Finding REMAINING OB in RAM means getting to the escort stage, and launch_mission.sh exists for exactly that. It carried three of the dead patterns this session has been clearing: six vgamepad calls (the command no longer exists, so the entire scripted route pressed nothing), the XUID E0300000EFBEA3D4 which has no profile behind it and therefore opens the sign-in dialog that swallows every keystroke, and the emulator's stdout going to /dev/null. wait_flight.sh had a fourth, in the tap that skips the launch cinematic. Fixed, the route works far past where it used to stop: boot -> title -> LOAD GAME -> slot 01 -> READY ROOM -> TAKE OFF -> the Stage 02 briefing map, with ACROPOLIS labelled on it. And it stops there: 384 dumps at PC 0x82307128 and no flight HUD within 300s. The briefing is still animating (two shots a minute apart differ by RMSE 2986), so the emulator is not frozen - flight simply never starts. One discriminator worth recording: the TUTORIAL reaches flight and has run completely crash-free, while this path crashes during the briefing, which is where the stage content loads. That is consistent with the cache-flush shape the crash has always had, and points at WHAT is being loaded rather than at how far the navigation gets. REMAINING OB is therefore still not found - the mission was never entered.
133 lines
6.6 KiB
Markdown
133 lines
6.6 KiB
Markdown
# Where the autopilot's missing knowledge lives on the disc
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**Status:** 🟡 this is a **map**, not the knowledge itself — it says which files
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hold the mission objectives and the player's action set, and what form they take.
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✅ the tutorial's capability list is extracted. 🔴 objective *text* is not stored
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as text anywhere, which is the finding that shapes the next step.
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[`autopilot-memory-driven.md`](autopilot-memory-driven.md) ranks its own open
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problems, and #2 is *"which targets count — `REMAINING OB` is the mission's own
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objective counter"*. A pilot that flies well but ignores the objective cannot
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finish a mission, and the 300 s run there proves it: no damage taken, one kill,
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and `REMAINING OB` **rising** from 004 to 011 as waves spawned. So before more
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control tuning, this is where the objective and action data actually is.
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## ✅ The player's action set, from the tutorial
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`GP_TUTORIAL.pak` is two RATC bundles (~5.7 MB each, one per language) holding
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the **lesson-select menu**. Decoding its 74 textures gives the game's own list of
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what a player can do:
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| lesson | description |
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|---|---|
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| BASIC CONTROLS | "Learn how to move and attack" |
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| HEADS-UP DISPLAY | "Learn how to use the HUD" |
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| RADAR | "Learn how to use radar" |
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| SUPPLY AND SPECIAL MOVES | "Learn how to resupply and execute special moves" |
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| RADIO ORDERS | "Learn how to radio orders to your wingmen" |
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| ADVANCED CONTROLS | "Learn advanced maneuvers for experienced players" |
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([lessons](captures/tutorial-lesson-list.png),
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[descriptions](captures/tutorial-lesson-descriptions.png))
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That is worth stating plainly against what the pilot currently does. `pilot.py`
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and `navigator.py` use **move and attack** only. Four of the six taught
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capabilities — resupply, special moves, radio orders to wingmen, advanced
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maneuvers — are unused, and two of them are directly relevant to open problems:
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**resupply** is the untested RETIRE mode, and **radio orders** is a lever on
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escort missions that no amount of flying skill substitutes for.
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The `_mnv*` / `_turn180` morph poses already decoded in the ship meshes
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([`saber-texture-investigation`](../../MEMORY.md)) are presumably the "special
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moves" the tutorial names.
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## ✅ `tables.pak` is the config seam, and it is name-resolved
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79 IDXD objects, **6 275 distinct field names**, all human-readable. Examples of
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what is in there:
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* `DLG_MISSION_OBJECTIVE`, `DLG_STAGE_TITLE01` … `DLG_STAGE_TITLE16` — so the
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game has **16 stages** and a per-stage title, indexed;
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* `CLEAR_TIME_RANKING`, `ClearTimes`, `CLEARED`, `ConditionToDevelop`;
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* whole screen layouts (`PATH`/`BASE`/`MAIN`/`FONT_*` per screen);
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* a 5 801-field sound table (`BGM_001`…, `JNGL_001`…, `STAGES = Static.slb`).
