tools-reference: dump_engine/probe_handlers/capture_gfx_objects + SYS4AB note.
phase-a-slice-plan: post-opening drift RESOLVED as a state-divergence artifact
(fix = Phase B state flow, not a native-op subsystem). PROJECT-STRUCTURE:
build/{textures,engine-dump}, engine/, tools/frida/.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
310 lines
24 KiB
Markdown
310 lines
24 KiB
Markdown
# Phase A — Vertical Slice Plan (the first build step)
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Concrete execution plan for Phase A of `remake-architecture-and-roadmap.md`. Decided over the
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alternative (fully decoding `SCJUMP.BIN`) after recon showed SCJUMP is not the gating unknown.
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## Why the slice, and why headless-first
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**SCJUMP recon (2026-07-06):** `SCJUMP.BIN` is a 29,796-instruction **progression state machine**,
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not the `call-script` registry. Top level switches on `global 0x3234` (mode 1–9 → big blocks); each
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block is nested `eq`/`ne`/`and`/`jcc` on flags, ending in `mov`s to output globals. Almost no
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`call-script`. So it decides *what scene/branch comes next* via state, and does **not** resolve
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`call-script id → code`. Consequence: the id→code registry stays engine-level (deferred), **but the
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slice can stub `call-script`** — it is not gating for running one scene's dialogue.
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**Correctness bootstrap (roadmap §5) drives the ordering:** the VM must be *validated-correct* before
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it is trustworthy. Our strongest oracle is `build/text/dialogue.jsonl` (the `show-text` lines per
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script). So the very first slice is **headless and text-only, validated by that oracle** — no Godot,
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no AGF, no audio, no dispatch registry. Only once the VM reproduces dialogue do we add rendering.
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Phase A therefore splits:
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- **A0 — headless VM, dialogue-validated (Python prototype).** ← immediate, executable now.
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- **A1 — port the validated model to C#** (the runtime's VM core).
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- **A2 — Godot ADV backend** (render one scene with visuals + voice).
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---
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## A0 — Headless VM validated by the dialogue oracle
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**Goal:** a Python interpreter that executes one ADV scene's bytecode and emits its `show-text`
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sequence; that sequence is a coherent, in-order subsequence of the script's static `dialogue.jsonl`
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lines. This proves the execution model — control flow, operand/pointer semantics, string handling,
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and the no-op-marker assumptions — *before* any C#/Godot investment. Reuses `tools/sys4load.py` for
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all parsing/decoding (no new parser).
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### Execution model to implement
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- **Memory:** one flat **global bank** = `dict[int,int]` (globals are raw offsets into one space;
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`global-int A` ⇒ `G[A]`, default 0). Per-call **local frame** with typed banks sized by header
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F0–F5 (`local_int[F0]`, `local_float[F1]`, `local_string[F2]`, …).
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- **PC / control flow:** build `offset→instruction-index` map from `sys4load` instructions (each has
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`.offset` = dword index; jump targets are dword indices). `jmp t` → pc = map[t]. `jcc(cond, A, B)`
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→ cond truthy ? goto A : goto B, where `0xffffffff` = fall through (confirmed model from RECOVER).
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- **Operand resolution by type:** imm→value; global-int→`G[value]`; local-int→`frame.int[value]`;
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string(2)→decoded string at dword offset; float/global-string/etc. analogous.
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- **⚠ Pointer/lvalue semantics — the key modeling task.** RECOVER proves `-ptr` operands are
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*lvalues*: `lookup-array(dst_ptr, base, idx)` yields a *reference* to `G[base+idx]`; `mov` through a
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ptr writes to the referenced cell; reading a ptr rvalue dereferences it. Model a ptr slot as holding
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an address into the global bank; nail this so the RECOVER array-copy produces correct results (unit
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test it directly).
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- **Opcode handlers (~52 named ops):**
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- arithmetic/bit `add sub mul div mod and or sar shl` → `p1 = p2 ⊙ p3`.
