Commit Graph

357 Commits

Author SHA1 Message Date
Sylpheed RE agent
3b91a4c6d1 re: cheap probe verified; its one "arrival" is flicker
First run of wave7_probe: zero stalled samples across the whole run, against
three consecutive heavy-probe runs that stalled at roughly 27, 83 and 255 s. The
fix works. The guest is also visibly healthier -- 19 losses against 8 in a
heavy-probe run of comparable length -- so starving the emulator had been
suppressing the very activity the probe existed to watch.

It also reported the first arrival of the whole line of work, and that arrival
does not survive inspection. A record went 1 -> 0 at t=229, 0 -> 2 at t=259 and
2 -> 0 at t=274. Two craft appearing and vanishing within fifteen seconds is not
a wave.

The same log contains the giveaway: at t=60 a record read 13 and at t=75 the
same record read 14, an increase, with nothing printed, because the probe only
surfaced decreases. The hull-based liveness read flickers, and a flicker that
straddles zero was indistinguishable from an arrival under the old rule. The
count therefore stands at zero confirmed arrivals in eleven runs.

Two changes, neither yet exercised: every increase is printed rather than only
those from zero, and an increase from zero counts only if it persists across two
consecutive samples, with a candidate that returns to zero discarded as flicker.

Recorded because it was close: under the old rule this run would have been
written up as "first arrival observed", which would have been the
strongest-looking result so far and wrong.
2026-08-24 16:28:59 +00:00
Sylpheed RE agent
52809ab92f re: confirmed — the probe was causing the guest stalls
The control needed no new decoding: hunting pilot, keep-out 1400, 300 s, and no
memory probe at all, judged only from the pilot's own log. It ran healthy the
whole way -- 211, 257, 250, 241 and 200 distinct speed values in successive 60 s
windows, with no decline in the last one -- against probed runs that stalled at
roughly 27, 83 and 255 s and ended with a single distinct speed across 400 lines.

So the instrument was degrading the thing it measured. AGENT.md warned that a
full scan competes with the emulator for every core under lavapipe, and the
probes grew heavier each iteration until wave6 was reading the entire 32 MB
entity heap plus about 300 extra preads every 12 seconds while the game
rendered.

The control is n=1. The contrast is stark and the mechanism was predicted in
advance, so this is recorded as confirmed enough to act on rather than proven; a
second clean control would settle it.

What it costs is worth stating plainly. Every "no arrival" result so far was
collected while the probe was running, under conditions the game was struggling
with and in some runs after it had frozen. That does not make them wrong -- the
elimination test at t=163 s sits in a window the witness later showed was live --
but none of them is as strong as written, and the arrival question deserves
re-running with cheap sampling before silence is read as evidence.

wave7_probe.py is the fix: one full enumeration, then polling only the hull word
at each known craft base, about 1.2 KB per sample instead of 32 MB, with a full
rescan every 90 s to catch anything genuinely new. Three or four heavy scans per
run instead of twenty-five. Implemented but not yet run, so the claim that it
stops the stalling is untested and the next run must report the witness first.
2026-08-24 16:13:04 +00:00
Sylpheed RE agent
e1e035fb57 re: the stall witness works, and stalls may be caused by the probe
First run with the tick witness. It flagged a stall from t=27 s and every sample
after, and the pilot's own telemetry -- which the probe never reads -- agrees:
35 distinct speed values across the whole log and exactly 1 in the last 400
lines, against 236 in the first 400 of a healthy run. All variation is in the
first ~50 s. The witness is validated.

It earned its keep on that same run. Without it the output reads as "no arrivals
across 313 seconds with 300 craft resident" -- clean, quotable and completely
worthless, because the game was frozen for 90 % of it. Rule adopted: a run whose
witness reports a stall is discarded, and every write-up states the witness
result. Flat samples are not evidence unless the witness says the guest was
advancing.

Stalls are frequent and early. The last three long runs stalled at roughly 255 s,
83 s (after the player died) and 27 s. That makes long observation windows
unreliable, and long windows are exactly what the arrival question needs.

Leading suspect is the probe itself, and it is recorded because it is
uncomfortable rather than despite it. AGENT.md warns that a full memory scan
competes with the emulator for every core under lavapipe, and these probes have
grown heavier each iteration: wave6 now reads the entire 32 MB entity heap plus
about 300 extra preads every 12 seconds while the game renders. If that is the
cause, the instrument has been degrading the thing it measures and the earlier
"no arrival" results were collected under conditions the game was struggling
with.

Next is a control that needs no new decoding: run the hunting pilot for 300 s
with no probe at all and judge from the pilot log alone. If it does not stall,
sampling has to get much cheaper -- narrow the scan to the roster region, sample
less often, or reread only the craft bases already located instead of rescanning
the heap.

The multi-squadron kill-threshold test did not run: the guest froze before
anything was destroyed, so there were no losses to threshold.
2026-08-24 15:57:09 +00:00
Sylpheed RE agent
44e9f8dc94 re: eliminate an enemy squadron — no wave follows; add a stall witness
SYLPH_KEEPOUT makes the hunt keep-out a knob instead of a hard-coded 600. At
1400 the pilot both kills and survives: hull 1500 and escorted asset 100 % for
the whole run, ENGAGE throughout, eight loss events against seven in the run
where it died at 83 s.

That let the elimination test actually run. An e007 Turret squadron was ground
18 -> 10 -> 8 -> 4 -> 2 -> 0, reaching zero at t=163 s with deployed falling 41
to 40 -- an enemy squadron destroyed outright for the first time in nine runs.

No arrival followed. ARRIVALS=0 at every sample including all those after t=163.
The hypothesis that a wave is released when a squadron is wiped out rather than
merely damaged does not survive its first test. Two further losses occurred at
t=176 and t=202, so the mission was demonstrably still live and still processing
kills; it simply produced no arrival. This refutes elimination-of-one-squadron
as the trigger. It does not refute event-gating generally -- a threshold across
several squadrons, an objective completion, or a specific squadron could all
still be the gate.

The valid window is smaller than the log suggests, about 90 s after the
elimination rather than 143 s, because the guest stalled around t=255 s. The
pilot's telemetry gives it away: the last 400 log lines contain one distinct
speed value against 236 in the first 400, with no timestamp gaps -- the process
kept logging while the game stopped advancing. Nothing in the probe output
distinguished a stall from a quiet mission, and the same ambiguity affects the
trailing flat samples of earlier runs.

wave6_probe now locates a counter advancing at frame rate, samples it each tick
and prints GUEST STALLED when it fails to advance, so future runs validate
themselves. Implemented but not yet exercised in a run.
2026-08-24 15:41:21 +00:00
Sylpheed RE agent
a884c62098 re: player death bounds every run; fix a harness bug that shortened the windows
Correction first. The sed used to derive each session script from the last
stripped the probe's arguments, so wave5, census and wave6 sessions invoked
their probes with no arguments and every derived probe has been running on its
own defaults. The previous iteration's claim that the run was "cut at 240 s by
the turn timeout, not the planned 330 s" is therefore wrong: the probe used its
default of 240. The pilot got the requested duration while the probe watched for
a different one, and the numbers were plausible enough that it went unnoticed.
No earlier conclusion is invalidated -- the windows were real, just shorter than
intended and misattributed. All three sessions now pass SECS and EVERY.

