251 KiB
Native-engine reverse engineering (Ghidra + MCP)
Static RE of the unpacked AGE.EXE engine image, driving Ghidra 12.1.2 via the
bethington/ghidra-mcp bridge. This is the home for decompiled native-op findings — the class of logic
the scripts call but that lives compiled in the engine (decision→scene, call-script dispatch, op 0x60,
the gfx command-buffer). Opcode semantics recovered here also flow into vm-map/opcodes.toml.
Related: docs/scjump-progression.md (the SCJUMP decoder that hit this wall), name-resolution.md §1
(call-script), vm-mapping-plan.md appendix (why the exe is packed + the runtime-dump route).
Runbook — the Ghidra + MCP loop
One-time setup (done 2026-07-07):
- MCP server: bethington/ghidra-mcp, cloned to
S:\Game Hacking\ghidra-mcp. We used the prebuilt extensionGhidraMCP-5.14.2.zip(installed in Ghidra via File > Install Extensions) — this skips the Maven/Java-21 build. The Python bridge runs from a venv (.venv, Python 3.11,pip install .); nouvneeded. Registered in Claude Code via.mcp.jsonat the workspace root:{"mcpServers":{"ghidra":{"command":"S:\\Game Hacking\\ghidra-mcp\\.venv\\Scripts\\bridge-mcp-ghidra.exe","args":["--transport","stdio"]}}}. - In Ghidra: enable the GhidraMCP plugin (File > Configure) and Tools > GhidraMCP > Start MCP
Server (serves
http://127.0.0.1:8089/). The bridge talks to that; Claude reaches the bridge over stdio.
Loading the engine image (IMPORTANT — the language gotcha):
-
Import
age-reimpl/build/engine-dump/range_00400000.bin(the module dump: 2,490,368 bytes, the full 0x400000 module image; VA→file offset =VA − 0x400000). -
Format = Raw Binary, Language =
x86:LE:32:default, Image Base =0x400000. Ghidra's language picker offersx86:LE:32:System Management Modeas the "closest" match — do NOT use it. SMM is a 16-bit segmented (segment:offset) variant for BIOS/SMRAM; it mis-decodes flat 32-bit code (it loaded with addresses like0000:0000/0025:ffffand produced 0 functions). The plaindefaultvariant is correct and yielded 2,721 functions. -
We drove the (re)import over MCP:
import_file(language="x86:LE:32:default", compiler_spec="windows", auto_analyze=false)→set_image_base(0x400000)before analysis (so absolute-address refs resolve) →run_analysis. -
Load sanity check (AGF-decoder landmark): at VA
0x474f23,CMP word ptr [ESI + 0x4], 0x4d42(theBM/BMP-magic check) confirms the image is correctly based + decoded. -
IAT reconstruction — tried, DOESN'T WORK on this binary (2026-07-09):
bin/pe-sieve32.exe /pid <PID> /imp 3 /dmode 3 /dir build/pe-sieve(run from PowerShell, not Git Bash — it mangles/flags) ran fine but the game is packed with a zeroed IAT resolved viaGetProcAddressat load, so there is no conventional import table to rebuild. Of 363 "imports" it emitted, only ~17 are genuine (in_main:1): the packer bootstrap (LoadLibraryA/GetProcAddress/GetModuleHandleA/VirtualAlloc/VirtualFree) + a one-per-DLL seed block at RVA0x202bfc(d3d9.Direct3DCreate9,user32.RegisterClassExA,gdi32.GetStockObject,winmm.timeSetEvent,advapi32.RegOpenKeyA,shell32.SHGetSpecialFolderPathA,oleaut32.Variant*,kernel32.RaiseException, …). The other 300+ are stray pointer-shaped DWORDs mis-resolved to "first export at module base" (e.g.msvcrt._wstrtime_s30×,in_main:0, non-terminated). ⇒ do not graft pe-sieve output — grafting the noise would inject wrong import names. The game's hot APIs (ReadFile/CreateFileA/timeGetTime/d3d9 device methods) areGetProcAddress-resolved into private pointer tables, invisible to a static IAT scan. Report/dump left atbuild/pe-sieve/process_<pid>/(disposable).→ The Frida import-map approach — ✅ DONE 2026-07-09 (replaced pe-sieve). Named the dynamically-resolved APIs at their call sites via the LIVE process.
tools/frida/map_imports.py(read-only, plain-JS): (1) Frida-reads all loaded modules' export tables →{runtime_addr → dll!Func}(23,342 exports); (2) scans the0x400000module for aligned DWORDs holding those addresses →RVA → name(ASLR-stable: RVAs into the fixed main module transfer to the dump even though the DLL targets relocate); (3) arun_script_inlinepass labels the/v2imageimp_<dll>_<func>. Result: the packer's rebuilt core IAT lives at RVA0x16f000(VA0x56f000) — 248 imports labeled (kernel32 129, user32 57, winmm 20, gdi32 17, advapi32/ole/oleaut/version/ntdll), 0 clobbers. Validated:FUN_0044f390now reads(*imp_kernel32_CreateFileA)/(*imp_kernel32_SetFilePointer)at its resolver I/O;sleep_timer_armreads(*imp_winmm_timeGetTime)()— pinning the long-standingDAT_0056f3d4= timeGetTime. Tool:tools/frida/map_imports.py [--recon]→build/import-map.json; plandocs/superpowers/plans/2026-07-09-frida-import-map.md. Known limit (by design): only the module-resident IAT is labelable.d3d9/shell32/dsound/CRT areGetProcAddress-resolved into HEAP (not in the0x400000dump), so they aren't labeled — and D3D9 is used via COM vtables (Present= device vtable slot 17, seeprobe_present.py), not an import thunk, so this costs us nothing on the render path. 29 isolated singleton matches were set aside (build/import-map-singletons.json), not auto-applied.
Master key — the opcode→handler dispatch table (2026-07-07, anchored)
The interpreter dispatches each op via a per-context handler table, fully anchored:
handler(op) = ctx[0x26c93 + op](word index) =*(ctx + 0x9b24c + op*4)—ctx= the engine context (esiin handlers, thiscall;param_1in the decompile of the registration routine).
The registration routine FUN_00413860 first fills 0x400 (1024) slots starting at
ctx[0x26c93] with a default handler FUN_004162b0 (op 0's slot), then overrides specific
opcodes: ctx[0x26c93 + op] = <handler_va>. So opcode = (word_index − 0x26c93). Cross-check:
ctx[0x26e3f] = 0x427fb0 (byte offset 0x9b8fc) → op 0x26e3f − 0x26c93 = 0x1ac.
Why this matters: the Kelebek u00XXXXXX opcode names encode handler VAs from Kelebek's build,
which drift in ours. This table resolves the real handler for any opcode in our image — the
general fix for VA drift project-wide. To find op N's handler: read ctx[0x26c93 + N] from the
FUN_00413860 decompile (or *(ctx + 0x9b24c + N*4) at runtime).
Materialized + applied image-wide (2026-07-09)
The table is no longer resolved op-by-op by hand — it is extracted once and applied to the whole
image. tools/ghidra_handler_map.py parses the override stores in FUN_00413860 (dump at
build/engine-dump/FUN_00413860.disasm.txt) → build/op-handler-map.json ({op → handler VA},
420 overrides). Regenerate: py -3.11 -X utf8 tools/ghidra_handler_map.py build/engine-dump/FUN_00413860.disasm.txt --check. The --check diffs the derived handlers against the
handler VAs mentioned in vm-map/opcodes.toml prose and found 0 real drift — the only 7 flags are
ops whose toml text records the worker VA, not the handler (0x20c→0x4174a0, and the 0x21c–0x243
cluster entries), each already matching the recon tables below.
A one-shot Ghidra script (via run_script_inline; needs GHIDRA_MCP_ALLOW_SCRIPTS=1) then labeled the
image from that map: 281 raw FUN_/LAB_ handlers renamed op_0xNN_handler, 107 bare handler VAs
turned into functions, 31 hand-named handlers preserved (source USER_DEFINED is never renamed), and
a plate comment opcode 0xNN dispatch handler; ctx[0x26c93+op] in FUN_00413860 set on every one
(appended to existing decode comments, never clobbering). The one shared handler 0x416650 (ops
0xaf/0x1a8) is op_0xaf_0x1a8_handler. ⇒ every dispatch handler in the image now self-identifies its
opcode; a bare op_0xNN_handler is a handler not yet role-RE'd. Enrich with a descriptive name +
decode when you reverse one (the generic name is a floor, not a final).
⚠ Two-program gotcha (cost time 2026-07-09). The Ghidra project holds two imports named
range_00400000.bin: the GOOD one at project path/v2/range_00400000.bin(x86:LE:32:default, image base0x400000, 4308 functions — all our annotations live here) and a BROKEN early import at/range_00400000.bin(thex86:LE:32:System Management Modemis-import: base0000:0000, 0 functions; see the language gotcha in the runbook). After a Ghidra restart the broken one can become active. Always confirmget_current_program_infoshows base0x400000/ 4308 functions (orswitch_program /v2/range_00400000.bin) before doing anything —run_script_inlineruns against the GUI's active program, so a wrong-program script would mutate/measure garbage.
Other confirmed engine-context offsets (ctx/esi): +0x53d14 = current script-context index;
+0x53d88 + index*0x78 = current decoded instruction length in dwords (the interpreter advances PC by
that value times four); operand-fetch helper =
vm_operand_fetch@0x41b940 (thiscall, ecx=ctx, arg = operand index → returns the operand value);
vm_operand_write@0x425fb0 = the counterpart store; vm_operand_lvalue@0x415f30 = the
companion index/pointer accessor.
Hot-helper naming pass (2026-07-09, lever #2). Ghidra's Function ID analyzer names 0 functions on
this image (the bundled FidDbs don't cover the VC9/VS2008 static runtime; ~3,660 of 4,428 funcs stay
FUN_), and the library workers we actually touch were already hand-named (gfx_object_query_source_slot,
etc.). So "STL/CRT auto-naming" had little to add — but the recon (rank unnamed funcs by call-count)
surfaced the real win: ubiquitous documented-but-unnamed helpers. Named the top 5 (~2,400 call
sites): vm_operand_fetch@0x41b940 (1021 refs), vm_operand_write@0x425fb0 (188),
vm_operand_lvalue@0x415f30, plus two CRT primitives identified by behavior —
__security_check_cookie@0x54f981 (692; compares __security_cookie=DAT_005c28c0) and
operator_new@0x5502be (533; _malloc+__callnewh+throw bad_alloc). ⇒ every handler now reads
e.g. vm_operand_fetch(2) not FUN_0041b940(2). No FidDb generation (out of scope, low ROI). Rename
hot unnamed funcs by call-count when de-noising further; there is no registry file for these — the
Ghidra name is the record.
These ctx offsets are now a typed struct (2026-07-09). The canonical field map is
vm-map/engine-ctx.toml → generated docs/engine-ctx-reference.md; a run_script_inline pass created
an EngineCtx Ghidra struct and retyped all 419 dispatch handlers' this to EngineCtx *, so they
decompile ctx->cur_ctx_index / ctx->frame_instruction_word_count / ctx->run_state_flags instead of param_1 + 0x…
(verified: sleep_op_0xc8, gfx_op_0x215_query_source_slot). Add a field: edit engine-ctx.toml, run
engine_ctx_build.py --build, re-apply the struct. (The VM global bank G[…] is separate — globals.toml.)
Findings
Logical screen dimensions come from the SYS4INI settings trailer (resolved 2026-07-24)
AGE has a compiled fallback, but the shipped game's logical resolution is data-driven. Engine construction
at 0x413860 initializes EngineCtx.screen_w/screen_h to 640x480, and
engine_settings_register_defaults@0x46be30 independently registers set:WinX=640 and
set:WinY=480. During engine_load_sys4ini_and_mount_append_catalogs@0x4099f0, the loader advances past
the archive/file directory and VM-bank metadata into the remaining SYS4INI data, then calls
engine_apply_sys4ini_settings@0x4056d0. That routine loads the serialized settings through the engine
settings service and copies set:WinX/set:WinY into the two context fields before surfaces and the main
window are created.
The decompressed Himegari SYS4INI trailer explicitly contains SCREENX=800 and SCREENY=600. As an
independent cross-game check, Kamidori's trailer contains 1024x576. Thus the answer for the logical game
canvas is SYS4INI per-game data overriding a generic EXE fallback, not a separately compiled AGE
binary for every resolution. display:ScreenMode, display:FullScreenWidth/Height, aspect mode, and
related registered settings govern presentation/fullscreen selection separately; they do not redefine the
authored logical canvas. The serialized trailer location is recorded in sys4-format-notes.md.
ops 0x1a2/0x1a3 store and restore shared SAVE.DAT integer cells (resolved 2026-07-20)
The SCJUMP slice assumed u00428010 resolved a decision value to a scene. That premise is wrong,
and pinning the real handler plus its paired reader resolves the service:
- VA-drift trap: Kelebek's
u00428010= op0x1a2. But Kelebek's raw VA0x428010, in our build, sits inside a different handler0x427fb0, which is op0x1ac(per the table:ctx[0x26e3f]=0x427fb0). Op0x1acis a save-path op — its handler formats%s\SAVE%2.2d.DAT(format string0x571e70) and is multi-operand. Reading the raw VA gave the wrong opcode. 0x1a2= store.op_0x1a2_store_shared_profile_int@0x42d360records the generic three-dword instruction length, reads operand 1's current raw 32-bit value, and resolves its actual cell index withvm_operand_lvalue. That accessor accepts a direct global integer (type 3), global pointer (type 6), or local pointer (type0xc); pointer forms resolve to an index relative to the global integer bank. The handler formats the key3%08xand insert-or-assigns the value in the table atctx+0x5190.0x1a3= load.op_0x1a3_load_shared_profile_int@0x427e90resolves the identical cell index, callsshared_profile_int_lookup@0x4199d0, and writes the result back throughvm_operand_write. A missing key returns zero. The oldstring-lookup-setlabel described neither its type nor effect.- The consumer is shared
SAVE.DAT.shared_profile_payload_write@0x430a20enumerates this table and writes its entry count followed by one 12-byte key and one 32-bit value per entry. It is invoked byshared_profile_save@0x40c950.shared_profile_payload_read@0x431070, called byshared_profile_load@0x40ccd0, reconstructs the same table with insert-or-assign. NumberedSAVE##.DATpaths use the surrounding state object only for container metadata/timing; they do not enumerate this table.RT.DATindependently storesReadTextDB. - The generic hash helper caused the earlier conflation.
hash_table_insert_or_assign@0x42cf70andhash_table_find_value_ptr@0x419290operate on whichever table ECX selects.0x1a2selectsctx+0x5190; value-switch ops0xa2/0xa3select the distinct temporary table atctx+0x5f6c0; engine settings and text caches use still other instances. - Corpus shape matches profile persistence. The corpus has 17,585
0x1a2calls in 315 scripts: 17,539 operate on a local pointer immediately resolved bylookup-array, while 46 name a global cell directly. The paired0x1a3appears 73 times in 12 scripts.LOADCONFIG.BINrestores configuration globals with consecutive loads;SYSTEM4.BINstores its initialized-config flag; gameplay and ADV scripts store selected array cells rather than the whole VM global bank.
Port verdict (implemented 2026-07-24): SharedProfile now owns the selected
global-cell-index → raw-int32 map across VM/script lifetimes. Opcode 0x1a2 upserts and 0x1a3
loads-or-zero for direct globals and local pointers resolved into the global bank. The profile is shared by
fresh scene VMs through GameSession, while GameSession JSON remains intentionally unchanged and does not
silently alias this native profile domain. The paired string service and native SAVE.DAT payload/store
lifecycle are implemented with it; see the persistence-family section below.
The FIELD snippet lookup(0x5f0ed, 0x62ccf); mov(ptr,1); lookup(...); 0x1a2(ptr) therefore persists that
selected global array cell to the shared profile. It does not resolve decision→scene; scene dispatch remains
the separate call-script/progression path documented in name-resolution.md and scjump-progression.md.
Lesson: never analyze a native op by its Kelebek u00XXXXXX VA directly — always resolve the real
handler through the dispatch table (ctx[0x26c93 + op]). The raw VA is off by whole functions.
op 0x03 (call-script) is a raw index into the SYS4INI file table — SOLVED (2026-07-07)
The long-deferred call-script <id> registry (name-resolution.md §1) is cracked. Resolved through
the dispatch table (op 0x03 → ctx[0x26c93+3] = FUN_0041bc90), then the loader/resolver chain:
FUN_0041bc90(handler): fetches operand 1 (the id), bounds-checks call depth (≤ 0x26), pushes a script frame, and calls the loader.FUN_0040e980(loader): opens the resource by id, reads the 0x20-byte SYS4 header, checks magic, allocates per-frame code/local buffers from the header var-counts, reads the bytecode body, and pushes a script frame (stride 0x1e = 30 dwords, indexed byctx[0x14f45]). Returns to the caller when the callee ends.asset_open_indexed_entry@0x44f390(resolver — the key): itsthisis the embedded FileDB atEngineCtx+0x9c24c, not EngineCtx itself. A baserecord = [FileDB+0x414] + id*0x50. The record is exactly the SYS4INI 80-byte layout{name[64], arc_id@0x40, file_number@0x44, offset@0x48, size@0x4c}(count =[FileDB+0x40c], archive-name table =[FileDB+0x410]; absolute EngineCtx fields+0x9c658/+0x9c65c/+0x9c660). It tries a loose override first (CreateFileAonrecord.name→ the mod/patch hook point), else opens archive[record.arc_id*0x100 + FileDB+0x410],SetFilePointertorecord.offset, size =record.size. High-byte-tagged ids select[FileDB+0x3028 + signed_selector*4]and use the low 24 bits as the selected AAI record. The base corpus has no explicit high-byte call-script operand; INIT2 op0x143supplies mounted record-zero ids dynamically.
So call-script <id> = a direct RAW index into the SYS4INI global file table — the same table
parse_sys4ini.py reads, but indexed without skipping @ placeholders (13208 records, 2
placeholders). There is no separate on-disk id→code registry; SYS4INI is the registry, and we
already had it. Statically confirmed: all 297/297 distinct corpus call-script ids resolve to
a .BIN script with a semantically-exact name (0x1ab→ADDITEM, 0x2ae7→MES, 0x143→BUNKI,
0x329d→CALCREVISE, 0x2add→CALCBTPARAM), 0 out-of-range, 0 pack-branch. Tooling:
parse_sys4ini.py emits build/callscript-names.json (id→name); sys4load annotates
call-script 0x1ab =ADDITEM.BIN; the whole build/disasm/*.asm call graph now reads by name. See
name-resolution.md §1.
Companion — op 0x8f (call) is INTRA-script, not cross-script. Its handler FUN_0041fba0
sets [frame PC @+0x53d2c] = [frame codebase @+0x53d28] + operand*4 and pushes a return address on
the per-frame return stack ([ctx+0x552e8]/[ctx+0x55248]). The operand is a code offset within
the current script (matches header table T3, tag 0x8F = local call targets). So 0x8f is a
local JSR; only 0x03 loads another script.
Port status: the C# VM resolves both immediate and computed resource ids through IScriptProvider,
pushes an ExecFrame, runs the child, and resumes its caller. This is the same mechanism needed for the
natural root described below; an out-of-band scene-name registry is not required.
Natural boot and New Game control spine (B0, 2026-07-20)
SYSTEM4 is the long-lived script root and the game's actual scene coordinator. Its initial path establishes
the nine ADV layouts and system surfaces, chooses LOADCONFIG.BIN or INITCONFIG.BIN, calls INIT2.BIN,
optionally calls LOGO.BIN and OP.BIN, calls the one-op INIT.BIN, and enters TITLE.BIN. INIT2 is
not a thin handle seed: it calls 23 data initializers in order (EBINIT, CNINIT, ITINIT, SKINIT,
ILINIT, AFINIT, TRINIT, MAINIT, ALINIT, CDINIT2, MPINIT, LAINIT, OBINIT, STINIT2,
RTINIT, CGINIT, SPINIT, CTINIT, CVINIT, CIINIT, VIINIT, SCINIT, BTANINIT2) and then
TUNE.BIN. The CLI play --boot nine-script list is therefore only a partial diagnostic approximation.
Godot now runs SYSTEM4 itself by default, so this complete sequence and its host-visible side effects execute
in one VM; Godot --boot remains only for an explicit direct-scene diagnostic such as --scene SC0000.
Startup-video gate and modal player (2026-07-20). The apparently optional LOGO/OP calls are
deterministic first-process-run behavior, not a profile/save decision. SYSTEM4@0x29a calls op 0x130 and
executes LOGO.BIN@0x2a4 then OP.BIN@0x2a7 when its result is nonzero. Native
op_0x130_get_initial_root_run@0x4295b0 returns EngineCtx+0x54ff0; context construction initializes that
field to one, while op_0x9_reset_scene_and_reload_root is its only later writer and clears it before
resetting engine state and reloading root script id zero. The port now owns the same flag in the persistent
VM: it begins at one,
0x130 writes it, and op 0x9 clears it as part of the whole-stack root reload described below. It is not
a boot seed or profile value.
Whole-stack root reload (0x9, 2026-07-20). Native
op_0x9_reset_scene_and_reload_root@0x418f50 is not an ordinary child-script return. It clears the
initial-root flag, calls script_frame_dispose@0x40e610 across all 40 interpreter slots, cancels timed and
input-callback state, invokes scene_context_init_reset@0x40b3b0, resets hotspot/input services, and finally
loads raw script resource zero with script_frame_load_resource(..., 0). Raw SYS4INI index zero is
SYSTEM4.BIN in Himegari.
The scene reset owns interpreter run state, ADV input/skip/auto state, retained gfx objects and command
queues, text/render buffers, and—on the normal fresh-session path—the 1000 ordinary surface/movie slots.
It does not clear the global VM bank or engine configuration. The port now mirrors that boundary: an 0x9
request propagates through every nested call-script frame without executing any caller continuation,
clears scene-owned VM/Godot presentation and input state, cancels deferred SFX starts without unloading or
stopping active channels/BGM, preserves global/external-global banks and process-owned configuration/caches,
then begins raw script zero at offset zero in the same VM session.
The retained ADV history backlog remains intact for now because its lifetime across this reset has not yet
been proven; only recording suppression is reset. Focused tests cover a three-frame unwind and raw-zero
resolution to SYSTEM4.BIN.
Frontend exit request is not a root reload (0x1, 2026-07-20). Native
op_0x1_throw_exit_request@0x4162e0 constructs a four-byte value-one payload and throws it with
ThrowInfo@0x5a9710. The catchable-type metadata resolves that object to the named RTTI type
Command_Exit_Exception (TypeDescriptor@0x5b13e8), rather than an undifferentiated integer exception.
Its only two corpus sites establish the intent: TITLE executes it after the fifth main-menu action's sound
and delay, while SYSTEM4 executes it after reporting an invalid execution mode.
The catcher is the outer native message/scheduler loop now recovered as
engine_main_tick_with_exception_policy@0x411840. Its MSVC FuncInfo@0x5a9750 has a typed catch entry for
Command_Exit_Exception at catch_CommandExitException_set_exit_result@0x412648. That funclet forces the
enclosing result to one and returns continuation 0x412961, which performs loop teardown and returns to the
frontend. It never changes frame_pc. This matters because the dispatcher itself advances frame_pc only
after an opcode handler returns; 0x1 throws instead, so neither the dispatcher nor the catcher advances
past it. A distinct generic error-dialog policy at 0x412689 proves that fall-through is explicit: result
two retries the same instruction, result four adds the decoded instruction length before restarting the
loop, and other results exit. Command_Exit_Exception bypasses that policy entirely.
The Windows/frontend policy that follows the returned exit request—full exit versus returning to title—is outside this opcode handler and is not implemented in the Godot frontend yet.
TITLE happens to contain a developer menu immediately after its 0x1, including a call-script to
DEBUG.BIN; that code is unreachable in the native flow because the handler never returns. The port's
former unknown-op fallback did expose that menu when selecting TITLE's fifth action, providing a useful
visual confirmation of the static mapping but not a legitimate retail route. Opcode 0x1 now propagates a
process-exit request through hotspot callbacks and nested script frames and ends the VM session without
executing the following bytecode. An explicit Godot --native-debug-menu diagnostic can deliberately
restore the old fall-through for developer archaeology; it maps to VmOptions.IgnoreExitRequests, defaults
off, and is not part of the native compatibility path. Because it changes the opcode globally, it also
suppresses SYSTEM4's invalid-execution-mode exit site during that run. End-to-end visual validation of the native
SYSTEM4 -> TITLE -> child -> 0x9 -> SYSTEM4 -> TITLE history remains deferred until the frontend
exit/return-to-title boundary or a natural game-over/completion route exists.
The unreachable developer menu nevertheless records the game's intended debug-scene handoff. Its two ADV
viewer choices write G[0]=1, G[0xaba5c]=-1, G[0x62ccf]=0, and a raw script id into G[0x699], then
return TITLE with local result one. TITLE's outer loop performs its normal ADV input/skip exit pair and
returns to SYSTEM4. SYSTEM4 resumes at 0x2b0; the nonzero G[0xaba5c] suppresses SCJUMP remapping, so the
coordinator keeps the requested G[0x699], performs its normal scene-entry setup, and calls that script at
0x477. Other developer choices directly call utility scripts such as DEBUG.BIN from TITLE instead.
The complete post-0x1 menu accounts for all eight base-catalog DEBUG*.BIN records; no other fixed-id
caller was found in the corpus. ADVデバッグ writes packed id 0x325f (DEBUGADV.BIN) to G[0x699], and
ADVデバッグ(PG用) similarly writes 0x3294 (DEBUGADV2.BIN); these are the two coordinator-return paths.
The remaining choices are direct nested TITLE calls: 迷宮 calls 0x338c/DEBUGMAP.BIN; both the base and
PG-oriented dungeon/base choices use 0x338d/DEBUGMAP2.BIN with different surrounding mode writes;
迷宮(敵確認用) calls 0x3390/DEBUGMAP3.BIN; 戦闘 calls 0x338e/DEBUGBTL.BIN then BTL.BIN;
戦闘エフェクト calls DEBUGBTL.BIN, 0x338f/DEBUGANIME.BIN, then BTL.BIN; and システムテスト
calls 0x3391/DEBUG.BIN. Thus every authored path is behind the same non-returning exit request in this
retail executable. The generic SYSTEM4 computed call can technically accept any packed id, but no separate
normal-game writer of these eight fixed ids appears in the static corpus.
This also confirms three distinct cleanup owners around a debug launch: the selected script's own terminal
subroutines, SYSTEM4's ordinary post-child cleanup (including all ten SFX channels and retained scene
objects), and op 0x9's whole-stack scene reset when that opcode is actually executed. An arbitrary VM
script replacement would bypass the first two and is not equivalent to native scene dispatch.
Both child scripts create/draw 800x600 surface 42 and call op 0x20f; their resource ids are universal raw
SYS4INI indexes 0x335f/LOGO.AGF and 0x3364/OP.AGF. ED.BIN is the only other corpus user, with
0x3324/ED.AGF. All three payloads begin with MPEG program-stream pack code 00 00 01 BA.
op_0x20f_play_modal_movie_to_surface@0x422e50 shares the movie allocation/open/audio setup used by
non-modal scene-movie op 0x236, then starts playback and sets run-state bit 0x2000; the engine main loop
and window procedure treat that state as the modal whole-movie service. This parks the script at the opcode
until EOF or input cancellation, after which the script's following instructions release the object/surface.
The port implements 0x20f through a typed packed-movie resolver and a distinct modal host call. The existing
asynchronous decoder publishes frames through the retained surface while only the VM thread is parked;
EOF, mouse click, Accept, or Cancel resumes the wrapper so its scripted cleanup releases surface 42.
0x236 retains its non-modal contract; native passes its packed resource operand through the same universal
catalog opener as 0x20f. Both paths now decode the MPEG audio pin through FFmpeg into timestamped stereo
float PCM. Godot owns one AudioStreamGenerator per playback instance, applies the native flag-selected
mute/music/SE/voice or default movie route, and uses the sound-hardware position as the presentation clock.
An existing native operand trace identifies every observed heap codebase by a 100% match against its static instruction-offset set. The captured New Game route is:
TITLE → GAMESTART → UNITECH → CALCARR → GAMESTART → TUNE → GAMESTART → TITLE → SYSTEM4 → SC0000.
The transition sites make the ownership explicit. TITLE@0x31c calls GAMESTART. The selected New Game
path calls UNITECH@0xd47 (which calls CALCARR@0x4ca), later calls TUNE@0x1338, writes flow result
G[0]=1 and SCJUMP decision G[0x62ccf]=0, and returns. SYSTEM4 resumes at 0x2b0, prepares the ADV
scene boundary, resolves G[0x87a57][G[0x62ccf]] into next-script resource G[0x699], falls back to raw
SYS4INI id 0x22 (SC0000.BIN) when the mapping is zero, and executes computed call-script@0x477.
Thus normal scenes remain nested script frames under SYSTEM4 and return to it; the port should keep one
VM/host session rooted at SYSTEM4 rather than replace top-level VMs based on a host-invented scene result.
Port landing (2026-07-20). The no-argument Godot path is rooted at SYSTEM4 and renders TITLE without
manual inherited-layout or surface injection. A real-script integration test drives the same input callback
lifecycle through TITLE and GAMESTART and observes SYSTEM4 enter SC0000 with G[0]=1, G[0x699]=0x22,
and script-produced G[0x6c1]=1. Direct --scene launches retain the old bootstrap strictly as a diagnostic.
tools/frida/capture_script_loads.py hooks script_frame_load_resource@0x40e980 and reads its third stack
argument (the raw packed resource id) for direct name resolution. It is attach-only: attempting to gate the
installed executable at process start with this loader hook produced Protection Error 45 and no records.
