re: the in-game HUD config -- 16 records, 419 asset paths, a per-stage ResourceTable
Checked first: no docs/re file mentions ArmsStatus, RangeFinder, Radar, Sight, Wing, NamePlate or ResourceTable. Only HudResource had been opened; the other fifteen records had not. The six IDXD entries of GP_MAIN_GAME_E2D.pak: two carry the 16-record HUD config, two the 13-record ObjectiveMarker_*/TutorialMarker_* set, one Face (52 portrait sprites), one ResourceTable. Between them they name 419 distinct asset paths -- the whole flight HUD -- with new subdirectory prefixes throughout (ArmsSt, ActvArm, RangeF, Marker, Manuva, Map, Speed, Radar, Sight, Wing, Hitmark, Lockon, Info). The decisive control uses the config's own exact path strings, so no guessing is left in the loop: 419 distinct .prt/.t32/.tbl values, ZERO resolve as a pak entry under 10 prefixes, and the four config filenames resolve to nothing either. The .t32 sprites certainly exist -- 574 T8aD in that pak. So the 2D pak is not addressed by name_hash of the name its config uses. This supersedes the earlier framing: the 28 'dangling' .prt names were never a missing-asset story; they are 28 of a set where none of the 419 resolves. ResourceTable is 58 positional fields = 29 pairs, alternating HudResource.tbl / HudMarkerResource.tbl, identical in all six language paks, with exactly one override at pair index 25 -- HudResource_S26.tbl. Reading: indexed by stage number minus 1, so index 25 is S26, the one stage with its own HUD config. Arithmetic exact, indexing unproven, not adopted. New structure doc, artefact and regenerator; the other seven regenerate byte-identical.
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@@ -99,6 +99,7 @@ files, which is how the same ground got covered twice.
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| [`structures/sound-cue-table.md`](structures/sound-cue-table.md) | The cue index in `tables.pak` — message id -> cue -> sound id -> `.slb` bank | ✅ CONFIRMED, 1 326/1 338 script message ids bind to a bank; SOUNDS and FILES agree on the same 12 absentees, 0 orphan files |
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| [`structures/cutscene-message-table.md`](structures/cutscene-message-table.md) | Cutscene dialogue — speaker, portrait, on-screen seconds, audio cue per page | ✅ CONFIRMED, field count = 9·PageCount+2 for all 7 PageCounts, 1 252/1 252 caption keys match, 138 ids close both ways |
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| [`structures/isl-mission-timer.md`](structures/isl-mission-timer.md) | The mission timer — two sequential countdowns, not a limit and a warning | ✅ CONFIRMED — read from `sub_822639B8`; the threshold reading is |
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| [`structures/hud-config.md`](structures/hud-config.md) | The in-game HUD configuration — 16 records, 419 asset paths, and a per-stage `ResourceTable` | ✅ CONFIRMED — 0 of 419 config paths resolve as pak entries |
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| [`structures/mission-script-manifest.md`](structures/mission-script-manifest.md) | `Stage\script.tbl`'s 11 non-`MISSION` fields, and the mission dialogue table they name | ✅ CONFIRMED — 1 of 7 values resolves (`message\MissionDialogMessage.tbl`, 200 records), controls in the same sweep |
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| [`structures/stage-numbering-and-player-craft.md`](structures/stage-numbering-and-player-craft.md) | The disc's stage numbering (S01–S16, S18–S29) and the player's craft per stage | ✅✅ CONFIRMED — two independent files close on 6 + 15 + 1 + 6 = 28 |
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| [`structures/hangar-loadout-system.md`](structures/hangar-loadout-system.md) | The Hangar loadout system — loadout → per-slot allow-list → arsenal item | ✅ CONFIRMED — 60/60 slot refs, 70/88 item refs (18 = the `No_Equipment` sentinel) |
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