not Q8. The cheapest thing nobody had tried was to look at the SE cue names, and they are semantic: SE_UI_CURSOR (2), SE_UI_DECIDE (3), SE_UI_CANSEL (4), SE_UI_IMPOSI (5, the error buzz), SE_UI_SUB_WIN_OPN/CLS, and SE_UI_SPLASH_IN/OUT. That is exactly the move/confirm/back/error vocabulary the question asks for, named by the authors after the EVENT rather than the sound. 322 SE cues committed as reference data. They all live in one bank: BANK_SE is a single field reading Static.slb, and the disc-wide check agrees -- 0 of the 322 has an entry in FILES, the 5135-path list that names every voice, briefing and BGM bank. I am calling the binding a NAME MATCH, not a measurement, and the page says so in the same breath as it gives the table. It is a stronger name match than Q4's GamePart ids -- these are the authors' own event names -- but nobody has watched the game emit cue 2 on a d-pad press, and this container is muted against a dummy device so there is no audio path to watch either. One new negative, with its reach. Static.slb's 8 353 472 readable bytes contain zero RIFF, zero seek and zero WAVE, scanned over the whole buffer. The boundary marker that works for all 7 620 other banks is absent, so the cue is named, the bank is named, and the wave inside it is not locatable. The UI sound effects cannot be exported yet, and that is a gap in the assets rather than in the naming. The named next step is Pj_Silph.xgs -- the XACT project SETTINGS points at, which IS in sound.pak at TOC 9454, though its 533 bytes carry no XGSF magic and its region's phase says they are probably the previous bank's tail.
240 lines
12 KiB
Markdown
240 lines
12 KiB
Markdown
# Refuted — claims that were tested and died
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**Read this before proposing a hypothesis.** Every line below was believed at
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some point, measured, and found false. Reviving one costs a whole iteration and
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produces nothing.
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This file exists because the list had been living in the autonomous agent's
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*loop prompt* — the only copy, lost the moment the container was. A refuted
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result is a real result; it belongs in the corpus like any other.
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**Format:** each entry is the claim as it was believed. Where the true answer is
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known it follows after `→`. Grouped by subject so a grep for your noun finds the
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neighbourhood, not just the line.
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---
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## Offsets, structs and the progress singleton
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* `position = instance − 0x12c` → refuted.
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* `+0x29d0` → refuted.
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* "an offset intersection can find a struct's consumer" → **only for LARGE or
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unusual offsets.** Small ones have no power (`+184`: 301/351/115 hits).
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* "a `+1956` store means a progress write" → writes go through the COPY, not
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direct stores. 9 direct stores, none of them a progress write.
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* "the singleton-global filter can find progress writers" → it fails its own
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control.
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* "the progress copy destination is an `r1`-relative stack local" → it is a
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**frame register**. The `r1` assumption returned 0 for all 21 candidates
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*including the known-good* — the filter was killed by its own control.
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* "word B's writer also stores the Time/Points record" → it does not.
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* "the debriefing records the metric with the clear bit" → 44 calls, exactly two
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strings (`DEBRIEFING`, `BASE_INFO`), no `Time`, no `Points`.
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* "`0x820AF030` holds live state" → all 384 words constant; it is a
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spawned-entity record, not live state.
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## Screens, classes and RTTI
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* "the attract movie runs ~85 s, so it is not `ADV.wmv` (137 s)" → **mine, and
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wrong.** Sampling began 39 s into the movie, so what was timed was its tail.
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The attract movie **is** `ADV.wmv`, played in full.
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[`movie-binding.md`](movie-binding.md)
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* "the boot intro and the attract movie are different videos" → one asset, one
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manifest slot (`ADVERTISE_MOVIE`).
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* "the new-game intro is unidentified" → `MS00A` → `S00A.wmv`, decoded from the
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movie manifest.
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* "`GP_READY_ROOM.pak` holds the Ready Room screen" → its 317 distinct element
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names contain **none** of the six visible labels; it is the briefing /
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tactical-map content behind the `BRIEFINGS` item.
