ship_capture_window.sh polls for the flight screen and presses F10 the moment it appears rather than after a fixed sleep. One run gave three results. First, the mission ran with ZERO crashes through t+152s - the first clean mission run, where the three before it ended at 13243 / 11898 / 11497 - and it renders and plays: player ship, starfield, full HUD, no dialog. Second, the capture armed and wrote its file, so the mechanism works in-mission. Third, and against expectation, the file holds NO ship geometry. 329KB, 181 deduped draws: 180 of them share a single vertex shader, all stride=28 vcount=3 prim=8 at full-screen coordinates, plus one full-screen quad, and not one draw has positions outside the 1280x720 rectangle. The budget is not the limit - kShipCaptureBudget is 8000 and only 181 distinct (vbase, WVP) pairs were seen - and the scene was definitely drawing. The known-good capture from an earlier session is 2.9 MB. Fourth, a correction to the previous commit. It said the cache is "REFUTED as the cure". Too strong: this run used the IDENTICAL complete cache as tut4 and produced 0 crashes against tut4's 11497. What four runs support is that a complete cache is not SUFFICIENT to prevent the storm and that run-to-run variance dominates a 3-run comparison - not that the cache does nothing. Next step is static: compare this capture's shape against the known-good one to find why the 3D draws never reach CaptureShipDrawForRE.
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Older variant: wait for the title (green Ⓐ glyph at px 625,618) and tap A. Superseded by skip_intro.sh.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.