Files
Sylpheed/docs/re/INDEX.md
Claude (auto) e7c89fdcd1 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

50 KiB
Raw Blame History

RE knowledge index

Confidence: CONFIRMED · 🟡 PROBABLE · HYPOTHESIS. See README.

Formats we've already reversed are, for now, documented by their parser + disc round-trip tests (the executable spec) rather than a prose file — the "Spec" column points there. Promote to a prose structures/…md file when a format needs behavioural notes beyond layout.

Data structures / formats

Format Conf. Spec (parser + tests) Notes
IPFB .pak archive sylpheed-formats/src/pak.rs + tests/pak_idxd_disc.rs header + 12-byte TOC, Z1/zlib payloads
name-hash (TOC keys) sylpheed-formats/src/hash.rs Barrett-reduction hash; recovers original paths
IDXD object/table sylpheed-formats/src/idxd.rs + tests/idxd_records_disc.rs (container) The binary record/index region in front of the string pool is DECODED (2026-08-25), closing the parser's long-standing "not yet decoded" note. Uniform 16-byte records {name_hash, name_off, field_begin, field_end} sorted by hash and binary-searched, then a field count, 12-byte fields {key, name_off, value_off} sorted by key, a pool size, and the string pool; the trailing pool_size == file_len - pool_base identity makes the layout self-checking. Verified over the whole disc with zero failures: 7 750/7 750 objects, 190 782/190 782 records reproducing their stored tag_hash, 1 271 462/1 271 462 named fields reproducing their key — and IXUD is the same container with ixud_hash, UTF-16BE and all offsets in chars (1 104/1 104 objects, 628 165/628 165 fields). Field names are stored on disc — a field's middle word points at its own name — so nothing needs preimage search except the 504 field entries disc-wide that are hash-keyed with no name — which are only 42 distinct keys, each in 12 places (the page for these was never written — the finding is in this row), and are provably unrecoverable from the hash alone; the other 1 485 073 nameless fields are positional, keyed by a literal integer (line slots, movie ids). ⚠️ Two long-held beliefs WITHDRAWN: the word at 0x08 is not a schema hash, it is record 0's name_hash (7 750/7 750) — the header has no type field at all, so an object's kind is known only from the caller that loads it; and the field's middle word is not an always-0xFFFFFFFF flags word. The first was caught by a test asserting that every movie id names a real record: 1005 -> STAGE10_PHASE01 failed because tag_hash("STAGE10_PHASE01") is 0x067025B9, that table's supposed schema id. 🟡 the legacy value-before-key string-pool reader is now known to be an approximation of the real table, and every number derived from it is re-checkable but not yet re-checked
XPR2 texture + cubemap 🟡/ sylpheed-formats/src/texture.rs + colour check de-tile + A8R8G8B8 and DXT1. Channel order confirmed against the running game: the Delta Saber's decoded atlas is orange-dominant (median saturated hue 23.3°, zero cool pixels) and the game renders the same hull at 9.3° — a red↔blue swap would sit at ≈200°. Exact fidelity (gamma/sRGB curve, premultiplied alpha, per-channel scale) is 🟡 untested, since a hue comparison cannot see it; cubemap face ordering
T8aD 2D texture sylpheed-formats/src/t8ad.rs 100 % of the disc decodes (19 216/19 216, measured). The "~15 % deferred variants" were a wrong model, not a variant: a surface is a list of arbitrary sub-rectangles, each with a 16-byte header of dst X, dst Y, width, height, not a 256×256 grid — 0x1c is the rectangle count. Uncovered area stays transparent. Colours CONFIRMED (k8888)
RATC bundle sylpheed-formats/src/ratc.rs child listing confirmed. "One level deep" is not a limitation — there is nothing deeper: 2 859 bundles hold 18 002 children at depth 1 and 0 at depth 2, with no parse failures. Nested RATC blobs are leaf records that reference siblings by name (opt , the sprite name): 3 311 leaves, all embedding sibling names, 10 144 of 10 148 references resolve. The 4 that do not are one dangling asset — pmbase.ratpmbase.t32 in GP_STAGE_CLEAR.pak's four language builds, and pmbase.t32 is on the disc nowhere
LSTA sprite list sylpheed-formats/src/lsta.rs A display list of inline elements: T8aD sprites and PRMD primitives. The count at 0x04 is exact and counts bothcount == T8aD + PRMD for 64/64 lists on the disc, which retires the old "a few entries disagree" note (it compared sprites against a total including primitives). All 1 281 sprite frames decode after the T8aD rectangle-list fix
IXUD subtitle + caption text sylpheed-formats/src/ixud.rs + movie_subtitle.rs (container · movie link) The IXUD record/field table is decoded and wired in (2026-08-26)IxudObject mirrors IdxdObject; uniform 16-byte records, 12-byte fields, every offset in chars, and the word at 0x08 is record 0's hash, not a schema id. Verified disc-wide: 1104/1104 objects, 1476/1476 records, 628 165/628 165 named fields reproducing their ixud_hash (tests/ixud_records_disc.rs). Caption text: 537 → 8800 lines, which is 8800 of 8800 distinct keys. Two steps — generalising the key parser from MSG_DEMO_* to all eight families (ACRO ADAN ADPL BIRD DEMO RHIN TCAF use MSG_<FAM>_<id>_<page>_<line>, VOICE alone inserts a family letter) took 537 → 8074; switching from token adjacency to record fields took it to 8800. ⚠️ An earlier "1.3 % of the game's text" figure of mine counted occurrences across blocks — the honest denominator is 8800 distinct keys, so the real starting point was 6.1 %. The DEMO control shows why the field route matters: token adjacency finds 537 lines there, fields find 541 — it was dropping lines in the one family it was written for.
