Drove the retail game headless (Canary + lavapipe, vgamepad) to the Ready Room Arsenal and read the Gallery-Mode DATA SHEET for every weapon the 5%-progress save reveals. Two UI->field mappings are CONFIRMED against weapons whose values ARE on disc: Ammo Capacity == LoadingCount (9/9 exact matches) Max. Lock Ons == TriggerShotCount (FALCON 9AM 12 == wep_02; BUZZARD 22 == wep_04) That makes the panel an oracle for fields the disc leaves defaulted, and it is shown for undeveloped weapons too, so no points need spending. Recovered TriggerShotCount for wep_05 and wep_60 (both 4, on-disc absent), and bracketed the defaulted Power / MaximumRange via the Range/Damage letter classes. Ruled out first: the defaults are not in hidden/DefTables.pak (no WEAPON-schema objects there) nor in the localized GP_MAIN_GAME_* duplicates. Also adds the two analysis examples that produce the shopping list of defaulted fields, the screenshot harness used to drive the menus, and the evidence PNGs. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
21 lines
1.6 KiB
Markdown
21 lines
1.6 KiB
Markdown
# Runtime-capture harness (sylph-re container)
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Screenshot-driven scripts for reading the running retail game's menus under Xenia
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Canary + lavapipe, headless. They assume the container helpers `screenshot`,
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`vgamepad`, `pad` are on `$PATH` and `HOME=/sylph-home/re`.
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| Script | What it does |
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| `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. |
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| `wait_title.sh` | Older variant: wait for the title (green Ⓐ glyph at px 625,618) and tap A. Superseded by `skip_intro.sh`. |
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| `step.sh` | One Arsenal navigation step (`down`/`up`/`next`/`prev`/`none`) + a compact capture: weapon list stacked over the `DATA SHEET`. |
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| `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. |
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| `type.sh` | Change weapon-type tab N times (RB) and report the header strip. |
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| `hp.sh` / `cyc.sh` | Hangar hard-point carousel: `cyc.sh` steps it (d-pad **down**, not left/right) and captures the Name + `DATA SHEET`. |
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**Input timing under lavapipe:** the game polls input at its own low frame rate, so a
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60 ms d-pad tap is dropped roughly half the time. 200 ms is reliable; 300 ms starts to
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auto-repeat (two rows per press).
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Findings produced with these: [`docs/re/weapon-datasheet-runtime.md`](../../docs/re/weapon-datasheet-runtime.md).
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