The suspected confound turned out not to exist. Gaps between consecutive same-unit definition-pointer sites are all >= 0x1000, with 274 of them exactly 0x1000, so entities are page-spaced and there are no near-adjacent pairs to merge. Clustering at any threshold below 0x1000 gives ratio 1.00 for every unit type, and hull is plausible on 298 of 298 clustered bases at delta 0x130. The player shows two objects because there are two, not because one holds two pointers. That removes the excuse the previous iteration had used to keep the reading alive, and the reading does not survive: sum(n) fits the turret row well (216 against 214, with kills already recorded), but DeltaSaber_T, Player and Acropolis all come out at exactly twice their sum(n). An undershoot can be blamed on phases 2-3 not having started; an overshoot cannot. n goes back to ❔ and the previous 🟡 is withdrawn. All the turret row establishes is that a roster member expands into many craft, not that n is the factor. Formation slot count was tested as the alternative and rejected outright: 630 turret slots against 214 live. Side result worth keeping: a FormationSet record's FrameCount is its slot count, and the name suffix usually agrees -- Turret07_30 -> 30, ArrowHead03_64 -> 64, 4_Bird -> 4 -- with one exception, AttackerS03_12 having 14 slots, so the suffix is a label and not a guarantee. Also recorded: the 298 live entities are not the 116 roster records. Both structures exist at once, and the rule mapping one onto the other is the real open question. Probe caveat noted in the doc: entities2.moving() found no movers this run, so the delta spectrum was empty and the clustering threshold was a fallback rather than a measurement. It does not change the conclusion, since every gap exceeds any threshold below 0x1000.
3.9 KiB
Executable File
3.9 KiB
Executable File