Commit Graph

120 Commits

Author SHA1 Message Date
Sylpheed RE agent
a15e0ad39c formats: the tie-break, refuted six ways and measured down to the pixel
With the layer key and the primitives' implied keys in place, the tie-break -
how the game orders elements sharing a key - is all that is left between the
derived order and ground truth. Three measured screens now constrain it.

On the menu and the splash every tied group comes out in declaration order,
which is what the stable sort already gives. The title is the only screen that
discriminates, and nothing predicts it: 0x8083 x5 paints eff1, eff2, eff5, eff3,
eff4, and 0x80a0 x7 paints logo1 x3, tm, logo2 x3.

Refuted: declaration order; RATC child order; first keyframe time (52, 56, 62,
58, 60 - the measured order is not sorted by them); resting keyframe time;
resting X or Y (938, 938, 64, 788, 447); and T8aD header words +00, +04, +0c and
+10, which are either identical within a group or unsorted.

Child order is worth its own line: a strict improvement over declaration order
(7 misplaced positions on the title instead of 9, and it recovers the logo
grouping) and exactly right on the other two screens. NOT adopted, because on the
only screen that can tell them apart it is still wrong.

Adds a test that measures what the residual costs instead of assuming it. Of the
3 disagreeing pairs of drawn elements across all three screens, all 3 have
overlapping bounding boxes and 2 share opaque pixels: ptlogo_back2eff5 against
eff3 (22568 px) and eff4 (32395 px). The third pair, ptlogo2 vs ptlogo_tm,
overlaps by two columns and shares NO opaque pixel - the wordmark is transparent
there. A bounding-box test called that a defect; reading the alpha says it is
not, which is why the test reads pixels. The set is pinned, so a change that
makes it worse fails.

15 disc tests green.
2026-08-19 09:34:10 +00:00
Sylpheed RE agent
610b21c434 formats: a primitive layer is not in the file - measure it, table it, prove it
Two places checked for the key a .prm element sorts by, both empty:

  * the declaration entry's four unread words are constant across every element
    of all three measured screens (+28=0, +36=0xffffffff, +56=0, and +44 is a
    button ordinal 1-5, 0xffffffff elsewhere);
  * the bundle carries NO data for a primitive at all - the menu build declares
    pteff00.prm, pteff02.prm and pteff05.t32 and has zero RATC children for any
    of them, its 34 children being 21 T8aD sprites and 13 .rat records.

So the layer comes from the game code. But it is consistent, which is what makes
a per-name table a measurement rather than a fudge. Bracketing each unkeyed
element between the keys of its measured neighbours: pteff02.prm falls in
(0x8010, 0x8040) on BOTH screens it appears on, pteff00.prm is past the maximum
on both, and palogo_eff0.prm is below the minimum on the splash.

implied_layer_key records exactly those and nothing else; an unlisted primitive
keeps u32::MAX and still sorts last. With it, derived_paint_order produces the
same layer-key sequence as the order read off the running game on all three
measured screens - primitives included - and matches element-for-element on four
of the five bundle instances. The fifth is the title, differing only inside its
tied groups, which is a separate open question.

This does not make include_primitives safe by default: the 36 builds that come
out one colour are wiped by pzeff00.prm and pceff00.prm, never measured, hence
not in the table.

14 disc tests green.
2026-08-19 09:15:55 +00:00
Sylpheed RE agent
23565ec5ec formats: a third measured paint order — the main menu, with two primitives
Read off the running game with screen_children.py and identified by pivot
signature as GP_TITLE.pak ratc-index 8, the NEW GAME / LOAD GAME / TUTORIAL /
OPTIONS / EXTRAS screen:

  paint order: 1 3 4 2 5 8 9 6 7 15 10 11 12 13 14 0

It is the first measured screen carrying TWO primitives, and they land in
different places, which is the point. pteff02.prm (the 25% dim) paints 4th,
beneath the whole UI; pteff00.prm (the transition fade, resting transparent)
paints last. Both match their positions on the title screen exactly. So a
primitive's place is per-element and stable by role - backdrop first, dim at
slot 4, fade last - and there are now three permutations to test a derivation
against rather than two.

Wired into measured_paint_order, keyed by element names so both language builds
get it. The English build composited with --primitives edge-correlates at 0.9591
at shift (0,0) against a framebuffer capture taken in the same session - a third
screen confirming paint order, resting pose, fade alpha and primitives at once,
against a capture this project had not seen before.

13 disc tests green.
2026-08-19 08:56:21 +00:00
Sylpheed RE agent
eb86142e4f formats/cli: draw the .prm primitives, opt-in, because their paint order is unsolved
fill_quad composites an untextured primitive as a solid rectangle of the
keyframes fade colour, pivot x 2 in size, placed and scaled exactly as a sprite
is. Behind ComposeOptions::include_primitives and screen render --primitives.

On the title screen, whose paint order is ground truth, it is measurably right:
mean luminance 76.30 -> 63.72 against the captures 64.58, i.e. from +18% to
-1.3%, and mean absolute difference 16.07 -> 13.08. The background was ~40% too
bright; pteff02.prm, a 25% black dim, was what was missing. The wordmark is not
dimmed by it because the measured order paints that quad at slot 4, beneath the
logo. Edge correlation moves 0.9538 -> 0.9480, which is not informative here: a
uniform dim scales gradients uniformly so a normalised edge score barely sees it.

OFF BY DEFAULT, and that is the finding. A primitive has no T8aD header, so no
layer key, and derived_paint_order sorts the keyless to the end. GP_DIALOGs
pzeff00.prm is a single keyframe of opaque black at full screen; painted last it
wipes the build. Of the 125 builds that draw a visible primitive, 36 come out
>99% one colour with the derived order.

No constant default works, because the two screens read off the running game
disagree: the splash paints its primitive FIRST (the black backdrop) while the
title paints one at slot 4 and another LAST (the fade-out). Declaration order
fails the title too. A disc test measures the damage rather than asserting the
feature works, so the number moves when the ordering is solved.

Also records a false alarm worth keeping: a first pass reported 36 GP_DIALOG
builds at "100% black", which was a crude near-black pixel threshold and not a
black screen - those dialogs are dimmed 50% and perfectly legible. The genuinely
wiped builds are a different set.
2026-08-19 07:21:32 +00:00
Sylpheed RE agent
7fbdcc078c formats: apply the keyframe fade alpha, and fix the resting rule it exposed
blit modulated by tint only, which is 0xffffffff on essentially every keyframe,
so the fade word was decoded, stored and then discarded. Applying it as an ARGB
modulate takes the title composite's edge correlation against the framebuffer
capture of the running game from 0.4597 to 0.9538, both at zero shift. The white
wordmark with its blue outline, the trademark, the copyright and the orange
exploding planet all appear -- the planet because a full-screen blue effect that
rests at alpha 0 had been painting over it at full opacity.

