Commit Graph

743 Commits

Author SHA1 Message Date
Sylpheed RE agent
bfd0c9c9a4 re: the Enumeration self-index is not a naming route, and the residual is two _Test variants
The tempting move - 360 objects state their own contents, so use that to name
them - does not work, and it is now measured rather than assumed:

  objects carrying an Enumeration record                       360
     key already named by archive-naming routes 1 + 2          348
     still unnamed                                              12
     newly named by name_hash(prefix + own record name + ext)    0

Sixteen prefixes x seven extensions x every record name of every unnamed
object: zero gained. A self-index names an object's RECORDS; a TOC key is
name_hash(path + file name). The two vocabularies never meet.

The residual is exactly two objects x six packs, each byte-identical across the
packs and each an unnamed VARIANT of a named _Test table, not a duplicate:

  2390212806 (1493 B)  Placement_00..02 + RouteTest_00..01 - a trimmed
                       Stage\Null_Test.tbl (3121167452, 27545 B, same five
                       records plus four Frame_Test_Asteroid_*)
  2719765792 (14124 B) Formation_100, Formation_Fleet_01, Formation_Fleet_02 -
                       the same three record names as Formation_Test.tbl
                       (3463590559, 14025 B) but a different payload

That answers the previous iteration's question about the six-record
Placement/RouteTest sibling: it is Null_Test.tbl minus the asteroid frames.

Independent confirmation for stage-mission-tables: name_hash(prefix +
"Formation_Test.tbl") -> key 3463590559, whose records are exactly those three,
so the two frame-ratio exceptions do live in the file it names.

Dangling link recorded, not fixed: idxd-container.md references
idxd-unnamed-keys.md twice and that file does not exist on this branch - it
belongs to auto/idxd-unnamed-keys.

One control missed unexplained: EnumSquadron_Test.tbl matches no pak key under
any of the sixteen prefixes. n=1, not chased.

All fifteen artefacts byte-identical.
2026-08-28 02:57:20 +00:00
Sylpheed RE agent
ccf5ff08c6 re: Placement_*/RouteTest_* are Null_Test.tbl, and Enumeration is a self-index
The template object is stage\Null_Test.tbl: its key hashes as
name_hash("stage\" + "Null_Test.tbl"), the file stage-definition-table names as
EnumerateNullFrame. Ten records - 4 Frame_Test_Asteroid_01..04, 3
Placement_00..02, 2 RouteTest_00..01, Enumeration - and the nine carrying a
FrameCount are exactly the "9/9 for Null_Test.tbl" stage-mission-tables already
counted. The corpus knew the file and the count, not the record names. A second
object (the same five plus Enumeration, without the asteroid frames) matched
none of ten candidate names across sixteen prefixes.

Enumeration is a record that indexes its own object. Disc-wide: 7750 IDXD
objects, 360 carry one, and in 360/360 its field names equal exactly that
object's other record names - zero subsets, zero strays. Field/record counts
run from 2 past 25 ((3,3)x36, (9,9)x24, (13,13)x24, (2,2)x24, (25,25)x18,
(16,16)x12), every pair on the diagonal.

Enumeration vs Enumerate is one letter and opposite scope: Enumerate is
archive-naming's route-2 seed, a single-record object whose fields name OTHER
objects; Enumeration names the records of its own object. Written up in
idxd-container, which had left "an object's kind is known only from the caller
that loads it" open.

Sharper version of the previous correction: I credited the stage\ prefix to
archive_naming.py, but stage-mission-tables states it in prose ("The prefix is
stage\ - name_hash is case-insensitive") and its stagetbl.py examples pass
'stage\AIParams_S02.tbl'. Noted in asteroid-fields.md.

All fifteen artefacts byte-identical.
2026-08-28 02:36:20 +00:00
Sylpheed RE agent
eaab3b1ead re: the eight-value frame censused disc-wide, and my novelty claim withdrawn
Grepping FrameCount first would have saved the previous iteration an overclaim.

Withdrawn: the 8-value layout was not a discovery. stage-mission-tables already
documents Route_* records as (time, quat.x,y,z,w, pos.x,y,z) with
len(fields) == 8*FrameCount + 1 holding 1449 of 1449, and unit-group-table
already documents 1 + 8*FrameCount for formation slot lists. I re-derived the
shape from the asteroid tables and called slot 0 an "index" - it is the
corpus's time slot. Corrected in asteroid-fields.md. What the asteroid pass did
add is the norm test.

The census the corpus was missing: both prior statements were measured on one
table family each. Sweeping every IDXD record on the disc carrying a
FrameCount - 10986 records, 10974 with anon == 8 * FrameCount, and the entire
residual is 12 records: Formation_Fleet_01 (ratio 136) and Formation_Fleet_02
(ratio 4), six each, one per language pack. The two exceptions the doc already
names are the only two on the disc.

The quaternion is now measured, not asserted: over 78762 frames in five
families, |q| is within 1e-4 of 1.0 on 78762 / 78762.

Slot 0 is time only where something moves. It equals the running ordinal
0..N-1 in every formation (2196/2196), asteroid (384/384), placement (36/36)
and test-route (24/24) record, and in only 6228 of 8334 real routes - the one
family that stores true timestamps there.

Two record families new to the corpus: Placement_00..02 and RouteTest_00..01,
sharing a six-record template object whose sixth record is named Enumeration,
two such objects per language pack.

All fifteen artefacts byte-identical.
2026-08-28 02:20:15 +00:00
Sylpheed RE agent
01fbb42eb6 re: the 8 values per asteroid are index, quaternion, position
Measured over every Frame_*Asteroid* record on the disc - 384 records, 37518
items (6253 per language pack x 6; the remaining 380 per pack belong to the
seven record-less Alpha frames, the same 57-vs-64 split as before).

  slot 0    equals the running index 0..N-1   37518 / 37518, max 587, and the
            largest FrameCount is 588, so the last index is N-1
  slots 1-4 a unit quaternion                 37518 / 37518 within 1e-4 of 1.0
            (min 0.999999, max 1.000001)
  slot 4    sign of the real part             min +0.001, never negative -
            canonical w-last, so the order is (x, y, z, w)
  slots 5-7 position in metres                -163858..+79572, -114308..+76422,
            -105224..+110263 - inside the +/-250 km half-extent of
            mapmesh_box_500km

len(anonymous fields) == 8 * FrameCount on 384 of 384, zero mismatches.

The unit-norm test is the control: an arbitrary 4-tuple has no reason to sit on
the unit sphere and every one of the 37518 does. Two further cross-checks fell
out - the maximum index is exactly max(FrameCount) - 1, and every position lies
inside the 500 km box the corpus already knows (world unit = 1 metre).

There is no scale slot: an asteroid's size comes from its group's
AsteroidModelName, which is why a group is one model plus one placement list.

Not settled: whether the quaternion is object->world or world->object and its
handedness - a norm test cannot separate those; and why S28_p1 has an asteroid
volume with no definition.

All fifteen artefacts byte-identical.
2026-08-28 02:03:23 +00:00
Sylpheed RE agent
da71897d03 re: EnumAsteroid counts the rocks, and the hash join was mine to fix
EnumAsteroid is the frame record's FrameCount - 57/57, zero mismatches. Each
AsteroidFrameName is itself an IDXD record name; those records carry one named
field, FrameCount, plus a run of anonymous ones, and the anonymous fields
number exactly 8 x FrameCount on all 384 occurrences (ratio histogram
{8.0: 384}). The frame record is the placement table, 8 values per asteroid,
and EnumAsteroid counts the rocks. The frame-name -> EnumAsteroid map is
single-valued for all 64 names.

mission-wave-arrivals already met these records - they were the outliers that
broke its route-speed measurement, filtered out by name. regn-map-grid already
guessed the link and said so honestly ("a reading, not a measurement; nothing
here counts objects"). Neither says the count is exact.

The abandoned table lost its placement data too: exactly 7 of 64 frame names
have no record, and they are exactly the seven groups of the unreferenced
tenth object (Frame_Alpha_S01_Asteroid_{01,02,04}, Frame_Alpha_S01_Haze_
{01,02,03}, Frame_TAlpha_S01_Asteroid_03). 57 + 7 = 64, zero partials.

Withdrawing the previous commit's red flag: the hash join works and my call
was wrong. AsteroidDefinition values resolve to their objects' pak entry keys
as name_hash("stage\" + name), 9 of 9, each landing on the object the
frame-prefix join independently predicted. I had hashed the bare file name;
archive_naming.py hashes prefix + name over a path-prefix list. Two
independent joins, 9/9 agreement, both leaving the same tenth object
unreferenced.

