Reads the live world out of guest RAM and drives the pad from it. Working: loop-rate memory reads, whole-RAM float scanning with numpy (1270 orthonormal 3x3 blocks in 6.2 s), entity enumeration by unit type (116 live instances in Stage 02), pad control written straight into the vgamepad FIFO (the CLI spawns a process per command and its tap/hold sleep inside the server, so neither is usable in a control loop), unattended mission entry, and the Hangar loadout -- the "Recommended" control is AUTO SELECT, which at 5 % progress is a no-op because only two weapons are developed and both are already mounted. Not working, and the reason the craft is not yet flown: the class 0x820af030 is NOT the live entity. It has one object per spawned thing and carries the unit-ID string, which is why it looked like the entity list, but every one of its 384 words is constant across a 29 s in-flight capture. No transform lives in it or one pointer hop from it. Input correlation (hard left yaw vs hard right, looking for a turn axis that reverses) does find self-like objects at cos = -0.99, but they cluster in what looks like a camera volume rather than the craft, and with no definition pointer near them the trick of learning one entity's layout and applying it to the rest has nothing to anchor on -- so the 33418 moving triples in a firefight cannot be split into enemies, friendlies and bullets, and there is nothing to aim at. Two dead ends are recorded so they are not repeated: RT is not the throttle (the two-state speed scan therefore found nothing), and comparing orientation matrices 2 s apart is outside the small-angle regime, which is what produced "angular velocities" of 30000. Also corrects the claim in unit-struct-runtime.md that 0x820af030 holds live state. The definition class 0x820af844 and every value derived from it are unaffected. autopilot2.py (a PD controller using body angular velocity from consecutive rotation matrices) is committed but has never had a valid config to run against, and is marked as untested.
14 KiB
Runtime Unit struct (craft / vessel definitions) — read from live guest memory
Confidence: ✅ CONFIRMED for the 27 fields marked ✅ below (each binding is reproduced by 10–21 independent disc records, on ≥3 distinct values, with zero contradictions), plus the Maneuver block's declaration-order layout (29 anchors, two bases, no conflicts). 🟡 PROBABLE for the fields interpolated between confirmed anchors. 🟡/❔ for the thin single-value bindings, which are listed but must not be trusted yet.
Captured 2026-07-29 from Xenia Canary running the retail disc in the sylph-re container: all six tutorials and Stage 02 "Declaration of War" loaded from save slot 01. 21 of the disc's 110 units, over 7 snapshots from 7 separate emulator runs.
Why this exists
Craft stats were the one Route-B target the previous two passes could not
reach. The Hangar exposes only Gross Weight (a class, not a number), and
the menu route has no surface at all for the
flight model. From the memory side, menus were equally useless: only the
player craft's name string is resident there — the definition objects do not
exist until a mission loads.
They do exist in-mission. This documents their layout and the values the disc leaves defaulted.
Finding the class (discovered, not assumed)
tools/re-capture/unit_discover.py
takes no vtable as input. It locates every disc unit-ID string in a memory
snapshot, finds every aligned word pointing at string_va - d for a range of
d, and tallies the word at pointer_site - k across distinct unit IDs.
One (d, k, word) combination wins by a wide margin:
| δ (name-record → string) | ID pointer at | word | distinct units |
|---|---|---|---|
0x10 |
object +0x04 |
0x820af030 |
4 |
0x10 |
object +0x04 |
0x820af844 |
4 |
— i.e. exactly the Weapon shape: the object holds a name-record pointer at
+0x04, and the ID string sits at name_record + 0x10.
The two vtables are two different things, and telling them apart matters:
| vtable | what it is | evidence |
|---|---|---|
0x820af030 |
spawned entity record — one per spawned thing, but not live state (see below) | 12 objects for 4 IDs; the same ID appears many times (one per box in the scene); irregular spacing |
0x820af844 |
parsed definition — the .tbl |
exactly one object per distinct unit ID; minimum spacing 0x380 |
Correction (2026-07-29, from the autopilot work): 0x820af030 was
described here as holding live state. It does not — across a 29 s in-flight
capture all 384 words of it are constant. It is one record per spawned
thing, but the flying entity's transform is somewhere else entirely. See
autopilot-memory-driven. Nothing below depends
on it; the definition class 0x820af844 is unaffected.
