Two readings were on record and both were wrong in different directions: the
structure doc called it "normal state -> focused state" from a single example,
and the backlog called it "refuted as focus; unexplained otherwise".
Classified every link reachable from a declaration table: 1467 links, and ALL
1467 resolve to a RATC child of their own bundle, ALL are .rat -> .rat, none
dangle and none self-link. 1076 (73%) match the <stem>f focus pattern; the other
391 are chains between effect records - px_bunk_eff01 -> pjex_eff -> pjex_eff07,
pveff01 -> pjeff02 -> pjeff21 - which also explains why only 227 targets are
themselves declared elements: the middle of a chain is, the end is not.
So `opt ` is a record-to-record reference within the bundle, and focus is its
commonest use rather than its meaning.
Coverage is stated rather than glossed: the bundles hold 18718 raw `opt ` tags
against the 1467 classified, because opt_link reads the first tag of a DECLARED
element's record. Roughly 92% of occurrences sit deeper in the chains (or are
byte coincidences - the scan is unaligned) and are untested. The numbers are
asserted so the answer cannot drift back into an anecdote.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
The backlog's cheapest open question about the 60-byte entry: kind is a flags
word (0x10 untextured primitive, 0x4 repeated instance, 0x3002 button record), so
a focus bit would be the obvious answer and the name-pairing in
mark_focused_states would be a convention standing in for a real field.
It is not. Over every screen build on the disc: 54 name-paired focused/base
pairs, all 54 with IDENTICAL kind (all 0x0), NO bit ever set on the focused entry
and clear on its base, and the only words of the entry that ever differ are +48
and +52 - the pivot. The two entries differ in where the sprite sits and in
nothing else.
The test asserts all four numbers rather than just printing them, so the negative
is pinned instead of decaying back into a suspicion. Also noted: these buttons
carry kind = 0x0, so the documented 0x3002 "button record" belongs to the .rat
records and not to the .t32 sprites a menu draws.
Closes the declaration table, not the question - the focused state could still be
marked in the .rat record, the RATC child stream, or only in the game's code.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
The three orders the derived rule was built from all live in GP_TITLE.pak, so
they cannot confirm it - the rule was fitted to them. These two are from
GP_SAVE_LOAD.pak, read off the running game now that the Canary threading fix
makes the main menu dependable.
The 9-element slot-list header composites EXACTLY as the sort predicts, on all 6
instances of it, and nothing about this screen was fed into the rule:
measured 7 8 0 1 2 3 4 5 6
derived 7 8 0 1 2 3 4 5 6
including TWO tied groups (0xb102 x2 and 0xb210 x5) that both come out in
declaration order, and the unkeyed pfeff00.prm fade quad last.
The 13-element save/load frame differs in exactly the two open questions and no
new ones: two unkeyed pfbase.tbm backgrounds paint FIRST where the sort puts the
keyless last - the splash's palogo_eff0.prm behaviour in a different file type,
so implied_layer_key now covers it - and the 0xb100 group of four paints
10,11,8,12 where declaration order is 8,10,11,12.
That second point is a SECOND screen with a mis-ordered tie, which is what the
question needed, and it immediately kills a candidate: 10 and 11 are kind=0x2002
while 8 and 12 are 0x0000, so "descending kind then declaration index"
reproduces 10,11,8,12 exactly - and then fails both title groups, where every
element of 0x8083 is kind 0 and where 0x80a0 would predict 2,3,4,5,0,1,7 against
a measured 0,2,4,7,1,3,5. Seven candidates refuted now.
16 disc tests green.
With the layer key and the primitives' implied keys in place, the tie-break -
how the game orders elements sharing a key - is all that is left between the
derived order and ground truth. Three measured screens now constrain it.
On the menu and the splash every tied group comes out in declaration order,
which is what the stable sort already gives. The title is the only screen that
discriminates, and nothing predicts it: 0x8083 x5 paints eff1, eff2, eff5, eff3,
eff4, and 0x80a0 x7 paints logo1 x3, tm, logo2 x3.
Refuted: declaration order; RATC child order; first keyframe time (52, 56, 62,
58, 60 - the measured order is not sorted by them); resting keyframe time;
resting X or Y (938, 938, 64, 788, 447); and T8aD header words +00, +04, +0c and
+10, which are either identical within a group or unsorted.
Child order is worth its own line: a strict improvement over declaration order
(7 misplaced positions on the title instead of 9, and it recovers the logo
grouping) and exactly right on the other two screens. NOT adopted, because on the
only screen that can tell them apart it is still wrong.
Adds a test that measures what the residual costs instead of assuming it. Of the
3 disagreeing pairs of drawn elements across all three screens, all 3 have
overlapping bounding boxes and 2 share opaque pixels: ptlogo_back2eff5 against
eff3 (22568 px) and eff4 (32395 px). The third pair, ptlogo2 vs ptlogo_tm,
overlaps by two columns and shares NO opaque pixel - the wordmark is transparent
there. A bounding-box test called that a defect; reading the alpha says it is
not, which is why the test reads pixels. The set is pinned, so a change that
makes it worse fails.
15 disc tests green.
Two places checked for the key a .prm element sorts by, both empty:
* the declaration entry's four unread words are constant across every element
of all three measured screens (+28=0, +36=0xffffffff, +56=0, and +44 is a
button ordinal 1-5, 0xffffffff elsewhere);
* the bundle carries NO data for a primitive at all - the menu build declares
pteff00.prm, pteff02.prm and pteff05.t32 and has zero RATC children for any
of them, its 34 children being 21 T8aD sprites and 13 .rat records.
