re: the variant reading is refuted; HudResource is the in-game screen config

Censused the 32 bundle-less in-game .prt names with the 68 as control:
4 of 32 appear as an element of some 2D bundle, against 58 of 68.
Being an element is normal for a part that exists; these are not
elements either.  Last iteration's 'not adopted' reading is refuted.
28 names are neither a bundle nor an element.

They are not unreferenced: a HudResource record inside the 2D paks' own
IDXD entries names them -- the in-game screen config, parallel to
tables.pak for menus.  GP_MAIN_GAME_E2D.pak has 6 IDXD entries; two
carry HudResource (24 named fields) beside ArmsStatus, Map, ArmsItem,
RangeFinder, Marker, Manuva, Number; two more carry the
ObjectiveMarker_*/TutorialMarker_* set.

Its values carry subdirectory prefixes -- Hitmark\, Lockon\ -- which my
hand-written prefix list never had.  So I rebuilt the negative the right
way round: harvested every IDXD field value containing a backslash, kept
the 60 commonest directories, and re-swept.  241/376 with the hand list;
241 with hand + harvested -- zero new resolutions.  After the language\
miss, this is the closure that counts: the prefix list came from the
disc, not from me.

Still open: whether the 28 are cut features or assembled at runtime from
sprites.  Nothing static separates those two.

Artefact +45 lines / 0 deletions; the other six regenerate
byte-identical.
This commit is contained in:
Sylpheed RE agent
2026-08-27 14:42:20 +00:00
parent 1132d95227
commit dcf4945db5
4 changed files with 160 additions and 4 deletions

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@@ -827,6 +827,38 @@ unknown, what evidence exists, and what the first step would be. Move an item in
field; the stat keys in records not opened here (`MegaTons`, `BulletLimit`,
`CrewCount`, `HP_CLASS`); why the roster lists 59 of 131.
* ❌✅ **(2026-08-27) THE "VARIANT INSIDE A PARENT BUNDLE" READING IS REFUTED —
and the in-game screen config is `HudResource`, the counterpart of
`tables.pak`. 28 `.prt` names exist NOWHERE on the disc.**
[structures/mission-script-manifest](structures/mission-script-manifest.md),
artefact `data/prt-parts.txt` (+45 lines, 0 deletions — purely additive).
❌ Censused the 32 bundle-less in-game names with the 68 as control: **4 of 32
appear as an ELEMENT of some 2D bundle, against 58 of 68**. Being an element is
normal for a part that exists; these are not elements either. The reading I
flagged as "not adopted" last iteration is now **refuted**. **28 names are
neither a bundle nor an element.**
🔑 They are not unreferenced: a **`HudResource`** record inside the 2D paks'
OWN IDXD entries names them — the in-game screen config, exactly parallel to
`tables.pak` for menus. `GP_MAIN_GAME_E2D.pak` has 6 IDXD entries; two carry
`HudResource` (24 named fields: `PGTIMER`, `PGREMAINING`, `PGHUD_SUBTARGET`,
`PGHUD_LOCATOR_EASY`, the pitch-ladder/yaw/cockpit `.t32` sprites, `HUD_RES_FONT
= DFSOGE5.TTC`) beside `ArmsStatus`, `Map`, `ArmsItem`, `RangeFinder`,
`Marker`, `Manuva`, `Number`; two more carry `ObjectiveMarker_*` /
`TutorialMarker_*`.
⚠️ Its values carry **subdirectory prefixes**`Hitmark\`, `Lockon\` — which
my hand-written prefix list never had.
🧪 **So I rebuilt the negative the right way round**: harvested every `IDXD`
field value containing a backslash, kept the 60 commonest directories
(`Sight\`, `Radar\`, `Marker\`, `Wing\`, `ArmsSt\`, `Manuva\`, `Hitmark\`,
`Lockon\`, the `<lang>\Voice\` and `<lang>\etc\` trees) and re-swept.
**241/376 with the hand list; 241 with hand + harvested — zero new
resolutions.** After the `language\` miss this is the closure that counts: the
prefix list came from the disc, not from me.
🟡 Still open: whether the 28 are cut features or assembled at runtime from
sprites — nothing static separates those two. The family:
`pghud_range_*`, `pghud_wing_*`, `pghud_arms_active*`, `pgtarget_*`,
`pgmanuva_eff2/3`, `pggauge_*_eff1`, `pgtimer`, `pgremaining`, `pgmsg_update`.
***(2026-08-27) AN EMBEDDED PART IS A TOP-LEVEL RATC BUNDLE, ADDRESSED BY ITS
ELEMENT PREFIX — 68 of 100, against 0 of 241 for the shipped parts.**
[structures/mission-script-manifest](structures/mission-script-manifest.md),

