Commit Graph

281 Commits

Author SHA1 Message Date
Sylpheed RE agent
2afdb32baf docs/re: SOLVED — the paint order is the screen object's child array at +0x30
The screen object holds a SECOND list of its elements, a reordering built at load
time, and that list is the paint order. It is 24 pointers at +0x30, each the
+0x00 field of one of the 48-byte element records, so both arrays hold the same
objects in different orders.

Checked against the draw capture rather than asserted: the seven elements the
capture can name sit at child slots 0, 6, 7, 13, 16, 17, 22 — strictly ascending,
in exactly the captured submission order. It also resolves the one sub-order no
static field could explain, the pair that decodes to the same 1133x280: slot 6 is
element 20 and slot 7 is element 19, so they paint 20-then-19, DESCENDING in
declaration terms. And the kind=0x4 repeat instances sit immediately after their
template, where the declaration table interleaves them.

Stated as unsolved, because the port cannot read a runtime array: deriving this
order from the bundle. The order is clearly structured rather than arbitrary —
elements sharing a sprite are adjacent and the full-screen effects lead — so it
is worth attacking, but it is not attacked here.
2026-08-19 01:46:00 +00:00
Sylpheed RE agent
3cf4e77076 docs/re: the UI screen object, found and verified in live guest memory
The item class's vtable (0x820b30b4) is a fixed 4-byte value at offset 0 of every
instance, so gmem.py finds the objects in the running game with no debugger and
no emulator change. Seven are live on the title screen.

Their first {ptr,count,capacity} triplet identifies them outright: counts of 24,
7 and 1 — exactly GP_TITLE's title build, loading overlay and PRESS (A) BUTTON
bundle. The two-bundle composition of the title screen, which the draw capture
had inferred, is visible directly in memory.

The element array at +0x08 is 48-byte entries in declaration order, and it was
checked against the file at five positions with no misses: elements 0, 1, 6, 9
and 21 carry pivots (451,50), (449,46), (320,160), (320,180) and (309,10) as
floats, matching build 4 exactly, and elements 0/1 carry keyframe count 8, which
is their count in the file.

Stated as the reason this was done and NOT achieved: the array is in declaration
order, which the capture already proves is not the paint order, so the renderer
walks something else or sorts. Three further triplets in the object are
unidentified; the 24-entry one at +0x14 is already ruled out as an index list
(its entries are pointers, not indices). The gain is that the question is now a
data question on a structure that dumps in seconds.
2026-08-19 01:35:13 +00:00
Sylpheed RE agent
5d5680a0d5 docs/re: more UI map, no walk — and say that this is becoming a rabbit hole
Three facts, none of them the thing being looked for:

* the drawing API is enumerable — the renderer accessor the quad emitter uses has
  exactly 6 callers, four of them sibling quad emitters;
* sub_823C2990 is a FACTORY, not the singleton accessor its use in the top-level
  render function suggested: it allocates 4 bytes plus a 244-byte object from the
  heap at [0x828E2B14] and runs the chain that ends at the constructor installing
  vtable 0x820b30b4. So a UI item is 244 bytes;
* the 0x823C region holds both the item class and four of the RATC-fourcc
  loaders, so bundle parsing and item construction live together.

And the part worth writing down more than any of them: three iterations have
added map without answering the question, and each step has been a plausible next
query rather than a decisive test — the shape of a search that can run forever.
The decisive alternative is costed instead of started: a Canary memory watch on
the UI vertex buffers would report the guest PC that writes them, naming the
emitter and its caller outright. That is real emulator work, and it is now a
choice to weigh against leaving the paint order unresolved, which costs the port
one screen's fidelity and nothing else.
2026-08-19 01:23:12 +00:00
Sylpheed RE agent
20b1a734de docs/re: find the guest's UI quad class from the layout the capture measured
The capture pinned the UI vertex exactly — prim 13, stride 24, float3 position at
+0, k_8_8_8_8 colour at +12, float2 UV at +16 — so the binary was searched for
code that writes that shape. Fifteen candidates; the tightest, sub_82250138, is
unambiguous: it asks a renderer for 4 vertices of primitive type 13, then writes
x/y/z, colour 0xFFFFFFFF at +12, u/v at +16/+20, stepping by 24. Every constant
matches something measured rather than assumed.

Its caller is a constructor that installs vtable 0x820A7264
(ANON_Class_AAFDBF89, 2 slots) — the UI quad/sprite class.

Recorded with equal weight: this is NOT what the search was for. The chain up
from it ends at sub_821A8578, which turns out to be an unrolled run of ~30
identical call triplets — a fixed subsystem sequence, not an element walk. No
function that iterates screen elements has been found, and nothing here bears on
the paint order yet.
2026-08-19 01:16:14 +00:00
Sylpheed RE agent
cbdf09bd90 docs/re: alpha does not break the tie — but it validates the fade decode
The plan was to separate ptlogo_back2eff from ptlogo_back2eff5 (same 1133x280,
declaration 20 vs 18, either side of ptlogo_back2 at 19) by their resting fade
alphas. Carried out, and refuted: both quads come back at alpha FF, and reading
the bundle again, both elements REST at 255 under this project's own max-dwell
rule — back2eff5's longest hold is t=74 at 255, and the 192 I had quoted is a
later, shorter keyframe, not its resting value. The ambiguity stands.

What the colour did buy is worth more than the tie-break: the first check of the
fade/keyframe decode against the RUNNING GAME rather than against another parse.
Every static element draws at exactly the resting alpha the bundle predicts, and
the only two quads whose alpha moves between consecutive frames (88->88/86->87
and 3C->38) are the rotating effect pair and the PRESS (A) glow — the two things
visibly animating on screen. Nothing had confirmed before that the alpha channel
of a keyframe is what drives that throb.
2026-08-19 01:09:25 +00:00
Sylpheed RE agent
45ee8c3a1b docs/re: the loading screen never boots, and no other build explains the order
Two routes closed, both cheaply.

The loading screen was the best discriminator reachable WITHOUT navigation — its
full-screen element is declared 7th of 10, so the two candidate orders would look
completely different. It does not appear during the boot at all: 23 captures
armed across an entire boot are all intro-movie frames, two full-screen quads
apiece. It belongs to a content load, which is behind the main menu, which is
behind the (A) that works half the time.

And a loophole this document had left open is shut: the title's sprites were
matched to build 4 BY SIZE, so the game might have been running some other build
whose table lists them in the captured order. Only two bundles in GP_TITLE.pak
contain all seven sprites, and neither is ascending in the captured order.

Recorded rather than glossed: one sub-order is genuinely ambiguous, because
ptlogo_back2eff and ptlogo_back2eff5 decode to the same 1133x280 and sit at
declaration 20 and 18, either side of ptlogo_back2 at 19. The UI quad carries a
k_8_8_8_8 colour attribute the hook does not log yet, and the two rest at
different fade alphas — logging it would name them apart.
2026-08-19 00:58:46 +00:00
Sylpheed RE agent
ea5bf154c2 docs/re: my own flag hypothesis fails its test, and the input path is mapped
With the capture cvar gone from the launch line entirely, a fresh run reached the
boot title and (A) still did nothing. The flag is therefore not necessary for the
failure, and 0-of-7-with vs 4-of-6-without does not survive as an explanation.

The conclusion is the plain one: (A) at the title succeeds about half the time
and nothing measurable from outside predicts which. Five candidates are now
eliminated — Xenia UI swallowing the keystroke, the driver filter, a sign-in or
content call on the press, the age of the title, and the capture cvar.

So the guest side was traced instead. XamInputGetKeystrokeEx has exactly one
caller in the title, and that has one caller: entry_point -> main loop
(sub_8216EA68) -> per-frame input update (sub_822F1AA8) -> the pad poll
(sub_82457038). The poller's layout is readable and matches the runtime trace
(keystroke queue at +68/+72 drained with flags=3; current state at +36 compared
field-by-field against the previous at +52), and nothing in it is state-gated.
Whatever ignores (A) is a consumer further up — a real RE job, and that is where
the thread now stands, stated rather than guessed at again.
2026-08-19 00:47:53 +00:00
Sylpheed RE agent
4b9b53c077 tools: navigate to OPTIONS and capture there, with no launch flags
OPTIONS is the cheapest reachable screen whose full-screen background is
declared LATE (a static sweep of all 30 UI paks ranks GP_DEBRIEFING_PILOTLOG
26-of-29 and GP_BUNK 15-of-17 above it, but both need a mission). Only such a
screen can tell "declaration order" from "background first", which is the open
question in the paint-order item.

