Three hand-written probe saves settled what a mission payout could not.
all 54 owned -> every tab fills and the lists WRAP, giving exact counts
(GUN 8, BEAM 8, LASER 4, MPM 5, ASM 5, B/R 7, CANNON 6,
SPECIAL 6 = 43 displayed) and confirming the display order is
weapon.tbl's order item-for-item. It also killed the idea
that gate-unmet owned flags are suppressed: Maelstrom Bomb
(Stage 6) and Grav Cannon XGS (Stage 12) both rendered at a
Stage-2 save.
only 9 + 39 -> STILETTO BG1 Developed (control) AND TOMAHAWK ALPHA RAIL GUN
Developed. The CANNON block starts at 39, not 38.
only 39 + 48 -> JAMMING SYSTEM Developed. SPECIAL starts at 48, and with six
SPECIAL items the array closes exactly at 53, nothing spare.
So the blob is indexed by strings.tbl's item order -- the display order PLUS the
items only the localisation file carries (Adhesive Mine B2A, and three of
Ballista GSH / Designator LH / Smoke Marker Launcher / Bumble UV). They never
appear in the Arsenal but they hold slots, which is the entire reason the tail
looked broken. It also explains the retail save's five "unexplained" owned
entries at 33 and 45/46/47: cut items, shipped flagged owned, never rendered.
That weapon.tbl's No_Equipment..Wep_83 run is ALSO 54 long is a coincidence, and
it cost real time -- the two orders agree only to index 32. Recorded as such.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
15 KiB
The Arsenal develop economy, and what the save's blob indexes
2026-08-11. The save file's 54-byte blob was shown to be per-item development
state by a runtime differential —
one weapon bought, two entries moved, 2 → 4 for the item and 0 → 2 for the
successor. That named the values. This note names the index space, and in
passing recovers the whole develop economy from the disc.
Where the Arsenal gets its data
dat/GP_HANGAR_ARSENAL.pak carries one screen-config record per language whose
fields point at the rest:
PATH = dat\GP_HANGAR_ARSENAL.pak+eng\
WEAPON = weapon.tbl STRINGS = strings.tbl
WEAPON_CATEGORIES = 8 Detail_Window_Known / Detail_Window_Unknown
ConditionToDevelop = 757,228 WeaponDesc = 734,502 Range = 891,73 …
WEAPON_CATEGORIES = 8 is the eight tabs the screen cycles with LB/RB (GUN,
BEAM, LASER, MULTIPURPOSE MISSILE, ANTI-SHIP MISSILE, BOMB/ROCKET, CANNON,
SPECIAL). The …= x,y fields are screen positions for that screen's labels —
ConditionToDevelop is where the conditions text is drawn, not a condition.
eng\weapon.tbl — the item table (IDXD, schema 0x03c244b5, 66 records)
Its string pool opens with a stage list, then the literal key WEAPONS
followed by the item ids in table order:
No_Equipment, Machiene_Cannon_MG1, Machiene_Cannon_MG2H, Machiene_Cannon_MG3,
Machiene_Cannon_MG5H, Broad_Sword_SG1, Swing_Sword_SG2H, Twin_Sword_SG3II,
Frail_GP37, Stiletto_BG1, Dagger_BG2, Rapier_BG4H, Pilum_BP, … , Wep_83,
Wep_84, Wep_85, NullWeapon_Arm1, NullWeapon_Arm2, NullWeapon_Arm3
The ids are grouped by the eight categories in the same order the screen shows
them — verified item-for-item against the running game (see the all-owned probe
below). Note one coincidence that cost time: the run No_Equipment … Wep_83
is also 54 entries, the save blob's length, which invites the conclusion that this
list is the blob's index space. It is not — the two agree only up to index 32.
The blob follows strings.tbl's order, which carries items this list omits.
