Commit Graph

222 Commits

Author SHA1 Message Date
Sylpheed RE agent
10b89c77a3 docs/re: restate the ship item's blocker as the crash, not navigation
Navigation is solved and scripted as far as the save-slot screen; what stops the
second capital-ship capture is the cache-flush crash firing at SELECT DATA. The
backlog entry now says that, so the next person does not re-solve navigation.
2026-08-19 04:01:09 +00:00
Sylpheed RE agent
72b0e23e3b docs/re: the cache-flush crash also fires at SELECT DATA, blocking every mission
Driving toward a mission for the second capital-ship capture works as far as two
screens nobody had captured — DIFFICULTY, then SELECT DATA — and then the guest
dies at PC 0x82307128, the SAME std::map/set erase as the boot-time throw, with
537 stacked dumps. Both screenshots are committed.

So the ship item's blocker is the crash, not navigation: the game reaches the
save-slot screen and dies enumerating save data. mem_watch stays eliminated —
this run had it off. And the save/cache path is the common factor across both
firings.

Stated as unsettled: whether a warm cache prevents this firing the way it
prevents the boot-time one. The cache WAS warm here, so it looks like no, but
that is a single run and the cold/warm A/B was only ever run against the
boot-time throw.
2026-08-19 04:00:53 +00:00
Sylpheed RE agent
24b68ed063 docs/re: flag the load confound behind the input and boot-time numbers
The container runs the emulator, the Canary build and the disc test suite on the
same 12 cores, and Xenia alone takes about 5.5 of them. Several (A) experiments
and most boot-duration numbers in this entry were measured while a cargo test or
a build was running; one boot under that load never reached the title in 400 s,
against 130-290 s unloaded.

It does not explain the (A) result by itself — the interleaved A/B alternated
arms under whatever load was present, and the latest title recorded accepted
while an earlier one refused — but "a starved guest misses the input window" is a
hypothesis the existing data cannot exclude, and it should have been flagged when
the numbers were taken rather than after. The same navigation is now being run on
an idle box.
2026-08-19 03:43:32 +00:00
Sylpheed RE agent
0b4dcc6e8f tools/docs: the second-capital-ship blocker is stale; retry boots, not presses
BACKLOG said the per-class ship generalisation needs "the capture-ship-placement
build of Canary". Checked: the ship capture is in the CURRENT build —
RequestShipCaptureFrame and CaptureShipDrawForRE are in command_processor.cc on
auto/re-ui-draw-order, and F10 wrote a 2.9 MB ship capture from this session's
binary. No separate build is needed.

What actually blocks it is navigation: a mission is behind the main menu, and (A)
at the title is accepted on about half of boots with nothing observable
predicting which. tutorial_launch.sh drives boot -> title -> menu -> TUTORIAL and
retries the WHOLE BOOT on refusal, because re-pressing the same title never
works — measured, not assumed.

First run of it: (A) refused, so it rebooted. That is the expected shape rather
than a failure of the harness.
2026-08-19 03:24:40 +00:00
Sylpheed RE agent
343864cc2f docs/re: note that the viewer shares the compositor path
Checked rather than assumed: the Bevy viewer's UI Screens browser calls the same
ui_layout::compose, so the measured paint order and the ghost skip reach the
window a person looks at, not just the CLI's screen render. Its element table
stays in declaration order, so the per-element visibility toggles still index
correctly.
2026-08-19 03:13:37 +00:00
Sylpheed RE agent
f66e9de430 docs/re: the paint-order item now has a landed fix, not just a finding
BACKLOG said the viewer paints in declaration order and the title composites
wrongly. That is no longer true for the two builds with measured orders, so the
entry says what landed, what it exposed (the kind=0x4 ghosts), and what is still
open: deriving the order for screens nobody has captured. The order is
deterministic, so a rule exists; it is not in any decoded structure, and the
loader is what is left to read.
2026-08-19 02:32:31 +00:00
Sylpheed RE agent
c3c79ad028 formats: composite in the MEASURED paint order, and drop the ghost instances
The compositor painted in declaration order, which the draw capture proved wrong
— the title's background is declared ninth and paints first. The order the game
uses is its runtime child list, and no decoded field reproduces it, so rather
than leave the screen composited wrongly this lands the orders that HAVE been
read off the running game and falls back to declaration order everywhere else.
Two builds are covered: GP_TITLE's title build and the GAME ARTS / SETA / studio
anima splash. Keyed by element names, which identify a build across paks and
language variants.

Rendering it exposed a second defect, and the same capture settles it: the
kind = 0x4 elements are motion-trail ghosts, not resting content. The bundle
declares three instances of each wordmark; the capture shows exactly ONE quad at
each wordmark's position. Drawing them at their resting keyframe put three
oversized PROJECT SYLPHEED copies across the composite. They are now skipped.

Verified with an artifact, not a green build: the composite is committed
(captures/title-composited-measured-order.png) and now reads as the title screen
— background, planet, ship, wordmark, TM, copyright, correctly layered.

The test is disc-gated and was checked BOTH ways: it passes as landed, and
disabling the order table makes it fail. It reads one pak rather than every
build on the disc — the first version used the all-builds helper and got the
test process OOM-killed running alongside the other three.
2026-08-19 02:32:14 +00:00
Sylpheed RE agent
f35a871baa docs/re: no ordering field in the runtime element record either
The next suspect was a role or depth field in the 48-byte element record, so
every undecoded word was dumped for all 24 title elements against its paint slot.

Clean negative: +0x08, +0x0C, +0x18, +0x1C and +0x2C are zero on 21 of 24
elements, and the three exceptions hold what looks like live animation state.
Nothing there orders anything.

One confirmation on the way: +0x04 is the declaration entry's `kind`, verified
against the file for all 24 — 0x10 on the two .prm elements, 0x4 on the four
repeat instances, 0x3000 on the two ptlogoall_eff, zero elsewhere. The record
mirrors the file here as the pivot and keyframe count already did. And `kind`
does not explain the order either: the paint order interleaves kinds freely.

So the ordering is in none of the decoded data — not the declaration entry, not
the placement region, not the runtime record. What is left is the loader that
appends to +0x30, which is worth reading precisely because the order is
deterministic. Stated without promising a static rule exists merely because one
could.
2026-08-19 02:20:01 +00:00
Sylpheed RE agent
72afde7115 docs/re: the paint order is deterministic, and the 7-element screen is the logo splash
Two things this iteration, both of which change what is worth doing next.

The order is DETERMINISTIC: two independent boots give byte-for-byte identical
permutations for both live screens. That kills the hypothesis that the child list
is built in I/O-completion order — which mattered, because a run-dependent list
would have made deriving a rule pointless. It is a pure function of the bundle.

And the 7-element bundle is identified by matching its pivots against every
7-element build on the disc: it is the developer-logo splash (GAME ARTS / SETA /
studio anima, GP_TITLE entries 11/14). With names attached, its paint order
0 2 4 6 1 3 5 reads as the full-screen .prm, then all three _eff glows, then all
three base logos — glow behind, logo on top.

That refines the earlier "grouped by sprite" reading and partly withdraws it:
here every element has its own sprite, so the grouping is by ROLE, not sprite
identity. The title build could not tell the two apart because its repeated logo
instances share both.

