re: the Phase_1/2/3 block of the settings family -- mostly per stage, not per phase

72 records, 94 distinct field names, 31 in every one (post-processing core, five
Fog*, three ScreenColor*, SpaceSize, five Supply*, UnderCommandSquadron, the
first BGOperate slot).  Optional families sit in clean tiers: Nebura_* and
ColorLayer* in 69/72, DOF_*/UnsharpMask_*/ExposureKey_* in 15/72, FinalPass* in
3/72.

REFUTED: BGOperateFrameCount is NOT the number of BGOperateFrameName_i slots --
36 of 72.  What holds is Count <= slots, 72/72: a fixed slot array with a live
count, the same shape as MessageCount under the 32-slot clamp.

68 of the fields common to all three phases NEVER differ in any of the 24
objects.  The phase block is a per-stage environment block copied three times;
what a phase change is actually for is the backdrop animation (BGOperate*) and
the supply/command squadron assignment.

MapPath is not in this family -- its 87 records per pack are 29 x 3, the
resource manifest's Phase_N.

Also fixed a non-determinism the verify loop caught: most_common() over a set
iteration ordered ties differently per run; now sorted by (-count, name).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
This commit is contained in:
Claude (auto)
2026-08-27 18:50:27 +00:00
parent 26b7728ceb
commit 5f764458cd
5 changed files with 177 additions and 7 deletions

View File

@@ -100,7 +100,7 @@ files, which is how the same ground got covered twice.
| [`structures/cutscene-message-table.md`](structures/cutscene-message-table.md) | Cutscene dialogue — speaker, portrait, on-screen seconds, audio cue per page | ✅ CONFIRMED, field count = 9·PageCount+2 for all 7 PageCounts, 1 252/1 252 caption keys match, 138 ids close both ways |
| [`structures/preset-message-rules.md`](structures/preset-message-rules.md) | The reactive-chatter rule table — 64 events, the (message, Yes/No) pair payload, the `Sperkers` roster | ✅ CONFIRMED, the seven fields read off `sub_82213980`, phase tables merge non-additively (224 variants discarded); 8 firing sites share one entry, Probability is a per-cent roll against rand*100.0; Yes = one-shot line; queue is Priority-ordered and capped at 128; the cooldown is Interval + Fluctuation*rand held in the lingering queue node; the 14 player-facing events are voiced by the player set alone (13/15 Katana tables, 0/129 others) (three are seconds ×60, the Yes/No element is a u32 mask, hence the 32 clamp); MessageCount·2 == positional count in 9 216/9 216; five naming routes union to 144/144 (six names predicted from the speaker roster before hashing, control 0/4); 2 388/2 405 message ids bind to a cue |
| [`structures/mission-scoring.md`](structures/mission-scoring.md) | Mission scoring and the S/A/B/C/D rank thresholds — 24 tables x 3 difficulties | ✅ CONFIRMED, one 22-field schema over 72 records; difficulty moves 10 of 22 fields and never the RankScore thresholds; 🔴 which object is which stage unresolved (0/28 names under 19 prefixes) |
| [`structures/stage-settings-table.md`](structures/stage-settings-table.md) | The per-stage settings object — Camera rigs, Player limits, Difficulty_* damage record | ✅ CONFIRMED, 24 settings objects vs 29 resource objects both using Phase_1/2/3; Camera is 13/14 fields constant; GravityFactor non-zero in 4 stages; IsBoss16Enable identifies one object |
| [`structures/stage-settings-table.md`](structures/stage-settings-table.md) | The per-stage settings object — Camera rigs, Player limits, Difficulty_* damage record | ✅ CONFIRMED, 24 settings objects vs 29 resource objects both using Phase_1/2/3; Camera is 13/14 fields constant; GravityFactor non-zero in 4 stages; IsBoss16Enable identifies one object; the Phase block is 94 fields of which 68 never vary between phases |
| [`structures/isl-mission-timer.md`](structures/isl-mission-timer.md) | The mission timer — two sequential countdowns, not a limit and a warning | ✅ CONFIRMED — read from `sub_822639B8`; the threshold reading is |
| [`structures/archive-naming.md`](structures/archive-naming.md) | Which archives the disc can name — 100% for menu paks, **0.0%** for the six 2D paks and `GP_READY_ROOM` | ✅ CONFIRMED — 6027 names × 16 prefixes, bimodal |
| [`structures/hud-config.md`](structures/hud-config.md) | The in-game HUD configuration — 16 records, 419 asset paths, and a per-stage `ResourceTable` | ✅ CONFIRMED — 0 of 419 config paths resolve as pak entries |