Static, no emulator. The LOAD/SAVE screen's config keys sit in .rdata as a
pointer array at 0x820a0074, identified as config keys (not loose strings) by
the Arsenal's own key list sitting a few hundred bytes earlier and matching its
pak record exactly.
- GAME_VERY_HARD exists alongside EASY/NORMAL/HARD, while the stage tables
only carry BonusPoint_EASY/NORMAL/HARD -- a fourth, unpriced tier.
- Game Status is a 3-valued enum: STATE_STAND_BY (our save's "At Standby"),
STATE_STAGE_CLEAR, STATE_GAME_CLEAR.
- Exactly 16 STAGE sprite keys, matching weapon.tbl's stage01..16 (plus 6
tutorials and 6 challenges). So 16 is the story-stage count and the "22
stages" figure used elsewhere counts a different set -- flagged, not
silently changed.
Also recovered: the panel's field names and positions (Points, FlightTime
%03d:%02d:%02d, ClearTimes, CompletionRate, RatioOfClear, Index, Label, Date,
BrokenData).
It does NOT name the stage/difficulty save fields, and it explains why the probe
sweep could not: the screen picks a sprite key BY INDEX through a config lookup,
so there is no lis/ori immediate to xref back to the selecting code.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
378 lines
21 KiB
Markdown
378 lines
21 KiB
Markdown
# Save file (`savedata`) — container ✅ exact, 3 fields named ✅, rest ❔ (2026-08-11)
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**Status: ✅ CONFIRMED for the container and the chunk layout** — parsed off the
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title's own serializer, not guessed, and verified by a byte-identical round-trip.
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**Points, flight time and clear ratio are ✅ named** off the game's own Details
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panel; **the rest is still ❔** and none of it is asserted.
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Parser + round-trip check: [`tools/re-capture/savegame.py`](../../../tools/re-capture/savegame.py)
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(`savegame.py <savedata> --verify` re-serializes the parse and asserts equality).
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## Where it lives
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```
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<xenia content>/<XUID>/535107D4/00000001/game01/savedata 545 B payload
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<xenia content>/<XUID>/535107D4/Headers/00000001/game01.header 328 B
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```
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The **header** is the Xbox content header, not game data: a UTF-16BE display
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string (`Game01 07/23/2026 21:08 STAGE02 EASY`), the internal name `game01`, and
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the title id `53 51 07 D4`. It is what the save-select screen lists.
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`savedata` is the whole save. **545 bytes** — there is no second file, so
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everything the game remembers between sessions is in here.
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## Container
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```
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'GDHA' <146-byte header> <zlib stream, 78 DA>
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```
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The deflated payload is 545 bytes. Two of the GDHA header words are a FILETIME
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and a copy of the slot-0 fields; **much of the rest is uninitialised memory** —
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words like `0x828F3DA8`, `0xBD4B6200`, `0x70D8FD50` are guest virtual addresses
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that leaked out of the struct's padding, so the header is not byte-reproducible
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and must not be treated as meaningful. The last four bytes of the file are the
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zlib stream's own Adler-32, and the same value also appears at header offset
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`0x8E`.
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## Payload — a chunk stream written by `0x822C00E8`
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Every element below is read off the serializer, whose writer primitive is
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`0x821885A8(stream, buf, len)`:
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| bytes | what | source |
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|---|---|---|
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| `'GDAA'` | payload magic | `addis 0x4744 / ori 0x4141` at `0x822C00F8` |
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| `u32 len`, `char[len]` | **current game phase**, here `GP_BUNK` | `lwz r11,0(save)`; if `< 29`, index the GP_* name table at `0x820A5680` |
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| `'GHAD'` + 122 B | the progress block | `0x822BF678`, called with `save+8` |
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| `u32 16`, 16 × (`'SHAB'` + 5×u32) | a 16-record result table (**not** the UI's save slots — see Result 3) | `addi r28,r0,16` / stride `addi r29,r29,20` |
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| `u32 4`, `"BUNK"`, `'NETA'`, `u32` | trailer | — |
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**The in-memory struct is written field-by-field with no packing changes, so a
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payload offset is also the offset in the live save object**: the GHAD block is
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`save+8`, the slot table is `save+136`, and the serializer's next access after
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the table is `lwz r11,456(save)` — exactly `136 + 16*20`. That makes this doc a
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map of the runtime object too, which is what a live-RAM read would need.
