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OpenMaidEngine/docs/tools-reference.md
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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, preserve optional machine-readable row-table columns, and 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_message_table.py Discover a repeated global-id dispatch chain such as ITMES/SKMES, reconstruct player-facing title/description lines (including furigana surface text and readings), and emit an ID-keyed message table with bytecode provenance. extract_message_table.py <MES> [OUTNAME] <MES>.BINbuild/data/<OUTNAME>.json
extract_init.py Parse a *INIT data table (auto-detects name / numeric / footer / mixed shape). Name tables infer their reserved record span, preserve sparse one-based runtime ids, distinguish lookup bases from first written cells, statically evaluate direct and negative-value writes, and separate parallel fields from linked row-major record_fields. Mixed tables recover selector-dispatched records, condition strings, scalars, preallocated buffer cells, consumer-confirmed strides, and length-prefixed footer arrays; STINIT additionally assembles confirmed buffers into object_placements and enemy_spawns. ITINIT and SKINIT join ITMES/SKMES messages. Top-level field_semantics maps raw keys to canonical global/column names, while each record's semantic_fields is the generated name-keyed join; complete footer copies map to a row and expose its values without the raw provenance wrapper. Raw keys remain provenance. OUTNAME accepts a stem or one .json suffix and rejects paths. Refreshes the generated data index. extract_init.py <TABLE> [OUTNAME] [--mode …] <TABLE>.BIN plus matching <MES>.BIN when supported + build/globals.jsonbuild/data/<OUTNAME>.json, build/data/README.md
init_table_profile.py Build the static investigation surface for an extracted name/numeric/mixed table: message coverage, per-scalar/string/array-cell/footer-array population and value distributions, representative records, and direct opcode/script consumers. --message-query REGEX shows every matching name/message beside all populated fields for semantic correlation. Findings are evidence only; confirmed meanings go in vm-map/globals.toml. init_table_profile.py <TABLE> [--build] [--limit N] [--message-query REGEX] build/data/<TABLE>.json + corpus → stdout; with --build, build/data/<TABLE>-field-profile.{json,md}
test_extract_init.py, test_init_table_profile.py Regression checks for sparse one-based and mixed selector-dispatched INIT extraction, MES reconstruction/joins, footer-array accounting and semantic projection, STINIT object/enemy joins, and field/message profiling. run each directly
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 sleeps 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 --importdotnet build godot/Himegari.csprojgodot [--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, opacity, tintStrength) — 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 rotation 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 render_backend column is 0 for the software compositor and 1 for the opt-in retained GPU path; gpu_draw_items, gpu_texture_uploads, and gpu_texture_upload_ms distinguish cheap retained-item updates from new/static or changed/dynamic texture publication. Existing layer/transform/pixel workload columns are populated for either backend, while raster_ms, set_data_ms, and texture_update_ms remain zero on a native GPU presentation. GPU retained rendering is the normal backend; select the correctness oracle explicitly with --render-backend software or the local launcher's -SoftwareRenderer switch. An explicit --render-backend gpu is accepted but normally unnecessary.

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.

run-godot.ps1 -PerfLog 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. The performance effort's temporary run-godot.cmd opt-in was removed after GPU acceptance, so ordinary batch-file runs no longer write a log. Selftests also remain unprofiled.

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]`
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.BINbuild/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.jsonbuild/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.jsonbuild/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*/*.AGFbuild/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] *INITbuild/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 capstonepy -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 thisEngineCtx *) 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.