CSB DSA and Save Internals
Reference Model
CSB combines ReDMCSB dungeon behavior with CSBWin-specific extended-save and DSA behavior. Firestaff treats a loaded DSA as authenticated source data, not as a scripting convenience API.
Extended Save Admission
The extension loader stages GAMEBLOCK2, CHARDESC, ITEM16, timers, game-info, DSA action records, level-index data, and optional trace bitmap before a live profile is changed. Failure in a later record invalidates the candidate rather than preserving an earlier partial import.
The DSA record identity is the source tuple:
(absolute_dsa_id, state, ordinal, source_action_pointer)
The pointer identity is retained at runtime. A host-created or copied action cannot be passed to an authenticated runner merely because its words match.
Actuator Binding
A type-47 DB3 actuator does not name a DSA directly. Its selector bits are resolved through the imported source level table:
selector = (DB3.word2 >> 7) & 0x1f
dsa_id = DSALevelIndex[current_level][selector]
The binding rejects a wrong actuator type, a missing index, an undefined ID, or an action absent from the staged extension. It never invents a default DSA state or selector fallback.
Supported DSA Execution
The admitted subset uses a scratch stack and candidate output state. It covers
source-shaped LOAD/STORE, local DSAVARS, owned globals, and pure stack
arithmetic/control forms. Parameters and globals publish together only after a
complete action is consumed.
JUMP and GOSUB use CSBWin Execute selection rules:
- state/column lookup chooses the first exact file-order action;
- JUMP transfers within the bounded execution frame;
- GOSUB records a one-frame nested transfer and preserves outer continuation;
- missing targets end the selection without a synthetic action;
- depth and transfer ceilings reject before publication.
World-mutating AMPERSAND forms, unsupported loads, malformed words, out of bank variables/globals, and unowned pointers reject. A rejection leaves caller parameters, global data, filter receipt, and dungeon state unchanged.
Movement and Chain Semantics
CSB movement shares the M10 F0267 loaded-chain primitive. F0276 sensor results are resolved first, then forwarded to F0272/F0268-style timed square-state effects. Remote doors, pits, teleporters, and fakewalls cannot mutate directly from an unbounded callback during chain movement.
Raster Startup Contract
The startup sequence is an indexed-raster session, not a textual menu state. PRESENTS, CHAOS, STRIKES BACK, C004 entrance, closed/opening doors, and HUD are separate palette/geometry receipts. C001 has distinct palette phases; a title phase cannot reuse DM1 art or an arbitrary palette index.
Verification
./build/test_csb_v1_phase7_verification
./build/test_csb_v1_dsa_trigger_single_step_pc34_compat
./build/test_csb_v1_f0267_loaded_chain_pc34_compat
The remaining broad interpreter and EXPOOL classes must be implemented from CSBWin evidence. They must not be filled in with a generic VM.
Real Package DSA Receipt
firestaff_csb_v1_csbwin_extended_dsa_handoff_probe accepts only an original
CSBWin Dungeon.dat and an original extended csbgame*.dat save. It verifies
the production resume path publishes authenticated DSA actions and the saved
level-index table into the same runtime owner, then scans decoded source Thing
chains for a type-47 actuator whose selector resolves through that restored
table to an authenticated action. It also requires a non-empty source TIMER
heap and proves each serialized queue slot retains one exact live timeline
receipt (time, function, priority, coordinates, cell, and effect) before the
DSA owner is checked through one tick. This is queue correlation, not a claim
that any saved timer dispatched or executed a DSA action; unsupported timer
functions and DSA bytecode still fail closed at their existing boundaries. It
does not generate a save, DSA record, selector, actuator, timer, or fallback
action. Without both explicit paths (or FIRESTAFF_CSBWIN_DUNGEON and
FIRESTAFF_CSBWIN_SAVE), it skips.
Corpus status
The probe is intentionally strict about the distinction between an ordinary
CSBWin save and an Extended Features save that actually carries a complete DSA
corpus. Native Linux CSBWin candidates were classified privately again on
2026-09-18: one candidate was rejected at the Extended Features boundary with
reject_dsa_corpus_no_extended_features; three independent Extended Features
save bodies were rejected with reject_dsa_corpus_no_dsa_section. The latter
are genuine CSBWin extended saves, but their numDSA field is zero; an
Extended Features header alone is not DSA evidence. They therefore provide
legacy/extended-save boundary coverage only, not evidence for DSA restore or
DSA execution.
