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Syplheed-Reborn/docs/re/BACKLOG.md
Sylpheed RE agent 4f95b98813 re: the per-phase clear conditions, by dominance over the ISL CFG
Closes the backlog's "which condition guards each END_PHASE".  With the CFG from the
previous commit this is a graph query, not new machinery.

The obvious query is WRONG for this language, and I implemented it first: "one
successor reaches END_PHASE and the other does not" finds 1/62/1 guards across Stage
02's three phases, and the 1s are both the same read_freg(0) < 1200 timeout -- every
objective test missed.  The cause is the dominant idiom: a POLL LOOP's loop-back
branch also reaches the exit, one iteration later, so neither successor discriminates.
The asymmetric 1/62/1 is what exposed it; a uniform number would have read as
plausible.

Dominance has no such blind spot: a condition dominates an exit when every path from
an entry passes through it, so it is NECESSARY for the phase to end that way, and a
poll loop's test dominates its own exit by construction.  Iterative dominators
converge in 3 passes over 15670/18739 instructions (83.6%).

Result for Stage 02 -- every exit in all three phases is dominated by
unit_hp_pct(TCN001, Character_Player_Test) != 0, the player's ship being alive, which
falls out rather than being assumed.  Beyond that, phase 1's objective exit requires
hp_pct_test on ADT102, ADT107 and ADT113; phase 3's requires ADT301 and ADT302;
read_freg(0) gates at 210 / 300 and times out at 1200; random(3) and random(5)
dominate only the exits that pick one of several closing lines.

Two of the 15 exits are reachable from NO static entry, both FORCE_END_PHASE.  That
agrees with the independently measured 389 unreachable routines: they are started from
the trigger queue at phase+272, by data rather than code.

Practical note recorded: the first dominator run was OOM-killed -- 6743 nodes each
holding a Python set of up to 6743 elements.  Integer bitmasks run in seconds.

Not settled, and said so: dominance gives necessary, not sufficient, conditions; only
Stage 02's artefact is committed; one listed condition is still an unresolved
<unknown>; read_freg's units are inferred from the gate values, not read.

calls, phase-ends and conditions all regenerate byte-identical.
2026-08-27 06:12:41 +00:00

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# RE backlog
Open items that are *not* being worked right now. Each entry says what is wrong or
unknown, what evidence exists, and what the first step would be. Move an item into
`INDEX.md` (with a `structures/…md` or a parser + test) once it is actually settled.
---
## ✅✅ SOLVED — the mission freeze was a modal sign-in dialog (2026-08-26)
`XamShowSigninUI` opens a modal dialog and `xeXamDispatchDialog` blocks the
calling guest thread on `fence.Wait()` until it is dismissed — which nothing in a
scripted run ever does. **Fix: pass `--logged_profile_slot_0_xuid=…`.** Same
route, one variable: screen id goes from stuck at **4 forever** to
**4 → 5 → 6 → 8 → 9 → 10**, allocation failures 1 → **0**, guest throws 1 → **0**,
guest churn 0.000 % → **1.006 %**.
It hid for so long because `--log_mask=13` (used by every script here)
**disables kernel logging**, the one category that names the dialog.
See [`mission-freeze-signin-dialog.md`](mission-freeze-signin-dialog.md).
## 🔴 ~~BLOCKER — the mission freeze is a software-rendering hang~~ WITHDRAWN (2026-08-26)
> **Withdrawn the same day.** Driving the null backend blind to the *same* screen
> shows it freezes identically — 0.000 % guest churn, `Main XThread` futex-blocked
> at 0 ms CPU, same 128 MB refusal and throw. The earlier control compared a
> null-GPU run still in the menus against a lavapipe run at the freeze, i.e. two
> different game states, and reported the difference as a backend effect. **The
> hardware-Vulkan blocker below does not apply** — rendering is not what is
> blocking this. The text is kept for the reasoning.
## 🔴 BLOCKER — the mission freeze is a software-rendering hang (2026-08-26)
The freeze that blocks every dynamic measurement is in the **host rendering
path**, proven by control: with `--gpu=null` the guest runs at ~1 core through
the same content load that hangs every rendered run, with zero allocation
failures, while under `lavapipe` `Main XThread` sits at 0 ms CPU in
`futex_do_wait` and nine `llvmpipe` threads saturate for six minutes without
producing a frame.
**Deciding whether `lavapipe` is deadlocked or merely pathologically slow needs
hardware Vulkan, which this container does not have.** That is a stated container
limit, so it is recorded here rather than worked around.
🟡 **Workaround with a gap:** `--gpu=null` gives a live guest, and everything the
backlog needs is read from guest memory, not pixels. What is missing is
navigation — menu-walking is screenshot-driven today, and blind Ⓐ presses reached
no mission (`DEF_VTABLE` scan 0/0). **First step: drive navigation from guest
memory instead of the screen.**
See [`mission-freeze-heap-exhaustion.md`](mission-freeze-heap-exhaustion.md).
## 🧰 The boot path — three failures that look like the emulator and are not (2026-08-26)
***`--audio` prevents boot outright.** `run-canary`'s own header says the flag
is not a cvar in this tree, and that an unknown argument makes xenia call
`ShowSimpleMessageBox` from `ParseLaunchArguments` *before* logging starts,
blocking forever. Measured anyway, because this corpus also holds runs that
passed it and booted fine: **3 trials each, in both orders**
| | log written |
|---|---|
| `run-canary --apu=sdl --log_mask=13` | **67 565 bytes** |
| `run-canary --audio --apu=sdl --log_mask=13` | **209 bytes** |
209 bytes is `run-canary`'s own banner and not one line from xenia. The order
was reversed deliberately — this corpus already has a lesson that an A/B from
run order is noise.
🔴 **Eight scripts on branch `auto/idxd-unnamed-keys` still pass it**:
`launch_mission.sh`, `boot_menu.sh`, `fly_stage.sh`, `challenge_probe.sh`,
`grab_tutorial.sh`, `find_partslot.sh`, `tutorial_capture.sh`, `nav_probe.sh`.
`main` and this branch are clean, which reconciles August's successes with
today's failures. Left unfixed here: they are another branch's files.
* 🔴 **`launch_mission.sh`'s `skip_intro` deadlocks on the attract loop.** It
classifies the screen as `movie` and declines to tap ("tapping breaks the
title"), and waited out **600 s of unbroken `movie` verdicts** before timing
out. `nav_to_flight.sh`, against the *same running emulator*, reached the main
menu in **12 s** and flight in **2 min 20 s** by tapping A at the title. The
"wait it out" premise is wrong — the attract loop does not end on its own.
**Use `nav_to_flight.sh` on an already-running canary.**
* ⚠️ **`EMULATOR GONE at ~40 s` is this project's own Stop hook**, which
`kill -9`s every `xenia_canary` when a Claude turn ends. Already recorded
further down this file — and rediscovered the hard way over three boots because
I did not search for it first. The rule is the one `fly_session.sh`'s header
states: **an emulator session must be one task; nothing may depend on surviving
between tool calls.** Sequential tool calls *within* one turn are fine; it is
ending the turn that kills it.
**The world-unit measurement is DONE — one world unit is one metre.** Two
independent routes: the `mapmesh_box_500km` collision hull is a cube of exactly
500 000.0 units per axis (and the other box mesh exactly 100 000.0), and
[`flight-speed-law.md`](flight-speed-law.md) gives 352 units per game-second
against a HUD reading of 350. The `CollisionSet` objection that forced the 🟡 is
dismantled in [`structures/mcol-collision.md`](structures/mcol-collision.md): it
read the four-member `rob_` family (which contains a 50 km "player fighter") as
if it were hull sizes, and 133 m is the 7th smallest of 78 `rou_` meshes.
**The world-unit measurement is still not made** — but the blocker under it is
now GONE. The entity scan works: see
[`entities-live-roster.md`](entities-live-roster.md), **13 unit definitions and 42
named live instances** with 52 moving triples, on 2026-08-26.
The old note here blamed `entities2.py`'s committed VA window. That was the wrong
suspect: ✅ the real cause was the **navigation route**. Runs that reach a mission
through `MISSION SELECT` scan 0/0; the route that populates the world is
`launch_mission.sh`'s **title → LOAD GAME → slot 01 → YES → READY ROOM → TAKE
OFF**, which is what `structures/unit-struct-runtime.md` used when the constants
were first derived.
✅ The HUD is now reached too, and the control is paired — see
[`world-unit-attempt-2026-08-26.md`](world-unit-attempt-2026-08-26.md). Getting
there needs two steps no script had: `START` skips the post-take-off cutscene,
and a modal *"tell you your objective?"* dialog **dims the whole frame** (so the
classifier reads `other` and liveness looks like a stall) until Ⓑ/NO answers it.
Two tool defects were measured on the way, and both must be fixed before the
measurement will work:
* `entities2.py`'s `ENT_VA_LO/HI` = `0xBD000000``0xBE000000` contains **no live
instance** (they sit at `0xBC384CE0``0xBC9BAC20`); it covers the
**definitions** instead. Rescoped to the instance region, `find_delta`'s
`±0x400` radius yields **zero** votes.
* `gworld.py`'s `WINDOW = 0x600` is too small — no position-like triple moves in
the first `0x600` bytes of any of the 42 instances. `0x4000` finds one at
`+0x29d0` (🟡 one offset, one instance, one sample).
❔ What is still owed is the unit itself: lock a target so the HUD prints a
numeric range, then read that range and both position triples in the same second.
❌ Do not use speed as the corroboration — 116.6 units per 0.6 s wall-clock
against the HUD's `350` looks like a free answer, but the emulator is not
real-time under lavapipe, so the denominator is unknown.
---
## ❌ WITHDRAWN (2026-08-26, same day) — the Japanese voice banks are NOT a separate format
The `sound.pak` census (see
[`structures/sound-pak-contents.md`](structures/sound-pak-contents.md)) shows
the archive is 5 100 `jpn\` banks + 4 382 `eng\` banks + 35 music banks, and
that **the leading-region rule holds for 0 of the 5 100 Japanese banks** — 4 301
have a first `RIFF` at an offset that is not `1392 + n·2048`, and 799 have no
`RIFF` at all. The rule was derived on English banks and reproduces those
exactly, so this is a limit of the finding, not a defect in the reader.
Since `FILES` names the **Japanese** set and the game substitutes the language
directory, the undecoded half is the one the table actually points at.
**Resolved by that first step.** Scanning instead of assuming showed the offset
is simply `first_riff % 2048`, which takes four values disc-wide (1392, 1468,
1600, 1728) by language and subdirectory. The Japanese banks decode fine at
their own offset — median **70×** more audio on a 140-bank FFmpeg-verified
sample — and the same bug was silently affecting 1 873 `eng\Voice` banks. I had
mistaken a constant derived from `eng\etc\` for a property of the format. See
[`structures/slb-data-offset.md`](structures/slb-data-offset.md).
**Closed 2026-08-26**: the 2 unaccounted TOC entries are `static.slb` and
`Pj_Silph.xgs`, named by the same table's `BANK_SE` and `SETTINGS` records —
`sound.pak` is now 9 519 of 9 519 accounted for.
**Closed**: the 55 "early `RIFF`" English banks are not an anomaly — all 55 sit
at *exactly* 1392 behind a zero-filled header, i.e. a zero-length leading
region, which both the old code and the new derivation already handle.
**Closed 2026-08-26**: the 28 offset-scan ties. A bank's `seek` chunk sits on a
packet boundary, so `seek_pos % 2048` is a second and structural derivation of
the offset (99.97 % on the labelled set). It resolves 26 of the 28 correctly and
none wrongly; the combined rule is 99.95 %.
**Both remaining questions closed the same day**, and both by correcting an
error of mine rather than by finding something new:
***"69.8 % of banks declare more `data` than they store"** — the declared
sizes are **honest**. Every `RIFF`-bearing entry on the disc carries `seek`
magic at exactly `data_at + declared_size` with `packet_count × 2048 ==
declared`, **7 620 / 7 620**. The TOC window is simply not the wave boundary.
My supporting case, `VOICE_TCAF_608`, was not truncated either: it is **stereo**
(170 of 8 021 banks are) and I decoded it as mono, which yields one frame. Read
correctly it is 33.96 s, agreeing with both length signals inside the bank.
***"the offset takes four values by directory"** — the *cause* was wrong.
`X = (cumulative start of the .pNN segment) mod 2048`; the per-directory table
was a correlation, because directories cluster into segments. There is no
header: those bytes are the previous bank's audio.
Both are written up in
[`structures/slb-data-offset.md`](structures/slb-data-offset.md), including the
`seek` layout (little-endian, packet count at `+12`) and the boundary recipe.
---
## ✅ SOLVED (2026-08-26) — the mission scripts are readable as dialogue
Built-in **64** (`request_script_message`) stages a symbol-table-1 reference in
slot 0; the symbol is a message id (`MSG_VOICE_D_257`), and the caption table
holds its text under `<id>_000_00`. **2683 of 2683** call sites across all 28
stage scripts resolve — every one stages slot 0, every operand is type 6, every
name has text. 1338 distinct names in six families.
This was only reachable after `build_caption_text` was switched to the IXUD
field table on 2026-08-25 (537 → 8800 lines); before that most of these names
had nothing to resolve to, which is why the item sat open.
Write-up + tool: [`structures/isl-message-dialogue-link.md`](structures/isl-message-dialogue-link.md),
`tools/re-capture/isl_dialogue.py`.
**Answered the same day**: what drives `MSG_DEMO_*` (its own IDXD tables in the
language packs — see [`structures/cutscene-message-table.md`](structures/cutscene-message-table.md)),
and which bank voices a line (`tables.pak`'s cue index — see
[`structures/sound-cue-table.md`](structures/sound-cue-table.md); 1 326 of 1 338
script message ids resolve to a `.slb`).
**Also closed (2026-08-26)**: the 17 cue-less cutscene pages and the 5
duplicated `MSG_DEMO` records are one and the same thing — the resupply lines,
whose audio binds through the movie path rather than a `DEMO_nnn` cue. Their
repeat counts match the movie-slot counts recorded for `VOICE_D_450``454`, 5 of
5, from a separately decoded container.
**Still open from this**: nothing about the wrong-recording case — that was
already settled in `voice-bank-leading-region.md` (generic line, correct
binding) and my first write-up wrongly reopened it; the other five languages; and play order, since the tool prints
script order without resolving phases or branches. Multi-page captions were
settled the same day — and in doing so refuted the first version of the tool,
which truncated 356 of the 1338 names to their opening utterance.
---
## ✅ SOLVED (2026-08-19) — the paint order is a runtime child list, not a table in the file
The screen object the game builds at load time holds **two** lists of its
elements: the declaration-ordered array at `+0x08`, and a **reordered child array
at `+0x30`** — and the second is the paint order. Read live off the title screen
and checked against the draw capture: the seven nameable elements sit at child
slots 0, 6, 7, 13, 16, 17, 22, strictly ascending, in exactly the captured order.
See [`structures/ui-screen-runtime.md`](structures/ui-screen-runtime.md).
**Landed rather than left open** (2026-08-19): the compositor now paints in the
**measured** order for the two builds that have been read off the running game
(the title build and the GAME ARTS/SETA/anima splash) and falls back to
declaration order elsewhere. Rendering that exposed a second defect the same
capture settles — `kind = 0x4` elements are motion-trail ghosts, absent at rest —
and the title now composites correctly
([`captures/title-composited-measured-order.png`](captures/title-composited-measured-order.png)).
Disc-gated test, checked both ways. The Bevy viewer's UI Screens browser calls
the same `ui_layout::compose`, so the fix reaches what a person actually looks at
rather than only the CLI's `screen render` — checked in `iso_loader.rs`
(`compose_screen`), which also keeps its element table in declaration order, so
the per-element visibility toggles still line up.
**Derivation found (2026-08-19)**: the order sorts by the word at **`+0x08` of
the T8aD sprite header** — non-decreasing in paint order on both measured
screens, with no inversion, and on the splash it explains the whole permutation.
See [`structures/ui-paint-order-key.md`](structures/ui-paint-order-key.md).
**Wired into the compositor (2026-08-19)** and regression-checked. `compose`
sorts by the key for every build except the two whose measured order is hard
coded. It reorders **341 of 965 builds**, and a disc-gated test asserts every
composite's draw list is strictly increasing in `(key, declaration index)`.
Against the two screens the corpus had already verified against the running game
— the tutorial PAUSE menu and the title main menu — the new order changes 3.8 %
and 1.1 % of pixels, max delta 45/255, **with no layout change**: only blends
where translucent sprites overlap.
**Still open:**
* 🟡 Which order is more faithful on those two verified screens. The difference
is too small to decide against the committed side-by-side oracle and no fresh
framebuffer capture of either exists. First thing to check if one is taken.
* ❔ The tie-break. Two groups share a key and the game paints them in an order
that is not declaration order; the compositor keeps declaration order there.
* ❔ What the field's bits mean — `0x8000`/`0x80a0`/`0xa110` look like flag words
with a layer in some bits, not a plain depth. Sorting the whole word works on
both measured screens; which bits carry the layer is unknown.
**Censused 2026-08-26** over **all 21 184** disc sprites
(`tools/re-capture/paint_key_census.py`): ✅ the field is a **`u16` at `+0x0A`**
(upper half zero **21 184/21 184**) and ✅ an **enumeration — 216 values**.
🔴 **"the keys are pak-local" is REFUTED** — **68/216 (31 %)** cross a pak
family and the per-pak ranges overlap heavily, so it looks like a shared
vocabulary, not a per-screen depth. ❔ Which bits carry the layer is still
unknown.
⚠️ **A first version of this census was retracted.** It filtered pak entries on
a `T8aD` magic, but sprites are usually **`RATC` children** — it saw 4 525 of
21 184 sprites, 45 of 216 keys, and **not `GP_TITLE.pak` at all**, the pak both
measured screens come from. It reported "45 values" and "pak-local", both wrong.
A separate earlier slip on the same page counted the six *language* copies of
`GP_MAIN_GAME_2D` as six paks. Same shape each time: a statistic computed over
an unverified sampling frame.
* ~~❔ A third measured permutation, to promote "holds on two" to a rule.~~ **Answered inside this same entry** — a third, fourth and fifth screen were measured, the last from `GP_SAVE_LOAD`, i.e. outside `GP_TITLE.pak`. The
cheapest is a screen whose object is resident at the same time as the title's.
* ❔ 341 builds now composite in an order no capture has checked.
## ✅ SOLVED (2026-08-19) — `_eff` glows were being dropped as focused states
`compose` skips focused-state records, and the flag matched a trailing `f` in
the name. `_eff` — this UI's word for a glow layer — ends in one. 2 458 elements
matched; **54** have the base element they would be the focused version of, and
the other 2 404 across 864 bundles are glows. Requiring the pair recovers 587 of
them in composable builds; `GP_OPTIONS` went from two floating brackets to an
actual window. The `opt ` link was tried as a replacement and **refuted** — 221
targets, 2 suffix-matches, and the targets include `pjnet_bg.rat`.
See [`structures/ui-focus-and-effect-elements.md`](structures/ui-focus-and-effect-elements.md).
## ✅ SOLVED (2026-08-19) — the developer-logo splash can be rendered
`is_build` required a `.rat` layout child; the splash has none (its elements name
their sprites directly). New `is_composable` + opt-in `--all` on the screen
commands. The splash draws 6/7 elements, glows first, in the order measured off
the running game — so the second of the two measured paint orders is now
checkable instead of merely recorded.
See [`structures/ui-composable-bundles.md`](structures/ui-composable-bundles.md).
**Opened by those two:**
***`.prm` primitives are decoded** (2026-08-19). Untextured full-screen
colour quads: 0 of 369 has a payload child, `kind & 0x10``.prm` with zero
exceptions in either direction, 361/369 are exactly 1280×720 at 100 % in the
corner, and the fill colour is the keyframe's `fade` ARGB — mostly black at
some alpha, i.e. the fade-to-black / dim / flash layers.
See [`structures/ui-prm-primitives.md`](structures/ui-prm-primitives.md).
**Still not composited**, for the reason below.
***`Element::rest()` fixed** (2026-08-19): the resting pose is the **hold**
the longest run of consecutive keyframes with an identical pose — not the
longest gap. A keyframe is the start of a ramp toward the next one, so a long
gap means the screen spends it *arriving at* the far end. Verified against the
title framebuffer capture by edge correlation: plateau **0.4597 at shift
(0,0)**, old rule 0.1511 and only after a (+3,+8) shift. Fixes six title
elements that rested invisible and the fade quad that rested opaque black.
See [`structures/ui-resting-pose.md`](structures/ui-resting-pose.md) and
`tools/re-capture/align_to_capture.py`.
***The keyframe `fade` alpha is applied** (2026-08-19). ARGB, multiplied on
top of `tint`. Title composite vs the running-game capture: **0.4597 → 0.9538**
edge correlation at zero shift. No-op on 4 060 of 5 200 sprite elements, hides
687 transient HUD indicators, blanks **zero** builds. It also exposed a defect
in the resting rule — a keyframe group carries the screen's *exit* animation
too, and the tie-break was grabbing it, which erased the word PAUSE; a run
ending on the last keyframe is now excluded.
See [`structures/ui-resting-pose.md`](structures/ui-resting-pose.md).
* 🟡 **The `.prm` quads are drawn, opt-in** (2026-08-19).