Still not derived: where the role comes from. No decoded field carries it, and
sorting on a "_eff" name suffix would be an odd thing for a loader to do.
2026-08-19 02:08:50 +00:00
Sylpheed RE agent
875ac2632d docs/re: two ground-truth paint permutations, and four more refutations
Deriving the child order from the bundle is what the port needs, so this collects
data rather than guessing. Both multi-element screen objects live on the title:

* a 7-element bundle paints 0 2 4 6 1 3 5 — evens then odds, a stable partition;
* the 24-element title build paints 9 11 12 10 13 6 20 19 14 15 18 16 17 0 2 4 7
  1 3 5 22 23 21 8.

Two things the pair establishes. The list is GROUPED, not shuffled: elements
sharing a sprite are contiguous (ptlogo1's three instances at slots 13-15,
ptlogo2's at 17-19, the back2eff family at 8-12). And the five single-keyframe
elements lead — exactly elements 9,10,11,12,13 have one keyframe, and the list
opens with all five, which is a file-visible property.

Refuted on this data: first-keyframe time and resting time (back2eff1 starts at
52 and rests at 56, yet paints after back2 at 66/80), declaration order and its
reverse, and the RATC child order (ptbase2 is child 4 and paints first while
ptlogo1 is child 0 and paints fourteenth).

Not settled, and said so: the rule. The group CONTENTS are explained; the group
ORDER is not, and two permutations are too few to build it.
2026-08-19 01:56:04 +00:00
Sylpheed RE agent
069165c03d docs/re: mark the paint-order item solved, and say what is left
The item that has been open through this whole run is answered: the paint order
is the screen object's reordered child array at +0x30, not any table in the file.
BACKLOG and INDEX now lead with that, and the investigation behind it is kept in
full underneath — most of it refutations, which is what made the answer findable.

What is left is stated in the same breath, because it is what the port needs:
deriving that order from the bundle without running the game. Until then the
viewer paints in declaration order and the title screen composites wrongly, which
is now a documented defect rather than a mystery.
2026-08-19 01:46:20 +00:00
Sylpheed RE agent
688851122d docs/re: SOLVED — the paint order is the screen object's child array at +0x30
The screen object holds a SECOND list of its elements, a reordering built at load
time, and that list is the paint order. It is 24 pointers at +0x30, each the
+0x00 field of one of the 48-byte element records, so both arrays hold the same
objects in different orders.

Checked against the draw capture rather than asserted: the seven elements the
capture can name sit at child slots 0, 6, 7, 13, 16, 17, 22 — strictly ascending,
in exactly the captured submission order. It also resolves the one sub-order no
static field could explain, the pair that decodes to the same 1133x280: slot 6 is
element 20 and slot 7 is element 19, so they paint 20-then-19, DESCENDING in
declaration terms. And the kind=0x4 repeat instances sit immediately after their
template, where the declaration table interleaves them.

Stated as unsolved, because the port cannot read a runtime array: deriving this
order from the bundle. The order is clearly structured rather than arbitrary —
elements sharing a sprite are adjacent and the full-screen effects lead — so it
is worth attacking, but it is not attacked here.
2026-08-19 01:46:00 +00:00
Sylpheed RE agent
4134c21766 docs/re: the UI screen object, found and verified in live guest memory
The item class's vtable (0x820b30b4) is a fixed 4-byte value at offset 0 of every
instance, so gmem.py finds the objects in the running game with no debugger and
no emulator change. Seven are live on the title screen.

Their first {ptr,count,capacity} triplet identifies them outright: counts of 24,
7 and 1 — exactly GP_TITLE's title build, loading overlay and PRESS (A) BUTTON
bundle. The two-bundle composition of the title screen, which the draw capture
had inferred, is visible directly in memory.

The element array at +0x08 is 48-byte entries in declaration order, and it was
checked against the file at five positions with no misses: elements 0, 1, 6, 9
and 21 carry pivots (451,50), (449,46), (320,160), (320,180) and (309,10) as
floats, matching build 4 exactly, and elements 0/1 carry keyframe count 8, which
is their count in the file.

Stated as the reason this was done and NOT achieved: the array is in declaration
order, which the capture already proves is not the paint order, so the renderer
walks something else or sorts. Three further triplets in the object are
unidentified; the 24-entry one at +0x14 is already ruled out as an index list
(its entries are pointers, not indices). The gain is that the question is now a
data question on a structure that dumps in seconds.
2026-08-19 01:35:13 +00:00
Sylpheed RE agent
82b4a9e523 docs/re: more UI map, no walk — and say that this is becoming a rabbit hole
Three facts, none of them the thing being looked for:

* the drawing API is enumerable — the renderer accessor the quad emitter uses has
  exactly 6 callers, four of them sibling quad emitters;
* sub_823C2990 is a FACTORY, not the singleton accessor its use in the top-level
  render function suggested: it allocates 4 bytes plus a 244-byte object from the
  heap at [0x828E2B14] and runs the chain that ends at the constructor installing
  vtable 0x820b30b4. So a UI item is 244 bytes;
* the 0x823C region holds both the item class and four of the RATC-fourcc
  loaders, so bundle parsing and item construction live together.

And the part worth writing down more than any of them: three iterations have
added map without answering the question, and each step has been a plausible next
query rather than a decisive test — the shape of a search that can run forever.
The decisive alternative is costed instead of started: a Canary memory watch on
the UI vertex buffers would report the guest PC that writes them, naming the
emitter and its caller outright. That is real emulator work, and it is now a
choice to weigh against leaving the paint order unresolved, which costs the port
one screen's fidelity and nothing else.
2026-08-19 01:23:12 +00:00
Sylpheed RE agent
4808751113 docs/re: find the guest's UI quad class from the layout the capture measured
The capture pinned the UI vertex exactly — prim 13, stride 24, float3 position at
+0, k_8_8_8_8 colour at +12, float2 UV at +16 — so the binary was searched for
code that writes that shape. Fifteen candidates; the tightest, sub_82250138, is
unambiguous: it asks a renderer for 4 vertices of primitive type 13, then writes
x/y/z, colour 0xFFFFFFFF at +12, u/v at +16/+20, stepping by 24. Every constant
matches something measured rather than assumed.

Its caller is a constructor that installs vtable 0x820A7264
(ANON_Class_AAFDBF89, 2 slots) — the UI quad/sprite class.

Recorded with equal weight: this is NOT what the search was for. The chain up
from it ends at sub_821A8578, which turns out to be an unrolled run of ~30
identical call triplets — a fixed subsystem sequence, not an element walk. No
function that iterates screen elements has been found, and nothing here bears on
the paint order yet.
2026-08-19 01:16:14 +00:00
Sylpheed RE agent
38df977b30 docs/re: alpha does not break the tie — but it validates the fade decode
The plan was to separate ptlogo_back2eff from ptlogo_back2eff5 (same 1133x280,
declaration 20 vs 18, either side of ptlogo_back2 at 19) by their resting fade
alphas. Carried out, and refuted: both quads come back at alpha FF, and reading
the bundle again, both elements REST at 255 under this project's own max-dwell
rule — back2eff5's longest hold is t=74 at 255, and the 192 I had quoted is a
later, shorter keyframe, not its resting value. The ambiguity stands.

What the colour did buy is worth more than the tie-break: the first check of the
fade/keyframe decode against the RUNNING GAME rather than against another parse.
Every static element draws at exactly the resting alpha the bundle predicts, and
the only two quads whose alpha moves between consecutive frames (88->88/86->87
and 3C->38) are the rotating effect pair and the PRESS (A) glow — the two things
visibly animating on screen. Nothing had confirmed before that the alpha channel
of a keyframe is what drives that throb.
2026-08-19 01:09:25 +00:00
Sylpheed RE agent
3dc6d9d32c docs/re: the loading screen never boots, and no other build explains the order
Two routes closed, both cheaply.

