re(units): S08 closes the story stages (68 units), and GAME_CLEAR unlocks nothing
S08 gave the last two story-stage units — UN_be005_ADAN_SpaceFortress and UN_mn500_ADAN_FloatingMine — plus six S08 asteroid collision meshes: 68 units, 9 393 rows, 7 115 defaulted-on-disc values. Every unit any story mission fields is now read (689 more disc cross-checks, 0 disagreements). Probe recorded as a negative: setting Game Status (GHAD +48 and its header mirror +0x18) to 2 = STATE_GAME_CLEAR leaves both menus unchanged — the title still shows NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS and EXTRAS still shows only MISSION SELECT / MOVIE THEATER / BACK. So the EX/challenge rosters are not gated on that field. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01NptfmpjdpNCKEez6d2xvA9
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@@ -502,8 +502,19 @@ Two results worth calling out:
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addresses the **story campaign only**, and the EX/challenge rosters need whatever
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addresses the **story campaign only**, and the EX/challenge rosters need whatever
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menu path Challenge mode uses.
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menu path Challenge mode uses.
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That bounds the rest of the work: of the 50 units still unread, the roster ranking
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That bounds the rest of the work: of the units still unread, the roster ranking puts
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puts almost all of them in `S24/S25/S27/S28/S29` (`*_EX4`, `*_EX5`, `*EX` variants,
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almost all of them in `S24/S25/S27/S28/S29` (`*_EX4`, `*_EX5`, `*EX` variants,
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`UN_f004_TCAF_DeltaSaber_A_Player`). The only story-stage stragglers are
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`UN_f004_TCAF_DeltaSaber_A_Player`).
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`UN_mn500_ADAN_FloatingMine` and `UN_be005_ADAN_SpaceFortress` in **S08**, which is
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one more ordinary run.
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**S08 closed the story stages** — `UN_be005_ADAN_SpaceFortress` and
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`UN_mn500_ADAN_FloatingMine` (plus six `UN_S08_Asteroid_cmesh_*` collision meshes),
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taking the file to **68 units · 9 393 rows · 7 115 defaulted-on-disc values**. Every
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unit any story mission fields is now read.
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**Probe: `Game Status = GAME_CLEAR` does NOT unlock a Challenge entry.** Setting GHAD
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`+48` (and its header mirror `+0x18`) to **2** — the `STATE_GAME_CLEAR` end of the
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enum this doc names — leaves both menus exactly as they were: the title still offers
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`NEW GAME / LOAD GAME / TUTORIAL / OPTIONS / EXTRAS`, and EXTRAS still offers only
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`MISSION SELECT / MOVIE THEATER / BACK`. So the EX rosters are not gated on that
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field, and `GP_CHALLENGE.pak`'s content is reached some other way (or not at all from
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these screens).
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