Commit Graph

2 Commits

Author SHA1 Message Date
Sylpheed RE agent
c7d7df0ead re: WITHDRAW "the absence is structural" -- capital ships do have +0x130 blocks
My enumeration sourced entities from moving(), which requires a position to CHANGE
between two samples.  A capital ship holding station changes by exactly zero, so it
can never appear -- which is also why lo=0 and the whole-map scan did not help, and
why parked ArrowHead wingmen were missing.  The filter was the problem, not the
range, and not the game.

navigator.py already does it right and says so in its header: search for the
DEFINITION POINTER and take position = hit - 0x130, "which finds every entity
whether it is moving or not".  The existing mission_state.py scan on Stage 02
returns 149 entities with hull(+0x154) == definition HP for 129 of them:

  UN_f101_TCAF_Acropolis  (+5000, +0, +0)  hull=25000.0  HP=25000.0  frac=1.000
  UN_e105_ADAN_Cruiser                     hull=30000.0  HP=30000.0
  UN_e106_ADAN_Destroyer                   hull= 9150.0  HP=10000.0  (under fire)

So "an autopilot that must protect the Acropolis cannot locate it through the
+0x130 method at all" is withdrawn outright -- it can, and INDEX.md had already
recorded the Acropolis falling 25000 -> 23038 over 240s.

What survives: the two enumerations are still different structures in different
regions (0/116 vtable instances lie in the +0x130 region).  What does not survive
is any claim that the +0x130 model covers only four types.
2026-08-26 23:20:48 +00:00
Sylpheed RE agent
b99bd65745 re: the two enumerations are different structures; only the vtable scan is complete
Same moment, same stage: the INST_VTABLE scan sees 116 objects across 14 types;
the moving+0x130 method sees 30 across 4.  Every capital ship, station, missile and
the objective-critical Acropolis reads ZERO in the +0x130 method.

The absence is structural, not a filter artifact -- both obvious explanations were
tested and failed.  Dropping the speed floor to 0 raised the count 30 -> 59 and
recovered the _Player but still only 4 types; scanning the WHOLE map with no floor
gives 181824 movers and still 4 types.  And 0/116 vtable instances lie inside the
window where the +0x130 blocks are found (instances 0xbc372cc0-0xbc9bc720, window
0xbd000000-0xbe000000), independently confirming these are separate allocations.

Consequence: an autopilot that must protect the Acropolis cannot find it via the
+0x130 method at all.

Also found: LOAD GAME -> slot 01 no longer restores the S01 training area but a
Stage-02-style escort mission (Acropolis, SchlosBase, cruisers, frigates).  Slot 01
is the AUTO-SAVE, so the restored mission moves as the save is written -- which
invalidates the earlier "101 vs 42" comparison outright, since those came from
different stages.

Corrects the previous note: entities2 prints its count AFTER dedup, so the 101 was
already deduplicated; the gap was the stage change, not duplication.
2026-08-26 22:24:35 +00:00