Files
Syplheed-Reborn/tools/re-capture
claude-re 76f463b611 pilot: RB fires, Y is the main mount, and guided missiles produce the first kills
fire_probe.sh holds each pad input in flight and photographs the HUD ammo
counters. RB moves NOSE BM 06000 -> 05956 in 4 s (~11 rounds/s, HEAT rises);
Y moves MAIN MPM 00300 -> 00299; nothing else moves either counter. So the
control mapping is measured rather than assumed, and 'we never shoot' is dead:
we shoot and miss.

The disc data says to stop shooting: Shell_TCAF_DeltaSaber_Missile_P is Power
200, GuidanceType 5 (guided), MaximumRange 5000, versus the nose gun's Power 15
unguided — one missile is worth ~14 gun hits on a 500 HP fighter and it steers
itself. Launching them (press Y, release a tick later, >=2 s apart) produced
YOU KILLED: WARPLANES 0002 — the first non-zero kill counter of the series,
against 0000 in all five gun-only runs, with hostiles down 134 -> 104.

Still only 2 kills per 98 missiles (~2%). Likely cause: the game expects a lock
before launch and an unlocked missile is wasted. Reading the lock state out of
RAM is the next step.
2026-07-30 18:40:39 +00:00
..

Runtime-capture harness (sylph-re container)

Screenshot-driven scripts for reading the running retail game's menus under Xenia Canary + lavapipe, headless. They assume the container helpers screenshot, vgamepad, pad are on $PATH and HOME=/sylph-home/re.

Script What it does
skip_intro.sh Boot → main menu, unattended. Taps A only while the intro movie is actually playing (frame-to-frame RMSE), then once at the PRESS Ⓐ BUTTON title. Static logo screens are left alone, so a stray tap can never land on NEW GAME.
wait_title.sh Older variant: wait for the title (green Ⓐ glyph at px 625,618) and tap A. Superseded by skip_intro.sh.
step.sh One Arsenal navigation step (down/up/next/prev/none) + a compact capture: weapon list stacked over the DATA SHEET.
sweep.sh Walk a whole weapon-type list, capturing only rows that show a DATA SHEET — locked rows (a "Conditions to Develop" panel) are detected by the brightness of the Range Class label box and skipped.
type.sh Change weapon-type tab N times (RB) and report the header strip.
hp.sh / cyc.sh Hangar hard-point carousel: cyc.sh steps it (d-pad down, not left/right) and captures the Name + DATA SHEET.

Input timing under lavapipe: the game polls input at its own low frame rate, so a 60 ms d-pad tap is dropped roughly half the time. 200 ms is reliable; 300 ms starts to auto-repeat (two rows per press).

Findings produced with these: docs/re/weapon-datasheet-runtime.md.

Guest-memory tools (no screenshots)

Script What it does
gmem.py Read the live guest address space out of /dev/shm/xenia_memory_* (Xenia's backing file), addressed by guest VA. find / read / words.
weapon_runtime.py Solve the Weapon/Shell struct layouts against the disc records and read the fields the disc defaults.
unit_discover.py Find which runtime class carries a set of ID strings, assuming no vtable: tallies the word at pointer_site - k across distinct IDs.
unit_runtime.py Same solver for the unit\UN_*.tbl definition objects (vtable 0x820af844). Unions several snapshots — unit definitions are per-stage.
schema_order.py Merge a sub-record's field-declaration order across all tables (topological sort); the layout check that pins fields no table ever values.
order_check.py Test offset = base + 4*index for one table's sub-record against solver output.
grab_tutorial.sh Cold-boot Canary, walk to the Nth TUTORIAL entry, wait for the stage load, snapshot guest RAM. One emulator per capture — backing out of a loaded mission wedges it.

Snapshot first — cp --sparse=always /dev/shm/xenia_memory_* snap.bin (~2 s) — and point $GMEM_FILE at the copy; the running emulator pegs every core under lavapipe.