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Syplheed-Reborn/docs/re/challenge-mission-gate.md
Claude (auto-RE) 20299c05a1 re(challenge): the gate is CLEARED STAGES -- my achievement reading was wrong
Third revision of this claim, and this one has the writer.

Word A (singleton +80) has exactly ONE writer in the image. Scanning all 22
callers of the +80 struct copier (0x82175110) for one that stores to the copy's
word 0 gives a single hit, 0x821C1820, inside GamePart_StageClear:

    if (this+1004 & 0x20000) skip           ; already recorded
    copy local = singleton->progress        ; src = obj+80
    local.word0 |= 1 << (this+84)
    if changed: singleton->set(local)       ; assign + async persist

and this+84 is the STAGE NUMBER, by two independent uses: 0x821C1760 indexes a
20-byte per-stage record array with it (this + (x+7)*20, three words plus an
8-byte timestamp -- the savegame's 16x20 SHAB shape), and 0x821C1EEC/0x821C1924
pass it as the index into the config key "STAGE" (0x820A2540), the debriefing's
px_deb_stage01..16 sprite list.

So a challenge mission's REQUIREMENT n means "stage n has been cleared", and the
<24 / >=24 split is the disc's own stage numbering: story 1-16 and tutorial 18-23
in word A, challenge 24-29 as word B bits 0-5. TimeAttack needs stage 16 -- the
last story mission -- and the other five chain off challenge stages 25-29. That
is what the raw numbers suggested in the first place.

REFUTED: "the bit space is the game's 24 achievements". ACHIEVEMENTS_REQUIREMENTS
having 24 entries and the gate splitting at 24 is a COINCIDENCE -- 24 is also the
first challenge stage's id. Nothing copies the Debriefing's masks (+208/+736/+740)
into +80, which is the check that should have preceded the claim.

The achievement work itself stands and is kept, retitled and rescoped in
structures/achievements.md: the XACH table (.pe 0x8FBCBC, 36-byte records,
1000G self-check), the 24 names/descriptions, the on-disc ACHIEVEMENTS_REQUIREMENTS
list, and the XACHIEVEMENT_DETAILS/XAM read path. It just does not gate the
challenge missions.