Not settled: what the 8 values per asteroid are; why S28_p1 has a volume and
no definition.

All fifteen artefacts byte-identical.
2026-08-28 01:48:52 +00:00
Sylpheed RE agent
a6e8eca436 re: the asteroid-field tables (AsteroidGroup_00N) decoded
New doc docs/re/structures/asteroid-fields.md, indexed.

Half the chain was already in the corpus: stage-definition-table and
stage-mission-tables record the per-phase AsteroidDefinition naming a .tbl,
and unit-datasheet-static partitions Generic and finds 10 per pack whose only
field is {EnumAsteroidGroup}, "an asteroid-group file". Neither says what is
inside them.

The table: 10 objects per pack x 6 packs = 60, 384 AsteroidGroup_* records,
4 or 7 groups per object. Every record carries exactly three fields, all 384,
no partials - AsteroidModelName (28 distinct; mob_n050..n056 x24 each,
mob_n040..n043 x18), AsteroidFrameName (64 distinct, Frame_S<NN>[_pN]_
Asteroid_NN, the same names regn-map-grid reports the Route tables showing),
and EnumAsteroid (37 distinct, 1..588, 6633 per pack summed).

Enum<Thing> is a COUNT; Enumerate<Thing> names a TABLE. EnumAsteroidGroup
equals its object's group count in 54 of 60 and EnumAsteroid is a plain
integer - the opposite of the Enumerate* join rule. The -erate is the
difference. Count-style fields still are not safe: the 6 failures are ONE
object repeated per language pack, declaring 4 while holding 7.

The tenth object is unreferenced and it is the one that miscounts. Joining by
frame prefix, nine objects match the nine AsteroidDefinition values one to
one; the tenth carries Frame_Alpha_S01_Asteroid, Frame_Alpha_S01_Haze and
Frame_TAlpha_S01_Asteroid and is named by nothing.

S28 has an asteroid VOLUME but no asteroid DEFINITION: mcol-collision lists
nine _AsteroidVolume_wp meshes (…, S28_p1); the nine AsteroidDefinition values
are those eight plus test_s8p1. Eight shared, one different each way.

Not settled: what EnumAsteroid counts of; why S28_p1 has a volume and no
definition. The name->object join did not reproduce by hash under name_hash,
mod 0x00FFF9D7, or a 24-bit mask - the join used is by frame prefix.

All fifteen artefacts byte-identical.
2026-08-28 01:32:52 +00:00
Sylpheed RE agent
80235857af re: the roster's two vocabularies, and a prefix match I mistook for a hit
Correction to the previous commit's own result. The raw byte sweep reported
rot_n001 "26 times in 7 archives" - a SUBSTRING count. The exact field value
occurs zero times, in every IDXD record and every non-IDXD payload. What the
disc carries is rot_n001_break x14, LOD_Frame_rot_n001_break x7,
GameModel_rot_n001_break x5. rot_n001 exact is not on this disc. A prefix
match is not an exact match, and a byte sweep is the tool that breaks it.

rou_e202 does exist, in the other vocabulary: a Model field of a Generic
record, six times, one per GP_MAIN_GAME_<lang> pack, with no GameResourceID -
which is why the GameResourceID census called it absent.

Set arithmetic over every IDXD record: roster 40, Generic.Model 46,
GameResourceID 480; roster n Model 34, roster n GID 38, roster n both 33.
38 + 34 - 33 = 39, so 39 of 40 are one or the other and rot_n001 is the sole
exception. The six that are GID but not Model: mob_n040..043 are the four
AsteroidGroup_00N.AsteroidModelName values (asteroid models, not units) and
rou_e004 is a Level_0.Model.

What selects the 40 is still open, but two answers are dead: not the
Generic.Model set (34 of 46), not the GameResourceID set (38 of 480). The 12
Generic.Model values outside the roster include rou_f002 and rou_f004 - the
player's own craft for S7-S16/S24-27,29 and for S28 - while rou_f001 is kept,
so "the playable models" is dead too.

All fifteen artefacts byte-identical.
2026-08-28 01:15:38 +00:00
Sylpheed RE agent
58a49c4dbb re: the 60 duplicated functions are static-object constructors
Each of the 60 builds a 40-element array of 24-byte string objects: addis
0x820B + addi fetches the literal, addi r30,r11,12944 fixes the array
(0x828E3290 for the first), bl sub_8217FA08(dest, literal, -1) assigns, the
rest of the object is zeroed, addi r3,r30,24 steps on.

Why they have no callers: each appears exactly twice in the image - once in
the .pdata unwind table, where EVERY function appears as (address, prolog/
length word) and reading it as a registry is a trap - and once as a slot of a
null-terminated 182-entry function-pointer array at 0x82870018-0x828702EC,
170 of whose targets have zero direct xrefs. That is the static-initialiser
list. Zero callers here means "static ctor", not "dead code".

The teardown side confirms it: 39-43 functions sit between consecutive clones
(median 40), the dominant size in 0x8281xxxx-0x8284xxxx is 11 instructions
(2280 of them, about 60 x 40), and three consecutive ones call sub_823F3D68
on 0x828E3290, +24, +48 - one destructor thunk per element, same stride, same
global, all zero-xref.

rot_n001 and rou_e202 ARE on the disc: a raw byte sweep finds rot_n001 26
times in 7 archives (DefTables included) and rou_e202 6 in 6, exactly one per
GP_MAIN_GAME_<lang> pack. Controls: rou_e201 151/8, rou_e901 917/8, mob_n500
46/8. Narrows the earlier claim to "not GameResourceID values".

Not settled: what reads the arrays. An exact-address search returns 2347
functions outside the 60 - too broad to be a consumer list; the globals sit in
a dense data region and that route has no power.

All fifteen artefacts byte-identical.
2026-08-28 00:59:34 +00:00
Sylpheed RE agent
4a042bda53 re: the base-solver's confidence axis was inverted
The remaining named false-positive mode - "107 rows solve to a 64K-boundary
base, a bare addis with no addi of its own, so any scatter of displacements
votes for it" - is refuted by its own measurement.

New positive test in the tool: simulate lis/addis rD,r0,HI + addi rD,rA,N +
or rD,rA,rA forward through each row's function and ask whether the solved
base lands in the solved register.

  64K-boundary bases ("low confidence") : 107 / 107 confirmed
  non-zero low half ("trustworthy")     :   8 / 154 confirmed

A round base is the case where the compiler needed no second instruction, so
`addis r11, r0, 0x820B` stands in the code in full. A miss on the other class
is silence (base built in the caller or loaded from memory), not refutation.

Control: every row the corpus independently validated against the disc has a
64K-boundary base - debriefing, career, save, leaderboard, the 205-name PG*
HUD roster, material slots, the S16 boss collision/frames/motions and its
loader. 13 rows over 10 functions. The dense-short-string false positives the
corpus did name (r31 = 0x8202xxxx) all sit in the "trustworthy" class.

The 0x820B0000 cluster is DUPLICATION, not error: 60 of its 82 rows are one
function emitted 60 times, exactly 491 instructions each, two instructions
differing (both global data pointers), identical 41-address string sequences.
40 resource names written into a per-copy global via sub_8217FA08 at 24-byte
strides. 38 of the 40 are disc GameResourceID values (480 distinct); rot_n001
and rou_e202 are not, and no disc GameResourceID uses the rot_ prefix.

Artefact diff 13/4, confined to the replaced section; the 261-row table and
the 64K histogram untouched; byte-identical on a second run. Fourteen other
artefacts byte-identical.
2026-08-28 00:42:46 +00:00
Sylpheed RE agent
198273110b re: r0 is not a base register - the last shortlisted row withdrawn
sub_825F2CF0 / sub_825F2F88 (r0, 30 names each, 97% disc names) are not
name-block readers at all: they are the compiler's VMX save/restore helper
pair. 145 instructions each, 72 differ, every difference stvx<->lvx over
v14..v127.

Root cause: in `addi rD, rA, N` the rA slot reads as literal zero when it
names r0, so `addi r11, r0, -N` is `li r11, -N` - vector spill offsets, not
displacements. The solver excluded r1 only; the bogus base landed inside the
stage-settings name block, dense enough to "resolve" 30 real field names.

name_block_bases.py now skips r0 as well. Rows 277 -> 261, functions 190 ->
176, non-64K bases 170 -> 154, data-table rows 53 -> 50; 154+107=261 and
277-16=261. Artefact diff -100/+3, every removed row line carries r0, control
sub_82341A20 r30 = 0x82088F94 217/226 untouched.