The loading screen was the best discriminator reachable WITHOUT navigation — its
full-screen element is declared 7th of 10, so the two candidate orders would look
completely different. It does not appear during the boot at all: 23 captures
armed across an entire boot are all intro-movie frames, two full-screen quads
apiece. It belongs to a content load, which is behind the main menu, which is
behind the (A) that works half the time.

And a loophole this document had left open is shut: the title's sprites were
matched to build 4 BY SIZE, so the game might have been running some other build
whose table lists them in the captured order. Only two bundles in GP_TITLE.pak
contain all seven sprites, and neither is ascending in the captured order.

Recorded rather than glossed: one sub-order is genuinely ambiguous, because
ptlogo_back2eff and ptlogo_back2eff5 decode to the same 1133x280 and sit at
declaration 20 and 18, either side of ptlogo_back2 at 19. The UI quad carries a
k_8_8_8_8 colour attribute the hook does not log yet, and the two rest at
different fade alphas — logging it would name them apart.
2026-08-19 00:58:46 +00:00
Sylpheed RE agent
2483b7c3c9 docs/re: my own flag hypothesis fails its test, and the input path is mapped
With the capture cvar gone from the launch line entirely, a fresh run reached the
boot title and (A) still did nothing. The flag is therefore not necessary for the
failure, and 0-of-7-with vs 4-of-6-without does not survive as an explanation.

The conclusion is the plain one: (A) at the title succeeds about half the time
and nothing measurable from outside predicts which. Five candidates are now
eliminated — Xenia UI swallowing the keystroke, the driver filter, a sign-in or
content call on the press, the age of the title, and the capture cvar.

So the guest side was traced instead. XamInputGetKeystrokeEx has exactly one
caller in the title, and that has one caller: entry_point -> main loop
(sub_8216EA68) -> per-frame input update (sub_822F1AA8) -> the pad poll
(sub_82457038). The poller's layout is readable and matches the runtime trace
(keystroke queue at +68/+72 drained with flags=3; current state at +36 compared
field-by-field against the previous at +52), and nothing in it is state-gated.
Whatever ignores (A) is a consumer further up — a real RE job, and that is where
the thread now stands, stated rather than guessed at again.
2026-08-19 00:47:53 +00:00
Sylpheed RE agent
a04c133edc docs/re: boot time refuted as the gate on (A); the flag correlates with no mechanism
An interleaved A/B (arms alternating in one series, so cache warming cannot pose
as either variable) breaks the confound the last entry flagged — and not in the
direction the first table suggested. The LATEST title of every run recorded,
268 s, accepted (A); a 232 s title refused. "The title arrived late" is dead.

That leaves --log_ui_draws correlating at 0 of 7 against 4 of 5, with no
mechanism available: the cvar is read only when F10 arms a capture, F10 was never
pressed in those runs, the per-draw hook is one relaxed atomic load, and the two
arms' startup config dumps are byte-identical across 246 settings. A correlation
with no mechanism — and an arm that failed once — is not a finding; it is a
variable to remove. Removed: F10 now arms the capture unconditionally.

Also recorded: three boots this session ended on a permanent black screen, two of
them with no input at all. Not the pad, not the cache-flush crash, about one boot
in five.

Five candidate explanations for the (A) gate are now eliminated or refuted. The
next step is the guest's own state machine in sylpheed.db, not another guess from
outside.
2026-08-19 00:37:03 +00:00
Sylpheed RE agent
4990cf6eb3 docs/re: the boot-title recipe is 3/3 without my capture flag and 0/5 with it — and confounded
Using last iteration's recipe (first title, one (A)) four more times, it failed
every time. The nine-run table splits perfectly on --log_ui_draws: 3 of 3
successes without it, 0 of 5 with it. That would indict my own instrumentation
cvar, which is the one that captures paint order.

It is also perfectly confounded and the entry says so rather than picking the
exciting reading: every success had its title inside 147 s, every failure at
177 s or later. Flag and boot-time move together across all nine runs. A
mechanism is hard to see for the flag (it is read only when F10 arms a capture;
the per-draw hook is one relaxed atomic load), which argues for the boot-time
story — but "I cannot see how" is not evidence.

The separating experiment is named: ON runs with a fast boot. One that accepts
(A) exonerates the flag.

Also recorded: widening the menu signature last commit made screen_id classify
some boot frames as "menu", twice in one run before any menu existed. A dark-blue
movie frame and this menu are not separable from a single grab — navigation
scripts need the classification to hold across two grabs, which is a caller-side
fix, not a classifier one.
2026-08-19 00:00:43 +00:00
Sylpheed RE agent
b9062ea3bc tools: a working route to the menu, and the classifier that could not see it
screen_id.py called the main menu "other". Its menu rule required a near-white
fraction above 1.5%, measured in 2026-07; the menu reached from the boot title
measures 0.03% (mean 13,26,59 — dark, strongly blue, essentially green-free).
That is worse than a cosmetic miss: a script that waits for "menu" and never
sees it reports the navigation as failed while the menu is on screen, which is
exactly what happened here. Both measured signatures are now documented in the
code and both classify.

menu_draw_capture.sh now taps ONCE on the first title rather than up to 40 times:
repeating was measured to be useless (the attract title accepts nothing) and the
first title accepts a single press.

title_states_capture.sh is new — it captures the draw list in both title states
in one run, which is what refuted the "the attract title omits the button plate"
theory.
2026-08-18 23:10:29 +00:00
Sylpheed RE agent
9e16331155 docs/re: a second screen captured, and the two title states pinned down
Two results, one of which closes the navigation problem the last three
iterations kept hitting.

**The title states.** The hypothesis was that the attract-loop title is a
non-interactive presentation that omits the PRESS (A) plate. Half right:

* the state distinction is REAL — a single (A) on the title that ends the boot
  opens the main menu, 2 of 2 in independent runs, one of which never pressed
  F10; the title the attract loop returns to accepts nothing, not (A), START, B,
  BACK, X or Y, across dozens of delivered presses;
* the proposed tell is REFUTED — capturing the draws in both states in one run
  gives 13 quads at identical rects, ptbtn00 and ptbtn00f included. The two are
  identical to the renderer and different only to the guest.

So there is now a reliable route to the menu: first title after boot, one tap.

**The main menu's paint order**, captured with it. Its sprites are GP_TITLE
build 5's, and ptframe1/ptframe2/ptbtn01f land within 4 px of their declared
resting placements — an independent placement check on an untouched bundle.

It does NOT settle the ordering question, and the entry says so: build 5 lists
its background at indices 1-2, so declaration order and "background first"
predict the same sequence here. Same failure mode as GP_READY_ROOM/GP_OPTIONS.
What it does establish is that the title's disagreement is not a decode
artefact — same pak, same engine, one build that follows its table and one that
does not.
2026-08-18 23:10:04 +00:00
Sylpheed RE agent
4b0263b80f docs/re: the scripted route to the menu does not work — measured, not assumed
The previous entry named the next step: "tap (A) once per second and see whether
the success rate goes to 1". It was run. The answer is no.

40 presses at 1/s on the title change nothing, and neither does one each of
START, B, BACK, X and Y. Every press was delivered (the driver logs down/up for
each) and the new [RE-INPUT] diagnostic never fired, so nothing was swallowed —
the guest received them and ignored them.

Also recorded, because it destroys a run rather than merely wasting it: tapping
(A) through the boot (88 presses over the intro) ends on a permanent black
screen with no crash and no throw.