So the layer comes from the game code. But it is consistent, which is what makes
a per-name table a measurement rather than a fudge. Bracketing each unkeyed
element between the keys of its measured neighbours: pteff02.prm falls in
(0x8010, 0x8040) on BOTH screens it appears on, pteff00.prm is past the maximum
on both, and palogo_eff0.prm is below the minimum on the splash.
implied_layer_key records exactly those and nothing else; an unlisted primitive
keeps u32::MAX and still sorts last. With it, derived_paint_order produces the
same layer-key sequence as the order read off the running game on all three
measured screens - primitives included - and matches element-for-element on four
of the five bundle instances. The fifth is the title, differing only inside its
tied groups, which is a separate open question.
This does not make include_primitives safe by default: the 36 builds that come
out one colour are wiped by pzeff00.prm and pceff00.prm, never measured, hence
not in the table.
14 disc tests green.
Read off the running game with screen_children.py and identified by pivot
signature as GP_TITLE.pak ratc-index 8, the NEW GAME / LOAD GAME / TUTORIAL /
OPTIONS / EXTRAS screen:
paint order: 1 3 4 2 5 8 9 6 7 15 10 11 12 13 14 0
It is the first measured screen carrying TWO primitives, and they land in
different places, which is the point. pteff02.prm (the 25% dim) paints 4th,
beneath the whole UI; pteff00.prm (the transition fade, resting transparent)
paints last. Both match their positions on the title screen exactly. So a
primitive's place is per-element and stable by role - backdrop first, dim at
slot 4, fade last - and there are now three permutations to test a derivation
against rather than two.
Wired into measured_paint_order, keyed by element names so both language builds
get it. The English build composited with --primitives edge-correlates at 0.9591
at shift (0,0) against a framebuffer capture taken in the same session - a third
screen confirming paint order, resting pose, fade alpha and primitives at once,
against a capture this project had not seen before.
13 disc tests green.
fill_quad composites an untextured primitive as a solid rectangle of the
keyframes fade colour, pivot x 2 in size, placed and scaled exactly as a sprite
is. Behind ComposeOptions::include_primitives and screen render --primitives.
On the title screen, whose paint order is ground truth, it is measurably right:
mean luminance 76.30 -> 63.72 against the captures 64.58, i.e. from +18% to
-1.3%, and mean absolute difference 16.07 -> 13.08. The background was ~40% too
bright; pteff02.prm, a 25% black dim, was what was missing. The wordmark is not
dimmed by it because the measured order paints that quad at slot 4, beneath the
logo. Edge correlation moves 0.9538 -> 0.9480, which is not informative here: a
uniform dim scales gradients uniformly so a normalised edge score barely sees it.
OFF BY DEFAULT, and that is the finding. A primitive has no T8aD header, so no
layer key, and derived_paint_order sorts the keyless to the end. GP_DIALOGs
pzeff00.prm is a single keyframe of opaque black at full screen; painted last it
wipes the build. Of the 125 builds that draw a visible primitive, 36 come out
>99% one colour with the derived order.
No constant default works, because the two screens read off the running game
disagree: the splash paints its primitive FIRST (the black backdrop) while the
title paints one at slot 4 and another LAST (the fade-out). Declaration order
fails the title too. A disc test measures the damage rather than asserting the
feature works, so the number moves when the ordering is solved.
Also records a false alarm worth keeping: a first pass reported 36 GP_DIALOG
builds at "100% black", which was a crude near-black pixel threshold and not a
black screen - those dialogs are dimmed 50% and perfectly legible. The genuinely
wiped builds are a different set.
blit modulated by tint only, which is 0xffffffff on essentially every keyframe,
so the fade word was decoded, stored and then discarded. Applying it as an ARGB
modulate takes the title composite's edge correlation against the framebuffer
capture of the running game from 0.4597 to 0.9538, both at zero shift. The white
wordmark with its blue outline, the trademark, the copyright and the orange
exploding planet all appear -- the planet because a full-screen blue effect that
rests at alpha 0 had been painting over it at full opacity.
ARGB is measured: across a fade-in the high byte walks 0x00 -> 0x80 -> 0xc0 ->
0xe0 -> 0xff while the low three stay ffffff, and the low 24 bits are 0xffffff on
5276 of the disc's 5453 resting keyframes.
A modulate can only remove pixels, so the risk is a blank screen. Measured: no-op
on 4060 of 5200 sprite elements, partial on 453, hides 687 -- transient HUD
indicators that should not be lit at rest -- and NO build is left with nothing
visible. A disc test asserts that, and that the no-op share stays high, which
also guards the resting rule against drifting onto ramp frames.
Both changes are in one commit because the second is invisible without the first.
Applying fade erased the word PAUSE, which the running-game capture plainly
shows: pgptitle.rat has three runs of two identical keyframes -- pre-roll, hold,
exit -- and the 'later run wins' tie-break grabbed the exit. A group carries the
screen's entry animation AND its exit, so a run ending on the last keyframe is
now excluded unless it is the only one. The title correlation is unchanged.
Element::rest() picked the keyframe with the largest gap to the next keyframe's
time. That reads a keyframe as a value held until the next one; it is the start
of a ramp toward it. A long gap after keyframe k means the screen spends that
time arriving at k+1, so the settled pose is at the far end of the gap.
The title wordmark zooms in over five frames and holds at (184,193) at 100% from
t=251 to t=264. The old rule picked the frame before the long gap: (179,186) at
101%, still mid-zoom.
Measured against the framebuffer capture of the running title screen, which is a
1:1 crop so frame coordinates map directly (confirmed: the copyright line lands
on row 669 in the capture and in both composites). Edge-correlated over the
wordmark box:
plateau (landed) best 0.4597 at shift (0,0)
longest dwell (old) best 0.1511 at shift (+3,+8), 0.1268 at (0,0)
The old composite scores 3x lower and only peaks after being moved, by about the
(-5,-7) that picking kf4 instead of kf5 predicts.
It also fixes six title elements the old rule rested at alpha 0x00 where the
capture plainly shows them, and pteff00.prm - the full-screen fade quad painted
last - which rested at opaque black. That was the blocker on .prm compositing.
