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Syplheed-Reborn/docs/re/challenge-mission-gate.md
Claude (auto-RE) 10a96844ba re(challenge): the EX missions are a MODE, not a stage number
Static-only (no emulator, no pad input). Three findings, each with its own
evidence:

- The disc holds exactly 29 StageResource records in three families --
  S01-S16 story, S18-S23 tutorial (all bg=Original), S24-S29 challenge, plus
  Test. That is 16 + 6 + 6 + 1, matching weapon.tbl's stage01..16 /
  tutorial01..06 / challenge01..06 key set exactly. S17 does not exist.
  GP_CHALLENGE.pak has 0 IDXD objects -- it is the menu screen; challenge
  missions reuse GP_MAIN_GAME_E.pak's records.

- The GamePart id table is at 0x820A1630 (29 ids). Indices are confirmed by
  the image's own RegisterToFactory<N, class silph::GamePart_*> text, not by
  position: GP_CHALLENGE = 26, GP_TUTORIAL = 25, GP_BUNK = 10.

- The stage loader selects its config section from a mission-KIND field at
  object+144: 3 -> EXTRA, 5|6 -> CHALLENGE, else FILE (two independent sites,
  0x82184df0 and 0x82185ed0; two more classify {3,5,6} as one group). The
  constructor sets it to 0 and every write inside the class only clears it,
  and no immediate 3/5/6 store to it exists image-wide -- so the kind is
  supplied by the launching GamePart, never derived from the stage number.

That last point is a mechanism (unproven) for why patching the save's stage
field to 27 kills the load: the record is a challenge stage but the kind stays
FILE. Names an untried, zero-cost discriminator -- try stage 18-23.

Also flagged, not resolved: roster_target says S10 (a STORY stage) still
fields an unharvested unit, which contradicts the "story campaign complete"
claim by one unit.
2026-08-13 18:59:52 +00:00

