Files
Syplheed-Reborn/tools/re-capture/README.md
Claude (auto-RE) ba33c533da re: runtime DATA SHEET reads the live weapon record (Route B, first capture)
Drove the retail game headless (Canary + lavapipe, vgamepad) to the Ready Room
Arsenal and read the Gallery-Mode DATA SHEET for every weapon the 5%-progress
save reveals.

Two UI->field mappings are CONFIRMED against weapons whose values ARE on disc:
  Ammo Capacity  == LoadingCount      (9/9 exact matches)
  Max. Lock Ons  == TriggerShotCount  (FALCON 9AM 12 == wep_02; BUZZARD 22 == wep_04)

That makes the panel an oracle for fields the disc leaves defaulted, and it is
shown for undeveloped weapons too, so no points need spending. Recovered
TriggerShotCount for wep_05 and wep_60 (both 4, on-disc absent), and bracketed
the defaulted Power / MaximumRange via the Range/Damage letter classes.

Ruled out first: the defaults are not in hidden/DefTables.pak (no WEAPON-schema
objects there) nor in the localized GP_MAIN_GAME_* duplicates.

Also adds the two analysis examples that produce the shopping list of defaulted
fields, the screenshot harness used to drive the menus, and the evidence PNGs.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-28 18:01:25 +00:00

1.6 KiB

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wait_title.sh Older variant: wait for the title (green Ⓐ glyph at px 625,618) and tap A. Superseded by skip_intro.sh.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.