It launches without any capture cvar now that F10 arms unconditionally, so the
navigation is not carrying the one variable that correlates with the title
refusing (A).
2026-08-19 00:37:22 +00:00
Sylpheed RE agent
5145d973c2 docs/re: boot time refuted as the gate on (A); the flag correlates with no mechanism
An interleaved A/B (arms alternating in one series, so cache warming cannot pose
as either variable) breaks the confound the last entry flagged — and not in the
direction the first table suggested. The LATEST title of every run recorded,
268 s, accepted (A); a 232 s title refused. "The title arrived late" is dead.

That leaves --log_ui_draws correlating at 0 of 7 against 4 of 5, with no
mechanism available: the cvar is read only when F10 arms a capture, F10 was never
pressed in those runs, the per-draw hook is one relaxed atomic load, and the two
arms' startup config dumps are byte-identical across 246 settings. A correlation
with no mechanism — and an arm that failed once — is not a finding; it is a
variable to remove. Removed: F10 now arms the capture unconditionally.

Also recorded: three boots this session ended on a permanent black screen, two of
them with no input at all. Not the pad, not the cache-flush crash, about one boot
in five.

Five candidate explanations for the (A) gate are now eliminated or refuted. The
next step is the guest's own state machine in sylpheed.db, not another guess from
outside.
2026-08-19 00:37:03 +00:00
Sylpheed RE agent
8dbfeb97df docs/re: the boot-title recipe is 3/3 without my capture flag and 0/5 with it — and confounded
Using last iteration's recipe (first title, one (A)) four more times, it failed
every time. The nine-run table splits perfectly on --log_ui_draws: 3 of 3
successes without it, 0 of 5 with it. That would indict my own instrumentation
cvar, which is the one that captures paint order.

It is also perfectly confounded and the entry says so rather than picking the
exciting reading: every success had its title inside 147 s, every failure at
177 s or later. Flag and boot-time move together across all nine runs. A
mechanism is hard to see for the flag (it is read only when F10 arms a capture;
the per-draw hook is one relaxed atomic load), which argues for the boot-time
story — but "I cannot see how" is not evidence.

The separating experiment is named: ON runs with a fast boot. One that accepts
(A) exonerates the flag.

Also recorded: widening the menu signature last commit made screen_id classify
some boot frames as "menu", twice in one run before any menu existed. A dark-blue
movie frame and this menu are not separable from a single grab — navigation
scripts need the classification to hold across two grabs, which is a caller-side
fix, not a classifier one.
2026-08-19 00:00:43 +00:00
Sylpheed RE agent
673fdaaf56 tools: a working route to the menu, and the classifier that could not see it
screen_id.py called the main menu "other". Its menu rule required a near-white
fraction above 1.5%, measured in 2026-07; the menu reached from the boot title
measures 0.03% (mean 13,26,59 — dark, strongly blue, essentially green-free).
That is worse than a cosmetic miss: a script that waits for "menu" and never
sees it reports the navigation as failed while the menu is on screen, which is
exactly what happened here. Both measured signatures are now documented in the
code and both classify.

menu_draw_capture.sh now taps ONCE on the first title rather than up to 40 times:
repeating was measured to be useless (the attract title accepts nothing) and the
first title accepts a single press.

title_states_capture.sh is new — it captures the draw list in both title states
in one run, which is what refuted the "the attract title omits the button plate"
theory.
2026-08-18 23:10:29 +00:00
Sylpheed RE agent
68fc072a31 docs/re: a second screen captured, and the two title states pinned down
Two results, one of which closes the navigation problem the last three
iterations kept hitting.

**The title states.** The hypothesis was that the attract-loop title is a
non-interactive presentation that omits the PRESS (A) plate. Half right:

* the state distinction is REAL — a single (A) on the title that ends the boot
  opens the main menu, 2 of 2 in independent runs, one of which never pressed
  F10; the title the attract loop returns to accepts nothing, not (A), START, B,
  BACK, X or Y, across dozens of delivered presses;
* the proposed tell is REFUTED — capturing the draws in both states in one run
  gives 13 quads at identical rects, ptbtn00 and ptbtn00f included. The two are
  identical to the renderer and different only to the guest.

So there is now a reliable route to the menu: first title after boot, one tap.

**The main menu's paint order**, captured with it. Its sprites are GP_TITLE
build 5's, and ptframe1/ptframe2/ptbtn01f land within 4 px of their declared
resting placements — an independent placement check on an untouched bundle.

It does NOT settle the ordering question, and the entry says so: build 5 lists
its background at indices 1-2, so declaration order and "background first"
predict the same sequence here. Same failure mode as GP_READY_ROOM/GP_OPTIONS.
What it does establish is that the title's disagreement is not a decode
artefact — same pak, same engine, one build that follows its table and one that
does not.
2026-08-18 23:10:04 +00:00
Sylpheed RE agent
6fd8cd34f2 docs/re: the scripted route to the menu does not work — measured, not assumed
The previous entry named the next step: "tap (A) once per second and see whether
the success rate goes to 1". It was run. The answer is no.

40 presses at 1/s on the title change nothing, and neither does one each of
START, B, BACK, X and Y. Every press was delivered (the driver logs down/up for
each) and the new [RE-INPUT] diagnostic never fired, so nothing was swallowed —
the guest received them and ignored them.

Also recorded, because it destroys a run rather than merely wasting it: tapping
(A) through the boot (88 presses over the intro) ends on a permanent black
screen with no crash and no throw.

What is left is a difference in STATE, not in input: the one success came on a
title that appeared ~83 s into a warm boot, the failures on titles that appeared
after a full attract cycle. "The attract-loop title is a non-interactive
presentation" is written down as a hypothesis with the experiment that would
settle it — a log_ui_draws capture in each state, looking for ptbtn00.
2026-08-18 22:45:08 +00:00
Sylpheed RE agent
ec5b4d0016 tools: a menu-capture session that encodes the two input traps
Boot -> title -> main menu -> arm the UI draw-order capture there. What it
encodes is what cost time to learn:

* it does NOT tap (A) during the boot. A version that did delivered 88 presses
  over the intro and left the guest on a black screen that never came back —
  no crash, no throw, emulator healthy. The intro is ~3.5 minutes and reaches
  the title on its own.
* it taps at the title until the screen stops being the title, rather than
  pressing once and concluding, because acceptance is intermittent.
* after F10 it clicks the game surface, because F10 also opens the emulator's
  menu bar and any Xenia UI makes IsUIActive() true, which swallows every later
  guest keystroke.

It does not currently reach the menu — see docs/re/canary-scripted-input-traps.md
for the measurements. Committed because the traps are worth keeping encoded, and
because the next experiment (capture the draws in each title state) needs the
same scaffolding.
2026-08-18 22:45:08 +00:00
Sylpheed RE agent
97eda0e438 docs/re: the main menu HAS been reached — the Ⓐ blocker is withdrawn
The previous entry called the title's Ⓐ a hard blocker. It is not: the main menu
is reached and screenshotted (NEW GAME / LOAD GAME / TUTORIAL / OPTIONS /
EXTRAS). What is true is narrower — Ⓐ advances the title only intermittently,
about one attempt in four, with the press verifiably delivered every time and no
Xenia UI active.

Three candidate causes were eliminated with measurements rather than argument:

* IsUIActive is now observable (Canary logs when it swallows a keystroke) and it
  never fires on the failing runs;
* the driver filter is fine — the game polls with flags=3 and the file pad
  reports Controller=1, so FilterDrivers keeps it;
* the game makes no content/user/signin call on the press at all — tracing every
  Xam call around it shows only input polling.

And two traps in my own measuring rig, which cost more than the bug and are
written down so nobody repeats them: a FIFO trace consumer that exits STALLS the
emulator (the guest stops polling — indistinguishable from a dead pad, and it
produced two runs of false evidence), and phase-A's kernel.return events carry a
placeholder return_value of literally 0, so "every keystroke call returns
SUCCESS" was an artifact of the logger, not a finding.
2026-08-18 22:18:51 +00:00
Sylpheed RE agent
90c3f195b8 docs/re: the cache-flush throw — a 100-second trigger, and two withdrawals
Chasing the title-screen crash into the emulator's own diagnostics turned it
from a mystery into a controlled experiment, and knocked over two things this
corpus said yesterday.

Withdrawn #1: "the fault address 0x1_0000000C is a pointer with a stale high
word". The crash dump prints r25 = 0x0000000C, clean. Xenia maps the guest's
4 GiB at host 0x1_00000000, so that IS guest address 12. The guest dereferenced
the small integer 12.