ARGB is measured: across a fade-in the high byte walks 0x00 -> 0x80 -> 0xc0 ->
0xe0 -> 0xff while the low three stay ffffff, and the low 24 bits are 0xffffff on
5276 of the disc's 5453 resting keyframes.

A modulate can only remove pixels, so the risk is a blank screen. Measured: no-op
on 4060 of 5200 sprite elements, partial on 453, hides 687 -- transient HUD
indicators that should not be lit at rest -- and NO build is left with nothing
visible. A disc test asserts that, and that the no-op share stays high, which
also guards the resting rule against drifting onto ramp frames.

Both changes are in one commit because the second is invisible without the first.
Applying fade erased the word PAUSE, which the running-game capture plainly
shows: pgptitle.rat has three runs of two identical keyframes -- pre-roll, hold,
exit -- and the 'later run wins' tie-break grabbed the exit. A group carries the
screen's entry animation AND its exit, so a run ending on the last keyframe is
now excluded unless it is the only one. The title correlation is unchanged.
2026-08-19 06:56:38 +00:00
Sylpheed RE agent
b5c44b7c2a formats: the resting pose is the hold, not the longest dwell
Element::rest() picked the keyframe with the largest gap to the next keyframe's
time. That reads a keyframe as a value held until the next one; it is the start
of a ramp toward it. A long gap after keyframe k means the screen spends that
time arriving at k+1, so the settled pose is at the far end of the gap.

The title wordmark zooms in over five frames and holds at (184,193) at 100% from
t=251 to t=264. The old rule picked the frame before the long gap: (179,186) at
101%, still mid-zoom.

Measured against the framebuffer capture of the running title screen, which is a
1:1 crop so frame coordinates map directly (confirmed: the copyright line lands
on row 669 in the capture and in both composites). Edge-correlated over the
wordmark box:

    plateau (landed)      best 0.4597 at shift (0,0)
    longest dwell (old)   best 0.1511 at shift (+3,+8), 0.1268 at (0,0)

The old composite scores 3x lower and only peaks after being moved, by about the
(-5,-7) that picking kf4 instead of kf5 predicts.

It also fixes six title elements the old rule rested at alpha 0x00 where the
capture plainly shows them, and pteff00.prm - the full-screen fade quad painted
last - which rested at opaque black. That was the blocker on .prm compositing.

Adds tools/re-capture/align_to_capture.py, which is how this was scored, and
turns the .prm test that deliberately asserted the old defect into a guard on
the fix.

Not settled and now the next item: compose ignores the keyframe fade alpha
entirely (blit modulates by tint only), which is why choosing the wrong keyframe
was invisible until now.
2026-08-19 06:41:24 +00:00
Sylpheed RE agent
393e549752 formats: settle what .prm elements are — untextured quads marked by kind bit 0x10
369 .prm elements exist in the disc's screen builds and every composite is
missing them. Swept statically:

  * none of the 369 has a RATC child of its own name — no payload, nothing to
    draw, so .prm is a primitive and not a sprite;
  * kind & 0x10 and a .prm name agree with ZERO exceptions in either direction
    over all 965 builds, so the format marks primitives as a decoded field and a
    port need not parse filenames;
  * 361 of 369 are exactly 1280x720 at scale 100% in the corner, and their
    keyframe 'fade' ARGB is overwhelmingly black at some alpha — these are the
    fade-to-black, dim-behind-menu and flash layers, i.e. the PRMD dim-quad the
    compositor's backdrop has been standing in for.

Refuted before believing: drawing them at Element::rest() is wrong. The title's
pteff00.prm is opaque -> transparent -> transparent -> opaque, a transition whose
resting pose is the transparent plateau; rest() picks by longest dwell and lands
on the opaque endpoint, which is painted LAST on that screen and would black out
the title. A test asserts that wrong answer deliberately so that fixing the
resting rule fails it and leads to the note.

No compositing change: the resting rule is not .prm-specific and has to be A/B'd
against the title framebuffer capture first.
2026-08-19 06:30:05 +00:00
Sylpheed RE agent
a1c370e810 cli/formats: let the screen commands reach bundles with no .rat child
The developer-logo splash declares its sprites directly and has no .rat layout
child, so is_build rejected it and no screen command could render it — despite
it being one of only two screens whose paint order has been read off the running
game, and the one where the layer key explains the whole permutation.

Adds ui_layout::is_composable (a declaration table plus at least one element
resolving to a T8aD the bundle carries) and an opt-in --all on screen
list/info/render. Measured on the disc: 2859 RATC bundles, 965 pass is_build,
2751 pass is_composable, and 0 pass is_build without passing it — a strict
superset. It is opt-in because the 1786 extra bundles are mostly two-element
fragments (a button and its glow), and because widening the default would
renumber --build for every pak, invalidating the build indices the corpus's
notes cite by number.

The splash now renders 6/7 elements, painting its glows first in the order
measured off the game; a disc test pins that order.
2026-08-19 06:03:52 +00:00
Sylpheed RE agent
b28763db0b docs: record the _eff-vs-focused-state confusion and both refuted rules 2026-08-19 05:57:38 +00:00
Sylpheed RE agent
deff5a4d6d formats: check the derived paint order against the screens already verified
The layer-key order was adopted from two measured screens and then applied to
every build on the disc, so it owed a regression check against the screens the
corpus had already validated against the running game.

Rendered the tutorial PAUSE menu and the title main menu both ways and diffed:
3.8 % and 1.1 % of pixels differ, max delta 45/255 and 34/255, and the two
renders are indistinguishable in layout — the change is confined to blends where
translucent sprites overlap. No regression, but which order is more faithful on
those two screens is unsettled and recorded as such.

Adds a corpus-wide test asserting every composite's draw list is strictly
increasing in (layer key, declaration index), streaming one pak at a time so it
does not OOM alongside the other whole-disc tests. It reports the rule's reach:
341 of 965 builds are reordered, and it fails if that share collapses.
2026-08-19 05:43:08 +00:00
Sylpheed RE agent
d9ae42dd55 formats: derive the paint order from the sprite layer key
compose now sorts elements by the word at +0x08 of their sprite's T8aD header
instead of painting in declaration order, for every build except the two whose
measured order is hard-coded. That word is non-decreasing in the order the game
actually paints both measured screens, so every screen nobody has captured now
gets its layering from the file rather than from the declaration table, which is
provably not the paint order.

