Files
Syplheed-Reborn/tools/re-capture/hp.sh
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

12 lines
460 B
Bash
Executable File

#!/usr/bin/env bash
# Cycle the Hangar hard-point weapon carousel one step right and capture the
# Name + DATA SHEET panel (the mountable-weapon list for that hard point).
set -u
export HOME=/sylph-home/re
OUT=/sylph-home/re/caps; mkdir -p "$OUT"
[ "${1:-}" = "none" ] || { vgamepad dpad right; sleep 0.20; vgamepad dpad center; }
sleep 2.5
screenshot /tmp/h.png >/dev/null 2>&1
convert /tmp/h.png -crop 495x460+705+95 +repage "$OUT/$2.png"
echo "$OUT/$2.png"