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.
This commit is contained in:
Sylpheed RE agent
2026-08-27 14:27:38 +00:00
parent e4000d9cb5
commit 1132d95227
4 changed files with 135 additions and 2 deletions

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@@ -827,6 +827,33 @@ unknown, what evidence exists, and what the first step would be. Move an item in
field; the stat keys in records not opened here (`MegaTons`, `BulletLimit`,
`CrewCount`, `HP_CLASS`); why the roster lists 59 of 131.
***(2026-08-27) AN EMBEDDED PART IS A TOP-LEVEL RATC BUNDLE, ADDRESSED BY ITS
ELEMENT PREFIX — 68 of 100, against 0 of 241 for the shipped parts.**
[structures/mission-script-manifest](structures/mission-script-manifest.md),
artefact `data/prt-parts.txt` (+38 lines, 0 deletions — purely additive).
Read first: `ui-rat-layout.md` OWNS the RATC stack and already documents the
60-byte element declaration table at `0x20` 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` = **130 bundles, 114 distinct element
prefixes** — `pgmenu_btn00`, `pghud_wing`, `pgface`, `pghud_range`,
`pgmanuva_eff0`, i.e. 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_` `0x92239624`, `_failed_` `0xc01017fc`, `_restart_` `0x606fef65`.
**`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 — `pghud_wing_act_*` beside `pghud_wing`,
`pghud_range_*` beside `pghud_range`, `pgmanuva_eff1..3` beside
`pgmanuva_eff0`, `pgtarget_*` — reading as "a variant declared inside a parent
bundle". **A reading, not adopted**; nothing here shows the variant mechanism.
🟡 Still open: those 32, and `pgmsg_update`, absent from every route tried.
***(2026-08-27) WHO REFERENCES A `.prt` DECIDES WHETHER IT SHIPS — menu parts
are named and shipped, in-game parts are embedded. 0 counterexamples in 376.**
[structures/mission-script-manifest](structures/mission-script-manifest.md),

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@@ -66,6 +66,44 @@
psview_release.prt
pg* parts: 135, of which 6 resolve: ['pgloading.prt', 'pgloading2.prt', 'pgmsg_scr.prt', 'pgpause.prt', 'pgpause_ttrl.prt', 'pgpbase.prt']
## AN EMBEDDED PART IS A TOP-LEVEL RATC BUNDLE, named by its element prefix
RATC bundle element-prefixes: 363 distinct (2D paks: 114)
in-game-only .prt (100): match a 2D bundle prefix 68 ; any bundle prefix 68
CONTROL shipped .prt (241): match a 2D bundle prefix 0 ; any bundle prefix 13
in-game .prt with NO 2D bundle (32):
pggauge_armor_eff1.prt
pggauge_shield_eff1.prt
pghud_GAremainder.prt
pghud_OBremainder.prt
pghud_arms_active1em.prt
pghud_arms_active1oh.prt
pghud_arms_active2em.prt
pghud_arms_active2oh.prt
pghud_arms_active3em.prt
pghud_arms_active3oh.prt
pghud_range_bar_em.prt
pghud_range_main.prt
pghud_range_nose.prt
pghud_subtarget.prt
pghud_target_locator_easy.prt
pghud_wing_act_attack.prt
pghud_wing_act_dispersion.prt
pghud_wing_act_formation.prt
pghud_wing_act_guard.prt
pghud_wing_alert.prt
pghud_wing_damage.prt
pgmanuva_eff1.prt
pgmanuva_eff2.prt
pgmanuva_eff3.prt
pgmark_em_ob_s.prt
pgmsg_update.prt
pgremaining.prt
pgtarget_G_missile.prt
pgtarget_cannon.prt
pgtarget_gun.prt
pgtarget_laser.prt
pgtimer.prt
## `<stem>_sub.rat` sub-bundles inside RATC
distinct _sub.rat names: 11
pgmsg_end_sub.rat in 6 archives ['GP_MAIN_GAME_D2D.pak', 'GP_MAIN_GAME_E2D.pak']

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@@ -156,7 +156,43 @@ yet absent — `pgmenu_btn*` / `pgmenu_item*` / `pgmenu_pad`, `pgfacewin*`,
drawn from the in-game bundles. Consistent with the split above; not separately
proved.
**Still not settled**: where the embedded parts sit *inside* a bundle. What is
### ✅ An embedded part IS a top-level RATC bundle, named by its element prefix
[ui-rat-layout](ui-rat-layout.md) owns this stack and already says a top-level
RATC bundle is *"one (context × language) build of that screen"* with a 60-byte
element declaration table at `0x20`. What it does not say is **how a part is
addressed when it is not a pak entry**. It is addressed by the bundle itself:
the elements of one bundle share a common name prefix, and **that prefix is the
part name**.
`GP_MAIN_GAME_E2D.pak` holds **130** bundles with **114** distinct element
prefixes — `pgmenu_btn00`, `pghud_wing`, `pgface`, `pghud_range`,
`pgmanuva_eff0`, … i.e. exactly the in-game part names.
| | matches a **2D** bundle prefix | matches any bundle prefix |
|---|---:|---:|
| the 100 in-game-only `.prt` | **68** | 68 |
| **CONTROL** the 241 shipped `.prt` | **0** | 13 |
**0 of 241** is what makes this a result rather than a coincidence: the two
families are disjoint on the test. (The 13 are shipped parts matching a bundle
in their *own* screen pak, which is expected.)
Four of the five mission banners land here: `pgmsg_start.prt` is the E2D bundle
`0x89fac252`, a one-element bundle declaring `pgmsg_start_sub.rat`; likewise
`_end_` `0x92239624`, `_failed_` `0xc01017fc`, `_restart_` `0x606fef65`.
**`pgmsg_update` has no bundle at all** — consistent with it having no
`_sub.rat` either.
🟡 **32 in-game names still have no 2D bundle** (listed in the artefact). They
visibly cluster into families whose *base* name is a bundle — `pghud_wing_act_*`
beside `pghud_wing`, `pghud_range_*` beside `pghud_range`, `pgmanuva_eff1..3`
beside `pgmanuva_eff0`, `pgtarget_*` — which reads as "a variant declared inside
a parent bundle rather than a bundle of its own". **A reading, not adopted**;
nothing here shows the variant mechanism.
**Still not settled**: those 32, and `pgmsg_update`, which is absent from every
route tried. What is
now settled is that they are **not** pak entries while 241 of their siblings are,
and that `pgmsg_update` is the odd one out even among them.