6.4 KiB
Design: Phase B — Cross-Scene State (persistent globals + a state-carrying runner)
Status: approved-by-delegation (owner asleep; autonomous Phase B mandate) · Date: 2026-07-07
Related: docs/remake-architecture-and-roadmap.md (Phase B), docs/phase-a-slice-plan.md
(A2b-Geometry — the state-divergence finding that motivates this), engine/Age.Engine
(Vm/VirtualMachine.cs), engine/Age.Cli/Program.cs.
Problem / goal
Every VM run today is a single scene in isolation with an empty global bank. But the session's biggest finding is that most divergence from the real game — the bg/sprite geometry drift, the 12 state-gated EMPTY scenes, Lily's form-gated voices — is state divergence: the real game carries a persistent global store across scenes (boot init → scene → scene …), so scenes take branches our fresh-state VM never reaches.
The foundational Frida-free step is therefore cross-scene state: a persistent global bank that survives scene boundaries, seedable up front, so we can (a) run a boot script then a scene with its state, (b) seed known flags (chapter, form) and observe scenes branch correctly, and (c) later drive a real multi-scene sequence. This is pure bytecode execution — no Frida, no packer, no unsolved call-script registry (the scene sequence is supplied; auto-chaining via SCJUMP is a later slice).
Goal: a reusable GameSession in Age.Engine that owns a persistent global store and runs scenes
into it, plus an Age.Cli play mode that runs a supplied scene sequence carrying state (with optional
seeds) and dumps the combined dialogue. Headless, deterministic, unit-tested.
Scope
In:
Age.Engine/Vm/GameSession.cs— persistentGlobals/GlobalStrings;RunScene(script, host)seeds a freshVirtualMachinefrom session state, runs it, and merges the final state back. Returns a small result (emitted lines, halt reason, steps).- Seeding API:
Seed(int addr, long value)/SeedString(int addr, string). Age.Cli play <SCENE...> [0xADDR=VAL ...]— run a sequence carrying state; print per-scene dialogue counts + halt, and the combined emitted line count. ReusesCaptureHost.- Unit tests: state persists A→B; SC0000 via
GameSessionis byte-identical to a single run (186 lines); a seeded global is visible to the scene and changes an observable (branch/emit).
Out (later slices): SCJUMP-driven auto-sequencing, call-script id→code resolution, the input/
hotspot model (interactive/EMPTY scenes), save-file (de)serialization of the store, Godot wiring of
GameSession. This slice is the state substrate; those consume it.
Architecture
Age.Engine/Vm/GameSession.cs (new)
public sealed class GameSession
{
public Dictionary<int, long> Globals { get; } = new();
public Dictionary<int, string> GlobalStrings { get; } = new();
public void Seed(int addr, long value) => Globals[addr] = value;
public void SeedString(int addr, string value)=> GlobalStrings[addr] = value;
public SceneResult RunScene(Script script, OpcodeTable table, IHost host, VmOptions? o = null)
{
var vm = new VirtualMachine(script, table, host, o);
foreach (var kv in Globals) vm.Globals[kv.Key] = kv.Value;
foreach (var kv in GlobalStrings) vm.GlobalStrings[kv.Key] = kv.Value;
vm.Run();
// merge final state back (globals are one flat space; last write wins — matches the engine)
foreach (var kv in vm.Globals) Globals[kv.Key] = kv.Value;
foreach (var kv in vm.GlobalStrings) GlobalStrings[kv.Key] = kv.Value;
return new SceneResult(vm.Emitted.ToList(), vm.HaltReason, vm.Steps);
}
}
public sealed record SceneResult(IReadOnlyList<(int Offset, string Text)> Emitted, string? Halt, long Steps);
Seam rule preserved: GameSession lives in Vm, references only Model/Hosting (never Sys4). The
VM itself is unchanged (its Globals/GlobalStrings are already public and pre-seedable — the audio/
gfx CLI modes already write them before Run), so trace/selftest parity is untouched.
Age.Cli play (Program.cs)
play SC0000.BIN SC0030.BIN 0xa57=1 → build a GameSession, apply seeds, RunScene each in order
through a CaptureHost, print scene: N lines (halt …) per scene and the carried global count. Mirrors
the existing audio/gfx seed-arg parsing.
Data flow
seeds ──► GameSession.Globals ──►┐
├─ RunScene(A): VM seeded from session → runs → merge back ─► session grows
scene A ──────────────────────►─┘
scene B ──► RunScene(B): VM seeded from session (now includes A's writes) → runs → merge back
Testing / verification
- Persistence (synthetic): script A =
mov (global-int 0x5000) 0x2a; exit; script B =show-textguarded byjcc (global-int 0x5000)… — simplest: A setsG[0x5000]=42, then assertsession.Globals[0x5000]==42afterRunScene(A), and thatRunScene(B)sees it. Build scripts in-memory (asTextureGeometryTestsdoes) so it's deterministic and needs no corpus. - Parity:
GameSession.RunScene(SC0000)emits exactly the 186 offsets of the single-run trace (build/vm0-trace.json) — proves the session wrapper doesn't perturb execution. - Seeding changes behavior: seed
G[0xa57]=1(Lily form A) before SC0000 and assert the emitted set differs from the unseeded run (the form-gated lines now execute) — the headless analogue of the audio finding, and the first concrete demonstration that state seeding works end-to-end. - CLI smoke:
Age.Cli play SC0000.BINruns and prints a sane summary; engine suite stays green.
Risks / open questions
- Merge semantics: globals are one flat space; merging the VM's full final map back into the session (last-write-wins) matches the engine's single global bank. Local frames are per-call and correctly do NOT persist (they live in the VM, not the session). ✓
- Which globals are "state" vs scratch: we carry all of them (the engine does). Transient scratch
registers (e.g.
G[0x62424]) get overwritten next use — harmless. No filtering needed. - Scene sequence source: supplied by the caller here; SCJUMP-driven sequencing is a later slice and does not block this substrate.
- No divergence risk to A1/A2: the VM is untouched; parity test (2) is the guardrail.