Withdrawn #2: "with --mem_watch=false the crash does not happen at all", which
named the crash-oracle handoff's suspect #1 as measured. It was confounded —
every --mem_watch=false run had also had a warm cache. Held cold, the throw
happens with the probe off (2 437 crash dumps). mem_watch is eliminated for this
crash.

What it actually is: the access violation is the guest's own `throw` RETURNING,
because this build logs guest C++ exceptions and continues rather than
unwinding. So the event is the throw, and with --cache_throw_diag=true the guest
names it: std::out_of_range, from the cache-manager flush, with a deque of 38
entries (37 distinct, one duplicated) against a 37-key map, every one of them
absent from the flush's snapshot but present in the live map — the TOCTOU race
the logger's own message describes.

And the new, useful part: the trigger is the on-disc cache. Complete cache, no
throw (2 runs). Directory moved aside or half-rebuilt, throw ~100 s into the boot
(3 runs, including one that threw with NO access violation behind it — which is
why crash dialogs are the wrong thing to count). A suspect in that bisection plan
now costs a `mv` and two minutes instead of a mission.
2026-08-18 21:44:22 +00:00
Sylpheed RE agent
2477d17885 docs/re: re-refute the time orderings on the right build, and kill a Y-sort
Two of the paint-order refutations were computed with build 7's keyframe times,
and build 7 is not the build the game runs. Re-checked on build 4: both still
fail, on the same element (ptlogo1 paints after ptlogo_back2 though it starts at
t=26 against t=66, and rests at t=42 against t=80).

A new candidate is recorded and refuted rather than left implicit, because it is
the kind that gets adopted on partial agreement: painter's order by resting Y
reproduces the captured order to within a single transposition — and is wrong
twice, on ptlogo_tm (drawn before a sprite 63 px higher) and on the background
(drawn first, though its resting Y would sort it fourth).

Also scoped, not walked: the guest-code avenue. The splash item vtable
0x820b30b4 is real (25 slots, three construction sites); RTTI carries no class
names anywhere in the binary; the format tags are fourcc immediates behind a
virtual call, not strings; and the obvious shortcut — searching for the 60-byte
declaration stride — leads to a time-string parser, not the table.
2026-08-18 21:05:39 +00:00
Sylpheed RE agent
90bd343204 docs/re: the title-screen crash is an STL map/set erase, 40 s from a cold boot
The crash PC from the previous iteration resolves, and it names itself:
sub_823070B0 references the string 'invalid map/set<T> iterator', builds it with
the string helpers and throws it — which is the guest C++ exception (E06D7363)
Xenia reports one line earlier. Its node offsets are MSVC's red-black tree node
exactly (_Left 0, _Parent 4, _Right 8, _Color 24, _Isnil 25), so this is a
std::map/set erase, and the fault is the first dereference after the iterator
check.

That matters beyond this blocker. The canary handoff's Ready-Room crash is the
same shape — a guest STL exception in a cache/save path — and its bisection plan
is priced at "one build plus one Ready-Room run" per suspect. If it is the same
defect, each suspect now costs 40 seconds, and suspect #1 is already measured:
--mem_watch=false removes it.

Stated as unresolved rather than guessed: the fault address 0x1_0000000C is a
32-bit value with bit 32 set, which fits BOTH a corrupt guest tree and a stale
high word on the emulator side. The measurement that separates them (read the
node from guest memory at the throw) is written down rather than assumed.

The second, unreproduced crash PC is identified too: an unrolled 4x16-bit copy
loop faulting on the STORE, i.e. a bad destination — a different failure.
2026-08-18 21:05:39 +00:00
Sylpheed RE agent
877b7e9496 docs/re: why a scripted run cannot get past the title — three traps and a blocker
Each of these presents as "the pad is dead", and each has a different cause.

1. **F10 opens the emulator's menu bar.** It is the RE capture hotkey AND the
   toolkit's menu key. With that menu open — or any Xenia UI window, the
   Profiles Menu included — `IsUIActive()` is true, so XamInputGetKeystrokeEx
   returns SUCCESS with a ZEROED keystroke before the pad driver is asked. The
   guest polls, gets nothing, and does nothing, with no error anywhere. Escape
   does not close it; a click on the game surface does. This cost most of an
   iteration.

2. **The file-pad was never the problem.** It delivers (vk=5800 down/up per tap)
   and A skips movies in the same runs.

3. **(A) at the title needs a signed-in profile.** Without one the guest calls
   XamShowSigninUI and Xenia's dialog appears — which is also the proof the
   guest reads the button. That dialog cannot be completed here: the gamertag is
   an ImGui text field and synthetic X key events never reach it. Hence Canary's
   new --create_profile_if_none.

And the blocker, stated as measured rather than as a theory: with the profile
signed in, (A) still does not advance the title across four boots. The
reproducible failure is next door — with the default --mem_watch=true the guest
crashes in the boot content path (read of 0x10000000C at 0x82307128, thread 9,
after a guest C++ throw), and with --mem_watch=false it does not. That is a
second, far cheaper reproduction of the Ready-Room crash the canary handoff
blames on the mem_watch probe: 40 s from a cold boot instead of after a mission.

One observation kept because it did not reproduce: a single (A) once crashed the
guest at a DIFFERENT PC (0x824578A0, thread 6). Two attempts to reproduce it
gave neither a crash nor a transition.

Next step named: those two PCs in xenia-rs/sylpheed.db, and the content exports
around the press.
2026-08-18 20:16:27 +00:00
Sylpheed RE agent
102cc344b3 docs/re: the title paint order is build 4's, carries no depth, and is not in the file
Three findings and two corrections, all against the same capture.

Corrections first, because one of them invalidates numbers already written down:

* **the running screen is build 4, not build 7.** `screen info` defaults to the
  largest build; the game runs a different one, and the two disagree on sprite
  sizes (ptlogo1 822x100 vs 919x113 — the capture says 915x115). Every
  declaration index in the previous entry was against the wrong table. The
  conclusions survive unchanged; the indices are restated.
* **the ship capture does NOT skip these UI draws.** This entry justified a new
  hook partly on "it requires an f32x3 position stream, which a 2D quad does not
  have". These quads have one: armed on the title, xenia_ship_capture_01.log
  holds 1150 records of which 965 are the UI sprite shader. The new hook is
  still the right tool — frame brackets, submission order, texture identity —
  but it was justified with a wrong reason.

Findings:

* **no depth in the geometry.** Attribute 0 is k_32_32_32_FLOAT, so every quad
  carries a Z, and every Z is 0.00000. Submission order is the whole ordering.
* **no ordering field in the bundle.** Every word of build 4's declaration table
  dumped (committed as evidence): the unknowns are constant. The placement
  region's per-group lead word — never read before — is 0 for all 24 groups, and
  the region is followed straight by the RATC child stream, so no table hides
  behind it.
* **the batching rule**, which is what makes the order readable: a draw holds
  one or two quads, and a two-quad draw always holds two elements adjacent in
  paint order that share a texture page. The engine flushes when the page
  changes; it does not sort by page (pages alternate).

Reproduced in an independent run — same order, same rects — which is the second
observation the CONFIRMED bar asks for.
2026-08-18 20:16:05 +00:00
Sylpheed RE agent
ceb8c8b572 tools: capture targets, and a Z-aware draw-order decoder
`ui_draw_capture.sh` grows three knobs the second iteration needed:

* ARM=early presses F10 before the title exists, so a long window contains the
  frames in which a screen is BUILT (it turns out none are — the title screen
  submits the same 11 draws every frame and never rebuilds);
* TARGET=menu taps A once on the title and arms on the main menu, skipping
  attract movies on the way — it does not get there, but the blocker it hits is
  documented rather than worked around;
* EXTRA_FLAGS passes emulator cvars through (--create_profile_if_none,
  --mem_watch=false, --log_level).

`ui_draw_order.py` follows the capture's new vertex format (x, y, z) and reports
the Z it now has.
2026-08-18 20:15:48 +00:00
Sylpheed RE agent
9da79b92d6 docs/re: the title screen's paint order, measured from the draw stream
BACKLOG's UI-ordering item ended at "the next step is no longer static — it is a
per-draw capture of the title screen showing the order the game submits". That
capture now exists.

The order, in submission order: a full-screen background layer, a rotated effect
pair, a second full-screen layer, ptlogo_back2eff + ptlogo_back2, ptlogo1 +
ptlogo_tm, ptlogo2, ptcopyright, and the PRESS (A) BUTTON plate — declaration
indices 13, 22|24, 23, 0, 11, 1, 28, and then two elements that are not in that
build at all.

