-end-` marker. User args (after `--`):
The local launchers also accept **`-StartupDiagnostics`** for a native-faithful cold boot through TITLE,
Game Start, and SC0000. The switch overrides `run-godot.cmd`'s usual `-NativeDebugMenu` convenience for
that run and adds no `--boot`, seeds, timing changes, screenshots, or input injection. It writes four
disposable files under `build/validation/title-newgame/`: `godot.log` (Godot warnings/errors),
`timeline.jsonl` (ordered VM/host/compositor evidence), `histogram.txt` (executed opcode and hot-call-site
counts), and `page-map.jsonl` (authoritative wait/text locations and call stack). After Godot closes, the
PowerShell launcher reports each artifact's byte size and warns if any was not flushed. Run
`run-godot.cmd -StartupDiagnostics`, choose Game Start normally, stop at the first stable SC0000 input
wait, optionally press F3, and close the window normally. Until shutdown cancellation is separated from
ADV input release, normal window close can append one trailing shutdown-only record to `page-map.jsonl`;
use the last `input-wait` event in `timeline.jsonl` as the authoritative manual stop coordinate.
- `--scene <NAME>` — override the default `SYSTEM4` root with a direct diagnostic scene, e.g. `--scene SC0240` (executes 29 nested subroutines).
- `--selftest` — headless; runs a **synthesized** scene through the thread/suspend/`CallDeferred` plumbing and asserts it matches a live headless run (full handling; no vm0/frozen golden). Exits.
- `--seed 0xADDR=VAL` (repeatable) — seed initial global state, e.g. `--seed 0xa57=1` unlocks Lily's form-A voiced dialogue.
- `--boot` — direct-scene diagnostic only: with `--scene <non-SYSTEM4>`, run the old
`INITCONFIG/INIT2/INIT` state prefix before that isolated scene. The normal SYSTEM4-rooted launch neither
needs nor applies it. e.g. `godot --path godot -- --scene SC0000 --boot`.
- `--native-debug-menu` — intentionally treat exit-request opcode `0x1` as a no-op, exposing TITLE's
otherwise unreachable shipped developer menu. This is a non-native debug divergence and also suppresses
SYSTEM4's invalid-execution-mode exit request for that run. Direct Godot and PowerShell launches leave it
disabled unless explicitly requested. The local `run-godot.cmd` convenience launcher enables it by
default; use `run-godot.ps1` without `-NativeDebugMenu` for a native-faithful launch.
- `--shot <png> [--shot-page N]` — capture page N to a PNG then quit (dev screenshot). At scene end it also prints the call-scripts executed as nested frames.
- `--shot-sequence <dir> [--frames N]` — dump one PNG per rendered frame (`frame_0000.png…`, default N=180 ≈ 3s @60fps) then quit, auto-advancing past input waits. Verifies time-based retained effects and publication boundaries as distinct frames, which a single `--shot` cannot. CPU/IO-heavy by design (a PNG every frame); a dev diagnostic, not a normal run. e.g. `godot --path godot -- --scene SC0000 --boot --shot-sequence out/seq --frames 300`.
- `--sleep-scale <f>` — multiply every explicit `sleep` (op 0xc8) duration by `f` (default 1.0). This stretches only script-authored sleep holds; it does not slow ordinary opcode bursts or replace `0x20c`/`0x21c` presentation pacing. Debug-only; leave at 1.0 for real playback.
- `--speed <f>` — scale sleeps and retained presentation clocks without throttling ordinary opcode bursts or auto-advancing input waits. Values 0.058 are accepted; `--speed 0.25` is useful for transform inspection, while 1.0 is normal playback.
