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OpenMaidEngine/docs/platform-portability.md
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Platform Portability

Living inventory of operating-system dependencies in the reimplementation and the work needed for future non-Windows builds. This is a tracking reference, not a commitment to expand the current Phase A slice. Native-engine reverse engineering remains Windows-oriented because the original game is a Windows program; that does not by itself make the authored runtime Windows-only.

Current portability boundary

The VM and content pipeline are already mostly platform-neutral:

  • Age.Engine uses managed .NET for script loading, bytecode execution, SYS4 catalog parsing, bounded ALF/AAI reads, LZSS, AGF-to-RGBA8 decode, and retained graphics state.
  • Godot owns ordinary graphics presentation, input, BGM, voice, and SFX playback.
  • Effectful bytecode operations cross Hosting/IHost.cs; the VM does not call native OS APIs.
  • Movie payloads arrive from IAssetStore as owned bytes and decoded frames enter the compositor as the platform-neutral RgbaImage type.
  • Native-compatible persistence uses managed streams behind INativeDatStore; Godot redirects AGE's related save/settings profile to user://, yielding user://SAVE and user://SYS4REG.INI while retaining native filenames and formats.

The sole movie path now uses the project-owned FFmpeg C ABI rather than a Windows multimedia API, but only a Windows-x64 native bundle is built and staged today. The accepted DirectShow fallback was deleted after the corpus and audible LOGO/OP/CHAPTER gates passed. There are also softer Windows assumptions that should be tested or replaced before claiming portable exports.

