48 KiB
Name resolution — recovering what the compiler stripped
The disassembler reads the SYS4 bytecode's operations and control flow cleanly (see any
build/disasm/*.asm). What it can't show is the two kinds of names the AGE compiler
discarded: which function a call targets (#1) and what a global variable means (#2).
Both are data-labeling problems, not decoding problems. This note records what each is, what
we found, and how tractable it is.
Motivating example: RECOVER.BIN translates to correct pseudocode today, but reads as
call-script 0x329d (#1) and C[unit][s] = E[unit][s] over raw addresses (#2). Naming those
would make it read like source.
#1 — call-script target resolution (naming the call graph) — ✅ SOLVED (2026-07-07)
RESOLVED via native-RE. call-script <id> is a direct RAW index into the SYS4INI file table —
the very asset index we already parsed. No hidden engine registry: SYS4INI is the registry. Cracked
by decompiling the handler chain in Ghidra (op 0x03 → FUN_0041bc90 → loader FUN_0040e980 →
resolver FUN_0044f390, which does record = table_base + id*0x50 over the 80-byte SYS4INI records).
Statically confirmed: all 297/297 distinct corpus call-script ids resolve to a .BIN script with
a semantically-exact name (0x1ab→ADDITEM, 0x2ae7→MES, 0x143→BUNKI), 0 out-of-range. Full
mechanism in engine-re.md (“op 0x03 (call-script)…”). Tooling: parse_sys4ini.py →
build/callscript-names.json (id→name); sys4load renders call-script 0x1ab =ADDITEM.BIN; the
build/disasm/*.asm call graph now reads by name. The one caveat: index the RAW SYS4INI records
(including the 2 @ placeholders) — asset-index.json carries each entry's raw_index (= the id)
for exactly this. Runtime (VFS-A): Sys4AssetCatalog now reads that raw table directly and
Sys4ScriptProvider opens the selected record through loose-first/bounded-ALF storage; generated JSON is
only the disassembler annotation and parity oracle. The VM executes the loaded target as a nested frame.
The original analysis (kept below for provenance) had concluded this was engine-level and deferred — it
was, and the Ghidra loop is what resolved it.
What it is (original framing). call-script N (Kelebek opcode 0x03) carries a bare number —
0x329d, 0x2ade — the id of an engine entry point. To render call RECOVER instead of
call-script 0x329d you need a table id → (script, entry).
Findings (inspected 2026-07-06):
SYSTEM4.BINis not an index — it's a small SYS4 script (375 instrs) titled "SYSTEM4 INIT", the engine boot/init routine (ADV mode, fonts, error text).SYS4INI.BIN(S4IC422) is the ALF asset index — archive filenames for extraction (SYSTEM4.BIN,M002.OGG,EV049A.AGF…), not a script-call registry.- The ids are large and sparse (
0x329d= 12,957 ≫ 481 scripts), so the number is an index into a global entry-point registry the engine builds, not a script-file index. - Even Kelebek's reference decompiler leaves these numeric (its comment only says "param = SYSTEM4.bin index"). So this is genuinely unresolved upstream, not merely unfinished.
Why it's engine-level (harder than a file lookup). There is no id → name table sitting
on disk to read. Resolving it needs one of:
DecodeRULED OUT as the registry (recon 2026-07-06).SCJUMP.BINSCJUMP.BIN(29,796 instrs) is a progression state machine, not an id→code table: it switches onglobal 0x3234(mode 1–9) then nestedeq/ne/and/jccon flags, ending inmovs to output globals. It decides what comes next via state; it barely usescall-script. Useful for game-flow logic, not for resolvingcall-scriptids. So the id→code registry is genuinely engine-level.- Watch the engine resolve one (Frida) — breakpoint the
call-scripthandler in the running game, logid → resolved address/script. Ground truth; Phase-3 (live-tools) work. - Find the registration path — if a boot script assigns ids to entry points, extract it statically (SYSTEM4.BIN is far too small to hold ~13k, so it's cumulative or lives in AGE.EXE).
Status: ✅ SOLVED (see the banner at the top of this section). It did belong with the engine/dispatch work — the Ghidra + MCP loop resolved it via the opcode-dispatch table.
Updates (2026-07-07 through 2026-07-23): SCJUMP's decision logic is decoded as
(chapter_mode, guards) → decision value; call-script ids are raw SYS4INI file indices; and the
remaining join is now closed. SCINIT writes G[0x87a57 + decision] = packed SCxxxx resource id, which
SYSTEM4, FIELD, SALLY, and TRAIN consume. Its parallel G[0x8a167 + decision] column is authored
chapter metadata. The u00428010 guess for this hop was disproven via Ghidra: that operation persists
a selected global cell and is unrelated to dispatch. See docs/scjump-progression.md for the full join.
#2 — The global-variable map (naming the data)
What it is. The VM has one flat global memory bank; the bytecode addresses it by raw
offset (global-int 0x152616, global-int 0x52383). Each offset is a specific piece of game
state (a unit's HP, the current-unit index, a stat table). The map we want is
offset → (name, type, structure).
Why it's opaque. No symbol table exists anywhere; meaning lives in how AGE.EXE and the scripts use each global. Nothing declares "0x152616 is the current unit."
