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.