Verified with artifacts and both ways, not by a green build: the disc test
asserts the measured orders never invert the key and that the composite's key
sequence is sorted, and reading the word from +0x0c instead makes it fail; the
title composites identically; and GP_MISSION_SELECT — uncaptured — now composites
cleanly, committed as a capture.

Two things recorded rather than smoothed over: ties keep declaration order
because the game breaks them some other way that is not known, and the
developer-logo splash has no .rat child, so is_build rejects it and the
compositor never sees that bundle at all — its measured order is inert in
practice and screen render cannot draw it.
2026-08-19 05:28:05 +00:00
Sylpheed RE agent
56ac88e128 docs/re: the paint order is sorted by a layer key in the T8aD sprite header
The word at +0x08 of a T8aD header — which this project's decoder never read,
taking width/height/tiles from +0x14 onward — is non-decreasing in the order the
game paints a screen, on BOTH screens whose order has been measured: 20 of the
title's 24 elements (the other four have no T8aD sprite) and 6 of the splash's 7.
No inversion anywhere.

On the splash it explains the whole permutation: the three _eff glows carry
0xa100 and their base logos 0xa110, so the glows paint first even though the
declaration table interleaves them.

This is the first FILE-DERIVABLE account of the paint order. Everything checked
before failed — declaration order and its reverse, the placement region, the RATC
child order, keyframe start and rest times, resting Y, the runtime record's
fields, and every other build's table.

Recorded as unsettled: the ties (two groups share a key and are painted in an
order that is not declaration order), what the bits actually mean (the values
look like flag words, and the two screens use different ranges), and the fact
that two screens is two screens — a third permutation either promotes this to a
rule or breaks it.
2026-08-19 05:17:28 +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
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
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
20299c05a1 re(challenge): the gate is CLEARED STAGES -- my achievement reading was wrong
Third revision of this claim, and this one has the writer.

Word A (singleton +80) has exactly ONE writer in the image. Scanning all 22
callers of the +80 struct copier (0x82175110) for one that stores to the copy's
word 0 gives a single hit, 0x821C1820, inside GamePart_StageClear:

    if (this+1004 & 0x20000) skip           ; already recorded
    copy local = singleton->progress        ; src = obj+80
    local.word0 |= 1 << (this+84)
    if changed: singleton->set(local)       ; assign + async persist

and this+84 is the STAGE NUMBER, by two independent uses: 0x821C1760 indexes a
20-byte per-stage record array with it (this + (x+7)*20, three words plus an
8-byte timestamp -- the savegame's 16x20 SHAB shape), and 0x821C1EEC/0x821C1924
pass it as the index into the config key "STAGE" (0x820A2540), the debriefing's
px_deb_stage01..16 sprite list.

So a challenge mission's REQUIREMENT n means "stage n has been cleared", and the
<24 / >=24 split is the disc's own stage numbering: story 1-16 and tutorial 18-23
in word A, challenge 24-29 as word B bits 0-5. TimeAttack needs stage 16 -- the
last story mission -- and the other five chain off challenge stages 25-29. That
is what the raw numbers suggested in the first place.

REFUTED: "the bit space is the game's 24 achievements". ACHIEVEMENTS_REQUIREMENTS
having 24 entries and the gate splitting at 24 is a COINCIDENCE -- 24 is also the
first challenge stage's id. Nothing copies the Debriefing's masks (+208/+736/+740)
into +80, which is the check that should have preceded the claim.

The achievement work itself stands and is kept, retitled and rescoped in
structures/achievements.md: the XACH table (.pe 0x8FBCBC, 36-byte records,
1000G self-check), the 24 names/descriptions, the on-disc ACHIEVEMENTS_REQUIREMENTS
list, and the XACHIEVEMENT_DETAILS/XAM read path. It just does not gate the
challenge missions.

Still open: word B (+1956) has no known writer -- GamePart_StageClear's
unconditional 1 << x would land a challenge stage on word A bits 24-29, not word
B, so clearing a challenge mission must be recorded by another path (presumably
the one that also stores its Time/Points record).
2026-08-13 19:54:39 +00:00
90e0e66c7b re(achievements): earned state comes from XAM, and my bit numbering was wrong
Two findings, one of them a correction to the previous commit.

FOUND: GamePart_Debriefing enumerates XACHIEVEMENT_DETAILS from XAM
(0x8218F888). The records are 36 bytes -- confirmed by the arithmetic, not by
eye: the count is a byte count divided by 36 through the 0x38E38E39 multiply-high
magic plus srawi 3. Field +0 is used as a shift amount, field +32 is tested for
0x00020000, and the buffer sits behind a handle that is waited on (0x824AA330
with -1) then closed (0x824AA3E0). That is the XDK struct exactly, with
XACHIEVEMENT_DETAILS_ACHIEVED == 0x20000, via the
XamUserCreateAchievementEnumerator / XEnumerate pattern.

So the title does NOT persist earned achievements itself -- it asks the console.
The lever for achievement-gated content is the emulator's PROFILE data, not the
savegame. Independently, the singleton the challenge gate reads is not the object
holding the save block: re-scanning all 202 accessor call sites WITH function-
boundary stops touches only +80/+1956/+1960/+1964 and none of the known save
offsets (+304/+316/+320/+336/+380/+440). The earlier scan that seemed to find
them had register tracking bleeding into the next function -- a false positive I
am recording rather than quietly dropping.

CORRECTED: the previous commit claimed "bit n <-> achievement n+1" and treated
the Debriefing award pass and the challenge gate as the same bit space, both as
confirmed. Neither holds up:

- the only place the image is observed turning an achievement into a bit does
  1 << dwId with 1-based ids, so bit = the id and bit 0 is unused;
- the "list index is the bit index" step assumed 0x82448338's out-parameter is
  the loop ordinal. It is the child entry's first word out of a 12-byte array,
  and whether that is an ordinal, an id or a name hash is not pinned;
- the Debriefing's masks are its own fields (+208/+736/+740). Nothing observed
  copies them into the singleton's +80, and no writer of that bitmask has been
  found at all.

The requirement-type/id agreement still stands, but it confirms the LIST ORDER,
not the bit numbering. Consequence: if the join holds, TimeAttack's REQUIREMENT
16 is achievement 16 (Night Ravens Patch), not 17 (Solar System Defense Award).
Both read plausibly as a first-challenge gate, which is exactly why it needs
evidence and not the better story.