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[`ready-room-probe.md`](ready-room-probe.md)
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* "the Ready Room might be 3D with a UI overlay" → it is **2D**; the pak carries
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zero 3D containers.
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* "element kind `0x3002` is *the* button kind" → title-side only. All 902
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`GP_READY_ROOM` bundles have **zero** `0x3002`; that pak uses `0x3000`,
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`0x3004`, `0x300c`, `0x3008`. `0x3002` is one member of a `0x3000` family.
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* "the transition between menu screens is a cut" → it is a **fade through
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black**; a 0.5 Hz screenshot burst simply samples too slowly to see it.
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[`screen-transitions.md`](screen-transitions.md)
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* "the main menu's initial focus is fixed" → three boots of one script gave
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`TUTORIAL`, `TUTORIAL`, `NEW GAME`.
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* "the title menus drop d-pad presses shorter than ~0.3 s" → **refuted by my
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own data.** The menu **wraps at both ends**; every press registered, and the
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"missing" step was the wrap. See [`menu-navigation-semantics.md`](menu-navigation-semantics.md).
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* "the main menu opens with `NEW GAME` focused" → it opens on **`TUTORIAL`**,
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2/2 boots (🟡 a third recorded run implies `NEW GAME`, so this is reproducible,
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not invariant).
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* "`GP_TITLE` builds 6/8/9 are three submenus" → **8 is the JAPANESE main
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menu**, and 6/9 are the English and Japanese `EXTRAS` submenu. `GP_TITLE`
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holds eight screens shipped twice (EN/JP), and exactly one submenu. See
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[`ui-title-build-map.md`](ui-title-build-map.md).
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* "the `PRESS Ⓐ BUTTON` plate is a state of the title build" → it is **its own
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build** (2/3), composited over build 4 and faded in a beat later.
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* "the RTTI route can name the anonymous classes" → 1 150 vtables: 1 150
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`ANON_`, 0 `rtti_present`, 0 base classes.
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* "the sibling vtable methods name the class" → they cannot.
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* "`xrefs` can name the callers of a vtable method" → no.
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* "the `ind_call` refutation voids existing corpus claims" → damage bounded,
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4/4 caller claims verify. But **`xrefs.ind_call` is a CROSS PRODUCT** — always
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filter `kind='call'`.
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* "`BASE_INFO` marks the 5-slot screen family" → it discriminates
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screen-config from table-read, 9/9 vs 10/10.
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* "a high key count means a rich screen" → `sub_82297550` / `sub_822A2F00`'s 27
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"keys" are coordinate pairs, i.e. a layout table.
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* "`EX_` = the CHALLENGE-mission debriefing" → `EX_` is **EXTRA**, mission-kind
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3.
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* "the `EX_` selection has not been shown" → it has: `[[obj+4]+184] == 3`.
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## Stages, missions and the challenge set
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* "the disc's stages are numbered 1..28" → S01–S16 story, S17 **cut**, S18–S23
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tutorials, S24–S29 challenge.
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* "S24–S29 are story missions" → they are the challenge missions.
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* "the challenge missions have their own maps" → they reuse
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`GP_MAIN_GAME_E.pak`'s stage records.
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* "the challenge `REQUIREMENT` values are 16,25,26,27,29" → the chain is
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16→24→25→26→27→28.
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* "the `Extra0n` family shares one leaderboard metric" → `RECORD_TYPE` is
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per-stage: 3 Time / 3 Points.
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* "stage = filled SHAB count + 1" → refuted.
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* "the first TRIGGER is always the point of no return" → refuted.
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* "`EnumUnit_S14.tbl` might be missing" / "S14's 13 are a manifest omission" /
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"asteroids are exempt from the manifest" → S14's 13 are **dangling
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deployments**. NEEDS-HUMAN: fly S14.
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* "`StageMessageSet_S02.tbl` is not in the pak" → it is.
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* "`S28_p1` has an asteroid volume with no definition" → refuted.
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* "`test_s8p1_asteroid.tbl` is test-only" → refuted.
