tools: repair launch_mission.sh; Stage 02 now reaches the briefing and stops there
Finding REMAINING OB in RAM means getting to the escort stage, and launch_mission.sh exists for exactly that. It carried three of the dead patterns this session has been clearing: six vgamepad calls (the command no longer exists, so the entire scripted route pressed nothing), the XUID E0300000EFBEA3D4 which has no profile behind it and therefore opens the sign-in dialog that swallows every keystroke, and the emulator's stdout going to /dev/null. wait_flight.sh had a fourth, in the tap that skips the launch cinematic. Fixed, the route works far past where it used to stop: boot -> title -> LOAD GAME -> slot 01 -> READY ROOM -> TAKE OFF -> the Stage 02 briefing map, with ACROPOLIS labelled on it. And it stops there: 384 dumps at PC 0x82307128 and no flight HUD within 300s. The briefing is still animating (two shots a minute apart differ by RMSE 2986), so the emulator is not frozen - flight simply never starts. One discriminator worth recording: the TUTORIAL reaches flight and has run completely crash-free, while this path crashes during the briefing, which is where the stage content loads. That is consistent with the cache-flush shape the crash has always had, and points at WHAT is being loaded rather than at how far the navigation gets. REMAINING OB is therefore still not found - the mission was never entered.
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@@ -91,6 +91,36 @@ the pilot is making progress; and the four unused taught capabilities — radio
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orders, resupply, special moves, advanced maneuvers — are the levers it currently
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does not pull.
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## 🔴 The runtime counter needs Stage 02, and Stage 02 stops at the briefing
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`REMAINING OB` was measured in the escort stage, so finding it in RAM means
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getting there. `launch_mission.sh` exists for exactly that — "drive into the
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Stage 02 mission from save slot 01" — and it had **three** of the dead patterns
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this session has been clearing out:
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* six `vgamepad` calls (the command no longer exists, so the whole scripted route
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pressed nothing);
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* `--logged_profile_slot_0_xuid=E0300000EFBEA3D4`, a XUID with no profile behind
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it, which opens the sign-in dialog that swallows every keystroke;
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* the emulator's stdout to `/dev/null`.
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Plus one more in `wait_flight.sh`, which taps Ⓐ through the launch cinematic.
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With those fixed the route works far past where it used to stop: boot → title →
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LOAD GAME → slot 01 → READY ROOM → TAKE OFF → the **Stage 02 briefing map**, with
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ACROPOLIS labelled on it ([capture](captures/stage02-briefing-crash.png)).
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**And it stops there.** 384 dumps at `PC: 0x82307128`, and `wait_flight.sh` times
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out after 300 s without a flight HUD. The briefing keeps animating (two shots a
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minute apart differ, RMSE 2986), so the emulator is not frozen — flight simply
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never starts.
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Worth noting as a discriminator: the **tutorial** reaches flight and has run
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completely crash-free, while this path crashes during the briefing — which is
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where the stage content loads. That is consistent with the cache-flush shape the
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crash has always had, and it says the difference between the two paths is *what
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is being loaded*, not how far the navigation gets.
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## Not settled
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* ❔ The button→action mapping. `tables.pak` has an `ID=Control` object but it is
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