Two more candidate orderings die on it (keyframe start time, resting-keyframe
time), and one structural fact reframes the item: the visible screen composites
TWO bundles — build 7 plus the one-element build 2 that is the button — so no
single build's element table can be the paint order whatever its order. The
button's quad lands at (384,551) against a declared rest of (383,550), which is
a one-pixel agreement between the static placement decode and the running game
on a bundle nothing had checked.

INDEX's "the screen's draw list is the bundle's declaration table (back-to-front)"
is demoted in place rather than edited away.

Still open and said so: the rule that produces the order; three of twelve quads
unidentified; one screen only.
2026-08-18 18:57:43 +00:00
Sylpheed RE agent
81b391d8d5 tools: drive and decode a UI draw-order capture
`ui_draw_capture.sh` boots to the title screen and arms Canary's new
`log_ui_draws` there — deliberately WITHOUT tapping A on the title, which is the
subject and which sends the guest into a save-data probe. ARM=early presses F10
before the title exists, for the frames in which a screen is built. A grab that
is not full-width is a hard error rather than something to classify.

`ui_draw_order.py` turns the capture into a named paint order: the UI shader
emits NDC, so a quad's pixel rect is exact, and the disc's sprites have
near-unique decoded sizes, so the rect's SIZE names the sprite. Matching is
nearest-within-6px with the distance printed, because a quad comes back a few
pixels under its sprite for a reason that is not yet measured.
2026-08-18 18:57:43 +00:00
Sylpheed RE agent
4df8e2ec40 tools: screenshot was grabbing a 10-pixel sliver, silently
The wrapper takes the xenia window's geometry from `xwininfo -root -children`
and crops the game surface out of it. Two things are wrong with that here, and
neither errors:

* `-children` lists only DIRECT children of the root, and openbox reparents the
  game window — so the real one is not in that list at all;
* the app owns more than one window of class "xenia_canary" — an off-screen 10x10
  helper as well as the 1280x745 game window — so `head -1` picked the 10x10 one.

Every grab came back a 10-pixel sliver, and nothing failed: `screen_id.py`
happily classified the sliver, the movie-skip heuristic fired on its noise, and
a whole session's worth of screen ids were meaningless. It also drove a stray
tap into the title screen's save-data probe, which crashed the guest.

Walk the full tree and take the largest xenia window by area, using its absolute
geometry (a reparented window's own +X+Y is relative to its frame).
2026-08-18 18:57:29 +00:00
Sylpheed RE agent
7215cfd70a docker: two ways to talk to the loose agent
Remote Control, so a detached run is not a one-way trip:

  ./sylph-agent remote   -> https://claude.ai/code/session_...
  ./sylph-agent attach   -> the container's own terminal

`loose` now starts Claude Code with `--remote-control <name>`, registering the
session with your account so you can chat with it from claude.ai or a phone.
The name is passed EXPLICITLY because the flag's value is optional — a bare
`--remote-control` swallows the /loop prompt that follows as the session name.
Off with SYLPH_REMOTE=0, renamed with SYLPH_REMOTE_NAME.

The pty is forced to 200x50. A detached `docker run -t` gives 80x24, and Claude
Code hard-wraps to the terminal width — which truncated the Remote Control URL
to ".../session_01..." in the one place you actually need to read it, and made
`docker logs` nearly unusable besides.

`remote` waits up to six minutes and reports progress: registration lands a
minute or two after launch, so answering "not found" immediately would be
answering a different question than the one being asked.

Verified: a loose run registers and `./sylph-agent remote` prints the full URL.
`attach` is NOT verified end to end from here — `docker attach` refuses a piped
stdin ("cannot attach stdin to a TTY-enabled container"), which is a property of
this harness rather than of the container, so it needs a real terminal to try.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 20:06:05 +02:00
Sylpheed RE agent
9ac48c8e7b docs/re: neither existing Canary hook can capture the title screen's draw order
The paint-order item's remaining step is a per-draw capture, and the obvious
move is to reuse the RE instrumentation already compiled into the Canary build
on `sylpheed-re`. Read the source rather than assume: neither hook works here.

`--log_draws` de-dups by vertex-declaration fingerprint, so a screen's sprites
collapse to one record; it carries no texture identity and only first-seen
order. The F10 ship capture does keep submission order and would separate the
elements, but it returns early on any draw without an `f32x3` position stream —
the comment says "UI/effects — skip" in as many words.

So the item needs a new cvar-gated hook and a `build-canary` run. Stated in the
entry so the cost is known before someone starts, and so this reading is not
repeated.
2026-08-18 17:15:51 +00:00
Sylpheed RE agent
89674ef84e docs/re: the ship test's one-way gap was already half closed, and is now shut
Records both halves rather than just the fix: the "extra static placements
cannot fail it" line had been stale since `a21aa5f`, and the residual — a set of
names being blind to a duplicated instance — is what this round actually closed.

Also states what it does not close: the multiset is `e106`'s alone, so the
per-ship table this entry originally asked for still needs a runtime capture of
a second capital ship, i.e. the `capture-ship-placement` build of Canary.
2026-08-18 17:14:24 +00:00
Sylpheed RE agent
39954414f4 ship: pin the e106 ground truth as a multiset, not a set of names
`static_assembly_matches_runtime_capture` walks the capture's parts and looks
each up in ours, so an extra static placement was originally invisible to it —
that is how `e303_wep_01` sat here decoded 100x too large. `a21aa5f` closed that
with a set-of-names check; BACKLOG.md still says otherwise, and it is wrong.

One direction stayed open, though: a set cannot fail on a resource placed
*twice* when the capture lists it once. That is not hypothetical — a duplicated
instance is what a bad node walk emits, and the two legitimate duplicates here
(`e106_eng_01`, `e303_wep_01`) are why the test had to special-case counts at
all. So pin the whole multiset — 9 resources, 11 placements, against the
capture's 8 dedup'd parts — which subsumes both hand-written counts and fails on
an extra, a missing, or a duplicated placement.

Refuted before believing: perturbing the expected table (declaring
`e106_bdy_01` twice) fails with the real multiset on the left, so the assertion
runs against the disc rather than skipping for want of SYLPHEED_ISO.

The remaining `for want in &cap.parts` loop guards the table itself: editing it
cannot quietly drop a part the runtime actually draws.
2026-08-18 17:14:24 +00:00
Sylpheed RE agent
2ac833bf75 docs/re: the title-screen oracle — what it settled, and what it refuted
`BACKLOG.md`'s "the declaration table is not a paint order on every screen" had
been reasoned about but never measured. It is now measured, and the entry says
so both ways.

Confirmed: a framebuffer capture of Canary on the title screen shows the
`PROJECT SYLPHEED` wordmarks over the full-screen background, so declaration
order is not the paint order there.

Refuted, and recorded rather than quietly dropped:

* the `0x10`-adjacency first step this entry proposed. The background *is* next
  to a `kind = 0x10` `.prm` on both screens that have one — but on opposite
  sides (`GP_TITLE` puts the background after it, `GP_MISSION_SELECT` before),
  so no rule keyed on the `.prm` orders both. `GP_READY_ROOM` and `GP_OPTIONS`
  cannot serve as the third and fourth witnesses: neither carries a `.prm` or a
  full-screen background at all.
* the placement-region group order and the RATC child order, as above.
* reverse declaration order, by the same capture — it would draw the background
  over the copyright line, which is visible.

And separated out: part of what the bad render showed was not ordering at all
but the pivot/scale defect fixed two commits back. `ui-rat-layout.md` gains that
rule, the correlation evidence, the unmeasured pivot-vs-centre gap, and the
disc-wide demotion of "pivot is exactly half the texture" (49 % agree, 37 % are
off by more than 16 px — `ptcopyright` is 694 px wide in the framebuffer and
`pivot*2` says 618).

Captures: `title-screen-oracle.png` (the game surface cropped out of the
emulator window at (1,45), 1:1, bottom 45 rows clipped by the display) and
`title-screen-composite-2026-08-18.png` beside it.
2026-08-18 16:32:52 +00:00
Sylpheed RE agent
705d9a37ba formats/cli: the bundle's other orderings, and a guard that neither is a paint order
The title screen needs an order that puts element 13 (`ptbase2.t32`, the
full-screen background) behind elements 0-5 (the wordmarks) — the capture shows
the wordmarks on top, so the declaration table is not it. Two other orderings
the bundle carries were the cheap candidates, and both are now dead:

* the **placement region** stores a keyframe group per element with an explicit
  element index, so it could be a second ordering. It is not — it equals the
  declaration order on every build on the disc. `UiBuild::placement_order`
  exposes it and `placement_region_order_is_never_a_second_ordering` pins it, so
  the refutation stays checkable instead of remembered.
* the **RATC child order** is the declaration order with the `.prm` elements
  absent — strictly less information, and no place to put the background other
  than where the table already puts it.