- `--gfx-log <file>`**compositor + op diagnostic** (the tool that root-caused the grey background). Logs, per rendered frame, only the objects whose draw outcome **CHANGED** (drawn↔skip↔gone, resId, resolved file, `slot`, `src`/`dst`, `op`acity, `tintStr`ength) — quiet until something actually changes, so the exact frame a layer drops out (and why) stands out. Also traces every `set-texture`/`create-texture` **slot assignment** (via `GodotAdvHost.TraceOps`). Works live or with `--shot-sequence`. Use it before theorising about layering/blend/geometry: it showed the grey BG = the slot-selecting globals resolving to 0 → every texture collapsing into slot 0 (see engine-re.md §"Grey-background root cause"). e.g. `godot --path godot -- --scene SC0000 --boot --gfx-log out/gfx.log` then click to the bad page.
Matrix-channel outcomes also include `base`, `anchor`, projected `dst`, sampled `scale`/`trans`, and
one-shot-plus-cyclic `rot`ation angles. Active op-`0x202` outcomes include packed `color=current->target`
and `colorProgress`, synchronized with the same frame/clock in `--timeline-log`. Parent directories are
created automatically.
- `--transition-click-ms <n>` — diagnostic-only input injector: after a foreground transition has been active for `n` virtual milliseconds, send one click through the real input lifecycle. The click completes/consumes the transition and does not advance a stable page. Use with `--timeline-log`, `--gfx-log`, and windowed `--shot-sequence`; omit for normal play.
- `--timeline-log <jsonl>` — diagnostic-only synchronized event stream for a real Godot run. Records every
executed script byte offset/opcode, script-frame entry/exit with depth/cause/outcome, resolved call-script
ids/names, unknown-fallback `stub` events, virtual time/frame, VM state changes (`running`, `sleep`, `input-wait`,
`halted`), audio events, and changed visible-object compositor outcomes in one ordered JSONL file. Combine with
`--scene SC0000 --boot --shot-sequence ... --gfx-log ...` to distinguish control-flow stalls from retained-object/compositor
failures at an exact bytecode boundary. Relative output paths are project-relative (`godot/`).
**Godot performance frame log:** `--perf-log <csv>` enables a buffered, diagnostic-only capture of the real
Godot path. Each row carries VM `script`/`offset`/`opcode` at frame entry and again at the actual presentation
boundary (`present_*`), Godot `delta_ms`, measured main-loop
time, pulse/movie/UI time, and a compositor breakdown: recomposition, clear, retained snapshot, texture
resolution/decode, color-key/source preparation, raster, `Image.SetData`, and `ImageTexture.Update`. Workload columns report transition
state, retained object visits, time-varying object visits, drawn/fill/transition/skipped layers, integer/
affine/singular raster paths, dynamic/opaque/alpha/additive layers, source pixels, clipped affine bounding-
box candidate pixels, full-screen layers, main-thread managed allocations, and GC collection deltas.
Presentation-reason columns distinguish host publication requests, legacy screen transitions, retained VM
mutations, continuously sampled channels, and discrete spritesheet cell changes. Affine work is additionally
split into fractional translation, axis-aligned scale, and general affine layers while retaining the aggregate
`affine_layers` column for comparison with the first two captures. The
allocation total is split into recomposition, retained snapshot, compositor, source-preparation,
`Image.SetData`, and Godot UI phases so a normal windowed capture can attribute remaining managed garbage
without enabling a high-volume trace. The
writer replaces the target, buffers 120 rows between flushes, and prints its frame/recomposition counts on
normal shutdown. Use a windowed Release-equivalent run at speed 1 for performance evidence; headless runs
validate the schema only. Before a baseline, verify that no older Godot game processes remain alive; an
apparently closed window can otherwise leave a renderer consuming CPU and contaminate later runs. Do not
combine baseline captures with `--shot-sequence`, `--gfx-log`, or
`--timeline-log`, whose diagnostics add substantial or differently shaped work. Example from `age-reimpl/`:
`godot --path godot -- --scene SC0000 --boot --perf-log ../build/perf/sc0000.csv`.
