Files
Syplheed-Reborn/tools/re-capture
Claude (auto-RE) 3d3d6726fa re(flight): START skips the briefing, and the player-entity lock is stage-specific
The scripted route now reaches FLIGHT unattended: boot -> main menu -> poke the
cleared-stage mask -> EXTRAS -> MISSION SELECT -> stage -> briefing -> READY ROOM
-> TAKE OFF -> flight, verified by a full HUD (TIME 00:52.54, speed 350, shields,
REMAINING OB 018) on stage 01.

Two things that cost a run each:

START skips the briefing; A does not. A pages through the brief, and ten A taps
still left the run sitting on a briefing screen -- twice, on two different
stages. One START press lands on the READY ROOM. fly_stage.sh now presses START.

entities2.py's `self` locked on `"Player" in name`, and that suffix is
STAGE-SPECIFIC: stage 02 fields UN_f002_TCAF_DeltaSaber_W_Player, but stage 01
fields UN_f001_TCAF_DeltaSaber_T with no suffix, so the filter found nothing
while the game was visibly flying and reporting 64 typed live entities. Falls
back to the craft class and prefers the instance that is actually moving (a
mission holds more than one). Recorded rather than worked around, because the
same assumption is embedded in several probes.
2026-08-13 21:45:54 +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wait_title.sh Older variant: wait for the title (green Ⓐ glyph at px 625,618) and tap A. Superseded by skip_intro.sh.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.