Also noted: +1960 is a third bitfield on the same singleton, and a what-changed
pass at 0x8219F3A4 diffs it and reports each newly set bit as bit + 64 -- so
there is a wider flag-id space whose bases are not yet worked out.
2026-08-13 19:43:35 +00:00
33ae20896e re(challenge): the gate's bit space is the game's 24 ACHIEVEMENTS
Static only. Last commit left "REQUIREMENT is a bit index into a progress
bitfield" with the space unidentified. It is the achievement space, and both
halves are now readable off the disc and the executable.

- GamePart_Debriefing (0x8218CF38-0x82191B18) awards them: sub_8218F9A8 walks
  the on-disc ACHIEVEMENTS_REQUIREMENTS list (tables.pak #16, schema 744c0519),
  and for entry index n tests bit n, evaluates the entry when clear, and sets
  the bit when satisfied. The list is literally ACHIEVEMENT01..ACHIEVEMENT24 --
  24 entries, which is exactly where the challenge gate splits word A from
  word B.

- The XEX carries the definitions: XACH at .pe 0x8FBCBC, 36-byte records
  {id, name_id, unlocked_desc_id, locked_desc_id, image_id u32, gamerscore u16,
  pad, flags u32, 16 zero bytes}, strings from one XSTR per language (English is
  table #5). tools/xach_dump.py parses it. SELF-CHECK: the 24 gamerscores sum to
  exactly 1000, the retail total -- a wrong stride does not land on a round 1000.

- The two sources agree on ORDER independently: the requirement types
  ShootDownAircrafts 1000/10000, ShootDownShips 100, ShootDownWeight MegaTons,
  GetAllWeapons and GetAllAchievements line up with ids 19-24 exactly as XACH
  names them. So bit n <-> achievement n+1 is evidence, not inference. (Those
  last two are requirement TYPES, not debug cheats, despite how they read.)

- Corollary: TimeAttack's REQUIREMENT 16 -- the one value that sits in direct
  value-before-key adjacency, so it survives IDXD dedup -- is bit 16 =
  achievement 17, "Solar System Defense Award", i.e. finish the story campaign.
  The other five values (25-29) are >= 24 and so index word B, a second flag
  space, plausibly a challenge-clear chain. Still 🟡.

REFUTED, from the last commit: the stores to +1956 in 0x822AF278 / sub_822C8748
are NOT this singleton. That object comes from 0x822CEB30, checks a +2652 flag
and stores string POINTERS at +1956/+2024 -- and a pointer ANDed with 1<<n is
meaningless as a gate. So nothing in the image writes this singleton's +1956
field-wise, and where the mask persists (save vs Xbox profile) is open. XEX
imports are by ordinal, so absent XamUser* strings are not evidence either way.
2026-08-13 19:32:43 +00:00
6d0bdf0179 re(units): S08 closes the story stages (68 units), and GAME_CLEAR unlocks nothing
S08 gave the last two story-stage units — UN_be005_ADAN_SpaceFortress and
UN_mn500_ADAN_FloatingMine — plus six S08 asteroid collision meshes: 68 units,
9 393 rows, 7 115 defaulted-on-disc values. Every unit any story mission fields is
now read (689 more disc cross-checks, 0 disagreements).

Probe recorded as a negative: setting Game Status (GHAD +48 and its header mirror
+0x18) to 2 = STATE_GAME_CLEAR leaves both menus unchanged — the title still shows
NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS and EXTRAS still shows only
MISSION SELECT / MOVIE THEATER / BACK. So the EX/challenge rosters are not gated on
that field.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 14:39:05 +00:00
0221217968 re(units): six targeted harvests — 60 of 110 units, 6 071 defaulted values
S03, S06, S09, S13, S15, S16 (plus the earlier run): 21 -> 60 units,
963 -> 6 071 defaulted-on-disc values, 8 241 rows. Disc cross-checks agree with
0 disagreements throughout.

- UN_e901_ADAN_Boss and UN_e910_core_ADAN_GeneratorCore are harvested (HP 10 000,
  Size_X 500, Size_Radius 250, MaximumVelocity 450) WITHOUT the boss ever being on
  screen: definitions are instantiated at stage load, so a unit only needs to be in
  the roster. That is far weaker than what the draw-capture work requires.
- The extra stages are not reachable via the save's stage field: stage 27 boots to
  the title and then the emulator exits during the load, as do the other S24..S29
  entries, while story stages 1-16 all load. The field addresses the story campaign
  only; EX/challenge rosters need the Challenge-mode menu path.

Remaining 50 units are almost all EX variants in S24/S25/S27/S28/S29; the only
story-stage stragglers are UN_mn500_ADAN_FloatingMine and
UN_be005_ADAN_SpaceFortress in S08.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 14:14:18 +00:00
bf6825e278 re(units): target missions by roster, harvest S09 — 36 units / 3 439 defaulted values
examples/roster_target.rs ranks stages by how many roster units are still
unharvested. The EnumUnit_S<NN> tables are found by hashing candidate TOC paths
(hash::TOC_NAME_SCHEMES) — UnitRoster::stage can only infer a tag when the roster
carries a UN_S<NN>_ prop, which most do not.

It picked S09 (10 missing). Flying it: 26 -> 36 units, 3 345 -> 4 785 rows,
2 351 -> 3 439 defaulted-on-disc values. New: e102_Battleship, e104_Carrier,
e107_AAFrigate, e011_Attacker_B, e008_TurretPlus, be001_TerrafoamingUnit,
e001_Elan_GR{,_Violeta}, f102_LightCarrier_Inv, f106_Destroyer_Inv.

Also settled: the definition objects are mission-independent. Eleven units appear in
more than one snapshot and four are not byte-identical, but compared through the
layout ZERO mapped fields differ — the 12 differing slots are all unmapped (offsets
4/8/16/20 and 0x250/0x268/0x300-0x308/0x330-0x338: object header and sub-object
pointers). So a harvested value is the definition, not a per-mission tweak, and the
earlier UN_f201_TCAF_Tanker flag resolves the same way. Cross-checks over three
snapshots: 1 052 agree, 0 disagree.

Third angle field found the same way (Through_AngleMaximum = 60 degrees in radians),
so the degrees<->radians rule covers any name containing "Angle".