`screen info --geometry` prints both, plus each element's decoded sprite size
beside `pivot*2` and every keyframe's scale/position/time — the numbers a
placement hypothesis has to be tested against, and how the pivot/scale rule in
the previous commit was found.

`title_background_is_full_screen` pins that rule against the disc rather than a
synthetic sprite. `scaled_elements_are_a_small_and_mostly_undiscriminating_minority`
reports the scope honestly: 865 of 5 130 resting placements are scaled at all,
and only 213 of those could tell "about the pivot" from "about the sprite
centre" — which the capture did *not* settle, because `ptbase2`'s pivot is its
centre. It also counts how far `pivot*2` is from the decoded size disc-wide
(2 521 agree, 1 884 are off by more than 16 px), which demotes the "pivot is
exactly half the texture" result to a property of the tutorial bundle.
2026-08-18 16:32:40 +00:00
Sylpheed RE agent
e6a55b5fd4 formats: a UI element scales about its pivot, not its keyframe corner
The compositor read a keyframe as `top-left = (X,Y)`, `size = decoded · scale`
and ignored the declared pivot. That is right at 100 %, which is every element
the format was ever checked against — the pause menu, the ARSENAL chip ruler —
and wrong for every element that is scaled.

Measured against a framebuffer capture of Canary on the title screen.
`GP_TITLE.pak` build 7 element 13 is `ptbase2.t32`: 640x360, pivot (320,180),
one keyframe at (320,180) with scale 200 %. From the corner that is a 1280x720
rect at 320..1600 x 180..900 — a quarter-screen slab with the top-left quadrant
bare. Anchored at the pivot it is (0,0)..(1280,720), and the capture shows the
background art reaching all four edges. Normalised cross-correlation of the
composite against the capture, searched over +-40 px, peaks at (0,0): 0.90 on
the planet limb, 0.72 on the lower-left ship.

`ptcopyright.t32` calibrates the other half: unscaled, 694x20 at (293,655), and
the capture's glyph run is x 295..986 / y 700..718 once the 45 px of window
chrome is taken off. So the keyframe really is the top-left at 1:1.

Disc-wide this moves 865 of 5 130 resting placements. The pause menu's own
`pgpeff01` glow stops hanging off the menu frame to the bottom-right and
centres on it.

`ComposeOptions::backdrop` comes with it: the default dim slate stands in for
the PRMD dim-quad behind an in-mission screen, but comparing against a
framebuffer needs the black the game actually composites over, so
`screen render --black` can ask for it.
2026-08-18 16:20:26 +00:00
MechaCat02
cb6205ccfb docker: turn the agent loose — detached /loop, with the first-run gates handled
`./sylph-agent loose [task]` starts Claude Code detached with
--dangerously-skip-permissions, running /loop on loop-task.md: work the RE
backlog one item at a time, commit to auto/* branches, never push, record
withdrawn results rather than deleting them. `logs`/`attach`/`stop` to watch and
end it. Runs -d WITHOUT --rm so the transcript survives the container exiting —
for an unattended run that is the only record of what happened.

Two things had to be fixed for an agent to survive being left alone.

MEMORY CONTINUITY. The project is now bind-mounted twice: at /work, and at its
own host path. Claude Code derives its per-project state key from the working
directory, so running at /work handed the agent an empty project instead of the
accumulated one. Verified: a loose run now reports MEMORY=yes and reads back the
same branch and backlog as the host.

FOUR INTERACTIVE GATES, each a silent permanent hang with nobody at the keyboard
-- no error, no log line, just a container that looks healthy and does nothing:

  theme picker      hasCompletedOnboarding + lastOnboardingVersion. Re-fires
                    whenever the container's Claude Code is a different version
                    to the host's, which is the normal case.
  folder trust      projects.<path>.hasTrustDialogAccepted
  bypass disclaimer answered in a pty by bin/claude-autonomous. It has no config
                    key by design -- it wants a person to accept once, and the
                    person did so by launching this.
  fullscreen upsell fullscreenUpsellSeenCount. This one fires MID-SESSION, after
                    the pty wrapper has already handed over, so it cannot be
                    answered the same way.

Config key names were read out of the shipped binary's own strings, not guessed.

The pty wrapper matches SINGLE WORDS. Claude Code draws its UI with
absolute-column escapes between words, so the prompt arrives as
`Yes,\x1b[13GI\x1b[15Gaccept` and a multi-word pattern never matches -- failing
in a way indistinguishable from the wrapper not running at all. It stops
matching once the session is live so nothing later is answered by accident.

~/.claude.json is now mounted read-only at a staging path and copied in, so the
container cannot rewrite the host config. Credentials stay shared read-write in
~/.claude, which is what token refresh and memory continuity need.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-18 17:10:09 +02:00
MechaCat02
64f9d15610 docker: a container the autonomous RE agent can be turned loose in
Builds and runs both halves of the project -- Canary as the oracle, Reborn as
the port -- plus the dynamic-RE toolkit. Claude Code runs with
--dangerously-skip-permissions as an unprivileged `agent` user, because that
flag is refused under root.

Capped at half the machine, computed at launch: --cpus nproc/2, --memory half
of MemTotal with --memory-swap equal to it (no swap escape hatch -- a swapping
build thrashes the host, which is the failure the cap exists to prevent), and
build parallelism derived INSIDE the container from available memory rather
than core count, since a full-parallel build of this tree has OOM-killed the
host outright.

Three things the old box got wrong are fixed rather than reproduced: a real
toolchain (so rebuild_canary.sh's hand-relinking is obsolete), numpy and Pillow
(whose absence silently disabled every image oracle and looked like a logic
bug), and a display owned by PID 1 (so Xvfb no longer "dies on its own every
few minutes" -- it was being reaped because nothing owned it).

Verified end to end, not by inspection: the image builds, sylph-doctor is green,
`build-canary` links xenia_canary inside the container, and that binary then
runs -- guest memory and the JIT code cache appear in /dev/shm within 4 s,
1 205 log lines, gmem.py reads guest RAM, pad.py drives the file pad, and
screenshot captures the display.

Five environment defects found and fixed on the way, each of which fails in a
way that points somewhere else entirely:

  * /dev/shm is `noexec` under Docker. Xenia maps its JIT code cache out of an
    shm file, so it died with "Unable to allocate code cache generated code
    storage / Cannot initalize processor" -- which reads as an address-space
    clash, not a mount flag. Now `--tmpfs /dev/shm:rw,exec`.
  * An unknown xenia flag HANGS rather than errors: ParseLaunchArguments calls
    ShowSimpleMessageBox before logging is initialised, and that SDL dialog
    blocks on XIfEvent forever. `--audio` (which the RE notes recommend) is not
    a cvar in this tree; the symptom was a 10x10 window and an empty log.
  * Named volumes come up root-owned unless their mount point exists in the
    image, so the first cmake configure failed on pkgRedirects.
  * Ubuntu 24.04 ships its own uid-1000 account, colliding with the host user.
  * Ubuntu's spirv-opt has no --canonicalize-ids, so the shader step dies ~500
    objects in; the launcher mounts the host's LunarG SDK instead of baking one
    in, which also keeps shader output byte-identical to a host build.

Known limits, stated rather than papered over: on an NVIDIA host without the
NVIDIA Container Toolkit there is no hardware Vulkan (/dev/dri alone does
nothing for NVIDIA), and under lavapipe the emulator runs correctly but was not
observed to reach a rendered frame within a couple of minutes. gdb needs `sudo`
inside the container because the host's yama ptrace_scope outranks SYS_PTRACE.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-17 23:05:48 +02:00
MechaCat02
22dafe5c8b viewer: fix a startup panic in the Save File browser (Bevy B0002)
draw_save_ui held both an EventReader<RequestSaveOpen> (to know when the View
menu opened it) and an EventWriter<RequestSaveOpen> (so its own "Open savedata…"
button could re-trigger the file dialog). Bevy rejects a system that accesses
one event type both ways, and does so at schedule-validation time -- so the app
panicked on startup, before any window content.

The button now sets `SaveBrowser::request_open` and handle_save_open_request
treats that flag as equivalent to the event, with no path (dialog).