Fonts (ttf/otf/ttc) sylpheed-formats/src/font.rs standard OpenType, parsed via ttf-parser
XBG7 mesh /🟡 sylpheed-formats/src/mesh.rs + tests/mesh_disc.rs (xbg7) 6 294 resources, 6 209 decode (98.7 %), 82 searched-and-missed (2026-08-12, up from 5 480 / 87.1 %). Five evidence-driven fixes got there: distinct anchor assignment (no two resources may claim one buffer — proved by a capture showing the container holds both mirrored e106 hull halves), the connectivity cap replaced by a winding-consistency gate at 0.70, structural requirements on pre-pivot sub-meshes (index range, then exact pool coverage), and filtering after the assignment so a subset query cannot differ from the full decode. Validated against a runtime capture that names the file offset of every buffer the engine drew: 46/46 drawn buffers claimed, 45 anchored exactly. No real mesh now decodes differently in different containers — all 89 remaining cross-container disagreements are interchangeable 24-vertex bounding boxes, which no anchoring rule can pin (monotone order re-tested and refuted). Remaining misses attribute to the degeneracy/extent gate (42), winding (31) and coverage (9); the first was probed and its "obvious" fix refuted. Every decoded sub-mesh covers its own vertex pool. The [index buffer][vertex buffer] layout is now runtime-verified (2026-08-13): with the F10 capture extended to log each draw's index buffer, all 42 drawn Stage_S02 buffers match our decoded index count exactly, all 42 have their index union cover the pool exactly, and the 30 single-block cases all sit at pad ≤ 3 — so e106_eng_02_l's old rejection was the connectivity gate, not a misplaced index buffer. The indices= mystery was the capture keeping only the first of several index batches per buffer. And comparing index VALUES found the biggest silent defect yet: the anchor took the first pad that validated, so a block whose index data sits at pad 2 was read one element late — 76/93 captured runs matched, all 17 differences a one-element shift. Scoring pads by degenerate triangles + winding fixes it: 93/93 captured runs now match byte for byte, disc-wide degenerate runs 582 → 1 (the grouped path had the same bug; and two resources were anchored on a degenerate lookalike earlier in file order), 590 of 8 850 sub-meshes re-wired with 10 vertex anchors moved, resources decoded unchanged at 6 209. Cross-container minority decodes 89 → 96 — because the decoder improved: _rou_f402_dead now has a majority (32×25×8) so its seven wrong copies are named instead of hidden. One dirty run remains, blocked by distinct assignment on a 24-vertex box. Then the descriptor gave up its last structural secret: it declares a vertex layout per sub-mesh (n201_01 → strides 24/24/24/28, capture-confirmed), and grouped selection must prefer the candidate explaining the whole pool rather than the first whose pivot validates — together they take never-decoding resources 85 → 47 (6 247 / 6 294 = 99.25 % decode), put n201_01 on all four capture-proven offsets and raise the stage-05 capture oracle to 128/128. The residual 47 is 30 pose/proxy composites (0.010-unit marker boxes), 6 .DAT particle composites, 8 damage/LOD variants and 3 props — not a threshold away
Capital-ship part placement sylpheed-formats/src/ship.rs (static) + runtime capture Placement is sound (hull static-exact against the e106 capture; cross-id mounting genuinely narrow, 2 pairs across 335 ships). The XBG7 mis-decode this row used to blame for "ships assemble wrong" — a shared turret ~100× too large in some containers — is fixed (2026-08-12, the exact-coverage requirement): e303_wep_01 now decodes 49×23×42 everywhere and places at ±179 on the e106 hull, and no real mesh disagrees across containers. A composite-node audit confirmed the assembler itself never applied a bad scale (all nodes scale 1.0, orthonormal). Still open: static_assembly_matches_runtime_capture walks capture parts only, so extra static placements cannot fail it
Weapon fields defaulted on disc ⚠️ / runtime struct · DATA SHEET route Solved. Canary maps guest RAM into /dev/shm, so the parsed Weapon/Shell objects are readable live; their layout is solved against disc ground truth (zero contradictions over 100+ records). All 126 weapons, exact numbers, no story progress needed — 4 393 values. ⚠️ CORRECTED 2026-08-26: the disc DOES carry a third of them. Re-read through the record table, 1 514 of the 4 393 rows labelled defaulted-on-disc have a value on disc (2 879 genuinely absent) — measured here as an upper bound, since a field is counted when it appears in any record of the object; a per-record count gives ~1 448. The old reader could not name a record, so per-record fields read as absent. Spot-checked exactly: wep_05/wep_60 TriggerShotCount = 4, wep_02 Power = 100.0, wep_60 Power = 1000.0 (refuting the recorded "C band ≈150…500" bracket), wep_25 MaximumRange = 4000.0, wep_11/28/36/70 LoadingCount = 6/5/5/0. The runtime capture's numbers all match the disc — what is withdrawn is the premise that it was reaching values the disc lacks. See weapon-datasheet-runtime Supersedes the letter-bucket limit of the DATA SHEET route, which now serves as the independent cross-check
