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Syplheed-Reborn/tools/re-capture/menu_state.py
Sylpheed RE agent 534da24658 re: find the menu screen id and cursor in guest memory
Menu navigation here has always been screenshot-driven, which is unusable under
--gpu=null -- the only configuration where the game does not hit the
software-rasterizer freeze.  Without a memory signal, the one backend that runs
is the one that cannot be steered.

Snapshotting 0x82800000+3 MB at each menu of a rendered run and keeping the
4-byte words that differ between screens and hold small integers leaves exactly
four of 786 432.  One has the property that matters -- it changes on a screen
transition and holds steady when only the highlight moves:

    0x828A690C  screen id     1 title, 3 main menu, 4 extras
    0x828F38AC  menu cursor   (second copy at 0x828F38BC)
    0x828F37B4  per-menu value

Verified on a fresh --gpu=null run with no display at all, driving the same keys
blind: title 1/2/12, main menu 3/4/45, after 4x down 3/12/45, extras 4/14/49 --
4/4 exact against the rendered run, across two runs and two GPU backends.  That
is the check that matters, since this corpus has already had to mark one runtime
address run-dependent.

tools/re-capture/menu_state.py reads them; `menu_state.py watch` prints on
change.

Open: the rest of the sequence into a mission.  Blind driving reached extras
(screen 4) and a further A did not move it, so MISSION SELECT needs a cursor
move first.  Screen ids beyond 4 are unmapped, and the rendered run freezes on
entering that screen -- so map ids up to the freeze, then step blind past it.
2026-08-26 18:21:04 +00:00

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