Two pages of this corpus disagreed. MISSION says the splash "is the RATC screen, which already renders"; ui-paint-order-key.md says it "cannot be rendered by screen render at all". Running the tool both ways settles it. screen list --all shows all 16 GP_TITLE entries instead of 12, and the four the default listing drops are the splash, each half shipped twice: entries 10 and 13 are the white SQUARE ENIX publisher logo, entries 11 and 14 the GAME ARTS / SETA / studio anima developer logos. Entry 11's seven elements are the three logos, their three _eff glows and the palogo_eff0.prm backdrop -- exactly the composition ui-paint-order-key.md had measured for the splash without being able to draw it. So the "cannot be rendered" line is wrong and is corrected in place. What is true is narrower and worth keeping: the splash is invisible to the DEFAULT listing because is_build wants a .rat child, so anyone who does not pass --all concludes it is missing. That goes in METHOD -- a default filter can hide a whole screen and the corpus will record it as absent. The payoff is for the port rather than for the RE: the first of the five screens now has a reference composite, which it did not have. Marked amber on one point -- there is no framebuffer capture of the splash in this repo, so the match to the running game is by description against the milestone-1 notes, not by pixels.
17 KiB
Refuted — claims that were tested and died
Read this before proposing a hypothesis. Every line below was believed at some point, measured, and found false. Reviving one costs a whole iteration and produces nothing.
This file exists because the list had been living in the autonomous agent's loop prompt — the only copy, lost the moment the container was. A refuted result is a real result; it belongs in the corpus like any other.
Format: each entry is the claim as it was believed. Where the true answer is
known it follows after →. Grouped by subject so a grep for your noun finds the
neighbourhood, not just the line.
Offsets, structs and the progress singleton
position = instance − 0x12c→ refuted.+0x29d0→ refuted.- "an offset intersection can find a struct's consumer" → only for LARGE or
unusual offsets. Small ones have no power (
+184: 301/351/115 hits). - "a
+1956store means a progress write" → writes go through the COPY, not direct stores. 9 direct stores, none of them a progress write. - "the singleton-global filter can find progress writers" → it fails its own control.
- "the progress copy destination is an
r1-relative stack local" → it is a frame register. Ther1assumption returned 0 for all 21 candidates including the known-good — the filter was killed by its own control. - "word B's writer also stores the Time/Points record" → it does not.
- "the debriefing records the metric with the clear bit" → 44 calls, exactly two
strings (
DEBRIEFING,BASE_INFO), noTime, noPoints. - "
0x820AF030holds live state" → all 384 words constant; it is a spawned-entity record, not live state.
Screens, classes and RTTI
- "the developer splash cannot be rendered by
screen renderat all" → it can, with--all. It is only invisible to the default listing, which filters onis_build.ui-title-build-map.md - "the four
GP_TITLEentries that are not screen builds are unidentified" → they are the splash: 10/13 theSQUARE ENIXlogo, 11/14 the developer logos. "the boot title is phase 2 and the attract title is phase 4 state 0, and only phase 2 handles Ⓐ" → refuted— the REFUTATION is withdrawn. The test assumed Ⓑ lands in phase 4 state 0; the event-0 block actually sets phase = 2 and state = 0 together, so it probed phase 2. The hypothesis is untested, not dead.boot-config-and-gamepart-registry.md- "any title after the first one refuses input" → too broad. The Ⓑ-returned
title accepts Ⓐ; only the attract-returned title is inert.
canary-scripted-input-traps.md - "
sub_821C6458isGamePart_Title's state machine" → mine, imprecise. It is the machine for phase 4 of a five-way outer dispatch atthis+132; phase 0 is the splash. The ten states and eighteen edges are phase 4 only.boot-config-and-gamepart-registry.md - "
sub_821CC860is the game's by-name screen factory" → mine, and wrong. Its decoded arguments includeBG,BLACK,FADE,FILE,KEY,PAD,SOUND,GAMMA_RGB— it is a generic name-keyed lookup, mostly config. - "
DIFFICULTYandEXTRA_MENUare corroborated screen names" → mine, and wrong. Neither appears inr5at any of the 48 call sites; they were strings merely referenced by the same functions. OnlyTUTORIAL_MENUsurvives.boot-config-and-gamepart-registry.md - "the
{func, func, ptr}triples at0x820a3b48are a GamePart state table" → static-initialiser records trailing theRegisterToFactorystrings. The bytes before them are the tail of a diagnostic string and the data column is zero-filled descriptors.boot-config-and-gamepart-registry.md - "the boot sequence is driven by a table the game reads" → it is not
data-driven; four search spaces closed, transitions are calls with an id
argument.
