tools-reference: dump_engine/probe_handlers/capture_gfx_objects + SYS4AB note.
phase-a-slice-plan: post-opening drift RESOLVED as a state-divergence artifact
(fix = Phase B state flow, not a native-op subsystem). PROJECT-STRUCTURE:
build/{textures,engine-dump}, engine/, tools/frida/.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
10 KiB
10 KiB
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 utf8is 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.pyforGAME_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/andextracted/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). |
sys4load.py <file.BIN> · --summary · --strings · --json · sys4load.py <dir> --validate (corpus check) |
.BIN + age_opcodes*.py + build/global-var-map.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. |
— |
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). |
--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 |
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 |
Asset resolution / graphics
| Tool | Purpose | Run | Reads → Writes |
|---|---|---|---|
parse_sys4ini.py |
Parse SYS4INI.BIN (S4IC422, LZSS-compressed) into the authoritative asset index — name ↔ archive ↔ offset ↔ size for all DATA*.ALF (the resId→file answer key). |
parse_sys4ini.py [--check] (--check validates vs extracted/ + .ALF sizes) |
姫狩り…/SYS4INI.BIN → build/asset-index.json |
resolve_asset.py |
★ The static asset resolver. SYS4INI is sectioned (one per scene: SCxxxx.BIN + its cross-archive manifest; file_number = index within section). Resolves resId → files[section_base(scene) + resId] for graphics AND audio, no capture. |
resolve_asset.py --build · resolve_asset.py <SCENE> [resId] |
build/asset-index.json → build/asset-sections.json; resolves any (scene, resId) |
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 — feeds the Godot render. |
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 VA−0x400000 = 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/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 |
Capture the native gfx object-manager state: grab engine ctx (esi via operand-fetch ecx), poll the object-record array [esi+0x53d64] (20×120B; field[0]=0xffffffff=free, cmd-type at rec+0x24). Finding: the real opening uses ZERO CG records ⇒ the bg/sprite drift is a state-divergence artifact, not a missing op. |
py -3.11 -u -X utf8 tools/frida/capture_gfx_objects.py [pid] [secs] |
running game → build/gfx-objects.jsonl |
(Static disassembly of build/engine-dump/range_00400000.bin uses capstone — py -3.11 -m pip install capstone; VA X → file offset X−0x400000.)
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. |