What is left is a difference in STATE, not in input: the one success came on a
title that appeared ~83 s into a warm boot, the failures on titles that appeared
after a full attract cycle. "The attract-loop title is a non-interactive
presentation" is written down as a hypothesis with the experiment that would
settle it — a log_ui_draws capture in each state, looking for ptbtn00.
2026-08-18 22:45:08 +00:00
Sylpheed RE agent
f5603aa107 docs/re: the main menu HAS been reached — the Ⓐ blocker is withdrawn
The previous entry called the title's Ⓐ a hard blocker. It is not: the main menu
is reached and screenshotted (NEW GAME / LOAD GAME / TUTORIAL / OPTIONS /
EXTRAS). What is true is narrower — Ⓐ advances the title only intermittently,
about one attempt in four, with the press verifiably delivered every time and no
Xenia UI active.

Three candidate causes were eliminated with measurements rather than argument:

* IsUIActive is now observable (Canary logs when it swallows a keystroke) and it
  never fires on the failing runs;
* the driver filter is fine — the game polls with flags=3 and the file pad
  reports Controller=1, so FilterDrivers keeps it;
* the game makes no content/user/signin call on the press at all — tracing every
  Xam call around it shows only input polling.

And two traps in my own measuring rig, which cost more than the bug and are
written down so nobody repeats them: a FIFO trace consumer that exits STALLS the
emulator (the guest stops polling — indistinguishable from a dead pad, and it
produced two runs of false evidence), and phase-A's kernel.return events carry a
placeholder return_value of literally 0, so "every keystroke call returns
SUCCESS" was an artifact of the logger, not a finding.
2026-08-18 22:18:51 +00:00
Sylpheed RE agent
44ff5454f9 docs/re: the cache-flush throw — a 100-second trigger, and two withdrawals
Chasing the title-screen crash into the emulator's own diagnostics turned it
from a mystery into a controlled experiment, and knocked over two things this
corpus said yesterday.

Withdrawn #1: "the fault address 0x1_0000000C is a pointer with a stale high
word". The crash dump prints r25 = 0x0000000C, clean. Xenia maps the guest's
4 GiB at host 0x1_00000000, so that IS guest address 12. The guest dereferenced
the small integer 12.

Withdrawn #2: "with --mem_watch=false the crash does not happen at all", which
named the crash-oracle handoff's suspect #1 as measured. It was confounded —
every --mem_watch=false run had also had a warm cache. Held cold, the throw
happens with the probe off (2 437 crash dumps). mem_watch is eliminated for this
crash.

What it actually is: the access violation is the guest's own `throw` RETURNING,
because this build logs guest C++ exceptions and continues rather than
unwinding. So the event is the throw, and with --cache_throw_diag=true the guest
names it: std::out_of_range, from the cache-manager flush, with a deque of 38
entries (37 distinct, one duplicated) against a 37-key map, every one of them
absent from the flush's snapshot but present in the live map — the TOCTOU race
the logger's own message describes.

And the new, useful part: the trigger is the on-disc cache. Complete cache, no
throw (2 runs). Directory moved aside or half-rebuilt, throw ~100 s into the boot
(3 runs, including one that threw with NO access violation behind it — which is
why crash dialogs are the wrong thing to count). A suspect in that bisection plan
now costs a `mv` and two minutes instead of a mission.
2026-08-18 21:44:22 +00:00
Sylpheed RE agent
d521c802ad docs/re: re-refute the time orderings on the right build, and kill a Y-sort
Two of the paint-order refutations were computed with build 7's keyframe times,
and build 7 is not the build the game runs. Re-checked on build 4: both still
fail, on the same element (ptlogo1 paints after ptlogo_back2 though it starts at
t=26 against t=66, and rests at t=42 against t=80).

A new candidate is recorded and refuted rather than left implicit, because it is
the kind that gets adopted on partial agreement: painter's order by resting Y
reproduces the captured order to within a single transposition — and is wrong
twice, on ptlogo_tm (drawn before a sprite 63 px higher) and on the background
(drawn first, though its resting Y would sort it fourth).

Also scoped, not walked: the guest-code avenue. The splash item vtable
0x820b30b4 is real (25 slots, three construction sites); RTTI carries no class
names anywhere in the binary; the format tags are fourcc immediates behind a
virtual call, not strings; and the obvious shortcut — searching for the 60-byte
declaration stride — leads to a time-string parser, not the table.
2026-08-18 21:05:39 +00:00
Sylpheed RE agent
ab8a0d9e6d 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.
2026-08-18 21:05:39 +00:00
Sylpheed RE agent
de038c54c0 docs/re: why a scripted run cannot get past the title — three traps and a blocker
Each of these presents as "the pad is dead", and each has a different cause.

1. **F10 opens the emulator's menu bar.** It is the RE capture hotkey AND the
   toolkit's menu key. With that menu open — or any Xenia UI window, the
   Profiles Menu included — `IsUIActive()` is true, so XamInputGetKeystrokeEx
   returns SUCCESS with a ZEROED keystroke before the pad driver is asked. The
   guest polls, gets nothing, and does nothing, with no error anywhere. Escape
   does not close it; a click on the game surface does. This cost most of an
   iteration.

2. **The file-pad was never the problem.** It delivers (vk=5800 down/up per tap)
   and A skips movies in the same runs.

3. **(A) at the title needs a signed-in profile.** Without one the guest calls
   XamShowSigninUI and Xenia's dialog appears — which is also the proof the
   guest reads the button. That dialog cannot be completed here: the gamertag is
   an ImGui text field and synthetic X key events never reach it. Hence Canary's
   new --create_profile_if_none.

And the blocker, stated as measured rather than as a theory: with the profile
signed in, (A) still does not advance the title across four boots. The
reproducible failure is next door — with the default --mem_watch=true the guest
crashes in the boot content path (read of 0x10000000C at 0x82307128, thread 9,
after a guest C++ throw), and with --mem_watch=false it does not. That is a
second, far cheaper reproduction of the Ready-Room crash the canary handoff
blames on the mem_watch probe: 40 s from a cold boot instead of after a mission.

One observation kept because it did not reproduce: a single (A) once crashed the
guest at a DIFFERENT PC (0x824578A0, thread 6). Two attempts to reproduce it
gave neither a crash nor a transition.

Next step named: those two PCs in xenia-rs/sylpheed.db, and the content exports
around the press.
2026-08-18 20:16:27 +00:00
Sylpheed RE agent
4101d9979f docs/re: the title paint order is build 4's, carries no depth, and is not in the file
Three findings and two corrections, all against the same capture.

Corrections first, because one of them invalidates numbers already written down:

* **the running screen is build 4, not build 7.** `screen info` defaults to the
  largest build; the game runs a different one, and the two disagree on sprite
  sizes (ptlogo1 822x100 vs 919x113 — the capture says 915x115). Every
  declaration index in the previous entry was against the wrong table. The
  conclusions survive unchanged; the indices are restated.
* **the ship capture does NOT skip these UI draws.** This entry justified a new
  hook partly on "it requires an f32x3 position stream, which a 2D quad does not
  have". These quads have one: armed on the title, xenia_ship_capture_01.log
  holds 1150 records of which 965 are the UI sprite shader. The new hook is
  still the right tool — frame brackets, submission order, texture identity —
  but it was justified with a wrong reason.