During the tracked performance-tuning effort, `run-godot.cmd` passes the launcher's `-PerfLog` switch by
default. Every windowed batch-file launch creates `build/perf/run-yyyyMMdd-HHmmss-fff.csv` and prints the
absolute target before Godot starts; normal shutdown flushes it and prints the captured frame/recomposition
counts. This temporary batch-file default does not affect direct `run-godot.ps1` launches, whose `-PerfLog`
switch remains explicit, and it does not add a log to `-SelfTest`. Remove the batch-file opt-in after the
performance effort is accepted.
**Godot debug scene launcher:** press **F4** while the natural boot is showing TITLE. TITLE's visible menu is
a live 1 ms sleep/input-poll loop rather than an ADV `wait-for-input`; the launcher identifies that exact
active child frame and returns it cooperatively at the next completed opcode boundary. The overlay enumerates
all base and mounted-append `.BIN` records by packed id, with All/SC/SP/Debug/Other filters, name or exact
hexadecimal/decimal id search, and archive/raw-id details. `SYSTEM4.BIN` and `TITLE.BIN` are intentionally
unlaunchable. Launch is accepted only for the exact `SYSTEM4.BIN > TITLE.BIN` wait stack; it returns TITLE
with the coordinator globals queued on the VM thread, then lets SYSTEM4 perform its normal computed child
call. F4 outside TITLE prints an unavailable reason and changes no state. Cancel or Escape closes the panel.
The launcher does not seed story/profile state, jump to byte offsets, or force-switch an active child scene.
**Godot page locator:** every normal run recreates `build/page-map-<SCENE>.jsonl`, adding one record per
`wait-for-input` with the run-relative page, page-start location, canonical wait script/offset, last
show-text instruction and string offsets, text, and nested call stack. Use `--page-map <jsonl>` to override
the output. `--locator-hud` shows `SC0000 P014 · wait SC0000@0x… · text SC0000@0x…` at launch; **F2**
toggles it and **F3** copies the current locator to the clipboard. The offset remains authoritative because
branching/state can shift page ordinals between runs. Resolve a reported page with
`py -3.11 -X utf8 tools/locate_page.py SC0000 14`.
## Asset resolution / graphics
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
| `tools/frida/capture_native_transforms.py` | Capture native `0x21f`/`0x223`/`0x234` worker operands, corrected integer base/anchor coordinates, all one-shot/cyclic retained fields, the one-shot 4×4 matrix, and the final post-cyclic 4×4 matrix. Optional handle filter; read-only. | `py -3.11 -u -X utf8 tools/frida/capture_native_transforms.py [secs] [pid|AGE.EXE] [--handle 0xHANDLE]` | running game → `build/native-transform-trace.jsonl` |
| `parse_sys4ini.py` | Parse `SYS4INI.BIN` (S4IC422, LZSS-compressed) into the diagnostic JSON asset-index mirror — name ↔ archive ↔ offset ↔ size for all DATA*.ALF. Each real entry carries universal `raw_index`; the runtime parses SYS4INI itself, while these generated files remain tooling/test oracles. Also emits the `call-script <id> → name` annotation map. | `parse_sys4ini.py [--check]` (`--check` validates vs `extracted/` + `.ALF` sizes) | `姫狩り…/SYS4INI.BIN``build/asset-index.json` + `build/callscript-names.json` |
| `resolve_asset.py` | **Historical scene-group correlation diagnostic, not a runtime resolver.** Builds/queries the strong `file_number ≈ position group_start` relationship that helped classify SYS4INI ordering. Native RE proves bytecode resources are already universal packed ids, so do not feed this tool's scene-relative result to runtime lookup. | `resolve_asset.py --build` · `resolve_asset.py <SCENE> [resId]` | `build/asset-index.json``build/asset-sections.json`; inspects inferred groups |
