re: read the defaulted weapon stats out of live guest memory
Canary backs the whole guest address space with one shared-memory file, so the game's RAM is readable from the host while it runs -- no debugger, no emulator patch. That turns the parked Route-B question (fields the IDXD omits because they sit at their default) from "unreachable" into a table lookup. gmem.py maps guest VAs into /dev/shm/xenia_memory_* via Xenia's fixed table and searches only the allocated extents, so a full-RAM scan is ~0.2 s. weapon_runtime.py finds the parsed objects by scanning for their vtable, then *solves* the struct layout instead of guessing it: every (field, offset, encoding) triple is scored against the disc records, and a binding is accepted only with zero contradictions -- and marked confirmed only when >=10 records agree on >=3 distinct values, because a field whose samples are all one number matches any offset holding that constant. Result: Weapon (0xc0) and Shell (0x200) mapped, 4393 values the disc does not carry, for all 126 weapons at 5 % save progress. Cross-checks hold -- the Arsenal DATA SHEET read 4 for wep_05/wep_60 Max. Lock Ons and the memory read agrees; the in-flight HUD's 06000/00300 match LoadingCount; all 252 objects are byte-identical across a screen change, so this is definition data, not state. Two findings fell out: `IsCharging = Yes` switches LoadingCount and TriggerShotCount to float32 (it partitions the 8 float-encoded records exactly), and two .tbl entries declare Shell_TCAF_Ship_AAGun with conflicting Power -- the runtime keeps the one that omits it. Where the defaulted values *come from* (the IDXD's undecoded binary node region vs code defaults) is not settled here; they vary per weapon, so they are not one constructor constant. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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docs/re/captures/weapon-runtime-fields.csv
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docs/re/captures/weapon-runtime-fields.csv
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