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 13:48:12 +00:00
14d5ed54d1 re(units): read definitions with the code-derived layout — defaulted values 1 059 -> 2 351
unit_runtime.py can only place fields the disc values (it scores triples against
disc records): 58 of 153 from one snapshot. data/unit_definition_layout.txt came
from the title's loader instead, so it places all 159 — including the fields no
disc record sets, which is the Route-B target.

tools/re-capture/unit_dump_layout.py reads every field of every live definition
object with that layout and keeps the discipline: a field the disc DOES value is a
check, not a new value. Over two snapshots (19 objects): 700 cross-checks agree,
0 disagree.

  fields placed per object            58 of 153 -> 159
  rows over those 19 units                  609 -> 2 736
  defaulted-on-disc values (whole file)   1 059 -> 2 351

Two traps recorded: the layout table's offsets are DECIMAL while the solver CSV
prints hex (parsing as hex fails the cross-check on everything — which is how it
announced itself), and angle fields can carry a prefix (AB_AA_PitchPlus is still an
angle, so the AV_/AA_ test must match anywhere in the name).

Flagged: UN_f201_TCAF_Tanker's object is not byte-identical between the two
missions — per-mission override or a runtime-mutated field; needs a third snapshot
to separate.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 13:30:49 +00:00
d61baddaf0 re(units): stage select lifts the per-stage coverage limit — 21 -> 26 units
Unit definitions are instantiated per stage, so the parked "coverage grows by
visiting missions" limit was blocked on progress. With the save's stage field
solved, any story stage can be flown from a hand-edited save and snapshotted.

First harvest (a Night Ravens mission, 027 objectives, different roster):
  units with runtime values   21 -> 26
  csv rows                 1 827 -> 2 143
  defaulted-on-disc values   963 -> 1 059

New: UN_e004_ADAN_ElanPlus_N, UN_e006_ADAN_Vindicator_Margras,
UN_f002_TCAF_DeltaSaber_W, UN_f002_TCAF_DeltaSaber_W_Player (a second player craft)
and UN_mn040_Asteroid_Big (47 defaulted values, Size_Z = 2000).

Two traps recorded with the fix: launch_mission.sh presses A on the PRESELECTED
slot, which is the last-used one (03 here), so a probe in slot 01 is ignored — the
first attempt flew stage 02 again and the solver correctly found 0 new units; patch
every slot or confirm the highlighted slot by screenshot. And back up before
patching: the mid-run backup already held the probe, so slot 01 was restored from
the earlier pristine copy (md5 142b4f43…, verified byte-identical).

Token file for the solver: idxd_tokens <GP_MAIN_GAME_E.pak> Generic — 110 UN_*
records, the disc's full unit count.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 13:16:04 +00:00
d1b50dc1e6 re(xbg7): characterise the residual 47 misses — 99.25% of resources decode
examples/why_missed.rs reports the furthest gate per undecoded resource. Disc-wide
that is 47 rows / 43 distinct names, and they are mostly not ship geometry:

  30  e_rou_/_rou_ pose & proxy composites (24-vertex marker boxes, extent 0.010)
   6  .DAT particle composites in ptc_pack
   8  damage/LOD variants (e101_bdy_02_d, e901_wing_05_*_m, ...)
   3  props/other (g005 extent 0.196, _rou_f001_wep_05, e_rou_e005)

By gate: extent 32, coverage 8, winding 7. The extent bucket is almost entirely the
pose-proxy boxes, and lowering that floor was measured and refuted earlier. The one
genuinely interesting residual is e901_wing_05_L/R at winding 0.587/0.570 against the
0.70 floor — the signature of a thin double-sided sheet, unproven without a capture
with the boss on screen (flying stage 16 puts the container in memory but the unit
never appeared).

So: 6 247 / 6 294 resources decode (99.25 %), and every real mesh drawn in three
captured missions decodes at the GPU's own offsets with index runs matching byte for
byte (93/93 and 128/128).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 12:50:19 +00:00
3b35c48fce fix(xbg7): grouped selection prefers the candidate explaining the whole pool; per-sub-mesh decls on by default
With per-sub-mesh declarations enabled, n201_01 decoded as a 2-part fragment 4 bytes
off. Both starts validate for the pivot — 0x32BA718 at pad 2 (earlier in file order,
so first-match took it) and the capture-proven 0x32BA71C at pad 0 — so the pivot
alone cannot separate them; at the early one two of four sub-meshes fall out as
out-of-range.

anchor_grouped_meshes now builds each accepted candidate and keeps the one that
explains the most of the declared pool: it returns immediately when a candidate
explains all n sub-meshes, else keeps the best partial, so it can never decode less
than first-match did. n201_01 lands on all four capture-proven offsets
(0x32BA71C / 0x32BEFF4 / 0x32C416C / 0x32C536C) and its two sibling copies take their
own pools, so the twin collapse is gone.

XBG7_SUBMESH_DECLS is therefore on by default (=0 reverts):

  resources that never decode        85 -> 47
  resources decoding in no container 63 -> 30
  degenerate index runs               1 -> 1   (unchanged)
  cross-container minority decodes   96 -> 96  (unchanged)
  captured index runs, stage-02      93/93     (unchanged)
  captured index runs, stage-05     124/128 -> 128/128

The last line is the point: the buffers the capture could not name are the n201
family, and they now decode and match the GPU's indices byte for byte. Suite green
including twin_pairs_do_not_share_a_buffer, apart from the pre-existing
known-failing cross-container consistency test.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 12:27:56 +00:00
4cdbbc2d48 feat(xbg7): read the per-sub-mesh vertex declarations (XBG7_SUBMESH_DECLS, off by default)
desc_dump shows each index marker is followed by its OWN element triples: n201_01
declares strides 24, 24, 24 and 28 (the last sub-mesh has a fourth element), which
matches the runtime capture's stride=28 on that draw and the four distinct vertex
shaders. parse_vertex_decl read the first declaration for the whole pool.

all_vertex_decls reads one per marker; anchor_grouped_meshes uses each sub-mesh's
own stride for the pool walk, the pivot validation and the read. debug_grouped_report
follows the same setting so the diagnostic cannot blame the wrong gate — at n201_01's
capture-proven pool start it now reports "pad 0: ACCEPTED" instead of a NaN position.

With XBG7_SUBMESH_DECLS=1: resources that never decode 85 -> 47, resources decoding
in no container 63 -> 30, capture oracles unchanged (93/93 index runs, 42/42 index
counts), consistency unchanged at 96.

