Menu navigation here has always been screenshot-driven, which is unusable under
--gpu=null -- the only configuration where the game does not hit the
software-rasterizer freeze. Without a memory signal, the one backend that runs
is the one that cannot be steered.
Snapshotting 0x82800000+3 MB at each menu of a rendered run and keeping the
4-byte words that differ between screens and hold small integers leaves exactly
four of 786 432. One has the property that matters -- it changes on a screen
transition and holds steady when only the highlight moves:
0x828A690C screen id 1 title, 3 main menu, 4 extras
0x828F38AC menu cursor (second copy at 0x828F38BC)
0x828F37B4 per-menu value
Verified on a fresh --gpu=null run with no display at all, driving the same keys
blind: title 1/2/12, main menu 3/4/45, after 4x down 3/12/45, extras 4/14/49 --
4/4 exact against the rendered run, across two runs and two GPU backends. That
is the check that matters, since this corpus has already had to mark one runtime
address run-dependent.
tools/re-capture/menu_state.py reads them; `menu_state.py watch` prints on
change.
Open: the rest of the sequence into a mission. Blind driving reached extras
(screen 4) and a further A did not move it, so MISSION SELECT needs a cursor
move first. Screen ids beyond 4 are unmapped, and the rendered run freezes on
entering that screen -- so map ids up to the freeze, then step blind past it.
2.5 KiB
The menu's screen id and cursor, in guest memory
✅ Found and verified 2026-08-26. Menu navigation in this corpus has always
been driven by screenshots. That is unusable under --gpu=null, which is the
only configuration where the game does not hit the software-rasterizer freeze
(mission-freeze-heap-exhaustion.md) — so
without a memory signal, the one backend that runs is the one that cannot be
steered.
The words
| address | meaning |
|---|---|
0x828A690C |
screen id — 1 title, 3 main menu, 4 extras |
0x828F38AC |
menu cursor (a second copy at 0x828F38BC) |
0x828F37B4 |
tracks the screen, distinct value per menu |
How they were found
Snapshot 0x82800000 + 3 MB at each menu of a rendered run, then keep the
4-byte words that (a) differ between screens and (b) hold small integer values.
Of 786 432 words, exactly four qualified — and one of them,
0x828A690C, has the property that matters: it changes on a screen transition
and stays put when only the highlight moves.
screen: title -> main menu -> (4x down) -> extras
828a690c: 1 -> 3 -> 3 -> 4 <- screen id
828f38ac: 2 -> 4 -> 12 -> 14 <- cursor moves with the highlight
828f37b4: 12 -> 45 -> 45 -> 49
✅ Verified against a second run on a different GPU backend
The values were then read on a fresh --gpu=null run — no display at all —
while driving the same key sequence blind:
| step | rendered (lavapipe) | blind (--gpu=null) |
|---|---|---|
| title | 1 / 2 / 12 | 1 / 2 / 12 |
| main menu | 3 / 4 / 45 | 3 / 4 / 45 |
| after 4× down | 3 / 12 / 45 | 3 / 12 / 45 |
| extras | 4 / 14 / 49 | 4 / 14 / 49 |
4 / 4 exact, across two runs and two backends. That is the check that matters: the words are not run-dependent, unlike the OB counter address this corpus had to mark run-dependent earlier.
tools/re-capture/menu_state.py reads them (menu_state.py watch polls and
prints on change).
❔ Still open: the rest of the sequence into a mission. Blind driving reached
extras (screen 4) and a further Ⓐ did not move it — 4 / 14 / 49 twice — so
MISSION SELECT needs a cursor move first. The screen ids beyond 4 are unmapped;
the same snapshot-and-diff method extends to them, but it must be done on a
rendered run, and the rendered run freezes on entering that screen. The way
through is to map the ids up to the freeze and step blind past it.