Commit Graph

5 Commits

Author SHA1 Message Date
f5f95be0a1 re: saves can be written back, which settles what the develop blob's 4s mean and refutes the tail
The container's derived fields turned out to be reproducible -- length+10 at
+0x30, payload length at +0x8c, adler32(payload) at +0x8e, everything else
copied -- and savegame_edit.py re-wraps a real save BYTE-IDENTICALLY, which is
the check that those three are the only ones. A hand-written save then loaded.

That replaced a blocked experiment (the tail question needed a mission payout,
and none of the currently developable items even sit in the disputed range) with
a direct one: write the blob, read the Arsenal.

  - controls: 4 at index 9 -> STILETTO BG1 Developed, 21 -> FALCON 9AM
    Developed. A hand-written 4 reaches the screen.
  - tail: 4 at 33 and 45 left their rows dashed (both on screen, not below the
    fold), and 38 left TOMAHAWK ALPHA RAIL GUN at "0 P" -- not owned. So the
    tail is not the weapon.tbl order continued.
  - clearing the real save's {22,26,39,46,47} cost the Tomahawk its Developed
    status, which puts its flag in that set (39 positionally) -- but a uniform
    +1 fails for SPECIAL, so no shift is asserted. Indices >=32 stay marked.

Two behaviours fell out. The title RE-DERIVES developable state on load and
announces it ("You can now develop Broad Sword ..."), so only the 4s are stored
state and a written 2 is pointless. And a no-cost item is bought for 0 P rather
than granted -- TOMAHAWK at "0 P" is what unowned looks like -- which is the
actual reason items read Developed in a save where nothing was spent.

Slot 03 was restored from its archived original (md5 verified); slots 01/02 were
never touched.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-11 18:10:28 +00:00
f88f4f6847 re: the Arsenal develop economy, and the save blob's index space (first 32 confirmed)
GP_HANGAR_ARSENAL.pak's screen config points at weapon.tbl (item ids, in the
8-category display order) and strings.tbl (names, descriptions, and a
"Conditions to obtain" block per item). The id run No_Equipment .. Wep_83 is
exactly 54 long -- the save blob's length -- and all 60 conditions blocks are
extracted to a CSV: gates are stage completion, a predecessor item, or an ace
kill; costs run 3000-350000 P, and 20 items cost nothing once gated (which is
why items the player never bought read as Developed).

Predicting the save state from those conditions -- before looking at the blob --
says exactly six items are developable here, and the blob's six 2s sit on those
six, in weapon.tbl order, at indices 1/5/10/12/27/31. With the four obtained
items and the differential's own two transitions that is twelve concordances
over indices 0-31, nothing fitted. Broad Sword SG1 at index 5 needed scrolling
the GUN list to see, which is the only one the first screenshots missed.

The tail is NOT settled and is marked so: the Tomahawk is weapon.tbl index 38
and the screen shows it Developed, but blob[38] = 0, and the other tail 4s
(33/39/45/46/47) land on items the Arsenal shows as locked -- the SPECIAL tab is
entirely empty. A +1 shift does not repair it either. Settling it needs a second
development in a late category, which needs a mission payout.

Also recorded: IDXD string pools dedupe repeated values, so only the first
record of a table can be read from the token stream -- record 2 shows just its
unique values, record 6 no cost at all.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-11 17:38:45 +00:00
f0ceda1c6f re: developing one Arsenal weapon separates Points from its twin and names the save blob
A third save, taken in the running game after developing exactly one item
(Light Machine Gun MG I, 4000 P) and declining the mount prompt, moves exactly
three things against the same-state save:

  +24  Points      4101 -> 101   and +28 does NOT move, which separates the
                                 pair one save could not tell apart; the
                                 Details panel then reads Points 101 P, so
                                 +24 is the spendable balance
  +8   clear ratio 5 -> 6        so the ratio counts collection, not stages
  +68  blob[1],[2]  2->4, 0->2   the item bought, and the successor the game
                                 announced as newly developable

One action, two blob transitions, two on-screen events in the same order — which
is what makes 0 locked / 2 developable / 4 developed a reading rather than a
guess, and rules out a plain owned-bitmask (it could not hold the middle state).
Which item each of the 54 indices is stays open: the arsenal id lists in
GP_HANGAR_ARSENAL.pak union to 35, and MG I sits at index 1, not 0.

