re: index + backlog rows for the script-dialogue link

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Sylpheed RE agent
2026-08-26 03:09:46 +00:00
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@@ -6,6 +6,28 @@ unknown, what evidence exists, and what the first step would be. Move an item in
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## ✅ SOLVED (2026-08-26) — the mission scripts are readable as dialogue
Built-in **64** (`request_script_message`) stages a symbol-table-1 reference in
slot 0; the symbol is a message id (`MSG_VOICE_D_257`), and the caption table
holds its text under `<id>_000_00`. **2683 of 2683** call sites across all 28
stage scripts resolve — every one stages slot 0, every operand is type 6, every
name has text. 1338 distinct names in six families.
This was only reachable after `build_caption_text` was switched to the IXUD
field table on 2026-08-25 (537 → 8800 lines); before that most of these names
had nothing to resolve to, which is why the item sat open.
Write-up + tool: [`structures/isl-message-dialogue-link.md`](structures/isl-message-dialogue-link.md),
`tools/re-capture/isl_dialogue.py`.
**Still open from this**: which *recording* plays for a line (the voice-bank
binding is unresolved and a generic take is known to play against a specific
subtitle); multi-page captions; the other five languages; and play order, since
the tool prints script order without resolving phases or branches.
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## ✅ SOLVED (2026-08-19) — the paint order is a runtime child list, not a table in the file
The screen object the game builds at load time holds **two** lists of its