re: why each archive is low-coverage -- two different reasons, cleanly separated

Splitting every unnamed entry by magic turns the coverage percentages into an
explanation.

The three low-coverage UI archives have ZERO unnamed IDXD.  GP_HANGAR_ARSENAL
is 180 IDXD, 180 named, 0 unnamed -- its 1191 unnamed entries are 1149 T8aD/RATC
plus 42 LSTA, i.e. sprites.  GP_MISSION_SELECT and GP_DEBRIEFING_PILOTLOG hold
no IDXD objects at all.  So "22.6 % named" is misleading: every data table in
that pak is named, and these three are the same artwork-naming phenomenon as the
blocked 2D and READY_ROOM archives.

DefTables is the only genuine data gap: 1425 IDXD, 130 named, 1295 unnamed, in
17 record-name shapes -- Generic + Level_0..Level_3 (807, LOD sets) and Default +
EnumMotions + Generic + ReferenceFrames +/- Motion_break/dead/down (463, motion
sets).  One LOD and one motion table per model.  Level_0, EnumMotions and
ReferenceFrames appear in no document.

Control: the 100 % archives have no unnamed entry of any kind, and GP_MAIN_GAME_E
is 667/337 IDXD with zero unnamed artwork -- two failure modes, not a gradient.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
This commit is contained in:
Claude (auto)
2026-08-27 19:41:29 +00:00
parent 3a5904b584
commit cade6bc1a5
5 changed files with 524 additions and 1 deletions

View File

@@ -4753,3 +4753,43 @@ iterating a set needs a sort**.
`GP_DEBRIEFING_PILOTLOG` 33.3 % — and the content index now makes it possible to
say *what kind* of thing is missing from each, which is the obvious next step.
🔴 The 2D / `GP_READY_ROOM` archives stay blocked.
---
## ✅ 2026-08-27 — why each archive is low-coverage: two different reasons
Uses last iteration's content index rather than re-running naming. `archive_naming.py`
extended to split every **unnamed** entry by magic and, for IDXD, by record-name shape.
**Docs checked:** `archive-naming.md` (mine, owns the percentages);
`stage-definition-table.md` / `stage-mission-tables.md` / `arsenal-item-weapon-chain.md`
own the **names** `EnumLODSet_*.tbl` / `EnumGameModel_*.tbl`;
`isl-condition-builtins.md` owns the 40 `<?xml` entries as **XPR2 resource
manifests** (and already corrected the "config reader is XML" claim — not new
here). **`Level_0`, `EnumMotions` and `ReferenceFrames` appear in no document.**
✅ **The three "low-coverage" UI archives have ZERO unnamed IDXD.**
`GP_HANGAR_ARSENAL`: **180 IDXD, 180 named, 0 unnamed** — its 1 191 unnamed
entries are 1 149 T8aD/RATC + 42 LSTA, i.e. **sprites**. `GP_MISSION_SELECT` and
`GP_DEBRIEFING_PILOTLOG` contain **no IDXD objects at all**; their unnamed
remainder is 64+2 and 148+8 artwork entries. So "22.6 %" for
`GP_HANGAR_ARSENAL` is misleading — **every data table in it is named**, and these
three are the same phenomenon as the 🔴 blocked 2D / `GP_READY_ROOM` archives, not
a data gap.
✅ **`DefTables` is the only genuine data gap on the disc** — 1 425 IDXD, 130
named, **1 295 unnamed**, in **17** record-name shapes, two families covering
almost all: `Generic + Level_0…Level_3` (**807**, LOD sets) and
`Default + EnumMotions + Generic + ReferenceFrames` ± `Motion_break`/`Motion_dead`/
`Motion_down` (**463**, motion sets). One LOD table and one motion table per
model, keyed by model names the disc does not spell out.
✅ **Control, and it separates cleanly:** `GP_TITLE` and the other 100 % archives
have no unnamed entry of any kind; `GP_MAIN_GAME_E` is 667 named / 337 unnamed
IDXD with **zero** unnamed artwork. Two failure modes, not a gradient.
🟡 Not settled: the model names behind the 1 295 `DefTables` tables (the XPR2
manifests name meshes like `machines\rou_e104\objects\…xbg` — whether those model
names hash to the LOD/motion table keys is untested). The 337 unnamed IDXD in
each `GP_MAIN_GAME_*` are also uncharacterised — the same census would say what
they are, and was not run this iteration.

