re: the reactive-chatter rule table behind ORDOR_SQUADRON_EXTENDED
864 records = 144 rule tables per language pack x 6. One schema for all 9216 event records; MessageCount*2 == positional count with zero mismatches. Named 136/144 by two independent routes that agree as sets. 2388/2405 message ids join the settled sound-cue table. Corrects squadron-orders.md: the executable misspells all four SQUADRON entries of the 0x820AEEB0 enum as ORDOR_, and the disc data matches. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
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# The reactive-chatter rule table
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**✅ Settled 2026-08-27** (static; regenerator
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`tools/re-capture/preset_messages.py`, artefact
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[`data/preset-messages.txt`](../data/preset-messages.txt)).
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The corpus already knew *that* `PresetMessage_*` is reactive combat chatter —
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[`ixud-localised-text.md`](ixud-localised-text.md) names the IXUD family
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("the bulk: reactive combat chatter keyed by speaker class") and
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[`mission-phase-deployment.md`](../mission-phase-deployment.md) found the link
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that reaches it (`message\UnitMessageSet_S<NN>.tbl` gives every crew a
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`PresetMessage_Phase1/2/3`). What neither says is **what is inside the table** —
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which events exist, what governs when a line fires, and how a line reaches a
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recording. That is this document.
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## Two files per set
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A chatter set is a **pair** of IDXD objects in each `dat/GP_MAIN_GAME_<lang>.pak`:
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| name | role |
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|---|---|
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| `message\PresetMessage_<who>.tbl` | the **rule** table — this document |
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| `message\PresetMessage_<who>_msg.tbl` | the **message** table |
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The `_msg` half is *not* new: it is exactly the record layout
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[`cutscene-message-table.md`](cutscene-message-table.md) settled for
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`MSG_DEMO_*` — a `Generic` count record plus `Message_NNN` records with `ID` /
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`PageCount` and 9 positional fields per page. What that document does not say is
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that the same layout carries **137 more objects per language pack** for
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in-mission chatter, against the 32 cutscene ones it counted. The control run
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confirms the split cleanly: of the 273 `PresetMessage_*` names that hit an IDXD
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entry, **136 are rule tables and 137 are `Generic`+`Message_NNN` message
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tables** (3 of those are `Generic`-only, i.e. empty).
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## The rule table
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**144 per language pack, 864 across the six `GP_MAIN_GAME_<lang>.pak`** — one
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identical count in each, and `ORDOR_SQUADRON_EXTENDED` (the misspelling is the
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game's, see below) is the largest single record name on the disc for exactly
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that reason.
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Every one of the 144 has the **same 65 records**: 64 event records plus a
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`Sperkers` (sic) roster. One record-name tuple, no variants.
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### Event records
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All 9 216 event records (144 × 64) share **one** named-field schema, with no
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exceptions:
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```
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EffectiveTime Interval Priority Probability MessageCount
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IntervalFluctuation Pattern
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```
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After the seven named fields come the record's positional payload —
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[a record's unnamed positional fields are its payload] — in **pairs**:
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(message id, Yes/No) e.g. ('MSG_BIRD_020', 'No')
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`MessageCount` is the number of pairs, and that identity is **exact**:
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`MessageCount · 2 == positional-field count` in **9 216 of 9 216** records, zero
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mismatches. That is what pins the pairing. The second element of each pair is
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`No` 8 940 times and `Yes` 388 times; its meaning is not settled.
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### The 64 events
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The full census with per-event table counts is in the artefact. The shape of
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that census is itself informative:
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* **Player-facing events are voiced only by the wingman tables.** Every
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`LOCKON_1..12`, `LOCKON_UP`, `LOCKON_DOWN`, `PLAYER_HP_LESS_10/30/50` and
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`PLAYER_AMMO_LESS_00/10/40` record carries lines in **exactly 13** of the 144
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tables — the same 13 as `ORDER_WINGMAN_{FORMATION,ATTACK,COVER,EXTENDED}`.
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* The squad/squadron order events carry lines in **7** tables each.
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* Generic combat events are near-universal: `DAMAGED_BY_PLAYER_GREATER_50` 128,
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`DAMAGED` 124, `HP_LESS_10` and `HP_LESS_50` 121 each.
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* **Five events are declared everywhere and populated nowhere** —
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`DAMAGED_BY_PLAYER_50_30`, `HP_LESS_30`, `RETURNED`, `TALK`, `TM_TO_PLAYER`
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have `MessageCount 0` in all 144 tables. They are slots the shipped data never
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uses.