Dependency inventory

Area Current dependency Runtime impact Portability status / future action
SYS4INI per-game startup profile Sys4AssetCatalog parses and retains the bounded ordered startup trailer; Sys4LogicalCanvas applies SCREENX/SCREENY with AGE's independent 640x480 fallbacks. Native SYS4INI also carries text, ADV input/skip, save ABI/path, audio, legacy renderer, and Windows registration settings Godot uses the selected canvas for content scaling, backbuffers/compositor bounds, primary surfaces, layout/input fallbacks, and the default windowed client. --window-width/--window-height vary only the physical client while preserving the canvas and letterbox policy. The port still does not source CancelMesSkipOnClick, CoexistMesSkip, cursor/redraw policy, or wheel action ids from the trailer Validate the existing presentation policy on Linux/macOS window managers. Apply further semantic keys explicitly, translate save roots through the host, and classify DirectDraw/fullscreen-bit and registration/key settings as native compatibility metadata. Canonical inventory and consumers: sys4-format-notes.md and engine-re.md
Retained graphics presentation Backend-neutral GfxState; accepted default Godot Sprite2D GPU stage plus the retained software pixel oracle, using runtime ImageTexture, canvas transforms/materials, and no native graphics API GPU backend caches static/color-key variants, updates dynamic surfaces, handles retained range transitions, and falls back whole-frame for the legacy host screen-transition path Godot owns D3D/Vulkan/Metal/OpenGL selection; validate shader/blend/filter behavior per target rather than adding a platform renderer
AGE movie decode (0x236 scene movies; 0x20f modal LOGO/OP/ED; 0x24d movie masks) FfmpegMovieDecoder is the sole factory over the project-owned native/age_movie_ffmpeg ABI Windows-x64 passes the complete 213-payload installed video/audio corpus gate plus audible LOGO/OP/CHAPTER playback and real TEST.AGF green-mask decode Add target-specific native builds and export packaging
Movie integration Each surface owns a unique playback-instance id; MovieRuntime owns IMovieDecoder from an injected factory; video-only streams use monotonic pacing while audio-bearing streams use the Godot output clock. Opcode 0x24d redirects decoded green bytes through the platform-neutral retained rasterizer and exact managed packed-alpha mask helper Concurrent/restarted uses of one asset have independent frame/audio/completion/teardown state. Ordinary and mask movies share VFS/FFmpeg ownership; the mask result is a backend-neutral dynamic RGBA surface consumed by either Godot renderer. Managed code is no longer Windows-annotated, while only the win-x64 native bundle exists today Add Linux/macOS native builds and smoke gates
Movie audio ABI v2 returns timestamped stereo float PCM; bounded managed buffering feeds a per-playback Godot AudioStreamGenerator and routes native movie flags to engine buses All 29 installed audio-bearing streams decode with signal; synchronized LOGO/OP/CHAPTER playback is audibly accepted Treat absent, distorted, or unsynchronized audio from an audio-bearing movie as a runtime bug
ADV font discovery/raster fidelity Age.Engine.Text remains OS-neutral. Godot now selects the separate Age.Engine.Text.Windows backend for immediate 0x204/0x205 strings when Windows ACP 932 is available; exact masks are cached and composited into numbered RGBA surfaces. Live ADV and History still use the existing Label path, which loads Windows 明朝/ ゴシック when available and otherwise chooses the Japanese/default fallback with FreeType embolden and a Godot outline Three Mincho/Gothic regular/bold samples byte-match an independent Unicode GDI oracle. Immediate surface text now obeys retained ordering, alpha/tint/fade, transforms, clipping, capture, and surface mutation in both render paths. Non-Windows/non-932 runs report why exact selection failed and atomically retain the old surface-label projection; they do not claim GDI parity Add an explicitly non-identical portable backend and face-substitution policy, then migrate live ADV/History and remove Label compensations. Keep the GDI project out of non-Windows deliverables rather than hiding failed exact selection
Filesystem semantics Several filename and containment comparisons use OrdinalIgnoreCase; installed assets are conventionally uppercase Needs validation on case-sensitive filesystems; may hide casing or containment mistakes Add Linux/macOS tests with mixed-case synthetic roots and use filesystem-appropriate containment rules
Save/profile/settings storage Sys4PersistencePaths models AGE's independent SAVEPATH and REGFILEPATH resolutions. Godot replaces Himegari's related profile directory with user://, yielding user://SAVE for native S3SD/S4SD/S3RT files and thumbnails plus user://SYS4REG.INI for the BOM-less CP932 options file; the preserving writer changes only its nine [sound] keys Save payloads and engine options are isolated together without changing either native format. Native/drop-in resolution remains available through USEAPPDATAFOLDER plus both SYS4INI paths. A single-root override is rejected when SAVEPATH is not beneath REGFILEPATH, preventing cross-profile guesses Expose explicit profile/native selection through the future launcher and allow independent overrides for profiles whose two native paths are unrelated. Validate CP932 availability, replace/flush, case, permissions, and interrupted-write behavior on each export target
Game-install and repository discovery GameRootSelection accepts --game-root, then probes the executable directory and current working directory for SYS4INI.BIN; on Unix the frontend prefers inherited shell PWD because Godot may change the process directory during project startup. Godot injects the selected root into its catalog and loose-first ALF store. Paths.cs remains the development/test locator for generated opcode data, diagnostics, and CLI conveniences Installed game data no longer depends on the workspace sibling layout, enabling an executable beside AGE.EXE, a terminal launch from the install, or a launcher-supplied absolute profile root. A packaged export still needs its generated runtime metadata bundled independently of repository discovery Add export packaging for the opcode/profile artifacts, let the future profile launcher pass --game-root, and run executable-directory/CWD plus case/permission smoke gates on Linux and macOS
Archive parity oracle One integration test launches bin/BinExtractALF.exe Windows-only test helper, not a shipped runtime dependency Skip/replace on non-Windows CI; runtime ALF/AAI readers do not depend on it
Native RE tools Frida/Ghidra helpers target the original AGE.EXE; supporting utilities include Windows executables and Windows command conventions Development/research only Keep separate from export requirements; document platform prerequisites per tool
Python workflow Operating guide uses Windows py -3.11 invocation Developer workflow only Add equivalent python3 instructions if non-Windows development becomes active

No authored runtime code currently calls native DirectSound, Direct3D, Vulkan, Metal, or OpenGL. Mentions of those APIs in docs/engine-re.md describe the original AGE implementation. Both the software-oracle display and retained GPU prototype use Godot abstractions, so accepting the GPU backend does not add an OS graphics dependency.