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The phase name is ✅ real: `GP_BUNK` is one of the title's screen ids, and the
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.pe carries the neighbouring list `GP_HANGAR`, `GP_READY_ROOM`, `GP_BUNK`,
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`GP_MOVIE`, `GP_OPTIONS`, `GP_MISSION_*`. (Note the `SHAB` string that also
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appears in the .pe is a **false hit** — it is inside the RTTI name
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`.?AVSCRIPT_COMMAND_PUSHABLE@SilpheedSCS@@`. The four-character tags are built
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as `lis`/`ori` immediate pairs, so they are not in the string pool at all.)
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### The GHAD block (122 bytes, `0x822BF678`)
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Ten u32, one u64 (`ld r11,40(r30)`), four u32, a raw 4-byte field and a raw
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54-byte blob. 10·4 + 8 + 4·4 + 4 + 54 = **122**, which is exactly what the file
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carries — the layout is closed, with nothing unaccounted for.
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Field names below come from the **LOAD/SAVE GAME screen's own Details panel**,
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photographed against this exact save (see "Naming the fields", further down).
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| off | value in this save | reading |
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|---|---|---|
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| +0 | 0 | ❔ |
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| +4 | **324773** | ✅ **flight time, milliseconds** — the screen shows `Flight Time 000:05:24` and 324773 ms = 5 m 24.773 s |
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| +8 | 5 | ✅ **clear ratio, percent** — the screen shows `Clear Ratio 5 %`. **It is not a stage counter**: developing one Arsenal weapon stepped it to 6 (see [the develop differential](#the-develop-differential-one-weapon-three-fields)) |
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| +12 | 0 | ❔ |
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| +16 | 1 | ❔ |
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| +20 | 0 | ❔ |
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| +24 | **4101** (`0x1005`) | ✅ **Points — the spendable balance.** Named from the Details panel, and **separated from +28** by the develop differential: spending 4000 P moved *only* this field (4101 → 101) and the panel then read `Points 101 P` |
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| +28 | **4101** (`0x1005`) | 🟡 **not** the displayed Points — it did **not** move when 4000 P was spent. A lifetime/earned total is the obvious read; unproven until a save is taken after *earning* points |
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| +32 | 79 | ❔ |
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| +36 | 2 | ❌ **not** difficulty and **not** stage — refuted by probe saves (see below) |
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| +40 (u64) | 2014400 | ❔ |
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| +48 | 0 | ❔ (`Times Cleared: 0` is on screen, so it is one of the zero fields) |
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| +52 | 2 | ❌ see +36 — refuted |
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| +56 | 2 | ❌ see +36 — refuted |
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| +60 | 0 | ❔ |
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| +64 (raw 4) | `09 15 00 00` | ❔ the trailer's u32 is the **same** value |
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| +68 (raw 54) | see below | ✅ **per-item Arsenal development state**, one byte per item, `4` = owned, `2` = developable now, `0` = locked ([evidence](#the-develop-differential-one-weapon-three-fields)). Only the `4`s are stored state — `2` is re-derived at load. The index space is **solved**: it is `strings.tbl`'s item order, cut items included ([mapping](../arsenal-develop-economy.md)) |
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The 54-byte blob is the interesting one — a fixed-length array of small
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enumerated states, **16 of the 54 non-zero** (ten 4s, six 2s):
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```
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04 02 00 00 00 02 00 00 00 04 02 00 02 00 00 00 00 00 00 00 00 04 04 00 00 00 04
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02 00 00 00 02 00 04 00 00 00 00 00 04 00 00 00 00 00 04 04 04 00 00 00 00 00 00
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```
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The two questions here — *what the values mean* and *which list the index runs
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over* — are separate, and were answered separately: the develop differential
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below settles the first, and four hand-written probe saves settle the second (the
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index space is `strings.tbl`'s item order; see
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[the economy note](../arsenal-develop-economy.md)). The `54` length matches no
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count established elsewhere, and in particular it is **not** `weapon.tbl`'s
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equally-54-long id run — that coincidence cost real time.