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@@ -104,6 +104,51 @@
pgtarget_laser.prt
pgtimer.prt
## REFUTED the bundle-less names are NOT variants declared in a parent bundle
in-game names WITHOUT their own bundle (32): appear as an ELEMENT of some 2D bundle: 4
CONTROL in-game names WITH a bundle (68): appear as an element: 58
neither a bundle nor an element -- 28 names:
pggauge_armor_eff1.prt
pggauge_shield_eff1.prt
pghud_GAremainder.prt
pghud_OBremainder.prt
pghud_arms_active1em.prt
pghud_arms_active1oh.prt
pghud_arms_active2em.prt
pghud_arms_active2oh.prt
pghud_arms_active3em.prt
pghud_arms_active3oh.prt
pghud_range_bar_em.prt
pghud_range_main.prt
pghud_range_nose.prt
pghud_subtarget.prt
pghud_target_locator_easy.prt
pghud_wing_act_dispersion.prt
pghud_wing_alert.prt
pghud_wing_damage.prt
pgmanuva_eff2.prt
pgmanuva_eff3.prt
pgmark_em_ob_s.prt
pgmsg_update.prt
pgremaining.prt
pgtarget_G_missile.prt
pgtarget_cannon.prt
pgtarget_gun.prt
pgtarget_laser.prt
pgtimer.prt
## CONTROL a prefix list harvested from the DATA adds nothing
directory prefixes taken from IDXD path values: 60
jpn\Voice\ x2699
eng\Voice\ x2382
jpn\etc\ x2220
eng\etc\ x1821
Sight\ x420
game:\hidden\ x348
Radar\ x348
Marker\ x324
.prt resolving with the hand list 241 ; with hand+harvested 241 (of 376)
## `<stem>_sub.rat` sub-bundles inside RATC
distinct _sub.rat names: 11
pgmsg_end_sub.rat in 6 archives ['GP_MAIN_GAME_D2D.pak', 'GP_MAIN_GAME_E2D.pak']

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@@ -191,8 +191,55 @@ beside `pgmanuva_eff0`, `pgtarget_*` — which reads as "a variant declared insi
a parent bundle rather than a bundle of its own". **A reading, not adopted**;
nothing here shows the variant mechanism.
**Still not settled**: those 32, and `pgmsg_update`, which is absent from every
route tried. What is
### ❌ The "variant inside a parent bundle" reading is REFUTED
Censused the 32, with the 68 as the control:
| | appear as an ELEMENT of some 2D bundle |
|---|---:|
| the 32 **without** their own bundle | **4** |
| **control** — the 68 **with** one | **58** |
Being an element is normal for a part that exists (58/68); the bundle-less ones
are not elements either. **28 names are neither a bundle nor an element.**
### 🔑 `HudResource` — the in-game counterpart of `tables.pak`
The 28 are not unreferenced: they are named by a **`HudResource`** record inside
the 2D paks' *own* IDXD entries — the in-game screen config, exactly parallel to
`tables.pak` for menus. `GP_MAIN_GAME_E2D.pak` has 6 IDXD entries; two carry
`HudResource` (24 named fields) beside `ArmsStatus`, `Map`, `ArmsItem`,
`RangeFinder`, `Marker`, `Manuva`, `Number`, and two more carry the
`ObjectiveMarker_*` / `TutorialMarker_*` set.
```
HUD_RES_FONT DFSOGE5.TTC PGHUD_LOCATOR pghud_target_locator.prt
PGHUD_HITMARK Hitmark\pghud_hitmark.prt PGLOCKON Lockon\pglockon.t32
PGHUD_OBREMAINDER Hitmark\pghud_OBremainder.prt PGTIMER pgtimer.prt
PGHUD_SUBTARGET pghud_subtarget.prt PGREMAINING pgremaining.prt
… plus the pitch ladder / yaw / cockpit `.t32` sprites
```
🔑 Its values carry **subdirectory prefixes**`Hitmark\`, `Lockon\` — which my
hand-written prefix list never had.
### 🧪 Control — a prefix list harvested from the data adds nothing
Took every `IDXD` field value containing a backslash, kept the 60 commonest
directories (`Sight\`, `Radar\`, `Marker\`, `Wing\`, `ArmsSt\`, `Manuva\`,
`Hitmark\`, `Lockon\`, the `<lang>\Voice\` and `<lang>\etc\` trees …) and
re-ran the sweep. **241 of 376 with the hand list; 241 with hand + harvested.**
Zero new resolutions. After the `language\` miss, this is the negative built the
right way round: the prefix list came from the disc, not from me.
**So 28 `.prt` names are referenced by the in-game configs and exist nowhere on
the disc** — not an entry, not a bundle, not an element, under any prefix the
data itself supplies. A coherent HUD family: `pghud_range_*`, `pghud_wing_*`,
`pghud_arms_active*`, `pgtarget_*`, `pgmanuva_eff2/3`, `pggauge_*_eff1`,
`pgtimer`, `pgremaining`, `pgmsg_update`.
**Still not settled**: whether the 28 are cut features or built at runtime from
sprites. Nothing static can separate those two. What is
now settled is that they are **not** pak entries while 241 of their siblings are,
and that `pgmsg_update` is the odd one out even among them.