No protection bypass or executable patch is part of the investigation.
op 0x215 (query-gfx-object?) is a retained gfx-object query — settles the render drift as (b) (corrected 2026-07-20)
This is the canonical account of the background/sprite "drift" bug (background pinned off-centre /
bottom-right, rest grey — Screenshot 2026-07-06 211353.png). It supersedes the earlier "drift =
state-divergence, seed state and it's fixed" conclusion in docs/phase-a-slice-plan.md and the status
memory, which are corrected to point here.
Resolved via the dispatch table (ctx[0x26c93 + 0x215]): the registration routine FUN_00413860 stores
[ESI + 0x9baa0] = 0x42a0b0, so op 0x215's real handler is FUN_0042a0b0. (Kelebek's 0x421160 is
VA-drift — it lands inside the unrelated FUN_00421090. Same lesson as 0x1a2: never trust a Kelebek raw VA.)
FUN_0042a0b0(ctx) does exactly two things:
*(ctx + 0x53d88 + ctx[0x53d14]*0x78) = 5— records this opcode's generic encoded length (one opcode dword plus two dwords per operand). This is interpreter bookkeeping, not a gfx side effect.out = FUN_0047f280(FUN_0041b940(2))—FUN_0041b940(2)fetches operand 2 (the bytecode handle key);FUN_0047f280is astd::map::findover an engine-internal associative registry, returning the mapped value or0xffffffff(not-found);FUN_00425fb0(1, out)writes it to operand 1. That registry is populated by the retained-object draw/geometry workers. Op0x1a2's shared-profile integer table is separate and does not populate this map.
(a) vs (b) — the verdict is (b). The value 0x215 returns is native retained-object state: "has a
gfx object already been created under this handle, and what is its source slot?" (≥0 = existing → use its slot;
-1 = absent). That
state lives in the engine's own registry, maintained by the gfx ops, not in the VM global bank. So
seeding story-state globals cannot reproduce it — the drift is not the Phase-B state-divergence
problem. Stubbing 0x215 returns a constant → label_12649's slot-select always takes one branch → every
draw collapses onto slot 0 → the anchor-preserve math measures foreign-sized textures → cumulative drift.
Why the prior "state-divergence" conclusion was wrong. It was grounded in capture_gfx_objects.py,
which polled [esi+0x53d64] at ~2/s and mistook the engine's 0x78-byte script-context records for gfx
objects. The branch is driven by the retained-object map at ctx+0x46614+0x408, a different structure the
probe never observed. Absence in that capture therefore says nothing about the native gfx-object path.
The fix is tractable and Frida-free. (b) does not mean an opaque native state machine. The subsystem
is a modelable data structure: retained object records (slot / geometry / draw state) behind a
handle→object registry (a std::map). Geometry and draw workers lazily populate that retained-object map;
query and erase workers read/remove the same entries. Op 0x1a2 also maintains a shared-profile integer table,
but that is a separate structure and is not what op 0x215 queries. The opcode-level source of truth is
vm-map/opcodes.toml.
Op 0x215 queries the retained gfx-object's source slot (corrected 2026-07-09)
The decisive caller/callee detail is the owner pointer. Op 0x215's handler passes
ECX = ctx+0x46614 to gfx_object_query_source_slot (0x47f280); that worker searches
ECX+0x408. draw-texture passes the same owner to gfx_object_bind_draw (0x47e870), whose
gfx_object_get_or_create uses the same owner+0x408 map and writes the source surface slot to
obj+4. Therefore:
- absent handle →
0x215returns0xffffffff(-1); - geometry-only/unbound object → its default source slot is -1;
- draw-bound object →
0x215returns the live source slot fromobj+4.
The earlier “op 0x215 reads a registry populated only by 0x1a2” conclusion was wrong: it conflated
the retained-object std::map with 0x1a2's open-addressing shared-profile integer table. The useful part of
the earlier fix remains: GetOrCreate must not fabricate a slot. A fresh object stays unbound (-1) until
draw-texture supplies its real source slot.
This also explains the reported magic-circle retention end-to-end. AE001H.AGF (resource 0x37) is
bound to the ritual object's surface slot. At the post-effect cleanup (SC0000 0x3321), the script queries that object with
0x215, sign-tests the returned slot, then executes 0x1f7(handle, 10) followed by
0x1fa(returned_slot). Native 0x1f7 removes the retained object group from this same map; 0x1fa
releases the surface slot. The port's old separate-registry model returned -1, skipped the guarded cleanup,
and left the circle compositing. GfxState.QuerySlot now returns GfxObject.SourceSlot; VM op 0x1fa
clears that surface slot. The booted SC0000 regression ends with no visible resource 0x37; live
clicked-path validation confirmed the corrected disappearance on 2026-07-10.
Note a second, still-latent gap this uncovered: label_125bd (which fills rec[s3]/G[0x3239] with
the eight per-object slots 4..11, called at SC0000 0x50f) does not execute in a cold single-scene run —
the scene coroutine framework (ops 0x7b/0x140 + the G[0xaba5c]==1 re-entry gate) routes cold flow
past it, so every fresh CG is assigned slot 0. It doesn't break the opening (one full-screen CG shown
at a time, so sharing slot 0 is harmless and the fresh-branch geometry is correct regardless), but a scene
with several simultaneous distinct-slot objects would need the setup to run. Tracked as the scene-coroutine
work, separate from this fix.
ADV layer surface-slot registry (G[0x3239], closed 2026-07-23)
The former auto label rec[s3] is the eight-row adv_layer_surface_slots registry. Each scene's
setup helper writes the same three banks: column zero primary_surface_slot = 4..11, column one
alternate_surface_slot = 43..50, and column two transition_surface_slot = 51..58. The shape is
pervasive rather than SC0000-specific: 309 scripts reference the base, with 2,657 table-base
accesses; 143 scripts contain the initializer.
The common CG loader proves the column roles. adv_gfx_layer_index (G[0x62450], always assigned
0..7) selects both this row and adv_gfx_object_handles (G[0x62455]). For a fresh retained object,
the loader uses the primary slot. For an already-bound object, it compares the live slot returned
by op 0x215 in adv_gfx_surface_slot_work (G[0x62452]) and chooses the other member of the
primary/alternate pair before rebinding. Column two is released and reused by the transition path.
The resource passed to set-texture is the transient adv_gfx_resource_id (G[0x62424]).
INIT2 seeds the first nine cells of the 20-cell retained-object handle array with 0xcb20,
0xcb2a, 0xcb8e..0xcbc0, and 0xcf08. The eight-row layer table governs indices zero through
seven; the ninth handle is a fixed extra object outside that row-indexed layer set. These names now
live canonically in vm-map/globals.toml.
⇒ Scene-coroutine framework — INVESTIGATION COMPLETE (2026-07-09). The mechanism behind the slot-0 collapse is fully understood; the native finding and the implemented host-model disposition follow:
The gate G[0xaba5c] is NATIVE scene-entry state — no script sets it to 1. Across the whole corpus
(429 references in 150 files) every aba5c reference is a read or a write of 0; nothing anywhere writes
1. So aba5c==1 is set by the engine's scene loader/scheduler on entry — the same class as the INIT2
handle array (native entry-state a cold single-scene harness skips), NOT a story flag. Cold, it reads 0.
Corrected roles of the two branches (the earlier head-start had them inverted). At SC0000 0x450
eq local0 = (aba5c==1); 0x457 jcc local0 label_462 <fallthrough>:
aba5c==1→label_462"ループ開始" (loop start) = the scene's intro/setup LOOP. Its bodylabel_491runscall label_125bd(@0x50f, the slot-table fillG[0x3239..0x324e]=4..11) plus ADV state init, UI-slot clears (a loop overG[0x3239]), intro draw — thenjmp label_462(@0x711). A real loop, exited only when its iterator makesG[0x6be]==exit-PC(→mov aba5c 0,jmp label_45e).aba5c!=1→label_45e → call label_71b= the scene CONTENT:label_71bis aswitch(G[0x62ccf])on the SCJUMP decision → "序章 / プロローグ",play-bgm,call label_12649(CG loads that read the slot table). So the intended lifecycle is enteraba5c=1→ intro loop fills slots →aba5c→0→ content uses slots. Cold we skip straight to content with an empty slot table → all layers collapse to slot 0 → grey.
The loop iterator op 0x140 is a native video-service call — not statically reproducible. Handler =
0x4299c0 (dispatch ctx[0x9b74c]=0x4299c0; created+typed EngineCtx*+annotated; Kelebek u0041F9C0 is
VA-drift). It records the generic 9-dword instruction length, copies operand-2/3 strings ("LABEL", "J") + operand-4 int, calls
(*DAT_005c6018)(8, ctx[0x54fe8], &{str,str,int}), and writes the returned PC-like value back to operand 1
(SC0000: G[0x6be]). DAT_005c6018 is a runtime-resolved function pointer (all 6 xrefs are READs, no
static writer) — the engine's native video / transition / timing service: FUN_00405740 (a screen-
transition/fade routine full of DirectDraw-layer calls) calls the same pointer with cmd_id=3 and branches
on its return (1/2 = transition progress). It is the same class as the DirectDraw workers this project
deliberately does not model. ⇒ faithfully emulating 0x140 = emulating the native video service = out of
static scope, permanently.
The two companion ops (confirmed):
0x7b(FUN_0041ebf0) — save yield handlers: writes op1→ctx[0x6da88+idx*4], op2→ctx[0x6db28+idx*4](idx=ctx[0x53d14]). SC00000x79:op 0x7b label_3c9 label_41e— registers the per-frame ADV handlers.0x7c(FUN_00417cb0) — resume: requires run-state bit0x2000000(ctx[0x6dbc8]) — throws (__CxxThrowException) if unset, so it is only ever reached on a scheduler-driven re-entry, never cold; restores PC=ctx[0x53d28]+ctx[0x6dbcc]*4, clears the bit, resets input/line state.label_3c9/label_41e(the0x7b-saved handlers) are per-frame render → poll (call label_8c) → yield (0x7c) routines — i.e. this coroutine machinery IS the ADV per-frame loop, not just intro setup.
⇒ DESIGN (host-model, not emulate). To make cold single-scene runs correct: (1) supply aba5c=1 as
scene-entry state (native, seedable, like INIT2); (2) give 0x140 a host-modeled bounded "labeled yield"
that runs the intro body at least once (so label_125bd fills the slot table + ADV init runs) then reports
completion so content plays — we reproduce the observable effect, not the video service. The idiom is
byte-identical across all ~136 ADV scenes, so it generalizes with zero per-scene work. Payoff beyond the
slot fix: the same 0x7b/0x7c + handler machinery is the ADV frame loop, so a clean host model becomes
the seam for the interactive-ADV backlog (0x90 hotspots / EMPTY scenes) and likely fixes the stuck magic
circle (scene-phase cleanup). Permanently out of static scope: the real intro-transition timing/pacing
inside the loop (it lives in the native video service) — we approximate it host-side, as everywhere else.
Host model implemented (2026-07-09). VirtualMachine recognizes only the ADV "LABEL","J" form
(138 corpus scripts; all have the same terminal-check shape), synthesizes G[0xaba5c]=1 on top-level
scene entry, forces one setup-body pass even if G[0x6be] is stale, then returns the terminal immediate
discovered from the following mov/eq pair. Thus no SC0000 offset is hardcoded. Op 0x7b retains the
saved handler PCs as frame metadata; op 0x7c is a host-scheduler marker because the host already owns
service-boundary suspension and retained presentation. TITLE.BIN's unrelated "BIN","SC????.BIN" service remains
stubbed. The real video-service timing remains intentionally unmodeled.
Magic-circle retention fixed in the host model (2026-07-09). The effect is AE001H.AGF
(resource 0x37). SC0000 already contains the correct teardown, but the port's wrong 0x215 query
returned -1 and skipped it. The corrected source-slot query now reaches 0x1f7(handle,10) object erasure
and 0x1fa(slot) surface release; the booted regression ends with no visible 0x37 object.
gfx opcode contract table (corrected 2026-07-20; full family reversed)
Every handler first writes its encoded instruction length in dwords to the current script-frame record
(*(ctx + 0x53d88 + ctx[0x53d14]*0x78) = 1 + 2*argc), then fetches operands via
FUN_0041b940(i) (1-based). Gfx handlers then either SET retained-object fields (call a native worker
FUN_0047xxxx) or QUERY them (write results back via FUN_00425fb0(i, val)). The length write is generic
interpreter bookkeeping and is not part of the gfx contract. Handlers resolved through
the dispatch table (ctx[0x26c93+op]); all renamed in the Ghidra project gfx_op_0x<op>_<role>.
| op | handler | words | dir | argc | contract |
|---|---|---|---|---|---|
0x1f7 |
0x422270 |
5 | erase | 2 | retained-object erase: op2>1 → gfx_object_erase_range(op1,op2) erases [op1,op1+op2), else gfx_object_erase(op1) |
0x1fa |
0x4224a0 |
3 | set | 1 | release surface slot ctx+0x52bd4[op1] (vtbl free) + FUN_00474e40(op1) |
0x1ff |
0x4227b0 |
9 | set | 4 | 3 int→float params on obj op1 → FUN_0047e800(op1,f2,f3,f4) |
0x202 |
0x4228d0 |
0xb | set | 5 | blit obj op1 with (op2,op3) + packed ARGB from op4(alpha)/op5(color) → FUN_0047ea00 |
0x203 |
0x4229a0 |
9 | set | 4 | draw obj op1 with op2 + packed color(op3/op4) → FUN_0047e9b0 |
0x212 |
0x4230c0 |
5 | set | 2 | obj[ctx+0x14d54 + op1*4] -> +0x64 = op2 |
0x213 |
0x423110 |
7 | set | 3 | obj[0x14d54+op1*4] -> +0x68 = op2 ; +0x6c = op3 (an (x,y) pair) |
0x215 |
0x42a0b0 |
5 | query | 2 | retained-object find(op2 handle) → op1 = obj+4 source slot / 0xffffffff. Drives setup and teardown. |
0x216 |
0x42a0f0 |
5 | query | 2 | read [ctx+0x46d14 + op2*0x14] → op1 |
0x217 |
0x4231b0 |
9 | set | 4 | 3 int→float on obj op1 → FUN_0047e960 (SETS a geom 3-vector) |
0x218 |
0x42a130 |
9 | query | 4 | FUN_0047f360(obj op1) → op2,op3,op4 (GETS a geom 3-vector) |
0x219 |
0x423240 |
9 | set | 4 | 3 int→float on obj op1 → FUN_0047e910 (SETS a geom 3-vector) |
0x21a |
0x42a1b0 |
9 | query | 4 | FUN_0047f2e0(obj op1) → op2,op3,op4 (GETS a geom 3-vector) |
label_12649 correlation (the drift chain, confirmed). The recurring idiom is:
query-gfx-object? (G 0x62452) (G 0x6245X) ; 0x215: handle G[0x6245X] -> working slot G[0x62452]
ui-elem? (G 0x6245X) 0xa ; 0x1f7: select that element
ui-clear? (G 0x62452) ; 0x1fa: clear the slot
G[0x62452] is the working slot; G[0x6245X] are per-object handles (the 0x62455[idx] family:
0x62456/7/8/a/b/c). The geometry ops move two per-object 3-vectors between object records and globals:
0x217SET anchor-vectorG[0x6249b/c/d]into the object;0x218GET it back out.0x21aGET position-vector intoG[0x62498/9/a]. These get-vectors are exactly the inputs to the anchor-preserve math (docs/superpowers/specs/2026-07-06-a2b-graphics-geometry-design.md:G[0x62498] = G[0x6249b] − w/2, foot-anchor atG[0x6249c]). So the drift has two stubbed drivers, not one:0x215(wrong slot → collapse to slot 0) and0x218/0x21a(stale geometry vectors → the anchor math reads garbage). Both read object state the SET ops (0x217/0x219/0x212/0x213) wrote — all bytecode-driven, all host-modelable.
Model implication for the host-side reimplementation (Phase 2 input). The subsystem is a set of
per-object records keyed by handle, carrying: a live source slot (written by draw-texture, queried by 0x215), a position 3-vector
(0x21a get / a matching set), and an anchor 3-vector (0x218 get / 0x217 set), plus color/blit
params (0x202/0x203). The native workers (FUN_0047xxxx = the DirectDraw/surface layer) need not be
modelled — only the object-record data model, so the QUERY ops return what the SET ops stored. That makes
0x215/0x216/0x218/0x21a return correct values and the existing bytecode geometry math produces
correct dst/w/h. Ancillary per-object tables observed: ctx+0x14d54 (obj pointers, fields +0x64/ +0x68/+0x6c), ctx+0x46d14 (stride 0x14), ctx+0x52bd4 (element pointers), plus the 0x408 registry.
Worker functions decoded + annotated in the Ghidra project (updated 2026-07-09): gfx_object_erase(0x47d850),
gfx_object_erase_range(0x47d8b0), gfx_object_query_source_slot(0x47f280),
gfx_object_get_or_create(0x47ddb0, inserts a zeroed default via
gfx_object_init_default@0x472810; critically, source slot obj+4 defaults to 0, while only an absent
map entry queries as -1), the setters gfx_set_vec18/24/16c(0x47e960/e910/e800), the getters
gfx_get_vec18/24(0x47f360/f2e0).
Page-58 lifecycle correction (2026-07-11). Locator SC0000 P058 resolves to wait@0x6545; the loader at
0x6470..0x6478 resolves resource 0x7a to EV050EA.AGF. The port loaded and bound it correctly, but handle
0xcb2a inherited an earlier translation target (-100,0), rotation -90 degrees, and alpha endpoint zero.
The preceding query-gated cleanup had skipped this created-but-unbound object because the port initialized
SourceSlot=-1. Native gfx_object_init_default zeroes obj+4, so op 0x215 returns slot 0, the cleanup
erases the object, and the later bind recreates identity state. Matching that default leaves EV050EA centered,
unrotated, and opaque in the synchronized page-58 compositor trace. The adjacent op 0x242(handle,0) is not
a reset: it clears the object's detached-animation control word after binding. Its consumer and complete
lifecycle are documented under “Detached finite object animation” below.
Page-89 surface-lifetime correction (2026-07-11). Locator SC0000 P089 resolves to
wait@0x89e9; the loader at 0x8976..0x898a resolves resource 0x6a to BG004D.AGF. The background
was bound but composited at (400,650). The remaining 550 pixels were intentional retained motion from
BG001A; the incorrect (400,600) component came from the host keeping slot 0's boot-time 800x600 dimensions
after op 0x1fa released that surface. Native op 0x1fa frees and nulls ctx+0x52bd4[slot], so a subsequent
op 0x208 size query of the released slot yields no surface dimensions. Clearing the host slot resource and
dimensions on release makes the script's existing-object geometry path compute base (0,-500); after the
retained (0,550) translation, BG004D lands at (0,50). A synchronized run at the exact wait confirms the
background and character layers together. This path also established that op 0x1ff directly replaces the
current translation matrix at obj+0x16c; it is now modeled rather than stored in an inert side vector.
The 0x21c–0x243 sprite transform / ANIMATION cluster (2026-07-10, partial implementation)
The scene-completeness tracker (tools/scene_opcode_coverage.py) flagged a dense band of GAP ops in
0x21c–0x243 (+ 0x2bd/0x2bf) — at that point the largest remaining rendering unknown in SC0000
(e.g. 0x220×66,
0x22f×34, 0x228×33, 0x21e×25 static sites). Resolving every one through the dispatch table
(ctx[0x26c93+op], read from FUN_00413860) shows it is one coherent subsystem: sprite transform +
animation/tween — and two members were already named in prior RE (0x234 gfx_op_0x234_anim_start,
0x238 gfx_op_0x238_set_anim_clock). Kelebek VAs drift here as everywhere (op 0x220 real handler is
0x4234e0, not Kelebek's 0x4215D0). Op → real handler map:
| op | handler | op | handler | op | handler |
|---|---|---|---|---|---|
0x21c |
0x417520 (417xxx trivial) |
0x229 |
0x423700 |
0x236 |
0x423ee0 |
0x21d |
0x423310 |
0x22a |
0x4237b0 |
0x237 |
0x4240a0 |
0x21e |
0x423350 ✎ set_transform3_norm |
0x22b |
0x423850 |
0x238 |
anim_start's clock ✎ |
0x21f |
0x423410 |
0x22c |
0x423900 |
0x239 |
0x424120 |
0x220 |
0x4234e0 ✎ set_transform3_abs |
0x22d |
0x423990 |
0x23a |
0x42a440 |
0x221 |
0x423590 |
0x22e |
0x423a40 |
0x23b |
0x424190 |
0x222 |
0x4235e0 |
0x22f |
0x423b00 |
0x23c |
0x417580 (417xxx) |
0x223 |
0x423620 |
0x230 |
0x423ba0 |
0x23d |
0x4175c0 (417xxx) |
0x224 |
0x417550 (417xxx) |
0x231 |
0x423be0 |
0x23e |
0x42a4a0 |
0x225 |
0x4236a0 |
0x232 |
0x423c30 |
0x23f |
0x42a520 |
0x226 |
0x42a230 |
0x233 |
0x423cf0 |
0x240 |
0x4245f0 |
0x227 |
0x42a2e0 |
0x234 |
set_rotation_cycle ✎ | 0x241 |
0x4247e0 |
0x228 |
0x42a3a0 |
0x235 |
0x423e40 |
0x242 |
0x4249d0 |
0x243 |
0x4182d0 (417xxx) |
(0x2bd→0x4251c0, 0x2bf→0x425240. The handful of 0x417xxx handlers are trivial/marker-shaped — the
default-handler neighbourhood — and are almost certainly no-ops or arg-poppers; triage before modelling.)
Contract (completed 2026-07-10, representative ops 0x21e/0x220, both argc 6): these are
independent matrix channels, not two encodings of one vec3 property.
0x21enormalizes operands 4–6, thengfx_object_set_scale_channel(0x47eaa0) stores timing atobj+0x3c/+0x50and calls0x48af1d, which writes the three values onto a 4×4 matrix diagonal atobj+0xac: a scale matrix.0x220passes raw operands 4–6 togfx_object_set_translation_channel(0x47ecc0), stores timing atobj+0x44/+0x58, and calls0x48afb1, which writes them into matrix entries 12–14 atobj+0x1ac: a translation matrix.0x1fe(handle, axis_x, axis_y, axis_z, angle_degrees)is the immediate-current rotation setter.op_0x1fe_set_rotation_current(0x422700) converts operands 2–5 to floats and callsgfx_object_set_rotation_current(0x47e720). The worker stores current axis atobj+0x1ec..0x1f4, current angle in degrees atobj+0x204, converts the angle to radians, writes the current axis-angle matrix atobj+0xec, marks transform state atobj+0x68, and raises retained-gfx redraw dirty at manager+0xb558(EngineCtx+0x51b6c). It is the direct-current companion to0x21f, not another timed channel. Of 187 corpus calls, 186 use Z axis(0,0,1); the lone DEBUG call uses Y axis(0,1,0). SC0010 uses immediate5,-5, and0degree Z rotations in a wobble setup.0x21fconverts operands 4–7 to floats and callsgfx_object_set_rotation_channel(0x47eb70). It stores delay/duration atobj+0x40/+0x54, target axis atobj+0x1f8..0x200, target angle (degrees) atobj+0x208, and the target axis-angle matrix atobj+0x12c. Current axis/angle areobj+0x1ec..0x1f4/+0x204, with current matrixobj+0xec.gfx_object_apply_transform_channels(0x472f00) supplies the timing contract. All three channels use shared start timestampobj+0x34and retained-gfx frame-timeowner+0xb550(EngineCtx+0x51b64), but have independent delay/duration: scaleobj+0x3c/+0x50, rotationobj+0x40/+0x54, translationobj+0x44/+0x58. Each holds current through the delay, linearly interpolates current→target for its duration, then commits the target and clears its own timing. Neither third component is opacity.
Exact composition and 2D reduction (live-validated 2026-07-10). The one-shot consumer starts from identity and
right-multiplies T(-V18) → scale-current → rotation-current → translation-current → T(+V18);
matrix4_multiply at 0x4ee2a4 computes out = left * right. AGE uses row vectors. With no
rotation/perspective, the screen projection is therefore exactly
V18.xy + (point.xy - V18.xy) * scale.xy + translation.xy. The captured SC0000 handle 0xcbc0
has base (0,600), anchor (400,1000), and final scale (5,5); native matrix translation
terms are (-1600,-4000), projecting the base point to (-1600,-1000). The port's focused
projection test and transform-aware gfx log reproduce those values.
gfx_object_composite then right-multiplies gfx_object_anim_interpolate's separately anchored product,
which contains op 0x234's cyclic rotation. With the other oscillating matrices at identity, adjacent anchors
cancel and the full order is
T(-V18) * scale * one-shot-rotation * translation * cyclic-rotation * T(+V18). Thus cyclic rotation
also rotates the translation vector. The cyclic angle is integer degrees
floor(((frameTime-start) % period) * 360 / period); it wraps to zero without ping-pong. Positive Z produces
m01=+sin, m10=-sin, clockwise on the Y-down screen.
Native matrix oracle: handle 0xcb8e, anchor (700,600), scale current 0.9, op 0x21f target axis
(0,0,1)/30° after 500 ms for 390 ms, sampled 11 ms into the ramp as
[0.9055,0.0134;-0.0134,0.9055] with translation (74.1449,47.3127). The port focused test matches
those terms. In the windowed port capture, the two SC0000 0x234 sites (periods 9000/13000 ms, Z axes
+1/-1) advanced after 563 ms to integer angles 22/15, exactly the native formula, and produced distinct
affine PNG frames. Nearest-neighbour inverse mapping is the deliberate software raster sampling policy;
native D3D9 subpixel filtering remains a possible pixel-level difference, not an uncertain matrix approximation.
Port result (2026-07-10): GfxState retains scale, one-shot rotation, translation, and cyclic rotation
with their native clocks/order. Transform2DMath composes the full row-vector 4×4 transform before 2D
projection. Godot uses an inverse-mapped affine RGBA8 rasterizer for textured objects and solid fills,
preserving colorkey/tint/opacity behavior and never deriving opacity from transform Z.
anim_start/set_anim_clock decoded + opening confirmed (2026-07-07, animation-slice Task 1)
Decoding the two already-named clock/start ops (dispatch table → 0x234@0x00423da0, 0x238@0x004240e0;
both annotated) and grepping the SC0000 opening settles the animation model and confirms the opening exercises it:
0x238 set_anim_clock(argc 1, 3-dword instruction):ctx+0x51b78 = 0(elapsed),ctx+0x51b7c = operand1(total duration). A GLOBAL, NON-BLOCKING clock — not per-object. The op only configures the clock; it does not loop/wait. The native render loop advances this clock each frame and interpolates all animating objects. Its own plate comment states the payoff: "our port can drive animation in the host's per-frame loop while the VM is parked at wait-for-input; no VM/host frame-lockstep." → validates the wall-clock-tween architecture directly. SC0000:set-anim-clock(G[0x624bb])@0x123bd,set-anim-clock(0x190=400)@0x13858.0x234 anim_start(legacy mnemonic; argc 5, 11-dword instruction): following workergfx_object_set_rotation_cycle(0x47f060) intogfx_object_anim_interpolate(0x473ed0) corrects its ABI to(handle)(period_ms)(axis_x)(axis_y)(axis_z). Period isobj+0x228, axis isobj+0x244..0x24c, and the frame-clock consumer applies360*((now-start)%period)/perioddegrees. This is a cyclic rotation channel, not a target vec3 for scale/translation and not opacity.- The opening path uses the whole subsystem, early.
0x21e/0x220transform-sets fire from0x00f73onward (0x21e (G[0x6245b]) 0 0x12c l0 l1 0x64,0x220 (G[0x62457]) 0x96 0x3e8 l1 l3 0), on the same INIT2 CG handles (G[0x62457],0x6245b,0x6245c) — this is the opening, not battle/debug. So the slice's ops are real and verifiable on screen.
Corrected host model: 0x21e scale and 0x220 translation run directly from frame-time
retained-gfx owner+0xb550 (EngineCtx+0x51b64) using their own delay/duration; they do not use op
0x238 as their duration.
Op 0x234 is the independent rotation cycle above. Op 0x238 still configures the separate
ctx+0x51b78/+0x51b7c animation service used by its own family.
Shared frame clock and cyclic source-cell cadence (2026-07-22)
The native scheduler confirms the shared-clock recollection, with one important distinction between a
shared timebase and universal phase. engine_main_tick_with_exception_policy@0x411840 samples
timeGetTime() once per active outer presentation tick, first shifting retained-gfx manager current time
+0xb550 (EngineCtx+0x51b64) into previous time +0xb554 (EngineCtx+0x51b68). Opcode 0x23c
explicitly performs the same shift/sample; it does not create another timer or impose a fixed frame rate.
Every cyclic object channel reads that shared pair, but each channel owns a start timestamp and period in
its retained object record. gfx_animation_service_poll@0x407640 and op 0x238's
manager +0xb564/+0xb568 start/duration window are separate finite-animation service state, not the cyclic
spritesheet clock.