Findings:

* **no depth in the geometry.** Attribute 0 is k_32_32_32_FLOAT, so every quad
  carries a Z, and every Z is 0.00000. Submission order is the whole ordering.
* **no ordering field in the bundle.** Every word of build 4's declaration table
  dumped (committed as evidence): the unknowns are constant. The placement
  region's per-group lead word — never read before — is 0 for all 24 groups, and
  the region is followed straight by the RATC child stream, so no table hides
  behind it.
* **the batching rule**, which is what makes the order readable: a draw holds
  one or two quads, and a two-quad draw always holds two elements adjacent in
  paint order that share a texture page. The engine flushes when the page
  changes; it does not sort by page (pages alternate).

Reproduced in an independent run — same order, same rects — which is the second
observation the CONFIRMED bar asks for.
2026-08-18 20:16:05 +00:00
Sylpheed RE agent
53642ee3d6 docs/re: the title screen's paint order, measured from the draw stream
BACKLOG's UI-ordering item ended at "the next step is no longer static — it is a
per-draw capture of the title screen showing the order the game submits". That
capture now exists.

The order, in submission order: a full-screen background layer, a rotated effect
pair, a second full-screen layer, ptlogo_back2eff + ptlogo_back2, ptlogo1 +
ptlogo_tm, ptlogo2, ptcopyright, and the PRESS (A) BUTTON plate — declaration
indices 13, 22|24, 23, 0, 11, 1, 28, and then two elements that are not in that
build at all.

Two more candidate orderings die on it (keyframe start time, resting-keyframe
time), and one structural fact reframes the item: the visible screen composites
TWO bundles — build 7 plus the one-element build 2 that is the button — so no
single build's element table can be the paint order whatever its order. The
button's quad lands at (384,551) against a declared rest of (383,550), which is
a one-pixel agreement between the static placement decode and the running game
on a bundle nothing had checked.

INDEX's "the screen's draw list is the bundle's declaration table (back-to-front)"
is demoted in place rather than edited away.

Still open and said so: the rule that produces the order; three of twelve quads
unidentified; one screen only.
2026-08-18 18:57:43 +00:00
Sylpheed RE agent
f5069b0f64 docs/re: neither existing Canary hook can capture the title screen's draw order
The paint-order item's remaining step is a per-draw capture, and the obvious
move is to reuse the RE instrumentation already compiled into the Canary build
on `sylpheed-re`. Read the source rather than assume: neither hook works here.

`--log_draws` de-dups by vertex-declaration fingerprint, so a screen's sprites
collapse to one record; it carries no texture identity and only first-seen
order. The F10 ship capture does keep submission order and would separate the
elements, but it returns early on any draw without an `f32x3` position stream —
the comment says "UI/effects — skip" in as many words.

So the item needs a new cvar-gated hook and a `build-canary` run. Stated in the
entry so the cost is known before someone starts, and so this reading is not
repeated.
2026-08-18 17:15:51 +00:00
Sylpheed RE agent
806c2029aa docs/re: the ship test's one-way gap was already half closed, and is now shut
Records both halves rather than just the fix: the "extra static placements
cannot fail it" line had been stale since `64d372c`, and the residual — a set of
names being blind to a duplicated instance — is what this round actually closed.

Also states what it does not close: the multiset is `e106`'s alone, so the
per-ship table this entry originally asked for still needs a runtime capture of
a second capital ship, i.e. the `capture-ship-placement` build of Canary.
2026-08-18 17:14:24 +00:00
Sylpheed RE agent
ee65631de8 docs/re: the title-screen oracle — what it settled, and what it refuted
`BACKLOG.md`'s "the declaration table is not a paint order on every screen" had
been reasoned about but never measured. It is now measured, and the entry says
so both ways.

Confirmed: a framebuffer capture of Canary on the title screen shows the
`PROJECT SYLPHEED` wordmarks over the full-screen background, so declaration
order is not the paint order there.

Refuted, and recorded rather than quietly dropped:

* the `0x10`-adjacency first step this entry proposed. The background *is* next
  to a `kind = 0x10` `.prm` on both screens that have one — but on opposite
  sides (`GP_TITLE` puts the background after it, `GP_MISSION_SELECT` before),
  so no rule keyed on the `.prm` orders both. `GP_READY_ROOM` and `GP_OPTIONS`
  cannot serve as the third and fourth witnesses: neither carries a `.prm` or a
  full-screen background at all.
* the placement-region group order and the RATC child order, as above.
* reverse declaration order, by the same capture — it would draw the background
  over the copyright line, which is visible.

And separated out: part of what the bad render showed was not ordering at all
but the pivot/scale defect fixed two commits back. `ui-rat-layout.md` gains that
rule, the correlation evidence, the unmeasured pivot-vs-centre gap, and the
disc-wide demotion of "pivot is exactly half the texture" (49 % agree, 37 % are
off by more than 16 px — `ptcopyright` is 694 px wide in the framebuffer and
`pivot*2` says 618).

Captures: `title-screen-oracle.png` (the game surface cropped out of the
emulator window at (1,45), 1:1, bottom 45 rows clipped by the display) and
`title-screen-composite-2026-08-18.png` beside it.
2026-08-18 16:32:52 +00:00
MechaCat02
221702ef6b docs/re: the declaration table is not a paint order on every screen
Building the Explorer's UI Screens browser turned up a limit on a claim the
format doc states flatly. `ui-rat-layout.md` says the element declaration table
is the screen's back-to-front draw list, verified 11/11 on the tutorial pause
bundle -- and that reproduces exactly here. `GP_TITLE.pak` build 7 does not:
painting in declaration order puts the full-screen background art (element 13)
over the wordmarks (elements 0-5).

Ruled out rather than guessed at: there is no depth key in the 60-byte entry.
Across the title build's 30 entries every unknown word is constant, and `+36`
-- the one that varies -- is an instance index on the `kind = 0x4` repeated
entries, not a layer.

Recorded as an open item with the cheapest next step (composite two more
screens that have both a background and overlapping foreground, and check
whether their background sits adjacent to a `kind = 0x10` PRMD entry as the
title's does). The viewer paints in declaration order and does not paper over
it, so a screen whose background lands on top is showing this bug rather than
a decode failure.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-17 20:33:45 +02:00
4f6fcf36dc re(flight): the ramp test is inconclusive, and names the tool the residual needs
To separate "a 1 s burst never reaches the steady rate" from "a per-axis
multiplier", measure inside ONE hold: successive 0.25 s windows of a single 3 s
press, holding speed, attitude and starting conditions constant by construction.

    rep0 rate   16   59  325  209  130  322  238  110  310  151  183
    rep1 rate   52  181  231  246  236  169  368  195  181  255  182

Not usable. At 0.25 s the windows do not contain enough guest updates to average,
so rate and speed both swing 3x window to window -- the same aliasing that once
manufactured a rate-vs-speed curve, reappearing at finer resolution. The first
window is lowest in BOTH repeats, which is what a ramp would look like, but the
sequence never plateaus, so the signal cannot be separated from the sampling. No
claim either way.

Widening the window does not rescue it: 0.5 s averages well enough, but a hold
long enough to contain several 0.5 s windows bleeds speed -- and speed is the
variable under test. The two effects are entangled at this observation rate.

