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Tools Reference

Living catalogue of every script in tools/what it does, how to run it, and what it reads/writes. This is the operational companion to docs/PROJECT-STRUCTURE.md (which is the where-things-live map); when they overlap, PROJECT-STRUCTURE owns layout, this file owns usage + I/O. Keep it current: add a row here whenever you add a tool, and update the row whenever a tool's inputs/outputs change.

Conventions (apply to every tool)

  • Run with py -3.11 -X utf8 tools/<name>.py … — the -X utf8 is required on Windows so cp932/Shift-JIS source text renders (and generated files stay UTF-8).
  • Paths are never hard-coded. Every tool imports tools/paths.py for GAME_DIR / EXTRACTED / DATA1 / BUILD / VM_MAP / BIN. Relocate the tree by editing only that file.
  • Generated files are never hand-edited (they're marked ⚙ below). Edit the source, re-run the generator.
  • build/ and extracted/ are disposable — everything under them regenerates from a tool.

Path anchor

Tool Purpose I/O
paths.py ★ Single path anchor — derives all workspace dirs from its own location; paths.scripts() returns the override-aware {NAME.BIN → path} corpus map (loose game-folder patches shadow extracted/DATA1). Imported, not run.

Project validation

Tool Purpose Run Reads → Writes
validate.py Layered project validation front door. core regenerates/runtime-checks opcode metadata, lints canonical registries, runs pure Python tooling tests and the 502 .NET cases without the Workspace trait, checks generated opcode references, and runs git diff --check. workspace adds the 88 explicitly traited installed-data/native-oracle cases, corpus-derived global generation, real-data Python suites, full SYS4 decode, and Python RECOVER. runtime adds the Godot C# build and forced-portable threaded self-test. full combines all phases and adds the booted faithful-wait C# scene sweep. Selected prerequisites are strict: an unavailable game/corpus/Godot requirement fails before execution instead of becoming a green skip. Each gate has a timeout and UTF-8 log under build/validation/validate-<timestamp>/; Godot receives an isolated validation-owned user-data/log root there so it cannot read or modify the developer's saves/settings. The final table reports results/durations and a before/after Godot-process leak audit. validate.py (defaults to --level full) · `--level core workspace
test_validate.py Pure tests for launcher-equivalent explicit/environment/PATH/conventional resolution precedence, invalid-explicit hard failure, level composition, and final gate ordering. test_validate.py temporary files only

Levels are cumulative around core: workspace means core+workspace-corpus, runtime means core+Godot, and full means every phase. workspace/full intentionally require the disposable generated inputs named by a failed preflight; rebuild each through its owning tool in this reference. Runtime Godot resolution uses --godot, then AGE_GODOT_CONSOLE, then godot4/godot/godot-mono on PATH. Game-root resolution uses --game-root, then AGE_GAME_ROOT, then the conventional sibling install and always requires SYS4INI.BIN.

The hosted wrapper is .gitea/workflows/core-validation.yml. It matches the target server's demonstrated ubuntu-latest, actions/checkout@v4, actions/setup-dotnet@v4, and christopherhx/gitea-upload-artifact@v4 baseline, adds Python 3.11, and runs only --level core. A standalone source-only repository under an arbitrary directory name passes that exact driver without sibling game or extracted data. Repository discovery uses tracked marker files rather than requiring the checkout directory to be named age-reimpl. The workflow has no secrets, private corpus, Godot runtime, cache, packaging, or deployment access; failure logs are retained for seven days. The private remote's default and tracked development branch is develop; pushes and pull requests targeting it select the gate. The rewritten repository is published there, and the first actual Linux/Gitea core run succeeded on 2026-08-03 before the later source-history sanitation; its tree-equivalent rewritten commit is 524ea74. The hosted gate also succeeded on the sanitized lineage at d673652 on 2026-08-03.

The artifact wrapper is .gitea/workflows/linux-release-build.yml. It runs independently from the fast core gate on develop pushes, manual dispatch, and v* tag pushes. Independent Linux and Windows jobs use the same Python 3.11 and global.json .NET setup actions and call their locally accepted build commands unchanged. The Windows job adds Ubuntu's MinGW-w64 GCC/binutils and never installs Wine. Each job has its own manifest-keyed actions/cache@v4 entry with no prefix fallback: shared Linux Godot editor plus only that target's hash-verified FFmpeg archive and selectively installed release template. Linux uploads its .tar.gz, external SHA-256, BUILD-INFO.json, SHA256SUMS, and dynamic package-smoke log. Windows uploads its ZIP, external SHA-256, BUILD-INFO.json, SHA256SUMS, and WINDOWS-VERIFICATION.json; it does not execute the EXE. Both artifacts are retained for 30 days and failures retain bounded evidence for seven days. Both build jobs inherit read-only repository permission and have no secrets, private game corpus, or release/package publication authority. The first hosted dual-job result remains pending until this workflow change reaches develop.

Only a successful v* tag run enables the dependent promotion job. It downloads that same workflow artifact rather than rebuilding, checks out only the release tool, and receives job-local releases: write plus contents: read; branch and manual runs skip the job and never receive release authority. The built-in secrets.GITEA_TOKEN calls the native Gitea API, so no personal token or third-party release action is required. publish_gitea_release.py validates the version-like tag, exact clean-build commit metadata, archive checksum, accepted package-smoke result, fixed five-file asset set, and any existing release/asset metadata. A retry resumes a matching partial release and uploads only missing files; it refuses mismatched releases or same-name/different-size assets instead of editing, deleting, or overwriting them.

Tool Purpose Run Reads → Writes
publish_gitea_release.py Tag-only, retry-safe promotion of one verified Linux workflow artifact through Gitea's native release API. Requires GITEA_TOKEN; the token is passed to upload curl through standard input rather than its argument list. publish_gitea_release.py --server <url> --repository <owner/name> --tag <v...> --target <sha> --asset <path> (exactly the five expected --asset names) verified downloaded workflow artifact + tag context → matching Gitea release and five attachments
test_publish_gitea_release.py Pure synthetic creation, retry/resume, collision, and mismatch regressions. test_publish_gitea_release.py temporary files only
test_release_workflow.py Source-only policy regression for the independent read-only Linux/Windows jobs, target-specific MinGW/cache/artifact boundary, no-Wine/no-Windows-smoke rule, and deliberately unchanged Linux-only tag promotion dependency during Windows CI/CD slice 3. test_release_workflow.py .gitea/workflows/linux-release-build.yml → assertions only

Optional local binary tools

bin/ is an ignored machine-local tool directory, not a source or artifact distribution directory. A local BinExtractALF.exe plus its matching LzssCpp.dll may be used by the installed-data archive parity test and to regenerate ../extracted/; neither is a runtime dependency. Their known local hashes and unverified provenance are recorded in bin/README.md. PE-sieve is obsolete and is not retained; its historical experiment remains in docs/engine-re.md.

Container parse / disassemble

Tool Purpose Run Reads → Writes
sys4load.py Loader + opcode-decoding disassembler for SYS4 .BIN scripts (the container-format core every other tool builds on). Annotates global operands (build/globals.json) and call-script targets by name (build/callscript-names.json, e.g. call-script 0x1ab =ADDITEM.BIN). sys4load.py <file.BIN> · --summary · --strings · --json · sys4load.py <dir> --validate (corpus check) .BIN + age_opcodes*.py + build/globals.json + build/callscript-names.json → stdout listing, or build/scripts-json/ with --json
age_opcodes.py ⚙ Generated Python ABI view: the complete opcode label/argument-count catalog, operand-type labels, control-flow target operands, and inline-array opcode. Do not hand-edit. Imported. vm-map/opcodes.toml → generated module

Opcode reference toolchain — single source of truth = vm-map/opcodes.toml

All opcode knowledge (ABI, semantics, provenance, depends_on) is hand-edited only in vm-map/opcodes.toml. Everything else is generated from it.

Tool Purpose Run Reads → Writes
opcodes_build.py Generator + linter for the opcode reference. --bootstrap appends corpus-observed entries to a new/alternate registry; --bootstrap-age copies every missing canonical catalog entry into one as an unobserved compatibility stub. Stubs retain the registry's ABI label/argument count so other AGE scripts decode past them, but remain noop_headless=false: the VM traces/skips them while coverage reports them as unresolved rather than semantically safe. --build · --lint · --bootstrap · --bootstrap-age vm-map/opcodes.toml → ⚙ tools/age_opcodes.py, ⚙ tools/age_opcodes_himegari.py, ⚙ build/opcodes.json, ⚙ docs/opcode-reference.md, ⚙ build/opcode-coverage.md
opcodes_model.py In-memory model + loader + linter (dangling-ref / confidence-ceiling / vocabulary / dependents). Imported by opcodes_build.py. vm-map/opcodes.toml → —
test_opcodes.py Unit tests for the opcode tooling. Bootstrap coverage injects 248 synthetic observations derived from the canonical observed-opcode set; it does not read the private script corpus. Production --bootstrap still scans the real corpus by default. test_opcodes.py vm-map/opcodes.toml → temporary files only
opcode_context.py Read-only evidence gatherer for classifying unnamed opcodes (frequency, argc, operand-type signature, neighbours, disassembly snippets, canonical registry note). --top 20 · opcode_context.py 0x1f4 0x71 … vm-map/opcodes.toml + corpus → stdout
validate_opcode_table.py Definitive decode-coverage validator using the canonical registry's generated ABI and the SYS4 code/data boundary. validate_opcode_table.py corpus → stdout
validate_opcode_table_naive.py Naïve variant of the above (baseline comparison). validate_opcode_table_naive.py corpus → stdout
age_opcodes_himegari.py ⚙ Inferred Himegari opcode semantics — generated; do not hand-edit. Imported by sys4load.py.
globals_build.py Merge curated globals.toml over the auto shape map, preserve optional machine-readable row-table columns, and generate the global registry + linter. --build · --lint vm-map/globals.toml, build/global-var-map.json → ⚙ build/globals.json, ⚙ docs/global-reference.md
story_flags.py Static story-flag miner (branch-condition mining) + --bootstrap skeleton seeding. story_flags.py · --bootstrap corpus, build/global-var-map.json → ⚙ build/story-flags-candidates.json, appends vm-map/globals.toml
test_globals.py Unit tests for the globals registry + story-flag miner. test_globals.py
scjump_decode.py Decode SCJUMP's progression logic → decision table; --verify VM cross-check. scjump_decode.py · --verify SCJUMP.BIN, build/globals.json → ⚙ build/scjump-decisions.{json,md}
test_scjump.py Unit tests for the SCJUMP decoder. test_scjump.py