Op 0x231 is already natively cell-change-driven. gfx_worker_anim_srcrect@0x47eec0 resets object start
+0x21c and stores period +0x230, frame count +0x238, and columns +0x23c.
gfx_object_anim_interpolate@0x473ed0 seeds that start from the shared current timestamp on the first
sample and selects floor((current-start)/period) % frame_count. It performs the same calculation with the
shared previous timestamp and raises manager redraw-dirty +0xb558 only when the selected cells differ.
Other retained mutations raise dirty directly; continuously varying cyclic channels keep it raised. The
outer loop renders only for retained dirty state or a new movie frame. Merely completing an opcode 0xc8
sleep/poll interval is not itself a native graphics-dirty request.
FIELD's DEBUGMAP unit family is more tightly synchronized than the general model permits. At
FIELD@0x924a, the script configures prototype handle 0x9c40 as (period=200 ms, frames=4, columns=2).
The following loop calls DRAWCH, whose 0x21d clones that complete retained record from 0x9c40 to
0x9c40+entity_index. Ordinary bytecode executes burst-fast and there is no render between prototype setup
and those clones, so every copied start remains zero and their first render seeds the same shared timestamp.
Those unit sprites are therefore phase-locked at one cell change every 200 ms (5 Hz), even though the
engine generally permits different object-local starts and periods.
FIELD's per-tile movement animation uses two retained objects. At 0x45c9/0x4686 and again at
0x51fd, it clones the bound idle handle 0x9c40+entity_index into temporary moving handle
0x9c40+0x76c. The following mode-0 0x203 write sets the idle handle's alpha to zero, while translation
0x220 and source-cell endpoint 0x239 animate only the temporary handle. After the presentation boundary,
DRAWCH@0x51ec rebinds the idle handle at the new tile; a multi-tile route immediately repeats the
clone/suppress cycle. Treating every static mode-0 alpha byte on a loaded texture as inert therefore leaves
the old idle sprite composited beneath the moving clone until each segment ends. The port records the
post-bind static-alpha consumption for looping objects as a transient opacity latch, cleared by the next
draw-texture bind. This preserves ADV's distinct pre-animation/static alpha-zero CG initialization.
Port implication: replace the current “any spritesheet is active” redraw predicate with native-style
shared current/previous sampling and request a composition only when at least one visible sampled cell
changes. The FIELD sleep(1) input-poll loop must also stop requesting a redraw when no retained mutation
occurred. This is a fidelity correction as well as an optimization; it preserves phase-locking for cloned
records and does not invent 51 independent timers.
label_1235a animation-section boundary (2026-07-10)
The section helper computes the maximum configured duration and arms it with 0x238, then reads
message-skip through 0x1c7 and ADV read/click-skip state through 0x1cc. The raw jcc order matters:
normal playback (both zero) branches to 0x21c (set run-state bit 0x400), while a nonzero skip/read
state executes 0x243 (reset the separate global animation-service clock) followed by 0x20c present.
Both branches finish with
0x224, which clears the native gfx command queue at ctx+0x418. These handlers are now named,
commented, and saved in the Ghidra image.
The matching native presentation trace corrects the earlier cadence model. Ordinary opcode execution is
burst-fast between presentation services, while 0x21c is the render/wait boundary: it parks the
interpreter and gfx_render_frame repeatedly samples visible finite one-shot channels and queued surface
commands until dirty presentation state clears; 0x224 then clears the command queue. 0x20c is a single
explicit publication on the skip branch.
At the opening AE001D passage, native 0x125a6 rendered the preceding state, then both object binds plus
mode-1 0x203 and target 0x202 writes (0xd5a/0xd63/0xd73/0xd8a) completed in about 5 ms with no render
between them. Their first composition was the following repeated gfx_render_frame loop at 0x21c.
Likewise, the explicitly presented mode-0 white CG at 0x125a6 survived only about 10 ms before that next
boundary. The port's former 200-completed-op/s throttle stretched the same burst across many display frames;
that average had folded service waits into execution time and was not an opcode scheduler rate.
The Godot host therefore leaves ordinary FrameYield non-blocking and publishes retained mutations only at
0x20c, 0x21c, sleep, and stable input waits. 0x21c waits for visible finite color/matrix channels plus
0x223; ambient cyclic/spritesheet pulses do not block, and click forcing remains restricted to 0x223.
This is a native-evidenced scheduler correction, not a guessed duration sleep.
The opening render path is RETAINED, not immediate-mode (2026-07-08, ground-truth correction)
A working note in the animation slice mis-called the SC0000 opening a set of "immediate-mode slot-0 blits." That
was wrong, and it came from trusting our own Age.Cli gfx oracle (which executes our VM and mis-labeled the
CG draws as "slot 0"). Verified against native code + the raw bytecode:
draw-texture(op0x1fb, handlergfx_op_0x1fb_draw_bind@0x422510) is a RETAINED bind, not a blit. It records its 17-dword instruction length and callsgfx_object_bind_draw@0x47e870, which on the object keyed byhandle(operand 1) sets:flag|=1(visible),obj+4 = source SLOT index,obj+8..0x14 = source rect,obj+0x24/28/2c = position. Its plate comment (prior RE) already states the key fact: the object stores the slot INDEX — a live ref tosurface[slot], resolved each frame at render — NOT a texture snapshot. Objects persist and are composited each frame; this is exactly the surfaces+objects model in "The full gfx render model" above.- The SC0000 opening is a retained scene of distinct objects,
sleep-paced. Raw bytecode: fixed-handle UI objects (0xcf08slot 3 full-screen,0xc350slot 0xe,0xe678slot 0xd — a 400×30 element re-bound 20+ times), an animated sprite (draw-texture (G[0x62457]) (G[0x62452]) … (G[0x62498]) (G[0x62499]), computed position), and the CG loader (SC0000@0x126e1/0x12970):set-texture G[0x62424] → slot G[0x62452],get-texture-size, centre it, thendraw-texture (handle = CG_array[G[0x62450]] = INIT2 array G[0x62455..]) slot G[0x62452] ….sleep 0x64/0x3e8/0x2eesits between steps. So different draws use different handles and per-object working slots — not one slot-0 canvas. - Why our port still doesn't animate the opening (conclusion unchanged, mechanism corrected): we execute the
whole load/draw/
sleepsequence instantly — nosleeptiming, no per-frame present — so we only ever see the final retained state; the intermediateAE*frames (AE001D→AE002B→AE003B, surface swaps on the working slot between paced frames) never get a frame to display. The fix is frame-pacing (scene-coroutine /sleep 0xc8), a separate subsystem from the transform/alpha channel. Lesson: never characterise the engine's render mechanism from our own VM's oracle output — use native code + raw bytecode.
sleep (op 0xc8) — the frame-pacing primitive (2026-07-08, decoded)
Handler resolved via the dispatch table (ctx[0x26c93+0xc8] = param_1[0x26d5b] in FUN_00413860) →
sleep_op_0xc8@0x420ec0 (was LAB_00420ec0; created + annotated). It is NON-BLOCKING:
- It arms a timer —
sleep_timer_arm@0x44cff0on the object atctx+0x5f304:+8 = 1(active),+0x14 = (*DAT_0056f3d4)()(start tick — an ms source,timeGetTime/GetTickCountclass, sameDAT_0056f3d4the boot uses to seedsrandviatime/100),+0x18 = duration(operand, min 1). The engine's main loop pollselapsed ≥ durationand resumes the script — rendering continues in the meantime. This is the native confirmation that the engine paces animation in its per-frame loop, not by blocking. - Operand unit = MILLISECONDS.
duration < 10fast-paths through import[0x56f0b8]; every real scene sleep (100/750/1000in SC0000) is≥ 10→ the timer-arm path. - The handler also records its generic 3-dword instruction length in the current script-frame record
(
ctx+0x53d88+curidx*0x78) and runs two anti-tamper checks (call[ctx+0x5512c]; a rotate-checksum compare ofctx+0x55120/0x55124;__CxxThrowExceptionon mismatch — integrity work piggybacked on a hot op). Neither is needed by our model.
Port equivalent (implemented): our VM runs on a background thread (like wait-for-input), so blocking that
thread for duration ms while the main-thread compositor (Main.Recomposite in _Process) keeps presenting is
behaviorally equivalent to the native non-blocking timer. This correctly reproduces the explicit one-shot
sleeps (the dramatic 1000/750/200 ms holds). Headless/CLI hosts no-op Sleep (parity). IHost.Sleep(long) +
VM case "sleep"; see vm-map/opcodes.toml 0xc8. It does not pace ordinary opcode bursts. The later
native presentation trace proved that back-to-back retained mutations execute within milliseconds and are
first published at the following 0x20c/0x21c, sleep, or stable input boundary. An earlier claim that the
opening was generally sleep-paced was inherited without execution evidence and is superseded.
The native timer arm clamps every duration to at least one millisecond. This is semantically important for
menu scripts: ROOM's steady input loop uses sleep 0 as a one-engine-tick yield. The Godot host formerly
allowed a zero deadline, turning that loop into a free-running burst that exhausted the VM step guard and
showed -end-; it now applies the native minimum after the debug speed multiplier.
Related — present-frame (op 0x20c): dispatch param_1[0x26e9f] = gfx_op_0x20c_present_frame →
gfx_render_frame@0x4820b0 (buffer flip). The port treats 0x20c as an explicit retained-state publication
boundary in the interactive host while keeping it noop_headless=true; the Kelebek label u00416200 was
VA-drift. This supersedes the earlier host-implicit/no-op presentation model.
Frame cadence — the interpreter tick, and why our port "speeds through" (2026-07-08)
Historical reconstruction, corrected by the synchronized presentation trace below. This pass correctly identified the one-op interpreter tick and ADV Ctrl state, but incorrectly inferred a constant engine-level opcode cadence. The outer native service invokes that tick in bursts and publishes retained state only at specific service boundaries.
Confirmed from the engine image (annotated in Ghidra):
- The interpreter is a cooperative one-op-per-tick step, not a run-to-completion loop.
adv_interpreter_tick@0x410fb0(renamed fromFUN_00410fb0) executes exactly one opcode per call:op = **(ctx+0x53d2c + curCtx*0x78); if0 ≤ op ≤ 0x3ffit dispatches(*(ctx+0x9b24c+op*4))()(the handler table =ctx[0x26c93+op]) then advancesPC += *(ctx+0x53d88+curCtx*0x78) * 4(decoded cmd size), else the default handlerFUN_004162b0. It also runs the message-skip / click / auto-advance logic each tick (s_set_CancelMesSkipOnClick,s_message_ReadTextSkip, skip bitctx+0xa0ce4 & 0x8000000) — i.e. the Ctrl fast-forward governor lives at the per-op level, and a click can reposition the PC (skip-to-next). - Script contexts are coroutine records.
curCtx = *(ctx+0x53d14)indexes0x78-byte records atctx+0x53d60/ctx+0x53d2c(PC, codebase, cmd-size). The engine multiplexes script "threads." Init/reset =scene_context_init_reset@0x40b3b0(zeroes0x53d14+0xa0ce4, allocs surfacesctx+0x52bd4[1000]). - Advancement is gated by an interpreter run-state flags word
ctx+0xa0ce4(bit1 = sleeping, plus wait/ skip/etc.), read+written by ~40 state functions.sleep_op_0xc8sets bit1 + arms the ms timer and returns — it does not block. So the outer loop consults0xa0ce4to decide whether to step the script this frame. - Effects are frame-stepped. Screen transitions
FUN_0043cdb0(12 wipe/slide modes) render one frame per step and take a step-count parameter (the natural place a speed multiplier applies);present-frame(0x20c) and the anim clock (0x238) advance per frame. A CG transition therefore spreads over many real frames. - Timing source = the ms-clock function pointer
*DAT_0056f3d4(timeGetTime-class), used throughout.
Model proposed at this stage (partially superseded): single-threaded frame loop; each service pass steps
opcodes until the context yields
(sleep armed / wait-for-input 0x72 / active frame-stepped transition/anim / present), renders
(gfx_render_frame), waits on the clock, continues. Back-to-back draws inside one page compose into a single
frame (fine); the opening's CG-to-CG advances are gated by frame-stepped transitions + sleeps, which spread
them over real time.
⚠ Not statically resolvable (honest boundary): the outer frame loop itself is not readable from this
dump. adv_interpreter_tick is invoked through a runtime-set mode function pointer (heap/vtable slot) — it
has zero static xrefs, and its address bytes (b0 10 41 00) appear nowhere in range_00400000 (0x400000–
0x65ffff). The functions touching the scheduler state (0x53d14, 0xa0ce4) are init/reset, save
(context_state_serialize@0x40d320), and op-handlers — never the loop. The "run-until-yield then render"
statement above is a reconstruction from those pieces, not a line read from the loop; pinning the actual
loop + its exact per-frame step budget / vsync wait needs a live-debugger break (attach + break in the
frame loop), or a wider memory dump that includes the mode object.
Historical port conclusion (superseded): this pass prescribed a bounded wall-clock opcode rate and led to
the frame-stepped implementation documented in the historical spec. The 2026-07-10 native trace disproved that
rate model: ordinary opcode work must remain burst-fast, while 0x20c, 0x21c, sleep, and stable input waits
own publication/pacing. Commit 85fc07d implements the corrected boundary model.
Frame cadence — live measurement (2026-07-08, Frida read-only)
The static pass couldn't reach the outer loop, so we measured the running game. Read-only / import-only
only (tools/frida/probe_frame_cadence.py, probe_present.py): a plain-JS hook on the proven operand-fetch
0x41b940 (grab ctx + count exec rate) + system-DLL hooks; no engine-code patching. Lesson learned the hard
way: a first attempt with a CModule hook on the hyper-hot adv_interpreter_tick crashed the game
instantly (bad native callback into the hottest path — not anti-tamper; our other scripts hook engine code
via plain JS and survive). Use plain-JS hooks on proven addresses + memory polling.
Findings, corrected by the later synchronized presentation trace:
- Normal active capture measured about 1,788 operand fetches/sec (peak ~5,796). This is neither a completed-opcode count nor a scheduler budget; it mixes burst execution with native-service parking.
- Fast-forward (Ctrl) raised operand-fetch activity about 4× (≈7,738/sec avg, peak ~15,572), gated by
ctx+0xa0ce4 & 0x8000000. This remains useful evidence that Ctrl is ADV-scoped, but it does not define a constant opcode cadence. - Rendering is Direct3D 9 and uncapped. The candidate D3D9
Presenthook fired around 1,908/sec in the original probe; there is no fixed display refresh boundary to copy into the port. - Final scheduler implication (2026-07-10): ordinary opcode work is burst-fast between explicit native
service boundaries. AE001D bind + mode + color-target writes completed within ~5 ms with no
gfx_render_frame; rendering began only at0x21c. The old 200-completed-op/s calibration folded service waits into script time and is discarded. GodotFrameYieldis non-blocking;0x20c,0x21c, sleep, and input own publication/pacing.
The render drift's SECOND half: missing system-boot state (2026-07-07, resolved)
Implementing the gfx ops (above) was necessary but not sufficient — a cold single-scene run of SC0000 still
drifted. Runtime tracing found the CG handle array G[0x62455..0x6245c] was all zeros, so every CG
collapsed onto object 0 and its geometry accumulated. Those handles are set by the boot script INIT2
(mov 0x62455=0xcb20 … 0x6245c=0xcbc0), which is call-scripted by the real entrypoint SYSTEM4.BIN
(LOADCONFIG → INITCONFIG → INIT2 → LOGO → OP → INIT → TITLE → …). Our harness teleports straight into
SC0000, skipping that boot. Fix: run the system-boot state prefix (INITCONFIG/INIT2/INIT, skipping the
UI scripts) before the scene — Age.Cli gfx --boot and Godot --boot (both via GameSession). With boot,
the CGs de-collapse and render correctly (screenshot-confirmed). This is the synthesis of the old
(a)-vs-(b) debate: the drift needed BOTH the native gfx ops (b) AND boot state (a) — specifically INIT2's
handle array, never before identified (it is not a story flag). Note two distinct boots: our Phase-B
--boot runs the data *INIT scripts (skills/items/…); this is the system boot (SYSTEM4 prefix) — a
"full boot" should run both. Historical residual (subsequently resolved): this capture still had opaque
AE* fade/flash effects and zero-anchor object-slot CGs. The later blend, geometry, animation, and retained-
presentation subsections below supersede that state; default object geometry remains confirmed (0,0) in
gfx_object_init_default.
The gfx animation/effects subsystem — the AE* fades (2026-07-07)
The AE* flash/glow effects (and sprite motion) are a native time-animated retained render loop, not
per-frame bytecode. Reversed + annotated in Ghidra:
- Retained objects carry cyclic rotation state: flag value
4atobj+0, start timestampobj+0x214, periodobj+0x228, and axisobj+0x244/248/24c. gfx_object_set_rotation_cycle(0x47f060, worker for legacy op0x234) configures that channel.gfx_object_anim_interpolateconsumes it from retained-gfx frame-timeowner+0xb550(EngineCtx+0x51b64) as a repeating 0..360-degree axis rotation. Op0x1fd(gfx_op_0x1fd_set_vec_scaled@0x422650→gfx_object_set_scale_current@0x47e6b0) is an immediate current-scale setter: it divides integer X/Y/Z percentages by 100, marks scale state atobj+0x68, and writesmatrix4_make_scaleatobj+0x6c.- Op
0x238(gfx_op_0x238_set_anim_clock) sets a global animation clock, non-blocking:ctx+0x51b78 = 0(elapsed),ctx+0x51b7c = duration(the max per-object duration; SC0000label_1235amaxes a table to compute it). It does not loop/wait. - Frame model: the bytecode does
configure anims (0x234/0x1fd) → set clock (0x238) → show-text → wait-for-inputand continues; the native render loop advances the clock + per-object progress each frame, interpolates, composites, presents. Render/present family nearby:0x243/0x20c/0x21c/0x224(u004162xx, not yet fully RE'd). ⇒ the port can drive animation in the HOST per-frame loop while the VM is parked at wait-for-input — no blocking present op, no VM/host frame-lockstep (the answer to the "frame loop" question).
Consequence: animation needs a retained per-frame compositor. That architecture is live; scale, one-shot rotation/translation, and cyclic rotation now rasterize through the affine software path.
The full gfx render model — surfaces + objects + composite (2026-07-07)
Reversed the create/set/draw-texture handlers + the render loop (all annotated in Ghidra). This is the canonical model (an earlier flat "draw layers to one screen" attempt was WRONG — it had no surface concept and snapshotted textures at draw time; symptoms: alternating grey, glow over backgrounds, vanishing sprites).
Two distinct stores:
- Surfaces — image buffers at
ctx+0x52bd4[slot], indexed by slot.gfx_op_0x1f8_create_surface(0x4222d0) allocates a blank one (releasing any old);gfx_op_0x1f9_load_surface(0x422360, op0x1f9set-texture) resolvesresIdvia the SYS4INI resolver (FUN_0044f390) and loads the file into the slot's surface with a colorkey/chromakey (op arg 3 — never modelled before), also releasing the old surface. A surface persists at its slot until the next set-texture overwrites it. - Objects — the retained-gfx
owner+0x408registry (EngineCtx+0x46a1c), keyed by handle (astd::map).gfx_op_0x1fb_draw_bind(0x422510, op0x1fbdraw-texture) →gfx_object_bind_draw(0x47e870): sets the object's source slot (obj+4), source rect (obj+8..0x14= left,top,right,bottom), position (obj+0x24/28/2c= V24), and the visible flag (bit 0). The object references its surface by slot index, live (re-resolved each frame), NOT a snapshot. Objects also carry anchor V18 (obj+0x18), independent scale and translation matrices/timing, cyclic rotation state, and color/alpha (0x202/0x203).
Render frame — gfx_render_frame (0x4820b0), driven by op 0x20c present (gfx_op_0x20c_present_frame
0x4174a0, which also updates the frame timer ctx+0x51b64/68): iterate the object registry in ascending
handle order — that IS the z-order (lower handle behind, higher on top; std::map key order). For each
object with visible bit 0, gfx_object_composite (0x47f650) computes its transform from geometry, applies
the animation interpolation if bit 2 is set, and blits surface[obj.slot] with alpha/colorkey. Then swap
buffers (present). Slot 0 is NOT special — a normal slot; several objects may share one surface.
⇒ Faithful port: a SurfaceStore (slot → {image, colorkey}, from create/set-texture) + an ObjectStore
(handle → {slot, srcRect, position, anchor, scale, anim, alpha, visible}, from draw-texture + the gfx ops) +
a host per-frame compositor that draws visible objects in ascending-handle order from their live surface,
interpolating animations by elapsed time. No VM/host lockstep: animations play during the wait-for-input park.
Separate scale/rotation/translation state and timing are implemented. Anchor semantics, multiplication order,
cyclic wrapping, 2D projection, and affine raster coverage have focused native-oracle tests. Native D3D9 filtering
and render-target command execution remain separate fidelity work.
Raw mode-1 surface load — opcode 0x249 (2026-07-21)
op_0x249_load_raw_texture_surface@0x424b20 has ABI
(universal_packed_catalog_id, surface_slot, RGB_colorkey). Its release, movie detach, indexed-asset open,
colorkey conversion, failure exception, and stream cleanup are the same as 0x1f9. The only native loader
difference is the last argument to gfx_surface_load_asset@0x477c40: 0x1f9 passes mode 0, while 0x249
passes mode 1. gfx_surface_decode_and_create@0x474e90 selects a base 0x450-byte texture object for mode 0
and a derived 0x460-byte texture object for mode 1. A successful mode-0 load records the resource id in its
device-reload record; mode 1 records -1.
The derived class is specifically a tiled large-image surface, not an alternate pixel format,
spritesheet interpretation, or blend mode. gfx_tiled_surface_create@0x432ff0 divides the logical image into
ceil(width / DAT_005b15b0) × ceil(height / DAT_005b15b0) ordinary mode-0 child surfaces.
gfx_tiled_surface_upload_agf@0x431a10 decodes indexed 1/4/8-bpp and 24/32-bpp input and uploads each tile;
gfx_tiled_surface_blit@0x4316b0 divides any requested logical source rectangle across the intersecting
children and adjusts their destinations. A CPU compositor can therefore keep one contiguous decoded RGBA
image without losing the mode-1 behavior relevant to Himegari.
The corpus makes the addressing and first gameplay consequence concrete. FIELD calls 0x249 with raw ids
0x32da..0x32dd, which are SYS4INI entries SO005, SO007, SO008A, and SO007A, into slots
0x3e..0x41. DRAWMAP.BIN then creates the dungeon tile objects almost entirely from slots 0x3e and
0x3f. A skipped 0x249 therefore leaves the surrounding UI operational but the central map black. After
implementing it, the first DEBUGMAP retest exposed a separate host blit error: FIELD intentionally binds a
zero-width/zero-height SO005 prototype object, while the port expanded zero dimensions to the full texture.
Native gfx_object_blit_d3d9@0x4774c0 clips the explicit source rectangle and returns when
right<=left || bottom<=top; mode-1's tiled blit likewise visits no children for an empty rectangle. The
port now preserves that empty draw rather than leaking the complete SO005 sheet.
Selected retained-object range transform — opcodes 0x229/0x22a/0x22c/0x22d (2026-07-21)
0x229 was formerly misclassified as a second per-object position setter. Native
op_0x229_set_gfx_range_transform@0x423700 instead resets an embedded gfx-object record at retained-gfx
owner +0x428, writes (first_handle,count) to owner +0x420/+0x424, and writes operands 3..5 as that
embedded object's anchor at owner +0x440..+0x448. The actual per-object direct-position opcode remains
0x22f.
On every render frame, gfx_range_transform_sample_frame@0x476df0 samples the embedded object's ordinary
scale/rotation/translation channels into owner matrix +0xb5b4. gfx_object_composite@0x47f650
post-multiplies an object's normal matrix by this shared matrix only when its handle is in
[first_handle, first_handle+count). The sibling setters are:
0x22a: current scale, three integer percentages divided by 100;0x22b: current axis-angle rotation (present in the native dispatch table, zero Himegari corpus calls);0x22c: current translation in pixels;0x22d: delayed/duration scale target, using the embedded object's ordinary one-shot scale channel;0x22e: delayed/duration axis-angle target (native-dispatch-only, zero Himegari corpus calls).
FIELD's camera helper selects handles [1,50000), anchors the transform at the current camera world
coordinate (G[0x767e],G[0x767f]), sets translation to (400-camera_x,300-camera_y,0), and applies the
zoom percentage from G[0xccc09]. Thus the map layer is centered/scaled while handles >=50000—the dungeon
UI—remain screen-fixed. FIELD's sole 0x22d call animates a zoom over 300 ms. LOOK reuses the immediate
camera helper. Across the corpus, 0x229 occurs 693 times in 309 scripts: 590 all-zero disables, 101
identity-range selections, and the two FIELD/LOOK camera selections. Correcting the contract therefore
removes spurious object-zero mutations without changing established ADV output.
Blend & transparency — colorkey + 0x202/0x203 color/alpha (2026-07-08)
Reversed for graphics slice A (spec docs/superpowers/specs/2026-07-08-blend-transparency-design.md;
Ghidra functions renamed + plate-commented, saved).
- Colorkey format (
gfx_op_0x1f9_load_surface0x422360): read op arg 3; if(int)key < 0→ no colorkey (opaque); else the operand is0xRRGGBB, converted to0xFFRRGGBBand passed to the surface creatorFUN_00477c40as the transparent key (so operand0= key black). Colorkey is baked at surface-load (matching texels → transparent), NOT compared per-blit. Port: interpret arg 3 as RGB888;<0= none; else texels whose(R,G,B)equal the key become transparent when the surface image is loaded/cached. 0x202(gfx_op_0x202_worker_set_color_anim0x47ea00): sets an animated color/alpha targetobj+0x64 = packedARGB, the color-anim active bit, and resets shared startobj+0x34=0. Operands 2/3 are delay/duration atobj+0x38/+0x4c; sampling uses retained-gfx frame clockowner+0xb550(EngineCtx+0x51b64), not op0x238.0x203(gfx_op_0x203_worker_set_color0x47e9b0): sets a static color/alphaobj+0x60, no anim bit. Immediate per-object modulation.- Blit (
gfx_object_blit_d3d90x4774c0): selects a blend mode fromobj+0x30, the value written by op0x203, and passes a modulation color/alpha to the device draw. Correcting the D3D9 constants: mode 1 writesSRCBLEND=SRCALPHA(5) andDESTBLEND=ONE(2), so it is additive glow—not ordinarySRCALPHA/INVSRCALPHA. Mode 2 conditionally writesONE/ZEROfor a selected render target; mode 3 adds the subtract blend operation to the mode-1 factors. The port implements mode-1 additive composition, where packed alpha scales source contribution and packed RGB multiplicatively modulates it. For a textured mode-0 object, preserved0xffffffffis opaque identity, not a request to replace the texture with white; the packed alpha byte is therefore not a generic tint-strength control. Mode 3 remains separately scoped beyond the completed mode-1 path, and surfaceless mode-0 fills remain a distinct consumer case.
Created/render-target surfaces are a third mode-0 consumer, distinct from both loaded textures and an object
with no surface. SYSTEM4 creates and fills surface 3; BUNKI draws it with alpha 0xd0, while FIELD draws it
beneath the minimap with alpha 0x40. Original screenshots show the former as a translucent tinted panel and
the latter allowing the sidebar paper through. Therefore created surfaces consume packed alpha as object
opacity and packed RGB as multiplicative modulation. The port retains created-surface identity separately
even though these surfaces have resource id zero; their no-colorkey sentinel is -1, not active key-black
zero. Loaded mode-0 textures keep the established opaque/alpha-inert behavior above.
TITLE SO022 additive proof (2026-07-20). TITLE loads type-1 8-bpp SO022.AGF with no alpha plane and
no color key, binds two 140×140 spritesheet objects, and calls 0x203(handle,1,255,0xffffff) for both.
Ordinary alpha composition therefore produces opaque black squares around the blue flames. Native mode-1
SRCALPHA/ONE makes black contribute zero; the implemented additive raster path removes the rectangles
while preserving the animated glow, verified across a windowed SYSTEM4/TITLE capture.
SC0000 third-CG white-screen and missing-glow fix (2026-07-11). The page containing
大役を担ったのは… reaches the intended EV052DA image and both animated AE001D layers. A synchronized
Godot capture proved AE001D is correctly alpha-bearing and drawn in mode 1 at only a 6-8% additive source scale;
it was not the white wall. During the preceding 0x223 EV052CA→EV052DA crossfade, base handle 0xcb2a
renders EV052DA in mode 2 with identity modulation. When the transition ends, 0x203@0x12478 restores that
same textured object to mode 0 with negative color operands, preserving 0xffffffff. Native keeps EV052DA
visible; the old port resolved the state as tintStr=1.00 and lerped every source texel to white. Textured
mode 0 now resolves as opaque multiplicative RGB, making white identity, while surfaceless mode-0 fill
strength remains separate.
The first corrected capture exposed a second independent gap: AE001D was submitted and rotating but had no
visible pixel contribution. Its 800×800 circle was based at (0,550) around anchor (400,950) and remained
at the port's default 100% scale, almost wholly below the viewport. SC0000 executes 0x1fd with
210/210/100 and 240/240/100; implementing the native immediate current-scale setter expands the circles
into the viewport (the first top edge reaches y=110). The user positively confirmed both the restored CG and
visible glow on the ordinary interactive path. This glow is a retained scaled/rotating texture, not an
0x231 spritesheet-cell animation; later missing spritesheet effects remain a separate issue.