Why a big chunk is recoverable statically (the tractable one). Unlike #1, #2 has strong free handholds — several of which we've already built:
- The
*INITscripts are the writers, and we already extracted them.EBINIT/ITINIT/SKINIT/CGINIT/MPINITpopulate global arrays with names and data (build/data/*.json). The base addressEBINITwrites 277 unit names into is the unit-name table. Each JSON'sname_array_base,desc_array_bases,field_columns, andrecord_field_columnsare literally global addresses and access shapes we can label by which table wrote them. - Strings anchor the string side for free.
set-stringwrites skill names toglobal-string 0x23a3…→ that array is the skill-name table.*MEStables likewise. - Access shape reveals structure without names. A global read as
base[unit*stride + col]exposes a per-unit record and its width (RECOVER showed 14-, 3-, 30-column tables). A global used as the loop-invariant row index everywhere (0x152616) is a "current X" pointer. Constants-compared → mode/flag; only-incremented → counter. - Frida for the ambiguous ones (heavy, ground truth). Do a known action in-game (take damage, gain a level), watch which global changes → definitive labels. Reserve for leftovers.
Feasibility. A partial map — enough to make most gameplay scripts readable — is achievable now, statically, from methods 1–3. A complete map needs Frida for the tail. It's incremental: label the ~dozen hottest globals first (biggest readability payoff), grow the rest on demand.
Partial map — BUILT (v1, refreshed 2026-07-22). tools/global_map.py → build/global-var-map.json
(all evidence) + build/global-var-map.md (labelled subset). It ingests build/data/*.json
(name/desc/field bases), scans the 481-script corpus for each global's access shape
(2D-table base + stride, 1D-array base, row-index, scalar), and ranks "current entity" index
pointers by purity. Current result: 4,960 of 41,611 distinct globals labelled —
| kind | count | example |
|---|---|---|
| string tables (names/descs/messages) | 3,206 | 0x23a2 = skill-name lookup base |
| per-entity data-field arrays (from *INIT) | 1,353 | dense = shared fields, ? = sparse per-entity |
| row-major record tables (from access shape) | 122 | 0x52383 = record-table[stride 30] |
| 1D arrays | 253 | |
| index / "current entity" pointers | 26 | 0x152616 (purity 0.51), 0xeff75 (0.95) |
Validated against RECOVER: the map independently reproduces its hand-traced layout —
0x4e11b→stride 14, 0x52383→stride 30, 0xaacb4→1D array, 0x152616→current-entity index.
Wired into the disassembler. sys4load annotates global operands with the map's high/medium
-confidence labels (low-confidence tail omitted for readability), e.g. RECOVER now renders
lookup-array-2d p0 (global-int 0x4e11b =rec[s14]) (global-int 0x152616 =current-entity-index?) ….
Labels are prefixed = to mark them as inferred aliases. Regenerate the .asm corpus with
tools/extract_phase2.py after refreshing the map. Turn it off by deleting/renaming
build/global-var-map.json (the loader degrades gracefully).
Confidence is marked per entry; labels ending ? are low-confidence guesses.
INIT field-semantics workflow and initial item/skill/unit mappings (2026-07-22)
The old name-mode extractor's boundary rule was wrong for sparse tables: it treated any increasing
global-string destination as another description. ITINIT begins with 101 consecutive name-only records,
so the generated JSON collapsed them into item zero and fabricated 67 description columns. Static consumer
evidence also proves the tables are one-based: scripts look up item names from 0x1bd2 + item_id, while the
first populated name is written to 0x1bd3. extract_init.py now infers the parallel-array record span from
the dominant name-to-description delta (SKINIT 300; ITINIT/EBINIT 1000), recognizes column-zero names inside
that span, emits the one-based runtime id, and distinguishes the lookup base from the first written cell.
Corrected counts are 131 skills, 287 items, and 277 units. Name-mode INIT scripts also encode negative
constants as sub destination, 0, magnitude; the extractor now evaluates that static form as well as mov,
recovering 113 negative item cells, 212 negative skill cells, and 86 negative unit cells.
Semantic recovery is an evidence ladder, cheapest and strongest first:
- Profile each write base across named records (population, value domain, common values and examples).
- Mine every direct corpus consumer of that base and identify its role from the consuming operation/script.
- Cross-resolve enums and foreign keys against other INIT/MES tables and visible descriptions.
- Curate only supported names in
vm-map/globals.toml; retain uncertainty in the profile rather than promoting guesses. Use dynamic observation only for fields that remain ambiguous after static consumers.
tools/init_table_profile.py ITINIT --build materializes steps 1–2 in
build/data/ITINIT-field-profile.{json,md}. The initial pass names thirteen parallel arrays: catalog sort
key, random-item tier, item category, icon id, shared ITMES handler id, attack and defense elements, weapon
class, granted skill id, minimum/maximum range, essence recovery, and an equipment sex mask. The strongest
joins are independently human-readable: attack/defense values index AFINIT's Japanese attribute strings,
granted-skill values resolve to SKINIT, all handler values resolve to ITMES.BIN, and every min/max-range
record says range 2 in its item description.
The apparent per-record ITINIT field bases were a structural artifact, not hundreds of sparse arrays. For
each write, subtracting item_id * stride and comparing the destination with corpus-observed
lookup-array-2d consumers assigns all 877 writes (764 positive/direct writes plus 113 recovered negative
writes) unambiguously to six row-major tables and 44 populated columns:
| base | stride | populated writes | semantic role |
|---|---|---|---|
0x8e7b9 |
5 | 20 | character-id equipment whitelist |
0x906f9 |
30 | 47 | signed condition/drain deltas (positive inflicts, -5 cures) |
0x97c29 |
30 | 11 | equipped/passive condition levels |
0x9f541 |
14 | 403 | signed additive equipment stat modifiers |
0xa2bf1 |
10 | 379 | per-stat tuning curve ids |
0xa5301 |
3 | 17 | HP/SP/FS recovery amounts |
extract_init.py now records these as record_fields["base/stride/column"] rather than inventing a
one-off fields base for every row. Applying the same rule exposes 18 linked SKINIT columns and 82 linked
EBINIT columns. This correction reduces the auto map's false INIT-field labels from 12,311 to 1,353; the raw
write addresses were valid, but their former ownership model and omission of negative writes were not.