First n -> 0 ever observed: the player's own record went 2 -> 0 at t=83 s and
deployed fell 41 to 40. The signal does register elimination, not just damage.
No arrival followed, which is weak evidence against the squadron-elimination
trigger since the record eliminated was the player rather than an enemy
squadron. Two other turret records dropped from 18 in the same sample; noted
without interpretation.

The important finding is what came after. For the remaining 220 seconds the
mission was frozen -- exactly 288 craft, zero losses, zero arrivals, across 18
consecutive samples. So the usable observation window is not the probe duration
but however long the player survives. A 340 s probe that loses its pilot at 83 s
yields 83 s of evidence and 257 s of nothing, and several earlier "nothing over
240 s" results may have been much shorter in practice than they look.

That also explains why pilot.py was written to survive rather than to shoot. The
SYLPH_HUNT mode added two iterations ago drops TURRET_KEEPOUT from 2500 to 600,
buying kills at the cost of exactly the survival the run depends on.

The elimination test itself did not run: the squadron reached 14, not 0, before
the pilot died. What is needed is a pilot that kills and survives -- hunt turrets
but keep the evade and retire behaviour, or a keep-out between the two extremes.
That is tuning, not discovery.
2026-08-24 15:25:17 +00:00
Sylpheed RE agent
c56c93e1e9 re: long run — a squadron ground 18 to 2, still no arrival
The per-record instrument works and resolves individual squadrons. Over 240 s
with the hunting pilot, seven loss events all landed on the same record,
tracking one e007 Turret squadron from 18 craft down to 2 while deployed held at
41 and the global count fell 300 to 284. Losses come in steps of 2 after an
opening drop of 4, which is unexplained and recorded rather than smoothed over.

This weakens the frame-rate explanation from the previous iteration. At ~16.5
fps against a 30 Hz tick, game time runs at about 55 % of wall-clock, so route
entries t = 90 and t = 120 land near 163 s and 218 s wall. The run reached 234 s
wall, roughly 129 game-seconds, passing both, and no arrival occurred at either.
"The runs were too short" no longer covers t = 90 and t = 120, though it still
covers 170, 210 and 240 -- the run was cut at 240 s by the turn timeout rather
than the planned 330 s, so t = 170 was never reached.

It also sharpens the event-gated model into something testable. The squadron
ended at 2, not 0, and no squadron has been eliminated in any run so far. If the
trigger is a squadron being wiped out rather than merely damaged, every
observation to date is explained: seven kills produced no arrival because they
never finished anything off.

Next is the cheapest decisive experiment yet available: run 60-90 s longer so
that squadron reaches zero and watch for a 0 -> n in the following samples. The
~210 s title movie at boot remains the binding constraint, leaving about 350 s of
observation per turn.
2026-08-24 15:09:33 +00:00
Sylpheed RE agent
97daa3e493 re: the mission clock is running — refute the stopped-clock explanation
The prime suspect from the previous iteration was that the phase scheduler
simply is not running, which would have made every arrival result meaningless.
It is refuted.

timer_probe.py takes three equally-spaced snapshots of the 32 MB game heap with
no pilot -- exactly the condition where nothing had been observed to change --
and keeps words whose two successive deltas are both positive and agree within
12 %, so linear rather than merely noisy. 286 words qualify, with a large
cluster advancing in lockstep at 16.5 per second.

That rate is not a coincidence: the existing performance notes put Canary
playback on this box at roughly 14-19 fps, and the dominant counter sits inside
that band, so these read as per-frame counters.

Which gives a mundane explanation for six arrival-free runs. If the scheduler is
frame-driven and the title targets 30 Hz, game time advances at about 55 % of
wall-clock here, so the 168, 190 and 240 second runs covered roughly 92, 105 and
132 seconds of game time. Route_S02 schedules phase-1 arrivals at 90, 120, 170,
210 and 240, so the longest run passed the first two and came nowhere near the
last three. No model has to be wrong for the observations to be empty.

Kept at 🟡, not promoted: two links are assumed rather than measured -- that
these counters are frame counters, and that the game's tick is 30 Hz. The values
also do not fit a naive frame count, since the cluster read 14193 about 255 s
after emulator start, which matches neither 16.5 nor 30 per second, so their
origin is genuinely unknown and no counter is claimed to be the mission clock.

Next is one long run, ~350 s of probe, watching for a 0 -> n transition near
t = 163 s and 218 s wall, where the t = 90 and t = 120 route entries land at 55 %
speed. If 350 s still yields nothing, the frame-rate explanation is itself
refuted and the event-gated model returns as the front-runner. The ~210 s title
movie at boot is the binding constraint on how much game time one turn can
observe.
2026-08-24 14:54:57 +00:00
Sylpheed RE agent
a3463ef4d9 re: six runs with no arrival, and an accidental no-pilot control
wave6_probe refuses to interpret a run whose roster count is not the reproduced
baseline of 116, per the discard rule. This run passed and its first sample is
identical to the earlier link run: 116 records, 300 craft, 41 deployed, strength
histogram 2x24, 4x1, 8x4, 18x12. The deployment is deterministic at mission
start.

The pilot failed to bind, which accidentally supplied the control condition the
kill-versus-no-kill experiment needed. With nobody flying, not one craft was
destroyed in four minutes -- exactly 300 across all 22 samples -- against 16-20
losses in each piloted run. So losses are attributable to the player being in
the fight, and NPC crossfire destroys nothing by itself. That was an open
question two iterations ago.

Still no arrival. Zero 0 -> n transitions in either condition, across roughly
fifteen minutes of cumulative Stage 02 flight and windows up to 240 s. The 75
records holding no craft at mission start still hold none at the end. Against a
route table scheduling phase-1 arrivals at t = 90/120/170/210/240, that is now a
strong negative rather than a null result.

Three readings survive: the timetable's t is not seconds (at 30 Hz the whole
phase-1 schedule finishes inside 8 s, before any first sample); arrivals are
event-gated and no run supplied the trigger; or the mission is not advancing its
phase clock at all.

The third has never been checked and is the cheapest to eliminate, so it is now
the prime suspect. Nothing in six runs has confirmed that mission time advances:
the craft count freezes without a pilot, REMAINING OB has never read as a
counter, and no clock has been located. Every "no arrival" observation is
consistent with a scheduler that simply is not running, in which case the
arrival results so far are measuring a stopped clock.
2026-08-24 14:42:36 +00:00
Sylpheed RE agent
86c918f399 re: the 42-vs-116 outlier does not reproduce; losses are observable
Two further runs sampled the counts from the instant flight is detected. Both
give 116 roster records in the very first sample, flat thereafter, with 14 unit
definitions throughout. That is not a load race: a race would climb toward 116
from below, and it never does.

The leading explanation was arithmetic rather than behavioural -- census_probe
counts raw aligned vtable hits while wave5_probe counted distinct primary_va
values, which are different quantities if an offset can alias to a VA another
offset also claims. Measuring both in the same run refutes it: 116 raw hits and
116 distinct VAs in every sample.

So the outlier stands unexplained. Four runs now read 116/300, 116/300, 116/296
and one 42/170, with save drift, freezing, load race and VA aliasing each
individually refuted. Recorded rather than dropped, because a one-in-four
anomaly in the measurement apparatus is what later turns into a wrong
conclusion. Practical rule adopted: discard a run that disagrees with 116 rather
than interpreting it, and reproduce any finding in at least two runs.