Off by default because selection has not caught up: the three n201_0x copies then
settle on one pool (twin_pairs_do_not_share_a_buffer fails), production still picks
a start 4 bytes before sub-mesh #1 rather than the proven one even though the proven
start validates and is unclaimed, and four newly decoded ptc_pack .dat composites
carry degenerate triangles. Format truth is settled; choosing among candidates is
the remaining work.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 11:45:20 +00:00
27577538cb re(xbg7): a capture names a never-decoding family, and the cause is mixed strides in one pool
capture_ib_truth now proposes an identity for each drawn buffer our decoder cannot
place, by matching (vertex, index) counts against declared-but-not-decoded
resources. That identified n201_01/_02/_03 in Stage_S02.xpr — three of the 63
resources that decode in no container — and the capture pins all four sub-meshes:

  #0 vb 0x32BA71C ib 0x32B39FC 4464 idx 777 v stride 24
  #1 vb 0x32BEFF4 ib 0x32B5CDC 4464 idx 869 v stride 24
  #2 vb 0x32C416C ib 0x32B7FBC  576 idx 192 v stride 24
  #3 vb 0x32C536C ib 0x32B843C 4464 idx 869 v stride 28   <- different

The layout matches our assumptions exactly (tight index packing, last buffer flush
against vb0 so pad 0, span 27936 == align4-summed markers, contiguous vertex
buffers, max index == verts-1 everywhere). The defect is that sub-mesh #3 has a
different stride AND its own vertex shader: anchor_grouped_meshes parses one
declaration per resource and applies its stride to every sub-mesh, so it reads #3
out of phase (372 non-finite position components of 2607), and since the pivot is
the largest index count with ties going to the last marker, the pivot IS that
sub-mesh — so the whole resource is declined.

Also adds examples/miss_targets.rs (which container to aim a capture at): 63
resources decode nowhere, 58 of them in exactly one container, clustering as
Stage_S16 21 (e901_wing_05_*), ptc_pack 12, Base 6, then per-stage n2xx groups.
Flying stage 16 did not draw the e901 wings — the container is resident but the
unit must also be on screen.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 10:52:35 +00:00
92d36ec10f re(xbg7): a Stage-05 capture validates the pad fix out of sample, and shows how containers load
Ran ship_capture_close.sh in story stage 05 (reachable now via the save's stage
field) instead of stage 02: 3 logs, ~11 200 draws.

- Out-of-sample check of the pad-scoring fix: 124 of 124 index runs identical to
  the GPU's, 2 769 index elements, 0 differing — on draws the fix was not derived
  from (the stage-02 capture gave 93/93).
- A mission keeps SEVERAL stage containers resident: 65 drawn buffers place in
  Stage_S02.xpr at 0x17FE3FF4 (the shared TCAF/ADAN fleet) and 5 in Stage_S05.xpr
  at its own constant 0x1927B7F4 (the f101 ACROPOLIS, this mission's escort) —
  the first capture-truth rows for a container other than Stage_S02. Both sets
  have exact index counts and exact coverage.
- Why: f105_bdy_01 lives in 13 of the 22 stage containers and not in Stage_S05 at
  all, so the resident set follows the mission's unit roster, not the stage number.

Consequence for the residual misses: a different story stage is not a different
container. Aiming a capture at a specific container is a static question (resource
names per container x the stage's EnumUnit roster).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 10:20:00 +00:00
9fd5dcd37d re(savegame): GHAD +52 is the stage number — a hand-edited save plays Stage 05
Static analysis of the header builder (0x822870b4..0x82287128) shows the GDHA
container header carries a SUMMARY of the progress block, and the screens read
that: hdr+0x14 <- GHAD+52, hdr+0x18 <- GHAD+48, hdr+0x1c <- +24 (Points),
hdr+0x20 <- +4 (flight), hdr+0x24 <- the computed clear ratio, hdr+0x28 <- +12.
savegame_edit.py copies the donor header verbatim, so payload-only probes left a
stale summary — which is why +52 looked refuted.

Patching both (hdr[0x14] = 5, ghad[+52] = 5) makes the title read
"STAGE 05 - Star System Escape", load it, brief the Gallia Asteroid Group, and fly
an asteroid-field mission with a different objective and roster. So +52 is the
stage number, 1-based, and one u32 chooses the mission.

Also corrected in the GHAD table: +48 is the Game Status enum (0 = At Standby,
matching the screen's STATE_STAND_BY/STAGE_CLEAR/GAME_CLEAR list) and +12 is Times
Cleared, both via their header mirrors.

This unlocks runtime capture in containers other than Stage_S02 (the 85 XBG7
misses, box identity, ship-placement generalisation) and per-stage unit
definitions. Slot 01 was backed up and restored byte-identically.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 09:46:08 +00:00
0cf9220d24 re(savegame): stage-unlock probes are negative, and the Details panel is not a payload oracle
Four probes against slot 01 (the save the title-menu screens read), each backed up
and restored byte-identically:

- SHAB[1..7] filled -> MISSION SELECT still locks Stage02-08, cursor will not
  leave Stage01. The per-stage record table is not the unlock gate; the earlier
  SHAB[1] attempt used a throwaway slot and could not show this.
- GHAD +36/+52/+56 = 5 -> still locked, panel still STAGE 02 / EASY.
- GHAD +16 = 4 -> panel still STAGE 02, so it is not a 0-based stage index.
- live-RAM writes into the loaded GDHA header -> panel unchanged.

The useful part is why the panel cannot answer this: guest RAM at that screen holds
NO payload bytes (neither the 4101/4101/79 triple nor the 54-byte develop blob),
but it does hold the save's GDHA container header with a summary copy of Points,
flight time, clear ratio and a FILETIME. savegame_edit.py copies the donor header
verbatim, so a payload edit leaves that summary stale — "the panel did not change"
therefore cannot separate "not the stage field" from "the panel never reads the
payload". Future stage/difficulty probes must patch the header too, or be judged by
what the game does on load.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 09:18:46 +00:00
0776beb6f4 fix(xbg7): degenerate index runs 582 -> 1 (grouped path + prefer a clean candidate)
Two follow-ups to the pad-scoring fix, both driven by the same invariant (a
correctly located index run has no degenerate triangles):

- anchor_grouped_meshes picked its pad by first-match too; scoring the pivot run
  the same way cleared every remaining ptc_pack composite (f102/f104/e107).
- anchor_pool_mesh now prefers a degenerate-free candidate over an earlier dirty
  one. examples/better_home.rs showed the last two resources each had exactly one
  degenerate-free, pool-covering block, sitting later in file order than the
  lookalike we took. First-match order is kept for every clean hit, and a dirty
  block is still used if nothing clean exists, so coverage cannot regress.

  degenerate index runs, disc-wide:      582 -> 11 -> 1
  captured index runs identical:         93/93 (unchanged)
  resources decoded / misses:            6 209 / 85 (unchanged)
  index runs changed / anchors moved:    590 / 10 (_rou_f402_dead x8, e201_bdy_03_m x2)

Cross-container minority decodes 89 -> 96, and that is progress: all seven new
rows are _rou_f402_dead, which now has a majority (32x25x8) for the first time, so
its seven wrong copies are named instead of hidden behind "no majority".

