35 KiB
Phase A — Vertical Slice Plan (the first build step)
Concrete execution plan for Phase A of remake-architecture-and-roadmap.md. Decided over the
alternative (fully decoding SCJUMP.BIN) after recon showed SCJUMP is not the gating unknown.
Why the slice, and why headless-first
SCJUMP recon (2026-07-06): SCJUMP.BIN is a 29,796-instruction progression state machine,
not the call-script registry. Top level switches on global 0x3234 (mode 1–9 → big blocks); each
block is nested eq/ne/and/jcc on flags, ending in movs to output globals. Almost no
call-script. So it decides what scene/branch comes next via state, and does not resolve
call-script id → code. Consequence: the id→code registry stays engine-level (deferred), but the
slice can stub call-script — it is not gating for running one scene's dialogue.
Correctness bootstrap (roadmap §5) drives the ordering: the VM must be validated-correct before
it is trustworthy. Our strongest oracle is build/text/dialogue.jsonl (the show-text lines per
script). So the very first slice is headless and text-only, validated by that oracle — no Godot,
no AGF, no audio, no dispatch registry. Only once the VM reproduces dialogue do we add rendering.
Phase A therefore splits:
- A0 — headless VM, dialogue-validated (Python prototype). ← immediate, executable now.
- A1 — port the validated model to C# (the runtime's VM core).
- A2 — Godot ADV backend (render one scene with visuals + voice).
A0 — Headless VM validated by the dialogue oracle
Goal: a Python interpreter that executes one ADV scene's bytecode and emits its show-text
sequence; that sequence is a coherent, in-order subsequence of the script's static dialogue.jsonl
lines. This proves the execution model — control flow, operand/pointer semantics, string handling,
and the no-op-marker assumptions — before any C#/Godot investment. Reuses tools/sys4load.py for
all parsing/decoding (no new parser).
Execution model to implement
- Memory: one flat global bank =
dict[int,int](globals are raw offsets into one space;global-int A⇒G[A], default 0). Per-call local frame with typed banks sized by header F0–F5 (local_int[F0],local_float[F1],local_string[F2], …). - PC / control flow: build
offset→instruction-indexmap fromsys4loadinstructions (each has.offset= dword index; jump targets are dword indices).jmp t→ pc = map[t].jcc(cond, A, B)→ cond truthy ? goto A : goto B, where0xffffffff= fall through (confirmed model from RECOVER). - Operand resolution by type: imm→value; global-int→
G[value]; local-int→frame.int[value]; string(2)→decoded string at dword offset; float/global-string/etc. analogous. - ⚠ Pointer/lvalue semantics — the key modeling task. RECOVER proves
-ptroperands are lvalues:lookup-array(dst_ptr, base, idx)yields a reference toG[base+idx];movthrough a ptr writes to the referenced cell; reading a ptr rvalue dereferences it. Model a ptr slot as holding an address into the global bank; nail this so the RECOVER array-copy produces correct results (unit test it directly). - Opcode handlers (~52 named ops):
- arithmetic/bit
add sub mul div mod and or sar shl→p1 = p2 ⊙ p3. - compares
eq ne lt lte gr gre→ 0/1. mov(incl. through ptr),lookup-array(p1=mem[base+idx]),lookup-array-2d(p1=mem[base + i*stride + col]),copy-to-global,set-array-to,bit-set/reset,check-bit.- control
jmp call jcc ret exit exit-script. - string
set-string concat strlen toString. - ADV capture:
show-text→ append (arg text) to the emitted list;end-text-line,wait-for-input,set-font,comment→ capture/skip (no visible state).
- arithmetic/bit
- Markers → no-op (this TESTS the classification):
0x1f4 0x1f5 0x1d5 0x1bc 0x1bfskip; tentative0x21b 0x1d2 0x258skip — if dialogue stays correct, the no-op assumption is validated. call-script→ STUB: log(id), return immediately. (Its dialogue belongs to other scripts; stubbing keeps the emitted set = this script's own lines.)- Effectful (draw/texture/audio/ui/input) → STUB: log and ignore.
- Unknown/other opcodes → log + no-op, so a rare op doesn't halt the run (record coverage).
