From 2196ac112dad8c6d689842e6fe4461884af160be Mon Sep 17 00:00:00 2001 From: "Claude (auto-RE)" Date: Wed, 29 Jul 2026 17:31:45 +0000 Subject: [PATCH] re: unit definitions are parsed at stage load, not on wave spawn Counted the definition objects at three points in Stage 02 -- just after take-off, ~12 min into combat, and after GAME OVER: 14 objects, same 14 IDs each time. Capturing a stage therefore costs one load and one snapshot; the mission does not have to be played or survived. --- docs/re/structures/unit-struct-runtime.md | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/docs/re/structures/unit-struct-runtime.md b/docs/re/structures/unit-struct-runtime.md index cca9e3f..f797905 100644 --- a/docs/re/structures/unit-struct-runtime.md +++ b/docs/re/structures/unit-struct-runtime.md @@ -219,4 +219,10 @@ tutorial adds its own units; `unit_runtime.py` unions any number of snapshots and re-solves, and more units directly promote the 🟡 bindings to ✅ by adding distinct values. +**A stage's whole unit set is parsed at load, not as waves spawn** — checked by +counting the definition objects at three points in Stage 02: immediately after +take-off, ~12 minutes in mid-combat, and after GAME OVER. 14 objects, the same +14 IDs, every time. So capturing a stage costs one load and one snapshot; there +is no need to play it, and no need to survive it. + Stages captured so far: `Ttrl` (BASIC CONTROLS), Stage 02.