Cleanest linear measurement: neutral throttle (HUD = CruisingVelocity 350), sticks centred, 20 s of perfectly straight flight (displacement/path = 1.000): 8 900 world units in 20.1 s -> 443.6 /s -> 1.267x the HUD's 350 And the game's own mission timer across a wall-clock interval: TIME 00:08.79 -> 00:46.97 = 38.18 s of game time in 30.29 s wall = 1.260 Same number. So the linear discrepancy is not a unit difference: the mission clock runs ~1.26x faster than wall time under this emulator, and dividing world displacement by WALL seconds inflates speed by exactly that. World units and displayed speed share one unit; the definition velocities are per GAME second. This supersedes the previous "world-unit vs displayed-speed" reading. Left open (❔): settled turn rates measured 74.9/41.1 deg/s in wall time against AV_PitchMinus_Min/Max 75/40, but the clock argument predicts ~94 for the first. Either that agreement was luck inside a noisy sample (per-window rates spanned 61-96) or angular integration is frame-based where linear is time-based. The check is to re-measure pitch and convert wall->game seconds with the clock ratio. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
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Older variant: wait for the title (green Ⓐ glyph at px 625,618) and tap A. Superseded by skip_intro.sh.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.