Nothing lost: all 30 names are a strict subset of sub_8230D1F8 r29 (129
names), the stage-settings loader already in the corpus. String-xref join
agrees - FinalPassBG, FogMinDistance, ScreenColorR, ExposureKey_BeginValue
each exist once with exactly one xref, from sub_8230D1F8.

Fourteen other artefacts byte-identical; name-block-bases.txt byte-identical
on a second run.
2026-08-28 00:21:26 +00:00
Claude (auto)
1903bf4c37 re: the leaderboard screen, and a Detail_* prefix trap
sub_8219E560 r11, censused against tables.pak exactly like the result screens.
444 instructions, one call site (sub_821A2A80), 100 % of its names are tables.pak
names.

The 18 names partition exactly: 13 record names + 5 field-only names.  The 13 are
the 12 Detail_* panel elements plus MISSIONS -- a 0-field record already owned by
isl-condition-builtins.md and challenge-mission-gate.md, so not new.  The five
field-only names are the screen's parameters: DETAIL_TITLE, one field in each of
six mode records (ScoreAttack, TimeAttack, Extra01..Extra04), and
Detail_Board_{Permanent,Monthly,Friend,Self}, four fields of CHIPS -- the board
scopes.

All 12 Detail_* record names are in the code block, zero residual -- the opposite
of the boss motions, where the block was a 25-of-55 subset.  The panel is Rank,
GamerTag, Main_{Time,Points}_{Self,Live}, Warships, Warplanes,
Weapon_{Nose,Main1,Main2,Main3}: your figure against the selected entry's, plus
that pilot's kills and four weapon slots.  _Live, GamerTag and the Friend/Monthly
boards make it the Xbox Live detail view.

The trap worth keeping: tables.pak has 12 Detail* RECORD names and 12 Detail*
FIELD names, and they are DISJOINT (0 overlap).  The fields are a different axis
-- 4 board scopes + 6 modes + Detail_Window_{Known,Unknown}.  A Detail_* name
means nothing until you say whether it is a record or a field.

Not settled: what Detail_Window_Known/_Unknown switch between, and whether
Extra01..04 map onto the four challenge missions.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 23:58:13 +00:00
Claude (auto)
4ad595a963 re: the S16 boss's frames and motions; attackC is a cut attack
sub_823BDAA8, the next boss piece.  The subsystem is a linear chain, one call site
each: sub_82385D48 -> sub_823AE908 (collision pairs) -> sub_823BDAA8 (frames +
motions) -> sub_823C0260 (hull part list).

r11, 33 names = the attach-frame roster, partitioning exactly: 15 hull frames + 9
muzzles (GN_MainGun_01_MuzC and GN_MainGun_02_Muz01..08 -- one gun with a centre
muzzle, one with eight) + 1 shield + 3 gear + 5 model ids = 33.  The 15 hull
frames are the same 15 the collision table pairs, and rou_e901_body_01 is present
here -- the one whose _c mesh the collision list did not carry.

r10, 25 names = a SUBSET of the disc's motion set.  The disc object is DefTables
2ef95cdd: 58 records = 3 structural + 55 motions; all 25 code names are in it
(25/25); 30 disc motions are not in the code block.

A reading I nearly published, refuted by checking the other population: in the
code block Motion_guard_start stands alone while every other stem carries _b1/_b2,
which looks like the exception.  It is not -- the disc has guard_start_b1/_b2 plus
guard_keep and guard_end with their variants.  The asymmetry is in the code's
list, not the data.

attackC is a third boss attack the executable never names.  Most of the 30 omitted
motions do exist as strings elsewhere (Motion_guard_keep, Motion_dead,
Motion_break, Motion_damage01 -- one row each), but the whole
Motion_attackC_{start,keep,end,charge} x {,_b1,_b2} family, 12 names, has 0 string
rows, against two identically-shaped controls at 3/3 (attackA_charge,
attackB_charge).  The boss ships with an animated third attack pattern no code
path can select by name.

Not settled: whether attackC is reachable by index rather than name, and what
eff_s900_e_Charge attaches to.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 23:45:28 +00:00
Claude (auto)
16c079aa60 re: the Stage 16 boss closed end to end; five disc fields the image never names
New doc docs/re/structures/stage16-boss.md joining three iterations' pieces: the
data object (player-tuning-tables), the collision table (collisionset) and now the
loader.

sub_82315AE8 r11 is the boss loader, and it says so itself: 558 instructions, one
call site (sub_82308AB8), and its 21-entry block is 19 field names plus the
Japanese error "the boss's laser shell ID could not be obtained".

Zero partials: every one of the 19 is a Guardian or Core field -- 16 of Guardian's
19, 5 of Core's 10, DamageLevel1/2 shared.  The boss reads as a rotating,
vertically-moving platform with a guard cycle, three shell ids (AAGun, Laser,
HomingLaser -- the Shell_S16Boss_* set) and a Core that periodically drops
lock-on.

The residual is the finding: 8 disc fields the loader never names, and five of
them are not strings in the executable at all -- InitHight (the game's own typo
for Height) and the four DamageLevel{1,2}Bomb{,Rand}Time.  Controls: ChargeTime
(10 chars) and GuardTime (9) are the same shape and both ARE present, so it is not
an extraction artefact; HP (2 chars) is below the extractor's floor (shortest row
is 6); Radius exists but is generic.

So the disc carries fields no code names -- the mirror image of the usual trap, a
loader naming a field the disc never values.  Whether they are read positionally
or are dead data is not settled.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 23:32:09 +00:00
Claude (auto)
187b10418e re: all 277 base-solver rows classified objectively; 53 are data-table schemas
name_block_bases.py extended with a per-row data-table test; artefact +57/-0,
byte-identical across two runs (now ~2 min 12 s -- it adds a disc-wide pak scan).

The test is objective, not by eye: a row is a data-table schema if its names are
IDXD record/field names on the disc (13450 such names disc-wide).  53 of 277 rows
are >=50 % disc names with >=8 names; the other 224 are engine/XDK vocabulary,
compiled key lists, or noise.

The two axes are independent: against base confidence, solved bases split 34
table / 136 not, round bases 16 / 91.  "Round base" and "not a table" are
different questions.

The 53 contain every loader already known -- that is the control.  Five rows in
the 53 are unowned, each noun grepped and appearing in no docs/re/ file:
sub_823BDAA8 r11 (33) = the S16 boss's muzzle/attach frames (GN_MainGun_*_Muz*);
sub_823BDAA8 r10 (25) = motion names (Motion_stand, Motion_attackA_start), the
EnumMotions family DefTables declares; sub_82315AE8 r11 (20) = the Guardian
record's own fields, i.e. the S16 boss loader; sub_8219E560 r11 (18) = the
leaderboard screen keys; sub_825F2CF0 + sub_825F2F88 r0 (30 each, same base) =
post-processing (FinalPassBG, FogMin/MaxDistance).

Four rows that look new are not, and their disc-overlap says so -- 53-70 % rather
than ~100 %, because they mix arsenal fields the corpus owns (ConditionToDevelop,
WeaponDesc, SilhouetteModel) with literal screen coordinates as strings.

Not settled: none of the five was opened -- this iteration produced the shortlist,
not the findings.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 23:09:57 +00:00
Claude (auto)
005023987e re: the last base-solver blocks -- two findings, and a correction to how I read the index
CORRECTION FIRST: a row in name-block-bases.txt is a (function, REGISTER) pair,
not a function.  Every one-line label I carried for these blocks quoted one of
two rows, and the other row of the same function is an unrelated schema:
sub_822E3EC8 r11 = 29 shader constants + techniques, r10 = 15 material map slots;
sub_822AFA50 r11 = XDK shader-compiler tokens, r10 = 13 menu camera tags;
sub_823AE908 r11 = the 43-name S16 boss collision table, r31 = 33 shader tokens
(the dense-block false positive).  Quote the register.

