isl: built-in 104 is request_next -- named from the game's own log string
Followed the writer, not the reader. [phase+10160]'s only writer in the image is one site in the mission frame loop sub_821AA1B0: it does obj->get() on an object fetched from a registry by id 0x20FFFF02, stores it to the phase, then clears the object -- read, publish, clear, every frame. The id namespace has exactly three members (0x20FFFF00/01/02), each built at exactly 4 sites, and two of those are in sub_821D5178, which gets 0x20FFFF01 and 0x20FFFF02 and logs both: GamePart_ReadyRoom::Impl::OnCommand - Wait() command is requested. Check flow control valiables. WAIT_MODE : %d, REQUEST_NEXT : %d Argument order gives 0x20FFFF01 = WAIT_MODE, 0x20FFFF02 = REQUEST_NEXT. PrepareScript corroborates: it sets WAIT_MODE=1, REQUEST_NEXT=0 before an ISL script runs. So the six tutorial stages' lone dominating condition request_next() != 1 is the script waiting on the game part's proceed flag. 6 artefact lines changed, all 6 pair exactly.
This commit is contained in:
@@ -389,6 +389,35 @@ unknown, what evidence exists, and what the first step would be. Move an item in
|
||||
the ring buffer at `bus+4` (capacity `+8`, head `+12`, count `+16`), not what
|
||||
reads `bus+8216`. Whether running out of time ends the mission is unanswered.
|
||||
|
||||
* ✅ **(2026-08-27) BUILT-IN 104 IS NAMED — `request_next`, from the game's own
|
||||
log string. [structures/isl-condition-builtins](structures/isl-condition-builtins.md).**
|
||||
Built-in 104 returns `[phase+10160]`, whose **only writer in the image** is one
|
||||
site in the mission frame loop `sub_821AA1B0`. Following that writer instead of
|
||||
the reader: `r29` is `obj->slot2()` on an object fetched from the registry at
|
||||
`[r30+2424]` by id **`0x20FFFF02`**, published to the phase, and then the same
|
||||
object is `slot1(0)` — **read, publish, clear, every frame**.
|
||||
🔑 **The id namespace has exactly three members** (`0x20FFFF00/01/02`), each
|
||||
built at exactly 4 sites image-wide — a closed family, so this is not the
|
||||
coincidence the last two iterations kept tripping on. Two of those sites are in
|
||||
`sub_821D5178`, which gets **both** `0x20FFFF01` and `0x20FFFF02` and passes
|
||||
their values to a log call whose format string (`0x820A4968`) is:
|
||||
*"silph::GamePart_ReadyRoom::Impl::OnCommand - Wait() command is requested.
|
||||
Check flow control valiables. **WAIT_MODE : %d, REQUEST_NEXT : %d**"*.
|
||||
Argument order settles it — `r4` (first `%d`) is `0x20FFFF01` = **WAIT_MODE**,
|
||||
`r5` is `0x20FFFF02` = **REQUEST_NEXT**. ⇒ **`[phase+10160]` is REQUEST_NEXT**
|
||||
and built-in 104 is **`request_next`**. Corroborated by
|
||||
`PrepareScript`, which sets `WAIT_MODE = 1` and `REQUEST_NEXT = 0` before an ISL
|
||||
script runs. So the six tutorial stages' single dominating condition
|
||||
`request_next() != 1` is the script waiting on the surrounding game part's
|
||||
*proceed* flag. ⚠️ Three other hits on offset 10160 are `lfs` on unrelated
|
||||
objects — the recurring-offset trap, excluded.
|
||||
✅ Renamed in `isl.py`; **6 artefact lines changed and all 6 pair exactly.**
|
||||
🟡 Not settled: what the `(16, 32]` gate on `[r30+104]`'s `+12` selects; the
|
||||
third id `0x20FFFF00` (used by the `GRAPH_PATH`/`EX_FONT`/`SYSTEM` code in
|
||||
`sub_821D6350`/`sub_821D6A40`); and `builtin103`'s `[phase+10152]` /
|
||||
`[phase+10156]`, which are neighbours of REQUEST_NEXT but have 14 and 11
|
||||
touching sites rather than one — a different, busier mechanism.
|
||||
|
||||
## ✅✅ SOLVED — the mission freeze was a modal sign-in dialog (2026-08-26)
|
||||
|
||||
`XamShowSigninUI` opens a modal dialog and `xeXamDispatchDialog` blocks the
|
||||
|
||||
@@ -1131,7 +1131,7 @@ An exit with no TRIGGER is not fired by a branch — a timeout exit is
|
||||
fired by time passing, which is not a property of the graph.
|
||||
|
||||
## phase 1 — END_PHASE at 0x002958: 1 necessary condition(s)
|
||||
precond 0x002898 builtin104() != 1
|
||||
precond 0x002898 request_next() != 1
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
@@ -1152,7 +1152,7 @@ An exit with no TRIGGER is not fired by a branch — a timeout exit is
|
||||
fired by time passing, which is not a property of the graph.
|
||||
|
||||
## phase 1 — END_PHASE at 0x001950: 1 necessary condition(s)
|
||||
precond 0x001890 builtin104() != 1
|
||||
precond 0x001890 request_next() != 1
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
@@ -1173,7 +1173,7 @@ An exit with no TRIGGER is not fired by a branch — a timeout exit is
|
||||
fired by time passing, which is not a property of the graph.
