re: widen unit coverage to all six tutorials, and prove the fields are run-invariant
Captures the five remaining tutorials (grab_tutorial.sh, one cold boot each) and re-solves over seven snapshots from seven separate emulator runs. Coverage 18 -> 21 units, confirmed fields 22 -> 27 (Size_Y, MassScore, MinimumVelocity, AV_PitchPlus_Min, AV_PitchMinus_Min join the zero-contradiction set). The multi-run union exposed something the single-run check could not: the same unit's object is NOT byte-identical between runs. unit_runtime.py --crosscheck pins down why -- exactly 15 words differ, 13 of them holding guest heap pointers, and none of them is a solved or interpolated field offset. So every value reported is run-invariant, which is a stronger statement than the within-run identity check that came before it. The two non-pointer stragglers are a real caveat, now documented rather than smoothed over: +0x2c8 reads 8000.0 for UN_f001_TCAF_DeltaSaber_T_Ttrl in two tutorials and 10000.0 in a third, with a 0/1 flag at +0x2d0. A couple of words in the object are set per stage, so it is mostly but not entirely the parsed table. Unidentified, marked NEEDS-HUMAN. Coverage honesty: all six tutorials together add only 3 units the missions do not already have -- they reuse one training box, one drone and the player craft. Further coverage needs story progress, not more tutorials. Two navigation facts encoded in grab_tutorial.sh, both learned by breaking them: the main menu is not input-ready for ~10 s after the title tap and early d-pad presses are dropped (which sends the A to NEW GAME); and NEW GAME is not a shortcut to Stage 01 -- it gates on DIFFICULTY then plays the prologue. A NEW GAME excursion to the READY ROOM leaves game01/savedata byte-identical, verified by diff against a backup.
This commit is contained in:
66
tools/re-capture/grab_tutorial.sh
Executable file
66
tools/re-capture/grab_tutorial.sh
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#!/usr/bin/env bash
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# Capture one tutorial's unit definitions: cold-boot Canary, walk
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# title -> TUTORIAL -> the Nth entry, wait for the stage to load, snapshot RAM.
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#
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# One emulator per tutorial on purpose: backing out of a loaded mission via
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# PAUSE -> BACK TO MENU wedged the emulator (log stops, CPU spins), while a
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# cold boot here is ~15 s. The unit definitions are all parsed at stage load,
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# so a single snapshot right after the load is everything this needs.
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set -u
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N="${1:?usage: grab_tutorial.sh <index 0..5> <outfile>}"
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OUT="${2:?}"
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export HOME=/sylph-home/re SDL_AUDIODRIVER=dummy DISPLAY=:98
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SD="$(cd "$(dirname "$0")" && pwd)"
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RC="/home/fabi/RE - Project Sylpheed/sylpheed-reborn/tools/re-capture"
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# The container entrypoint's Xvfb/openbox do NOT restart on their own, and a
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# dead Xvfb leaves a <defunct> entry that still matches `pgrep` -- so test the
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# display with xdpyinfo, never by process name.
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ensure_display(){
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if ! xdpyinfo -display "$DISPLAY" >/dev/null 2>&1; then
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echo "[grab] $DISPLAY is down -> restarting Xvfb + openbox"
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setsid nohup Xvfb "$DISPLAY" -screen 0 1280x720x24 -ac -nolisten tcp \
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+extension GLX +extension RANDR </dev/null >/tmp/xvfb98.log 2>&1 &
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for _ in $(seq 1 50); do xdpyinfo -display "$DISPLAY" >/dev/null 2>&1 && break; sleep 0.2; done
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setsid nohup env DISPLAY="$DISPLAY" HOME=/sylph-home openbox </dev/null >/tmp/openbox98.log 2>&1 &
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sleep 1
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fi
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xdpyinfo -display "$DISPLAY" >/dev/null 2>&1 || { echo "DISPLAY UNAVAILABLE"; exit 1; }
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}
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step(){ vgamepad dpad "$1"; sleep 0.2; vgamepad dpad center; sleep 0.6; }
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shot(){ screenshot "$SD/$1" >/dev/null 2>&1; }
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pkill -x xenia_canary 2>/dev/null; sleep 2
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pgrep -x xenia_canary >/dev/null && { pkill -9 -x xenia_canary; sleep 2; }
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rm -f /dev/shm/xenia_memory_* /dev/shm/xenia_code_cache_* 2>/dev/null
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ensure_display
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cd /sylph-home/re
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setsid nohup run-canary --audio --apu=sdl --log_mask=13 \
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--logged_profile_slot_0_xuid=E0300000EFBEA3D4 </dev/null >/dev/null 2>&1 &
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sleep 5
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"$RC/skip_intro.sh" 600 || { echo "BOOT FAILED"; exit 1; }
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# The main menu is not input-ready for ~10 s after the title tap under lavapipe;
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# d-pad presses before that are silently dropped, and the A then lands on NEW
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# GAME instead of TUTORIAL. This wait is the whole fix.
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sleep 14
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shot "nav-$N-menu.png"
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step down; step down # NEW GAME -> TUTORIAL
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vgamepad tap A 250; sleep 8
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shot "nav-$N-list.png"
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i=0; while [ "$i" -lt "$N" ]; do step down; i=$((i+1)); done
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shot "nav-$N-pick.png"
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vgamepad tap A 250
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# the stage load takes ~25-45 s under lavapipe; wait for the screen to settle
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sleep 50
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shot "nav-$N-loaded.png"
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MEM=$(ls /dev/shm/xenia_memory_* 2>/dev/null | head -1)
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[ -n "$MEM" ] || { echo "NO SHM"; exit 1; }
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cp --sparse=always "$MEM" "$SD/$OUT" || exit 1
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echo "SNAPSHOT $OUT ($(du -h "$SD/$OUT" | cut -f1))"
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