The first SKINIT pass names the stable catalog and combat surface: sort key, seven-way category, icon and
SKMES handler, encoded minimum/maximum range, attack element, condition strengths, signed combat-stat deltas,
HP recovery/SP cost, proc chance, and battle-animation id. The negative-write fix is essential here: all 95
active-skill SP costs are stored as 0 - cost, so the old JSON omitted the cost column entirely.
The first EBINIT pass names the unit schema shared by setup, menus, and combat: sort key, icon, sex category, provisional species category, defense element, natural-attack and starting-equipment item ids, allowed weapon item category, canonical variant id, four starting-skill slots, deployment cost, starting level, level cap, fourteen-column base stats, and matching per-level stat-growth rates. These joins are structural rather than positional guesses: item/skill ids resolve into ITINIT/SKINIT, SETEN/UNITECH/SALLY copy complete records into runtime unit state, ADDEXP performs the growth-rate divide/modulo-100 calculation, and SALLY checks deployment cost against the live party-capacity aggregate.
The follow-up pass resolves three more coherent sub-schemas. First, SYS4INI joins and decoded dimensions/
pixels identify six presentation tables: CP map sprite sheets, CA battle portraits, CB full-body battle
figures, CS status illustrations, CIC/CIN battle cut-ins, and a 30-slot OGG voice bank. Second, BTL exposes
base experience, eight item-drop ids, and their paired percentage rolls; INFOEN independently renders the
same drop-item ids. Third, explicit menu messages and state updates identify capture eligibility, enemy-info
listing, summon unlock indices/knowledge thresholds/point costs, essence yield, automatic enemy level
scaling, and the large-battle-sprite layout flag. The signed unit_boss_class remains medium-confidence as
an authoring vocabulary, but its runtime split is now concrete. Every nonzero value receives the shared
boss damage adjustment, condition immunity, targeting exclusions, and boss battle treatment. FIELD's
stage_clear_rule == -2 path scans only living enemy units whose class is positive, so a positive class is
a required defeat-boss target while the matching negative class is a boss-treated add, decoy, or hazard
that does not delay victory. STINIT confirms the distinction in the same encounters: Bridget is positive
while Octavia and the boss orc are negative in stage 11; Deirdre is positive while her four shadows and
Laumakar are negative in stages 92/98; Tiamat is positive while the EX-8 boss roster is negative in stage
167; and the final heart is positive class 4 while its three organs are negative class 4. Absolute classes
1, 2, and 3 group named story characters, monster/special bosses, and demon-lord-class bosses respectively,
but the shipped scripts do not branch differently among those three values. Either sign of class 4 alone
selects the final-boss BGM and FIELD's special tactical-map presentation. AI and the remaining sparse flags
stay unnamed until comparable consumer evidence exists.
The roster/event follow-up resolves five more EBINIT tables through SALLY's complete action path. A
four-cell persistent-state block records recruitment/removal outcomes for seven heroines; a four-column
requirement table gates actions against the shared flag bank; and an eight-column event table feeds
scjump_decision_out before SCJUMP resolves the next script. A two-column unit-id table selects normal and
explicitly named brainwashed variants, while the final item-id field is passed to USEITEM under SALLY's
literal “sex magic bonus” message. This is roster and event routing data rather than enemy AI. The adjacent
0x7843e enum remains unnamed because no non-EBINIT script references it, directly or through a detected
table operation.
The same consumer trace closes the last unnamed item/skill combat-stat column. CALCBTPARAM adds stat column
7 (luck) and column 8 into a clamped percentage; CALCDMG compares it with random-modulo 100 immediately
after the hit check and selects the critical-result state on success. Column 8 is therefore critical chance
for both item_stat_modifiers and skill_combat_stat_deltas; the skill descriptions and matching item
columns also confirm evasion, magic defense, and speed.
ITMES and SKMES are now joined back to their INIT records by a reusable id-dispatch extractor: all 287 item
ids and all 131 skill ids match exactly. init_table_profile.py --message-query REGEX puts the complete
player-facing description beside every populated field, which confirms the item/skill condition, resource,
range, combat-stat, and restriction mappings without relying on column position. The same CHMENU trace
identifies SKINIT 0xa70b2 as skill_change_catalog_eligible, distinguishes persistent
skill_acquired_flags from broader skill_info_revealed_flags, and the explicit ITMES “female-only” record
raises item_sex_restriction_mask to high confidence.
Confirmed row-column meanings are no longer prose-only. The relevant globals.toml entries carry a
machine-readable columns map; globals_build.py preserves it in build/globals.json, and
extract_init.py emits a top-level field_semantics mapping while retaining raw address/stride/column keys
as provenance. Generated profiles therefore render names such as
item_stat_modifiers.critical_chance and skill_status_levels.paralysis directly.