The last dirty run (_rou_f402_dead in Stage_S09) is blocked by distinct assignment
— its clean block is claimed by e_rou_f003_Near, both 24-vertex bounding boxes. A
winding-floor escalation for that case was written, measured to fire for nothing,
and reverted; the reasoning is kept as a comment.

Regression threshold tightened to 1. Suite green with --include-ignored apart from
the pre-existing known-failing cross-container consistency test.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 08:52:41 +00:00
33dc12c948 re(xbg7): render the before/after — the index shift shredded capital-ship hulls
ship_render --static on f101 (ACROPOLIS) with and without XBG7_PAD_FIRST_MATCH=1.
Identical triangle count, placements and bounds; the old wiring renders as a mess
of shards, the fixed one as a coherent hull. Kept as the evidence image for the
pad-scoring fix.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 07:28:40 +00:00
41b59faf5f fix(xbg7): the index run was one element late for 575 sub-meshes
Extending the capture comparison from index COUNTS to index VALUES
(`examples/capture_index_bytes.rs`, using the batch offsets the new ib logging
gives) showed 76 of 93 Stage_S02 index runs identical to the GPU's and 17
differing — every difference a shift by exactly one element, on buffers whose
index data sits at pad 2.

`anchor_pool_mesh` returned the FIRST pad that validated, and pad 0 is tried
first with the looser winding gate (0.70 vs 0.85). Read at pad 0, a pad-2 block
yields [true[1], true[2], …, garbage]: every index in range, the pool covered,
the positions right, the winding often just above 0.70 — so it validated, and
every triangle was mis-wired. Nothing count-based could see it.

The signature is decidable without the capture: a shifted run wires arbitrary
vertices, so triangles come out degenerate. 282 of 283 correctly anchored
Stage_S02 blocks have zero degenerate triangles, while the shifted readings carry
1–2 156. So score every validating pad by (degenerate triangles, then winding)
and keep the best. `XBG7_PAD_FIRST_MATCH=1` restores the old behaviour.

  captured index runs identical:            76/93  ->  93/93  (2 025 elements)
  decoded runs with a degenerate triangle:    579  ->     16  (disc-wide)
  sub-meshes whose index run changed:                    575  of 8 850
  resources decoded / vertex anchors / consistency:  unchanged (6 209 / same vb / 89)

Locked in by tests/mesh_disc.rs::decoded_index_runs_have_almost_no_degenerate_triangles.
Suite green with --include-ignored apart from the pre-existing known-failing
cross-container consistency test (the 24-vertex bounding-box class).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 07:26:52 +00:00
6d92e6c114 re(xbg7): the [index][vertex] layout is runtime-verified, and the indices= mystery was batching
The decoder's central unstated assumption — a block's index buffer sits
immediately before its vertex buffer (`vb - idx_count*2 - pad`, pad <= 3) — was
also the prime suspect for the residual anchor misses, since a capture-proven
`e106_eng_02_l` block was rejected outright. Measured it instead of assuming:

- extended the F10 ship capture to log each draw's index buffer (base, count,
  min/max index) and to key its de-dup on the index range, so every draw batch
  is recorded rather than only the first;
- `examples/capture_ib_truth.rs` places each drawn buffer in the container by its
  dumped positions and scores the capture against our decode.

Stage_S02, 42 drawn buffers placed: our idx_count == the sum of the draw's index
batches for 42/42, the batch union covers the vertex pool exactly for 42/42, and
all 30 single-block cases sit at pad <= 3 (20 at pad 0, 10 at pad 2). The other
12 are grouped pools, where one index pool serves the whole group. So the layout
holds, the decoded index count is exact, and eng_02_l died on the connectivity
gate (since replaced by the winding gate) — not on index location. The shipped
exact-coverage rule is independently confirmed.

The recorded "capture indices=21 vs our 246" disagreement was an artefact of the
old de-dup key: 21 was the first of two batches, 21 + 225 = 246. Any conclusion
from a pre-2026-08-13 capture's `indices=` or `vbase - ibase` is about one batch,
not about the block.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
2026-08-13 05:57:44 +00:00
1b618f500f re: cross-validate the code-derived layout against the earlier RAM-binding solver
Two independent derivations of the unit definition layout -- the earlier
disc-value-to-RAM-word solver and this session's extraction from the loader's own
key strings -- agree on 25 of 25 shared offsets, 0 disagreements. The code-derived
table covers 159 fields against 27 confirmed, while the earlier one uniquely holds
ScorePoint (+0x08c) and MassScore (+0x094).

Also flags a tentative entry as an artefact: Slalom_CutoffRatio at +0x00c records
2.8026e-45 / 1.4013e-45, which are the denormal readings of the integers 2 and 1 --
the same trap that produced a false YawDragFactor hit while building the new map.
INDEX updated.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-13 01:11:43 +00:00
33a7bf836b perf(mesh): memoise the whole-container decode
Filtering after the assignment made every subset query a full decode (~15s on a
50MB container). full_decode_cached memoises it per container -- fingerprint is
length plus three sampled 4KB windows, keyed with min_consistency, last four kept.
Decoding five ships from Stage_S02 in turn: 10.5s for the first, then 48us-1.4ms.
A stage now costs one decode rather than one per ship. Ten suites green, viewer
builds, and a spot-checked resource still lands on the same offset.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 18:57:50 +00:00
c79c0f6ccf fix(mesh): filtered decode must not depend on the requested subset
models_named pruned to the wanted set BEFORE distinct assignment, so collision
resolution saw a different resource population and returned different offsets:
27 of 356 resources in Stage_S02 decoded differently when asked for alone,
including real geometry (f001_bdy_30, f106_sld_02_l/m/d, f101_wep_01_l). Both the
viewer and assemble_ship decode subsets, so both could disagree with the
container's own answer. This was a regression from distinct assignment itself.