The engine's material vocabulary (into xbg7-mesh.md, which owns the
_col/_spc/_gls/_lum suffixes): nine base map slots -- ColorMap, LuminosityMap,
SpecularityMap, GlossinessMap, ReflectionMap, TransparencyMap, NormalMap,
FresnelMap, EdgeTransparencyMap -- and seven *MapArray twins; 9 - 7 = 2, and the
two without a twin are FresnelMap and EdgeTransparencyMap.  Four of the nine are
exactly the four documented suffixes; the other five have no suffix in the
shipped meshes, so the engine supports more channels than the assets use.  Plus
17 g_* shader constants, three cube samplers, and DepthOnly / MotionVector /
Transparent techniques -- the ...Last matrices with the motion-vector technique
say the renderer keeps the previous frame's per-object transform.

The S16 boss's collision parts (into collisionset.md): sub_823AE908 r11 is an
interleaved (mesh, logical-part) table -- rou_e901_body_02_c ->
Boss16CollisionBody02, five wing pairs, both tails, barrier, rou_e910_core_cmesh
-> Boss16CollisionCore, and mob_n900{,_b01,_b02,_gear}_cmesh -> Room00/01/02 +
Gear00/01/02.  23 logical parts + 20 meshes = 43, differing by exactly three:
Body01 opens with no mesh and the one gear mesh carries three gear names.  Cross-
links the S16 Guardian/Core object found during the PlayerParams work.

Not settled: whether those meshes are CollisionSet entries, why Body01 has no
mesh, and no shader slot was traced to a shipped shader.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 22:51:53 +00:00
Claude (auto)
67b04a945e re: the debriefing and pilot-record screens; the save-screen block was already owned
Read-before-claiming caught one of the three.  savegame-format.md already
documents the shape AND this exact list -- the LOAD/SAVE screen's config key list
is compiled into the executable as a pointer array of key strings, run starting
0x820A0074.  sub_82286BC8's 18 names are that list (17/18 are a tables.pak field
or record).  Nothing new; residual PLAYER_AMMO_LESS_10, not a tables.pak name.

The other two are new screens of the same shape and they close exactly.  All
names resolve into tables.pak: sub_822814D8 24/24, sub_8227A3A0 21/21.

sub_822814D8 = the debriefing screen.  24 = 2 screen ids (STAGE_RESULT,
EX_STAGE_RESULT) + 21 stage_* fields + one sound cue (SE_BOSS_CORE_CHARGE); the
tables.pak STAGE_RESULT record has exactly 21 fields.

sub_8227A3A0 = the pilot record / career screen.  21 = 5 screen ids (LAST_RESULT,
EX_BASE, EX_MAIN, EX_OVERVIEW, OVERVIEW) + 7 ex_overview_* + 9 overview_*; the
records EX_OVERVIEW and OVERVIEW have exactly 7 and 9 fields.

2+21+1 = 24 and 5+7+9 = 21, with 21/7/9 measured independently off the pak.

The debriefing readout is nine num/points pairs plus three points-only lines:
kills by class, objectives, clear time, shoot-down ratio and both damage
categories carry a raw count and its score contribution, while friendly_fire,
shoot_down_others and weight have no counter column -- the same partition
mission-scoring.md measures on the settings side.  OVERVIEW is the seven
EX_OVERVIEW fields plus overview_rank and overview_medals.

Not settled: what EX_ means (its ids have no record of that name), and
PLAYER_AMMO_LESS_10.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 22:38:56 +00:00
Claude (auto)
d378de8cec re: the executable's own PG* HUD roster; the disc side was already owned
Took the biggest of the five unowned base-solver blocks, sub_822215D0 (205/206).

Grep-and-READ first, and it paid.  PGHUD* pointed at mission-script-manifest.md,
which documents HudResource's 24 fields -- but hud-config.md owns the whole
family: all 16 records in the six GP_MAIN_GAME_*2D paks, 419 distinct asset
paths.  Stopping at the first grep hit would have "discovered" a documented table
for the second time in three iterations.

Control: counting PG* field names straight off the paks reproduces that
document's own numbers exactly -- Sight 35, Radar 29, Marker 27, Wing 23,
Manuva 15; HudResource 23 PG* + HUD_RES_FONT = its stated 24.

The increment: the executable carries its own roster.  sub_822215D0 reads a
205-name block at base 0x820A0000, 205/205 PG*-prefixed, zero partials -- PGHUD
77, PGTARGET 31, PGGAUGE 25, PGMANUVA 16, PGMARK 12, PGWARNING 10, PGMARKTGT 9.
The disc has 228 distinct PG* names; 200 are in both, 5 code-only, 28 disc-only.
200 + 5 = 205 and 200 + 28 = 228, closing both ways.

Four of the five code-only names are printf families whose stem is a disc field
(PGHUD_HIT_NUM_EFF%d, PGHUD_HIT_NUM_RED%d, PGREMAIN_NUM%d, PGTIMER_NUM%d) and all
four stems sit in the disc-only 28: the code builds indexed instance names from a
base name the table declares.  After pairing, the residual is one code-only name
(PGMANUVA_EFF0) and 24 disc-only ones, listed in the doc.

Not settled: what the block is for -- the function body was not read.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 22:25:40 +00:00
Claude (auto)
e64322dc73 re: every AIParams object mapped to its stage, zero residual
StageResource.EnumerateAIParams names the table, and every name resolves.

29 StageResource records; 28 carry EnumerateAIParams (the one without it is the
_Test template); 23 distinct table names declared; 23/23 hash to an AIParams
object key under the prefix "stage\"; 0 objects left unnamed; 0 declared names
with no object.

AIParams_S01..S16 (16) + AIParams_S24..S29 (6) + AIParams_Tutorial.tbl shared by
six (UnitGroup_S18..S23, the tutorials) = 23 tables over 16 + 6 + 6 = 28 records.
The arithmetic closes both ways and matches the 23-object count found last
iteration.

Same sharing shape as the settings family (stage-settings-table.md: 24 objects,
StageParameter_Tutorial shared by six tutorials).  Two independent families agree
on how the tutorials are handled -- n=2, a pattern rather than a rule.

aiparams_census.py extended with the stage mapping; artefact +7/-0, byte-identical
across two runs; the other fourteen verify unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 22:12:58 +00:00
Claude (auto)
91ba488d47 re: AIParams disc-wide, and a correction to my own last entry
CORRECTION FIRST.  Last iteration I recorded sub_8233C368 as unblocking a
NEEDS-HUMAN item -- "the corpus carries the AI tail of Maneuver as
NEEDS-HUMAN/runtime; it is statically reachable after all."  That was wrong.
stage-mission-tables.md already documents AIParams_S02.tbl as exact original
values obtained by static RE, directly portable, listing all 20 field names and
both shapes.  I grepped FiringLength and saw the file but did not read the
section.  Finding the owning doc is not reading it.  The only genuinely new part
was the loader's name.

What is new: the census generalises Stage 02 to the disc.  23 AIParams objects,
identical in all six GP_MAIN_GAME_* paks, sharing ONE declared-name set of 34
profiles; 782 profile records = 23 x 34; 0 declared names without a record in
their own object.  So "34 AI profiles" is not a Stage-02 fact -- every stage
carries the same 34 and only the values move.  The roster is declared by an
Enumerate_AIs record whose field names are the profile names, the same
declaration-table mechanism that closed DefTables.

Type predicts the field count with exactly two exceptions: Fleet -> 6 fields is
253/253 zero partials; Squad -> 20 fields is 483/529.  The 46-record residual in
full: AI_Test and AI_CraftSquadron_Test, both Type = Squad with only the six base
fields, in all 23 objects.  No profile's shape varies between objects.

New regenerator aiparams_census.py, 45-line artefact, byte-identical across two
runs; the other fourteen verify unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 21:57:24 +00:00
Claude (auto)
5c672b11e0 re: mining the base-solver index -- a false-positive mode named, and the AI-table reader found
277 rows over 190 distinct functions (a function can read several blocks).
name_block_bases.py extended with a confidence split.

The tool's false-positive mode, measured and named: 107 of 277 rows solve to a
base on a 64K boundary -- a bare "addis rX, r0, 0xHHHH" with no addi, so any
scatter of displacements votes for it.  82 are 0x820B0000: about 60
near-identical functions in 0x8281xxxx-0x8284xxxx all "naming" the same rou_e0NN
list.  The 170 rows with a non-zero low half are the trustworthy set.  A round
base is not automatically wrong -- sub_822215D0 sits on 0x820A0000 and resolves
205/206 -- so read the ratio, not the base.

The index re-derives every loader we already knew (unit 217, stage settings 129,
PlayerParams 90, hangar 81, squadron orders, missile guidance, shell movement,
substructures, six camera/fog readers) -- that is the control.

