re: find the menu screen id and cursor in guest memory
Menu navigation here has always been screenshot-driven, which is unusable under
--gpu=null -- the only configuration where the game does not hit the
software-rasterizer freeze. Without a memory signal, the one backend that runs
is the one that cannot be steered.
Snapshotting 0x82800000+3 MB at each menu of a rendered run and keeping the
4-byte words that differ between screens and hold small integers leaves exactly
four of 786 432. One has the property that matters -- it changes on a screen
transition and holds steady when only the highlight moves:
0x828A690C screen id 1 title, 3 main menu, 4 extras
0x828F38AC menu cursor (second copy at 0x828F38BC)
0x828F37B4 per-menu value
Verified on a fresh --gpu=null run with no display at all, driving the same keys
blind: title 1/2/12, main menu 3/4/45, after 4x down 3/12/45, extras 4/14/49 --
4/4 exact against the rendered run, across two runs and two GPU backends. That
is the check that matters, since this corpus has already had to mark one runtime
address run-dependent.
tools/re-capture/menu_state.py reads them; `menu_state.py watch` prints on
change.
Open: the rest of the sequence into a mission. Blind driving reached extras
(screen 4) and a further A did not move it, so MISSION SELECT needs a cursor
move first. Screen ids beyond 4 are unmapped, and the rendered run freezes on
entering that screen -- so map ids up to the freeze, then step blind past it.
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docs/re/menu-state-in-memory.md
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docs/re/menu-state-in-memory.md
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# The menu's screen id and cursor, in guest memory
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**✅ Found and verified 2026-08-26.** Menu navigation in this corpus has always
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been driven by screenshots. That is unusable under `--gpu=null`, which is the
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only configuration where the game does not hit the software-rasterizer freeze
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([`mission-freeze-heap-exhaustion.md`](mission-freeze-heap-exhaustion.md)) — so
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without a memory signal, the one backend that runs is the one that cannot be
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steered.
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## The words
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| address | meaning |
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|---|---|
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| **`0x828A690C`** | **screen id** — `1` title, `3` main menu, `4` extras |
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| **`0x828F38AC`** | **menu cursor** (a second copy at `0x828F38BC`) |
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| `0x828F37B4` | tracks the screen, distinct value per menu |
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## How they were found
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Snapshot `0x82800000` + 3 MB at each menu of a **rendered** run, then keep the
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4-byte words that (a) differ between screens and (b) hold small integer values.
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Of 786 432 words, exactly **four** qualified — and one of them,
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`0x828A690C`, has the property that matters: it changes on a screen *transition*
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and stays put when only the highlight moves.
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screen: title -> main menu -> (4x down) -> extras
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828a690c: 1 -> 3 -> 3 -> 4 <- screen id
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828f38ac: 2 -> 4 -> 12 -> 14 <- cursor moves with the highlight
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828f37b4: 12 -> 45 -> 45 -> 49
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## ✅ Verified against a second run on a different GPU backend
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The values were then read on a fresh `--gpu=null` run — **no display at all** —
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while driving the same key sequence blind:
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| step | rendered (lavapipe) | blind (`--gpu=null`) |
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|---|---|---|
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| title | 1 / 2 / 12 | **1 / 2 / 12** |
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| main menu | 3 / 4 / 45 | **3 / 4 / 45** |
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| after 4× down | 3 / 12 / 45 | **3 / 12 / 45** |
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| extras | 4 / 14 / 49 | **4 / 14 / 49** |
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**4 / 4 exact**, across two runs and two backends. That is the check that matters:
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the words are not run-dependent, unlike the OB counter address this corpus had to
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mark run-dependent earlier.
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`tools/re-capture/menu_state.py` reads them (`menu_state.py watch` polls and
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prints on change).
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❔ Still open: the rest of the sequence into a **mission**. Blind driving reached
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`extras` (screen 4) and a further Ⓐ did not move it — `4 / 14 / 49` twice — so
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MISSION SELECT needs a cursor move first. The screen ids beyond 4 are unmapped;
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the same snapshot-and-diff method extends to them, but it must be done on a
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rendered run, and the rendered run **freezes on entering that screen**. The way
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through is to map the ids up to the freeze and step blind past it.
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61
tools/re-capture/menu_state.py
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61
tools/re-capture/menu_state.py
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#!/usr/bin/env python3
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"""Read the guest's menu state — screen id and cursor — from memory.
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Menu navigation in this corpus has always been driven by screenshots. That
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breaks under `--gpu=null`, which is the only configuration where the game does
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not hit the software-rasterizer freeze
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(`docs/re/mission-freeze-heap-exhaustion.md`), so a memory-based signal is what
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makes that backend usable as an oracle.
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./menu_state.py # print screen/cursor once
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./menu_state.py watch [n] # poll n times, one line per change
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Found by snapshotting `0x82800000`+3 MB at each menu of a *rendered* run and
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keeping the words that change on a screen transition but hold steady when only
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the highlight moves.
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"""
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import os
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import struct
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import sys
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import time
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import gmem # noqa: E402
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import gworld # noqa: E402
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SCREEN = 0x828A690C # 1 title, 3 main menu, 4 extras
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CURSOR = 0x828F38AC # menu highlight; a second copy lives at 0x828F38BC
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MISC = 0x828F37B4 # tracks the screen, distinct values per menu
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SCREEN_NAMES = {0: "booting", 1: "title", 3: "main-menu", 4: "extras"}
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def read(w, va):
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return struct.unpack(">I", os.pread(w.fd, 4, gmem.va_to_off(va)))[0]
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def state(w):
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s, c, m = read(w, SCREEN), read(w, CURSOR), read(w, MISC)
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return s, c, m, SCREEN_NAMES.get(s, f"unknown({s})")
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def main():
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w = gworld.World()
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if len(sys.argv) > 1 and sys.argv[1] == "watch":
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n = int(sys.argv[2]) if len(sys.argv) > 2 else 60
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last = None
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for _ in range(n):
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cur = state(w)
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if cur != last:
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print(f"screen={cur[0]} ({cur[3]}) cursor={cur[1]} misc={cur[2]}",
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flush=True)
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last = cur
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time.sleep(1)
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else:
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s, c, m, name = state(w)
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print(f"screen={s} ({name}) cursor={c} misc={m}")
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if __name__ == "__main__":
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main()
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