re: which archives the disc can name -- 100% for menu paks, 0.0% for the 2D paks and READY_ROOM
Chasing more prefixes for the 419 HUD config paths would have been the same mistake twice, so this censuses the whole disc: harvest every plausible asset-name string from every archive (6027), hash each under the 16 known path prefixes, and ask per archive what fraction of its TOC that explains. idxd-container.md and idxd-tag-hash.md own the hash; neither says which archives are reachable by it. The result is bimodal. GP_TITLE 16/16, GP_PAUSE_MENU 11/11, GP_STAGE_CLEAR 44/44, GP_CHALLENGE 151/151, GP_MOVIE_THEATER 56/56, MiscBin 40/40, GP_GAMEOVER, GP_BUNK, GP_SYSTEM, GP_TUTORIAL and fonts are at 100%; tables.pak 78/79, GP_DIALOG 139/140, the six language paks 115/117; GP_MAIN_GAME_* 751/1119. Then the cliff: the six GP_MAIN_GAME_*2D.pak at 0 of 711 each, and GP_READY_ROOM at 6 of 1106 -- the largest UI pak on the disc, not previously noted anywhere. Eleven paks at 100% in the same run is the control that makes 0.0% a finding rather than a failed guess. So the 419 HUD paths are not missing assets: nothing in the 2D paks is reachable by name from the disc's own strings at all. Those TOC keys hash names that are not written anywhere readable. Also refuted first: the 419 values under 13 name transformations, every one scoring 0 against the E2D 711 and against all 16630 entries. Not settled: what those names are. The lever left is the hash's shape -- the top byte is the character-sum checksum -- but that needs a name corpus the disc does not contain. New structure doc, artefact and regenerator; the other eight regenerate byte-identical.
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@@ -827,6 +827,42 @@ 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) WHICH ARCHIVES THE DISC CAN NAME — 100 % for eleven menu
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paks, **0.0 %** for all six 2D paks AND `GP_READY_ROOM`.**
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[structures/archive-naming](structures/archive-naming.md), artefact
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`data/archive-naming.txt`, regenerator `tools/re-capture/archive_naming.py`.
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Chasing more prefixes for the 419 HUD paths would have been the same mistake
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twice, so this censuses the whole disc: harvest **every** plausible asset-name
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string from **every** archive (**6 027**), hash each under the 16 known
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prefixes, and ask per archive what fraction of its TOC that explains.
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`idxd-container.md`/`idxd-tag-hash.md` own the hash; neither says which
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archives are REACHABLE by it.
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🔑 **The result is bimodal.** `GP_TITLE` 16/16, `GP_PAUSE_MENU` 11/11,
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`GP_STAGE_CLEAR` 44/44, `GP_CHALLENGE` 151/151, `GP_MOVIE_THEATER` 56/56,
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`MiscBin` 40/40, `GP_GAMEOVER`, `GP_BUNK`, `GP_SYSTEM`, `GP_TUTORIAL`, `fonts`
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— **100 %**; `tables.pak` 78/79, `GP_DIALOG` 139/140, the six language paks
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115/117, `GP_SAVE_LOAD`/`GP_LEADERBOARD`/`GP_OPTIONS`/`GP_MISSION_LOG` 91-94 %;
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`GP_MAIN_GAME_*` 751/1119 = 67 %. Then the cliff: **the six
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`GP_MAIN_GAME_*2D.pak` at 0 of 711 EACH**, and **`GP_READY_ROOM` at 6 of
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1 106 = 0.5 %** — the largest UI pak on the disc, and not previously noted
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anywhere in `docs/re/`.
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🧪 Eleven paks at 100 % in the same run is the control that makes 0.0 % a
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finding rather than a failed guess: the method works; these archives are
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outside it.
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🔑 **So the 419 HUD paths are not "missing assets"** — nothing in the 2D paks
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is reachable by name from the disc's own strings at all. Those TOC keys hash
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names that are **not written anywhere readable**: composed by the tool chain or
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by the executable, or listed outside these archives.
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❌ Also refuted first: the 419 config values under **13 name transformations**
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(as-is, forward slashes, basename, basename-no-ext, no-ext, UPPER, `.rat`
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substituted, `2d\`/`eng\`/`hud\`/`GP_MAIN_GAME_2D\` prefixed, first-directory
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stripped) — **every one scored 0**, against the E2D 711 and against all 16 630
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entries on the disc.
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🟡 Not settled: what those names are. The one lever left is the hash's shape —
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the top byte is the character-sum checksum, so candidates are cheap to reject —
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but that needs a name corpus the disc does not contain. Also unexplained:
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`DefTables` 8.9 % and `GP_HANGAR_ARSENAL` 22.6 % sitting in the middle.
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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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