The same structured metadata now covers the confirmed EBINIT layouts. The 14-column base-stat and growth records use the shared accuracy-through-max-FS vocabulary; starting skills, drop items/chances, normal versus brainwashed roster forms, battle portraits/cut-ins, and health-selected status art all expose named fields. Consumer control flow further divides the five CP sprite assets into normal/alternate compact and directional sheets plus the special compact sheet, and SHOWGROW proves voice column 24 is the level-up reaction. Of EBINIT's 108 genuine populated profile fields, 107 now have specific semantic names. SALLY's SO012 button atlas and action dispatch resolve all four unlock columns as contract, brainwash, a reserved/unreachable slot, and sex magic. The paired eight event columns are contract, brainwash, the same reserved slot, three form-dependent Lily sex-magic events, sacrifice, and release. The reserved slot has a switch arm but is deliberately skipped by both drawing and input; its event ids also lack SCJUMP mappings, so it is recorded as unreachable rather than assigned a speculative action.
The voice bank's remaining 23 populated columns are also consumer-resolved. FIELD supplies warp, treasure-
capture, and objective-interaction call sites. CALCDMG establishes BTL's miss/hit/critical result and
actor/target ownership, allowing BTL's selectors to separate ordinary attack, critical, skill-use,
damage-reaction, defeated, and finishing-blow voices. The five populated slots that no shipped selector can
reach remain explicit unused_slot_* authoring fields rather than generic address fallbacks; the two battle-
adjacent unused slots duplicate the final normal/critical skill pair in all 116 populated rows.
The last broad EBINIT field, 0x7843e, is an authoring-only seven-value power tier. Its 243 rows do not
partition by species, sex, defense element, or boss class, but values rise strongly with deployment cost,
essence yield, level cap, and base statistics. Lily's three forms are exactly tiers 2/4/6, and recurring
heroine boss definitions generally rise with their later, stronger appearances. The static corpus contains
no read of this array, and the /v2 native image contains neither its global index as an instruction operand
nor as a little-endian constant. unit_power_tier is therefore curated at medium confidence as descriptive
authoring metadata, not a runtime behavior claim.
The apparent final two anonymous EBINIT writes were address-ownership collisions, not new fields. The flat
global range occupied by stride-300 runtime table 0x4e693 overlaps established EBINIT parallel arrays.
Address 0x6fd4e can be expressed as row 456, column 91 of that table, but it is also exactly
unit_battle_sprite_asset_id[456]; its value 12585 resolves to CB456A.AGF. Likewise 0x7a5d6 can be
expressed as row 600, column 35, but is exactly unit_starting_level[600] = 80. The extractor now gives an
already-established parallel base precedence over a coincidental row-table range match. EBINIT therefore
has 82 genuine linked columns and specific semantic names for all 108 populated profile fields.
STINIT mixed stage records (2026-07-23)
STINIT is not a name table. Its preamble allocates 29 fixed global work buffers, then 74 sparse branches
compare scjump_progress_a with stage ids 1 through 170. Each selected branch populates the same current-
stage buffer with four strings, six scalar globals, sparse cells inside the fixed buffers, and
length-prefixed arrays copied from the script footer. extract_init.py now detects this shape as mixed,
evaluates preamble length arithmetic, attaches writes to their containing buffer, and preserves the branch
offset and footer offset as provenance. The extraction accounts for all 296 string writes and all 1,396
copy-local-array operations. Six buffers also inherit exact strides from independent
lookup-array-2d consumers.
init_table_profile.py STINIT --build profiles the four string slots, six scalars, 932 distinct buffer
cell destinations, and 37 footer-array destinations across the 74 records. The record label falls back to
the first nonempty victory-condition string, making consumer/value correlations readable without inventing
a stage-name field.
The strongest header meanings are curated in globals.toml: 0x27b9..0x27bc are the two victory and two
defeat-condition lines rendered by AIM/FIELD; 0xe7302 is passed by FIELD to play-bgm; 0xe730c is the
turn limit displayed by DRAWCHP and checked by FIELD; and 0xe730d selects defeat versus forced-retreat
clear when that limit expires. STAGECLEAR establishes 0xe7303 as the target/par turn count and scales
0xe7304's persistent reward increment by performance against that target. FIELD establishes 0xe730b as
the gate that disables its already-cleared-stage retreat/replay conversion.
The first map/object pass resolves seven more buffer families. FIELD loads 0xe7311[1..19] into tiled
surface slots and DRAWMAP selects those surfaces through terrain metadata, proving it is the current stage's
map-texture override list: positive values are SYS4INI resource ids, zero disables a slot, and -1 selects
the shared fallback. DRAWOBJ converts 0xe7325 and 0xe7357 to map-space coordinates, while
SETOBJ/DRAWOBJ/FIELD use 0xe7389 to index shared object definitions. They are object tile X, tile Y, and
type id. SETOBJ tests the {3,4,7} masks in 0xe7483 against GAMESTART's three-way difficulty_index,
then applies seven required and five forbidden one-based ids from 0xe74b5/0xe7613 against the shared
story_event_flags bank. FIELD's turn loop establishes 0xe741f and 0xe7451 as each object's
reinforcement interval and spawn limit. Type 27 uses the same pair for a one-shot special spawn.
The intervening 0xe73bb/0xe73ed pair is deliberately not assigned one global name: FIELD dispatches it
by stage_object_type_id, making it a tagged payload. The generated join decodes only consumer-proven
variants:
- types 1--4:
initial_faction_idin the first cell; - types 6 and 36: teleport
destination_tile_x/destination_tile_y; - types 7 and 8: treasure
item_id/item_quantity, passed to ADDITEM; - type 28:
card_generation_list_id, passed to CDINIT. - types 18--25:
non_triggering_faction_idin the first cell when populated. FIELD suppresses the hazard/barrier interaction when the entering unit's faction equals this value.
