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Syplheed-Reborn/docs/re/arsenal-develop-economy.md
Claude (auto-RE) 841156a95d re: the develop blob's index space is SOLVED -- it follows strings.tbl, cut items and all
Three hand-written probe saves settled what a mission payout could not.

  all 54 owned  -> every tab fills and the lists WRAP, giving exact counts
                   (GUN 8, BEAM 8, LASER 4, MPM 5, ASM 5, B/R 7, CANNON 6,
                   SPECIAL 6 = 43 displayed) and confirming the display order is
                   weapon.tbl's order item-for-item. It also killed the idea
                   that gate-unmet owned flags are suppressed: Maelstrom Bomb
                   (Stage 6) and Grav Cannon XGS (Stage 12) both rendered at a
                   Stage-2 save.
  only 9 + 39   -> STILETTO BG1 Developed (control) AND TOMAHAWK ALPHA RAIL GUN
                   Developed. The CANNON block starts at 39, not 38.
  only 39 + 48  -> JAMMING SYSTEM Developed. SPECIAL starts at 48, and with six
                   SPECIAL items the array closes exactly at 53, nothing spare.

So the blob is indexed by strings.tbl's item order -- the display order PLUS the
items only the localisation file carries (Adhesive Mine B2A, and three of
Ballista GSH / Designator LH / Smoke Marker Launcher / Bumble UV). They never
appear in the Arsenal but they hold slots, which is the entire reason the tail
looked broken. It also explains the retail save's five "unexplained" owned
entries at 33 and 45/46/47: cut items, shipped flagged owned, never rendered.

That weapon.tbl's No_Equipment..Wep_83 run is ALSO 54 long is a coincidence, and
it cost real time -- the two orders agree only to index 32. Recorded as such.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-11 19:01:14 +00:00

15 KiB
Raw Blame History

The Arsenal develop economy, and what the save's blob indexes

2026-08-11. The save file's 54-byte blob was shown to be per-item development state by a runtime differential — one weapon bought, two entries moved, 2 → 4 for the item and 0 → 2 for the successor. That named the values. This note names the index space, and in passing recovers the whole develop economy from the disc.

Where the Arsenal gets its data

dat/GP_HANGAR_ARSENAL.pak carries one screen-config record per language whose fields point at the rest:

PATH  = dat\GP_HANGAR_ARSENAL.pak+eng\
WEAPON = weapon.tbl          STRINGS = strings.tbl
WEAPON_CATEGORIES = 8        Detail_Window_Known / Detail_Window_Unknown
ConditionToDevelop = 757,228   WeaponDesc = 734,502   Range = 891,73 …

WEAPON_CATEGORIES = 8 is the eight tabs the screen cycles with LB/RB (GUN, BEAM, LASER, MULTIPURPOSE MISSILE, ANTI-SHIP MISSILE, BOMB/ROCKET, CANNON, SPECIAL). The …= x,y fields are screen positions for that screen's labels — ConditionToDevelop is where the conditions text is drawn, not a condition.

eng\weapon.tbl — the item table (IDXD, schema 0x03c244b5, 66 records)

Its string pool opens with a stage list, then the literal key WEAPONS followed by the item ids in table order:

No_Equipment, Machiene_Cannon_MG1, Machiene_Cannon_MG2H, Machiene_Cannon_MG3,
Machiene_Cannon_MG5H, Broad_Sword_SG1, Swing_Sword_SG2H, Twin_Sword_SG3II,
Frail_GP37, Stiletto_BG1, Dagger_BG2, Rapier_BG4H, Pilum_BP, … , Wep_83,
Wep_84, Wep_85, NullWeapon_Arm1, NullWeapon_Arm2, NullWeapon_Arm3

The ids are grouped by the eight categories in the same order the screen shows them — verified item-for-item against the running game (see the all-owned probe below). Note one coincidence that cost time: the run No_Equipment … Wep_83 is also 54 entries, the save blob's length, which invites the conclusion that this list is the blob's index space. It is not — the two agree only up to index 32. The blob follows strings.tbl's order, which carries items this list omits.

