Files
OpenMaidEngine/docs/asset-resolution-re.md
gamer147 f18f3a20e9 feat(a2b): audio — wire play-bgm/play-voice, fix BGM addressing
Wire audio end-to-end (OGG plays natively in Godot; no Frida, no decode):
- IHost.PlayBgm/PlayVoice + VM dispatch for play-bgm(0xbf)/play-voice(0xc4).
  Non-Godot hosts no-op them so --selftest + engine 8/8 stay byte-identical.
- GodotAdvHost resolves id->OGG; Main plays via two AudioStreamPlayer nodes
  (BGM looping; voice interrupt-on-new).

Key finding (by-ear, systematic-debugging): the two audio ops use DIFFERENT
addressing — the earlier "unified manifest" assumption was wrong for BGM.
- play-voice -> per-scene manifest files[base+id] (offset 0, same as textures).
  Confirmed by ear; upgraded med->HIGH.
- play-bgm  -> DIRECT LITERAL NAME BGM{id:03d}.OGG, NOT the manifest.
  Real game: play-bgm 5->BGM005, 8->BGM008 (manifest gave +1). Proven by
  play-bgm 0x23->BGM035 (real standalone track; BGM set skips 030-034) that the
  manifest mis-resolved to a graphics entry. Fix is BGM-only:
  ResourceMap.BgmPathById; voices/textures unchanged.

Also: Lily's silence root-caused as correct form-gating (G[0xa57/0xa58/0xa59]),
left unseeded by choice (no dummy state). Added diagnostic
`Age.Cli audio <SCENE.BIN> [0xADDR=VAL ...]`. Corrected opcodes.toml (play-bgm
direct-name, play-voice HIGH) + docs/memory (dropped the bogus unified-manifest
/ Frida-BGM006 claims).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-07-06 22:26:54 -04:00

11 KiB
Raw Blame History

Asset Resolution — foundational RE (graphics + audio)

The problem. The bytecode loads assets by a small numeric resource id (set-texture 0x23, play-voice N, …). To render/play the real asset — driven by the bytecode, not hardcoded — the engine must resolve resId → asset file. This is foundational (nearly all visuals + all audio depend on it) and not machine-verifiable (no pixel/audio oracle), which makes it the largest, highest-risk area of the port. This doc is the steering state; it feeds the A2b render/audio slices.

What's already landed

  • Graphics ops wired (A2b-background, engine-driven): create-texture 0x1f8 (slot,w,h), set-texture 0x1f9 (resId,slot), draw-texture 0x1fb (slot,x,y,w,h) promoted from VM stubs to typed IHost methods; CaptureHost no-ops them (A1 trace-diff/A2a selftest stay green). The VM now drives graphics; only resolution + backend rendering remain.
  • Audio ops WIRED (2026-07-06): play-bgm 0xbf / play-voice 0xc4IHost.PlayBgm/PlayVoice → same resolver → OGG via Godot AudioStreamPlayer. See step 4 below.
  • Tools: tools/convert_agf.py (AGF→BMP for stills via AGF2BMP2AGF.exe); tools/frida/ (runtime capture harness — see its README); Frida core installed (17.15.3).

Findings (2026-07-06)

  • SC0000 background = a slot-0 full-screen slideshow. The intro loads ~30 distinct full-screen images into slot 0 in order (set-texture 0x23→0, 0x25→0, 0x27→0, …), each drawn 800×600. Res 0x23 is the first. (There is also a persistent full-screen slot 3 set cross-context, not in SC0000 — inherited from the parent/system scene.)
  • The opening mixes movies + stills. AGF2BMP2AGF reports OP.AGF/MVB*.AGF as "unsupported type (possibly MPEG)" → DATA5 MVB* (210) and OP/ED are movies, not stills. The opening's visible background did not match any EV001* still (confirmed by eye), so res 0x23's file is not obvious from the name space alone — resolution is required.
  • Asset name spaces: DATA2 = EV*/EVM* stills (985). DATA5 = MVB*/OP/ED movies (210). DATA3 = .OGG audio (BGM*, ANA* voice).
  • The resolution chain is opaque statically. CGINIT (build/data/CGINIT.json) is a 925-column numeric record table (row-major, sparse) — not an id→filename map. SYS4INI.BIN (magic S4IC422) is the authoritative asset index the game + BinExtractALF use (name ↔ archive ↔ offset ↔ size). Filenames aren't plain ASCII because the whole directory is LZSS-compressed (not encrypted). DONE (2026-07-06): tools/parse_sys4ini.py parses it → build/asset-index.json (13206 entries). See step 1 below.
  • Frida file-I/O is noisy. ReadFile hooks on DATA2.ALF capture reads during the opening, but the offsets/spans don't line up with extracted AGF sizes → the game likely memory-maps the archives (so ReadFile offsets are OS paging, not clean per-asset loads) and/or uses async reads. The robust hook is the game's internal load-by-id function, not file I/O.