boot-config-and-gamepart-registry.md - "
config.iniis a GamePart settings table, so the boot order is in it" → its[SYSTEM]section is empty; the only populated section is[LANGUAGE].boot-config-and-gamepart-registry.md - "the attract loop is
GP_ADVERTISE_DEMO(GamePart 1)" → 🟡 id 1 has no registration site in the shipped build; the attract is the title replayingADV.wmv. - "the 29 id-table names are 29 distinct GameParts" → 24 register, and
3/4are the same class (GamePart_SaveLoad). - "Ⓐ on
NEW GAMEleads to a standing black-screen hang" → it opensDIFFICULTY, thenSELECT DATA. What looked like a hang was a menu waiting for input that nobody pressed; the crash that follows is the already documentedsub_823070B0cache throw.menu-navigation-semantics.md - "tapping Ⓐ during the boot movie breaks the title" → one tap skips the
movie cleanly and the title works normally. It is hammering (88 presses) that
breaks it.
movie-binding.md - "the attract movie runs ~85 s, so it is not
ADV.wmv(137 s)" → mine, and wrong. Sampling began 39 s into the movie, so what was timed was its tail. The attract movie isADV.wmv, played in full.movie-binding.md - "the boot intro and the attract movie are different videos" → one asset, one
manifest slot (
ADVERTISE_MOVIE). - "the new-game intro is unidentified" →
MS00A→S00A.wmv, decoded from the movie manifest. - "
GP_READY_ROOM.pakholds the Ready Room screen" → its 317 distinct element names contain none of the six visible labels; it is the briefing / tactical-map content behind theBRIEFINGSitem.ready-room-probe.md - "the Ready Room might be 3D with a UI overlay" → it is 2D; the pak carries zero 3D containers.
- "element kind
0x3002is the button kind" → title-side only. All 902GP_READY_ROOMbundles have zero0x3002; that pak uses0x3000,0x3004,0x300c,0x3008.0x3002is one member of a0x3000family. - "the transition between menu screens is a cut" → it is a fade through
black; a 0.5 Hz screenshot burst simply samples too slowly to see it.
screen-transitions.md - "the main menu's initial focus is fixed" → three boots of one script gave
TUTORIAL,TUTORIAL,NEW GAME. - "the title menus drop d-pad presses shorter than ~0.3 s" → refuted by my
own data. The menu wraps at both ends; every press registered, and the
"missing" step was the wrap. See
menu-navigation-semantics.md. - "the main menu opens with
NEW GAMEfocused" → it opens onTUTORIAL, 2/2 boots (🟡 a third recorded run impliesNEW GAME, so this is reproducible, not invariant). - "
GP_TITLEbuilds 6/8/9 are three submenus" → 8 is the JAPANESE main menu, and 6/9 are the English and JapaneseEXTRASsubmenu.GP_TITLEholds eight screens shipped twice (EN/JP), and exactly one submenu. Seeui-title-build-map.md. - "the
PRESS Ⓐ BUTTONplate is a state of the title build" → it is its own build (2/3), composited over build 4 and faded in a beat later. - "the RTTI route can name the anonymous classes" → 1 150 vtables: 1 150
ANON_, 0rtti_present, 0 base classes. - "the sibling vtable methods name the class" → they cannot.
- "
xrefscan name the callers of a vtable method" → no. - "the
ind_callrefutation voids existing corpus claims" → damage bounded, 4/4 caller claims verify. Butxrefs.ind_callis a CROSS PRODUCT — always filterkind='call'. - "
BASE_INFOmarks the 5-slot screen family" → it discriminates screen-config from table-read, 9/9 vs 10/10. - "a high key count means a rich screen" →
sub_82297550/sub_822A2F00's 27 "keys" are coordinate pairs, i.e. a layout table. - "
EX_= the CHALLENGE-mission debriefing" →EX_is EXTRA, mission-kind 3. - "the
EX_selection has not been shown" → it has:[[obj+4]+184] == 3.
Stages, missions and the challenge set
- "the disc's stages are numbered 1..28" → S01–S16 story, S17 cut, S18–S23 tutorials, S24–S29 challenge.
- "S24–S29 are story missions" → they are the challenge missions.