Only 0x820af844 is used. It is the runtime image of the .tbl:
- Within one run it is byte-identical across two snapshots taken ~12 minutes apart with combat in between (14/14 objects, 0 differing bytes) — definition data, not live state.
- Across runs the same unit is not byte-identical, and that had to be
explained rather than waved away.
unit_runtime.py --crosscheckcompares every unit that appears in more than one snapshot (5 of them, over 7 runs): exactly 15 words differ, and 13 of them hold guest pointers (0x8xxxxxxx/0xbxxxxxxx— heap addresses, which move per process). No solved or interpolated field offset is among the 15 — every value reported here is run-invariant. - The two non-pointer stragglers,
+0x2c8and+0x2d0, are stage-dependent: for one and the same unit (UN_f001_TCAF_DeltaSaber_T_Ttrl)+0x2c8reads8000.0in two tutorials and10000.0in a third, with+0x2d0a 0/1 flag beside it. So the object is mostly but not entirely the parsed table — a couple of words are set per stage. Unidentified; NEEDS-HUMAN.
One .tbl → one object. A unit table is several sub-records (Generic,
Maneuver, Shield, Explosion, Mass, Effect, SE, Turret_00N), and
they are all flattened into that single ≥0x380-byte object — unlike weapons,
where Weapon and Shell are separate arrays.
Solving the layout
Same discipline as
weapon_runtime.py: score every
(field, byte-offset, encoding) triple against the disc records and accept a
binding only on zero contradictions, requiring ≥3 distinct values so a
field whose samples are all one number cannot match any offset holding that
constant.
python3 tools/re-capture/unit_runtime.py unit_tokens.txt snap_a.bin snap_b.bin --csv
Snapshots are unioned — each mission instantiates only the units in its own
stage, so coverage grows by visiting stages. cp --sparse=always a copy of
/dev/shm/xenia_memory_* first (~2 s); the running emulator pegs every core
under lavapipe and makes repeated live reads flaky.
Encoding note — angles are radians at runtime
Every AV_* / AA_* / *Bank* / Turn_AngularVelocity field is stored as
float32 radians, while the disc writes degrees. The solver needed a
rad encoding (degrees(f32)) to bind them at all; 18 units agree on
AV_PitchPlus_Max alone. A reimplementation reading the .tbl must convert.
Confirmed layout
✅ = ≥10 disc records agree on ≥3 distinct values, zero contradict.
| offset | enc | field | agree | distinct |
|---|---|---|---|---|
+0x030 |
f32 | Size_X |
21 | 13 |
+0x034 |
f32 | Size_Y |
12 | 7 |
+0x038 |
f32 | Size_Z |
19 | 13 |
+0x040 |
f32 | Color_R |
21 | 5 |
+0x044 |
f32 | Color_G |
19 | 6 |
+0x048 |
f32 | Color_B |
17 | 5 |
+0x050 |
f32 | Size_Radius |
12 | 10 |
+0x054 |
f32 | HP |
19 | 10 |
+0x074 |
f32 | ResistanceToOptics |
11 | 3 |
+0x08c |
f32 | ScorePoint |
21 | 9 |
+0x094 |
f32 | MassScore |
10 | 7 |
+0x09c |
f32 | MinimumVelocity |
11 | 3 |
+0x0a0 |
f32 | MaximumVelocity |
19 | 8 |
+0x0a4 |
f32 | CruisingVelocity |
17 | 7 |
+0x0a8 |
f32 | Acceleration |
18 | 5 |
+0x0ac |
f32 | Deceleration |
17 | 5 |
+0x0b0 |
rad | AV_PitchPlus_Max |
18 | 7 |
+0x0b4 |
rad | AV_PitchPlus_Min |