Extraction / data corpora

Tool Purpose Run Reads → Writes
extract_phase2.py Batch: disassembly + text corpora for every script. extract_phase2.py corpus → build/disasm/*.asm, build/text/{dialogue.jsonl,strings.jsonl,*.strings.txt}, build/manifest.json
extract_message_table.py Discover repeated global-id dispatch chains in either fallthrough-body (ITMES/SKMES/MAMES) or branch-target-body (VIMES/EIMES/CIMES) form, reconstruct player-facing text and furigana, preserve guard/body offsets, and emit an ID-keyed message table. Title-bearing tables expose title/description; EIMES exposes its untitled lines as summary/strategy; CIMES exposes one untitled multiline biography; MAMES exposes untitled description text. extract_message_table.py <MES> [OUTNAME] <MES>.BINbuild/data/<OUTNAME>.json
extract_init.py Parse a *INIT data source (auto-detects name / numeric / footer / mixed / rules / dispatch / banked shape). Name tables infer their reserved record span, preserve sparse one-based runtime ids, distinguish lookup bases from first written cells, statically evaluate direct and negative-value writes, and separate parallel fields from linked row-major record_fields; when flat global ranges overlap, a parallel base established by other records wins over a coincidental row-table cell calculation. Dedicated name-mode schemas recover VIINIT's pre-title glossary prerequisites, CIINIT's profile registry, and STINIT2's corrected 74-row stage catalog plus six-line pre/post-clear text matrix, availability gates, geometry, rewards, SCJUMP joins, and loader resources. Footer-mode MPINIT recovers its sparse 53-column doubled-coordinate terrain atlas, joins 66 STINIT2 stage rectangles, and resolves terrain ids through LAINIT. Mixed tables recover selector-dispatched records, condition strings, scalars, preallocated buffer cells, consumer-confirmed strides, and length-prefixed footer arrays; STINIT additionally assembles confirmed buffers into object_placements and enemy_spawns, joins object type names and available descriptions from OBINIT, and exposes consumer-proven tagged payloads (teleport, treasure, card, initial faction, non-triggering hazard/barrier faction, and OBINIT-gated initial object state), preserves engine-dead type-27 writes under ignored_payload_fields, and exposes reinforcement schedules and first-clear-only enemy gates. Rules mode decodes CCINIT's source-ordered class-change predicates and output accumulators, joining EBINIT unit names, SKINIT skill names, titles, named stat bonuses, cost deltas, and applied-state slots. Dispatch mode decodes SCINIT's paired decision-to-packed-scene and authored-chapter arrays, preserving source-order overwrites, resolving SYS4INI script names, and cross-checking chapter tags against decoded SCJUMP paths. Banked mode decodes RTINIT's twenty parallel 1000-by-20 movement/battle routine banks, retains all assignments and overwrites, assembles final per-slot steps, resolves provider selectors to RTN_M/RTN_B scripts, and applies selector-scoped schemas where proven. Current schemas cover all nineteen used providers, RTN_M001/002/003/004/005/006/007/008/009/010/011/012/013/014/015/017/051/052/061, including progress-only, randomized roaming, object-slot, coordinate, enemy/ally, treasure and Magic Pillar search, Healing Feather, waypoint, faction-terrain, retreat, reachable normal-attack routing, immediate offensive target/action selection, and immediate allied healing. Parameterless behavior schemas publish an empty parameter_fields mapping while still joining provider_behavior, target selection, action selection, and completion rules. Provider defaults such as M004's unwritten slot 0, M010's zero/HP resource index, and M013's any-foreign-faction filter are projected explicitly and counted separately from populated source cells. Authored cells proven unread by M001/M008 remain under per-step ignored_movement_parameters and contribute to top-level ignored_movement_parameter_count; they are not silently discarded or assigned invented meanings. Raw provider banks remain intact, and top-level movement_provider_parameter_schemas documents the projection. ITINIT, SKINIT, VIINIT, EBINIT, and CIINIT join their matching MES text. Top-level field_semantics maps raw keys to canonical global/column names, while each record's semantic_fields is the generated name-keyed join; complete footer copies map to a row and expose its values without the raw provenance wrapper. Raw keys and unresolved tagged payload cells remain provenance. OUTNAME accepts a stem or one .json suffix and rejects paths. Refreshes the generated data index. extract_init.py <TABLE> [OUTNAME] [--mode …] <TABLE>.BIN plus EBINIT/SKINIT for CCINIT, OBINIT for STINIT, ITINIT/SCINIT and build/callscript-names.json for STINIT2, STINIT2/LAINIT for MPINIT, CDINIT2/STINIT for CDINIT, ITINIT/SCINIT/ILINIT and build/callscript-names.json for CDINIT2, BTANINIT/SKINIT/ITINIT and build/callscript-names.json for BTANINIT2, BTANINIT2 and build/callscript-names.json for BTANINIT, build/callscript-names.json for RTINIT/SCINIT, build/scjump-decisions.json for SCINIT, matching <MES>.BIN when supported, and build/globals.jsonbuild/data/<OUTNAME>.json, build/data/README.md
init_table_profile.py Build the static investigation surface for an extracted name/numeric/footer/mixed/rules/dispatch/banked table: per-scalar/string/array-cell/footer-array population and value distributions, representative records, and direct opcode/script consumers. MPINIT's footer specialization summarizes atlas geometry, implicit-zero rows, terrain ids, stage-rectangle joins, sharing, and border cells; STINIT2 summarizes corrected record/text geometry, mapped/event/main/EX populations, story gates, SCJUMP/loader joins, rewards, and its unresolved column; CDINIT summarizes selector/list sizes, CDINIT2 joins and story gates, STINIT references, and the runtime scan/clear geometry; CDINIT2 summarizes card-type and effect populations plus item/event/condition/visual join coverage; BTANINIT/BTANINIT2 summarize effect modes/resources, six-slot timeline geometry, delays, duration, skill/weapon joins, and unreferenced authoring. Name tables report message coverage for title/description, summary/strategy, biography, and description-only layouts; rule tables summarize covered units, titled and level-independent rules, threshold/slot distributions, and skill awards; dispatch tables summarize assignments, overwrites, script-name resolution, and SCJUMP chapter agreement; banked tables summarize populated/reserved banks, movement/battle steps and providers, selector-specific semantic coverage, and overwrite conflicts. --message-query REGEX searches every supported message field beside all populated fields for semantic correlation. Findings are evidence only; confirmed meanings go in vm-map/globals.toml. init_table_profile.py <TABLE> [--build] [--limit N] [--message-query REGEX] build/data/<TABLE>.json + corpus → stdout; with --build, build/data/<TABLE>-field-profile.{json,md}
test_extract_init.py, test_init_table_profile.py Regression checks for sparse one-based, mixed selector-dispatched, CCINIT rule, SCINIT dispatch, RTINIT banked, ILINIT condition-matrix, CNINIT unit-name/voice-family, CGINIT gallery, ALINIT alchemy-recipe, AFINIT affinity/progression, CTINIT name-entry-palette, CVINIT character-voice, TRINIT training-action, CDINIT card-generation, CDINIT2 card-effect, BTANINIT/BTANINIT2 battle-animation, STINIT2 stage-definition, and MPINIT terrain-atlas extraction; RECOVER ABI validation; MES reconstruction/joins; footer-array accounting and semantic projection; EBINIT/SKINIT/OBINIT definition joins; STINIT object/enemy joins and tagged-payload behavior; overwrite/provider joins; and field/message/rule/dispatch/banked/map/training/card/battle-animation/stage profiling. run each directly
global_map.py Build the partial global-variable name map from static evidence. global_map.py corpus + build/data/build/global-var-map.{json,md}

For selector-keyed append INIT fragments, pass the universal packed script id:

py -3.11 -X utf8 tools/extract_init.py EBINIT --packed-id 0x01000001

The extractor finds the mounted AAI by the packed id's high-byte selector, bounds-checks and reads the indexed ALF payload, and parses it without materializing an extracted .BIN. Packed EBINIT fragments reuse the base EBINIT table geometry so their additive writes retain the same semantic field names. Output is kept separate as build/data/APPEND<selector>-<TABLE>.json and records packed_id, source, and fragment_layout_source; it is not an inferred base/append merge. Matching base MES data is not joined to a packed fragment.

