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

View File

@@ -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),