re: what the game actually reads at boot -- config.ini, and which
GameParts exist at all Q6's second half, advanced but not closed, and the negative is the point. config.ini is the disc's ONLY config file -- one find over the whole extract -- and its own Shift-JIS header calls it the "Application / GamePart initial settings table". Its [SYSTEM] section, which that same comment says holds what the game and every game part share, is EMPTY. So the boot order is not in disc-side configuration at all, and that search space is now closed rather than merely unexplored. What the file DOES carry is the language: XC_LANGUAGE_* -> eng/jpn/deu/ fra/esp/ita, defaulting to eng. That is the mechanism behind the EN/JP build pairs in GP_TITLE and the <lang>.pak families -- a question the corpus had described but never traced to its input. Then the registry. Pulling every RegisterToFactory diagnostic string binds 24 of the 29 GamePart ids to a C++ class, and five ids have no registration site: 1, 2, 16, 18, 28. Id 1 is GP_ADVERTISE_DEMO, which agrees with what I measured two iterations ago -- the attract loop is the TITLE replaying ADV.wmv, not a transition into an advertise part. Marked amber, not green: it is an argument from an error message, not from code. Two things fall out for Q4: ids 3 and 4 are the same class (GamePart_SaveLoad, one part with two ids), and the menu buttons' ids now match the executable's own class names rather than a list of table names. Still a name match, one level closer to the code. What is still missing is the transitions themselves, and I say so: the manifest gives the boot-side assets, config.ini the language, the registry which parts exist. What decides to advance is in GamePart_Title's code and that dig has not been started.
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@@ -35,6 +35,14 @@ neighbourhood, not just the line.
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## Screens, classes and RTTI
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* "`config.ini` is a GamePart settings table, so the boot order is in it" → its
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`[SYSTEM]` section is **empty**; the only populated section is `[LANGUAGE]`.
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[`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)
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* "the attract loop is `GP_ADVERTISE_DEMO` (GamePart 1)" → 🟡 id 1 has **no
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registration site** in the shipped build; the attract is the title replaying
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`ADV.wmv`.
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* "the 29 id-table names are 29 distinct GameParts" → 24 register, and `3`/`4`
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are the **same class** (`GamePart_SaveLoad`).
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* "Ⓐ on `NEW GAME` leads to a standing black-screen hang" → it opens
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**`DIFFICULTY`**, then **`SELECT DATA`**. What looked like a hang was a menu
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waiting for input that nobody pressed; the crash that follows is the already
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