re(challenge): the gate is CLEARED STAGES -- my achievement reading was wrong
Third revision of this claim, and this one has the writer.
Word A (singleton +80) has exactly ONE writer in the image. Scanning all 22
callers of the +80 struct copier (0x82175110) for one that stores to the copy's
word 0 gives a single hit, 0x821C1820, inside GamePart_StageClear:
if (this+1004 & 0x20000) skip ; already recorded
copy local = singleton->progress ; src = obj+80
local.word0 |= 1 << (this+84)
if changed: singleton->set(local) ; assign + async persist
and this+84 is the STAGE NUMBER, by two independent uses: 0x821C1760 indexes a
20-byte per-stage record array with it (this + (x+7)*20, three words plus an
8-byte timestamp -- the savegame's 16x20 SHAB shape), and 0x821C1EEC/0x821C1924
pass it as the index into the config key "STAGE" (0x820A2540), the debriefing's
px_deb_stage01..16 sprite list.
So a challenge mission's REQUIREMENT n means "stage n has been cleared", and the
<24 / >=24 split is the disc's own stage numbering: story 1-16 and tutorial 18-23
in word A, challenge 24-29 as word B bits 0-5. TimeAttack needs stage 16 -- the
last story mission -- and the other five chain off challenge stages 25-29. That
is what the raw numbers suggested in the first place.
REFUTED: "the bit space is the game's 24 achievements". ACHIEVEMENTS_REQUIREMENTS
having 24 entries and the gate splitting at 24 is a COINCIDENCE -- 24 is also the
first challenge stage's id. Nothing copies the Debriefing's masks (+208/+736/+740)
into +80, which is the check that should have preceded the claim.
The achievement work itself stands and is kept, retitled and rescoped in
structures/achievements.md: the XACH table (.pe 0x8FBCBC, 36-byte records,
1000G self-check), the 24 names/descriptions, the on-disc ACHIEVEMENTS_REQUIREMENTS
list, and the XACHIEVEMENT_DETAILS/XAM read path. It just does not gate the
challenge missions.
Still open: word B (+1956) has no known writer -- GamePart_StageClear's
unconditional 1 << x would land a challenge stage on word A bits 24-29, not word
B, so clearing a challenge mission must be recorded by another path (presumably
the one that also stores its Time/Points record).
This commit is contained in:
@@ -1,9 +1,9 @@
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# Challenge / EX missions — the stage set, the GamePart graph, and the kind field
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**Status:** ✅ for the static structure (stage set, GamePart ids, the config-section
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switch) and for the **unlock mechanism** (a bit test against the achievement mask);
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🟡 for the crash mechanism and for which mission consumes which bit; ❔ for where the
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mask persists.
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switch) and for the **unlock mechanism** (a bit test against a *cleared-stage* mask,
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whose sole writer is `GamePart_StageClear`); 🟡 for the crash mechanism, for word B's
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writer, and for which mission consumes which bit.
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**Method:** static only — `.pe` string/pointer analysis + DuckDB disassembly + disc
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records. No emulator run, no gamepad input.
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**Evidence:** [`captures/challenge-map.txt`](captures/challenge-map.txt),
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@@ -162,50 +162,65 @@ offsets **`+80`** and **`+1956`**. So challenge
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availability is one bit in a progress bitfield, and `REQUIREMENT` is that bit's index
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— **not** a stage number, a score, or a difficulty.
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### 5.2 The bit space is the game's 24 ACHIEVEMENTS ✅
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### 5.2 The bit space is CLEARED STAGES ✅
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The `< 24` / `>= 24` split is not arbitrary. `GamePart_Debriefing`
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(`0x8218CF38`–`0x82191B18`) walks a disc config list called
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**`ACHIEVEMENTS_REQUIREMENTS`** (`tables.pak` entry #16, schema `744c0519`) and, for
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entry index `n`, tests and sets **bit `n`** of an awarded-mask — and that list is
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exactly `ACHIEVEMENT01` … `ACHIEVEMENT24`, **24 entries**. The XEX's own `XACH`
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resource holds the matching 24 achievement definitions, summing to **1000G**, the
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retail total. Full table and record layout:
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[`structures/achievements.md`](structures/achievements.md).
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Word A has exactly **one** writer in the image, and finding it settles the question.
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Scanning all 22 callers of the `+80` struct copier (`0x82175110`) for one that stores
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to the copy's **word 0** gives a single hit, `0x821C1820`, inside
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**`GamePart_StageClear`** (`0x821C09D8`–`0x821C29F0`):
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So **word A (`+80`) reads as the earned-achievement mask** and **word B (`+1956`) as a
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second, different flag space** that requirement values `≥ 24` index as `bit n-24`.
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```asm
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if (this+1004 & 0x20000) skip ; already recorded
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this+80 = 1
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copy local = singleton->progress ; bl 0x82175110, src = obj+80
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x = this+84
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local.word0 |= 1 << x ; slw r10, r26, r10
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if changed: singleton->set(local) ; bl 0x8216FF70 (assign + async persist)
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```
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⚠️ **Corrected the same day:** an earlier draft said "bit `n` = achievement `n+1`" and
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called the join ✅. Both were over-claimed. The Debriefing's masks live on the
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*Debriefing* object (`+208`/`+736`/`+740`), nothing observed copies them into the
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singleton's `+80`, and the one place the image is *seen* turning an achievement into a
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bit does `1 << dwId` with **1-based** ids. So the mapping is 🟡 and, if it holds, is
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`REQUIREMENT n` = achievement **`n`** — see
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[achievements §3.1 and §4](structures/achievements.md).