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- compares `eq ne lt lte gr gre` → 0/1.
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- `mov` (incl. through ptr), `lookup-array` (`p1=mem[base+idx]`), `lookup-array-2d`
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(`p1=mem[base + i*stride + col]`), `copy-to-global`, `set-array-to`, `bit-set/reset`, `check-bit`.
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- control `jmp call jcc ret exit exit-script`.
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- string `set-string concat strlen toString`.
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- **ADV capture:** `show-text` → append (arg text) to the emitted list; `end-text-line`,
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`wait-for-input`, `set-font`, `comment` → capture/skip (no visible state).
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- **Markers → no-op (this TESTS the classification):** `0x1f4 0x1f5 0x1d5 0x1bc 0x1bf` skip;
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tentative `0x21b 0x1d2 0x258` skip — if dialogue stays correct, the no-op assumption is validated.
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- **`call-script` → STUB:** log `(id)`, return immediately. (Its dialogue belongs to other scripts;
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stubbing keeps the emitted set = this script's own lines.)
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- **Effectful (draw/texture/audio/ui/input) → STUB:** log and ignore.
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- **Unknown/other opcodes → log + no-op**, so a rare op doesn't halt the run (record coverage).
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### Oracle & scene choice
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- **Oracle:** with calls stubbed and default state, every emitted `show-text` line must be a real
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decoded string from the script's pool, and the sequence must be an **in-order subsequence** of that
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script's `dialogue.jsonl` lines (≈ equality for a linear scene). Catches: garbage strings (bad
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operand/ptr handling), impossible ordering (bad control flow), missing/extra lines.
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- **Scene pick:** choose a **short, mostly-linear ADV scene** — high `show-text` count, low `jcc`
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density, few `call-script`. Selection step: rank `SC####`/`SP####` by
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`(show-text count) / (jcc + call-script count)`, small size. Known-good fallback: `SC0030.BIN`
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(dialogue verified). Also run a **RECOVER unit test** to validate pointer/array semantics independent
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of dialogue.
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### Steps
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1. `tools/vm0.py`: load a script via `sys4load`, build offset→index map, frame + global bank.
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2. Implement operand resolution + the arithmetic/compare/mov/lookup/control handlers; unit-test on
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`RECOVER.BIN` (array copy + both loops must produce correct global writes).
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3. Add ADV capture + markers-as-noop + call/effectful stubs; add opcode-coverage logging.
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4. Run on the chosen linear scene; diff emitted `show-text` vs `dialogue.jsonl` (subsequence check);
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eyeball the first ~15 lines for coherence.
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5. Iterate until several scenes pass; record which ops/markers were exercised and any surprises
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(esp. whether the tentative-no-op markers hold).
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### Success criteria (A0 done)
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- RECOVER unit test passes (pointer/array model correct).
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- ≥3 ADV scenes: emitted `show-text` is a coherent in-order subsequence of their `dialogue.jsonl`,
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no garbage strings.
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- Coverage report of which opcodes actually executed (drives A1/A2 priorities).
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- The no-op-marker assumption is confirmed or corrected with evidence.
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---
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### A0 result (2026-07-06) — execution model VALIDATED
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`tools/vm0.py` built (reuses `sys4load`; ~250 lines). Results:
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- **RECOVER unit test PASSES** — all 7 checks (block-1 3-field copy, block-2 restore + flag, both
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skip-guards). The pointer/lvalue model, 2D stride indexing, both loops, and two-way `jcc` all
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execute correctly. **The core execution model is proven.**
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- **Full SC/SP oracle sweep (`vm0.py --sweep`): 282 / 294 scenes DIALOGUE-VALID = 95.9%.** Every
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emitted `show-text` line is checked (by string offset) as an in-order subsequence of the script's
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static `dialogue.jsonl` lines. **Zero STRAY and zero ORDER violations across all 294 scenes** — the
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model never emits a garbage string and never emits dialogue out of order. 279 CLEAN (valid + natural
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`exit`); 3 OK/LOOP (valid subsequence, halted by the loop-guard); 12 EMPTY; 3 skipped (no static
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show-text). SC0000 = 326 static / clean; SP0062 = 220/220 CLEAN.