So the residual needs a different INSTRUMENT, not another script. Live-RAM polling
samples an unsynchronised snapshot; the question wants the craft's angular
velocity as the guest computes it, once per frame. That is a Canary-side hook --
the same shape as the existing F10 ship-capture patch -- and the rebuild toolchain
already makes it cheap. Recorded as the recommendation rather than attempted as a
seventh variation of the same measurement.
2026-08-13 23:53:23 +00:00
8b03a52aa6 re(flight): both axes at settled speeds -- shape confirmed, absolute scale is not
Burst design repeated with the HUD clock bracketed (01:01.86 -> 02:10.61, ~x1.26)
and roll measured in the same flight.

    pitch   87.0 @ 85    82.8 @ 308    47.0 @ 1077   min:max 1.85
    roll   125.0 @ 76   119.0 @ 291    82.6 @ 1023   min:max 1.51

SHAPE CONFIRMED on both axes: the rate interpolates between _Min (at minimum
speed) and _Max (at maximum speed), matching to 1.6% for pitch (vs PitchMinus
75/40 = 1.88) and 5.6% for roll (vs 200/125 = 1.60). Both ratios are
clock-independent so they stand regardless of the conversion, and pitch's
re-confirms ly+ = pitch-MINUS (reproducing 1.82 from the previous run).

ABSOLUTE SCALE DOES NOT MATCH, and not in the same direction:

    pitch  measured/predicted = 1.15, 1.21, 1.07   consistently OVER
    roll                      = 0.62, 0.64, 0.60   consistently UNDER, very flat

A clock error cannot explain this -- it would move both axes together and these
go opposite -- so the discrepancy is per-axis. Candidates, neither measured: a 1 s
burst not completing the angular-acceleration ramp (would under-read; fits roll's
flat 0.62, not pitch's excess), or an unidentified per-axis multiplier. Left as an
open question with the separating test named: 1 s versus 3 s bursts at the same
throttle, where the ramp hypothesis predicts the longer burst reads higher.

Also noted: the roll run correctly REFUSED on a WEAK row pin after the pitch
bursts left the craft tumbled -- and roll is immune to that labelling, which the
guard's own message says, so ALLOW_WEAK_PIN=1 is its documented exception. A guard
that states its own exception is worth having.
2026-08-13 23:42:28 +00:00
92d9683f3a re(flight): short bursts confirm the rate-vs-speed SHAPE, without needing the clock
The design the sweep could not provide: settle the throttle, measure the settled
speed, pitch for ONE second so speed barely moves inside the burst. Three
throttles, two repeats, row pin CONFIDENT, fresh flight.

    LT min      burst speed ~105    rate 113.6, 109.5 deg/wall-s
    cruise                  ~383         100.2,  88.4
    RT max                 ~1483          52.2,  70.5

Rate falls monotonically with speed -- 111.5 -> 94.3 -> 61.4 -- at three KNOWN,
SETTLED speeds instead of smeared across a bleeding one.

The decisive comparison needs no clock. Absolute rates depend on the run's clock
ratio, but the min:max RATIO cancels it:

    measured min:max            = 1.82
    AV_PitchMinus_Min/Max 75/40 = 1.88   ->  3.0% apart
    AV_PitchPlus_Min/Max 150/70 = 2.14   -> 15.1% apart

Two conclusions, neither resting on a clock measurement:
 - _Min/_Max really do mean "at minimum / at maximum speed", with the rate
   interpolating between them: shape confirmed to 3%.
 - ly+ drives pitch-MINUS, not plus. The craft has asymmetric pitch authority
   (75/40 down vs 150/70 up) and the ratio picks the pair cleanly.

Absolute magnitudes remain open: this run did not bracket the HUD clock, so
deg/GAME-second cannot be computed from it, and picking a ratio that makes the
numbers fit would be circular. The probe now screenshots the clock at both ends.

Also: fly_stage.sh now waits for the TAKE-OFF load too. Guarding only the stage
load left a run pressing A into a black screen and then reporting "player entity
not found" from a game that never reached flight.
2026-08-13 23:29:23 +00:00
a3f14710a4 re(flight): clean pitch sweep -- magnitudes agree, the interpolation law does not
Fresh flight, row pinning CONFIDENT (margin 0.413), one sweep and nothing before
it. axis_probe now REFUSES to measure on a WEAK pin (ALLOW_WEAK_PIN=1 overrides)
since it is a precondition, not a warning: roll is immune to the up/right
labelling but pitch and yaw are not.

Clock x1.26. Binned by speed, both in game units, against the linear
interpolation of AV_PitchPlus_Min 150 (at MinimumVelocity 100) to _Max 70 (at
MaximumVelocity 1200):

    speed ~435   measured 100.8   predicted 125.6
    speed ~572            113.8             115.7
    speed ~709            126.3             105.7
    speed ~846             83.1              95.7
    speed ~983             72.7              85.8

Supported: the magnitudes (73-126 measured vs 86-126 predicted) and a falling
high-speed end. NOT supported: the interpolation law. Scatter is +-25%, the two
fastest bins hold 1 and 2 windows (the first moments before the speed bled), and
the slowest bin misses in the wrong direction.

The flaw is structural, not statistical: a sweep DRIVEN by the speed bleeding
cannot dwell at either extreme, which is exactly where the law is most testable.

What would settle it: hold a settled throttle and pitch for ~1 SECOND, so speed
barely moves inside the burst and each burst gives one honest (speed, rate) point;
repeat at LT / neutral / RT for three clean points at known speeds. Recorded as
the next design rather than attempted as a fifth variation of the same sweep.
2026-08-13 23:12:50 +00:00
0a84c1358e re(flight): polling faster than the guest updates manufactures a clean curve
Fitting rate against instantaneous speed produced a tidy "rate rises with speed"
relationship, with speeds up to 4795 when the craft's maximum is 1200. It is
entirely an artefact: 20 Hz polling is faster than the guest updates these fields,
so a per-read delta is either exactly zero (no update yet) or a whole frame's
worth divided by a fraction of a frame. 111 of 352 reads were zero on BOTH
channels -- position and attitude update on the same frame, so the two are
perfectly correlated, and dividing each by the short wall dt produced the
correlation out of nothing.

Fix: aggregate over windows spanning many frames (0.5 s). A sum of |delta| over
such a window is right however the updates fall inside it.

This does NOT affect the swept-total probes (roll_axis.py, rate_probe.py) -- they
already summed over the whole dwell, immune for the same reason. Only per-sample
instantaneous rates were ever wrong, so no earlier number moves.

The windowed re-run is NOT yet claimed as a result. It gives plausible magnitudes
but still shows rate rising with speed, against the definition's PitchPlus_Min 150
> _Max 70, and it has two disqualifiers: it ran on an instance where the craft was
already tumbling from the previous sweep, so pinning reported "WEAK -- craft may
not be level", and the sweep started mid-range rather than at maximum. A clean
answer needs a fresh flight with pinning CONFIDENT and nothing before it. Since
what is in doubt is precisely what _Min/_Max mean, a measurement through a
doubtful instrument cannot settle it.

Both datasets kept, the bad one labelled, because the aliased curve is a good
example of what a manufactured correlation looks like.
2026-08-13 23:00:59 +00:00
6c7025851e re(flight): the rate probe measures a MOVING speed -- pitching bleeds it hard
Measured pitch with the rows properly pinned, against this craft's own disc caps
(AV_PitchPlus_Min 150, AV_PitchPlus_Max 70):

    min speed (LT)  1391.0 deg / 8.00 s, clock x1.326 -> 131.1 deg/game-s  vs 150
    max speed (RT)   989.0 deg / 8.05 s, clock x1.318 ->  93.2 deg/game-s  vs 70

A rate 33% ABOVE a cap is not a finding, it is a broken instrument. The HUD speed
is in the same bracketing screenshots that give the clock, so read it:

    slow phase   102 ->  18
    fast phase  1193 -> 589

The speed is NOT constant during the dwell -- pitching halves it in 8 seconds.
The cap is speed-dependent, so as the craft slowed its cap rose, and an 8-second
average necessarily lands between the max-speed cap and a mid-speed one. The 133%
is entirely the instrument.