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* "the settings family has 28 or 29 objects" → 24.
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## ISL / mission scripting
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* "the bytecode is in the `.embsec_` sections" → refuted.
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* "only 31 built-ins take a unit" → refuted.
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* "`sub_8230C398` is the message pump" → refuted.
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* "`bus+8216` is the subscriber registry" → refuted.
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* "the ScriptPhase vtable is ≥200 slots" → 113.
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## IDXD, paks and naming
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* "IDXD record keys are `name_hash`" → record keys are **`tag_hash`**
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(case-SENSITIVE); `name_hash` is case-INSENSITIVE and used for pak keys.
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* "pak TOC order is stage order" / "TOC order is semantic order" → it is not.
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* "the executable holds the asset names" → the image names **no data value at
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all**; that route is powerless.
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* "the image might name a data VALUE" → powerless.
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* "the XPR2 manifest names hash to the DefTables tables" → refuted.
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* "the `DefTables` model names are unreachable" → reachable via the `Enumerate`
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declaration tables (1 413/1 425, 99.2 %).
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* "the `GP_MAIN_GAME_*` unnamed block is undiscovered data" → refuted.
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* "each `GP_MAIN_GAME_*` `Enumerate` object declares something" → refuted.
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* "`GP_HANGAR_ARSENAL` is missing data tables" → refuted.
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* "the `Enumeration` self-index can name objects" → a self-index names
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**records, not files**.
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* "a per-pak prefix might close the 2D blocker" → no.
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* "the `+` paths might name the 2D or `GP_READY_ROOM` keys" → the `+`-dictionary
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route is exhausted, 0 of 1 817.
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* "the `game:\` paths are unresolved" → refuted.
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* "a set-difference over file names can see reuse" → it cannot; **join per
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USER**. Per-pak copies are ×6.
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## Audio
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* "every sound cue resolves to its own `.slb` bank" → the 322 `SE_*` cues do not;
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**0 of 322** are in `FILES`, and `BANK_SE` puts them all in `Static.slb`.
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* "`Static.slb` can be split into waves like any other bank" → it holds **0
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`RIFF`, 0 `seek`, 0 `WAVE`** across all 8 353 472 readable bytes.
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[`menu-audio-cues.md`](menu-audio-cues.md)
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* "`BGM_001.slb` is three sub-waves (10 KB + 4.47 MB + 4.67 MB)" → the 10 KB is
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the **bank header**; a bank is **two** waves.
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* "a music bank's two waves might be intro + loop, two variations, or two halves"
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→ they are **two stems of one performance, played together** — equal duration
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in 32/32 banks, and sample-synchronous.
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[`structures/bgm-two-stems.md`](structures/bgm-two-stems.md)
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* "`BGM_106`–`BGM_109` break the two-wave rule" → they are the leading-region
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straddle; realigned across entry boundaries they obey it.
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* "the cue table names which BGM belongs to which screen" → all 32 BGM cues are
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numeric (`BGM_001`…`BGM_109`).
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## Units, weapons, effects and assets
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* "`Generic` (394) is the unit datasheet" → refuted.
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* "a loadout's `Arm1` names an item" → it names a **hardpoint slot**
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(`Turret_NNN`), 59/59.
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* "`EnumUnit` and the unit datasheet share a vocabulary" → they do not.
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* "the roster is the `Generic.Model` set" → roster 40, `Generic.Model` 46,
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`GameResourceID` 480 — three vocabularies.
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* "every unit ID is `UN_<l>###_<FACTION>_<name>`" → the grammar is
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`UN_<letter>###_[<subkind>_]<FACTION>_<name>`.
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* "`_EXn` is the `Extra0n` index" → three different `EX` vocabularies exist.
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* "the only two `_EX5` names on the disc are the AA gun and the DeltaSaber" →
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refuted.
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* "running the tutorial will instantiate the `_Ttrl` weapons" → refuted.
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* "the disc has exactly three `EnumWeapon` tables" → four.
