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Status & Open Work

This page mirrors the repo’s single status surface, docs/spirit/TODO.md. Every genuinely open item gets one row here; the full evidence and paths-tried tables live in the raw notes.

Spirit is the most complete of the five games — every major format is decoded and cross-verified against the game’s own disassembled code. Two items remain.

ID Status Question (one line)
spirit-entity-table-offset open The game-data export tool still uses the pre-2026-08-01 entity layout (base 0x2eb66, name at +12), so its numeric fields are 12 bytes high and index-shifted by one. The save-file decoder and these docs already have it right — it’s the exporter that needs repointing.
spirit-frml-anim-opcodes open Two narrow residuals in the FSME animation VM. (a) The monk’s death block (frames 13–16, words 218–254) has no traced in-script path to it: an exhaustive write-site census ruled out a literal hardcoded program-counter write, but two generic native-PC-injection mechanisms exist elsewhere and neither was traced to a monk call site. (b) _Anim_Spawn’s case-0 and case-4 argument semantics are unmapped.
Item Result
_Anim_If predicate table Fully decoded — 22 real opcodes across 3 tiers (random chance, frame and hold-byte comparisons, target-class check, flag-mask tests, and a proximity test), every handler traced. No FRML frame-range classification changed as a result, which is the useful part: the segmentation that the Characters & Creatures gallery shows was already right.

Why the animation segments are trustworthy

Section titled “Why the animation segments are trustworthy”

The walk, attack, death and guard cycles shown in the character gallery are not a frame-geometry guess. They come from disassembling and hand-tracing the game’s own FSME bytecode VM — the per-class script that drives each entity’s on-screen animation — and are confirmed for all 10 hero and character classes.

  • docs/spirit/TODO.md — the single status surface.
  • docs/spirit/plan.md — what’s done, format by format.
  • docs/spirit/amiga/engine.md, gameplay-data.md, bytecode-vm.md — the byte-level specs and disassembly citations.
  • docs/spirit/cdtv/notes.md — the CDTV release’s exclusive content.

The raw notes carry the full evidence, paths-tried tables, and corrections that this page summarises.