All re-read twice — the handler, and the thing it calls — because each had been named from its shape rather than its effect. * id 11 `yield` -> `end_coroutine`. 0x82272624 is li r11,1 ; li r3,3 ; stw r11,164(r31), and the dispatcher's r3==3 arm erases the thread from the active list and returns it to the free list. It destroys the thread. 2945 sites game-wide, 372 in Stage 02 — the most-used built-in there was. * id 5 `await_label` -> `kill_coroutine(label)`. sub_82273B08 kills the thread parked at the target pc, or itself if the target is its own pc. It waits for nothing. * id 100 `push_trigger` -> `reset_phase_threads`. It clears the trigger container and then frees every thread whose pc differs from the caller's — the opposite of pushing a trigger. Corroborated by usage: its 12 Stage 02 sites all sit in the phase terminator, next to timer_stop, clear_flag(-1) and MARK_LAST_PHASE. One name recovered from the game's own text: opcode 992 prints "RequestScriptMessage %s" at 0x820A5700, so id 64 is request_script_message (2683 sites). Return codes documented properly: 1 = restart the coroutine from its entry (previously not recorded at all), 3 = terminate. And the blocking set was wrong in two places — it is 102, 120, 137, 142, 143. Id 97 does NOT block; its handler ends `b 0x822724F8`, so it always returns 0. Unit-operand resolution settled from DATA over all 28 stages rather than by reading 147 handlers: a slot qualifies only if every value is a valid symtab-2 index, it takes >=15 distinct values, AND its maximum reaches most of the table — that last clause is what discriminates, since every small integer is trivially "in range". 31 built-ins at slot 4, 8 at slot 12, one at slot 20. It also refutes set_flag's slot 0, whose maximum overruns the table, and the resolver now declines rather than inventing a name. New and unexplained: symtab-2 holds two types, 2 and 8, and built-ins 95 and 128 take type 8 at slot 12 in 100% of their sites. A downstream inference is withdrawn with it: the note reading the live trigger counter attributed it to "the script arming watches as it goes" via built-in 100. The measurement stands; the attribution does not. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
6.3 KiB
What the missions actually test — all 28 scripts surveyed
Status: ✅ corpus-wide counts, verified independently; ✅ two idioms identified that change how the numbers read; 🟡 one built-in's semantics only partly read.
All 28 Stage\StageNN.ssb scripts decoded with tools/re-capture/isl.py:
2,085,628 bytes, 25,705 built-in call sites, 108 of the 147 built-ins ever
used. Nothing failed to parse. Re-checked here against the survey: 33=0,
34=0, 108 distinct, hp_pct_test 1955, unit_state 1271 — all exact.
✅ The kill-counter primitives are DEAD, game-wide
global_counter0 / global_counter1 (built-ins 33/34) have zero call sites in
all 28 stages. Their handlers exist and are wired — they read
[0x828F35C4]+8 and +12 into the int result register — and no mission ever
calls them.
39 built-ins are never called at all, including timer_start,
deploy_and_wait, camera_at, play_voice and screen_fade.
🔴 CORRECTION: "no mission counts kills" was too strong
I wrote that here, and it is wrong as stated. What is true is narrower: no mission reads the two GLOBAL counters. The game does track kills, and missions do test them — through attribution, per unit and per squadron pair:
| built-in | what it is | sites |
|---|---|---|
105 killed_by_player(unit) |
reads [squadron+600], which the unit-death handler sets from the damage message's _BY_PLAYER flag — "was the most recent death in this squadron the player's doing" |
117 across 14 stages (S02: 38, S01: 32) |
| 72 | numerator is a per-(killer, victim) squadron kill counter incremented in the unit-death handler |
13, S01 only |
killed_by_player is the 17th-most-used built-in in Stage 02. So "did the
player get that kill" is a common mission predicate — the game simply never asks
"how many kills in total".
The evidence for 105 is the game's own strings: the death handler branches on
that flag into "KILLED_BY_PLAYER" versus "KILLED", alongside
LOST_TURRET_BY_PLAYER, SHIELD_DOWNED_BY_PLAYER,
DAMAGED_BY_PLAYER_GREATER_50 and the rest of the family.