Useful new fact: craft declines steadily and monotonically in both runs, 300 to
288 and 296 to 280, roughly 16-20 losses over 168 s under the hunting pilot.
Whether the player or NPC crossfire is responsible is not determined here, but
destruction is visible in this signal, which is half of what the kill-versus-
no-kill experiment needs.

Still not observed in any run: an arrival.
2026-08-24 14:27:31 +00:00
Sylpheed RE agent
26efe58382 re: per-record strength measured, but the run does not reproduce
The link from the previous iteration gives a per-record live strength, and the
measurement is internally sound: 11 records at 2, 2 at 8 and 11 at 12 sums to
exactly the 170 craft counted, with 24 of 42 records deployed.

It does not reproduce. The previous run saw 116 roster records and 300 craft
with strengths 2/4/8/18; this one sees 42 and 170 with 2/8/12 -- same disc, same
save slot, same launch script, same stage.

Two explanations were checked and both fail. The save has not drifted:
game01/savedata is unmodified since 2026-08-23 and only the profile .gpd files
were written today. The guest was not frozen: the pilot's telemetry over the
same 190 s shows speed varying across dozens of values and a live engagement
with an e007 Turret at 259-680 m.

So the discrepancy is real and unexplained, and until it is understood
per-record counts cannot be used as a time series. Recorded as the blocker
rather than worked around. The same within-run-only discipline already noted for
the global craft count now applies one level down.

Also recorded: zero arrivals and zero losses across 190 s. That is weak evidence
against clock-driven arrivals at t = 90/120/170 seconds, since a 0 -> n
transition should have appeared and none did. It is no test of the event-gated
model at all, because nothing was killed -- fc=0, no record lost strength, and
the player's hull never moved off 1500. The pilot closes to 259 m and misses, so
the gap is accuracy rather than engagement.
2026-08-24 14:04:24 +00:00
Sylpheed RE agent
801dfe3e34 re: find the roster-to-craft link — a pointer at roster_base + 0x08
The previous iteration was right that neither structure points at the other's
base, and wrong to stop there. Craft point eight bytes into a roster record.

Resolving the 5101 "pointers into the roster range" by distance to the nearest
roster base gives a distribution that is neither flat nor diffuse: +0x08 appears
exactly 300 times, matching the 300 live craft, while every other delta appears
at most twice and 4780 of 5104 land more than 0x4000 from any base.

A count matching a count is the coincidence that has already misled this corpus
three times, so the link was tested on something a coincidence cannot survive.
Each side's unit type is resolved by a different chain -- the craft's from its
definition pointer at +0x130, the record's from its +0x04 name chain -- and they
must agree. They do, on all 300, with zero disagreements, and the fan-out
histogram is [(1, 300)]: every craft has exactly one such pointer, none has zero
or two.

The fan-in is the useful half. Only 41 of the 116 roster records are referenced
at all; the other 75 have no craft. Craft per referenced record is discrete:
24 records with 2, one with 4, four with 8, and twelve with 18 -- summing to
exactly 300. The twelve holding 18 are all e007 Turret.

This is the observable four iterations have been hunting. A member with zero
craft is not deployed; a member's craft count is its live strength; so an
arrival is craft appearing for a record that had none and a kill is that count
falling. Both are attributable to a named squadron, because the record is a
UnitGroup member and UnitGroup names the squadron that Route_S02.tbl ties to a
phase and an arrival time. The chain from a memory observation to a static route
entry is complete.

Not claimed: that the 75 undeployed members are waiting on phases 2 and 3. That
is a plausible reading, but the run only shows they have no craft.
2026-08-24 13:48:39 +00:00
Sylpheed RE agent
0feb624651 re: record the pointer-link refutation in the backlog index
The previous commit landed the doc and the probe but its BACKLOG edit asserted
on stale text and did not apply, so the index still described the expansion rule
as merely open rather than recording which candidate had just been eliminated.
2026-08-24 13:31:28 +00:00
Sylpheed RE agent
14650e360b re: refute a direct pointer link between roster records and live craft
Fourth failed attempt to explain how 116 roster members become ~300 live craft,
recorded so it is not retried. Count (116), the member field n (387) and
formation slots (630) were rejected earlier; this rejects a head pointer.

link_probe.py scans the first 0x400 bytes of every object for an address of the
other kind. Roster record to craft base: 0 of 116. Craft to roster base: 0 of
300. Both directions empty.

The scan also measured the address spaces, which is the useful part. The two
structures live in different regions about 19 MB apart -- roster records at
0xbc372c00..0xbc9bc720, craft at 0xbdb2fd80..0xbdcd1d80 -- and the 14 unit
definitions match Stage 02's 14 distinct unit types exactly. The craft count is
not fixed: three runs at comparable mission times gave 296, 298 and 300, so the
population must be compared within a run and never across runs.

One thread is left open but explicitly not counted as evidence. Craft objects
hold 5101 words pointing somewhere into the roster VA range, which sounds like a
lot until you notice that range spans 6.5 MB and holds many allocations besides
the 116 records. The test that would settle it is the distance from each such
pointer to the nearest roster-record base: a spike at a single delta means a
link at base+X, a flat distribution kills the thread. Not run yet.

The association may not be a pointer at all -- an index, a hash, or a third
object such as a squadron instance would all look like this. Since an arrival is
already known to be a state change rather than an allocation, finding that
mediating structure matters more than finding a flag: it is what would let an
observed change be attributed to a named squadron and hence to a route.
2026-08-24 13:31:13 +00:00
Sylpheed RE agent
b9cb0135e3 re: sites are entities 1:1 — withdraw "n is craft-per-member"
The suspected confound turned out not to exist. Gaps between consecutive
same-unit definition-pointer sites are all >= 0x1000, with 274 of them exactly
0x1000, so entities are page-spaced and there are no near-adjacent pairs to
merge. Clustering at any threshold below 0x1000 gives ratio 1.00 for every unit
type, and hull is plausible on 298 of 298 clustered bases at delta 0x130. The
player shows two objects because there are two, not because one holds two
pointers.

That removes the excuse the previous iteration had used to keep the reading
alive, and the reading does not survive: sum(n) fits the turret row well (216
against 214, with kills already recorded), but DeltaSaber_T, Player and
Acropolis all come out at exactly twice their sum(n). An undershoot can be
blamed on phases 2-3 not having started; an overshoot cannot. n goes back to 
and the previous 🟡 is withdrawn. All the turret row establishes is that a
roster member expands into many craft, not that n is the factor.

Formation slot count was tested as the alternative and rejected outright: 630
turret slots against 214 live.

Side result worth keeping: a FormationSet record's FrameCount is its slot count,
and the name suffix usually agrees -- Turret07_30 -> 30, ArrowHead03_64 -> 64,
4_Bird -> 4 -- with one exception, AttackerS03_12 having 14 slots, so the suffix
is a label and not a guarantee.

Also recorded: the 298 live entities are not the 116 roster records. Both
structures exist at once, and the rule mapping one onto the other is the real
open question.

Probe caveat noted in the doc: entities2.moving() found no movers this run, so
the delta spectrum was empty and the clustering threshold was a fallback rather
than a measurement. It does not change the conclusion, since every gap exceeds
any threshold below 0x1000.
2026-08-24 13:13:43 +00:00
Sylpheed RE agent
9beb60bc1a re: motion-independent liveness probe; n looks like craft-per-member
entities2.moving() finds entities by displacement between two samples, so
anything stationary is invisible -- the entire explanation for the +/-10 swing
that made the previous run's count useless. liveness_probe.py enumerates by
definition pointer over the entity heap instead, moving or not, and reads hull
as f32 at position+0x154. The series is monotone rather than oscillating:
298 -> 280 over 164 s, with the decline matching the 18 disappearance events
exactly.