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# Challenge / EX missions — the stage set, the GamePart graph, and the kind field
**Status:** ✅ for the static structure (stage set, GamePart ids, the config-section
switch); 🟡 for the crash mechanism; ❔ for the unlock condition.
**Method:** static only — `.pe` string/pointer analysis + DuckDB disassembly + disc
records. No emulator run, no gamepad input.
**Evidence:** [`captures/challenge-map.txt`](captures/challenge-map.txt),
`crates/sylpheed-formats/examples/challenge_map.rs`.
## Why this was worth doing
The Route-B unit harvest is complete for the **story** campaign (68 of 110 units,
7 115 defaulted-on-disc values) and stalled there: the remaining units are `*_EX4` /
`*_EX5` / `*EX` variants that only the challenge missions field. The save's stage
field addresses those stage records — but setting it to **27** boots to the title and
then the emulator **exits during the load**, while 116 all load normally. This note
answers *what the challenge missions are on disc* and *why the stage field alone is
not enough*, so the next runtime attempt is targeted rather than another probe sweep.
## 1. The disc has exactly 29 stage records, in three families ✅
`StageResource` (schema `0x3c9ae32e`) in `dat/GP_MAIN_GAME_E.pak`:
| ids | count | `BackGroundID` | reading |
|---|---|---|---|
| `S01``S16` | 16 | Lebendorf … PD (real locations) | the **story** campaign |
| `S18``S23` | 6 | `Original` (all six) | the **tutorial** missions |
| `S24``S29` | 6 | Anastasis, Hargenteen ×2, Planet_Lebendorf, Lebendorf, Earth | the **challenge** missions |
| `Test` | 1 | Earth | developer stage |
`S17` does not exist. This **matches `weapon.tbl`'s sprite-key set exactly**
`stage01…16` + `tutorial01…06` + `challenge01…06` (recorded in
[static screen config](#)) — which is an independent confirmation of the three-way
split: 16 + 6 + 6 + Test = 29.
The `Original` six carry ~43 tokens each while the story and challenge records carry
5159, consistent with tutorials having no squadron/route/formation tables.
## 2. `GP_CHALLENGE.pak` is a screen, not mission data ✅
151 entries, **0 IDXD objects** — sprites and layout only. So challenge missions are
*not* a separate data set: they are ordinary `StageResource` records in
`GP_MAIN_GAME_E.pak`, reached through a different menu. That is why the EX unit
rosters show up in the same `EnumUnit_S<NN>` tables the story stages use.
## 3. The GamePart id table — the game's whole screen graph ✅
`.rdata` pointer array at **`0x820A1630`**, 29 entries, index = GamePart id:
```
0 GP_TITLE 10 GP_BUNK 20 GP_STAGE_CLEAR
1 GP_ADVERTISE_DEMO 11 GP_READY_ROOM 21 GP_MISSION_LOG
2 GP_SELECT_STORAGE 12 GP_HANGAR 22 GP_GAMEOVER
3 GP_LOAD 13 GP_ARSENAL 23 GP_DEBRIEFING
4 GP_SAVE 14 GP_PILOT_LOG 24 GP_DIALOG
5 GP_EXTRAS 15 GP_SYSTEM 25 GP_TUTORIAL
6 GP_MOVIE_THEATER 16 GP_DEMO *26 GP_CHALLENGE
7 GP_MISSION_SELECT 17 GP_MAIN_GAME 27 GP_LEADERBOARD
8 GP_OPTIONS 18 GP_SELECTOR 28 GP_TEST
9 GP_MOVIE 19 GP_PAUSE_MENU
```
The indices are **not inferred from position** — the image carries the factory
registration text, e.g.
`silph::GamePartTask::RegisterToFactory<26, class silph::GamePart_ChallengeMission>::RegisterToFactory is failed!`
and `<10, … GamePart_Bunk>`, both of which agree with this table. So `GP_CHALLENGE`
is GamePart **26** and `GP_TUTORIAL` is **25**.
## 4. A mission-**kind** field selects the stage config section ✅
Immediately before the array above, `0x820A1600``0x820A162C` holds the stage-config
key list: `BASE_INFO`, `StageResource`, `Background`, `PlayerUnit`,
`EQUIIP_LIMITATION` *(sic)*, `MODEL_PATH`, `NEW_ITEM`, `LOADING`, `CHALLENGE`,
`EXTRA`, `FILE`.
The stage loader picks **one of the last three** by a field at **`object + 144`**, and
the same three-way switch appears at two independent sites (`0x82184df0` inside the
all-keys config reader, and `0x82185ed0` in `sub_82185E80`):
```asm
lwz r11, 144(r30)
cmpi r11, 3 ; == 3 -> "EXTRA" (0x820A2160)
beq extra
addi r11, r11, -5
cmpli r11, 1 ; == 5 or 6 -> "CHALLENGE" (0x820A2154)
bgt file ; otherwise -> "FILE" (0x820A2168)
```
Two further sites (`0x82186a60`, `0x82186cb8`) classify the same field as
`{3, 5, 6}` versus everything else — i.e. **EXTRA and CHALLENGE together are "not an
ordinary story load"**. The field is initialised to **0** in the constructor
(`sub_821783D8`, `0x8217851c`, alongside `+148 = 0` — the stage index — and
`+132 = 2`, `+136/+140 = -1`), and every write to it inside this class
(`0x82184b10`, `0x82185d48`, `0x82186ab4`) only *clears* it. Nothing in the image
stores an immediate 3/5/6 into it, so the kind is **supplied from outside the class**
— by whichever GamePart launches the mission — not derived from the stage number.
### 4.1 Why the stage-field probe crashes 🟡
That gives a mechanism for the observed failure: patching the save's stage field to
27 selects the `S27` **record** while the kind stays **0**, so the loader reads the
`FILE` section for a stage whose config lives under `CHALLENGE`. A missing section
then propagates into the load, and the title exits. It fits the evidence (116 fine,
every 2429 the same failure, `/dev/shm` empty and disk free, so not the resource
trap) but it is **not proven** — proving it needs a run.
**Cheap untried discriminator, no new tooling:** patch the stage field to **1823**
(the tutorials). If those also die, the failure tracks "record outside the story
range", and the kind field is the likely gate. It has never been tested — only
116 and 2429 were.
## 5. The unlock condition ❔
Three strings say challenge missions are *announced*, not menu-browsed:
- `AVSCRIPT_COMMAND_ATTAINMENT_CHALLENGE_MISSION_CARGO_SCORE` — a mission-script
command that grants challenge-mission attainment from a **cargo score**;
- `DLG_CHALLENGE_MISSION_AVAILABLE` — the "a challenge mission is now available"
dialog;
- `DLG_GO_CHALLENGE_MISSION_MENU` — the prompt that takes you to GamePart 26.
So the gate is plausibly an in-mission achievement, not a title-menu state — which is
consistent with `Game Status = GAME_CLEAR` unlocking nothing (measured, refuted).
Neither dialog key is reachable by xref: they are selected **by index** through a
config lookup, exactly like the save screen's sprite keys, so there is nothing to
grep back to. Naming the flag needs the challenge-availability check disassembled
from the screen side.
## 6. What this makes actionable
`roster_target` against the harvested CSV, with the stage families now named:
| stage | family | roster units not yet read |
|---|---|---|
| `S27` | challenge | `f003_ArrowHead_EX4`, `e107_AAFrigate_EX4`, `e010_Attacker_S_EX4`, `e011_Attacker_B_EX4`, `e007_Turret_EX4`, `e008_TurretPlus_EX4` |
| `S28` | challenge | `f004_DeltaSaber_A_Player`, `f001_DeltaSaber_T_EX5(_el)`, `f003_ArrowHead_EX5`, `f104_Battleship_EX5`, `f105_Cruiser_EX5` |
| `S25` | challenge | `e101_SDBattleshipEX`, `e102_BattleshipEX`, `e105_CruiserEX`, `e108_ASFrigateEX` |
| `S29` | challenge | `e101_SDBattleshipEX`, `e102_BattleshipEX`, `e105_CruiserEX` |
| `S24` | challenge | `e105_CruiserEX`, `e106_DestroyerEX` |
| `S10` | **story** | `e005_ADAN_ElanTypeQ_Margras` |
⚠️ **The `S10` row contradicts "the story campaign is complete."** One story stage
still fields a unit that has never been read. Either `S10` was never flown (it is the
smallest stage container on the disc — 7 XBG7 resources — so it may be a cutscene
stage that is not flyable), or the completeness claim was one unit optimistic. Flagged
rather than resolved: it costs one ordinary story run to settle.
Remaining coverage: 42 units missing, of which the rosters above account for ~23. The
rest are not in any stage roster table and need a different lever.
## Reproduce
```bash
cargo run --release -q -p sylpheed-formats --example challenge_map -- <disc-root>
python3 xenia-rs/zq.py dis 0x82184df0 0x82184e30 # the three-way section switch
python3 xenia-rs/zq.py dis 0x82185ed0 0x82185f10 # the same switch, second site
```