# Runtime `Unit` struct (craft / vessel definitions) — read from live guest memory **Confidence: ✅ CONFIRMED** for the 27 fields marked ✅ below (each binding is reproduced by 10–21 independent disc records, on ≥3 distinct values, with **zero** contradictions), plus the Maneuver block's declaration-order layout (29 anchors, two bases, no conflicts). 🟡 PROBABLE for the fields interpolated between confirmed anchors. 🟡/❔ for the thin single-value bindings, which are listed but must not be trusted yet. Captured 2026-07-29 from Xenia Canary running the retail disc in the sylph-re container: **all six tutorials** and **Stage 02 "Declaration of War"** loaded from save slot 01. 21 of the disc's 110 units, over 7 snapshots from 7 separate emulator runs. ## Why this exists Craft stats were the one Route-B target the previous two passes could not reach. The Hangar exposes only `Gross Weight` (a class, not a number), and [the menu route](../weapon-datasheet-runtime.md) has no surface at all for the flight model. From the memory side, menus were equally useless: **only the player craft's name string is resident there — the definition objects do not exist until a mission loads.** They do exist in-mission. This documents their layout and the values the disc leaves defaulted. ## Finding the class (discovered, not assumed) [`tools/re-capture/unit_discover.py`](../../../tools/re-capture/unit_discover.py) takes no vtable as input. It locates every disc unit-ID string in a memory snapshot, finds every aligned word pointing at `string_va - d` for a range of `d`, and tallies the word at `pointer_site - k` across **distinct** unit IDs. One `(d, k, word)` combination wins by a wide margin: | δ (name-record → string) | ID pointer at | word | distinct units | |---|---|---|---| | `0x10` | object `+0x04` | `0x820af030` | 4 | | `0x10` | object `+0x04` | `0x820af844` | 4 | — i.e. exactly the `Weapon` shape: the object holds a name-record pointer at `+0x04`, and the ID string sits at `name_record + 0x10`. The two vtables are **two different things**, and telling them apart matters: | vtable | what it is | evidence | |---|---|---| | `0x820af030` | **spawned entity record** — one per spawned thing, but **not live state** (see below) | 12 objects for 4 IDs; the same ID appears many times (one per box in the scene); irregular spacing | | `0x820af844` | **parsed definition** — the `.tbl` | exactly one object per distinct unit ID; minimum spacing `0x380` | **Correction (2026-07-29, from the autopilot work):** `0x820af030` was described here as holding live state. It does not — across a 29 s in-flight capture **all 384 words of it are constant**. It is one record per spawned thing, but the flying entity's transform is somewhere else entirely. See [autopilot-memory-driven](../autopilot-memory-driven.md). Nothing below depends on it; the definition class `0x820af844` is unaffected. Only `0x820af844` is used. It is the runtime image of the `.tbl`: * **Within one run** it is byte-identical across two snapshots taken ~12 minutes apart with combat in between (14/14 objects, 0 differing bytes) — definition data, not live state. * **Across runs** the same unit is *not* byte-identical, and that had to be explained rather than waved away. `unit_runtime.py --crosscheck` compares every unit that appears in more than one snapshot (5 of them, over 7 runs): exactly **15 words differ**, and 13 of them hold guest pointers (`0x8xxxxxxx`/`0xbxxxxxxx` — heap addresses, which move per process). **No solved or interpolated field offset is among the 15** — every value reported here is run-invariant. * The two non-pointer stragglers, `+0x2c8` and `+0x2d0`, are **stage-dependent**: for one and the same unit (`UN_f001_TCAF_DeltaSaber_T_Ttrl`) `+0x2c8` reads `8000.0` in two tutorials and `10000.0` in a third, with `+0x2d0` a 0/1 flag beside it. So the object is *mostly* but not *entirely* the parsed table — a couple of words are set per stage. Unidentified; **NEEDS-HUMAN**. One `.tbl` → **one** object. A unit table is several sub-records (`Generic`, `Maneuver`, `Shield`, `Explosion`, `Mass`, `Effect`, `SE`, `Turret_00N`), and they are all flattened into that single ≥`0x380`-byte object — unlike weapons, where `Weapon` and `Shell` are separate arrays. ## Solving the layout Same discipline as [`weapon_runtime.py`](../../../tools/re-capture/weapon_runtime.py): score every `(field, byte-offset, encoding)` triple against the disc records and accept a binding only on **zero contradictions**, requiring ≥3 distinct values so a field whose samples are all one number cannot match any offset holding that constant. ```bash python3 tools/re-capture/unit_runtime.py unit_tokens.txt snap_a.bin snap_b.bin --csv ``` Snapshots are **unioned** — each mission instantiates only the units in its own stage, so coverage grows by visiting stages. `cp --sparse=always` a copy of `/dev/shm/xenia_memory_*` first (~2 s); the running emulator pegs every core under lavapipe and makes repeated live reads flaky. ### Encoding note — angles are radians at runtime Every `AV_*` / `AA_*` / `*Bank*` / `Turn_AngularVelocity` field is stored as **float32 radians**, while the disc writes **degrees**. The solver needed a `rad` encoding (`degrees(f32)`) to bind them at all; 18 units agree on `AV_PitchPlus_Max` alone. A reimplementation reading the `.tbl` must convert. ## Confirmed layout ✅ = ≥10 disc records agree on ≥3 distinct values, zero contradict. | offset | enc | field | agree | distinct | |---|---|---|---:|---:| | `+0x030` | f32 | `Size_X` | 21 | 13 | | `+0x034` | f32 | `Size_Y` | 12 | 7 | | `+0x038` | f32 | `Size_Z` | 19 | 13 | | `+0x040` | f32 | `Color_R` | 21 | 5 | | `+0x044` | f32 | `Color_G` | 19 | 6 | | `+0x048` | f32 | `Color_B` | 17 | 5 | | `+0x050` | f32 | `Size_Radius` | 12 | 10 | | `+0x054` | f32 | `HP` | 19 | 10 | | `+0x074` | f32 | `ResistanceToOptics` | 11 | 3 | | `+0x08c` | f32 | `ScorePoint` | 21 | 9 | | `+0x094` | f32 | `MassScore` | 10 | 7 | | `+0x09c` | f32 | `MinimumVelocity` | 11 | 3 | | `+0x0a0` | f32 | `MaximumVelocity` | 19 | 8 | | `+0x0a4` | f32 | `CruisingVelocity` | 17 | 7 | | `+0x0a8` | f32 | `Acceleration` | 18 | 5 | | `+0x0ac` | f32 | `Deceleration` | 17 | 5 | | `+0x0b0` | rad | `AV_PitchPlus_Max` | 18 | 7 | | `+0x0b4` | rad | `AV_PitchPlus_Min` | 10 | 6 | | `+0x0c4` | rad | `AV_PitchMinus_Min` | 10 | 5 | | `+0x0f8` | f32 | `SideThrustVelocity_Max` | 14 | 3 | | `+0x238` | f32 | `MaxValue` (Shield) | 13 | 6 | | `+0x244` | f32 | `ChargeSpeed` (Shield) | 13 | 6 | | `+0x270` | f32 | `DestroyMotionTime` | 19 | 7 | | `+0x2a0` | f32 | `RadarRange` | 18 | 9 | | `+0x2a4` | f32 | `FCSRange` | 12 | 8 | | `+0x2b4` | f32 | `AttackVesselPoint` | 14 | 8 | | `+0x2bc` | f32 | `DefencePoint` | 12 | 7 | `HQRatio +0x058`, `ShieldRatio +0x05c`, `ThrusterRatio +0x060`, `ResistanceToShell +0x078`, `ResistanceToExplosion +0x07c`, `ResistanceToPlayer +0x080`, `ResistanceParalyze +0x084`, `BridgeCount +0x070` (i32), `DryMass +0x274`, `GrossMass +0x278`, `LowerHPThresholdRatio +0x298`, `AttackCraftPoint +0x2b8` bind with zero contradictions on fewer records or fewer distinct values — 🟡 PROBABLE. The full solver output is in [`captures/unit-runtime-fields.csv`](../captures/unit-runtime-fields.csv) (1 827 values, `conf` column). ## The Maneuver block is laid out in schema declaration order This is the strongest structural result and it is independent of any single field's agreement count. [`schema_order.py`](../../../tools/re-capture/schema_order.py) merges the `Maneuver` field-name order from **all 113 unit tables** by topological sort over their pairwise "k[i] precedes k[i+1]" constraints. The merge is acyclic and **every one of the 113 tables is a subsequence of the merged 102-field order** — so that order is the schema's. Against it, the solved offsets fall into two exact runs: | declaration indices | offset rule | anchors that fit | |---|---|---| | 0 … 20 (`MinimumVelocity` … `AA_Roll_Min`) | `0x09c + 4·i` | 21 / 21 | | 21 … 32 (`SideThrustVelocity_Max` … `AccPitchFactor`) | `0x0a4 + 4·i` | 8 / 8 | One 4-byte slot per field, with a **two-slot gap after `AA_Roll_Min`** (`0x0f0`–`0x0f4`, purpose unknown). 