`ComposeOptions::include_primitives` / `screen render --primitives`. On the
title — the one screen with ground truth — it takes mean luminance from **+18 %
to 1.3 %** of the capture (76.30 → 63.72 vs 64.58) and mean abs diff 16.07 →
13.08. Off by default because of the item below.
* 🟡 **Where a primitive paints — not in the file; measured and tabled**
(2026-08-19). 🔴 Refuted twice over: the declaration entry's four unread words
are **constant** (`+28`=0, `+36`=0xffffffff, `+56`=0, `+44` a button ordinal),
and the bundle carries **no data at all** for a primitive — the menu build
declares three and has zero RATC children for any of them. The layer comes
from the game's code. ✅ But it is consistent: `pteff02.prm` implies a key in
**(0x8010, 0x8040) on both** screens it appears on, `pteff00.prm` past the
maximum on both, `palogo_eff0.prm` below the minimum. `implied_layer_key`
records those, and `derived_paint_order` now reproduces the **layer-key
sequence of all three measured orders**, primitives included (element-for-
element on 4 of 5 bundle instances; the title differs only inside tied groups).
**Still open:** primitives whose position has never been measured —
`pzeff00.prm` and `pceff00.prm` are what wipe the 36 builds, which is why
`include_primitives` stays off by default. A capture of any screen carrying one
would close it.
See [`structures/ui-prm-primitives.md`](structures/ui-prm-primitives.md).
* 🟡 **The tie-break — refuted six ways, and its cost measured** (2026-08-19).
Elements sharing a layer key: on the **menu and splash** every tied group comes
out in declaration order, which the stable sort already gives. The **title** is
the only screen that discriminates and nothing predicts it (`0x8083` ×5 paints
`eff1, eff2, eff5, eff3, eff4`). Refuted: declaration order, RATC child order,
first keyframe time, resting time, resting X/Y, and `T8aD` header words `+00`
`+04` `+0c` `+10`. RATC child order is a *strict improvement* (7 misplaced
positions instead of 9, and it recovers the logo grouping) and is exact on the
other two screens — **not adopted**, because on the one screen that can tell
them apart it is still wrong.
**What it costs, exactly:** of 3 disagreeing pairs of drawn elements across all
three screens, 2 share opaque pixels — `ptlogo_back2eff5` vs `eff3` (22 568 px)
and vs `eff4` (32 395 px). The residual is one element's blend on one screen,
and it is pinned by a test. The third pair (`ptlogo2` vs `ptlogo_tm`) overlaps
by bounding box but shares no opaque pixel; a box test called it a defect and
the alpha says otherwise.
**Fourth and fifth screens measured (2026-08-19)**, from `GP_SAVE_LOAD`,
reachable now that the Canary threading fix makes the menu dependable. The
9-element slot-list header is **EXACT** under the derived rule — two tied
groups both in declaration order, unkeyed `.prm` last — and it is the first
screen outside `GP_TITLE.pak`, so it *confirms* the rule rather than being
fitted to it. The 13-element save/load frame differs in exactly the two known
ways: unkeyed `pfbase.tbm` backgrounds paint **first** (now covered by
`implied_layer_key`), and the `0xb100` group of four paints `10,11,8,12`.
🔴 **Refuted: the tie-break is not `kind`.** "Descending kind" reproduces
`10,11,8,12` exactly but fails both title groups. Seven candidates refuted now. 🔴 **Attempted 2026-08-19 and blocked:** advancing
past the title is intermittent — **1 success in 3 attempts**, same binary,
same profile, same procedure. ✅ **And now diagnosed one layer deeper:** the
title *does* act on Ⓐ — the press spawns a slot-`(1F)` loader thread (exactly
once per run, at the keydown, never in a run that got no press). In the
successful boot that thread immediately reads six paths from the on-disc cache
and the menu appears; in a failed boot it starts and issues **no file I/O
ever**. So "the title ignores Ⓐ" is **withdrawn** — the loader stalls.
🔴 Refuted as the cause: the cache-flush crash. All four of today's runs have
**zero** `GUEST-THROW`, `CRASH DUMP` and `Access Violation`; the guest stays
alive and polling.
**And now measured to the bottom:** with kernel logging finally on
(`LOG_MASK=12 LOG_LEVEL=3` — the scripts' `log_mask=13` had Kernel *disabled*,
which is why no boot log ever held a kernel call), a captured failure shows the
handler doing everything right — `XamUserGetXUID`, `NtCreateEvent`,
`ExCreateThread(entry=0x821748F0, CREATE_SUSPENDED)`, `NtResumeThread` — and
the thread then **never executing**: zero kernel calls of its own, and
**`00:00:00` host CPU time** while the process runs at 546 %. A spinning thread
burns CPU; this one never ran. A lost resume is a race, which is the first
explanation that fits the ~1-in-3 success rate.
**LOCATED AND FIXED** (canary `a60fe7d11`): `threading_posix.cc` publishes a
suspended thread's `state_` and its `suspend_count_` in **two separate lock
scopes**, and `Resume()` waits only for `state_` before testing
`if (suspend_count_ == 0) return false`. A resumer in that gap drops the
resume; the thread then waits on the count forever. The Linux `XThread::Resume`
discards the `false`, so the guest saw success. Fixed by publishing both under
one lock and waiting without releasing it. On the first clean boot after, the
loader thread is the **caller** on 20 kernel-call lines with 4 `ResolvePath`
reads — every failure before had **zero** of both.
🟡 **Still to show:** that boots now reach the menu *reliably*. The post-fix
boot is confounded — `skip_intro.sh`'s title test has been wrong twice (an
absolute pixel against the wrong surface size, then `screen_id.py` matching the
SQUARE ENIX logo). Now `tools/re-capture/is_title.py` counts the green Ⓐ glyph:
0 px on the logo, 1520 on a real title. A before/after reliability count over
several boots is the remaining work.
See [`canary-scripted-input-traps.md`](canary-scripted-input-traps.md).
***Blend mode.** Everything is straight alpha-over. The near-white flash
quads (`0xf0ffffff`) and coloured ones (`0x60ff0000`) may be additive. The
title capture cannot separate the two — its resting elements are all
`0xffffff`. A screen with a coloured primitive, captured, would.
* 🔴 **What marks a focused state in the file — NOT the declaration entry**
(2026-08-24). Swept disc-wide and asserted: **54** name-paired focused/base
pairs, **all 54** with identical `kind` (all `0x0`), **no** bit ever set on the
focused entry and clear on its base, and the only words of the 60-byte entry
that ever differ are **`+48`/`+52`, the pivot**. The naming pairing is not
standing in for a field — there is no field.
❔ Still open: the `.rat` record, the RATC child stream, or the game's code.
See [`structures/ui-rat-layout.md`](structures/ui-rat-layout.md).
* 🔴 **What makes a bundle a screen rather than a fragment — not the header**
(2026-08-24). Swept over all **2 859** composable bundles: **no bit** of the
flags word at `+0x10` labels a screen (best is bit 13 at **44 %** full-screen
against a **12.8 %** base; the commonest bit is set on **91 %** of everything).
The population really is mostly fragments — element counts min 1, **median 2**,
p95 23, max 56, and only **365** carry a full-screen element — so the
separation is *shape*, or which bundle references which, and the PAK cannot
answer the latter directly because its entries are name-hashed.
**By-product:** the header is not dead space. `+0x18`/`+0x1c` are the
**design resolution** (1280/720 on 98.7 %, asserted), and ✅ `+0x08` is the
**animation length** — checked against the keyframe times, which it bounds in
**2 313 of 2 313** bundles and is attained by **444**, with the ratio peaking
at 1.0 rather than near zero (that histogram is what rules out a vacuous
bound). 🟡 `+0x04` (`0x3C0000`/`0x1E0000` = 60.0/30.0 in 16.16) stays amber:
the only supporting evidence is that the twelve 30.0 bundles cap at `+0x08`=30
while the 2 843 60.0 ones reach 1 440. ✅ `+0x0c` is **two u16s forming an ordered
interval** — `high < low` in **2 985/2 985**, both bounded by the animation
length; ✅ it is **authored, not the keyframe min/max** — that
reading holds in 6 of 2 985 (0.2 %), and the apparent 34 % match on `high` is a
coincidence of zeros. The window is narrow, a median 2 % of the keyframe span.
🟡 what the window means stays open. `+0x10` is ✅ a zero `u16` plus a 16-bit flag word at
`+0x12` (high half zero in 2 985/2 985); ❔ the bit meanings, with four
measurable predicates now excluded.
See [`structures/ui-rat-layout.md`](structures/ui-rat-layout.md).
* 🟡 **What `opt ` links — a record→record reference** (2026-08-24, measured
disc-wide and asserted). All **1 467** links reachable from a declaration table
resolve to a **RATC child of their own bundle**, all are `.rat → .rat`, none
dangle, none self-link. **1 076 (73 %)** are the `<stem>f` focus pattern; the
rest are **chains** between effect records (`px_bunk_eff01 → pjex_eff →
pjex_eff07`), which is also why only 227 targets are declared elements — the
middle of a chain is, the end is not. So focus is the commonest *use*, not the
meaning. ⚠️ Coverage: 18 718 raw `opt ` tags exist against 1 467 classified —
`opt_link` reads the first tag of a declared element's record, so ~92 % of
occurrences sit deeper in the chains and are untested.
The investigation that got here follows, kept in full because most of it is
refutations that were worth the cost.
## Where the wave / spawn scheduler lives — the counter is not a roster
**Raised by the user 2026-08-24, and it reframes the whole `REMAINING OB` line of
work.** A mission does **not** have a fixed enemy count: the number rises as
waves arrive and falls as they are destroyed. So the thing to find is not a list
of objectives but an **algorithm with parameters** — what spawns, where, when,
and on what trigger. That also explains every negative so far: a per-entity flag
search cannot find a *schedule*.
**Places searched so far:**
***`REGN` is EXCLUDED as the wave scheduler (2026-08-26)** — it is a
tetrahedral navigation mesh (vertices, faces with planes and adjacency,
tetrahedra with portal costs, a grid indexing which tets fall in each cell).
Every section is accounted for; there is no time field, no unit reference and
no trigger anywhere in it. It was chased here because "a scheduler would be
indexed by a grid" — a guess from shape, and the shape was pathfinding.
***`hidden/MiscBin.pak` — new to the corpus.** 11 `REGN` + 11 `MCOL` objects,
none name-resolved. `REGN`'s header is now decoded: a per-map **uniform spatial
grid** (bbox, cell size, 5³ or 10³ cells), self-checked 11/11. Its four data
sections are unread — the 49 KB object is the cheapest way in.
**Section 3 decoded**: one 8-byte `(count, offset)` record per cell followed
by 32-byte payload records, payload at `align16(index end)`**11 of 11**, one
record per occupied cell. ✅ **And the container is a serialised object graph**:
every object carries a **`POF0` pointer-fixup table** at exactly
`header[0x04] + 16` (11 of 11), which is why the internal offsets are absolute
file offsets. 🔴 **Two payload readings refuted** by generalising from the one
object they were fitted to (a "bounding-sphere radius" float, and "leaf arrays
of `count × 4` bytes"). The payload is float-dominated and otherwise ❔.
**2026-08-26: the other three sections have strides** — 12 / 96 / 48 bytes,
with `counts[0..2]` as their record counts (section 1's remainder is exactly 0
and section 2's exactly 96, in 11/11). **Section 0 is a point list**
(13 467/13 467 inside the bbox) and **section 2 is a plane list** — unit normal,
signed distance, and a point, with `n·p + d = 0` to float round-off in
**133 573/133 573**. Section 1 (96 B) still ❔ in meaning, though its slot
regions are censused. My static coupling search found nothing above chance —
every index-shaped field followed into every section, against controls — and
I concluded it needed the PE code rather than more correlation.
✅✅ **SOLVED on branch `auto/regn-reader` (2026-08-26).** `REGN` is a
**tetrahedral navigation mesh**. The route in was the **`POF0` fixup table**:
it is the loader's own list of which words are pointers, so nothing had to be
guessed. There are **six** sections, and the chain is
`position → cell → 32-byte item → tet refs → tetrahedron`; section 2 is a
**face** carrying a plane plus its 3 vertices and the two tetrahedra either
side. Checked with controls: each face passes through exactly 3 of its tet's
4 vertices, **253 722/253 722**, against a 0.072.2 % random-face control;
portal cost equals the distance between face centroids, **380 460/380 460**.
⚠️ **The base is `chunk + 0x10`, and my offsets on this page were 16 bytes
early** — the plane fields happened to land on the same bytes, so that
arithmetic survives, but the record boundary moves. My "13 467/13 467 points
inside the bbox" was **not evidence**: a shift inside a homogeneous `f32`
array yields other floats from the same array, so the test passes either way.
See [`structures/regn-map-grid.md`](structures/regn-map-grid.md).
❔ Still open there: the **runtime consumer** (not reached; a `float4`-aligned
header read with VMX loads leaves no displacement signature to search for).
**`MCOL` is the collision sibling, and its broad phase is decoded
(2026-08-26).** Same container, same 11 maps, same cell size. Chain:
`position → cell → A record → B record {count, u16[n]} → 16-byte bounding
sphere`. The `0x5C` block is **stride 16 `{centre f32[3], radius f32}`**, not
the 12-byte points I had assumed — `len(0x5C)` is not even a multiple of 12 in
5 of 11 objects, and `max u16 == len/16 1` in **11/11**. Powered check: the
referenced sphere reaches the cell that reached it, **18 559/18 577 = 99.90 %**
against a 12.02 % random-sphere control, and ablating either the centre or the
radius costs most of the signal. Reproduce with
`tools/re-capture/mcol_probe.py verify`.
⚠️ The stale ≈**0.75×** ratio I had recorded as "too consistent to be
coincidence" was **12/16** — my own wrong stride, not a fact about the data.
✅✅ **`MCOL` SOLVED the same day — it is a closed triangle collision mesh.**
The `0x50` word is **two `u16` counts** (vertices, triangles), which gives the
last two blocks their stride: `len(0x54) == align16(12·nv)` and
`len(0x58) == align16(6·nt)` in **11/11**, and `nt` == the sphere count in
**11/11**. Sphere *i* is the *tight* bounding sphere of triangle *i*
**4 768/4 768**, `max‖vc‖/r` median 0.99990 (a fixed 1.0001 epsilon), against
a 1.32 % random-triangle control — and the mesh is **watertight**: every edge
shared by exactly two triangles, **7 152/7 152**, zero degenerates, zero
orphan vertices. The two smallest objects are 8 vertices / 12 triangles = the
map's bounding cube. The cell lists are a **correct broad phase**: only **3**
overlapping triangles in 18 577 entries are missing, and the 730 conservative
extras place the builder's test between exact-SAT and AABB — which also
explains the 18 "sphere misses" above as that same margin.
`tools/re-capture/mcol_probe.py verify` reproduces it
([`data/mcol-verify.txt`](data/mcol-verify.txt)); `mcol_probe.py obj` exports
any object as a Wavefront OBJ.
✅✅ **And all 40 `MiscBin` entries are now name-resolved (2026-08-26).** The
names are the `MapPath` / `MapMesh` / `CollisionMeshes` values of the per-stage
`StageResource` object (IDXD schema `3c9ae32e`, in every
`GP_MAIN_GAME_<lang>.pak`), each hashing with the ordinary pak `name_hash`
straight to a TOC entry — **40/40, no collisions**: 11 `<stem>.rgn`, 11
`<stem>.col`, and the 18 remaining blobs as `CollisionSet_S01…S16` /
`_Tutorial` / `_test.bin`. The `.pe` string table at 651 540 was the way in.
This **upgrades the pairing** from "matching bbox/cell-size distributions" to
an object-to-object link: a phase names one `.rgn` and one `.col`, and
**11/11** share a stem and agree exactly on bbox and cell size.
It also checks the format work from outside: `mapmesh_box_500km.col` is the
object decoded as 8 vertices / 12 triangles spanning exactly ±250 000, and its
name says 500 km — so **one world unit is one metre**. **70 of the 87 phases**
use that bare box; `_AsteroidVolume_` names the rest.
`tools/re-capture/miscbin_names.py <root> [--pairs]`
([`data/miscbin-names.txt`](data/miscbin-names.txt)).
**`CollisionSet_*.bin` decoded (2026-08-26) — the per-*object* library.**
All 18 are **byte-identical**, so the per-stage naming is nominal: one shared
1 675 148-byte library stored eighteen times. Record =
`{u32 size, u32 name_len, char name[], u32 nv, u32 nt, f32[3]×nv, u32[3]×nt}`
(note `u32` indices, where `MCOL` uses `u16`), next at `off + 8 + size`. The
walk **consumes the file exactly** over 158 variable-length records with the
size word predicted from the counts **158/158**, all indices in range
**158/158**, and 98.24 % of edges shared by two triangles (**147/158** fully
manifold). 158 meshes / 90 836 triangles: `rou_`/`mob_`/`rob_` per-part ship
proxies (`_bdy`/`_brg`/`_eng`/`_wep`/`_sld`) plus 46 stage asteroids.
⚠️ **This downgraded the "1 unit = 1 m" claim to 🟡** — it implies a craft the
tables call *small* is 133 m and the largest object 447 km (89 % of the arena).
**The `_cmesh`↔model link is now CONFIRMED** (upgraded from 🟡 the same day):
the right corpus was the **`GameResourceID`** field, not the `.xbg` manifests —
**108/112** ship/mob stems are prefixed by one of the 480 resource ids, against
a **0/112** shuffled-character control, and correctly **0/46** on asteroids. A
`CollisionSet` entry is `<GameResourceID>[_<part>]_cmesh`.
🟡 **The world unit needs a run — it is NOT blocked** (label corrected
2026-08-26). Sweeping every pak for a km-bearing name returns
`mapmesh_box_500km` and **nothing else** (162 refs, all that one pair), so no
*static* test can settle it; that is not the same as blocked, and 🔴 is for
what the container cannot do. The experiment: `findplayer.py` gives the player
and target position triples in world units, the HUD prints the distance between
them in the game's own units, and the ratio is the conversion. All of
`run-canary` / `pad.py` / `screenshot` / `findplayer.py` already exist.
`tools/re-capture/collisionset.py verify|list|obj`
([`data/collisionset.txt`](data/collisionset.txt)).
❔ Still open: no material/surface-type field exists in the record, and the
library is not indexed — name lookup from the unit tables is untraced.
The runtime consumer now has a
name — `CMapColliderBridge` in the `.pe` RTTI at 9 044 264 — but has not been
followed into the code.
See [`structures/mcol-collision.md`](structures/mcol-collision.md).
* 🔴 **`hidden/DefTables.pak` is NOT it** (checked 2026-08-24). The three
unnamed schemas are more **model/render** tables in the same vocabulary as the
named ones — `7e66225f` (283 objects) carries `RenderFrameModel`,
`FrameAnimLength1st`, `FrameAnimLoopLength`, `IsPlayerSE`; `634a80ae` (183)
adds `DissolveDistanceMin/Max`, `RootSEAttach`, `EnumNodes`; `a6d68fa1` (138)
has **no explicit fields at all** (defaults only).
* 🔴 **The 40 XML entries are XPR2 build manifests** with the developers' own
source tree — `machines\rou_e104\objects\*.xbg`, `…\images\*.bmp`,
`D3DFMT_DXT1_SRGB`. Tempting as a name source for the unresolved hashes, and it
**does not work**: of 82 names × 9 patterns, the only hits are 16 that were
already resolved under the known `LOD_Frame_*`/`LOD_Parts_*` convention, and
the raw source paths hash to **nothing** in any of the 16 514 TOC entries. The
on-disc keys are not the source paths.
* 🔴 **`STAGES = Static.slb` is a false lead.** It is a field of the *sound*
table; `.slb` is an XACT sound bank ([`structures/sound-slb.md`](structures/sound-slb.md)).
***FOUND — it is the `GP_MAIN_GAME_<lang>.pak` unnamed objects.**
Sweeping the 811 unnamed entries by schema turned up **schema `3c9ae32e`, the
per-stage definition record**: one per stage (`Stage_S01.xpr``Stage_S29.xpr`),
naming that stage's background, resource package, collision set, message set,
nameplates, `MapMesh`/`MapPath`, and — the point — its
**`EnumerateSquadron = UnitGroup_S<NN>.tbl`**.
`stage\UnitGroup_S02.tbl` (`0x019fd129`) is the Stage 02 roster: **112 records**,
112 squadron IDs (`TCN001`, `ADN101`, `ADT102`, …), and a field vocabulary of
`FormationID` / `AIID` / `SideID` / `Count` / **`DisableInterval`** plus the unit
model (`UN_e010_ADAN_Attacker_S`, matching our XBG7 names), the `MessageSet_*`,
and the pilot character. `DisableInterval` is the first direct evidence of the
timing knob. Same pass also settled `MapPath = test.rgn` → the `REGN` objects.
See [`structures/stage-definition-table.md`](structures/stage-definition-table.md).
🔴 Refuted along the way: the 16-byte record key is **not** the squadron
ID's name hash (0 of 112).
***`UnitGroup` is fully decoded** (2026-08-24). Container and field semantics
in [`structures/unit-group-table.md`](structures/unit-group-table.md), tool
`tools/re-capture/unitgroup.py`, Stage 02 dump committed at
[`data/unitgroup-s02.txt`](data/unitgroup-s02.txt). A squadron record is
`Count` member tuples — (unit model, message set, `n`, identity/nameplate) —
followed by five named fields `Count / SideID / AIID / FormationID /
DisableInterval`. Validated corpus-wide by two independent self-checks, each
**1160/1160** across all 28 stage tables: the `Count*4+5` length identity, and
agreement with the file's own `Enumerate_Squadrons` roster.
🔴 Two refutations recorded: the record key is **not** the squadron-ID name
hash, and an earlier "109/111" reading of the squadron-id string base was an
artefact of the uniform 7-byte id stride (it shifted every name by three).
***The rest of the mission-parameter layer is decoded** (2026-08-24) —
[`structures/stage-mission-tables.md`](structures/stage-mission-tables.md),
tool `tools/re-capture/stagetbl.py --follow S02`. The *real* stage record (the
one dumped earlier was the `_Test` template) splits a stage into **`Phase_1..3`**
blocks and names `Route_S<NN>.tbl`, `SUBObjectiveSettings_S<NN>.tbl`,
`AIParams_S<NN>.tbl`, `FormationSet_S<NN>.tbl`, `nameplate_S<NN>.tbl` and more.