Each item then has a record: Size, Weight, Range, Power, Speed, Stage, MissionObjective, Dependency, Points. For the first record all of it reads
straight out, and it matches the running game exactly:
| field | disc | in-game DATA SHEET for Light Machine Gun MG I |
|---|---|---|
| Range | D |
Range Class D |
| Power | E |
Damage Class E |
| Speed | - |
Speed Class – |
| Weight | 0.3 |
Weight Class Light |
| Points | 4000 |
4000 P on the develop row |
Caveat, and it is a real one: IDXD string pools store each distinct string
once, so from the second record onward every value that repeats an earlier
string is absent from the token stream. Record 2 (MG2H) shows only its unique
values — 0.4 and 3000 — and record 6 shows no number at all because its cost
had already been seen. So weapon.tbl's per-item fields cannot be read from the
pool alone; they need the binary node/index region, which is still undecoded
(see the module docs in idxd.rs). The prose table below is the practical
substitute.
eng\strings.tbl — the economy in prose (IXUD, UTF-16BE)
The same pak's string table holds, per item: the internal id, the display name, the description, and a "Conditions to obtain …" block that spells out the gate and the price:
Conditions to obtain Light Swivel Machine Gun MG2H — Completed development of the Light Machine Gun MG1 — Must spend 3000 points to develop
All 60 of them are extracted to
captures/arsenal-develop-conditions.csv
with the stage gate, the cost and the prerequisite split out. The shape of the
economy:
- gates are stage completion (
Complete Stage 1 … 15), a predecessor item (Completed development of the …), or an ace kill (Shoot down the ace pilot in Stage 11/13/14); - costs run 3 000 → 350 000 points, and twenty items have no cost at all
(
Tomahawk Alpha Rail Gun — Complete Stage 1). Those are still bought, for 0 P — see the probe below, which caught one at0 P— which is why they read asDevelopedin a list the player never spent points in; - two items are anomalies worth flagging:
Adhesive Mine B2Asays "Must spend points to develop" with no number, and ten late entries (Ballista GSH,Designator LH,Smoke Marker Launcher,Bumble UV,Ballista 24 Rocket Launcher,Thrush 220AM,Divider L3GP,Mace GP25H,Thor Gun System,Spitfire BX) have a conditions header and no conditions — ❔ cut content or non-player weapons.
How the first 32 entries were confirmed
Predicting the save state from the conditions and comparing against the actual
blob is a strong test, because it is made before looking at the blob. At the
captured state (Stage 1 complete, Stage 02 at standby, 4101 P) the conditions say
exactly six items are developable — Light Machine Gun MG1, Broad Sword SG1,
Dagger BG2, Pilum BP, Hound SMH, Dart 23 Rocket — and the blob's six 2s sit
at WEAPONS-order indices 1, 5, 10, 12, 27, 31, which are those six items, in
order. Nothing had to be fitted.
Indices 0–32 are the same item in either order, so this table stands unchanged under the final mapping.
| blob | value | item | confirmed by |
|---|---|---|---|
| 0 | 4 | No_Equipment |
always available |
| 1 | 2→4 | Machiene_Cannon_MG1 |
the differential: bought for 4000 P |
| 2 | 0→2 | Machiene_Cannon_MG2H |
the differential: announced as newly developable |
| 5 | 2 | Broad_Sword_SG1 |
BROAD SWORD SG1 5000P, below the fold in the GUN list |
| 9 | 4 | Stiletto_BG1 |
Developed; "Initially Mounted"; mounted as NOSE WEAPON |
| 10 | 2 | Dagger_BG2 |
DAGGER BG2 5000P |
| 12 | 2 | Pilum_BP |
PILUM BP 6000P |
| 21 | 4 | Falcon_9AM |
Developed; "Initially Mounted"; mounted as MAIN WEAPON 1 |
| 22 | 4 | Buzzard_10AM |
Developed; free at Stage 1 |
| 26 | 4 | Terrier_SMH |
Developed; free at Stage 1 |
| 27 | 2 | Hound_SMH |
HOUND SMH 10000P |
| 31 | 2 | Dirt_23_Rocket |
DART 23 ROCKET 3500P ("Dart" is the localised "Dirt") |
Twelve concordances, no contradiction, over indices 0–31.
