Static only. Bounding each GamePart's code block by its factory creator thunk (id -> creator recovered for 22 of 24 registrations at 0x8280C000-0x8280F800) puts GamePart_ChallengeMission at 0x82187E60-0x8218CF10. Resolving every string that block references gives the screen's config schema, and the record itself is on disc -- tables.pak schema 54a10697, one copy per language, English entry #64. Six missions: TimeAttack (record Time), ScoreAttack (record Points) and Extra01..Extra04, each with MISSION_ID / REQUIREMENT / REQUIREMENT_DESC / THUMBNAIL / STAGE_DESC / NEW_STAGE and a NORMAL_BUTTON / GRAY_BUTTON pair -- so the screen always lists all six and greys out what is not earned. THE GATE (0x82189970-0x821899D8), read off the code: REQUIREMENT absent -> available REQUIREMENT == "Always" -> available else n = atoi(REQUIREMENT) n == 0 -> locked n < 24 -> test bit n of the word at singleton+80 n >= 24 -> test bit (n-24) of the word at singleton+1956 The singleton is 0x821707C0 (lazy, global 0x828F48BC). So availability is one bit in a progress bitfield and REQUIREMENT is a bit INDEX -- not a stage number, score or difficulty. Values per mission are 🟡: the pool's numeric tokens are 16/25/26/27/29 and 24/28 already appear earlier as font metrics, so they would be deduped -- which fits 24..29 but IDXD dedup makes positional pairing unsound here, so it is recorded as a hypothesis, not a table. Negative: the requirement TEXT is not in GP_CHALLENGE.pak (TextIndex over it = 0 entries; its only prose is embedded font copyright). Its PATH is a per-language branch the loader does not currently reproduce. Next: three stores to +1956 sit in 0x822C7DD0 / 0x822C8748, the same region as the save serializer 0x822C00E8 -- if the bits are save-backed, a hand-written save unlocks all six challenge missions and the last 42 units become one run.
12 KiB
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,
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 1–16 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
51–59, 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):
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 (1–16 fine,
every 24–29 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 18–23 (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 1–16 and 24–29 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 |
| 3–6 | 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.
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:
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, lazily constructed
behind the global 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 What the six requirement values are 🟡
The record's numeric tokens are 16, 25, 26, 27, 29, and 24/28 are
already in the pool earlier (they double as font metrics), so they would be deduped
away if used. That is consistent with the six values being 24–29 — the same
range as the challenge stage records — but IDXD dedupes the string pool, so
positional key/value pairing is not sound here (the same trap the movie/subtitle map
hit). Recorded as a hypothesis: reading the values properly needs the record's binary
index section, not the pool.
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.
5.3 Why this matters operationally
If word A / word B are restored from the save, a hand-written save with those bits
set unlocks all six challenge missions — and the savegame round-trip is already
solved. That would turn the last 42 units of the Route-B harvest into one run instead
of an unreachable menu. Three stws to +1956 sit in 0x822C7DD0 / 0x822C8748,
i.e. the same code region as the save serializer (0x822C00E8) and deserializer
(0x822C0380) — suggestive, not yet checked. That is the next step.
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
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