Reads the live world out of guest RAM and drives the pad from it. Working: loop-rate memory reads, whole-RAM float scanning with numpy (1270 orthonormal 3x3 blocks in 6.2 s), entity enumeration by unit type (116 live instances in Stage 02), pad control written straight into the vgamepad FIFO (the CLI spawns a process per command and its tap/hold sleep inside the server, so neither is usable in a control loop), unattended mission entry, and the Hangar loadout -- the "Recommended" control is AUTO SELECT, which at 5 % progress is a no-op because only two weapons are developed and both are already mounted. Not working, and the reason the craft is not yet flown: the class 0x820af030 is NOT the live entity. It has one object per spawned thing and carries the unit-ID string, which is why it looked like the entity list, but every one of its 384 words is constant across a 29 s in-flight capture. No transform lives in it or one pointer hop from it. Input correlation (hard left yaw vs hard right, looking for a turn axis that reverses) does find self-like objects at cos = -0.99, but they cluster in what looks like a camera volume rather than the craft, and with no definition pointer near them the trick of learning one entity's layout and applying it to the rest has nothing to anchor on -- so the 33418 moving triples in a firefight cannot be split into enemies, friendlies and bullets, and there is nothing to aim at. Two dead ends are recorded so they are not repeated: RT is not the throttle (the two-state speed scan therefore found nothing), and comparing orientation matrices 2 s apart is outside the small-angle regime, which is what produced "angular velocities" of 30000. Also corrects the claim in unit-struct-runtime.md that 0x820af030 holds live state. The definition class 0x820af844 and every value derived from it are unaffected. autopilot2.py (a PD controller using body angular velocity from consecutive rotation matrices) is committed but has never had a valid config to run against, and is marked as untested.
63 lines
2.5 KiB
Bash
Executable File
63 lines
2.5 KiB
Bash
Executable File
#!/usr/bin/env bash
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# Boot Canary and drive it into the Stage 02 mission from save slot 01, then
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# LEAVE IT RUNNING (unlike grab_tutorial.sh, which snapshots and exits) so a
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# live control loop can attach to /dev/shm.
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#
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# Nav is the verified route: title -> LOAD GAME -> slot 01 -> YES -> READY ROOM
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# -> TAKE OFF. With `--hangar` it stops in the HANGAR instead so a loadout can
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# be picked first.
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set -u
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MODE="${1:-fly}"
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export HOME=/sylph-home/re SDL_AUDIODRIVER=dummy DISPLAY=:98
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SD="$(cd "$(dirname "$0")" && pwd)"
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SHOTS=/sylph-home/re/shots
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alive(){ ps -o pid=,stat= -C xenia_canary 2>/dev/null | awk '$2 !~ /^Z/ {print $1}'; }
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ensure_display(){
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if ! xdpyinfo -display "$DISPLAY" >/dev/null 2>&1; then
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setsid nohup Xvfb "$DISPLAY" -screen 0 1280x720x24 -ac -nolisten tcp \
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+extension GLX +extension RANDR </dev/null >/tmp/xvfb98.log 2>&1 &
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for _ in $(seq 1 50); do xdpyinfo -display "$DISPLAY" >/dev/null 2>&1 && break; sleep 0.2; done
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setsid nohup env DISPLAY="$DISPLAY" HOME=/sylph-home openbox </dev/null >/tmp/openbox98.log 2>&1 &
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sleep 1
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fi
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xdpyinfo -display "$DISPLAY" >/dev/null 2>&1 || { echo "DISPLAY UNAVAILABLE"; exit 1; }
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}
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step(){ vgamepad dpad "$1"; sleep 0.25; vgamepad dpad center; sleep 0.7; }
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shot(){ screenshot "$SHOTS/$1" >/dev/null 2>&1; }
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pkill -x xenia_canary 2>/dev/null; sleep 2
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[ -n "$(alive)" ] && { kill -9 $(alive) 2>/dev/null; sleep 2; }
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rm -f /dev/shm/xenia_memory_* /dev/shm/xenia_code_cache_* 2>/dev/null
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ensure_display
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cd /sylph-home/re
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setsid nohup run-canary --audio --apu=sdl --log_mask=13 \
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--logged_profile_slot_0_xuid=E0300000EFBEA3D4 </dev/null >/dev/null 2>&1 &
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sleep 5
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"$SD/skip_intro.sh" 600 || { echo "BOOT FAILED"; exit 1; }
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sleep 14 # main menu is not input-ready before this
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step down # NEW GAME -> LOAD GAME
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vgamepad tap A 250; sleep 8 # save list, slot 01 preselected
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vgamepad tap A 250; sleep 4 # "Load game?" -- cursor starts on NO
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step up
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vgamepad tap A 250
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sleep 28 # -> READY ROOM
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shot "lm-readyroom.png"
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if [ "$MODE" = "--hangar" ]; then
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step down; step down # BRIEFINGS -> HANGAR
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vgamepad tap A 250; sleep 12
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shot "lm-hangar.png"
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echo "STOPPED IN HANGAR"; exit 0
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fi
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step up # BRIEFINGS -> TAKE OFF
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vgamepad tap A 250
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sleep 75 # launch cinematic + stage load + objective card
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shot "lm-objective.png"
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vgamepad tap A 250; sleep 6 # dismiss the OBJECTIVE panel
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shot "lm-flight.png"
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echo "IN FLIGHT (emulator left running)"
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