This accounts for 220 initial-owner values, 229 teleport destinations, 626 treasure pairs, and 246 card
list ids. The faction-gate branch resolves another 104 cells on populated types 18--21 and 25. Type 17
(針, spikes) is explicitly outside FIELD's faction comparison, so it does not borrow the neighboring
hazard meaning.
A separate initialization/render path resolves the remaining state-row payloads. On a fresh stage, FIELD
copies the first tagged payload into stage_object_runtime_state[stage][slot] only when the object's
OBINIT object_sprite_state_row_mode equals 1. DRAWOBJ applies the same mode check and multiplies that
runtime state by the object's sprite height to select its vertical source row. The join therefore exposes
78 cells as initial_object_state_id: one door (type 11), 16 spikes (type 17), and 61 deployment flags
(type 26, 出撃の旗). All deployment-flag values are 2, and all 63 enemies linked to those flags are also
faction 2, consistent with OBINIT's 敵の増援地点 description; because the spawn branch accepts type 26
without comparing those values, the field remains the directly proven object state rather than a guessed
faction id.
The final three populated tagged cells are understood as engine-dead authoring data rather than a hidden
type-27 (異界の門) parameter. STINIT explicitly writes 2 to the first payload cell for object slot 22
in stages 52--54. Type 27 has no OBINIT state-row mode, so FIELD's fresh-stage initializer does not copy
that value to runtime state; the generic interaction dispatch also has no type-27 branch. Its dedicated
turn path reads only the object's active flag, type, reinforcement interval/limit, and coordinates, then
forces ADDEN enemy slot 0. ADDEN hardcodes EBINIT unit 465 (漂着した異界の姫/BOSS) into runtime entity
slot 49; on success FIELD changes to BGM 10 and reports 異界の姫が漂着した!. Neither 0xe73bb nor
0xe73ed participates. The join therefore preserves the three explicit writes under
ignored_payload_fields instead of inventing a semantic name or leaving them unresolved.
OBINIT is the authoritative object-definition table: 46 one-based records provide the type names, and 34
provide short player-facing effect descriptions used by the field object-information path. The STINIT join
now adds type_name to every placement and type_description when populated while retaining type_id;
top-level object_definition_table: "OBINIT" records the join provenance. This is intentionally separate
from payload decoding: a known display label does not by itself establish the meaning of a tagged cell.
The enemy pass follows the separate 30-cell family through FIELD, SETEN, ADDEN, MVRTN, and BTRTN. Slot
zero is reserved for ADDEN's synthesized special-unit path; the stage table populates slots 1 through 29.
0xe7811 selects the EBINIT unit, 0xe7799 is its faction, 0xe773f/0xe775d are direct tile
coordinates, and 0xe777b optionally anchors the unit to a stage-object slot. FIELD checks the
three-bit difficulty mask in 0xe77b7, uses 0xe77f3 as a weighted-random alternative value, and applies
the seven required plus five forbidden story flags in 0xe793d/0xe7a0f. SETEN proves 0xe782f,
0xe784d, and 0xe786b are the scenario level floor, cap, and party-level scaling divisor. Finally,
the three-value footer rows in 0xe7889 and optional 0xe78e3 become difficulty-specific movement and
battle routine-set ids selected by MVRTN/BTRTN. The final 0xe77d5 gate is also resolved:
STAGECLEAR writes stage_clear_state[current_stage] = 1, and FIELD suppresses a spawn when that state is
set and the spawn's cell equals 2. The joined view exposes all 485 populated cases as
first_clear_only: true.
Generated INIT records now retain their raw fields/record_fields/buffer keys and additionally expose a
flat semantic_fields projection joined through the top-level field_semantics map. For STINIT, the four
confirmed parallel buffers plus both prerequisite tables are also assembled into 2,312
object_placements across 66 stages. Each placement contains its slot, numeric type plus OBINIT
name/available description, tile coordinates, difficulty mask, populated positive/negative story
prerequisites, optional reinforcement schedule, and the decoded type-tagged payload variants above. The
three engine-dead type-27 payload writes stay attached under ignored_payload_fields; there are no
remaining populated object payloads under unknown_fields, so this convenience view loses no evidence or
invents names.
The same records now contain 1,378 joined enemy_spawns across 66 stages, with unit/faction, direct or
object-linked placement data when present, difficulty and story gates, level rules, random-selection
weight, movement/battle routine rows, and first_clear_only replay gating. Raw footer metadata stays in
footer_arrays, while its semantic_fields value is the copied row itself.
CCINIT conditional class-change rules (2026-07-23)
CCINIT is not a parallel INIT database. It is a source-ordered program of 71 conditional promotion rules
covering 33 EBINIT unit ids. Each rule tests current_unit_id, normally requires the unit's current level
to meet a threshold, and requires one of ten persistent class-change slots to be clear. The rule then
selects a level/title, adds a deployment-cost delta and fourteen-column stat bonuses, optionally awards
SKINIT skills, and sets the applied slot. Sixty-nine rules award named titles; the two empty-title,
level-independent rules are Lily's girl/adult form adjustments and are also queried directly by EVOLVE
when it previews the next form's movement.
