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>
10 lines
363 B
Bash
Executable File
10 lines
363 B
Bash
Executable File
#!/usr/bin/env bash
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# Step the Hangar weapons-container carousel right and capture the Name+DATA SHEET.
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set -u
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export HOME=/sylph-home/re
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OUT=/sylph-home/re/caps; mkdir -p "$OUT"
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vgamepad dpad right; sleep 0.30; vgamepad dpad center; sleep 3.0
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screenshot /tmp/h.png >/dev/null 2>&1
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convert /tmp/h.png -crop 530x480+700+95 +repage "$OUT/$1.png"
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echo "$OUT/$1.png"
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