A compatible, source-owned Extended Features/DSA save remains required before
the DSA runtime handoff can be claimed as externally verified. The candidates
and the resulting captures remain private and are not repository artifacts.
Admitted/Restored Timer Bridge
csb_v1_dsa_admitted_restored_timer_bridge covers the handoff between an
admitted (freshly executing) DSA timer and a restored (loaded-from-save)
timer: both paths must resolve to the same source timer identity and queue
slot before the bridge publishes state. This is tested alongside
csb_v1_dsa_parameter_message_save_handoff, which restores
TT_ParameterMessage handoff for function 101 across a save/resume boundary.
Combat Helper Opcodes
Two DSA opcodes are tested as combat integration points rather than pure stack primitives:
- CausePoison — poison application through the DSA action pipeline.
- CountInjury — injury/wound tally fetch used by combat and HUD damage paths.
Both are covered by the 12 DSA test files (9255 lines, 117 unique operations) that make up Q-CSB-01, and both participate in the damage-character filter used by Q-CSB-08 combat tests (Grey Lord combat, projectile speed, F0247 teleporter impact/retention, F0266 group move projectile receipt).
Save Test Coverage (32 files)
Q-CSB-09 save/Utility Disk interop is covered by 32 test files spanning:
- save header build and read;
- native F0435 provenance (recorded only after a committed import, never on a rejected candidate);
- export/import round trips;
- the CSBWin save loader boundary (GAMEBLOCK1/body import rejects malformed non-empty DB11/EXPOOL tails before atomic runtime staging);
- the utility save transaction path (Utility Disk import, edit, inventory, dialogs, confirmations).
15 of the 32 files are executable test binaries; the remainder are shared fixture/header support. All pass.
Original FM Towns F31 save layout
This is the native MINI.DAT / CSBGAME.DAT family used by the FM Towns
F31E/F31J ports. It is not a CSBWin save and it is not interchangeable with
the Atari or Amiga media layouts. The layout below was checked against
ReDMCSB WIP 2021-02-06, CEDTINC8.C (F0433/F7052) and LOADSAVE.C (F0435),
using the supplied original F31 program/media as the runtime witness.
0x000..0x1ff 512-byte C5 save header
0x200.. C0 global data (128 bytes)
C1 ACTIVE_GROUP table (capacity × 16 bytes)
C2 four CHAMPION records (1,404 bytes total)
C3 EVENT table (maximum count × 10 bytes)
C4 timeline index table (maximum count × 2 bytes)
four 32×29 planar portraits (4 × 464 bytes)
saved dungeon tail + trailer checksum
The header contains sixteen per-save keys and five part checksums. F0433 refreshes all sixteen keys from the original RNG, calculates C0–C4 checksums over plaintext, obfuscates the 512-byte header with its CSB key word, then writes each keyed part. The part primitive is F7055/F7056/F7057/F7058: it sums the plaintext word and the keyed-XOR word while advancing the 16-bit key by the remaining word count. This is why Firestaff verifies every one of C0–C4 before it reads global metadata, party data, events, or the timeline; a valid C5 header alone is insufficient.
F0435 first reads and validates the same five parts, expands the serialized
10-byte EVENT records into the runtime event form, reads the four portraits,
and then admits the saved dungeon tail. Firestaff preserves that order and
does not use the CD DUNGEON.DAT as a substitute for a differently sized
saved tail. A resumed slot is accepted only when its source identity remains
unchanged after admission, all five checksums validate, the tail checksum and
map envelope validate, and the saved pose belongs to that tail. This gives a
clear failure boundary for damaged, mismatched-language, or stale files.
The checksum/save-body model is source verified. A broad corpus of checksum-valid, player-created F31 saves and an original emulator load/save/reload trace are still needed before claiming complete F31 save interoperability. Until then, unsupported combinations remain closed rather than being repaired with generated game state.
Legacy CSBWin csbgame2.dat boundary
The checked CSBWin source-tree csbgame2.dat is a real legacy save with a
10-byte TIMER representation. Firestaff verifies its GAMEBLOCK body and
the complete saved-dungeon tail, then prepares a private candidate containing
the saved pose, DB0–DB15 layout, ITEM16 ownership and raw TIMER/queue
receipts. The live queue materializes the original 10-byte TIMER pool in its
saved order; it does not re-sort it with a host comparator. Once all checks
pass, Firestaff atomically replaces the live dungeon with the prepared
candidate and publishes the body, party and queue together. A failed
preflight publishes none of them. Extended Features/DSA saves still require
their separate source-owned world handoff.