| `resolve_frida_reads.py` | Rescue noisy Frida archive-read offsets → asset names via the index (per-archive range search; drops 0x20000 paging reads); recovers the per-scene asset load order. | `resolve_frida_reads.py [reads.log] [-o out.json]` | `build/frida-reads.log` + `build/asset-index.json``build/frida-asset-loads.json` |
| `convert_agf.py` | Convert AGF stills to BMP via `AGF2BMP2AGF.exe` (searches all `extracted/DATA*`). `--scene` batch-converts a scene's whole SYS4INI manifest. Since VFS-C, output is a diagnostic pixel-parity oracle; the runtime decodes AGF bytes directly. | `convert_agf.py EV052CA.AGF …` · `convert_agf.py --scene SC0000` | `extracted/DATA*/*.AGF``build/textures/*.BMP` |
## Runtime capture (Frida)
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
| `tools/frida/capture_graphics.py` | Attach Frida to the running game; log archive reads/opens (ground-truth for asset resolution). See `tools/frida/README.md`. | `py -3.11 -u -X utf8 tools/frida/capture_graphics.py [AGE.EXE]` | running game → `build/frida-reads.log`, `build/frida-opens.log` |
| `tools/frida/capture_load_order.py` | **Primary asset-resolution capture:** recover a scene's per-asset load order from exact-start `ReadFile` reads → names via the index; confirms `resId==file_number`. Attach; replay scene; `--analyze`. | `py -3.11 -u -X utf8 tools/frida/capture_load_order.py [pid]` · `--analyze` | running game + index → `build/frida-load-order.jsonl`, `…-result.json` |
| `tools/frida/locate_resource_load.py` | Phase-1 locator: back-traces asset-opens to find the native AGF load chain (`0x16d5d7→0x74f1f`). | `py -3.11 -u -X utf8 tools/frida/locate_resource_load.py [pid]` · `--aggregate` | running game → `build/frida-resource-bt.jsonl` |
| `tools/frida/capture_resid_args.py` | Phase-2 probe: dumps the decoder's args / context / caller frame (established the loader carries only offsets, not names). | `py -3.11 -u -X utf8 tools/frida/capture_resid_args.py [pid]` · `--analyze` | running game → `build/frida-resid-args.jsonl` |
| `tools/frida/find_globals_base.py` | Runtime-global RE (SHELVED — see `docs/global-memory-re.md`): flat-int32 signature scan for the VM global array. Finds nothing → layout isn't flat. | `--build-sig` · `py -3.11 -u -X utf8 tools/frida/find_globals_base.py [pid]` | `*INIT``build/globals-signature.json`; scans running game |
| `tools/frida/find_global_by_sequence.py` | Runtime-global RE (SHELVED): differential resId value-scan + stability filter. Finds stack proxies; proved `G[0x62424]` is a transient arg-register. | `py -3.11 -u -X utf8 tools/frida/find_global_by_sequence.py [pid]` | running game + index → stdout |
| `tools/frida/dump_engine.py` | ★ **Dump the UNPACKED engine code** from the live process for offline static RE (native handlers). `AGE.EXE` unpacks in-place at `0x400000`; Kelebek VAs map `VA0x400000` = file-off. Validated via the AGF-decoder landmark `+0x74f1f`. | `py -3.11 -u -X utf8 tools/frida/dump_engine.py [pid]` | running game → `build/engine-dump/{manifest.json,range_<base>.bin}` |
| `tools/frida/map_imports.py` (+ `map_imports_full.py`) | ★ **Name dynamically-resolved Win32 APIs** in the Ghidra image. Read-only: maps live-process module exports → `{addr→dll!Func}`, scans the `0x400000` module for pointer matches → `RVA→name` (ASLR-stable). `--recon` = clustering report (the gate); default writes the map. Applied to `/v2` via a `run_script_inline` pass → 248 `imp_<dll>_<func>` labels at the RVA `0x16f000` IAT (validated: CreateFileA/SetFilePointer/timeGetTime). Pure scan/cluster logic unit-tested (`test_map_imports.py`). | `py -3.11 -u -X utf8 tools/frida/map_imports.py [--recon]` | running game → `build/import-map.json` (+ `-singletons.json`) |