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**A0-remainder work done (2026-07-06, session 2):**
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- **Loop-guard added** (`EMIT_CAP=2`): halt a run once any single line is re-emitted a 3rd time —
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a semantic guard tied to the oracle (vs. a blind step limit), and it *classifies* the scene LOOPED
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instead of spewing garbage. The 3 zero-state spinners (SC0010/SC0600/SC0200) now terminate cleanly
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in <12k steps and their emitted lines are all valid.
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- **SP0062 "stray" was a measurement artifact**, not a bug — the precise offset-based oracle shows it
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CLEAN (220/220, natural exit). Offset-match ⟹ text-match (VM decodes each string at the same offset
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the extractor did), so CLEAN is trustworthy.
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- **`0x71` (label-def) folded into the no-op marker set** — structural, no runtime effect.
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- **Sweep + single-scene diff harness** added to `vm0.py`: `--sweep [N]` (coverage table over all
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SC/SP), `--scene NAME` (detailed diff for one script), plus `load_oracle`/`subsequence_status`.
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**op 0x90 investigated in depth — it is input chrome, NOT a correctness hole** (full evidence:
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`vm-map/opcodes.toml` op 0x90 `details`). Kelebek left it "ukn"; corpus analysis resolves it:
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`0x90 x y w h tgt_a tgt_b tgt_c` (argc 7) is a **cursor/input hotspot hit-test** that branches per
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interaction outcome and **falls through to pc+1 when nothing matches** (design-confirmed: enc.len 15
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lands the next instr on the fall-through statement). It occurs ONLY in a shared ADV-chrome subroutine
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that is byte-identical in all 301 ADV scripts — **exactly 8 sites each** (5 immediate-rect buttons at
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`(684..772, 572)` toggling `G[0x6c9..0x6cd]` + 3 local-operand keyed forms), **zero scene-specific
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use**. Headless (no cursor/input) ⇒ fall through ⇒ **vm0's stub is already correct**, proven safe by
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all 279 CLEAN scenes (which contain these same 8 sites). `op 0x97` (argc 5, no targets) is its
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companion register-hotspot call. **So 0x90 stays as fall-through in A1 with confidence; it is modelled
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as a live hotspot test only in A2** (Godot input backend), confirming target→state mapping via Frida.
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**The 12 EMPTY scenes — state-gated interactive screens, not a model failure.** Traced SC0830: it
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exits early because `G[0xaba5c]==1` gates the content; past that gate the dialogue sits behind the ADV
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input-wait loop (the hotspot-polling chrome above), so with no seeded state and no input the scene
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exits or spins before reaching text. Unlocking them = seed per-scene state + supply input →
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**Phase A2/B**, not an A0 model fix.
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**⚠ Honest scope of the 95.9%:** the subsequence oracle proves **no-garbage / in-order**, not a
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*complete* path — inherent to a subsequence oracle run headlessly (interactive/state-gated branches
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take the no-input path by design). That anti-garbage guarantee is exactly what A0 set out to prove.
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**Confirmed by this run:** the classified no-op markers (`0x1f4/0x1f5/0x1d5/0x1bc/0x1bf` + tentative
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`0x21b/0x1d2/0x258`, now + `0x71`) are safe as no-ops for ADV flow; `call-script` is stubbable;
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effectful ops (`draw-texture`/`create-texture`/`play-voice`/`0x1f7`/`0x202`/`0x203`/…) stub cleanly.