CSBWin F0435 admission in the launcher
The launcher and CLI admit a CSBWin resume only when all three conditions
hold: the complete GAMEBLOCK body validates, its XOR key verdict is CSB, and
the basename is an original CSB slot (CSBGAME.DAT, CSBGAME2.DAT,
CSBGAME3.DAT, CSBGAME4.DAT, or CSBGAME.BAK). The boot receipt records
the full-file FNV-1a and byte count from runtime provenance and rechecks them
before live ticks and F9 reloads. DMSAVE.DAT/.BAK, unnamed copies,
compact rosters and incomplete bodies therefore cannot become a CSB Resume
candidate, even if they resemble a 512-byte CSBWin header.
The stock CSBWin Game/CSB corpus is also an end-to-end regression: its
mixed-case graphics.dat, Dungeon.dat, and csbgame2.dat complete the
F0435 resume route through both --game csb --save and the ordinary start
menu. The menu hands the hash-selected Atari ST edition forward to runtime
preparation; a stale persisted menu selection cannot redirect that resume to
the PC 3.4 profile. The receipt reaches the saved map and party pose before
any live runtime tick. A separate runtime-frame check then verifies non-empty
source C0128 viewport pixels at the native (48,33) 224x136 rectangle and
compares every C232-owned HUD pixel with a fresh composition from the same
selected graphics.dat. This proves one legacy, non-extended CSBWin body
only; it supplies no Extended Features/DSA action, spell-filter, or
world-effect evidence.
The same real-save regression also drives the restored two-champion GAMEBLOCK through F1 then F2 twice. It proves that the source panel ordinal survives a GAMEBLOCK mirror refresh: F1 opens champion one, F2 switches to champion two, and a second F2 closes that same panel. Champion presence and stats remain GAMEBLOCK-owned; the open-panel ordinal is PANEL.C state and must not be replaced by the party leader during that refresh.
For the Atari ST/CSBWin runtime, CSBCode.cpp::ShowHideInventory changes to
VM_INVENTORY and first copies graphic C017 into the C0128 viewport at
(48,33), size 224x136. Character.cpp::DisplayBackpackItem then calls
DrawItem for raw M516 slots C00–C29: C232 IconDisplay[8..37] supplies the
C017-local destination, while C232 Word612 selects the matching C042–C048
16x16 atlas cell. Firestaff now performs that same source-only composition for
occupied slots from the restored GAMEBLOCK mirror. For C00–C05 it also follows
DisplayBackpackItem’s preceding C033 normal or C034 wounded 18x18 frame,
using the restored champion wound mask and the source transparency key 12.
The real legacy-save
regression reconstructs C017 plus every occupied atlas crop directly from the
selected graphics.dat after both F1 and F2, then verifies that closing
restores the complete C232 adventure HUD. Character-state, health/stamina/mana
and the empty-slot special symbols remain closed because their source
renderers are separate; no PC 3.4 inventory geometry or icon atlas is used as
a substitute.
Viewport Test Coverage (47 files)
Q-CSB-06 dungeon viewport geometry is covered by 47 viewport tests:
- walls D0-D3, all four sides;
- doors, including partly-open doors;
- floor and ceiling ornaments;
- pits, stairs, and teleporters;
- center fields, custom backgrounds (11 variants), footprints, door frames;
- projectile routing and metadata, item explosions.
F0115 first-object native graphics use the G0209 weapon[46]/armour[58]/
junk[52]/potion[21] tables with C10 blit (conditional horizontal flip).
Creature groups use per-creature transparency (G0219
coordinateSet_transparentColor) and D2/D3 palette remap tables
(G0221/G0222). Item/explosion composition accepts only a hash-verified
decoded CSBGRAPHICS.DAT surface and its source palette (C10 transparency);
source-bound object drawers suppress the older icon/marker fallback when
their real surface is unavailable.
Timer Queue Restart Boundary
For a resumed CSBWin save, TIMER and TimerQueue remain source-owned data.
Core export retains their original array indexes, heap topology, sequence words,
and GAMEBLOCK2 timer counters only when every live timeline entry still has one
exact saved queue-slot receipt. A fired, replaced, duplicated, or unmapped event
breaks that receipt and causes CSBWin core export to reject rather than emitting
a reconstructed queue that could look valid while changing restart behavior.
At dispatch, a materialized CSBWin queue slot remains CSBWin-owned even if its live timer receipt no longer validates. Firestaff consumes that event instead of letting a numeric timer-function alias fall through to a generic M10 handler. Only a complete source receipt can authorize a CSBWin timer mutation.