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Note the near-miss pairs that are *not* redundant: `HP_LESS_*` (the speaker's
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own hull) versus `PLAYER_HP_LESS_*`, and `AVOIDED_BY_PLAYER` versus
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`AVOIDED_PLAYER_ATTACK`. The `_PLAYER` half of each pair is the smaller
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population.
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### `Sperkers`
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The last record is a roster of speaker names as **field names** with empty
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values — `CharacterELLEN`, `CharacterADANCAMAEL`, … **49 distinct speakers**
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across the 144 tables. Most tables name one speaker (84 of 144); the rest name
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2–11, and three name none.
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## The join to audio is the settled cue table
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The pair's first element is a message id, and it resolves through the cue index
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[`sound-cue-table.md`](sound-cue-table.md) already documents — `MSG_` becomes
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`VOICE_`, then `SOUNDS` in `dat/tables.pak` gives the numeric id and `FILES` the
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`.slb` bank.
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**2 388 of 2 405 distinct message ids resolve (99.3 %).** The 17 that do not
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are characterised, not swept up: 8 are ordinary four-letter-family ids
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(`MSG_ADAN_569/668/788/789`, `MSG_ADPL_045/046/047`, `MSG_RHIN_341`) and 9 are
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`MSG_VOICE_*`, seven of them the consecutive run `MSG_VOICE_D_443`…`_449`. A
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consecutive run with no recording reads as content cut late. All 17 are listed
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in the artefact.
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⚠️ **The wrinkle in that doc is real and I walked into it.** Rewriting `MSG_` to
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`VOICE_` unconditionally gives `VOICE_VOICE_D_443`, which resolved only 2 353 of
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2 405 and would have been written up as "52 lines with no recording", with 44 of
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them a naming artefact. `sound-cue-table.md` states the exception explicitly —
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a name that already carries `VOICE_` keeps the one it has — and applying it
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moves the count to 2 388. Recorded here because the same trap is one line of
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code away in any port.
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## Naming, by two independent routes that agree
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The rule tables are pak entries keyed by `name_hash`, so they had to be named
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before any of this could be read.
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1. **Harvested strings** — every `PresetMessage_*` string appearing anywhere in
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any IDXD object on the disc, hashed under the `message\` prefix: **136/144**.
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2. **Declarations** — the `PresetMessage_Phase1/2/3` values of the 22
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`message\UnitMessageSet_S<NN>.tbl` tables: **136/144**.
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The two routes name **the same set** (verified as a set identity, not a matching
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count). Names are of the form
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`PresetMessage_<who>[_<NN>]_S<stage>-<phase>.tbl`, e.g.
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`PresetMessage_Ellen_03_S03-3.tbl`, `PresetMessage_ADAN_Camael.tbl` — so a set is
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scoped to a character *and* a stage-phase, which is what makes 144 of them.
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### Residual, characterised
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* **8 rule tables stay unnamed** and — this is the point — they are unnamed by
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*both* routes: nothing on the disc declares them. Their hashes are in the
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artefact.
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* `UnitMessageSet_S<NN>.tbl` exists for **22 of the 28 shipped stages**. The six
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missing are exactly **S18–S23, the tutorials**, which is the same set that has
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no `AIParams_SNN.tbl` ([`challenge-mission-gate.md`](challenge-mission-gate.md)).
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So the 8 undeclared tables are plausibly tutorial chatter, but that is a
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reading — no tutorial `UnitMessageSet` exists to confirm it.
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* The 22 stage tables declare **137** distinct `PresetMessage` sets against 136
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rule tables resolved, so one declared set has no rule table under the
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`message\` prefix.
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## ✅ Correction to `squadron-orders.md`
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That document renders the voice-line enum at `0x820AEEB0` as
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`ORDER_{WINGMAN,SQUAD,SQUADRON}_{FORMATION,ATTACK,COVER,EXTENDED}`. The
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executable's own strings are **not** uniform: the WINGMAN and SQUAD names are
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`ORDER_`, and all four SQUADRON names are misspelled **`ORDOR_`**. The disc data
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carries the identical misspelling, which is how the two sides were joined.
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That document's 🔴 warning — that this enum is a UI/comms axis and is **not** the
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order-class enum — is **confirmed and now explained**: all twelve names are
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record names in this chatter rule table, i.e. they are the twelve *events*
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"a squadron order was issued", each with its own lines, priority and interval.
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They are triggers for barks, not order types.
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## 🟡 Not settled
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* What `EffectiveTime`, `Interval`, `IntervalFluctuation`, `Priority`,
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`Probability` and `Pattern` mean numerically — they are read here as a schema,
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not measured against the running game.
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* The `Yes`/`No` second element of each pair.
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* Which of the 49 speakers is a wingman — the "13 tables" partition above is a
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count, not a verified roster.
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