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**`this+84` is the stage number**, and two independent uses prove it:
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### 5.3 What the six requirement values are 🟡
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- `0x821C1760` indexes a **20-byte record array** with it — `this + (x+7)*20`, whose
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records are written as three words plus an 8-byte timestamp, i.e. the shape of the
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savegame's 16×20-byte `SHAB` table;
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- `0x821C1EEC` and `0x821C1924` pass it as the **index into the config key `STAGE`**
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(`0x820A2540`) — the debriefing config's `px_deb_stage01…16` sprite list.
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The record's numeric tokens are `16`, `25`, `26`, `27`, `29`, and `24`/`28` are
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already in the pool earlier (they double as font metrics), so they would be **deduped
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away** if used. **IDXD dedupes the string pool, so positional key/value pairing is not
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sound here** (the same trap the movie/subtitle map hit) — with one exception: `16` sits
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*immediately* before `REQUIREMENT` (tokens 96 → 97), which is the documented
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value-before-key adjacency, so the **first** mission (`TimeAttack`) requiring **bit 16**
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is well-supported.
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So **word A is a "stage cleared" bitmask**, and a challenge mission's `REQUIREMENT n`
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means **"stage `n` has been cleared"**. The `< 24` / `>= 24` split then lines up with
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the disc's own stage numbering from §1: story `1`–`16` and tutorial `18`–`23` sit in
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word A, and the challenge stages `24`–`29` are exactly word B's bits `0`–`5`.
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Under the 1-based reading that §5.2 now prefers, bit 16 is achievement **16,
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"Night Ravens Patch"** — *"for challenging and eradicating the Night Raven
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Squadron"*, a stage-15-era award. (The withdrawn 0-based reading gave achievement 17,
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"Solar System Defense Award"; both are plausible gates for a first challenge mission,
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which is precisely why the numbering has to be settled by evidence rather than by
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which story reads better.)
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> ⚠️ **Third revision of this claim — the first two were wrong, and how they went
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> wrong is worth keeping.** An earlier pass read the split at 24 as "the game's 24
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> achievements" because `ACHIEVEMENTS_REQUIREMENTS` has exactly 24 entries. That is a
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> **coincidence**: the achievement count and the first challenge stage id are both 24
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> for unrelated reasons. The achievement work itself stands — the `XACH` table, the
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> 1000G self-check, and the `XACHIEVEMENT_DETAILS`/XAM enumeration are all solid, and
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> are documented in [structures/achievements.md](structures/achievements.md) — it just
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> **does not gate the challenge missions**. The lesson: a numeric coincidence is not a
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> join; find the writer.
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The remaining five values (`25`–`29`, all `≥ 24`) therefore index **word B**, not
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achievements — most plausibly a challenge-clear chain, since there are six challenge
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missions and word B's bits `0`–`5` would be `24`–`29`. Recorded as a hypothesis;
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resolving the per-mission pairing needs the record's binary index section, not the
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pool.
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### 5.3 What the six requirement values are ✅/🟡
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The record's numeric tokens are `16`, `25`, `26`, `27`, `29`, with `24`/`28` already
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in the pool earlier (they double as font metrics) and so **deduped away** if used.
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IDXD dedup makes positional key/value pairing unsound in general — but `16` sits
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*immediately* before `REQUIREMENT` (tokens 96 → 97), the documented value-before-key
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adjacency, so the first mission's value is well-supported.
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**`TimeAttack` requires stage 16 cleared** — the final story mission. That is the
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natural gate, and it is what the *first* reading of these numbers suggested before the
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achievement detour talked me out of it.
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The other five values are `≥ 24`, i.e. **challenge stages 24–29**: the challenge
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missions chain off each other. 🟡 on the exact pairing (which mission needs which),
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which needs the record's binary index section rather than the string pool.
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🟡 **Word B has no known writer.** `GamePart_StageClear` sets `1 << x` into word A
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unconditionally, which for a challenge stage (`x ≥ 24`) would land on word A bits
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24–29, *not* word B — so clearing a challenge mission must be recorded by a different
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path, presumably one that also stores its `Time`/`Points` record. Not yet found.
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**Negative worth keeping:** the requirement *text* (`TimeAttackRequirement`,
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`Extra01Requirement`, …) is **not** in `GP_CHALLENGE.pak` — building a `TextIndex`
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@@ -215,12 +230,20 @@ keys resolve through a naming scheme the current loader does not reproduce. Read
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them would say in plain English what each mission asks for — worth one more attempt
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via `hash::TOC_NAME_SCHEMES`.
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### 5.4 Why this matters operationally — and one lead already refuted
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### 5.4 Where the mask lives, and one lead refuted
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If word A / word B are restored from the save, a **hand-written save with those bits
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set unlocks all six challenge missions** — and the savegame round-trip is already
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solved. That would turn the last 42 units of the Route-B harvest into one run instead
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of an unreachable menu.
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Word A is **word 0 of a 232-byte progress struct at singleton `+80`** (`0x82175110`
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copies it out: two words, an 8-byte pair, a 184-byte `memcpy`, then 8 words from
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`+200`). `0x8216FF70` compares, assigns, and then spawns a worker (`0x82170168`) under
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a lock — i.e. the struct is **persisted asynchronously**. `GamePart_Debriefing` uses
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the same get/modify/set on it to accumulate saturating career counters
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(`+200`…`+224`, the last a 64-bit total), which are exactly the quantities the
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achievement requirements test.
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So a **hand-written progress record with the stage bits set would unlock the challenge
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missions**, and the last 42 units of the Route-B harvest become one run instead of an
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unreachable menu — *if* this struct is what the savegame carries. That is the open
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question.
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**The obvious lead is dead.** The three `stw`s to `+1956` in `0x822AF278` /
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`sub_822C8748` looked promising because they sit in the save serializer's code region
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