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### The develop differential: one weapon, three fields
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**2026-08-11, in the running game.** The save state loaded from slot 01 (Stage 02,
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"At Standby", 4101 P) was taken into READY ROOM → ARSENAL → GUN, where exactly one
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item was developed — **Light Machine Gun MG I, 4000 P** — the mount prompt was
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declined so that nothing but the development changed, and the result was saved to
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the first empty slot (03). Slots 01/02 were not touched.
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Diffing the 545-byte payload of slot 03 against slot 02 (the same state saved
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*before* the development) moves **exactly three things**:
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| field | before | after | what the screen showed |
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|---|---|---|---|
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| +8 clear ratio | 5 | **6** | slot 03's Details panel: `Clear Ratio 6 %` |
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| +24 Points | 4101 | **101** | the Arsenal's `Points` readout, and slot 03's `Points 101 P` |
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| +68 blob `[1]`, `[2]` | `2`, `0` | **`4`**, **`2`** | "You obtained Light Machine Gun MG I" and "You can now develop Light Swivel Machine Gun MG2H" |
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Everything else — `+28`, `+4` flight time, `+36/+52/+56`, the `SHAB` table, the
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trailer — is byte-identical. That is what makes the reading of the blob more than
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a guess: **one action produced exactly two blob transitions, and the game
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announced exactly two events, in the same order**. `2 → 4` is the item that was
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bought; `0 → 2` is the tech-tree successor it unlocked. So the alphabet is a
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three-state progression *locked → developable → developed*, and the blob is the
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Arsenal's development state, not a bitmask of owned weapons (a bitmask could not
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represent the middle state).
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**Which item each index is** was chased separately and is **solved** — see
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[the Arsenal develop economy](../arsenal-develop-economy.md). The index space is
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the item order in `GP_HANGAR_ARSENAL.pak :: eng\strings.tbl`, i.e. the display
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order **plus the cut items that only the localisation file lists**, pinned by four
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hand-written probe saves (indices 9, 21, 39, 48) and closing exactly at 53. The
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retail save's five otherwise-unexplained owned entries are those cut items,
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shipped flagged as owned and never rendered.
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One more thing this does **not** settle, and should not be written as if it did:
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- **Whether the +1 on the clear ratio is per item.** One data point. If it is
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per item, the ratio is a *collection* metric and not a stage metric, which
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matters because it is one of the three numbers the Details panel shows and it
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had been read as mission progress.
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Evidence: [`savedata-game03-developed-mg1.bin`](../captures/savedata-game03-developed-mg1.bin)
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(compare against [`savedata-game02-samestate.bin`](../captures/savedata-game02-samestate.bin)
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with `savegame.py`), and the screenshots
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[before](../captures/arsenal-gun-list-predevelop.png) ·
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[after](../captures/arsenal-mg1-developed.png) ·
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[Details panel](../captures/savegame-details-slot03-developed.png).
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### The 16-record `SHAB` table (16 × 20 bytes)
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| slot | a | b | c | FILETIME |
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|---|---|---|---|---|
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| 0 | 2 | 4101 | 324773 | **2026-07-23 20:07:23** |
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| 1–15 | 0 | 0 | 0 | 2006-01-01 00:00:00 |
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**The FILETIME reading is ✅ confirmed independently**: the last two u32 of slot 0
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decode as a Windows FILETIME to 2026-07-23 20:07:23 UTC, and the content header's
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own display string — written by the game, parsed by nobody here — says
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`07/23/2026 21:08` (UTC+1). The 15 unused slots all hold 2006-01-01, a plausible
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epoch default rather than zero, which is a second check on the same reading.
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Fields a/b/c of record 0 are copies of GHAD +36, +24/+28 and +4 — i.e.
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difficulty/stage, Points and flight time, the same triple the Details panel
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prints. What the table is a table *of* is settled in Result 3 below: not saves.