Unit (craft/vessel) fields defaulted on disc ⚠️ / runtime struct The parsed unit\UN_*.tbl definition object, vtable 0x820af844, ≥0x380 bytes, one per unit — discovered, not assumed (unit_discover.py), and distinguished from the spawned-entity class 0x820af030 by being one-per-ID and byte-constant within a run. Across runs only pointer words move — --crosscheck proves no reported field offset is run-dependent (two words, +0x2c8/+0x2d0, are stage-dependent and remain unidentified). 27 fields (21 units, 7 runs); the Maneuver block is schema declaration order, 4 bytes/field, base 0x9c with a two-slot gap after AA_Roll_Min (29 anchors, 0 conflicts), which also pins 5 fields no disc record ever values. Angles are radians at runtime, degrees on disc. Re-derived independently 2026-08-13 from the loader's own key strings (sub_82341A20; the field name for each store is a string in the image): 159 fields, agreeing with this solver on 25 of 25 shared offsets, verified at 406 values matching the disc and 0 disagreeing over 11 live objects spanning UNIT and VESSEL — landed as data/unit_definition_layout.txt + sylpheed_formats::unit_layout + a no-emulator test, with 121 defaulted fields read out (live-unit-definitions). ⚠️ CORRECTED 2026-08-26: those fields are on the disc. The ~30-field player-craft table is on disc at exactly the values the runtime "recovered", spread across the Generic / Shield / Mass / SE records — which is why a reader that could not name a record saw them as absent. And "18 of 23 vessel records are missing at least one of Size_X/Y/Z/HP" is false: 0 of 114 objects with a Generic.Type (43 Craft + 71 Vessel) miss any of the four. See unit-struct-runtime Unlike weapons, unit definitions are instantiated per stage, so coverage (21/110) grows by visiting missions — the sibling-default rules are WITHDRAWN (2026-08-25)Size_Y is on disc for 114/114 unit tables and differs from Size_X in 90; the old reader missed it exactly when the two were equal (a string-pool dedup artefact, cross-tab seen+equal = 0 for all three pairs), so the rule was re-deriving the condition that hid the field. It also predicts wrong twice — UN_e104_ADAN_Carrier.DefencePoint and UN_e011_ADAN_Attacker_B_HF_Wayne.FCSRange. Read the record table instead — values
Arsenal develop economy / arsenal-develop-economy + conditions The Arsenal reads weapon.tbl (item ids, in the 8-category display order) and strings.tbl (names, descriptions, and a "Conditions to obtain" block per item) out of GP_HANGAR_ARSENAL.pak. All 60 conditions are extracted: gates are stage completion, a predecessor item, or an ace kill; costs run 3 000350 000 P and 20 items are free once gated. weapon.tbl's first record reproduces the in-game DATA SHEET exactly (Range D / Power E / Speed / Weight 0.3 = Light / 4000 P) — later records are unreadable from the string pool alone because IDXD dedupes repeated values. Used to identify the save blob's index space, now solved: the blob follows strings.tbl's order — the display order plus the cut items only the localisation file lists (Adhesive Mine B2A, Ballista GSH, …) — pinned by four hand-written probe saves (9 Stiletto, 21 Falcon, 39 Tomahawk, 48 Jamming System) and closing exactly at index 53. weapon.tbl's id list is not the index space; that it is also 54 long is a coincidence, and the two agree only to index 32. The retail save's five unexplained owned entries are the cut items, shipped owned and never rendered
UI screen layout (.rat) /🟡 ui-rat-layout One pak per UI screen; each RATC = one (context × language) build; every <name>.t32 sprite has a <name>.rat layout record (BE u32; 1280×720 design space; scale/tint/X/Y, keyframes for animated elements, opt link to the focused state). The tutorial PAUSE menu and the title main menu both rebuild pixel-accurately from the disc. loop1.rat is decoded — it is a looping sprite animation, not a composition. ⚠️ DEMOTED 2026-08-18 — the declaration table is not the paint order: a per-draw capture of the running title screen (ui-title-paint-order-capture) paints element 13 first and elements 0/1 late, and the visible screen composites two bundles. The rest of the table's reading stands. Previously claimed: the screen's draw list is the RATC bundle's own declaration table (elements in back-to-front order, including the eff*/deli*/msg sprites that have no .rat, and excluding focused button variants reached via opt ); its entry also carries a parent element index at +32. A screen is fully reconstructible from its bundle: the placement region right after the declaration table gives every element a keyframe group (header = element index + keyframe count, then 40-byte blocks of scale/tint/X/Y), including the .rat-less sprites — verified 11/11 on the tutorial pause bundle, with pgp_ttrl_btn10's inline (546,288) matching its own record exactly
UI screen paint order runtime screen object + title capture SOLVED: the game's screen object keeps a second, reordered list of its elements — the child array at +0x30 — and that is the paint order, not the declaration table. Read live from guest memory (found by the item vtable 0x820b30b4) and checked against the draw capture: the seven nameable elements sit at child slots 0, 6, 7, 13, 16, 17, 22, strictly ascending, exactly as captured; it also settles the one pair no static field could order. 🟡 deriving that order from the bundle — what the port needs — is still open