29 independently-derived anchors, zero conflicts, across a 0x9c–0x125 span. ### Fields NO disc record ever values — 🟡 PROBABLE Five `Maneuver` fields are declared by the schema but left at their default by *every* one of the 110 unit tables, so no amount of disc analysis can ever reach them. The declaration-order rule pins them between confirmed anchors (`YawDragFactor +0x104` … `ArterBurner_Vc +0x114`, and `ReverseThrust_Vc +0x118` … `ReverseThrust_Acc +0x120`): | offset | field | craft (`f00*`, `e0*`) | capital ships (`*1**`, `e2*`) | inert (`SchlosBase`, `Box`) | |---|---|---:|---:|---:| | `+0x108` | `PitchDragFactor` | 3 | 2 | 0 | | `+0x10c` | `RollDragFactor` | 3 | 2 | 0 | | `+0x110` | `DragFactorThreshold` | 0.5 | 0.5 | 0 | | `+0x11c` | `ArterBurner_Acc` | 2 | 2 | 0 | | `+0x128` | `DecPitchFactor` | 30 | 30 | 0 | Corroboration beyond the interpolation, checked over all 18 units: * `PitchDragFactor == RollDragFactor == YawDragFactor` holds **18/18** — and `YawDragFactor` is *disc-supplied* (3.0 for craft, 2.0 for warships), so two interpolated offsets reproduce a known number, per unit, every time. * `DecPitchFactor == AccPitchFactor` holds **17/18**. The exception is `UN_e015_ADAN_Puppy` (`AccPitchFactor` 1, `DecPitchFactor` 0.5) — which defaults *both* on disc, so it is two independent fields that happen to be set equal elsewhere, not a broken binding. `UN_e015_ADAN_Puppy` also breaks the craft/warship bucketing above for `DecPitchFactor` (0.5, not 30); the per-unit values are in the CSV. The tail of the `Maneuver` block (the AI-behaviour fields — `SideRoll_*`, `BarrelRoll_*`, `TurnAttack_*`, `HoldPosition_*`, `Slalom_*`, `Through_*`, `SolidCutoff_*`, and the `AxisMode` / `AB_*` sub-block) is **NOT resolved**. Those fields are declared by only a handful of tables and almost always with a single distinct value, so the solver's bindings there are coincidences: it placed `Slalom_CutoffRatio` at `+0x00c` and `TurnAttack_DoubleTimeMin` at `+0x110`, both of which the declaration-order rule contradicts. They are marked `tentative` in the CSV. **NEEDS-HUMAN / needs more coverage** — more stages would give those fields distinct values and settle it. ## The player craft, `UN_f001_TCAF_DeltaSaber_T_Player` 30 of its fields are defaulted on disc. Notable recovered values: | field | value | note | |---|---|---| | `Size_Radius` | 10 | ✅ | | `FCSRange` | 500000 | ✅ — same as `RadarRange` | | `ChargeSpeed` (shield) | 25 | ✅ | | `ResistanceToOptics` | 1 | ✅ | | `HQRatio` / `ShieldRatio` / `ThrusterRatio` | 1 / 1 / 1 | 🟡 | | `ResistanceToShell` / `ResistanceToExplosion` | 1 / 1 | 🟡 | | `DryMass` | 100 | 🟡 (`GrossMass` 250 is on disc) | | `LowerHPThresholdRatio` | 0.3 | 🟡 | | `ChargeDelay_Break` | 10 | 🟡 | | `MassScore` | 0 | 🟡 | Every AI-behaviour field the solver bound reads **0** for the player craft, which is the expected shape (the player is not AI-driven) — but see the caveat above: those offsets are not settled, so treat the zeros as consistent, not proven. The `…Ratio` family that the Route-B target list parked is **1.0 for almost every unit**, with real exceptions that only the runtime shows: `UN_e105_ADAN_Cruiser` `HQRatio` = 0.2, `UN_bf001_TCAF_SchlosBase` and `UN_e106_ADAN_Destroyer` `ThrusterRatio` = 0.2, `UN_n001_TTRL_Box` `ShieldRatio` = 0.3. ## Coverage and how to extend it 21 of 110 units. Unlike weapons — where one snapshot held all 126 — **unit definitions are instantiated per