This also weakens the roll result committed earlier: same method, so 120.9 vs
AV_Roll_Max 125 is CONSISTENT but is not a tight test -- the true cap could be
lower and still produce that average. Said plainly in the doc rather than left
standing as a clean confirmation. Min-speed figures are less affected; there is
little speed left to lose.

Proper fix, not yet done: dwell ~1-2 s so speed barely moves, or sample HUD speed
continuously and fit rate against INSTANTANEOUS speed -- which yields the whole
rate-vs-speed curve instead of two points.

Separately this is a flight-model finding: TURNING COSTS SPEED, steeply, with the
throttle still at maximum. A reimplementation treating the throttle as a speed the
craft simply holds will be wrong during manoeuvres.
2026-08-13 22:48:29 +00:00
dc46339b63 re(flight): rows pinned by world-Y, and nothing yaws -- the yaw gap is answered
The probe now pins which non-forward row is up and which is right, instead of
taking the D3D convention on faith:

    row world-Y means: [0.469, 0.883, -0.000]   forward = row 2
      -> up = row 1, right = row 0   CONFIDENT

That is the OPPOSITE of the assumption the previous run used, so that run's yaw
and pitch columns were swapped -- under the correct labels its ly+ reading of
154.1 deg/wall-s is PITCH, which is what a left-stick Y should do.

Measured with the unknown inputs FIRST, each passing a liveness check:

    rx  0.0  0.0  0.0      ry  0.0  0.0  0.0
    LB  0.0  0.0  0.0      RB  0.0  0.0  0.0
    lx  roll 209.8         ly  pitch 154.1

These zeros are trustworthy where the previous run's were not: the craft was
verified alive between inputs, and the probe aborted the moment it stopped moving
rather than reporting the clean zeros a destroyed craft produces (it did abort,
after lx+, which is why lx/ly are carried from the earlier run rather than
re-measured).

So NO PAD INPUT YAWS THE CRAFT. AV_Yaw_* (45/25) exists in the definitions but
nothing on the right stick or the shoulders drives it, which upgrades the old
"yaw: no input found" from a failure to find one into a measurement that the
remaining candidates do nothing. The natural reading is that yaw is a consequence
of banking rather than a commanded axis.

Not covered, and not claimed: the d-pad (tactical map) and the face buttons
(fire/weapon select). Neither is a plausible flight axis; neither was measured.
2026-08-13 22:35:36 +00:00
5f3c618b51 re(flight): axis probe -- lx is roll, ly drives one clean axis, rest not trustworthy
New probe (axis_probe.py) decomposes every held input into all THREE rotation
components at once, instead of measuring one axis at a time through a non-forward
matrix row -- the flaw that once made roll and pitch produce identical numbers.
For previous rows (f,u,w): roll = atan2(u.w_old, u.u_old), and forward's rotation
toward each of the other two rows gives the remaining pair.

Stage 02, file pad, full deflection on exactly one channel at a time:

    lx+   roll 209.8   b 0.9    c 10.1     deg/wall-s
    ly+   roll   0.0   b 154.1  c  0.0
    rx+   roll   0.0   b 0.0    c  0.0
    ry+   roll 161.1   b 87.0   c 37.1
    LB/RB all zero

What this supports: lx = ROLL, cleanly (~0 on both other channels), agreeing with
the independent roll measurement. ly drives ONE axis, cleanly.

What it does NOT support, and I am not claiming:
 - WHICH axis ly drives. entities2 measures row 2 = forward against velocity, but
   rows 0 and 1 are labelled up/right by the D3D convention rather than by
   evidence, and yaw/pitch SWAP if that is wrong. Roll is immune (rotation of
   either non-forward row in their shared plane is roll either way).
 - anything about rx/ry/LB/RB. The run ended on GAME OVER: full-deflection spin in
   a live combat mission gets the craft destroyed, and the only symptom is "0
   player candidates" AFTERWARDS, so late rows may be post-death. rx+ reading all
   zeros and ry+ reading mixed are exactly what a dying craft would produce.

So "yaw: no input found" is NOT resolved. Both gaps are now written into the
probe's header with what would fix them: a liveness check between inputs, and
pinning up-vs-right against world Y.
2026-08-13 22:10:23 +00:00
850b04c606 re(flight): roll DOES depend on speed -- the withdrawal is reversed
Measured about the FORWARD axis (roll_axis.py), which is the fix the withdrawal
specified: express the new up-vector in the old (up, right) basis and take
atan2(u.w_old, u.u_old), so the component along forward -- what pitch produces --
is dropped by construction. The old probe watched a non-forward matrix row, which
sees any rotation that moves it, and that is why two different stick axes produced
the same numbers.

Stage 02, file pad, single-axis holds (lx=32767 with every other channel exactly
0, trigger held in the same write since the pad state is written whole), 5 s
settles, 8 s dwells, each phase bracketed by HUD-clock screenshots:

  min speed (LT)  1 856.9 deg / 8.01 s wall, clock x1.247 -> 185.9 deg/game-s
                  vs AV_Roll_Min 200
  max speed (RT)  1 181.2 deg / 8.02 s wall, clock x1.218 -> 120.9 deg/game-s
                  vs AV_Roll_Max 125

So roll behaves exactly like pitch: the rate cap falls as speed rises and
_Min/_Max mean "at minimum / at maximum speed". The withdrawn claim that roll
shows NO speed dependence is reversed, and the axis rule is now confirmed on a
second axis instead of contradicted by it.

Both land just under their caps (93% and 97%), the right side for a rate limit.
The shortfall is NOT explained and no claim is made about it: candidates are the
craft not being exactly at min/max speed after 5 s, and the 20 Hz swept-angle sum
undercounting.

The tell that the old result was broken was two conditions agreeing too well. The
tell that this one is sound is that they disagree in the direction the definitions
predict, on two independently bracketed phases.
2026-08-13 21:57:10 +00:00
3d3d6726fa re(flight): START skips the briefing, and the player-entity lock is stage-specific
The scripted route now reaches FLIGHT unattended: boot -> main menu -> poke the
cleared-stage mask -> EXTRAS -> MISSION SELECT -> stage -> briefing -> READY ROOM
-> TAKE OFF -> flight, verified by a full HUD (TIME 00:52.54, speed 350, shields,
REMAINING OB 018) on stage 01.

Two things that cost a run each:

START skips the briefing; A does not. A pages through the brief, and ten A taps
still left the run sitting on a briefing screen -- twice, on two different
stages. One START press lands on the READY ROOM. fly_stage.sh now presses START.

entities2.py's `self` locked on `"Player" in name`, and that suffix is
STAGE-SPECIFIC: stage 02 fields UN_f002_TCAF_DeltaSaber_W_Player, but stage 01
fields UN_f001_TCAF_DeltaSaber_T with no suffix, so the filter found nothing
while the game was visibly flying and reporting 64 typed live entities. Falls
back to the craft class and prefers the instance that is actually moving (a
mission holds more than one). Recorded rather than worked around, because the
same assumption is embedded in several probes.
2026-08-13 21:45:54 +00:00
faa7b3d611 re(challenge): the part id is never persisted -- differential search says stack only
No literal 26 exists anywhere, so the GamePart id is computed. That does not stop
it being found: the id is KNOWN at each screen from the GamePart table (EXTRAS = 5,
MISSION SELECT = 7), so snapshot both and intersect. New tool diff_words.py does
the classic differential search over the sparse guest image, and find_partslot.sh
drives the two screens and runs it.

