대화 프롬프트 렌더 파이프라인

상태: render-pipeline-grounded-root-producer-open. 프롬프트 창/텍스트 렌더/초상화 선택은 렌더링 가능한 수준으로 접지됐고, 남은 핵심은 scene/event가 어떤 root를 선택하는지이다.

요약

keyvalue
dialogueRegionIndexes[9, 10, 11, 12, 13]
dialogueRegionTemplates[6, 7, 8, 9, 10]
textRenderHandlerVaHex0x0041bb4c
textSourceHandlerVaHex0x0041bca4
selectedPointerGlobalHex0x0059de30
selectedRootConsumerVerifiedTrue
routeTextBindingProofFoundFalse
textConsumerProofFoundTrue
inline4035SpeakerOpcodeCount2023
inline4035SpeakerFaceMismatchCount0
inline4035ArgAStatusgrounded-four-prompt-position-slots
promptSequencePromotionStatusprompt-sequence-partial-choice-branch-blocked

렌더 파이프라인

stepstatusevidenceremaining gap
window template / regiongroundeddialogue regions [9, 10, 11, 12, 13] use templates [6, 7, 8, 9, 10]; region draw routine 0x0041b579runtime template selection per prompt height/layout is not fully named.
selected root consumergrounded consumer, producer openselected root global 0x0059de30 is consumed by 0x0040adc9; reads at 0x0040adfenormal scene/event route -> exact selected root producer is still not proven.
text source setup opcode 0x0dgroundedcontext+0x28=stream dword+4; use low 16 bits as index into 0x55b134 to seed context+0xce/0xd2/0xd6/0xda; advance +8per-scene use of 0x0d is data-stream state, not direct textVa code refs.
text render opcode 0x0bgroundedpush context+0x28; call 0x0041b579; copy context+0xce/0xd2 to cursor 0xd6/0xda; advance +4specific prompt stream execution order remains partial around choice branches.
input wait opcode 0x06groundedtoggle press/release latch; set 0x55b280 stop flag; advance stream +4 only after release conditionbrowser replay only approximates the wait loop.
inline portrait selector 40 35 aa bbgrounded2023 selectors; speaker/face mismatches 0; aa status grounded-four-prompt-position-slotsthe opcode 0x35 handler body is not fully named, but storage semantics are grounded by all observed speaker rows.

초상화 위치 슬롯

aaclassslotsummaryevidence
0x00in-gameleftin-game prompt portrait left slotstory-prompt-2373 at render 0x004c062e uses 40 35 00 01 and Ataho portrait is observed on the left.
0x01in-gamerightin-game prompt portrait right slotpaired with 0x00 in-game prompt slot; exact screen sample still useful for direct right-side proof.
0x02epilogue-or-specialleftepilogue/special prompt portrait left slotstory-prompt-4235 at render 0x00546e98 uses 40 35 02 02 and Smash portrait is observed on the left.
0x03epilogue-or-specialrightepilogue/special prompt portrait right slotpaired with 0x02 in epilogue/special prompt layout; the same story-prompt-4235 render block later uses 40 35 03 01 for Ataho.

face_01 프레임

framelabelusagesource
0아타호main-dialogue-dominantuser-observed
1스마슈main-dialogue-dominantuser-observed
2린샹main-dialogue-dominantuser-observed
3페톰story-dialogueuser-observed
4키리story-eventuser-observed
5화린story-eventuser-observed
6알리바바story-eventuser-observed
7유리와카마루portrait-only-story-eventuser-observed
8황금돼지 두루마리 관련 인물brief-storyuser-observed

대표 inline selector

promptopcode VArawspeakerslottext
-

판정

itemanswerreason
Can prompt text and portrait be rendered from current data?yeswindow template, text render opcode, wait opcode, and inline portrait selector are all grounded enough for replay/rendering.
Can this prove scene story flow?not yetthe selected root consumer is known, but the producer that chooses an exact scene/root and choice branch remains unresolved.
Best next reverse-trace targetselected-root producer / branch targetfollowing the prompt renderer further will mostly re-prove drawing; finding who writes the selected root connects scene -> prompt.

남은 증거

  • scene/event record or input route that writes the selected root global
  • selected choice value -> next prompt target
  • full semantic name for opcode 0x35 handler internals