The find: sub_8233C368 reads the AI behaviour table.  r28, base 0x8208583C, 20
names -- Enumerate_AIs, FiringLength, GuardLength, AutoGuardLength, CounterLength,
MusterLength.  stage-mission-tables.md owns those field names on the data side,
but Enumerate_AIs appears in no document and no reader was known; the corpus
carries the AI tail of Maneuver as NEEDS-HUMAN/runtime.  It is statically
reachable after all.  The same base also serves sub_82338EE0 (97 names, Weapon
TargetType SpecialWeaponType ReticleType IsCharging ...) -- the weapon datasheet
loader, also not previously named.

Five unowned blocks surfaced and NOT opened: PGHUD_*/PGREMAIN_NUM HUD part names
(205/206), STAGE_RESULT/stage_num_shoot_down_aircrafts/EX_OVERVIEW,
g_mWorldViewProjection/NormalMap/GlossinessMap engine material slots,
Boss16Collision* (cross-links the S16 Guardian object), and roh_n001_menu1_cam_pos
menu camera tags.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 21:41:03 +00:00
Claude (auto)
15e6a4c498 re: the base-solver -- 277 name-block loaders indexed, and the analog block is SOLVED
New reusable tool, tools/re-capture/name_block_bases.py -> docs/re/data/name-block-bases.txt
(2880 lines, ~65 s, byte-identical across two runs).

A loader that reads a table by field name keeps one base pointer and emits
"addi rX, rBASE, -N" per name, so no static xref sees the strings.  Solve the base
from the DISPLACEMENT SET alone: every (string address, displacement) pair implies
a candidate base, and the true base collects a vote from every name it explains,
so it wins outright.  My first cut took candidates from ONE displacement and
scored the unit loader at 52/226 against the right answer's 217/226 -- vote over
the whole set, not a probe.

Control passes with no prior knowledge: the tool recovers sub_82341A20 -> r30 =
0x82088F94 at 217/226, and independently recovers sub_8230D1F8 (129/132),
sub_822F9498 (90/91) and sub_822AE628 (81/108).  277 name-block-reading functions
image-wide, with the schema each names.

The analog block is SOLVED: sub_821A6CF0, r29 = 0x820A1630, 22/24.  In code order
it names ControlTweakName, YawMagForNormal, the 12 Tweak fields, the 8
AnalogRevice_* curves and GP_MAIN_GAME -- the whole schema in the object's own
order plus its pak.  r29 is built at 0x821A6D34 as addi r29, r11, 5680 =
0x820A0000 + 5680, matching the solved base exactly.  It is the same function that
reads PlayerParams.

Two of my own verdicts withdrawn: "referenced by nothing" and the softened "not
found by these routes".  The measurements behind them were right; the conclusions
were wrong.  The base was solvable from the data the whole time.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 21:22:50 +00:00
Claude (auto)
5400f5e7b5 re: the unit loader was already in the corpus (sub_82341A20), and 0-xref does not mean no reader
Item "what loads the 114 unit Maneuver records" -- the corpus already answers it,
and I should have found that before framing it as new.  My own error, corrected:
I claimed live-unit-definitions.md did not exist.  It does, at docs/re/, not under
structures/.  Looking in one directory is not looking.

sub_82341A20 is the unit-definition loader, documented in unit-struct-runtime.md
with a checked-in 177-line layout at
crates/sylpheed-formats/data/unit_definition_layout.txt.  Verified independently:
3969 instructions, 227 of its 236 "addi rX, r30, -N" displacements resolve to
strings -- the unit schema in order, Generic, UncertainName, IsDestructible,
NamePlate, Size_X/Y/Z ...  Maneuver sits at exactly 0x82088F94 - 13404.

Record keys are tag_hash, confirmed on the data side: the Maneuver record's key is
0x43FAA517 = tag_hash("Maneuver"), not name_hash (0x63A248D7), x114 records.

That explains the 0-xref phenomenon and softens my own verdict from last
iteration.  Maneuver's string has 0 xrefs AND a known reader: the loader takes its
address as a register-passed base plus a displacement, which no static xref can
see.  So the AnalogRevice/Tweak verdict goes from RED to AMBER -- a
base-plus-displacement sweep over the 2283 functions forming the 0x820A high half
reaches it 0 times, but run against the unit block as a control the same sweep
recovers only 5 references and misses sub_82341A20 itself.  The measurement
stands; "the reader is unreachable" does not.

Also fixed: player-tuning-tables.md credited live-unit-definitions.md with
documenting sub_822F9498.  It documents sub_82341A20, a different function.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 21:02:58 +00:00
Claude (auto)
909408f00d re: the object is PlayerParams, and sub_822F9498 is ITS loader -- not the unit loader
Resolving every string sub_822F9498 references, in code order, gives 90, and they
are exactly the 890e1be4 object's schema in its record order: Misc (5 effect
names), SpecialAttack (+17), TacticalManeuver (+7), SpecialWeapon (+8), Booster
(+50).  It never names Generic, Maneuver, Explosion, Shield or StructureCount, and
the string Maneuver has 0 xrefs.  One call site, from sub_821A6CF0, which is
itself called once and references the literal PlayerParams.

CORRECTION to unit-datasheet-static.md, which calls sub_822F9498 the
unit-definition loader.  It loads one object: the player parameter table.  Its
AA_/AV_ interleave still stands as a struct layout, but the struct is
PlayerParams's Booster record, not each unit's Maneuver.  What loads the 114 unit
Maneuver records is now an open question -- it uses none of these strings.

Ranking all 114 units by how many of Booster's 50 values they reproduce: the top
five are exactly the five _Player units, all at 39/50; the sixth drops to 13/50;
none matches 50/50.  The five players agree with each other on all 50 -- the three
player ships share one flight model.  Booster stands alone on 10 fields; the
eleventh, AA_Yaw_Max, is 65.0 vs 65, formatting not a value (last iteration's
"11 differ" over-counted).

Still open, and sharper: nothing selects Booster.  PlayerParams is loaded once,
unconditionally, no branch -- yet the measured flight tracks the unit Maneuver
(1.25/1.20/1.28) and misses Booster badly.  Both cannot govern the same craft; the
next test is a runtime watch.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 20:48:56 +00:00
Claude (auto)
3718b7a5f2 re: the player-tuning consumer -- found for half, BLOCKED for the other, two of my labels refuted
The consumer is sub_822F9498, the unit-definition loader the corpus already
documents.  The field-name block 0x8209F300-600 (BulletTimeVolumePC, FireBirdPower,
ChargeMaximum, Turn180RequiredTime, ShieldDoubler_Time, ...) is 36/36 referenced,
every reference inside that one function.

REFUTED, my own label: "Booster is a new schema".  Its 50 field names are a strict
subset of the unit Maneuver record -- 50/50 shared, 0 Booster-only.
CruisingVelocity occurs in exactly 115 records disc-wide: 114 Maneuver + this one.
The first check compared against Generic and scored 0/50, which read as brand new:
the wrong record of a multi-record object is not a control.

REFUTED: "Booster is the player craft's flight envelope".  flight-speed-law.md
measured ~125/~420/~1530; unit Maneuver 100/350/1200 gives consistent ratios
1.25/1.20/1.28, Booster 100/612/2100 gives 1.25/0.69/0.73.  Booster is a SECOND,
faster profile: 39 of 50 values identical to the player unit, and of the 11 that
move the three velocities scale by exactly x1.75 and two accelerations by x1.5.

BLOCKED: the AnalogRevice/Tweak reader.  That schema is its own contiguous block at
0x820A119C-0x820A1378 headed by ControlTweakName -- 0 of 28 strings has a code
xref and no instruction anywhere names a 0x820A1xxx operand, against a control of
36/36 on the neighbouring block.  Runtime watch needed.

Caught on the way: mov_stick_play/eye_stick_play exist twice; the referenced copy
belongs to sub_822AE628, which reads GP_HANGAR_ARSENAL's ControlTweak records (6 of
them, and none anywhere else) -- a clean, wrong answer if taken for ours.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 20:33:27 +00:00
Claude (auto)
b20609f818 re: the GP_MAIN_GAME unnamed block -- 333 of 337 already owned, 4 genuinely new
All six language copies carry the identical 337 unnamed IDXD hashes.  Partitioned
by record-name shape (53 shapes), 333 map onto families the corpus already
documents: 131 weapon datasheets, 114 unit datasheets, 64 unit Faces tables, 10
unit message sets, 8 chatter rule tables, 5 enumerations/formations/placement.