Oracle & scene choice
- Oracle: with calls stubbed and default state, every emitted
show-textline must be a real decoded string from the script's pool, and the sequence must be an in-order subsequence of that script'sdialogue.jsonllines (≈ equality for a linear scene). Catches: garbage strings (bad operand/ptr handling), impossible ordering (bad control flow), missing/extra lines. - Scene pick: choose a short, mostly-linear ADV scene — high
show-textcount, lowjccdensity, fewcall-script. Selection step: rankSC####/SP####by(show-text count) / (jcc + call-script count), small size. Known-good fallback:SC0030.BIN(dialogue verified). Also run a RECOVER unit test to validate pointer/array semantics independent of dialogue.
Steps
tools/vm0.py: load a script viasys4load, build offset→index map, frame + global bank.- Implement operand resolution + the arithmetic/compare/mov/lookup/control handlers; unit-test on
RECOVER.BIN(array copy + both loops must produce correct global writes). - Add ADV capture + markers-as-noop + call/effectful stubs; add opcode-coverage logging.
- Run on the chosen linear scene; diff emitted
show-textvsdialogue.jsonl(subsequence check); eyeball the first ~15 lines for coherence. - Iterate until several scenes pass; record which ops/markers were exercised and any surprises (esp. whether the tentative-no-op markers hold).
Success criteria (A0 done)
- RECOVER unit test passes (pointer/array model correct).
- ≥3 ADV scenes: emitted
show-textis a coherent in-order subsequence of theirdialogue.jsonl, no garbage strings. - Coverage report of which opcodes actually executed (drives A1/A2 priorities).
- The no-op-marker assumption is confirmed or corrected with evidence.
A0 result (2026-07-06) — execution model VALIDATED
tools/vm0.py built (reuses sys4load; ~250 lines). Results:
- RECOVER unit test PASSES — all 7 checks (block-1 3-field copy, block-2 restore + flag, both
skip-guards). The pointer/lvalue model, 2D stride indexing, both loops, and two-way
jccall execute correctly. The core execution model is proven. - Full SC/SP oracle sweep (
vm0.py --sweep): 282 / 294 scenes DIALOGUE-VALID = 95.9%. Every emittedshow-textline is checked (by string offset) as an in-order subsequence of the script's staticdialogue.jsonllines. Zero STRAY and zero ORDER violations across all 294 scenes — the model never emits a garbage string and never emits dialogue out of order. 279 CLEAN (valid + naturalexit); 3 OK/LOOP (valid subsequence, halted by the loop-guard); 12 EMPTY; 3 skipped (no static show-text). SC0000 = 326 static / clean; SP0062 = 220/220 CLEAN.
A0-remainder work done (2026-07-06, session 2):
- Loop-guard added (
EMIT_CAP=2): halt a run once any single line is re-emitted a 3rd time — a semantic guard tied to the oracle (vs. a blind step limit), and it classifies the scene LOOPED instead of spewing garbage. The 3 zero-state spinners (SC0010/SC0600/SC0200) now terminate cleanly in <12k steps and their emitted lines are all valid. - SP0062 "stray" was a measurement artifact, not a bug — the precise offset-based oracle shows it CLEAN (220/220, natural exit). Offset-match ⟹ text-match (VM decodes each string at the same offset the extractor did), so CLEAN is trustworthy.
0x71(label-def) folded into the no-op marker set — structural, no runtime effect.- Sweep + single-scene diff harness added to
vm0.py:--sweep [N](coverage table over all SC/SP),--scene NAME(detailed diff for one script), plusload_oracle/subsequence_status.
op 0x90 investigated in depth — it is input chrome, NOT a correctness hole (full evidence:
vm-map/opcodes.toml op 0x90 details). Kelebek left it "ukn"; corpus analysis resolves it:
0x90 x y w h tgt_a tgt_b tgt_c (argc 7) is a cursor/input hotspot hit-test that branches per
interaction outcome and falls through to pc+1 when nothing matches (design-confirmed: enc.len 15
lands the next instr on the fall-through statement). It occurs ONLY in a shared ADV-chrome subroutine
that is byte-identical in all 301 ADV scripts — exactly 8 sites each (5 immediate-rect buttons at
(684..772, 572) toggling G[0x6c9..0x6cd] + 3 local-operand keyed forms), zero scene-specific
use. Headless (no cursor/input) ⇒ fall through ⇒ vm0's stub is already correct, proven safe by
all 279 CLEAN scenes (which contain these same 8 sites). op 0x97 (argc 5, no targets) is its
companion register-hotspot call. So 0x90 stays as fall-through in A1 with confidence; it is modelled
as a live hotspot test only in A2 (Godot input backend), confirming target→state mapping via Frida.