The hunting pilot does kill: one hull crossing caught directly, an
e010_ADAN_Attacker_S at t=57 s. The previous run's worry that SYLPH_HUNT shoots
but never destroys anything is settled.

Recorded as a non-result so the next run does not misread it: zero births in
164 s does NOT favour either wave model. The roster finding already established
that every participant is allocated at mission load, so neither a clock nor an
event model would produce an allocation. An arrival must be a state change on an
existing entity.

The mystery member field n now has a candidate meaning: the number of craft a
roster member spawns. Static sum(n) for turrets is 216 against 214 sites found,
with the count already falling before the first sample, where Count alone
predicts 21 -- off by an order of magnitude.

Not promoted, and the reason is a confound in my own measurement rather than the
data: the probe counts definition-pointer SITES, not entities. The player is one
member and yields two sites, and DeltaSaber_T yields exactly double its sum(n),
so some entity types hold several pointers to their definition. Until sites are
collapsed into distinct entities the turret match could be a coincidence between
a x1 multiplicity and a x1 ratio. The capital-ship rows undershoot for a
separate and expected reason: phases 2 and 3 have not started.
2026-08-24 13:01:19 +00:00
Sylpheed RE agent
f28207851b re: add a hunting pilot; withdraw the "10 of 116 records are dynamic" result
The user asked for an actively hunting pilot, since a player who kills nothing
cannot trigger an event-gated wave and both previous runs used the survival
pilot.

pilot.py gains SYLPH_HUNT=1. The substantive change is which contacts ENGAGE may
shoot: it previously skipped every "hard" target -- "turrets and hulls are not
the objective" -- and stood off 2500 units from turrets, on the assumption that
an e007 Turret is an AA mount on a capital ship. It is a craft, one of the main
enemy types of the first six missions, and at 100 HP the cheapest kill on the
field. Under SYLPH_HUNT it is a target and the keep-out drops to 600. The run
confirms the pilot engages: steady ENGAGE, fire=1, committed to an
e010_ADAN_Attacker_S at ~2.2 km, hull and escorted asset untouched over 160 s.

Withdrawn: "only 10 of 116 records ever changed a byte in 170 s". This run
measured 41-56 records changing in every 10 s tick. The old figure does not
reproduce.

I cannot say why, because I changed two variables at once -- the record bound
(fixed 0x200 to bounded-by-next-record) and the pilot (survival to hunting).
Either explains it. That is a design error, and the honest outcome is a
retraction without a replacement explanation rather than a story that fits.
The conclusion it had supported is unaffected: the roster identity now rests on
the exact 10-of-10 unit-composition match measured independently.

Still open, and explicitly not concluded: the pilot's own entity scan shows ADAN
drifting 147 -> 129 -> 142, and the late rise has the shape of an arrival, but
the sample-to-sample swing is +/-10, the same size as the effect. AGENT.md warns
that polling faster than the guest updates manufactures a curve out of noise, so
no wave conclusion is drawn. The run probably did not kill anything either
(fc=0, asset at 100%), so it does not test the event-gated model. A stable
per-record liveness field and a working kill counter are both needed first;
REMAINING OB at 0xbdb59668 still does not read as a counter.
2026-08-24 12:45:43 +00:00
Sylpheed RE agent
1a7f8f190c re: fix record labelling and measure the stride; confirm 116 records == roster
Both defects from the previous iteration are fixed by measuring instead of
assuming, and the fix immediately promotes a 🟡 result to .

Labelling: the previous probe assumed object+0x04 -> name_record+0x10 -> char*
and resolved 0 of 116. wave3_probe.py searches for the chain per record instead,
the way unit_discover.py does, and resolves 116 of 116 -- every one through the
pointer at +0x04 with the string at delta 0x00, not 0x10. The 0x10 belongs to
the definition object (vtable 0x820af844); the spawned-entity record
(0x820af030) uses 0x00. Carrying one over to the other cost the last run.

Stride: measured, not assumed. Gaps between consecutive records are min 32,
median 800, with common values 800, 640, 608, 576, 416 and 32. There is no fixed
record size, so the old RECLEN=0x200 window truncated large records and overran
small ones -- which is why its busiest fields were the last words of the window.
Future diffs must bound each record by the next record's address.

With labels available, the "116 records == 116 roster members" claim was tested
properly and is promoted from 🟡 to . The multiset of unit types matches the
static roster exactly: Turret 21/21, e106 Destroyer 19/19, f106 Destroyer 14/14,
f105 Cruiser 11/11, ASFrigate 9/9, ISCMissile 9/9, Attacker_S 9/9, e105 Cruiser
7/7, DeltaSaber_T 7/7, ArrowHead 6/6 -- 10 of 10 exact. A coincidental total is
possible; a coincidental distribution over ten unit types is not. The game
allocates one record per roster member at mission load.

Not settled: REMAINING OB at 0xbdb59668 held 95748078 unchanged all run. That
address is known to be run-dependent, and this was one of the misses, so the run
cannot say whether the pilot killed anything. Re-hunting it is a precondition
for the kill-versus-no-kill test, not an optional extra.
2026-08-24 12:35:02 +00:00
Sylpheed RE agent
1d3ebdaa05 re: record the event-gated wave model as a competing hypothesis
The user proposed that a wave may be released by an event -- enemies destroyed,
an objective completed -- rather than at a fixed time, with the route's
first-keyframe time being a delay after the trigger. It fits the evidence better
than the clock model I had been assuming, and it explains a result I had left as
an open puzzle.

Both probe runs used the survival pilot, whose job is to stay alive rather than
shoot, and both saw no arrivals at all. A clock model says arrivals at
t = 90/120/170 happen regardless of what the player does. An event model says a
player who kills nothing triggers nothing, which is what was measured.
DisableInterval also gains a plausible referent: a pure timetable in the route
table would not need a per-squadron flag to switch a gating interval off.

Supporting evidence, cross-tabulated across all stages: no squadron with
DisableInterval=Yes has a delayed route (55 of 55 at t=0), while all 68 delayed
routes belong to squadrons with DisableInterval=No. If independent, about 3.7
such routes would be expected; P(zero) is roughly 0.02.

Kept at 🟡 and explicitly not promoted. A p ~ 0.02 association on a single
derived statistic is the same shape of near-fit as the "109 of 111" squadron
name base that already misled this corpus once. Name matching itself is sound --
for Stage 02, 108 of 111 squadrons have routes.

Records the test that separates the models: the same stage flown twice, killing
nothing versus killing aggressively, with REMAINING OB at 0xbdb59668 as the
cheap precondition check since it needs no new decoding. That test still depends
on the record-to-squadron labelling defect noted in the previous commit.
2026-08-24 12:25:54 +00:00
Sylpheed RE agent
ca0e88eb58 re: withdraw the "turrets don't move" hedge — Turret is a craft, not a ship mount
The user pointed out that the "Turret" enemy of the first few missions is its
own craft type and must not be confused with the AA turrets mounted on capital
ships. The tables agree, and I should have checked them before hedging:

  UN_e007_ADAN_Turret      AI_ADAN_CraftSquadron_Rookie x70, _Veteran x19
  UN_e007_ADAN_Turret_EX4  AI_ADAN_CraftSquadron_Ace x4

No *_Turret unit ever uses AI_Structure, which is reserved for the things that
genuinely do not move -- asteroids, FloatingMine, SchlosBase, TransitPlatform,
SpaceFortress. AI_ADAN_CraftSquadron_* is Type=Squad in AIParams with the full
manoeuvre-weight block. The distribution matches "first few missions" too: 93
turret members across S01-S06, then nothing until S27.

