re: decode the config records -- render/input constants, and a correction
parse() + named() on each named record (data/config-records.txt). The find, directly portable: Rendering carries the tone-mapping and bloom numbers (Brightness 1.4, Contrast 1.0, ExposureKeyValue 0.18, BrightPassThreshold 0.6, LuminanceMin/Max 0.15/3.6, BloomScale 0.5, AfterimageScale 0.05, StarScale 1.20, GlareType 8), ControlTweak the input constants (CameraSpeed 0.50, TargetSpeed 0.50, TargetMovingRange -10..10, mov_trigger_play 20, eye/mov_stick_play 6000), and Camera NoseCameraFOV 0.92 / ChangeTime 0.20. Corrects my own last entry: WEAPONS is a 59-entry NAME ROSTER, not a stat sheet, and UNITS is not units at all -- seven craft-slot/pilot pairs, the wingman roster. IGNORE is a 13-name blocklist over the weapon enumeration. AUTO_SETTINGS lists exactly 28 stageNN_settings.tbl files -- a third independent confirmation of the 28-stage count. The objective-shaped records are UI: SUB_OBJECTIVE is a HUD layout (two variants ship), SQUADRON_ORDER_OBJECT is 29 .prt sprite names, MISSIONS holds the challenge categories, STAGES has zero fields. Docs + one new artefact; ISL artefacts byte-identical.
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@@ -748,6 +748,44 @@ unknown, what evidence exists, and what the first step would be. Move an item in
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`GP_HANGAR_ARSENAL.pak` is a pointer, not a decode; the field-level read is a
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separate job per table.
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* ✅🔴 **(2026-08-27) THE CONFIG RECORDS ARE DECODED — real render/input constants
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for the port, and my "canonical weapon/unit definitions" guess was half wrong.
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Artefact `data/config-records.txt`,
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[structures/isl-condition-builtins](structures/isl-condition-builtins.md).**
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✅ **The find — directly portable constants:**
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`Rendering` = `Brightness 1.4`, `Contrast 1.0`, `Saturation 1.00`, `Hue 0.00`,
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`ExposureKeyValue 0.18`, `BrightPassThreshold 0.6`, `BrightPassOffset 1.5`,
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`LuminanceMin 0.15`, `LuminanceMax 3.6`, `BloomScale 0.5`,
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`AfterimageScale 0.05`, `StarScale 1.20`, `GlareType 8`, `ColorLayer R/G/B/A`.
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`ControlTweak` = `CameraSpeed 0.50`, `TargetSpeed 0.50`,
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`TargetMovingRange −10.0…10.0`, `mov_trigger_play 20`, `eye_stick_play 6000`,
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`mov_stick_play 6000`. `Camera` = `NoseCameraFOV 0.92`, `ChangeTime 0.20`.
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These are the game's own tone-mapping, bloom and input-deadzone numbers.
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🔴 **Correction to my own last entry.** I said `GP_HANGAR_ARSENAL.pak` holds
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"the canonical weapon/unit definitions". **`WEAPONS` is a 59-entry NAME ROSTER**
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(`No_Equipment`, `Machiene_Cannon_MG1`, `Broad_Sword_SG1`, `Frail_GP37`,
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`Stiletto_BG1`, `Pilum_BP`, …) — an enumeration of ids, **not a stat sheet**.
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And **`UNITS` is not units at all**: seven craft-slot↔pilot pairs —
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`Bird1-Sandra`, `Bird2-Billy`, `Bird3-Antonius`, `Bird4-Carl`,
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`Rhino1-Raymond`, `Rhino2-Katana`, `Rhino3-Ellen` — **the wingman roster**.
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✅ **`IGNORE` is a 13-name blocklist** over that enumeration
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(`Long_Spear_HBP`, `Twin_Saber_LG2H`, `Eagle_120AM`, `Maelstrom_Bomb`,
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`Cluster_Mine_B10`, plus placeholders `Wep_82`, `Wep_85`) — weapons that exist
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but are withheld.
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🔑 **`AUTO_SETTINGS` lists exactly 28 files** (`stage01_settings.tbl` …
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`stage29_settings.tbl`) — a **third independent confirmation of the 28-stage
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count**, after the `.ssb` census and the `UnitGroup_SNN.tbl` probe.
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🟡 **The "objective" records are UI, not gameplay.** `SUB_OBJECTIVE` is a HUD
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layout (`MAX_OBJECTIVE_OFFSET 353,242`, `TEXT_OFFSET 85,271`,
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`NUM_QUALIFY_OFFSET 309,242`, `DOT_OFFSET 0,20`) with a **second variant** in
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one pak (`275,222` / `85,251` / `231,222` / `0,0`), so two layouts ship.
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`SQUADRON_ORDER_OBJECT` is 29 `.prt` sprite names. `MISSIONS` holds
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`TimeAttack`, `ScoreAttack`, `Extra01`…`Extra04` — the **challenge**
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categories, not the campaign. `STAGES` has **zero** fields.
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🟡 Not settled: where weapon/unit STATS live — the roster names an enumeration,
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and the corpus's existing weapon datasheet came from a runtime capture, so the
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static table behind it is still unlocated.
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## ✅✅ SOLVED — the mission freeze was a modal sign-in dialog (2026-08-26)
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`XamShowSigninUI` opens a modal dialog and `xeXamDispatchDialog` blocks the
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