The RE plan (ordered)

  1. Parse SYS4INI (S4IC422) → an asset index {name, archive, offset, size}. DONE (2026-07-06). tools/parse_sys4ini.pybuild/asset-index.json: 5 archives (DATA15), 13206 real entries (2 @ placeholders skipped). Format: uint32 packed_size @0x134, then an LZSS stream at 0x138 running to EOF (GARbro-style: 0x1000 zero-filled ring buffer, init pos 0xFEE, control bits LSB→MSB, 1=literal / 0=two-byte backref off=(hi&0xf0)<<4|lo, len=3+(hi&0xf)). Decompresses to uint32 arc_count, arc_count × char[256] archive names, uint32 file_count, then file_count × 80-byte records {char name[64]; u32 arc_id, file_number, offset, size}. Validated: decompressed length (1058783) equals the stored size dword at 0x12c; per-archive counts match the extracted/ ground truth exactly (DATA2=985, DATA3=39, DATA4=9733, DATA5=210); all 13206 offset+size fit inside their real .ALF; 837 name-matched files → 0 size mismatches. files[] preserves directory order (feeds step 2's order-correlation). Re-run: py -3.11 -X utf8 tools/parse_sys4ini.py --check. (Ref: asmodean's exs4alf / GARbro Eushully ArcALF.cs.)

  2. Resolve resId → asset file. SOLVED (2026-07-06) — fully static & general; NO runtime capture.

    The rule: SYS4INI's file list is organized into SECTIONS, one per scene — each is a SCxxxx.BIN script entry followed by that scene's asset MANIFEST: every asset it references, across all archives and types (EV/BG/CS/AE graphics and OGG/WAV audio), interleaved in usage order. file_number is the 0-based index within the section. So:

    resId → files[ section_base(scene) + resId ], where section_base = the start of the SYS4INI section containing the scene's SCxxxx.BIN.

    Manifest rule holds for set-texture(resId) and play-voice(id). play-bgm is the EXCEPTION — it does NOT use the manifest; it uses direct literal names BGM{id:03d}.OGG (see step 4, by-ear corrected 2026-07-06). Tool: tools/resolve_asset.py --buildbuild/asset-sections.json (359 sections, 136 scenes); resolve_asset.py <SCENE> [resId] resolves. Validated: file_number == position section_base for 12848/13206 files (97%); SC0000 resolves 17/17 across archives vs the Frida capture (0x25→EV052CA, 0x36→BG030A background, 0x6c→EM* effect); 586/595 distinct captured loads (all sections) satisfy files[base+fn]==name. This is the derivable rule that generalizes to any AGE game with the same container — the "scope" was just which SYS4INI section the scene lives in. (The old play-bgm 5→BGM006 validation point was a mis-attribution — the real game plays BGM005.)

    How we got here (condensed): first confirmed resId == file_number via Frida load-order correlation for SC0000's opening, but file_number is not globally unique so a per-scene "scope" was needed. A long hunt for the selector (thought it was native scene state; even tried reading G[0x62424] live — the VM global memory is structured/packed, see docs/global-memory-re.md) missed the real structure until a full multi-archive capture (user domain tip: DATA1 holds BG/CS/CB/CA/CP graphics by name prefix, not just DATA2 EV CGs) revealed file_number == SYS4INI position inside per-scene sections. Superseded tools: tools/correlate_scope.py, vm0.py --settex (VM set-texture trace; still useful, but vm0 diverges on branchy non-opening scenes — use the C# VM to trace those). Runtime note for future work: the game is packed (main VM logic in a per-run heap r-x region) and streams archives through a heap block-cache via ReadFile (not mmap); the stable AGF decoder is AGE.EXE+0x74f1f.