Audited every system in the viewer for the same shape; this was the only one.
Verified by running the binary to steady state rather than by compiling alone,
since a param conflict is invisible to the type checker.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-17 21:34:10 +02:00
MechaCat02
89381d70c1 docs/re: the declaration table is not a paint order on every screen
Building the Explorer's UI Screens browser turned up a limit on a claim the
format doc states flatly. `ui-rat-layout.md` says the element declaration table
is the screen's back-to-front draw list, verified 11/11 on the tutorial pause
bundle -- and that reproduces exactly here. `GP_TITLE.pak` build 7 does not:
painting in declaration order puts the full-screen background art (element 13)
over the wordmarks (elements 0-5).

Ruled out rather than guessed at: there is no depth key in the 60-byte entry.
Across the title build's 30 entries every unknown word is constant, and `+36`
-- the one that varies -- is an instance index on the `kind = 0x4` repeated
entries, not a layer.

Recorded as an open item with the cheapest next step (composite two more
screens that have both a background and overlapping foreground, and check
whether their background sits adjacent to a `kind = 0x10` PRMD entry as the
title's does). The viewer paints in declaration order and does not paper over
it, so a screen whose background lands on top is showing this bug rather than
a decode failure.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-17 20:33:45 +02:00
MechaCat02
0a45a31d6e viewer: UI Screens and Save File browsers (View menu)
Two new floating browsers, both fed only by static data — the disc for screens,
a savedata file for saves — following the existing Game Data / Ships pattern
(request event → worker thread → IsoLoaderMsg → draw system).

UI Screens
  Pick a screen pak and one of its builds (a build = one context × language
  variant; GP_PAUSE_MENU holds six) and see the screen reassembled at 1280×720
  beside the element list it was derived from, so a wrong placement shows up as
  a wrong picture and the row next to it says why. Per-element visibility
  toggles, focused-state and loop-animation toggles, and an inspector showing
  each element's sprite, parent link, kind flags, pivot and keyframe count.

  Compositing decodes ~30 T8aD sprites, which is far too slow for the UI
  thread, so it runs on a worker under the same generation gate the XPR path
  uses — a toggle mid-decode discards the stale result rather than racing it.

  The panel deliberately surfaces two things it would be easy to hide: sprites
  that named a child the bundle does not hold, and builds recovered through the
  .rat fallback (where elements without a record are simply absent).

Save File
  Opens a savedata file (it lives in the emulator's content tree, not on the
  disc, so this is a file dialog rather than a disc path). Shows the container,
  the GHAD block with every field coloured by its actual confidence, the
  Arsenal develop blob, the per-stage SHAB records, and the header summary.

  Three things the panel states rather than glosses: the byte-identical
  round-trip, which is the check the whole layout rests on; that SHAB records
  are per-stage results and NOT the UI's save slots; and that the header
  summary is what the Details panel reads, so a payload edit that leaves it
  stale proves nothing about the field that was edited. Fields tested and
  refuted (+36, +56) are shown as refuted rather than dropped.

Also gates draw_game_data_ui / draw_ships_ui at their registration site. Both
are #[cfg(not(wasm32))] but were registered unconditionally, so the wasm leg of
`just ci` failed on an undefined name. NOTE: that leg still does not build, for
a pre-existing and unrelated reason — the workspace pins tokio with features =
["full"], which pulls mio, which refuses to compile for wasm32. Fixing that
means restructuring tokio's features per target and is left alone here.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-17 19:15:15 +02:00
MechaCat02
ae814cbd8d formats: consolidate ui_layout onto the declaration table; add a savegame parser
Two independent lines landed a `.rat` reading and neither was the whole
picture, so this merges them into one module and fixes what the merge exposed.

ui_layout — the screen is the BUNDLE, not the set of .rat records
------------------------------------------------------------------
`feat/ui-layout-preview` parsed `.rat` records; the autopilot stack documented
the RATC header and probed it in `examples/screen_layout.rs` but never landed a
library module. The `.rat`-only reading structurally cannot see an element that
has no record -- the `eff*` frame corners, the `deli*` dividers, `msg` -- which
is exactly what the committed real-vs-rebuilt capture shows missing. Rebuilt
around the header:

  * element declaration table at 0x20 (60-byte entries: name, parent index at
    +32, kind flags, pivot) = the back-to-front draw list;
  * the placement region after it = per-element keyframe groups.

Verified against the disc, each against a fact the docs state independently:
`pgpeff02a` -> parent 3 = `pgpeff02`; `pgp_ttrl_btn10` rests at (546,288); the
pause buttons sit at 268/337/407/478, the documented 70 px pitch; the Arsenal
carries X = -516. The tutorial PAUSE menu now composites 11/11 elements and
matches the real screen more closely than the earlier rebuild did.

Three defects found while validating, none of which any test would have caught:

  * the keyframe block is 40 bytes with X/Y/time at +28/+32/+36 and an
    alpha-ramping ARGB at +0 -- the fade, previously unread;
  * a group's data stops 4 bytes short of its last block's time slot, so that
    word is the NEXT group's element index. Reading it produced times like
    1869640736 and silently corrupted the max-dwell pick. Last-frame time is
    now `None`;
  * the `.rat` sprite-name field is not 16 bytes. Capping it there truncated
    `pgp_ttrl_title.t32` to `pgp_ttrl_title.t`, which resolved against nothing
    and dropped 4 of 11 tutorial elements from the composite.

Max-dwell also needed a tie-break: on equal gaps take the LATER frame, or
`pgpmsg` reports the y=645 fly-through instead of the y=605 it settles at.

savegame -- a Rust port of tools/re-capture/savegame.py
------------------------------------------------------
GDHA container, zlib payload, chunk stream (GDAA / phase / GHAD 122 B / 16x20 B
SHAB / trailer). Every GHAD word carries its own confidence rather than the
block being presented as solved: 6 named, 2 recorded as REFUTED (+36, +56 were
tested as difficulty and as stage and are neither), 7 still unknown.

Tested against the three real saves committed under docs/re/captures -- no disc
and no emulator needed. The load-bearing assertion is the byte-identical
round-trip; the develop differential is asserted as a property (spending 4000 P
moves +24 and not its twin +28, steps the clear ratio, and moves exactly two
blob entries), and the header summary is checked to agree with the payload it
mirrors -- the trap that makes the Details panel a bad oracle.

CLI: `screen list|info|render` and `save info`, so both are checkable headlessly
in the same spirit as `mesh render`.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-17 18:59:27 +02:00
MechaCat02
7da3dd9f75 Merge remote-tracking branch 'origin/archive/local-work-pre-movie-sync-2026-07-20'
# Conflicts:
#	crates/sylpheed-viewer/src/iso_loader.rs
2026-08-17 18:13:14 +02:00
MechaCat02
c51375b3cb Merge remote-tracking branch 'origin/feat/ui-layout-preview' 2026-08-17 18:11:49 +02:00
5f3439ac6c re(flight): a per-frame sampler, and nav oracles that a menu bar cannot break
WIP toward the residual flight-speed-law question (does a 1 s burst reach the
steady angular rate, or is there a per-axis multiplier?). The write-up already
concluded that host-side polling cannot answer it and named a Canary-side hook
as the tool required; that hook now exists (--frame_probe_log, committed as
auto/re-frame-probe in xenia-canary-native) and this is the harness for it.

- `rebuild_canary.sh` -- the surgical rebuild the box can actually do, kept in
  the repo this time instead of in /tmp: compile only the changed objects, `ar`
  them into their archive, and re-run the link command lifted out of the
  generated ninja. A full `ninja` is impossible here (several TUs need dev
  headers the image lacks) and the build cache cannot be re-configured. 31 s.
- `frame_burst.py` -- points the probe at the player craft's transform block
  (pos-112, the three 16-byte-strided rows plus the position) and drives full
  stick holds, recording each hold's start and end in the same clock the probe
  stamps its lines with.
- `frame_session.sh` -- the whole run as ONE blocking foreground call, per the
  session-lifetime rule; REUSE=1 drives a Canary that is already up.
- `nav_to_flight.sh` -- fly_stage.sh's navigation, split out so a live emulator
  can be re-used. A boot to the title costs minutes under lavapipe and a run
  that only failed to NAVIGATE should not pay for it twice.

The navigation change is the one worth reading. Every screen oracle here tested
named pixels ("648,221 is white"), which is only valid while the game image sits
at a known place on the root window -- and it does not: xenia's GTK window has a
menu bar, so on this display the image is ~25 px lower and every constant reads
the wrong row. Nothing errors. One run sat 300 s in front of a plainly visible
MAIN MENU reporting "no main menu"; the next missed the title screen entirely
and let the attract movie loop for ten minutes.