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## Naming the fields — a second save, made in-game (2026-08-11)
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The one save on disc could not name anything, so a second one was made. Route,
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all with 60 ms d-pad taps, driven by
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[`tools/re-capture/nav_probe.sh`](../../../tools/re-capture/nav_probe.sh) (boots
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to the READY ROOM, then walks a scripted step list, screenshotting after every
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step **and stamping every save file's md5** — so the trail says exactly which
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keypress wrote a save):
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> READY ROOM → ↓×4 **SYSTEM** → A → *(≈50 s to load under lavapipe)* →
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> SYSTEM MENU `BACK / LOAD GAME / SAVE GAME / OPTIONS / BACK TO TITLE` → ↓↓
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> **SAVE GAME** → A → slot list, **first empty slot preselected** → A →
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> `Save game?` → **cursor starts on YES** → A.
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Two traps, both paid for: the SYSTEM screen takes **>15 s** to load and inputs
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sent during it are dropped; and the save confirm starts on **YES**, unlike the
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load confirm which starts on NO — the first attempt sent the load flow's extra
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`↑` and so pressed **NO**, writing nothing (the md5 stamp is what showed this).
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A third trap, found on the Arsenal run: **a 60 ms d-pad tap is ignored inside a
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modal yes/no dialog** even though it is exactly one step in the list menus. The
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`Do you want to develop this weapon?` cursor did not move until the press was
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held ~250 ms (`nav_probe.sh`'s own `step()` duration). Always screenshot the
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dialog and confirm which side the cursor is on before pressing A — the develop
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confirm starts on **NO**, the "would you like to mount it now?" prompt that
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follows it starts on **YES**, so a fixed key sequence cannot be trusted across
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two dialogs that appear back to back.
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### Result 1 — the payload is a pure function of game state ✅
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Saving the just-loaded state into empty slot 02 produced `game02/savedata`. Its
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**545-byte payload is byte-identical** to `game01`'s — same phase, same GHAD
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block, same slot table, same FILETIME inside it. Only the GDHA *header* differs,
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and every differing byte is either the container FILETIME at `0x0A` or one of the
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guest-pointer words (`0xBC455680`→`0xBC474020`, `0xBD4B6200`→`0xBD3B5180`,
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`0x70D8FD50`→`0x70A8FD50`, …). **That empirically confirms the "uninitialised
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padding" call**: those words moved between two saves of identical state, by the
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deltas you would expect of heap addresses.
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So the payload carries **no timestamp, no slot number and no save name** — a
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save's identity lives entirely in its content header (`Game02 08/11/2026 06:55
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STAGE02 EASY` vs `Game01 07/23/2026 21:08 STAGE02 EASY`; the `__thumbnail.png`s
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are identical too). Everything in the 545 bytes is game state, which is also a
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second check that the parse leaves nothing unexplained.
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### Result 2 — the Details panel names the numbers
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Highlighting a slot fills a **Details** panel. Against this save it reads:
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> `STAGE 02 — Declaration of War` · `Game Status: At Standby` ·
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> `Points 4101 P` · `Times Cleared: 0 Times` ·
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> `Difficulty EASY` · `Flight Time 000:05:24` · `Clear Ratio 5 %`
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`4101`, `324773` and `5` are all in the GHAD block, which is what pins **Points**,
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**flight time (ms)** and **clear ratio** above. Note `Clear Ratio 5 %` with
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`Times Cleared: 0` and one stage finished is consistent with clear ratio =
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stages cleared ÷ 20 — the slot list is also 20 entries — but that is ❔.
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**What one save still cannot decide:** `Difficulty EASY`, `STAGE 02` and two other
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fields all have the value **2**, and `Times Cleared: 0` collides with five zero
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fields. Separating them needs a save whose stage or difficulty differs, not
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another copy of this one.
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### Result 3 — the 16 `SHAB` records are not the UI's save slots
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The save UI has **20** slots; the payload has **16** records. Slot 0's FILETIME
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stayed at 2026-07-23 in a save written on 2026-08-11, and the 20-slot list is
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built from separate `gameNN` files. So `SHAB[]` is **part of the game state**,
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not a directory of saves. Record 0 is `(2, 4101, 324773, 2026-07-23 20:07:23)` —
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difficulty/stage, Points, flight time in ms, and when — i.e. the same summary as
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the Details panel, which makes **a per-stage result record** the obvious 🟡 read
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(one stage finished → one record filled). Falsifiable the moment a second stage
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is cleared: `SHAB[1]` should fill.