  3. Wire the backend. FIRST-PASS RENDER LANDED (2026-07-06). Age.Engine/Sys4/ResourceMap.cs (Resolve + BMP path) + GodotAdvHost texture ops → TextureRect compositing behind the dialogue; IHost.DrawTexture extended with dst x/y; 800×600 window; convert_agf.py --scene pre-converts a scene's manifest AGFs → BMP. The full-screen event-CG layer renders end-to-end from the executed bytecode. Limitations (next chunk = graphics geometry/blend): sprites + BG* (routed through the CG-load subroutine) have garbage geometry because native graphics ops are stubbed (0x208 get-texture-size + the sprite position/animation chain); fades (AE*) draw opaque (no alpha); slot model approximates the game's immediate-mode blit-onto-slot-0 canvas. See docs/phase-a-slice-plan.md (A2b section) for the full write-up + the graphics-subsystem plan.

  4. Audio. WIRED (2026-07-06) — no Frida needed. Same rule as textures: play-bgm(id)/play-voice(id)files[section_base(scene)+id] → OGG. IHost.PlayBgm/PlayVoice + VM dispatch (play-bgm 0xbf / play-voice 0xc4, both argc 1); ResourceMap.AudioPath → loose extracted/DATA{n}/{name}.OGG; GodotAdvHostMain's two AudioStreamPlayer nodes (AudioStreamOggVorbis.LoadFromBuffer; BGM loops, voice interrupt-on-new). Non-Godot hosts no-op it → --selftest/8-8 byte-identical. SC0000 fires 18 BGM + 198 voice. By-ear VALIDATED (2026-07-06): voices play on their lines (play-voice med→HIGH). BUT the two audio ops use DIFFERENT addressing — the earlier "unified graphics+audio manifest" claim was WRONG for BGM:

    • Voice (play-voice) → per-scene manifest, files[base+id], offset 0 (same as textures). Proven: the manifest interleaves graphics/voice (files[35]=EV049AA, [36]=MAN999, [37]=EV052CA, [38]=SYL0001), so id-1 would land voices on .AGF (silent) — they play, so offset is exactly 0.
    • BGM (play-bgm) → DIRECT LITERAL NAME, id → BGM{id:03d}.OGG (DATA3), NOT the manifest. Confirmed by ear (play-bgm 5→BGM005, 8→BGM008; the manifest gave BGM006/009 = off-by-one) and proven by play-bgm 0x23→BGM035.OGG — a real standalone track (BGM set skips 030-034) the manifest mis-resolved to a graphics entry. Implemented as ResourceMap.BgmPathById(id); GodotAdvHost.PlayBgm uses it. The prior "Frida-confirmed play-bgm 5→BGM006" record was a mis-attribution.

    Lily silent = correct (form-gated on G[0xa57/0xa58/0xa59], unseeded). play-sound-effect (0xb4, argc 2) left stubbed — arg roles unconfirmed. See docs/phase-a-slice-plan.md (A2b-Audio). Diagnostic: Age.Cli audio <SCENE>.

  5. Movies (OP/MVB, MPEG) — a separate video-playback path; deferred.

Validation reality (why this is the big haul)

Unlike the VM/dialogue work (byte-exact trace oracle), graphics + audio have no machine oracle. Validation is: Frida ground truth (what the real game loads/plays for a scene) as the correctness anchor, plus human eyeball/ear. Treat every mapping as provisional until Frida-confirmed; the resId→file map is data we curate against ground truth, and the engine stays honest by only ever rendering what the executed bytecode + the map produce (never a hardcoded image).

Status

A2b-background: steps 13 landed. Step 1 = build/asset-index.json. Step 2 = resId → files[section_base(scene) + resId] via SYS4INI per-scene sections (tools/resolve_asset.py + build/asset-sections.json) — no runtime capture, all archives/types + audio. Step 3 = first-pass render (ResourceMap + GodotAdvHost texture ops → TextureRect compositing): the full-screen event-CG layer renders end-to-end from the bytecode. Remaining (next chunk): the graphics geometry/blend subsystem — native geometry ops (0x208 + sprite position/animation) so sprites/BG* position, plus alpha/blend for fades + chromakey. See docs/phase-a-slice-plan.md (A2b). Audio (step 4): play-voice uses the manifest (files[base+id]); play-bgm uses direct names (BGM{id:03d}.OGG) — NOT unified.