Use the profiler's focused record view to inspect a unit by integer id, exact name, or name regex:

py -3.11 -X utf8 tools/init_table_profile.py APPEND01-EBINIT --record 81
py -3.11 -X utf8 tools/init_table_profile.py APPEND01-EBINIT --record "紫色の珍獣/BOSS"

--record ID_OR_NAME prints the INIT description strings and a semantic-field/value/raw-provenance table; packed asset values are shown in both decimal and hexadecimal. It is mutually prioritized over --message-query for console rendering, while --build may still be used to write the complete profile.

extract_init.py also has name-mode specializations for VIINIT's sparse 200-row glossary table, CNINIT's 277 EBINIT-keyed display-name/voice-family rows within parallel 1,000-cell arrays, CIINIT's 24 populated character-information profiles within four reserved 100-cell columns, MAINIT's eleven populated magic-action rows within a reserved 30-cell layout, and ILINIT's thirteen populated condition ids within a reserved 30-by-5 level layout. ILINIT classifies every authored write, adds nested names/durations/stat/resource deltas, and validates/joins RECOVER's current-level, passive-baseline, remaining-turn, recovery-policy, and full-resource-restore protocol. The profiler accepts the same base/stride/column provenance for row-major string fields as for integer record columns. Matching message joins are ITINIT→ITMES, SKINIT→SKMES, VIINIT→VIMES, EBINIT→EIMES, CIINIT→CIMES, and MAINIT→MAMES. EBINIT is intentionally sparse across unrelated unit definitions; MAINIT intentionally lacks MAMES bodies for growth ritual ids 10 and 11.

Numeric-mode CGINIT has its own consumer-proven specialization rather than the generic stride-one heuristic. It emits 851 sparse rows in the reserved 2,000-row layout, classifies all 3,941 integer writes into one two-column image/preview table plus thumbnail sheet, 30-cell atlas slot, and variant ordinal arrays, and joins the packed asset ids through build/callscript-names.json. The four thumbnail sheets are read from INIT2's ten-cell CGMODE configuration and exposed as the 6-by-5 SO026A.AGF through SO026D.AGF atlases. The optional preview column is identified from SAVE/SELSTAGE's 112-by-84 consumer path; all raw addresses remain present.

Numeric-mode ALINIT also has a consumer-proven specialization. It classifies all 914 static writes into 107 sparse recipe ids within a reserved 1,000-row layout: output item, minimum alchemy level, required and forbidden story flags, point cost, and four paired ingredient-id/quantity cells. Output and ingredient ids must resolve through ITINIT. The generated record adds a nested ingredients view while retaining every raw scalar and base/stride/column coordinate.

Name-mode AFINIT and CTINIT bypass the generic name-record heuristic because their strings are vocabularies rather than record boundaries. AFINIT classifies its 27 element labels and 54 footer copies into the signed affinity matrix, paired item-tuning bonus/cost curves, and three facility progression rows. CTINIT emits five reserved 70-cell INPUTNAME pages with 273 authored characters and every empty slot preserved. Both retain raw global/stride/footer provenance beside their semantic views.

Numeric-mode CVINIT classifies all 37 writes into CONFIG's thirteen preview-voice assets, twelve setting-slot-to-EBINIT-unit joins, and the exact inverse unit-to-suppression-setting map. Preview ids join to shipped OGG filenames, character slots join to EBINIT names, and the schema records the per-unit persisted speaker-seen cells that gate CONFIG row availability. Every raw coordinate remains beside the joined setting view.

Name-mode LAINIT classifies all 98 instructions into twenty shipped terrain definitions inside a reserved thirty-row registry. It preserves seventeen names, five effect descriptions, four parallel terrain arrays, the signed ten-column combat-stat matrix, and three implicit-default terrain ids. Required skill ids join to SKINIT names; shared texture-slot fallbacks join to SYS4INI AGF filenames. The profile summarizes those populations and the CALCBTPARAM/MVSEEK/FIELD/INFOAF/DRAWMAP contract.

Numeric-mode SPINIT emits eight complete fifteen-slot HMODE gallery pages instead of 118 fragmented address records. It joins the page rows to INIT2's SO027A.AGF through SO027H.AGF thumbnail sheets, resolves every populated cell to its SP*.BIN resource, preserves the final two zero slots, and records HMODE's opcode-0x19d availability-filter plus indirect-call contract.

Name-mode TRINIT bypasses the generic record-boundary heuristic and emits 21 training/sexual-magic actions. Each row preserves six available/locked text slots and the contiguous eligibility, spirit-cost, fourteen-stat, alignment, training-progress, award, and ten-event numeric families. Required and awarded ids join through ITINIT/SKINIT; all 75 event cells join through SCINIT, and the output records TRAIN's execution path plus GAMESTART's restored-story-flag contract. Its profile summarizes text/gate/effect populations, execution-limit distribution, and event dispatch coverage.

Numeric-mode CDINIT bypasses the generic fragmented-address view and emits nine selector-dispatched card-generation lists with 383 candidate entries. Each one-based slot joins its CDINIT2 card id, display name, result text, effective required/forbidden story flags, and three FIELD-proven weight parameters. STINIT type-28 objects join back to seven live selectors; authored selectors 55 and 94 remain explicit as unreferenced data. FIELD's effective weight is base_weight + floor(current_stage_turn / growth_interval_turns) * growth_weight, followed by cumulative weighted random selection across its 100-slot scan. The schema separately preserves the eighteen CDINIT2 third-column required flags that FIELD never reads, plus the shipped 50-slot clear prefix even though selector 160 authors 75 slots.

Name-mode CDINIT2 emits all 81 card definitions within the reserved 100-row registry. It preserves the two text cells and every raw numeric array while projecting FIELD's six card types: story event, item award, stage-clear point bonus, resource recovery, trap, and random warp. Required/forbidden story gates distinguish FIELD's two effective required columns from the authored but unread third column. Item ids join to ITINIT, event ids to SCINIT, condition ids to ILINIT, and all visual ids to SYS4INI MVS*.AGF resources. Ranged effects expose the authored minimum and maximum-exclusive bound; an equal pair is a fixed value. The consumer contract also records FIELD's rendering/effect order and STAGECLEAR's deferred spendable-point award.

Numeric-mode BTANINIT2 emits 122 sparse battle-animation rows inside three reserved 1,000-row arrays: six effect ids, six paired start delays, and one overall duration. Every one of its 573 effect references joins to BTANINIT. The output also joins 101 SKINIT skill references across 98 animations and ITINIT weapon classes to normal-attack rows 1 through 21; passive reactions 801--808, hardcoded defeat row 809, four unjoined authored rows, and the unused slot 4 remain explicit.

Numeric-mode BTANINIT decodes its conditional effect-id program into 202 definitions rather than one generic scalar. Each definition retains the six-slot work-array writes for visual resource and mode, additive blend, surface geometry, combatant anchoring and offsets, sprite-atlas timing, optional WAV and delay, and three reserved hit-pulse offsets. All 202 AGF and 199 populated WAV ids resolve through SYS4INI. The schema records BTL's movie/sprite playback and actor/target slot contract, the engine-dead authored atlas-row count, and sixteen definitions not referenced by BTANINIT2.

Name-mode STINIT2 emits 74 sparse stage definitions rather than the generic view's 321 apparent records. It recognizes the separate string[1000] title array and string[1000][6] description matrix, retaining three uncleared and three cleared lines per stage. The schema joins numbered, event-only, and EX presentation; main-progression, unlock-group, and seven-column story gates; tile/doubled-grid/minimap geometry; point and bronze/silver/gold coin rewards; all 174 entry/clear/failure decisions through SCINIT; and all 74 loader ids to STINIT.BIN. The 66 populated cells at 0xedc4d are exposed as medium-confidence authoring-only difficulty tiers: their 1..8 ordering tracks challenge/reward progression, but no shipped script reads the array.

Footer-mode MPINIT classifies all 1,472 copies as fifty-cell rows within one stride-53 terrain atlas. It derives grid Y from each destination, retains 127 implicit-zero gaps, and joins STINIT2's inclusive tile bounds after the consumer-proven two-times coordinate conversion. The output contains 66 named stage maps over 53 unique rectangles, shared-rectangle groups, terrain populations, LAINIT definitions, and the exact FIELD/DRAWMINIMAP/RESETLAND copy/fallback/restore contract.

VM

Tool Purpose Run Reads → Writes
vm0.py Headless Python bytecode VM (Phase A0 execution-model prototype; reuses sys4load; native bit-set/bit-reset operands are bounded bit indices). --test (RECOVER unit test) · --sweep [N] (oracle coverage) · --scene NAME · --settex NAME (set-texture resId trace + exec trace) · <file.BIN> corpus → stdout; build/vm0-trace.json; build/settex-<NAME>.json
scene_opcode_coverage.py Per-scene opcode completeness gauge: histograms a scene's static opcodes and classifies each impl / safe-noop / GAP (effectful op the VM silently stubs). Implemented set parsed from VirtualMachine.cs case arms; metadata from opcodes.json. Surfaces the concrete rendering/feature holes so a half-drawn scene reads as "N ops still stubbed", not "mystery". scene_opcode_coverage.py [SCENE …] (default SC0000) corpus, build/opcodes.json, engine/…/VirtualMachine.cs, build/callscript-names.json → ⚙ build/scene-opcode-coverage/<SCENE>.md + stdout
correlate_scope.py Align the VM's set-texture(resId) trace with the game's Frida load order → tag each load's DATA2 package, flag package transitions, dump the significant ops in each transition span (the scope selector hunt). correlate_scope.py <SCENE> build/settex-<SCENE>.json + build/frida-load-order-result.json + index → stdout
diff_optrace.py Differential offset-path oracle (docs/engine-re.md): diff the engine's executed offset path (trace_engine_ops.py) against the VM's (Age.Cli trace --trace-json) → first divergence = the mis-modeled branch/op/state, with opcode + ±3 ops of context. Identifies the scene's codebase by longest-common-prefix; filters the VM trace to argc≥1 (operand-capture parity). Pure core unit-tested (test_diff_optrace.py). py -3.11 -X utf8 tools/diff_optrace.py SC0000 [--full] build/engine-optrace.jsonl + build/vm-optrace.json + disasm → stdout

Runtime page locator

Tool Purpose Run Reads → Writes
locate_page.py Resolve a run-relative ADV page number to its canonical wait script/offset, last show-text instruction, call stack, and nearby disassembly. Pure selection/window logic is tested by test_locate_page.py. py -3.11 -X utf8 tools/locate_page.py SC0000 14 [--map <jsonl>] [--context N] build/page-map-<SCENE>.jsonl + script corpus → stdout

In a live Godot run, F6 writes an observe-only stall snapshot under user://diagnostics/stall-<timestamp>.json, prints the absolute path, and copies SCRIPT@offset · stall snapshot <path> to the clipboard. The JSON contains the current call stack, a bounded 128-instruction ring, VM/host wait flags, surface/movie completion state, decoder state, and the exact finite graphics channels capable of holding an op-0x21c presentation wait. Press it while the apparent stall is still active; unlike --timeline-log, it does not require a special launch or emit a continuous per-op stream. Active and pending movie records include first_frame_source_pts_ms; the ordinary movie first frame console line prints the same source PTS alongside the render frame, which distinguishes encoded stream lead-in from decode/presentation latency.