Movie backend replacement seam

The live connection is now backend-neutral:

VM op 0x236 (non-modal) / op 0x20f (modal) / op 0x24d (green-mask transition)
  -> IHost.PlayMovieToSurface / PlayModalMovieToSurface / PlayMovieMaskTransition
  -> VFS-owned MoviePayload bytes
  -> IMovieDecoderFactory
     -> FfmpegMovieDecoder
        -> FfmpegMovieSession -> age_movie C ABI
  -> newest due RGBA frame -> retained movie surface -> Godot compositor
     or green byte -> exact captured-range alpha mask -> dynamic scratch surface
  -> timestamped stereo float PCM -> per-playback AudioStreamGenerator

Everything before and after the selected decoder is portable. The replacement decision is an in-process FFmpeg backend behind a project-owned C ABI, not raw FFmpeg structs in Godot/C# and not a subprocess. FFmpeg n8.1.2-29-g703dcc25b9 is pinned by immutable release URL and SHA-256 in native/age_movie_ffmpeg/dependency-win64.json; changing that pin requires rerunning the full installed-movie gate. The shim dynamically links an LGPL build made without GPL or nonfree components and uses libavformat, libavcodec, libavutil, libswscale, and libswresample. Release artifacts must carry the matching FFmpeg source/configuration and notices required by FFmpeg's license checklist.

The boundary has two layers:

  1. A small native age_movie ABI owns all FFmpeg objects and version-sensitive calls. It accepts a borrowed byte span only for the duration of open, copies it once into native-owned memory, and creates independent seekable custom AVIOContext views for video and audio so either stream can be pulled without duplicating the payload or sharing a demux cursor. ABI v2 returns immutable video/audio metadata. Sequential video decode returns one top-down tightly packed RGBA8 frame; sequential audio decode returns one interleaved stereo float32 PCM block. Both carry timestamps normalized to a common media origin. Video conversion occurs in an FFmpeg-owned aligned frame; only exact visible row bytes are copied into the caller's tightly packed buffer. libswresample converts the source channel/sample layout to the Godot generator contract. Return statuses distinguish frame, EOF, invalid arguments, undersized output, and decoder failure; the open call returns a bounded UTF-8 diagnostic and an opened handle retains its last decode error. Close accepts a null handle, and managed SafeHandle ownership guarantees one close for each successfully opened handle. No FFmpeg pointer crosses the ABI.
  2. Managed IMovieDecoder owns the native handle and cancellable video/audio workers. Synchronous construction provides StopTimeMs and audio format before 0x236 returns. Video remains at most one due frame ahead; PCM uses a bounded roughly half-second queue, so the 263-second ending never becomes a whole-file allocation. Video-only movies use the monotonic playback origin. Audio-bearing movies feed a per-instance AudioStreamGenerator; the monotonic-clamped Godot sound-hardware position (playback + time-since-mix - cached output latency) advances due video frames. Completion requires video stop time, audio decode EOF, and PCM submission. Disposal interrupts waits, joins both workers, and stops the generator without depending on native default-device playback.

StopTimeMs performs a bounded packet scan over the seekable in-memory payload and takes the longest usable FFmpeg format duration, video-stream duration, timestamp span, or constant-frame-rate packet-count duration. This accounts for the final MPEG presentation interval that FFmpeg's stream duration can omit (MVB908 is ten 30 fps frames: 333 ms, not the raw stream field's 316 ms). The result is converted to integer milliseconds with the same positive truncation used by native op 0x23f, then the demuxer rewinds before playback. Streams with no usable duration evidence fail initialization for the stock-content path rather than inventing timing. The existing host safety rule still converts any backend initialization failure into an explicitly completed zero-duration movie identity, and the presentation watchdog remains a last-resort guard for an initialized backend that never reaches EOF.

The factory is injection for tests and future decoder replacement, not runtime codec roulette. FFmpeg is the sole backend; DirectShow was deleted rather than shipped as a fallback after the live gate passed. Modal completion/cancel remains owned above the decoder by the existing 0x20f host path and tears down its generator with the video instance. Native movie flag overrides select mute/music/SE/voice audio buses; the ordinary path uses the movie bus.