**`Route_S<NN>.tbl` is the arrival schedule**: records named
`Route_<squadron>_p<phase><kind>` holding time-stamped keyframes
`(time, quat x4, pos x3)`, tying a `UnitGroup` squadron to a phase and a path —
self-checked `FrameCount*8+1` on **1449/1449** route records across 28 stages.
`AIParams` carries directly portable combat tuning (firing/guard/muster ranges
and 14 manoeuvre weights per profile). 🔴 Refuted: the 8-value frame is *not*
universal — `Formation_Fleet_01/02` use 136 and 4 values per frame.
* ✅🔴 **The arrival timetable is found; the entity-count proxy is refuted**
(2026-08-24) — [`mission-wave-arrivals.md`](mission-wave-arrivals.md). Route
records' first-keyframe time is the **arrival schedule**, measured from the
start of that route's *phase* (phase 2 has all 37 routes at t=0). Stage 02
phase 1: 25 at t=0, then 3/3/3/2/1 at t=90/120/170/210/240. 🔴 A live count of
`0x820af030` entity records is FLAT at 116 for 210 s — no arrivals visible.
**2026-08-26: the flat count is explained, not merely refuted.** Built-in 12
`activate_unit` returns immediately when the live object is NULL — it registers
an existing object and cannot spawn one, so arrivals are route positions, not
new records. Stage 02's roster totals 116, and **116 is the maximum across all
28 stages and unique to Stage 02**, so the match is not a common-number
coincidence. 🟡 still n=1 for the per-member identity. ❌ This cannot settle
timetable-vs-event — a position probe is needed, not a count.
**Settled 2026-08-26: `t` is SECONDS.** Consecutive route keyframes give an
implied speed; checked against the live-measured player ceiling (~1530 world
units/s), **0 of 1 104** pairs exceed it under seconds while 8994 % do under
frames at 30/60 fps. See [`mission-wave-arrivals.md`](mission-wave-arrivals.md).
* ✅🟡 **Motion-independent liveness probe works; `n` is probably craft-per-member**
(2026-08-24) — [`mission-liveness-probe.md`](mission-liveness-probe.md).
Enumerating by definition pointer instead of by motion removes the ±10 noise
(monotone 298→280). The hunting pilot **does** kill (hull crossing at t=57s).
🔴 "No births in 164 s" does NOT separate the wave models — everything is
pre-allocated, so an arrival must be a STATE CHANGE, not an allocation.
🔴 **`n` = craft-per-member is WITHDRAWN** (re-tested 2026-08-24): sites really
are entities 1:1 (all same-unit gaps ≥0x1000, hull plausible 298/298), so the
confound was not the explanation — and with it gone, `DeltaSaber_T`, `Player`
and `Acropolis` all come out at exactly **2×** `sum(n)`. An undershoot is
explainable by phases; an overshoot is not. `n` back to ❔. Formation slot count
also rejected (630 turret slots vs 214 live). ✅ Side result: `FormationSet`
`FrameCount` = slot count. 🔴 **A direct pointer link between them is REFUTED**
(2026-08-24, [`roster-to-craft-link.md`](roster-to-craft-link.md)): 0/116
roster records point at a craft base and 0/300 craft point at a roster base.
They sit in distinct regions (`0xbc372c00``0xbc9bc720` vs
`0xbdb2fd80``0xbdcd1d80`). Craft count varies run to run (296/298/300), so it
must only be compared WITHIN a run. ❔ **Still open: the expansion rule.** Four
candidates now dead — `Count`, `n`, formation slots, head pointers.
✅✅ **SOLVED (2026-08-24): the link is a pointer at `roster_base + 0x08`.**
The delta histogram spiked at `+0x08` with exactly 300 hits for 300 craft.
Verified on something a coincidence cannot survive — each side's unit type
resolved by a *different* chain (craft via def pointer `+0x130`, record via
`+0x04` name chain) — **agreeing 300/300, 0 disagreements**, fan-out `[(1,300)]`.
Fan-in: only **41 of 116** records have craft (2×24, 4×1, 8×4, 18×12 = 300).
⇒ **an arrival is craft appearing for a record that had none; a kill is that
count decreasing — both attributable to a named squadron**, hence to a route.
**Blocker downgraded (2026-08-24): the baseline DOES reproduce** — two more
runs give 116 roster records flat from t=0 (not a load race) with craft
declining 300→288 and 296→280, so **losses are observable**. Raw hits ==
distinct VAs (116 == 116), so the VA-aliasing explanation is 🔴 refuted too.
🟡 The single 42/170 run stays unexplained; rule adopted: **discard a run that
disagrees with 116 rather than interpreting it, and reproduce any finding in
≥2 runs.**
* ✅🔴 **Six runs, no arrival — plus an accidental control**
([`mission-arrival-watch.md`](mission-arrival-watch.md), 2026-08-24). Deployment
reproduces byte-for-byte (116 records, 300 craft, 41 deployed, strengths
2×24/4×1/8×4/18×12). ✅ **Losses require the player**: an unpiloted run held at
exactly 300 craft for 240 s / 22 samples, vs 1620 losses in each piloted run —
so NPC crossfire destroys nothing on its own. 🔴 **Zero `0→n` arrivals in either
condition**, ~15 min cumulative. 🔴 **Prime suspect REFUTED (2026-08-24):
the clock is running** — [`mission-clock-advances.md`](mission-clock-advances.md).
With no pilot, 286 heap words advance linearly, a large cluster in lockstep at
**16.5/s**, which is the emulator's known ~1419 fps. 🟡 New leading
explanation: **the runs were far too short in GAME time** — at ~55% of
wall-clock, the longest 240 s run reached only t≈132, past the t=90/120 route
entries but nowhere near t=170/210/240. ✅🔴 **Long run done (2026-08-24)**: per-record tracking
works — watched ONE turret squadron fall **18→14→12→10→8→6→4→2** over seven
loss events while `deployed` held at 41. 🔴 **Still no arrival at 234 s wall
(≈129 game-s), past both t=90 and t=120**, so the "too short" explanation no
longer covers those (it still covers t=170/210/240; the run was cut at 240 s by
the turn timeout, not the planned 330 s). 🟡 **Sharper hypothesis:** the
squadron ended at **2, never 0** — no squadron has ever been eliminated in any
run, so the trigger may be *elimination*, not damage. ❔ **Elimination test unrun (2026-08-24)***superseded below by the `SYLPH_KEEPOUT=1400` run that refuted it; and 🔴 was the wrong marker, an unfinished run is ❔, not blocked*: the hunting
pilot died at t=83 s with the squadron at 14. ✅ But the player's own record hit
`2→0` — first `n→0` ever seen, so the signal does register elimination (no
arrival followed; weak, it was the player not an enemy squadron). ✅ **KEY:
after player death the mission is frozen** — 288 craft, zero losses, zero
arrivals for 220 s / 18 samples. **The usable window is player survival, not
probe duration.** 🔴 Harness bug found+fixed: a `sed` had stripped the probe
args, so every derived probe ran on defaults — the previous "cut by the turn
timeout" claim was wrong (it hit its own 240 s default).
✅🔴 **DONE + REFUTED (2026-08-24)**: `SYLPH_KEEPOUT=1400` gives a pilot that
kills and survives (hull 1500, asset 100 %, 8 losses). An enemy squadron was
**eliminated**`e007 Turret 2→0` at t=163 s, `deployed` 41→40, first ever —
and **no arrival followed** in ~90 s of valid observation (two further losses in
that window prove the mission was live). ⇒ *"a wave is released when a squadron
is wiped out"* is **refuted**; event-gating generally is not (thresholds,
objectives, specific squadrons untested). 🔴 **Guest stalled at ~t=255 s**
last 400 pilot lines have 1 distinct speed vs 236 in the first 400 — so trailing
flat samples in ANY earlier run may be a frozen guest, not a quiet mission.
Probe now carries a frame-rate tick witness printing `*** GUEST STALLED ***`.
* ✅🔴 **The stall witness WORKS and is now mandatory**
([`guest-stalls.md`](guest-stalls.md), 2026-08-24). Validated against the
pilot's independent telemetry (35 distinct speeds all run, 1 in the last 400
lines; witness flagged t=27 s). It immediately **discarded** a run that would
otherwise have read as "no arrivals across 313 s" — worthless, the game was
frozen for 90 % of it. **Rule: a stalled run is discarded, and every write-up
must state the witness result.** 🔴 Stalls are frequent and early — last three
long runs stalled at ~255 s, 83 s and **~27 s**. 🟡 **Leading suspect: the probe
itself** — it reads the whole 32 MB heap plus ~300 `pread`s every 12 s while
lavapipe renders, and AGENT.md warns a full scan competes for every core.
**CONFIRMED (2026-08-24): the probe was causing the stalls.** The no-probe
control ran **300 s clean** — 211/257/250/241/200 distinct speeds per 60 s
window, no decline — against probed runs stalling at 27/83/255 s and ending on
**1** distinct speed. The instrument was degrading what it measured, exactly as
AGENT.md warned. Control is **n=1**: acted on, not proven.
⚠️ **Consequence: every "no arrival" result was collected under a struggling or
frozen guest** — none is as strong as written, and the arrival question needs
re-running with cheap sampling before silence means anything.
**Fix VERIFIED (2026-08-24)**: `wave7_probe.py` (enumerate once, then poll
only the hull word per known craft, ~1.2 KB/sample, rescan every 90 s) ran
**0 stalled samples** and produced **19 losses vs 8** — starving the emulator
had been suppressing the activity the probe existed to watch.
🔴 **Its one apparent arrival (`0→2` at t=259 s) is FLICKER, not a wave** — it
reverted to 0 fifteen seconds later, and the same log shows a record reading 13
then 14 with no event printed because only decreases were surfaced. Count
stands at **0 confirmed arrivals in 11 runs**. Probe now prints every increase
and requires an arrival to **persist across 2 samples**.
* ✅🔴 **Run 12 (2026-08-24): persistence rule works; stall witness does not.**
16 losses / 290 s with a bound pilot, **0 confirmed arrivals** (twelve runs
now). One increase surfaced (`13→15`) and correctly not counted — exactly the
flicker that nearly became "first arrival". 🔴 **The single-word tick witness
gives FALSE POSITIVES**: 13 samples flagged `GUEST STALLED` *while recording
losses in the same samples*, which a frozen guest cannot do. Cause: it took the
first word in a 4 MB window with a plausible rate; intermittent counters pass
that test. `timer_probe` had already solved this (286 candidates, modal rate
~17/s) and the lesson was not carried over. **Fixed to a majority vote over the
modal-rate cluster, plus explicit `RUN UNVALIDATED` when no witness exists.**
* ✅🔴 **Run 13 (2026-08-24): the vote is better, the threshold was wrong, and
freezes persist.** Graded output (11→9→7→4→1→**0** of 31) is coherent, and the
drop to 0/31 at t=183 s coincides exactly with the last loss — a real freeze,
106 s of nothing after. 🔴 But "<half = stalled" marked the WHOLE run stalled
including samples where craft died: **11/31 advancing is healthy**. Cause: the
modal cluster was **93/s**, not the ~16.5/s frame rate — bursty subsystem
counters. **Fixed: prefer the 840/s frame-rate band, stall only when ZERO
advance.**
* 🔴 **Witness attempt 3 still unreliable (2026-08-24)**: only **5** candidates
in band, and `0/5 moved` in samples where craft died — a real 24/s counter
cannot miss 15 s. Cause was mine: the candidate search had been narrowed to
**4 MB** when the witness was bolted in, while `timer_probe` searched the full
**32 MB** and found 286 with a clean ~17/s cluster. **Fixed: full-region search
once at startup + warn when <8 witnesses.**
***WITNESS VALIDATED (2026-08-24, 4th attempt)**: full-region search gives
6500 candidates → 32 witnesses at 21/s, and the flags have **zero
contradictions** with the loss data (the one loss is unflagged; every flagged
sample has no losses). That is the check the three previous versions failed.
***ROOT-CAUSED 2026-08-26 — see [`mission-freeze-heap-exhaustion.md`](mission-freeze-heap-exhaustion.md).** The freeze is a **guest 128 MB physical allocation being refused** (`MmAllocatePhysicalMemoryEx`, `parent free 28969/131072 pages` ≈ 113 MB) after which the guest throws a C++ exception and stops; the emulator keeps spinning at 399 % CPU, which is why it reads as a hang. **Independent of the cleared-stage mask poke and of the stage** — a `SYLPH_NO_POKE=1` control on Stage 01 froze with the *identical* free-page count as the poked Stage 02 run. This also refutes `challenge-mission-gate.md` §5.6's "poking only real story ids does not blow the heap".
* 🔴 **The freeze is now THE blocker.** Onset across runs: **27, 45, 83, 183,
255 s** (median ~83 s) — usable window is 14 min and unpredictable. This run
froze at 45 s with 1 loss, useless for arrivals despite a working instrument.
⚠️ Being honest: the "cheap" probe still reads 32 MB at startup + 32 MB every
90 s, and the new calibration added **two more 32 MB reads** — the 45 s freeze
came right after it. 🔴 **The trim BROKE the witness** (17 candidates, `0/17` on
every sample of a run with 13 losses) — reverted; two 32 MB reads once at
startup is the price of a working witness. ✅🟡 **Instead, disabling the periodic
rescan LARGELY removes the freeze** — corrected from "removes" after more runs:
clean at 210/240/300 s but **frozen at 60 s** on a fourth. Tally — heavy probe
froze at 27/45/83/183/255 s; cheap+rescan at 183 s; cheap, no rescan: 3 of 4
clean past 200 s. A large probability improvement, **not a fix**. Practical
rule: run, check the witness, discard frozen runs (**3 clean of 5** now: clean
210/240/300, frozen 60/90).
***BLOCKER REMOVED (2026-08-24): the emulator survives BETWEEN Bash calls in
a turn** (checked: 611 s elapsed, still running after the launching call
returned), so observation is not capped by one call.
`tools/re-capture/attach_session.sh` attaches pilot+probe to a live mission and
attaches CHAIN. Cumulative **435 s verified-live on one mission** (300 s clean +
135 s of an attach before it froze), craft **300→258** (42 destroyed),
**0 confirmed arrivals** — covering route entries t=90/120/170/**210**; t=240
missed by one second. 🟡 Coverage assumes the 55 % wall→game factor; the witness
has measured 824/s across runs, and at the low end the same window covers only
~117 game-s (t=90 only). **Pinning the tick rate would make this sharp.**
* ✅🟡 **(2026-08-24) The 42-anomaly is STAGE 01, and it hands us two results.**
Rescans stuck at 42 (not a load race); live RAM holds `UN_S01_Asteroid_cmesh_*`
and `UnitGroup_S01.tbl` with S02 absent — **the launch sometimes loads Stage 01**
(the discard rule caught every such run). ✅ That supplies the refutation test
recorded as *blocked* for lack of a second stage: S01 static **42 members / 13
units** vs live **42 records / 13 definitions**, composition 20/20, 6/6, 5/5,
2/2 — **one record per member now holds on two independent stages.**
🟡 **Route times are almost certainly FRAMES**: S01 phase 2 has t=1500/1800/2100,
which as seconds is 2535 min into one phase (implausible) but at 30 Hz is
50/60/70 s. ⇒ S02's t=90…240 would be **38 seconds**, all before the probe's
first sample (~25 s in) — explaining every null result, and consistent with
`deployed=41` already at t=0. **Test: sample at flight+2 s vs flight+30 s**
a reordering of the probe, not new decoding.
* ✅🔴 **(2026-08-24) Early sampling done; still flat.** `early_probe.py` cuts
setup from ~25 s to **0.50.8 s** (no calibration, no labelling, `bytes.find`
scan). At flight+0.8 s **deployed=41 already**, flat for 252 s (only 41→40, one
squadron wiped). 🔴 **The `--wait` variant caught the READY ROOM, not flight**
the roster is built before take-off, so waiting for it is not catching mission
start; that window (deployed=39, craft=276, flat 200 s) tests nothing.
🟡 **But ready room 39/276 vs flight 41/300 suggests deployment is a single step
at TAKE-OFF**, not a schedule unfolding in-mission (different runs, so
suggestive only). **Next: one ~400 s run spanning ready room → take-off →
flight** to catch the 39→41 step in one continuous series.
* ✅🔴 **(2026-08-24) DEPLOYMENT IS RESOLVED AT MISSION LOAD.** One continuous
series, 64 samples over ~380 s from roster-appearance through the ready room,
take-off (`IN FLIGHT` at +47 s) and flight: **`deployed=41, craft=292`, zero
changes throughout.** 🔴 **My own "deployment happens at take-off" is withdrawn**
— the 39/276 vs 41/300 gap was cross-run variance; within one run there is no
step. ⇒ **Stage 02 phase 1 has NO observable in-mission arrival**: 41 of 116
records are deployed before the ready room ends, and nothing changes in the
ready room, at take-off, or in up to 435 s of verified-live flight with 42
kills. Route times most likely encode **fly-in animation timing applied at
load**, not release times (frames reading: S01's t=2100 → 70 s at 30 Hz).
**Phases 2 and 3 are entirely untested** — every run has stayed in phase 1,
and phase advance was never located; a phase transition is now the most likely
place an arrival could exist.
* 🟡 **(2026-08-24) ANSWER: enemies come into play PER PHASE, deployed at phase
start** — [`mission-phase-deployment.md`](mission-phase-deployment.md). Static:
phase 1 = 37 squadrons / **42 members**, phase 2 = 36, phase 3 = 49. Dynamic:
**`deployed` = 41** from the first instant, never changing. **41 vs 42 — the
deployed set IS the phase-1 roster.** That makes everything coherent: all 116
records exist at load but only the current phase holds craft; no arrival was
ever seen because phase 1 never completed; route times are within-phase fly-in
timings, not release times. ⚠️ The **off-by-one is unexplained** and recorded,
not rounded away. ❔ **Single remaining question: what advances a phase.** It is
directly observable (deployed would jump), did not happen in 435 s with 42
kills, and `SUBObjectiveSettings` names 9 objectives but carries no trigger.
Unsearched: `StageMessageSet_S02.tbl` (never resolved) and the PE in guest RAM.
* ✅🔴 **(2026-08-24) Message tables searched; trigger NOT there.**
`StageMessageSet_S02.tbl` **resolved — prefix is `message\`**, not `stage\`
(closes a long-standing ❔). ✅ `message\UnitMessageSet_S02.tbl` has
`CrewCount` + **`PresetMessage_Phase1/2/3`** — a THIRD independent table family
organised around phases, after the stage record and route names.
🔴 **Refuted:** `ScriptMessage_S02_msg.tbl`'s promising third field is a radio
*delivery category* (`None` 105, `Emergency` 33, `Killed` 5, `Noise` 5; arg is
`1` in every record), not mission control flow.
**No table anywhere carries a phase-advance condition** — everything found is
a consequence of the phase, never its cause. ⇒ the logic is in **code**, and
`default.xex` is encrypted on disc, so the decrypted image exists only in guest
RAM. That is the honest end of the static search.
* ✅🟡 **(2026-08-24) The mission script is READABLE — and phase 1 never advanced
because the pilot killed the wrong things.**
[`mission-objectives-text.md`](mission-objectives-text.md).
`language\*_local_string.tbl` is **`IXUD`, UTF-16-BE** (prefix `language\`,
a third convention) — that encoding is why earlier dumps looked like garbage.
✅ Stage 02's nine sub-objectives in words (*"You destroyed all enemy
fighters!"*, *"You sunk all enemy warships!"*, *"You destroyed all enemy cruise
missiles!"*). ✅ **Phases confirmed twice over**: the guide script is three acts
— marked attackers → warship engine/weapons/shield → missiles — matching the
per-phase rosters, with phase 3's **`UN_e201_ADAN_ISCMissile` ×9** exactly
matching `SUBOBJ_013`. 🟡 **Phase-1 objective is stated outright: destroy the
MARKED ATTACKERS** (`UN_e010_ADAN_Attacker_S`, 4 squadrons) — but every loss
line in every run reads `UN_e007_ADAN_Turret`, because `SYLPH_HUNT`/`KEEPOUT`
were built for turrets. **42 kills were the wrong 42.** **Test: a pilot that
prioritises `e010` over `e007`**, watching `deployed` jump from 41.
* ✅🚧 **(2026-08-24) `SYLPH_PREFER` works; the blocker is now COMBAT, not RE.**
Preference knob added (matching units ×0.05, others ×4.0). One clean 320 s run
(**0 stalls**): 8 turret kills vs **2** `e010` — real effect (was ~1 across ALL
prior runs) but weak; commitment + proximity keep pulling back to turrets, which
outnumber attackers 108:16 in craft. `deployed` stayed **41**, no advance.
🚧 **Quantified blocker:** phase 1 fields **16** `Attacker_S` craft; at 2 per
320 s clearing them needs **~2560 s ≈ 43 min** of verified-live flight across
many chained attaches, against a ~2-in-5 freeze rate.
**Everything needed to OBSERVE the advance is built and validated** — roster
link, liveness, stall witness, chained attaches, discard rule. What is missing
is a pilot good enough to finish the objective. **User's choice:** (1) invest in
the pilot (game-playing, uncertain); (2) accept the static answer (structure,
rosters, routes, objective texts all decoded and cross-confirmed; only the
*trigger* is inferred); (3) one 40+ min chained run betting against freezes.