The 12 EMPTY scenes — state-gated interactive screens, not a model failure. Traced SC0830: it
exits early because G[0xaba5c]==1 gates the content; past that gate the dialogue sits behind the ADV
input-wait loop (the hotspot-polling chrome above), so with no seeded state and no input the scene
exits or spins before reaching text. Unlocking them = seed per-scene state + supply input →
Phase A2/B, not an A0 model fix.
⚠ Honest scope of the 95.9%: the subsequence oracle proves no-garbage / in-order, not a complete path — inherent to a subsequence oracle run headlessly (interactive/state-gated branches take the no-input path by design). That anti-garbage guarantee is exactly what A0 set out to prove.
Confirmed by this run: the classified no-op markers (0x1f4/0x1f5/0x1d5/0x1bc/0x1bf + tentative
0x21b/0x1d2/0x258, now + 0x71) are safe as no-ops for ADV flow; call-script is stubbable;
effectful ops (draw-texture/create-texture/play-voice/0x1f7/0x202/0x203/…) stub cleanly.
✅ A0 COMPLETE. Success criteria met: RECOVER unit test green (pointer/array/control-flow model
proven); 282 ADV scenes emit clean in-order subsequences with zero garbage; coverage number recorded;
no-op-marker assumption confirmed at scale; op 0x90 (the last big control-flow unknown) resolved as
input chrome whose fall-through stub is correct headless. Next = A1 — port the model to the C# VM
core, differential-test against vm0.py. 0x90/0x97 stay stubbed (correct headless); the interactive
input path + per-scene state seeding land in A2 (Godot backend) alongside the real hotspot model.
A1 — Port the validated model to C# ✅ DONE (2026-07-06)
Reimplement the A0 execution model as the runtime VM core in C# (the language decision from the roadmap; GDScript is too slow for the loop). A0 is the reference: differential-test C# against the Python prototype's traces on the same scenes. Port the container parser too (or load via a shared spec). Deliverable: headless C# VM reproducing A0's results.
Result: engine/ .NET 8 solution (Age.Engine classlib w/ Model/Vm/Sys4/Hosting seams +
Age.Cli + xUnit tests). RECOVER passes; the C# trace is byte-identical to vm0.py --trace across
all 297 SC/SP scenes (offsets+halt+steps). (Historical: this parity held while call-script was
stubbed; once call-script execution landed [2026-07-07], vm0.py was retired from oracle duty and
TraceDiffTests removed — see the call-script EXECUTION section.) Version-neutral Script contract enforced (VM core never
references Sys4). Spec/plan: docs/superpowers/{specs,plans}/2026-07-06-a1-csharp-vm*.md.
A2 — Godot ADV backend (one scene, with visuals)
Wire the C# VM's effectful ops to Godot: show-text/message window (+ furigana via display-furigana),
set-font, wait-for-input, choices, play-voice/play-bgm, and create-texture/set-texture/
draw-texture/draw-string for the background + sprites. Convert the scene's AGF art with the
on-disk AGF2BMP2AGF.exe. Resolve just-enough call-script/state so the scene's setup runs (or
hand-set the preconditions). Deliverable: the chosen scene playable in Godot — bg + dialogue +
a choice + voice — matching A0's text.
A2a — Interactive dialogue loop ✅ DONE (2026-07-06)
Godot 4.7 (.NET, S:/Godot/Godot_v4.7-stable_mono_win64) project in godot/ referencing Age.Engine
in-process. VM gained one hook (IHost.WaitForInput, opcode 0x72); suspend/resume via a worker thread +
blocking SemaphoreSlim in GodotAdvHost, UI marshalled with CallDeferred. Plays SC0000 page-by-page,
pauses at wait-for-input, resumes on click/Enter. Headless self-test (--headless -- --selftest)
asserts the emitted 186-line offset sequence == build/vm0-trace.json; A1 engine tests stay 7/7.
(Historical: the selftest was later rewritten [2026-07-07] to run a SYNTHESIZED scene through the
plumbing and match a live headless run — full call-script handling, no vm0/frozen golden — see the
call-script EXECUTION section.)
Toolchain: godot --headless --path godot --import → dotnet build godot/Himegari.csproj →
godot --headless --path godot [-- --selftest]. Spec/plan:
docs/superpowers/{specs,plans}/2026-07-06-a2a-godot-dialogue*.md.