Normal interactive Godot sessions have no cumulative instruction ceiling. Bounded Godot diagnostic runs retain STEP-LIMIT; if one fires, Godot captures the same diagnostic automatically as user://diagnostics/step-limit-<timestamp>.json and copies its coordinate/path to the clipboard. Before nested frames unwind, the trace sink preserves the deepest active script stack. The console also prints the exact final script/offset/opcode, that frame chain, the hottest sites in the bounded final 128-instruction window, and the final 16-instruction sequence. This makes the last ADV locator unnecessary for identifying a post-dialogue loop; send either the step-limit console block or the generated JSON.

Native FFmpeg movie shim (Windows and Linux x64)

The target-specific dependency manifests pin immutable LGPL shared FFmpeg archives and SHA-256 hashes. Windows development can use PowerShell/MSVC. Linux-hosted builds use Bash with Python 3, curl, MinGW-w64/binutils for the Windows target, a native C compiler/binutils for Linux, and the ordinary archive/core utilities available.

Tool Purpose Run Reads → Writes
native/age_movie_ffmpeg/bootstrap-win64.ps1 Download, hash-check, extract, and version-check the pinned FFmpeg SDK. Returns the resolved SDK root. .\\native\\age_movie_ffmpeg\\bootstrap-win64.ps1 [-Destination <dir>] dependency-win64.json, network/archive cache → disposable build/downloads/, build/ffmpeg-sdk/
native/age_movie_ffmpeg/build-win64.ps1 Discover the MSVC x64 toolchain, build age_movie_ffmpeg.dll, and stage its exact shared-library/license dependencies. .\\native\\age_movie_ffmpeg\\build-win64.ps1 -SdkRoot <bootstrap-output> [-OutputDirectory <dir>] C ABI source + FFmpeg SDK → disposable build/native/win-x64/ by default
native/age_movie_ffmpeg/bootstrap-win64.sh Download, SHA-256-check, and extract the exact pinned Windows FFmpeg SDK, including its MinGW import libraries. Prints the resolved SDK root. native/age_movie_ffmpeg/bootstrap-win64.sh [destination] dependency-win64.json, network/archive cache → disposable build/downloads/, build/ffmpeg-sdk/
native/age_movie_ffmpeg/build-win64.sh Cross-build the AMD64 PE shim with MinGW, stage exactly five FFmpeg DLLs and the license, and run the static native-bundle contract gate. MINGW_CC and MINGW_OBJDUMP may override the standard tool names. sdk_root="$(native/age_movie_ffmpeg/bootstrap-win64.sh)" then native/age_movie_ffmpeg/build-win64.sh "$sdk_root" [output-directory] C ABI source + Windows FFmpeg SDK → disposable build/native/win-x64/ by default, including verification.json
tools/verify_windows_native.py Without executing Windows code, require the exact native bundle, AMD64 PE architecture, all seven ABI exports and five FFmpeg imports, and no Cygwin/MSYS compatibility runtime. Optionally writes the machine-readable verification report used by later packaging. python3 -X utf8 tools/verify_windows_native.py <bundle> [--objdump <MinGW-objdump>] [--report <json>] disposable Windows native bundle → stdout and optional JSON report
native/age_movie_ffmpeg/bootstrap-linux-x64.sh Download, SHA-256-check, extract, and version-check the pinned Linux x64 FFmpeg SDK. Prints the resolved SDK root. native/age_movie_ffmpeg/bootstrap-linux-x64.sh [destination] dependency-linux-x64.json, network/archive cache → disposable build/downloads/, build/ffmpeg-sdk/
native/age_movie_ffmpeg/build-linux-x64.sh Build the ELF64 x86-64 shim; stage the five exact FFmpeg SONAME libraries and license; reject stale .so files, unresolved/nonlocal FFmpeg dependencies, a missing $ORIGIN runpath, or a glibc requirement newer than the pinned 2.28 baseline. sdk_root="$(native/age_movie_ffmpeg/bootstrap-linux-x64.sh)" then native/age_movie_ffmpeg/build-linux-x64.sh "$sdk_root" [output-directory] C ABI source + FFmpeg SDK → disposable build/native/linux-x64/ by default
tools/movie-corpus-gate Discover every MPEG program stream stored under an .AGF catalog entry; decode every video frame and, when present, every audio block through the unpaced FFmpeg session; validate independent sequence dimensions, metadata, RGBA size, stereo finite PCM, monotonic video/audio timestamps, EOF, timeout, and teardown; then emit a per-asset JSON report. Audio fields include sample rate/channels, block and PCM-frame counts, first/last PTS, signal presence, and decode time. Exit 0 means the expected corpus count and every asset passed; exit 1 is a gate failure; exit 2 means the native shim is absent. dotnet run --project tools/movie-corpus-gate -- --output build/movie-corpus-ffmpeg.json --expected-count 213 --max-item-ms 30000 · optional --native-dir <dir> SYS4INI.BIN + loose/ALF VFS assets + staged FFmpeg shim → stdout progress + disposable build/movie-corpus-ffmpeg.json

The managed isolated probes load from AGE_FFMPEG_NATIVE_DIR when set, then application-local and runtimes/<rid>/native locations. Build the target shim before running the FfmpegShim* tests; no original-game movie is copied into the repository or native output. A target-aware dotnet build godot/Himegari.csproj stages the matching shim, five shared-library dependencies, and FFmpeg-LICENSE.txt beside Himegari.dll when the corresponding build/native/win-x64/ or build/native/linux-x64/ bundle exists.

The current native movie ABI is version 3. In addition to sequential video/audio decode, it exposes a synchronous position seek for both independent demuxers; exact video-frame selection and audio trimming are performed by the managed decoder's preroll before normal paced delivery.

The corpus gate intentionally bypasses presentation waits: it validates video/audio decode compatibility and lifecycle, not wall-clock playback pacing or audible output. --expected-count makes additions, omissions, or profile changes explicit; changing the pinned FFmpeg dependency requires rerunning this gate.

Engine (C#) — VM core, CLI, Godot frontend

The engine/ .NET solution (AgeEngine.sln) is the runtime VM; godot/ is the ADV frontend. Not Python, but listed here as the things you run. Build: dotnet build engine/AgeEngine.sln; test: dotnet test engine/AgeEngine.sln. Run a CLI command: dotnet run --project engine/Age.Cli -- <cmd>.

call-script executes on the product paths: they inject Sys4ScriptProvider, which runtime-parses SYS4INI.BIN and opens .BIN bytes through the native loose-first/bounded-ALF store, so call-script <id> loads & runs the target as a nested subroutine frame sharing globals. trace/audio/gfx stay provider-less (call-script stubbed) — base-ISA / subsystem oracles. Test scenes are synthesized via Age.Engine/Sys4/ScriptAssembler (see testing-synthesize-dont-disable: synthesize test data, never disable a feature to keep a golden green).

The runtime SYS4 front-end is Sys4AssetCatalog (universal packed-id and name views; scene groupings are diagnostic only), IAssetStore / Sys4AssetStore (exact-basename loose roots, then a bounded ALF range), and Sys4ScriptProvider (cached root/call-script parsing). Generated asset/callscript JSON remains a tooling and test oracle only.