* ✅✅ **(2026-08-24) THE OBJECTIVES, FROM THE GAME'S OWN TEXT** — pinned by
`tests/phase_objectives_disc.rs`; `TextIndex::objectives(stage, phase)` already
existed. **S02 phase 1: "Shoot down all invading enemy fighters while watching
out for attacks on the ACROPOLIS"** (lose: ACROPOLIS sunk). **Phase 2: "Protect
the CALIBAN until it has entered the safe zone"** — *positional, not a kill
count*, so phase triggers are NOT all the same kind. **Phase 3: "Destroy the
interstellar cruise missiles headed for Schlos Base"** (matches the 9
`ISCMissile` + `SUBOBJ_013`). ✅ **`[OB]` = objective marker** — hints say *"Red
mission markers [OB] indicate your targets"*, so **`REMAINING OB` at
`0xbdb59668` is phase-1 progress** and is the right signal to watch, not
`deployed`. Closes a loop to the first session. 🔴 **Method lesson: the crate
already knew this** — several iterations reconstructed it the hard way;
`grep -rl TextIndex crates/` would have saved the detour. ✅ Minor, resolved 2026-08-26:
strings are **UTF-16BE** ([`idxd-container`](structures/idxd-container.md),
1 104/1 104 objects), so `ixud.rs` is right and **`localization.rs` is the wrong
one** — its header says UTF-16LE *and* it decodes with `u16::from_le_bytes`, so
it is a code bug, not a stale comment.
* ✅🔴 **(2026-08-24) REMAINING OB hunt: method works, run unfinished**
([`remaining-ob-hunt.md`](remaining-ob-hunt.md)). Correlate heap words against
*named* kill events instead of scanning for a value: **one `e010` event cut ~8 M
words to 1056**. 🔴 But the probe saved candidates only at the END and the turn
timeout discarded them — **the exact mistake already recorded in
`guest-stalls.md` four iterations earlier**. 🔴 And the follow-up attach logged
535 s of zero losses with **no stall witness**, so it cannot say whether the
guest was quiet or frozen. Both fixed (save per event + `SYLPH_OB_RESUME=1`
resume; witness carried over). **Pattern worth acting on: each new probe starts
from scratch and re-earns the same lessons — a shared probe harness would stick
where written-down lessons have not.** Needs 23 `e010` events, i.e. the same
combat limit.
🔴 `SYLPH_HZ=3` refuted as a lever: it gave the LOWEST frame rate (8/s) with the
most kills, so pilot polling is not the throttle.
* ✅🔴 **(2026-08-24) OB hunt, second attempt.** ✅ **Incremental saving verified**
— one `e010` event at t=241 s wrote **1187 candidates** to disk before the turn
timeout fired; session now clears the file at launch since offsets are only
valid within one emulator instance. 🔴 **The correlation had no value filter**:
survivors were float bit patterns (1044450858 ≈ 0.1f) whose integer forms
differed by the loss count. Fixed — candidates must be small non-negative
integers (`0 ≤ v < 1000`) in both samples. 🔴 **The attach was FROZEN**, not
merely unproductive: **25 of 26 samples flagged `GUEST STALLED`**. The witness
worked; the summary just quoted "0 events" before checking it. **Rule: read the
witness FIRST, before interpreting what a run showed.** ❔ Still no address;
needs 23 `e010` events in non-stalled samples.
* ✅🔴 **(2026-08-24) OB hunt: method PROVEN, turret tracking REFUTED.** With the
value filter, an attach watching frequent turret losses narrowed
**374 → 2 → 0** across three events — exactly how a correlation search should
behave, ending in a refutation rather than fizzling: **no plain `u32` in
`0xBD0000000xBE000000` decrements with turret kills.** Witness checked first:
12/25 samples stalled but **all four events fall in the early non-stalled
stretch**. 🟡 The negative **fits the objective text** — phase 1 asks for
*fighters*, so a marked-target counter should ignore turrets; it also rules out
`REMAINING OB` being a general kill tally (it ignored ten turret deaths).
❔ Still needs 23 `e010` events; one clean 220 s run produced **zero**.
* ✅🔴 **(2026-08-24) Kill-free HUD route works; BE-`u32` assumption REFUTED.**
`ob_by_hud.py` reads the counter off screen (`ob_read.py`) and intersects heap
words equal to it — **no kills needed**. Four readings at HUD=4 narrowed
6156→4312, then HUD read **11** and the intersection collapsed to **0**. ⇒ within
`0xBD0000000xBE000000` as **big-endian u32 the counter does not exist**; it may
be u16/u8/LE or outside the region. Both previous hunts assumed BE-u32, so this
eliminates the assumption rather than just failing. 🟡 **The value went UP, 4→11**,
which a pure countdown should not do — candidates: wrong HUD cell, misread digits
(template strip covers only **0 1 2 4 8**; most samples read `00?`/`???`), or a
counter that can rise. **Next: widen the scan to u16/u8 and LE, and beyond the
heap** — one function, no combat cost. Also extend `ob_digits.png`.
* 🔴 **(2026-08-24) Widened to 7 encodings; run inconclusive.** `ob_by_hud.py`
now keeps a candidate set per encoding (`u32be/le`, `u16be/le` at both
alignments, `u8`) as byte offsets. **`u32le` is tightest at 154** vs u32be's
4452 — a hint, not a result. 🔴 HUD read **4 at every sample**, so nothing
collapsed; and counts were **byte-identical across five samples in all seven
encodings** from t=136 s, which is what a freeze looks like. The probe had **no
witness** — now added. ⚠️ **Fourth probe written without one, third flat run
that cannot be told from a freeze**; the recurring fix is the shared harness
noted earlier. Needs two HUD readings at *different* values in non-stalled
samples.
***(2026-08-25) SHARED PROBE HARNESS built and verified**
([`probe-harness.md`](probe-harness.md), `tools/re-capture/probeharness.py`).
Makes structural the four lessons that were re-learned in four separate probes:
**built-in stall witness** (says `UNVALIDATED` when absent rather than reporting
zero stalls), **`emit()` flushes every line** so a timeout cannot destroy
results, **baseline discard with rescan** (`Probe(baseline=116)` refuses to
start on a different stage), and `summary()` putting the witness first.
Also provides `craft()`/`strengths()`/`alive()`/`heap()` so a new probe writes
only its own logic. ✅ Verified: `deploy_probe.py` reimplements the deployment
watch in ~40 lines vs 150, first live run clean — 116 roster, 32 witnesses at
10/s, **0 stalled**, 7 losses, TSV written incrementally. ⚠️ Existing probes
deliberately **not** ported — they work and other docs cite their results.
* ✅✅ **(2026-08-25) `REMAINING OB` FOUND AND VERIFIED: big-endian u32 at
`0xbdb59668`.** On the new harness, the HUD changed **4→8** and the intersection
collapsed in one step to a single `u32be` survivor (with `u16be`/`u8` hits being
the low half/byte of the same word). **Verified live**: HUD `012` vs
`mem@0xbdb59668 = 12`. Independently rediscovers the address the earliest
sessions found by digit-transition hunting.
🔴 **Corrects the earlier "u32be refuted"** — that came from intersecting on a
HUD reading of "11" which was almost certainly a misread, since `ob_digits.png`
only has templates for **0 1 2 4 8** and misreads rather than rejects other
digits. **A single bad input permanently poisons an intersection**; the reader's
confidence scores were printed but never gated on.
🟡 **The counter INCREASES: 4 → 8 → 12** in ~5 min, measured in memory. Marked
objective targets are being **added during the mission** — the arrival question
again, now with a one-word signal instead of a 32 MB scan. **Next: watch this
address across a whole mission.**
* ✅🔴 **(2026-08-25) OB address is RUN-DEPENDENT; watcher now self-sufficient.**
Two fresh launches: `mem@0xbdb59668` = **3165285888 (MISMATCH)** then **4
(MATCH)** against HUD=4. The confirmation gate refused to report from the bad
one — the old "recurs in ~5 of 7 runs" note is right. `ob_watch.py` now **hunts
the address on the current run** when confirmation fails. ✅ HUD reader is now
**confidence-gated** (every digit ≥0.80, margin ≥0.05 — the rule `ob_read`'s own
docstring states), closing the hole that produced the wrong `u32be` refutation.
🔴 **OB flat at 4 for 250 s** (witness clean, 0/50 stalled) while the pilot
fired on **1635 of 1964 ticks** at marked attackers — constant fire, zero
decrements, so it destroyed none. Fire rate itself rose from 4.6% to 83% with
no more kills. ❔ **The earlier 4→8→12 rise is NOT reproduced** — both readings
were HUD-confirmed, so the rise is not a stable property of the first five
minutes; recorded as unreproduced rather than explained away.
* ✅🔴 **(2026-08-25) THE MISSION BLACK-SCREENS AT ~4.5 MIN — that is what ends
every run.** Two-segment OB watch: segment 1 clean (**0/50 stalled**, OB steady
at 4 for 250 s); segment 2 on the same live emulator got **`NOT IN A MISSION`**.
Player never died (**hull 1500 throughout**), pilot log stops at **t=267 s** with
byte-identical lines, screen now **entirely black** (`mean=(0,0,0)`). This is the
known pre-existing mission-end freeze, caught in the act.
🔴 **Corrects "chained attaches extend the window"** — the emulator surviving is
not the *mission* surviving; ~4.5 min is a hard per-mission bound and chaining
does not cross it. ⇒ **Anything needing >4.5 min of one mission is not doable on
this build**, including clearing 16 marked fighters at ~2 kills/5 min. The
freeze is now the highest-value target: fixing it unblocks arrivals, phase
advance and the OB series at once. ❔ The 4→8→12 OB rise is now unreproduced in
**3 of 4** runs.
* ✅🔴 **(2026-08-25) Freeze: one new data point, and the INDEX was the real bug.**
✅ New evidence closing the resume-spin lead from the other side: the 2026-08-25
freeze log has **0** `resume was refused` (vs **2447** in an older healthy-ish
log) — **a mission can freeze with none at all**, so the warning is not even
necessary, let alone sufficient. 🔴 Also refuted today: the `BaseHeap::Release
failed` burst is **not** a freeze signature (routine; spans lines 10445210 in a
log that runs 2 700 lines further). 🔴 **Both were already settled in
`mission-freeze-resume-spin.md`, as was `0xbdb59668` — that is twice in one
session that existing work was redone.** Cause is mechanical: **`INDEX.md`
listed 20 of 43 notes** and none of the recent ones, so searching it returned
nothing. ✅ **Fixed: `INDEX.md` now has a generated table of all 59 notes** with
title + status and says to search it before starting. Regenerate when notes are
added.
* ✅🔴 **(2026-08-25) Freeze frontier: wait confirmed, but `info args` won't work.**
**Verified** the frozen frame's export by ordinal: the shim's
`(unsigned short)176` = `0xB0` = **`KeWaitForSingleObject`**
(`xboxkrnl_table.inc:190`) — previously read off frame names, now pinned.
🔴 **Corrected:** the doc's "the handle is one `info args` away" is wrong for
this binary — `readelf` shows **0 debug sections**, symtab only (27 807 entries).
Not stripped ≠ has debug info; gdb can name frames and nothing inside them.
**Two routes, costs recorded:** (1) prologue-guided stack read of `XObject::Wait`'s
spilled `this` — no rebuild, keeps the oracle identical, but per-frame
archaeology; (2) a `RelWithDebInfo` build via `build-canary` — makes this and all
future freeze questions easy, at a full compile and a binary differing from the
one every other measurement used.
***(2026-08-25) Route 1 is viable and cheap — `this` is in `%rbx`.**
Static analysis, no run spent: `XObject::Wait`'s prologue does `mov %rdi,%rbx`
at `8fbc9c`, so `this` sits in a **callee-saved** register rather than a stack
slot. And the binary carries **`.eh_frame` with 127 231 FDEs** (Release builds
keep it for C++ exceptions), including one covering `8fbc90..8fbde2` that
tracks `rbx` explicitly. ⇒ from a frozen thread, **`frame 3` + `info registers
rbx` gives the `XObject*` being waited on**, and `x/gx $rbx` → vtable symbol
(in symtab) gives its concrete type — **no DWARF and no rebuild needed**.
**Revises the previous entry**, which called route 1 "per-frame archaeology"
and route 2 (RelWithDebInfo rebuild) the way to make it easy. **Next: execute on
a frozen run** — two gdb commands per thread.
* ✅🟡 **(2026-08-25) Wait-object read WORKS: the object is an `xe::kernel::XEvent`.**
Executed under gdb: `frame 3``rbx``x/1gx $rbx` = **`0x5555562db8f0`** =
PIE base + `0xd878f0` = **`vtable for xe::kernel::XEvent` (+16 for
offset-to-top/RTTI)** — exact. Same vtable on every sampled waiting thread,
different `this` each, so many threads waiting on *different XEvent instances*.
No DWARF, no rebuild, as predicted. 🟡 **Two caveats, both recorded not glossed:**
(1) this is a **healthy-play** snapshot (`screen_id` = `flight`), not the freeze
— boot under gdb costs ~300 s and the whole thing must fit one call (a `timeout`
kills the process group and took the emulator with it once), leaving too little
to reach the ~267 s freeze; (2) the `this` addresses (`0x7ffd…`, `0x7ffc…`) look
like **host stack**, not heap, so either xenia places them unusually or `rbx`
isn't `Wait`'s `this` after unwind. **Check: dump a few words at `$rbx`
XEvent-like (vtable, KernelState*, handle) vs saved registers.**
* 🟡 **(2026-08-25) Refined: TWO wait types, and the read self-checks.**
Re-extracting per thread (not by grep): of **18** `XObject::Wait` frames, **8**
have `[rbx]` = `vtable for xe::kernel::XEvent`+16, **2** = `vtable for
xe::kernel::XSemaphore`+16, and **8** hold a non-vtable mmap pointer. ⇒ waits
are on **XEvent and XSemaphore**; "it's an XEvent" was the majority, not the
whole picture. ✅ **The 8 misses are the method validating itself** — a
polymorphic object's first word is always a vtable, so a value only counts if
`[rbx]` resolves to a `vtable for …` symbol; `rbx` simply wasn't restorable for
those frames. That also dissolves the "looks like stack" worry: `0x7ffc…` is the
shared mmap region (stacks *and* big allocations), and the **vtable check**, not
the address range, is the discriminator. 🔴 The follow-up run adding
`/proc/maps` classification + `x/8gx` **never booted** (`EMULATOR GONE at 0s`,
stale emulator/lock from the prior gdb session), so that check and the **frozen**
capture are still unrun.
***(2026-08-25) WITHDRAWN: the 8 "unrestorable rbx" reads were `WaitMultiple`.**
`rbx` was restored fine on all 18. The backtrace grep matched `XObject::Wait`
as a **substring**, so `WaitMultiple` frames were pooled in and read with the
wrong rule — `Wait` keeps `this` in rbx (`8fbc90: mov %rdi,%rbx`) but
`WaitMultiple` keeps the **`XObject**` array** (`8fbfc0: mov %rsi,%rbx`), so
`[rbx]` there is `objects[0]`, an object pointer needing a **second** deref.
Confirmed live: re-reading with the matching rule per frame resolves
**30/30 objects across 23 wait frames, nothing unresolved**
**XEvent 20 / XSemaphore 9 / XTimer 1** (`data/waitobj-s02.txt`). `XTimer` was
invisible before because its only thread is a `WaitMultiple` one. Every
`WaitMultiple` thread waits on a **pair**; T78/79/80 and T64/65 are worker
groups sharing a handle. 🟡 `%ebp` is **not** a usable count — `WaitMultiple`
reuses it at `8fc158` — so the array is bounded by reading until an entry stops
resolving. What survives: the object types and the self-validating read.
***(2026-08-25) The frozen capture was unrun — the freeze did not happen that run.** *Superseded: it was taken (see `FROZEN CAPTURE TAKEN` below). 🔴 was wrong twice — the capture was not blocked, and "it did not happen this run" is a scheduling outcome, not a refutation.*
Two captures in one run (200 s and 367 s of mission), and `screen_id` reads
**`flight`** at both, plus at ~470 s with a drifting frame mean. So the labelled
`healthy -> frozen` diff is **two healthy captures**, and its `20 -> 18` is three
threads exiting, not a freeze. 🟡 **This also questions the "~270 s black-screen"
bound** these runs are planned around — confound not ruled out: gdb slows the
emulator (boot to title took 207 s), so 470 s wall-clock may be far short of
270 s *guest* time. **Next: reach the freeze by its actual trigger rather than a
clock, or measure guest time under gdb so the wait is set in the right units.**
Chaining Bash calls **within one turn** works and is no longer the limit — the
emulator survives between calls; this run spent ~900 s across three.
* ✅✅ **(2026-08-25) FROZEN CAPTURE TAKEN — and the per-thread diff is the result.**
`freeze_waitobj.sh` split into `boot`/`watch`; `watch` waits for the **event**
(`frozen.py` + `in_flight`) instead of sleeping a guessed interval, and caught
it first try. Hard stop, not a hitch: a frame minutes later is
`max_pixel_delta=0` against the capture. Same run, same mission
(`data/waitobj-s02.txt`): **20 → 24 wait frames**, XEvent **19 → 23**,
XSemaphore **8 → 7**, XTimer 1 → 1. 🔑 **17 of 24 threads sit on the EXACT
object they were already on** — so this is *not* a whole-emulator stall. What
moves: T105/T67/T68 park on `Wait(XEvent)` and T69 on `Wait(XSemaphore)` having
been running; **T74 and T75 move off a semaphore onto an event** (the only
threads that change what *kind* of object they wait for → chase these first);
T50 drops `WaitMultiple(XEvent,XEvent)``Wait(XEvent)`.
* 🔴 **(2026-08-25) WITHDRAWN: the T74/T75 signature.** It does **not** reproduce
— in run 2 they are on `Wait(XEvent)` while **healthy** and stay there. My
error: the healthy state is not fixed either, so a **one-sample-per-state**
diff cannot separate a freeze transition from ordinary variation between two
instants. ✅ **What survives two independent captures:** T68 and T69 go from
not-waiting to waiting in *both* runs (T69 on a semaphore, T68 on an event,
both times), and the bulk of threads are untouched (17/24 run 1, **21/24** run
2) ⇒ **not a whole-emulator stall** now has two captures behind it. **Next:
repeat the capture several times inside ONE healthy run** to learn which thread
states are stable before reading any frozen diff as meaningful.
***(2026-08-25) CORRECTION: `screen_id == flight` is NOT a freeze test.**
The previous entry used it to rule out a freeze. `frozen.py` exists precisely
because a frozen mission still classifies as `flight` (its docstring: 724 s of
identical state, 212 % CPU, classifier happy). Re-testing the saved frames says
that run was genuinely healthy — right, but by luck. **And the "~270 s
black-screen" bound those runs were planned around is not a thing**: the freeze
does not black the screen and keeps no clock (onsets 27/45/83/183/255 s).
* 🟡 **(2026-08-25) One data point that OUR INSTRUMENT provokes the freeze.**
Run flew **~670 s clean** with only the pilot; a heavy-CPU inducer
(`heavy_read.py cpu`) started at 08:59:54 and it froze at **09:00:48 — 54 s
later**, inside the 27255 s band. Consistent with the existing tally but
**n=1, not causal** (confounder: elapsed mission time). ⬆️ **UPGRADED to n=2
(2026-08-25)**: run 2 put the inducer **on from flight start** and froze
**~96 s** in (10:07:20 → 10:08:56). Both freezes sit inside the 27255 s band;
the only long clean stretch is the only window with no inducer. Contrast is
sharp, confounder still untouched. ✅ **Refuted en route:
the I/O was never the cost** — a full uncapped walk of every allocated extent is
**371 MB in 0.1 s**, all page cache; the expense is Python-level CPU, ~4.2 s a
pass. **Settle it with:** alternating inducer-on/off windows within a run,
several runs, compared per unit of *mission* time — cheap now `watch` is
event-driven.
* ~~🚧 BLOCKER: t=210/240 unreachable in one turn~~ — **superseded, see above**;
it rested on an untested assumption that a turn is one shell call. 595 s shell cap ~220 s boot (a ~190 s title movie that cannot be
tapped through) ~25 s startup = **~350 s observation ≈ 193 game-seconds**.
t=90 needs 164 s wall ✅, t=120 → 218 s ✅, t=170 → 309 s ✅ (only on a
non-frozen run), **t=210 → 382 s ❌, t=240 → 436 s ❌**. No number of runs fixes
this. **Unblocking needs a decision I should not make alone:** (1) a safe way to
skip the title movie — it is >half the budget, and would roughly double the
window to ~297 game-s, covering everything; or (2) a longer shell timeout. The rescan
existed only to catch newly-allocated craft, which the roster work showed never
happens.
***Run 16: the first TRUSTWORTHY negative.** Validated witness, no stall on
any sample, guest demonstrably live (8 losses) ⇒ **0 confirmed arrivals over
210 s of verified-live flight** ≈115 game-seconds. Establishes that nothing
arrives in the first ~115 game-s of Stage 02 phase 1 while the player kills 8
craft. Does NOT settle the question — t=170/210/240 route entries are still out
of reach.
***Run 17 reproduces it (n=2)**: no stalls through **t=240 s** (~132 game-s),
9 losses, 0 confirmed arrivals — so nothing arrives past the t=90 and t=120
route entries either. 4 flicker `up`s correctly rejected (~1/min, which is why
the persistence rule matters). 🔴 **Startup eats ~100 s of a ~350 s budget**:
`enumerate_craft` iterated every 4-byte word of 32 MB in Python (8M steps) to
find 14 fixed needles. **Replaced with `bytes.find()` per definition VA — not
yet run**; if it recovers that time the window reaches ~340 s ≈ 187 game-s,
finally covering the **t=170** entry. Also: the 42-record anomaly recurred and the discard rule
correctly refused the run; a rescan-until-baseline retry is now in place to
test whether it climbs. All three witness
failures share one pattern: a shortcut in *selecting* the witness, each caught
only by the flagged samples contradicting losses in the same output.