Interpolation RE pass (2026-07-08, stalled → both deferrals confirmed). Attempted to pin how a 0x202
fade animates so smooth ramping could join slice A. Findings (Ghidra gfx_object_anim_interpolate
0x473ed0, annotated+saved): the bit-2 anim family (op 0x234) interpolates 5 independent sub-channels
(color obj+0x240/period obj+0x220, two matrices, rotation 0x168=360°, src-rect scroll), each on the
global frame clock retained-gfx owner+0xb550 (EngineCtx+0x51b64) (sampled by the active outer engine tick, NOT the
op-0x238 clock ctx+0x51b7c), and each
ping-pongs (triangle wave, folded at period/2) — i.e. these are oscillating/pulsing effects, not
one-shot fades. The 0x202/0x203 color (obj+0x60 static / obj+0x64 animated, sets
owner+0xb558/0xb560 = EngineCtx+0x51b6c/0x51b74) is a separate channel whose blit consumer was
not located in this pass. So a
one-shot fade's exact source→target→easing is still unresolved and would take a dedicated dig (find the
obj+0x64 consumer + the color→obj+0x240 path + the clock advance). ⇒ smooth color-anim interpolation
stays deferred; slice A ships the static end-state (which reaches the correct final alpha/tint and fixes
the stuck-opaque bug), with interpolation as a scoped follow-up.
Resolution (2026-07-10 — supersedes the deferral above). The missing consumer was the bit-1 branch in
gfx_object_apply_transform_channels (0x472f00), before its matrix channels. It seeds shared start
obj+0x34 from retained-gfx owner+0xb550 (EngineCtx+0x51b64); holds current packed ARGB obj+0x60
through delay +0x38; then performs an
integer, bytewise linear interpolation to target +0x64 for duration +0x4c. At natural completion—or
when retained-gfx owner+0xb55c == 1 (EngineCtx+0x51b70) requests forced completion—the target commits
to current, delay/duration clear,
target becomes 0xffffffff, and the one-shot active bit clears when no color/matrix/src-rect sibling remains.
The object-local bit at +0x2d0 suppresses the global force and keeps that finite group from raising the
blocking-presentation dirty flag; it remains redraw-active and therefore animates asynchronously. Negative
alpha/RGB target operands independently preserve their bytes from current +0x60.
The port now carries current and target separately and samples them from the unified FrameClock; an op
0x203 static write after 0x202 therefore becomes the ramp's current value rather than overwriting its
target. Mode 0 retains the established CG/tint/fill behavior; mode 1 uses native additive composition with
ARGB alpha as the source scale plus RGB modulation. draw-string 0x204/0x7a remains a separate dependency.
ADV chrome correction (2026-07-11). Mode 0 cannot be classified from the final packed color alone.
Static 0x203(mode=0, alpha=0, rgb=white) remains the established opaque/no-tint CG initializer, but a
mode-0 object whose current/target channel was armed by 0x202 consumes that sampled ARGB as opacity plus
multiplicative RGB modulation, including after target commit. SC0000 proves the distinction with SYSTEM4's
SO001 surface: backing object 0xd2f0 ramps 0x00000000 <-> 0xff000000, while control-strip object
0xd2f1 ramps 0x00ffffff <-> 0xffffffff. Treating alpha as tint strength made the visible controls solid
white and the hidden backing expose SO001's raw white crop. Preserving one-shot provenance makes white an
identity modulation for the yellow controls and alpha zero fully transparent. A matching windowed capture
and user manual check confirmed both endpoints.
SC0000 anim/transform/spritesheet cluster — op→field map (2026-07-08)
Reversed for the animation cluster slice (spec docs/superpowers/specs/2026-07-08-sc0000-anim-transform-cluster-design.md).
Every cluster handler resolved via the dispatch table handler(op)=ctx[0x26c93+op] (the opcodes.toml
u004xxxx labels are Kelebek VA drift — do not use them). Each op is a thin wrapper (FUN_0041b940(n)
fetches operand n) → a worker that writes object fields; the interpolator gfx_object_anim_interpolate
(0x473ed0) is the consumer. The cluster is heterogeneous — setters, queries, and a movie op. Renamed +
annotated in Ghidra, saved.
In scope (built this slice):
| op | handler / worker | semantics |
|---|---|---|
0x22f |
gfx_op_0x22f_set_position_anim → gfx_worker_set_translation |
set object position (translation vec obj+0x5d4); base transform, not a ping-pong channel. Operand 2 is also retained as channel control state; the port currently ignores that field. |
0x229 |
op_0x229_set_gfx_range_transform → gfx_range_transform_reset / select_handles / set_anchor |
reset/select the shared retained-object range transform; not a per-object position setter (superseded finding above) |
0x239 |
gfx_op_0x239_set_srcrect_cell → gfx_worker_set_srcrect_cell |
one-shot spritesheet-cell channel: delay/duration obj+0x48/+0x5c, total frames/columns obj+0x238/+0x23c, target frame obj+0x234 |
0x231 |
gfx_op_0x231_anim_srcrect → gfx_worker_anim_srcrect |
looping spritesheet-cell channel: milliseconds per frame obj+0x230, total frames obj+0x238, columns obj+0x23c; row-major and wraps, not ping-pong |
0x232 |
gfx_op_0x232_anim_color → gfx_worker_anim_color |
animate color: bit2 active, period obj+0x220, target obj+0x240 → interpolator COLOR channel (ping-pong). Negative alpha/RGB preserve corresponding bytes from static color obj+0x60; alpha >255 clamps. Distinct from one-shot 0x202/static 0x203 |
0x228 |
gfx_op_0x228_query_position → gfx_object_query_translation_target (0x47cdd0) |
query the decomposed target-translation matrix (x,y,z), obj+0x1ac/+0x1b0/+0x1b4, → operand slots 3/4/5; success is 0 and missing is 1 |
0x23f |
op_0x23f_query_surface_stop_time_ms (0x42a520) |
query loaded-surface DirectShow stop position in integer milliseconds → operand slot 1, or -1 for an empty movie surface. Implemented with an explicit warning/-1 safety path when host timing metadata is unavailable. |
Follow-up resolution (2026-07-10): 0x21f is the one-shot axis-angle channel and is implemented with
affine rasterization. 0x223 is not affine: gfx_queue_surface_alpha_transition (0x47f440) inserts
a type-0 command-map record keyed by arg 1: start +4, delay/duration +8/+0xc, target surface slot +0x10,
and two object handle ranges at +0x14/+0x1c and +0x18/+0x20. gfx_render_frame composites those ranges
into the target and ramps alpha 0→1. Its SC0000 site 0x129e7 passes (handle+2, transition slot, handle+1,1,handle,1,G[0x6249f],G[0x624a0]). It remains a render-target/transition slice dependency rather
than being approximated in the affine object compositor.
ADV foreground surface-transition lifecycle (2026-07-10)
The completed native chain is 0x21d snapshot -> 0x223 queue -> label_1235a skip queries ->
0x21c normal yield or 0x20c skip endpoint-present:
gfx_object_clone(0x47e4f0, op0x21dhandler0x423310) copies the complete retained-object record: exactly0xb5dwords /0x2d4bytes. SC00000x128fcclones the current CG handle tohandle+1; the loader then rebinds the source handle to the new CG, and0x223 @ 0x129e7useshandle+1as old range A, the updated handle as new range B, andhandle+2as the target presenter.0x1c7is therun_state_flags & 0x08000000message-skip query.0x1ccreadsctx+0x6dbd4, now namedadv_read_skip_state;adv_refresh_read_skip_state(0x406cd0) and the text/label/wait handlers maintain it frommessage_ReadTextSkipplus per-PC read history. It is not surface-transition progress.- Zero OR-state is normal playback and reaches
0x21c; run-state bit0x400parks interpreter progression while the type-0 surface command advances from the frame clock. Nonzero skip/read state reaches0x243 + 0x20c, exposing the completed endpoint without the normal wait. - Op
0x203stores operand 2 at object+0x30. Transition sources use mode 2; their common0xffffffffcolor is opaque identity modulation, not a solid-white tint. Negative alpha/RGB operands separately preserve the corresponding byte(s) of current static color via theFUN_0047f3e0lookup.
The port mirrors this with an explicit pending/start/progress/natural-or-forced-complete state. A click
while 0x21c is parked completes only the active foreground surface transition and is consumed; it does
not pre-arm the following wait-for-input, and it does not complete independent retained rotation,
matrix, spritesheet, or color-animation channels.
Source-rectangle correction (2026-07-11): gfx_object_anim_interpolate preserves the source rectangle
set by draw-texture; 0x231 does not divide that rectangle by its operands. It computes
frame = floor(elapsed / frame_period) % frame_count, then offsets both X bounds by
rect_width * (frame % columns) and both Y bounds by rect_height * (frame / columns). SC0000 passes
(100, 8, 4) for AE001H: eight 200x200 cells in an 800x400, 4x2 sheet. Treating 8 and 4 as grid width
and height shrank the crop to 25x50 and made the intended cave spirit effectively disappear.
AE001H travel-path correction (2026-07-11): the three post-movie movement legs exposed a separate
port bug from the source-rectangle correction. Native 0x228 copies the full retained-object record and
decomposes the target matrix beginning at obj+0x17c; the returned translation comes from
obj+0x1ac/+0x1b0/+0x1b4. It does not return the draw/base position at obj+0x24 (V24). SC0000 uses
that query before each 0x220 to derive the next translation target. AE001H's draw base is (360,20) and
its initial translation target is (0,0), so the first native leg targets (40,-20). The current C#
0x228 implementation instead returns (360,20), producing (400,0); the compositor then adds that
translation to the unchanged draw base, placing the object near (760,20) before its cyclic rotation.
That explained the observed immediate off-screen movement and why later legs never visibly returned. The
port now queries TranslationTarget independently of V24, returns the native status convention, and
leaves output operands untouched when the object is absent. A bytecode-level regression reproduces the
three SC0000 targets (40,-20), (50,-80), and (130,-100) while retaining base V24=(360,20).
AE001H white-pulse verification (2026-07-11): the eight source frames contain only the expected
purple artwork; the white wash is introduced by the port's 0x232 path. SC0000 0x1a0e explicitly arms
0x232(handle,1200,224,-1). Native gfx_op_0x232_anim_color treats negative RGB as a sentinel and fetches
the object's current static packed color before constructing the target. The C# dispatch instead calls
PackColor(224,-1), whose RGB mask becomes 0xffffff, and SnapshotVisibleObjects maps animated alpha
to mode-0 tint strength. Existing retained-state evidence shows tintStr cycling 0 → 0.82 → 0 on
AE001H, exactly matching the reported white pulse. Follow-up native dataflow closes the remaining question:
fresh objects initialize static color obj+0x60 to 0xffffffff; the interpolator samples that temporary
color toward target obj+0x240, then gfx_object_composite passes the sample and the unchanged blend
selector obj+0x30 to gfx_object_blit_d3d9. Mode 0 enables no alpha blending and uses RGB only as vertex
modulation, while mode 1 enables SRCALPHA/ONE additive composition. AE001H therefore cycles
0xffffffff ↔ 0xe0ffffff: identity RGB throughout, with alpha intentionally inert in mode 0, so native has
no visible pulse. The faithful fix is now fully bounded: initialize/resolve static color correctly, sample
packed ARGB, and consume it through the existing mode-specific blend path instead of converting animated
alpha into tint strength. The port now initializes static color to native identity 0xffffffff, resolves
negative operands in SetColorAnimResolved, samples packed ARGB before blend selection, and feeds it through
the existing mode-specific path. Exact AE001H, mode-0 RGB-modulation, and mode-1 additive regressions cover the
contract; the white pulse is removed without suppressing the scripted channel.
Resolved 2026-07-20: 0x236 is the movie-to-retained-surface path described below. 0x242 is the
detached finite-animation control described below; 0x23d, 0x20a, and 0x20e are also implemented in
their later lifecycle/presentation slices.
Movie-to-surface opcode 0x236 (2026-07-11)
The exact ABI is play-movie-to-surface(resource_id, surface_slot, movie_flags, sync_mask). Handler
op_0x236_play_movie_to_surface@0x423ee0 records a 9-dword instruction length and requires the destination texture to exist.
It allocates/reuses a 0x478-byte CMovieToTexture object, binds the D3D device/backing texture, opens
operand 1 through asset_open_indexed_entry, constructs a DirectShow FilterGraph, and starts it. The graph
queries IGraphBuilder, IMediaControl, IMediaPosition, IMediaEvent, and IBasicAudio; its custom
CMovieTextureRenderer accepts RGB samples and copies the bottom-up frame into the retained texture.
Operand 3 is retained movie mode plus sound-route policy. Bits 0x10000/0x20000/0x40000/0x80000 force
mute/music/SE/voice routing; without an override, native setting set:DependMovieSound supplies the normal
movie route. The port applies those categories through Godot audio buses. Operand 4 is stored at movie object +0x42c as
the sync/device mask; it is not a duration or loop count. Replacing or releasing the owning surface stops
the graph and detaches the renderer.
Graph construction/open is synchronous, but playback and sample delivery are asynchronous. The handler
returns normally and the interpreter advances one instruction: at SC0000 0x13c8, the native operand
capture evaluates (0x33, 0, 2, 0) and the next executed bytecode is 0x13d1. The movie therefore does
not itself block the VM. SC0000 prepares additional static layers, then reaches 0x21c through
label_1235a@0x1574. That opcode sets run-state bit 0x400 and yields the interpreter; the presentation
service continues sampling the retained movie until DirectShow EOF, after which the following script
cleanup releases it. The static preparation before 0x21c is not a movie teardown boundary.
Manual-test corrections (2026-07-11): the initial port incorrectly treated pre-yield static loads as
surface replacement, producing start/first-frame/stop all in render frame 0. The bounded host now retains
the movie through 0x21c until DirectShow completion. A follow-up compositor trace proved the movie object
was present at the correct z-position, but the static AGF cache reused the first decoded sample forever
because every sample has the same (assetId,colorKey). An unconditional current-sample backbuffer copy did
not help because normal retained composition immediately covered it with that cached first sample. Movie
surfaces now bypass the static cache and publish only through the retained object. A windowed run records
first frame 101 and stop frame 190; the user manually confirmed visible playback. The separate lower white
textbox-area object remains outside this finding. Embedded audio was added later through the portable
FFmpeg/audio-clock path described in docs/platform-portability.md.
The /v2 image names/comments the handler; movie ctor/interface/open/play/volume/release workers; sound
route helpers; renderer media-type/sample workers; and stop/detach/destructor lifecycle. The image was
saved after annotation.
Movie-surface stop-time query 0x23f (2026-07-21)
The exact ABI is query-surface-stop-time-ms(out_stop_time_ms, surface_slot). Handler
op_0x23f_query_surface_stop_time_ms@0x42a520 records a 5-dword instruction length, fetches operand 2,
and directly indexes EngineCtx+0x52bd4[surface_slot]. A null surface writes -1 to operand 1. A non-null
surface dereferences the CMovieToTexture+0x414 interface pointer and calls vtable slot +0x28 with a
stack double output parameter.
That interface is conclusively IMediaPosition: graph initialization queries IID
{56A868B2-0AD4-11CE-B03A-0020AF0BA770}, and the inherited IUnknown + IDispatch layout places
get_Duration at +0x1c, put_CurrentPosition at +0x20, get_CurrentPosition at +0x24, and
get_StopTime at +0x28. Neighboring op 0x23e calls +0x24, while movie op 0x245 calls +0x20,
which independently confirms the slot mapping. Thus 0x23f does not call get_Duration; it asks for
the configured playback stop position. With an ordinary freshly opened graph that position normally
equals the media duration, explaining why every observed consumer uses it as a lifetime.
Native multiplies the returned REFTIME seconds by the double 1000.0 at 0x5713e8, passes the x87
value to the compiler helper at 0x550850, and writes the low 32-bit integer to operand 1. The helper's
SSE2 branch uses CVTTSD2SI; its x87 fallback corrects the current rounding result to the same behavior,
so conversion is truncation toward zero. The COM HRESULT is ignored and the local output is not
preinitialized: the handler assumes any non-null movie surface has a usable IMediaPosition. It is a
pure query—no run-state bit, service boundary, seek, or playback mutation occurs.
Himegari has 23 calls in 17 scripts: BTL, DEBUGADV2, FIELD (2), SC0000/10/20/40/50/60/70/80/90,
SC0100 (2), SC0110 (2), SC0120 (2), SC0130 (3), and USEMAGIC. Every site is associated with a preceding
0x236 load of the queried surface; the repeated ADV form has five table writes between load and query.
FIELD supplies the strongest unit evidence: one path computes stop_time_ms / 16 + 1 for a 16 ms callback
schedule, and another clamps it to 600 ms before calling DRAWVOL. This corroborates the native decode and
rules out the former port behavior, retained gfx object exists ? 0 : -1.
Port implementation (2026-07-21): DirectShowMovieDecoder now queries
IMediaPosition::get_StopTime after the graph reaches its running state and before synchronous 0x236
initialization returns. It applies native seconds-to-milliseconds truncation and hands the value through
IHost.PlayMovieToSurface into a movie-surface record owned by GfxState. Decoder construction moved from
the deferred Godot callback to the VM-side synchronous open boundary; the ready decoder is staged in a
thread-safe pending registry and adopted by the main thread before frame sampling, preserving asynchronous
presentation. 0x23f silently returns -1 for an empty movie slot. Native ignores the HRESULT for a non-null
movie's stop-time query and has no meaningful contract for the port-only case where the installed host
decoder cannot construct a graph for a shipped asset. The port therefore models backend failure as an
explicitly completed movie with stop time 0. This gives BTL an immediate-effect duration rather than feeding
its timeline -1. Started decoders also have a duration-based completion watchdog (minimum five seconds,
reported stop time plus two seconds, maximum five minutes; 30 seconds without timing) so missing EOF cannot
hold the shared 0x21c wait indefinitely. A normal Game Start through SC0000 was manually validated with
ordinary positive timing.
Portable replacement closeout (2026-07-25): the synchronous metadata, asynchronous presentation,
failure-as-completed, and watchdog contracts above remain, but FfmpegMovieDecoder is now the sole backend.
After the 213/213 video/audio corpus gate and clean audible LOGO/OP/CHAPTER acceptance, the port deleted
DirectShowMovieDecoder, its COM/temp-file adapter, compatibility test, and managed Windows annotations.
Native AGE's DirectShow behavior remains relevant evidence for opcode semantics; it is no longer port code.
Grey-background root cause — slot collision + tint-strength (2026-07-08, gfx-log)
Diagnosed with the new --gfx-log compositor/op trace (docs/tools-reference.md). The grey background has
two distinct causes, both now proven:
-
CORRECTION to the blend section above — op
0x202/0x203"alpha" is a TINT STRENGTH, not object opacity. Evidence: the primary CG is drawn with0x203 (alpha=0, color=white)=0x00ffffff. That means "blend the tint (white) into the texel by strength 0" = no tint, fully opaque CG — but slice-A treated the alpha byte as the object's opacity → the CG rendered fully transparent → grey. Fix (commit 5e4fdda):RenderObject.TintStrengthsplit fromAlpha(opacity); textured objects stay opaque and the tint LERPs the RGB by strength (0=keep texel, 1=full tint). Surfaceless fills use the strength as fill opacity. Verified: the opening event CGs render again (shot-confirmed). -
Effect pages: everything collapses into slot 0.
set-textureis dominantlyset-texture (GLOBAL resId)(GLOBAL slot)(local colorkey)(543× across the corpus); the slot is a global. In our run every such global resolves to 0, so the background (BG030A), event CGs, and the effect spritesheet (AE001H, an 800×400 4×2 grid of blob frames) all set-texture into slot 0. Objects live-reference their slot, so loading the effect evicts the BG → grey; and the effect is drawn full-screen from slot 0 (its objectsrc=(0,0 800x600)) → the whole sheet (blob grid) covers the screen. ⇒ The layering failure is a slot-assignment problem. CONFIRMED CAUSE (2026-07-08, liveAGE_DIAG_SETTEXtrace): everyset-textureslot =G[0x62452], written byquery-gfx-object?(0x215) which returns -1 for the (correctly-unregistered) CG/effect handles → the fallback at SC0000label_12649doesG[0x62452] = lookup-array-2d(rec[s3]=G[0x3239], G[0x62450], 3, 0)= 0 because the slot tablerec[s3]/G[0x3239]is empty. That table is filled bycall label_125bd(SC00000x50f, slots 4..11), which is reached only through the scene-coroutine framework — theG[0xaba5c]gate (0x450) + op0x140(u0041F9C0, coroutine LABEL/yield"LABEL" "J"@0x46d). Fixed by the bounded scene-coroutine host model:0x140runs the setup body once,label_125bdfills the eight slot records, and SC0000 resource0x23loads into assigned slot 5 instead of slot 0. This was not a compositor/z-order/blend bug. Diagnostics:AGE_DIAG_SETTEX=1env → VM logs eachset-textureslot operand +query-gfx-object?result.
Differential offset-path oracle — engine-vs-VM control-flow diff (2026-07-09)
Method (lever #3 of the RE-front-loading program). Run the same scene in the real engine and our C#
VM and diff the executed script-offset path. Both run the same bytecode, so the opcode at each offset
is static (from disasm); the first place the two offset sequences differ is exactly the branch/opcode/state
we modeled wrong — cheaper and higher-signal than diffing effects, and precisely where the render-drift
walk-backs lived. Tools: tools/frida/trace_engine_ops.py (engine capture) · Age.Cli trace <SCENE> --boot --trace-json (VM capture) · tools/diff_optrace.py (align + first-divergence). Spec/plan:
docs/superpowers/{specs,plans}/2026-07-09-differential-oracle*.
Capture method that WORKS = the operand hook vm_operand_fetch@0x41b940 (thiscall ecx=ctx; per op,
offset=(pc−codebase)/4 from cur_ctx_index@0x53d14 / frame_pc@0x53d2c / frame_codebase@0x53d28,
per-context stride 0x78). Validation: 100% of captured offsets land on valid SC0000 instruction
starts — proves both the ctx-field offsets and the (pc−codebase)/4 math. The tick hook
adv_interpreter_tick@0x410fb0 does NOT work — plain-JS Interceptor.attach there sees ecx≠ctx
(0 entries), so the recon gate's tick path is closed too, not just the CModule path noted under Frame
cadence. Two capture caveats, both handled:
- Frida must hook BEFORE the scene loads. The scene-entry setup (decl preamble + first CG load at
0x802 mov G[0x62424]=0x23; call label_12649) runs in a µs burst at load; a capture started mid-scene floors at ~0x80dand misses it.trace_engine_ops.pywritesbuild/tracer-live.flagonce the hook is installed → launch it in the background and gate the New-Game trigger on that flag. - Operand mode skips zero-operand ops (stmt-begin/end markers, script-entry
0x259) — they never trigger an operand fetch.diff_optrace.pyfilters the VM trace to argc≥1 ops (same subsequence); control flow is preserved (markers don't branch).--fulldisables it for a hypothetical tick capture.
Codebase identification. The engine trace tags each op with its script's codebase pointer (a per-run
heap address). pick_scene_codebase picks the codebase whose offset sequence shares the longest common
prefix with the VM trace. From a boot→opening capture (7 codebases / 265k ops), SC0000 = 0x09c1afe8
(13252 ops, 100% valid, first offset 1 = offset 0 filtered).
FIRST DIVERGENCE FOUND (the tool's first catch + self-test). On the SC0000 opening the VM and engine
agree for 27 ops (including the coroutine op 0x7b @ 0x79, which matched), then diverge at offset
0x8d = op 0xa0 (jcc) on global-int G[0x6c1]: the engine falls through to 0x94 (the op-0x90
hotspot-chrome registration block) ⇒ G[0x6c1]≠0; the VM jumps to label_df (0xdf) ⇒ G[0x6c1]==0.
Because both ran 1..0x8d identically, G[0x6c1] is set before SC0000 — by pre-scene system boot
the VM's cold --boot (INITCONFIG/INIT2/INIT) doesn't replicate (the two-boot gap). G[0x6c1] is an
unlabeled but heavily-used scalar (766 uses) in the same cluster as the op-0x90 hotspot flags
G[0x6c9..0x6cd] = ADV-chrome/input state. Headlessly benign (no input) but a genuine VM-side state gap
— and a clean demonstration that the oracle localizes a mis-modeled branch to a single instruction. It is
NOT the predicted coroutine yield (0x140/~0x50f); the oracle reports whatever diverges first, and it
surfaced an earlier state hole. This is now the repeatable way to localize a mis-modeled op/state.
Phase-2 extension (deferred): effects-diff (global-bank / gfx-registry writes) for branchy scenes.
ADV control-strip buttons and native hotspot callbacks (2026-07-18)
The five controls at the lower right of ordinary ADV scenes are script-driven retained UI, backed by
SO001.AGF in system surface slot 17. They are not Godot-style widgets and opcode 0x90 is not an
immediate hit-test branch. The shared ADV routine copied into all 301 ADV scripts registers five rectangles
at (684|706|728|750|772,572), nominally 20x20, plus three keyboard/pad records. Native
op_0x90_handler@0x41fc80 stores (x,y,x+w,y+h) and three callback PCs through
input_hotspot_register_rect_callbacks@0x403d70; op 0x94 then arms the input service. The bounds are
compared inclusively.
input_hotspot_update_cursor_hit@0x403e90 publishes the first matching record index.
input_hotspot_poll_hover_callback@0x4040b0 maps the stored PCs exactly: operand 5 on pointer entry and
operand 6 on pointer exit. A direct move from one hotspot to another dispatches the old record's exit first
and the new record's entry on the next poll. input_hotspot_take_click_callback@0x404330 resets the
registry and returns operand 7 on activation. The interpreter temporarily redirects the current script PC
to these callbacks; registration itself returns normally. Companion op 0x97 finds an identical registered
rectangle and binds its fifth operand as an input-bit index; SC0000 uses bits 0, 8, and 7 for its three
1x1 keyed records.
The five entry callbacks set G[0x6c9..0x6cd] one at a time and call the common redraw routine at SC0000
label_11ffa; exit clears the corresponding flag and redraws. The redraw takes three pieces from SO001:
- the always-visible base strip from source
(0,254,114,25)to screen(681,570); - one 132x27 textual tooltip from source y=227; and
- the same generic 20x20 hover overlay from source
(114,254)over the selected icon, rendered through mode-10x203at alpha0x80.
This gives the exact left-to-right behavior:
| x | Hover flag | SO001 tooltip source x | Label/action on activation |
|---|---|---|---|
| 684 | G[0x6c9] |
396 | History — cancel hotspot wait, call HISTORY.BIN, then rebuild chrome |
| 706 | G[0x6ca] |
264 | Auto message — 0x1b6 read, toggle, 0x1b7 write |
| 728 | G[0x6cb] |
0 | Message skip — 0x88(1) enables all-message skip |
| 750 | G[0x6cc] |
132 | Read-message skip — 0x1cb read, toggle, 0x1ca write message:ReadTextSkip |
| 772 | G[0x6cd] |
528 | Hide window — 0x199 yields into the ADV/HIDEWIN coroutine flow |
The redraw also overlays persistent active-state cells for Auto, Message skip, and Read-message skip from
SO001 source x 154/174/194 at y=254. After the four state/coroutine actions, the script waits 100 ms,
reads the virtual cursor with 0x109, alternates its y by one pixel, writes it with 0x10a, and resets
transient skip/input state through 0x101. That deliberate cursor jiggle re-arms entry/exit processing.
No hover sound. Manual correction on 2026-07-18 confirms these five ADV controls are silent on hover.
This matches the static evidence: none of the entry/exit callbacks executes 0xb4/0xb5 or another script
audio opcode, and the decoded native registration/hover-dispatch chain contains no audio call. The port
should not invent a sound asset or host audio event for this interaction.
The /v2 Ghidra image names/comments the opcode handlers, registry/hit-test/dispatch helpers, message-skip,
auto-message, read-skip, cursor, and coroutine operations described above; saved 2026-07-18.
Port implementation (2026-07-18). The C# VM now models the per-frame registry and dispatches its three
local callbacks on the VM thread through a callback-only host wake channel, leaving the surrounding ADV input
wait parked. Godot feeds scaled native-screen pointer coordinates and consumes activation before ordinary
page advance. The blocking-host model retains the registered definitions across a normal action callback to
represent the native scheduler's subsequent shared-registration pass; explicit op 0x93 still clears them,
and callbacks such as History rebuild through their script path. The existing bytecode therefore owns the
SO001 hover/active redraw rather than a parallel widget layer; callback completion publishes one retained
frame even though the enclosing wait remains static. 0x1b6/0x1b7 are implemented as VM service
state for the first Auto action bridge; timed automatic page advance remains separate follow-up work.
Port correction from manual validation (2026-07-18). Merely implementing op 0x90 was insufficient in
the cold single-scene harness. The visible SO001 strip is drawn independently, while jcc@0x8d skips its five
rectangles when inherited G[0x6c1] is zero; the existing trace did exactly that. Even with the native value
one, cancel-hotspot-wait@0x622 clears the early pass before page-one wait-for-input@0x83c, and the native
ADV coroutine later republishes it. Godot now seeds adv_chrome_enabled=1 as part of the same bounded
SYSTEM4 chrome bootstrap as SO000/SO001. The blocking VM retains canceled definitions only as inactive
coroutine templates, replaces them if script registration runs first, and otherwise re-arms them at a stable
message wait. A full SC0000 regression proves the real History enter callback and retained-frame publication,
not just a synthetic registry path.