10 | 6 |
+0x0c4 |
rad | AV_PitchMinus_Min |
10 | 5 |
+0x0f8 |
f32 | SideThrustVelocity_Max |
14 | 3 |
+0x238 |
f32 | MaxValue (Shield) |
13 | 6 |
+0x244 |
f32 | ChargeSpeed (Shield) |
13 | 6 |
+0x270 |
f32 | DestroyMotionTime |
19 | 7 |
+0x2a0 |
f32 | RadarRange |
18 | 9 |
+0x2a4 |
f32 | FCSRange |
12 | 8 |
+0x2b4 |
f32 | AttackVesselPoint |
14 | 8 |
+0x2bc |
f32 | DefencePoint |
12 | 7 |
HQRatio +0x058, ShieldRatio +0x05c,
ThrusterRatio +0x060, ResistanceToShell +0x078,
ResistanceToExplosion +0x07c, ResistanceToPlayer +0x080,
ResistanceParalyze +0x084, BridgeCount +0x070 (i32),
DryMass +0x274, GrossMass +0x278,
LowerHPThresholdRatio +0x298, AttackCraftPoint +0x2b8 bind with zero
contradictions on fewer records or fewer distinct values — 🟡 PROBABLE. The
full solver output is in
captures/unit-runtime-fields.csv
(1 827 values, conf column).
The Maneuver block is laid out in schema declaration order
This is the strongest structural result and it is independent of any single field's agreement count.
schema_order.py merges the
Maneuver field-name order from all 113 unit tables by topological sort
over their pairwise "k[i] precedes k[i+1]" constraints. The merge is acyclic and
every one of the 113 tables is a subsequence of the merged 102-field order —
so that order is the schema's.
Against it, the solved offsets fall into two exact runs:
| declaration indices | offset rule | anchors that fit |
|---|---|---|
0 … 20 (MinimumVelocity … AA_Roll_Min) |
0x09c + 4·i |
21 / 21 |
21 … 32 (SideThrustVelocity_Max … AccPitchFactor) |
0x0a4 + 4·i |
8 / 8 |
One 4-byte slot per field, with a two-slot gap after AA_Roll_Min
(0x0f0–0x0f4, purpose unknown). 29 independently-derived anchors, zero
conflicts, across a 0x9c–0x125 span.
Fields NO disc record ever values — 🟡 PROBABLE
Five Maneuver fields are declared by the schema but left at their default by
every one of the 110 unit tables, so no amount of disc analysis can ever
reach them. The declaration-order rule pins them between confirmed anchors
(YawDragFactor +0x104 … ArterBurner_Vc +0x114, and
ReverseThrust_Vc +0x118 … ReverseThrust_Acc +0x120):
| offset | field | craft (f00*, e0*) |
capital ships (*1**, e2*) |
inert (SchlosBase, Box) |
|---|---|---|---|---|
+0x108 |
PitchDragFactor |
3 | 2 | 0 |
+0x10c |
RollDragFactor |
3 | 2 | 0 |
+0x110 |
DragFactorThreshold |
0.5 | 0.5 | 0 |
+0x11c |
ArterBurner_Acc |
2 | 2 | 0 |
+0x128 |
DecPitchFactor |
30 | 30 | 0 |
Corroboration beyond the interpolation, checked over all 18 units:
PitchDragFactor == RollDragFactor == YawDragFactorholds 18/18 — andYawDragFactoris disc-supplied (3.0 for craft, 2.0 for warships), so two interpolated offsets reproduce a known number, per unit, every time.DecPitchFactor == AccPitchFactorholds 17/18. The exception isUN_e015_ADAN_Puppy(AccPitchFactor1,DecPitchFactor0.5) — which defaults both on disc, so it is two independent fields that happen to be set equal elsewhere, not a broken binding.
UN_e015_ADAN_Puppy also breaks the craft/warship bucketing above for
DecPitchFactor (0.5, not 30); the per-unit values are in the CSV.
