The suspected confound turned out not to exist. Gaps between consecutive
same-unit definition-pointer sites are all >= 0x1000, with 274 of them exactly
0x1000, so entities are page-spaced and there are no near-adjacent pairs to
merge. Clustering at any threshold below 0x1000 gives ratio 1.00 for every unit
type, and hull is plausible on 298 of 298 clustered bases at delta 0x130. The
player shows two objects because there are two, not because one holds two
pointers.
That removes the excuse the previous iteration had used to keep the reading
alive, and the reading does not survive: sum(n) fits the turret row well (216
against 214, with kills already recorded), but DeltaSaber_T, Player and
Acropolis all come out at exactly twice their sum(n). An undershoot can be
blamed on phases 2-3 not having started; an overshoot cannot. n goes back to ❔
and the previous 🟡 is withdrawn. All the turret row establishes is that a
roster member expands into many craft, not that n is the factor.
Formation slot count was tested as the alternative and rejected outright: 630
turret slots against 214 live.
Side result worth keeping: a FormationSet record's FrameCount is its slot count,
and the name suffix usually agrees -- Turret07_30 -> 30, ArrowHead03_64 -> 64,
4_Bird -> 4 -- with one exception, AttackerS03_12 having 14 slots, so the suffix
is a label and not a guarantee.
Also recorded: the 298 live entities are not the 116 roster records. Both
structures exist at once, and the rule mapping one onto the other is the real
open question.
Probe caveat noted in the doc: entities2.moving() found no movers this run, so
the delta spectrum was empty and the clustering threshold was a fallback rather
than a measurement. It does not change the conclusion, since every gap exceeds
any threshold below 0x1000.
entities2.moving() finds entities by displacement between two samples, so
anything stationary is invisible -- the entire explanation for the +/-10 swing
that made the previous run's count useless. liveness_probe.py enumerates by
definition pointer over the entity heap instead, moving or not, and reads hull
as f32 at position+0x154. The series is monotone rather than oscillating:
298 -> 280 over 164 s, with the decline matching the 18 disappearance events
exactly.
The hunting pilot does kill: one hull crossing caught directly, an
e010_ADAN_Attacker_S at t=57 s. The previous run's worry that SYLPH_HUNT shoots
but never destroys anything is settled.
Recorded as a non-result so the next run does not misread it: zero births in
164 s does NOT favour either wave model. The roster finding already established
that every participant is allocated at mission load, so neither a clock nor an
event model would produce an allocation. An arrival must be a state change on an
existing entity.
The mystery member field n now has a candidate meaning: the number of craft a
roster member spawns. Static sum(n) for turrets is 216 against 214 sites found,
with the count already falling before the first sample, where Count alone
predicts 21 -- off by an order of magnitude.
Not promoted, and the reason is a confound in my own measurement rather than the
data: the probe counts definition-pointer SITES, not entities. The player is one
member and yields two sites, and DeltaSaber_T yields exactly double its sum(n),
so some entity types hold several pointers to their definition. Until sites are
collapsed into distinct entities the turret match could be a coincidence between
a x1 multiplicity and a x1 ratio. The capital-ship rows undershoot for a
separate and expected reason: phases 2 and 3 have not started.