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**✅ A0 COMPLETE.** Success criteria met: RECOVER unit test green (pointer/array/control-flow model
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proven); 282 ADV scenes emit clean in-order subsequences with zero garbage; coverage number recorded;
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no-op-marker assumption confirmed at scale; `op 0x90` (the last big control-flow unknown) resolved as
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input chrome whose fall-through stub is correct headless. Next = **A1** — port the model to the C# VM
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core, differential-test against `vm0.py`. 0x90/0x97 stay stubbed (correct headless); the interactive
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input path + per-scene state seeding land in **A2** (Godot backend) alongside the real hotspot model.
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## A1 — Port the validated model to C# ✅ DONE (2026-07-06)
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Reimplement the A0 execution model as the runtime VM core in C# (the language decision from the
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roadmap; GDScript is too slow for the loop). A0 is the reference: differential-test C# against the
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Python prototype's traces on the same scenes. Port the container parser too (or load via a shared
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spec). Deliverable: headless C# VM reproducing A0's results.
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**Result:** `engine/` .NET 8 solution (`Age.Engine` classlib w/ `Model`/`Vm`/`Sys4`/`Hosting` seams +
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`Age.Cli` + xUnit tests). RECOVER passes; the C# `trace` is **byte-identical to `vm0.py --trace` across
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all 297 SC/SP scenes** (offsets+halt+steps). Version-neutral `Script` contract enforced (VM core never
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references `Sys4`). Spec/plan: `docs/superpowers/{specs,plans}/2026-07-06-a1-csharp-vm*.md`.
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## A2 — Godot ADV backend (one scene, with visuals)
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Wire the C# VM's effectful ops to Godot: `show-text`/message window (+ furigana via `display-furigana`),
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`set-font`, `wait-for-input`, choices, `play-voice`/`play-bgm`, and `create-texture`/`set-texture`/
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`draw-texture`/`draw-string` for the background + sprites. Convert the scene's AGF art with the
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on-disk `AGF2BMP2AGF.exe`. Resolve just-enough `call-script`/state so the scene's setup runs (or
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hand-set the preconditions). Deliverable: **the chosen scene playable in Godot** — bg + dialogue +
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a choice + voice — matching A0's text.
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### A2a — Interactive dialogue loop ✅ DONE (2026-07-06)
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Godot 4.7 (.NET, `S:/Godot/Godot_v4.7-stable_mono_win64`) project in `godot/` referencing `Age.Engine`
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in-process. VM gained one hook (`IHost.WaitForInput`, opcode 0x72); suspend/resume via a worker thread +
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blocking `SemaphoreSlim` in `GodotAdvHost`, UI marshalled with `CallDeferred`. Plays SC0000 page-by-page,
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pauses at wait-for-input, resumes on click/Enter. **Headless self-test** (`--headless -- --selftest`)
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asserts the emitted 186-line offset sequence == `build/vm0-trace.json`; A1 engine tests stay 7/7.
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Toolchain: `godot --headless --path godot --import` → `dotnet build godot/Himegari.csproj` →
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`godot --headless --path godot [-- --selftest]`. Spec/plan:
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`docs/superpowers/{specs,plans}/2026-07-06-a2a-godot-dialogue*.md`.
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**Next = A2b:** background via `AGF2BMP2AGF.exe`, `play-voice`/`play-bgm`, choices → VM globals,
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just-enough `call-script`/state (unlocks richer scenes).
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### A2b-Background — FIRST-PASS RENDER LANDED (2026-07-06)
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Resolution solved (`docs/asset-resolution-re.md`: `resId → files[section_base(scene)+resId]`) and wired
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into a live render. **Shipped:** `Age.Engine/Sys4/ResourceMap.cs` (loads `build/asset-index.json` +
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`build/asset-sections.json`; `Resolve(scene,resId) → AssetEntry`; `TexturePath` → pre-converted BMP);
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`GodotAdvHost` implements `create/set/draw-texture` (slot → `TextureRect` composited behind the dialogue
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in a `_stage` layer); `IHost.DrawTexture` + VM dispatch extended to pass the destination x/y (draw-texture
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args 7/8); `project.godot` window = 800×600; `convert_agf.py` searches all archives + `--scene` batch.
