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OpenMaidEngine/docs/script-inventory.md
2026-07-11 09:14:14 -04:00

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# DATA1 Script Inventory — 481 `.BIN` files
All scripts share the magic header `SYS4422 ` (8 bytes), confirming a uniform SYS4
bytecode format (engine version 4.4.2.2) across the entire set. Header is followed
by what appear to be little-endian u32 fields (version/section table — to be mapped
during disassembler work).
Source: `extracted\DATA1\` (extracted from `DATA1.ALF`).
**Patch overrides (runtime re-counted 2026-07-11):** 49 loose `.BIN` scripts sit in the game root and
shadow DATA1 counterparts at runtime (sizes differ slightly — e.g. `FIELD.BIN` root 200,536 vs archive
200,224). These v1.03 / append-patch versions are **authoritative**. Two additional engine BINs exist only
in the root: `SYS4INI.BIN` (272 KB) and `SYS4AB.BIN` (1.08 MB), for 51 root BINs total. The earlier count of
52 shadowing scripts conflated this inventory and was not reproducible; VFS-A enumerates and byte-checks all
49 real catalog/name intersections.
---
## Breakdown by series
| Series | Count | Total size | Role (inferred) |
|---|---|---|---|
| `SC####` | 136 | 15.6 MB | Scenario/event scripts (numbered 00001690, step 10) |
| `SP####` | 163 | 10.6 MB | Secondary scene series (00101369; incl. `SP0051A/B` split) — likely character/H-events |
| Named scripts | 175 | ~7.5 MB | Engine subsystems, data tables, UI, battle logic |
| `DEBUG*` | 5 | 1.4 MB | Debug tools (`DEBUGADV.BIN` alone is 1.4 MB — a scene viewer/jump menu) |
| `RTN_M###` / `RTN_B###` | 26 | ~70 KB | Small routine scripts (map routines M001M061, battle routines B001B004) |
### SC series notes
- Numbered `SC0000``SC0880` (main chapters, largest files — up to 700 KB) and
`SC1000``SC1690` (smaller; likely sub-events, endings, appendix content).
- `SCJUMP.BIN` (778 KB) is almost certainly the master scene-dispatch/jump table.
- `SCINIT.BIN` (88 KB) initializes scenario state.
---
## Named scripts by subsystem (inferred from names)
### Engine core / boot flow
`SYSTEM4.BIN` (config root), `INIT.BIN` (64 bytes — smallest script, ideal first
disassembly target), `INITCONFIG`, `LOADCONFIG`, `CONFIG`, `TUNE`, `LOGO`, `OP`,
`ED`, `TITLE`, `GAMESTART`, `GAMECLEAR`, `STAGECLEAR`
### Data-table INIT scripts (likely static game data, not logic)
Large, table-like scripts — prime candidates for data extraction:
- `STINIT` (579 KB) — stages/scenario tables
- `EBINIT` (338 KB) — enemy battle data
- `MPINIT` (330 KB) — maps
- `SCINIT` (88 KB), `CGINIT` (79 KB — CG gallery), `ITINIT` (70 KB — items),
`RTINIT` (67 KB), `CCINIT` (41 KB), `SKINIT` (37 KB — skills), `CDINIT` (31 KB),
`BTANINIT` (105 KB — battle animations)
- Smaller: `AFINIT`, `ALINIT`, `CIINIT`, `CNINIT`, `CTINIT`, `CVINIT`, `ILINIT`,
`LAINIT`, `MAINIT`, `OBINIT`, `SPINIT`, `TRINIT`, `VIINIT`
### Message/string tables (`*MES`)
`ITMES` (64 KB — item text), `VIMES` (43 KB), `EIMES` (37 KB), `SKMES` (31 KB — skill
text), `CIMES` (15 KB), `MAMES`, `INFOMES`, `MES` — where most translatable text
outside scenes lives.