This retracts the caveat on the 10-of-116 result. Removing it makes that
evidence stronger rather than weaker: the 106 inert records cannot be dismissed
as immobile scenery, because Stage 02's turrets are craft that should be
manoeuvring. The pre-allocated-roster reading survives a test it had been
allowed to dodge.

Lesson recorded in the doc: do not infer a unit's behaviour from its English
name -- check its AIID. The roster is self-describing and the answer was already
in the dump committed two iterations ago.
2026-08-24 12:24:20 +00:00
Sylpheed RE agent
ff921c097d re: diff inside the 116 entity records — no arrival flag found, two probe defects
Since the record count is flat, an arrival would have to flip a field inside a
record. This diffed all 116 records every 5 s for 170 s of Stage 02 flight.

The prediction under test -- groups of 3, 3, 3, 2, 1 records changing state at
t = 90, 120, 170, 210, 240 s -- did not appear. Changes are spread evenly across
ticks with no cluster at any predicted time and no field that transitions once
for exactly three records. Three explanations survive and this run cannot
separate them: the timetable's t is not seconds (at 30 Hz the whole phase-1
schedule finishes inside 8 s, before the first sample); arrival is not marked in
these records; or the mission was not in phase 1.

Supporting, not conclusive: only 10 of 116 records ever changed a byte, and 106
never changed at all. Live entities would be moving, so that fits the
pre-allocated roster reading -- but Stage 02's roster is turret-heavy and a
turret does not move while alive, so "inert" and "not yet arrived" are not
distinguishable here.

Two defects in my own probe, recorded rather than quietly fixed:

  - label() resolved to '?' for all 116 records, so nothing could be tied back
    to a squadron. That association is what would have made the result
    decisive -- "the three records that changed at t=90 are ADN110, ADN111,
    ADN112" is evidence; "records 18, 32, 99" is not. unit_discover.py already
    solves this and should be reused.
  - RECLEN=0x200 was assumed, not measured. The busiest fields are the last
    eight words of the window, which is what spilling into the next object
    looks like.

Method error kept: the first attempt deferred all analysis to the end and the
turn timeout killed it with 240 s of data in memory and nothing written. The
probe now streams transitions to disk and prints a partial ranking every 60 s.
With a 219 s cold-boot title movie, an end-only report has ~300 s of budget and
one bad estimate loses the whole run.
2026-08-24 12:21:48 +00:00
Sylpheed RE agent
c193b44133 re: find the arrival timetable; refute the entity-count proxy for waves
The routes' first-keyframe time is the arrival schedule. It is not always zero,
and grouping Stage 02's 120 route records by phase and first-frame time gives a
timetable: phase 1 releases 25 routes at t=0 then 3, 3, 3, 2, 1 at t = 90, 120,
170, 210, 240. Phase 2 has every one of its 37 routes at t=0, which is what
pins the meaning: t is measured from the start of its phase, not of the mission.
Entering a phase releases that phase's t=0 group and the rest follow on the
offsets.

That completes the data side of the question this line of work started from --
the schedule is data, split across UnitGroup (who) and Route (when, and the path
flown in), with no fixed enemy count anywhere.

Refuted: counting spawned-entity records does not reveal arrivals. One Stage 02
flight, 210 s sampled every 15 s, counting aligned 0x820af030 in an 8.3 MB span:
flat at 116 throughout, no step at 90, 120, 170, 210 or anywhere.

The reason looks more useful than the refutation. UnitGroup_S02's Count fields
sum to exactly 116 members, and there are exactly 116 records from the first
sample on, so the game most likely allocates one record per roster member at
mission load and a route arrival activates an existing record rather than
creating one. Kept at 🟡, not promoted: n=1, and the obvious refutation -- check
another stage's record count against its member sum (S01=42, S16=2, S29=95) --
needs a save for another stage, and only slot 01 / Stage 02 exists. Noted as the
blocker rather than worked around.

Not settled: whether the timetable's t is frames or seconds (at 30 Hz t=240 is
8 s; as seconds it is 4 min), and where an arrival is observable in memory. The
live flag is presumably a field inside those 116 records, which is a well-scoped
next probe now that the record set is bounded and located.

Operational note recorded: cold boot spent 204 s in the title movie, so a 300 s
probe overran the turn and the first attempt died with its output still in the
pipe. Log to a file rather than piping to tail.
2026-08-24 11:57:16 +00:00
Sylpheed RE agent
a0a0214b24 re: probe the runtime phase state — tables are resident, phase counter is not there
Static reading had gone as far as it could: the stage record splits a mission
into Phase_1..3 and every arrival route is phase-tagged, but nothing in the data
says what ends a phase. So this took it to the oracle -- one Stage 02 flight,
160 s under the survival pilot.

Confirmed, and this is the useful half: every string the static decode predicts
is present in live guest memory -- Phase_1, Phase_2, Route_ADN101_p1F,
SUBOBJ_010, AI_ADAN_CraftSquadron_Veteran, UnitGroup_S02.tbl. The game loads
exactly the tables the stage record names, under exactly the names we resolved,
and they can be located in RAM by content. That is the first dynamic
confirmation of the whole static table layer.

Refuted: the phase state is not adjacent to those strings. The probe reported
862 changed words around the anchors, which looks like a signal until you read
the values -- each word takes its predecessor's previous value and every value
points into the same region. It is one block shifted down four bytes, a single
memmove in a pointer list, occurring once between t=66s and t=89s. Diffing
around a string anchor was the cheap thing to try and it did not work.

Also recorded: a defect in my own probe. It scraped hit addresses with
0x([0-9a-f]{8}), but gmem.py find prints both the backing-file offset and the
guest VA, so half the anchors were file offsets read as addresses. Fixed to
match the va column only. It did not change the conclusion -- the anchor that
produced the shift was a real VA -- but a negative result from one of those
junk anchors would have been worthless.

Not settled: what advances a phase. Next handles are watching Route_ADN101_p1F
fire against entity positions, or working back from the SUBOBJ_*_Mes_L1 HUD
strings; the phase state is more likely near the known mutable REMAINING OB
counter than near the tables.
2026-08-24 11:31:20 +00:00
Sylpheed RE agent
4441ca79ec re: decode the stage table set — phases, routes, sub-objectives, AI parameters
Following the real stage record (not the _Test template dumped earlier) reaches
the whole mission-parameter layer, all of it in the same self-describing IDXD
container as the squadron roster.

The big one: a stage is divided into Phase_N blocks -- three for Stage 02, each
with its own map path, map mesh, asteroid definition and background -- and
Route_S<NN>.tbl holds the arrival paths, with records named

    Route_<squadron>_p<phase><kind>

tying a UnitGroup squadron id to a phase and to a time-stamped keyframed path of
(time, quat x4, pos x3). Route_ADN101_p1F is 3 frames at t = 0, 20, 30. The
identity len(fields) == FrameCount * 8 + 1 holds for 1449 of 1449 route records
across the 28 stages that have one, and 16/16 for FormationSet_S02.