| `tools/frida/probe_handlers.py` | Probe which region the interpreter executes from (module vs heap). Confirmed: **operand-fetch `+0x1b940` fires ~8500/s ⇒ interpreter runs from the module `0x400000`** (handlers hookable by dump address). | `py -3.11 -u -X utf8 tools/frida/probe_handlers.py [pid]` | running game → stdout (per-hook fire counts) |
| `tools/frida/capture_gfx_objects.py` | Legacy/misnamed probe: grab engine ctx (`esi` via operand-fetch `ecx`) and poll `[esi+0x53d64]`. Ghidra later proved these are 20×120-byte **script-context records**, with the current instruction length at record `+0x24`, not gfx objects or command types. Its former "0 CG records ⇒ drift is state-divergence" conclusion is invalid; op 0x215 queries the separate retained-object map described in `docs/engine-re.md`. Kept only for raw runtime context observation and historical reproducibility. | `py -3.11 -u -X utf8 tools/frida/capture_gfx_objects.py [pid] [secs]` | running game → `build/gfx-objects.jsonl` |
| `tools/frida/probe_frame_cadence.py` | **Frame-cadence probe** (`docs/engine-re.md` "Frame cadence — live measurement"): plain-JS hook on operand-fetch `0x41b940` (grab ctx + count operand reads) + system-DLL message/timing hooks; auto-buckets by Ctrl/skip-bit. Measured ~1,788 **operand fetches/sec** normal, ~4× fast-forward; this is not an opcode count. **Read-only/import-only — never CModule-hook the hot interpreter (crashes the game).** Play actively during capture; hold Ctrl the back half. | `py -3.11 -u -X utf8 tools/frida/probe_frame_cadence.py [secs] [proc]` | running game → `build/frida-frame-cadence.jsonl` + stdout report |
| `tools/frida/probe_present.py` | **Present-rate probe:** grab ctx, scan it for the D3D9 device (d3d9-vtable object with a full ~119-method table), hook `IDirect3DDevice9::Present`/`EndScene` (+ GDI-blit fallback). Found: **D3D9, UNCAPPED** (`Present` ~1908/sec, no vsync; no `ddraw`; 2D StretchRect compositor) ⇒ no fixed frame rate. Click 23× at start to grab ctx. | `py -3.11 -u -X utf8 tools/frida/probe_present.py [secs]` | running game → `build/frida-present.jsonl` + stdout report |
| `tools/frida/trace_engine_ops.py` | **Engine op-path tracer** for the differential oracle (`docs/engine-re.md` "Differential offset-path oracle"): per executed op, read `cur_ctx_index@0x53d14`/`frame_pc@0x53d2c`/`frame_codebase@0x53d28` → emit `(codebase, offset=(pccodebase)/4)`. **Use `--hook operand` (0x41b940, proven-safe)**`--hook tick` (0x410fb0) sees `ecx≠ctx` (0 entries). Writes `build/tracer-live.flag` when the hook is installed → launch in the background, gate the New-Game trigger on the flag (else the scene-entry burst is missed). | `py -3.11 -u -X utf8 tools/frida/trace_engine_ops.py [--hook operand\|tick] [secs]` | running game → `build/engine-optrace.jsonl` |
| `tools/frida/capture_global_writes.py` | **Scene-entry state capture** → auto-seed for single-scene runs (`docs/engine-re.md` "Scene-entry state snapshot"). Hooks `vm_operand_write@0x425fb0` and logs `(codebase, index, PLAINTEXT value)` for global-ints (the helper sees the value before the obfuscated store — no de-obfuscation needed). **`--spawn` captures from boot** (packer-aware: polls until `0x425fb0` unpacks, then attaches; kills the spawned pid on setup failure so no suspended orphan). `--attach` = partial (misses pre-attach writes). Validated: a real boot→New-Game→SC0000 capture seeds the VM to match the engine's whole opening. | `py -3.11 -u -X utf8 tools/frida/capture_global_writes.py --spawn [secs]` | running/spawned game → `build/global-writes.jsonl` (raw) + `build/scene-entry-state.json` (GameSession snapshot) |