Scripted input / profile traps /🟡 canary-scripted-input-traps Why a scripted run appears unable to press Ⓐ: F10 opens the emulator menu bar, and any Xenia UI makes XamInputGetKeystrokeEx return SUCCESS with an empty keystroke before any driver is asked (Canary now logs [RE-INPUT] … swallowed by IsUIActive); the title needs a signed-in profile (hence --create_profile_if_none); and a FIFO trace consumer that exits stalls the emulator, which reads exactly like a dead pad. 🟡 The main menu HAS been reached — Ⓐ works, but only intermittently (1 in ~4), which is the open question
Title-screen guest crash title-crash-stl-tree The guest throws std::out_of_range from its cache-manager flush (sub_823070B0, an STL map/set erase that builds 'invalid map/set<T> iterator'); the access violation after it is only the throw returning, because this build does not unwind guest EH. Trigger found and controlled: an incomplete on-disc cache (~/.local/share/Xenia/cache/aab216c3) throws ~100 s into a boot, a complete one never does — 2 runs each way. mem_watch, the handoff's suspect #1, is eliminated: cold cache + --mem_watch=false throws anyway
Save file (savedata) / savegame-format + tools/re-capture/savegame.py GDHA container, zlib payload, chunk stream (GDAA / phase name / GHAD 122 B progress block / 16×20 B slot table / trailer). Container and layout read off the title's own serializer 0x822C00E8 and verified by a byte-identical round-trip; the whole save is 545 B. Payload offsets are also the live save object's offsets (save+8 GHAD, save+136 slots). A second save made in-game names Points (+24), flight time in ms (+4) and clear ratio % (+8) off the game's own Details panel; the payload is a pure function of game state (same state saved twice = byte-identical, only the header FILETIME and its uninitialised pointer padding move), and the 16 SHAB records are not the UI's 20 save slots. Difficulty vs stage is undecided — three fields hold 2. A third save, taken after developing exactly one Arsenal weapon (Light Machine Gun MG I, 4000 P), moves exactly three things: +24 Points 4101→101 (which separates it from +28, that did not move), +8 clear ratio 5→6 (so the ratio counts collection, not only stages), and two entries of the 54-byte blob — 2→4 for the item bought and 0→2 for the successor the game announced as newly developable, giving the blob its alphabet 0 locked / 2 developable / 4 developed (only the 4s are stored — 2 is re-derived at load). Saves can also be written back: three derived header fields (length at +0x30, payload length at +0x8c, adler32 at +0x8e) are all that stand between a parse and a hand-written save that the title loads, and savegame_edit.py re-wraps a real save byte-identically. That turned the blob's index space from blocked-on-story-progress into four probe saves — see the economy note

Runtime / dynamic-capture technique

Technique Conf. Spec Notes
Scripted input without a virtual controller tools/re-capture/pad.py + Canary --hid=file The old vgamepad path created its device through /dev/uinput, which is not namespaced — a pad made inside the container registers with the HOST's input stack, so every scripted press leaked to the desktop. Canary now carries a header-only driver that reads pad state from a text file (--hid=file --pad_file=…): no kernel device, nothing leaves the container, and analogue values are exact. ⚠️ The trap: 360 menus poll XamInputGetKeystrokeEx, not GetState — with GetKeystroke stubbed the pad looks completely dead on a title screen while its own log shows the press arriving. Implemented edge-triggered, no auto-repeat (scripted input wants one event per press). Proven end to end: boot → title → main menu → EXTRAS from the file alone
Live guest-memory write tools/re-capture/gpoke.py Write companion to gmem.py, same guest-VA → /dev/shm map; prints before/after per word. Used to confirm the challenge gate's cleared-stage mask on the running game
Live guest-memory read tools/re-capture/gmem.py Canary backs the guest address space with /dev/shm/xenia_memory_*; guest VAs map in through Xenia's fixed table. Full-RAM search ~0.2 s (sparse, SEEK_DATA). No debugger, no emulator patch, game keeps running
IDXD object layout solver tools/re-capture/weapon_runtime.py Scan RAM for a class's vtable → enumerate its objects → brute-force (field, offset, encoding) against the disc records. Accepts a binding only on zero contradictions. Generalizes to any IDXD-backed definition
Live entity state, anchored on the definition tools/re-capture/own_state.py · autopilot An undamaged craft holds its definition's own numbers, so a solved definition field locates the matching live field without a value scan: definition HP (1500) → hull at position+0x154, confirmed by a trace across a death (30/60/90 per hit, negative at 0). Reusable for any live counter whose maximum the definition carries