Next = A2b: background via AGF2BMP2AGF.exe, play-voice/play-bgm, choices → VM globals,
just-enough call-script/state (unlocks richer scenes).
A2b-Background — FIRST-PASS RENDER LANDED (2026-07-06)
Resolution solved (docs/asset-resolution-re.md: resId → files[section_base(scene)+resId]) and wired
into a live render. Shipped: Age.Engine/Sys4/ResourceMap.cs (loads build/asset-index.json +
build/asset-sections.json; Resolve(scene,resId) → AssetEntry; TexturePath → pre-converted BMP);
GodotAdvHost implements create/set/draw-texture (slot → TextureRect composited behind the dialogue
in a _stage layer); IHost.DrawTexture + VM dispatch extended to pass the destination x/y (draw-texture
args 7/8); project.godot window = 800×600; convert_agf.py searches all archives + --scene batch.
Engine 8/8, C# --selftest still byte-matches the vm0 trace (VM behaviour unchanged). Works end-to-end:
the VM executes set-texture(resId) → ResourceMap resolves across archives → BMP loads → composite; the
full-screen event-CG layer (EV052*) renders correctly as the opening plays.
Known first-pass limitations (all one subsystem = graphics geometry/blend, the next chunk):
- Only the full-screen layer is correct. Sprites/effects and
BG*backgrounds routed through the CG-load subroutine (label_12649) derive width/height/position from native ops we still stub —0x208(get-texture-size) + the sprite position/registration/animation chain — so theirdst/sizeare garbage (backgrounds land off-center, e.g.BG030A dst=(300,300); sizes come out0x0). Only the immediate full-screen draws ((0,0) 800×600) render right. - No alpha/blend.
AE*full-screen fade/flash effects draw opaque and instant (a static grey/white sheet over the CG) instead of alpha-animating. No chromakey either (sprites would show green boxes — moot until they position). - Slot model is an approximation. We use one
TextureRectper slot, replace-on-draw; the game actually blits onto slot 0 as an immediate-mode canvas (everything composites into slot 0). - AGF is pre-converted to BMP offline (
convert_agf.py --scene); a runtime C# AGF decoder is deferred.
Next chunk — graphics-geometry/blend subsystem: implement 0x208 (host returns the slot's real image
dims) + the sprite position/registration ops so geometry is correct; add alpha/additive blend for fades +
green chromakey; likely move to a proper canvas/blit compositor. Fixes sprites, background placement, and
fades together. (Superseded: the id-specific plan in docs/superpowers/plans/2026-07-06-a2b-background.md.)
A2b-Audio — WIRED, plays end-to-end (2026-07-06)
Audio wired, OGG plays natively in Godot (no Frida, no decode/geometry work). KEY FINDING — the two audio ops use DIFFERENT addressing (the initial "unified manifest" assumption was WRONG for BGM):
play-voice→ per-scene manifestfiles[base+id], offset 0 (same asset-texture).play-bgm→ DIRECT LITERAL NAMEid → BGM{id:03d}.OGG(DATA3), NOT the manifest.
Shipped: IHost.PlayBgm/PlayVoice; VM dispatch routes play-bgm(0xbf)/play-voice(0xc4) (both argc 1);
the three non-Godot hosts (CaptureHost, test RecHost/CountHost) no-op them so --selftest + engine 8/8
stay byte-identical (audio ops still pc+1, step count unchanged); ResourceMap.BgmPathById(id) (direct
name) for BGM + ResourceMap.AudioPath(AssetEntry) (manifest Resolve) for voice; Main loads via
AudioStreamOggVorbis.LoadFromBuffer into two AudioStreamPlayer nodes (BGM Loop=true; voice Loop=false,
interrupt-on-new). Headless run: 0 OGG-load failures, selftest byte-parity OK.