Command Purpose Notes
run <file.BIN> Execute a script; print steps, show-text count, call-script dispatch count, the first 30 lines (each tagged with its source script), and the distinct source scripts. CaptureHost (headless); executes call-script.
trace <out.json> Trace every SC/SP scene → offsets + halt + steps. Provider-less (call-script stubbed) = a base-ISA offset dump. writes JSON. (Was the vm0 differential oracle; vm0 is retired from oracle duty — TraceDiffTests removed.)
trace <SCENE.BIN> [--boot] [--state <f>] [0xADDR=VAL…] --trace-json <out> ★ Emit the full per-op executed-offset path of one scene (not just show-text), filtered to the scene's own frame — the VM side of the differential offset-path oracle (diff_optrace.py). --boot runs the SYSTEM4 state prefix; --state <f> loads a captured scene-entry snapshot (capture_global_writes.py) = the engine's real pre-scene state; 0xADDR=VAL hand-seeds. JsonOffsetTraceSink (observe-only, parity held) → {scene, offsets:[…]} JSON.
audio <SCENE.BIN> [0xADDR=VAL…] Dump executed ordinary/forced/stopped BGM and play-voice in order + resolved catalog record; forced BGM events distinguish loop and one-shot mode. optional seeds. provider-less (stub) for now.
gfx [--boot] <SCENE.BIN> [0xADDR=VAL…] Dump executed set-texture/get-texture-size/draw-texture (resolved file + computed geometry) plus the per-object gfx slots — the headless geometry oracle. --boot runs SYSTEM4's state prefix (INITCONFIG/INIT2/INIT) via GameSession first (so INIT2's gfx handle array is present) and runs the target with call-script on; without it, seeds-only + provider-less. gfx ops now execute against GfxState.
play [--boot] [--state <f>] [--save-state <f>] <SCENE.BIN…> [0xADDR=VAL…] ★ Cross-scene state runner: run a scene sequence carrying persistent globals. --boot first runs the 9 *INIT data scripts (real skill/item/unit/map/stage state). --state/--save-state load/persist a JSON snapshot. GameSession; executes call-script.
sweep [--boot] [0xADDR=VAL…] Corpus-scale run. With call-script execution on: 284/297 exit, 13 STEP-LIMIT (input/state-gated ADV scenes spin headless once subroutine global-writes drive their loops — state divergence, not a bug; 0 depth-cap/unresolved). With seeds = a story-state explorer: reports which scenes' dialogue changes ±seed (e.g. form flag 0xa57=1 → 34/297 scenes).

Faithful headless vs plow (HaltAtWaitForInput) — headless has no player, so op 0x72 wait-for-input either halts ("the scene is waiting; with no input, stop here") or is ignored (plow — walk every page). Plow is a fiction: it runs past every prompt into code no real playthrough reaches — e.g. a plowed SC0000 fell through 166 prompts into the name-entry poll loop and spun sleep 1 493k× to STEP-LIMIT. So: run/play HALT at the first wait-for-input by default (faithful; SC0000 stops at ~402 steps, 0 sleeps — matching the real run's path to the first prompt), with --plow to opt into full-page coverage. sweep PLOWS by default (it is the dialogue-coverage oracle: 284 exit / 13 STEP-LIMIT), with --halt-at-wait to opt into faithful mode (then all 297 scenes halt cleanly at their first prompt — 0 STEP-LIMIT). Interactive Godot is unaffected (it really blocks on input; flag stays false there).

--trace [--trace-file <path>] [--trace-steps] (on run/play/sweep): stream the engine's own diagnostic events over the Age.Engine.Diagnostics.ITraceSink seam — scene/subroutine frame enter+exit (indented by call depth), call-script dispatch with resolved name, and the final halt+step count — to console or a file. Add --trace-steps for per-instruction opcode/arg + stub-op detail (high volume; gated). Absent ⇒ no tracing (NullTraceSink, byte-identical run). This is an engine fact stream: frontends consume it instead of reimplementing a diagnostic IHost. Example: play SC0000.BIN --trace shows » SC0000.BIN (enter, TopScene)call-script 0xee =INPUTNAME.BIN (resolved)halt: ….

Aggregating / filtered diagnostics (added 2026-07-08 after a full --trace-steps dump proved unusable at 2.5M lines). All observe-only → parity preserved; all on run/play/sweep:

  • --trace-histogram — instead of a per-line dump, aggregate execution counts per opcode and per call-site (script:pc) (with a sample first operand), dumped sorted after the run. Answers "how many times did op X run, and from where?" directly. This is what pinpointed, in one line, that the 493,175 sleeps in a headless play come from INPUTNAME.BIN:0x1c3 — a name-entry input-poll loop that spins only because headless has no keyboard — not from the opening. Step lines are attributed to the real running script (nested call-script frames included), the "which script is this pc in?" answer a bare step trace can't give.
  • --trace-ops <csv> — filter the text trace to only the named ops (mnemonics or 0x hex, e.g. --trace-ops sleep,draw-texture,wait-for-input), each line tagged script:pc. The ordered interleaving of a few ops of interest without the flood.
  • --trace-file <path> now creates the parent directory if missing.
  • Godot accepts --trace-histogram <file> — profile the real run (headless flow diverges because wait-for-input is a no-op there; the real run to page 1 is ~562 steps with 0 sleeps vs headless's 2M steps / 493k sleeps). Dumped when the scene ends or the window closes. e.g. godot --path godot -- --scene SC0000 --boot --shot out/p1.png --trace-histogram out/hist.txt.

Godot frontend (Godot 4.7 .NET; project = godot/). Toolchain: godot --headless --path godot --importdotnet build godot/Himegari.csprojgodot [--headless] --path godot [-- <userargs>]. Plays the real bytecode with call-script execution on (subroutines run live). The game root is selected before catalog loading: --game-root <directory> wins, otherwise the directory containing the running executable is tried, then the current working directory. A candidate must contain SYS4INI.BIN; invalid explicit roots and unresolved defaults stop startup with the searched locations. Relative overrides are resolved against the current working directory, and repeated overrides use the last value. On Unix, Godot preserves the shell launch directory through inherited PWD because editor/project startup may change the process directory before managed code runs.

Linux x64 export uses the committed godot/export_presets.cfg preset and godot/Himegari.sln:

For the complete Linux-native release path, run from age-reimpl/:

./tools/build-linux-x64.sh

The command requires Python 3.11, the .NET SDK selected by global.json, a C compiler/binutils, curl, tar, and normal ELF loader tools. tools/godot-linux-x64.json pins the Godot 4.7 .NET Linux editor and Linux release template by URL, size, and SHA-256. bootstrap-godot-linux-x64.sh caches the editor below build/toolchains/ and uses install_godot_templates.py to range-fetch only the selected Linux template member from Godot's all-platform archive; it does not download the complete 1.2 GB template set.

The build regenerates embedded opcode metadata, bootstraps/builds the pinned Linux FFmpeg bundle, performs the Godot release export, and delegates the shared required/forbidden payload checks to package_linux_x64.py. To remain inside constrained CI memory cgroups, it first runs the exact self-contained ExportRelease publish with build/compiler servers and debug symbols disabled. Godot then performs its real PCK/executable export against a one-assembly staging payload supplied by dotnet_publish_proxy.py; the proxy refuses any project, configuration, runtime, self-contained flag, or output root other than the invocation reserved by the build driver. Because managed outputs are external to the PCK, the complete prepublished payload replaces that temporary staging directory only after Godot exits. The final payload verifier and packaged smoke test therefore validate the same complete runtime that is archived.

The packager adds LICENSE, README.md, THIRD_PARTY_NOTICES.md, a source/dependency BUILD-INFO.json, and per-file SHA256SUMS to a stable top-level directory. It normalizes archive ownership, modes, ordering, and timestamps using SOURCE_DATE_EPOCH or the source commit time. Outputs are the loose export under build/export/linux-x64/, the staged installation and package-smoke.log under build/package/, and build/package/OpenMaidEngine-Himegari-linux-x64.tar.gz.

Before reporting success, the command launches the staged executable as Himegari.x86_64 --headless -- --package-smoke. This asset-independent mode runs before game-root discovery and proves that the packaged managed assembly can read all 548 embedded opcode records and dynamically load the bundled native movie shim plus its local FFmpeg dependencies at ABI version 3. It does not exercise game archives, fonts, rendering, audio output, or a desktop window; retain the installed-game self-test below as a separate trusted/runtime gate.

The focused component commands are:

./tools/bootstrap-godot-linux-x64.sh
python3 -X utf8 tools/package_linux_x64.py verify build/export/linux-x64
python3 -X utf8 tools/package_linux_x64.py package build/export/linux-x64

The bootstrap prints the pinned editor path. The verifier prints the accepted export directory; the packager prints the staged root and archive path. Those Python components and the guarded publish proxy have source-only synthetic regressions in the core validation level.

Windows x64 cross-export uses the same pinned Linux editor and low-memory publish boundary, with MinGW and the selectively installed Windows template:

./tools/build-windows-x64.sh

The command requires Python 3.11, the global.json .NET SDK, MinGW-w64 GCC/binutils, curl, and sha256sum. It regenerates runtime metadata, builds and statically verifies the pinned Windows FFmpeg bundle, publishes the exact self-contained ExportRelease/win-x64 managed runtime, and performs the real Godot Windows x86_64 release export. No produced Windows program is executed. package_windows_x64.py requires the Godot AMD64 EXE, PCK, self-contained runtime, project assemblies including Age.Engine.Text.Windows.dll, and FFmpeg DLL/license set; it rejects Linux shared objects and embeds BUILD-INFO.json, WINDOWS-VERIFICATION.json, notices, and a complete SHA256SUMS. The normalized output is build/package/windows-x64/OpenMaidEngine-Himegari-windows-x64.zip.

Focused commands are:

./tools/bootstrap-godot-linux-x64.sh windows-x64
python3 -X utf8 tools/package_windows_x64.py verify build/export/windows-x64
python3 -X utf8 tools/package_windows_x64.py package build/export/windows-x64

The bootstrap defaults to linux-x64; passing windows-x64 changes only the selectively installed template. The package verifier needs x86_64-w64-mingw32-objdump unless --objdump names an equivalent tool. On a real Windows host, an extracted package can optionally run the same asset-independent dynamic gate as Linux:

.\Himegari.exe --headless -- --package-smoke

That command proves the embedded 548-opcode table and local FFmpeg ABI 3 load. It is a manual acceptance aid, not part of Linux-hosted Windows CI.