114 is exactly the corpus's unit count (43 Craft + 71 Vessel) -- these are the
tables the corpus has always worked with, reached by SHAPE because they have no
names.  Naming them adds nothing.

The Enumerate object in each GP_MAIN_GAME_* is EMPTY, zero fields, which is why
route 2 named 1283 entries in DefTables and 0 here.

The 4 unclassified objects are new -> docs/re/structures/player-tuning-tables.md:
the analog stick response curves (8 axes, 11 samples + a named Count = 11, tested
8/8; yaw/roll/throttle are the identity ramp, the shaping is all on pitch and the
camera axes; adv_yaw is non-monotone and unexplained), the player craft's flight
envelope (Booster, 50 fields -- the player side of the AA_/AV_ pair documented
for NPCs -- plus TacticalManeuver, SpecialAttack + three gauge bands,
SpecialWeapon, Misc), the Stage 16 boss (identified by Shell_S16Boss_* ids;
Guardian HP 65000, Core 42000), and one unidentified Generic naming eff_n0071.

New regenerator main_game_unnamed.py, 112-line artefact, byte-identical across
two runs; the other twelve artefacts verify unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 20:17:10 +00:00
Claude (auto)
90dba25a71 re: the Enumerate declaration tables close DefTables (130 -> 1413 of 1425 IDXD)
The string harvest could never name DefTables because those names are not
spelled out as "something.tbl" anywhere on the disc -- they are declared.

An IDXD object whose single record is named Enumerate is a DECLARATION TABLE:
its field NAMES are the names of other objects, each resolving as
name_hash("<field name>.tbl").  EnumLODSet_test.tbl declares 676,
EnumGameModel_test.tbl 360; the disc holds 144 such objects (138 in DefTables,
one in each GP_MAIN_GAME_*) declaring 1298 distinct names.

Route 2 names +1283 entries route 1 could not.  130 + 1283 + 12 = 1425, no
overlap, 99.2 % coverage.  Zero partials: of 5 suffixes x 6 prefixes, ('', .tbl)
scored 1036/1036 and every other combination scored 0.  Residual in full: 8
declaration tables nothing declares, 2 LOD sets (Model rou_e004 / rou_e013), 2
motion sets; 15 declared names have no pak entry at all.

REFUTED alongside it: the 40 XPR2 manifests are not the naming source -- their
82 Name= values and 82 DataFile/Source paths resolve 0 entries under any of the
5 suffixes.  They share the MODEL namespace only: 40 of the 82 appear as the
Model field value inside the tables.

Artefact +17/-18, every line paired, byte-identical across two runs.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 19:59:20 +00:00
Claude (auto)
cade6bc1a5 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
2026-08-27 19:41:29 +00:00
Claude (auto)
3a5904b584 re: correction -- the naming sweep already covered the 24; it just never said so
archive_naming.py already harvests 6027 candidate names under 16 prefixes, and
testing its candidate set directly shows it names all 24 StageParameter_S<NN>
objects, 24/24.  The previous entry presented that naming as new -- it is not.
What was new was the identification (which object is which stage, the shared
_Tutorial table, IsBoss16Enable = S16), not the method.

The real gap, now closed: the sweep reported only per-archive percentages and
never emitted WHICH entry got which name, which is exactly why nobody could say
the settings objects were StageParameter_*.  It now prints the resolved name
families per archive -- 6573 named entries, 1631 families disc-wide.

Determinism caught again by the verify loop: the resolved map was built by
iterating a set, so collided hashes picked a different winner each run.  Now
iterated sorted().  Second time in two iterations -- any map built from a set
needs a sort.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 19:25:30 +00:00
Claude (auto)
19b6eb3ee6 re: all 24 settings objects named -- stage\StageParameter_S<NN>.tbl
The queued item (the 29-object resource manifest) turned out to be already
settled by challenge-mission-gate.md and stage-mission-tables.md, so the
iteration moved to the open question those docs make answerable.

Hashing EVERY string that appears in any IDXD object on the disc resolves all
24: StageParameter_S01..S16 (story), S24..S29 (challenge), StageParameter_
Tutorial shared by all six tutorials, and StageParameter_Test.  16+6+1+1 = 24,
which is exactly why the settings family is 24 against 29 stage records.

IsBoss16Enable confirmed independently: that object is StageParameter_S16.
GravityFactor is non-zero in S10 (700), S11 (400), S03 (250), S27 (250); the
three unscored objects are S24, S27, S28; the one without SplinterCell is _Test.

Refuted on the way: TOC order is not stage order (the TOC is hash-sorted and the
Boss16 object is 17th, not 16th), and neither the StageResource template nor a
real 19-field record names the settings table.  The AUTO_SETTINGS filenames are
a different scheme -- none of the 28 hashes to any of these 24.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 19:05:28 +00:00
Claude (auto)
54e36349a4 re: the Phase_1/2/3 block of the settings family -- mostly per stage, not per phase
72 records, 94 distinct field names, 31 in every one (post-processing core, five
Fog*, three ScreenColor*, SpaceSize, five Supply*, UnderCommandSquadron, the
first BGOperate slot).  Optional families sit in clean tiers: Nebura_* and
ColorLayer* in 69/72, DOF_*/UnsharpMask_*/ExposureKey_* in 15/72, FinalPass* in
3/72.

REFUTED: BGOperateFrameCount is NOT the number of BGOperateFrameName_i slots --
36 of 72.  What holds is Count <= slots, 72/72: a fixed slot array with a live
count, the same shape as MessageCount under the 32-slot clamp.

68 of the fields common to all three phases NEVER differ in any of the 24
objects.  The phase block is a per-stage environment block copied three times;
what a phase change is actually for is the backdrop animation (BGOperate*) and
the supply/command squadron assignment.

MapPath is not in this family -- its 87 records per pack are 29 x 3, the
resource manifest's Phase_N.

Also fixed a non-determinism the verify loop caught: most_common() over a set
iteration ordered ties differently per run; now sorted by (-count, name).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 18:50:27 +00:00
Claude (auto)
03dfb02466 re: the rest of the stage-settings object -- cameras, player limits, difficulty
53 objects in GP_MAIN_GAME_E carry a Phase_1 record, in TWO families: 29 are
the resource manifest the corpus already owns (Phase_N = 4 fields) and 24 are
the settings table (Phase_N = 31-90 fields).  That answers the 24-vs-28 puzzle
left open by the scoring entry -- the 29 is a different table, not the settings.

Camera: three chase rigs in metres, 13 of 14 fields identical in every stage --
Nose (0, 4.5, 7), Near (0, 10, 40), Far (0, 15, 80), FOV 0.92; only CameraFar
varies, once.  Player: BulletLimit 512 / HomingLimit 256 / LaserLimit 32 and
the three 0.30 axis adjustments are constant, GravityFactor is non-zero in 4 of
24 stages, and IsBoss16Enable appears in exactly ONE object -- the first
per-stage handle for a family whose filenames do not resolve.

Difficulty_Easy/Normal/Hard is a SECOND difficulty record (8 damage and
guidance multipliers), separate from Score_*.

New doc structures/stage-settings-table.md; mission_scoring.py extended.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 18:35:05 +00:00
Claude (auto)
1d3db31d3d re: mission scoring and the S/A/B/C/D rank thresholds
sub_8230D1F8 -- the loader that contaminated the AA_/AV_ offset search -- is the
stage-settings loader.  Reading its 122 field NAMES instead of its offsets found
the scoring block, which nothing in docs/re owned.

24 IDXD objects per language pack x 6 = 144, each holding Score_Easy /
Score_Normal / Score_Hard: 72 records per pack on one 22-field schema, no
variants.  Difficulty moves 10 of the 22 fields and never the five RankScore_*
thresholds -- the rank bar is per stage, difficulty scales the earning rate
(x0.5 / x1.0 / x2.0) and the penalties.  23 of 24 objects differ from the
commonest Normal record; 9 of 72 records zero the scoring entirely.

Not settled: which object is which stage.  None of AUTO_SETTINGS's 28 filenames
resolves to any of the 24 under 19 prefixes, and 24 vs 28 is unexplained.

