# Runtime-capture harness (sylph-re container) Screenshot-driven scripts for reading the running retail game's menus under Xenia Canary + lavapipe, headless. They assume the container helpers `screenshot`, `vgamepad`, `pad` are on `$PATH` and `HOME=/sylph-home/re`. | Script | What it does | |---|---| | `skip_intro.sh` | Boot → main menu, unattended. Taps A only while the intro movie is actually playing (frame-to-frame RMSE), then once at the `PRESS Ⓐ BUTTON` title. Static logo screens are left alone, so a stray tap can never land on NEW GAME. | | `wait_title.sh` | Older variant: wait for the title (green Ⓐ glyph at px 625,618) and tap A. Superseded by `skip_intro.sh`. | | `step.sh` | One Arsenal navigation step (`down`/`up`/`next`/`prev`/`none`) + a compact capture: weapon list stacked over the `DATA SHEET`. | | `sweep.sh` | Walk a whole weapon-type list, capturing **only** rows that show a `DATA SHEET` — locked rows (a "Conditions to Develop" panel) are detected by the brightness of the `Range Class` label box and skipped. | | `type.sh` | Change weapon-type tab N times (RB) and report the header strip. | | `hp.sh` / `cyc.sh` | Hangar hard-point carousel: `cyc.sh` steps it (d-pad **down**, not left/right) and captures the Name + `DATA SHEET`. | **Input timing under lavapipe:** the game polls input at its own low frame rate, so a 60 ms d-pad tap is dropped roughly half the time. 200 ms is reliable; 300 ms starts to auto-repeat (two rows per press). Findings produced with these: [`docs/re/weapon-datasheet-runtime.md`](../../docs/re/weapon-datasheet-runtime.md).