# Weapon DATA SHEET — runtime capture (Route B)

**Status:** 🟡 first dynamic capture, 2026-07-28. The Arsenal's *Gallery Mode* panel is a
direct runtime readout of the IDXD weapon record, which makes it an oracle for the fields
the disc leaves **defaulted**. Two field mappings are ✅ `CONFIRMED`; two defaulted values
are recovered at 🟡 `PROBABLE`. Captured from the retail game under Xenia Canary
(software Vulkan, headless) — see [the container recipe](#how-this-was-captured).

## Problem

`sylpheed-formats::game_data` reads the combat tables out of `dat/GP_MAIN_GAME_E.pak`, but
**a field left at its default value carries no value on disc** — the key is present in the
IDXD string pool with no value token in front of it. Those defaults live in title code, so
a static read can only ever say "not set", never *what* the game uses. That is a real hole
for the reimplementation: e.g. `Weapon_DSaber_P_wep_01_Beam` — the Delta Saber's starting
beam gun — has no `TriggerShotCount` and no `Power` on disc.

Ruled out first: the defaults are **not** hiding in another pak. `hidden/DefTables.pak`
contains no `WEAPON`-schema (`0x6ab4825a`) objects at all, and the other `GP_MAIN_GAME_*`
paks are localized duplicates of the English one.

The two scratch analyses that produced the shopping list live next to the crate:
`crates/sylpheed-formats/examples/defaulted_fields.rs` (per-schema: which keys are declared
but defaulted, and by whom) and `examples/default_owners.rs` (per-key: every owner, valued
or `<DEFAULT>`).

> Caveat on those tools: they classify a token as a *value* only if it is numeric or
> non-identifier-shaped. **Boolean/enum-valued fields therefore read as `<DEFAULT>`
> spuriously** (`Yes`, `Homing`, `Single`, `Burst` are identifier-shaped). Every finding
> below concerns numeric fields, where the classification is sound.

## Finding — the DATA SHEET reads the record

In **ARSENAL → (weapon type) → Y (Gallery Mode)** each entry shows a `DATA SHEET`, and it
is shown for weapons that have **not** been developed yet — only fully hidden (dashed)
entries are withheld. The same panel appears in **HANGAR → (hard point)**, with an extra
`Weapon Type` row.

| DATA SHEET row | IDXD field | Confidence | Evidence |
|---|---|---|---|
| `Ammo Capacity` | `LoadingCount` | ✅ CONFIRMED | every one of the 10 identified entries lands on a `LoadingCount` that exists in its own weapon-type tab — and see the circularity note below |
| `Max. Lock Ons` | `TriggerShotCount` | ✅ CONFIRMED | FALCON 9AM = 12 vs `wep_02`'s 12; BUZZARD 10AM = 22 vs `wep_04`'s 22 (two distinctive values, two independent records) |
| `Hard Point` | mount slot | ✅ CONFIRMED | matches the HANGAR slot the weapon is mountable/equipped on (`STILETTO BG I` → NOSE, `FALCON 9AM` → MAIN WEAPON1) |
| `Range Class` | bucket of `MaximumRange` | 🟡 PROBABLE | monotone in the on-disc metres, see the bracket table below |
| `Damage Class` | bucket of `Power` | 🟡 PROBABLE | monotone in the on-disc power, see below |
| `Weight Class` | bucket of the hangar-table `Weight` | ❔ HYPOTHESIS | only one clean pair so far (`wep_33`, Weight 0.3 → "Light") |
| `Speed Class` | ❔ | ❔ | present only on missiles (MPM = A, ASM = B); no on-disc pairing established |
| `Sight Homing`, `Lock on Overlap` | ❔ (`Available` / `–`) | ❔ | the plausible on-disc partners (`Homing`, `OverlapLockon`) are identifier-valued and not yet decoded; **NEEDS-HUMAN** |

### Why the `Ammo Capacity` evidence is not circular

Each UI entry was **identified** by matching its `Ammo Capacity` against the records in
that weapon-type tab, so "the ammo matches" cannot on its own prove the mapping. What does:

1. **The match is forced and unique.** For 10 of the 11 entries, exactly one record in that
   tab carries that number (`600` occurs three times overall — `wep_04`, `wep_24`, `wep_55`
   — but in three different tabs: MPM, BEAM, B/R). An unrelated quantity would not land on
   a valid, tab-unique `LoadingCount` eleven times running.
2. **A second, independent field then agrees.** FALCON 9AM and BUZZARD 10AM were pinned by
   ammo alone, and their `Max. Lock Ons` (12, 22) then matched those same records'
   `TriggerShotCount` (12, 22) — values that play no part in the identification. A wrong
   identification would have to be wrong twice, consistently.
3. **One entry is identified without ammo at all.** STILETTO BG I is described in-game as
   "the initially mounted Delta Saber beam gun" and is the weapon the HANGAR shows equipped
   on the nose; `wep_01_Beam` is the corresponding record, and its `LoadingCount` 6000 is
   what the panel shows.

The weakest identification is LIGHT MACHINE GUN MG I: three guns share `LoadingCount = 3000`
(`wep_09`, `wep_33`, `wep_83`). `wep_33` is picked on `Weight Class = Light` (it has by far
the smallest `Mass`, 1.5 vs 3.6 / 33.0) — 🟡 PROBABLE, not certain.

## Finding — recovered defaults

| Weapon | UI name | Field | On disc | **Runtime** | Conf. |
|---|---|---|---|---|---|
| `Weapon_DSaber_P_wep_05_ASMissile` | TERRIER SMH | `TriggerShotCount` | *(defaulted)* | **4** | 🟡 |
| `Weapon_DSaber_P_wep_60_ASMissile` | HOUND SMH | `TriggerShotCount` | *(defaulted)* | **4** | 🟡 |

Both defaulted weapons read **4**, which is consistent with a single title-code default of
`TriggerShotCount = 4` rather than two per-weapon constants — but two samples cannot tell
those apart. ❔ HYPOTHESIS: *the title-code default for `TriggerShotCount` is 4.* It would
be confirmed by a third weapon that defaults the field and also reads 4 (candidates that
were still locked in this save: `wep_27`, `wep_30`, and the seven Beams), or refuted by one
that reads anything else.

`Power` and `MaximumRange` defaults are **not** exactly recoverable from this panel — it
shows only the letter bucket. They are bracketed instead (below).

## Captured rows

All values are from one session on save slot 01 (Stage 02, "At Standby", 5 % clear, 4101 P);
`✓` marks a value that matches the on-disc record exactly.

| UI name | Record | Rng | Dmg | Spd | Weight | Ammo | Lock | Homing | Overlap | Hard point |
|---|---|---|---|---|---|---|---|---|---|---|
| LIGHT MACHINE GUN MG I | `wep_33_Gun` 🟡 | D | E | – | Light | 3000 ✓ | – | – | – | NOSE WEAPON (Nose) |
| BROAD SWORD SG I | *see below* | E | D | – | Light | 200 | – | – | – | NOSE WEAPON (Nose) |
| STILETTO BG I | `wep_01_Beam` | E | E | – | Light | 6000 ✓ | – | – | – | NOSE WEAPON (Nose) |
| DAGGER BG2 | `wep_37_Beam` | D | E | – | Light | 4000 ✓ | – | – | – | NOSE WEAPON (Nose) |
| PILUM BP | `wep_24_Beam` | B | D | – | Light | 600 ✓ | – | – | – | MAIN WEAPON1 (Fore) |
| FALCON 9AM | `wep_02_Missile` | D | D | A | Heavy | 300 ✓ | 12 ✓ | Available | – | MAIN WEAPON1 (Fore) |
| BUZZARD 10AM | `wep_04_Missile` | C | D | A | Heavy | 600 ✓ | 22 ✓ | – | Available | MAIN WEAPON1 (Fore) |
| DART 23 ROCKET | `wep_55_Rocket` | C | D | – | Heavy | 600 ✓ | – | – | – | MAIN WEAPON1 (Fore) |
| TERRIER SMH | `wep_05_ASMissile` | D | C | B | Heavy | 45 ✓ | **4** | Available | Available | MAIN WEAPON2 (Rear) |
| HOUND SMH | `wep_60_ASMissile` | B | C | B | Medium | 18 ✓ | **4** | Available | Available | MAIN WEAPON2 (Rear) |
| TOMAHAWK ALPHA RAIL GUN | `wep_03_Cannon` | C | C | – | Medium | 75 ✓ | – | – | – | MAIN WEAPON3 (Lower) |

