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