New doc structures/mission-scoring.md, regenerator mission_scoring.py, artefact
data/mission-scoring.txt.  Twelve artefacts now.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 18:22:36 +00:00
Claude (auto)
5ac7b9527f re: the AA_/AV_ selection is BLOCKED for static RE, with the mechanism
Route 3 (call-graph bound): sub_821A6CF0 and sub_821AB650 each read 196/200/204
off THREE different base registers -- three unrelated objects, not the block.

Route 4 (data-flow bound): the definition object lives in the global at
0x828F358C; 18 functions touch it, 9 also touch block offsets.  The two best
are refuted -- sub_8230D1F8 is the rank/score loader storing
CraftScore_Adjustment, FFPenalty_Zessel_Maximum and RankScore_S/A/B at exactly
256/320/324/328/332, and sub_82398CC0 uses r19 as a float-constant pool.

So the offset region is shared by two unrelated objects and a constant pool:
offset-based discrimination is contaminated by construction, which is why it
has now failed three times.  Catching the selection needs a runtime watch.

Side finding, unowned by the corpus: sub_8230D1F8 is the rank/score loader.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 18:07:42 +00:00
Claude (auto)
fb0b5fbb28 re: AA_/AV_ are one interleaved block; the selection is still unfound
sub_822F9498 (the unit-definition loader, called only from sub_821A6CF0) is the
only function referencing the AA_/AV_ name strings.  Mapping each name to the
stfs that follows gives an exact interleave: AV_ at X, AA_ at X+8, for all five
axes -- PitchPlus 196/204, PitchMinus 212/220, Yaw 228/236, Roll 244/252,
AxisMode 320/328.  A selector is an offset of 0 or 8, not two lookups.

The 20 strings exist twice in the image; the first block is referenced by
nothing.  Data control: the ten suffixes match exactly between families.

The selection stays a reading: functions loading two or more of 196/204/320/328
number 39 image-wide, and only two are call-graph-reachable from the loader.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 17:54:53 +00:00
Claude (auto)
7d34428bec re: the player-facing chatter partition; correcting the wingman claim
The 13 tables that voice every player-facing event are all
PresetMessage_Katana_*, the PLAYER's own sets -- unit-group-table.md already
names the link (DeltaSaber_T_Player carries msg=MessageSet_Katana).  Exact
partition: 13 voice all 14 events, 131 voice none, 0 voice some, and no
non-Katana table voices any of them.  CharacterKATANA is the only speaker
exclusive to the set.

Corrects preset-message-rules.md, which called those the wingman tables.  The
wingman roster is owned by isl-condition-builtins.md (UNITS: Bird1-Sandra ...
Rhino2-Katana, Rhino3-Ellen) and needed no experiment.

Residual: Katana_09_S10-1 and Katana_14_S16-2 voice none of the 14.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 17:42:28 +00:00
Claude (auto)
52c08b7246 re: Interval and IntervalFluctuation are the cooldown; the chatter system closes
sub_82210C38 retires a line and is the only chatter function reading the rule's
+20/+24 as words: node[+16] = Fluctuation * rand01 + Interval frames, state
0x20.  Interval is a floor, Fluctuation a uniform additive jitter.

The queue node IS the cooldown timer -- the tick counts +16 down and only then
frees the slot, so the already-queued bail in sub_82210670 and the cooldown are
one mechanism: a speaker cannot repeat an event until its node expires.  A
lingering node still holds one of the 128 pool slots.

Also: +20 on the node is a ducking level, raised while a higher-priority line
plays and released on retirement.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 17:28:57 +00:00
Claude (auto)
5e7a988afc re: the bark queue, Priority ordering, and Yes = a one-shot line
sub_822109B0 allocates 68-byte nodes from a pool capped at 128; the Pattern
byte at +23 doubles as the occupancy flag.  Priority orders the pending list
descending; the >=10 front-push arm is dead because the disc's range is 1..9.

The tick sub_8220FC50 does rule[+36] |= (1 << node[+25]) & rule[+32], so a
line enters the used mask only if its Yes bit is set: Yes = one-shot, No =
repeatable.  388 one-shot lines on the disc.  Closes what reads +32.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 17:17:01 +00:00
Claude (auto)
c679699c1b re: the bark firing sites and the Probability roll
36 of the 64 event names are executable strings, so the string-xref join names
the eight sites that raise them; all eight share one entry, sub_8220FA98.
Probability is a per-cent roll -- the scaling constant at 0x820856F8 is exactly
100.0.  sub_82210670 suppresses an already-queued (speaker, rule) pair, treats
a message as eligible only if its bit is clear in the runtime mask at +36, and
picks uniformly, then hands Pattern/Priority/EffectiveTime to sub_822109B0.

Measured negative: the pick path never reads +20, +24 or +32.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 17:04:18 +00:00
Claude (auto)
1d372d8083 re: the chatter phase merge is not additive; 224 authored variants never play
sub_82215A58 reads CrewCount + PresetMessage_Phase1/2/3 and reaches the loader
from ONE call site, so the three phase tables fold into one map keyed by the
event record name.  Every merge collides; sub_82213840 reconciles on the
message list plus +16/+17/+18/+20/+24/+28 (NOT the +32 Yes mask), and the
incumbent always wins.  Measured: 26432 collisions, 26208 identical, 224
different (189 differ only in the message list), 0 mask-only differences.

Refuted handle: intersecting functions by the object's offsets finds dozens of
unrelated layouts -- offset shape is not an identifier.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 16:50:42 +00:00
Claude (auto)
0f7ce6d6cb re: the seven chatter fields, read off sub_82213980
The one function referencing all seven field-name strings is the rule table's
loader.  Interval / IntervalFluctuation / EffectiveTime are SECONDS, emitted
as *60 frame counts; Probability is a percentage and zero skips the record;
Pattern is a 4-arm enum of which only Sound and Window ship; the Yes/No pair
element is a u32 bitmask, which is why MessageCount is clamped to 32 (max on
disc is 26).  40-byte object layout recorded.  13 dead records characterised.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 16:35:56 +00:00
Claude (auto)
ecf54a4512 re: all 144 chatter rule tables named; the undeclared 8 are NOT tutorial
Three more naming routes: strip _msg from a message table (137/144, superset
of route 1, zero non-rule hits), predict the name from the Sperkers roster
(6/6, control 0/4), and sweep the naming grammar (1/144).  Union 144/144,
and every rule table has its _msg companion.

Refutes the reading left by 3f20787: the undeclared tables are two story-stage
tables and six TCAF fleet/ship tables, no tutorial content at all.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 16:22:19 +00:00
Claude (auto)
3f20787cdc re: the reactive-chatter rule table behind ORDOR_SQUADRON_EXTENDED
864 records = 144 rule tables per language pack x 6.  One schema for all
9216 event records; MessageCount*2 == positional count with zero mismatches.
Named 136/144 by two independent routes that agree as sets.  2388/2405
message ids join the settled sound-cue table.

Corrects squadron-orders.md: the executable misspells all four SQUADRON
entries of the 0x820AEEB0 enum as ORDOR_, and the disc data matches.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 16:07:17 +00:00
Sylpheed RE agent
6ea3d60c6f re: the objective/tutorial marker records; S24-S29 are CHALLENGE, not story
Correction first.  stage-numbering-and-player-craft.md called S24-S29
'story' and reported 22 story stages.  challenge-mission-gate.md OWNS
that split and already had it: S01-S16 story, S18-S23 tutorials,
S24-S29 challenge.  A third confirmation fell out of this iteration:
AUTO_SETTINGS names stage01..16_settings.tbl, tutorial01..06 and
challenge01..06, and its field tags are 1-16, 18-23, 24-29 -- the
shipped stage numbers exactly.  The campaign is 16 story missions, not
22.  AUTO_SETTINGS and IGNORE are likewise already owned by
isl-condition-builtins.md, so nothing there was new either.

What is new: the 11 marker records hud-config.md listed as unread.  12
named fields each, portable HUD data.  Colour is ARGB, three per marker
-- objectives red 0xFFFF0000, guard/waypoint green 0xFF20FF20,
Acropolis/tanker cyan 0xFF00FFFF, sub-objective yellow 0xFFFFFF00, and
every TutorialMarker_* amber 0xFFFFA010.  Each carries a Normal sprite
and an Emphasis part with optional Sub companions; HPGauge 0/1/2;
RadarCursorType Circle/Rectangle/blank; BlinkCycle 0x800 on all eleven.
TutorialTarget is Yes on exactly the five TutorialMarker_* and No on the
six ObjectiveMarker_*.