Adds tools/re-capture/align_to_capture.py, which is how this was scored, and
turns the .prm test that deliberately asserted the old defect into a guard on
the fix.
Not settled and now the next item: compose ignores the keyframe fade alpha
entirely (blit modulates by tint only), which is why choosing the wrong keyframe
was invisible until now.
369 .prm elements exist in the disc's screen builds and every composite is
missing them. Swept statically:
* none of the 369 has a RATC child of its own name — no payload, nothing to
draw, so .prm is a primitive and not a sprite;
* kind & 0x10 and a .prm name agree with ZERO exceptions in either direction
over all 965 builds, so the format marks primitives as a decoded field and a
port need not parse filenames;
* 361 of 369 are exactly 1280x720 at scale 100% in the corner, and their
keyframe 'fade' ARGB is overwhelmingly black at some alpha — these are the
fade-to-black, dim-behind-menu and flash layers, i.e. the PRMD dim-quad the
compositor's backdrop has been standing in for.
Refuted before believing: drawing them at Element::rest() is wrong. The title's
pteff00.prm is opaque -> transparent -> transparent -> opaque, a transition whose
resting pose is the transparent plateau; rest() picks by longest dwell and lands
on the opaque endpoint, which is painted LAST on that screen and would black out
the title. A test asserts that wrong answer deliberately so that fixing the
resting rule fails it and leads to the note.
No compositing change: the resting rule is not .prm-specific and has to be A/B'd
against the title framebuffer capture first.
The developer-logo splash declares its sprites directly and has no .rat layout
child, so is_build rejected it and no screen command could render it — despite
it being one of only two screens whose paint order has been read off the running
game, and the one where the layer key explains the whole permutation.
Adds ui_layout::is_composable (a declaration table plus at least one element
resolving to a T8aD the bundle carries) and an opt-in --all on screen
list/info/render. Measured on the disc: 2859 RATC bundles, 965 pass is_build,
2751 pass is_composable, and 0 pass is_build without passing it — a strict
superset. It is opt-in because the 1786 extra bundles are mostly two-element
fragments (a button and its glow), and because widening the default would
renumber --build for every pak, invalidating the build indices the corpus's
notes cite by number.
The splash now renders 6/7 elements, painting its glows first in the order
measured off the game; a disc test pins that order.
`compose` skips focused-state records by default, so whatever that flag matches
vanishes from every composite. It matched a trailing `f` in the name and nothing
else, which is not the convention — it is a letter.
Measured across the disc: 2458 elements match the suffix and only 54 of them
have the base element they would be the focused version of; all 54 are
`pgmenu_btnNNf.t32`. The other 2404, spread over 864 bundles, are `_eff` glow
layers whose names end in the same letter — `pb_name_eff.t32` alone accounts for
1122 of them, and `palogo_gamearts_eff.t32` is one the draw capture shows the
game painting, before its logo, with its own layer key.
Requiring the pair recovers 587 glows in the composable builds. GP_OPTIONS is
the plainest case: without `pbmwindow_eff.t32` the panel had no window at all,
just two floating brackets (captures/ui-layout/options-with{out,}-its-glow-layer.png).
Two other candidate rules were tried and refuted first. The `opt` link is not a
focus link: 221 elements are opt-targets, only 2 of them suffix-match, and the
targets include `pjnet_bg.rat` and `pv_loading_loop1.rat`. And the suffix alone,
as shown above, is unrelated to anything.
The layer-key order was adopted from two measured screens and then applied to
every build on the disc, so it owed a regression check against the screens the
corpus had already validated against the running game.
Rendered the tutorial PAUSE menu and the title main menu both ways and diffed:
3.8 % and 1.1 % of pixels differ, max delta 45/255 and 34/255, and the two
renders are indistinguishable in layout — the change is confined to blends where
translucent sprites overlap. No regression, but which order is more faithful on
those two screens is unsettled and recorded as such.
Adds a corpus-wide test asserting every composite's draw list is strictly
increasing in (layer key, declaration index), streaming one pak at a time so it
does not OOM alongside the other whole-disc tests. It reports the rule's reach:
341 of 965 builds are reordered, and it fails if that share collapses.
compose now sorts elements by the word at +0x08 of their sprite's T8aD header
instead of painting in declaration order, for every build except the two whose
measured order is hard-coded. That word is non-decreasing in the order the game
actually paints both measured screens, so every screen nobody has captured now
gets its layering from the file rather than from the declaration table, which is
provably not the paint order.
Verified with artifacts and both ways, not by a green build: the disc test
asserts the measured orders never invert the key and that the composite's key
sequence is sorted, and reading the word from +0x0c instead makes it fail; the
title composites identically; and GP_MISSION_SELECT — uncaptured — now composites
cleanly, committed as a capture.
Two things recorded rather than smoothed over: ties keep declaration order
because the game breaks them some other way that is not known, and the
developer-logo splash has no .rat child, so is_build rejects it and the
compositor never sees that bundle at all — its measured order is inert in
practice and screen render cannot draw it.
Checking the blast radius of the previous commit's `kind = 0x4` skip found 174
elements on the disc that are 0x4 with no non-0x4 element of the same sprite —
GP_READY_ROOM pak entry 75 is 56 elements and every one is 0x4, a list of real
icons a blanket skip would erase. So the rule is narrowed: skip an instance only
when its template is present, which is the case the title capture covers. The
title render is byte-identical before and after, so the narrowing changes nothing
the evidence covers.
And the claim that this "caught a regression" is WITHDRAWN, because measuring it
refuted it: none of those 174 elements is in a bundle `is_build` accepts, so none
of them ever reaches the compositor. The blanket skip would have been harmless in
practice. The narrow rule is a precaution, not a fix, and the comment says so.