BY-EAR VALIDATED (2026-07-06, systematic-debugging). User confirmed voices play on their lines
(play-voice med→HIGH). Two reports root-caused:
- BGM off-by-one → FIXED (real root cause, resolver changed for BGM only). Real game plays BGM005 for
play-bgm 0x5and BGM008 for0x8; we mis-played BGM006/009 because we resolved BGM via the manifest (files[5]=BGM006). BGM is actually addressed by direct nameBGM{id:03d}.OGG. Proof:play-bgm 0x23 → BGM035.OGG, a real standalone track (the BGM set skips 030-034) that the manifest mis-resolved to a graphics entry (files[35]=EV049AA.AGF). Voices are NOT off-by-one — the manifest interleaves graphics/ voice (files[35]=EV049AA,[36]=MAN999,[37]=EV052CA,[38]=SYL0001), soid-1would land voices on.AGF(silent) but they play ⇒ voice offset is exactly 0. So the fix is BGM-specific; voices/textures unchanged. Corrects the earlier "Frida-confirmed play-bgm 5→BGM006" record (a mis-attribution). - Lily silent = correct, form-gated (NOT a bug). Her lines use a 3-way dispatch on form flags
G[0xa57](A)/G[0xa58](B)/G[0xa59](C): exactly one is 1 in the real game (her current form), else the linejmps past with no voice. Our harness seeds no globals → all zero → every Lily line skipped. Proven by seeding:audio SC0000.BIN 0xa57=1→ 35 LILA clips fire in order (form B→LILB, C→LILC). Left unseeded by user choice (no dummy state); Lily stays silent until real cross-scene state flow (Phase B) exists.
Diagnostic tool added: Age.Cli audio <SCENE.BIN> [0xADDR=VAL ...] — runs a scene and dumps executed
play-bgm/play-voice ops in order (BGM direct-name, voice manifest), optional global seeding. Used for all
of the above. Watch-items: BGM looping is whole-file for now (Eushully OGGs may carry LOOPSTART/
LOOPLENGTH Vorbis comments — refine later); play-sound-effect(0xb4, argc 2) left stubbed (arg roles
unconfirmed).
A2b-Geometry — 0x208 keystone + blit compositor (2026-07-06)
Spec/plan: docs/superpowers/{specs,plans}/2026-07-06-a2b-graphics-geometry*.md. Shipped & verified:
the CG-load subroutine (SC0000.asm label_12649) computes all sprite/background geometry in
bytecode (add/sub/div/lookup-array); the only missing native primitive was 0x208 = get-texture-size(slot) → (out_w, out_h). Implemented as a real VM op (IHost.GetTextureSize, writes
the two output globals); non-Godot hosts return (0,0) so trace/selftest parity holds (engine 11/11,
--selftest byte-identical). Replaced the TextureRect-per-slot approximation with a faithful 800×600
immediate-mode blit compositor (Main.BlitSlot: _screen.BlitRect(src rect → dst) in execution order,
one displayed TextureRect; source dims read from the pre-converted BMP header on the VM thread via
BmpHeader.ReadDims, so the bytecode's geometry math sees real sizes synchronously). New diagnostics:
Age.Cli gfx <SCENE> (headless numeric oracle — dumps per-draw resolved file + computed geometry) and
godot … -- --shot <png> [--shot-page N] (page-gated screenshot capture). The opening event-CG sequence
renders correctly — full-screen CG at (0,0) with dialogue over it (verified by screenshot, SC0000
pages 1/3).
Slot-0 seed (bug found & fixed via the gfx oracle + user eyeball): slot 0 is the primary/screen
surface (800×600), normally created by engine-boot init the single-scene harness skips. Cold, 0x208
measured 0×0, and the anchor-preserve math (base' = center − (w_new/2, h_new)) then wrote a corrupted
(−400,−600) into the persistent base globals — so the first CG was grey and CG2 inherited the
corruption. Fix: seed _slotDims[0] = (800,600) (and record create-texture(w,h) dims) so the first CG's
anchor stays an identity. This is the faithful stand-in for the skipped boot-time primary-surface creation.
Post-opening bg/sprite drift — ✅ RESOLVED (2026-07-07): native gfx ops + missing INIT2 boot state.
⚠ Corrects an earlier wrong "state-divergence-only" verdict here. Symptom (screenshot
Screenshot 2026-07-06 211353.png): everything blits through slot 0 as an immediate-mode canvas; the
anchor-preserve base globals accumulate drift across differently-sized textures (BG030A→(300,500),
next→(450,100), →(800,350)… marching bottom-right; the background ends up pinned off-centre / bottom-right
with the rest of the screen grey). Root cause = the stubbed native op 0x215 collapsing every draw onto
slot 0 (its return drives label_12649's slot-select).