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## What this does and does not unlock
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It settles the format. It does **not** yet settle which field is stage-unlock
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state, so it does not yet answer the question that motivated it — whether stage
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progress can be reached without winning missions
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([mission outcome](../mission-outcome-stage02.md)).
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**Two differentials have been run.** The same-state one named three fields but
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could not separate fields that shared a value; the develop one (above) separated
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`+24` from `+28` and gave the blob its alphabet. What is left, in order of what
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it would settle:
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1. **A save at a different difficulty** — start a new game on NORMAL, save,
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compare: whichever of +36/+52/+56 moves is the difficulty.
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2. **A save after clearing a stage** — settles stage vs. difficulty, `Times
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Cleared`, whether `SHAB[1]` fills, and whether the clear ratio steps by 5 %.
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3. ~~**A save after developing one Arsenal item**~~ — **done**, see
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[the develop differential](#the-develop-differential-one-weapon-three-fields).
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Its follow-up is a *second* development in a different weapon category, which
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is what maps blob indices to items — but it needs Points, and the balance is
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now 101 P, so it waits on a mission payout.
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## Writing a save back — the container's derived fields
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**A hand-written save loads.** Done 2026-08-11 in the sandbox, into our own
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throwaway slot 03 (the user's slots 01/02 were not touched and the original of 03
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is archived in `captures/`), to settle a question that otherwise needed story
|
||
progress — see [the Arsenal develop economy](../arsenal-develop-economy.md).
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`savegame.py` round-trips the *payload*; the container needs three more fields,
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all functions of the payload, found by diffing two saves whose payloads differed:
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||
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| header off | value |
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|---|---|
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| `+0x30` u32 | `len(deflate stream) + 10` |
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| `+0x8c` u16 | `len(payload)` — 545 in every save seen |
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| `+0x8e` u32 | `adler32(payload)` — the zlib trailer, duplicated into the header |
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Everything else is copied from the donor. That is safe precisely because of the
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earlier same-state result: the words that move between two saves of one state are
|
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the FILETIME and uninitialised guest-pointer padding, so nothing else is
|
||
validated. [`tools/re-capture/savegame_edit.py`](../../../tools/re-capture/savegame_edit.py)
|
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implements it and **re-wraps a real save byte-identically**, which is the check
|
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that the three fields above are the only derived ones.
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||
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What the title does with an edited save is itself a finding: on load it
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**re-derives** which items are *developable* and announces the difference ("You
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can now develop …"). So the blob's `4`s are authoritative state and its `2`s are
|
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not — see the economy note.
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||
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### What the probes then refuted: the whole GHAD block is **not** stage or difficulty
|
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The three fields that all hold `2` were read as "difficulty or stage, undecidable
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from one save" from the day the format was parsed. Writing saves makes it
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decidable, and the answer is **neither** — and the sweep did not stop there.
|
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Method — [`boot_menu.sh`](../../../tools/re-capture/boot_menu.sh) boots to the
|
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title menu **without loading anything**, and LOAD GAME's slot list renders each
|
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slot's Details panel (`STAGE`, `Game Status`, `Points`, `Times Cleared`) plus a
|
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row (date, `Difficulty`, flight time, clear ratio). Extra slots can be fabricated
|
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— copy the save directory and its `Headers/…/gameNN.header`, patching the
|
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UTF-16BE display string and the ASCII `gameNN` inside it — so **five probes fit
|
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in one boot**, read-only, nothing loaded.
|
||
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**Probed, all with no effect on `STAGE 02` or `Difficulty EASY`:** every scalar in
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the GHAD block — `+0`, `+12`, `+16`, `+20`, `+28`, `+32`, `+36` (at 1, 3 and 9),
|
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`+40` (u64), `+48`, `+52`, `+56`, `+60`, `+64` (raw) — plus `SHAB[0].a`, plus the
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`SHAB` **fill count** in both directions (record 1 filled with a copy of record 0;
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record 0 cleared). Sixteen elements.