The test that was going to assert the regression could not find such a build —
correctly, since none is composable. It is replaced by one that pins the fact
which makes the narrow rule safe: no composable build on the disc has a 0x4
element without its template, checked across 500+ builds. If that stops being
true it fails, instead of a screen quietly going empty.
The compositor painted in declaration order, which the draw capture proved wrong
— the title's background is declared ninth and paints first. The order the game
uses is its runtime child list, and no decoded field reproduces it, so rather
than leave the screen composited wrongly this lands the orders that HAVE been
read off the running game and falls back to declaration order everywhere else.
Two builds are covered: GP_TITLE's title build and the GAME ARTS / SETA / studio
anima splash. Keyed by element names, which identify a build across paks and
language variants.
Rendering it exposed a second defect, and the same capture settles it: the
kind = 0x4 elements are motion-trail ghosts, not resting content. The bundle
declares three instances of each wordmark; the capture shows exactly ONE quad at
each wordmark's position. Drawing them at their resting keyframe put three
oversized PROJECT SYLPHEED copies across the composite. They are now skipped.
Verified with an artifact, not a green build: the composite is committed
(captures/title-composited-measured-order.png) and now reads as the title screen
— background, planet, ship, wordmark, TM, copyright, correctly layered.
The test is disc-gated and was checked BOTH ways: it passes as landed, and
disabling the order table makes it fail. It reads one pak rather than every
build on the disc — the first version used the all-builds helper and got the
test process OOM-killed running alongside the other three.
`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. `64d372c` 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.
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.
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.
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>
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>
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>
Two results from the running game, one positive and one a clean negative.
POSITIVE: with word A = 0x0001FFFE (stages 1-16) every entry Stage01..Stage16 is
selectable, where the control run had only Stage01 and the rest greyed. Stage16
reads "Lonely Blue Planet - NO RECORD". So any story stage can be launched from
the menu by poking one word, with no save editing at all -- a simpler lever than
the GHAD stage-field patch used until now.
NEGATIVE: with word B = 0x3F (challenge stages 24-29 marked cleared) the list
still saturates at Stage16 -- the cursor stops there and further presses do
nothing. That matches the disc: the debriefing config declares exactly
px_deb_stage01..16, so the list is capped by data, not by the mask. The
challenge missions are NOT reachable through MISSION SELECT, and word B does not
feed it.
Also mapped, without finding the caller: the GP_DIALOG registry (tables.pak #41)
gives DLG_GO_CHALLENGE_MISSION_MENU = 41 and DLG_CHALLENGE_MISSION_AVAILABLE = 42
(0-based, in config order). No raw immediate 41/39/37 appears anywhere in the
GamePart code region, so dialogs are raised through a computed index and the
entry point to GamePart 26 is still unknown. New probe: examples/screen_configs.rs
dumps any tables.pak screen config by substring.
Static only. Last commit left "REQUIREMENT is a bit index into a progress
bitfield" with the space unidentified. It is the achievement space, and both
halves are now readable off the disc and the executable.
- GamePart_Debriefing (0x8218CF38-0x82191B18) awards them: sub_8218F9A8 walks
the on-disc ACHIEVEMENTS_REQUIREMENTS list (tables.pak #16, schema 744c0519),
and for entry index n tests bit n, evaluates the entry when clear, and sets
the bit when satisfied. The list is literally ACHIEVEMENT01..ACHIEVEMENT24 --
24 entries, which is exactly where the challenge gate splits word A from
word B.
- The XEX carries the definitions: XACH at .pe 0x8FBCBC, 36-byte records
{id, name_id, unlocked_desc_id, locked_desc_id, image_id u32, gamerscore u16,
pad, flags u32, 16 zero bytes}, strings from one XSTR per language (English is
table #5). tools/xach_dump.py parses it. SELF-CHECK: the 24 gamerscores sum to
exactly 1000, the retail total -- a wrong stride does not land on a round 1000.
- The two sources agree on ORDER independently: the requirement types
ShootDownAircrafts 1000/10000, ShootDownShips 100, ShootDownWeight MegaTons,
GetAllWeapons and GetAllAchievements line up with ids 19-24 exactly as XACH
names them. So bit n <-> achievement n+1 is evidence, not inference. (Those
last two are requirement TYPES, not debug cheats, despite how they read.)
- Corollary: TimeAttack's REQUIREMENT 16 -- the one value that sits in direct
value-before-key adjacency, so it survives IDXD dedup -- is bit 16 =
achievement 17, "Solar System Defense Award", i.e. finish the story campaign.
The other five values (25-29) are >= 24 and so index word B, a second flag
space, plausibly a challenge-clear chain. Still 🟡.
REFUTED, from the last commit: the stores to +1956 in 0x822AF278 / sub_822C8748
are NOT this singleton. That object comes from 0x822CEB30, checks a +2652 flag
and stores string POINTERS at +1956/+2024 -- and a pointer ANDed with 1<<n is
meaningless as a gate. So nothing in the image writes this singleton's +1956
field-wise, and where the mask persists (save vs Xbox profile) is open. XEX
imports are by ordinal, so absent XamUser* strings are not evidence either way.
Static only. Bounding each GamePart's code block by its factory creator thunk
(id -> creator recovered for 22 of 24 registrations at 0x8280C000-0x8280F800)
puts GamePart_ChallengeMission at 0x82187E60-0x8218CF10. Resolving every string
that block references gives the screen's config schema, and the record itself is
on disc -- tables.pak schema 54a10697, one copy per language, English entry #64.
Six missions: TimeAttack (record Time), ScoreAttack (record Points) and
Extra01..Extra04, each with MISSION_ID / REQUIREMENT / REQUIREMENT_DESC /
THUMBNAIL / STAGE_DESC / NEW_STAGE and a NORMAL_BUTTON / GRAY_BUTTON pair -- so
the screen always lists all six and greys out what is not earned.