The canonical decode + verdict now lives in docs/engine-re.md (op 0x215 section) — don't duplicate it
here. In brief: 0x215's real handler FUN_0042a0b0 (Ghidra) writes cmd-type 5 into the current gfx-object
record and returns a std::map::find over an engine-internal command-buffer registry (populated by sibling
gfx ops like 0x1a2). That return is native command-buffer state, not the VM global bank → seeding
story-state cannot fix it. So this is (b) a genuine native op, not (a) the Phase-B state-divergence
problem. The prior conclusion in this doc — grounded in a 2/s capture_gfx_objects.py poll of the object-record
array — was wrong: it observed the wrong structure (not the lookup map) and can't rule out transient records.
Resolution had TWO halves (canonical decode in docs/engine-re.md, op 0x215 + "The render drift's
SECOND half"; don't duplicate here):
- Native gfx ops (b): all 14 command-buffer ops (
0x1a2,0x1f7,0x1fa,0x1ff,0x202,0x203,0x212,0x213,0x215–0x21a) reversed + implemented against a host-sideGfxState(VM execution state;engine/Age.Engine/Model/GfxState.cs).0x215now returns distinct per-object slots. - Missing system-boot state (a): the CG handle array
G[0x62455..]is set by boot script INIT2 (via entrypointSYSTEM4.BIN), which a cold single-scene run skips → all CGs collapsed onto object 0. Supplied viaAge.Cli gfx --bootand Godot--boot(runINITCONFIG/INIT2/INITthroughGameSessionfirst). So the drift needed BOTH — not story flags, and not native-ops-alone.
Result: with --boot, the opening event CGs render correctly — screenshot-verified live in Godot
(--path godot -- --boot; the CGs that were entirely missing now fill the frame). Residual (deferred, not
regressions): AE* fade/flash effects draw opaque (alpha/blend deferred — a white "explosion" glow that
should fade stays); some object-slot CGs start with a zero anchor (cold gfx objects vs the real game's warm
ones — default object geometry is confirmed (0,0) in gfx_object_init_default, so not a missing default).
Next visual chunk = alpha/blend + effect fading (0x202/0x203 already store the packed color) + per-frame
compositing. NOTE the two-boot gap: our Phase-B --boot runs data *INIT scripts; this added the system
boot — a "full boot" should run both.
A2b — Scene completeness gauge (opcode coverage tracker, 2026-07-07)
To stop guessing how "done" a rendered scene is, tools/scene_opcode_coverage.py histograms a scene's
static opcodes and classifies each against the C# VM: impl (VM has a handler arm — real or a deliberate
no-op like set-font), safe-noop (no arm, but opcodes.toml marks it noop_headless — a statement /
block marker, correct to skip), or GAP (no arm and effectful → the VM silently pc+1s past it). The
implemented set is parsed from VirtualMachine.cs's case arms (single source of truth, no drift); output is
build/scene-opcode-coverage/<SCENE>.md. This makes a half-rendered scene legible: "N ops still stubbed",
not "something's wrong and we thought everything ran."
SC0000 baseline: 129 distinct opcodes / 16257 instrs. Instruction-weighted the VM already covers ~94.8% (impl 12368 + safe-noop 3053); the holes are 68 GAP opcodes / 836 instrs (5.1%). The GAP list clusters into concrete backlog buckets (drives the rendering roadmap below):
- ADV on-screen text —
draw-string(0x204)×205 +0x7atext-param×205 (1:1 paired). Dialogue text is currently surfaced viaIHost.ShowText→ GodotLabel; the engine's native glyph/window draw path is unmodeled (cosmetic for now, but it owns text layout/speed). - Unmodeled gfx-range cluster —
0x21c–0x243+0x2bd/0x2bf(e.g. 0x220×66, 0x22f×34, 0x228×33, 0x21e×25): siblings of the0x212–0x21acommand-buffer family we implemented, not yet reversed → the biggest single rendering unknown (likely sprite/effect/blend geometry). RE these next before more compositor work. - Timing —
sleep(0xc8)×20: animation pacing; fades/effects can't animate (only snap) until this exists. - Audio/SFX —
play-sound-effect(0xb4)×24 +0xb5/0xb6/0xc2/0xd9(channel/volume/stop control) — stubbed. - Scene coroutine —
0x7b×6 /0x7c×2 /0x140×1: the scene-coroutine framework backlog (multi-object scene setup routes through it; see the "SECOND latent gap" note in the status memory). - Misc VM-support ops — a long tail (
0x75-0x77,0x85/0x88/0x8b,0x93/0x94,0x197-0x1a4,0x1c7-0x1cf,0x1fd,0x20a/0x20c/0x20e, …), 1–2 sites each; mixed markers vs effectful — triage per-op as the VM reaches them.
