Files
OpenMaidEngine/docs/name-resolution.md
gamer147 14ad23b8c7 Resolve call-script dispatch: id = raw SYS4INI file index
Native-RE (Ghidra) cracked call-script <id> (opcode 0x03): its handler
FUN_0041bc90 -> loader FUN_0040e980 -> resolver FUN_0044f390 indexes an
80-byte record table at base + id*0x50 == the SYS4INI record layout. So
`call-script <id>` is a direct RAW index into the SYS4INI global file
table (the asset index we already parse) -- there is no separate on-disk
id->code registry. This resolves name-resolution.md #1, statically, no
Frida.

Confirmed: all 297 distinct corpus call-script ids resolve to a .BIN
script with a semantically-exact name (0x1ab->ADDITEM, 0x2ae7->MES,
0x143->BUNKI, 0x329d->CALCREVISE), 0 out-of-range, 0 alternate-pack.
Companion op 0x8f `call` is an intra-script JSR (FUN_0041fba0), not
cross-script.

- parse_sys4ini.py: preserve `raw_index` per entry (= the engine file id;
  index the RAW records incl. '@' placeholders) + emit
  build/callscript-names.json (id->name).
- sys4load.py: annotate `call-script 0x1ab =ADDITEM.BIN`.
- opcodes.toml 0x03/0x8f refined (source=investigation, confidence high,
  handler VAs) + rebuilt opcode-reference.md.
- docs: engine-re.md (op 0x03 section + backlog re-aimed),
  name-resolution.md #1 (SOLVED), script-inventory.md (call graph +
  living-reference decision), tools-reference.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-07 12:44:51 -04:00

196 lines
13 KiB
Markdown
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
# 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. **Remaining (functional, not naming):** the C# VM still stubs `call-script`
execution; implementing it (load `.BIN` by id, push frame, run, return) is the follow-up. 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.BIN` is **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:
- ~~Decode `SCJUMP.BIN`~~ **RULED OUT as the registry (recon 2026-07-06).** `SCJUMP.BIN` (29,796
instrs) is a **progression state machine**, not an id→code table: it switches on `global 0x3234`
(mode 19) then nested `eq`/`ne`/`and`/`jcc` on flags, ending in `mov`s to output globals. It
decides *what comes next* via state; it barely uses `call-script`. Useful for game-flow logic, not
for resolving `call-script` ids. So the id→code registry is genuinely engine-level.
- **Watch the engine resolve one (Frida)** — breakpoint the `call-script` handler in the running
game, log `id → 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.
**Update (2026-07-07):** SCJUMP's *decision logic* is now decoded — `(chapter_mode, guards) →
decision value` — see `docs/scjump-progression.md` and `tools/scjump_decode.py`. That confirmed
SCJUMP is not the `call-script` registry (it produces a decision value, not a script id). Then the
Ghidra + MCP loop **cracked `call-script` itself** (the SOLVED banner above): via the opcode-dispatch
table it walked the handler → loader → resolver and found the id is a raw SYS4INI file index. What
remains of the earlier `decision→scene` question is now narrow: scenes are `SCxxxx.BIN` records loaded
through the *same* id-indexed loader, so the only open piece is where the SCJUMP decision *value*
becomes a scene *id* (a caller of SCJUMP). The `u00428010` guess for that hop was disproven via Ghidra
(it's a graphics command-buffer op; see `docs/engine-re.md`).
---
## #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:
1. **The `*INIT` scripts are the writers, and we already extracted them.** `EBINIT`/`ITINIT`/
`SKINIT`/`CGINIT`/`MPINIT` populate global arrays with names and data (`build/data/*.json`).
The base address `EBINIT` writes 277 unit names into *is* the unit-name table. Each JSON's
`name_array_base`, `desc_array_bases`, and `field_columns` are literally global addresses we
can label by which table wrote them.
2. **Strings anchor the string side for free.** `set-string` writes skill names to
`global-string 0x23a3…` → that array is the skill-name table. `*MES` tables likewise.
3. **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.
4. **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 13. 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, 2026-07-06).** `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. **First result: 16,354 of 49,435 distinct globals labelled**
| kind | count | example |
|---|---|---|
| string tables (names/descs/messages) | 3,199 | `0x23a3` = skill-name table |
| per-entity data-field arrays (from *INIT) | 12,700 | dense = shared fields, `?` = sparse per-entity |
| row-major record tables (from access shape) | 122 | `0x52383` = record-table[stride 30] |
| 1D arrays | 307 | |
| 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.
### 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`, `value_domain`, `usage`, and provenance
(`source`/`confidence`/`depends_on`).
- **`tools/globals_build.py --build`** merges curated entries *over* the auto map →
`build/globals.json` (machine) + `docs/global-reference.md` (generated human view). `--lint`
checks vocabulary, the auto-shape≠high rule, and dangling `depends_on`. `sys4load` reads
`build/globals.json` for operand labels (curated names win, shown as `name(category)`; the auto
tail is kept only at high/med confidence). Regenerate the `.asm` corpus with
`tools/extract_phase2.py` to 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),
`0x6c90x6cd` 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 (planned, not yet done)
The v1 map labels *shapes and tables*; the next increments add *meaning*, cheapest first:
1. **Fold in the `*MES` message-table writers** (`ITMES`, `SKMES`, `VIMES`, …) and any other
`set-string`/`copy-to-global` writers not covered by the `*INIT` set — pure static win,
extends the string/data labels. (Also: most name-table bases are *read* rarely — reads
likely go through `*MES`/an indirection; tracing that would connect names to their readers.)
2. **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.
3. **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.