✅ hp_pct_test(unit, 0.0) is a destruction test
1786 of 1955 hp_pct_test calls (91 %) pass threshold 0.0 — 107 of
Stage 02's 109 resolvable sites. Built-in 20's handler (0x8226AB78) explains
it: above zero it returns pct ≤ threshold, but at exactly 0.0 it takes a
separate path that also requires the unit's state field [unit+16] == 4.
So unit_state and hp_pct_test(…, 0) are interchangeable "is it destroyed"
tests, and stages simply pick an idiom. Real damage thresholds are the
minority: 50 (57×), 30 (19×), 70 (18×), 40 (14×), then a thin tail.
This matters for reading the counts: a stage with no unit_state is not
necessarily testing something different — S14 has none, and 25 of its 34
hp_pct_test calls pass 0.0.
✅ squad_survival_pct is a boolean, not a percentage
29 sites, in S06/S07/S08/S09/S15, and every one passes a friendly TCAF
squadron and the threshold 99.9. The handler divides current by initial member
count with an integer divwu before multiplying by 100.0, so the value can
only be 100 or 0.
At a 99.9 threshold that makes every site the predicate "has this friendly squadron lost anybody at all?" — an escort-casualty test. The game has no "destroy N% of a squadron" objective.
✅ The condition vocabulary, and the outliers
| pattern | stages |
|---|---|
unit_state + hp_pct_test + dist_lt + unit_relation |
the story stages |
squad_survival_pct (escort intact?) |
S06, S07, S08, S09, S15 |
group_ratio_pct |
S01 only, 13 sites, always (TCN001, <ADAN squadron>) |
| player gauges 132/133/134 | S16 only — 11 + 2 + 2 sites |
is_engaged |
S05 only, 3 sites, all on TCN004 |
S18–S23, the tutorials, are the outliers by a distance. No flag/trigger
machinery at all — zero read_freg, clear_flag, reset_phase_threads
(built-in 100, formerly mis-named push_trigger),
named_event, MARK_LAST_PHASE, FORCE_END_PHASE, and none of the timer
family. One set_flag and one END_PHASE each. They are linear scripted
lessons, not missions.
S16 has no unit predicates whatsoever — its symbol table 2 holds three entries, and its conditions are a descending player-gauge ladder (75/50/25/10/0). A player-state set piece.
🟡 Not settled
- ✅
group_ratio_pct(72) — read to the bottom, and the old label was wrong in the numerator. It is100 × (units of squadron B killed by squadron A) ÷ (declared member count of B), with a realfdiv. The numerator ise[+12]of a 16-byte entry in the table at0x828F363C, created by an interpreter command (max 32 entries) and incremented inside the unit-death handler as(killer squadron id, victim squadron id). So it is attributed kills, not survivors — and it reads 0 unless the script first registered the(A, B)pair in[phase+328]. The namegroup_ratio_pctis retained but the "current ÷ initial members" gloss is withdrawn. - ✅ Built-in 55 is effectively dead: 0 call sites corpus-wide. It
computes a component-count ratio by category (Bridge / Hatch / Turret /
ShieldGenerator / Thruster / Versatile — names taken from the unit-
.tblloader's ownTurretCount/ShieldGeneratorCountstrings), but its numerator is a spawn-time snapshot nothing decrements, its category pairing is offset by one (slot 0's denominator absorbedHatch), its k=5 denominator is never written, and it truncates with an integerdivwbefore the ×100. Whether the misalignment is a shipped bug is unknown. - ✅ Built-in 75 is text — five symbol-table-1 names resolved through a
dictionary at
[phase+376]into five 1024-wchar slots, whichsub_821AA1B0copies into five 256-wchar HUD fields when[phase+336] == 2. Mechanism confirmed; which text (objectives, briefing, subtitles) is not. 39 sites, 3 in Stage 02. isl.py'sUNIT_ARGomitted 71 and 72, so their second unit operand printed as a bare integer. Noted in the tool; 56 may be the same shape, unverified.- The timer names in
isl.BUILTINlook mismatched: 73timer_starthas zero sites while 123/124 carry the traffic, and their handlers are the run/stop pair. Flagged, not renamed.