The older Windows-hosted cross-export remains available for local development:

.\tools\export-linux-x64.ps1 -GodotConsole <path-to-Godot-4.7-.NET-console.exe>

Install the Godot 4.7 .NET export templates first and build the pinned native bundle under build/native/linux-x64 with the commands in “Native FFmpeg movie shim” above. The script safely replaces only build/export/linux-x64, invokes the release preset with a bounded headless shutdown, then calls the same Python payload verifier used by the Linux pipeline. The verifier checks the executable/PCK/self-contained managed payload plus all six project-owned FFmpeg files and rejects the Windows GDI adapter and Windows FFmpeg DLLs. Output is build/export/linux-x64/Himegari.x86_64 with its PCK and data_Himegari_linuxbsd_x86_64/ runtime directory. Do not relocate only the executable; the three items are one artifact.

The portable font policy requires a Japanese-capable system font. A minimal Ubuntu install needs, for example, sudo apt install fonts-noto-cjk; absence is a startup failure rather than silent missing-glyph output. The exported headless smoke command is:

./build/export/linux-x64/Himegari.x86_64 --headless -- \
  --selftest --game-root "/absolute/path/to/Himegari_Game" --text-backend portable

This validates the packaged .NET/Godot runtime, archive access, portable text realization, retained rendering logic, audio payload parsing, and teardown. It does not validate a desktop window, physical input, or audible output; run those gates on a real Linux desktop.

With the exported executable placed in an AGE install, a no-argument launch therefore uses that install and starts the persistent SYSTEM4.BIN root naturally. Direct development runs are hosted by the Godot editor executable, so pass --game-root <install> after Godot's -- separator. The tracked run-godot.ps1/.cmd launchers resolve Godot and the game root without machine-specific tracked paths. Explicit -GodotConsole/-GameRoot values win, followed by AGE_GODOT_CONSOLE/AGE_GAME_ROOT; Godot then falls back to godot4, godot, or godot-mono on PATH, while the game root falls back to the conventional ../Himegari_Game sibling only when it contains SYS4INI.BIN. run-godot.ps1 -Doctor prints the resolved repository, Godot, game-root, .NET, and Python prerequisites without building or launching. The launchers make the natural route explicit with --scene SYSTEM4 and pass neither --boot nor SC0000 seeds. Examples below focus on their feature-specific arguments and assume the game root is already selected this way. --headless can't render texture ops (no GPU context) — run windowed for real scenes. On VM termination the console prints the exact halt reason and step count before the generic on-screen -end- marker. User args (after --):

The local launchers also accept -StartupDiagnostics for a native-faithful cold boot through TITLE, Game Start, and SC0000. The switch overrides run-godot.cmd's usual -NativeDebugMenu convenience for that run and adds no --boot, seeds, timing changes, screenshots, or input injection. It writes four disposable files under build/validation/title-newgame/: godot.log (Godot warnings/errors), timeline.jsonl (ordered VM/host/compositor evidence), histogram.txt (executed opcode and hot-call-site counts), and page-map.jsonl (authoritative wait/text locations and call stack). After Godot closes, the PowerShell launcher reports each artifact's byte size and warns if any was not flushed. Run run-godot.cmd -StartupDiagnostics, choose Game Start normally, stop at the first stable SC0000 input wait, optionally press F3, and close the window normally. Until shutdown cancellation is separated from ADV input release, normal window close can append one trailing shutdown-only record to page-map.jsonl; use the last input-wait event in timeline.jsonl as the authoritative manual stop coordinate.

  • --game-root <directory> — select the read-only AGE installation supplying SYS4INI.BIN, loose overrides, AAI append catalogs, and ALF archives. Absolute paths are launcher-friendly; relative paths are current-working-directory-relative. This is the stable handoff for future game-profile launchers.
  • --scene <NAME> — override the default SYSTEM4 root with a direct diagnostic scene, e.g. --scene SC0240 (executes 29 nested subroutines).
  • --selftest — headless; runs a synthesized scene through the thread/suspend/CallDeferred plumbing and asserts it matches a live headless run (full handling; no vm0/frozen golden). Exits.
  • --text-backend auto|gdi|portable — select gameplay glyph-mask rasterization. auto (default) uses the exact GDI gray-4 backend only when the Windows ACP-932 gate passes, otherwise the explicitly non-identical Godot TextServer Unicode policy. gdi fails startup when exact selection is unavailable; portable never initializes GDI and is the cross-platform acceptance/debug mode. The selected backend and portable policy id are printed at startup.
  • --window-width <pixels> / --window-height <pixels> — override only the physical windowed client dimensions; each omitted dimension defaults independently to the SYS4INI logical canvas. Godot keeps that logical canvas and aspect-preserving letterboxing, so these options do not change VM coordinates, AGE surfaces, layout, or backbuffer allocation. Values must be integers in 1..16384; duplicate options use the last value.
  • --seed 0xADDR=VAL (repeatable) — seed initial global state, e.g. --seed 0xa57=1 unlocks Lily's form-A voiced dialogue.
  • --boot — direct-scene diagnostic only: with --scene <non-SYSTEM4>, run the old INITCONFIG/INIT2/INIT state prefix before that isolated scene. The normal SYSTEM4-rooted launch neither needs nor applies it. e.g. godot --path godot -- --scene SC0000 --boot.
  • --native-debug-menu — intentionally treat exit-request opcode 0x1 as a no-op, exposing TITLE's otherwise unreachable shipped developer menu. This is a non-native debug divergence and also suppresses SYSTEM4's invalid-execution-mode exit request for that run. Direct Godot and PowerShell launches leave it disabled unless explicitly requested. The local run-godot.cmd convenience launcher enables it by default; use run-godot.ps1 without -NativeDebugMenu for a native-faithful launch.
  • --shot <png> [--shot-page N] — capture page N to a PNG then quit (dev screenshot). At scene end it also prints the call-scripts executed as nested frames.
  • --shot-sequence <dir> [--frames N] — dump one PNG per rendered frame (frame_0000.png…, default N=180 ≈ 3s @60fps) then quit, auto-advancing past input waits. Verifies time-based retained effects and publication boundaries as distinct frames, which a single --shot cannot. CPU/IO-heavy by design (a PNG every frame); a dev diagnostic, not a normal run. e.g. godot --path godot -- --scene SC0000 --boot --shot-sequence out/seq --frames 300.
  • --sleep-scale <f> — multiply every explicit sleep (op 0xc8) duration by f (default 1.0). This stretches only script-authored sleep holds; it does not slow ordinary opcode bursts or replace 0x20c/0x21c presentation pacing. Debug-only; leave at 1.0 for real playback.
  • --speed <f> — scale sleeps and retained presentation clocks without throttling ordinary opcode bursts or auto-advancing input waits. Values 0.058 are accepted; --speed 0.25 is useful for transform inspection, while 1.0 is normal playback.
  • --gfx-log <file>compositor + op diagnostic (the tool that root-caused the grey background). Logs, per rendered frame, only the objects whose draw outcome CHANGED (drawn↔skip↔gone, resId, resolved file, slot, src/dst, opacity, tintStrength) — quiet until something actually changes, so the exact frame a layer drops out (and why) stands out. Also traces every set-texture/create-texture slot assignment (via GodotAdvHost.TraceOps). Works live or with --shot-sequence. Use it before theorising about layering/blend/geometry: it showed the grey BG = the slot-selecting globals resolving to 0 → every texture collapsing into slot 0 (see engine-re.md §"Grey-background root cause"). e.g. godot --path godot -- --scene SC0000 --boot --gfx-log out/gfx.log then click to the bad page. Matrix-channel outcomes also include base, anchor, projected dst, sampled scale/trans, and one-shot-plus-cyclic rotation angles. Active op-0x202 outcomes include packed color=current->target and colorProgress, synchronized with the same frame/clock in --timeline-log. Parent directories are created automatically.
  • --transition-click-ms <n> — diagnostic-only input injector: after a foreground transition has been active for n virtual milliseconds, send one click through the real input lifecycle. The click completes/consumes the transition and does not advance a stable page. Use with --timeline-log, --gfx-log, and windowed --shot-sequence; omit for normal play.
  • --hold-message-skip — diagnostic-only held-input injector: hold Ctrl through the VM's real keyboard binding path, producing native logical action 6 continuously. Use it to compare persistent fast-forward against --transition-click-ms at the same page without relying on synthetic host state.
  • --timeline-log <jsonl> — diagnostic-only synchronized event stream for a real Godot run. Records every executed script byte offset/opcode, script-frame entry/exit with depth/cause/outcome, resolved call-script ids/names, unknown-fallback stub events, virtual time/frame, VM state changes (running, sleep, input-wait, halted), audio events, and changed visible-object compositor outcomes in one ordered JSONL file. Combine with --scene SC0000 --boot --shot-sequence ... --gfx-log ... to distinguish control-flow stalls from retained-object/compositor failures at an exact bytecode boundary. Relative output paths are project-relative (godot/).

