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.
This commit is contained in:
Sylpheed RE agent
2026-08-28 18:49:19 +00:00
parent 935f7ecab8
commit c8e8dc0427
5 changed files with 151 additions and 1 deletions

View File

@@ -35,6 +35,14 @@ neighbourhood, not just the line.
## Screens, classes and RTTI
* "`config.ini` is a GamePart settings table, so the boot order is in it" → its
`[SYSTEM]` section is **empty**; the only populated section is `[LANGUAGE]`.
[`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)
* "the attract loop is `GP_ADVERTISE_DEMO` (GamePart 1)" → 🟡 id 1 has **no
registration site** in the shipped build; the attract is the title replaying
`ADV.wmv`.
* "the 29 id-table names are 29 distinct GameParts" → 24 register, and `3`/`4`
are the **same class** (`GamePart_SaveLoad`).
* "Ⓐ on `NEW GAME` leads to a standing black-screen hang" → it opens
**`DIFFICULTY`**, then **`SELECT DATA`**. What looked like a hang was a menu
waiting for input that nobody pressed; the crash that follows is the already