ADV Auto-message timing and voice completion (2026-07-18)
Auto advance is a native input-service policy, not a script sleep or a fixed synthetic click. The native
state is split between ctx+0x55104 (auto_message_enabled) and ctx+0x6dbe4
(adv_auto_voice_pending). op_0xc4_handler@0x420610 sets the latter when it queues voice playback, while
op_0x1bc_handler@0x416c20 clears it at the next message boundary.
op_0x72_handler@0x41e690 arms message:AutoMessageTime1 when Auto is enabled and the current message has
no queued voice. For a voiced message, adv_input_service_poll@0x411230 instead waits until the native voice
service reports playback complete, clears adv_auto_voice_pending, and then arms
message:AutoMessageTime0. Expiry follows the same wait-release path as ordinary ADV input. Both branches
substitute 100 ms when their configuration getter returns zero.
The two settings are script-visible rather than constants embedded in the wait handler:
- op
0x1b8reads selector 0 = post-voiceAutoMessageTime0, selector 1 = unvoicedAutoMessageTime1; - op
0x1b9writes the same selectors; CONFIG.BINinitializes them to 500 ms and 2000 ms respectively, and its UI adjusts either setting in 500-ms steps over 500..9500 ms.
Port implementation. The VM retains the enable bit, both configured delays, and per-message voice flag,
then supplies their live state to the blocking host wait. GodotAdvHost polls a small deterministic timer
from the existing monotonic frame clock. Unvoiced pages wait Time1; voiced pages remain parked through actual
AudioStreamPlayer playback and then wait Time0. A queued/started/completed generation counter closes the
deferred-call race between the VM thread queuing a voice and Godot beginning playback. Turning Auto off
cancels an armed deadline, and turning it back on starts a fresh one. This keeps timing in the host service
boundary and configuration in the VM, without scene offsets, wall-clock sleeps, or Auto-specific input
injection. Timer and VM regressions cover both paths, exact deadlines, disable/re-enable, the native zero
fallback, 0x1b8/0x1b9, and the 0xc4/0x1bc voice-state lifecycle. The /v2 handlers and input poller
are named/commented and saved.
ADV all-message Skip service (2026-07-18)
The x=728 control enables a persistent interpreter service; it is not a one-page advance and its active
overlay is not the transient run-state bit. op_0x88_set_message_skip@0x41f130 writes the requested value to
ctx+0x13dc (message_skip_enabled) and ctx+0x550fc (message_skip_display_enabled). While the former is
nonzero, adv_interpreter_tick@0x410fb0 injects input bit 0x40 on every interpreter tick. The input service
turns that into run_state_flags & 0x08000000, completing text/input waits and selecting the already-reversed
skip endpoints for retained transitions.
The state queries are deliberately different:
- op
0x19areturns persistentmessage_skip_display_enabledfor SO001's active x=728 overlay; - op
0x1c7returns the transient skip run-state bit, which may be driven by persistent op-0x88state or a physical fast-forward input such as Ctrl; - op
0x101clears transient input/run-state fields after an ADV chrome action, but does not touch either persistent op-0x88field. The following interpreter tick therefore re-arms Skip.
All 301 ordinary ADV button callbacks call 0x88(1). CALLBACK_LOAD.BIN contains the corpus's only
0x88(0) reset. The engine supports an optional click-cancel state machine, but
engine_settings_register_defaults@0x46be30 registers set:CancelMesSkipOnClick=0; a nonzero loaded engine
configuration is required to enable its press/release cancellation path. The port preserves that default
instead of unconditionally inventing click-to-cancel.
Voice playback also has a native Skip queue. op_0xc4_handler@0x420610 plays immediately while the skip bit
is clear. While it is set, the handler replaces ctx+0x6dbf4/+0x6dbf8 with the latest requested voice instead
of starting it. When Skip/read-skip input ends, adv_interpreter_tick starts that latest voice and clears the
queue; skipped voices do not accumulate.
Port implementation. The VM owns persistent op-0x88 state and keeps op 0x19a separate from the
combined op-0x1c7 persistent/host-input query. GodotAdvHost completes text reveal and stable message waits
while Skip is active; the existing 0x1c7 transition branches continue to publish their completed endpoints.
Voice requests replace one host-side deferred payload during Skip and the latest payload starts when
0x88(0) arrives. Enabling Skip through the real SC0000 hotspot callback wakes the parked wait without
creating a synthetic pointer click. Focused tests cover 0x88 enable/disable, 0x19a, 0x1c7, transient
0x101, retained host state, and the actual x=728 callback. The new EngineCtx fields are applied to /v2;
the affected handlers, interpreter tick, and settings-default initializer are named/commented and saved.
Manual pacing correction. The first port build released skipped text/waits correctly but then let the
background VM free-run to the next non-skipped service boundary. That produced whole-scene bursts separated
by explicit sleeps: visibly an immediate jump, a slow point, then another immediate jump. Native
adv_interpreter_tick still dispatches exactly one opcode per engine tick while persistent Skip removes the
ordinary waits. GodotAdvHost.FrameYield now consumes one rendered-frame pulse per opcode only while
message Skip is active. Normal opcode bursts retain the existing run-to-service-boundary model; Skip gains
the missing native governor and remains fast without teleporting between blocking points. A regression proves
op 0x88 state reaches the host before the following cadence yields. Validation is engine 168/168,
zero-warning Godot build, and threaded SELFTEST OK.
ADV entry/exit lifecycle. The script comments savemesskip and loadmesskip describe a temporary
suspension boundary, not a second saved preference. op_0x19b_suspend_adv_skip_service@0x416560 clears
active ctx+0x13dc, run-state bit 0x08000000, and ctx+0x55100 (adv_skip_service_enabled) while
deliberately preserving ctx+0x550fc, the all-message Skip toggle returned by op 0x19a.
op_0x19c_resume_adv_skip_service@0x4165a0 sets the lifecycle gate again and reconstructs active
fast-forward from persistent all-message Skip or adv_read_skip_state; the separate startup guard at
ctx+0x6f86c can suppress that reactivation. SC0000 brackets ADV teardown/setup with this pair, as do
branch transitions and CALLBACK_LOAD.BIN.
The port therefore keeps persistent Skip separate from currently active fast-forward. Opcode 0x19b
deactivates the host service without changing the control-strip toggle, and 0x19c recomputes the host
service from the persistent toggle plus the host's live read-skip channel. This also makes op 0x1c7
correctly report inactive during the suspended interval. Focused regressions cover preservation across the
pair and read-skip-only reactivation. Implementing the message:ReadTextSkip preference itself remains
deferred with ops 0x1ca/0x1cb and the profile-owned ReadTextDB; the lifecycle implementation does not
invent a storage backend.
Opcode 0x1ad marks the numbered-save resume-frame boundary (2026-07-20)
Opcode 0x1ad is a zero-operand persistence marker, not an input reset or modal-UI synchronization call.
Its real dispatch handler is op_0x1ad_mark_save_resume_frame@0x416b70. Aside from recording the generic
one-dword instruction length at ctx+0x53d88 + curCtx*0x78, it performs one semantic write:
ctx->save_frame_boundary_index = ctx->cur_ctx_index (ctx+0x9928c = ctx+0x53d14).
context_state_serialize@0x40d320 consumes the mark for numbered-save layouts 2 and 3. A negative mark
falls back to the current frame; otherwise the serializer copies script frames 0..mark inclusive and
forces the marked frame's saved return entry to -1, making that frame the top/terminal activation after
load. op_0x2_exit_or_return_frame@0x417940 clears the mark when normal return unwinds below it. Scene/context reset also
initializes it to -1. Thus the mark selects both the highest saved activation and the frame at which a
loaded game resumes; the opcode itself neither reads nor writes a file.
Corpus placement agrees with the native dataflow: 1,928 executions appear across 304 scripts. Roots such as
CAMP, FIELD, and FORT mark their main frame near entry; SC0000's six sites are its startup path and the
return paths from HISTORY, MENU, HIDEWIN, and INPUTNAME. Those calls re-establish the enclosing ADV
frame as the safe numbered-save resume point after modal/nested scripts finish.
Port implication: the port-owned JSON session snapshot still persists only global integer/string banks,
but the VM now tracks 0x1ad as an identity reference to the active ExecFrame. The marker survives nested
calls and clears when that same frame unwinds, exposing the inclusive zero-based cutoff for the native
serializer. The following numbered-payload slice must consume this boundary while serializing the frame
chain; no script seed or offset-specific shortcut is involved.
Native persistence opcode family and file layouts (resolved 2026-07-24)
The remaining SAVE.BIN family is now mapped. It separates three storage domains rather than exposing one
generic save operation:
| Opcode | Native operation |
|---|---|
0x19e(status,slot) |
write SAVE%02d.DAT; truncate/replace after any incompatible-save prompt |
0x19f(status,slot) |
load numbered data only, with runtime-frame and history restoration disabled; unused by Himegari's shipped corpus |
0x1a0(status,slot,...metadata) |
validate only the fixed header and return date/time plus accumulated playtime |
0x1a1(status,slot) |
full numbered load, including active frames and history, then resume through CALLBACK_LOAD/0xae |
0x1a9(cell) / 0x1aa(cell) |
store/restore a selected string cell in shared SAVE.DAT |
0x1ab(status,slot) |
delete the numbered .DAT and .STH pair |
0x1ac(status,src,dst) |
copy the numbered .DAT and .STH pair, replacing destination files |
0x1ad() |
select the highest frame included in a numbered save; no file I/O (documented above) |
0x1ae(status,slot,surface) |
write SAVE%02d.STH from a surface |
0x1af(status,slot,surface) |
load SAVE%02d.STH into a surface |
Opcode 0x19d, adjacent in number and used by CGMODE/ED/HMODE/MMODE, is not persistence: its handler is a
resource/compatibility lookup. It is deliberately excluded rather than named from proximity. The actual
persistence cluster has calls in SAVE, SELSTAGE, GAMESTART, GAMECLEAR, INPUTNAME, and INIT2.
Numbered operation status contracts. Save/load open failure is 1; metadata uses 0=valid,
1=absent/open failure, and 2=invalid/incompatible. Delete/copy attempt both members of the pair and use
0=both succeeded, 1=DAT failed but STH succeeded, 2=STH failed (the STH result takes precedence).
Thumbnail I/O uses 0=success, 1=open/create failure, and 2=codec failure. Full-load opcode 0x1a1
expects its caller to pre-seed status zero: on success it starts the resume sequence without rewriting that
operand, while a missing file writes one.
Save-root resolution
Save paths are native engine policy, not script-provided strings. Every numbered/shared handler first calls
save_root_resolve@0x40b880, then formats one of the engine-owned names (SAVE%2.2d.DAT,
SAVE%2.2d.STH, SAVE.DAT, SAVE.BAK, RT.DAT, and their $$ temporary names) under that root.
The script operands select the operation and numbered slot only.
The port preserves that ownership boundary while intercepting the root: Godot supplies user://SAVE, and
DirectoryNativeDatStore owns the fixed native names beneath it. This isolates authored port saves from the
original installation while retaining compatible file structure; another root can be injected without
changing script semantics.
The resolver reads two per-game settings from the SYS4INI-backed settings registry:
set:UseAppDataFolder and set:SavePath. When UseAppDataFolder == 1, the modern-Windows branch
loads SHGetFolderPathA and requests CSIDL_LOCAL_APPDATA | CSIDL_FLAG_CREATE (0x801c); it then
appends SavePath. Otherwise the configured SavePath is used directly. It probes
<root>\SAVE.DAT; if that file does not exist, it walks the root and creates missing directory
components before returning it.
Himegari's SYS4INI trailer supplies:
USEAPPDATAFOLDER=1
SAVEPATH=Eushully\姫狩りダンジョンマイスター\SAVE
Thus its normal modern-Windows root is
%LOCALAPPDATA%\Eushully\姫狩りダンジョンマイスター\SAVE. The complete filenames and backup
lifecycle are fixed by AGE after that root has been selected; no persistence opcode accepts an arbitrary
path or filename.
Shared SAVE.DAT
shared_profile_save@0x40c950 writes $$SAVE.DAT, replaces SAVE.DAT, and keeps SAVE.BAK; it performs
the analogous $$RT.DAT → RT.DAT / RT.BAK update for ReadTextDB. shared_profile_load@0x40ccd0
falls back from SAVE.DAT to SAVE.BAK and loads RT.DAT independently. Numbered .DAT writes do not
use this backup transaction, but a successful numbered serialization flushes the shared profile too.
The complete shared-payload byte structure, installed-file counts, and its separation from RT.DAT and
numbered slot state are canonical in sys4-format-notes.md under "Native persistence files." The
selected-cell address meanings are canonical in vm-map/globals.toml. Native writer/reader behavior
establishes that the fixed integer/string maps are profile-wide services rather than whole-bank snapshots;
their opaque catalog and extended sections are preserved by the port.
SAVE.BIN provides the game-level consumer proof for the menu split: it reads timestamp/playtime from
the numbered header, loads the .STH screenshot, restores the remaining row fields with selected-cell
ops, and scans the restored cleared-ending mask to draw the NG+ badges. Save and stage-select paths
snapshot the same preview cells before persistence.
Common .DAT container
save_container_read_and_validate_header@0x4306f0 is the metadata-only path used by 0x1a0.
The full writer/reader are save_container_encode_and_write@0x42fac0 and
save_container_read_and_decode@0x42ff80. The canonical header, codec-frame, CRC, LZSS, and reversible
DWORD-transform specification is in sys4-format-notes.md. The mapped helpers are
lzss_4k_compress@0x42ed30,
lzss_4k_decompress@0x42f050, save_payload_expand_multiply_transform@0x42f400,
save_payload_inverse_multiply_transform@0x42f4a0, crc32_msb_first@0x42f360, and
crc32_reflected@0x42f300.
Numbered logical state and .STH
context_state_serialize@0x40d320 chooses numbered logical layout 1, 2, or 3 from SaveVersion1;
layout 1 retains legacy SaveVersion2 sublayouts 10 and 20. Layouts 2 and 3 serialize script contexts
0..save_frame_boundary_index inclusive (falling back to the current context), clear the terminal frame's
return target, and append text_history_serialize. The matching
save_data_deserialize_and_begin_restore@0x40fd10 reconstructs the banks, resources, retained state,
history, and—when requested by 0x1a1—the active frame chain consumed by 0xae.
The complete Himegari layout-3 body, frame record, six-bank sequence, retained-gfx region, appended
text-history tail, and .STH BMP format are canonical in sys4-format-notes.md. Native thumbnail
helpers are gfx_surface_write_bmp24_to_handle@0x434bf0 and
gfx_surface_write_bmp24_to_path@0x475420; the load side uses the renderer image decoder.
1.0 implementation boundary: reproduce these native binary domains and lifecycle first: shared
SAVE.DAT/SAVE.BAK, RT.DAT/RT.BAK, numbered .DAT, and paired BMP .STH. Keep the ownership behind
a profile/save service so extended mode can later add JSON inspection/export, namespaced mod state, migrations,
or a friendlier editor without changing compatibility-mode opcode semantics or the native import/export path.
Port correspondence (2026-07-24):
Age.Engine.Persistence.NativeSaveContainerCodec now reads and writes the common header, Shift-JIS game id,
SYSTEMTIME/playtime/version metadata, both CRC layers, version-2 compression wrapper, and exact reversible
DWORD transform. Sys4.LzssEncoder emits the same 4 KiB-ring token dialect already consumed by
LzssDecoder, falling back to native verbatim storage when compression does not shrink. The
INativeDatStore boundary and DirectoryNativeDatStore own shared $$SAVE.DAT → SAVE.DAT /
SAVE.BAK replacement/fallback and direct numbered SAVE##.DAT writes.
SharedProfilePayloadCodec owns the typed shared logical layout, including native CP932 strings and
lossless opaque-section preservation. SharedProfile owns selected integer/string maps and explicit
load/save lifecycle; GameSession injects it into every fresh VM. Opcodes 0x1a2/0x1a3 and
0x1a9/0x1aa now implement native upsert and missing-value defaults for direct cells and resolved
global pointers. RT.DAT is now implemented as the separate S3RT layer described below. The numbered store
validates its distinct compatibility id, queries metadata without decoding payloads, and performs exact
paired .DAT/.STH copy/delete status layering. NumberedThumbnailCodec reads and writes the native BMP
dialect through host surface capture/replacement, and ops 0x1a0, 0x1ab–0x1af (including 0x1ad's
frame marker) are wired. Godot injects the store at user://SAVE.
NativeNumberedSaveCodec, NativeTextHistoryCodec, and NativeGfxPersistenceCodec own the complete
layout-3 numbered body, global/frame/gfx state, and appended history tail. The VM wires 0x19e,
data-only 0x19f, full load
0x1a1, and the active branch of 0xae; the existing GameSession JSON snapshot remains a separate
diagnostic/extended-mode surface.
Layout-3 restore mechanics and port correspondence (2026-07-24)
The port tracks the native global banks separately at runtime, captures the marked frame chain, serializes
live surfaces and retained objects, and applies the 20-byte surface records' explicit reload flags. Full
load first replaces each serialized mutable bank prefix while preserving initialization-authored cells
beyond its count, restores history/gfx and retained audio, unwinds the obsolete managed call chain, runs
CALLBACK_LOAD.BIN when
the mounted script provider resolves it, loads each saved script at its ordinary entry so its frame-local
prologue runs, lets that script reach its own 0xae rendezvous, recursively reconstructs child frames,
resumes parents after their saved T2 call sites,
and finally resumes the terminal frame at its T1 boundary. Successful 0x19e also flushes shared
SAVE.DAT/RT.DAT, matching context_state_serialize.
The prefix boundary is observable in the installed file: integer count 0x6241b stops before the
initialization-authored unit/stage definition tables, and string count 0x315 stops exactly before
unit_story_display_names. Native save_data_deserialize_and_begin_restore@0x40fd10 zeroes only those
counted regions; the port's former whole-dictionary clear erased the definitions needed by CHMENU,
unit-management, and SELSTAGE after load.
The fixed audio fields are also resolved. Payload +0x008 is
EngineCtx.current_bgm_track_id (ctx+0xa0b84), maintained by
bgm_play_track@0x464750 and queried by op 0xc0; the installed FORT save contains 0x18, matching
FORT's BGM024 command immediately before its T1 resume boundary. Payload +0x00c..+0x033 copies
EngineCtx.sfx_channel_resource_ids[10] (ctx+0x144e0), and
sfx_reload_saved_channels@0x482640 reopens each positive packed id after deserialization. The port now
tracks both lifecycles through 0xbf/0xc2 and 0xb4/0xb6, serializes them, and restores the active
track plus saved SFX resources. The new EngineCtx fields and function annotations are applied to the
saved /v2 image.
The surface records have a related preservation boundary. Resource id is at +0x00, packed color key at
+0x04, +0x08 is a reload flag rather than a general presence bit, +0x0c remains unknown, and
+0x10 marks a blank/mutable created surface. gfx_surface_record_tables_init@0x472700 zeroes both
1,000-record tables and initializes every resource id to -1.
gfx_surface_create_blank@0x477370 writes resource -1 and created flag one;
gfx_surface_load_asset@0x477c40 writes resource/color and clears the created flag. Neither operation
changes the reload flag. The layout-3 serializer copies all 20,000 live record bytes verbatim, rather
than deriving reloadability from the presence of an asset.
The restore loop calls gfx_surface_load_asset only when the saved reload flag is one and resource id is
nonnegative. Otherwise the already-initialized surface survives. The optional all-surface release is
separately gated by both set:CreateObject and set:AutoFreeTex; the registered defaults at
engine_settings_register_defaults@0x46be30 are one and zero respectively, matching Himegari's active
path. Opcode 0x259 is also a real lifecycle operation:
op_0x259_script_entry_clear_surface_persistence_flags@0x417660 clears record +0x08 and +0x0c
across both native tables at every script entry.
Opcode 0x258 then declares the exceptions:
op_0x258_set_surface_persistence_flags@0x4250a0 calls
gfx_surface_set_persistence_flags@0x4159c0, which replaces record +0x08 from flags bit 0 and
record +0x0c from bit 1 in both tables. The port models bit 0 because layout-3 restoration consumes
that reload policy; the adjacent bit-1 consumer remains unnamed.
Installed slot 15 records resource 0x3383 with reload flag zero. SYSTEM4 loads that atlas before the
save UI, and BUNKI cuts its reusable choice-box corners, borders, and winged top ornament from it. The
port formerly released all 1,000 host surfaces unconditionally, so post-load BUNKI retained its black
backing but lost the atlas decoration. Restoration now preserves live surfaces and overlays only flagged
reload records by default, while VmOptions.CreateObject && VmOptions.AutoFreeTextures reproduces the
native all-release branch. Port-authored saves emit the exact resource/reload/created fields, including
-1 for unused records, and opcode 0x259 clears the modeled reload policy without releasing textures.
The corrected native functions are renamed/commented in the saved /v2 image.
Port-authored round trips: restored frame boundary and retained-object encoding (2026-07-24)
An immediate installed SAVE00 -> port SAVE03 round trip isolated two independent writer defects.
The source file contains two frames (SYSTEM4.BIN -> FORT.BIN), while the first port rewrite contained
four: the same gameplay pair plus SAVE.BIN and its nested helper. Native opcode 0x1ad selects the
terminal gameplay frame before opening modal helpers. Full restore through 0xae reinstates that saved
terminal context as the effective boundary. The managed restore cleared its temporary restore state but
did not restore _saveResumeFrame, so the next 0x19e fell back to the currently deepest frame. The port
now marks the terminal restored ExecFrame before resuming at T1; a regression loads two frames, saves
from a nested helper, and proves the rewrite still contains only the original two.
The first fresh rewrite (SAVE04) then exposed the other half of that managed/native representation gap.
It had two frames, but its restored SYSTEM4 ancestor changed from native resume=8, call=8 to
resume=-1, call=-1. Native op_0xae_continue_save_load_stack_restore@0x416790 restores the parent
context's real T1/T2/T3 coordinates before activating its child. The managed port instead leaves the
parent physically parked at the synthetic 0xae rendezvous while RunFrame recursively runs FORT.
Recomputing a save record from that synthetic PC cannot find a T1 or T2 table entry. FORT itself loads
and runs, but when stage launch unwinds through SYSTEM4, the missing T2 continuation enters ordinary
Eushully boot.
Each restored ExecFrame now shadows its original NativeSavedScriptFrame while a restored descendant
is active. An intervening 0x19e serializes those original T1/T2/T3 indices; T3 also reconstructs the
live local-return stack, and the saved T1 coordinate seeds the frame's read-message state. The shadow is
discarded only when that child genuinely returns and the parent resumes at its restored T2 continuation.
Restored root-reload and process-exit outcomes also propagate through the synthetic recursion. A focused
load -> nested save -> reload regression proves the parent indices survive and the child is not invoked
again through ordinary CallScript.
Manual slot 005 acceptance then proved that an immediate base rewrite could load and later launch a
stage. Slot 006, authored immediately after entering that stage, still restored a black dungeon with
visible but noninteractive UI. Its serialized FIELD range, 704 retained objects, map textures, and
native-looking 0.8 transform were intact. A software replay reproduced the black result because FIELD
had changed every restored map object's scale to (0,0,1): global zoom selector G[0x7682] was 3, but
the frame-local lookup table that should yield 80 was still zero.
Ghidra resolves the ordering precisely. script_frame_restore_saved_layout@0x40f2d0 calls
script_frame_load_resource@0x40e980; that loader allocates and zeroes locals, loads the script body,
and initializes its PC to the script codebase, not to 0xae. The restored script therefore executes its
ordinary entry prologue before reaching the rendezvous. FIELD's prologue constructs the inline zoom
table [40, 50, 64, 80, 100, 124, 156]; the port's direct jump to 0xae skipped those copies and let
FIELD apply zero scale after the gfx record restore.
Restored managed frames now likewise begin at script offset zero while retaining their saved T1/T2/T3
coordinates for 0xae. Synthetic root and child regressions prove both prologues execute. Replaying the
unchanged real slot 006 now selects zoom 80, leaves the map at 0.8 scale, produces a nonblack dungeon
raster, and reaches the gameplay poll. No slot rewrite is required for this correction.
The same comparison exposed native retained-gfx pointer arithmetic. context_state_serialize@0x40d320
writes a handle and copies the meaningful 0xb5 DWORD / 0x2d4-byte record, then advances its DWORD
cursor by 0x2d5; save_data_deserialize_and_begin_restore@0x40fd10 mirrors that stride. Early port
output packed entries contiguously. In addition, gfx_object_init_default@0x472810 seeds six identity
matrices and three 0xffffffff color defaults before the loader overwrites the complete record; the old
writer began with zero bytes and only filled modeled fields. It also wrote translation vectors over the
first row of the native 4x4 matrices instead of entries 12..14.
NativeNumberedSaveCodec now emits the native 0xb54-byte entry stride and recognizes the old tight
experimental layout for compatibility. NativeGfxPersistenceCodec begins new records from the exact
native defaults, writes row-vector translation matrices correctly, and retains the original raw record
behind the semantic object so still-unnamed fields survive native load/save cycles. The /v2 serializer
and deserializer comments record the corrected stride and overwrite behavior.
Opcode 0xae continues numbered-save stack restoration (2026-07-20)
Opcode 0xae is the load-side rendezvous paired with serialized script-frame state. Its handler,
op_0xae_continue_save_load_stack_restore@0x416790, normally returns after recording its one-dword length.
It only becomes effectful while ctx+0x53d24 (save_load_stack_restore_active) is set by
save_data_deserialize_and_begin_restore@0x40fd10. That deserializer restores the selected save layout,
loads CALLBACK_LOAD.BIN or the saved entry script, and resets the current context so ordinary opcode
0xae sites can rebuild the saved stack.
On an active restore, the handler reads set:SaveVersion1/set:SaveVersion2, selects the matching saved
frame layout, replaces the current frame PC with its saved resume or call target, and advances through the
serialized contexts. script_frame_restore_saved_layout@0x40f2d0 loads each packed script and expands its
T1/T2/T3 indices back into live PC/call/return offsets. At the saved terminal context the handler clears
the restore flag and reinstates the saved context/return state. The corpus placement supports that control-flow role: 305 calls overwhelmingly follow
coroutine-resume or call boundaries, including SC0000's main-loop resume sequence.
The load order is significant: script_frame_restore_saved_layout delegates script creation to
script_frame_load_resource@0x40e980, which initializes the new frame PC to the script codebase.
Consequently the script runs its normal frame-local initialization and reaches 0xae itself. Starting
a restored frame directly at 0xae is not native behavior; in FIELD it leaves the local zoom table
zeroed and collapses the restored dungeon to a black point.
The port now implements both branches: an ordinary one-instruction no-op outside restoration, and the T1/T2/T3-driven managed-frame reconstruction described above while a full numbered load is active.
The first interactive installed-save continuation exposed a dispatch-label integration error rather than
a native semantic error. Although 0xae had this mapped semantic record and a VM case, its opcode-table
label still used upstream placeholder u00415130; the VM switches on the label, so the active case was
unreachable. The saved root entered SYSTEM4.BIN with restore state intact, but 0xae fell through and
SYSTEM4 ran its ordinary LOGO.BIN → OP.BIN → INIT.BIN → TITLE.BIN boot path. The source label is now
continue-save-load-stack-restore. A real installed-save gate executes beyond the rendezvous and proves
SYSTEM4.BIN → FORT.BIN → CHMENU.BIN restoration to the gameplay poll. The synthetic two-frame gate
also asserts that its child enters with FrameCause.SaveRestore, preventing its ordinary call site from
masking another inactive-branch regression.
ADV read-message Skip and shared RT.DAT history (2026-07-18)
Read-message Skip is backed by an engine-owned ReadTextDB, not a VM-global flag and not ordinary numbered
slot data. Each script frame supplies its raw packed SYS4/AAI resource id, a table of message code offsets,
and its count. script_frame_load_resource@0x40e980 stores the same id used by
asset_open_indexed_entry at frame field +0x04 (EngineCtx+0x53d64); base Himegari scripts therefore use
their SYS4INI file index, while append resources retain the high-byte pack selector.
read_text_db_find_message_index@0x468f50 maps the current code dword offset through that table to a
per-script message index. read_text_db_is_message_read@0x469930 formats the script id as an eight-digit
lowercase hexadecimal key, looks up that script's record, bounds-checks the index, and returns the stored
dword flag. adv_refresh_read_skip_state@0x406cd0 and ops 0x6e/0x71/0x72 combine that result with
message:ReadTextSkip; a read page sets run_state_flags & 0x08000000 and
ctx->adv_read_skip_state, which op 0x1cc exposes to the scripts.
The write side records completion, rather than merely displaying text. Ordinary click/wheel advance and
Auto expiry queue {script_id, message_index, message_count} through
read_text_db_queue_message@0x469340; an op-0x72 wait already being passed by Skip queues the same tuple
directly. Opcode 0x71 resets a text layout at the structural sites targeted by T1; it is not a pure runtime no-op:
op_0x71_handler@0x41e540 snapshots the current code position and calls
read_text_db_commit_pending@0x46ae20, which grows or creates the per-script flag array and sets the queued
indices to one. This queued/commit seam lets the port reproduce native read eligibility without scene
offset lists or synthetic VM globals.
Persistence is shared across numbered save slots. shared_profile_save@0x40c950 atomically rewrites
SAVE.DAT, then serializes ReadTextDB through $$RT.DAT to RT.DAT, with RT.BAK handling.
shared_profile_load@0x40ccd0 loads SAVE.DAT (falling back to SAVE.BAK) and then independently loads
RT.DAT when present. Numbered saves use the separate SAVE%2.2d.DAT pattern. A successful context/slot
save calls the shared-profile writer directly. On accepted WM_CLOSE, age_main_window_proc@0x486320
queries set:NoSaveDat and calls the same writer only when that value is zero; forced and confirmed close
share that post-acceptance path. engine_settings_register_defaults@0x46be30 registers NoSaveDat=0.