Result: 171 MB scanned, exactly 4 addresses read 5 then 7 -- 0x708FFBEC,
0x708FFCBC, 0x708FFDAC, 0x708FFE20 -- and all four are guest STACK (the same run's
log puts thread stacks at 0x709...). So the requested part id exists only as a
stack argument in flight; there is no persistent field, which is consistent with
finding no literal store, and means there is nothing stable to poke.

That closes the last memory-and-menu route to the challenge missions. Reaching
them needs either the genuine in-game unlock (an in-mission attainment, per
AVSCRIPT_COMMAND_ATTAINMENT_CHALLENGE_MISSION_CARGO_SCORE) or an emulator-side
hook that forces the transition -- a code change, not a poke.

diff_words.py is worth keeping well beyond this question: it locates any field
whose address is unknown but whose value is known at two moments.
2026-08-13 21:31:47 +00:00
a79a1da183 re(challenge): withdraw the kind-field constructor attribution -- snapshot refutes it
Section 4 claimed the mission-kind field at obj+144 "is initialised to 0 in the
constructor sub_821783D8, alongside +148 = 0, +132 = 2, +136/+140 = -1". That
linked two code regions on nothing more than both touching +144/+148, and an
in-flight snapshot refutes it:

sub_821783D8 initialises the STATIC at 0x828F3EC0 -- its first act is
InitializeCriticalSection(obj, 256) -- and in the snapshot that object holds
0x000B1C8B at +144 and a float at +592. Not a kind, not flags. So the object that
owns the kind field is UNIDENTIFIED. Scanning the snapshot for it (kind in
{0,3,5,6} at +144, stage 10 at +148, pointers at +0/+52/+604) returns only
matches inside the executable's own static data; the value 10 at +148 is far too
common to discriminate.

The switch itself stands -- it is direct disassembly at two independent sites
(0x82184df0, 0x82185ed0) plus two grouping tests. Only the attribution was wrong,
and the wrong half is the half I inferred rather than read.

Confirmed on screen instead: launching a story stage from MISSION SELECT reaches
a READY ROOM carrying an "EXTRA" watermark -- the EXTRA config section, kind 3,
visible in the UI. Independent evidence the field means what section 4 says even
though its owning object is not pinned.
2026-08-13 21:21:49 +00:00
4cbce6bd21 re(units): S10 closes the story campaign for real -- 69 units, 7 204 values
roster_target had flagged a contradiction: S10, a STORY stage, still fielded an
unharvested unit, which the "story campaign complete at 68 units" claim did not
account for. S10 was simply never flown. Flying it settles it:
UN_e005_ADAN_ElanTypeQ_Margras is in the snapshot, 144 rows, and the merge takes
the file 68 -> 69 units, 9 393 -> 9 537 rows, 7 115 -> 7 204 defaulted-on-disc
values, with 154 disc cross-checks agreeing and 0 disagreeing. roster_target now
reports S10: 0 missing, and every remaining gap is a CHALLENGE stage
(S24/S25/S27/S28/S29).

A much simpler way to fly a story stage, replacing the save-editing route
(tools/re-capture/fly_stage.sh): poke ONE word -- 0x828F40C0 = 0x0001FFFE marks
stages 1-16 cleared -- and MISSION SELECT will launch any of them. Nothing is
written to disc, so there is no save to back up and restore, and TRAP 1 from the
old recipe (launch_mission.sh silently loading the last-used slot) cannot happen.

Route, learned by screenshotting each step: MISSION SELECT -> pick stage -> A ->
mission briefing (A: Continue) -> READY ROOM -> TAKE OFF -> flight. The READY
ROOM carries an "EXTRA" watermark, which is the static analysis's mission-KIND
= 3 ("EXTRA" config section, docs/re/challenge-mission-gate.md section 4) visible
on screen -- an independent confirmation of that field's meaning.

Also recorded: a snapshot taken at the BRIEFING yields 0 runtime objects. Unit
definitions are instantiated at stage load proper, so the snapshot has to wait
for flight; the briefing screen is too early.
2026-08-13 21:14:21 +00:00
aac017dd0d re(challenge): poking unlocks the whole story campaign; MISSION SELECT is story-only
Two results from the running game, one positive and one a clean negative.

POSITIVE: with word A = 0x0001FFFE (stages 1-16) every entry Stage01..Stage16 is
selectable, where the control run had only Stage01 and the rest greyed. Stage16
reads "Lonely Blue Planet - NO RECORD". So any story stage can be launched from
the menu by poking one word, with no save editing at all -- a simpler lever than
the GHAD stage-field patch used until now.

NEGATIVE: with word B = 0x3F (challenge stages 24-29 marked cleared) the list
still saturates at Stage16 -- the cursor stops there and further presses do
nothing. That matches the disc: the debriefing config declares exactly
px_deb_stage01..16, so the list is capped by data, not by the mask. The
challenge missions are NOT reachable through MISSION SELECT, and word B does not
feed it.

Also mapped, without finding the caller: the GP_DIALOG registry (tables.pak #41)
gives DLG_GO_CHALLENGE_MISSION_MENU = 41 and DLG_CHALLENGE_MISSION_AVAILABLE = 42
(0-based, in config order). No raw immediate 41/39/37 appears anywhere in the
GamePart code region, so dialogs are raised through a computed index and the
entry point to GamePart 26 is still unknown. New probe: examples/screen_configs.rs
dumps any tables.pak screen config by substring.
2026-08-13 20:54:57 +00:00
3ef2c438ae re(challenge): MISSION SELECT renders the cleared-stage mask, and a control run
With word A = 2 the screen lists Stage01 SELECTABLE, carrying a High Score and a
Best Time, and Stage02-Stage08 GREYED OUT. One cleared stage, one selectable
entry, at the bit index that names it -- the mask's meaning is now visible on
screen rather than inferred from disassembly.

Two runs, identical navigation, fresh boot each:
  control  word A 0x00000002  -> MISSION SELECT opens normally
  poked    word A 0xFFFFFFFF  -> MmAllocatePhysicalMemoryEx fails on 128 MB,
                                 guest throws, Xenia shows "Disc Read Error"
So last commit's heap failure was caused by the poke, and by a careless one:
0xFFFFFFFF claims stages that do not exist (0, 17, 24-31 in word A). Poking only
real story ids (0x0001FFFE = stages 1-16) does not blow the heap. That the list
screen changes behaviour with the mask is itself evidence word A feeds it.

Getting a trustworthy control took three tries, and every failure produced a
plausible wrong answer rather than an error:
  1. the title-glyph oracle fired during the ATTRACT MOVIE, so A was pressed at
     nothing and the run "reported 0 failures" for a screen it never reached;
  2. Xvfb keeps the previous instance's framebuffer until the new one draws, so
     a screenshot seconds after launch showed the OLD run -- "MAIN MENU reached
     after 1s", against a process that no longer existed;
  3. a single-pixel "is NEW GAME white?" test matched a white LOADING FLASH.
Fixes, all in challenge_probe.sh: blank the root and refuse screen oracles for
the first 40 s; identify a screen by a PATTERN of sampled points (white text AND
the dark panel behind it), not one pixel; require two consecutive samples. The
new oracle was validated offline against all six saved screenshots and accepts
exactly the one real main menu.

General lesson worth the words: a navigation oracle that can only fail by
returning the wrong screen will happily produce a whole run of confident,
meaningless results.
2026-08-13 20:44:27 +00:00
0bc790de52 docs(index): record the file-input pad and the live-write tool 2026-08-13 20:29:18 +00:00