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* "the `wep_NN` package gaps are unshipped weapons" / "`wep_85` is the tip of a
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family" → `wep_85` is the **only** declared-but-unshipped asset (59/0/1/26).
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* "nothing is deployed without being declared" → refuted.
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* "effects are one namespace" → refuted.
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* "the 58 undeclared effect names are missing assets" → refuted.
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* "all five orphan effects are unshipped" → refuted.
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* "`eff_f0002` ships in `Base.xpr`" → refuted.
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* "`Base.xpr` holds more bound effects than `ptc_pack`" → refuted.
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* "the 34 unlocated are a scatter" → refuted.
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* "the 9 unlocated might be under another prefix" → refuted.
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* "`ptc_pack` has 532 names" → 727.
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* "the `_e`/`_f` law is effect-FIELD-specific" → it is the **faction law**,
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564/564.
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* "a disc-wide `.xpr` byte search can show an effect is ABSENT" → it cannot.
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* "`rot_n001` is on the disc" → refuted.
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* "`rou_f004`'s mesh is in `Stage_S28.xpr`" → it is in `DeltaSaber_A.xpr`.
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* "`parent` + `_all` + `_child` is the composite-model convention" → refuted.
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`_hangar` **is** real (59 of 166, 59/59 with a bare twin); `_all`/`_child` is
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not.
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* "`Motion_guard_start` has no damage variants" → refuted.
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* "`CoverArea` bits 2 and 3 are mutually exclusive" → refuted.
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* "the 27 unresolved `NamePlate` values are missing objects" → refuted.
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## LOD, background and misc tables
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* "`EnumLODSet_*` is a per-stage family" → `EnumLODSet_test.tbl` serves 17
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stages; 17+5+1 = 23.
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* "there are 8 orphan LOD tables" → 6.
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* "the orphans are stale copies of `_test`" → refuted.
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* "S25 is absent from the `DefTables` LOD families" → refuted.
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* "`BackGroundID` has no referent anywhere" → it is an **identity**.
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* "`BackGroundPackage == BG_<id>.xpr`" → refuted.
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* "`<X>ID` + `<X>Package` is a convention" → refuted.
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* "`Placement_*` / `RouteTest_*` are unattached" → refuted.
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* "the `AsteroidDefinition` join does not reproduce by hash" → it does.
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* "the 8-value frame is a new finding" → it was already in the corpus.
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## Loaders, config and tuning
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* "the config reader is XML" → INI.
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* "`sub_822F9498` is the unit-definition loader" → it is `PlayerParams`'s.
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* "`sub_822AE628` reads the main-game `Tweak`" → refuted.
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* "`sub_8230D1F8` is a rank table" → it is the stage-settings loader.
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* "`sub_82286BC8`'s key list is new" → refuted.
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* "`sub_825F2CF0` / `sub_825F2F88` read a post-processing table" → refuted.
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* "`Booster` is a new schema" / "`Booster` is the player craft's flight
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envelope" → refuted; nothing selects `Booster`.
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* "the `AnalogRevice`/`Tweak` block is unreachable" → reachable
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(`sub_821A6CF0`, base `0x820A1630`).
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* "a 0-xref string block has no reader" → refuted.
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* "the AI table was NEEDS-HUMAN" → refuted.
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* "the `PG*` HUD names are undocumented" → they are documented.
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* "a base-solver row identifies a FUNCTION" → it does not.
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* "a 64K-boundary base is low confidence" → **inverted**; it is high
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confidence.
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* "the 0x820B0000 cluster is a false positive" → refuted.
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* "a pointer to a function in the image implies a registry" → refuted.
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`.pdata` is not a registry.
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* "the 13 player-facing chatter tables are the WINGMAN tables" → refuted.
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* "the 8 undeclared chatter tables are tutorial chatter" → refuted.
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* "other datasheets ship a schema too" → refuted.
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## Encoding and text
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* "every IDXD string value is ASCII" → 6 non-ASCII values of 99 328.
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* "`文字列` is a dev placeholder" → they are Shift-JIS **type words**.
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