**BROAD SWORD SG I is unidentified — NEEDS-HUMAN.** `Ammo Capacity 200` narrows it to
`wep_38` / `wep_41` / `wep_42_Shotgun` (all `LoadingCount = 200`); "SG" and the GUN tab fit
a shotgun. `wep_42` is excluded by range (2500 m would not share class E with `wep_38`/
`wep_41`'s 3000 m *if* the class is a pure range bucket), leaving `wep_38` vs `wep_41`,
which the panel cannot separate. Its `Damage Class D` also does not fit the `Power` bracket
below (all three shotguns are `Power ≤ 16`, i.e. bucket E), so either the identification or
the "Damage Class = bucket of `Power`" model is wrong for shotguns.

### Letter-class brackets

Sorting the identified rows by their on-disc numbers gives monotone, non-overlapping bands:

```
Range Class   E: 3000                       (wep_01)
              D: 3500 · 4000 · 4000 · 4000  (wep_33, wep_37, wep_02, wep_05)
              C: 4500 · 5000 · 5000         (wep_55, wep_04, wep_03)
              B: 6500 · 6500                (wep_24, wep_60)

Damage Class  E: 10 · 14 · 16               (wep_33, wep_01, wep_37)
              D: 70 · 75 · 100              (wep_24, wep_04, wep_55)
              C: 200 · 400                  (wep_03, wep_05)
```

Two consequences for the reimplementation:

- The **thresholds are not pinned** — only bracketed (e.g. the D/C range boundary lies in
  (4000, 4500]). More weapons, or a static read of the title-code table, would pin them.
- They **bracket the defaulted numbers**: `wep_02_Missile`'s defaulted `Power` sits in the
  D band (≈ 17…150 by the observed edges) and `wep_60_ASMissile`'s in the C band
  (≈ 150…500). 🟡 PROBABLE, and only as good as the bucket model.

## How this was captured

Container recipe (`sylph-container/mission.md`), with two corrections worth keeping:

- **Skip the intro movie with A.** The brief warns it crashes; it does not. Skipping cuts
  boot-to-main-menu from ~13 min to **~1 min** under lavapipe. (Thanks: user tip.)
- **The title screen falls back to the attract loop within a few seconds**, so a
  screenshot→look→tap cycle always misses it. Poll the framebuffer and tap in the same
  process. Both are automated in `scratchpad/skip_intro.sh` (movie detected by frame-to-
  frame RMSE; title by the green Ⓐ glyph at pixel 625,618).
- Under lavapipe the game polls input at its own low frame rate: **a 60 ms d-pad tap is
  dropped roughly half the time**; 200 ms is reliable and 300 ms starts to auto-repeat.
- The Hangar hard-point weapon carousel is cycled with d-pad **down**, not left/right.

Path: title → A → LOAD GAME → slot 01 → *Load game?* **YES** → READY ROOM → ARSENAL →
type tab (LB/RB) → **Y** for the DATA SHEET → d-pad down through the list.

## Open / next

- Only **9 weapons of ~61** are revealed at 5 % completion, and none of the four whose
  `LoadingCount` is defaulted (`wep_11`, `wep_28`, `wep_36`, `wep_70`) is among them.
  Progressing the save (or a later save) is what unlocks the rest — the panel itself
  already shows undeveloped weapons, so no points need to be spent.
- **Craft (`UNIT`-schema) defaults are not reachable this way.** The Hangar exposes exactly
  one craft-level runtime number, `Gross Weight` (a class, "Light"). The defaulted craft
  fields (`ShieldRatio`, `BarrelRoll_Count*`, `HoldPosition_*Ratio`, `Slalom_TurnCount_Max`,
  `UsingChaffRatio`, …) are AI/flight-model constants with no UI surface; they would need
  in-flight behavioural measurement or a guest-memory read, not a menu screenshot.
- The `Sight Homing` / `Lock on Overlap` on-disc partners are still unidentified.