CALCCC establishes the surrounding protocol. It clears the selection, cost, stat, and skill outputs,
copies the current unit's ten persistent state cells into a working buffer, then call-scripts up to 32
providers from class_change_rule_script_ids. Eligible rules retain the highest selected level. CALCCC
copies the successful title to unit_class_titles, adds the cost and stat outputs to persistent unit
state with stat caps, installs positive skill awards into the first three skill slots, persists the
updated applied-state row, and reveals the awarded skills. ADDEXP calls CALCCC after level growth and
uses the same outputs to construct title, cost, and learned/replaced-skill notifications.
extract_init.py detects this fifth shape as rules and writes build/data/CCINIT.json. Each source-order
record keeps its bytecode guard offset and raw output keys alongside unit_id/EBINIT unit_name,
minimum_level, zero-based class_change_slot_index, title, named stat_bonuses,
deployment_cost_delta, joined one-based skill_awards, and state_flag_indices_set. The common
field_semantics/semantic_fields join resolves the
raw title, selected-level, cost, stat, skill, and state-work addresses through vm-map/globals.toml;
the raw keys remain provenance. The shipped profile reports 69 titled rules, two level-independent rules,
30 skill awards, three used promotion slots, and 19 populated output fields. The underlying input,
working, and persistent globals are now named there as one coherent class-change ABI rather than as
unrelated addresses.
SCINIT scene-dispatch registry (2026-07-23)
SCINIT is a paired sparse registry, not the malformed 372-row numeric table produced by the generic
numeric heuristic. Each source assignment writes a decision-indexed packed script resource id at
0x87a57 and an authored chapter tag at the parallel base 0x8a167, exactly 10,000 cells later.
All 135 distinct resource ids resolve through SYS4INI to SCxxxx.BIN. The source contains 2,179
assignments and 1,209 final decision ids; 710 ids are assigned more than once, so extraction preserves
the complete offset-tagged assignment history as well as final values.
The chapter meaning is independently supported rather than inferred from the small integer domain:
SCINIT's source order consists of contiguous 1-through-9 runs followed by a -1 unassigned run, and
844 of the 847 decision ids emitted by decoded SCJUMP end with the same chapter. The three mismatches
are retained as legacy/stale authoring metadata. extract_init.py detects this sixth shape as
dispatch; build/data/SCINIT.json is the single join from decision id to packed resource id,
resolved script name, authored chapter, SCJUMP chapters, overwrite history, and raw column keys.
field_semantics/semantic_fields resolves those raw keys through vm-map/globals.toml.
RTINIT movement/battle routine banks (2026-07-23)
RTINIT is a banked sparse program registry, not the generic numeric extractor's former 14-record result.
Its 3,336 static writes address twenty parallel banks separated by exactly 20,000 cells. Direct
lookup-array-2d consumers establish that every bank is int[1000][20]: current_routine_set_id
selects a one-based row and routine_step_index iterates slots 0 through 19. Rows 1..176 are populated
except 150..153, yielding 172 routine sets and 3,307 final cells. Twenty-nine cells are written twice;
eleven of those overwrites change the value, all retained in source order.
Banks 0..9 form the movement family. MVRTN reads bank 0 as a provider selector, resolves it through RTN_M001..018/051..053/061, applies bank 1 as a random-modulo-100 activation percentage, gates the step on a per-entity progress count plus required/forbidden story flags in banks 7..9, and call-scripts the provider. Banks 2..5 are provider-tagged parameters and bank 6 is reserved/empty. This produces 1,043 final movement steps.
Banks 10..19 form the battle family. BTRTN dispatches selectors 1..4 to RTN_B001..004, compares each entity's pre-rolled 0..99 step value against bank 11's activation percentage, and applies the same required/forbidden story-flag convention in banks 18/19. Bank 12 is an RTN_B004 parameter; banks 13..17 are reserved/empty. Only fourteen shipped battle steps are populated.
extract_init.py detects this seventh shape as banked and writes build/data/RTINIT.json. Each record
keeps its raw base/20/slot fields and complete offset-tagged assignment history while adding joined
movement_steps/battle_steps with provider script names. The bank layout explicitly includes all six
empty reserved banks. Structural and consumer-proven meanings live in vm-map/globals.toml; the generic
parameter names remain as raw provenance while each RTN_M/RTN_B consumer proves its tagged schema.
The provider-specific join now covers
RTN_M001/003/004/005/006/007/008/010/011/012/013/014/015/017/051/052: 1,027 movement steps, 974 semantically
consumed populated parameters, thirteen explicit zero defaults, and three authored-but-unread
parameter cells. RTN_M005/011/012 read banks 2/3 as
destination_tile_x / destination_tile_y and approach that exact map tile, incrementing the current
step's progress counter after arrival. Their alternate completion test recognizes a type-6 stage object
at the authored destination and also accepts the object's linked exit tile. RTN_M012 is byte-for-byte
equivalent to M005 except for its MVSEEK mode: mode 2 masks the doubled-coordinate terrain cell of every
active foreign-faction entity before the flood fill, so the generated behavior distinguishes this
foreign-entity-avoiding route from ordinary M005.
RTN_M004's bank-2 value is a zero-based stage_object_slot_index. It approaches that current-stage
object and uses the same exact-tile/type-6-linked-exit completion contract as the coordinate providers.
Three of its 70 steps leave the cell unwritten and therefore receive an explicit semantic slot-0 default;
the generic raw bank remains absent in those rows.
RTN_M006 is the nearest-enemy form. Bank 2 is an inclusive maximum_target_route_steps, authored from
1 through 7 plus 10 and 20. It requires the normal-attack bit at encoded range 0, selects the nearest
active entity of another faction which remains eligible after SETMVWORK's offensive-action filtering,
randomizes equal-distance ties, and approaches a reachable tile nearest that enemy. Producing a valid
destination increments the step's progress counter.
RTN_M011 is the cyclic-waypoint form. Bank 4 is a one-based waypoint_ordinal; only the step whose
ordinal minus one matches entity_patrol_waypoint_indices[current_entity] executes. Arrival advances
that runtime index modulo the largest RTN_M011 ordinal in the selected routine set. Bank 5 is an optional
path_cost_limit_override; zero or an unwritten cell falls back to the entity's current FS.