Each item then has a record: Size, Weight, Range, Power, Speed, Stage, MissionObjective, Dependency, Points. For the first record all of it reads straight out, and it matches the running game exactly:

field disc in-game DATA SHEET for Light Machine Gun MG I
Range D Range Class D
Power E Damage Class E
Speed - Speed Class
Weight 0.3 Weight Class Light
Points 4000 4000 P on the develop row

Caveat, and it is a real one: IDXD string pools store each distinct string once, so from the second record onward every value that repeats an earlier string is absent from the token stream. Record 2 (MG2H) shows only its unique values — 0.4 and 3000 — and record 6 shows no number at all because its cost had already been seen. So weapon.tbl's per-item fields cannot be read from the pool alone; they need the binary node/index region, which is still undecoded (see the module docs in idxd.rs). The prose table below is the practical substitute.

eng\strings.tbl — the economy in prose (IXUD, UTF-16BE)

The same pak's string table holds, per item: the internal id, the display name, the description, and a "Conditions to obtain …" block that spells out the gate and the price:

Conditions to obtain Light Swivel Machine Gun MG2H — Completed development of the Light Machine Gun MG1 — Must spend 3000 points to develop

All 60 of them are extracted to captures/arsenal-develop-conditions.csv with the stage gate, the cost and the prerequisite split out. The shape of the economy:

  • gates are stage completion (Complete Stage 1 … 15), a predecessor item (Completed development of the …), or an ace kill (Shoot down the ace pilot in Stage 11/13/14);
  • costs run 3 000 → 350 000 points, and twenty items have no cost at all (Tomahawk Alpha Rail Gun — Complete Stage 1). Those are still bought, for 0 P — see the probe below, which caught one at 0 P — which is why they read as Developed in a list the player never spent points in;
  • two items are anomalies worth flagging: Adhesive Mine B2A says "Must spend points to develop" with no number, and ten late entries (Ballista GSH, Designator LH, Smoke Marker Launcher, Bumble UV, Ballista 24 Rocket Launcher, Thrush 220AM, Divider L3GP, Mace GP25H, Thor Gun System, Spitfire BX) have a conditions header and no conditions — cut content or non-player weapons.

How the first 32 entries were confirmed

Predicting the save state from the conditions and comparing against the actual blob is a strong test, because it is made before looking at the blob. At the captured state (Stage 1 complete, Stage 02 at standby, 4101 P) the conditions say exactly six items are developable — Light Machine Gun MG1, Broad Sword SG1, Dagger BG2, Pilum BP, Hound SMH, Dart 23 Rocket — and the blob's six 2s sit at WEAPONS-order indices 1, 5, 10, 12, 27, 31, which are those six items, in order. Nothing had to be fitted.

Indices 032 are the same item in either order, so this table stands unchanged under the final mapping.

blob value item confirmed by
0 4 No_Equipment always available
1 2→4 Machiene_Cannon_MG1 the differential: bought for 4000 P
2 0→2 Machiene_Cannon_MG2H the differential: announced as newly developable
5 2 Broad_Sword_SG1 BROAD SWORD SG1 5000P, below the fold in the GUN list
9 4 Stiletto_BG1 Developed; "Initially Mounted"; mounted as NOSE WEAPON
10 2 Dagger_BG2 DAGGER BG2 5000P
12 2 Pilum_BP PILUM BP 6000P
21 4 Falcon_9AM Developed; "Initially Mounted"; mounted as MAIN WEAPON 1
22 4 Buzzard_10AM Developed; free at Stage 1
26 4 Terrier_SMH Developed; free at Stage 1
27 2 Hound_SMH HOUND SMH 10000P
31 2 Dirt_23_Rocket DART 23 ROCKET 3500P ("Dart" is the localised "Dirt")

Twelve concordances, no contradiction, over indices 031.