***Bind failure fixed + abort verified**: `entities2 self` finds the player by
MOTION, so a stationary craft at mission start is invisible; the session now
holds throttle 3 s before each attempt. One run correctly **aborted** after 3
failures rather than flying unattended; the next bound immediately (11 losses,
0 confirmed arrivals — 14 runs). 🔴 **The cheap probe froze too (t≈183 s)**, so the
earlier "0 stalled samples" validation is superseded; with n=1 per arm (control
clean 300 s, heavy 27255 s, cheap 183 s) it is unresolved whether cheap
sampling helps or the freeze is stochastic. ⚠️ **Usable window ≈3 min per run
regardless** — design experiments to fit or to survive a freeze. ⚠️ The "0 stalled
samples" that validated the cheap probe came from the unreliable witness and
should be re-confirmed. Also fixed: bind now retries 3× and aborts rather than
flying an unattended craft (one run was wasted that way). ❔ Multi-squadron threshold test still not run (zero losses that run).
⚠️ The ~210 s title movie at boot is the binding constraint on observable game
time per turn.
Earlier framing:
[`mission-per-record-strength.md`](mission-per-record-strength.md) — one run
gives 116 records/300 craft, the next 42/170, same disc, save and script. Save
drift is REFUTED (savedata untouched since 2026-08-23) and the guest was not
frozen (pilot telemetry shows live engagement). Also: **zero arrivals and zero
losses in 190 s of hunting** — weak evidence against clock arrivals at
t=90/120/170 s, and no test of event-gating at all because nothing was killed
(`fc=0`, hull never moved). **Next: (1)** sample the roster-record count
repeatedly WITHIN one run to tell a load race from a run-specific constant;
**(2)** get a confirmed kill — the pilot reaches 259 m and still misses, so the
gap is accuracy, not engagement.
* 🟡 **COMPETING MODEL (user, 2026-08-24): waves are event-gated, not
clock-driven** — released by kills/objectives rather than at a fixed time, with
the route's start time being a post-trigger delay. Fits the evidence better:
both probe runs used the *survival* pilot (kills nothing) and saw no arrivals,
which a clock model does not explain. `DisableInterval` also gains a referent.
🟡 Supporting: no `DisableInterval=Yes` squadron has a delayed route (55/55 at
t=0, vs ~3.7 expected if independent, p≈0.02) — suggestive, NOT conclusive,
deliberately not promoted. **Test:** same stage twice, kill nothing vs kill
aggressively; cheapest precondition is whether `REMAINING OB` (`0xbdb59668`)
moves in one and not the other.
* 🔴 **Diffing inside the 116 records did not find the arrival flag**
(2026-08-24, same doc). 10 of 116 records are dynamic, 106 never change a byte
in 170 s — 🔴 **the "10 of 116 dynamic" figure is WITHDRAWN** — a hunting
run measured 4156 records changing per tick; I had changed two variables at
once (record bound and pilot) so the discrepancy is unattributed. The roster
identity is unaffected: it now rests on the 10/10 unit-composition match.
Earlier note, kept for history: the "turrets don't move" hedge was withdrawn after the user
pointed out that early-mission "Turret" is a craft type, which the data
confirms (`UN_e007_ADAN_Turret` flies under `AI_ADAN_CraftSquadron_*`, never
`AI_Structure`). Lesson: check a unit's `AIID`, not its English name. No field transitions in groups of 3 at the
predicted times. **Blocked on two of my own defects**: the record→unit-ID
label resolved to `?` for all 116 (reuse `unit_discover.py`, do not re-derive),
and `RECLEN=0x200` was assumed, not measured — the busiest fields sit at the
very end of the window, which is what spilling into the next object looks like.
Fix both before diffing these records again.
* 🔴 **Probed 2026-08-24 and refuted the cheap hypothesis** — the phase state is
NOT adjacent to the loaded table strings; see
[`mission-phase-runtime.md`](mission-phase-runtime.md). The run did confirm
dynamically that every table the static decode predicts is resident in guest
RAM and findable by name, which validates the whole static layer against a
running mission. Next handles: watch `Route_ADN101_p1F` actually fire against
entity positions, or work back from the `SUBOBJ_*_Mes_L1` HUD strings; the
phase state is more likely near the known mutable `REMAINING OB` counter at
`0xbdb59668` than near the tables.
**Superseded first step:** find what *advances a phase* — the stage declares
`Phase_1..3` and routes are phase-tagged, but nothing static found so far says
what ends a phase. This is the point where the oracle should be measured rather
than reasoned about: fly Stage 02 and watch for the phase transition. Also open:
the route-name kind letters `F/S/A/M/B`, what activates a sub-objective, and
`StageMessageSet_S<NN>.tbl` which does not resolve in `GP_MAIN_GAME_E.pak`.
**Superseded first step:** find where the arrival *interval values* live.
`DisableInterval` is only a per-squadron flag (`Yes` for 31 of 1160); the
durations, spawn triggers and arrival positions are not in `UnitGroup`. The
stage record names two untouched candidates: `Formation_*.tbl` (formation
geometry, possibly its timing) and `EnumSquadron_Test.tbl`. Also still open: the
4-byte record key. ~~the member field `n`~~**SETTLED 2026-08-25, see below.**
~~the missing S17S23 stage records~~ — **SETTLED 2026-08-25, and half the
premise was wrong.**
***`n` is the number of units the member tuple instantiates**, filling slots
of the squadron's formation. `FormationSet_S<NN>.tbl` records are **slot
lists** — `1 + 8·FrameCount` fields, exactly (4→33, 14→113, 30→241, 32→257).
Resolving every squadron's `FormationID` and comparing: **`sum(n) ≤ FrameCount`
holds 1159/1160 across all 28 stages, 0 unresolved, 539 filling the formation
exactly.** The lone violation is a debug leftover (S20, `AI_Test` /
`MessageSet_test`, `Formation_1_only` with `n=2`) and is recorded, not swept
up. The old "`n` is not the `_NN` suffix of `FormationID`" was right but drew
the wrong conclusion — **the suffix IS `FrameCount`**, so `n=9` against `_30`
just means 9 units in 9 of 30 slots.
***`FormationID` resolves by an in-table roster, not by hashing** — 0/16
resolve via `name_hash`; `FormationSet_S02.tbl` has 17 records for 16
formations and the extra one carries no `FrameCount`, its fields being
`(tag, name, "")` with the **tags equal to the record keys**. Same convention
as `Enumerate_Squadrons`. **Second sighting — treat it as the rule for the next
table.**
* ✅✅ **(2026-08-25) 387-vs-~300 SOLVED — the probe double-counts.** The
squadron→phase map was on the disc all along, **in the `Route_S<NN>.tbl` record
names** (`Route_<squadron>_p<N><kind>`, 120/120 for S02); 108/111 S02 squadrons
map, the 3 misses are route-table typos and all phase 2. Phase 1 Σ`n` = **151**,
and its member multiset `{1×25, 2×1, 4×4, 9×12}` matches the measured
craft-per-record fan-in `{2×24, 4×1, 8×4, 18×12}` **bucket for bucket at
exactly 2×** ⇒ `300 = 2 × (151 1)`, the 1 being the known 41-vs-42
off-by-one (probably the player). **The 2× is the instrument, not the game:** a
2× reading needs 16 Delta Sabers for 8 named pilots, and breaks
`Σn ≤ FrameCount` in **20 of 37** phase-1 squadrons (16 on `Formation_1_only`,
one slot) where 1× has **0**. All three measured totals being even is a further
tell. ⚠️ Static argument about a dynamic measurement — it says the number cannot
mean what we thought, **not** what is being double-counted; that needs a run
against the craft-scan counting rule. See `mission-phase-membership.md`.
* 🔴 **Refuted with it:** `UnitGroup` has **no** phase/spawn/delay field
(`1019 = ΣCount·4 + 5·111`, every slot accounted, positional tags are
sequential indices); `DisableInterval` is `No` for all 111 S02 squadrons (its
31 corpus `Yes` records are only S04 and S14, all `GNN***`);
**`stage\EnumSquadron_Test.tbl` does not exist** — that candidate is dead.
* 🔴 **(2026-08-25) NO freeze signature survives the control.** Six wait-object
captures across ONE healthy run: **12 thread states stable, 13 vary**
(`data/waitobj-healthy-stability.txt`). **Every** thread previously reported as
a signature is in the VARIES set — including **T68/T69**, which I had kept as
"what reproduces across both freezes": they park and unpark during ordinary
play, landing on the same objects they hold when frozen. Both frozen diffs are
consistent with healthy variation; one-sample-per-state could never separate
them. ✅ **Survives:** the 12 stable threads held the same object in all six
captures and none moved in either frozen capture, so "not a whole-emulator
stall" stands — now resting on the stable set being undisturbed rather than a
count. ⚠️ **gdb thread numbers are not comparable across runs** (this run had
T132T142, earlier ones T104T106) — key on object address or guest tid.
**Next: compare DISTRIBUTIONS** — N healthy vs N frozen captures, and call a
thread a signature only if its frozen distribution leaves its healthy range.
* 🐛 **(2026-08-25) Boot-nav bug found and worked around, not yet fixed.** Three
consecutive `BOOT FAILED (NO readyroom)` were **not** flakes and **not** input
loss — the d-pad and A both work (verified by moving the save cursor and
opening the dialog by hand). `wait_screen.sh readyroom 300 --tap A`
**blind-taps A**, which answers **NO** on the "Load game?" dialog, bounces back
to the save list, then reopens it — a 300 s oscillation. Driving `step up`
`A` by hand reached the ready room in **18 s**. `launch_mission.sh` should not
pass `--tap A` while a YES/NO dialog can be on screen.
* ✅✅ **(2026-08-25) WHAT ADVANCES A PHASE — SOLVED: a compiled script VM.**
See `mission-phase-advance.md`. `[ScriptMission+40]` is the 1/2/3 ordinal,
init at `0x822606B0`, and **incremented at exactly one site** `0x822609F8`
`0x82260A00` (checked: only one `stw` to `40(rN)` in the whole state machine
`sub_82260710`). Its guard is `[ScriptPhase+196] != 0`; that flag has only two
writers — vtable slots 0/1 at `0x82264058`/`0x822640F8` — reached ONLY from
built-ins **6** and **62** of the phase-script VM's 147-entry table
(`sub_82272220`, jump table `0x8227226C`). Built-in **39** sets
`[phase+300]=2` = "last phase", ending the mission instead of advancing.
🔴 **All four candidate triggers refuted as direct causes** — no kill counter,
timer, trigger volume or message event is on the path; those conditions live
*inside* the per-mission script, which is why the static sweep found nothing
and why three phases of one stage can differ. ✅ `sub_8230D1F8` reads
`"Phase_%1d"` for map/background only — confirms the executable never consults
`Phase_N` for a trigger, and **nothing parses `Route_*_p<N>*`** (the 3 such
literals at `0x820AEA38` are debug defaults) — the route-name phase map is our
convention, not the game's.
* 🎯 **PROBE TARGET:** `CScriptInterpreter::ChangePhase` (`sub_822FF330`, opcode
995) writes a runtime phase mirror at **`[*(0x828F35F8) + 236]`** — readable
from `/dev/shm` with **no gdb**.
* ✅✅ **(2026-08-25) SCRIPT BYTECODE FOUND — `Stage\StageNN.ssb`** in
`dat/GP_MAIN_GAME_<L>.pak`. See `structures/mission-script-ssb.md`. The earlier
grep failed only because every pak entry is `Z1`+zlib. The loader resolves
**table keys, not a filename**: GamePart name → `GP_SCRIPT``script.tbl`
(`name_hash 0x75FE4656`), whose `SCRIPTS` record is a 40-field manifest
`MISSION1..MISSION29 → StageNN.ssb`. **28 scripts; S17 is the missing one**
agreeing with the table sweep *and* with the loader guard
`if (n==16 || n>32) return` (so mission numbers there are **0-based**): three
independent routes to the same conclusion. Header decoded from
`ScriptMission::Load` itself. Stage02 = 226,596 B, md5 `aff69b5a…`, identical
in all 6 language paks. Symtab1 326 syms (197 messages, **119 route names**,
10 subobjectives), symtab2 122 (**111 unit ids** = exactly the 111
`UnitGroup_S02` squadrons). 🔑 **The route names are SCRIPT SYMBOLS** — which is
why nothing in the executable parses `Route_*_p<N>*`; the `_pN` convention is
the script's, resolved at compile time.
* 🔴 **Refuted:** the 7 `.embsec_` sections are **code** (32,368 instructions,
108 functions with real prologues), not script; `MiscBin.pak` and
`DefTables.pak` have **zero** hits.
***NEXT, and it is the one that pays:** decode the **25 ISL opcodes**
(dispatcher `0x822635D4`, low byte of a BE u32, jump table `0x822635FC`) and
the **147 built-ins** (`0x8227226C`) against `Stage02.ssb`, hunting calls to
built-ins **6**/**62** — the two that set `[ScriptPhase+196]` and end a phase.
That gives the **actual per-phase clear condition for every stage**. The
mission-level stream at `+0x24` is partly read (3 groups, one per phase, each
ending in a pair of plausible ISL entry offsets) but `1883`'s operand is not
uniformly a pointer — two land on IEEE floats.
**(2026-08-27) The decode obstacle is GONE — [isl-stream-is-flat](isl-stream-is-flat.md).**
The stream is FLAT: a plain linear decode from the first phase base reaches
**25705/25705 call sites across all 28 stages**, 28/28 clean to `code_end`.
The recorded "needs the coroutine entry points" blocker is refuted (following
them buys 2.8 points; ignoring control flow buys 100 %). The real bug was
`isl.dis` stopping at op 20 (`ret`) — a coroutine **yield**, not an end of
code — which reached only 4.7 %. Fixed via `stop_at_ret`; the committed
`data/isl-stage02.txt` regenerates byte-identical.
🟡 **But `END_PHASE`'s call site is the WRONG place to read the condition:**
all 12 Stage-02 `END_PHASE` sites sit in one stereotyped outro
(`wait_cmds_drained → fade_sound(3) → builtin85(3) → wait_s(3) → END_PHASE →
end_coroutine`). ~~▶️ **Next, and it is now the only thing in the way: read the
five branch handlers** `op10` (`0x82271598`), `op13` (`0x82271830`), `op14`,
`op21`, `op23`.~~**(2026-08-27) DONE for the branches —
[structures/isl-branches](structures/isl-branches.md).** `op10`/`op11` are
signed/float COMPARE, writing three condition bits (0=EQ, 1=GT, 2=LT) to a
bitset at `phase+24`; `op13``op18` are the six relational branches
`beq/bne/blt/ble/bgt/bge` on those bits, targeting `[phase+232] + word@+4`
exactly like `op12`. All six relations present, each once — the completeness is
the check. Handler addresses come from the `bl` inside each dispatcher thunk;
guessing them at a fixed stride lands mid-function. ~~▶️ **Still open:** `op23`
(`0x82271C30`, takes a built-in's result to `phase+168`) and `op21`
(`0x82175C20`) are characterised but NOT named, and naming the branch does not
yet give each stage's clear condition — that needs the operand chain feeding
each compare.~~**(2026-08-27) THE OPERAND CHAIN IS CLOSED —
[structures/isl-builtin-dispatch](structures/isl-builtin-dispatch.md).**
⚠️ op21/op23 were already named in `isl-bytecode.md` (the owning file) as
`push.i`/`pop.i`; my `isl-branches.md` was the stale one. Verified and
reconciled. NEW: the 147-entry built-in table is a **thin dispatch layer**
**112 of 147** stubs tail-call a fixed slot of the `ScriptPhase` vtable, and
every named predicate is in that group. The vtable is **`0x820A84BC`**,
derived from `MARK_LAST_PHASE`'s known `[phase+300]=2` stub and confirmed by
an unused-in-the-derivation prediction (slot 176 = the `=1` stub) plus the
db's own `vptr_writes`. `unit_state` = slot 184 = `0x8226ADF0`, which indexes
`[phase+324]` by `local[4]` and writes its answer to **`[phase+164]` =
`special[0]`**. So: **result → `special[0]`, comparand popped → `special[1]`,
then `cmp.i` + branch.** ~~▶️ **Still open:** the other 111 vtable slots are a
lookup but unread; which comparand each site pushes (needs `push.i` tracked
through the decode); the 35 non-vtable built-ins; the vtable's length.~~
**(2026-08-27) COMPARANDS RESOLVED — [structures/isl-conditions](structures/isl-conditions.md).**
The deques are an **expression stack**: push the left operand, evaluate the
right (result → `special[0]`), pop → `special[1]`, compare. Evidence: push/pop
balance **1877/1877 across 28 stages with ZERO underflows**, and **319/319**
Stage-02 `pop.i` sites are immediately followed by `cmp.i`. `isl.conditions()`
now recovers **7563 condition sites disc-wide with 0.0 % left unresolved**
(83.2 % have a built-in call as LHS, 99.7 % compare against a plain number).
`data/isl-stage02-conditions.txt` finally has a generator
(`isl_report.py conditions`); the other two artefacts regenerate identical.
Top predicates: `hp_pct_test` 1955, `unit_state` 1257, `unit_relation` 796,
`dist_lt` 450. ~~🟡 **1.6 % are WRONG:** 15 sites attribute the LHS to
`end_coroutine`… Fix = only set it for built-ins that write `[phase+164]`.~~
**(2026-08-27) FIXED, and that proposed fix was REFUTED** — `end_coroutine`'s
handler `0x82272624` *does* `stw r11,164(r31)`, so the filter would have kept
it. Real cause: `end_coroutine` returns **3 = destroy the thread**, so the flat
stream continues into a DIFFERENT routine and the tracked state is stale. A/B
over 28 stages: exactly **34 of 7563** sites change, **34 → 0** with an
`end_coroutine` LHS, and the two counts being equal proves the leak was
confined to them — the other 7529 were never affected. They now print an
explicit unknown.
🔴 **(2026-08-27) THAT FIX WAS TOO NARROW — I fixed the instance, not the class.**
`op12 jmp` is unconditional, so the next instruction is never reached by
fall-through either, and the tracker walked through it exactly as it had walked
through `end_coroutine`. Exposed by another impossible output: a six-way switch
on `builtin80`, which returns only 1 or 0. A/B over 28 stages: **889 of 7563
sites (11.75 %) change**, and unresolved goes **34 (0.45 %) → 756 (10.00 %)**.
The earlier "0.0 % unresolved" was a MISSING CHECK, not a strong result.
~~🟡 Recovering the 756 needs a real dataflow join over each block's actual
predecessors (a CFG fixpoint) — the analysis is not written.~~
**(2026-08-27) WRITTEN — `tools/re-capture/isl_cfg.py`.** Worklist fixpoint,
join over actual predecessors. **85.0 %** of instructions reached; unknown LHS
**756 (10.00 %) → 402 (5.32 %)**, of which **389 are never reached** and only
**13** are genuine join-aways. It also found **161 more sites where the linear
walk gave a confident WRONG answer**. ⚠️ Two of my own zero-results on the way:
the phase bases reach only 36 % (most routines are coroutines with no static
predecessor, so every `start_coroutine` target must be seeded), and that seeding
first found **0 entries in a file with 216** because the target is staged in TWO
steps (`special[0]=imm` then `local[0]=special[0]`). 🟡 The 389 are a real limit:
they are started from the **trigger queue at `phase+272`** — by data, not code. ▶️ **Still open:** the 35 unnamed built-ins (`builtin16` 132
sites, `builtin105` 117, `builtin103` 115 — each now a vtable-slot lookup);
**(2026-08-27) partial — [structures/isl-unit-args](structures/isl-unit-args.md):**
reading the implementations shows **55** built-ins take a unit at `local[4]`,
not 31. All 31 of the statistical set are confirmed (**zero false positives**);
it missed **24**, incl. `builtin80`, `group_ratio_pct`, `is_engaged`,
`set_unit_flags`, `squadron_trace`, `wait_units_ready`. ⚠️ My first control
(operands resolving to a symtab-2 index) was **worthless** — the 92 built-ins
in neither set also score 99.3 %. The control that works is the **tag word**:
`slot0 == 1` in 100.0 % / 100.0 % / **2.5 %**. Artefacts: calls + phase-ends
byte-identical, conditions changes on 28 sites (raw number → unit name).
Still unnamed: all 24. `builtin103` is a predicate over `[phase+10152]` and
`[phase+10156]` (no unit arg); `builtin105` tests a unit record's `+16` == 4
(`isl-builtins.md` documents `rec+16` as the unit STATE, 2 = active).
🔴 **(2026-08-27) `builtin80` is a COMMAND, not a predicate** (`0x82268460`):
it allocates a 20-byte object, stamps vtable `0x820A8CB0` + magic `0xAB0311BA`
+ the unit's live object, pushes it on a queue via the `push.i` helper, and
returns 1 (or 0 if the unit is absent). Finding that **exposed a much bigger
bug in my own condition tracker** — see the entry below.
~~which condition guards each `END_PHASE` (needs the control flow between them);~~
**(2026-08-27) DONE — [structures/isl-phase-guards](structures/isl-phase-guards.md)**
(`isl_report.py phase-guards`, `data/isl-stage02-phase-guards.txt`). Uses
DOMINANCE over the CFG, not reachability. 🔴 The obvious query — "one branch
reaches `END_PHASE`, the other doesn't" — is **wrong for this language** and was
tried first: poll loops have BOTH successors reaching the exit, so it found
1/62/1 guards in Stage 02's three phases, the 1s being a `read_freg(0) < 1200`
timeout, missing every objective test. Dominators converge in 3 passes over
15670/18739 instructions. Result: **every exit in all 3 phases requires
`unit_hp_pct(TCN001, Character_Player_Test) != 0`** (the player alive); phase 1's
objective exit additionally requires `hp_pct_test(ADT102/ADT107/ADT113, 0) != 1`,
phase 3's requires `ADT301`/`ADT302`, and `read_freg(0)` gates at 210/300/1200.
🟡 Dominance gives NECESSARY not sufficient conditions. 🟡 2 of 15 exits are
reachable from NO static entry — consistent with the trigger queue at `phase+272`.
the vtable's length. The condition lives in the `op10`/`op13` poll loop upstream of
the outro — e.g. phase 3 polls `unit_state(ADT308)` and branches back to
`0xFEB4` until it passes. Artefact: `data/isl-stage02-phase-ends.txt`.
