u32 count at 0x14, then fixed 60-byte entries of [name | 4 flag words | pivotX |
pivotY | 0]. The table lists both .t32 sprites and .rat records, so it is the
screen's element list.
Verified: for all 7 .t32 entries in the tutorial pause bundle the declared pivot
is exactly half the decoded texture's dimensions, 7/7 with no mismatch. That also
settles what the pair at 0x50/0x54 of a .rat record is — a .rat simply opens with
one of these declarations.
The language split is visible inside one bundle: the English build's .t32
declarations carry correct English pivots while its .rat declarations carry
Japanese-derived ones, so the sprite table is regenerated per language and the
layout layer is inherited from the Japanese master.
Adds tools/re-capture/ratc_decls.py (parse the table, check pivots against the
decoded textures).
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The tutorials need no save and are ~1 min from a cold boot, so they are the
cheapest route into a live flight scene. The HUD prints the equipped weapons as
NOSE BM 06000 / MAIN MPM 00300 — matching wep_01's LoadingCount 6000 and wep_02's
300, with the weapons identified from the HANGAR loadout rather than from the
ammo number. That makes it a genuinely independent confirmation of
Ammo Capacity == LoadingCount, from a different renderer in a different mode.
Also inventories the HUD elements (heat gauges, shield/armor pools, target armor
gauge, per-weapon RANGE markers) and notes that the RANGE gauge draws each
weapon's MaximumRange on a scale — a route to a real number where the Arsenal
panel only gives a letter class.
Adds autopilot.py (waypoint-arrow chaser). It detects reliably but oscillates;
recorded as such rather than as a working tool.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
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>