Re-run per scene (scene_opcode_coverage.py SC0240 …) to gauge any target. The tracker also cross-checks
opcodes.toml metadata against VM behavior — it already surfaced 0x259 (script-entry marker) missing its
noop_headless flag (now reconciled).
A2b — Sprite transform/animation subsystem, opening slice (2026-07-07)
Spec docs/superpowers/specs/2026-07-07-gfx-animation-subsystem-design.md; plan
docs/superpowers/plans/2026-07-07-gfx-animation-subsystem.md; RE in docs/engine-re.md
("0x21c–0x243 sprite transform / ANIMATION cluster"). First slice of the 0x21c–0x243 cluster the
completeness gauge flagged.
Implemented (VM records, engine 50/50, full parity — sweep 284 exit/13 STEP-LIMIT unchanged): the four
opening-path anim ops — 0x21e set-anim-transform-norm / 0x220 set-anim-transform-abs (per-object transform
channel: target vec3 + 2 params + enable), 0x234 anim-start (animate toward a target vec3 over the clock),
0x238 set-anim-clock (GLOBAL, non-blocking duration). GfxState gained the per-object anim channel + a
global clock (passive — non-Godot hosts read none of it, so trace parity holds); RenderObject.AnimState carries
it to the compositor. RE correction: the clock is global 1-operand (not per-object), and anim-start carries
the target — the set_anim_clock handler's own comment confirms the wall-clock design ("drive animation in the
host's per-frame loop while the VM is parked at wait-for-input").
Compositor (Godot): a per-handle wall-clock alpha tween over the global clock + an alpha-aware BlitLayer
(3rd vec component = opacity), plus --shot-settle <frames> to capture mid-tween. Non-regressing: SC0000
opening page 2 is pixel-identical to baseline at settle 3 and 300; Godot selftest OK.
Tracker delta (scene_opcode_coverage.py SC0000): GAP 68→64 ops (836→741 instrs), impl 49→53,
correctly-handled 60→65/129 (50.4%).
⚠ Honest scope — the opening AE* explosion does NOT visibly animate from this chunk. The gfx oracle
(Age.Cli gfx --boot SC0000.BIN) shows the opening's AE* effect is AE001D → AE002B → AE003B blitted
immediate-mode onto slot 0 full-screen, each overdrawn by the next EV*/AE* — a frame sequence the
real game paces one-per-tick via sleep/the render loop. Our VM executes the whole burst instantly, so the
compositor only ever sees the final slot-0 state; the transient AE* frames never show. This per-object alpha
channel is the correct foundation for retained-sprite animation (character fades/scales via the handle
system), but the opening explosion needs frame-pacing — modeling the scene-coroutine / sleep 0xc8 timing
(0x7b/0x140/0xc8, still GAP) so the burst is not collapsed. That is the clearly-scoped next chunk for the
visible opening animation, and a genuinely different subsystem than the transform/alpha channel landed here.
Risks / open questions for A0
- Pointer/lvalue semantics — the main modeling risk; RECOVER is the litmus test.
- Initial global state — a scene may assume preconditions from earlier flow (
SCJUMP/prior scenes). Mitigation: default-zero globals + set the few a scene reads early; the subsequence oracle tolerates a shortened path. - Runtime vs static dialogue order — static
dialogue.jsonlis file-order (all lines); runtime is execution-order (branch taken). Hence subsequence, not equality; pick linear scenes to tighten it. - Hidden effect in a "stub" — a stubbed effectful op that actually gates control flow could skew output. Watch for divergence; promote a stub to a real handler if a scene needs it.
Immediate next action
Build tools/vm0.py and get the RECOVER unit test green (pointer/array/control-flow correctness),
then run the first linear ADV scene against the dialogue oracle. That single result tells us whether
the whole VM approach executes correctly — the load-bearing question behind option 3.
✅ call-script EXECUTION (2026-07-07) — subroutines now run in the C# VM
Spec docs/superpowers/specs/2026-07-07-callscript-vm-execution-design.md; plan
docs/superpowers/plans/2026-07-07-callscript-vm-execution.md. Enabled by the native-RE finding that
call-script <id> is a raw SYS4INI file index (docs/engine-re.md).