So `screen_id.py` identifies screens by WHOLE-IMAGE statistics instead -- the
fraction of green UI-text pixels, the fraction of near-white pixels, and the
per-channel means -- which no vertical shift, scale or letterbox can move. It is
calibrated against known-good captures and classifies all of them correctly:
title, three different menu screens, in-flight, and four movie frames as
"other". `bin/screenshot` additionally crops the menu bar off saved evidence
shots, deriving the offset from the window's own height rather than a constant.

Not yet a finding: the run has not reached flight, so no rate has been measured.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-14 06:03:44 +00:00
5e1bb47fe5 re(flight): the ramp test is inconclusive, and names the tool the residual needs
To separate "a 1 s burst never reaches the steady rate" from "a per-axis
multiplier", measure inside ONE hold: successive 0.25 s windows of a single 3 s
press, holding speed, attitude and starting conditions constant by construction.

    rep0 rate   16   59  325  209  130  322  238  110  310  151  183
    rep1 rate   52  181  231  246  236  169  368  195  181  255  182

Not usable. At 0.25 s the windows do not contain enough guest updates to average,
so rate and speed both swing 3x window to window -- the same aliasing that once
manufactured a rate-vs-speed curve, reappearing at finer resolution. The first
window is lowest in BOTH repeats, which is what a ramp would look like, but the
sequence never plateaus, so the signal cannot be separated from the sampling. No
claim either way.

Widening the window does not rescue it: 0.5 s averages well enough, but a hold
long enough to contain several 0.5 s windows bleeds speed -- and speed is the
variable under test. The two effects are entangled at this observation rate.

So the residual needs a different INSTRUMENT, not another script. Live-RAM polling
samples an unsynchronised snapshot; the question wants the craft's angular
velocity as the guest computes it, once per frame. That is a Canary-side hook --
the same shape as the existing F10 ship-capture patch -- and the rebuild toolchain
already makes it cheap. Recorded as the recommendation rather than attempted as a
seventh variation of the same measurement.
2026-08-13 23:53:23 +00:00
868ed4bbcc re(flight): both axes at settled speeds -- shape confirmed, absolute scale is not
Burst design repeated with the HUD clock bracketed (01:01.86 -> 02:10.61, ~x1.26)
and roll measured in the same flight.

    pitch   87.0 @ 85    82.8 @ 308    47.0 @ 1077   min:max 1.85
    roll   125.0 @ 76   119.0 @ 291    82.6 @ 1023   min:max 1.51

SHAPE CONFIRMED on both axes: the rate interpolates between _Min (at minimum
speed) and _Max (at maximum speed), matching to 1.6% for pitch (vs PitchMinus
75/40 = 1.88) and 5.6% for roll (vs 200/125 = 1.60). Both ratios are
clock-independent so they stand regardless of the conversion, and pitch's
re-confirms ly+ = pitch-MINUS (reproducing 1.82 from the previous run).

ABSOLUTE SCALE DOES NOT MATCH, and not in the same direction:

    pitch  measured/predicted = 1.15, 1.21, 1.07   consistently OVER
    roll                      = 0.62, 0.64, 0.60   consistently UNDER, very flat

A clock error cannot explain this -- it would move both axes together and these
go opposite -- so the discrepancy is per-axis. Candidates, neither measured: a 1 s
burst not completing the angular-acceleration ramp (would under-read; fits roll's
flat 0.62, not pitch's excess), or an unidentified per-axis multiplier. Left as an
open question with the separating test named: 1 s versus 3 s bursts at the same
throttle, where the ramp hypothesis predicts the longer burst reads higher.

Also noted: the roll run correctly REFUSED on a WEAK row pin after the pitch
bursts left the craft tumbled -- and roll is immune to that labelling, which the
guard's own message says, so ALLOW_WEAK_PIN=1 is its documented exception. A guard
that states its own exception is worth having.
2026-08-13 23:42:28 +00:00
a71dedb4db re(flight): short bursts confirm the rate-vs-speed SHAPE, without needing the clock
The design the sweep could not provide: settle the throttle, measure the settled
speed, pitch for ONE second so speed barely moves inside the burst. Three
throttles, two repeats, row pin CONFIDENT, fresh flight.

    LT min      burst speed ~105    rate 113.6, 109.5 deg/wall-s
    cruise                  ~383         100.2,  88.4
    RT max                 ~1483          52.2,  70.5

Rate falls monotonically with speed -- 111.5 -> 94.3 -> 61.4 -- at three KNOWN,
SETTLED speeds instead of smeared across a bleeding one.

The decisive comparison needs no clock. Absolute rates depend on the run's clock
ratio, but the min:max RATIO cancels it:

    measured min:max            = 1.82
    AV_PitchMinus_Min/Max 75/40 = 1.88   ->  3.0% apart
    AV_PitchPlus_Min/Max 150/70 = 2.14   -> 15.1% apart

Two conclusions, neither resting on a clock measurement:
 - _Min/_Max really do mean "at minimum / at maximum speed", with the rate
   interpolating between them: shape confirmed to 3%.
 - ly+ drives pitch-MINUS, not plus. The craft has asymmetric pitch authority
   (75/40 down vs 150/70 up) and the ratio picks the pair cleanly.

Absolute magnitudes remain open: this run did not bracket the HUD clock, so
deg/GAME-second cannot be computed from it, and picking a ratio that makes the
numbers fit would be circular. The probe now screenshots the clock at both ends.

Also: fly_stage.sh now waits for the TAKE-OFF load too. Guarding only the stage
load left a run pressing A into a black screen and then reporting "player entity
not found" from a game that never reached flight.
2026-08-13 23:29:23 +00:00
15f24cc67d re(flight): clean pitch sweep -- magnitudes agree, the interpolation law does not
Fresh flight, row pinning CONFIDENT (margin 0.413), one sweep and nothing before
it. axis_probe now REFUSES to measure on a WEAK pin (ALLOW_WEAK_PIN=1 overrides)
since it is a precondition, not a warning: roll is immune to the up/right
labelling but pitch and yaw are not.

Clock x1.26. Binned by speed, both in game units, against the linear
interpolation of AV_PitchPlus_Min 150 (at MinimumVelocity 100) to _Max 70 (at
MaximumVelocity 1200):

    speed ~435   measured 100.8   predicted 125.6
    speed ~572            113.8             115.7
    speed ~709            126.3             105.7
    speed ~846             83.1              95.7
    speed ~983             72.7              85.8

Supported: the magnitudes (73-126 measured vs 86-126 predicted) and a falling
high-speed end. NOT supported: the interpolation law. Scatter is +-25%, the two
fastest bins hold 1 and 2 windows (the first moments before the speed bled), and
the slowest bin misses in the wrong direction.

The flaw is structural, not statistical: a sweep DRIVEN by the speed bleeding
cannot dwell at either extreme, which is exactly where the law is most testable.

What would settle it: hold a settled throttle and pitch for ~1 SECOND, so speed
barely moves inside the burst and each burst gives one honest (speed, rate) point;
repeat at LT / neutral / RT for three clean points at known speeds. Recorded as
the next design rather than attempted as a fifth variation of the same sweep.
2026-08-13 23:12:50 +00:00
b2f876ae26 re(flight): polling faster than the guest updates manufactures a clean curve
Fitting rate against instantaneous speed produced a tidy "rate rises with speed"
relationship, with speeds up to 4795 when the craft's maximum is 1200. It is
entirely an artefact: 20 Hz polling is faster than the guest updates these fields,
so a per-read delta is either exactly zero (no update yet) or a whole frame's
worth divided by a fraction of a frame. 111 of 352 reads were zero on BOTH
channels -- position and attitude update on the same frame, so the two are
perfectly correlated, and dividing each by the short wall dt produced the
correlation out of nothing.

Fix: aggregate over windows spanning many frames (0.5 s). A sum of |delta| over
such a window is right however the updates fall inside it.

This does NOT affect the swept-total probes (roll_axis.py, rate_probe.py) -- they
already summed over the whole dwell, immune for the same reason. Only per-sample
instantaneous rates were ever wrong, so no earlier number moves.

The windowed re-run is NOT yet claimed as a result. It gives plausible magnitudes
but still shows rate rising with speed, against the definition's PitchPlus_Min 150
> _Max 70, and it has two disqualifiers: it ran on an instance where the craft was
already tumbling from the previous sweep, so pinning reported "WEAK -- craft may
not be level", and the sweep started mid-range rather than at maximum. A clean
answer needs a fresh flight with pinning CONFIDENT and nothing before it. Since
what is in doubt is precisely what _Min/_Max mean, a measurement through a
doubtful instrument cannot settle it.