Parameters binds the roles: TargetMarker -> ObjectiveMarker_Target,
HelpMarker -> ObjectiveMarker_SubObjective, TutoTargetMarker ->
TutorialMarker_Target, plus ReloadDispTime 0.1.
Enumerate_ObjectiveMarkers is the 11-name roster.

Artefact +13 lines / 0 deletions; the other nine regenerate
byte-identical.
2026-08-27 15:46:31 +00:00
Sylpheed RE agent
b9c6253db4 re: CoverArea is a 6-bit MOUNT mask; the three other turret leftovers closed
Six bits, never more.  Over all 835 turrets: 41 distinct values, max
0x3f, bits 6/7 set on none; per-bit 709/117/274/274/260/237.  0x00 (34)
= the empty Weapon_NULL hardpoints with YawLimit 0; 0x01 alone (439) =
craft hardpoints with YawLimit 2.5/1.0/0; 2-6 bits (362) = warship
mounts with YawLimit 45-180.

It tracks the MOUNT, not the weapon.  UN_e107_ADAN_AAFrigate has eight
identical AAFrigate_AAGun turrets: GN_GunXS_01..04 are 0x1d and 05..08
are 0x2d -- same gun, same YawLimit 120, different mask.  The Battleship
spreads five masks over GN_TGunL_01..05 / GN_TGunM_02..03, all firing
the same CAF_Ship_ASGun.

Which sector each bit denotes is NOT determined; six bits and the name
invite +-X/+-Y/+-Z or six hull faces, but nothing static fixes the
convention.  Not adopted.  Refuted on the way: bits 2 and 3 are not a
mutually-exclusive pair -- 188 turrets set both.

The 26 weapons no turret mounts are a coherent set: 11 _P player
variants, the nose/twin mounts, two _Child sub-munitions, the three
S16Boss_*, three Weapon_Test_*, and ADAN_Attacker_S_GunTurret.

Versatile_NNN ships nowhere -- 0 populated records across all 41
archives, only the ??? template row.

The two units one turret short: both extras are missile mounts with no
Frame.  Elan_EX4 = NoseGun + Missile, both mask 0x01, both frameless;
AAFrigate_EX4 = eight framed guns plus one Ship_AAMissile at 0x0c with
no Frame.  n=2, stated as the observed pattern, not a rule.

New artefact and regenerator; the other nine regenerate byte-identical.
2026-08-27 15:35:09 +00:00
Sylpheed RE agent
431461a175 re: BLOCKED -- the 2D / READY_ROOM TOC names, three routes closed with controls
1. A different hash family.  The corpus knows three (idxd-tag-hash.md):
name_hash, tag_hash, ixud_hash.  Scoring all 5977 harvested names x 6
prefixes: GP_TITLE 8/16 and GP_PAUSE_MENU 6/11 under name_hash (the
positive controls), and tag_hash and ixud_hash explain NOTHING anywhere
-- including the paks name_hash does explain.  So they are not the TOC
function, and the unnameable pair is not keyed by a different one.
GP_MAIN_GAME_E2D stays at 0/711 under all three.

2. The executable.  sylpheed.db's strings table holds 7140 rows, of
which exactly two look like asset paths -- Data\gmicon002_2.t32 and
Data\gmicon006_2.t32, in a Data\ directory nothing else on the disc
uses -- and neither resolves in any archive.  The binary is not the name
source; it holds two strays and no table.

3. Name transformations -- 13 of them on the 419 config paths, all 0.

The container runs out here.  Those TOC keys hash names that exist on
neither the disc nor the executable in readable form.  The only lever
left is a dictionary attack using name_hash's shape (top byte = the
character-sum checksum), and that needs a plausible name corpus this
disc does not contain.  Noted as blocked rather than improvised around.

The port does not need these names: sprites and bundles are readable by
content (T8aD, RATC), and the config records already say which asset
each HUD element uses.  Only the archive-key to name mapping is missing.

Artefact +22 lines / 0 deletions; the other eight regenerate
byte-identical.
2026-08-27 15:22:13 +00:00
Sylpheed RE agent
4e9d7deeb8 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.
2026-08-27 15:08:24 +00:00
Sylpheed RE agent
152704afeb 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.
2026-08-27 14:53:49 +00:00
Sylpheed RE agent
8f3973b1c9 re: the variant reading is refuted; HudResource is the in-game screen config
Censused the 32 bundle-less in-game .prt names with the 68 as control:
4 of 32 appear as an element of some 2D bundle, against 58 of 68.
Being an element is normal for a part that exists; these are not
elements either.  Last iteration's 'not adopted' reading is refuted.
28 names are neither a bundle nor an element.

They are not unreferenced: a HudResource record inside the 2D paks' own
IDXD entries names them -- the in-game screen config, parallel to
tables.pak for menus.  GP_MAIN_GAME_E2D.pak has 6 IDXD entries; two
carry HudResource (24 named fields) beside ArmsStatus, Map, ArmsItem,
RangeFinder, Marker, Manuva, Number; two more carry the
ObjectiveMarker_*/TutorialMarker_* set.

Its values carry subdirectory prefixes -- Hitmark\, Lockon\ -- which my
hand-written prefix list never had.  So I rebuilt the negative the right
way round: harvested every IDXD field value containing a backslash, kept
the 60 commonest directories, and re-swept.  241/376 with the hand list;
241 with hand + harvested -- zero new resolutions.  After the language\
miss, this is the closure that counts: the prefix list came from the
disc, not from me.

Still open: whether the 28 are cut features or assembled at runtime from
sprites.  Nothing static separates those two.

Artefact +45 lines / 0 deletions; the other six regenerate
byte-identical.
2026-08-27 14:42:20 +00:00
Sylpheed RE agent
4d9f7ce563 re: an embedded .prt part is a top-level RATC bundle, addressed by its element prefix
Read first: ui-rat-layout.md OWNS the RATC stack and already documents
the 60-byte element declaration table and 'one bundle = one
(context x language) build of that screen'.  What it does not say is how
a part is addressed when it is NOT a pak entry.

The elements of one bundle share a common name prefix, and that prefix
is the part name.  GP_MAIN_GAME_E2D.pak has 130 bundles with 114
distinct element prefixes -- pgmenu_btn00, pghud_wing, pgface,
pghud_range, pgmanuva_eff0 -- exactly the in-game part names.

The 100 in-game-only .prt names match a 2D bundle prefix 68 times; the
control, the 241 shipped parts, matches ZERO.  The two families are
disjoint on the test.  13 shipped parts match a bundle prefix in their
own screen pak, which is the expected shape.

Four of the five mission banners land here: pgmsg_start.prt is E2D
bundle 0x89fac252, a one-element bundle declaring pgmsg_start_sub.rat;
likewise _end_, _failed_, _restart_.  pgmsg_update has no bundle at all,
consistent with having no _sub.rat.

32 in-game names still have no 2D bundle.  They cluster into families
whose base name is a bundle, reading as a variant declared inside a
parent bundle -- a reading, not adopted.

Artefact +38 lines / 0 deletions; the other six regenerate
byte-identical.
2026-08-27 14:27:38 +00:00
Sylpheed RE agent
dc868e14c3 re: who references a .prt decides whether it ships -- menu named, in-game embedded
Censused the whole 135 unresolved set instead of chasing the five.
Cross-tab over all 376 .prt names: referenced by tables.pak AND
resolves 241; neither 100; referenced but absent 35; resolves WITHOUT
being referenced by tables.pak -- ZERO.

So resolving implies a tables.pak reference, 0 counterexamples of 376.
tables.pak holds the menu screen configs and every part it names ships
as <lang3>\<name>.prt.  The 100 names that appear only inside the
GP_MAIN_GAME_*2D.pak bundles never ship as entries -- the in-flight HUD
is authored into the bundles, not loaded by name.  The five pgmsg_*.prt
were never a special case; the split is menu = named + shipped,
in-game = embedded.

It is not a prefix rule: 6 of the 135 pg* names do resolve (pgloading,
pgloading2, pgmsg_scr, pgpause, pgpause_ttrl, pgpbase), because
tables.pak names them.

The 35-name residual is one coherent family -- pgmenu_btn*/item*/pad,
pgfacewin*, pgtextwin, phinfo1-3, 02d, 02d_scr, psview_release: the
in-game pause menu and squadron-order overlay, named by a menu config
but drawn from the in-game bundles.  Consistent with the split, not
separately proved.

Artefact +44 lines / 0 deletions; the other six regenerate
byte-identical.
2026-08-27 14:13:41 +00:00