Three measurements, then a pilot built on them.
* Hull is position+0x154. Found by anchoring on a field the definition
already had solved (HP = 1500) rather than scanning for a value that
falls: an undamaged craft must contain its own definition's number.
Confirmed by the trace across a death -- 30/60/90 per hit, negative
at 0, GAME OVER on screen.
* RT accelerates, LT brakes, and the throttle is a persistent setting
(488 -> 1510 -> 174 units/s, measured as displacement per second of
the craft's own position, so no speed field was needed). This
overturns the earlier "RT is not the throttle", which came from
assuming the control and hunting for a field.
* Shield is probably position+0x430 (== definition MaxValue 400), not
yet confirmed live -- nothing had damaged it.
pilot.py is a state machine on damage (ENGAGE / EVADE / RETIRE) that
treats turrets as keep-out zones instead of targets. It flew Stage 02
for 300 s with the hull untouched at 1500/1500 and took the first
confirmed kill (WARPLANES 0001); every run the day before was dead
inside 35 s.
Two bugs the live run exposed and this fixes: gating the guns on the
commanded direction keeps them cold whenever avoidance is steering
(gate on the target instead), and an orbit-plus-brake rule made it
circle one attacker for 40 s outside its own firing cone.
Also: boot to in-flight is now ~100 s unattended, because
wait_flight.sh waits for the HUD's own shield bar instead of a fixed
75 s sleep that lavapipe does not honour; entities2.py picks the
attitude block by matching the measured flight path (taking the first
orthonormal block gave a bone/camera frame); and the entity-heap scan
is numpy instead of a per-word Python loop.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Three findings turned the previous dead end into a working loop, each checked
against something independent rather than assumed:
* a live entity's definition pointer sits at position + 0x130, so one heap
scan types every craft in the scene -- which is what separates ~20 real
combatants from ~30000 moving particles. The result is coherent: wingmen,
enemy turrets and attackers, friendly capital ships, one Player.
* orientation is a 3x3 at position - 0x70 stored with a 16-BYTE ROW STRIDE
(a 4x4 whose translation row is the position). The earlier search for nine
contiguous floats could not find this by construction, which is why the
first pass wrongly concluded there was no transform. Confirmed by its row 2
matching measured direction of travel at cos = +1.000.
* RB is the fire button, established by consequence: of RB/LB/A/B/X/Y/RT/LT
it is the only one that makes the nose-ammo counter in RAM fall.
Control is PD on the aiming error with the derivative from body angular
velocity, and target selection weighted by off-boresight angle -- pure
nearest-first kept picking targets 90 deg off the nose, whose bearing rate then
outran the turn rate and held the craft outside its firing cone at a steady 27
deg pitch error.
Observed: distance to target closing monotonically, yaw error driven from -8 deg
to ~0, fire=1 once inside the cone, ammo counter falling.
Not solved: survival. There is no evasion, no shield/armour awareness and no
throttle control, so it flies a straight pursuit into defended space and is
shot down; every long run has ended in GAME OVER. Mission completion needs
those, plus objective-aware target priority.