stage**, so coverage is bounded by the stages reachable from the save (slot 01 is at 5 %, Stage 02). `unit_runtime.py` unions any number of snapshots and re-solves, and more units directly promote the 🟡 bindings to ✅ by adding distinct values — the six tutorials took the confirmed set from 22 fields to 27. The tutorials are nearly exhausted as a source: all six together contribute only 3 units the missions do not already have (`UN_f001_TCAF_DeltaSaber_T_Ttrl`, `UN_e015_ADAN_Puppy_2`, `UN_f001_TCAF_DeltaSaber_T_Player_Ttrl2`) — they reuse one training box, one target drone and the player craft. **Real coverage now needs real missions**, i.e. story progress on the save. `tools/re-capture/grab_tutorial.sh` captures one tutorial per invocation (cold boot → menu → Nth entry → snapshot, ~2.5 min). It cold-boots for each because backing out of a loaded mission via PAUSE → BACK TO MENU wedges the emulator. Two timing facts it encodes, both learned the hard way: the main menu is **not input-ready for ~10 s** after the title tap, and d-pad presses before that are silently dropped — which sends the A to `NEW GAME` instead of `TUTORIAL`. And `NEW GAME` is not a cheap way to reach Stage 01: it gates on a DIFFICULTY menu and then plays the prologue movie. A NEW GAME excursion as far as the READY ROOM leaves `535107D4/00000001/game01/savedata` byte-identical — only the profile `.gpd` achievement files change — so it does not endanger the 5 % save. Verified by diff against a backup, not assumed. **A stage's whole unit set is parsed at load, not as waves spawn** — checked by counting the definition objects at three points in Stage 02: immediately after take-off, ~12 minutes in mid-combat, and after GAME OVER. 14 objects, the same 14 IDs, every time. So capturing a stage costs one load and one snapshot; there is no need to play it, and no need to survive it. Stages captured so far: `Ttrl` (BASIC CONTROLS), Stage 02. ## A defaulted unit field is not a global constant — some inherit from a sibling **Confidence: 🟡 for `Size_Y`, ❔ for the rest. Analysis 2026-08-10, offline, from [`captures/unit-runtime-fields.csv`](../captures/unit-runtime-fields.csv).** The coverage limit above (21 of 110 units, growing only with story progress) is worth attacking from the other side first: *if* a field the disc leaves unset always took the same runtime value, the 21 captured units would pin that default for all 110 and no further missions would be needed. **It does not.** Restricting to the 150 values that are both ✅ CONFIRMED and come from a field the disc leaves defaulted, only 6 of 24 fields have a single value across every unit that defaults them (`HP`→10, `MassScore`→0, `MaximumVelocity`→0, `RadarRange`→0, `DestroyMotionTime`→0, `Size_Z`→0.1). The other 18 take several distinct values — so the default is computed per unit. Where from? For each defaulted value, ask which *other* field of the same unit holds exactly that value. Counting only cases where the value is **non-zero** (otherwise `0 == 0` inflates every pair) and checking that the two fields are at **different offsets** (so the match is not the layout solver aliasing them): | defaulted field | takes the value of | support | independent units | |---|---|---|---| | `Size_Y` (`0x034`) | `Size_X` (`0x030`) | 9/9 | **7**, 6 distinct values | | `Size_Radius` (`0x050`) | `min(Size_X, Size_Z)` | 4/4 | 4, 3 distinct values | | `FCSRange` (`0x2a4`) | `RadarRange` (`0x2a0`) | 4/4 | 2 | | `DefencePoint` (`0x2bc`) | `AttackVesselPoint` (`0x2b4`) | 6/6 | 2 | `Size_Y ← Size_X` is the one to trust: seven unrelated ships (`e105` 600, `e106` 300, `e108` 80, `e201` 300, `f101` 400, `f105` 700, `f106` 200) each omit `Size_Y` on disc and each shows its own `Size_X` at runtime. When both fields *are* on disc they differ freely (14 distinct `Size_Y` values against 13 of `Size_X`), so this is a