docs: map where the autopilot's objective and action knowledge lives on the disc

The autopilot doc's own problem #2 is that the pilot ignores the mission
objective - its 300s run took no damage, killed one fighter, and watched
REMAINING OB RISE from 004 to 011. So this surveys where that knowledge is.

GP_TUTORIAL.pak yields the game's own list of what a player can do: BASIC
CONTROLS, HEADS-UP DISPLAY, RADAR, SUPPLY AND SPECIAL MOVES, RADIO ORDERS,
ADVANCED CONTROLS, with descriptions. Worth stating against what the pilot
actually does: pilot.py and navigator.py use move and attack only. Resupply,
special moves, radio orders to wingmen and advanced maneuvers are all unused, and
two of them bear directly on open problems - resupply is the untested RETIRE
mode, radio orders is an escort lever that flying skill does not substitute for.

tables.pak is a name-resolved config seam: 79 IDXD objects, 6275 distinct field
names, including DLG_MISSION_OBJECTIVE and DLG_STAGE_TITLE01..16 (so 16 stages).
GP_MAIN_GAME_<lang>.pak holds 131 weapon\ tables, 113 unit\ and 64 message\ -
the weapon ones being what problem #1 wants for real projectile speed and range.

But the objective TEXT is not text: DLG_MISSION_OBJECTIVE = pdscr099.prt, a
screen part, and the message tables resolve to face textures. All human-readable
text in this game is rendered sprite art, which is why the UI work has been
reading pixels all along. A per-mission objective table is an OCR job, not a
table dump - so the cheaper and more actionable route is the runtime REMAINING OB
counter, which is on the HUD and therefore in RAM.
This commit is contained in:
Sylpheed RE agent
2026-08-19 13:13:33 +00:00
parent ef739ea80d
commit b7653216d6
3 changed files with 102 additions and 0 deletions

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