RTN_M007 is the injured-ally form. Bank 2 is maximum_target_route_steps (authored as 5 or 10) and bank
3 is an inclusive maximum_target_hp_percent (50, 70, or 80). It runs MVSEEK from the acting entity,
keeps active non-self entities of the same faction below the HP cutoff and within the route-step radius,
selects randomly among the nearest tied allies, then chooses a reachable movement tile nearest that
ally. Producing a valid destination increments the step's progress counter.
RTN_M010 is the Healing Feather form. Bank 2 is a resource_index into current HP/SP/FS and their
max-stat columns; all seven shipped cells are unwritten, so the generated join explicitly projects the
zero/HP default without fabricating a raw assignment. Bank 3 is an inclusive
maximum_resource_percent, authored as 30 or 50. When the selected current/max percentage passes, the
provider chooses the nearest active OBINIT type 15 or 16 object (治癒の羽, full status recovery, or its
single-use red variant) and approaches a reachable tile nearest it.
RTN_M015 is the Magic Pillar form. It chooses the nearest active OBINIT type 2/3/4 object (small,
medium, or large 魔力の柱) whose runtime ownership state differs from the acting entity's faction.
Bank 2 is an inclusive maximum_target_route_steps, authored from 2 through 6; the provider produces
movement only when the chosen foreign-controlled pillar is within that radius.
RTN_M008 is the unrestricted-radius form of that Magic Pillar search: it chooses and approaches the
nearest active foreign-controlled type-2/3/4 object without consulting a parameter bank. Its sole
authored bank-2 value is therefore retained under ignored_movement_parameters, not presented as a
behavior input. RTN_M001 likewise reads no parameter bank; it advances the current routine step's
per-entity progress counter and sets the execution state. Its two authored cells are preserved as unread
residue. These three cells are the complete authored-but-unread movement-parameter set.
RTN_M013 approaches terrain permitted to a selected faction. Bank 2 is target_faction_filter: a
nonzero value selects that faction's bit, while zero/unwritten means any faction except the actor's own.
The provider requires the current tile not already to match that mask and selects the nearest reachable
tile whose tile_faction_traversal_masks cell overlaps it. Three of its four steps use the explicit
zero default.
RTN_M014 retreats from nearby enemies. Bank 2 is an inclusive
maximum_threat_route_steps, authored as 3 or 6. It collects active foreign-faction entities within
that route radius, sums a proximity surface from all collected threats, removes occupied and
movement-unreachable tiles, and randomly chooses among the lowest-positive-score tiles. This makes the
destination the reachable tile farthest from the nearby threat set rather than merely farthest from one
enemy.
RTN_M003 is a parameterless normal-attack routing provider. It requires the normal-attack bit, builds the actor's movement-limited MVSEEK grid, and runs SETMVWORK so active foreign-faction entity tiles remain eligible only when the normal attack's element has positive effectiveness. It then requires the target tile's movement cost to fit current FS, ranks candidates by descending remaining-route score with randomized ties, and accepts the first candidate for which SETROUTE constructs a path. Success advances progress and returns state 1, so FIELD performs movement rather than battle.
RTN_M017 is the low-HP finisher variant of M003. It uses the same normal-attack, MVSEEK, SETMVWORK, current-FS, and SETROUTE eligibility pipeline, but orders the surviving foreign targets by ascending current HP instead of descending remaining-route score. It attempts routes in that order and returns movement state 1 for the first target that yields a path.
RTN_M051 is a parameterless immediate-attack selector. ATSEEK supplies a one-based range band for each
enemy tile; CALCSCOPE supplies the normal-attack/equipped-skill bits and their attack elements at each
band. M051 keeps active foreign targets for which at least one allowed action has positive effectiveness
against the target's equipped or unit defense element. Encountering a closer band clears the accumulated
candidate list, after which a target is randomized from the retained entries. It then randomizes among
the effective actions in the tracked closest band, writing zero for a normal attack or an equipped skill
id. Success stores target_entity_index and entity_selected_action_ids[acting_entity_index], advances
progress, and returns state 2 so FIELD enters battle without producing a movement route.
RTN_M052 is M051's low-HP immediate-attack variant. It applies the same active-foreign-target, range-mask, target-defense-element, and positive-effectiveness tests, but keeps only targets tied at the lowest current HP and randomizes among those ties. After choosing the target, it reloads that target's actual ATSEEK range band, randomizes among the effective normal attack/equipped skills enabled at that band, stores the target and action, and returns immediate-battle state 2 without movement.
MVSEEK's mode contract is also now explicit. Mode 0 replaces the input coordinate with the current
entity tile and seeds the origin with movement+1, producing the movement-limited reachability grid.
Modes 1/2 retain the caller coordinate and seed it with 9999, producing a broad target-distance grid;
mode 2 additionally applies the foreign-entity terrain mask described above. Every traversed edge
decrements pathfinding_remaining_route_steps, so origin minus target is the route-step distance used
by M006/007/015.
movement_steps now carry these selector-scoped semantic fields beside the original
movement_parameter_1..4, and top-level movement_provider_parameter_schemas records the reusable
mapping, target-selection rules, zero/unwritten behavior, and authored fields proven unread by their
provider. All 977 populated movement-parameter cells are now accounted for: 974 semantic inputs and
three explicit residue cells. The three used providers still without schemas (M002/009/061) have no
populated parameter cells, so their remaining work is behavior decoding rather than column semantics.