- "the challenge missions have their own maps" → they reuse
GP_MAIN_GAME_E.pak's stage records. - "the challenge
REQUIREMENTvalues are 16,25,26,27,29" → the chain is 16→24→25→26→27→28. - "the
Extra0nfamily shares one leaderboard metric" →RECORD_TYPEis per-stage: 3 Time / 3 Points. - "stage = filled SHAB count + 1" → refuted.
- "the first TRIGGER is always the point of no return" → refuted.
- "
EnumUnit_S14.tblmight be missing" / "S14's 13 are a manifest omission" / "asteroids are exempt from the manifest" → S14's 13 are dangling deployments. NEEDS-HUMAN: fly S14. - "
StageMessageSet_S02.tblis not in the pak" → it is. - "
S28_p1has an asteroid volume with no definition" → refuted. - "
test_s8p1_asteroid.tblis test-only" → refuted. - "the settings family has 28 or 29 objects" → 24.
ISL / mission scripting
- "the bytecode is in the
.embsec_sections" → refuted. - "only 31 built-ins take a unit" → refuted.
- "
sub_8230C398is the message pump" → refuted. - "
bus+8216is the subscriber registry" → refuted. - "the ScriptPhase vtable is ≥200 slots" → 113.
IDXD, paks and naming
- "IDXD record keys are
name_hash" → record keys aretag_hash(case-SENSITIVE);name_hashis case-INSENSITIVE and used for pak keys. - "pak TOC order is stage order" / "TOC order is semantic order" → it is not.
- "the executable holds the asset names" → the image names no data value at all; that route is powerless.
- "the image might name a data VALUE" → powerless.
- "the XPR2 manifest names hash to the DefTables tables" → refuted.
- "the
DefTablesmodel names are unreachable" → reachable via theEnumeratedeclaration tables (1 413/1 425, 99.2 %). - "the
GP_MAIN_GAME_*unnamed block is undiscovered data" → refuted. - "each
GP_MAIN_GAME_*Enumerateobject declares something" → refuted. - "
GP_HANGAR_ARSENALis missing data tables" → refuted. - "the
Enumerationself-index can name objects" → a self-index names records, not files. - "a per-pak prefix might close the 2D blocker" → no.
- "the
+paths might name the 2D orGP_READY_ROOMkeys" → the+-dictionary route is exhausted, 0 of 1 817. - "the
game:\paths are unresolved" → refuted. - "a set-difference over file names can see reuse" → it cannot; join per USER. Per-pak copies are ×6.
Audio
-
"which bank the menu plays is not on the disc" → the cue table cannot say (all BGM cues are numeric), but the code can:
sub_821C5580plays cue 1103 =BGM_103, and its two declared waves match the two streams the XMA probe saw byte-for-byte. -
"the observed BGM stream sizes match no bank's declared waves, so the game hands the decoder a window" → mine, and wrong — I checked only the
BGM_0xxrows. They areBGM_103's two waves exactly; the game hands over the whole wave. -
"an individual SE cue's audio cannot be extracted" → mine, and wrong.
--xma_param_probe=truelogs each stream's head bytes; searching them inStatic.slblocates the wave exactly.menu-audio-cues.md -
"
Static.slbhas no wave boundaries, so its layout is unknown" → it is a packed run of whole 2 048-byte XMA packets with no delimiters — the two located cues are contiguous. There is nothing to scan for, by design. -
"
Pj_Silph.xgsholds the cue→wave index, so parse XACT" → no XACT container exists on this disc: 0 ×XGSF/SDBK/WBNDin all 1.08 GB ofsound.pak, and noXACT/.xgsstring in the executable. The extensions are the authoring tool's, not the format's.menu-audio-cues.md -
"every sound cue resolves to its own
.slbbank" → the 322SE_*cues do not; 0 of 322 are inFILES, andBANK_SEputs them all inStatic.slb. -
"
Static.slbcan be split into waves like any other bank" → it holds 0RIFF, 0seek, 0WAVEacross all 8 353 472 readable bytes.menu-audio-cues.md -
"
BGM_001.slbis three sub-waves (10 KB + 4.47 MB + 4.67 MB)" → the 10 KB is the bank header; a bank is two waves. -
"a music bank's two waves might be intro + loop, two variations, or two halves" → they are two stems of one performance, played together — equal duration in 32/32 banks, and sample-synchronous.
structures/bgm-two-stems.md -
"
BGM_106–BGM_109break the two-wave rule" → they are the leading-region straddle; realigned across entry boundaries they obey it. -
"the cue table names which BGM belongs to which screen" → all 32 BGM cues are numeric (
BGM_001…BGM_109).