### Battle system
`BTL` (61 KB — main battle loop), `BTRTN`, `ROUND`, `AIM`, `ATSEEK`, `MVSEEK`,
`MVRTN`, `MAGIC`, `USEMAGIC`, `SUMMON`, `EXILE`, `DISARM`, `RECOVER`, `COUNTUNIT`,
`SETOCC`, and the `CALC*` family: `CALCBTPARAM`, `CALCDMG` (16 KB — damage formula!),
`CALCSCOPE`, `CALCOCC`, `CALCREVISE`, `CALCCC`, `CALCILL`, `CALCARR`
### Dungeon/map engine
`FIELD` (200 KB — the core dungeon-crawl loop), `DRAWMAP`, `RENDERMAP`,
`DRAWMINIMAP`, `DRAWCH`/`DRAWCHP`/`DRAWENP`/`DRAWOBJ`/`DRAWTIP`/`DRAWVOL`,
`SETCH`/`SETEN`/`SETLAND`/`SETOBJ`/`SETROUTE`/`SETMVWORK`,
`DELCH`/`DELEN`/`DELENMASS`/`DELLAND`, `RESETLAND`, `WARPU`/`WARPD`, `LOOK`,
`READICON`
### Unit/party management
`ADDEXP`, `ADDSKILL`, `ADDEN`, `ADDITEM`, `ADDRANDOMITEM`, `LOSTRANDOMITEM`,
`ADDILL`/`ADDILLSUB`, `EVOLVE`, `IMPROVE` (37 KB), `TRAIN`, `STUDY`, `UNITECH`,
`REMOVECH`, `SHOWGROW`, `STATUS`, `USEITEM`, `SETCH`
### Base/facility gameplay
`CAMP`, `ROOM`, `FORT`, `ALCHEMY` (40 KB), `SALLY` (40 KB — sortie/deployment),
`READY` (39 KB — pre-battle prep), `SELSTAGE` (34 KB), `SELACT` (30 KB)
### Menus / UI / meta
`MENU`, `CHMENU` (69 KB — character menu), `INFO`/`INFOAF`/`INFOCH`/`INFOEN`/
`INFOIT`/`INFOVO` (info panels: characters, enemies, items, voices), `SAVE` (40 KB),
`HISTORY`, `HIDEWIN`, `CLOSE`, `INPUTNAME` (28 KB), `CGMODE` (24 KB — gallery),
`MMODE` (music mode), `HMODE` (22 KB — scene replay)
### Flow control / branching
`BUNKI` (分岐 = branch, 15 KB), `SBUNKI`, `BUNKIMOVE`, `SBUNKIMOVE`, `SCJUMP`
### Callbacks (engine → script hooks)
`CALLBACK_LOAD`, `CALLBACK_LOST`, `CALLBACK_SETTING`, `CALLBACK_WINDOW`
### Debug
`DEBUG`, `DEBUGADV` (1.4 MB), `DEBUGANIME`, `DEBUGBTL`, `DEBUGMAP` (+2 numbered)
---
## Call graph — scripts are addressable by `call-script <id>` (2026-07-07)
`call-script <id>` (opcode 0x03) loads another script by a **raw index into the SYS4INI file table**
(id = the entry's `raw_index` = its global position in SYS4INI). This is the resolved call-graph
registry — there is no separate id→code table; SYS4INI is it. Mechanism: `engine-re.md` (op 0x03
section); the runtime source is `Sys4AssetCatalog` over SYS4INI, while the mechanically generated
`build/callscript-names.json` feeds `sys4load` diagnostics. The regenerated `build/disasm/*.asm` corpus renders targets by name
(`call-script 0x1ab =ADDITEM.BIN`). **297 distinct scripts are called** across the corpus (3002 sites);
the hottest are `HISTORY` (backlog), `MENU`, `HIDEWIN`, `BUNKI` (branch), `MES` (message), `ADDITEM`,
`ADDEN`, `LOOK`, `RENDERMAP`. Scenes (`SCxxxx.BIN`) load through the *same* id-indexed loader.
**Living-reference decision:** no separate generated markdown call-script reference is kept. Unlike
`opcode-reference.md` / `global-reference.md` (rendered from *curated* knowledge bases), the id→name
mapping is purely mechanical (SYS4INI index → filename) with no semantics to curate — it already lives
in the build artifact and in the named disasm corpus. Full call-graph edges (caller→callee counts) are
derivable on demand from the corpus; materialize a doc only if a consumer needs it.
---
## Implications for the port
1. **Much more game logic lives in bytecode than expected.** Damage formulas
(`CALCDMG`), the dungeon loop (`FIELD`), battle flow (`BTL`, `ROUND`), and unit
progression (`ADDEXP`, `EVOLVE`) are all scripts — `AGE.EXE` is closer to a pure
VM/renderer. This strengthens the case for **re-implementing the AGE VM in Godot**
rather than transpiling every script by hand (the doc's open question #12).
2. **Disassembler bootstrapping order** (small → large, system → scene):
`INIT.BIN` (64 B) → `ED.BIN`/`OP.BIN`/`LOGO.BIN` (~230 B) → `CALLBACK_LOST`
(176 B) → `MENU.BIN` (3 KB) → `CALCDMG` → a mid-size `SC####`.
3. **The `*INIT` giants are likely data tables**, decodable early even with a
partial opcode map — instant win for extracting item/skill/enemy/stage databases.
4. **Use root-directory overrides, not archive copies**, for the 49 archive-backed patched scripts.