The full index space — it is the localisation order, cut items included

Written after the probes below, which settled it. The blob is not indexed by weapon.tbl's WEAPONS id list. It is indexed by the order the items appear in strings.tbl — the same order, plus the handful of items that exist only there: Adhesive Mine B2A (a "Conditions to obtain" block whose cost is missing) and the four late entries with a conditions header and no conditions. Those never appear in the Arsenal, but they hold slots in the save, and that is the whole reason the tail looked broken.

blob block items (display names, in order)
0 No_Equipment
18 GUN Light Machine Gun MG1, Light Swivel MG2H, Heavy MG3, Heavy Swivel MG5H, Broad Sword SG1, Swing Sword SG2H, Twin Sword SG3II, Flail GP37
916 BEAM Stiletto BG1 ⌾, Dagger BG2, Rapier BG4H, Pilum BP, Multi Pike BP, Spear HBP, Long Spear HBP, Gray Head T76H
1720 LASER Saber LG1, Twin Saber LG2H, Needle L1GP, Fire Arrow L2GP
2125 MPM Falcon 9AM ⌾, Buzzard 10AM, Hawk 75AM, Condor 105AM, Eagle 120AM
2630 ASM Terrier SMH, Hound SMH, Pointer SM, Piranha T53, White Shark T53R
3138 BOMB/ROCKET Dart 23 Rocket ⌾, Arrow 27 Rocket, Adhesive Mine B2A — never displayed, EMP Mine B8E, Laser Mine B9L, Cauldron 50 Rocket, Cluster Mine B10, Maelstrom Bomb
3947 CANNON Tomahawk Alpha Rail Gun ⌾, Sling 75KG, Glaive 120mm Cannon, Arbalest 155KG, Monoceros Long Cannon, Grav Cannon XGS, + three never-displayed slots
4853 SPECIAL Jamming System ⌾, Shield Doubler, Booster, Fire Control System, Regenerator, Cartridge Holder

⌾ = pinned by an anchor: 9, 21, 39 and 48 were each written into a save by hand and read back off the screen; 31 is the Dart 23 Rocket's price row in the untouched save. The array ends exactly at 53 with the last SPECIAL item, with nothing left over — 8+8+4+5+5+8+9+6 plus No_Equipment is 54.

The three never-displayed CANNON-block slots are three of Ballista GSH, Designator LH, Smoke Marker Launcher, Bumble UV — the four cut entries strings.tbl lists between Grav Cannon XGS and Jamming System. Which three is 🟡 undetermined and does not matter for reading a save; nothing displays them.

This explains every anomaly in the retail save. Its 4s at 33 and at 45/46/47 are the cut items — Adhesive Mine B2A and three of the four above — shipped flagged as owned. They never render, so no player ever sees them, and they are exactly the five "unexplained" owned entries that made the tail look wrong. The Tomahawk reading Developed at blob[39] while weapon.tbl puts it at 38 was the same off-by-N, seen from the other side.

How the tail was actually settled (and what was wrong first)

Past index 31 the weapon.tbl alignment fails, and it fails against the screen, not against a theory — this is the evidence that sent the investigation to the localisation order above:

  • Tomahawk_a_Rail_Gun is WEAPONS index 38 and the CANNON list shows it Developed (it is free once Stage 1 is complete) — but blob[38] = 0.
  • The blob's remaining 4s are at 33, 39, 45, 46, 47. In WEAPONS order those are EMP_Mine_B8E, Sling_75KG, Shield_Doubler, Booster, FireControlSystem — and every one of them is shown as not developed: BOMB/ROCKET lists only DART 23 ROCKET 3500P, CANNON only the Tomahawk, and the SPECIAL tab is entirely empty (all rows dashed). Their conditions agree — Shield Doubler needs Stage 12, Booster an ace kill in Stage 11, FCS Stage 6.

