re: runtime DATA SHEET reads the live weapon record (Route B, first capture)

Drove the retail game headless (Canary + lavapipe, vgamepad) to the Ready Room
Arsenal and read the Gallery-Mode DATA SHEET for every weapon the 5%-progress
save reveals.

Two UI->field mappings are CONFIRMED against weapons whose values ARE on disc:
  Ammo Capacity  == LoadingCount      (9/9 exact matches)
  Max. Lock Ons  == TriggerShotCount  (FALCON 9AM 12 == wep_02; BUZZARD 22 == wep_04)

That makes the panel an oracle for fields the disc leaves defaulted, and it is
shown for undeveloped weapons too, so no points need spending. Recovered
TriggerShotCount for wep_05 and wep_60 (both 4, on-disc absent), and bracketed
the defaulted Power / MaximumRange via the Range/Damage letter classes.

Ruled out first: the defaults are not in hidden/DefTables.pak (no WEAPON-schema
objects there) nor in the localized GP_MAIN_GAME_* duplicates.

Also adds the two analysis examples that produce the shopping list of defaulted
fields, the screenshot harness used to drive the menus, and the evidence PNGs.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-07-28 18:01:25 +00:00
parent c067761e56
commit ba33c533da
25 changed files with 474 additions and 0 deletions

23
tools/re-capture/skip_intro.sh Executable file
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#!/usr/bin/env bash
# Drive the boot sequence to the main menu without a human in the loop.
# - movie playing (two grabs 0.6s apart differ a lot) -> tap A to skip
# - static screen -> if the green "PRESS (A) BUTTON" glyph is there, tap A and stop
# Static logo screens are left alone, so a stray tap can never land on NEW GAME.
set -u
export HOME=/sylph-home/re
deadline=$(( SECONDS + ${1:-900} ))
while [ $SECONDS -lt $deadline ]; do
screenshot /tmp/f1.png >/dev/null 2>&1; sleep 0.6
screenshot /tmp/f2.png >/dev/null 2>&1
d=$(compare -metric RMSE /tmp/f1.png /tmp/f2.png null: 2>&1 | sed 's/ .*//' | cut -d. -f1)
d=${d:-0}
read -r r g b < <(convert /tmp/f2.png -format "%[fx:int(255*p{625,618}.r)] %[fx:int(255*p{625,618}.g)] %[fx:int(255*p{625,618}.b)]" info:)
if [ "$g" -gt 130 ] && [ $((g - r)) -gt 45 ] && [ $((g - b)) -gt 45 ]; then
echo "TITLE at ${SECONDS}s -> A"; vgamepad tap A 250; exit 0
fi
if [ "$d" -gt 1500 ]; then
echo "movie (rmse $d) at ${SECONDS}s -> skip A"; vgamepad tap A 250; sleep 3
fi
sleep 1
done
echo "TIMEOUT"; exit 1