View File

@@ -102,7 +102,7 @@ files, which is how the same ground got covered twice.
| [`structures/mission-scoring.md`](structures/mission-scoring.md) | Mission scoring and the S/A/B/C/D rank thresholds — 24 tables x 3 difficulties | ✅ CONFIRMED, one 22-field schema over 72 records; difficulty moves 10 of 22 fields and never the RankScore thresholds; ✅ all 24 named stage\StageParameter_S<NN>.tbl (+ _Tutorial shared by six, + _Test) |
| [`structures/stage-settings-table.md`](structures/stage-settings-table.md) | The per-stage settings object — Camera rigs, Player limits, Difficulty_* damage record | ✅ CONFIRMED, 24 settings objects vs 29 resource objects both using Phase_1/2/3; Camera is 13/14 fields constant; GravityFactor non-zero in 4 stages; IsBoss16Enable identifies one object; the Phase block is 94 fields of which 68 never vary between phases; all 24 objects named StageParameter_S<NN> |
| [`structures/isl-mission-timer.md`](structures/isl-mission-timer.md) | The mission timer — two sequential countdowns, not a limit and a warning | ✅ CONFIRMED — read from `sub_822639B8`; the threshold reading is |
| [`structures/archive-naming.md`](structures/archive-naming.md) | Which archives the disc can name — 100% for menu paks, **0.0%** for the six 2D paks and `GP_READY_ROOM` | ✅ CONFIRMED — 6027 names × 16 prefixes, bimodal |
| [`structures/archive-naming.md`](structures/archive-naming.md) | Which archives the disc can name — 100% for menu paks, **0.0%** for the six 2D paks and `GP_READY_ROOM` | ✅ CONFIRMED — 6027 names × 16 prefixes, bimodal; unnamed entries split by content — three UI paks have ZERO unnamed IDXD (artwork only), DefTables is the only real data gap (1295 LOD/motion tables) |
| [`structures/hud-config.md`](structures/hud-config.md) | The in-game HUD configuration — 16 records, 419 asset paths, and a per-stage `ResourceTable` | ✅ CONFIRMED — 0 of 419 config paths resolve as pak entries |
| [`structures/mission-script-manifest.md`](structures/mission-script-manifest.md) | `Stage\script.tbl`'s 11 non-`MISSION` fields, and the mission dialogue table they name | ✅ CONFIRMED — 1 of 7 values resolves (`message\MissionDialogMessage.tbl`, 200 records), controls in the same sweep |
| [`structures/stage-numbering-and-player-craft.md`](structures/stage-numbering-and-player-craft.md) | The disc's stage numbering (S01S16, S18S29) and the player's craft per stage | ✅✅ CONFIRMED — two independent files close on 6 + 15 + 1 + 6 = 28 |

View File

@@ -1752,6 +1752,410 @@
GP_TUTORIAL.pak 2 named, 1 families
x2 puscr.prt
## What the UNNAMED entries are (magic of every entry not resolved above)
archive IDXD named unnamedI unnamedUI LSTA
GP_HANGAR_ARSENAL.pak 180 180 0 1149 42
DefTables.pak 1425 130 1295 0 0
GP_MAIN_GAME_D.pak 1004 667 337 0 0
GP_MAIN_GAME_E.pak 1004 667 337 0 0
GP_MAIN_GAME_F.pak 1004 667 337 0 0
GP_MAIN_GAME_I.pak 1004 667 337 0 0
GP_MAIN_GAME_J.pak 1004 667 337 0 0
GP_MAIN_GAME_S.pak 1004 667 337 0 0
GP_READY_ROOM.pak 6 0 6 902 6
GP_MAIN_GAME_D2D.pak 6 0 6 704 0
GP_MAIN_GAME_E2D.pak 6 0 6 704 0
GP_MAIN_GAME_F2D.pak 6 0 6 704 0
GP_MAIN_GAME_I2D.pak 6 0 6 704 0
GP_MAIN_GAME_J2D.pak 6 0 6 704 0
GP_MAIN_GAME_S2D.pak 6 0 6 704 0
GP_DEBRIEFING_PILOTLOG.pak 0 0 0 148 8
GP_DIALOG.pak 0 0 0 1 0
GP_SAVE_LOAD.pak 0 0 0 2 2
GP_MISSION_SELECT.pak 0 0 0 64 2
GP_LEADERBOARD.pak 0 0 0 6 0
tables.pak 79 78 1 0 0
GP_OPTIONS.pak 0 0 0 0 2
GP_MISSION_LOG.pak 0 0 0 0 2
record-name sets of the UNNAMED IDXD entries, per archive:
DefTables.pak 1295 unnamed IDXD in 17 shapes
x294 Generic Level_0 Level_1
x247 Generic Level_0
x212 Default EnumMotions Generic ReferenceFrames
x209 Generic Level_0 Level_1 Level_2 Level_3
x182 Default EnumMotions Generic Motion_break Motion_dead ReferenceFrames