THE GATE (0x82189970-0x821899D8), read off the code:
REQUIREMENT absent -> available
REQUIREMENT == "Always" -> available
else n = atoi(REQUIREMENT)
n == 0 -> locked
n < 24 -> test bit n of the word at singleton+80
n >= 24 -> test bit (n-24) of the word at singleton+1956
The singleton is 0x821707C0 (lazy, global 0x828F48BC). So availability is one
bit in a progress bitfield and REQUIREMENT is a bit INDEX -- not a stage number,
score or difficulty.
Values per mission are 🟡: the pool's numeric tokens are 16/25/26/27/29 and
24/28 already appear earlier as font metrics, so they would be deduped -- which
fits 24..29 but IDXD dedup makes positional pairing unsound here, so it is
recorded as a hypothesis, not a table.
Negative: the requirement TEXT is not in GP_CHALLENGE.pak (TextIndex over it =
0 entries; its only prose is embedded font copyright). Its PATH is a per-language
branch the loader does not currently reproduce.
Next: three stores to +1956 sit in 0x822C7DD0 / 0x822C8748, the same region as
the save serializer 0x822C00E8 -- if the bits are save-backed, a hand-written
save unlocks all six challenge missions and the last 42 units become one run.
Static-only (no emulator, no pad input). Three findings, each with its own
evidence:
- The disc holds exactly 29 StageResource records in three families --
S01-S16 story, S18-S23 tutorial (all bg=Original), S24-S29 challenge, plus
Test. That is 16 + 6 + 6 + 1, matching weapon.tbl's stage01..16 /
tutorial01..06 / challenge01..06 key set exactly. S17 does not exist.
GP_CHALLENGE.pak has 0 IDXD objects -- it is the menu screen; challenge
missions reuse GP_MAIN_GAME_E.pak's records.
- The GamePart id table is at 0x820A1630 (29 ids). Indices are confirmed by
the image's own RegisterToFactory<N, class silph::GamePart_*> text, not by
position: GP_CHALLENGE = 26, GP_TUTORIAL = 25, GP_BUNK = 10.
- The stage loader selects its config section from a mission-KIND field at
object+144: 3 -> EXTRA, 5|6 -> CHALLENGE, else FILE (two independent sites,
0x82184df0 and 0x82185ed0; two more classify {3,5,6} as one group). The
constructor sets it to 0 and every write inside the class only clears it,
and no immediate 3/5/6 store to it exists image-wide -- so the kind is
supplied by the launching GamePart, never derived from the stage number.
That last point is a mechanism (unproven) for why patching the save's stage
field to 27 kills the load: the record is a challenge stage but the kind stays
FILE. Names an untried, zero-cost discriminator -- try stage 18-23.
Also flagged, not resolved: roster_target says S10 (a STORY stage) still
fields an unharvested unit, which contradicts the "story campaign complete"
claim by one unit.
examples/roster_target.rs ranks stages by how many roster units are still
unharvested. The EnumUnit_S<NN> tables are found by hashing candidate TOC paths
(hash::TOC_NAME_SCHEMES) — UnitRoster::stage can only infer a tag when the roster
carries a UN_S<NN>_ prop, which most do not.
It picked S09 (10 missing). Flying it: 26 -> 36 units, 3 345 -> 4 785 rows,
2 351 -> 3 439 defaulted-on-disc values. New: e102_Battleship, e104_Carrier,
e107_AAFrigate, e011_Attacker_B, e008_TurretPlus, be001_TerrafoamingUnit,
e001_Elan_GR{,_Violeta}, f102_LightCarrier_Inv, f106_Destroyer_Inv.
Also settled: the definition objects are mission-independent. Eleven units appear in
more than one snapshot and four are not byte-identical, but compared through the
layout ZERO mapped fields differ — the 12 differing slots are all unmapped (offsets
4/8/16/20 and 0x250/0x268/0x300-0x308/0x330-0x338: object header and sub-object
pointers). So a harvested value is the definition, not a per-mission tweak, and the
earlier UN_f201_TCAF_Tanker flag resolves the same way. Cross-checks over three
snapshots: 1 052 agree, 0 disagree.
Third angle field found the same way (Through_AngleMaximum = 60 degrees in radians),
so the degrees<->radians rule covers any name containing "Angle".
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
examples/why_missed.rs reports the furthest gate per undecoded resource. Disc-wide
that is 47 rows / 43 distinct names, and they are mostly not ship geometry:
30 e_rou_/_rou_ pose & proxy composites (24-vertex marker boxes, extent 0.010)
6 .DAT particle composites in ptc_pack
8 damage/LOD variants (e101_bdy_02_d, e901_wing_05_*_m, ...)
3 props/other (g005 extent 0.196, _rou_f001_wep_05, e_rou_e005)
By gate: extent 32, coverage 8, winding 7. The extent bucket is almost entirely the
pose-proxy boxes, and lowering that floor was measured and refuted earlier. The one
genuinely interesting residual is e901_wing_05_L/R at winding 0.587/0.570 against the
0.70 floor — the signature of a thin double-sided sheet, unproven without a capture
with the boss on screen (flying stage 16 puts the container in memory but the unit
never appeared).
So: 6 247 / 6 294 resources decode (99.25 %), and every real mesh drawn in three
captured missions decodes at the GPU's own offsets with index runs matching byte for
byte (93/93 and 128/128).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
With per-sub-mesh declarations enabled, n201_01 decoded as a 2-part fragment 4 bytes
off. Both starts validate for the pivot — 0x32BA718 at pad 2 (earlier in file order,
so first-match took it) and the capture-proven 0x32BA71C at pad 0 — so the pivot
alone cannot separate them; at the early one two of four sub-meshes fall out as
out-of-range.
anchor_grouped_meshes now builds each accepted candidate and keeps the one that
explains the most of the declared pool: it returns immediately when a candidate
explains all n sub-meshes, else keeps the best partial, so it can never decode less
than first-match did. n201_01 lands on all four capture-proven offsets
(0x32BA71C / 0x32BEFF4 / 0x32C416C / 0x32C536C) and its two sibling copies take their
own pools, so the twin collapse is gone.