The full index space ✅ — it is the localisation order, cut items included
Written after the probes below, which settled it. The blob is not indexed by
weapon.tbl's WEAPONS id list. It is indexed by the order the items appear in
strings.tbl — the same order, plus the handful of items that exist only there:
Adhesive Mine B2A (a "Conditions to obtain" block whose cost is missing) and the
four late entries with a conditions header and no conditions. Those never appear
in the Arsenal, but they hold slots in the save, and that is the whole reason
the tail looked broken.
| blob | block | items (display names, in order) |
|---|---|---|
| 0 | — | No_Equipment |
| 1–8 | GUN | Light Machine Gun MG1, Light Swivel MG2H, Heavy MG3, Heavy Swivel MG5H, Broad Sword SG1, Swing Sword SG2H, Twin Sword SG3II, Flail GP37 |
| 9–16 | BEAM | Stiletto BG1 ⌾, Dagger BG2, Rapier BG4H, Pilum BP, Multi Pike BP, Spear HBP, Long Spear HBP, Gray Head T76H |
| 17–20 | LASER | Saber LG1, Twin Saber LG2H, Needle L1GP, Fire Arrow L2GP |
| 21–25 | MPM | Falcon 9AM ⌾, Buzzard 10AM, Hawk 75AM, Condor 105AM, Eagle 120AM |
| 26–30 | ASM | Terrier SMH, Hound SMH, Pointer SM, Piranha T53, White Shark T53R |
| 31–38 | BOMB/ROCKET | Dart 23 Rocket ⌾, Arrow 27 Rocket, Adhesive Mine B2A — never displayed, EMP Mine B8E, Laser Mine B9L, Cauldron 50 Rocket, Cluster Mine B10, Maelstrom Bomb |
| 39–47 | CANNON | Tomahawk Alpha Rail Gun ⌾, Sling 75KG, Glaive 120mm Cannon, Arbalest 155KG, Monoceros Long Cannon, Grav Cannon XGS, + three never-displayed slots |
| 48–53 | SPECIAL | Jamming System ⌾, Shield Doubler, Booster, Fire Control System, Regenerator, Cartridge Holder |
⌾ = pinned by an anchor: 9, 21, 39 and 48 were each written into a save by
hand and read back off the screen; 31 is the Dart 23 Rocket's price row in the
untouched save. The array ends exactly at 53 with the last SPECIAL item, with
nothing left over — 8+8+4+5+5+8+9+6 plus No_Equipment is 54.
The three never-displayed CANNON-block slots are three of Ballista GSH,
Designator LH, Smoke Marker Launcher, Bumble UV — the four cut entries
strings.tbl lists between Grav Cannon XGS and Jamming System. Which three is
🟡 undetermined and does not matter for reading a save; nothing displays them.
This explains every anomaly in the retail save. Its 4s at 33 and at 45/46/47
are the cut items — Adhesive Mine B2A and three of the four above — shipped
flagged as owned. They never render, so no player ever sees them, and they are
exactly the five "unexplained" owned entries that made the tail look wrong. The
Tomahawk reading Developed at blob[39] while weapon.tbl puts it at 38 was
the same off-by-N, seen from the other side.
How the tail was actually settled (and what was wrong first)
Past index 31 the weapon.tbl alignment fails, and it fails against the screen,
not against a theory — this is the evidence that sent the investigation to the
localisation order above:
Tomahawk_a_Rail_Gunis WEAPONS index 38 and the CANNON list shows itDeveloped(it is free once Stage 1 is complete) — but blob[38] = 0.- The blob's remaining
4s are at 33, 39, 45, 46, 47. In WEAPONS order those areEMP_Mine_B8E,Sling_75KG,Shield_Doubler,Booster,FireControlSystem— and every one of them is shown as not developed: BOMB/ROCKET lists onlyDART 23 ROCKET 3500P, CANNON only the Tomahawk, and the SPECIAL tab is entirely empty (all rows dashed). Their conditions agree — Shield Doubler needs Stage 12, Booster an ace kill in Stage 11, FCS Stage 6.
So five 4s in the tail correspond to nothing the Arsenal reports as owned, and
one genuinely-owned item reads 0. A single +1 shift does not repair it
either: blob[39] = 4 would put the Tomahawk right, but then blob[33] = 4
lands on Arrow_27_Rocket (Stage 2 + 5000 P, unreachable here) and 45/46/47
still land on locked SPECIAL items.