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Engine 8/8, C# `--selftest` still byte-matches the vm0 trace (VM behaviour unchanged). **Works end-to-end:**
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the VM executes `set-texture(resId)` → ResourceMap resolves across archives → BMP loads → composite; the
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full-screen **event-CG layer (`EV052*`) renders correctly** as the opening plays.
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**Known first-pass limitations (all one subsystem = graphics geometry/blend, the next chunk):**
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1. **Only the full-screen layer is correct.** Sprites/effects and `BG*` backgrounds routed through the
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CG-load subroutine (`label_12649`) derive width/height/position from native ops we still **stub** —
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`0x208` (get-texture-size) + the sprite position/registration/animation chain — so their `dst/size`
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are garbage (backgrounds land off-center, e.g. `BG030A dst=(300,300)`; sizes come out `0x0`). Only the
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*immediate* full-screen draws (`(0,0) 800×600`) render right.
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2. **No alpha/blend.** `AE*` full-screen fade/flash effects draw **opaque and instant** (a static grey/white
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sheet over the CG) instead of alpha-animating. No chromakey either (sprites would show green boxes —
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moot until they position).
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3. **Slot model is an approximation.** We use one `TextureRect` per slot, replace-on-draw; the game
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actually **blits onto slot 0 as an immediate-mode canvas** (everything composites into slot 0).
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4. AGF is **pre-converted to BMP offline** (`convert_agf.py --scene`); a runtime C# AGF decoder is deferred.
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**Next chunk — graphics-geometry/blend subsystem:** implement `0x208` (host returns the slot's real image
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dims) + the sprite position/registration ops so geometry is correct; add alpha/additive blend for fades +
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green chromakey; likely move to a proper canvas/blit compositor. Fixes sprites, background placement, and
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fades together. (Superseded: the id-specific plan in `docs/superpowers/plans/2026-07-06-a2b-background.md`.)
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### A2b-Audio — WIRED, plays end-to-end (2026-07-06)
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Audio wired, OGG plays natively in Godot (no Frida, no decode/geometry work). **KEY FINDING — the two audio
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ops use DIFFERENT addressing (the initial "unified manifest" assumption was WRONG for BGM):**
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- **`play-voice`** → per-scene manifest `files[base+id]`, **offset 0** (same as `set-texture`).
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- **`play-bgm`** → **DIRECT LITERAL NAME** `id → BGM{id:03d}.OGG` (DATA3), NOT the manifest.
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**Shipped:** `IHost.PlayBgm/PlayVoice`; VM dispatch routes `play-bgm`(0xbf)/`play-voice`(0xc4) (both argc 1);
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the three non-Godot hosts (`CaptureHost`, test `RecHost`/`CountHost`) no-op them so `--selftest` + engine 8/8
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stay byte-identical (audio ops still `pc+1`, step count unchanged); `ResourceMap.BgmPathById(id)` (direct
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name) for BGM + `ResourceMap.AudioPath(AssetEntry)` (manifest `Resolve`) for voice; `Main` loads via
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`AudioStreamOggVorbis.LoadFromBuffer` into two `AudioStreamPlayer` nodes (BGM `Loop=true`; voice `Loop=false`,
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interrupt-on-new). Headless run: 0 OGG-load failures, selftest byte-parity OK.