Fixed by filtering the OUTPUT: the assignment always runs over the whole
container. One-name, three-name and full decodes now agree exactly. Cost: a
single-resource query on a 50MB container goes from near-instant to ~15s;
per-container caching is the follow-up. Ten suites green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 18:47:41 +00:00
e8434541f2 re: monotone assignment refuted again -- box identity needs descriptor data
XBG7_MONOTONE=1 enforces descriptor order per (stride, vtx, idx) signature: 89
minority decodes, unchanged. Monotonicity constrains order WITHIN a container
while the disagreement is BETWEEN containers, which hold different numbers of
these boxes in different arrangements. The remaining 89 are bounding-box identity
ambiguities needing descriptor-level information, not another anchoring
heuristic. Knob kept, default off, measurement recorded; suites green.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 18:30:58 +00:00
1d8b783d26 re: all 89 remaining disagreements are 24-vertex boxes -- no real mesh disagrees
Checking the vertex count of every minority decode: all 89 are 24-vertex
resources, including e101_wep_01_l, which last commit called the one real
geometry disagreement -- it is a 24-vert box too. So after this thread's fixes no
real mesh on the disc decodes differently in different containers; what remains
is structurally identical bounding boxes swapping identities, which needs an
ordering rule rather than a validity gate. Monotone anchoring was refuted before
but under a decoder with other defects, and is now cheap to judge: 89 -> 0.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 18:11:20 +00:00
cdaeac8e1b re: the consistency figure is mostly composite bounding boxes -- real disagreement is 1
consensus_check names the minority container instead of just flagging
disagreement: 89 minority decodes across 477 resources with a majority, and 88
are scene composites. A composite's descriptor carries a 24-vertex bounding box
(e_rou_e106 -> 22x22x22, e_rou_f106 -> 745x718x718); those boxes look
interchangeable so the assignment shuffles per container. 1141 of 6209 decoded
resources have scene nodes. Counting only real geometry the disc has ONE
disagreement: e101_wep_01_l in Stage_S25.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 18:02:06 +00:00
0625976ed7 re: the coverage fix moved 29 anchors, 22 of which carried another resource's geometry
Whole-disc comparison at XBG7_COVER_SLACK=4 vs =1: 29 resources changed anchor,
3 stopped decoding, 6207 unchanged. Of the moved ones present in several
containers, 0 matched the sibling consensus before and 9 after -- it moved them
onto the block their own copies agree on and none away. 22 of 29 were carrying
ANOTHER resource's geometry under their own name, including a shift chain in
Stage_S28 where n054_bdy_l held n056_bdy_l's mesh and n056_bdy_l held
n055_bdy_l's. Confidently-wrong-under-the-right-name is invisible to every
count-based metric; the coverage invariant is what separated them.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 17:40:22 +00:00
095816834a re: CORRECTION -- the static assembler is not at fault, the pre-fix decoder was
Last iteration reported e303_wep_01 as inflated 30-110x by assemble_ship. Wrong:
the composite nodes carry scale 1.0 and orthonormal matrices, and under the
current decoder the turret places as 49x23x42 at +/-179. The 1600x2100x4800 box
only appears with XBG7_COVER_SLACK=4 -- the exact-coverage fix had already
repaired the turret too. The error came from comparing a deliberately pre-fix
render against post-fix measurements.

The containment screen's blindness therefore has a mundane cause: one mis-decode
inflated the envelope and hid another. Kept as a forward-looking invariant with
that caveat.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 17:28:18 +00:00
27fd9f186f re: containment screen fails too -- the static assembler inflates a shared turret
envelope_screen measures per-axis protrusion past the sibling envelope, the
relationship the eye used. It still does not flag e106_bdy_03, and dumping the
static assembly shows why: e303_wep_01's world box is 1600x2100x4800 around a
~400x400x2000 hull, so nothing can protrude. The decode is innocent -- that
resource is 49x23x42 in every container -- so the static assembler is inflating
it 30-110x per axis, non-uniformly. The screen is only meaningful once placement
is trustworthy, and the assembler now has a worse defect than the decoder had.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 17:20:52 +00:00
85ad540a7e re: the other four ships are clean; automating the slab check failed
Rendered f101/f105/f106/e105 statically -- all coherent, no stray masses, so the
e106 slab was specific. slab_screen.rs tries to automate the check by comparing
each part's min-axis extent to its ship median, but it produces identical flags
with and without the coverage fix at both 4x and 2.5x: it never sees
e106_bdy_03, the part it was built for. The eye used relationship (a mass apart
from the hull), not scale; a containment test is the right analogue and is not
built. Kept for what it does show: f002_bdy_22's 100000-unit tether and
t901_e01_D's mast are legitimate, and capture-verified f101_bdy_01 flags at 6x.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 07:22:43 +00:00
f340815db6 fix(mesh): require exact pool coverage -- found by rendering, not by a metric
Rendering assembled e106 from Stage_S02 showed the old slab: e106_bdy_03 spanning
600x1600x998 where three other containers give 276x236x941. Its anchor had slack
3, and the coverage gate tolerated up to three unreferenced tail vertices --
tolerance that was hiding a mis-anchor, since real blocks reach their last vertex
exactly (8580 of 8629). Requiring exact coverage moves it to the block the other
containers agree on and the slab disappears.

Costs 3 resources (6212 -> 6209), inconsistency 39 -> 38, capture oracle
unchanged at 46/46, suite green. Evidence: captures/e106-cover-slack-before-after.png

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 06:56:49 +00:00
9d33345560 re: the grouped pivot floor is not the blocker either -- anchor work plateaus at 98.7%
Sweeping XBG7_GROUPED_CONSISTENCY 0.85 -> 0.80 -> 0.75 decodes no additional
resources and leaves inconsistency at 39, while changing which geometry some
grouped models get -- strictly worse, so 0.85 stays. With the degeneracy/extent
fix already refuted, the remaining 82 misses are not a threshold away; they need
a structural answer (marker lists that do not map onto stored blocks), which
means a capture, not more tuning. Records the state of the four shipped changes.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 06:34:41 +00:00
2f0ce19f68 re: 98.7% coverage, and the scale-free degeneracy fix is refuted
Under the winding gate, coverage is 6212/6294 (98.7%) with 82 misses left,
attributed 42 degenerate/extent, 31 winding, 9 coverage, 0 connectivity. The
biggest bucket turns out NOT to be the blocker: replacing the absolute area test
with a scale-free collinearity test decodes no more resources and raises
inconsistency 39 -> 44, and dropping the extent floor to 0.05 adds two. Both stay
as opt-in knobs (XBG7_REL_DEGEN, XBG7_MIN_EXTENT) rather than defaults. Also
fixed another stale default label in edge_cap_sweep.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 06:19:38 +00:00