The tail of the Maneuver block (the AI-behaviour fields — SideRoll_*,
BarrelRoll_*, TurnAttack_*, HoldPosition_*, Slalom_*, Through_*,
SolidCutoff_*, and the AxisMode / AB_* sub-block) is NOT resolved.
Those fields are declared by only a handful of tables and almost always with a
single distinct value, so the solver's bindings there are coincidences: it
placed Slalom_CutoffRatio at +0x00c and TurnAttack_DoubleTimeMin at
+0x110, both of which the declaration-order rule contradicts. They are marked
tentative in the CSV. NEEDS-HUMAN / needs more coverage — more stages
would give those fields distinct values and settle it.
The player craft, UN_f001_TCAF_DeltaSaber_T_Player
30 of its fields are defaulted on disc. Notable recovered values:
| field | value | note |
|---|---|---|
Size_Radius |
10 | ✅ |
FCSRange |
500000 | ✅ — same as RadarRange |
ChargeSpeed (shield) |
25 | ✅ |
ResistanceToOptics |
1 | ✅ |
HQRatio / ShieldRatio / ThrusterRatio |
1 / 1 / 1 | 🟡 |
ResistanceToShell / ResistanceToExplosion |
1 / 1 | 🟡 |
DryMass |
100 | 🟡 (GrossMass 250 is on disc) |
LowerHPThresholdRatio |
0.3 | 🟡 |
ChargeDelay_Break |
10 | 🟡 |
MassScore |
0 | 🟡 |
Every AI-behaviour field the solver bound reads 0 for the player craft, which is the expected shape (the player is not AI-driven) — but see the caveat above: those offsets are not settled, so treat the zeros as consistent, not proven.
The …Ratio family that the Route-B target list parked is 1.0 for almost
every unit, with real exceptions that only the runtime shows:
UN_e105_ADAN_Cruiser HQRatio = 0.2, UN_bf001_TCAF_SchlosBase and
UN_e106_ADAN_Destroyer ThrusterRatio = 0.2,
UN_n001_TTRL_Box ShieldRatio = 0.3.
Coverage and how to extend it
21 of 110 units. Unlike weapons — where one snapshot held all 126 — unit
definitions are instantiated per stage, so coverage is bounded by the stages
reachable from the save (slot 01 is at 5 %, Stage 02). unit_runtime.py unions
any number of snapshots and re-solves, and more units directly promote the 🟡
bindings to ✅ by adding distinct values — the six tutorials took the confirmed
set from 22 fields to 27.
The tutorials are nearly exhausted as a source: all six together contribute only
3 units the missions do not already have (UN_f001_TCAF_DeltaSaber_T_Ttrl,
UN_e015_ADAN_Puppy_2, UN_f001_TCAF_DeltaSaber_T_Player_Ttrl2) — they reuse
one training box, one target drone and the player craft. Real coverage now
needs real missions, i.e. story progress on the save.
tools/re-capture/grab_tutorial.sh captures one tutorial per invocation
(cold boot → menu → Nth entry → snapshot, ~2.5 min). It cold-boots for each
because backing out of a loaded mission via PAUSE → BACK TO MENU wedges the
emulator. Two timing facts it encodes, both learned the hard way: the main menu
is not input-ready for ~10 s after the title tap, and d-pad presses before
that are silently dropped — which sends the A to NEW GAME instead of
TUTORIAL. And NEW GAME is not a cheap way to reach Stage 01: it gates on a
DIFFICULTY menu and then plays the prologue movie.
A NEW GAME excursion as far as the READY ROOM leaves
535107D4/00000001/game01/savedata byte-identical — only the profile .gpd
achievement files change — so it does not endanger the 5 % save. Verified by
diff against a backup, not assumed.
A stage's whole unit set is parsed at load, not as waves spawn — checked by counting the definition objects at three points in Stage 02: immediately after take-off, ~12 minutes in mid-combat, and after GAME OVER. 14 objects, the same 14 IDs, every time. So capturing a stage costs one load and one snapshot; there is no need to play it, and no need to survive it.
Stages captured so far: Ttrl (BASIC CONTROLS), Stage 02.