XBG7_SUBMESH_DECLS is therefore on by default (=0 reverts):
resources that never decode 85 -> 47
resources decoding in no container 63 -> 30
degenerate index runs 1 -> 1 (unchanged)
cross-container minority decodes 96 -> 96 (unchanged)
captured index runs, stage-02 93/93 (unchanged)
captured index runs, stage-05 124/128 -> 128/128
The last line is the point: the buffers the capture could not name are the n201
family, and they now decode and match the GPU's indices byte for byte. Suite green
including twin_pairs_do_not_share_a_buffer, apart from the pre-existing
known-failing cross-container consistency test.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
desc_dump shows each index marker is followed by its OWN element triples: n201_01
declares strides 24, 24, 24 and 28 (the last sub-mesh has a fourth element), which
matches the runtime capture's stride=28 on that draw and the four distinct vertex
shaders. parse_vertex_decl read the first declaration for the whole pool.
all_vertex_decls reads one per marker; anchor_grouped_meshes uses each sub-mesh's
own stride for the pool walk, the pivot validation and the read. debug_grouped_report
follows the same setting so the diagnostic cannot blame the wrong gate — at n201_01's
capture-proven pool start it now reports "pad 0: ACCEPTED" instead of a NaN position.
With XBG7_SUBMESH_DECLS=1: resources that never decode 85 -> 47, resources decoding
in no container 63 -> 30, capture oracles unchanged (93/93 index runs, 42/42 index
counts), consistency unchanged at 96.
Off by default because selection has not caught up: the three n201_0x copies then
settle on one pool (twin_pairs_do_not_share_a_buffer fails), production still picks
a start 4 bytes before sub-mesh #1 rather than the proven one even though the proven
start validates and is unclaimed, and four newly decoded ptc_pack .dat composites
carry degenerate triangles. Format truth is settled; choosing among candidates is
the remaining work.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
capture_ib_truth now proposes an identity for each drawn buffer our decoder cannot
place, by matching (vertex, index) counts against declared-but-not-decoded
resources. That identified n201_01/_02/_03 in Stage_S02.xpr — three of the 63
resources that decode in no container — and the capture pins all four sub-meshes:
#0 vb 0x32BA71C ib 0x32B39FC 4464 idx 777 v stride 24
#1 vb 0x32BEFF4 ib 0x32B5CDC 4464 idx 869 v stride 24
#2 vb 0x32C416C ib 0x32B7FBC 576 idx 192 v stride 24
#3 vb 0x32C536C ib 0x32B843C 4464 idx 869 v stride 28 <- different
The layout matches our assumptions exactly (tight index packing, last buffer flush
against vb0 so pad 0, span 27936 == align4-summed markers, contiguous vertex
buffers, max index == verts-1 everywhere). The defect is that sub-mesh #3 has a
different stride AND its own vertex shader: anchor_grouped_meshes parses one
declaration per resource and applies its stride to every sub-mesh, so it reads #3
out of phase (372 non-finite position components of 2607), and since the pivot is
the largest index count with ties going to the last marker, the pivot IS that
sub-mesh — so the whole resource is declined.
Also adds examples/miss_targets.rs (which container to aim a capture at): 63
resources decode nowhere, 58 of them in exactly one container, clustering as
Stage_S16 21 (e901_wing_05_*), ptc_pack 12, Base 6, then per-stage n2xx groups.
Flying stage 16 did not draw the e901 wings — the container is resident but the
unit must also be on screen.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
Two follow-ups to the pad-scoring fix, both driven by the same invariant (a
correctly located index run has no degenerate triangles):
- anchor_grouped_meshes picked its pad by first-match too; scoring the pivot run
the same way cleared every remaining ptc_pack composite (f102/f104/e107).
- anchor_pool_mesh now prefers a degenerate-free candidate over an earlier dirty
one. examples/better_home.rs showed the last two resources each had exactly one
degenerate-free, pool-covering block, sitting later in file order than the
lookalike we took. First-match order is kept for every clean hit, and a dirty
block is still used if nothing clean exists, so coverage cannot regress.
degenerate index runs, disc-wide: 582 -> 11 -> 1
captured index runs identical: 93/93 (unchanged)
resources decoded / misses: 6 209 / 85 (unchanged)
index runs changed / anchors moved: 590 / 10 (_rou_f402_dead x8, e201_bdy_03_m x2)
Cross-container minority decodes 89 -> 96, and that is progress: all seven new
rows are _rou_f402_dead, which now has a majority (32x25x8) for the first time, so
its seven wrong copies are named instead of hidden behind "no majority".
The last dirty run (_rou_f402_dead in Stage_S09) is blocked by distinct assignment
— its clean block is claimed by e_rou_f003_Near, both 24-vertex bounding boxes. A
winding-floor escalation for that case was written, measured to fire for nothing,
and reverted; the reasoning is kept as a comment.
Regression threshold tightened to 1. Suite green with --include-ignored apart from
the pre-existing known-failing cross-container consistency test.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
Extending the capture comparison from index COUNTS to index VALUES
(`examples/capture_index_bytes.rs`, using the batch offsets the new ib logging
gives) showed 76 of 93 Stage_S02 index runs identical to the GPU's and 17
differing — every difference a shift by exactly one element, on buffers whose
index data sits at pad 2.
`anchor_pool_mesh` returned the FIRST pad that validated, and pad 0 is tried
first with the looser winding gate (0.70 vs 0.85). Read at pad 0, a pad-2 block
yields [true[1], true[2], …, garbage]: every index in range, the pool covered,
the positions right, the winding often just above 0.70 — so it validated, and
every triangle was mis-wired. Nothing count-based could see it.
