Status & Open Work
Status & Open Work
Section titled “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.
Open items
Section titled “Open items”| 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. |
Closed (accepted as final)
Section titled “Closed (accepted as final)”| 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.
Where to read the full evidence
Section titled “Where to read the full evidence”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.