Files
OpenMaidEngine/docs/tools-reference.md
gamer147 a256b8e6d8 feat(diag): aggregating + filtered trace sinks (histogram, op-filter, per-script)
The existing trace framework only had a flat text formatter, so every question
became 'dump millions of lines, then grep'. This session that cost a long wrong
detour. Add, all observe-only (parity preserved):

- HistogramTraceSink: execution counts per opcode AND per call-site (script:pc)
  with a sample operand. Dumped sorted after the run. This is what instantly
  showed the 493k headless 'sleep's are INPUTNAME.BIN:0x1c3 (a name-entry poll
  loop), not the opening.
- TraceSinkBase: tracks the frame stack -> attributes each step to its REAL
  script (nested call-script frames included) = the 'which script is this pc in?'
  answer a bare step trace can't give.
- TextTraceSink: op-filter (--trace-ops sleep,draw-texture,...) + script:pc tags.
- CompositeTraceSink: fan-out (text + histogram + Godot's call-script queue).
- OpcodeTable.ByLabel: mnemonic -> opcode for --trace-ops.
- CLI: --trace-histogram, --trace-ops, robust --trace-file (mkdir -p).
- Godot: --trace-histogram <file> profiles the REAL run (headless flow diverges:
  real run to page 1 is 562 steps / 0 sleeps vs headless 2M steps / 493k sleeps).
- Also: --sleep-scale <f> debug knob to slow the paced opening for inspection.

Engine 56/56 (4 new); sweep parity 284/13; Godot builds + dogfooded end-to-end.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-08 09:50:07 -04:00

19 KiB
Raw Blame History

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.

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 548-entry Kelebek AGE opcode/arg-type table. PRISTINE upstream data — never edit. Imported.

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. --build · --lint · --bootstrap vm-map/opcodes.toml → ⚙ 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. test_opcodes.py
opcode_context.py Read-only evidence gatherer for classifying unnamed opcodes (frequency, argc, operand-type signature, neighbours, disasm snippets, Kelebek comment). --top 20 · opcode_context.py 0x1f4 0x71 … corpus → stdout
validate_opcode_table.py Definitive decode-coverage validator (replicates Kelebek's data_array_end code/data split). 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; 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_init.py Parse a *INIT data table (auto-detects name / numeric / footer shape). extract_init.py <TABLE> [OUTNAME] [--mode …] <TABLE>.BINbuild/data/<OUTNAME>.json
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}

VM

Tool Purpose Run Reads → Writes
vm0.py Headless Python bytecode VM (Phase A0 execution-model prototype; reuses sys4load). --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

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 (id→.BIN, via build/callscript-names.json), 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).

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.)
audio <SCENE.BIN> [0xADDR=VAL…] Dump executed play-bgm/play-voice in order + resolved file. 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).

--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 -- --boot --shot out/p1.png --trace-histogram out/hist.txt.

Godot frontend (S:/Godot/Godot_v4.7…; 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). --headless can't render texture ops (no GPU context) — run windowed for real scenes. User args (after --):

  • --scene <NAME> — which scene to play (default SC0000), 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.
  • --seed 0xADDR=VAL (repeatable) — seed initial global state, e.g. --seed 0xa57=1 unlocks Lily's form-A voiced dialogue.
  • --boot — run SYSTEM4's state prefix (INITCONFIG/INIT2/INIT) via GameSession before the scene, so scene-assumed boot state (chiefly INIT2's gfx handle array) is present. Needed for the gfx CGs to render (without it the opening event CGs collapse/drift). e.g. godot --path godot -- --boot.
  • --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 (sleep-paced) effects — e.g. the opening AE* burst — 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 -- --boot --shot-sequence out/seq --frames 300.
  • --sleep-scale <f> — multiply every sleep (op 0xc8) duration by f (default 1.0). The authentic opening burst is only ~2 s, too fast to eyeball live; --sleep-scale 5 stretches it to ~10 s so the paced sequence (arcane AE* → character CGs → settled BG) is watchable. Debug-only; leave at 1.0 for real playback.

Asset resolution / graphics

Tool Purpose Run Reads → Writes
parse_sys4ini.py Parse SYS4INI.BIN (S4IC422, LZSS-compressed) into the authoritative asset index — name ↔ archive ↔ offset ↔ size for all DATA*.ALF (the resId→file answer key). Each entry carries raw_index (its 0-based position in the SYS4INI record table incl. @ placeholders) = the engine's universal file id. Also emits the call-script <id> → name map (id = raw_index; see engine-re.md). 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 The static asset resolver. SYS4INI is sectioned (one per scene: SCxxxx.BIN + its cross-archive manifest; file_number = index within section). Resolves resId → files[section_base(scene) + resId] for graphics AND audio, no capture. resolve_asset.py --build · resolve_asset.py <SCENE> [resId] build/asset-index.jsonbuild/asset-sections.json; resolves any (scene, resId)
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 — feeds the Godot render. 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/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 Capture the native gfx object-manager state: grab engine ctx (esi via operand-fetch ecx), poll the object-record array [esi+0x53d64] (20×120B; field[0]=0xffffffff=free, cmd-type at rec+0x24). ⚠ Its "0 CG records ⇒ drift is state-divergence" reading was DISPROVEN (Ghidra: op 0x215 read settles the drift as a native command-buffer op — docs/engine-re.md; the poll observed the record array, not the lookup map that drives the branch, and cmd-buffer records are transient). Kept as a runtime-observation tool. py -3.11 -u -X utf8 tools/frida/capture_gfx_objects.py [pid] [secs] running game → build/gfx-objects.jsonl

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

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.