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.
This commit is contained in:
2026-08-13 20:54:57 +00:00
parent 3ef2c438ae
commit aac017dd0d
4 changed files with 32 additions and 0 deletions

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@@ -0,0 +1,18 @@
//! RE probe: dump tables.pak screen-config records that mention a given token.
//! Usage: screen_configs <disc-root> <substring>
use sylpheed_formats::{idxd::IdxdObject, pak::PakArchive};
fn main(){
let a:Vec<String>=std::env::args().collect();
let needle=a.get(2).cloned().unwrap_or_else(||"CHALLENGE".into());
let arc=PakArchive::open(format!("{}/dat/tables.pak",a[1])).unwrap();
for (i,e) in arc.entries().iter().enumerate(){
let Ok(b)=arc.read(e) else{continue};
let Ok(o)=IdxdObject::parse(&b) else{continue};
let t=o.tokens();
if !t.iter().any(|s|s.to_lowercase().contains(&needle.to_lowercase())){continue}
let path=t.iter().find(|s|s.contains(".pak+")).cloned().unwrap_or_default();
if !path.is_empty() && !path.contains("+eng"){continue}
println!("\n=== entry #{i} schema {:08x} [{path}] {} tokens ===",o.schema_hash,t.len());
for (j,tok) in t.iter().enumerate(){println!(" {j:3} {tok}");}
}
}

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@@ -310,6 +310,20 @@ claims stages that do not exist (`0`, `17`, `24``31` in word A). Poking only
story ids (`0x0001FFFE` = stages 116) does **not** blow the heap. That the list story ids (`0x0001FFFE` = stages 116) does **not** blow the heap. That the list
screen changes behaviour with the mask is itself confirmation that word A feeds it. screen changes behaviour with the mask is itself confirmation that word A feeds it.
**Poking real stage ids unlocks the story campaign in the menu** ✅. With word A =
`0x0001FFFE` (stages 116) every entry `Stage01``Stage16` is selectable
([capture](captures/mission-select-all-story-unlocked.png)) where the control had only
`Stage01`; `Stage16` reads *"Lonely Blue Planet — NO RECORD"*. So **any story stage
can now be launched from the menu**, with no save editing, by poking one word.
**But MISSION SELECT is story-only** ❌. With word B = `0x3F` (challenge stages 2429
marked cleared) the list still **saturates at `Stage16`**
([capture](captures/mission-select-ends-at-stage16.png)) — the cursor stops there and
further presses do nothing. That matches the data: the debriefing config declares
exactly `px_deb_stage01…16`, so the list length is capped by the disc, not by the
mask. **The challenge missions cannot be reached through this screen**, and word B
does not feed it.
**What the poke did not do (yet):** `EXTRAS` still shows only `MISSION SELECT / **What the poke did not do (yet):** `EXTRAS` still shows only `MISSION SELECT /
MOVIE THEATER / BACK` — no challenge entry — although the menu was built 26 s MOVIE THEATER / BACK` — no challenge entry — although the menu was built 26 s
*after* the poke, so this is not staleness. Entering `MISSION SELECT` then failed, *after* the poke, so this is not staleness. Entering `MISSION SELECT` then failed,