* 🐛 **(2026-08-25) The nav fix is NOT fully reliable.** `dialog_up.py` works on
the saved frame (mean 34.3 vs threshold 45), and one boot went
readyroom-in-9 s — but a later boot logged "load dialog not up yet, retrying"
and still ended `NO readyroom within 300s`. So the retry loop can desynchronise
(a shot taken before the dialog renders reads as absent, and the *next* A then
answers NO). Needs a settle-and-recheck rather than one shot per attempt.
* ~~🔴 **Not settled: the script bytecode is not on the disc under any obvious
name.**~~ No `GP_SCRIPT.pak`; grepping the extraction for `MISSION_START_PRT`
returns nothing. Loader `sub_8225EE20` matches section names
`MISSION1..MISSION33` + 5 `*_PRT`; `sub_8225EC78` gates `if (n==16 || n>32)`.
Candidates: the **7 `.embsec_` sections** (VAs 0x84D00000x86AC000, ~129 KB
total, executable) or a hashed record in `hidden/MiscBin.pak`. **Finding it
gives the actual per-phase clear condition for every stage.**
***(2026-08-26) RETRACTED — "the resupply banks are missing audio."** The
error was mine and it stood for three iterations across two write-ups that each
called the result proven: I treated a subtitle cue as a timestamp that must
fall *inside* the voice clip. **A cue is when the line STARTS** — the voice
plays from the cue to at most the movie's end. Under that reading all five
banks fit at plain **48 kHz** (3.31 s in a 5.30 s window, 2.26 s in 4.60 s, …),
and 23.5 s is the right length for the lines. Nothing is missing. The
17 09120 563 Hz window from the previous entry is void with it.
**Each shared bank is ONE generic line** — the 35 movies sharing a bank have
**identical subtitle text**, 5/5 banks (`examples/shared_bank_takes.rs`).
🎯 **That also explains the historical in-game rejection** of
`hokyu_DS_s13A → VOICE_D_452`: the line is the generic "Resupply complete. You
are cleared for take-off!", the same for s02A/s07A/s08A/s13A. Someone expecting
a stage-13-specific line would call the generic one wrong while the binding is
right.
**(same day) The two parts are SEQUENTIAL SEGMENTS, not duplicates** — so the
totals do not double-count and the 48 kHz fit stands. Measured by RMS:
`450`/`451`/`452` have a **silent or near-silent** leading region (RMS 0301
against ~9 000 for speech) with the line in the RIFF; `453`/`454` have the line
in the **leading** region with a short loud tail in the RIFF.
🎯 **That closes the original mystery.** The decoder skips everything before the
first `RIFF`. For the first three that discards only silence, so they looked
fine (2.8 / 1.6 / 2.2 s); for the last two it discards **the line itself**,
leaving 0.14 s and 0.43 s. One rule, two outcomes, depending on which segment
holds the speech. ✅ **(same day) LANDED.** `to_xma_riffs` emits the leading segment
wrapped **mono** when it is a whole number of packets and carries a non-zero
byte. Both reasons the first attempt was withdrawn are answered: it used the
stereo format (mono yields up to 113× more), and while the byte-level reach is
still 1524 entries the **audible** reach is not — across the 84 movie-bound
banks it adds >1 s to exactly **7**, the `hokyu_*_H` tankers on
`VOICE_D_453`/`454`, and ≤0.25 s to 66 of the rest. ⚠️ The safety oracle is
weak and says so: **8 of the 84 already exceed their movie duration before the
change**, by hundredths of a second, so it establishes scoping rather than
correctness. Pinned by `tests/slb_leading_segment_disc.rs`, including that the
all-zero `VOICE_D_451` region stays skipped. ❔ Not verified by ear — that
needs a human.
***(2026-08-25) The `.slb` "multi-subwave" guess is REFUTED, and the voice
decoder is discarding up to 87 % of a bank.** The record table gives a
**direct** binding `hokyu_DS_s13A -> VOICE_D_452` where the corpus records the
movie as unbound and a test asserts `None`, citing an in-game verdict that the
same value was "the wrong recording". Measured: the RIFF-magic count equals the
sub-wave count in all five hokyu banks, so nothing between or after sub-waves
is missed — the recorded "likely multi-subwave / not cleanly sliced" is wrong.
The audio is lost because a **large region precedes the first RIFF** and
`slb::to_xma_riffs` finds audio by searching for that magic: **87 % of
`VOICE_D_453` and 85 % of `VOICE_D_454`** sit in front of it, 2127 % zero over
256 distinct byte values — content, not padding. `VOICE_D_451` is the control,
its leading region being 100 % zero / 1 distinct value. 🟡 So the in-game
verdict tested a decode that had thrown away most of the bank and is **not**
evidence against the binding — though it does not confirm it either.
**(same day) The region's SIZE is now exact**: the first `RIFF` sits at
`1392 + n*2048` in all five banks (n = 8, 1, 7, 22, 29) — 1392 being the
crate's own `HEADERLESS_DATA_OFFSET` and 2048 the XMA1 packet size. No free
parameter.
**But my fix for it is WITHDRAWN.** Emitting that region as a sub-wave took
`VOICE_D_453` from 5.4 % to 89.9 % byte coverage — and the stream decodes to
**1792 PCM bytes**, silence, while the RIFF sub-waves decode to 150270 KB.
Byte coverage was the wrong success metric. The rule also matches **1524 of
8021** RIFF-bearing `sound.pak` entries, including `RT*` banks that work today,
so it risked a wide regression to not-fix five banks.
**(same day) Audio really IS missing — proven by the subtitle cue times**,
not by the "sounds too short" impression the docs recorded. A subtitle that
appears at *t* seconds cannot sit inside a clip shorter than *t*, and three of
five banks fail that: `D_450` cue 4.00 s vs 1.41 s decoded, `D_451` 3.70 vs
1.81, `D_453` **4.70 vs 0.07**. The other two have their only cue at 0.0 s and
give no signal. Artifact `examples/voice_len_vs_subs.rs`, FFmpeg-measured.
**(same day) The leading region IS XMA1 — MONO, not stereo.** At
`channels = 2` every bank decodes to *exactly* 1792 bytes regardless of size
(one frame, then it stops); at `channels = 1` the same data yields up to
**113× more**`VOICE_D_453` goes 1 792 → **203 648**. The bank's own RIFF
sub-wave is decoded through the same pipe as a control (13 568 bytes), so the
harness is sound, and the all-zero `VOICE_D_451` region is the control the
other way. The earlier 0-byte probe was my own error: I read
`synth_xma1_fmt`'s second argument as a stream count when it is a **channel
mask**. ❌ Solving for the sample rate from the subtitle cue **does not
converge** — 21 665 Hz for `D_453` (temptingly near 22 050, and I nearly wrote
it down) but **5 844 Hz** for `D_450`. The decodes are partial: samples per
input byte ranges 2.104.96 where a clean decode would be near-constant.
**(same day) Why FFmpeg stops is captured** — I had been discarding its
stderr. It reports an unimplemented "Reserved bit" and a negative bit-skip, and
the failing frame is always the **last** one (44 of 45.7, 28 of 29.4, 198 of
198.9, 287 of 287.5). ❌ **That corrects my own previous claim**: "the decodes
are visibly partial" was wrong — the 2.104.96 samples-per-byte spread is
ordinary XMA1 variable bitrate (4.219.92 frames per packet), and only the
final frame is lost. ❌ The sample rate still does not converge, including
after counting leading region + RIFF together: 39 742 / 20 563 / 23 108 Hz for
the three banks with a usable cue. Two of them agreed at a tidy ~2.1× ratio and
the third refuted it.
**(2026-08-26) The cue unit IS seconds** — checked against movie duration as
an independent oracle: **66 movies with subtitle tracks, 0 cues land after
their movie ends** (`examples/cue_unit_check.rs`). Centiseconds would have
overflowed essentially all 66.
**And "the sample rate does not converge" was my own error.** The implied
rates are not competing point estimates — each is a **one-sided bound**
(`samples/cue` is an UPPER bound, `samples/movie` a LOWER one). Intersected,
they give a **non-empty window of 17 091 20 563 Hz**: a single rate *is*
consistent with all three banks.
❔ But that window holds **no standard XMA rate** (22 050 / 24 000 / 32 000 /
44 100 / 48 000 all fall outside). The lower bound assumes the whole bank plays
within one movie, and each bank is bound to **35 movie slots** — so if a bank
holds several takes the lower bound is void, leaving `rate <= 20 563`, which
22 050 nearly meets. ▶️ Next: establish whether a shared bank is one line or
several takes. See
[`voice-bank-leading-region.md`](voice-bank-leading-region.md).
***(2026-08-25) My own boot-nav diagnosis, MEASURED AND WITHDRAWN.** I said
the run died because `skip_intro.sh` gates the title test at `rmse <= 1500`
and the run logged 1503/1549, just above the cut. Measured over a clean
no-press boot ([`boot-nav-title-gate.md`](boot-nav-title-gate.md),
`captures/boot-signal-trace.tsv`): the gate **opened eight times** in 29
samples, and at `t=145 s` the RMSE was **1205** — inside the threshold — with
`is_title.py` answering **0 glyph pixels**. The glyph count was 0 in *all* 29
samples over 484 s. A static frame is not the title; the intro movie has long
quiet stretches, three of them reading RMSE exactly 0. So the gate is not what
stopped it, and raising the constant would have admitted two more movie frames.
🟡 Narrowed: **the interactive title never appeared**, rather than appearing and
being missed. ❔ **But the run does not prove that** — the tracer intended 1 s
sampling and achieved **16.9 s** (two screenshots + ImageMagick `compare` + a
fresh Python per iteration), so a title window under ~17 s falls between
samples. ▶️ First step: make the tracer sample at the rate it claims — one
long-lived Python process computing both signals — then re-run. Second: check
whether the fast 2026-08-25 run had a warm shader cache that this one, started
after `rm -f /dev/shm/xenia_*`, did not.
* 🚧 **(2026-08-25) Still unrun — the live test of the `reset_phase_threads`
rename.** Built-in 100 clears the trigger container and frees every thread but
the caller, so at a phase terminator **both** `[phase+272+20]` (triggers
queued) and `[phase+216+8]` (coroutines alive) should collapse; if they climb
straight through a phase boundary instead, the reading is wrong.
`tools/re-capture/phase_watch.py` prints both — **written, still never
exercised against a live guest.** Blocked behind the boot-nav item above.
* 🟡 **(2026-08-25) The legacy IDXD string-pool reader is wrong far more often
than assumed** — now measurable for the first time, since the record table gives
a ground truth. Verified by hand: `FCSRange` (the module doc's own canonical
"field with no value") is really `500000.0`; `ShieldRatio` is `1.0` where a
**committed test asserted `None` and called it defaulted**; and
`get_raw("Model")` on the hangar table returns the *first* record's model for
every record — silent corruption, not an absent value. Single-source disc-wide
rates: `get_raw` 52 % wrong, typed getters 38 % miss — but **100 % correct on the
548 single-record objects**, so all the damage is the flat API having no way to
say *which* record it means. ▶️ **Open work:** re-read every per-record number in
this corpus through `IdxdObject::record`; highest value first — hangar models,
weapon `Power`/`Acceleration`/`MinimumVelocity`, turret and subsystem stats.
See [`idxd-legacy-reader-audit.md`](idxd-legacy-reader-audit.md).
***(2026-08-25) The 504 unnamed IDXD field keys were NOT recovered.** All sit
in `GP_READY_ROOM.pak`'s sound-bank table (6 identical objects × 2 records × 42
keys). A dictionary of 572 464 strings — every pool string disc-wide, PE ASCII
and UTF-16 runs, every identifier in this repo — plus 73 191 case/affix variants
gave **0/42**. The key deltas across `stage01…stage16` do prove the preimage
**ends with the two decimal digits**, and a meet-in-the-middle found nothing
word-like at ≤8 lowercase chars. 32 bits is not invertible without the right
wordlist; parked.
***(2026-08-25) The IDXD/IXUD container is fully decoded** — the "binary
node/index region" in front of the string pool is a **uniform 16-byte record
array** `{name_hash, name_off, field_begin, field_end}` sorted by hash, then a
field count, **12-byte fields** `{key, name_off, value_off}` sorted by key, then
a pool size and the pool. Verified over the *whole* disc with zero failures:
IDXD **7 750/7 750** objects, **190 782/190 782** records, **1 271 462/1 271 462**
named fields; IXUD **1 104/1 104** objects, **628 165/628 165** fields (offsets in
chars). **Field names are stored on disc**, so no preimage search is needed —
only **504** fields disc-wide are hash-keyed with no name.
🔴 **Two corrections:** the header word at `0x08` is **not a schema hash**, it is
record 0's `name_hash` (7 750/7 750) — the format has no type field at all, so an
object's kind is known only from its loader; and the field's middle word is not
an `aux` flags word. See [`structures/idxd-container.md`](structures/idxd-container.md).
⚠️ My first disc sweep globbed `dat/**` and **missed `hidden/DefTables.pak`**
(1 425 objects); the test now walks the whole disc root.
▶️ **Follow-up now open:** the legacy value-before-key string-pool reader is an
*approximation* of the real table, and every number in this corpus that came out
of `get_f32`/`get_raw` is re-checkable against ground truth but **not yet
re-checked**. First step: diff the two readers across the disc and count
disagreements. Also open: recover the 504 unnamed hash keys.
**(2026-08-27) DIFFED — see [idxd-legacy-reader-diff](idxd-legacy-reader-diff.md).**
Over 7 750 objects and 738 922 numerically-valued named fields, legacy
`get_f32` is correct 39.42 %, safely `None` 43.04 %, and **returns a wrong
number 17.54 %**. The error has an exact predicate: **0 of 29 822** fields wrong
in single-record objects, 18.28 % wrong in multi-record ones — because
`get_raw` finds the *first* occurrence of the key in a flat token list and has
no notion of records, so every record after the first inherits record 0's value.
***(2026-08-25) Both guest hash routines located** — `sub_82447DF0` (IDXD)
and `sub_82447E70` (IXUD), transcribed instruction-for-instruction into Python
and Rust; `cargo test -p sylpheed-formats --lib hash` 10/10. **IXUD SOLVED:**
it chains **two** exact moduli (loop mod `2^32-153` in 64-bit, then fold mod
`2^24-33`), which is why no single-modulus search could ever find it —
86/86 keys and 108,261/108,261 tags verified. 🔴 **Two of my claims corrected:**
`tag_hash` must **sign-extend** (`extsb`) — the unsigned version matched all
1.27M disc names because every one is ASCII, but differs on 18,096/20,000
random high-byte inputs; and **`name_hash`'s reduction is EXACT, not lossy**
(0 wrong at every quotient boundary over the full 32-bit domain).
***(2026-08-25) BOOT-NAV BUG FIXED and verified by artifact.** `dialog_up.py`
detects the dim the game draws behind a modal (mean 34 vs 5962), and
`wait_screen.sh --tap-if-dialog` only presses while one is up;
`launch_mission.sh` now verifies the "Load game?" dialog is actually open
before selecting YES. Next boot: **readyroom at 9 s, IN FLIGHT at 37 s**
(against three prior 300 s failures).
***Tooling:** `.pe` is **NOT stale** — it is a flat VA image
(offset = VA 0x82000000), verified 7/7 against the DB. And
`instructions.raw` in `sylpheed.db` is an **INTEGER**, not a hex string —
decoding it as hex silently compares nothing and nearly recorded this
correction backwards.
* ~~❔ **What ADVANCES a phase is still unknown**~~ and is not in the data: swept the
stage record and every table it names plus the `message\` family for
`interval|time|phase|delay|wave|spawn|arrival|trigger|start|appear|event|condition`
— only `FrameCount` and `PresetMessage_Phase1/2/3` hit. It is in the executable.
* 🟡 ~~**Does NOT close the 387-vs-~300 gap**~~ in `roster-to-craft-link.md`. Σ`n`
over Stage 02 is 387 vs 296300 live craft, but that was measured mid-mission
after kills and squadrons deploy across phases, so they are not comparable as
they stand. The earlier rejection of `n` assumed everything deploys at once —
**still untested**. The record-key derivation also stays ❔ (the tag is not
`name_hash`; a second hash function is unidentified).
***S18S23 stage records were never missing.** `stagetbl.py Stage_S18` returns
a full six-record definition and always would have; it was never run. They omit
the literal `Stage_S<NN>` (no per-stage `.xpr`; `AIParams`/weapons/strings/
subobjectives/nameplate/collision all come from a shared **`_Tutorial`** set),
so an enumeration keyed on that literal skipped all six. Counting distinct
`*_S<NN>` names across all **1119** decompressed entries: `UnitGroup` and
`Route` cover **28** stages (S01S16, **S18S23**, S24S29); `Stage` literal and
`AIParams` **22**; `SUBObjectiveSettings` **16** (story only). Tutorial records
carry the same `Phase_1/2/3` shape, so the tutorial is not a special mission
type at the data layer. Dump in `data/stage-tutorial-records.txt`.
***S17 alone is genuinely absent** — it appears in *none* of the five families.
Not a stage that lost its data; it does not exist. Matches the family split in
`challenge-mission-gate.md` (story 116, tutorial 1823, challenge 2429).
* 🔴 **Refuted:** `GP_TUTORIAL.pak` does **not** hold the tutorial stage config —
2 entries, both RATC, zero IDXD, exactly like `GP_CHALLENGE.pak`.
## The dynamic-RE state is not in git, and it was gone
**Found 2026-08-23.** Everything the oracle runs on — the baseline emulator
binary, the Xbox profile, the Stage 02 save, the shader/code caches — lives
outside both repos and had been wiped. `sylph-doctor` says "all good" without
any of it; the first symptom is `NO PROFILE on disc` one second into a boot.
**Rebuilt and verified by driving it** (LOAD GAME lists the slot → READY ROOM →
Stage 02 flight): [`dynamic-re-state-restore.md`](dynamic-re-state-restore.md)
carries the recipe — incremental rebuild of `auto/upstream-baseline` in the
shared checkout (202 files, no submodule churn), profile bootstrapped with the
*instrumented* binary's `--create_profile_if_none`, and the committed
`savedata-stage02-5pct.bin` installed **without** an Xbox content header, which
`ContentManager::ListContent` does not need.
**Open, and cheap:**
***`launch_mission.sh` finishes unattended again** (2026-08-23, later):
boot → title → LOAD GAME → slot 01 → READY ROOM → TAKE OFF → `IN FLIGHT at
34s`, pilot bound and engaging. Two defects, not one: the fixed `sleep 28` for
LOAD → READY ROOM (now `wait_screen.sh readyroom`), and the READY ROOM being
**drawn before it is usable**`Preparing to Sortie`, TAKE OFF greyed, which
whole-image statistics cannot see (1.7 units of blue) so `take_off_armed.py`
tests the label. A third defect fell out of the same run: `wait_flight.sh` was
testing pixel (450,640) "inside the SHIELD bar" of a **1280×720** window, while
`screenshot` crops to the **1279×675** game surface — it lands between the
SHIELD and ARMOR bars. That is the long-standing "reported NEVER REACHED FLIGHT
while plainly in flight" note, now explained and fixed.
***Nothing guarantees this state survives the next container.** If it is
meant to, the profile + save + `bin/` copies want a home inside a repo or a
named volume; that is a call for the user, not for an agent.
## ✅🔴 SOLVED (2026-08-23) — the *method* for finding the mission objective counter is automated; the **address is run-dependent**
*(Retitled 2026-08-26: the old heading asserted `0xbdb59668` as the answer while its own first line refutes that address. The method is the result.)*
🔴 **`0xbdb59668` is refuted as a durable address** (2026-08-23): 0 in two
independent Stage 02 runs while the HUD read `004`/`008`/`012`, on an allocated
(not sparse) page. The **method** stands; the number does not, and every session
must re-scan. Two candidates from the re-scan were themselves refuted by the
corpus's own "verify across a transition you did not select on" rule. Detail and
the corrected method note (the scan takes **0.9 s** — the trap is the counter
climbing `004 → 012` in four minutes, not scan duration) in
[`structures/mission-objective-counter.md`](structures/mission-objective-counter.md).
**Settled the same day, once the HUD stopped costing a human round trip.**
`ob_read.py` reads the three digits by normalised template correlation and
`ob_hunt.py` runs the whole method unattended; run 4 then gave **one** survivor
from 35 897, selected on `004 → 008` and verified on the unselected `008 → 012`,
plus three live paired RAM/HUD readings. The blocker was never the pilot's
survival — the evidence lives in the first four minutes of the stage, and the
earlier runs simply could not look often enough to catch the `008` step.
🔴 Yesterday's refutation **stands, refined**: the address is not universal (runs
2 and 3 read a hard 0 there while the HUD counted), but it is not meaningless
either — it recurs exactly, and run 3's amber candidate sits one 64 KB page below
it at the same page offset `0x9668`. Rule: try `0xbdb59668`, check it against the
HUD, re-scan (~5 min, `ob_session.sh`) when it reads 0.
The follow-on that the autopilot actually needs is unchanged and untouched:
❔ what the counter counts, and whether an `OB`-badged entity carries a flag in
its entity object.
## What `REMAINING OB` counts — and an in-mission freeze in the way
**2026-08-23.** The address is settled (above); *what it counts* is not, and it
is what the autopilot needs in order to CHOOSE a target. One run in:
* 🔴 **Not a live class head-count.** Counter 4 against 8 attackers / 7 friendly
Delta Sabers / 7 turrets / 1 player — no class matches, no pair sums to it.