This replacement is now also required for Windows gameplay parity. Archive-backed probes on 2026-07-21 show that the current DirectShow graph accepts tested MPEG widths divisible by 16 (208, 288, 304, 400, and 800) but fails Connect with 0x80040217 for tested widths that are 8 mod 16 (280, 360, 520, and 600). The dominant combat-effect family is 280x352 (125 installed MVB assets), so retaining DirectShow as the only Windows decoder is insufficient even though SC0000's 800x600 CHAPTER.AGF works.

An archive scan on the same date classified all 213 installed movie payloads as MPEG-1 program streams with MPEG-1 video and no MPEG-2 sequence extensions. Of those, 184 are video-only and 29 contain MPEG audio. The large LOGO/OP/ED family uses MPEG Audio Layer II, while 25 small 120x120 MVS movies use Layer I. That inventory is why the narrower pl_mpeg library was rejected as the primary backend: it fits every installed video stream but only decodes Layer II audio and explicitly ignores program-stream PTS in its high-level synchronization. FFmpeg covers the complete installed codec set and leaves the mod/profile boundary open without selecting a different decoder per effect.

ABI v2 and MPEG audio playback landed on 2026-07-25. The expanded installed-corpus gate passes all 213 assets: 184 remain strictly video-only and all 29 audio-bearing streams decode to finite 44.1 kHz stereo PCM with monotonic timestamps and clean EOF/teardown. The gate decoded 17,537 audio blocks / 18,185,856 stereo PCM frames in the same eight-second unpaced run. A headless natural boot completed audio-clocked LOGO.AGF at 7,288 ms, released it without generator errors, and opened OP.AGF. A first windowed run confirmed audible LOGO/OP output but exposed crackle/warble. The decoded PCM was continuous; the sink had treated each whole- millisecond PTS rounding error (up to 44 samples at 44.1 kHz) as a real boundary and inserted or removed samples from every MPEG block. The sink now ignores established-timeline discrepancies within 2 ms while still honoring the first timestamp and material later gaps/overlaps. A 4,093-block OP regression pins splice-free continuity. The clean audible recheck passed for LOGO/OP and CHAPTER. DirectShow and the managed Windows platform annotations were then deleted; missing, distorted, or unsynchronized audio on any of the 29 audio-bearing assets is now a bug.

Movie startup was corrected on 2026-07-28 after a first-frame latch exposed a second, visible 600 ms freeze. LOGO.AGF and OP.AGF begin audio at 0 ms on the shim's shared mux timeline, while their first decoded video frames carry PTS 600 ms and 601 ms. Signal-bearing PCM in OP's first 600 ms initially looked like an intentional audio lead, but native OP advances video and audio immediately. A real-asset regression proves the decoder is not losing opening data: the first 20 LOGO/OP video frames are consecutive 33/34 ms samples, change within that window, and contain alpha 255 at every pixel. The mux offset is therefore not a presentation deadline.

The paced decoder still latches frame zero and Godot still waits to start its AudioStreamGenerator until that image has been published. It now schedules every later video frame from source_video_pts - first_video_pts, including audio-bearing movies, while submitting the complete audio stream from its own timestamp zero. This preserves every decoded sample and immediately advances frame cadence instead of freezing frame zero until the audio clock reaches the program-stream offset. Startup logs and F6 snapshots retain the raw first video PTS for diagnosis.

A separate compositor error amplified the symptom. MPEG-1 has no transparency and FFmpeg's RGBA conversion produces opaque pixels, but the VM had replaced the existing mutable movie target with an invented RGB color key of zero. Exact black became transparent and exposed the Godot clear color, producing the previously reported grey MPEG speckles. Both movie opcodes now retain the existing surface's no-key state; the host's instance binding supplies changing movie pixels without changing surface resource identity. Native 0x20f likewise attaches its DirectShow renderer to the existing D3D target without assigning an RGB key. The annotated native details and the DirectShow preroll/stream-origin inference are recorded in docs/engine-re.md.

