GameParts exist at all Q6's second half, advanced but not closed, and the negative is the point. config.ini is the disc's ONLY config file -- one find over the whole extract -- and its own Shift-JIS header calls it the "Application / GamePart initial settings table". Its [SYSTEM] section, which that same comment says holds what the game and every game part share, is EMPTY. So the boot order is not in disc-side configuration at all, and that search space is now closed rather than merely unexplored. What the file DOES carry is the language: XC_LANGUAGE_* -> eng/jpn/deu/ fra/esp/ita, defaulting to eng. That is the mechanism behind the EN/JP build pairs in GP_TITLE and the <lang>.pak families -- a question the corpus had described but never traced to its input. Then the registry. Pulling every RegisterToFactory diagnostic string binds 24 of the 29 GamePart ids to a C++ class, and five ids have no registration site: 1, 2, 16, 18, 28. Id 1 is GP_ADVERTISE_DEMO, which agrees with what I measured two iterations ago -- the attract loop is the TITLE replaying ADV.wmv, not a transition into an advertise part. Marked amber, not green: it is an argument from an error message, not from code. Two things fall out for Q4: ids 3 and 4 are the same class (GamePart_SaveLoad, one part with two ids), and the menu buttons' ids now match the executable's own class names rather than a list of table names. Still a name match, one level closer to the code. What is still missing is the transitions themselves, and I say so: the manifest gives the boot-side assets, config.ini the language, the registry which parts exist. What decides to advance is in GamePart_Title's code and that dig has not been started.
14 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
- "
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
-
"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.