|
||||
|
||||
## phase 1 — END_PHASE at 0x00261C: 1 necessary condition(s)
|
||||
precond 0x00255C builtin104() != 1
|
||||
precond 0x00255C request_next() != 1
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
@@ -1194,7 +1194,7 @@ An exit with no TRIGGER is not fired by a branch — a timeout exit is
|
||||
fired by time passing, which is not a property of the graph.
|
||||
|
||||
## phase 1 — END_PHASE at 0x001250: 1 necessary condition(s)
|
||||
precond 0x001190 builtin104() != 1
|
||||
precond 0x001190 request_next() != 1
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
@@ -1215,7 +1215,7 @@ An exit with no TRIGGER is not fired by a branch — a timeout exit is
|
||||
fired by time passing, which is not a property of the graph.
|
||||
|
||||
## phase 1 — END_PHASE at 0x00208C: 1 necessary condition(s)
|
||||
precond 0x001FCC builtin104() != 1
|
||||
precond 0x001FCC request_next() != 1
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
@@ -1236,7 +1236,7 @@ An exit with no TRIGGER is not fired by a branch — a timeout exit is
|
||||
fired by time passing, which is not a property of the graph.
|
||||
|
||||
## phase 1 — END_PHASE at 0x001208: 1 necessary condition(s)
|
||||
precond 0x001148 builtin104() != 1
|
||||
precond 0x001148 request_next() != 1
|
||||
|
||||
------------------------------------------------------------------------
|
||||
|
||||
|
||||
@@ -40,8 +40,53 @@ which is exactly why their exits have one dominating condition each and why
|
||||
```
|
||||
|
||||
inside `sub_821AA1B0`, gated on a type/kind field being in `(16, 32]`. `r29`
|
||||
there comes from `or r29, r3, r3` — the return of a preceding call — so **what
|
||||
the value means is not established**, and neither is what the gate selects.
|
||||
there comes from `or r29, r3, r3` — the return of a preceding call.
|
||||
|
||||
## ✅ (2026-08-27) NAMED — built-in 104 is `request_next`, and the game says so itself
|
||||
|
||||
`r29` is the return of a **getter on an object fetched from a registry by id**:
|
||||
|
||||
```
|
||||
821AAD1C lwz r4, 2424(r30) ; the registry
|
||||
821AAD20 addis r5, r0, 0x20FF
|
||||
821AAD28 ori r5, r5, 0xFF02 ; <- the id
|
||||
821AAD38 bcctrl ; registry->slot1(&out, 0x20FFFF02)
|
||||
821AAD40 lwz r11, 0(r3) ; lwz r11, 8(r11)
|
||||
821AAD4C bcctrl ; r29 = obj->slot2() -- GET
|
||||
821AAD9C stw r29, 10160(r11) ; -> [phase+10160]
|
||||
821AADA0..DD4 ; then the SAME id again, obj->slot1(0) -- CLEAR
|
||||
```
|
||||
|
||||
So the frame loop **reads the value, publishes it to the script, and clears it**.
|
||||
|
||||
**The id namespace has exactly three members** — `0x20FFFF00`, `0x20FFFF01`,
|
||||
`0x20FFFF02` — each built at exactly 4 sites image-wide. Two of those sites are
|
||||
in `sub_821D5178`, which fetches `0x20FFFF01` and `0x20FFFF02`, calls the same
|
||||
`slot2()` getter on each, and passes both to a log call whose format string is
|
||||
at `0x820A4968`:
|
||||
|
||||
> `silph::GamePart_ReadyRoom::Impl::OnCommand - Wait() command is requested.`
|
||||
> `Check flow control valiables. WAIT_MODE : %d, REQUEST_NEXT : %d`
|
||||
|
||||
Argument order settles which is which: `r4` (first `%d`, **WAIT_MODE**) is
|
||||
`0x20FFFF01`'s value, `r5` (second, **REQUEST_NEXT**) is `0x20FFFF02`'s.
|
||||
|
||||
> ⇒ **`[phase+10160]` is `REQUEST_NEXT`, and built-in 104 returns it.**
|
||||
|
||||
That is the game's own name for the variable, not a shape-based guess.
|
||||
Corroboration: `GamePart_ReadyRoom::Impl::PrepareScript` sets `WAIT_MODE = 1`
|
||||
and `REQUEST_NEXT = 0` before an ISL script runs, and `sub_821AA1B0` clears both
|
||||
each frame after reading. `[phase+10160]` has **exactly one writer and one
|
||||
reader** in the whole image (the two above); the three other hits on offset
|
||||
10160 are `lfs` on unrelated objects.
|
||||
|
||||
So the six tutorial stages' exit condition `request_next() != 1` is the script
|
||||
waiting on the surrounding game part's *proceed* flag — which is why S18–S23
|
||||
each have exactly one dominating condition.
|
||||
|
||||
🟡 Still unread: what the `(16, 32]` gate on `[r30+104]`'s `+12` selects, and
|
||||
`0x20FFFF00`, the third id (used by the `GRAPH_PATH` / `EX_FONT` / `SYSTEM`
|
||||
code in `sub_821D6350` and `sub_821D6A40`).
|
||||
|
||||
🟡 Its neighbours belong to the same cluster: `builtin103` reads
|
||||
`[phase+10156]` and `[phase+10152]` (9 and 7 writers), and a sibling vtable stub
|
||||
|
||||
Reference in New Issue
Block a user