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