resId -> files[section_base(scene) + resId]. SYS4INI's file list is sectioned, one per scene (SCxxxx.BIN + its cross-archive asset manifest); file_number is the index within the section. Unified for set-texture, play-bgm, play-voice. Fully static/general -> no per-scene capture. - tools/parse_sys4ini.py: SYS4INI (S4IC422, LZSS) -> build/asset-index.json - tools/resolve_asset.py: sections + (scene,resId) resolver -> build/asset-sections.json - validated: 97% structural, SC0000 17/17 vs Frida, 586/595 captured loads - opcodes.toml: set-texture/create/draw-texture, play-bgm/voice enriched (frida-grounded) - Frida tooling (capture_load_order all-archive, correlate_scope, ...) + vm0 --settex - docs: asset-resolution-re (step2 SOLVED), global-memory-re (shelved), tools-reference Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
51 lines
3.6 KiB
Markdown
51 lines
3.6 KiB
Markdown
# Frida runtime-observation tools
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Runtime instrumentation of the **live game** (`AGE.EXE`) to capture ground truth for the
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subsystems that have **no static/machine oracle** — asset resolution, graphics, audio, and the
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opaque effectful opcodes. Frida attaches to the *running* (unpacked-in-memory) process, so the
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game's packer is bypassed for hooking.
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Prereq: `py -3.11 -m pip install frida` (core only — `frida-tools` CLI is not needed and its
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`pygments` shim fails to install in this env). Installed: frida 17.15.3.
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## Standard workflow
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1. Launch the game (via `AGE Patch.exe` to avoid the periodic system-check messagebox) to a safe
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point (e.g. the title). **Attach after launch**, not `frida -f` — spawning the patcher wouldn't
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hook its child `AGE.EXE`, and direct-spawn risks the messagebox.
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2. Run the capture script (`py -3.11 -u -X utf8 tools/frida/<tool>.py`) — it attaches by process
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name and installs the hooks; run **unbuffered** (`-u`) so status prints appear immediately.
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3. Drive the game through the target scene (SC0000's opening auto-plays on new game).
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4. Stop the script; analyse the log in `build/` and **order-correlate** with the engine's op
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sequence (e.g. `vm0`/the C# recording host's `set-texture`/`play-voice` order for that scene).
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## Tools
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- **`capture_load_order.py`** — ★ the working asset-resolution capture. Hooks `ReadFile` on
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`DATA2.ALF`; each asset load starts with header reads **at its exact archive offset**, so exact-start
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reads give the clean per-asset **load order** (→ names via `build/asset-index.json`). `--analyze`
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prints the order + file_number. This **confirmed `resId == SYS4INI file_number`** (the load order
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matches our engine's `set-texture(resId)` order 1:1). Attach by pid, replay the scene, Ctrl-C, `--analyze`.
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- `capture_graphics.py` — original `ReadFile` logger for `DATA2/DATA5` (`path<TAB>offset<TAB>size` →
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`build/frida-reads.log`); pair with `tools/resolve_frida_reads.py`.
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- `locate_resource_load.py` — phase-1 locator (back-trace asset-opens → native load chain).
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- `capture_resid_args.py` — phase-2 probe (decoder args/context; showed the loader carries only offsets).
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- `find_globals_base.py`, `find_global_by_sequence.py` — **runtime global-variable RE (SHELVED)**. Full
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write-up, findings, memory landmarks, and the recommended resume plan: **`docs/global-memory-re.md`**.
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TL;DR: the VM global memory is structured/multi-store (not flat int32) and `G[0x62424]` is a transient
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arg-register — heuristic value scans can't pin it. Resume from a *stable* anchor (the name global
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`0x279`) and target the interpreter's address resolution, not scans.
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## Runtime architecture (learned 2026-07-06 — read before writing new hooks)
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- **Attach, don't spawn**, and **use the pid** (`frida.get_local_device().enumerate_processes()` — the
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module-level `frida.enumerate_processes()` was removed in frida 17.x). The process is `AGE.EXE`.
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- **The game is packed.** Its main VM logic runs from a per-run heap `r-x` region (~30 MB, nonstable
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base). So you **cannot** hook the `set-texture`/VM handlers at a fixed `AGE.EXE+off` — only stable
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library code (e.g. the AGF decoder `AGE.EXE+0x74f1f`) keeps a fixed offset.
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- **Archives are NOT memory-mapped.** No archive-sized region exists; the game streams them through a
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small heap **block-cache via `ReadFile`** (128 KB blocks + big reads). The earlier "memory-mapped"
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note was wrong — the 128 KB reads are the block cache, not OS paging.
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- **The reliable oracle is the `ReadFile` offset stream** → names via the SYS4INI index
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(`tools/parse_sys4ini.py` → `build/asset-index.json`). Native-handler hooking is blocked by the packer.
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