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`GP_MAIN_GAME_<lang>.pak` is the other half: 1 119 objects, 308 name-resolved —
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**131 `weapon\*.tbl`**, **113 `unit\*.tbl`**, **64 `message\*.tbl`**. The weapon
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tables are the ones `autopilot-memory-driven.md` problem #1 wants for real
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projectile speed and range instead of hard-coded constants.
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## 🔴 The objective text is not text
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The obvious hope — read each stage's objective string statically and hand the
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pilot a per-mission goal — does not work as stated:
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```
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DLG_MISSION_OBJECTIVE = pdscr099.prt
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DLG_STAGE_TITLE03 = pzscr02.prt
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```
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Those are **`.prt` screen parts**, not strings. And the `message\*` tables are
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not prose either — `CharacterCONTROLLERA` resolves to face textures
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(`pjf035_A01.t32`), i.e. portraits.
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That is consistent with everything else this project has found: **all
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human-readable text in this game is rendered sprite art**, which is why the UI
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work has been reading pixels rather than strings all along. A per-mission
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objective table is therefore an OCR job over screen parts, not a table dump.
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## What this implies for the next step
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Reading the objective *text* statically is possible but expensive, and it only
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yields strategy — a human-readable sentence. What actually closes a mission is
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the **runtime counter**: `REMAINING OB` is on the HUD, so it is in guest RAM, and
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finding it converts "shoot whatever is nearest" into "shoot what closes the
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mission". That is `autopilot-memory-driven.md` problem #2 and it is the cheaper
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and more actionable of the two.
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Per-mission strategy then has a natural shape: the static tables say **which
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stage** and how many objective targets it has; the runtime counter says whether
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the pilot is making progress; and the four unused taught capabilities — radio
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orders, resupply, special moves, advanced maneuvers — are the levers it currently
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does not pull.
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## 🔴 The runtime counter needs Stage 02, and Stage 02 stops at the briefing
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`REMAINING OB` was measured in the escort stage, so finding it in RAM means
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getting there. `launch_mission.sh` exists for exactly that — "drive into the
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Stage 02 mission from save slot 01" — and it had **three** of the dead patterns
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this session has been clearing out:
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* six `vgamepad` calls (the command no longer exists, so the whole scripted route
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pressed nothing);
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* `--logged_profile_slot_0_xuid=E0300000EFBEA3D4`, a XUID with no profile behind
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it, which opens the sign-in dialog that swallows every keystroke;
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* the emulator's stdout to `/dev/null`.
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Plus one more in `wait_flight.sh`, which taps Ⓐ through the launch cinematic.
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With those fixed the route works far past where it used to stop: boot → title →
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LOAD GAME → slot 01 → READY ROOM → TAKE OFF → the **Stage 02 briefing map**, with
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ACROPOLIS labelled on it ([capture](captures/stage02-briefing-crash.png)).
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**And it stops there.** 384 dumps at `PC: 0x82307128`, and `wait_flight.sh` times
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out after 300 s without a flight HUD. The briefing keeps animating (two shots a
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minute apart differ, RMSE 2986), so the emulator is not frozen — flight simply
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never starts.
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Worth noting as a discriminator: the **tutorial** reaches flight and has run
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completely crash-free, while this path crashes during the briefing — which is
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where the stage content loads. That is consistent with the cache-flush shape the
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crash has always had, and it says the difference between the two paths is *what
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is being loaded*, not how far the navigation gets.
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## Not settled
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* ❔ The button→action mapping. `tables.pak` has an `ID=Control` object but it is
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a unit type (`HP_ID`, `HP_CLASS`, `Mine`), not an input map. What is known
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(`RT` accelerate, `LT` brake, `RB` fire) came from measurement, not the disc.
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* ❔ Whether the in-flight tutorial lessons can be driven to *demonstrate* each
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action — they would be the cheapest ground truth for the remaining inputs, and
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the tutorial is now reliably reachable.
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* ❔ `REMAINING OB` in RAM — the next item.
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