| `tools/frida/capture_presentation_trace.py` | **Retained-state presentation trace:** correlates the current script offset with native draw/color writes, object composition, surface-command consumption, `gfx_render_frame`, queue clear, and D3D9 Present count. Read-only; distinguishes live retained state from state actually published to the window. | `py -3.11 -u -X utf8 tools/frida/capture_presentation_trace.py [secs] [pid\|AGE.EXE]` | native game → `build/native-presentation-trace.jsonl` |
| `tools/frida/capture_adv_text_trace.py` | **ADV text trace:** correlates SC offsets with op `0x6e`/`0x7a`/`0x204`, layout cursor/origin and 20-byte record counts, CP932 strings, surface draw/bind, and timed glyph-record publication. Read-only and deliberately limited to low-frequency known handlers; the first experimental version's D3D scan plus hot per-glyph/render hooks crashed in `frida-agent.dll` during teardown and was removed. | `py -3.11 -u -X utf8 tools/frida/capture_adv_text_trace.py [secs] [pid\|AGE.EXE]` | native game → `build/native-adv-text-trace.jsonl` |
| `tools/frida/capture_sfx_trace.py` | **SFX/DirectSound trace:** correlates SC offsets with `0xb4`/`0xb5`/`0xb6`/`0xc2`/`0xd9`, resource/channel load/start/release, decoder/buffer state, BGM fade ticks, and dynamically discovered DirectSound `Play`/`Stop`/volume/pan calls. Read-only. | `py -3.11 -u -X utf8 tools/frida/capture_sfx_trace.py [secs] [pid\|AGE.EXE]` | native game → `build/native-sfx-trace.jsonl` |
*(Static disassembly of `build/engine-dump/range_00400000.bin` uses **capstone** — `py -3.11 -m pip install capstone`; VA `X` → file offset `X0x400000`.)*
### B0 script-load capture
`tools/frida/capture_script_loads.py` attaches at TITLE, hooks
`script_frame_load_resource@0x40e980`, and resolves each raw SYS4 resource id to a `.BIN` name and parent
frame in `build/script-loads.jsonl`. Launch the game normally, then run
`py -3.11 -u -X utf8 tools/frida/capture_script_loads.py [secs]` before selecting New Game. Use
`--analyze` to print an existing log and `--selftest` for its pure resolver checks. It is deliberately
attach-only: a process-start loader-hook trial triggered Protection Error 45, so the tool does not spawn
or bypass protection.
## Native engine RE (Ghidra)
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
| `ghidra_handler_map.py` | Extract the opcode→real-handler dispatch table (`handler(op)=ctx[0x26c93+op]`) from `FUN_00413860`'s override stores — the general fix for Kelebek VA-drift. `--check` diffs derived handlers vs `opcodes.toml` prose (found 0 real drift). Feeds the one-shot Ghidra annotation pass that names every handler `op_0xNN_handler` (see `docs/engine-re.md` "Materialized + applied image-wide"). | `ghidra_handler_map.py build/engine-dump/FUN_00413860.disasm.txt [--check]` | ⚙ `build/engine-dump/FUN_00413860.disasm.txt` (from ghidra-mcp `disassemble_function(0x413860)`) → ⚙ `build/op-handler-map.json` |
| `test_ghidra_handler_map.py` | Unit tests for the dispatch-table parser (plain runner, no pytest). | `test_ghidra_handler_map.py` | — |
| `engine_ctx_build.py` | Build the `EngineCtx` struct artifacts from `vm-map/engine-ctx.toml` (canonical `ctx`-field registry). `--lint` = overlap/OOB/dup/type checks. The struct is then applied to the `/v2` image via `run_script_inline` (creates `EngineCtx`, retypes all dispatch-handler `this``EngineCtx *`) so handlers decompile `ctx->field` not `param_1+0x…`. Grows one `[[field]]` at a time. | `engine_ctx_build.py --build` · `--lint` | ⚙ `vm-map/engine-ctx.toml` → ⚙ `build/engine-ctx.json`, ⚙ `docs/engine-ctx-reference.md` |
| `test_engine_ctx.py` | Unit tests for the ctx builder (load/lint/emit; plain runner). | `test_engine_ctx.py` | — |
## Tooling improvement backlog
Prioritized from the 2026-07-10 Phase-A retrospective. These are proposed capabilities, not tools that
already exist. Prefer additions that produce reusable, offset-keyed evidence over one-off capture scripts.