Mission / escort state, every entity's hull tools/re-capture/mission_state.py · escort state hull = position + 0x154 is a property of the entity class, not of the player object: at t=0 it equals each entity's own definition HP across 7 classes and 5 distinct HP values (turret 100, fighter 500, destroyer 10000, cruiser 30000, ACROPOLIS 25000), falls under fire (780 damage events in 240 s), goes negative at death, and the object then leaves the heap. So an escort objective is scoreable live — UN_f101_TCAF_Acropolis measured at 25000 → 23038 over 240 s, attack starting only at t≈170 s. REMAINING OB counts objectives, not hostiles (012 on the HUD vs 118 live ADAN); its address is found — see mission-objective-counter — but it is run-dependent and must be re-derived per run (refuted as a constant 2026-08-26)
In-flight control mapping /🟡 tools/re-capture/fire_probe.sh · controls Measured by holding each pad input and photographing the HUD ammo counters: RB = nose gun (6000→5956 in 4 s, ~11 rounds/s, HEAT rises), Y = main mount (missiles, 300→299), d-pad = tactical map overlay, nothing else moves a counter. No target-cycle input exists — the TARGET marker is present with nothing pressed, so targeting is automatic and a missile lock is time-on-target. That, not target choice or ballistics, is what caps lethality at 2 kills per 98 missiles
Throttle → speed law /🟡 flight-speed-law The throttle selects a TARGET SPEED, it does not add thrust: no input settles at ~420 (CruisingVelocity 350), RT at ~1 530 (MaximumVelocity 1200), LT at ~125 (MinimumVelocity 100), and releasing either returns to cruise. Acceleration/Deceleration govern the convergence rate (measured ~440560 units/s² against 500/600). 🟡 measured world speeds run ≈1.21.3× the definition numbers while the HUD shows the definition value exactly, so world units are a constant (~1.25) multiple of the definition's velocity unit
Input → dynamics calibration tools/re-capture/ctrl_probe.py · binq.py Hold each pad input in turn and measure the craft's speed as displacement/s of its own position triple — no speed field needed first. Settled the throttle: RT accelerates, LT brakes, and the setting persists (488 → 1510 → 174 units/s), overturning an earlier field-scan conclusion

Functions / code paths

Function Conf. Reimpl. Summary
Achievement table + XAM read path /🟡 achievements The XEX's XACH resource (.pe 0x8FBCBC, 36-byte records) defines 24 achievements summing to 1000G — the retail total, which self-checks the stride and field offsets. GamePart_Debriefing (0x8218CF380x82191B18) does two things: it walks the on-disc ACHIEVEMENTS_REQUIREMENTS list (tables.pak #16, entries ACHIEVEMENT01…24, in achievement-id order — its ShootDownAircrafts/ShootDownShips/ShootDownWeight/GetAllWeapons/GetAllAchievements types line up with ids 1924 exactly as XACH names them), evaluating each and setting a bit; and it enumerates XACHIEVEMENT_DETAILS from XAM — 36-byte records confirmed by the 0x38E38E39+srawi 3 divide-by-36, dwId at +0, dwFlags & 0x00020000 (…_ACHIEVED) at +32, behind a waited-then-closed async handle. So earned state comes from the console profile, not the 545-byte save — and the masks it builds are 1 << dwId, i.e. bit = the 1-based id. The challenge missions do NOT gate on this — an earlier claim here, refuted by finding +80's sole writer: it is GamePart_StageClear setting 1 << stage, so that word is a cleared-stage mask and the shared "24" was a coincidence. GetAllAchievements/GetAllWeapons are requirement types, not debug cheats
Challenge-mission gate + stage-config switch challenge-mission-gate GamePart_ChallengeMission gates each of the six challenge missions on a CLEARED-STAGE bit: REQUIREMENT absent or "Always" → available, else n = atoi(v) and it tests bit n of singleton +80 (n < 24) or bit n-24 of +1956 (n ≥ 24) — which is the disc's own stage numbering (story 116 and tutorial 1823 below 24, challenge 2429 above). Word A's sole writer is 0x821C1820 in GamePart_StageClear, doing 1 << (this+84) where this+84 is the stage number (it also indexes a 20-byte per-stage record array and the debriefing STAGE sprite list). So TimeAttack needs stage 16 — the last story mission — and the rest chain off challenge stages 2529. The six-mission table is on disc in tables.pak (schema 54a10697). Separately, the stage loader picks its config section from a mission-kind field at object+144: 3EXTRA, 5/6CHALLENGE, anything else → FILE; two further sites treat {3,5,6} as one class. Constructed as 0 (sub_821783D8) and only ever cleared inside the class, so the kind comes from the launching GamePart, not from the stage number — which is a mechanism (🟡, unproven) for why patching the save's stage field to a challenge stage kills the load. Same note carries the GamePart id table (0x820A1630, 29 ids, GP_CHALLENGE = 26, cross-checked against the image's own RegisterToFactory<26, …> text) and the disc's three stage familiesS01S16 story, S18S23 tutorial, S24S29 challenge, plus Test, matching weapon.tbl's 16 + 6 + 6 key set exactly. GP_CHALLENGE.pak holds 0 IDXD objects — it is the menu screen; challenge missions reuse GP_MAIN_GAME_E.pak's stage records

All RE notes (generated)

Every file under docs/re/. Search this table before starting a new investigation — the index was previously hand-maintained and listed 20 of 43 files, which is how the same ground got covered twice.

