# 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 instance** — live state | 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` | 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.