re: OB correlation method proven; turret tracking refuted

With the value filter in place, an attach watching turret losses -- frequent,
unlike marked-fighter kills -- narrowed from 374 candidates to 2 to 0 across
three events. That is exactly how a correlation search should behave, and it
ends in a refutation rather than fizzling out: no plain u32 in the entity heap
decrements consistently with turret kills.

Witness checked first, per the rule adopted last iteration: 12 of 25 samples
stalled, but all four kill events fall in the early non-stalled stretch between
t=45 and t=177, so the events themselves are sound.

The negative fits the objective text rather than contradicting it. Stage 02
phase 1 asks to shoot down all invading enemy fighters, and turrets are not
fighters, so a counter of remaining marked targets should not move when a turret
dies. It also rules out the cheaper reading that REMAINING OB is a general kill
or enemy-remaining tally: it ignored ten turret deaths.

The method is proven and the search region is right, since 0xbdb59668 where the
counter was originally seen lies inside the scanned range. What is missing is
unchanged -- two or three e010 kill events in non-stalled samples -- against the
same two obstacles, the freeze rate and a pilot managing about two
marked-fighter kills per five minutes. One clean 220 s run this iteration
produced zero.
This commit is contained in:
Sylpheed RE agent
2026-08-24 22:39:59 +00:00
parent 3be3628468
commit 45f31d69bd
2 changed files with 55 additions and 0 deletions

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@@ -599,6 +599,16 @@ search cannot find a *schedule*.
worked; the summary just quoted "0 events" before checking it. **Rule: read the
witness FIRST, before interpreting what a run showed.** ❔ Still no address;
needs 2–3 `e010` events in non-stalled samples.
* ✅🔴 **(2026-08-24) OB hunt: method PROVEN, turret tracking REFUTED.** With the
value filter, an attach watching frequent turret losses narrowed
**374 → 2 → 0** across three events — exactly how a correlation search should
behave, ending in a refutation rather than fizzling: **no plain `u32` in
`0xBD000000–0xBE000000` decrements with turret kills.** Witness checked first:
12/25 samples stalled but **all four events fall in the early non-stalled
stretch**. 🟡 The negative **fits the objective text** — phase 1 asks for
*fighters*, so a marked-target counter should ignore turrets; it also rules out
`REMAINING OB` being a general kill tally (it ignored ten turret deaths).
❔ Still needs 2–3 `e010` events; one clean 220 s run produced **zero**.
* ~~🚧 BLOCKER: t=210/240 unreachable in one turn~~ — **superseded, see above**;
it rested on an untested assumption that a turn is one shell call. 595 s shell cap − ~220 s boot (a ~190 s title movie that cannot be
tapped through) − ~25 s startup = **~350 s observation ≈ 193 game-seconds**.