Also decoded: SUBObjectiveSettings (per-objective bonus points by difficulty,
unlock item id, HUD strings) and AIParams (34 profiles, firing/guard/muster/
counter ranges plus 14 manoeuvre weights for Squad-type AI). The AIParams
numbers are exact original values from static RE and are portable as they are.

Adds tools/re-capture/stagetbl.py, which resolves a stage record by content and
can --follow every table it names, and commits two dumps as evidence.

Refuted and kept: the eight-value keyframe is the common case, not universal.
Formation_Fleet_01 has FrameCount=1 with 136 positional fields and
Formation_Fleet_02 has FrameCount=8 with 32, so a parser must not assume the
stride.

Corrects stage-definition-table.md, which was written from the _Test template
and is missing EnumerateSubobjective, EnumerateAIParams, BackGroundID and the
WingmanIconID fields the real record carries.

Not settled: what advances a phase -- the stage declares Phase_1..3 and routes
are phase-tagged, but nothing static says what ends one. That is a question for
the oracle, not for more static reading. Also open: the route-name kind letters
F/S/A/M/B, what activates a sub-objective, and StageMessageSet_S<NN>.tbl, which
does not resolve in GP_MAIN_GAME_E.pak.
2026-08-24 11:15:34 +00:00
Sylpheed RE agent
ecf6887b76 re: decode the UnitGroup squadron roster, and correct yesterday's container reading
stage\UnitGroup_S<NN>.tbl is now fully readable. A squadron record is Count
member tuples -- (unit model, message set, n, identity/nameplate) -- followed by
five named fields: Count, SideID, AIID, FormationID, DisableInterval. The
property entries carry their own field names inline, so the tag hash never has
to be inverted.

Two independent self-checks validate it corpus-wide, 1160/1160 each across all
28 stage tables on the disc:

  - the length identity len(fields) == Count * 4 + 5, which is what pins the
    member-tuple width at 4 and the named-field count at 5;
  - agreement with the file's own Enumerate_Squadrons roster, which maps record
    key to squadron id independently of the per-record string offset.

Adds tools/re-capture/unitgroup.py (pure static, runs no emulator) with a
--all --check self-check mode, and commits the Stage 02 dump as evidence.

Corrections to the container layout written yesterday, all three wrong:

  - the 20-byte "(tag, 0, 0, count, size) section header" does not exist. It
    was the file's last 16-byte record followed by a plain npool word. The
    corrected layout is uniform across all 28 files; the old one failed on 9.
  - squadron ids do not use a separate string base. Every offset in the file is
    relative to the one string pool. The earlier "109 of 111" score was an
    artefact of the uniform 7-byte id stride and had silently shifted every
    name by three entries, which is why 17 TC*-named squadrons came out as
    SideID=ADAN. The roster record refuted it outright.
  - the roster is not always the last record; 9 stages put it elsewhere, so it
    is found by its missing Count.

Refuted and kept: the 4-byte record key is not the squadron id's name hash
(0 of 112).

Not settled: what the key encodes, the member tuple's third field n, and where
the arrival interval values live. DisableInterval is only a per-squadron flag
(Yes for 31 of 1160); the durations, triggers and arrival positions are not in
this file. Formation_*.tbl and EnumSquadron_Test.tbl are next.
2026-08-24 11:07:33 +00:00
Sylpheed RE agent
4dcb2f2719 re: find the mission wave data — stage records and the UnitGroup squadron roster
Sweeping the 811 unnamed IDXD objects in GP_MAIN_GAME_E.pak by schema turned up
schema 3c9ae32e: the per-stage definition record. 23 of them, one per stage,
each naming its background, resource package, collision set, message set,
nameplates, MapMesh/MapPath and EnumerateSquadron = UnitGroup_S<NN>.tbl.

That resolves two open threads at once:

  - MapPath = test.rgn hashes to 0x3506e972, a REGN object in MiscBin.pak, and
    MapMesh = test.col to 0x2cf7eb47, an MCOL object. REGN is a stage's map
    path data; MCOL is its collision mesh.

  - stage\UnitGroup_S02.tbl (0x019fd129, in all six language paks) is the
    Stage 02 squadron roster: 112 records, 112 squadron IDs, and a field
    vocabulary of FormationID / AIID / SideID / Count / DisableInterval, plus
    the unit model (UN_e010_ADAN_Attacker_S and friends, which match the XBG7
    mesh names we already decode), the MessageSet and the pilot character.

DisableInterval is the first direct evidence of the arrival-timing knob, which
is what the user's reframing predicted: the mission has a schedule with
parameters, not a fixed roster.

Container layout is only partly read. The 112x16 entry array was confirmed by
its boundary — keys increase for exactly 112 entries and break at 0x708, where
the next section header sits — not assumed. pak dump mislabels this file's
first key as its schema.

Refuted and recorded: the 16-byte record key is not the squadron ID's name
hash. name_hash("TCN001") = 0xd639f1a4 but the keys start 0x659aff47; 0 of 112
match.

Still open: the per-record payload fields, the meaning of the key, where the
interval values actually live, and the missing S17-S23 stage records.
2026-08-24 10:52:35 +00:00
Sylpheed RE agent
6d9827b0c8 docs: update the REGN line - POF0 fixups in, two payload guesses out
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 10:40:01 +00:00
Sylpheed RE agent
9f76ffa848 formats: REGN carries a POF0 fixup table, and two payload readings are refuted
Every one of the 11 objects contains POF0 near the tail, at exactly
header[0x04] + 16 - an 11 of 11 relation. POF0 is a pointer-offset fixup table,
so the file is a serialised C++ object graph the loader patches on load, which
also explains why the offsets inside the cell index are absolute FILE offsets.
header[0x04] is therefore the size of the data area.

Two readings of the cell payload are recorded as refuted rather than dropped,
because both were tempting and both came from the smallest object alone: the f32
at record +0x1c is NOT a bounding-sphere radius (ratio to sqrt(3)*half-extent is
1.001 on that one object and 0.13-0.27 on the other ten), and a record's
(count, offset) pairs do NOT point at leaf arrays of count*4 bytes (0 of 11
objects clean). What survives is descriptive only: the payload is dominated by
float data, and the printable runs a string scan finds are float high-bytes
rather than text.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 10:39:47 +00:00
Sylpheed RE agent
ef61821d73 docs: rule DefTables and the XPR2 manifests out of the wave-scheduler search
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 10:32:02 +00:00
Sylpheed RE agent
dafd8afbf1 formats: REGN section 3 is the cell index, self-checked on all 11 objects
The fourth section is one 8-byte (count, offset) record per grid cell, followed
by the 32-byte records it points at. The check: the lowest offset any cell refers
to equals align16(offsets[3] + cells*8) on 11 of 11 objects - and the alignment
term is visible rather than assumed because the three 5x5x5 maps have 125*8 =
1000 bytes of index, which is not 16-aligned, so their payload starts 8 bytes
later than the six 10x10x10 maps'.