The supporting runtime joins are now curated too:
entity_runtime_flags,
entity_faction_ids, entity_tile_x/entity_tile_y, the fourteen-column entity_effective_stats,
current HP/SP/FS, stage_object_runtime_flags, movement_search_mode,
offensive_action_scope_masks, pathfinding_remaining_route_steps,
pathfinding_filtered_route_scores, pathfinding_movement_costs, and the per-entity patrol waypoint
index. The faction-specific terrain masks used by M013 are curated as
tile_faction_traversal_masks. M051's shared action-selection ABI also names acting_entity_index,
target_entity_index, attack_range_distance_grid, the offensive range/mask/element tables,
attack_element_effectiveness_percent, equipped active-skill slots, and the per-entity selected action.
The curated registry — vm-map/globals.toml (2026-07-07)
The v1 auto map (build/global-var-map.json) infers shapes but cannot recover branch-flag
meaning — and is sometimes wrong (it labels 0xa57, the Lily form-A story flag, as a
"string-table"). The curated registry fixes this, modelled exactly on vm-map/opcodes.toml:
vm-map/globals.toml— the only hand-edited source. One[[global]]per known address:name,category(story-flag/index-pointer/data-table/string-table/ui-toggle/choice-output/counter/unknown),type, optional row-tablecolumns,value_domain,usage, and provenance (source/confidence/depends_on).tools/globals_build.py --buildmerges curated entries over the auto map →build/globals.json(machine) +docs/global-reference.md(generated human view).--lintchecks vocabulary, the auto-shape≠high rule, and danglingdepends_on.sys4loadreadsbuild/globals.jsonfor operand labels (curated names win, shown asname(category); the auto tail is kept only at high/med confidence). Regenerate the.asmcorpus withtools/extract_phase2.pyto pick up new labels.
Story-state flags (the first populated category)
Story flags are scalar globals that ADV/progression logic branches on (chapter, character
forms, choices, routes) — a category the auto shape map never enumerated. tools/story_flags.py
is a 100% static miner: it flags a global as a candidate when it feeds a comparison (eq/ne/
lt/lte/gr/gre), a logical (and/or), or a jcc condition, and is not a genuine table/
index in the shape map. Per candidate it records compared-against constants (→ value domain), the
writer set (progression-written but scene-read = strong story flag), total- and scene-reach, and
near-universal (ADV-chrome) status → an auto category + confidence. Output:
build/story-flags-candidates.json (review surface: 1261 branch-read globals, 205 story-flag
candidates); --bootstrap seeds high-signal skeletons (med-confidence, non-chrome) into
globals.toml for human naming. Dynamic confirmation of a flag's reach stays separate —
Age.Cli sweep 0xADDR=VAL.
Reading the catalog: reach_scenes > 0 = the flag changes SC/SP scene dialogue directly (e.g.
0xa57 Lily form, scene-reach 78). reach_scenes = 0 with progression writers = a
progression/menu-layer flag read by the game-flow scripts, not scenes (e.g. 0x3234 chapter, read
by SCJUMP/FIELD). Known/named anchors: 0x3234 chapter_mode (enum 1..9), 0x3231
game_mode (adjacent mode selector), 0xa57/8/9 Lily forms A/B/C (boolean, externally set),
0x62ccf/0x62ccc SCJUMP decision outputs, 0x6642c route_branch (BUNKI = 分岐 writer),
0x6c9–0x6cd UI toggles. Config/settings globals written by CONFIG/INITCONFIG (scene-reach 0)
are not story flags — the miner over-tags them; they are recategorized unknown when curated.
Future step — growing the map
The v1 map labels shapes and tables; the next increments add meaning, cheapest first:
- Continue INIT semantics by evidence density. ITINIT/SKINIT, EBINIT, STINIT, CCINIT, SCINIT, and RTINIT now have machine-readable investigation surfaces and semantic joins; EBINIT's populated schema is fully named, STINIT's joined object/enemy payloads are decoded, and CCINIT's 71 class-change rules expose predicates and effects. SCINIT closes the progression decision-to-scene join, and RTINIT's twenty movement/battle banks are structurally decoded with every populated movement-parameter cell classified and 1,027 of 1,043 movement steps joined to provider behavior. Next close the tiny behavior-only RTN_M002/009/061 tail; never assign one universal meaning to a parameter bank whose meaning varies by provider selector.
- Extend message-table joins beyond the completed ITMES/SKMES pair (
VIMES, other id dispatchers, …) and fold in otherset-string/copy-to-globalwriters not covered by the*INITset. - Label 2D record tables by their readers — cross-reference which scripts read each
rec[sN]table and infer purpose from context (e.g. RECOVER's 30-wide tables ↔ a status/recovery system). Static, medium effort. - Name which stat each field is (Frida). The one step needing live tools: change a
known value in-game (take damage, gain XP), watch which global moves → definitive
field@X = "HP". Reserve for the fields that matter; this is the last mile.
Re-run tools/global_map.py after each increment; sys4load picks up the new labels
automatically (it reads build/global-var-map.json at load).
How the two relate
#1 names functions (the call graph); #2 names data (game state). In RECOVER, #1 turns
call-script 0x329d into CALCREVISE.BIN; #2 turns C[unit][s] = E[unit][s] into unit.hp[s] = unit.maxHp[s]. Both are now largely in hand: #1 is SOLVED (the SYS4INI-index dispatch reverse —
turned out to need the engine, and the Ghidra loop delivered it), and #2 has a partial static map
(the *INIT handholds) that grows on demand.