Tested actively, with a hand-written save
Waiting for a mission payout was not necessary. The save container's derived
fields turned out to be reproducible (see
savegame_edit.py — the whole
container re-wraps byte-identically), so the blob could be written and the
result read off the screen. A probe save was built in our own throwaway slot 03
with the blob zeroed except 0, 9, 21, 33, 38, 45 = 4 and 39, 46 = 2, and it
loaded.
What it showed:
- The controls rendered.
9→ BEAM showsSTILETTO BG1 Developed;21→ MULTIPURPOSE MISSILE showsFALCON 9AM Developed. So a hand-written4does reach the screen, and indices 9 and 21 are those items — now by experiment, not by correlation. - The tail probes rendered nothing.
33should have made a BOMB/ROCKET rowDeveloped(row 3 of that list, on screen, not below the fold) — it stayed dashed.45should have made a SPECIAL rowDeveloped— the SPECIAL tab stayed entirely empty. And38should have been the Tomahawk — instead the CANNON list showedTOMAHAWK ALPHA RAIL GUN — 0 P, i.e. not owned. - Clearing the real save's tail
4s cost the Tomahawk its status. In the unedited save the Tomahawk readsDevelopedwhileblob[38] = 0; the probe cleared{22, 26, 39, 46, 47}and the Tomahawk stopped being owned — so its flag is one of the cleared entries, with 39 the positional candidate. A uniform+1shift past index 32 would explain that, but it fails elsewhere: under it the real save's45/46/47are Chaff Flare Dispencer / Shield Doubler / Booster, and the SPECIAL tab is empty in that same save.
Three further probes settled it, and the reasoning is worth keeping because the first read of the same evidence was wrong.
- Every slot owned. With all 54 entries set to
4, every tab filled and the lists wrap, which gives exact counts: GUN 8, BEAM 8, LASER 4, MPM 5, ASM 5, BOMB/ROCKET 7, CANNON 6, SPECIAL 6 — 43 items — and the display order isweapon.tbl's order, item for item. Note what this probe cannot do: with everything owned, any surjective mapping looks the same. It bounds, it does not pin. It also killed the "gate-unmet flags are suppressed" idea outright — Maelstrom Bomb (Stage 6) and Grav Cannon XGS (Stage 12) both renderedDevelopedat a Stage-2 save. - One slot owned:
39.blob = 0except9(control) and39→ BEAM showedSTILETTO BG1 Developedand CANNON showedTOMAHAWK ALPHA RAIL GUN Developed. So the CANNON block starts at 39, not 38: exactly one slot more than the display between Dart 23 (31) and the Tomahawk. - One slot owned:
48.blob = 0except39and48→ SPECIAL showedJAMMING SYSTEM Developed. That fixes the SPECIAL base, and with six SPECIAL items the array closes exactly at 53.
The earlier probe's 45 = 4 leaving SPECIAL empty — which had looked like the
mapping failing — is simply a cut item: 45 is in the CANNON block's
never-displayed tail, not in SPECIAL at all.
Two behaviours the probe exposed
2is derived, not stored. On load the title recomputes which items are developable from its own conditions and announces the difference — zeroing Light Machine Gun MG1 and Broad Sword SG1 produced "You can now develop Broad Sword …" and both came back priced in the list. Only the owned (4) entries are authoritative state; writing2is pointless, and writing0over an item whose conditions are met is undone at load.- The free items are bought for zero, not granted.
TOMAHAWK ALPHA RAIL GUN — 0 Pis what an unowned no-cost item looks like. That is the real reason a save where the player never spent points still shows items asDeveloped(this note previously said "granted" — the mechanism is a 0 P purchase).
Evidence
captures/arsenal-develop-conditions.csv— all 60 conditions blocks.captures/arsenal-categories-all.png— the eight category tabs.captures/arsenal-gun-below-fold.png— Broad Sword SG1, the entry that is not visible without scrolling.captures/arsenal-probe-save-result.png— the hand-written save's result: controls at 9/21 renderDeveloped, the tail probes render nothing, and the Tomahawk shows0 P.captures/arsenal-gun-list-predevelop.png·captures/arsenal-mg1-developed.png— the differential itself.