Two further invariants from the same sweep: every occupied cell has count exactly
1 (total items == occupied cells on all 11, so it is one record per cell rather
than a bucket list), and counts[4] equals occupied cells + 2 exactly on all 11 -
the +2 unexplained and recorded as such.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 10:31:42 +00:00
Sylpheed RE agent
bca9d37c73 docs: open the wave-scheduler item - the counter is a schedule, not a roster
Raised by the user: a mission has no fixed enemy count, so what to look for is an
algorithm with parameters rather than a list of objectives - which also explains
why every per-entity flag search came back empty. Records the places searched so
far (MiscBin's REGN/MCOL, DefTables' three unnamed schemas), the false lead
(STAGES = Static.slb is a sound bank), and what is still unsearched.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 10:23:18 +00:00
Sylpheed RE agent
f8116faca8 formats: decode the REGN header - a per-map spatial grid, new to the corpus
hidden/MiscBin.pak was undocumented: 40 entries, none name-resolved, holding 11
REGN objects and 11 MCOL objects (plus 18 others). Eleven of each pairs them one
per map.

The REGN header decodes to a bbox, an extent, a cell size, grid dimensions, six
counts and four section offsets - and it self-checks twice over all 11 objects:
extent == cell x dims holds exactly 11 of 11, and counts[3] equals the cell count
(1000 on every 10x10x10 map, 125 on every 5x5x5). Two independent fields
reproducing the same grid is what makes it a decode rather than a guess.

Three map sizes exist: half-extent 250000 with 50 km cells, 50000 with 10 km
cells, and 25000 with 10 km cells on a 5x5x5 grid.

Written without overclaiming against the question that prompted it: a mission's
enemy count rises and falls, so a scheduler with parameters exists somewhere, and
a per-map cell grid is the kind of structure such a thing is indexed by - but the
four data sections are unread and nothing here shows spawn parameters.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 10:22:54 +00:00
Sylpheed RE agent
c77d51afc0 formats: correct the glyph class - a SECONDARY vtable of adjustor thunks
The first write-up called 0x820B2A64's 32 entries "methods" and the three xrefs
to it "construction sites". The DB's disassembly refutes both: every slot points
at a 16-byte adjustor thunk - lwz r11,-4(r3); subf r3,r11,r3; b <method> - which
is the PPC/MSVC thunk for a SECONDARY base subobject. So this is a secondary
vtable and the class uses multiple inheritance, and sub_823C3148, listed as a
constructor because it references the table, is actually the branch target of one
of the table's own thunks.

Following the 32 branch targets instead: 32 distinct addresses, 18 of them known
function starts, in two clusters (0x823c3xxx beside the thunks and 0x823e3xxx),
and NONE of them appears in any of the 1150 vtables the DB classified - so
nothing places this class in a named hierarchy, the disc's RTTI having no class
names. The two-cluster split is noted as a reading rather than a measurement.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 10:16:12 +00:00
Sylpheed RE agent
80331f66b4 docs: record the HUD glyph quad decode in the backlog
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 10:07:57 +00:00
Sylpheed RE agent
9367f91ec0 formats: decode the HUD glyph quad behind the objective counter
Following the pointers that move with REMAINING OB lands on four identical
objects whose first word is 0x820B2A64. Read live: that address holds 32
consecutive code pointers in 0x823c43b0..0x823c45a0 terminated by 0xfffffffc - a
vtable - and sylpheed.db has three ref xrefs to it from sub_823C3060,
sub_823C3148 and sub_823C31E0, i.e. three construction sites, the same pattern
the splash item vtable shows. No name: the disc's RTTI carries none.

The instance is a textured quad: a pixel size at +0x1c/+0x20 (34 x 42 for a
digit) and four vertices at +0x30/+0x48/+0x60/+0x78, each a colour and a UV pair.
The four UVs measured are the corners of an axis-aligned rectangle in order, all
0xffffffff.

The atlas size is a check rather than a guess: the UV rectangle is 0.0265 x
0.0547, and multiplying by 1280 x 768 gives 33.9 x 42.0 against the 34.0 x 42.0
stored in the object's own size fields - two independent fields agreeing to a
rounding step.

Also recorded: these objects churn. Re-reading an old pointer target a minute
later returned unrelated data, so this is a snapshot of a live pool.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 10:07:43 +00:00
Sylpheed RE agent
e64551f2e9 docs: close the EMULATOR GONE item - it was the Stop hook, and note the one-turn rule
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 09:49:20 +00:00
Sylpheed RE agent
07368492e1 formats+tools: the counter's neighbours are its own rendered digits
With the per-entity searches refuted at word and bit level, the question became
which object owns the counter. Sampling +-0x200 around it across a 4->8
transition: the control interval moved 0 of 256 words, and the step moved nine -
the counter plus four words holding ASCII '4' -> '8' NUL-padded, and four
pointers into 0xbcad2xxx that swap with them. Read live at HUD 008, all four
character slots hold '8'.

So the neighbourhood is the HUD's rendered text for this counter, which reframes
the address: it is the HUD widget's value rather than "the mission's own
objective counter" as this file called it.

Recorded against that, because it is already measured: there is no separate
mission-side copy moving on the same step. ob_hunt scans all of guest memory and
requires a match across two transitions, and it left exactly one address.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 09:48:57 +00:00
Sylpheed RE agent
ce0461a858 docs: the mystery SIGKILL was this project's own Stop hook
/work/.claude/settings.json defines a Stop hook that kill -9s every xenia_canary
at the end of each agent turn and prints "Stop hook killed N stale xenia
process(es)". So every run that "died mysteriously" died at a turn boundary,
which is why the timings looked random from inside the run (810 s, 54 s, 486 s)
and why nothing in the guest, the cgroup or the host explained them.

What survives is the measurement and not the story: the memory readings were real
and did refute memory pressure - cgroup at 6.5 of 7.0 GB, host 12 GB free at the
moment of a kill - but they were refuting a cause that was never in play.

The method lesson is recorded because it cost three iterations: when a process
dies at a SESSION boundary, check the harness before instrumenting the guest. A
failure mode was documented, a hypothesis raised, a per-poll memory sampler
written and committed, and host and cgroup counters read - all downstream of the
assumption that the kill came from outside the agent. The hook's own message had
been printed after every turn.

The operational rule that follows: an emulator experiment must COMPLETE INSIDE A
SINGLE TURN. Nothing survives the boundary, so runs cannot be left for the next
tick, and experiments whose evidence arrives in the first minutes are the ones
that work - which is exactly why the two-pass bit-level test succeeded where the
long freeze-watches did not.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 09:48:23 +00:00
Sylpheed RE agent
12e1d9453a docs: close the bit-level flag question in the backlog
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 09:32:28 +00:00
Sylpheed RE agent
9c79b9a4e5 docs: the bit-level OB flag is refuted - two transitions, no common survivor
The short-run strategy paid off: both counter steps happen in the first minutes
of flight, so one run yielded two complete passes before anything froze or was
killed. Pass 1 scanned at counter 4 and filtered on 4->8, leaving 29 of 710
candidates; pass 2 scanned at 8 and filtered on 8->12, leaving 2 of 197. The
intersection of the two survivor sets is EMPTY.

So no per-entity bit, in either polarity, anywhere in -0x400..+0xC00 around the
position triple, has a population that tracks REMAINING OB. With the word-level
refutation that closes the "objectives are marked in the entity object" family as
far as this method reaches.