x61 Default EnumMotions Generic Motion_break ReferenceFrames
x57 Generic Level_0 Level_1 Level_2
x8 Default EnumMotions Generic Motion_break Motion_down ReferenceFrames
x8 Default EnumMotions Generic Motion_break Motion_selected ReferenceFrames
x8 Enumerate
x3 Default EnumMotions Generic Motion_FlipTurn Motion_ShieldAttack Motion_SideRoll_L Motion_SideRol
x1 Damage Damage2 Default EnumMotions Generic ReferenceFrames
x1 Default Default2 Default3 EnumMotions Generic ReferenceFrames
x1 Default EnumMotions Generic Motion_AfterBurner Motion_break ReferenceFrames
x1 Default EnumMotions Generic Motion_dead ReferenceFrames
x1 Default EnumMotions Generic Motion_down ReferenceFrames
x1 EnumMotions Generic Motion_attackA_charge Motion_attackA_charge_b1 Motion_attackA_charge_b2 Moti
GP_MAIN_GAME_D.pak 337 unnamed IDXD in 53 shapes
x90 Shell Weapon
x64 Faces Generic
x44 Effect Explosion Generic Maneuver Mass SE Shield StructureCount
x24 Shell ShellWake Weapon
x12 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001
x9 AssortMissileParam Shell ShellWake Weapon
x9 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x8 ATTACK_IS_AVOIDED ATTACK_SUCCEEDED AVOIDED_BY_PLAYER AVOIDED_PLAYER_ATTACK AVOID_ATTACK COUNTER
x7 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x6 Shell ShellWake Weapon WhiskMissileParam
x4 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x2 Bridge_000 Bridge_001 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldG
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Thruster_000
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000
x2 EnumUnit
x2 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 AnalogRevice_adv_roll AnalogRevice_adv_yaw AnalogRevice_eye_pitch AnalogRevice_eye_yaw AnalogRev
x1 AsteroidGroup_000 AsteroidGroup_001 AsteroidGroup_002 AsteroidGroup_003 AsteroidGroup_004 Astero
x1 BezierMissileParam Shell ShellWake Weapon
x1 Booster Misc SpecialAttack SpecialAttackGauge_1 SpecialAttackGauge_2 SpecialAttackGauge_3 Specia
x1 Bridge_000 Effect Explosion Generic Hatch_000 Hatch_001 Hatch_002 Hatch_003 Maneuver Mass NS_Bod
x1 Bridge_??? Effect Explosion Generic Hatch_??? Maneuver Mass NS_* SE Shield ShieldGenerator_??? S
x1 Core Generic Guardian
x1 Effect Explosion Generic Maneuver Mass NS_Body NS_Body_2 SE Shield StructureCount
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_002
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_001 Turret_002 Tu
x1 Effect Explosion Generic Maneuver Mass SE Shield StructureCount Turret_000
x1 EnumWeapon
x1 Enumeration Formation_100 Formation_Fleet_01 Formation_Fleet_02
x1 Enumeration Placement_00 Placement_01 Placement_02 RouteTest_00 RouteTest_01
x1 Generic
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 MessageSet_test
x1 Shell Weapon WhiskMissileParam
GP_MAIN_GAME_E.pak 337 unnamed IDXD in 53 shapes
x90 Shell Weapon
x64 Faces Generic
x44 Effect Explosion Generic Maneuver Mass SE Shield StructureCount
x24 Shell ShellWake Weapon
x12 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001
x9 AssortMissileParam Shell ShellWake Weapon
x9 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x8 ATTACK_IS_AVOIDED ATTACK_SUCCEEDED AVOIDED_BY_PLAYER AVOIDED_PLAYER_ATTACK AVOID_ATTACK COUNTER
x7 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x6 Shell ShellWake Weapon WhiskMissileParam
x4 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x2 Bridge_000 Bridge_001 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldG
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Thruster_000
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000
x2 EnumUnit
x2 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 AnalogRevice_adv_roll AnalogRevice_adv_yaw AnalogRevice_eye_pitch AnalogRevice_eye_yaw AnalogRev