The signature is decidable without the capture: a shifted run wires arbitrary
vertices, so triangles come out degenerate. 282 of 283 correctly anchored
Stage_S02 blocks have zero degenerate triangles, while the shifted readings carry
1–2 156. So score every validating pad by (degenerate triangles, then winding)
and keep the best. `XBG7_PAD_FIRST_MATCH=1` restores the old behaviour.
captured index runs identical: 76/93 -> 93/93 (2 025 elements)
decoded runs with a degenerate triangle: 579 -> 16 (disc-wide)
sub-meshes whose index run changed: 575 of 8 850
resources decoded / vertex anchors / consistency: unchanged (6 209 / same vb / 89)
Locked in by tests/mesh_disc.rs::decoded_index_runs_have_almost_no_degenerate_triangles.
Suite green with --include-ignored apart from the pre-existing known-failing
cross-container consistency test (the 24-vertex bounding-box class).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
The decoder's central unstated assumption — a block's index buffer sits
immediately before its vertex buffer (`vb - idx_count*2 - pad`, pad <= 3) — was
also the prime suspect for the residual anchor misses, since a capture-proven
`e106_eng_02_l` block was rejected outright. Measured it instead of assuming:
- extended the F10 ship capture to log each draw's index buffer (base, count,
min/max index) and to key its de-dup on the index range, so every draw batch
is recorded rather than only the first;
- `examples/capture_ib_truth.rs` places each drawn buffer in the container by its
dumped positions and scores the capture against our decode.
Stage_S02, 42 drawn buffers placed: our idx_count == the sum of the draw's index
batches for 42/42, the batch union covers the vertex pool exactly for 42/42, and
all 30 single-block cases sit at pad <= 3 (20 at pad 0, 10 at pad 2). The other
12 are grouped pools, where one index pool serves the whole group. So the layout
holds, the decoded index count is exact, and eng_02_l died on the connectivity
gate (since replaced by the winding gate) — not on index location. The shipped
exact-coverage rule is independently confirmed.
The recorded "capture indices=21 vs our 246" disagreement was an artefact of the
old de-dup key: 21 was the first of two batches, 21 + 225 = 246. Any conclusion
from a pre-2026-08-13 capture's `indices=` or `vbase - ibase` is about one batch,
not about the block.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
The offset->field map read out of sub_82341A20 is now usable rather than just
documented: data/unit_definition_layout.txt carries the 159 fields with their
provenance and the two conventions (angles are degrees on disc and radians in the
object; a defaulted field keeps the accessor's 0.0 miss value), and
sylpheed_formats::unit_layout exposes fields()/field_at()/offset_of() so a memory
snapshot can be read by name.
tests/unit_layout_disc.rs replays the verification against the checked-in live
dump -- every mapped float of all 11 identified objects must equal its disc value,
angles compared in radians -- asserting 0 disagreements and >=400 agreements. It
needs no emulator. Full suite green: 11 binaries.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Anchoring each key string to the first store AFTER the accessor call makes the
extraction exact: 159 fields, 125 of them floats, and verify_fieldmap now checks
every one against the live objects -- 154 agree with the disc, 0 disagree.
The last ten mismatches taught the rule: angle fields are degrees on disc and
RADIANS at runtime (AV_PitchPlus_Max 3.6 -> 0.0628319; MaximumBank_Normal 60 ->
1.0472), an exact conversion across every angle field and unit.
101 defaulted fields now have runtime values: angle limits default to 3.6 degrees,
afterburner/turn-attack fields to 0, FiringRange to 0 (matching the loader's miss
value), Size_Y to that unit's Size_X, and the ratio family is per-unit rather than
constant (HQRatio 0.2 or 1, DefencePoint 0.1 or 0.25, ...).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The filler builds each key as addi r4, r30, -N with r30 = 0x82088f94, so every
store's field NAME is a string in the image. Pairing keys with the following stfs
gives the layout outright: Size_X/Y/Z at +48/52/56, HQRatio +88, ShieldRatio +92,
ThrusterRatio +96, resistances +116..132, Radar/FCS/FiringRange +672/676/680,
Attack/Defence points +692/696/700. verify_fieldmap.rs checks it against the live
dump: 62 fields agree with the disc, 0 disagree.
That yields the runtime value of each field for units whose record omits it --
HQRatio 0.2/1, ThrusterRatio 0.2/1, ShieldRatio 1, ResistanceToPlayer 1,
ResistanceToShell 0.1, ResistanceToExplosion 0.5, AttackVesselPoint 0.1,
AttackCraftPoint 0.1/0.5, DefencePoint 0.1/0.25, FiringRange 0, Size_Y = Size_X.
Recorded with the caveat that several show two values across units, so these are
per-unit runtime values rather than one global default.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
pool_window.rs shows the Destroyer's raw tokens: "200.0" "Size_X" "Size_Y"
"2000.0" "Size_Z" -- Size_Y is a bare key, so the 13 runtime values recovered
earlier are real defaults, not a reader artefact.
The filler reads each size field through sub_822FC5A8, which loads f31 from
0x8209fd28 = 0.0 at entry and returns it on a pool miss, then stores to +52.
Nothing else in the 15876-byte filler writes +52, so the definition leaves a
defaulted Size_Y at 0.0 and the runtime 200 is written later.
Two corrections: the +48/+52/+56 comparison block builds a size-class bitmask
against 1000.0 (constant 0x8209fd20), not a has-value mask; and both earlier
Size_Y derivation candidates are refuted (one is a conditional pick, the other
multiplies into a different struct).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Searched RAM for HP 25000 (200+ hits, too common), for the rare float
AttackVesselPoint 0.08 (64 hits, no window holds the unit's other values, one hit
is a code constant), and for the ID string itself (two copies, each pointed at
from -0x10, but the surrounding 256 words hold none of the numbers because that
region is the IDXD string pool where values are ASCII).
