re(challenge): poking unlocks the whole story campaign; MISSION SELECT is story-only
Two results from the running game, one positive and one a clean negative. POSITIVE: with word A = 0x0001FFFE (stages 1-16) every entry Stage01..Stage16 is selectable, where the control run had only Stage01 and the rest greyed. Stage16 reads "Lonely Blue Planet - NO RECORD". So any story stage can be launched from the menu by poking one word, with no save editing at all -- a simpler lever than the GHAD stage-field patch used until now. NEGATIVE: with word B = 0x3F (challenge stages 24-29 marked cleared) the list still saturates at Stage16 -- the cursor stops there and further presses do nothing. That matches the disc: the debriefing config declares exactly px_deb_stage01..16, so the list is capped by data, not by the mask. The challenge missions are NOT reachable through MISSION SELECT, and word B does not feed it. Also mapped, without finding the caller: the GP_DIALOG registry (tables.pak #41) gives DLG_GO_CHALLENGE_MISSION_MENU = 41 and DLG_CHALLENGE_MISSION_AVAILABLE = 42 (0-based, in config order). No raw immediate 41/39/37 appears anywhere in the GamePart code region, so dialogs are raised through a computed index and the entry point to GamePart 26 is still unknown. New probe: examples/screen_configs.rs dumps any tables.pak screen config by substring.
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