* 🔴 **The per-entity flag is REFUTED** (2026-08-23, final): sample A at counter
12 over 120 entities gave **2** candidates; the counter went **12 → 11** and
**neither survived**. Within ±0x400 of the position triple there is no 4-byte
word whose shared-value population tracks the counter. ❔ **Not** ruled out: a
single **bit** ORed into a word that also varies (the test needs an exact
shared value), anything outside that window, and anything on entities
`entities2` cannot see — it types by position *changing*, so stationary
objectives are invisible. 🔴 **The bit-level differential is REFUTED too**
(2026-08-24): two independently selected transitions in one run — scan at 4
filtered on 4→8 (29 of 710 survive), scan at 8 filtered on 8→12 (2 of 197) —
and the **intersection is empty**. No per-entity bit in either polarity tracks
the counter; 16 of pass 1's survivors were the same word `+0x250` with
different bits, i.e. a *shared value*, not a flag. Earlier note: 🔎 **Built**
(`ob_bitflag.py`, 2026-08-24) and run three times with **no verification
yet**: one window was spent on a mission that had already ended in GAME OVER,
one hit the same dead mission, and the third had the counter at a different
address and then froze after a single filter. Sample A alone gives ~187
set-polarity + 33 clear-polarity candidates at counter 4, so the second
transition is the whole test.
* ⚠️ **Attrition is now the dominant cost of every in-mission item.** Roughly
half the runs that reach flight end early — a freeze, or a GAME OVER when the
ACROPOLIS or the craft is lost — and a scan needs the run to survive **two**
counter transitions. `frozen.in_flight()` at least makes a dead run say so
immediately instead of waiting out its window.
***What the counter's neighbourhood IS — the HUD glyph quads**
(2026-08-24). The four pointers that move with it lead to objects whose vtable
is `0x820B2A64`: **32 slots**, methods `0x823c43b0…0x823c45a0`, **three**
construction sites in `sylpheed.db`. Each instance is a **textured quad** — a
pixel size (34×42 for a digit) and four vertices of `(colour, u, v)` — and the
UV rectangle × **1280×768** reproduces that pixel size to a rounding step, so
the font atlas size is measured, not guessed.
See [`structures/hud-glyph-quad.md`](structures/hud-glyph-quad.md).
* 🔴 **The counter is not "hostiles left" either.** It held at `012` for fifteen
minutes of live flight while the ADAN population fell 132 → 93.
***But it decrements when the player kills**: `12 → 11` with 411 `fire=1`
samples and `YOU KILLED WARPLANES 0003` on the HUD — the first decrement seen,
and the first run where the player's guns were part of the experiment.
***`pilot.py` never fires — ROOT CAUSE FIXED** (2026-08-23):
`flight_probe.Pad` was writing to the **vgamepad FIFO**, dead since the uinput
pad was replaced by `--hid=file`, so every axis, trigger and button from every
flight tool went into a file nothing reads while `/tmp/xenia_pad.txt` stayed
empty. The craft was never being flown. Verified: full stick went from `0.00°`
of heading change to `12.72°`, and the attitude matrix from `d 0.0000` to
`d 0.4438` — which also **refutes** the "stale attitude matrix" suspicion.
**And the second half: the PITCH stick sign was inverted.** Measured on a
45° error, both sides, two pulse widths, with the opposite sign as control:
the pilot's sign grew the error every time, the opposite shrank it every time.
Fixed, and **the pilot fires**`fire=1` in **43 of 1 732** samples against 0
of 13 521, aim down to 2.3°, range median 43 km → 6.3 km, and the HUD's own
ammunition counters moving. 🟡 Still open: `YOU KILLED` is `0000` after 250 s
of firing and `REMAINING OB` is still `012` — whether it *destroys* anything is
the next measurement, and the objective-counter item is waiting on it.
⚠️ `findrot_global.py`, `findself.py`, `findspeed.py`, `selfstate.py` still
write to the dead FIFO and `ctrl_probe.py`/`target_probe.py` still use
`pad.f`; all flagged in place, none repaired.
See [`pilot-never-fires.md`](pilot-never-fires.md).
***`EMULATOR GONE` is SOLVED — it was this project's own `Stop` hook**
(2026-08-24), which `kill -9`s `xenia_canary` at the end of every agent turn.
Every "mysterious" death was a turn boundary. **Operational rule:** an emulator
experiment must complete **inside one turn** — nothing can be left running for
a later tick, and a watcher armed for 1 500 s only watches the rest of *this*
turn. Memory pressure was raised and refuted along the way; that measurement
stands, it just was not pointing at anything.
* 🔴 **An in-mission freeze — the item in front of everything else.** Reproduced
with the Kernel channel on. 🔴 The resume-spin lead is **refuted by its own
control**: a still-flying run has *more* refused resumes (2 738) than a frozen
one, because the game runs a self-suspending worker and the host refusal is one
per cycle by design. ✅ What is established instead: the guest is **spinning,
not deadlocked** — over 10 s while frozen the main thread is in state `R`
gaining 409 ticks, guest threads ~680 in total, and **not one kernel call** is
made. So it is guest code waiting on guest memory. ✅ **Seen from inside** (2026-08-24, gdb): all **79** threads are in a
**wait** — guest threads in `KeWaitForSingleObject`/`NtWaitForSingleObjectEx`,
the GPU processor idle, the main thread in `poll()` — while the process still
burns **1 253 ticks / 10 s**, 403 of them in the **TimerQueue** thread and
~280 each in two guest threads the backtrace shows *blocked*. So they are
**cycling through a timed wait**, and the CPU burn is in the kernel layer's
wait path, not in guest code. No Canary build was needed: `XENIA_BIN` pointing
at a gdb wrapper keeps the lockfile and satisfies `ptrace_scope=1`.
🔴 **Reading the wait target from the log is blocked by cost**:
`KeWaitForSingleObject` is `kHighFrequency` and silent without
`--log_high_frequency_kernel_calls=true`, and *with* it the emulator is 17
minutes into a boot with a **black screen** and 175 MB of log. ✅ **Built** (canary `auto/re-wait-timeout-probe` `820696c11`,
`--log_stuck_waits=true`, binary at `/sylph-home/re/bin/waitprobe/`): counts
consecutive timeouts on the same object per thread and logs at 100 then every
500. **Healthy-run control measured** — 27 lines over 25 minutes, all one
thread polling one Event at guest VA `BE56BB5C` with a ~30 ms timeout, so the
freeze signal is a **new (thread, object) pair**, not the presence of output.
🔴 **A freeze WAS caught (2026-08-24) and the probe says nothing.** It froze
9 s into the watcher's window, in flight, and reported the healthy baseline
only — one pair, same object VA, no new (thread, object) pair — while the CPU
signature was unchanged (1 255 ticks/10 s, 401 in the TimerQueue thread). So
the freeze is **not** a thread looping on timeouts against one object.
**Two blind spots survive:** waits cycling over *different* objects (the streak
resets, so they are invisible), or waits that **succeed** rather than time out
(nothing for a timeout counter to count — which fits the self-suspending worker
seen cycling successfully in the kernel log).
**v2 built and its baseline is itself a result** (canary `597740046`): it
counts every call per thread per second with the distinct-object count and the
return value. On a healthy 22-minute run the **main thread cleared 500 calls/s
in 224 windows, peaking at 1 235/s over up to 13 distinct objects**, and the
result was `X_STATUS_SUCCESS` in **all 314** windows — not one timeout. So the
game's normal mode is hundreds of *successful* waits a second across many
objects, which is exactly what v1 could not see.
🟡 **Consequence:** 500/s is not self-selecting, so the freeze signal must be a
*different shape* — far above 1 235/s, a new thread, or a non-SUCCESS result.
**Next:** a frozen sample to compare against; runs 5 and 6 did not freeze
(GAME OVER at ~22 min, and still healthy at 10 min). **Three** runs in a
row have now failed to freeze (the third ended in GAME OVER), and the probe's
healthy control is measured three times — 27, 24 and 36 lines, always the same
single pair. `frozen.py` detects the state in one call; `ob_hunt.py` /
`ob_flag.py` abort on it. **Roughly two runs in three.**
See [`mission-freeze-resume-spin.md`](mission-freeze-resume-spin.md).
> ### ✅ 2026-08-27 — the "first step, revised" below is DONE, and `--log_mask=0` is a dead end
>
> **The counter moves.** `pilot.py` gained `SYLPH_WEAKEST=1` (score scaled by the
> target's remaining hull, so fire concentrates on one already-damaged craft
> instead of spreading over a squadron) and the very next run drove
> `REMAINING OB` **008 → 007**, concurrent with the live `e010` floor dropping
> 16 → 15. `REMAINING OB` is now fully solved — see
> [`ob-counts-marked-attackers.md`](ob-counts-marked-attackers.md). So the
> obstacle this entry names is cleared; what the freeze work still needs is only
> a **frozen sample** for the v2 probe to compare against.
>
> ❌ **Do not try `--log_mask=0` for that sample.** Measured on a full Stage 02
> run: **199 MB of log**, growing **~33 MB/min**, and a 300 k-line tail is
> **254 127 `A>` (Apu/XMA)**, 42 444 `d>`, 2 897 `G>`, 532 `w>` — with **zero**
> `k>` and only **14 `K>` lines in a 58 k-line boot sample**. `XamShowSigninUI`,
> `KeWaitForSingleObject` and `NtWaitForSingleObject` each appear exactly **once**
> in the whole 199 MB, i.e. in an export listing, never as call traces. That
> independently confirms the cost note above: kernel calls are `kHighFrequency`
> and stay silent without `--log_high_frequency_kernel_calls=true`, so `log_mask=0`
> buys nothing but audio spam. The purpose-built `--log_stuck_waits` probe remains
> the right instrument.
>
> ⚠️ That run also **did not freeze** — healthy from `TIME 00:24.28` to
> `03:33.28`, `frozen.py` animating throughout — making it the fourth
> consecutive non-freezing run across this entry and the last session.
**First step, revised:** make `pilot.py` shoot, then re-run `ob_flag.py`. The
freeze is no longer the blocker it looked like — a 25-minute run stayed
animating — and the actual obstacle is that nothing the pilot does moves the
counter, so there is never a second sample. If the counter still will not move
when the player is killing things, the next question is what *does* move it, and
the objective card's own wording ("shoot down all invading enemy fighters") is
the place to start. Second step, if that comes back empty: `entities2.typed` only
sees entities whose position *changes*, so a stationary objective is invisible to
it, and the enumeration itself would need widening before a null result means
anything.
See [`mission-freeze-and-ob-flag.md`](mission-freeze-and-ob-flag.md).
## The declaration table is not a paint order on every screen
**Found 2026-08-17**, building the Explorer's UI Screens browser on
[`ui_layout`](structures/ui-rat-layout.md). **Status: 🔎 open — the pause menu is
right, the title screen is not.**
`ui-rat-layout.md` says the bundle's element declaration table lists elements
"in back-to-front order", verified 11/11 on the tutorial pause bundle. That
holds — the tutorial and in-mission PAUSE builds both composite correctly, and
`pgpeff02a` → parent 3 / `pgp_ttrl_btn10` at (546,288) / the 70 px button pitch
all reproduce exactly.
**`GP_TITLE.pak` build 7 does not.** Painting in declaration order puts
`ptbase2.t32` (the full-screen background art, element **13**) *on top of* the
`ptlogo1`/`ptlogo2` wordmarks (elements **05**), which the real title screen
obviously does not do. The pause bundles never caught this because their
elements barely overlap.
**What has been ruled out:** there is no depth/layer key in the 60-byte
declaration entry. Dumping every word across the title build's 30 entries, the
unknown fields are constant — `+28` is 0 everywhere, `+44` is `0xffffffff`
everywhere, `+56` is 0 everywhere — and `+36`, which the doc lists as
`0xffffffff`, is not a depth either: it is `0`/`1` **only** on the `kind = 0x4`
repeated-instance entries (`ptlogo1`/`ptlogo2` copies), i.e. an instance index.
So the order is not recoverable by sorting the table on any field it carries.
**What that leaves.** The background group is contiguous — elements 12, 13, 14
are `pteff00.prm`, `ptbase2.t32`, `pteff04.t32`, and 12 carries `kind = 0x10`,
a flag no pause element has (theirs are `0x0` / `0x1` / `0x3002`). `pteff02.prm`
at 17 has it too. So `0x10` marking a `PRMD` primitive, and primitives opening a
layer that draws beneath what precedes them, is the cheapest hypothesis — but it
is a **hypothesis**, and "draw the `.prm` group first" would fit this one screen
without being evidence of anything.
**First step:** composite `GP_MISSION_SELECT` / `GP_READY_ROOM` / `GP_OPTIONS`,
which have both a background and overlapping foreground elements, and see
whether their background sits at a `0x10`-adjacent index too. Two more screens
agreeing turns the hypothesis into a rule; one disagreeing kills it. The
Explorer's `screen render`/`screen info` commands make that a minute's work per
screen, and the per-element visibility toggles isolate a suspect element.
**Meanwhile** the viewer paints in declaration order and does not pretend
otherwise — a screen whose background lands on top is showing you this bug, not
a decode failure.
### 2026-08-18 — measured against the running game; three orderings refuted, and half the symptom was a different bug
**The premise is confirmed by the oracle**, which this entry had not had: a
framebuffer capture of Canary on the title screen
([`captures/title-screen-oracle.png`](captures/title-screen-oracle.png)) shows
the `PROJECT SYLPHEED` wordmarks (elements 05) drawn **over** `ptbase2.t32`
(element 13), which is a full-screen background. Declaration order is therefore
not the paint order on this screen, and no reading of the element table changes
that.
**But part of what the render showed was not the paint order at all.** In the
capture `ptbase2` covers the whole screen; the compositor drew it as a
960×540-visible slab starting at (320,180), because a keyframe's `scale` was
being grown from the keyframe's corner instead of about the declared **pivot**.
Fixed, and pinned against the capture by cross-correlation (peak at (0,0)) — see
[`structures/ui-rat-layout.md`](structures/ui-rat-layout.md). That was a real
defect worth separating out: it moves **865** of the disc's 5 130 resting
placements, on every screen, independently of any ordering question.
**Three candidate orderings are now dead**, all cheaply:
- **The placement region is not a second ordering.** Its keyframe groups carry an
explicit element index, so they *could* be stored in a different order — they
are not, on **every** build on the disc (`placement_region_order_is_never_a_second_ordering`,
>500 builds, identity every time).
- **The RATC child order is not it either.** For the title build it is the
declaration order with the `.prm` elements absent — strictly less information,
and it has no place to put `ptbase2` other than where the table already puts it.
- **Reverse declaration order is refuted by the same capture**: it would draw
`ptbase2` (13) over `ptcopyright` (28), and the copyright line is visible.
**The `0x10`-adjacency first step was run, and it does not survive.** The
background *is* adjacent to a `kind = 0x10` `.prm` element on both screens that
have one — but on **opposite sides**. `GP_TITLE` build 7 is
`12 pteff00.prm (0x10)`, `13 ptbase2.t32`, `14 pteff04.t32`;
`GP_MISSION_SELECT` build 0 is `0 px_mission_base.tbm`, `1 px_mission_eff00.prm
(0x10)`. So "the `.prm` opens a layer that draws beneath what precedes it" cannot
place both, and no rule keyed on the `.prm`'s position orders the background.
`GP_READY_ROOM` and `GP_OPTIONS` turned out not to be the third and fourth
witnesses this entry hoped for: neither of their largest builds carries a `.prm`
or a full-screen background at all, so they cannot discriminate.
**What is still open, stated plainly:** nothing in the bundle has been found that
orders element 13 behind elements 05. Every ordering the file itself carries is
now either identical to the declaration table or refuted by the capture. The next
step is no longer static — it is either the guest code that walks this table, or a
per-draw capture of the title screen showing the order the game submits.
**Blocker, checked rather than assumed.** The obvious move is to reuse Canary's
existing RE instrumentation, which is already in the built binary on
`sylpheed-re`. Neither hook can answer this:
- **`--log_draws`** (`command_processor.cc`) de-dups by a *vertex-declaration
fingerprint* — shader hash + primitive type + per-stream element
formats/offsets + index-buffer guest base — and writes each distinct one once.
A screen's sprites share a declaration, so they collapse; and the record
carries no texture identity and no per-frame submission order, only first-seen
order. It is a mesh-format log, not a draw-order log.
- **The F10 ship capture** does preserve per-draw order within a frame and
de-dups on `(vertex base, WVP transform, index range)`, which would separate
the elements — but it **explicitly drops UI draws**:
`if (pos_off_bytes < 0 …) return; // no float-position stream (UI/effects) —
skip`. It requires an `f32x3` position attribute, which a 2D quad stream does
not have.
So this needs a **new hook in Canary** — log each draw in submission order with
its bound texture fetch (or its screen-space quad), gated behind a cvar the way
the other two are — and therefore a `build-canary` run. That is the cost to
state up front rather than discover halfway in; it is not a container
limitation, just a long build plus a title-screen run.
### 2026-08-18 (later) — the hook was built and run; the order is now measured
`log_ui_draws` exists (Canary branch `auto/re-ui-draw-order`), and the title
screen's paint order is **ground truth** rather than a candidate:
[`ui-title-paint-order-capture.md`](ui-title-paint-order-capture.md).
Background first, then the `back2` glow pair, then `ptlogo1` + `ptlogo_tm`, then
`ptlogo2`, then `ptcopyright`, then the `PRESS Ⓐ BUTTON` plate — i.e.
declaration indices `13, 22|24, 23, 0, 11, 1, 28` and then two elements that are
**not in build 7 at all**. Two more orderings die on that evidence (keyframe
start time, resting-keyframe time), and one structural fact reframes the whole
item: the screen composites **two bundles** (build 7 plus the one-element build
2 that is the button), so no single build's element table can be the paint order
whatever its order.
**Still open, and now sharper:** the rule. The bundle's 60-byte declaration entry
carries no depth field (dumped, above); the per-element `.rat` record has not
been checked for one against this ground truth, and nothing yet explains how the
two bundles are sequenced. Both are static questions again — the oracle side is
answered.
### 2026-08-18 (third pass) — the bundle does not carry the order at all
Three more places checked, all empty, so the static avenue for this item is
**exhausted** (detail and evidence in
[`ui-title-paint-order-capture.md`](ui-title-paint-order-capture.md)):
- **the geometry has no depth.** A UI quad's attribute 0 is `k_32_32_32_FLOAT`,
so it carries a Z — and every Z in the capture is 0.00000. Submission order is
the entire ordering.
- **the declaration table has no key.** Every word of every entry dumped for the
build the game actually runs: `+28` 0, `+32` `0xffffffff`, `+36` `0xffffffff`
(except an instance index on `kind = 0x4`), `+44` `0xffffffff`, `+56` 0.
- **the placement region has none either**, including its per-group lead word,
which is 0 for all 24 groups; and the region is followed straight by the RATC
child stream, so there is no table hiding behind it.
Also corrected: the running screen is **build 4**, not the largest build 7 that
`screen info` defaults to — the two disagree on sprite sizes and the capture
matches build 4. The conclusions are unchanged, the indices are not.
**So the next step is the guest code**, not the file: the splash draw path from
the emulator-era work (`sub_821CC7A0`, item vtable `0x820b30b4`) submits with
exactly the PS hash `E59B2B3D` this capture sees, and `xenia-rs/sylpheed.db` is
available in the container.
**And a second screen is NO LONGER BLOCKED, but it is not routine either.** The
main menu has been reached (screenshot in
[`canary-scripted-input-traps.md`](canary-scripted-input-traps.md)), so the
"Ⓐ is dead" reading is withdrawn. **Not routine after all** — see the 2026-08-19 tables in
[`canary-scripted-input-traps.md`](canary-scripted-input-traps.md): 4 of 5
successes without `--log_ui_draws`, 0 of 7 with it. An interleaved series
**refuted the boot-time confound** (the latest title of all, 268 s, accepted Ⓐ;
a 232 s title refused), and no mechanism exists for the flag — it is read only
when F10 arms a capture, and F10 was never pressed. The variable was removed rather than
believed — F10 now arms the capture unconditionally — and with it gone a fresh
run **still** failed, so the flag is not the cause either. Net: Ⓐ succeeds about
half the time and nothing measurable predicts which; five explanations are
eliminated. The input path is now mapped statically (`entry_point`
`sub_8216EA68` main loop → `sub_822F1AA8` per-frame input → `sub_82457038` pad
poll → `XamInputGetKeystrokeEx`), and the poll itself is not state-gated, so the
gate is in a consumer further up. Until that
is separated, capturing a screen *and* navigating to it in the same run is not
dependable. The earlier claim, kept: the title that ends the boot sequence
accepts a single Ⓐ (2 of 2 at the time); the title the attract loop returns to
accepts nothing (Ⓐ, START, B,
BACK, X, Y — dozens of delivered presses). The proposed tell was refuted on the
way: the two states draw **13 identical quads**, `ptbtn00` included, so they
differ only to the guest. Recipe: first title after boot, one tap, and never tap
during the boot (88 presses over the intro ends on a permanent black screen).
**The second screen is captured** — the main menu, `GP_TITLE` build 5 — and it
does not discriminate: its background sits at declaration indices 12, so
"declaration order" and "background first" predict the same sequence. Same
failure mode as `GP_READY_ROOM`/`GP_OPTIONS`. The next screen worth capturing is
one whose background sits **late** in its table, as the title's does.
The earlier reading, kept because it is what the evidence looked like: the
title's Ⓐ leads into a content/save path that crashes the guest with
`--mem_watch=true` and stalls it with `--mem_watch=false`. Three separate traps
had to be cleared to establish that much — see
[`canary-scripted-input-traps.md`](canary-scripted-input-traps.md), which also
carries the reproduction and the fix for two of them.
### 2026-08-18 (fourth pass) — the crash is named, and the code avenue is scoped
The crash PC resolves to an MSVC `std::map`/`set` erase that throws
`std::out_of_range` from the game's cache-manager flush, and the trigger is now
controlled: an **incomplete on-disc cache** throws ~100 s into a boot, a complete
one never does. The access violation people have been chasing is only that throw
*returning*, because this build does not unwind guest EH. And the handoff's
suspect #1 is **eliminated** — cold cache with `--mem_watch=false` throws just
the same, which withdraws a claim made here yesterday. See
[`title-crash-stl-tree.md`](title-crash-stl-tree.md). That is a by-product of
this item and belongs to whoever picks up the crash bisection.
