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GameFrame 1.3.0

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@tanepiper tanepiper released this 25 Oct 21:10
· 60 commits to main since this release

Changed

  • Stage agents, separate tasks and worktrees are optional. The current session is the default,
    and a task being self-contained does not imply permission to delegate. Paid unattended runs
    and recurring schedules require the user's choice.

Added

  • The modular GameFrame MCP server now exposes workflow and tool discovery, knowledge queries,
    progress and provider configuration, plus execution for every runnable catalog program and
    script. Long-running calls report progress and support cancellation. Its sample coverage check
    now resolves help for all 117 catalog entries, invokes the help path of all 95 runnable
    commands, runs a sample PE analysis, and checks progress, cancellation and timeout handling.
    External REA, DOSBox-X, MCPEmulate and 86Box servers are opt-in through gameframe mcp, with
    pinned package versions or source revisions. Their project-local launchers read custom server
    and emulator paths from .env. Copilot agent allowlists track each project's enabled providers.

  • The new re-profile skill builds an evidence-backed game quick start after inventory. It
    records the game's family, engine, release, graphics, sound and input support, separates
    official support from community reports, and lists project-specific traps and next steps.

  • A clean-room-style workflow with source-visible specification and source-blind implementation
    roles, a behavior-contract template, packet checklist, team guide and emulator/debugger options.
    It records the limits of prompt-based separation and the current gap in packet isolation tools.

  • The observation guidance now covers 86Box as a configurable full-PC reference for DOS and
    Windows 3.x/9x games. It records sound-card resource settings, guest OS and machine details,
    and labels captures as emulator measurements rather than physical-hardware evidence.

  • gameframe-sn76496 adds a TI SN76496 tone/noise model, input-clock advancement, PCjr C0h and
    original Tandy C0h–C7h adapters, PCjr and Tandy 61h output muxes and the Tandy PIT-2 input
    route. The Tandy adapter exposes the service manual's approximate 42 CPU wait states. Static
    traces of Sierra's original JR.DRV and TANDY.DRV confirm tone latch/data writes, attenuation
    writes, startup mutes and PSG-source selection. TI noise details, period-zero behavior, the
    Tandy mux's fourth input, NCR/PSSJ variants, sample parity, CPU wait mapping and analog behavior
    have software-only follow-up checks. The SN76496N timing source is the IBM PCjr reference; the
    Tandy service schematic confirms its matching 3.579 MHz clock.

  • gameframe-saa1099 adds a Philips SAA1099 stereo sound generator and a two-chip Creative Music
    System/Game Blaster port model. It applies tone and octave writes at generator transitions,
    buffers envelope controls to waveform boundaries and models common CMS detection-port behavior.
    Static traces of CMSDRV.COM and Sierra's CMS35.BIN establish the chip ports, default base and
    detection probe. The noise seed, combined tone/noise mixing, exact custom-chip behavior, bus waits
    and analog output have software-only follow-up steps; physical card testing is optional.

  • gameframe-sound-blaster adds port-level Creative DSP models for 1.xx through 4.xx cards,
    CT1335/CT1345/CT1745 mixer registers, SB16 MPU-401 UART, and FM routing through GameFrame's OPL2
    and OPL3 crates. Profiles cover SB Pro 1's dual YM3812 stereo path, Pro 2 YMF262 ports, and SB16
    8/16-bit mono/stereo DMA. DSP MIDI timestamps and UART reset restoration follow the published
    interface. The docs record preservation context, the bundled driver restriction and its
    assessment limits, the clean-implementation boundary, ADPCM/analog/timing limits, and software-
    only follow-up checks. Physical card testing is optional.

  • An investigation of Creative's SBBASIC SB16/SB32/AWE32 package verifies the archive hash and
    release metadata. Its driver payload remains inside TTComp .PVL archives until the DOSBox-X
    installer can be driven to a temporary destination. The findings document records the exact
    software-only next step; no driver behavior is claimed.

  • A PC audio coverage map separates chip crates, card models, compatibility libraries and host
    audio backends. It inventories common PC audio from the speaker and Tandy PSG through Sound
    Blaster, Gravis UltraSound, MIDI modules and late-1990s Windows audio, and prioritizes OPL3,
    Sound Blaster DSP/DMA, GF1 and MIDI work. It records the clean-implementation process and
    owner-selected licensing options.

  • gameframe-opl3 adds a YMF262 chip model with two register banks, 18 channels, six selectable
    four-operator pairs, four connection algorithms, eight waveforms, four output words,
    OPL2 compatibility mode, shared note-select, timers, indexed I/O ports with timestamped
    write-spacing checks, and serial DAC frames. Timer divider phase resets when a timer starts. It reuses
    GameFrame's OPL2 engine and follows Yamaha's datasheet and YM3812 Application Manual. An original
    AdLib Gold Windows driver trace records its register write path, voice pools, busy polling and
    second data-port reads. The AdLib Gold Control Chip and port overlay are modeled separately in
    gameframe-adlib-gold. Independent four-operator carrier routing, physical parity, YAC512 analog
    conversion and card-level audio processing remain open.

  • gameframe-yac512 adds a clean model of the YAC512's LSB-first serial receiver, offset-binary or
    two's-complement input selection, falling-edge channel latches and held digital input words. The
    floating DAC transfer and analog sample-and-hold stage stay documented as open behavior because
    Yamaha's available datasheet does not provide the conversion formula. The open-question page
    proposes software-only protocol and integration checks; physical hardware testing is optional.

  • gameframe-adlib-gold combines the YMF262 with the documented AdLib Gold Control Chip port
    overlay, status, register reads/writes, EEPROM save/restore commands and audio-port relocation.
    The Developer Toolkit v1.01 resolves the Windows driver's 0xFF/0xFE bank switches and second
    data-port reads. It routes the MMA at offsets +4 through +7 and feeds its sampling request
    into Control Chip status. mix_sources() now applies the documented linear source-volume,
    speaker/microphone/telephone routing, output-channel selection, forced mono, mute and final
    output-volume controls. Analog tone and spatial processing remain documented limits.

  • gameframe-ymz263 adds the YMZ263B/MMA digital model used by AdLib Gold. It includes dual
    128-byte PCM/ADPCM FIFOs, documented rates and sample layouts, timer counters, per-channel DMA
    request state, MIDI FIFOs and timestamped UART output. A static trace of the original GSS Wave/MIDI
    driver confirms its two index/data pairs and timer, sample and MIDI register use. EEPROM save
    latency stays configurable because its duration is unspecified. Analog mixer/filter behavior,
    external DMA/IRQ delivery and chip details needing software comparison are documented as open;
    physical hardware tests are not required.

Fixed

  • The Windows 3.x and Windows 9x know-how entries now use the canonical virtual-machine
    runtime facet for 86Box. The 86box spelling remains a taxonomy alias.