Units, weapons, effects and assets
- "
Generic(394) is the unit datasheet" → refuted. - "a loadout's
Arm1names an item" → it names a hardpoint slot (Turret_NNN), 59/59. - "
EnumUnitand the unit datasheet share a vocabulary" → they do not. - "the roster is the
Generic.Modelset" → roster 40,Generic.Model46,GameResourceID480 — three vocabularies. - "every unit ID is
UN_<l>###_<FACTION>_<name>" → the grammar isUN_<letter>###_[<subkind>_]<FACTION>_<name>. - "
_EXnis theExtra0nindex" → three differentEXvocabularies exist. - "the only two
_EX5names on the disc are the AA gun and the DeltaSaber" → refuted. - "running the tutorial will instantiate the
_Ttrlweapons" → refuted. - "the disc has exactly three
EnumWeapontables" → four. - "the
wep_NNpackage gaps are unshipped weapons" / "wep_85is the tip of a family" →wep_85is the only declared-but-unshipped asset (59/0/1/26). - "nothing is deployed without being declared" → refuted.
- "effects are one namespace" → refuted.
- "the 58 undeclared effect names are missing assets" → refuted.
- "all five orphan effects are unshipped" → refuted.
- "
eff_f0002ships inBase.xpr" → refuted. - "
Base.xprholds more bound effects thanptc_pack" → refuted. - "the 34 unlocated are a scatter" → refuted.
- "the 9 unlocated might be under another prefix" → refuted.
- "
ptc_packhas 532 names" → 727. - "the
_e/_flaw is effect-FIELD-specific" → it is the faction law, 564/564. - "a disc-wide
.xprbyte search can show an effect is ABSENT" → it cannot. - "
rot_n001is on the disc" → refuted. - "
rou_f004's mesh is inStage_S28.xpr" → it is inDeltaSaber_A.xpr. - "
parent+_all+_childis the composite-model convention" → refuted._hangaris real (59 of 166, 59/59 with a bare twin);_all/_childis not. - "
Motion_guard_starthas no damage variants" → refuted. - "
CoverAreabits 2 and 3 are mutually exclusive" → refuted. - "the 27 unresolved
NamePlatevalues are missing objects" → refuted.
LOD, background and misc tables
- "
EnumLODSet_*is a per-stage family" →EnumLODSet_test.tblserves 17 stages; 17+5+1 = 23. - "there are 8 orphan LOD tables" → 6.
- "the orphans are stale copies of
_test" → refuted. - "S25 is absent from the
DefTablesLOD families" → refuted. - "
BackGroundIDhas no referent anywhere" → it is an identity. - "
BackGroundPackage == BG_<id>.xpr" → refuted. - "
<X>ID+<X>Packageis a convention" → refuted. - "
Placement_*/RouteTest_*are unattached" → refuted. - "the
AsteroidDefinitionjoin does not reproduce by hash" → it does. - "the 8-value frame is a new finding" → it was already in the corpus.
Loaders, config and tuning
- "the config reader is XML" → INI.
- "
sub_822F9498is the unit-definition loader" → it isPlayerParams's. - "
sub_822AE628reads the main-gameTweak" → refuted. - "
sub_8230D1F8is a rank table" → it is the stage-settings loader. - "
sub_82286BC8's key list is new" → refuted. - "
sub_825F2CF0/sub_825F2F88read a post-processing table" → refuted. - "
Boosteris a new schema" / "Boosteris the player craft's flight envelope" → refuted; nothing selectsBooster. - "the
AnalogRevice/Tweakblock is unreachable" → reachable (sub_821A6CF0, base0x820A1630). - "a 0-xref string block has no reader" → refuted.
- "the AI table was NEEDS-HUMAN" → refuted.
- "the
PG*HUD names are undocumented" → they are documented. - "a base-solver row identifies a FUNCTION" → it does not.
- "a 64K-boundary base is low confidence" → inverted; it is high confidence.
- "the 0x820B0000 cluster is a false positive" → refuted.
- "a pointer to a function in the image implies a registry" → refuted.
.pdatais not a registry. - "the 13 player-facing chatter tables are the WINGMAN tables" → refuted.
- "the 8 undeclared chatter tables are tutorial chatter" → refuted.
- "other datasheets ship a schema too" → refuted.
Encoding and text
- "every IDXD string value is ASCII" → 6 non-ASCII values of 99 328.
- "
文字列is a dev placeholder" → they are Shift-JIS type words.