Also recorded: inside a modal yes/no dialog a 60 ms d-pad tap is ignored (the
list menus accept it), and the develop confirm starts on NO while the mount
prompt right after it starts on YES.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-11 17:16:57 +00:00
882dbc2ae2 re: a second save names Points, flight time and clear ratio — and shows the payload is pure state
Made a second save in-game (READY ROOM -> SYSTEM -> SAVE GAME -> empty slot) so
the format had a differential to read against. nav_probe.sh drives it: boot to
the READY ROOM, walk a scripted step list, screenshot after every step and stamp
every save file's md5, so the trail says which keypress wrote a save. That stamp
is what caught the first attempt failing -- the save confirm starts on YES,
unlike the load confirm which starts on NO, so the load flow's extra up-press
selected NO and wrote nothing.

Result 1: saving the same loaded state into a new slot produces a BYTE-IDENTICAL
545-byte payload. Only the GDHA header moves, and every byte that moves is either
the container FILETIME or one of the guest-pointer words -- which empirically
confirms those words are uninitialised padding rather than data. So the payload
holds no timestamp, no slot number and no name; a save's identity is entirely in
its content header.

Result 2: the LOAD/SAVE screen's Details panel prints Points 4101 P, Flight Time
000:05:24 and Clear Ratio 5 % for exactly this state, which names GHAD +24
(Points), +4 (flight time in ms -- 324773 ms = 5m24.773s) and +8 (clear ratio %).
Difficulty EASY and STAGE 02 both being 2, and three fields holding 2, is left
undecided on purpose: one save cannot separate them.

Result 3: the 16 SHAB records are not the UI's save slots. The UI has 20, slots
are separate gameNN files, and record 0's FILETIME stayed at 2026-07-23 in a save
written on 2026-08-11 -- so the table is part of the game state, most likely a
per-stage result record (one stage finished, one record filled), which the next
cleared stage will falsify or confirm.

The original save was backed up first and is untouched; the new save went to an
empty slot.
2026-08-11 06:02:21 +00:00
398e8ae0af re: the save file is a GDHA/zlib chunk stream — layout read off the title's own serializer
The whole retail save is 545 bytes: a GDHA container wrapping a zlib payload,
which is a chunk stream — 'GDAA', a length-prefixed game-phase name (GP_BUNK,
one of the title's GP_* screen ids), a 'GHAD' 122-byte progress block, a
count-prefixed table of 16 20-byte save slots, and a trailer.

None of it is guessed. The layout comes from the serializer at 0x822C00E8 and
its callee 0x822BF678: the writer primitive is 0x821885A8(stream, buf, len), the
slot count 16 and the 20-byte stride are literals, and the GHAD block is ten u32,
a u64, four u32, a raw 4-byte field and a raw 54-byte blob = 122 bytes, which is
exactly what the file carries. savegame.py re-serializes the parse and asserts
byte-identity.

Because the struct is written field-by-field with no packing changes, a payload
offset is also the offset in the live save object -- save+8 for GHAD, save+136
for the slot table, and 136+16*20 = 456 is the serializer's very next access.

Confirmed independently: slot 0's trailing two u32 decode as a FILETIME to
2026-07-23 20:07:23 UTC, and the content header's display string (written by the
game) says 07/23/2026 21:08 at UTC+1; the 15 empty slots hold 2006-01-01 rather
than zero.

Field meanings are left  on purpose -- the naming oracle is a diff of two
saves, and all four copies on disk are byte-identical, so a second save has to
be made first. Nothing has been written back to any save.
2026-08-11 05:40:26 +00:00