Still open: word B (+1956) has no known writer -- GamePart_StageClear's
unconditional 1 << x would land a challenge stage on word A bits 24-29, not word
B, so clearing a challenge mission must be recorded by another path (presumably
the one that also stores its Time/Points record).
2026-08-13 19:54:39 +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) and for the **unlock mechanism** (a bit test against a *cleared-stage* mask,
whose sole writer is `GamePart_StageClear`); 🟡 for the crash mechanism, for word B's
writer, and for which mission consumes which bit.
**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),
[`captures/challenge-screen-config.txt`](captures/challenge-screen-config.txt),
[`structures/achievements.md`](structures/achievements.md);
`examples/challenge_map.rs`, `examples/challenge_screen.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 challenge screen, its six missions, and the unlock gate ✅
The factory registration sites (`0x8280C000``0x8280F800`) give **id → creator** for
22 of the 24 registered parts, and the creators bound each class's code block. So
`GamePart_ChallengeMission`'s methods are **`0x82187E60``0x8218CF10`** (between
`GP_BUNK`'s creator `0x82187E38` and its own `0x8218CF10`). Resolving every string
that range references gives the screen's whole config schema:
```
MISSIONS · MISSION_ID · RECORD_TYPE · REQUIREMENT · REQUIREMENT_DESC
NORMAL_BUTTON · GRAY_BUTTON · THUMBNAIL · STAGE_DESC · TEXT_STAGE
TEXT_RECORD · NEW_STAGE · "Always" · "Time" · BASE_INFO
```
**The record itself is on disc**, in `tables.pak` (schema `54a10697`, one copy per
language — English is entry #64), *not* in `GP_CHALLENGE.pak`. It names six missions:
| slot | `MISSION_ID` | buttons / thumbnail | record |
|---|---|---|---|
| 1 | `TimeAttack` | `Button_TimeAttack{,_Gray}`, `Thumbnail_TimeAttack` | `Time` |
| 2 | `ScoreAttack` | `Button_ScoreAttack{,_Gray}` | `Points` |
| 36 | `Extra01``Extra04` | `Button_Extra0N{,_Gray}` | — |
`GRAY_BUTTON` is the locked art, `NORMAL_BUTTON` the unlocked art — so the screen
always shows all six and greys out what you have not earned. Full dump:
[`captures/challenge-screen-config.txt`](captures/challenge-screen-config.txt).
### 5.1 The gate is a bit test against a progress bitfield ✅
`0x82189870` builds the list, and `0x82189970``0x821899D8` is the availability
decision for each mission:
```asm
lookup REQUIREMENT in the mission record ; bl 0x82448C50
absent -> AVAILABLE
== "Always" -> AVAILABLE ; strcmp, bl 0x825EDD20
else n = atoi(v) ; bl 0x825EDCD0
n == 0 -> LOCKED
n < 24 -> bit n of word A
n >= 24 -> bit (n-24) of word B
bit set ? AVAILABLE : LOCKED
```
Word A and word B are read from a **singleton** (`0x821707C0`; the object pointer
lives at the global `0x828F48B0`, with a construct-once flag at `0x828F48BC`) at
offsets **`+80`** and **`+1956`**. So challenge
availability is one bit in a progress bitfield, and `REQUIREMENT` is that bit's index
**not** a stage number, a score, or a difficulty.
### 5.2 The bit space is CLEARED STAGES ✅
Word A has exactly **one** writer in the image, and finding it settles the question.
Scanning all 22 callers of the `+80` struct copier (`0x82175110`) for one that stores
to the copy's **word 0** gives a single hit, `0x821C1820`, inside
**`GamePart_StageClear`** (`0x821C09D8``0x821C29F0`):
```asm
if (this+1004 & 0x20000) skip ; already recorded
this+80 = 1
copy local = singleton->progress ; bl 0x82175110, src = obj+80
x = this+84
local.word0 |= 1 << x ; slw r10, r26, r10
if changed: singleton->set(local) ; bl 0x8216FF70 (assign + async persist)
```
**`this+84` is the stage number**, and two independent uses prove it:
- `0x821C1760` indexes a **20-byte record array** with it — `this + (x+7)*20`, whose
records are written as three words plus an 8-byte timestamp, i.e. the shape of the
savegame's 16×20-byte `SHAB` table;
- `0x821C1EEC` and `0x821C1924` pass it as the **index into the config key `STAGE`**
(`0x820A2540`) — the debriefing config's `px_deb_stage01…16` sprite list.
So **word A is a "stage cleared" bitmask**, and a challenge mission's `REQUIREMENT n`
means **"stage `n` has been cleared"**. The `< 24` / `>= 24` split then lines up with
the disc's own stage numbering from §1: story `1``16` and tutorial `18``23` sit in
word A, and the challenge stages `24``29` are exactly word B's bits `0``5`.
> ⚠️ **Third revision of this claim — the first two were wrong, and how they went
> wrong is worth keeping.** An earlier pass read the split at 24 as "the game's 24
> achievements" because `ACHIEVEMENTS_REQUIREMENTS` has exactly 24 entries. That is a
> **coincidence**: the achievement count and the first challenge stage id are both 24
> for unrelated reasons. The achievement work itself stands — the `XACH` table, the
> 1000G self-check, and the `XACHIEVEMENT_DETAILS`/XAM enumeration are all solid, and
> are documented in [structures/achievements.md](structures/achievements.md) — it just
> **does not gate the challenge missions**. The lesson: a numeric coincidence is not a
> join; find the writer.
### 5.3 What the six requirement values are ✅/🟡
The record's numeric tokens are `16`, `25`, `26`, `27`, `29`, with `24`/`28` already
in the pool earlier (they double as font metrics) and so **deduped away** if used.
IDXD dedup makes positional key/value pairing unsound in general — but `16` sits
*immediately* before `REQUIREMENT` (tokens 96 → 97), the documented value-before-key
adjacency, so the first mission's value is well-supported.
**`TimeAttack` requires stage 16 cleared** — the final story mission. That is the
natural gate, and it is what the *first* reading of these numbers suggested before the
achievement detour talked me out of it.
The other five values are `≥ 24`, i.e. **challenge stages 2429**: the challenge
missions chain off each other. 🟡 on the exact pairing (which mission needs which),
which needs the record's binary index section rather than the string pool.
🟡 **Word B has no known writer.** `GamePart_StageClear` sets `1 << x` into word A
unconditionally, which for a challenge stage (`x ≥ 24`) would land on word A bits
2429, *not* word B — so clearing a challenge mission must be recorded by a different
path, presumably one that also stores its `Time`/`Points` record. Not yet found.
**Negative worth keeping:** the requirement *text* (`TimeAttackRequirement`,
`Extra01Requirement`, …) is **not** in `GP_CHALLENGE.pak` — building a `TextIndex`
over it yields **0 entries** and its only wordy payload is embedded font copyright.
The config's `PATH` is `dat\GP_CHALLENGE.pak+eng\`, a per-language branch, so those
keys resolve through a naming scheme the current loader does not reproduce. Reading
them would say in plain English what each mission asks for — worth one more attempt
via `hash::TOC_NAME_SCHEMES`.
### 5.4 Where the mask lives, and one lead refuted
Word A is **word 0 of a 232-byte progress struct at singleton `+80`** (`0x82175110`
copies it out: two words, an 8-byte pair, a 184-byte `memcpy`, then 8 words from
`+200`). `0x8216FF70` compares, assigns, and then spawns a worker (`0x82170168`) under
a lock — i.e. the struct is **persisted asynchronously**. `GamePart_Debriefing` uses
the same get/modify/set on it to accumulate saturating career counters
(`+200``+224`, the last a 64-bit total), which are exactly the quantities the
achievement requirements test.
So a **hand-written progress record with the stage bits set would unlock the challenge
missions**, and the last 42 units of the Route-B harvest become one run instead of an
unreachable menu — *if* this struct is what the savegame carries. That is the open
question.
**The obvious lead is dead.** The three `stw`s to `+1956` in `0x822AF278` /
`sub_822C8748` looked promising because they sit in the save serializer's code region
— they are on a **different object**. That one is fetched through `0x822CEB30`, has a
`+2652` flag the code checks first, and stores **string pointers** at `+1956`/`+2024`
(built by `0x822D35F8`); a pointer `AND`ed with `1 << n` would be meaningless as a
gate. So **nothing in the image stores to this singleton's `+1956` field-wise**, which
means it is filled by a bulk copy or by a path not yet found.
Two candidates remain and they need different levers: the **save** (hand-write it) or
the **Xbox profile** (the emulator's profile data). Note that XEX imports are resolved
**by ordinal**, so the absence of `XamUser*` name strings in the `.pe` is not evidence
against the profile route. `+80` at least is handled as a small struct by address
(`addi r4, obj, 80` → copy helper `0x82175110`, written back via `0x8216FF70`), which
is what a serialised value object looks like.
## 6. The unlock condition, from the strings ❔
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.
## 7. 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>
cargo run --release -q -p sylpheed-formats --example challenge_screen -- <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
python3 xenia-rs/zq.py dis 0x82189860 0x821899f0 # the challenge availability gate
```