Note Title Status
SESSION-2026-08-11.md Session log — 2026-08-11 (autonomous run)
arsenal-develop-economy.md The Arsenal develop economy, and what the save's blob indexes
autopilot-knowledge-sources.md Where the autopilot's missing knowledge lives on the disc 🟡 this is a map, not the knowledge itself — it says which files
autopilot-memory-driven.md Memory-driven autopilot — build log and current state 🟢 IT FLIES, KILLS AND SURVIVES — but it loses the mission anyway.
canary-scripted-input-traps.md Getting past the title screen in the container — three traps and one blocker CONFIRMED for the three traps (each reproduced, and two of them
challenge-mission-gate.md Challenge / EX missions — the stage set, the GamePart graph, and the kind field for the static structure (stage set, GamePart ids, the config-section
dynamic-re-state-restore.md The container's dynamic-RE state is not durable — how to rebuild it CONFIRMED by rebuilding it (2026-08-23). Everything the dynamic
flight-controls-runtime.md In-flight control mapping — measured, not assumed for the weapon bindings (ammo counters move), 🟡 for the rest (HUD
flight-speed-law.md The throttle is a TARGET-SPEED selector — measured against the definition (2026-08-13) for the shape of the law, 🟡 for the unit scale.
guest-stalls.md The guest stalls, often — and the probe now detects it the stall witness works and is validated against independent
live-unit-definitions.md Live unit definitions from a running Stage 02 (2026-08-12)
mission-arrival-watch.md Six runs, no arrival — and an accidental control the deployment structure reproduces exactly; losses require the
mission-clock-advances.md The mission clock is running — the runs were too short in game time 🔴 "the phase clock is stopped" is refuted; something advances
mission-escort-state.md Escort / mission state from guest RAM — every entity's hull CONFIRMED (2026-07-30). Capture: tools/re-capture/mission_state.py,
mission-freeze-and-ob-flag.md An in-mission freeze, and the first cut at what REMAINING OB counts
mission-freeze-resume-spin.md The in-mission freeze — the resume-spin lead is DEAD, and the freeze is a guest-side spin 🔴 the reading this file was named for is REFUTED (2026-08-23, later
mission-liveness-probe.md A motion-independent live roster — and what n probably is the enumeration method; the hunting pilot gets kills; 🔴 "no
mission-objectives-text.md The mission script in plain English — and why phase 1 never completed the localised string tables are decoded and readable; the phase
mission-outcome-stage02.md Why Stage 02 is never won — the escort sinks at ~11 minutes (2026-08-10) measured, one 500 s run. The standing open item since 2026-07-29 was
mission-per-record-strength.md Per-record craft strength — the measurement works, the run does not reproduce the per-record measurement is internally consistent; 🔴 it does not
mission-phase-deployment.md Enemies come into play per PHASE, deployed at phase start 🟡 strongly supported and internally consistent, one unexplained
mission-phase-objectives.md What each phase asks for — from the game's own objective text pinned by a disc test (crates/sylpheed-formats/tests/phase_objectives_disc.rs).
mission-phase-runtime.md Where the runtime phase state is not the stage tables are resident in guest RAM, so the static decode
mission-wave-arrivals.md The arrival timetable, and what the entity table is really counting the static arrival timetable is in Route_S.tbl; 🟡 the runtime
movie-subtitle-link.md The movie ↔ subtitle ↔ voice link (static)
pilot-never-fires.md pilot.py never pulls the trigger — the proximal cause, measured ROOT CAUSE FOUND AND FIXED (2026-08-23, later the same day) — the
probe-harness.md A shared probe harness — so the same lessons stop being re-learned built and verified on a live run.