default rule, not one value stored twice. `Size_Radius`'s formula is **not yet separable**: `min(Size_X, Size_Z)` and "the median of the three axes" fit all four units identically. `UN_e010_ADAN_Attacker_S` is what rules out the simpler `Size_Radius ← Size_X` (X=100, Y=40, Z=50, radius **50**). The last two rules rest on two independent units each and are ❔ — recorded so they can be falsified, not relied on. **Why it matters for the reimplementation:** filling a missing `Size_Y` with `0` or with a global constant gives the game's largest hulls a wrong lateral extent (`f105` 700, `e105` 600, `f101` 400 — all defaulted on disc). Applied across the disc, the rules recover **65 (unit, field) values in units that have never been visited**: `Size_Y` in 21 of the 21 units that omit it, `Size_Radius` in 22 of 26, `FCSRange` in 14 of 56, `DefencePoint` in 8 of 60. ### Cross-check against the weapons: this is NOT an engine-wide mechanism The obvious worry is that four rules from 21 units are coincidence. The `Weapon`/`Shell` capture is the control: **complete coverage, 126 records**, with the same "defaulted on disc" classification. Running the identical sweep there (confirmed rows, non-zero values, offsets required to differ) finds **no sibling rule at all** — the single 100 %-agreement candidate (`Shell.Length ← `Shell.Volume`, 5 records) has one distinct value, i.e. it is really the constant `Length → 10` coinciding with `Volume = 10`. Weapon defaults vary per record just as unit defaults do (10 of 14 `Weapon` fields, 16 of 17 `Shell` fields), so the phenomenon is general; the *sibling* explanation is not. So `Size_Y ← Size_X` is **specific to the unit schema** (plausibly the size block defaulting its axes), not a property of IDXD default resolution. Two consequences: the rule cannot be justified by appeal to a general mechanism, and the two two-unit hypotheses (`FCSRange`, `DefencePoint`) lose the support they would have borrowed from one — treat them as **coincidence-not-excluded** until a new stage tests them. `Size_Y ← Size_X` itself survives this scrutiny, and was re-checked at the raw token level rather than through the sub-record merge: `UN_e105_ADAN_Cruiser`, `UN_f105_TCAF_Cruiser` and `UN_f101_TCAF_Acropolis` each declare `Size_X`, `Size_Z` and `Size_Radius` and **no `Size_Y` at all**, and each reads back its own `Size_X` (600 / 700 / 400) at runtime. **How to falsify:** the rules predict a specific number for units in stages not yet captured. Load any new stage, snapshot, and compare — one disagreement kills the rule. Note what is *not* a useful test: Stage 01, the only other reachable stage, adds just four uncaptured units (`e010`/`e106` variants) whose predictions are the same numbers their already-captured base variants gave, so it would re-measure rather than test. A real test needs a stage with unfamiliar classes, i.e. story progress — which is now the *only* thing story progress is needed for here. ## Cross-validated against the loader itself (2026-08-13) This layout was solved by binding disc values to RAM words. It has now been derived a second time, independently, **from the game's own code**: the loader `sub_82341A20` builds every key as `addi r4, r30, -N` (`r30 = 0x82088f94`), so the field *name* for each store is a string in the executable, and pairing each key with the first store after its accessor call gives the offset without any value matching. See [`live-unit-definitions.md`](../live-unit-definitions.md). **The two agree completely where they overlap: 25 shared offsets, 25 agree, 0 disagree.** Each also covers what the other misses — the code-derived table has **159 fields** (vs 27 confirmed here) and is checked in as `crates/sylpheed-formats/data/unit_definition_layout.txt` with `sylpheed_formats::unit_layout` and a no-emulator regression test; this table still uniquely holds **`ScorePoint` (`+0x08c`)** and **`MassScore` (`+0x094`)**, which the key-string extraction did not pick up. ⚠️ **One tentative entry here is an artefact and should not be trusted.