Thus the switch suppresses only the shutdown write, not the shared flush following a successful numbered
save.
The selected integer-cell portion of shared SAVE.DAT is the 0x1a2 store / 0x1a3 restore service
documented above. It is independent of the RT.DAT read-message database even though the shared-profile
writer updates both files in one lifecycle.
The RT.DAT header is 0x114 bytes: magic 0x54523353 (bytes S3RT), a compatibility id, a 256-byte
game id, version pair 1,0, and script-record count. It is followed by all 12-byte script records containing
{script_id, message_count, serialized_flags_pointer} and then, in the same record order, the corresponding
message_count DWORD flag arrays. The native writer copies its live heap pointer into the third record word.
The loader ignores that address, allocates a fresh array, overwrites the word, and rebuilds the in-memory
hashtable; a portable structurally compatible writer can therefore emit zero without inventing an address.
The installed 76,752-byte native file validates the formula exactly: 192 records and 18,543 flag DWORDs.
Its SC0000 record (script_id=0x22) has 320 messages, exactly matching SC0000's F7/T1 count.
Port implementation (2026-07-24): ReadTextDatabaseCodec imports and emits the exact S3RT header,
record table, and ordered flag arrays, validates compatibility/game/version identity, accepts native nonzero
pointer residue, and writes zero in that ignored field. DirectoryNativeDatStore owns
$$RT.DAT → RT.DAT / RT.BAK replacement; load follows native behavior and reads RT.DAT directly
rather than treating RT.BAK as a fallback. SharedProfile.ReadText owns records and the pending queue
across fresh VMs, and shared-profile Save/Load updates SAVE.DAT and RT.DAT as separate native domains.
Godot now requests a VM stop, releases the blocking host, waits for the VM worker to leave its opcode
boundary, and performs one shared-profile flush before frontend teardown. Repeated exit notifications do
not rotate backups twice; expected I/O failures are reported without crashing teardown; self-test uses
NoSaveDat; and the loaded shared header's accumulated-playtime value seeds the new process baseline.
Focused restart coverage proves selected integer/string cells and committed read flags survive a clean
exit without any numbered slot write. NoSaveDat suppresses that exit write while a successful 0x19e
still writes both shared files.
Scripts now retain their packed resource id and decoded F7/T1 table. Opcode 0x71 commits pending tuples
and snapshots its T1 coordinate; 0x6e/0x71/0x72 refresh read eligibility; wait completion queues
{script_id,message_index,message_count}. Opcodes 0x1ca/0x1cb share the profile-lifetime
message:ReadTextSkip setting, while 0x1cc reports the current message state. This implements native
read-message behavior without scene-offset special cases and leaves JSON/export tooling as extended mode.
The /v2 Ghidra image now names/comments the lookup, queue, commit, mark, file read/write, shared-profile
save/load chain, exact WM_CLOSE gate, and NoSaveDat=0 default; saved/refined through 2026-07-24.
Remaining ADV control-strip actions and implementation cost (2026-07-18)
The five standard controls are now fully inventoried. Auto message, all-message Skip, and Hide Window have
working native-path services; Read-message Skip is the profile-wide RT.DAT/ReadTextDB slice above.
History remains a distinct retained-text subsystem rather than another variation of Skip.
| Control | Native action | Current port boundary | Relative cost |
|---|---|---|---|
History (x=684) |
Cancel the ADV hotspot wait and run HISTORY.BIN over the text manager's retained record stream |
Input/callback infrastructure works; a bounded retained-history model, its read/write opcodes, and supporting text/presentation ops remain | Medium-high, bounded |
Auto (x=706) |
Toggle the Auto service | Implemented, including timed wait completion | Done |
Message Skip (x=728) |
Enable persistent all-message fast-forward | Implemented; pacing discrepancies remain a later fidelity adjustment | Done |
Read-message Skip (x=750) |
Toggle message:ReadTextSkip; gate advancement through shared ReadTextDB state |
Native persistence and queue/commit/query flow investigated; service not implemented | Medium-high, bounded |
Hide Window (x=772) |
Op 0x199 enters the saved ADV coroutine handler, removes chrome, and runs HIDEWIN.BIN |
Implemented through the native script path, including coroutine re-entry, per-frame callbacks, mouse/joy state, and .CUR resources |
Done |
HIDEWIN.BIN is primarily an input/scheduler slice, not a new renderer. Its former eight effectful gaps were
cursor selection (0x86/0x87), mouse callback registration/dispatch (0xcc/0xcd), mouse-button state
(0x108), and joy callback registration/poll/dispatch (0xfb/0xff/0x100). The implementation below adds
those services plus real op-0x199 frame redirection; the existing retained renderer supplies the visual
state while the script saves translations, hides the ADV chrome, permits view/pan input, and restores state.
HISTORY.BIN remains a larger subsystem, but the formerly ambiguous gaps are now bounded. Static runtime
coverage is still 47/78 distinct opcodes (781/854 instructions): this investigation refined semantics, not
the C# handler count. The 15 op-0x64 sites decode count-prefixed inline integer arrays used for row
rectangles and coordinates. Ops 0xa1/0xa2/0xa3 are a generic value switch (begin, add case, dispatch),
not a History-specific menu/input service; HISTORY maps already-produced action values to local branches.
Op 0x12e scans those rectangle/offset arrays for pointer hover. The Hide Window callback/input layer is
therefore already sufficient.
Retained History record model and lifetime (2026-07-18)
The native text manager at ctx+0x14940 owns two vectors:
- manager
+0xd24/+0xd28: 0x48-byte retained records; - manager
+0xd34/+0xd38: 8-byte logical entries{layout_slot, first_record_index}.
A normal record holds the layout slot at +0x00, geometry at +0x04..+0x10, value/metadata fields at
+0x14/+0x18, font/color/baseline state at +0x1c..+0x24, flags at +0x28, and an inline-or-heap string
object at +0x2c (length +0x40, capacity +0x44). Flag bit 0 begins a logical group; bit 1 is filtered by
History's navigation mode; 0x20000000 denotes typed metadata and 0x40000000 denotes a voice pair.
The write path is part of ordinary ADV execution:
- op
0x70defines a text layout and op0x71resets one. Unless recording is suppressed, each appends{layout_slot,current_record_count}and arms the next record's group-start bit. The op-0x71operand is a layout slot—not a T1 anchor id—although T1 entries structurally target these reset sites. Its ReadTextDB snapshot/commit work remains a second responsibility. - op
0x6e's glyph builder appends normal text chunks with the active geometry/font/color state. - voice op
0xc4appends a0x40000000record containing{voice_id,0}; History replay op0x1bduses the same writer with{voice_id,1}when recording is enabled. - op
0x1d2appends a0x20000000record with operand 1 as the metadata type and operand 2 as its value. It was previously misclassified as a safe statement marker; 17,323 corpus uses make this a foundational correction. - op
0x1bb(0)writes suppression bit0x80000000atctx+0x55110; op0x1bb(1)clears it. HISTORY uses that pair at entry/exit so its own UI text is not added to the backlog. - op
0x85clears both vectors. Its 286 corpus uses are two sites in each of 143 ordinary ADV scripts, generally bounding History to the current ADV block rather than an unbounded profile log.
The read side is the previously identified op-0x1d0..0x1d4 family. Op 0x1d0 returns a logical entry's
layout slot and first record index; op 0x1d1 renders records until the next group boundary; op 0x1d3
finds typed metadata; op 0x1d4 finds the voice pair. HISTORY.BIN dispatches pair variant 1 through op
0x1bd and variant 0 through ordinary op 0xc4.
History is independent of RT.DAT, but native full save fidelity does serialize the live backlog.
text_history_serialize@0x451d00 writes the index and packed records/strings after context/numbered-save
serialization, and text_history_deserialize@0x456130 restores them on the matching load path. The port's
NativeTextHistoryCodec now implements that appended tail directly against the same live
AdvTextHistory model; it remains independent of shared profile state and RT.DAT.
History's display support consists of the ordinary presentation operations: primary/ruby font sizes
(0x75/0x197), font weight (0x2bd), colors/effect mode/offset (0x76/0x77/0x78/0x1a4), layout origin
(0x198), surface rectangle fill (0x20b), message-window alpha (0x131), and retained-object presentation
(0x222). The 0xd3/0xd4/0xd5 callback-sequence family drives the smooth scrollbar interpolation; omitting
it affects motion fidelity, not the backlog data model.
The first port slice now implements an engine/session-owned AdvTextHistory service. GameSession carries
one instance across VM scene runs, while a standalone VM owns its instance for the full top-level and nested
script lifetime. The model retains the logical index, typed text/metadata/voice records, group-start flags,
layout/cursor snapshots, and font/color/effect state. Ops 0x70, 0x71, 0x6e, 0xc4, 0x1d2, 0x1bb,
and 0x85 feed it directly; Godot remains only a presentation host and does not own the canonical backlog.
The model intentionally has no JSON or disk serialization. GameSession.ToJson() continues to snapshot
only the pre-existing global banks, so landing the live backlog does not silently choose a save/profile
backend. Native numbered-save restoration remains the explicit future integration seam described above.
The second port slice implements generic inline-array copying (0x64), formatted value dispatch
(0xa1/0xa2/0xa3), cumulative navigation (0x1d0), and metadata/voice queries (0x1d3/0x1d4). The C#
loader retains the original body dwords so 0x64 copies the file's plain count-prefixed values; AGE's
rotate/XOR work belongs to its native in-memory representation, not the SYS4 file format. Navigation mirrors
manager +0xd6c: layout define/reset updates the latest-entry anchor, while each 0x1d0 delta is cumulative
and does not mutate it. Query scans stop at the next group-start record; their third operands are unused by
the native helpers. History's remaining work is therefore presentation and interaction rather than backlog
data access.
The third port slice implements visible History presentation without moving canonical records into Godot.
Op 0x1d1 asks AdvTextHistory to select one retained group, skip metadata/voice records, and build a
host-facing render batch using the target layout configured by 0x70/0x71, positioned by 0x198, and
seeded by 0x7a. HISTORY.BIN passes zero for flags and both color overrides, so this is its exact ordinary
binding path; the native flag-4 raster-without-binding and flag-8 side-effect modes remain outside the live
game call site. Godot owns only replaceable labels keyed by target layout, applies the retained font/color/
effect snapshot, and clears stale labels whenever 0x71 resets that layout.
The same slice implements the support calls at their natural seams. Op 0x131 reads a host configuration
property (currently defaulting to zero; choosing a profile/config persistence backend remains deferred),
0x20b replaces every clipped RGBA pixel in the addressed mutable-surface rectangle and clears modeled text
draws anchored inside it, and 0x222 requests one retained recomposition boundary. This pixel write matters
outside HISTORY: SYSTEM4 fills created surface 3 opaque white, then BUNKI applies mode-0 tint plus 0xd0
opacity to produce its translucent menu interior. FIELD reuses the surface at 0x40 opacity under its
minimap. Surface text is now a list rather than one draw per slot: HISTORY's five 600x30
source rows therefore retain five independent speaker names, and compositor source-rectangle clipping maps
each one into its bound object. A real-script regression retains SC0000 page one, runs unmodified
HISTORY.BIN, observes a non-empty rendered row, and reaches its (0,60000) presentation call.
The fourth port slice implements History's basic pointer interaction and clean return. Op 0x12e treats its
addressable operands as arrays in their actual VM domain (HISTORY's are local integers), scans from
incoming_index+1, and tests inclusive intersection. Rectangle fields are [left,right,top,bottom]; each
candidate's x/y offset is subtracted from the pointer before comparison with the reference rectangle.
HISTORY's decoded arrays contain fourteen candidates: scrollbar/control regions, bottom-right close region
8, and five 650x130 text rows at indices 9..13. Moving the pointer updates the selected index and executes the
script's existing redraw, while left-button release on region 8 sets the script's exit state and runs its
normal surface/layout/recording cleanup.
The host input bridge now distinguishes an enclosing ADV page wait from a script-owned timed raw-input loop.
Registration through op 0xcc marks the current frame as the raw-input owner until that frame returns;
Godot routes physical button state and configured callback indices to it without signaling the parked ADV
page. This is frame-scoped callback state, not a HISTORY name/offset special case, and also matches the
existing HIDEWIN scheduler family. A real regression activates x=684 in SC0000, runs unmodified HISTORY,
selects/closes region 8, observes retained text, and returns to the same single page wait.
Manual comparison exposed a separate typed-address bug in the first display build. HISTORY.BIN copies its
button x/y tables into local integer cells 0x4 and 0x68, then op 0x61 takes local pointers to selected
elements for draw-texture. A local base operand names that local cell; it is not a local value containing a
global address. The VM now retains the local/global domain in pointer values, so reads and writes through a
local pointer reach the correct bank. This restores the six controls at x=768/y=121..411, the close control
at x=768/y=549, and the hovered-row highlight while preserving RECOVER's global-array pointer behavior.
The Python A0 oracle uses the same typed-address model.
The History text batches already carry the native x origin 65 and cursor x 45. Their Godot labels were first created with a full-rect anchor preset before being parented, which discarded the intended absolute placement and caused a Godot parent/layout diagnostic. Dynamically composited ADV labels now use top-left anchors, and all root Controls apply their presets only after parenting.
A second manual check separated the apparent bottom row from the real History batches: it was the ordinary
ADV dialogue Label leaking above HISTORY's full-screen retained surface. The real batches contained several
non-empty retained groups, but their target layouts had width/height zero and Godot clipped each to one pixel.
HISTORY.BIN deliberately only resets and repositions layouts 2..6; SYSTEM4.BIN@0x7..0x82 defines and
resets all nine shared layouts before scene dispatch. In particular, slots 2..6 are 650x150 at x=65 and
y=0/150/300/450/600. The Phase-A single-scene bootstrap now carries forward that exact nine-layout prefix,
in the same category as its inherited SO000/SO001 state, until full SYSTEM4 replay replaces the bridge.
The multi-message regression proves that at least two non-empty rows retain 650x150 geometry.
While a nested timed raw-input frame owns the screen, Godot now hides the enclosing page's ordinary dialogue Label and independently animated wait marker. Native rendering gets this layering naturally because both are part of retained composition; the port must state it explicitly because those two elements are separate Godot overlays. They reappear with the same parked page after the modal frame returns.
History's target-layout render batches are likewise presentation bindings, not part of the retained backlog.
HISTORY.BIN@0x1100 re-enables recording with op 0x1bb(1) after erasing its object range and releasing
surfaces 0xc0/0xc1; that existing exit boundary now tells the host to discard all bound History batches.
The semantic text/index records remain untouched, so reopening History rebuilds fresh rows while exiting
cannot leave the old labels above the resumed ADV page.
Stored voice replay now follows the native split. Ordinary op 0xc4 and History op 0x1bd share the
packed-resource resolver, Skip replacement queue, and Auto voice-pending state, but carry variants 0 and 1
respectively through IHost.PlayVoice. Both append their pair to the backlog when recording is enabled;
History's surrounding 0x1bb(0) suppression prevents the replay from recording itself. Native
voice_play_indexed_asset@0x488330 stores that variant in the channel-12 sound-buffer state before starting
playback. Its precise audible meaning remains unproven, so the Godot host retains it through its queue and
timeline rather than inventing different playback behavior.
A live replay trace exposed a corrected prerequisite on that path. The clicked SC0000 row found voice pair
{0x24,0} but returned at HISTORY.BIN@0x9ee because its required type-2 metadata lookup failed. Native
op_0x1d2_append_text_history_metadata@0x41f9c0 fetches operand 2 and then operand 1 before passing them as
(type,value) to text_history_append_typed_metadata@0x455f00; the helper stores value at record +0x14
and type at +0x18. Thus SC0000's 0x1d2(2,0x11) means type 2, character/value 0x11, not the reverse.
The port now writes that pair in the native order, allowing HISTORY's type-2 gate to reach voice playback.
Timed local-callback scheduler and History smooth scrolling (2026-07-19)
Ops 0xd3/0xd4/0xd5 are a generic frame-local timed callback sequence, not a History-specific animation
primitive. The native state is a vector of 16-byte entries at ctx+0x5f694, with begin/end/capacity at
+0x5f698/+0x5f69c/+0x5f6a0; each entry is {deadline_ms,aux,primary_pc,catchup_pc}. The playback cursor is
ctx+0x5f6a8, the last appended index is ctx+0x5f6a4, and op 0xd5 uses the elapsed timer rooted at
ctx+0x5f3ac. These names are canonical in vm-map/engine-ctx.toml and applied to the /v2 EngineCtx.
- op
0xd3clears the vector, resets the cursor to zero, and initializes the last index and optional abort PC to-1; - op
0xd4(interval,count,primary,catchup)appendscountentries, accumulating each deadline relative to the preceding one and storing the two local callback PCs; - op
0xd5(abort_pc)retains the active script identity, starts the timer, sorts the entries, and enables scheduler run-state bit0x40whilecursor < last_index. The final entry is therefore a non-dispatched look-ahead sentinel, not another callback.
timed_callback_sequence_tick@0x408170 sleeps until an entry is due. If the following entry's deadline is
already behind elapsed time, it dispatches the current entry's catch-up PC; otherwise it dispatches the
primary PC. It validates that the active frame still owns the recorded script, redirects that frame's PC,
and advances the cursor. The optional abort signal at ctx+0xa0ce8 redirects to the op-0xd5 fallback PC;
HISTORY passes 0xffffffff, so that branch is outside its live route.
HISTORY builds deadlines 10, 20, 30, 40, 50, 51, and 52 ms. The first five advance a five-step scrollbar
interpolation; the catch-up form omits the expensive redraw/present call when the engine is late. The 51 ms
entry is a no-op callback and the 52 ms entry is its look-ahead sentinel. The port keeps the sequence on the
script frame, blocks only at these scheduler service boundaries using the host clock, and resumes op 0xd5
after each local callback returns. Focused tests cover exact relative deadlines and the late catch-up choice.
Smooth-scroll scheduling is now implemented without changing History backlog ownership or choosing a save/profile backend.
Mouse-wheel accumulation and History navigation (2026-07-19)
Opcode 0x10d is the read half of AGE's generic Win32 mouse-wheel service. The newly recovered
age_main_window_proc@0x486320 handles WM_MOUSEWHEEL (0x20a), sign-extends the high word of wParam,
and normally adds that value to ctx+0x1c34. In special run modes it instead maps the sign through the
configurable set:WheelKeyUp/set:WheelKeyDown actions, so the accumulator is specifically the ordinary
raw-wheel channel used by scripts such as HISTORY.
op_0x10d_consume_mouse_wheel_delta@0x428cf0 writes the accumulated signed value to operand 1 and clears
the field immediately. HISTORY polls it twice: once while establishing the callback loop to discard stale
input, then once per timed mouse callback. The script only tests zero and sign, converting a positive or
negative native delta into one call of its existing smooth-scroll path.
The port follows that ownership directly: Godot converts wheel-up/down events to signed 120-unit native
deltas, the VM atomically accumulates them, and 0x10d atomically reads and clears the total. This state is
runtime input only; it is neither a script seed nor profile/save data. A real SC0000-to-HISTORY regression
opens after eight retained messages and proves wheel-up selects older retained rows without releasing or
re-entering the enclosing ADV wait.
HISTORY is now 74/78 distinct opcodes and 849/854 instructions handled or safe-noop. Its remaining static
gaps are four supporting opcodes across five instructions: text-style setter 0x8b occurs twice,
0x1ce/0x20a form a sprite-animation service pair, and 0x1cb reads the deliberately deferred
Read-message Skip profile setting.
The original dependency order was Hide Window first to establish reusable callback/coroutine input, then
Read-message Skip, then History after both the input layer and message-completion seam exist. Hide Window is
now complete. Read-message Skip's semantics remain understood, but its implementation is deferred until the
port can choose storage for numbered saves and shared profile/global data as one architecture rather than
selecting an isolated ReadTextDB backend. History is therefore the sole remaining control-strip action under
active consideration; it can already reuse Hide Window's input layer, while any useful sharing with the
deferred ReadTextDB work should remain a seam rather than a storage dependency. The /v2 image
names/comments the cursor, callback dispatch, retained-history navigation/render/metadata, and history-voice
opcode paths.
ADV Hide Window implementation (2026-07-18)
The x=772 callback now follows the original control flow rather than a Godot-only visibility shortcut.
Opcode 0x199 saves the instruction after the yield, enters the handler-A PC registered by 0x7b, and,
when HIDEWIN calls 0x199 again, enters handler B. Opcode 0x7c then restores the saved ADV PC. This keeps
chrome removal/restoration, nested call-script 0x20, retained drawing, and the 100-ms cursor re-arm under
the shipped SC0000 bytecode.
The reusable input layer implements the eight previously effectful HIDEWIN gaps: 0x86/0x87 select and
clear indexed cursor resources; 0xcc/0xcd register and dispatch the timed mouse callback; 0xfb, 0xff,
and 0x100 maintain and dispatch the frame-local 32-entry joy/input callback table; and 0x108 returns the
live mouse-button mask. Existing cursor coordinate ops 0x109/0x10a are now effectful in the VM as well.
Godot supplies virtual-screen pointer coordinates, left/right mouse bits (0x1/0x2), and the script's
directional input indices (down/left/up/right = 0/1/2/3; accept/cancel = 4/5). The common index-10 release
callback is queued on action release.
Raw ids 0x3318..0x331f resolve through SYS4INI to eight 32x32 monochrome Windows .CUR assets. The
runtime decodes their DIB XOR/AND masks and hotspots to RGBA textures and installs them through Godot's
custom-cursor API. FIELD separately selects raw id 0x32ce (CURSOR09.CUR) while drag-panning; that asset
is an uncompressed 4-bpp, 16-color 32x32 cursor with hotspot (16,14), not an EXE-embedded cursor. The
port decoder accepts both installed paletted formats, using their independent DWORD-aligned XOR/color and
1-bpp AND-mask strides. No replacement cursor art is authored by the port.
Every ordinary ADV script gates the handler-A call to HIDEWIN on G[0x62425]. No script writes that global,
and the complete boot-to-SC0000 VM-write capture does not contain it, so it is native scheduler-owned
inherited state rather than numbered save data or the data-only --boot prefix. The Godot scene bootstrap
mirrors the original enabled value as adv_hide_window_enabled=1, next to the already documented
adv_chrome_enabled state. A real-script regression activates SC0000's x=772 record, enters HIDEWIN.BIN,
services multiple timed input iterations, closes through the native right-button bit, and returns to the
parked ADV wait. Synthetic regressions separately cover both coroutine handlers, callback dispatch, live
pointer/button reads, cursor host forwarding, and real CUR decoding.
Validation is engine 175/175, opcode/global generator tests and lints clean, zero-warning Godot build, and
threaded SELFTEST OK.
Manual-validation correction (2026-07-18). Native bit-set/bit-reset operands are bit indices, not
literal masks: HIDEWIN sets index 1 at 0x13d, tests mask 0x2 at 0x146, and clears index 1 at 0x154.
The old VM interpretation wrote mask 0x1, so the right-button release edge could never reach the restore
path. /v2 confirms the generic semantics in op_0x135_handler@0x4296c0 and
op_0x136_handler@0x429730: value |= 1 << index and value &= ~(1 << index), with indices 0..31 valid.
The raw op-0x108 channel therefore supplies 0x1 for VK_LBUTTON and 0x2 for VK_RBUTTON, making a
right-button release one direct restore route. That is not the complete input model, however. Native
input_poll_mouse_action_bits@0x460240 also maps the physical left/right buttons through configurable
logical actions (defaults 0/1) to callback indices 4/5, and HIDEWIN registers both indices to its restore
callback. A completed ordinary left click therefore restores the textbox as observed in the original game.
The raw left-button edge branch only supports moving an oversized retained display object while held; it is
not evidence that dungeon gameplay camera panning is enabled during an ordinary 800x600 VN scene.
The manual run also exposed that ADV text and the op-0x72 wait indicator are currently Godot presentation
overlays rather than retained texture objects. The shipped handler correctly faded the textbox/chrome, but
those overlays ignored the op-0x199 coroutine lifecycle and remained above the scene. The host now suspends
both when the first 0x199 saves/yields the active ADV page and restores them only when op 0x7c restores
that saved page PC. The enclosing input wait remains parked throughout, so HIDEWIN continues to own mouse and
mapped action input instead of an overlay click accidentally advancing dialogue.
The Godot input adapter now queues the native primary-action callback while the ADV page is suspended and
does not release the enclosing dialogue wait; otherwise the restoring click would also advance the page.
The /v2 bit and mouse-input helpers are annotated and saved. Validation: engine 177/177, opcode tests/lints
and vm0 RECOVER clean, zero-warning Godot build, and threaded SELFTEST OK.
ADV retained text — ops 0x7a / 0x204 and show-text publication (2026-07-10)
The SC0000 textbox uses two related native paths under the text manager at ctx+0x14940:
- Op
0x7a(op_0x7a_handler@0x41eba0) isset-adv-text-cursor(layoutSlot,x,y).adv_text_set_cursor@0x4530f0treats slot 0 as the current slot at manager+0x4c8, resolvesmanager+0x414[slot], andtext_layout_set_cursor@0x452530writes x/y to+4/+8of that layout's last 20-byte record. SC00000x9d3and0xbbfset slot 1 to(75,47)for voiced pages. The reset narration record is(100,47,720,147,0). - Op
0x204(op_0x204_handler@0x422a60) is immediatedraw-string(surface,x,y,string).draw_string_to_surface@0x450150locks the numbered D3D surface, selects the uncached or cached/effect raster worker, consumes CP932 characters through GDIGetGlyphOutlineA, blends the bitmap intext_blit_glyph_bitmap@0x458c80, and unlocks. Font/color/effect state is retained around manager+0x450/+0x458/+0x4d0/+0x544/+0x558; the observed ADV glyph is white with a one-pixel0x606060outline and advances 25 pixels. At SC00000x9b2, surface 13 is 400x30 and receives"魔王"at(1,1); the following0x1fbbinds it to retained object0xe678at(74,444), so the name begins at screen(75,445).
Show-text (0x6e) is the timed companion, not an immediate Label write. adv_text_build_glyph_records
@0x4576c0 measures and rasterizes the complete CP932 line into one 20-byte record per glyph. Layout slot
1 has origin (0,430), bounds (720,147), reveal handle base 55000 (0xd6d8), and source surface
slot+0x14 = 21. adv_text_publish_next_glyph@0x451220 advances the reveal index and publishes each
record with gfx_object_bind_draw. Native SC0000 records ctx+0x14e9c = 50 ms: page 1 builds 13 records
at 0x834, then publishes them one at a time before reaching wait 0x83c. A click during reveal completes
the remaining records and is consumed; the next click releases the stable wait.
The port retains the SC0000-visible contract without exposing thousands of individual host glyph objects:
surface strings remain associated with blank surface slots for later retained-object binding, while ADV
lines retain cursor/origin, start time, visible-glyph count, and completion state. The compositor renders
the surface-13 name at the bound 0xe678 transform and the dialogue at origin+cursor. ShowText parks the
VM until the 50 ms/glyph service completes or a click forces completion, so the completion click cannot
pre-arm the following wait-for-input. Local/global string-pointer operand tags (8/14) are now resolved by
the VM, which is required for SC0000's lookup-array local-string-ptr -> draw-string name path.
Deliberate Phase-A fidelity gap — Label rendering instead of native glyph objects. The native engine
GDI-rasterizes CP932 glyph bitmaps and publishes retained 20-byte records one glyph at a time; the port
collapses that representation into Godot Label nodes for the ADV body and surface-bound speaker name.
Coordinates, layout origin/cursor, reveal timing, click consumption, and retained surface/object placement
are native-backed, but the final glyph rasterizer and object granularity are not. Consequences can include
small differences in glyph shape, advance/kerning, baseline, wrapping, clipping, and outline pixels, plus
missing behavior if a later scene depends on per-glyph color/effects, transforms, z-order, lifetime, or
furigana interaction. Treat any such discrepancy as debt in the text renderer, not evidence that 0x7a,
0x204, or the ADV scheduler coordinates are inherently wrong. A future fidelity pass can replace the
Label backend with decoded glyph surfaces/retained glyph records behind the existing VM/host contract.
Matching evidence: build/native-adv-text-trace.jsonl and Godot timeline captures at 0x834, 0x9b2,
0x9d3, and 0xa0d. Windowed page-1 pixels place glyphs at x=100 and native y=477; voiced page 7 has
non-overlapping name/dialogue bands at y=447–468, 478–500, and 507–530. A manual run progressed 14 pages:
11 clicks completed active reveals and 14 later clicks released 14 distinct waits through 0xe0c.
ADV wait indicator -- ops 0x73 / 0x72 (2026-07-11)
The small bat marker is a configured ADV-layout sprite, not a glyph or part of SO001. SYSTEM4.BIN
loads universal raw asset 0x337c (SO000.AGF) into surface slot 12. SO000 decodes to a 360x27 strip of
twelve 30x27 bat frames. It then executes op 0x73 with
(layout=1, x=385, y=140, surface=12, src=0,0, cell=30x27, terminalFrame=12, period=48ms).
The terminal value is exclusive/a frame count: native publishes frames 0..11 and wraps before frame
12.
Layout 1 begins at screen y=430, so the marker lands at (385,570), matching the original screenshot.