x1 AsteroidGroup_000 AsteroidGroup_001 AsteroidGroup_002 AsteroidGroup_003 AsteroidGroup_004 Astero
x1 BezierMissileParam Shell ShellWake Weapon
x1 Booster Misc SpecialAttack SpecialAttackGauge_1 SpecialAttackGauge_2 SpecialAttackGauge_3 Specia
x1 Bridge_000 Effect Explosion Generic Hatch_000 Hatch_001 Hatch_002 Hatch_003 Maneuver Mass NS_Bod
x1 Bridge_??? Effect Explosion Generic Hatch_??? Maneuver Mass NS_* SE Shield ShieldGenerator_??? S
x1 Core Generic Guardian
x1 Effect Explosion Generic Maneuver Mass NS_Body NS_Body_2 SE Shield StructureCount
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_002
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_001 Turret_002 Tu
x1 Effect Explosion Generic Maneuver Mass SE Shield StructureCount Turret_000
x1 EnumWeapon
x1 Enumeration Formation_100 Formation_Fleet_01 Formation_Fleet_02
x1 Enumeration Placement_00 Placement_01 Placement_02 RouteTest_00 RouteTest_01
x1 Generic
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 MessageSet_test
x1 Shell Weapon WhiskMissileParam
GP_MAIN_GAME_F.pak 337 unnamed IDXD in 53 shapes
x90 Shell Weapon
x64 Faces Generic
x44 Effect Explosion Generic Maneuver Mass SE Shield StructureCount
x24 Shell ShellWake Weapon
x12 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001
x9 AssortMissileParam Shell ShellWake Weapon
x9 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x8 ATTACK_IS_AVOIDED ATTACK_SUCCEEDED AVOIDED_BY_PLAYER AVOIDED_PLAYER_ATTACK AVOID_ATTACK COUNTER
x7 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x6 Shell ShellWake Weapon WhiskMissileParam
x4 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x2 Bridge_000 Bridge_001 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldG
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Thruster_000
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000
x2 EnumUnit
x2 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 AnalogRevice_adv_roll AnalogRevice_adv_yaw AnalogRevice_eye_pitch AnalogRevice_eye_yaw AnalogRev
x1 AsteroidGroup_000 AsteroidGroup_001 AsteroidGroup_002 AsteroidGroup_003 AsteroidGroup_004 Astero
x1 BezierMissileParam Shell ShellWake Weapon
x1 Booster Misc SpecialAttack SpecialAttackGauge_1 SpecialAttackGauge_2 SpecialAttackGauge_3 Specia
x1 Bridge_000 Effect Explosion Generic Hatch_000 Hatch_001 Hatch_002 Hatch_003 Maneuver Mass NS_Bod
x1 Bridge_??? Effect Explosion Generic Hatch_??? Maneuver Mass NS_* SE Shield ShieldGenerator_??? S
x1 Core Generic Guardian
x1 Effect Explosion Generic Maneuver Mass NS_Body NS_Body_2 SE Shield StructureCount
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_002
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_001 Turret_002 Tu
x1 Effect Explosion Generic Maneuver Mass SE Shield StructureCount Turret_000
x1 EnumWeapon
x1 Enumeration Formation_100 Formation_Fleet_01 Formation_Fleet_02
x1 Enumeration Placement_00 Placement_01 Placement_02 RouteTest_00 RouteTest_01
x1 Generic
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 MessageSet_test
x1 Shell Weapon WhiskMissileParam
GP_MAIN_GAME_I.pak 337 unnamed IDXD in 53 shapes
x90 Shell Weapon
x64 Faces Generic
x44 Effect Explosion Generic Maneuver Mass SE Shield StructureCount
x24 Shell ShellWake Weapon
x12 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001
x9 AssortMissileParam Shell ShellWake Weapon
x9 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x8 ATTACK_IS_AVOIDED ATTACK_SUCCEEDED AVOIDED_BY_PLAYER AVOIDED_PLAYER_ATTACK AVOID_ATTACK COUNTER
x7 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x6 Shell ShellWake Weapon WhiskMissileParam
x4 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x2 Bridge_000 Bridge_001 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldG
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Thruster_000
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000
x2 EnumUnit
x2 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 AnalogRevice_adv_roll AnalogRevice_adv_yaw AnalogRevice_eye_pitch AnalogRevice_eye_yaw AnalogRev
x1 AsteroidGroup_000 AsteroidGroup_001 AsteroidGroup_002 AsteroidGroup_003 AsteroidGroup_004 Astero
x1 BezierMissileParam Shell ShellWake Weapon
x1 Booster Misc SpecialAttack SpecialAttackGauge_1 SpecialAttackGauge_2 SpecialAttackGauge_3 Specia
x1 Bridge_000 Effect Explosion Generic Hatch_000 Hatch_001 Hatch_002 Hatch_003 Maneuver Mass NS_Bod
x1 Bridge_??? Effect Explosion Generic Hatch_??? Maneuver Mass NS_* SE Shield ShieldGenerator_??? S
x1 Core Generic Guardian
x1 Effect Explosion Generic Maneuver Mass NS_Body NS_Body_2 SE Shield StructureCount
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_002
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_001 Turret_002 Tu
x1 Effect Explosion Generic Maneuver Mass SE Shield StructureCount Turret_000
x1 EnumWeapon
x1 Enumeration Formation_100 Formation_Fleet_01 Formation_Fleet_02
x1 Enumeration Placement_00 Placement_01 Placement_02 RouteTest_00 RouteTest_01
x1 Generic
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 MessageSet_test
x1 Shell Weapon WhiskMissileParam
GP_MAIN_GAME_J.pak 337 unnamed IDXD in 53 shapes
x90 Shell Weapon
x64 Faces Generic
x44 Effect Explosion Generic Maneuver Mass SE Shield StructureCount
x24 Shell ShellWake Weapon
x12 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001
x9 AssortMissileParam Shell ShellWake Weapon
x9 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x8 ATTACK_IS_AVOIDED ATTACK_SUCCEEDED AVOIDED_BY_PLAYER AVOIDED_PLAYER_ATTACK AVOID_ATTACK COUNTER
x7 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x6 Shell ShellWake Weapon WhiskMissileParam
x4 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x2 Bridge_000 Bridge_001 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldG
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Thruster_000
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000
x2 EnumUnit
x2 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 AnalogRevice_adv_roll AnalogRevice_adv_yaw AnalogRevice_eye_pitch AnalogRevice_eye_yaw AnalogRev
x1 AsteroidGroup_000 AsteroidGroup_001 AsteroidGroup_002 AsteroidGroup_003 AsteroidGroup_004 Astero
x1 BezierMissileParam Shell ShellWake Weapon
x1 Booster Misc SpecialAttack SpecialAttackGauge_1 SpecialAttackGauge_2 SpecialAttackGauge_3 Specia
x1 Bridge_000 Effect Explosion Generic Hatch_000 Hatch_001 Hatch_002 Hatch_003 Maneuver Mass NS_Bod
x1 Bridge_??? Effect Explosion Generic Hatch_??? Maneuver Mass NS_* SE Shield ShieldGenerator_??? S
x1 Core Generic Guardian
x1 Effect Explosion Generic Maneuver Mass NS_Body NS_Body_2 SE Shield StructureCount
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_002
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_001 Turret_002 Tu
x1 Effect Explosion Generic Maneuver Mass SE Shield StructureCount Turret_000
x1 EnumWeapon
x1 Enumeration Formation_100 Formation_Fleet_01 Formation_Fleet_02
x1 Enumeration Placement_00 Placement_01 Placement_02 RouteTest_00 RouteTest_01
x1 Generic
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 MessageSet_test
x1 Shell Weapon WhiskMissileParam
GP_MAIN_GAME_S.pak 337 unnamed IDXD in 53 shapes
x90 Shell Weapon
x64 Faces Generic
x44 Effect Explosion Generic Maneuver Mass SE Shield StructureCount
x24 Shell ShellWake Weapon
x12 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001
x9 AssortMissileParam Shell ShellWake Weapon