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**BY-EAR VALIDATED (2026-07-06, systematic-debugging).** User confirmed voices play on their lines
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(`play-voice` med→HIGH). Two reports root-caused:
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- **BGM off-by-one → FIXED (real root cause, resolver changed for BGM only).** Real game plays BGM005 for
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`play-bgm 0x5` and BGM008 for `0x8`; we mis-played BGM006/009 because we resolved BGM via the manifest
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(`files[5]=BGM006`). BGM is actually addressed by **direct name** `BGM{id:03d}.OGG`. **Proof:** `play-bgm
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0x23 → BGM035.OGG`, a real standalone track (the BGM set skips 030-034) that the manifest mis-resolved to a
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graphics entry (`files[35]=EV049AA.AGF`). Voices are NOT off-by-one — the manifest interleaves graphics/
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voice (`files[35]=EV049AA`, `[36]=MAN999`, `[37]=EV052CA`, `[38]=SYL0001`), so `id-1` would land voices on
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`.AGF` (silent) but they play ⇒ voice offset is exactly 0. So the fix is BGM-specific; voices/textures
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unchanged. Corrects the earlier "Frida-confirmed play-bgm 5→BGM006" record (a mis-attribution).
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- **Lily silent = correct, form-gated (NOT a bug).** Her lines use a 3-way dispatch on form flags
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`G[0xa57]`(A)/`G[0xa58]`(B)/`G[0xa59]`(C): exactly one is 1 in the real game (her current form), else the
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line `jmp`s past with no voice. Our harness seeds no globals → all zero → every Lily line skipped. Proven
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by seeding: `audio SC0000.BIN 0xa57=1` → 35 LILA clips fire in order (form B→LILB, C→LILC). Left unseeded
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by user choice (no dummy state); Lily stays silent until real cross-scene state flow (Phase B) exists.
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**Diagnostic tool added:** `Age.Cli audio <SCENE.BIN> [0xADDR=VAL ...]` — runs a scene and dumps executed
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`play-bgm`/`play-voice` ops in order (BGM direct-name, voice manifest), optional global seeding. Used for all
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of the above. **Watch-items:** BGM looping is whole-file for now (Eushully OGGs may carry `LOOPSTART`/
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`LOOPLENGTH` Vorbis comments — refine later); `play-sound-effect`(0xb4, argc 2) left stubbed (arg roles
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unconfirmed).
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### A2b-Geometry — `0x208` keystone + blit compositor (2026-07-06)
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Spec/plan: `docs/superpowers/{specs,plans}/2026-07-06-a2b-graphics-geometry*.md`. **Shipped & verified:**
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the CG-load subroutine (`SC0000.asm` `label_12649`) computes all sprite/background geometry **in
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bytecode** (`add`/`sub`/`div`/`lookup-array`); the only missing native primitive was **`0x208 =
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get-texture-size(slot) → (out_w, out_h)`**. Implemented as a real VM op (`IHost.GetTextureSize`, writes
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the two output globals); non-Godot hosts return `(0,0)` so trace/selftest parity holds (engine 11/11,
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`--selftest` byte-identical). Replaced the TextureRect-per-slot approximation with a faithful **800×600
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immediate-mode blit compositor** (`Main.BlitSlot`: `_screen.BlitRect(src rect → dst)` in execution order,
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one displayed `TextureRect`; source dims read from the pre-converted BMP header on the VM thread via
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`BmpHeader.ReadDims`, so the bytecode's geometry math sees real sizes synchronously). New diagnostics:
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`Age.Cli gfx <SCENE>` (headless numeric oracle — dumps per-draw resolved file + computed geometry) and
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`godot … -- --shot <png> [--shot-page N]` (page-gated screenshot capture). **The opening event-CG sequence
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renders correctly** — full-screen CG at `(0,0)` with dialogue over it (verified by screenshot, SC0000
|
||
pages 1/3).
|
||
|
||
**Slot-0 seed (bug found & fixed via the gfx oracle + user eyeball):** slot 0 is the **primary/screen
|
||
surface** (800×600), normally created by engine-boot init the single-scene harness skips. Cold, `0x208`
|
||
measured `0×0`, and the anchor-preserve math (`base' = center − (w_new/2, h_new)`) then wrote a corrupted
|
||
`(−400,−600)` into the **persistent base globals** — so the first CG was grey and CG2 inherited the
|
||
corruption. Fix: seed `_slotDims[0] = (800,600)` (and record `create-texture(w,h)` dims) so the first CG's
|
||
anchor stays an identity. This is the faithful stand-in for the skipped boot-time primary-surface creation.