** `Slalom_CutoffRatio` at `+0x00c` is recorded with values like `2.8026e-45` and `1.4013e-45` — those are the **denormal float readings of the integers 2 and 1**. `+0x00c` is below the first field the loader ever names (`+0x018`), and the same trap produced a false `YawDragFactor → +0x0c` hit when the code-derived map was being built. It is an int-typed word, not a ratio. ## Stage select makes the coverage limit go away (2026-08-13) Unit definitions are instantiated **per stage**, so this note's coverage figure (21 units, "grows by visiting missions") was blocked on progress. It no longer is: the save's stage field is solved ([savegame](savegame-format.md#-solved-52-is-the-stage-and-the-save-picks-the-mission-2026-08-13)), so any story stage can be flown from a hand-edited save and snapshotted. First harvest — a mission at the **Night Ravens** (027 objectives, a different roster entirely): | | before | after | |---|---|---| | units with runtime values | 21 | **26** | | rows in [`unit-runtime-fields.csv`](../captures/unit-runtime-fields.csv) | 1 827 | **2 143** | | defaulted-on-disc values | 963 | **1 059** | New units: `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, both paid for in this run:** 1. **`launch_mission.sh` does not load slot 01.** The LOAD GAME list preselects the **last-used** slot — here **03** — and the script simply presses `A` on it, so a probe written to slot 01 is ignored and the game flies whatever that slot holds. The first "stage 14" snapshot was therefore stage 02 again, and the solver correctly reported **0 new units**. Fix used: **patch every slot** (01/02/03) to the target stage, or drive the list explicitly and confirm the highlighted slot by screenshot before pressing `A`. 2. **Back up before patching, not after.** The backup taken mid-run already contained the probe, so "restoring" it restored the probe; the pristine copy from the earlier session was what actually restored slot 01 (`142b4f43…`, verified). Regenerating the solver's token file: `idxd_tokens Generic` emits the `REC`/`F` records `unit_runtime.py` wants — **110** of them are `UN_*`, which is the disc's full unit count. ### Reading the objects with the code-derived layout, not the solver (2026-08-13) `unit_runtime.py` places a field only if the **disc** values it somewhere — that is what lets it score `(field, offset, encoding)` triples — so it resolved 58 of 153 fields from a single-mission snapshot. The layout in [`data/unit_definition_layout.txt`](../../../crates/sylpheed-formats/data/unit_definition_layout.txt) came from the title's own loader instead (`sub_82341A20`, where the field *name* of every store is a string in the image), so it places **all 159**, including the ones no disc record ever sets — which is precisely the Route-B target. [`tools/re-capture/unit_dump_layout.py`](../../../tools/re-capture/unit_dump_layout.py) reads every field of every live definition object with that layout, and keeps the project's discipline: a field the disc **does** value is a **check**, not a new value. Over two snapshots (19 objects): **700 disc cross-checks agree, 0 disagree.** | | solver-derived | layout-derived | |---|---|---| | fields placed per object | 58 of 153 | **159** | | rows over these 19 units | 609 | **2 736** | | defaulted-on-disc values, disc-wide file | 1 059 | **2 351** | Two things the run pinned down, both cheap to re-learn the hard way: * **The layout table's offsets are DECIMAL** (`48 f32 Size_X`), while the solver's CSV prints hex. Parsing it as hex puts every field `0x18` bytes late — and the disc cross-check then fails on *everything*, which is exactly how the mistake announced itself. * **Angle fields can carry a prefix.