backlog: the world-unit blocker was the ROUTE, not entities2.py's VA window
The entry blamed a stale committed VA window for "0 unit definitions". Measured 2026-08-26: the scan works and returns 13 definitions + 42 named live instances once the run reaches the mission via LOAD GAME -> slot 01 rather than via MISSION SELECT. What still blocks the measurement itself is narrower and now stated: the flight HUD was not up (green 0.03% vs 1.3-1.5%), so there was no distance readout to compare positions against.
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@@ -86,11 +86,23 @@ See [`mission-freeze-heap-exhaustion.md`](mission-freeze-heap-exhaustion.md).
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between tool calls.** Sequential tool calls *within* one turn are fine; it is
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ending the turn that kills it.
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❔ **The world-unit measurement is still not made.** Flight was reached and the
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screen classifier agrees, but `entities2.py self` reports **0 unit definitions** —
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its committed VA window `0xBD00_0000`–`0xBE00_0000` does not match this run, the
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same run-dependent-address problem this file documents for the OB counter. The
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next attempt must hunt the range rather than trust the stored config.
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❔ **The world-unit measurement is still not made** — but the blocker under it is
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now GONE. The entity scan works: see
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[`entities-live-roster.md`](entities-live-roster.md), **13 unit definitions and 42
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named live instances** with 52 moving triples, on 2026-08-26.
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The old note here blamed `entities2.py`'s committed VA window. That was the wrong
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suspect: ✅ the real cause was the **navigation route**. Runs that reach a mission
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through `MISSION SELECT` scan 0/0; the route that populates the world is
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`launch_mission.sh`'s **title → LOAD GAME → slot 01 → YES → READY ROOM → TAKE
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OFF**, which is what `structures/unit-struct-runtime.md` used when the constants
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were first derived.
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What remains for the measurement itself: this run reached the mission but the
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flight **HUD was not yet up** (green 0.03 %, against 1.3–1.5 % in flight), so
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there was no on-screen distance readout to compare world-unit positions against.
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Next attempt: get to a live HUD, then read a target's position triple and the
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HUD's own distance to it.
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---
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