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|
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The panel genuinely re-reads each slot — the control is slot 02, which holds
|
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`Points 4101` and `Clear Ratio 5 %` and displays exactly that while its
|
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neighbours show `101` and `6 %`. A further control: patching a slot's **header**
|
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string to `STAGE09 HARD` changed nothing, and the row's date follows the
|
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**container FILETIME**, so the row is payload-formatted, not header text.
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||
|
||
**What is left**, and it is a much narrower set than when this started: the
|
||
**phase string** (`GP_BUNK`), the trailer (`"BUNK"` + `0x09150000`), or the blob.
|
||
One honest caveat on the negative: **every save on disc is genuinely Stage 02 /
|
||
EASY**, so "the field was not found" and "the panel does not vary those two
|
||
labels per slot" are not yet separated. The next move is not another probe — it
|
||
is to find the code that formats `STAGE %02d` and read which offset it loads,
|
||
which the static DB can answer directly.
|
||
|
||
### What the screen itself is built from (static, `.rdata`)
|
||
|
||
The LOAD/SAVE screen's config **key list is compiled into the executable**, as a
|
||
pointer array of key strings — the same shape as the Arsenal's (whose keys sit a
|
||
few hundred bytes earlier and match the pak record exactly, which is what
|
||
identifies these as config keys rather than loose strings). The save-screen run
|
||
starts at **`0x820a0074`**:
|
||
|
||
```
|
||
game, replay, LOADING, GAME, REPLAY, SELECTOR, SAVE_BASES, SAVE_MENUS,
|
||
LOAD_BASES, LOAD_MENUS, THUMBNAIL, FONT, EX_FONT, AUTO_SAVED,
|
||
AUTO_SAVED_DETAIL, MISSION_SELECT, MISSION_SELECT_DETAIL, CLEARED, EMPTY,
|
||
EMPTY_DETAIL, SLOT, VOLUME, STRINGS,
|
||
GAME_EASY, GAME_NORMAL, GAME_HARD, GAME_VERY_HARD,
|
||
STATE_STAND_BY, STATE_STAGE_CLEAR, STATE_GAME_CLEAR,
|
||
LOCATE, …, STAGE01 … STAGE16, CLEAR_TIME_RANKING
|
||
```
|
||
|
||
Three things fall out, none of which needed the emulator:
|
||
|
||
- **There is a fourth difficulty.** `GAME_VERY_HARD` exists alongside EASY /
|
||
NORMAL / HARD, while the stage tables only carry `BonusPoint_EASY/NORMAL/HARD`.
|
||
So VERY HARD is 🟡 an unlockable tier the stage bonus table does not price.
|
||
- **`Game Status` is a three-valued enum** — `STATE_STAND_BY` (what our save
|
||
shows as `At Standby`), `STATE_STAGE_CLEAR`, `STATE_GAME_CLEAR`.
|
||
- **The screen can label exactly 16 stages**, `STAGE01`…`STAGE16`. That matches
|
||
`weapon.tbl`'s `AUTO_SETTINGS` list — `stage01…16` plus `tutorial01…06` and
|
||
`challenge01…06` — so **16 is the story-stage count**, and the "22 stages"
|
||
figure used elsewhere in these notes counts a different set (🟡 probably story
|
||
plus challenge). Worth reconciling before either number is relied on.
|
||
|
||
The panel's own field names are here too, with their screen positions:
|
||
`Points`, `FlightTime` (`%03d:%02d:%02d`), `ClearTimes`, `CompletionRate`,
|
||
`RatioOfClear`, `Index`, `Label`, `Date`, `BrokenData`.
|
||
|
||
**This does not name the stage/difficulty save fields**, and it explains why the
|
||
probe sweep could not either: the screen selects a *sprite key by index*, so the
|
||
value it indexes with is whatever the loader put in the live object — and the
|
||
strings are reached through a config lookup, not an immediate, so there is no
|
||
`lis/ori` pair to xref back to the selecting code. Chasing it further means
|
||
disassembling the save-screen's populate path, not another grep.
|
||
|
||
Editing beyond a throwaway slot is still the user's call.
|