Both datasets kept, the bad one labelled, because the aliased curve is a good
example of what a manufactured correlation looks like.
2026-08-13 23:00:59 +00:00
f36622b234 re(flight): the rate probe measures a MOVING speed -- pitching bleeds it hard
Measured pitch with the rows properly pinned, against this craft's own disc caps
(AV_PitchPlus_Min 150, AV_PitchPlus_Max 70):

    min speed (LT)  1391.0 deg / 8.00 s, clock x1.326 -> 131.1 deg/game-s  vs 150
    max speed (RT)   989.0 deg / 8.05 s, clock x1.318 ->  93.2 deg/game-s  vs 70

A rate 33% ABOVE a cap is not a finding, it is a broken instrument. The HUD speed
is in the same bracketing screenshots that give the clock, so read it:

    slow phase   102 ->  18
    fast phase  1193 -> 589

The speed is NOT constant during the dwell -- pitching halves it in 8 seconds.
The cap is speed-dependent, so as the craft slowed its cap rose, and an 8-second
average necessarily lands between the max-speed cap and a mid-speed one. The 133%
is entirely the instrument.

This also weakens the roll result committed earlier: same method, so 120.9 vs
AV_Roll_Max 125 is CONSISTENT but is not a tight test -- the true cap could be
lower and still produce that average. Said plainly in the doc rather than left
standing as a clean confirmation. Min-speed figures are less affected; there is
little speed left to lose.

Proper fix, not yet done: dwell ~1-2 s so speed barely moves, or sample HUD speed
continuously and fit rate against INSTANTANEOUS speed -- which yields the whole
rate-vs-speed curve instead of two points.

Separately this is a flight-model finding: TURNING COSTS SPEED, steeply, with the
throttle still at maximum. A reimplementation treating the throttle as a speed the
craft simply holds will be wrong during manoeuvres.
2026-08-13 22:48:29 +00:00
5414763eae re(flight): rows pinned by world-Y, and nothing yaws -- the yaw gap is answered
The probe now pins which non-forward row is up and which is right, instead of
taking the D3D convention on faith:

    row world-Y means: [0.469, 0.883, -0.000]   forward = row 2
      -> up = row 1, right = row 0   CONFIDENT

That is the OPPOSITE of the assumption the previous run used, so that run's yaw
and pitch columns were swapped -- under the correct labels its ly+ reading of
154.1 deg/wall-s is PITCH, which is what a left-stick Y should do.

Measured with the unknown inputs FIRST, each passing a liveness check:

    rx  0.0  0.0  0.0      ry  0.0  0.0  0.0
    LB  0.0  0.0  0.0      RB  0.0  0.0  0.0
    lx  roll 209.8         ly  pitch 154.1

These zeros are trustworthy where the previous run's were not: the craft was
verified alive between inputs, and the probe aborted the moment it stopped moving
rather than reporting the clean zeros a destroyed craft produces (it did abort,
after lx+, which is why lx/ly are carried from the earlier run rather than
re-measured).

So NO PAD INPUT YAWS THE CRAFT. AV_Yaw_* (45/25) exists in the definitions but
nothing on the right stick or the shoulders drives it, which upgrades the old
"yaw: no input found" from a failure to find one into a measurement that the
remaining candidates do nothing. The natural reading is that yaw is a consequence
of banking rather than a commanded axis.

Not covered, and not claimed: the d-pad (tactical map) and the face buttons
(fire/weapon select). Neither is a plausible flight axis; neither was measured.
2026-08-13 22:35:36 +00:00
afe111ddb0 re(flight): axis probe pins the rows and checks liveness; fly_stage waits, not sleeps
Both fixes the previous run's caveats asked for, plus one the run itself forced.

axis_probe.py now:
 - PINS which non-forward row is up and which is right, by comparing world-Y
   across the rows in level flight, and says CONFIDENT or WEAK. entities2
   measures row 2 = forward against velocity, but the other two were labelled by
   the D3D convention, and yaw/pitch SWAP if that is wrong -- so the previous
   run's last two columns were named on an assumption.
 - checks the craft is ALIVE between inputs, and ABORTS with a message instead of
   reporting the clean zeros a destroyed craft produces. The first run ended on
   GAME OVER and only said so afterwards.
 - measures the UNKNOWN inputs (rx, ry, LB, RB) first while the craft is healthy,
   keeping the established lx/ly as controls at the end.

fly_stage.sh now WAITS for the stage load instead of sleeping a fixed guess. The
fixed sleeps worked until they didn't: one load ran long, the script pressed START
into a black screen, and every later step went to nothing while the screenshots
recorded a plausible-looking sequence. It now polls for a non-black frame and
aborts with a pointer to the log if the load hangs (PhysicalHeap::Release
failures) rather than continuing blind.

The probe itself did not run this iteration -- the stage load hung -- so there is
no new axis data, and none is claimed.
2026-08-13 22:22:19 +00:00
bc6658bc27 re(flight): axis probe -- lx is roll, ly drives one clean axis, rest not trustworthy
New probe (axis_probe.py) decomposes every held input into all THREE rotation
components at once, instead of measuring one axis at a time through a non-forward
matrix row -- the flaw that once made roll and pitch produce identical numbers.
For previous rows (f,u,w): roll = atan2(u.w_old, u.u_old), and forward's rotation
toward each of the other two rows gives the remaining pair.

Stage 02, file pad, full deflection on exactly one channel at a time:

    lx+   roll 209.8   b 0.9    c 10.1     deg/wall-s
    ly+   roll   0.0   b 154.1  c  0.0
    rx+   roll   0.0   b 0.0    c  0.0
    ry+   roll 161.1   b 87.0   c 37.1
    LB/RB all zero

What this supports: lx = ROLL, cleanly (~0 on both other channels), agreeing with
the independent roll measurement. ly drives ONE axis, cleanly.

What it does NOT support, and I am not claiming:
 - WHICH axis ly drives. entities2 measures row 2 = forward against velocity, but
   rows 0 and 1 are labelled up/right by the D3D convention rather than by
   evidence, and yaw/pitch SWAP if that is wrong. Roll is immune (rotation of
   either non-forward row in their shared plane is roll either way).
 - anything about rx/ry/LB/RB. The run ended on GAME OVER: full-deflection spin in
   a live combat mission gets the craft destroyed, and the only symptom is "0
   player candidates" AFTERWARDS, so late rows may be post-death. rx+ reading all
   zeros and ry+ reading mixed are exactly what a dying craft would produce.

So "yaw: no input found" is NOT resolved. Both gaps are now written into the
probe's header with what would fix them: a liveness check between inputs, and
pinning up-vs-right against world Y.
2026-08-13 22:10:23 +00:00
3e93d1d43c re(flight): roll DOES depend on speed -- the withdrawal is reversed
Measured about the FORWARD axis (roll_axis.py), which is the fix the withdrawal
specified: express the new up-vector in the old (up, right) basis and take
atan2(u.w_old, u.u_old), so the component along forward -- what pitch produces --
is dropped by construction. The old probe watched a non-forward matrix row, which
sees any rotation that moves it, and that is why two different stick axes produced
the same numbers.

Stage 02, file pad, single-axis holds (lx=32767 with every other channel exactly
0, trigger held in the same write since the pad state is written whole), 5 s
settles, 8 s dwells, each phase bracketed by HUD-clock screenshots:

  min speed (LT)  1 856.9 deg / 8.01 s wall, clock x1.247 -> 185.9 deg/game-s
                  vs AV_Roll_Min 200
  max speed (RT)  1 181.2 deg / 8.02 s wall, clock x1.218 -> 120.9 deg/game-s
                  vs AV_Roll_Max 125

So roll behaves exactly like pitch: the rate cap falls as speed rises and
_Min/_Max mean "at minimum / at maximum speed". The withdrawn claim that roll
shows NO speed dependence is reversed, and the axis rule is now confirmed on a
second axis instead of contradicted by it.

Both land just under their caps (93% and 97%), the right side for a rate limit.
The shortfall is NOT explained and no claim is made about it: candidates are the
craft not being exactly at min/max speed after 5 s, and the 20 Hz swept-angle sum
undercounting.

The tell that the old result was broken was two conditions agreeing too well. The
tell that this one is sound is that they disagree in the direction the definitions
predict, on two independently bracketed phases.
2026-08-13 21:57:10 +00:00