Canary backs the whole guest address space with one shared-memory file, so the game's RAM is readable from the host while it runs -- no debugger, no emulator patch. That turns the parked Route-B question (fields the IDXD omits because they sit at their default) from "unreachable" into a table lookup. gmem.py maps guest VAs into /dev/shm/xenia_memory_* via Xenia's fixed table and searches only the allocated extents, so a full-RAM scan is ~0.2 s. weapon_runtime.py finds the parsed objects by scanning for their vtable, then *solves* the struct layout instead of guessing it: every (field, offset, encoding) triple is scored against the disc records, and a binding is accepted only with zero contradictions -- and marked confirmed only when >=10 records agree on >=3 distinct values, because a field whose samples are all one number matches any offset holding that constant. Result: Weapon (0xc0) and Shell (0x200) mapped, 4393 values the disc does not carry, for all 126 weapons at 5 % save progress. Cross-checks hold -- the Arsenal DATA SHEET read 4 for wep_05/wep_60 Max. Lock Ons and the memory read agrees; the in-flight HUD's 06000/00300 match LoadingCount; all 252 objects are byte-identical across a screen change, so this is definition data, not state. Two findings fell out: `IsCharging = Yes` switches LoadingCount and TriggerShotCount to float32 (it partitions the 8 float-encoded records exactly), and two .tbl entries declare Shell_TCAF_Ship_AAGun with conflicting Power -- the runtime keeps the one that omits it. Where the defaulted values *come from* (the IDXD's undecoded binary node region vs code defaults) is not settled here; they vary per weapon, so they are not one constructor constant. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
41 lines
4.3 KiB
Markdown
41 lines
4.3 KiB
Markdown
# RE knowledge index
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Confidence: ✅ `CONFIRMED` · 🟡 `PROBABLE` · ❔ `HYPOTHESIS`. See [README](README.md).
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Formats we've already reversed are, for now, **documented by their parser + disc round-trip
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tests** (the executable spec) rather than a prose file — the "Spec" column points there.
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Promote to a prose `structures/…md` file when a format needs behavioural notes beyond layout.
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## Data structures / formats
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| Format | Conf. | Spec (parser + tests) | Notes |
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|--------|-------|-----------------------|-------|
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| IPFB `.pak` archive | ✅ | `sylpheed-formats/src/pak.rs` + `tests/pak_idxd_disc.rs` | header + 12-byte TOC, Z1/zlib payloads |
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| name-hash (TOC keys) | ✅ | `sylpheed-formats/src/hash.rs` | Barrett-reduction hash; recovers original paths |
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| IDXD object/table | ✅ | `sylpheed-formats/src/idxd.rs` | self-describing; ship/weapon stats verified vs known values |
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| XPR2 texture + cubemap | 🟡 | `sylpheed-formats/src/texture.rs` | de-tile + A8R8G8B8; **colours unverified** (dynamic item) |
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| T8aD 2D texture | 🟡 | `sylpheed-formats/src/t8ad.rs` | ~85% decode; **colours ✅ CONFIRMED** ([k8888](structures/texture-color-k8888.md)); ~15% variants deferred |
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| RATC bundle | 🟡 | `sylpheed-formats/src/ratc.rs` | child listing confirmed; one level deep |
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| LSTA sprite list | 🟡 | `sylpheed-formats/src/lsta.rs` | inline T8aD frames |
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| IXUD subtitle | 🟡 | `sylpheed-formats/src/ixud.rs` | timed cues; **movie↔track link unknown** (dynamic item) |
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| Fonts (ttf/otf/ttc) | ✅ | `sylpheed-formats/src/font.rs` | standard OpenType, parsed via ttf-parser |
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| XBG7 mesh | 🟡/❔ | `sylpheed-formats/src/mesh.rs` + `tests/mesh_disc.rs` ([xbg7](structures/xbg7-mesh.md)) | weapons/props: declaration-driven variable stride (36 models), GPU-confirmed. **Stage containers: 5662 sub-models across 22 stages** via content-anchored grouped pools (`stage_models`). Quantized hero bodies (DeltaSaber `f004`) still declined |
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| Capital-ship part placement | 🟡 | `sylpheed-formats/src/ship.rs` (static) + [runtime capture](ship-placement-runtime-capture.md) | hull placement static-exact; external parts approximate statically. **Runtime capture** (Canary F10 → VS-constant WorldView) gives ground truth — validated on `e106` destroyer; not yet baked into the viewer |
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| Weapon fields defaulted on disc | ✅ | [runtime struct](structures/weapon-struct-runtime.md) · [DATA SHEET route](weapon-datasheet-runtime.md) | **Solved.** Canary maps guest RAM into `/dev/shm`, so the parsed `Weapon`/`Shell` objects are readable live; their layout is solved against disc ground truth (zero contradictions over 100+ records). All 126 weapons, exact numbers, no story progress needed — [4 393 values](captures/weapon-runtime-fields.csv) the disc does not carry. Supersedes the letter-bucket limit of the DATA SHEET route, which now serves as the independent cross-check |
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| UI screen layout (`.rat`) | ✅/🟡 | [ui-rat-layout](structures/ui-rat-layout.md) | One pak per UI screen; each RATC = one (context × language) build; every `<name>.t32` sprite has a `<name>.rat` **layout record** (BE u32; 1280×720 design space; scale/tint/X/Y, keyframes for animated elements, `opt ` link to the focused state). **The tutorial PAUSE menu and the title main menu both rebuild pixel-accurately from the disc.** `loop1.rat` (screen-level draw order) not yet decoded |
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## Runtime / dynamic-capture technique
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| Technique | Conf. | Spec | Notes |
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|-----------|-------|------|-------|
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| Live guest-memory read | ✅ | [`tools/re-capture/gmem.py`](../../tools/re-capture/gmem.py) | Canary backs the guest address space with `/dev/shm/xenia_memory_*`; guest VAs map in through Xenia's fixed table. Full-RAM search ~0.2 s (sparse, `SEEK_DATA`). No debugger, no emulator patch, game keeps running |
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| IDXD object layout solver | ✅ | [`tools/re-capture/weapon_runtime.py`](../../tools/re-capture/weapon_runtime.py) | Scan RAM for a class's vtable → enumerate its objects → brute-force `(field, offset, encoding)` against the disc records. Accepts a binding only on **zero** contradictions. Generalizes to any IDXD-backed definition |
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## Functions / code paths
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_None documented yet — populated during the dynamic-RE phase._
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| Function | Conf. | Reimpl. | Summary |
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|----------|-------|---------|---------|
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| — | — | — | — |
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