remaining-ob-hunt.md Hunting REMAINING OB by correlation — method works, run did not finish the correlation method is sound and demonstrated; 🔴 the hunt is
roster-to-craft-link.md The 116 roster records and the ~300 live craft are not directly linked 🔴 a direct pointer link is refuted in both directions; the two
ship-placement-capture-generalisation.md Capital-ship placement — does the e106 result generalise? (WIP, 2026-07-31) 🚧 WIP, time-boxed session. Two results so far: a static audit across all
ship-placement-runtime-capture.md Capital-ship part placement — runtime capture (ground truth) STATIC ASSEMBLY IS EXACT — no captures needed anymore
structures/achievements.md Achievements — the 24-entry table, and where the earned state comes from
idxd-legacy-reader-audit.md The legacy IDXD string-pool reader vs the real field table — what the old numbers got wrong 🟡 shape CONFIRMED by hand (FCSRange, ShieldRatio, hangar Model); disc-wide rates are single-source
structures/idxd-container.md The IDXD/IXUD container — record/field table, and the two beliefs it withdraws CONFIRMED disc-wide, 7 750/7 750 objects and 1 271 462/1 271 462 named fields, zero failures
structures/hud-glyph-quad.md The HUD's glyph quad — vtable 0x820B2A64 CONFIRMED for the object layout and the atlas size, read live off
structures/slb-data-offset.md .slb leading-stream offset is first_riff % 2048, not the constant 1392 CONFIRMED by decoding — 85 of 140 sampled banks yield more audio (median 70×), 54 identical controls. ⚠️ The cause is a segment-packing phase, not a header: X = (cumulative .pNN start) mod 2048. Wave boundaries are exact — seek magic at data_at + declared_size, 7 620/7 620 — and Channels must be read from RIFF+49 (2.12 % are stereo)
structures/sound-pak-contents.md Census of sound.pak, and the limit of the leading-region rule CONFIRMED, 5 135/5 135 names hash into the TOC, 9 519/9 519 entries accounted for, and a full 4 114-bank manifest (408.3 min of audio) computed from PsuedoBytesPerSec without decoding; ⚠️ leading-region rule holds for 1 571/4 382 eng and 0/5 100 jpn
structures/sound-cue-table.md The cue index in tables.pak — message id -> cue -> sound id -> .slb bank CONFIRMED, 1 326/1 338 script message ids bind to a bank; SOUNDS and FILES agree on the same 12 absentees, 0 orphan files
structures/cutscene-message-table.md Cutscene dialogue — speaker, portrait, on-screen seconds, audio cue per page CONFIRMED, field count = 9·PageCount+2 for all 7 PageCounts, 1 252/1 252 caption keys match, 138 ids close both ways
structures/preset-message-rules.md The reactive-chatter rule table — 64 events, the (message, Yes/No) pair payload, the Sperkers roster CONFIRMED, the seven fields read off sub_82213980, phase tables merge non-additively (224 variants discarded); 8 firing sites share one entry, Probability is a per-cent roll against rand100.0; Yes = one-shot line; queue is Priority-ordered and capped at 128; the cooldown is Interval + Fluctuationrand held in the lingering queue node; the 14 player-facing events are voiced by the player set alone (13/15 Katana tables, 0/129 others) (three are seconds ×60, the Yes/No element is a u32 mask, hence the 32 clamp); MessageCount·2 == positional count in 9 216/9 216; five naming routes union to 144/144 (six names predicted from the speaker roster before hashing, control 0/4); 2 388/2 405 message ids bind to a cue
structures/mission-scoring.md Mission scoring and the S/A/B/C/D rank thresholds — 24 tables x 3 difficulties CONFIRMED, one 22-field schema over 72 records; difficulty moves 10 of 22 fields and never the RankScore thresholds; all 24 named stage\StageParameter_S.tbl (+ _Tutorial shared by six, + _Test)
structures/stage-settings-table.md The per-stage settings object — Camera rigs, Player limits, Difficulty_* damage record CONFIRMED, 24 settings objects vs 29 resource objects both using Phase_1/2/3; Camera is 13/14 fields constant; GravityFactor non-zero in 4 stages; IsBoss16Enable identifies one object; the Phase block is 94 fields of which 68 never vary between phases; all 24 objects named StageParameter_S
structures/isl-mission-timer.md The mission timer — two sequential countdowns, not a limit and a warning CONFIRMED — read from sub_822639B8; the threshold reading is
structures/archive-naming.md Which archives the disc can name — 100% for menu paks, 0.0% for the six 2D paks and GP_READY_ROOM CONFIRMED — 6027 names × 16 prefixes, bimodal; unnamed entries split by content — three UI paks have ZERO unnamed IDXD (artwork only), DefTables is the only real data gap (1295 LOD/motion tables); route 2 = the Enumerate declaration tables closes DefTables to 1413/1425 IDXD (99.2 %), 12 left; XPR2 manifests refuted as a naming source
structures/result-screens.md The debriefing and pilot-record screens — STAGE_RESULT 21 fields, OVERVIEW 9, EX_OVERVIEW 7 CONFIRMED — the compiled key lists sub_822814D8 (24/24) and sub_8227A3A0 (21/21) match the tables.pak records exactly; 2+21+1=24, 5+7+9=21
structures/player-tuning-tables.md PlayerParams — the player parameter table: Booster flight model, special attacks, 8 analog curves, the S16 boss sub_822F9498 is PlayerParams's loader, not the unit loader; the analog block's reader SOLVED — sub_821A6CF0, base 0x820A1630, via the new base-solver (277 name-block loaders image-wide, control 217/226 on sub_82341A20); 🟡 nothing selects Booster
structures/hud-config.md The in-game HUD configuration — 16 records, 419 asset paths, and a per-stage ResourceTable CONFIRMED — 0 of 419 config paths resolve as pak entries
structures/mission-script-manifest.md Stage\script.tbl's 11 non-MISSION fields, and the mission dialogue table they name CONFIRMED — 1 of 7 values resolves (message\MissionDialogMessage.tbl, 200 records), controls in the same sweep
