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>
23 lines
855 B
Bash
Executable File
23 lines
855 B
Bash
Executable File
#!/usr/bin/env bash
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# One Arsenal navigation step + a compact capture: the weapon list (which row is
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# selected) stacked over the DATA SHEET numeric rows. Everything else is dropped.
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# Usage: step.sh <down|up|next|prev|none> <tag> [settle_s]
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set -u
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export HOME=/sylph-home/re
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OUT=/sylph-home/re/caps; mkdir -p "$OUT"
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case "${1}" in
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down) vgamepad dpad down; sleep 0.20; vgamepad dpad center ;;
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up) vgamepad dpad up; sleep 0.20; vgamepad dpad center ;;
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next) vgamepad hold RB 0.35 ;;
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prev) vgamepad hold LB 0.35 ;;
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none) : ;;
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esac
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sleep "${3:-2.5}"
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raw="$OUT/$2.raw.png"
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screenshot "$raw" >/dev/null 2>&1
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convert "$raw" -crop 500x420+150+180 +repage /tmp/_list.png
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convert "$raw" -crop 500x200+700+100 +repage /tmp/_sheet.png
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convert /tmp/_list.png /tmp/_sheet.png -background black -append "$OUT/$2.png"
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rm -f "$raw"
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echo "$OUT/$2.png"
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