Hypothesis recorded as 🟡: IDXD is reflective and the engine likely reads values
from the pool by key on demand, caching only the per-frame ones -- which is
exactly what the 0x820af844 object contains at any dump depth. If so, a defaulted
field has no value anywhere in data and the default is applied by code at read
time, so Route B for the Ratio/Count family needs the read path or the static
DuckDB route, not more scanning. The 13 Size_Y values worked because Size_Y is
one of the cached fields.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Dumping 512 words instead of 96 finds exactly the same 4 of ~50 disc values, for
all five correlated units, so the rest of the record is not in this structure.
Also corrects the reason recorded last commit: get_f32 is NOT unreliable on
default-heavy records -- it resolves 46-57 numeric fields per unit, which is what
made the emptiness of the correlation measurable in the first place. The one
automated hit (YawDragFactor -> +0x0c) remains false: +0x0c holds the integer 2
as a denormal and collided with the float 2.0.
Next probe is a RAM-wide search for a unit-distinctive value, not a bigger window.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Anchoring on a unit whose disc record sets a field locates it in the live object:
Size_X/Y/Z (+0x30/34/38) and HP (+0x54) confirmed across five capital ships and
the player fighter; +0x74 (0.8) and +0x84 (0.97) are probable ThrusterRatio and
ResistanceParalyze but rest on a single anchoring unit; +0x40 varies per unit and
is unidentified.
live_offsets.rs automates the correlation and currently produces one hit which is
false -- YawDragFactor 2.0 collided with the integer 2 at +0x0c stored as a
denormal. Causes recorded: get_f32 is unreliable on default-heavy IDXD records
because the value-before-key pairing shifts, and 96 words only reaches +0x180
while RadarRange/FCSRange sit beyond it. Next run dumps 512 words.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Live definition objects carry no name, so identity comes from the values:
unit_signatures.rs prints (HP, Size_X/Y/Z) for every disc unit and vessel, and a
live object is the record whose known fields it reproduces. 7 of 14 match a disc
record outright; the other 7 match nothing because their records default a field
-- 18 of 23 vessel records are missing at least one, nearly always Size_Y.
Matching each single-default record against the live object that reproduces its
remaining fields resolves 13 values (Destroyer 200, Cruiser 600/700, ASFrigate
80, ADAN Destroyer 300, Acropolis 400, ISCMissile 300, plus _Inv/_EX variants).
Every one equals that unit's Size_X, so the engine's own parsed definitions
confirm the statically-derived inheritance rule.
Limits stated: variants share one live object, and the ...Ratio/...Count family
is not resolved -- their offsets in the live object are still unknown.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Filtering after the assignment made every subset query a full decode (~15s on a
50MB container). full_decode_cached memoises it per container -- fingerprint is
length plus three sampled 4KB windows, keyed with min_consistency, last four kept.
Decoding five ships from Stage_S02 in turn: 10.5s for the first, then 48us-1.4ms.
A stage now costs one decode rather than one per ship. Ten suites green, viewer
builds, and a spot-checked resource still lands on the same offset.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
models_named pruned to the wanted set BEFORE distinct assignment, so collision
resolution saw a different resource population and returned different offsets:
27 of 356 resources in Stage_S02 decoded differently when asked for alone,
including real geometry (f001_bdy_30, f106_sld_02_l/m/d, f101_wep_01_l). Both the
viewer and assemble_ship decode subsets, so both could disagree with the
container's own answer. This was a regression from distinct assignment itself.
Fixed by filtering the OUTPUT: the assignment always runs over the whole
container. One-name, three-name and full decodes now agree exactly. Cost: a
single-resource query on a 50MB container goes from near-instant to ~15s;
per-container caching is the follow-up. Ten suites green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
XBG7_MONOTONE=1 enforces descriptor order per (stride, vtx, idx) signature: 89
minority decodes, unchanged. Monotonicity constrains order WITHIN a container
while the disagreement is BETWEEN containers, which hold different numbers of
these boxes in different arrangements. The remaining 89 are bounding-box identity
ambiguities needing descriptor-level information, not another anchoring
heuristic. Knob kept, default off, measurement recorded; suites green.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Checking the vertex count of every minority decode: all 89 are 24-vertex
resources, including e101_wep_01_l, which last commit called the one real
geometry disagreement -- it is a 24-vert box too. So after this thread's fixes no
real mesh on the disc decodes differently in different containers; what remains
is structurally identical bounding boxes swapping identities, which needs an
ordering rule rather than a validity gate. Monotone anchoring was refuted before
but under a decoder with other defects, and is now cheap to judge: 89 -> 0.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
consensus_check names the minority container instead of just flagging
disagreement: 89 minority decodes across 477 resources with a majority, and 88
are scene composites. A composite's descriptor carries a 24-vertex bounding box
(e_rou_e106 -> 22x22x22, e_rou_f106 -> 745x718x718); those boxes look
interchangeable so the assignment shuffles per container. 1141 of 6209 decoded
resources have scene nodes. Counting only real geometry the disc has ONE
disagreement: e101_wep_01_l in Stage_S25.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Last iteration reported e303_wep_01 as inflated 30-110x by assemble_ship. Wrong:
the composite nodes carry scale 1.0 and orthonormal matrices, and under the
current decoder the turret places as 49x23x42 at +/-179. The 1600x2100x4800 box
only appears with XBG7_COVER_SLACK=4 -- the exact-coverage fix had already
repaired the turret too. The error came from comparing a deliberately pre-fix
render against post-fix measurements.
The containment screen's blindness therefore has a mundane cause: one mis-decode
inflated the envelope and hid another. Kept as a forward-looking invariant with
that caveat.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>