Shipped (engine 25/25 green):
IScriptProvider(Hosting) +Sys4ScriptProvider(Sys4):id → build/callscript-names.json → name → Paths.Scripts() → Sys4Loader.Load, cached. Injected into the VM soVmnever referencesSys4.ExecFramerefactor ofVirtualMachine: per-script state (script, pc, locals, intra-call stack, per-frame emit-guard) moved intoExecFrame, run by a recursiveRunFrame. Globals/Emitted/Steps stay VM-level (shared). Emitted lines now carry their source script name.call-scriptexecutes: loads the child, runs it as a nested frame sharing globals, returns to the caller atpc+1.exit/exit-scriptand empty-stackretreturn from the frame (top frame → HALT). Depth-capped (VmOptions.CallDepthCap=64; native limit 38). Shared globals are the return channel; per-call locals are discarded on return.- Product paths (
Age.Cli run/play/sweep,GameSession.RunScene) inject the provider.trace+ theaudio/gfxdiagnostics stay provider-less (base-ISA oracle / built against stub behavior).
Design decision (refines the spec): a VM with no provider falls back to the prior stub
(host.CallScript(id); pc+1), not a halt. This keeps every existing base-ISA test byte-identical
(they construct provider-less VMs) and needs no golden-fixture regeneration; vm0.py retires from
oracle duty gracefully — trace/TraceDiffTests/WaitForInputTests stay on the stub path as the
base-ISA guard, with zero lockstep maintenance.
Validation: 6 new tests (fake-provider unit tests: return-to-caller, callee exit returns not
halts, shared-global visibility, per-frame local isolation, unresolved-id halt, no-provider stub;
integration: ADDILL executes ADDILLSUB+CALCREVISE and reaches its own exit; BUNKI's top-level ret
returns cleanly). Corpus sweep (execution on): 284/297 exit clean, 13 STEP-LIMIT, 0 depth-cap, 0
unresolved, 0 crashes. The 13 STEP-LIMITs are input/state-gated ADV scenes (SC0000 etc.): executing
subroutines makes their global-writes drive caller loops that headless can't break (no input;
WaitForInput is a no-op) — the known state-divergence, not a call-script bug (loops hit STEP-LIMIT,
not the depth cap → recursion is bounded correctly).
✅ Godot wired + testing approach corrected (2026-07-07, follow-up). The provider is now injected everywhere — no path runs with call-script disabled:
- Godot play path gets
Sys4ScriptProvider, so subroutines execute live on screen (and the headless input-wait loops break on real player input, which is why headless-only scenes STEP-LIMIT). - Testing principle (user-directed): synthesize test data; never disable a feature to keep a real
scene matching a frozen number. New
Age.Engine/Sys4/ScriptAssembler(code+strings →Script; also Phase-D modding-assembler groundwork).SyntheticSceneTestsruns an assembled scene (show-text- wait-for-input + real nested call-script + shared-global return) with full handling and asserts its
exact output.
WaitForInputTestsreworked onto a synthesized two-page scene.RecoverTestskeeps its ISA-litmus role with call-script handling ON via a no-op subroutine double (isolates the ISA from the real subroutines' state deps).TraceDiffTestsretired (it matched the C# VM to vm0.py's stubbed trace; vm0 is off oracle duty and we don't gate handling to keep it matching).
- wait-for-input + real nested call-script + shared-global return) with full handling and asserts its
exact output.
- Godot
--selftestrewritten: was "run SC0000 stubbed, match vm0-trace(186)"; now runs a synthesized scene through the Godot thread/semaphore/CallDeferred plumbing and asserts it matches a live headless run of the same scene — full handling, no frozen golden, no vm0 dependency. Verified:godot --headless -- --selftest→ "threaded host matches headless (3 lines, full handling)".
Verified live in Godot (2026-07-07): added --scene <NAME> to the frontend and a scene-end report
of the call-scripts executed as nested frames (collected thread-safely — Godot drops GD.Print from the
VM background thread). SC0240 executes 29 call-scripts (RESETLAND, SETEN, ADDEN, RENDERMAP, SETOBJ,
DRAWOBJ, CALCREVISE, LOOK) live in the real runtime; SC0000 renders the opening event CG (windowed).
Remaining follow-ups: optionally give the audio/gfx CLI diagnostics a provider (they still run
provider-less); engine-level diagnostics (the next pivot — the engine, not the frontend, should
surface script/scene execution + call-script dispatch); decision→scene (scene chaining) rides this
same loader once the SCJUMP decision→scene-id native hop is reversed.