** `AB_AA_PitchPlus` (afterburner) is still an angle, so anchoring the `AV_`/`AA_` test at the start of the name reported two player-craft fields as contradictions when they were 15°/16° in radians. With the token matched anywhere, the cross-check is clean. ⚠️ One unit's object is **not** byte-identical between the two missions — `UN_f201_TCAF_Tanker`. Either a per-mission override or a field the runtime mutates; the merged CSV holds the later reading, and separating them needs a third snapshot. ### Targeting the next mission, and the check that these really are definitions (2026-08-13) [`examples/roster_target.rs`](../../../crates/sylpheed-formats/examples/roster_target.rs) ranks the stages by how many of their roster units are **not yet harvested**. The rosters are `EnumUnit_S` tables whose TOC entries store a *path hash*, so the stage label comes from hashing the candidate paths (`hash::TOC_NAME_SCHEMES`) rather than from `UnitRoster::stage`, which can only infer a tag when the roster happens to carry a `UN_S_…` prop. It picked **S09 (10 missing)**; flying it took the file to **36 units / 4 785 rows / 3 439 defaulted-on-disc values**, adding `UN_e102_ADAN_Battleship`, `UN_e104_ADAN_Carrier`, `UN_e107_ADAN_AAFrigate`, `UN_e011_ADAN_Attacker_B`, `UN_e008_ADAN_TurretPlus`, `UN_be001_ADAN_TerrafoamingUnit`, `UN_e001_ADAN_Elan_GR{,_Violeta}`, `UN_f102_TCAF_LightCarrier_Inv` and `UN_f106_TCAF_Destroyer_Inv`. **The objects are mission-independent — measured, not assumed.** Eleven units appear in more than one snapshot, and four of them are *not* byte-identical across missions. Comparing them **through the layout**: **zero mapped fields differ**. The 12 differing 4-byte slots are all **unmapped** — offsets `4/8/16/20` (the object header and name pointer) and `0x250/0x268/0x300–0x308/0x330–0x338` (sub-object pointers) — i.e. guest addresses, not data. So a value harvested in one mission is the unit's definition, not a per-mission tweak, and the earlier `UN_f201_TCAF_Tanker` flag resolves the same way. Cross-checks against the disc over the three snapshots: **1 052 agree, 0 disagree.** One more angle field turned up the same way as the last: `Through_AngleMaximum` (object `1.0472` = 60° in radians) carries neither an `AV_`/`AA_` token nor `Bank`, so the degrees↔radians rule covers **anything with `Angle` in the name** too. ### Harvest state: 60 of 110 units, and where the remaining 50 live (2026-08-13) Six targeted missions (S03, S06, S09, S13, S15, S16, plus the earlier Night Ravens run) take the file to **60 units · 8 241 rows · 6 071 defaulted-on-disc values**, from 21 units / 963 values this morning. Cross-checks against the disc across every snapshot: **agree, 0 disagree** — the discipline never had to be relaxed. Two results worth calling out: * **`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 appearing on screen**. Definitions are instantiated when the stage loads, so a unit only has to be in the mission's roster, not in view. That is a much weaker requirement than the capture work needs, and it is why the same stage that could not give the `e901` geometry gave its stats immediately. * **The extra stages are not reachable this way.** Setting the save's stage field to **27** boots to the title and then the emulator exits during the load — likewise the other `S24…S29` entries. Story stages 1–16 all load normally. So the field addresses the **story campaign only**, and the EX/challenge rosters need whatever menu path Challenge mode uses. That bounds the rest of the work: of the 50 units still unread, the roster ranking puts almost all of them in `S24/S25/S27/S28/S29` (`*_EX4`, `*_EX5`, `*EX` variants, `UN_f004_TCAF_DeltaSaber_A_Player`). The only story-stage stragglers are `UN_mn500_ADAN_FloatingMine` and `UN_be005_ADAN_SpaceFortress` in **S08**, which is one more ordinary run.