re: the disc's stage numbers, and the player's craft per stage

The corpus knew '28 stages' and 'six tutorials with no AIParams'.  It
did not know the NUMBERS, and they are not 1..28.  Hashing
stage\UnitGroup_S%02d.tbl for N=0..39 against GP_MAIN_GAME_E.pak:
1-16 and 18-29 ship, 17 does not -- 28 files -- and the six with no
AIParams_SNN.tbl are exactly 18-23.  So S01-S16 story, S17 absent,
S18-S23 tutorials, S24-S29 story: 22 + 6.

eng\GP_HANGAR_ARSENAL_3D.tbl's ResourceID record keys a player-craft
mesh by stage: Unit_St1_6 -> rou_f001 (DeltaSaber T), Unit_St7_16 ->
rou_f002 (W), plus six further fields tagged with the raw numbers
24,25,26,27,28,29 -> rou_f002 x4, rou_f004 (DeltaSaber A) at 28,
rou_f002.  The bare tags are the last six story-stage numbers.  Control
in the same record: tag_hash(name) == tag for 11/11 named fields, so
those six genuinely carry no name.

Cross-check from a different file: grouping the Arsenal pak's 168
stage-scoped entries by which _Player craft their loadout mounts gives
f001 = 6, f002 = 15, f004 = 1, tutorials 5+1 = 6, and every number
closes against ResourceID -- 6 = Unit_St1_6; 15 = Unit_St7_16 (10) plus
tags 24,25,26,27,29 (5); 1 = tag 28; 6+15+1+6 = 28.

So the player flies the DeltaSaber A in exactly one mission, S28, and
the DeltaSaber T only for the first six.

Not settled: the Arsenal entry filenames, so which of the 168 is S24 vs
S25 is constrained but not pinned.

New structure doc, artefact and regenerator; the other five artefacts
regenerate byte-identical.
This commit is contained in:
Sylpheed RE agent
2026-08-27 13:18:42 +00:00
parent 2b9709eaa0
commit 28a59d839f
5 changed files with 189 additions and 0 deletions

View File

@@ -827,6 +827,35 @@ 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) THE DISC'S STAGE NUMBERS ARE NOT 1..28 — S01-S16, S17
ABSENT, S18-S23 the tutorials, S24-S29 — and the player's craft per stage
falls out with it.**
[structures/stage-numbering-and-player-craft](structures/stage-numbering-and-player-craft.md),
artefact `data/stage-numbering.txt`, regenerator
`tools/re-capture/stage_numbering.py`.
The corpus knew "28 stages" and "six tutorials with no `AIParams`"; it did not
know the NUMBERS. Hashing `stage\UnitGroup_S%02d.tbl` for N=0..39:
**1-16, 18-29 ship, 17 does not** — 28 files, and the six with no
`AIParams_SNN.tbl` are exactly **18-23**. So 22 story stages + 6 tutorials.
🔑 `eng\GP_HANGAR_ARSENAL_3D.tbl`'s **`ResourceID`** record keys a player-craft
mesh by stage: `Unit_St1_6` -> `rou_f001` (DeltaSaber **T**), `Unit_St7_16` ->
`rou_f002` (**W**), and **six further fields tagged with the raw numbers
24,25,26,27,28,29** -> `rou_f002` x4, **`rou_f004` (DeltaSaber A) at 28**,
`rou_f002`. The bare tags ARE the last six story-stage numbers.
🧪 Control in the same record: `tag_hash(name) == tag` for **11/11** named
fields, so those six genuinely carry no name.
🧪 **Cross-check from a different file** — grouping the Arsenal pak's 168
stage-scoped entries by which `_Player` craft their loadout mounts gives
**f001 = 6, f002 = 15, f004 = 1, tutorials 5+1 = 6**, and every number closes
against `ResourceID`: 6 = `Unit_St1_6`; 15 = `Unit_St7_16` (10) + tags
24,25,26,27,29 (5); 1 = tag 28; 6+15+1+6 = **28**.
🔑 **The player flies the DeltaSaber A in exactly one mission, S28**, and the
DeltaSaber T only for the first six.
🟡 Not settled: the Arsenal entry FILENAMES, so which of the 168 is S24 vs S25
is constrained but not pinned (`name_hash` probing over 8 templates x 40
indices x 6 languages resolved 0; controls `<lang>\weapon.tbl`,
`<lang>\strings.tbl`, `<lang>\GP_HANGAR_ARSENAL_3D.tbl` all resolve).
***(2026-08-27) WHO SELECTS A LOADOUT: THE PAK ENTRY DOES — the Arsenal pak
is STAGE-SCOPED, 168 entries = 28 stages x 6 languages.** Also a **correction
to the entry below**.