So five 4s in the tail correspond to nothing the Arsenal reports as owned, and one genuinely-owned item reads 0. A single +1 shift does not repair it either: blob[39] = 4 would put the Tomahawk right, but then blob[33] = 4 lands on Arrow_27_Rocket (Stage 2 + 5000 P, unreachable here) and 45/46/47 still land on locked SPECIAL items.

Tested actively, with a hand-written save

Waiting for a mission payout was not necessary. The save container's derived fields turned out to be reproducible (see savegame_edit.py — the whole container re-wraps byte-identically), so the blob could be written and the result read off the screen. A probe save was built in our own throwaway slot 03 with the blob zeroed except 0, 9, 21, 33, 38, 45 = 4 and 39, 46 = 2, and it loaded.

What it showed:

  • The controls rendered. 9 → BEAM shows STILETTO BG1 Developed; 21 → MULTIPURPOSE MISSILE shows FALCON 9AM Developed. So a hand-written 4 does reach the screen, and indices 9 and 21 are those items — now by experiment, not by correlation.
  • The tail probes rendered nothing. 33 should have made a BOMB/ROCKET row Developed (row 3 of that list, on screen, not below the fold) — it stayed dashed. 45 should have made a SPECIAL row Developed — the SPECIAL tab stayed entirely empty. And 38 should have been the Tomahawk — instead the CANNON list showed TOMAHAWK ALPHA RAIL GUN — 0 P, i.e. not owned.
  • Clearing the real save's tail 4s cost the Tomahawk its status. In the unedited save the Tomahawk reads Developed while blob[38] = 0; the probe cleared {22, 26, 39, 46, 47} and the Tomahawk stopped being owned — so its flag is one of the cleared entries, with 39 the positional candidate. A uniform +1 shift past index 32 would explain that, but it fails elsewhere: under it the real save's 45/46/47 are Chaff Flare Dispencer / Shield Doubler / Booster, and the SPECIAL tab is empty in that same save.

Three further probes settled it, and the reasoning is worth keeping because the first read of the same evidence was wrong.

  1. Every slot owned. With all 54 entries set to 4, every tab filled and the lists wrap, which gives exact counts: GUN 8, BEAM 8, LASER 4, MPM 5, ASM 5, BOMB/ROCKET 7, CANNON 6, SPECIAL 6 — 43 items — and the display order is weapon.tbl's order, item for item. Note what this probe cannot do: with everything owned, any surjective mapping looks the same. It bounds, it does not pin. It also killed the "gate-unmet flags are suppressed" idea outright — Maelstrom Bomb (Stage 6) and Grav Cannon XGS (Stage 12) both rendered Developed at a Stage-2 save.
  2. One slot owned: 39. blob = 0 except 9 (control) and 39 → BEAM showed STILETTO BG1 Developed and CANNON showed TOMAHAWK ALPHA RAIL GUN Developed. So the CANNON block starts at 39, not 38: exactly one slot more than the display between Dart 23 (31) and the Tomahawk.
  3. One slot owned: 48. blob = 0 except 39 and 48 → SPECIAL showed JAMMING SYSTEM Developed. That fixes the SPECIAL base, and with six SPECIAL items the array closes exactly at 53.

The earlier probe's 45 = 4 leaving SPECIAL empty — which had looked like the mapping failing — is simply a cut item: 45 is in the CANNON block's never-displayed tail, not in SPECIAL at all.

Two behaviours the probe exposed

  • 2 is derived, not stored. On load the title recomputes which items are developable from its own conditions and announces the difference — zeroing Light Machine Gun MG1 and Broad Sword SG1 produced "You can now develop Broad Sword …" and both came back priced in the list. Only the owned (4) entries are authoritative state; writing 2 is pointless, and writing 0 over an item whose conditions are met is undone at load.
  • The free items are bought for zero, not granted. TOMAHAWK ALPHA RAIL GUN — 0 P is what an unowned no-cost item looks like. That is the real reason a save where the player never spent points still shows items as Developed (this note previously said "granted" — the mechanism is a 0 P purchase).

Evidence