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Syplheed-Reborn/docs/re/challenge-mission-gate.md
Claude (auto-RE) 90e0e66c7b re(achievements): earned state comes from XAM, and my bit numbering was wrong
Two findings, one of them a correction to the previous commit.

FOUND: GamePart_Debriefing enumerates XACHIEVEMENT_DETAILS from XAM
(0x8218F888). The records are 36 bytes -- confirmed by the arithmetic, not by
eye: the count is a byte count divided by 36 through the 0x38E38E39 multiply-high
magic plus srawi 3. Field +0 is used as a shift amount, field +32 is tested for
0x00020000, and the buffer sits behind a handle that is waited on (0x824AA330
with -1) then closed (0x824AA3E0). That is the XDK struct exactly, with
XACHIEVEMENT_DETAILS_ACHIEVED == 0x20000, via the
XamUserCreateAchievementEnumerator / XEnumerate pattern.

So the title does NOT persist earned achievements itself -- it asks the console.
The lever for achievement-gated content is the emulator's PROFILE data, not the
savegame. Independently, the singleton the challenge gate reads is not the object
holding the save block: re-scanning all 202 accessor call sites WITH function-
boundary stops touches only +80/+1956/+1960/+1964 and none of the known save
offsets (+304/+316/+320/+336/+380/+440). The earlier scan that seemed to find
them had register tracking bleeding into the next function -- a false positive I
am recording rather than quietly dropping.

CORRECTED: the previous commit claimed "bit n <-> achievement n+1" and treated
the Debriefing award pass and the challenge gate as the same bit space, both as
confirmed. Neither holds up:

- the only place the image is observed turning an achievement into a bit does
  1 << dwId with 1-based ids, so bit = the id and bit 0 is unused;
- the "list index is the bit index" step assumed 0x82448338's out-parameter is
  the loop ordinal. It is the child entry's first word out of a 12-byte array,
  and whether that is an ordinal, an id or a name hash is not pinned;
- the Debriefing's masks are its own fields (+208/+736/+740). Nothing observed
  copies them into the singleton's +80, and no writer of that bitmask has been
  found at all.

The requirement-type/id agreement still stands, but it confirms the LIST ORDER,
not the bit numbering. Consequence: if the join holds, TimeAttack's REQUIREMENT
16 is achievement 16 (Night Ravens Patch), not 17 (Solar System Defense Award).
Both read plausibly as a first-challenge gate, which is exactly why it needs
evidence and not the better story.

Also noted: +1960 is a third bitfield on the same singleton, and a what-changed
pass at 0x8219F3A4 diffs it and reports each newly set bit as bit + 64 -- so
there is a wider flag-id space whose bases are not yet worked out.
2026-08-13 19:43:35 +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 the achievement mask);
🟡 for the crash mechanism and for which mission consumes which bit; ❔ for where the
mask persists.
**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 the game's 24 ACHIEVEMENTS ✅
The `< 24` / `>= 24` split is not arbitrary. `GamePart_Debriefing`
(`0x8218CF38``0x82191B18`) walks a disc config list called
**`ACHIEVEMENTS_REQUIREMENTS`** (`tables.pak` entry #16, schema `744c0519`) and, for
entry index `n`, tests and sets **bit `n`** of an awarded-mask — and that list is
exactly `ACHIEVEMENT01``ACHIEVEMENT24`, **24 entries**. The XEX's own `XACH`
resource holds the matching 24 achievement definitions, summing to **1000G**, the
retail total. Full table and record layout:
[`structures/achievements.md`](structures/achievements.md).
So **word A (`+80`) reads as the earned-achievement mask** and **word B (`+1956`) as a
second, different flag space** that requirement values `≥ 24` index as `bit n-24`.
⚠️ **Corrected the same day:** an earlier draft said "bit `n` = achievement `n+1`" and
called the join ✅. Both were over-claimed. The Debriefing's masks live on the
*Debriefing* object (`+208`/`+736`/`+740`), nothing observed copies them into the
singleton's `+80`, and the one place the image is *seen* turning an achievement into a
bit does `1 << dwId` with **1-based** ids. So the mapping is 🟡 and, if it holds, is
`REQUIREMENT n` = achievement **`n`** — see
[achievements §3.1 and §4](structures/achievements.md).
### 5.3 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. **IDXD dedupes the string pool, so positional key/value pairing is not
sound here** (the same trap the movie/subtitle map hit) — with one exception: `16` sits
*immediately* before `REQUIREMENT` (tokens 96 → 97), which is the documented
value-before-key adjacency, so the **first** mission (`TimeAttack`) requiring **bit 16**
is well-supported.
Under the 1-based reading that §5.2 now prefers, bit 16 is achievement **16,
"Night Ravens Patch"** — *"for challenging and eradicating the Night Raven
Squadron"*, a stage-15-era award. (The withdrawn 0-based reading gave achievement 17,
"Solar System Defense Award"; both are plausible gates for a first challenge mission,
which is precisely why the numbering has to be settled by evidence rather than by
which story reads better.)
The remaining five values (`25``29`, all `≥ 24`) therefore index **word B**, not
achievements — most plausibly a challenge-clear chain, since there are six challenge
missions and word B's bits `0``5` would be `24``29`. Recorded as a hypothesis;
resolving the per-mission pairing 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`.
### 5.4 Why this matters operationally — and one lead already refuted
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.
**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
```