structures/stage-numbering-and-player-craft.md The disc's stage numbering (S01S16, S18S29) and the player's craft per stage CONFIRMED — two independent files close on 6 + 15 + 1 + 6 = 28
structures/hangar-loadout-system.md The Hangar loadout system — loadout → per-slot allow-list → arsenal item CONFIRMED — 60/60 slot refs, 70/88 item refs (18 = the No_Equipment sentinel)
structures/arsenal-item-weapon-chain.md The 59-of-131 arsenal question — an item names a hardpoint slot, not a weapon CONFIRMED — 0/59 PlayerWeapon are a Weapon.ID, 59/59 are a Turret_NNN slot
structures/unit-substructure-records.md The destructible-subsystem model — a unit's Turret/Bridge/Hatch/ShieldGenerator/Thruster sub-records CONFIRMED — 835 turrets, 835/835 WeaponID resolve, StructureCount control 667/684
structures/unit-datasheet-static.md The static unit datasheet and AI flight model — Generic, Maneuver, Effect CONFIRMED — 394 Generic + 114 Maneuver + 114 Effect records read; AA_/AV_ are one interleaved block (AV at X, AA at X+8), selection 🔴 BLOCKED for static RE (4 routes, all controlled)
structures/weapon-datasheet-static.md The static weapon datasheet — Weapon, Shell, AssortMissileParam CONFIRMED — 131 Weapon + 131 Shell + 9 AssortMissileParam records read
structures/isl-timers.md A ScriptPhase owns 32 stopwatches, and they count seconds CONFIRMED — the advance is read from sub_822710D0, the unit from
structures/isl-message-dialogue-link.md Mission scripts as dialogue — built-in 64 -> message id -> caption text CONFIRMED total, 2 683/2 683 call sites across all 28 stages resolve, no residue
structures/mission-objective-counter.md REMAINING OB — the mission's own objective counter, in RAM CONFIRMED for one Stage 02 run: a big-endian u32 whose value
structures/movie-subtitles.md Movie subtitles & the movie ↔ mission ↔ text chain
structures/mcol-collision.md MCOL — same container and map parameters as REGN 🟡 OPENED — POF0 at data_size+16 11/11, bbox pad words 11/11, extent == maxmin 11/11, and bbox + cell-size distributions identical to REGN (2/6/3 and 2/9); everything past 0x40
structures/regn-map-grid.md REGN — a per-map spatial grid (and MCOL beside it) CONFIRMED for the header, which self-checks on all 11 objects on
structures/savegame-format.md Save file (savedata) — container exact, 3 fields named , rest (2026-08-11) CONFIRMED for the container and the chunk layout — parsed off the
structures/sound-slb.md Sound bank audio — sound.pak / .slb / XMA1
structures/stage-definition-table.md Stage definition table and the squadron (UnitGroup) roster for the record vocabulary and the stage→table wiring;
structures/stage-mission-tables.md The stage table set — phases, routes, sub-objectives and AI parameters the table set and how the stage record reaches it, validated across; AIParams disc-wide: 23 objects, one shared 34-profile roster (782 records), loader sub_8233C368; Type→field-count holds except the two _Test templates
structures/texture-color-k8888.md Texture colour interpretation — k_8_8_8_8 (32bpp UI/HUD textures)
structures/ui-composable-bundles.md A screen build is not the only thing compose can draw CONFIRMED by measurement over the disc, with the artifact to
structures/ui-focus-and-effect-elements.md _eff glow layers are not focused-state records CONFIRMED by measurement over all 965 screen builds on the disc,
structures/ui-paint-order-key.md The paint order comes from a layer key in the T8aD sprite header CONFIRMED on both screens whose paint order has been measured —
structures/ui-prm-primitives.md .prm elements are untextured full-screen quads, and kind bit 0x10 says so CONFIRMED statically across all 965 screen builds on the disc.
structures/ui-rat-layout.md .rat — the UI element layout / animation record CONFIRMED for placement (2026-07-28). The retail UI can be
structures/ui-resting-pose.md A keyframe is the start of a ramp, not a pose that is held CONFIRMED against the framebuffer capture of the running title
structures/ui-screen-runtime.md The UI screen object at runtime — found in live guest memory CONFIRMED for the object's identity and its element array (five
structures/unit-group-table.md stage\UnitGroup_S<NN>.tbl — the per-stage squadron roster container format and field semantics, validated across all 28 stage
structures/unit-struct-runtime.md Runtime Unit struct (craft / vessel definitions) — read from live guest memory
structures/weapon-struct-runtime.md Runtime Weapon / Shell structs — read from live guest memory
structures/xbg7-mesh.md XBG7 — mesh geometry (inside XPR2 model containers)
title-crash-stl-tree.md The title-screen crash is an STL map/set erase on a bad iterator CONFIRMED — the guest throws std::out_of_range from an STL
ui-paint-order-third-permutation.md A third measured paint order — tool built and validated, screen not reached the reader works and is CONFIRMED against both previously
ui-quad-class-foothold.md The guest's UI quad class — a foothold found from the capture's vertex layout 🟡 PROBABLE for the identification below (it is a static read, but
ui-title-paint-order-capture.md The title screen's paint order, measured from the guest's draw submissions CONFIRMED — the order in which the running game paints the title
upstream-baseline.md A stock-upstream baseline runs Stage 02 crash-free CONFIRMED — upstream canary_experimental + only the pad
weapon-datasheet-runtime.md Weapon DATA SHEET — runtime capture (Route B) 🟡 first dynamic capture, 2026-07-28. The Arsenal's Gallery Mode panel is a
xpr2-colour-check.md XPR2 colours: channel order confirmed against the running game