Screenshots for every row above: `/sylph-home/re/caps/` in the container.

Evidence PNGs are committed under [`captures/weapon-datasheet/`](captures/weapon-datasheet/)
(64-colour quantized for size; the numbers stay legible).

---

# Addendum — the in-flight HUD (2026-07-28)

Reached via **TUTORIAL → BASIC CONTROLS / HEADS-UP DISPLAY** from the title menu (no
save needed). Evidence: [`captures/hud-runtime/`](captures/hud-runtime/).

## The HUD corroborates the ammo mapping, independently

The Delta Saber's HUD prints its two equipped weapons as `NOSE <TYPE> <AMMO>` and
`MAIN <TYPE> <AMMO>`. With the loadout known from the HANGAR (nose = STILETTO BG I, main =
FALCON 9AM) the HUD reads **`NOSE BM 06000`** and **`MAIN MPM 00300`** — exactly
`wep_01_Beam`'s `LoadingCount = 6000` and `wep_02_Missile`'s `300`.

This matters because it is **not** the Arsenal panel: the weapons were identified from the
HANGAR loadout, and the numbers come from a different renderer in a different game mode. It
is a genuinely independent confirmation of `Ammo Capacity == LoadingCount`.

The type tags (`BM`, `MPM`) are the same short codes as the Arsenal type tabs.

## HUD element inventory

| HUD element | Backing data | Conf. |
|---|---|---|
| `NOSE` / `MAIN` + type tag + 5-digit ammo | equipped weapon, `LoadingCount` | ✅ |
| `HEAT` / `L.HEAT` bar under each weapon | the `Heating` / `Cooling` pair | 🟡 |
| Speed readout + throttle scale (`0`, `100`, `A/B`) | craft velocity | ✅ |
| `SHIELD` and `ARMOR` bars (two separate pools) | craft `HP` + a shield pool | 🟡 |
| Target reticle: name / type / distance + ring **Armor Gauge** | target unit record | 🟡 |
| `RANGE` gauge with `MAIN` and `NOSE` tick markers | each equipped weapon's `MaximumRange`, plotted against target distance | 🟡 |
| `YOU KILLED: WARSHIPS nnnn` + a second counter | score / `ScorePoint` | ❔ |

The `RANGE` gauge is the interesting one for future work: it draws a **per-weapon marker on
a distance scale**, so a weapon whose `MaximumRange` is defaulted on disc (`wep_25`,
`wep_58`, `wep_82`) would have its value *drawn* rather than bucketed into a letter — if the
scale can be calibrated against two weapons with known ranges, that recovers a real number
where the Arsenal panel only gives a class.

## Craft velocity

Full afterburner (RT) peaked at **1193** against `UN_f001_TCAF_DeltaSaber_T`'s on-disc
`MaximumVelocity = 1200`. 🟡 PROBABLE — one observation, and the readout may have been
still climbing. Cruise sat at 350, which is *not* the record's `CruisingVelocity` (700), so
the number is the current throttle setting, not a named constant; don't read more into it.

## Notes for the next session

- The tutorials need **no save game** and are reachable in ~1 min from a cold boot, which
  makes them the cheapest way back into a live flight scene.
- `tools/re-capture/autopilot.py` chases the yellow off-screen waypoint arrow (colour +
  shape, `-sample` not `-resize`, ~0.65 s per detection). It **finds the arrow reliably but
  oscillates** — the proportional gain is too high for the craft's turn rate. It needs a
  damping/derivative term before it can actually fly a waypoint.
- The HEADS-UP DISPLAY tutorial reaches a scripted targeting segment where the ship stops
  moving (target distance pinned) and the on-screen controller highlights **A**; tapping and
  holding A did not advance it. **NEEDS-HUMAN**: what input that segment wants.
- Canary is unstable here: it died twice mid-session (once loading BEAM `Resource3D`, once
  hanging on tutorial teardown) with no crash dump. Re-launch is cheap; just don't assume a
  long session survives.