Godot performance frame log: --perf-log <csv> enables a buffered, diagnostic-only capture of the real Godot path. Each row carries VM script/offset/opcode at frame entry and again at the actual presentation boundary (present_*), Godot delta_ms, measured main-loop time, pulse/movie/UI time, and a compositor breakdown: recomposition, clear, retained snapshot, texture resolution/decode, color-key/source preparation, raster, Image.SetData, and ImageTexture.Update. Workload columns report transition state, retained object visits, time-varying object visits, drawn/fill/transition/skipped layers, integer/ affine/singular raster paths, dynamic/opaque/alpha/additive layers, source pixels, clipped affine bounding- box candidate pixels, full-screen layers, main-thread managed allocations, and GC collection deltas. Presentation-reason columns distinguish host publication requests, legacy screen transitions, retained VM mutations, continuously sampled channels, and discrete spritesheet cell changes. Affine work is additionally split into fractional translation, axis-aligned scale, and general affine layers while retaining the aggregate affine_layers column for comparison with the first two captures. The allocation total is split into recomposition, retained snapshot, compositor, source-preparation, Image.SetData, and Godot UI phases so a normal windowed capture can attribute remaining managed garbage without enabling a high-volume trace. The render_backend column is 0 for the software compositor and 1 for the opt-in retained GPU path; gpu_draw_items, gpu_texture_uploads, and gpu_texture_upload_ms distinguish cheap retained-item updates from new/static or changed/dynamic texture publication. Existing layer/transform/pixel workload columns are populated for either backend, while raster_ms, set_data_ms, and texture_update_ms remain zero on a native GPU presentation. GPU retained rendering is the normal backend; select the correctness oracle explicitly with --render-backend software or the local launcher's -SoftwareRenderer switch. An explicit --render-backend gpu is accepted but normally unnecessary.

The writer replaces the target, buffers 120 rows between flushes, and prints its frame/recomposition counts on normal shutdown. Use a windowed Release-equivalent run at speed 1 for performance evidence; headless runs validate the schema only. Before a baseline, verify that no older Godot game processes remain alive; an apparently closed window can otherwise leave a renderer consuming CPU and contaminate later runs. Do not combine baseline captures with --shot-sequence, --gfx-log, or --timeline-log, whose diagnostics add substantial or differently shaped work. Example from age-reimpl/: godot --path godot -- --scene SC0000 --boot --perf-log ../build/perf/sc0000.csv.

run-godot.ps1 -PerfLog creates build/perf/run-yyyyMMdd-HHmmss-fff.csv and prints the absolute target before Godot starts; normal shutdown flushes it and prints the captured frame/recomposition counts. The performance effort's temporary run-godot.cmd opt-in was removed after GPU acceptance, so ordinary batch-file runs no longer write a log. Selftests also remain unprofiled.

Godot debug scene launcher: press F4 while the natural boot is showing TITLE. TITLE's visible menu is a live 1 ms sleep/input-poll loop rather than an ADV wait-for-input; the launcher identifies that exact active child frame and returns it cooperatively at the next completed opcode boundary. The overlay enumerates all base and mounted-append .BIN records by packed id, with All/SC/SP/Debug/Other filters, name or exact hexadecimal/decimal id search, and archive/raw-id details. SYSTEM4.BIN and TITLE.BIN are intentionally unlaunchable. Launch is accepted only for the exact SYSTEM4.BIN > TITLE.BIN wait stack; it returns TITLE with the coordinator globals queued on the VM thread, then lets SYSTEM4 perform its normal computed child call. F4 outside TITLE prints an unavailable reason and changes no state. Cancel or Escape closes the panel. The launcher does not seed story/profile state, jump to byte offsets, or force-switch an active child scene.

Godot page locator: every editor/development run recreates build/page-map-<SCENE>.jsonl; a packaged export writes the same automatic map below user://diagnostics/page-maps. Each wait-for-input adds the run-relative page, page-start location, canonical wait script/offset, last show-text instruction and string offsets, text, and nested call stack. Use --page-map <jsonl> to override the output; pass that explicit path to locate_page.py --map when resolving a map copied from an export profile. --locator-hud shows SC0000 P014 · wait SC0000@0x… · text SC0000@0x… at launch; F2 toggles it and F3 copies the current locator to the clipboard. The offset remains authoritative because branching/state can shift page ordinals between runs. Resolve a reported page with py -3.11 -X utf8 tools/locate_page.py SC0000 14.

Asset resolution / graphics

Tool Purpose Run Reads → Writes
tools/frida/capture_native_transforms.py Capture native 0x21f/0x223/0x234 worker operands, corrected integer base/anchor coordinates, all one-shot/cyclic retained fields, the one-shot 4×4 matrix, and the final post-cyclic 4×4 matrix. Optional handle filter; read-only. `py -3.11 -u -X utf8 tools/frida/capture_native_transforms.py [secs] [pid AGE.EXE] [--handle 0xHANDLE]`
parse_sys4ini.py Parse SYS4INI.BIN (S4IC422, LZSS-compressed) into the diagnostic JSON asset-index mirror — name ↔ archive ↔ offset ↔ size for all DATA*.ALF. Each real entry carries universal raw_index; the runtime parses SYS4INI itself, while these generated files remain tooling/test oracles. Also emits the call-script <id> → name annotation map. parse_sys4ini.py [--check] (--check validates vs extracted/ + .ALF sizes) 姫狩り…/SYS4INI.BINbuild/asset-index.json + build/callscript-names.json
resolve_asset.py Historical scene-group correlation diagnostic, not a runtime resolver. Builds/queries the strong file_number ≈ position group_start relationship that helped classify SYS4INI ordering. Native RE proves bytecode resources are already universal packed ids, so do not feed this tool's scene-relative result to runtime lookup. resolve_asset.py --build · resolve_asset.py <SCENE> [resId] build/asset-index.jsonbuild/asset-sections.json; inspects inferred groups
resolve_frida_reads.py Rescue noisy Frida archive-read offsets → asset names via the index (per-archive range search; drops 0x20000 paging reads); recovers the per-scene asset load order. resolve_frida_reads.py [reads.log] [-o out.json] build/frida-reads.log + build/asset-index.jsonbuild/frida-asset-loads.json
convert_agf.py Convert AGF stills to BMP via AGF2BMP2AGF.exe (searches all extracted/DATA*). --scene batch-converts a scene's whole SYS4INI manifest. Since VFS-C, output is a diagnostic pixel-parity oracle; the runtime decodes AGF bytes directly. convert_agf.py EV052CA.AGF … · convert_agf.py --scene SC0000 extracted/DATA*/*.AGFbuild/textures/*.BMP

Runtime capture (Frida)

Tool Purpose Run Reads → Writes
tools/frida/capture_graphics.py Attach Frida to the running game; log archive reads/opens (ground-truth for asset resolution). See tools/frida/README.md. py -3.11 -u -X utf8 tools/frida/capture_graphics.py [AGE.EXE] running game → build/frida-reads.log, build/frida-opens.log
tools/frida/capture_load_order.py Primary asset-resolution capture: recover a scene's per-asset load order from exact-start ReadFile reads → names via the index; confirms resId==file_number. Attach; replay scene; --analyze. py -3.11 -u -X utf8 tools/frida/capture_load_order.py [pid] · --analyze running game + index → build/frida-load-order.jsonl, …-result.json
tools/frida/locate_resource_load.py Phase-1 locator: back-traces asset-opens to find the native AGF load chain (0x16d5d7→0x74f1f). py -3.11 -u -X utf8 tools/frida/locate_resource_load.py [pid] · --aggregate running game → build/frida-resource-bt.jsonl
tools/frida/capture_resid_args.py Phase-2 probe: dumps the decoder's args / context / caller frame (established the loader carries only offsets, not names). py -3.11 -u -X utf8 tools/frida/capture_resid_args.py [pid] · --analyze running game → build/frida-resid-args.jsonl
tools/frida/find_globals_base.py Runtime-global RE (SHELVED — see docs/global-memory-re.md): flat-int32 signature scan for the VM global array. Finds nothing → layout isn't flat. --build-sig · py -3.11 -u -X utf8 tools/frida/find_globals_base.py [pid] *INITbuild/globals-signature.json; scans running game
tools/frida/find_global_by_sequence.py Runtime-global RE (SHELVED): differential resId value-scan + stability filter. Finds stack proxies; proved G[0x62424] is a transient arg-register. py -3.11 -u -X utf8 tools/frida/find_global_by_sequence.py [pid] running game + index → stdout
tools/frida/dump_engine.py Dump the UNPACKED engine code from the live process for offline static RE (native handlers). AGE.EXE unpacks in-place at 0x400000; Kelebek VAs map VA0x400000 = file-off. Validated via the AGF-decoder landmark +0x74f1f. py -3.11 -u -X utf8 tools/frida/dump_engine.py [pid] running game → build/engine-dump/{manifest.json,range_<base>.bin}
tools/frida/map_imports.py (+ map_imports_full.py) Name dynamically-resolved Win32 APIs in the Ghidra image. Read-only: maps live-process module exports → {addr→dll!Func}, scans the 0x400000 module for pointer matches → RVA→name (ASLR-stable). --recon = clustering report (the gate); default writes the map. Applied to /v2 via a run_script_inline pass → 248 imp_<dll>_<func> labels at the RVA 0x16f000 IAT (validated: CreateFileA/SetFilePointer/timeGetTime). Pure scan/cluster logic unit-tested (test_map_imports.py). py -3.11 -u -X utf8 tools/frida/map_imports.py [--recon] running game → build/import-map.json (+ -singletons.json)
tools/frida/probe_handlers.py Probe which region the interpreter executes from (module vs heap). Confirmed: operand-fetch +0x1b940 fires ~8500/s ⇒ interpreter runs from the module 0x400000 (handlers hookable by dump address). py -3.11 -u -X utf8 tools/frida/probe_handlers.py [pid] running game → stdout (per-hook fire counts)
tools/frida/capture_gfx_objects.py Legacy/misnamed probe: grab engine ctx (esi via operand-fetch ecx) and poll [esi+0x53d64]. Ghidra later proved these are 20×120-byte script-context records, with the current instruction length at record +0x24, not gfx objects or command types. Its former "0 CG records ⇒ drift is state-divergence" conclusion is invalid; op 0x215 queries the separate retained-object map described in docs/engine-re.md. Kept only for raw runtime context observation and historical reproducibility. py -3.11 -u -X utf8 tools/frida/capture_gfx_objects.py [pid] [secs] running game → build/gfx-objects.jsonl
tools/frida/probe_frame_cadence.py Frame-cadence probe (docs/engine-re.md "Frame cadence — live measurement"): plain-JS hook on operand-fetch 0x41b940 (grab ctx + count operand reads) + system-DLL message/timing hooks; auto-buckets by Ctrl/skip-bit. Measured ~1,788 operand fetches/sec normal, ~4× fast-forward; this is not an opcode count. Read-only/import-only — never CModule-hook the hot interpreter (crashes the game). Play actively during capture; hold Ctrl the back half. py -3.11 -u -X utf8 tools/frida/probe_frame_cadence.py [secs] [proc] running game → build/frida-frame-cadence.jsonl + stdout report
tools/frida/probe_present.py Present-rate probe: grab ctx, scan it for the D3D9 device (d3d9-vtable object with a full ~119-method table), hook IDirect3DDevice9::Present/EndScene (+ GDI-blit fallback). Found: D3D9, UNCAPPED (Present ~1908/sec, no vsync; no ddraw; 2D StretchRect compositor) ⇒ no fixed frame rate. Click 23× at start to grab ctx. py -3.11 -u -X utf8 tools/frida/probe_present.py [secs] running game → build/frida-present.jsonl + stdout report
tools/frida/trace_engine_ops.py Engine op-path tracer for the differential oracle (docs/engine-re.md "Differential offset-path oracle"): per executed op, read cur_ctx_index@0x53d14/frame_pc@0x53d2c/frame_codebase@0x53d28 → emit (codebase, offset=(pccodebase)/4). Use --hook operand (0x41b940, proven-safe)--hook tick (0x410fb0) sees ecx≠ctx (0 entries). Writes build/tracer-live.flag when the hook is installed → launch in the background, gate the New-Game trigger on the flag (else the scene-entry burst is missed). py -3.11 -u -X utf8 tools/frida/trace_engine_ops.py [--hook operand|tick] [secs] running game → build/engine-optrace.jsonl
tools/frida/capture_global_writes.py Scene-entry state capture → auto-seed for single-scene runs (docs/engine-re.md "Scene-entry state snapshot"). Hooks vm_operand_write@0x425fb0 and logs (codebase, index, PLAINTEXT value) for global-ints (the helper sees the value before the obfuscated store — no de-obfuscation needed). --spawn captures from boot (packer-aware: polls until 0x425fb0 unpacks, then attaches; kills the spawned pid on setup failure so no suspended orphan). --attach = partial (misses pre-attach writes). Validated: a real boot→New-Game→SC0000 capture seeds the VM to match the engine's whole opening. py -3.11 -u -X utf8 tools/frida/capture_global_writes.py --spawn [secs] running/spawned game → build/global-writes.jsonl (raw) + build/scene-entry-state.json (GameSession snapshot)