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@@ -30,6 +30,8 @@ def main():
names = set()
ref = collections.defaultdict(set)
pref2d, prefall = set(), set()
elem2d = collections.defaultdict(set)
dirs = collections.Counter()
rat = collections.defaultdict(set)
for pk in sorted(glob.glob('/work/sylph_extract/**/*.pak', recursive=True)):
base = os.path.basename(pk)
@@ -45,8 +47,16 @@ def main():
pfx = os.path.commonprefix([_stem(x) for x in e]).rstrip('_')
if pfx:
prefall.add(pfx)
if '2D.pak' in base:
pref2d.add(pfx)
if '2D.pak' in base:
if pfx: pref2d.add(pfx)
for x in e: elem2d[_stem(x)].add(pfx)
if b[:4] == b'IDXD':
try: rr = U.parse(b)
except Exception: rr = []
for r in rr:
for t, nm, v in r['fields']:
if '\\' in v and v.count('\\') <= 2 and len(v) < 64:
dirs[v.rsplit('\\', 1)[0] + '\\'] += 1
print("# Where `.prt` screen parts live")
print("# Regenerate: python3 tools/re-capture/prt_parts.py")
@@ -100,6 +110,28 @@ def main():
for n in resid:
print(" %s" % n)
have = [n for n in ing if n[:-4] in pref2d or n[:-4] + '_sub' in pref2d]
lack = [n for n in ing if n not in have]
asel = lambda n: n[:-4] in elem2d or n[:-4] + '_sub' in elem2d
print("\n## REFUTED the bundle-less names are NOT variants declared in a parent bundle")
print(" in-game names WITHOUT their own bundle (%d): appear as an ELEMENT of some 2D bundle: %d"
% (len(lack), sum(1 for n in lack if asel(n))))
print(" CONTROL in-game names WITH a bundle (%d): appear as an element: %d"
% (len(have), sum(1 for n in have if asel(n))))
dangling = sorted(n for n in lack if not asel(n))
print(" neither a bundle nor an element -- %d names:" % len(dangling))
for n in dangling:
print(" %s" % n)
extra = [d for d, _ in dirs.most_common(60)]
print("\n## CONTROL a prefix list harvested from the DATA adds nothing")
print(" directory prefixes taken from IDXD path values: %d" % len(extra))
for d, c in dirs.most_common(8):
print(" %-30s x%d" % (d, c))
both = sum(1 for n in names if any(U.name_hash(q + n) in H for q in PRE + extra))
print(" .prt resolving with the hand list %d ; with hand+harvested %d (of %d)"
% (len(hit), both, len(names)))
print("\n## `<stem>_sub.rat` sub-bundles inside RATC")
print(" distinct _sub.rat names: %d" % len(rat))
for k in sorted(rat):