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Syplheed-Reborn/tools/re-capture
Sylpheed RE agent ca133c0220 tools+docs: the bit-level OB test, and a liveness hole - GAME OVER animates
ob_bitflag.py is the follow-on the word-level refutation named: for every 4-byte
offset in the window and every one of its 32 bits, count how many entities have
it set, keep the pairs whose count is exactly the counter, and require them to
match again after a transition. Both polarities, since an objective could be
marked by a bit that is CLEAR on it.

Three runs, no verification, and the reasons are recorded: run 1 gave 187 + 33
candidates at counter 4 and then reported "the counter never moved" for 700 s -
about a mission that had ENDED in GAME OVER partway through; run 2 hit the same
dead mission; run 3 had the counter at a different address (the guard refused,
correctly) and then froze after one filter.

The hole is closed. frozen() asks whether the guest is ANIMATING, and the GAME
OVER screen animates happily - mean colour (114,22,63) - so every liveness check
passed while the mission was over. frozen.in_flight() classifies the screen with
screen_id, and ob_hunt/ob_flag/ob_bitflag now abort with NO LONGER IN FLIGHT.
That is the second confident negative in this investigation that was really about
a dead world, so the rule is written down: before believing "X never happened",
show that the thing that would produce X was still running.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-24 00:20:04 +00:00
..

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wait_title.sh Older variant: wait for the title (green Ⓐ glyph at px 625,618) and tap A. Superseded by skip_intro.sh.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.