docs/re: the title-screen crash is an STL map/set erase, 40 s from a cold boot
The crash PC from the previous iteration resolves, and it names itself: sub_823070B0 references the string 'invalid map/set<T> iterator', builds it with the string helpers and throws it — which is the guest C++ exception (E06D7363) Xenia reports one line earlier. Its node offsets are MSVC's red-black tree node exactly (_Left 0, _Parent 4, _Right 8, _Color 24, _Isnil 25), so this is a std::map/set erase, and the fault is the first dereference after the iterator check. That matters beyond this blocker. The canary handoff's Ready-Room crash is the same shape — a guest STL exception in a cache/save path — and its bisection plan is priced at "one build plus one Ready-Room run" per suspect. If it is the same defect, each suspect now costs 40 seconds, and suspect #1 is already measured: --mem_watch=false removes it. Stated as unresolved rather than guessed: the fault address 0x1_0000000C is a 32-bit value with bit 32 set, which fits BOTH a corrupt guest tree and a stale high word on the emulator side. The measurement that separates them (read the node from guest memory at the throw) is written down rather than assumed. The second, unreproduced crash PC is identified too: an unrolled 4x16-bit copy loop faulting on the STORE, i.e. a bad destination — a different failure.
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@@ -27,6 +27,7 @@ Promote to a prose `structures/…md` file when a format needs behavioural notes
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| UI screen layout (`.rat`) | ✅/🟡 | [ui-rat-layout](structures/ui-rat-layout.md) | One pak per UI screen; each RATC = one (context × language) build; every `<name>.t32` sprite has a `<name>.rat` **layout record** (BE u32; 1280×720 design space; scale/tint/X/Y, keyframes for animated elements, `opt ` link to the focused state). **The tutorial PAUSE menu and the title main menu both rebuild pixel-accurately from the disc.** `loop1.rat` is decoded — it is a **looping sprite animation**, not a composition. ⚠️ **DEMOTED 2026-08-18** — the declaration table is *not* the paint order: a per-draw capture of the running title screen ([ui-title-paint-order-capture](ui-title-paint-order-capture.md)) paints element 13 first and elements 0/1 late, and the visible screen composites two bundles. The rest of the table's reading stands. Previously claimed: the **screen's draw list is the RATC bundle's own declaration table** (elements in back-to-front order, including the `eff*`/`deli*`/`msg` sprites that have no `.rat`, and excluding focused button variants reached via `opt `); its entry also carries a **parent element index** at `+32`. **A screen is fully reconstructible from its bundle**: the placement region right after the declaration table gives every element a keyframe group (header = element index + keyframe count, then 40-byte blocks of scale/tint/X/Y), including the `.rat`-less sprites — verified 11/11 on the tutorial pause bundle, with `pgp_ttrl_btn10`'s inline (546,288) matching its own record exactly |
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| UI screen paint order | ✅/🟡 | [title paint order](ui-title-paint-order-capture.md) | **Measured from the guest's draw stream** (new Canary hook `log_ui_draws`, F10): the title screen paints 11 draws a frame through one sprite shader, and the submission order is background → `back2` glow → `ptlogo1`+`tm` → `ptlogo2` → `ptcopyright` → the `PRESS Ⓐ BUTTON` plate. That refutes declaration order, reverse order, keyframe-start order and resting-time order, and shows the screen composites **two bundles** (build 7 + the one-element build 2). 🟡 the rule that produces the order is still unknown |
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| Scripted input / profile traps | ✅/🔴 | [canary-scripted-input-traps](canary-scripted-input-traps.md) | Three reasons a scripted run "cannot press Ⓐ": **F10 opens the emulator menu bar**, which makes `IsUIActive()` true and zeroes every guest keystroke; the file-pad is not the problem (it delivers, and Ⓐ skips movies); and the title needs a **signed-in profile**, which the container cannot type into ImGui — hence Canary's new `--create_profile_if_none`. 🔴 Past that, Ⓐ crashes the guest with `--mem_watch=true` and stalls it with `--mem_watch=false` — a cheap second reproduction of the Ready-Room crash, 40 s from a cold boot |
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| Title-screen guest crash | ✅/🟡 | [title-crash-stl-tree](title-crash-stl-tree.md) | `0x82307128` is inside an MSVC `std::map`/`set` **erase** — the function builds and throws `'invalid map/set<T> iterator'`, and its node offsets (`_Left` 0, `_Right` 8, `_Isnil` 25) are the MSVC red-black node. It crashes on the first dereference after that check, at `0x1_0000000C` (a 32-bit value with bit 32 set). Two runs, ~40 s from a cold boot with `--mem_watch=true`; **none** with `--mem_watch=false` — so probably the Ready-Room crash, reproducible in seconds instead of a mission |
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| Save file (`savedata`) | ✅/❔ | [savegame-format](structures/savegame-format.md) + [`tools/re-capture/savegame.py`](../../tools/re-capture/savegame.py) | `GDHA` container, zlib payload, chunk stream (`GDAA` / phase name / `GHAD` 122 B progress block / 16×20 B slot table / trailer). **Container and layout read off the title's own serializer `0x822C00E8` and verified by a byte-identical round-trip**; the whole save is 545 B. Payload offsets are also the live save object's offsets (`save+8` GHAD, `save+136` slots). A second save made in-game names **Points** (+24), **flight time in ms** (+4) and **clear ratio %** (+8) off the game's own Details panel; the payload is a **pure function of game state** (same state saved twice = byte-identical, only the header FILETIME and its uninitialised pointer padding move), and the 16 `SHAB` records are **not** the UI's 20 save slots. Difficulty vs stage is undecided — three fields hold 2. **A third save, taken after developing exactly one Arsenal weapon** (Light Machine Gun MG I, 4000 P), moves exactly three things: `+24` Points 4101→101 (which **separates it from `+28`**, that did not move), `+8` clear ratio 5→6 (so the ratio counts *collection*, not only stages), and two entries of the 54-byte blob — `2→4` for the item bought and `0→2` for the successor the game announced as newly developable, giving the blob its alphabet ✅ *0 locked / 2 developable / 4 developed* (only the `4`s are stored — `2` is re-derived at load). **Saves can also be written back**: three derived header fields (length at `+0x30`, payload length at `+0x8c`, `adler32` at `+0x8e`) are all that stand between a parse and a hand-written save that the title loads, and [`savegame_edit.py`](../../tools/re-capture/savegame_edit.py) re-wraps a real save byte-identically. That turned the blob's index space from blocked-on-story-progress into four probe saves — see the [economy note](arsenal-develop-economy.md) |
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## Runtime / dynamic-capture technique
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