Native deliverables are RID-specific and bundled with the Godot export; the runtime must not discover an arbitrary system FFmpeg. The first implementation gate is Windows x64 because that is the current runnable target, but the C ABI and loader paths must reserve Windows x64, Linux x64, macOS x64, and macOS arm64 from the start. Builds use shared libraries, $ORIGIN/@loader_path-style local lookup on Unix targets, recorded source hashes and configure arguments, and no committed original-game data. Packaging automation is part of completing the backend, not a prerequisite for the first native decode spike.

The current movie ABI is version 3. Its position-seek entry point resets both independent demux/decoder pipelines before managed keyframe/audio preroll, so opcode 0x241 has the same bounded, synchronized behavior on every future native target rather than relying on a Windows-only DirectShow cursor.

The Windows-x64 spike is now complete. bootstrap-win64.ps1 verifies the immutable archive SHA before extraction, and build-win64.ps1 builds the shim with MSVC and places the DLL, import artifacts, required LGPL shared libraries, and license under disposable build/native/win-x64. The managed resolver accepts AGE_FFMPEG_NATIVE_DIR for the isolated gate and otherwise reserves application-local and runtimes/<rid>/native lookup. Representative VFS results are MVB961 280x352/500 ms, MVB238 280x352/866 ms, MVB908 400x400/333 ms, and CHAPTER 800x600/12016 ms, all with changing frames and nondecreasing timestamps. Malformed input and repeated teardown are covered. This is not yet distributable packaging. FfmpegMovieDecoder now adds cancellable timestamp pacing and is the live selection. The Godot build copies the shim, five required shared libraries, and FFmpeg license beside Himegari.dll; a natural SYSTEM4 smoke completed 7288 ms LOGO.AGF, opened 106919 ms OP.AGF, and published frames from both without loading DirectShow; the user subsequently confirmed both opening movies work in normal windowed playback. DirectShow was deleted after the later synchronized-audio gate. Full export/source-offer packaging and non-Windows builds remain outstanding.

The Windows-x64 installed-corpus gate passed on 2026-07-22 with the pinned dependency: all 213 signature-selected MPEG payloads opened and reached EOF under a 30-second per-item bound. It decoded all 15,788 frames across twelve display sizes (120x120 through 800x600), independently matched sequence-header dimensions, found positive duration and frame-rate metadata, verified tightly packed RGBA size and nondecreasing timestamps, observed changing imagery in every asset, and closed every session. The set includes all 184 video-only and 29 audio-bearing streams; at that video-only milestone audio presence was detected but PCM remained intentionally undelivered. The later audio-delivery gate above supersedes that limitation. The 263-second ED.AGF was the slowest decode at 4.4 seconds in the deliberately unpaced gate, so its prior 30-second failure was test-harness whole-frame hashing overhead rather than a decoder incompatibility. The disposable machine report is build/movie-corpus-ffmpeg.json; invocation and report semantics are canonical in docs/tools-reference.md.

Cross-platform validation gates

Before advertising a platform as supported:

  1. Build and export the Godot C# project for that target without compiling an unusable native backend.
  2. Run the platform-neutral engine tests, with Windows-only parity oracles explicitly classified.
  3. Exercise SYS4/AAI/ALF loose override precedence on a case-sensitive filesystem.
  4. Decode representative raw/compressed AGF variants and compare RGBA output with established fixtures.
  5. Play SC0000 through texture, BGM, voice, SFX, and movie publication using only the original archives.
  6. Verify Japanese font discovery/rendering and user-selected game-root handling outside the repository.
  7. If movie audio is implemented, validate A/V synchronization, interruption, EOF, and teardown separately from video visibility.

Update rule

Add an entry whenever authored runtime code gains an OS API, native library, platform-specific path, filesystem assumption, conditional build rule, or platform-specific test oracle. Record whether it affects the shipped runtime, only development tooling, or only native-engine research. Cross-link detailed subsystem semantics to their canonical document instead of duplicating them here.