re: the in-game HUD config -- 16 records, 419 asset paths, a per-stage ResourceTable
Checked first: no docs/re file mentions ArmsStatus, RangeFinder, Radar, Sight, Wing, NamePlate or ResourceTable. Only HudResource had been opened; the other fifteen records had not. The six IDXD entries of GP_MAIN_GAME_E2D.pak: two carry the 16-record HUD config, two the 13-record ObjectiveMarker_*/TutorialMarker_* set, one Face (52 portrait sprites), one ResourceTable. Between them they name 419 distinct asset paths -- the whole flight HUD -- with new subdirectory prefixes throughout (ArmsSt, ActvArm, RangeF, Marker, Manuva, Map, Speed, Radar, Sight, Wing, Hitmark, Lockon, Info). The decisive control uses the config's own exact path strings, so no guessing is left in the loop: 419 distinct .prt/.t32/.tbl values, ZERO resolve as a pak entry under 10 prefixes, and the four config filenames resolve to nothing either. The .t32 sprites certainly exist -- 574 T8aD in that pak. So the 2D pak is not addressed by name_hash of the name its config uses. This supersedes the earlier framing: the 28 'dangling' .prt names were never a missing-asset story; they are 28 of a set where none of the 419 resolves. ResourceTable is 58 positional fields = 29 pairs, alternating HudResource.tbl / HudMarkerResource.tbl, identical in all six language paks, with exactly one override at pair index 25 -- HudResource_S26.tbl. Reading: indexed by stage number minus 1, so index 25 is S26, the one stage with its own HUD config. Arithmetic exact, indexing unproven, not adopted. New structure doc, artefact and regenerator; the other seven regenerate byte-identical.
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@@ -827,6 +827,44 @@ unknown, what evidence exists, and what the first step would be. Move an item in
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field; the stat keys in records not opened here (`MegaTons`, `BulletLimit`,
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`CrewCount`, `HP_CLASS`); why the roster lists 59 of 131.
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* ✅ **(2026-08-27) THE WHOLE IN-GAME HUD CONFIG IS OPEN — 16 records, 419 asset
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paths, a per-stage `ResourceTable` — and NONE of it is name-hash addressed.**
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[structures/hud-config](structures/hud-config.md), artefact
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`data/hud-config.txt` (697 lines), regenerator `tools/re-capture/hud_config.py`.
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Checked first: no `docs/re/` file mentions `ArmsStatus`, `RangeFinder`,
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`Radar`, `Sight`, `Wing`, `NamePlate` or `ResourceTable`. Only `HudResource`
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had been opened; the other **fifteen** records had not.
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The six IDXD entries of `GP_MAIN_GAME_E2D.pak`: two carry the 16-record HUD
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config (`ArmsStatus` 16, `Map` 3, `ArmsItem` 1, `RangeFinder` 10, `Marker` 27,
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`Manuva` 15, `Number` 10, `HudResource` 24, `NamePlate` 60, `ActiveArm` 13,
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`Information` 15, `Wing` 23, `ArmsItemFile` 59, `Radar` 29, `Speed` 9,
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`Sight` 35), two the 13-record `ObjectiveMarker_*`/`TutorialMarker_*` set, one
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`Face` (52 portrait sprites), one `ResourceTable`.
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🔑 New subdirectory prefixes throughout: `ArmsSt\`, `ActvArm\`, `RangeF\`,
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`Marker\`, `Manuva\`, `Map\`, `Speed\`, `Radar\`, `Sight\`, `Wing\`,
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`Hitmark\`, `Lockon\`, `Info\`. `Number` is `%d`-templated
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(`pghud_speed_num%d.t32`, `pgtimer_num%d.t32`, `pglockon_%d.t32`).
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🧪 **THE DECISIVE CONTROL — the config's own exact path strings, no guessing
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left: 419 distinct `.prt`/`.t32`/`.tbl` values, ZERO resolve as a pak entry**
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under 10 prefixes; the four config FILENAMES resolve to nothing either. The
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`.t32` sprites certainly exist (574 T8aD in that pak). **So the 2D pak is not
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addressed by `name_hash` of the name its config uses.**
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⚠️ This SUPERSEDES the earlier framing: the 28 "dangling" `.prt` names were
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never a missing-asset story — they are 28 of a set where none of the 419
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resolves. The right statement is "**the in-game asset namespace is not the
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archive namespace**".
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✅ **`ResourceTable` = 58 positional fields = 29 PAIRS**, alternating
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`HudResource.tbl`/`HudMarkerResource.tbl`, identical in all six language paks,
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with **exactly one override at pair index 25: `HudResource_S26.tbl` /
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`HudMarkerResource_S26.tbl`**.
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🟡 The reading — indexed by stage number − 1, so 29 entries cover S1..S29 and
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index 25 is **S26, the one stage with its own HUD config**. The arithmetic is
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exact and the `_S26` suffix names the same stage, but nothing proves the
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indexing. **Not adopted.**
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🟡 Not settled: **how the 574 T8aD / 130 RATC entries ARE addressed** — that is
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now the question; what `HudMarkerResource.tbl` pairs to (by content, not hash);
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`Parameters` and `Enumerate_ObjectiveMarkers` are in the artefact but unread.
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* ❌✅ **(2026-08-27) THE "VARIANT INSIDE A PARENT BUNDLE" READING IS REFUTED —
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and the in-game screen config is `HudResource`, the counterpart of
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`tables.pak`. 28 `.prt` names exist NOWHERE on the disc.**
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