x9 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x8 ATTACK_IS_AVOIDED ATTACK_SUCCEEDED AVOIDED_BY_PLAYER AVOIDED_PLAYER_ATTACK AVOID_ATTACK COUNTER
x7 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x6 Shell ShellWake Weapon WhiskMissileParam
x4 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x3 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x2 Bridge_000 Bridge_001 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldG
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Bridge_000 Effect Explosion Generic Hatch_000 Maneuver Mass NS_Body SE Shield ShieldGenerator_00
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Thruster_000
x2 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000
x2 EnumUnit
x2 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 AnalogRevice_adv_roll AnalogRevice_adv_yaw AnalogRevice_eye_pitch AnalogRevice_eye_yaw AnalogRev
x1 AsteroidGroup_000 AsteroidGroup_001 AsteroidGroup_002 AsteroidGroup_003 AsteroidGroup_004 Astero
x1 BezierMissileParam Shell ShellWake Weapon
x1 Booster Misc SpecialAttack SpecialAttackGauge_1 SpecialAttackGauge_2 SpecialAttackGauge_3 Specia
x1 Bridge_000 Effect Explosion Generic Hatch_000 Hatch_001 Hatch_002 Hatch_003 Maneuver Mass NS_Bod
x1 Bridge_??? Effect Explosion Generic Hatch_??? Maneuver Mass NS_* SE Shield ShieldGenerator_??? S
x1 Core Generic Guardian
x1 Effect Explosion Generic Maneuver Mass NS_Body NS_Body_2 SE Shield StructureCount
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_001 Tu
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_000 Turret_002
x1 Effect Explosion Generic Maneuver Mass NS_Body SE Shield StructureCount Turret_001 Turret_002 Tu
x1 Effect Explosion Generic Maneuver Mass SE Shield StructureCount Turret_000
x1 EnumWeapon
x1 Enumeration Formation_100 Formation_Fleet_01 Formation_Fleet_02
x1 Enumeration Placement_00 Placement_01 Placement_02 RouteTest_00 RouteTest_01
x1 Generic
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 Generic Message_000 Message_001 Message_002 Message_003 Message_004 Message_005 Message_006 Mess
x1 MessageSet_test
x1 Shell Weapon WhiskMissileParam
GP_READY_ROOM.pak 6 unnamed IDXD in 1 shapes
x6 FILE OFFSET
GP_MAIN_GAME_D2D.pak 6 unnamed IDXD in 4 shapes
x2 ActiveArm ArmsItem ArmsItemFile ArmsStatus HudResource Information Manuva Map Marker NamePlate N
x2 Enumerate_ObjectiveMarkers ObjectiveMarker_Acropolis ObjectiveMarker_Guard ObjectiveMarker_SubOb
x1 Face
x1 ResourceTable
GP_MAIN_GAME_E2D.pak 6 unnamed IDXD in 4 shapes
x2 ActiveArm ArmsItem ArmsItemFile ArmsStatus HudResource Information Manuva Map Marker NamePlate N
x2 Enumerate_ObjectiveMarkers ObjectiveMarker_Acropolis ObjectiveMarker_Guard ObjectiveMarker_SubOb
x1 Face
x1 ResourceTable
GP_MAIN_GAME_F2D.pak 6 unnamed IDXD in 4 shapes
x2 ActiveArm ArmsItem ArmsItemFile ArmsStatus HudResource Information Manuva Map Marker NamePlate N
x2 Enumerate_ObjectiveMarkers ObjectiveMarker_Acropolis ObjectiveMarker_Guard ObjectiveMarker_SubOb
x1 Face
x1 ResourceTable
GP_MAIN_GAME_I2D.pak 6 unnamed IDXD in 4 shapes
x2 ActiveArm ArmsItem ArmsItemFile ArmsStatus HudResource Information Manuva Map Marker NamePlate N
x2 Enumerate_ObjectiveMarkers ObjectiveMarker_Acropolis ObjectiveMarker_Guard ObjectiveMarker_SubOb
x1 Face
x1 ResourceTable
GP_MAIN_GAME_J2D.pak 6 unnamed IDXD in 4 shapes
x2 ActiveArm ArmsItem ArmsItemFile ArmsStatus HudResource Information Manuva Map Marker NamePlate N
x2 Enumerate_ObjectiveMarkers ObjectiveMarker_Acropolis ObjectiveMarker_Guard ObjectiveMarker_SubOb
x1 Face
x1 ResourceTable
GP_MAIN_GAME_S2D.pak 6 unnamed IDXD in 4 shapes
x2 ActiveArm ArmsItem ArmsItemFile ArmsStatus HudResource Information Manuva Map Marker NamePlate N
x2 Enumerate_ObjectiveMarkers ObjectiveMarker_Acropolis ObjectiveMarker_Guard ObjectiveMarker_SubOb