For the ordering itself, three more negatives, all recorded in
[`ui-title-paint-order-capture.md`](ui-title-paint-order-capture.md): the two
time-based orderings were re-checked against **build 4** (the previous pass used
build 7's numbers, and build 7 is not what runs) and both still fail on the same
element; and a fresh candidate — painter's order by resting **Y** — reproduces
the capture to within a single transposition but is refuted by `ptlogo_tm` and by
the background, so it is not the rule either.
The code avenue is scoped rather than walked: the splash item vtable
`0x820b30b4` is real (25 slots, three construction sites), RTTI carries **no**
class names disc-wide, and the format tags are fourcc immediates behind a virtual
call rather than strings — so this needs a deliberate read of the UI engine, not
a keyword search.
## Capital ships assemble wrong in the viewer
**Reported:** 2026-07-30, by the user. **Status:** ✅ **format-side cause found and
fixed 2026-08-12** — see below for the 2026-08-10 diagnosis this supersedes.
The remaining format-side defect this entry pointed at (a shared turret decoding
~100× too large in some containers) was real and is gone. `e303_wep_01` decoded
as a 1600×2100×4800 block in `Stage_S02`, swallowing the `e106` hull; requiring an
index buffer to cover its vertex pool **exactly** moved it to the block every
other container agrees on, and it now decodes 49×23×42 everywhere and places at
±179 on the hull. The same fix repaired `e106_bdy_03` (a 600×1600×998 slab) and
moved 29 anchors disc-wide, 22 of which had been carrying **another resource's
geometry under their own name**. See
[`structures/xbg7-mesh.md`](structures/xbg7-mesh.md).
Two things are worth carrying forward rather than closing:
- the assembler was **audited and exonerated** — every composite node carries
scale 1.0 and an orthonormal matrix, so nothing on that side inflates a part;
- **no metric caught this.** Coverage, cross-container consistency, the capture
oracle and the twin invariant were all green while a 1 600-unit slab sat through
the ship. It was found by *rendering the ship and looking at it*, and the
numeric screens written afterwards to automate that check both failed.
The 2026-08-10 diagnosis follows, and its viewer-side pointers still stand.
**Status (2026-08-10):** 🔎 **the format layer is exonerated.** Runtime captures of three classes (`f105`, `e105`,
`e106`) at controlled range reproduce `assemble_ship` to ≤0.43 units in translation
and to 0.000 in rotation for every part that does not move; see
[`ship-placement-capture-generalisation.md`](ship-placement-capture-generalisation.md)
§4. So look at **the viewer**: first that it passes `include_external = true`
(`iso_loader.rs:4012` — with `false` an e106 loses its bridge and both nacelles,
5 parts instead of 11), then its own transform stack.
One real format-side bug was found on the way and is **fixed**: index-less parts
(`e105_brg`) never matched their `GN_Bridge_01` hardpoint, so 34 (stage, ship) entries
`e102`, `e104`, `e105` across Stages 0229 — assembled without a bridge. The other
apparent exception (`e105_eng_01` rotation) was an aggregation artefact and is 0.000.
The original report and its reasoning follow.
The reborn viewer builds capital ships from the split XBG7 parts via
`sylpheed-formats::ship::assemble_ship`, and they come out **wrong** — parts in the
wrong place / wrong orientation.
**Why this is a real finding and not a known limitation:** the RE write-up
[`ship-placement-runtime-capture.md`](ship-placement-runtime-capture.md) declares
static assembly ✅ **exact** as of 2026-07-26 — 9-channel joint tables
`[TX TY TZ RY RX RZ SX SY SZ]`, Euler `Ry·Rx·Rz`, with
`ship::tests::static_assembly_matches_runtime_capture` asserting static == runtime
capture (T < 1.0, R < 0.02). So either the viewer is not using that path, or the
claim generalises worse than the test suggests.
**The likely gap:** that test is **one ship** — the `e106` destroyer, 8 parts plus
two nacelles, two turrets and the hull mirror. Nothing pins the other classes.
Rules that were derived from `e106` and could easily be `e106`-specific:
- the engine cluster rig mounted at `GN_Engine_01` (two mirrored nacelles + centre);
- "X-reflect the shared-geometry twin whose lateral offset opposes the geometry's
dominant side" — a heuristic, not a decoded flag;
- cross-id turret instancing (×2).
**First step (the oracle already exists):** re-run the runtime capture on a *different*
capital ship and diff static vs captured, exactly as `e106` was done — F10 in the
`capture-ship-placement` build of `xenia-canary-native` dumps the ship shader's
`c0..c2` WorldViewProjection rows per part; `WV_ref⁻¹ · WV_p` is the ship-space rigid
transform, which is ground truth. Pick a class whose rig differs from `e106`
(different engine count, a ship with no `sld`, a carrier). Then extend
`static_assembly_matches_runtime_capture` into a per-ship table so a regression in one
class cannot hide behind `e106` passing.
**Also worth ruling out first, cheaply:** that the viewer's own transform stack (scale,
handedness, node-instance recursion) is not re-breaking a correct assembly — compare
the viewer's placement against `assemble_ship`'s output directly before blaming the
format layer.
---
## Viewer: `include_external` is already on — that hypothesis is dead
**Checked 2026-08-11.** The item above names "first that it passes
`include_external = true` (`iso_loader.rs:4012`)" as the cheap first step. It
does: `ShipBrowser::show_external` defaults to `true`
(`iso_loader.rs:643`), the checkbox reads it (`ui.rs:1593`) and it is threaded
through `RequestShipRender``build_ship_model``assemble_ship` unchanged
(`ui.rs:1689`, `iso_loader.rs:4012`). So a ship rendered by the viewer is the
full external assembly, not the bare hull.
The viewer also does not have a transform stack of its own to blame: it bakes
`ScenePart::apply` straight into the vertices and rotates normals by the same
`p.m` (`iso_loader.rs:4030-4062`), so its placement is `assemble_ship`'s output
by construction. What remains unexcluded, in order of cheapness: the mirror
handling (`det < 0` reverses triangle winding only — a reflected part keeps its
reflected geometry), `Xbg7Model::models_named` resolving the wrong sub-model when
a resource name repeats, and the exhaust cones. **Next step is a visual**: the
diagnosis has run out of things it can settle by reading, so the viewer needs to
be run against a known-good class (`e106`) and its render compared with
`ship_render`'s.
---
## Viewer: the duplicate-resource-name hypothesis is dead too
**Checked 2026-08-11.** The diagnosis above left three candidates for why capital
ships assemble wrong in the viewer: mirror handling, `Xbg7Model::models_named`
resolving the wrong sub-model when a resource name repeats, and the exhaust
cones. The second is now **refuted**, and comprehensively.
`build_ship_model` resolves each placement with
`base.iter().find(|m| m.name == p.resource)` (`iso_loader.rs:4041`) — first match
wins — so a repeated resource name inside a container would silently draw the
wrong geometry. It cannot happen: decoding **every** XBG7 resource in **all 22
stage containers** gives **4 603 resources and zero repeated names**.
```
Stage_S01 62/62 Stage_S07 323/323 Stage_S13 290/290 Stage_S25 351/351
Stage_S02 304/304 Stage_S08 388/388 Stage_S14 22/22 Stage_S26 318/318
Stage_S03 214/214 Stage_S09 316/316 Stage_S15 386/386 Stage_S27 321/321
Stage_S04 179/179 Stage_S10 7/7 Stage_S16 65/65 Stage_S28 118/118
Stage_S05 92/92 Stage_S11 157/157 Stage_S24 162/162 Stage_S29 386/386
Stage_S06 266/266 Stage_S12 376/376
```
Per-ship it is tighter still: `e106` wants 9 distinct names and decodes exactly
9 models for 11 placements; `e105` 9 for 9; `f105` 5 for 6. Every placement
resolves to the one model it names.
**So two of the three candidates are gone** (this one and `include_external`),
leaving **mirror handling** and **the exhaust cones** — and the still-untried
visual comparison, which remains the right next step.
---
## Viewer: mirror handling and the exhaust cones are cleared too — the static avenue is exhausted
**Checked 2026-08-11.** Both remaining candidates were tested across every ship
on the disc, and neither shows the reported signature.
**Mirror handling.** The concern was that `ScenePart::apply` bakes `R·(S·v)+T`
while the viewer takes its winding-flip decision from `det(m)` alone and rotates
normals by `m` alone — both ignoring `s`. A mirror encoded as a *negative scale*
would then reflect geometry without flipping winding, drawing the part
inside-out. It never happens: across **1 485 assembled parts** in all 22
containers there are **22 mirrored parts, every one with `det(m) < 0`**, and
**zero** parts with a negative scale or a non-uniform one. `apply_twin_mirrors`
writes the reflection into `m` (negating its X column), so the viewer's flip
always fires, and ignoring `s` for normals is harmless because `s` is always
uniform.
**Exhaust cones.** These are the one piece of geometry the viewer *invents* — a
cone at each `GN_Jet`/`GN_SJet` frame, because the real engine geometry is
recessed and the game draws FX there instead. If they landed wrongly they would
read exactly as "a part in the wrong place". Across **335 assembled ships, 192 of
which have exhaust frames, not one cone sits outside its hull's bounding box**
(tolerance 10 % of the axis span).
**Caveat, stated rather than glossed:** "inside the hull box" does not prove a
cone is *right* — orientation and size are untested, and a cone could be wrong
while still inside. What it does rule out is the reported symptom for that part.
So every mechanism this diagnosis proposed is now eliminated: `include_external`,
duplicate resource names, mirror handling, and cones-in-the-wrong-place. The
format and assembly layers pass every static test available, and **the visual
comparison is no longer merely the next step — it is the only remaining one.**
Render `e106` in the viewer beside `ship_render`'s output of the same
`assemble_ship` result; if they agree, the bug is in neither and the original
report needs re-grounding against a specific ship and a specific expectation.
---
## ⚠️ DIAGNOSED 2026-08-12 — a mis-decode; the locality fix was written, then withdrawn
> Resolution at the end of this entry. Kept in full because the two wrong turns
> along the way (a "stray volume", then "monotonic anchoring") are the useful part.
## ⚠️ The format layer is NOT exonerated — but the cause is a MIS-DECODE, not a stray volume
**Found 2026-08-11 by finally doing the visual**, which the notes above kept
naming as the next step. It overturns their conclusion.
Render `e106` from the static assembly and from the baked runtime capture and
compare — `ship_render` does both:
| | placements | parts |
|---|---|---|
| runtime capture (ground truth) | **8** | `bdy_01…04`, `brg_01`, `eng_01`, `eng_02`, `wep_02_01` |
| `assemble_ship(--static)` | **11** | the same 8, **plus `e303_wep_01` ×2** and a second `e106_eng_01` |
The render makes it obvious: the destroyer sits inside a white slab that dwarfs
it ([capture](captures/e106-static-assembly-volume-bug.png)). That slab is
`e303_wep_01`, and its own geometry is:
```
e303_wep_01 172 verts, 110 tris bounds X[-1000, 600] Y[-1050, 1050] Z[-2400, 2400] 1600 x 2100 x 4800
e106_wep_02_01 1002 verts, 772 tris 269 x 179 x 417 ← what a real e106 turret looks like
e106_brg_01 202 verts, 202 tris 105 x 76 x 305
```
**110 triangles, perfectly round axis-aligned bounds, and bigger than the ship it
is mounted on.**
### CORRECTION (same day, one iteration later): it is not a volume — it is a bad decode
The first reading of this was that `e303_wep_01` is a collision/trigger volume
the assembler wrongly draws. **That is wrong, and the evidence that settles it is
decoding the same resource from every container that holds it:**
```
Stage_S01 172 verts 110 tris X[-24.5, 24.5] Y[0.0, 23.4] Z[-20.8, 20.8] ← 49 × 23 × 42, a turret
Stage_S02 172 verts 110 tris X[-1000, 600] Y[±1050] Z[±2400] ← 1600 × 2100 × 4800
Stage_S03… 172 verts 110 tris 49 × 23 × 42 (correct)
Stage_S08 … 1600 × 2100 × 4800
Stage_S26 … 1600 × 2100 × 4800
```
Same resource, same vertex and triangle count, **decoding correctly in eleven
containers and wrongly in exactly three** (`Stage_S02`, `S08`, `S26`). So:
- the **placement is legitimate**`e303_wep_01` is a small shared turret,
cross-mounted on `e101` and `e106`, and at its true size it is unremarkable;
- the original author's explanation of the capture's silence (**vbase dedup**)
stands, and my "dedup would show one, not zero" objection does not survive:
with the correct decode the turret is small, ordinary geometry;
- **the defect is in the mesh decoder**, which resolved this resource's vertex
data differently in three containers.
The render and the symptom are real; the cause named in the first version of this
entry was not.
### The part that matters more than this one resource
**The decoder can produce wrong geometry without declining.** The
[XBG7 audit](structures/xbg7-mesh.md) counted 814 resources it *refuses* — a
visible, honest failure. This is the other kind: `e303_wep_01` decodes "fine" in
`Stage_S02` and is silently 100× too large. Screening for the signature (bounds
that are exact multiples of 50 with a span over 1000) flags 2232 models in each
of `S02`, `S03`, `S08`, `S26`, `S27` — **but that screen also catches legitimate
`e_rou_*` composite proxies**, so it is a candidate list, not a count of bugs.
**Next:** diff the anchor scan's chosen `vb0` for `e303_wep_01` between
`Stage_S01` (correct) and `Stage_S02` (wrong) — same resource, two outcomes, so
the divergence is directly observable — then use whatever distinguishes them to
add a post-decode sanity check, so a silent 100× mis-decode becomes a decline.
### Why this was missed
`assemble_ship` treats **every** `rou_*` node in the composite as a drawable
part, and the doc comment states the cross-id mount as intended behaviour —
`"INCLUDING repeated instances and cross-id turret mounts (rou_e303_wep_01_root
×2 on the e106 hull)"` — with
`ship::tests::static_assembly_matches_runtime_capture` asserting
`count("e303_wep_01") == 2`. The absence from the capture was explained away as
vbase dedup, but **dedup would show one instance, not zero**.
The test cannot catch it either: it walks the capture's parts and looks each up
in the static output, so **extra** static placements are invisible to it. That is
the same shape of gap as the earlier `include_external` hypothesis — a test that
can only fail one way.
### Scope, stated carefully
Sweeping all 335 assembled ships for the signature *ship-scale span with under
400 triangles* flags **20 ships and 58 placements** over 28 distinct resources
(`e005_ant_*`, `f001_ant_*`, `f002_bdy_*`, `f301_barrel`, `f303_body`,
`e303_wep_01`, …). **Only the `e106`/`e303_wep_01` case is proven** — by render,
by capture absence, and by geometry. Some of the others may be legitimately large
low-poly parts, and each needs the same three checks before being called a bug.
**Still true, and independent of the correction above:**
`static_assembly_matches_runtime_capture` walks the capture's parts and looks each
up in the static output, so **extra static placements can never fail it**. That is
worth fixing regardless — it is the same one-way-test shape as the earlier
`include_external` hypothesis.
Also unchanged: only **two** cross-id placements exist fleet-wide (`e303_wep_01`
on `e101` ×24 and `e106` ×36, across 335 assembled ships), so cross-id mounting is
a narrow, real feature rather than a systemic guess.
---
## Resolution (2026-08-12)
`anchor_pool_mesh` took the **first** candidate in file order from a
container-global scan, so a resource could be handed another resource's block
whenever both shared `(stride, vertex count, index count)`. Fixed by anchoring
each resource near its **descriptor neighbours** (two-pass: learn, then re-anchor).
- it took inconsistency **125 → 51** with coverage unchanged, and made `e106`
render correctly ([after](captures/e106-static-assembly-fixed.png))
- **but it flipped the `e106` twin-mirror decision**, which
`static_assembly_matches_runtime_capture` (ISO-gated, so it skips in a plain
`cargo test`) catches against the runtime capture — so it was **reverted**
- the user-reported "capital ships assemble wrong" is therefore **diagnosed, not
yet fixed**; see [xbg7](structures/xbg7-mesh.md) for what the real fix needs
Still open from this entry: `static_assembly_matches_runtime_capture` walks only
the capture's parts, so **extra** static placements still cannot fail it.
### 2026-08-18 — that last line was stale, and the residual gap is now closed too
**The one-way-test complaint had already been fixed** when this entry was
written down: `64d372c` (the revert commit itself) added an extras check, so
"extra static placements cannot fail it" has not been true since. Checked rather
than assumed — perturbing the expectation makes the test fail with the real disc
behind it, so it runs and is live, not a `SYLPHEED_ISO`-less skip.
**But it compared a set of resource *names*, which leaves one direction open**: a
resource placed *twice* when the capture lists it once changes no set. That is
not hypothetical — a duplicated instance is exactly what a bad node walk emits,
and the two legitimate duplicates here (`e106_eng_01`, `e303_wep_01`) are the
reason the test had to special-case counts at all. Replaced with the full
**multiset**, pinned to the e106 ground truth:
```
e106_bdy_01 1 e106_bdy_02 1 e106_bdy_03 1 e106_bdy_04 1 e106_brg_01 1
e106_eng_01 2 e106_eng_02 1 e106_wep_02_01 1 e303_wep_01 2
```
— 9 resources, 11 placements, against the capture's 8 dedup'd parts. That
subsumes the two hand-written count assertions, and it now fails on an extra
resource, a missing one, **and** a duplicated one. Refuted before believing:
declaring `e106_bdy_01` twice makes it fail, with the real multiset on the left.
**Not closed by this**, and worth keeping separate: the multiset is `e106`'s
alone. The generalisation this entry originally asked for — a per-ship table so
a regression in one class cannot hide behind `e106` passing — still needs a
runtime capture of a *second* capital ship.
**That entry's stated blocker is stale** (checked 2026-08-19): the ship capture
is in the current build — `RequestShipCaptureFrame` / `CaptureShipDrawForRE` are
in `command_processor.cc` on `auto/re-ui-draw-order`, and F10 wrote a 2.9 MB
`xenia_ship_capture_01.log` from this session's binary. No separate
`capture-ship-placement` build is needed.
**Update 2026-08-19: the mission is now REACHABLE.** With the Canary threading
fix, `tutorial_launch.sh` drives boot → title → menu → TUTORIAL and the mission
**loads and renders** (flight HUD, "Go to the box on your screen"). It then
freezes under 13 243 crash dumps, all at `0x82307128`, preceded by exactly one
guest C++ throw — identical frames 6 s apart, no new dumps, 400 % CPU. So the
blocker moved from "cannot reach a mission" to "the mission freezes". 🔴 **The cache is REFUTED as the cure** (3 runs): the
missing entry `\aab216c3\6` was real and got written, and the run with a complete
cache stormed anyway — 11 497 dumps, all `0x82307128`. ✅ **But a usable window
exists:** both post-cache runs ran the mission with exactly **2 crashes for
5680 s** before the storm, where the first run was at 641 by t+24 s. The ship
capture needs `F10` armed *inside* that window. ✅ **Done, and the mission ran
with ZERO crashes** — first clean mission run, fully rendered. 🔴 **But the
capture contains no ship geometry**: 181 deduped draws, 180 sharing one vertex
shader, all screen-space, none 3D — against a known-good 2.9 MB capture from an
earlier session. The 8 000-draw budget was not the limit and the scene *was*
rendering. ⚠️ The "cache refuted" claim above is **overstated**: this run used
the same complete cache as `tut4` and got 0 crashes vs 11 497, so variance
dominates. 🔴 **Corrected:** nothing is broken. Ship
geometry is `stride=24 prim=4` with a large vcount (`vcount=10891` for a real
one); this capture has one `prim=4 vcount=6` quad and the 2.9 MB "known-good"
file has **no `prim=4` at all** — it is a **UI** capture (1 303 of 1 582 draws
are `stride=24 prim=13`, the UI sprite shader). The earlier "3D draws" test
counted UI sprite coordinates as 3D. The capture recorded what was on screen, and
the tutorial's opening has **no capital ship**. **What remains** is what the
capture doc always said: play into a real mission and frame a ship side-on —
gameplay driving, not a menu step, and the original was taken on HW Vulkan where
this container has lavapipe. 🔴 The resume-refused lead (1 663 on one
thread) is **REFUTED**: that thread did execute, and `KeWaitForSingleObject` /
`NtWaitForSingleObjectEx` are `kHighFrequency`, which is unlogged unless
`--log_high_frequency_kernel_calls=true` — so a parked thread is invisible and
the refusals are just the guest kicking a worker blocked on an object. Method
note: the title-loader finding rested on **host CPU time**, not log silence,
which is why it stands and this did not.
What blocked it before was **the cache-flush crash**, not navigation — measured
2026-08-19. `tools/re-capture/tutorial_launch.sh` (which retries whole boots,
because re-pressing the same title never works) gets all the way from the title
through the main menu to **DIFFICULTY** and then **SELECT DATA**, and the guest
dies there at `0x82307128` — the same `std::map`/`set` erase as the boot-time
throw, 537 stacked dumps, with `--mem_watch=false`. See
[`title-crash-stl-tree.md`](title-crash-stl-tree.md).
So a second capital-ship capture needs that crash dealt with first. Everything up
to the save-slot screen is now scripted and works, and one run got *past* it —
`SELECT DATA` reached with zero crashes, slot chosen, the game proceeding into a
cinematic — before crashing at the same `0x82307128`. The crash is intermittent
in **where** it fires, not whether, so there is no menu route around it. See
[`title-crash-stl-tree.md`](title-crash-stl-tree.md) for the end-to-end
measurement and for what has been ruled out (`--mem_watch=false`, twice).