| Priority | Improvement | Payoff / acceptance boundary |
|---|---|---|
| P0 | **Native/port checkpoint harness** | Launch either runtime windowed, identify the process/window, record script offset + timestamp, capture a screenshot and retained-state/trace excerpt, and classify normal exit vs harness stop vs crash. A checkpoint should produce one comparable artifact bundle for the same bytecode offset in both runtimes. |
| P0 | **Sanctioned Windows GUI automation** (small Win32 helper, AutoHotkey, or pywinauto) | Repeatably focus the game, capture window geometry, and inject only explicitly requested clicks/keys. Manual input remains the independent oracle; automation removes capture/setup repetition. |
| P0 | **Scriptable 32-bit debugger** (x32dbg or WinDbg) | Breakpoints and memory snapshots for hot render/audio workers that are unsafe to hook densely with Frida. Keep Frida probes on known low-frequency handlers; never restore hot interpreter/glyph/render hooks merely for convenience. |
| P1 | **Timestamped video capture** (ffmpeg desktop capture or command-controlled OBS) | Frame-by-frame native/port evidence for movie `0x236`, fades, and short animation boundaries without PNG-per-frame overhead. |
| P1 | **WASAPI loopback/audio capture** | Objective SFX/BGM/voice start time, channel reuse, volume, stop, and waveform comparison. This is the main evidence upgrade for the pending SFX slice. |
| P1 | **One-command validation driver** | Run engine tests with shared compilation disabled, sweep, Godot build/selftest, Python suites, generated-reference lints, decode/RECOVER checks, `git diff --check`, and report leaked child processes in one summarized result. |
| P1 | **Golden SC0000 checkpoint corpus** | Preserve the first 10-15 native pages as offset-keyed screenshots, click/wait events, retained-state summaries, and trace excerpts. Port regressions should be comparable without replaying the entire investigation. |
| P2 | **Opcode dossier generator** | Combine corpus callsites/operands, native handler/worker addresses, runtime samples, Ghidra names, opcode provenance, and port coverage into a per-op investigation packet. |
| P2 | **More typed Ghidra state** | Materialize retained-object, surface-slot, text-layout, and audio-channel structures so related handlers decompile against shared named fields. |
| P2 | **Narrow write access for cross-session memory** | Let mandatory milestone closeout update `MEMORY.md` and `himegari-port-status.md` directly; the current out-of-workspace copy/approval path adds avoidable handoff friction. |
## Historical / one-off
| Tool | Purpose |
|---|---|
| `probe_*.py` (`probe_header`, `probe_leads`, `probe_refs`, `probe_tables`, `probe_tags`, `probe_types`, `probe_xref`) | Container/opcode format-RE probes used to reverse the format originally. Kept for reproducibility; not part of the normal workflow. |
| `pack_check.py` | Checks whether `AGE.EXE` is packed (it is: entropy-8 code sections, zeroed IAT). `SYS4AB.BIN` is NOT a separate image — it's `XOR-0xFF(AGE.EXE)` byte-for-byte (0x2c header + XOR payload). The unpacked engine exists only in memory → dump it with `frida/dump_engine.py`. |