The corpus's weapon numbers came from a runtime capture; the static
tables are now read with no emulator. The move: IDXD field names are
literal strings in the pool, so the stat-shaped keys already harvested
from the disassembly (MegaTons, GuidanceType, SpiralType, ...) can be
searched directly. 8648 records carry at least one, clustering on
three record names in every per-language GP_MAIN_GAME_*.pak:
Weapon 131 records, 21 fields -- the launcher
Shell 131 records, 37 fields -- the projectile
AssortMissileParam 9 records, 20 fields -- missile guidance
131, not the 59 of the WEAPONS roster: that roster is the arsenal
menu's list, not the full set.
Controlled negative in the same pass: stageNN_settings.tbl does not
exist. AUTO_SETTINGS names 28; four path prefixes give 0/116 while
both controls in the same loop are found.
Also decoded: EnumUnit (54 unit ids tying eNNN/fNNN mesh prefixes to
faction/class names), ArmsItemFile (59 weapon -> HUD icon mappings),
SETTINGS (sound config), Parameters (HUD markers).
New structure doc + artefact; ISL artefacts byte-identical.