x1 Face
x1 ResourceTable
tables.pak 1 unnamed IDXD in 1 shapes
x1 COMMON_XPR GP_ARSENAL GP_BUNK GP_CHALLENGE GP_DEBRIEFING GP_DIALOG GP_EXTRAS GP_GAMEOVER GP_HANG
## CONTROL is the unnameable pair keyed by a DIFFERENT hash?
(6 prefixes x 3 hash families; the menu paks are the positive control)
GP_MAIN_GAME_E2D.pak name_hash 0 / 711

View File

@@ -67,6 +67,50 @@ redo the work.
is now iterated **sorted** — a plain `set` gave a different winner for collided
hashes on each run and the artefact failed its own byte-identical check.
## ✅ WHY each archive is low-coverage — two different reasons (2026-08-27)
Splitting every **unnamed** entry by its magic turns the percentage table into an
explanation. The three "low-coverage" UI archives are not missing data at all:
| archive | IDXD | named | **unnamed IDXD** | unnamed T8aD/RATC | unnamed LSTA |
|---|---:|---:|---:|---:|---:|
| `GP_HANGAR_ARSENAL` | 180 | **180** | **0** | 1 149 | 42 |
| `GP_MISSION_SELECT` | 0 | 0 | **0** | 64 | 2 |
| `GP_DEBRIEFING_PILOTLOG` | 0 | 0 | **0** | 148 | 8 |
| `DefTables` | 1 425 | 130 | **1 295** | 0 | 0 |
| `GP_MAIN_GAME_{D…S}` | 1 004 | 667 | 337 | 0 | 0 |
🔑 **`GP_HANGAR_ARSENAL`'s "22.6 %" is misleading: every one of its 180 data
tables is named.** Its 1 191 unnamed entries are **sprites and bundles**, and
`GP_MISSION_SELECT` / `GP_DEBRIEFING_PILOTLOG` contain **no IDXD objects at
all**. Those three are the *same* phenomenon as the 🔴 blocked 2D and
`GP_READY_ROOM` archives — unreachable **artwork** names — not a data gap.
🔑 **`DefTables` is the only genuine data gap on the disc**: 1 295 unnamed IDXD
objects, in **17 record-name shapes**, and two families cover almost all of them:
```
Generic + Level_0 … Level_3 807 LOD sets (cf. EnumLODSet_*.tbl)
Default + EnumMotions + Generic + 463 motion sets (cf. EnumGameModel_*.tbl)
ReferenceFrames (+ Motion_break /
Motion_dead / Motion_down)
```
`stage-definition-table.md` and `stage-mission-tables.md` own the *names*
`EnumLODSet_*.tbl` / `EnumGameModel_*.tbl`; **the record shapes above are not in
`docs/re/` anywhere** — `Level_0`, `EnumMotions` and `ReferenceFrames` appear in
no document. So what `DefTables` withholds is **one LOD table and one motion
table per model**, keyed by model names the disc does not spell out.
⚠️ The 40 `<?xml` entries in `DefTables` are **already identified**
`isl-condition-builtins.md` calls them XPR2 resource manifests
(`<RDF Version="XPR2">`, `<XBGMesh …/>`, `<Texture …/>`) and corrects an earlier
"the config reader is XML" claim. Not new here.
**Control:** `GP_TITLE` and the other 100 % archives have no unnamed entry of any
kind, and `GP_MAIN_GAME_E` splits 667 named / 337 unnamed IDXD with zero unnamed
artwork — the two failure modes are cleanly separated, not a gradient.
## What that means for the 419
The in-game HUD's asset paths are not "missing". **Nothing in the 2D paks is