re(flight): the afterburner is not on A/B/X/LB/LS/RS — bounded negative, with a cheap HUD oracle
The definition describes the burner (AB_ConsumeShield_Begin 50, AB_ConsumeShield 10, AB_AV_* turn caps well below normal) but names no input, and carries no AB velocity field. Three probes, all negative for A, B, X, LB (plus LS/RS on the first): - ab_probe.py: hold RT for a max-speed baseline, then each candidate — speed stayed inside the baseline's own noise band every time. - ab_state_probe.py: sample a window of the player object during each hold and report any float that falls — nothing fell. - HUD oracle needing no offsets: count green pixels of the SHIELD bar on a freshly spawned craft. AB_ConsumeShield_Begin 50 should take a visible bite; the bar read 156/156/156/157/157 across baseline and all four buttons. So the burner needs a chord, an input this pad cannot reach, or belongs to another craft/the AI. Recorded so the obvious buttons are not re-probed. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
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53
tools/re-capture/ab_state_probe.py
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53
tools/re-capture/ab_state_probe.py
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#!/usr/bin/env python3
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"""Find the afterburner by what it COSTS, not by what it speeds up.
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`ab_probe.py` held A/B/X/LB at full throttle and none of them moved the speed —
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so either the burner is a different input or it does not raise the speed target
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(the definition has no `AB_*Velocity`, only `AB_AV_*` turn caps and
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`AB_ConsumeShield{,_Begin}` 10 / 50). This looks for the cost instead: sample a
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window of the player object while each candidate is held, and report any float
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that FALLS during the hold and not before it — `AB_ConsumeShield_Begin 50` should
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be a visible step.
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Usage: ab_state_probe.py [hold_s]
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"""
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import os, struct, subprocess, sys, time
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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import speed_law
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WIN_LO, WIN_HI = 0x100, 0x220 # object window, relative to the position triple
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def pad(*a):
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subprocess.run(["vgamepad", *a], capture_output=True)
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def snap(fd, off):
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b = os.pread(fd, WIN_HI - WIN_LO, off + WIN_LO)
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return [struct.unpack_from(">f", b, i)[0] for i in range(0, len(b) - 3, 4)]
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def main():
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hold = float(sys.argv[1]) if len(sys.argv) > 1 else 4.0
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w, off, nm = speed_law.find_player()
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if not w:
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sys.exit("player entity not found after retries")
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print(f"# locked on {nm}; window {WIN_LO:#x}..{WIN_HI:#x}")
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pad("trig", "RT", "1.0")
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time.sleep(1.5)
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for btn in ("LS", "RS", "A", "B", "X", "LB"):
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before = snap(w.fd, off)
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pad("press", btn)
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time.sleep(hold)
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during = snap(w.fd, off)
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pad("release", btn)
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time.sleep(1.0)
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after = snap(w.fd, off)
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drops = []
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for i, (b, d, a) in enumerate(zip(before, during, after)):
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# a float that fell while held and did not fall further after release
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if b - d > 1.0 and (a - d) > -1.0 and abs(b) < 1e6:
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drops.append((WIN_LO + i * 4, round(b, 1), round(d, 1), round(a, 1)))
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tag = ", ".join(f"{o:#05x}: {b}->{d}->{a}" for o, b, d, a in drops[:4]) or "nothing fell"
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print(f"# {btn:<3} {tag}")
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pad("trig", "RT", "0.0"); pad("reset")
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if __name__ == "__main__":
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main()
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