Native op_0x73_configure_wait_indicator@0x41e900 writes this descriptor through
adv_text_configure_wait_indicator@0x44ff60 to layout fields +0x3c..+0x60; operand 10 configures the
animation period through adv_indicator_set_frame_period@0x44d060. op_0x72_handler@0x41e690 later calls
the layout renderer with frame -1 and arms the input-wait flags, which makes the configured animation
visible only after show-text has naturally or forcibly completed. The completion click remains consumed;
the following click releases the wait.
Port implementation: the single-scene harness now injects SYSTEM4's exact SO000 surface-12 and op-0x73
configuration alongside its existing SO001 shortcut. The VM forwards all ten operands through the host ABI;
GodotAdvHost retains configurations by layout and resolves slot 0 to the active Phase-A layout. A separate
Godot atlas overlay advances on the 48 ms host clock only while IsWaiting, then hides immediately when
input releases the wait. A 2026-07-27 polish fix removed the port's erroneous TerminalFrame + 1
interpretation, which had selected nonexistent frame 12 once per cycle and made Godot render one empty
atlas cell. Frame selection now treats the terminal value as the exclusive frame count and loops 0..11.
Keeping this 30x27 overlay outside the software backbuffer preserves the static-wait compositor optimization.
Full SYSTEM4 replay remains Phase-B work; the shortcut carries the same state in the meantime.
SC0000 native SFX / BGM-fade family — 0xb4/0xb5/0xb6/0xc2/0xd9 (2026-07-11)
The three SFX opcodes are a retained channel lifecycle, not immediate fire-and-forget calls. Handler
resolution and the saved /v2 names are:
0xb4op_0xb4_sfx_load@0x4201d0->sfx_channel_load@0x482500:(packed_raw_resource_id, channel)opens the universal SYS4INI entry directly when the high byte is zero, or the selected AAI append entry when it is nonzero, then replaces the channel decoder/buffer without starting it. The manager supports 13 slots (0..12); SC0000 deliberately resets and uses the0..9subset.0xb5op_0xb5_sfx_start_once@0x420210->sfx_channel_start@0x4825d0: starts the loaded channel with logical loop mode 0. Adjacent op0xba, not this slice, passes mode 1.0xb6op_0xb6_sfx_release@0x420250->sfx_channel_release@0x482600->sound_buffer_destroy@0x4831a0: stop/release and clear the retained resource/decoder; empty release is safe. SC0000's0x62b..0x646and0x120d..0x1228are ten-channel reset sweeps.
sound_decode_channel@0x483360 selects the decoder by file signature, constructs a DirectSound buffer, and
installs four quarter-buffer notifications. sound_buffer_start@0x484270 primes the ring and synchronously
calls IDirectSoundBuffer::Play(0,0,DSBPLAY_LOOPING) before returning. That flag loops the streaming ring,
not the logical clip: sound_stream_fill_quarter@0x483b70 rewinds the decoder only for logical mode 1;
otherwise it pads after EOF and sound_buffer_stop@0x483aa0 stops playback. This family carries no volume or
pan operands. It inherits configured SFX volume and centered pan: the first-pair capture applies DirectSound
attenuation -2377 to both channel loads, and the shared audio service later records centered SetPan(0).
sound_buffer_set_volume@0x483f80 computes that inherited attenuation; neither value is supplied by these
five handlers. The bounded port does not yet import native audio preferences, so its extracted-WAV bootstrap
uses unity gain and centered pan rather than hard-coding the captured user's setting.
The native trace in build/native-sfx-trace.jsonl captures SC0000's first pair: 0xb4@0xc29 resolves
raw catalog id 0x28 to E0808.WAV, loads channel 0, and 0xb5@0xc2e starts it in the same millisecond. The next
0xb4@0xc31 preloads the same WAV into engine-owned secondary channel 4 for a later service start. The
scratch global G[0x6242d] is maintained outside script-visible writes; the SC0000 port profile exposes it
as an external value of 4 rather than pretending the script assigned it.
TITLE SFX packed-raw correction (2026-07-20). TITLE preloads raw id 0x2aea (SE020.WAV) into channel 2
and executes 0xb5(2) whenever mouse/joy selection changes. Each activation path loads raw id 0x3321
(SE015.WAV) into channel 1 and immediately starts it; GAMESTART additionally uses raw 0x2aeb
(SE013.WAV). A synchronized Godot trace captured repeated hover starts and the Game Start activation, but
each preceding load recorded file:null: GodotAdvHost.LoadSoundEffect applied the active script's
scene-local manifest, and TITLE has only 14 local entries. ResourceMap.ResolveSoundEffect now uses the
native packed lookup and filters the selected record to OGG/WAV before the existing byte/player path.
The corrected synchronized trace resolves and starts SE020, SE015, and SE013 through
TITLE→GAMESTART→TITLE, and the user confirmed hover, activation, and cancel sounds are audible. BGM remains
independent through its direct-name resolver; no callback, mixer, or channel workaround was needed.
That later service start is opcode 0x2bf, now identified as the facade's SetDelay operation.
op_0x2bf_schedule_sfx_start@0x425240 passes (channel,start_mode,delay_ms) to
sfx_set_delay@0x482720 on the inline sound facade at ctx+0x14024. The worker accepts channels 0..9
and stores five pieces of transient state: active at facade +0x418, elapsed/progress at +0x440, delay
at +0x468, start mode at +0x490, and an aggregate-active marker at +0x4b8. Its native error text is
literally Function: SetDelay ... invalid Sound number. The existing trace supplies the consumer proof:
after SC0000 executes (channel 4, mode 0, 100 ms), the ordinary sfx_channel_start worker enters for
channel 4 about 109 ms later while the interpreter is parked at its 0x21c presentation boundary. There
is no intervening 0xb5. The port schedules the same already-loaded channel and invalidates the pending
callback if that channel is loaded again or released before its deadline.
Normal-speed windowed validation reached wait-for-input@0x1a58 after 45.6 seconds without an audio stall;
the user confirmed the opening effects were audible and sounded good.
0xc2 is BGM rather than SFX: op_0xc2_bgm_fade@0x4204c0 sets run-state 0x200, arms the service timer,
and calls bgm_fade_arm@0x464830. bgm_fade_tick@0x464960 linearly interpolates current to target percent;
durations at least 1000 ms take 100 steps, shorter durations take 10, and target zero releases the source.
The VM is parked for the requested duration. 0xd9 is adjacent startup control, not audio data: it clears
run/service bit 0x1000 in the primary and, when active, secondary context and has no VM-visible result.
Opcode 0x1cf belongs to the voice/BGM envelope rather than SFX. Handler
op_0x1cf_set_voice_bgm_duck_control@0x4209f0 replaces the transient mask at
EngineCtx.voice_bgm_duck_control_flags (ctx+0x6dbf0). Before ordinary or History voice playback,
voice_bgm_duck_begin@0x406de0 checks that BGM is active, MusicFadeOnVoicePlaying is enabled, no explicit
0xc2 fade is active, and mask bit 0 is clear. It then saves the current BGM volume at
ctx+0x6dbe8 and applies MusicFadeOnVoicePlayingVol. The native settings registry supplies defaults of
enabled=1 and target=50 percent; SC0000 writes only control masks 0 and 1.
The port therefore retains 0x1cf as script-owned runtime state, applies the native registered default
attenuation when an unsuppressed voice begins, and restores the saved BGM level when that voice completes
or is stopped by message Skip. This introduces no profile record, boot seed, or persistence backend. A
future unified settings backend can replace the registered defaults without changing the opcode/host seam.
Scene-entry state snapshot — auto-seeding single-scene runs (2026-07-09)
Problem the oracle surfaced: single-scene VM runs diverge from the engine because they lack the
pre-scene global state the engine accumulates over SYSTEM4 → … → TITLE → New Game. --boot reproduces
only the data *INIT scripts; flags like G[0x6c1] (ADV-chrome enable) are set later and missed.
Solution — capture_global_writes.py hooks vm_operand_write@0x425fb0 and logs every global-int
write as (codebase, index, PLAINTEXT value). Key: the helper receives the plaintext value before the
engine encodes it into the obfuscated global store (rotate+XOR with the per-session cookie ctx+0x55120)
— which is exactly why the shelved flat-int32 scans (global-memory-re.md) found nothing, and why hooking
the WRITER is clean (no de-obfuscation). ABI: thiscall ecx=ctx, [esp+4]=operand index, [esp+8]=value;
the global index/type come from the instruction's operand slot (framePc + idx*8; type=*(opnd-4),
index=*opnd), type 3 = global-int.
Packer gotcha (solved): AGE.EXE unpacks in-place at 0x400000, so a --spawn-time hook hits packed
bytes → Frida "unable to intercept function at 00425FB0". Fix: poll 0x425fb0 until the real prologue
(6aff 6836a85600 64a1…) appears (unpack done), THEN attach. --spawn is required for completeness
(attach misses pre-attach boot writes); the tool also kills the spawned pid on setup failure so a JS error
can't leave a suspended windowless orphan. (First bug hit: SIG hex without 0x → JS create_script
SyntaxError → resume never ran → orphaned suspended game.)
Validated: a real boot→New-Game→SC0000 capture (34,008 globals incl. G[0x6c1]=1, G[0x62424]=0x23
the resId) loaded via Age.Cli trace SC0000 --state <snap> --trace-json seeds the VM to match the engine's
entire opening (542 ops, no non-realignable fork) with ZERO manual seeding — confirming the
pre-scene-state theory and giving a general auto-seed for single-scene fidelity. Residual: a 2-op color
detour (0x202/0x203 @ 0x122d0, writing G[0x62451]) the full state does NOT fix = a real branch/op
difference to chase (not state). Caveats: snapshot is playthrough-specific (best for canonical entry
points — new-game opening, chapter starts); v1 captures global-INTS only (type 3; strings/floats TODO);
includes the scene's own early writes (can exclude by codebase for a pure pre-scene boundary).
S4AC append catalogs and packed resource ids (2026-07-11)
asset_mount_append_catalogs@0x44f120 scans *.AAI, constructs AAIFileDB objects, and calls
aai_catalog_load@0x401110. Installed S4AC422 uses selector 1 at header offset 0x108, expanded size
at 0x110, packed size at 0x114, and an LZSS directory stream at 0x118. The expanded directory is the
same archive-count / 256-byte archive-name / file-count / 80-byte-record layout as SYS4INI. Its 81 names are
literal $1$... basenames in APPEND01.ALF.
After a successful load, the scan writes the catalog pointer to FileDB+0x3028 + selector*4; a later
successful discovery of the same selector overwrites that slot. asset_open_indexed_entry@0x44f390 splits
nonzero-high-byte ids into mounted_aai[id >> 24] and record index id & 0xffffff, while high-byte-zero ids
stay in the base SYS4 table. aai_open_indexed_entry@0x401630 then applies the same exact loose basename
before indexed ALF fallback as the base path. Thus append selection is explicit pack selection, not filename
replacement. The selector extraction is an arithmetic SAR 24, so ids whose high byte has its sign bit set
index before the mount table rather than slots 0x80..0xff; the port rejects those selectors instead of
inventing unsigned behavior. /v2 names/comments this mount/load/open chain and is saved.
Universal packed resource addressing confirmed (2026-07-21). asset_catalog_parse_base_tables@0x44e7e0
parses one entry count and copies one flat array of 0x50-byte SYS4INI records in serialized order.
asset_open_indexed_entry@0x44f390 directly bounds-checks a high-byte-zero operand against that count and
indexes entries[id]; a nonzero high byte takes the AAI branch described above. It receives neither
EngineCtx nor a script-frame/scene identifier and contains no section-base calculation or fallback.
The callers pass their operands unchanged: script_frame_load_resource@0x40e980,
gfx_op_0x1f9_load_surface@0x422360, op_0x249_load_raw_texture_surface@0x424b20,
voice_play_indexed_asset@0x488330, SFX/cursor services, and
movie_to_texture_open_asset_graph@0x463e20. For movies, op_0x236_play_movie_to_surface@0x423ee0
fetches operand 1 and immediately forwards it to that helper. Thus scene-local and raw-fallback are not
native modes: ordinary resource operands are already universal packed SYS4INI/AAI ids.
Append execution boundary resolved (2026-07-24). Append startup is exposed to bytecode through
op_0x143_run_mounted_append_autoruns@0x4172f0, not through an explicit
call-script 0x01000000. The handler scans the FileDB+0x3028 mount-pointer table as
EngineCtx.mounted_aai_catalogs[1..255] (ctx+0x9f278 onward). For each non-null selector it enqueues
selector << 24: the packed id for that catalog's record zero. It does not search for an AUTORUN
basename. The selector loop batches all ids under script_launch_dispatch_active, advances the caller
past the opcode, then dispatches the queue.
script_launch_queue_enqueue@0x40f820 appends to the embedded FIFO at ctx+0x6f89c.
script_launch_queue_dispatch_next@0x40f6e0 suspends the current frame, records return sentinel -10,
and loads positive packed ids into reserved interpreter frame 37. When that script reaches
op_0x2_exit_or_return_frame@0x417940, the sentinel path launches the next queued id if present;
otherwise it restores the suspended caller. Mounted record-zero scripts therefore execute serially in
ascending selector order.
The sole corpus use is INIT2@0x17f. SYSTEM4 has already performed its UI, configuration, input-map,
and preload setup before calling INIT2. INIT2 then calls its 23 base data initializers—EBINIT through
SCINIT plus BTANINIT2—performs its base global/array registrations, executes op 0x143, and calls
TUNE only after the queued append scripts return. Installed selector 1 record zero is
$1$AUTORUN.BIN (0x01000000), so the exact shipped order is base definitions, append deltas and
registrations, then TUNE and the remainder of SYSTEM4 boot. Catalog mounting itself still occurs earlier,
when the native SYS4INI/FileDB loader calls asset_mount_append_catalogs; mount only establishes
addressability, while op 0x143 is the explicit patch-application boundary.
The port implements the same observable boundary without reproducing the reserved native frame or sentinel.
IScriptProvider exposes mounted selector identity; op 0x143 snapshots, deduplicates, and sorts it,
constructs selector << 24, and executes each resolved record-zero script synchronously through the normal
nested-frame path. That preserves batching, serial order, caller suspension, global-bank sharing, and
whole-stack halt/reload propagation. Focused VM tests cover two selectors and failure resolution, while the
natural SYSTEM4 integration path proves BTANINIT2 -> $1$AUTORUN -> $1$EBINIT -> TUNE.
SC0010 supplies a clean corpus proof outside SC0000's base-zero coincidence. Its set-texture 0x21 must
open raw entry 0x21 (SO013A.AGF); adding SC0010's catalog position 0x11e instead selects unrelated
COL0023.OGG. Its play-voice 0x120/0x121/0x122 operands directly select
LILA1414/LILB0053/LILC0054.OGG, whose SC0010-local file numbers are 2/3/4. The catalog grouping relation
is therefore absolute id = group start + file_number; the compiler has already performed that addition.
The port's former scene-first compatibility resolver inverted this relationship. On 2026-07-21 it was
replaced by typed ResolvePacked lookup for texture, voice, and both movie consumers; the VM now preserves
the operand unchanged and Godot cache/movie identities retain the complete packed selector. SC0010 low-id
and installed append-pack regressions cover the two failure modes. Ghidra /v2 renames the catalog parser
and entry-name helper, corrects the opener/caller comments, and is saved.
ADV text line spacing -- opcode 0x8b (2026-07-19)
op_0x8b_set_text_line_spacing@0x41f270 stores its single operand at ADV text-manager offset
+0x560, or EngineCtx.text_line_spacing (ctx+0x14ea0). This is pixel leading, not a font face,
weight, or effect selector. adv_text_manager_initialize@0x456800 gives it a native default of 6.
The horizontal line-break path (adv_text_append_line_break_horizontal@0x456fd0) and retained History
renderer (text_history_render_records@0x452970) pass manager+0x560 - manager+0x4cc as the line
advance. Offset +0x4cc is the primary LOGFONT.lfHeight, which AGE stores as a negative pixel height,
so the effective pitch is font pixel height + text_line_spacing. The corresponding vertical-writing
path uses the same pitch to move to the next column. Corpus values support that interpretation: scripts
pair 8 pixels with 22/24-pixel Mincho text and 9 pixels with 16-pixel Gothic text.
History records do not snapshot the +0x560 field. text_history_append_text_record@0x456000 retains
font, color, effect, geometry, flags, and string state, while text_history_render_records reads the
manager's current line spacing when it encounters a retained line-break marker. The port therefore keeps
line spacing in the current ADV style manager and overrides a History render batch with that current value;
the individual record continues to supply its retained font/color/effect fields.
The /v2 image names/comments the handler, manager initializer, horizontal/vertical line-break paths, and
their low-level cursor-advance helpers. The regenerated 58-field EngineCtx is applied and the program is
saved.
ADV text publication and wait-indicator service -- opcodes 0x1ce / 0x20a (2026-07-20)
The earlier working label "sprite-animation service" was too broad. These operations belong specifically to ADV text publication and the animated input-wait indicator (the bouncing marker shown after a page finishes typing). They do not expose a generic retained-object animation channel.
op_0x1ce_set_adv_wait_indicator_enabled@0x41f8c0 stores its operand at
EngineCtx.adv_wait_indicator_enabled_value (ctx+0x5f734). A nonzero value sets run-state bit
0x40000000, resets adv_wait_indicator_frame (ctx+0x5f72c) to zero, and starts
adv_wait_indicator_timer (ctx+0x5f64c). Zero erases the indicator belonging to
adv_wait_indicator_layout_slot (ctx+0x6da84) with the worker's frame -2 mode and clears the run bit.
Every Himegari corpus use is 0x1ce(0), normally at entry to a modal script; HISTORY.BIN@0x3 is the
concrete route relevant here.
op_0x20a_publish_adv_text_layout@0x422ce0 first calls
adv_text_publish_layout@0x450c80. Slot zero selects the text manager's current layout; a nonzero operand
selects that indexed layout. The worker erases the layout's old retained-object range, walks its 20-byte
text records, and rebinds their draw objects. When run-state bit 0x40000000 is active, the opcode also
calls adv_text_publish_wait_indicator_frame@0x453120 with the current indicator frame. The latter worker
uses frame -1 to return/capture the terminal frame, -2 to erase the indicator object, and a
nonnegative frame to choose and bind the corresponding atlas cell. All corpus uses are 0x20a(1);
HISTORY.BIN@0x13ab reaches it through the shared ADV redraw callback.
Opcode 0x72 owns the normal implicit start of the same service: it records the waiting layout, captures
the indicator's terminal frame, resets the active frame to zero, starts the timer, and raises run-state bit
0x40000000. Completing the input wait erases the object and clears the bit. In the original interpreter,
return from a nested modal script flows through that shared redraw/wait path and re-arms the parent marker.
The port's host blocks inside the enclosing wait while servicing the nested HISTORY callback, so it restores
the previously enabled parent marker at the callback-return boundary. This is lifecycle equivalence, not a
script-specific seed or global-state workaround.
The port exposes the two explicit operations as host services: 0x1ce controls marker eligibility and
0x20a requests retained ADV publication. Godot's existing indicator clock/configuration remains the
animation implementation. The real SC0000-to-HISTORY regression proves HISTORY disables the marker on
entry, executes layout-slot-1 publication on return, clears transient History rows, and leaves the enclosing
ADV page wait in place. The expanded 63-field EngineCtx and semantic function annotations are applied to
the saved /v2 image.
Retained graphics lifecycle and render targets -- opcodes 0x1f6 / 0x23d / 0x20d / 0x20e (2026-07-20)
The initially suspected 0x1f6 / 0x20e pair is actually two independent lifecycle pairs. Opcode
0x1f6 clears retained object records, while 0x23d releases transient surface resources. Separately,
0x20d selects a Direct3D render target and 0x20e clears the selected target to black. Their frequent
adjacency comes from scene setup and teardown, not from one shared service.
op_0x1f6_clear_retained_gfx_objects@0x417430 passes the embedded retained-gfx manager at
EngineCtx+0x46614 to retained_gfx_objects_clear@0x47cab0. The worker destroys the complete
handle-to-object map at manager +0x408 (EngineCtx+0x46a1c), resets its sentinel/count and transient
dirty/force-completion/animation-clock state, but leaves the surface table and queued surface commands
intact. The port consequently clears GfxState objects without releasing their source slots, allowing a
later bind to recreate an object from an existing surface.
op_0x23d_release_transient_surfaces@0x4175c0 loops over slots 42 through 999. For each slot it stops and
releases any movie-to-texture object at EngineCtx+0x52bd4[slot], then calls
retained_gfx_release_surface@0x474e40. Slots 0 through 41 are deliberately preserved. The native release
worker can also retain a slot protected by its per-slot ownership guard; the port has no corresponding
external owner and releases the complete transient range. In the corpus, 146 of 149 0x23d calls directly
follow 0x1f6, forming the full object-plus-resource reset.
op_0x20d_select_render_target@0x422e10 forwards its operand to
retained_gfx_select_render_target@0x479660. Values below 1000 resolve a retained texture wrapper, acquire
texture level zero, and call IDirect3DDevice9::SetRenderTarget(0, surface). Values at or above 1000 acquire
backbuffer zero instead and record current target -1 at manager +0xb530 (EngineCtx+0x51b44). Opcode
0x20e then calls d3d_clear_render_target_black@0x471460, which invokes IDirect3DDevice9::Clear with no
rectangles, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, color zero, depth 1.0, and stencil zero. The port tracks
the selected target and forwards the clear to the host; the retained compositor reconstructs its main
backbuffer from black at publication boundaries, while offscreen clears discard both modeled pixels and
text draws.
Opcode 0x222 publishes its retained handle range into whichever target 0x20d selected; it is not
merely an onscreen repaint request. SAVE.BIN provides a compact end-to-end example. It creates slot 2 at
800x600, selects and clears it, then publishes handles [0,0x130b0) to capture the underlying gameplay
without the save-menu objects. It next creates/selects/clears slot 192 at 112x84, binds slot 2 through
handle 0x15f90, scales that object to 14%, publishes the two-handle range, and passes slot 192 to
0x1ae. Dungeon scripts use the same selected-target publication to construct map surfaces.
The port originally retained only an object-list snapshot for transitions and requested an ordinary
backbuffer repaint from PresentObjectRange; the selected surface's pixels remained its cleared black
allocation. That produced completely black port-authored .STH files and caused restored dungeon map
surfaces to turn black when their rebuild published offscreen. Godot now uses the platform-neutral
software affine compositor for selected-target 0x222/0x20c publication, including source surfaces,
scaling, transforms, tint/opacity/blend, handle-range filtering, and real pixel clears. Backbuffer
publication remains on the existing renderer. gfx_present_object_range@0x482230 records the refined
target ownership in the saved /v2 image.
This trace also corrects an important base-pointer assumption in earlier graphics notes. Offsets +0x408
and +0xb550 are relative to the retained-gfx manager at EngineCtx+0x46614, not to EngineCtx itself.
Their absolute locations are therefore EngineCtx+0x46a1c (object registry) and EngineCtx+0x51b64
(frame timer). The same correction moves the dirty/force-completion fields to EngineCtx+0x51b6c through
+0x51b74. This changes native field provenance and the Ghidra structure, but not the already implemented
host-side object/animation behavior, which was based on worker semantics and runtime traces rather than
directly reading those native addresses.
Corpus totals are 293 0x1f6 calls in 146 scripts, 149 0x23d calls in 146 scripts, 113 0x20d calls in
24 scripts, and 345 0x20e calls in 167 scripts. In SC0000, the full reset appears as 0x1f6 then 0x23d
at 0x4ed; other paths use 0x1f6 then 0x20e to discard retained objects and clear the already selected
backbuffer. Fresh offscreen surfaces commonly use 0x20d then 0x20e before drawing.
Detached finite object animation -- opcodes 0x242 / 0x243 (2026-07-20)
op_0x242_set_object_animation_detached@0x4249d0 fetches (handle, flags) and calls
gfx_object_set_animation_control@0x47f1a0, which get-or-creates the retained object and replaces its
32-bit control word at obj+0x2d0. Only bit 0 has a located consumer. It does not reset geometry, color,
or matrix state.
gfx_object_apply_transform_channels@0x472f00 gives bit 0 two connected effects on the finite one-shot
group (packed color, scale, rotation, translation, and timed source rectangle):
- Manager
+0xb55cvalue 1 normally forces every finite channel to its endpoint. Bit 0 masks that request for this object. - An unfinished ordinary object raises manager
+0xb560, keeping blocking presentation active. A bit-0 object does not raise that flag, but still raises redraw-dirty+0xb558, so it continues animating while script execution proceeds.
When no finite channel remains, the consumer clears bit 0 and the shared start timestamp. The control is therefore a per-animation detachment flag, not a persistent object mode. Object initialization sets the word to zero, and native clone copies it with the rest of the complete object record.
op_0x243_force_complete_and_reset_anim_clock@0x4182d0 supplies the paired global operation. When service
flags manager +0xb56c bit 1 is clear, it sets force-complete +0xb55c (EngineCtx+0x51b70) to 1 and
zeros the separate animation-service elapsed/duration fields at +0xb564/+0xb568. The next composition
commits every ordinary finite group; detached objects ignore the request. The port performs that observable
commit directly when executing 0x243, excludes detached groups from its blocking wait predicate, and
continues including them in its visual recomposition predicate until natural completion.
Corpus evidence is unusually sharp: all 303 calls pass an immediate flag, with zero used 302 times and one
used once. SC0000's two CG-loader sites (0x12723, 0x13310) write zero. BTL.BIN@0x2b4d writes one on an
animated battle object after its texture/movie or sprite-cell setup, matching the nonblocking background
animation contract. No boot seed, script-offset branch, or persistence state is involved.
ROOM character selection, profile voice defaults, and legacy screen crossfade — 0x60 / 0x6c / 0x25 (2026-07-21)
ROOM's apparently connected missing greeting and instant menu presentation were three separate native
contracts. Opcode 0x60 is the random selector, 0x6c establishes the default voice-setting array, and
0x25 owns the blocking transition between two complete offscreen frames.
op_0x60_handler@0x426970 calls the imported CRT rand, fetches operand 2, and writes
rand() % bound to operand 1. Bound zero first writes zero and then raises script error 0x10005.
ROOM.BIN@0x5 passes bound 4; the result selects four character resource sets. Results 0, 1, and 2 also
select six voice ids each (0x3365..0x3376), including their greeting/farewell pair. Result 3 deliberately
leaves those locals zero in the release script, so that presentation variant is silent by script design.
The voice-enabled default was being defeated earlier in boot. op_0x6c_handler@0x426d90 resolves operand
1 as a writable integer address and fills operand-2 consecutive dwords with EngineCtx::anti_tamper_b, the
native encoded representation of logical zero. It is a zero-range operation, not the scalar
copy-to-global suggested by Kelebek's label. INITCONFIG@0x30 therefore clears the 13-cell character
voice-setting table G[0x2e49..0x2e55], after which 0x1a2 registers each cell with the shared profile
service. CONFIG indexes the same table for voice preview and its 0/1 enable/suppress choices. The old port
instead wrote the scalar count 13 into G[0x2e49]; ROOM treats a nonzero value in cell 0 as voice suppression and
skipped all greeting/farewell ids. Correct zero-range execution fixes the boot default without implementing
or choosing a persistence backend for 0x1a2/0x1a3.
op_0x25_handler@0x41ce00 starts the legacy transition manager at EngineCtx+0x1c38, sets run-state bit
8, and keeps the script parked until the transition completes. Its three operands are source surface,
target surface, and a timing argument. For arguments up to 64, the handler arms that many milliseconds per
tick and advances the 8-bit alpha by 16. Larger arguments use argument/16 milliseconds and alpha step
- The branch is expressed in decompilation as
((arg < 65) - 1 & 0xfffffff1) + 0x10; evaluating both outcomes is significant (true -> 16,false -> 1).interval_timer_poll_elapsed_steps@0x44d080returns any missed timer intervals, andscreen_transition_tick@0x43a7a0mode 4 composites source first and target over it at the accumulated alpha; at0x100it commits the target.screen_transition_begin@0x439da0andscreen_transition_finalize@0x4399c0own the endpoints. Thus an argument 10 lasts about 160 ms, while 30 lasts about 480 ms; input can force the endpoint through the same transition-abort service. Manual ROOM validation caught the initially inverted alpha-step branch.
ROOM explicitly constructs those full frames. It selects/clears surface 1 and calls 0x20c, mutates the
retained room presentation, captures surface 2 through another 0x20c, restores the backbuffer, and calls
0x25(1,2,10). The same form fades its menu away at 0x856; after the farewell and one-second hold,
0x25(1,2,30)@0x8dc fades to the frame prepared for TITLE return. The interactive port now snapshots
retained objects when 0x20c targets an offscreen surface, composites the captured target over the captured
source on the shared frame clock, blocks the VM through the endpoint, and only then permits the following
surface release/root reload. Headless hosts retain their non-rendering no-op policy.
The same manual pass exposed a resource-addressing issue after 0x6c was fixed: ROOM did execute
play-voice, but GodotAdvHost attempted only inferred SC-section resolution. ROOM's voice operands
0x3365..0x3376 are universal packed SYS4INI indices (for example 0x3365 is EUA0016.OGG). The first
compatibility fix tried an SC section and then a type-checked base-catalog fallback. Subsequent native RE
proved there is no first stage: ROOM and SC scripts alike pass an already absolute packed id directly to
the catalog opener. SC0000's 0x24 -> MAN999.OGG works because that scene's inferred group begins at zero.
