re: who references a .prt decides whether it ships -- menu named, in-game embedded
Censused the whole 135 unresolved set instead of chasing the five. Cross-tab over all 376 .prt names: referenced by tables.pak AND resolves 241; neither 100; referenced but absent 35; resolves WITHOUT being referenced by tables.pak -- ZERO. So resolving implies a tables.pak reference, 0 counterexamples of 376. tables.pak holds the menu screen configs and every part it names ships as <lang3>\<name>.prt. The 100 names that appear only inside the GP_MAIN_GAME_*2D.pak bundles never ship as entries -- the in-flight HUD is authored into the bundles, not loaded by name. The five pgmsg_*.prt were never a special case; the split is menu = named + shipped, in-game = embedded. It is not a prefix rule: 6 of the 135 pg* names do resolve (pgloading, pgloading2, pgmsg_scr, pgpause, pgpause_ttrl, pgpbase), because tables.pak names them. The 35-name residual is one coherent family -- pgmenu_btn*/item*/pad, pgfacewin*, pgtextwin, phinfo1-3, 02d, 02d_scr, psview_release: the in-game pause menu and squadron-order overlay, named by a menu config but drawn from the in-game bundles. Consistent with the split, not separately proved. Artefact +44 lines / 0 deletions; the other six regenerate byte-identical.
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@@ -827,6 +827,31 @@ 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) WHO REFERENCES A `.prt` DECIDES WHETHER IT SHIPS — menu parts
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are named and shipped, in-game parts are embedded. 0 counterexamples in 376.**
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[structures/mission-script-manifest](structures/mission-script-manifest.md),
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artefact `data/prt-parts.txt` (+44 lines, 0 deletions — purely additive).
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Censused the whole 135 unresolved set instead of chasing the five. Cross-tab
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over all 376 `.prt` names: **referenced by `tables.pak` AND resolves 241;
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neither 100; referenced but absent 35; resolves WITHOUT being referenced by
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`tables.pak` — ZERO.**
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🔑 **Resolving implies a `tables.pak` reference, 0 counterexamples of 376.**
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`tables.pak` holds the menu screen configs and every part it names ships as
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`<lang3>\<name>.prt`. The **100** names that appear only inside the
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`GP_MAIN_GAME_*2D.pak` bundles never ship as entries — the in-flight HUD is
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authored into the bundles, not loaded by name. So the five `pgmsg_*.prt` were
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never a special case; the real split is **menu = named + shipped, in-game =
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embedded**.
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❌ **It is NOT a prefix rule** — 6 of the 135 `pg*` names DO resolve
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(`pgloading`, `pgloading2`, `pgmsg_scr`, `pgpause`, `pgpause_ttrl`, `pgpbase`),
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precisely because `tables.pak` names them.
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🟡 The 35-name residual is one coherent family: `tables.pak`-referenced yet
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absent — `pgmenu_btn*`/`pgmenu_item*`/`pgmenu_pad`, `pgfacewin*`, `pgtextwin`,
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`phinfo1-3`, `02d`, `02d_scr`, `psview_release`: the **in-game pause menu and
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squadron-order overlay**, named by a menu config but drawn from the in-game
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bundles. Consistent with the split, not separately proved.
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🟡 Still open: where an embedded part sits INSIDE a bundle.
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* 🟡 **(2026-08-27) WHERE `.prt` SCREEN PARTS LIVE — and the five mission
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banners are a real exception.**
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[structures/mission-script-manifest](structures/mission-script-manifest.md),
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