| tools/frida/capture_presentation_trace.py | Retained-state presentation trace: correlates the current script offset with native draw/color writes, object composition, surface-command consumption, gfx_render_frame, queue clear, and D3D9 Present count. Read-only; distinguishes live retained state from state actually published to the window. | py -3.11 -u -X utf8 tools/frida/capture_presentation_trace.py [secs] [pid\|AGE.EXE] | native game → build/native-presentation-trace.jsonl | | tools/frida/capture_adv_text_trace.py | ADV text trace: correlates SC offsets with op 0x6e/0x7a/0x204, layout cursor/origin and 20-byte record counts, CP932 strings, surface draw/bind, and timed glyph-record publication. Read-only and deliberately limited to low-frequency known handlers; the first experimental version's D3D scan plus hot per-glyph/render hooks crashed in frida-agent.dll during teardown and was removed. | py -3.11 -u -X utf8 tools/frida/capture_adv_text_trace.py [secs] [pid\|AGE.EXE] | native game → build/native-adv-text-trace.jsonl | | tools/frida/capture_sfx_trace.py | SFX/DirectSound trace: correlates SC offsets with 0xb4/0xb5/0xb6/0xc2/0xd9, resource/channel load/start/release, decoder/buffer state, BGM fade ticks, and dynamically discovered DirectSound Play/Stop/volume/pan calls. Read-only. | py -3.11 -u -X utf8 tools/frida/capture_sfx_trace.py [secs] [pid\|AGE.EXE] | native game → build/native-sfx-trace.jsonl |

(Static disassembly of build/engine-dump/range_00400000.bin uses capstonepy -3.11 -m pip install capstone; VA X → file offset X0x400000.)

B0 script-load capture

tools/frida/capture_script_loads.py attaches at TITLE, hooks script_frame_load_resource@0x40e980, and resolves each raw SYS4 resource id to a .BIN name and parent frame in build/script-loads.jsonl. Launch the game normally, then run py -3.11 -u -X utf8 tools/frida/capture_script_loads.py [secs] before selecting New Game. Use --analyze to print an existing log and --selftest for its pure resolver checks. It is deliberately attach-only: a process-start loader-hook trial triggered Protection Error 45, so the tool does not spawn or bypass protection.

Native engine RE (Ghidra)

Tool Purpose Run Reads → Writes
ghidra_handler_map.py Extract the opcode→real-handler dispatch table (handler(op)=ctx[0x26c93+op]) from FUN_00413860's override stores — the general fix for Kelebek VA-drift. --check diffs derived handlers vs opcodes.toml prose (found 0 real drift). Feeds the one-shot Ghidra annotation pass that names every handler op_0xNN_handler (see docs/engine-re.md "Materialized + applied image-wide"). ghidra_handler_map.py build/engine-dump/FUN_00413860.disasm.txt [--check] build/engine-dump/FUN_00413860.disasm.txt (from ghidra-mcp disassemble_function(0x413860)) → ⚙ build/op-handler-map.json
test_ghidra_handler_map.py Unit tests for the dispatch-table parser (plain runner, no pytest). test_ghidra_handler_map.py
engine_ctx_build.py Build the EngineCtx struct artifacts from vm-map/engine-ctx.toml (canonical ctx-field registry). --lint = overlap/OOB/dup/type checks. The struct is then applied to the /v2 image via run_script_inline (creates EngineCtx, retypes all dispatch-handler thisEngineCtx *) so handlers decompile ctx->field not param_1+0x…. Grows one [[field]] at a time. engine_ctx_build.py --build · --lint vm-map/engine-ctx.toml → ⚙ build/engine-ctx.json, ⚙ docs/engine-ctx-reference.md
test_engine_ctx.py Unit tests for the ctx builder (load/lint/emit; plain runner). test_engine_ctx.py

Tooling improvement backlog

Prioritized from the 2026-07-10 Phase-A retrospective. These are proposed capabilities, not tools that already exist. Prefer additions that produce reusable, offset-keyed evidence over one-off capture scripts.

Priority Improvement Payoff / acceptance boundary
P0 Native/port checkpoint harness Launch either runtime windowed, identify the process/window, record script offset + timestamp, capture a screenshot and retained-state/trace excerpt, and classify normal exit vs harness stop vs crash. A checkpoint should produce one comparable artifact bundle for the same bytecode offset in both runtimes.
P0 Sanctioned Windows GUI automation (small Win32 helper, AutoHotkey, or pywinauto) Repeatably focus the game, capture window geometry, and inject only explicitly requested clicks/keys. Manual input remains the independent oracle; automation removes capture/setup repetition.
P0 Scriptable 32-bit debugger (x32dbg or WinDbg) Breakpoints and memory snapshots for hot render/audio workers that are unsafe to hook densely with Frida. Keep Frida probes on known low-frequency handlers; never restore hot interpreter/glyph/render hooks merely for convenience.
P1 Timestamped video capture (ffmpeg desktop capture or command-controlled OBS) Frame-by-frame native/port evidence for movie 0x236, fades, and short animation boundaries without PNG-per-frame overhead.
P1 WASAPI loopback/audio capture Objective SFX/BGM/voice start time, channel reuse, volume, stop, and waveform comparison. This is the main evidence upgrade for the pending SFX slice.
DONE 2026-08-02 One-command validation driver Landed as validate.py with strict layered levels, per-gate logs/timeouts, generated-reference checks, Python/.NET/corpus/Godot gates, the faithful-wait sweep, whitespace checking, and a Godot-process leak audit. Canonical usage is under "Project validation" above.
P1 Golden SC0000 checkpoint corpus Preserve the first 10-15 native pages as offset-keyed screenshots, click/wait events, retained-state summaries, and trace excerpts. Port regressions should be comparable without replaying the entire investigation.
P2 Opcode dossier generator Combine corpus callsites/operands, native handler/worker addresses, runtime samples, Ghidra names, opcode provenance, and port coverage into a per-op investigation packet.
P2 More typed Ghidra state Materialize retained-object, surface-slot, text-layout, and audio-channel structures so related handlers decompile against shared named fields.
P2 Narrow write access for cross-session memory Let mandatory milestone closeout update MEMORY.md and himegari-port-status.md directly; the current out-of-workspace copy/approval path adds avoidable handoff friction.

Historical / one-off

Tool Purpose
probe_*.py (probe_header, probe_leads, probe_refs, probe_tables, probe_tags, probe_types, probe_xref) Container/opcode format-RE probes used to reverse the format originally. Kept for reproducibility; not part of the normal workflow.
pack_check.py Checks whether AGE.EXE is packed (it is: entropy-8 code sections, zeroed IAT). SYS4AB.BIN is NOT a separate image — it's XOR-0xFF(AGE.EXE) byte-for-byte (0x2c header + XOR payload). The unpacked engine exists only in memory → dump it with frida/dump_engine.py.