Startup string predicate and unit-data block copy — 0x194 / 0x1b0 (2026-07-21)
The natural Game Start capture reached two previously unnamed effectful handlers. They are independent contracts even though both appeared in the same startup fallback inventory.
op_0x194_string_equals@0x426e20 resolves operands 2 and 3 as SYS4 strings, passes their data pointers and
explicit byte lengths to the native comparison helper, and writes comparison == 0 to integer operand 1.
It is therefore an equality predicate, not a string assignment. The release corpus uses the result in
conditional branches; GAMESTART@0x134c compares INPUTNAME with "?", while INIT2 also compares
INPUTNAME with an empty string during default-name initialization.
The port now executes 0x194 through the common string resolver and ordinal equality, so every operand
form accepted by that resolver shares one contract: inline literal, global string, local string, global
string pointer, and local string pointer. Focused tests cover equality and inequality across those forms
plus the release GAMESTART compare-then-jcc shape. The full traced SYSTEM4-to-SC0000 regression reaches
GAMESTART without emitting a 0x194 fallback.
op_0x63_take_address@0x426ac0 is the companion address operation. It passes operand 2 and unsubscripted
indices -1/-1 to vm_operand_resolve_address@0x425a50, then stores the returned address in operand 1
through vm_pointer_operand_write@0x416090. The resolver returns the backing-cell address for direct
global/local integer or string operands; for pointer operands it returns the target already held by the
pointer, not the address of the pointer slot. Thus 0x63(dst_ptr, source) is typed address aliasing. All 92
release-corpus sites use a local integer-pointer destination; sources are local pointers 81 times, local
integers seven times, and global integers four times.
op_0x1b0_copy_dwords@0x427060 fetches operand 3 as a cell count, resolves addressable operands 1 and 2 as
source and destination, and calls memcpy(destination, source, count * 4). The corpus has 65 calls: direct
global/local spans as well as local pointers, with 43 immediately preceded by 0x63. The boot capture
reached the pair in UNITECH/CALCCC; those scripts use it to copy record-shaped arrays between per-entity
tables and working buffers.
The port now maps both operations onto its domain-preserving VmAddress model. Direct local/global cells
retain their bank, aliasing an existing pointer retains its target bank, and 0x1b0 copies consecutive
32-bit integer cells through the resolved endpoints. Focused tests cover local-to-global, global-to-local,
an alias of a lookup-array result, direct spans, and the native string-pointer destination form of
0x63. The step-traced SYSTEM4-to-SC0000 regression reaches both operations without fallback. Static
coverage is consequently 31/31 handled for UNITECH and 14/15 for CALCCC; CALCCC's only remaining gap is
the deliberately deferred shared-profile write 0x1a2.
ADV layout reset cursor and overflow bounds — 0x79 / 0x1c1 (2026-07-21)
SYSTEM4 uses these two three-operand operations as a pair while constructing its nine ADV layouts. They configure persistent layout properties used by later resets; neither operation draws text or moves the current cursor immediately.
op_0x79_set_adv_text_reset_cursor@0x41eb50 reads (layout_slot, x, y) and calls
adv_text_layout_set_reset_cursor@0x44fed0. Slot zero resolves through the current-layout selector at
manager +0x4c8; otherwise the helper selects manager+0x414[slot]. It writes x/y to layout
+0x1c/+0x20. This is distinct from 0x7a, whose adv_text_set_cursor@0x4530f0 path modifies the live
cursor record immediately.
op_0x1c1_set_adv_text_bounds@0x41f6c0 reads (layout_slot, right, bottom) and calls
adv_text_layout_set_bounds@0x44ff00, which writes the pair to layout +0x24/+0x28. They are absolute
layout-local overflow coordinates. adv_text_layout_check_overflow@0x45efc0 compares glyph end x/y
against those fields and returns horizontal/vertical overflow bits. When a layout resets,
adv_text_layout_reset_cursor_and_bounds_record@0x455070 replaces its retained state with a five-dword
record {0, reset_x, reset_y, right, bottom} copied from all four configured fields.
The corpus supplies a complete consistency check: all nine sites for each opcode are in SYSTEM4 and
alternate after layouts 1–9 are defined and initially reset. Layout 1 configures cursor (100,47) and
bounds (720,147); layouts 2–6 use (45,42) and (645,135); layout 7 uses (53,10) and (495,180);
layout 8 uses (53,10) and (495,60); layout 9 uses (10,10) and (250,368). Layout 1 computes its
bounds as 100+620 and 47+100, further excluding width/height-delta semantics.
The port now keeps configured reset cursor and right/bottom bounds in its engine-owned layout state.
0x70 initializes bounds from width/height, 0x79 changes only the deferred reset cursor, 0x1c1
changes the bounds, and 0x71 restores the configured cursor while notifying the host of the concrete
selected slot. Retained snapshots carry the boundaries, and ordinary/history Godot labels are positioned
from the layout origin and sized from right-cursor_x / bottom-cursor_y; the former hardcoded slot-1
rectangle is gone. The ordinary overlay remains bound to the parent input wait's captured layout while a
nested callback such as HISTORY selects and renders into layouts 2–6; closing the callback therefore
reveals the retained parent text at its original geometry rather than consulting the callback's last
current-layout selection. The direct-scene SYSTEM4 bootstrap also recognizes all nine configuration pairs and
evaluates the two constant add expressions used for slot 1 without entering SYSTEM4's control flow. This
is script-owned state, with no boot seed or game-specific coordinates in the runtime.
Logical input-action configuration — 0xfe / 0x107 / 0x10b / 0x10c (2026-07-21)
SYSTEM4's adjacent input setup block defines the logical action namespace later consumed by callback
poll/dispatch ops 0xff and 0x100. These calls are effectful engine configuration, not declarations:
op_0xfe_set_input_action_count@0x421390stores an unsigned count below 32 at EngineCtx+0x814and throws script error0x10005for an invalid count. SYSTEM4 sets 10, so callback dispatch scans actions 0 through 9. If the polled mask is empty,op_0x100_dispatch_joy_callbacks@0x416f00instead invokes callback slot 10 and resumes after itself; that slot is the native no-input/release path, not action 10.op_0x107_map_joystick_button@0x421550writes physical joystick button numbers into the 32-entry EngineCtx+0x89ctable. Joystick axes directly emit actions 0=up, 1=right, 2=down, 3=left; table slot N emits action N+4. SYSTEM4 maps physical buttons 0,3,2,1,6,7 to actions 4 through 9.op_0x10b_map_mouse_button@0x4216f0writes a logical button slot into the table at EngineCtx+0x135c, indexed by physical mouse button. Polling adds four to the stored slot. Initialization zeroes this map, making left mouse action 4 by default; SYSTEM4(3,1)maps right mouse to action 7.op_0x10c_map_keyboard_scancode@0x421730translates a DirectInput DIK scan code through EngineCtx+0x1828to a Win32 virtual key, then writes the action into the 256-entry table at+0x1428. Initialization sets count 7 and prebinds 0=up, 1=right, 2=down, 3=left, 4=Enter, 5=Space, and 6=Backspace. SYSTEM4 raises the count to 10 and adds Z to action 4, C/LeftCtrl to action 6, X to action 7, PageUp to action 8, and PageDown to action 9; the earlier Enter/Space/Backspace mappings remain.
input_poll_action_mask@0x4608b0 combines
input_poll_keyboard_action_bits@0x4601a0, input_poll_mouse_action_bits@0x460240, and
input_poll_joystick_action_bits@0x460380. The first three logical actions are therefore not a generic
Godot UI ordering; they are the native engine ABI established by the input manager and refined by scripts.
The same mask is also consumed directly by adv_interpreter_tick@0x410fb0. Logical action 6 is bit
0x40, the exact bit used by the transient ADV fast-forward/run-state path. There is no Ctrl-specific
branch: SYSTEM4's C and LeftCtrl mappings, the retained native Backspace default, and any joystick mapping
that emits action 6 all reach the same hold-to-fast-forward mechanism. Persistent op-0x88 Skip injects
that same bit independently each tick.
The port now models this as one process-owned InputBindings service. It starts with the native seven
keyboard defaults, the four configuration handlers mutate it, and 0xff combines live keyboard-VK,
left/right mouse, joystick-axis, and joystick-button state with the narrow logical injection used by tests.
0x100 scans only actions below the configured count, resumes on itself for simultaneous held actions, and
uses callback slot count only for an empty mask. Godot translates layout-independent physical keys to the
native Win32 VK namespace and sends physical mouse/standard joy events through the service; it no longer
assigns Godot's ui_* actions directly to AGE indices. Direct-scene diagnostics replay the same 16 immediate
SYSTEM4 configuration calls through InputBindingBootstrap, while natural boot executes the real opcodes.
The live action-6 state now also feeds the ADV fast-forward host channel while the ADV lifecycle service is
enabled. That transient channel is kept separate from persistent op-0x88 Skip, so releasing the held key
cannot clear the user's toggle; both channels share the existing text completion, wait advance, voice
deferral, and skip cadence. This needs no profile storage, boot seed, or game-specific conditional.
ADV right-click/X system-menu path (2026-07-21)
Right-click during ADV is not a frontend-owned menu shortcut. It is the same script-owned keyed-hotspot
mechanism already partially modeled for SC0000. SYSTEM4 maps physical right mouse and keyboard X to logical
action 7. Each of the 136 SC-family scripts registers a 1x1 dummy rectangle whose activation callback is
the local branch that cancels the ADV hotspot wait, calls raw script id 0x1f (MENU.BIN), then rebuilds
the parent ADV controls and redraws the retained page. Opcode 0x97 binds action 7 to that rectangle.
Native adv_input_service_poll@0x411230 polls the configured logical-action mask first, then calls
input_hotspot_poll_bound_action_callback@0x403fb0. The helper scans armed records in registration order;
for each nonnegative op-0x97 action index it tests mask & (1 << action) and returns the record's ordinary
activation callback PC. This identified the former port seam: HotspotRegistry.BindKey retained the action
on the matching record, but no code consumed Entry.InputBit; Godot routed only pointer-left activation and
action-4/5 page advance. Right mouse therefore reached InputBindings as action 7 without queuing MENU.
The implemented bridge is engine-generic. HotspotRegistry.ActivateBoundActions scans armed records in
registration order, consumes the first matching logical-action binding through the ordinary activation
target, and shares pointer activation's disarm/rearm lifecycle. Godot routes pressed keyboard, mouse, and
joystick logical-action masks through the VM before ordinary page advance and wakes the existing callback
service. There is no MENU-specific branch in Godot or the VM. A real SC0000 regression proves action 7
enters the release MENU.BIN and restores the parent ADV hotspot registry after controlled return.
The reached script path is promising but should be validated incrementally. MENU.BIN is 48/49 opcodes
handled and its only static gap is op 0x80; INFO.BIN, which selects character/enemy/voice/affinity/item
information pages, is 30/30 handled. The large CHMENU and five INFO* detail screens are roughly
91.5–95% handled and may expose secondary visual/data gaps after the shell opens. SAVE and CONFIG are only
about 80% handled and remain separate storage/audio-settings work, not prerequisites for opening or closing
the system menu.
The sole MENU.BIN gap is now decoded: op_0x80_set_default_gfx_object_slot@0x41ed40 stores operand 1 at
EngineCtx +0x14e08; op_0x1d9_handler@0x420a30 substitutes that selected slot only when its explicit
object-slot operand is zero. MENU-family scripts select slots 7/8/9 on entry and restore slot 1 during
teardown. The port now retains this engine-owned selector in GfxState.DefaultObjectSlot; MENU's entry path
selects slot 8 in the regression. The surveyed MENU/INFO scripts do not themselves call op 0x1d9, so this
state was not the cause of the former missing launch.
Indexed two-key sort — 0x12f (2026-07-21)
op_0x12f_sort_indices_by_key_sum@0x429360 takes (out_indices, key_a, key_b, count). It resolves the
first three operands as integer-array bases, seeds output index zero, and performs a stable insertion sort
over source indices 0..count-1. The comparison is signed
unchecked(key_a[index] + key_b[index]); a new index moves left only when its sum is strictly smaller, so
equal sums preserve source order. The native handler's final loop does not change that result: it encodes
the directly written output cells back into AGE's protected integer-bank representation.
This is the cause of the first observed character-menu discrepancy. Natural New Game correctly runs
UNITECH and enters SC0000 with party slot 2 carrying flags 0x13 and character id 2. CHMENU constructs
100 party-slot sort keys, calls 0x12f at 0x1c9b, and reads the populated tail of the resulting index
permutation. The port's fallback no-op left that permutation zero-filled, so CHMENU selected slot zero and
rendered an apparently empty party even though the authoritative unit state already existed. The port now
implements the generic sort with addressed local/global arrays, native signed 32-bit addition and overflow,
stable equal-key ordering, repeated count reads, and the native unconditional output-index-zero write.
Focused tests cover stability, overflow, and zero count. A real-script regression carries natural
SYSTEM4-to-SC0000 state into CHMENU and stops after 0x1db8, proving selected slot 2 survives the first
release roster sort without a fallback. No startup seed or menu-specific roster injection is involved.
Numeric glyph styles/draws and half-byte string length — 0x13a / 0x23b / 0x1a6 (2026-07-21)
The missing values in the first working DEBUGMAP field HUD are not missing globals or a failed texture
load. They are generated by a dedicated decimal-glyph subsystem whose two opcodes were still skipped by
the port:
op_0x13a_register_numeric_glyph_style@0x421ab0takes(style_index, surface_slot, atlas_x, atlas_y, digit_width, digit_height). It accepts style indices0..10and stores the remaining five operands in the 20-byte record atEngineCtx+0x55180+style_index*0x14; an invalid index raises the standard script error. The corpus has 74 registrations in 24 scripts, including eight inDRAWCHP.BIN.op_0x23b_draw_decimal_glyphs@0x424190takes(base_handle, style_index, value, x, y, digit_capacity, flags). It first erases the destination handle range, splits the signed integer through division/remainder by ten, and binds one retained object per displayed digit using horizontally adjacent cells from the selected style record. Flag bit0x1includes leading zeroes, bit0x2centers the used digits, and bit0x4left-aligns them; without an alignment flag the value is right-aligned in the requested capacity. An invalid or unregistered style raises the script error. The corpus has 147 draws in the same 24 scripts;DRAWCHP.BINhas 22 and uses them for the field HUD's turn/control/mana/level/HP/SP/FS values.
This path creates ordinary retained graphics objects, so the existing atlas decode and compositor are
the correct backend; it is not an immediate GodotAdvHost.DrawTexture raster operation. The port now
models all 11 EngineCtx style records in GfxState and implements both dispatches. Each 0x23b call erases
its full destination-handle capacity and then uses the ordinary
BindDraw path for every displayed digit, preserving surface replacement, z-order, and compositor effects.
The absent unit and weapon names are a separate layout-compute gap. DRAWCHP.BIN does populate both
strings and calls draw-string at 0x9c6/0x9f5, but first centers each one with opcode 0x1a6.
op_0x1a6_half_byte_strlen@0x427020 resolves the NUL-terminated engine byte string and writes
strlen(bytes) >> 1. The script multiplies that result by 21 and subtracts it from x=257 on a 263-pixel
scratch surface. With the opcode skipped, x remains 257 and Godot correctly clips nearly all of the text.
The port reproduces the encoded byte count rather than using the .NET UTF-16 character count. The VM's
native-string code page is configurable for other container frontends and defaults to SYS4's CP932; the
calculation also stops at an embedded NUL before shifting. Focused tests cover CP932 mixed-width strings,
all three numeric layout flags, zero padding, retained-object replacement, and invalid/unregistered styles.
BUNKI popup sizing and placement — opcodes 0x2c5 and 0x195 (2026-07-21)
Field confirmation popups and TITLE's shipped developer menu share BUNKI.BIN; neither uses the ordinary
VN text-layout overlay. BUNKI creates surface 200, draws its strings into that surface through opcode
0x204, decorates it with the common menu frame, and binds the completed surface as a retained object.
op_0x2c5_byte_strlen@0x42a690 takes (destination, string), resolves operand 2 as an engine byte string,
scans to its NUL terminator, and writes the raw byte count. This differs from a Unicode character count but
matches BUNKI's later conversion: it finds the longest choice/title byte length, adds four bytes of padding,
multiplies by 21, and divides by two to obtain the full-width glyph-space estimate used for panel width and
the shared left edge of the primary labels.
Before implementation, the port skipped 0x2c5, leaving BUNKI's maximum-length local at zero. For FIELD's
待機/帰還/キャンセル popup, the panel still hits the same 240-pixel minimum but the computed label
origin moves from surface x=67 to x=120, a 53-pixel right shift which makes キャンセル touch/spill beyond
the frame. TITLE's longer developer choices should expand the surface beyond 240 pixels; the skipped result
instead keeps the minimum panel and makes the overflow much larger.
The corrected native/port comparison also exposes an independent 30-pixel vertical error. Dispatch slot
ctx[0x26c93+0x195] resolves to op_0x195_string_not_equals@0x426f20, the inverse of sibling opcode
0x194: it compares two complete engine strings and writes one when their byte ranges differ. BUNKI invokes
it three times to test whether optional title global string 0x7da is nonempty. The skipped opcode does not
write zero for an empty title. At the final test (BUNKI@0x905), destination local 0x99 still contains a
nonzero graphics handle from frame construction, so the following branch falsely draws/reserves the title
row and advances the choice y cursor by 0x1e even though the empty title has no visible glyphs. Implementing
0x195 therefore removes the exact one-row downward shift; this is not a Godot font-baseline discrepancy or
an inherited VN cursor indent.
Both operations are now implemented as shared VM semantics. 0x2c5 uses the same configurable native-string
encoding helper as 0x1a6 (CP932 for SYS4), stops at an embedded NUL, and writes the unshifted byte count.
0x195 is ordinal inequality through the existing literal/global/local/string-pointer resolver and always
writes zero or one, so stale destinations cannot leak into the branch. Focused tests cover mixed-width CP932,
embedded-NUL termination, all observed comparison operand classes, and the exact BUNKI empty-title stale-handle
case. The full 281-test engine suite, zero-warning Godot build, and threaded frontend selftest pass; manual
DEBUGMAP and developer-menu visual rechecks remain.
BUNKI popup publication and BUNKIMOVE lifecycle (2026-07-27)
BUNKI's opening/closing effect is an offscreen capture, not an independent decoration behind a stable
popup. BUNKI builds the complete panel under handles 60000..60099, including surface-200 text, and calls
BUNKIMOVE.BIN. BUNKIMOVE selects 800x600 surface 2, publishes that retained range into it, restores the
backbuffer, binds the capture at handle 59999, and scales it horizontally and then vertically through
timed callbacks. Each transition frame publishes [0,60000), deliberately including the animated capture
while excluding BUNKI's stable objects. On open, BUNKI publishes the stable menu only after BUNKIMOVE
returns; on close, it removes the stable range after the reverse animation.
The port previously treated a backbuffer 0x222 as a generic repaint request and reconstructed every
visible retained object. It therefore drew handles 60000+ at full size above handle 59999, making the
real popup appear immediately while its opening animation ran behind it; closing had the symmetric error.
Godot now retains zero-based backbuffer publication ranges and filters reconstruction to the active range.
Nonzero ranges remain incremental overlays over a full reconstruction because the port does not preserve
native D3D backbuffer pixels between publications.
Surface text also remains modeled metadata rather than pixels. Selected-target publication now projects that metadata into the destination surface, and the final Godot labels inherit the retained object's projected scale and rotation. Consequently BUNKIMOVE's captured labels follow the same transform as its panel instead of escaping as full-size Control overlays.
Formatted integers on text surfaces — opcode 0x205 (2026-07-21)
The deployment picker opened from an empty DEBUGMAP deployment slot uses a third numeric path. Its red
unit-information card is built by DRAWENP.BIN on temporary surface 0x51: ordinary 0x204 calls draw
labels and separators such as LV and /, while 16 calls to previously skipped opcode 0x205 draw the
level, current/maximum HP/SP/FS, and the two stat columns. This explains why the values alone were absent
even after the separate 0x13a/0x23b retained-glyph HUD path was restored.
op_0x205_handler@0x422ab0 takes
(surface_slot, x, y, value, field_width, flags). It records the 13-dword instruction length, calls
format_integer_for_surface@0x407190, and sends the returned string and adjusted x coordinate to the same
draw_string_to_surface@0x450150 worker used by opcode 0x204. The field width includes an optional sign.
Flag bit 0x1 zero-pads, 0x2 centers omitted leading cells, and 0x4 left-aligns; the default keeps the
field's right edge fixed by moving x right for omitted cells. Bits 0x8/0x10 request a plus sign for a
positive/zero value, while bit 0x20 gives zero a minus sign. Bit 0x10000, used by every DRAWENP site,
keeps half-width ASCII and uses half the current font-cell advance; without it,
ascii_to_fullwidth_cp932_inplace@0x417800 converts the formatted field to full-width CP932.
The VM now routes the formatted result through the existing styled surface-text host path, preserving the font, color, and effect changes surrounding each call. Focused tests reproduce DRAWENP's exact level-80 call and cover half-width right alignment, zero padding, and the observed full-width left-aligned variant. DRAWENP is now 36/36 opcodes and 611/611 instructions handled; all 284 engine tests, the zero-warning Godot build, and threaded frontend selftest pass.
DEBUGMAP-to-battle frontier opcode cluster (2026-07-21)
A static call-graph/coverage pass from FIELD.BIN through selection, movement, combat, damage, growth, and
status helpers shows that the next gameplay risk is presentation plumbing rather than battle arithmetic.
The following native handlers were decoded while bounding that slice:
op_0x191_absolute_value@0x426de0writes(value ^ (value >> 31)) - (value >> 31)through operand 1. This is signed 32-bit absolute value; all five corpus sites are inSELACT.BIN, normalizing a signed preview delta before display.op_0xd0_get_monotonic_time_ms@0x428860writestimeGetTime()to operand 1.BTL.BINsamples it around its timed callback/HP presentation, andMVRTN.BINcontains the other two calls. The port's host-ownedFrameClock.NowMsis the matching monotonic, speed-scaled service timebase.op_0x23c_sample_frame_time@0x417580shiftsEngineCtx+0x51b64to+0x51b68, then storestimeGetTime()as the new current timestamp. BTL callback frames, FIELD/USEMAGIC movie loops, ADDEXP, and SHOWGROW place it next to presentation boundaries.op_0x23a_query_movie_surface_active@0x42a440writes zero for an empty surface slot; otherwise it writes whether the movie-surface field at+0x42cis nonzero. All four corpus sites use that result as a movie completion-loop predicate: BTL scans its active combat surfaces, while FIELD and USEMAGIC poll slot 42.op_0x24e_set_gfx_animation_service_flags@0x425070copies its operand directly toEngineCtx.gfx_animation_service_flags(+0x51b80). BTL brackets combat presentation with 1/0 and GAMECLEAR uses 3/0. Bit 1 is independently consumed by opcode0x243to suppress a force-complete and animation-clock-reset request.op_0x207_copy_surface_rect@0x422b50builds source/destination rectangles from(source_surface, destination_surface, source_x, source_y, width, height, destination_x, destination_y)and callsgfx_copy_surface_rect@0x477da0. The worker validates both slots, clips both rectangles while preserving their correspondence, treats an empty intersection as success, marks the destination dirty, and copies through locked D3D surfaces. Its 15 corpus sites are isolated to DRAWMINIMAP (8), STATUS (3), READICON (2), and DRAWTIP (2).op_0x2c0_schedule_voice_playback@0x425290forwards(voice_id, playback_variant, delay_ms)tovoice_schedule_delayed_playback@0x488480on the service atEngineCtx+0x14508. The setter marks one pending request active and clears its start timestamp. The main engine tick callsvoice_tick_delayed_playback@0x4884d0, which captures the first tick then, after unsigned elapsed time reaches the delay, clears the request and invokesvoice_play_indexed_asset(voice_id, playback_variant). BTL's sole call schedules a randomized combat voice with variant 0 and an entity-specific delay; it is presentation-only, not battle state.
These handlers and their newly understood workers are renamed/commented in Ghidra /v2; the program was saved.
The exact source metadata lives in vm-map/opcodes.toml. The port now implements this cluster against the
shared Godot frame clock, retained graphics state, movie decoder state, mutable RGBA surfaces, and delayed
voice service. 0x207 copies colorkey-baked source pixels into immutable published snapshots so compositor
reads cannot race VM-side mutations. The first complete player attack remains the manual acceptance test.
BTL's two 0x1a2 shared-profile writes were initially deferred because they do not feed same-exchange
combat state; the unified profile service now handles them through the ordinary opcode dispatch.
Movement/attack flood-fill FIFO -- opcodes 0x132-0x134 (2026-07-21)
The DEBUGMAP symptom "selected unit can wait on its origin, but has no blue reachable tiles and cannot
move" is caused by the only three effectful gaps in MVSEEK.BIN, not by CALCSCOPE or FIELD input. AGE
provides 11 context-owned integer FIFO slots:
op_0x132_reset_int_queue@0x4217d0validatesqueue_id <= 10, destroys any existing object in the selected slot, and allocates a fresh 0x1c-byte FIFO.int_queue_construct@0x4074c0allocates 0x100 dwords, uses another 0x100 dwords as its growth quantum, and zeros the read/end/high-water indices.op_0x133_enqueue_int@0x4218d0validates the slot and callsint_queue_enqueue@0x408930. The helper appends at the end, first compacting consumed entries when possible or growing storage when necessary.op_0x134_try_dequeue_int@0x429620writes(success=1, value)and advances the read index when the FIFO is nonempty; otherwise it writessuccess=0. Its value output is not meaningful on failure, and both shipped callers branch on success before inspecting it.
Only MVSEEK.BIN and ATSEEK.BIN use this cluster. Both reset queue 0, pack map coordinates as
(x << 16) + y, enqueue the origin, and repeatedly dequeue a tile and enqueue accepted neighbors.
MVSEEK writes the origin's movement cost before invoking the queue ops. The former generic stubs left the
origin valid but left 0x134's zero-initialized success local unchanged, so the flood fill exited on its
first loop test. This exactly explained why clicking the occupied tile still reached Wait while neither
reachable overlays nor movement targets existed; ATSEEK was blocked identically.
The port now retains 11 VM-lifetime integer FIFO slots and implements reset/enqueue/try-dequeue with native
signed-dword behavior. It diagnoses invalid or never-reset slots; shipped scripts always reset queue 0
first. On empty dequeue it writes success=0 and retains the value destination rather than reproducing the
native handler's unusable implementation-pointer value. Focused tests cover independent slots, FIFO order,
signed values, empty reads, and reset replacement. Real-script tests seed a bounded passable grid and prove
that shipped MVSEEK.BIN populates all four neighboring movement costs while ATSEEK.BIN populates attack
distance 1 around the origin. Both scripts are now 100% handled. The handlers and queue helpers are
renamed/commented in Ghidra /v2; the program was saved.
The first live recheck after that FIFO implementation still showed no movement, exposing the caller layer
that the direct real-script tests had bypassed. SYSTEM4 does not leave these workers to ordinary
call-script: its only three opcode 0x06 sites preload ATSEEK.BIN (0x337f) into EngineCtx frame slot
0x1d, SETROUTE.BIN (0x3380) into slot 0x1e, and MVSEEK.BIN (0x3381) into slot 0x1f. FIELD and
the route helpers then contain 64 total opcode 0x08 calls targeting only those three slots. Both opcodes
were still generic effectful stubs, so live FIELD never entered MVSEEK despite the now-correct worker.
Native op_0x6_preload_script_slot@0x41bdb0 temporarily selects a caller-specified context index (valid
range 0..39), calls the ordinary script resource loader there, then restores the current index without
executing the loaded script. op_0x8_call_preloaded_script_slot@0x41bf00 switches to the selected loaded
context, records the caller context as its return target, resets its PC to codebase, and begins execution.
op_0x2_exit_or_return_frame@0x417940 disposes only an adjacent child (parent+1 == current); the
non-adjacent service slots therefore survive return with their local banks allocated.
The VM now models those persistent preloaded frames, clears them on root-scene reset, and emits normal
call-script trace events when invoked. A focused worker proves repeated 0x08 calls restart code while
retaining locals. A second regression uses the exact SYSTEM4 ABI—0x06(0x3381,0x1f) followed by
0x08(0x1f)—to run the shipped MVSEEK and populate all four neighboring movement costs. FIELD's five
formerly skipped 0x08 instructions are handled, as are all indirect MVSEEK/ATSEEK/SETROUTE consumers.
The two native handlers are renamed/commented in Ghidra /v2; the program was saved.
Manual DEBUGMAP acceptance confirms that reachable-tile overlays and movement now work through this live
route and that player combat is reachable. Any remaining work at this frontier should start from the
concrete combat discrepancies observed in that run rather than from movement search or dispatch.
Native walls backlog (targets for this loop)
call-script dispatch— SOLVED (above):call-script <id>= raw SYS4INI file index.- decision→scene — how
0x62ccf/the decision selects the nextSCxxxx. Now narrower: scenes load viacall-script/the same SYS4INI-index loader, so the open question is only where the decision value is turned into a scene id (a caller of SCJUMP; re-aimed away fromu00428010). op— SOLVED: CRT0x60rand() % bound, including the zero-bound script-error path.gfx command-buffer— DONE (the0x212–0x21apositioned-object subsystem = the rendering drift): all 14 ops reversed + implemented against a host-sideGfxState, and the missing INIT2 boot state supplied via--boot. CGs render (screenshot-confirmed). See the op0x215finding + "The render drift's SECOND half" above. The then-remainingAE*blend and cold-anchor work is resolved by the later blend, geometry, animation, and retained-presentation sections.