|
||
|
||
**Post-opening bg/sprite drift — RESOLVED as a STATE-DIVERGENCE artifact, NOT a missing native op
|
||
(2026-07-06/07).** Symptom: everything blits through slot 0 as an immediate-mode canvas; the anchor-preserve
|
||
base globals **accumulate drift** across differently-sized textures (`BG030A→(300,500)`, next→`(450,100)`,
|
||
→`(800,350)`… marching bottom-right). We reverse-engineered the whole chain (systematic-debugging):
|
||
1. Root cause traced to **`0x215` = native graphics-object query** (opcodes.toml `query-gfx-object?`), which we
|
||
stub → `label_12649` takes the wrong branch → all draws collapse onto slot 0 → anchor-preserve reads foreign
|
||
textures → drift.
|
||
2. **Engine now statically analyzable (major, general unlock):** `SYS4AB.BIN` = `XOR-0xFF(AGE.EXE)` (dead end),
|
||
but `AGE.EXE` unpacks **in-place at 0x400000** in the live process → `tools/frida/dump_engine.py` →
|
||
`build/engine-dump/` (validated via AGF-decoder landmark; interpreter confirmed to run from the module, so
|
||
handlers are hookable). Handler ABI + object-record layout (`[esi+0x53d64]`, 120B/rec, cmd-type at rec+0x24)
|
||
decoded. See `docs/vm-mapping-plan.md` appendix + `tools/frida/README.md`.
|
||
3. **Live capture verdict (the resolution):** `tools/frida/capture_gfx_objects.py` polled the object-record
|
||
array through the **real** opening — it held only **3 persistent UI objects, ZERO CG objects**. So the real
|
||
game does **not** draw the opening CGs via the `0x212–0x21a` positioned-object path our headless VM uses;
|
||
with proper state it takes a different (direct) branch that we already render correctly. **⇒ the drift is
|
||
downstream of our unseeded headless VM taking `label_12649`'s else-branch (compute-from-drifting-base) where
|
||
the real game hits the if-branch (stored/record geometry). The fix is the Phase B state/choices-flow work,
|
||
not a separate native-op subsystem.** Seeding real per-scene/object state makes `label_12649` branch right.
|
||
Fades/alpha (`AE*`, `0x202/0x203`) + green chromakey + true multi-surface remain deferred; the compositor is
|
||
built to accept alpha later. The full-screen opening path is correct and unaffected. **Native gfx-op modeling
|
||
is only needed for scenes that genuinely use runtime-positioned sprites — revisit later with the dump in hand.**
|
||
|
||
---
|
||
|
||
## Risks / open questions for A0
|
||
- **Pointer/lvalue semantics** — the main modeling risk; RECOVER is the litmus test.
|
||
- **Initial global state** — a scene may assume preconditions from earlier flow (`SCJUMP`/prior
|
||
scenes). Mitigation: default-zero globals + set the few a scene reads early; the subsequence oracle
|
||
tolerates a shortened path.
|
||
- **Runtime vs static dialogue order** — static `dialogue.jsonl` is file-order (all lines); runtime is
|
||
execution-order (branch taken). Hence *subsequence*, not equality; pick linear scenes to tighten it.
|
||
- **Hidden effect in a "stub"** — a stubbed effectful op that actually gates control flow could skew
|
||
output. Watch for divergence; promote a stub to a real handler if a scene needs it.
|
||
|
||
## Immediate next action
|
||
Build `tools/vm0.py` and get the **RECOVER unit test** green (pointer/array/control-flow correctness),
|
||
then run the first linear ADV scene against the dialogue oracle. That single result tells us whether
|
||
the whole VM approach executes correctly — the load-bearing question behind option 3.
|