Also recorded: 16 of pass 1's 29 survivors are the SAME word, pos+0x0250, with
sixteen different bits - the signature of a shared value rather than a flag, and
the same offset the word-level sweep found shared by 12 attackers. And a caveat
kept rather than smoothed: pass 2's B-sample HUD read 8 while RAM read 12.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 09:31:46 +00:00
Sylpheed RE agent
66a220dcdd docs: a third SIGKILL, traced live, refutes the memory explanation
Run 9 died the same way at t=486s, and the watcher's sampler had been running
throughout: at the kill the cgroup held 6.5 GB of its 7.0 GB limit, the host had
12 GB free, and oom_kill was 0. So the memory-pressure suspicion recorded
earlier is refuted - three kills, no OOM record on any, and the one with a full
trace shows headroom on both the cgroup and the host.

Also checked and clean: no stray process of mine was running, and the kills do
not fall on a clock (08:31, 09:00, 09:14 - gaps of ~29 and ~14 minutes).

Recorded as a container-level blocker rather than chased further, because nothing
in here can attribute a SIGKILL to its sender: no dmesg, no audit, and
ptrace_scope=1 limits strace to my own descendants. The practical response is to
stop designing experiments that need a long run - the counter transitions the OB
work needs all happen in the first minutes of flight.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 09:19:46 +00:00
Sylpheed RE agent
79e11a3e76 docs+tools: the silent death is a SIGKILL from outside, and it is still not OOM
Run 8 died 54 s into its boot and this time bash named it: "176880 Killed" on the
run-canary line, which is SIGKILL. So the third failure mode is not an internal
fault - something outside the process is killing it.

And it is still not the OOM killer. Checked immediately after: oom_kill remained
0 and the allocation-stall counter did not move from 4421, so during run 8 the
cgroup never reached its limit (5.35 GB of 7 GiB), and the host had 13.8 GB
available. Two kills, no OOM evidence either time.

Rather than keep guessing after the fact, freeze_watch.sh now samples host
MemAvailable, cgroup memory.current and oom_kill on every poll and dumps the last
five samples when the process disappears - so the next occurrence carries its own
contemporaneous reading.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 09:07:11 +00:00
Sylpheed RE agent
d35e99f95d docs: the v2 baseline holds on a second healthy run
Run 7 ended NO FREEZE within 1100s with the same shape as run 5: the same three
threads, the same ceiling of 13 distinct objects, and not one non-SUCCESS window
in 544 across both runs. The v1 stuck-wait side reported its usual single pair.

Run tally since v2 is three runs and no frozen sample - GAME OVER at ~22 min,
EMULATOR GONE at 810 s, and no freeze in 1100 s.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 09:00:18 +00:00
Sylpheed RE agent
604c26ff27 docs: a third failure mode - the emulator dies silently, and OOM does not explain it
Run 6 ended neither frozen nor in GAME OVER: freeze_watch reported EMULATOR GONE
at 810s and the 1.1 MB Canary log simply stops mid-activity, with ZERO
occurrences of CRASH, Access Violation, GUEST-THROW, assert, Fatal or abort, and
no shutdown line.

Memory pressure is recorded as a suspect and explicitly not as a conclusion. The
cgroup had reached its 7 GiB ceiling (memory.peak == memory.max) with 4421
allocation stalls at the limit, and page cache - inflated by the disc-wide format
sweeps that read every .pak - was 4.68 GB of it. But memory.events:oom_kill is 0,
so the cgroup OOM killer did not do this, and nothing identifies what did.

Two operational notes fall out: /dev/shm/xenia_memory_* survives a dead run (342
MB resident) and run-canary only clears it at launch, and vm.drop_caches is not
writable here, so page cache can only be left to the kernel.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 08:35:23 +00:00
Sylpheed RE agent
5307ae3a99 docs: record the v2 probe's baseline in the freeze item, and what it rules out
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 08:32:06 +00:00
Sylpheed RE agent
9b935f3829 docs: drop a placeholder link that should never have been written
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 08:14:27 +00:00
Sylpheed RE agent
96b73a6295 docs+tools: the call-rate probe's baseline already refutes the timeout reading
v2 counts every KeWaitForSingleObject call per thread per second, tracks how many
distinct objects it saw, and logs the last result. Its HEALTHY baseline is a
result on its own: over a full 22-minute run the main thread cleared 500 calls/s
in 224 separate windows, peaking at 1235 calls/s over up to THIRTEEN distinct
objects, and the last result was X_STATUS_SUCCESS in all 314 windows. Not one
timeout.

So the game normally does hundreds of successful waits a second across many
objects - exactly the blind spot v1 could not see, and the reason a timeout-streak
counter reported the same single poller whether the game was frozen or healthy.

Stated as a consequence rather than a triumph: 500/s is NOT self-selecting, since
the main thread clears it constantly, so the freeze signal has to be a different
shape - a thread far above 1235/s, a new thread, or a window whose result is not
SUCCESS. That still needs a frozen sample; run 5 ended in GAME OVER at ~22 min
without freezing.

freeze_watch.sh now summarises the rate probe per thread when it captures.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 08:14:11 +00:00
Sylpheed RE agent
2d1dca007c docs: the freeze item now has a captured freeze and a refuted hypothesis
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 07:40:32 +00:00
Sylpheed RE agent
6f55c38bd2 docs: the freeze was caught and the stuck-wait probe reports nothing new
The fourth run froze 9 seconds into the watcher's window, in flight, and the
probe built for that moment showed the healthy-run baseline and nothing else: one
pair, the same poller on the same object VA as every healthy run, only the thread
handle differing. No new (thread, object) pair appeared.

So the hypothesis the probe was built to catch is refuted - the freeze is not a
guest thread looping on KeWaitForSingleObject timeouts against ONE object - while
the CPU signature is unchanged from the gdb run: 1255 ticks over 10 s, 401 in the
TimerQueue thread and 292/280 in two guest threads.

What survives is stated as two specific blind spots of the instrument rather than
a shrug: the waits may cycle over DIFFERENT objects, which resets the streak and
makes them invisible to a same-object counter; or they may SUCCEED rather than
time out, which leaves a timeout counter nothing to count and would fit the
kernel-log evidence of a self-suspending worker cycling thousands of times
successfully.

Next is a v2 that counts calls per thread per second regardless of object or
result. The freeze lottery paid out on the first attempt this time.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 07:40:09 +00:00
Sylpheed RE agent
54b99f9d67 docs: looking closer at the frame-rate word weakened it, and that is the result
The 16.16 reading of +0x04 rested on twelve bundles at 30.0. They are not twelve
witnesses: they are TWO bundles - pghud_range_main_em/emeff and
pghud_range_nose_em/emeff, both dur 30 - repeated across six language PAKs. A
30-frame flash is equally consistent with 0.5 s at 60 and 1 s at 30, so the
observation that "30.0 bundles are shorter" says almost nothing.

Worse for the clean fixed-point reading: the four bundles at 0x3C0001 would be
60.0000152 fps, which nobody authors. They are py_ranking_jump/py_ranking_next
dialogs, all dur 60. So the better reading is <rate:16>.<flag:16> - a rate-like
number in the high half and a small low field that is 0 on 2843 bundles and 1 on
four, meaning unknown.

Also stated: nothing in this container can settle it by timing, because the
emulator runs on software Vulkan far from real time - a stopwatch would measure
lavapipe rather than the game.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 07:34:56 +00:00
Sylpheed RE agent
234530993c docs: promote +0x08 to confirmed, keep the frame-rate reading amber
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 04:40:46 +00:00