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.
256 lines
14 KiB
Markdown
256 lines
14 KiB
Markdown
# Refuted — claims that were tested and died
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**Read this before proposing a hypothesis.** Every line below was believed at
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some point, measured, and found false. Reviving one costs a whole iteration and
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produces nothing.
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This file exists because the list had been living in the autonomous agent's
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*loop prompt* — the only copy, lost the moment the container was. A refuted
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result is a real result; it belongs in the corpus like any other.
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**Format:** each entry is the claim as it was believed. Where the true answer is
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known it follows after `→`. Grouped by subject so a grep for your noun finds the
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neighbourhood, not just the line.
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---
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## Offsets, structs and the progress singleton
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* `position = instance − 0x12c` → refuted.
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* `+0x29d0` → refuted.
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* "an offset intersection can find a struct's consumer" → **only for LARGE or
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unusual offsets.** Small ones have no power (`+184`: 301/351/115 hits).
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* "a `+1956` store means a progress write" → writes go through the COPY, not
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direct stores. 9 direct stores, none of them a progress write.
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* "the singleton-global filter can find progress writers" → it fails its own
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control.
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* "the progress copy destination is an `r1`-relative stack local" → it is a
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**frame register**. The `r1` assumption returned 0 for all 21 candidates
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*including the known-good* — the filter was killed by its own control.
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* "word B's writer also stores the Time/Points record" → it does not.
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* "the debriefing records the metric with the clear bit" → 44 calls, exactly two
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strings (`DEBRIEFING`, `BASE_INFO`), no `Time`, no `Points`.
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* "`0x820AF030` holds live state" → all 384 words constant; it is a
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spawned-entity record, not live state.
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## Screens, classes and RTTI
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* "`config.ini` is a GamePart settings table, so the boot order is in it" → its
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`[SYSTEM]` section is **empty**; the only populated section is `[LANGUAGE]`.
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[`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md)
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* "the attract loop is `GP_ADVERTISE_DEMO` (GamePart 1)" → 🟡 id 1 has **no
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registration site** in the shipped build; the attract is the title replaying
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`ADV.wmv`.
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* "the 29 id-table names are 29 distinct GameParts" → 24 register, and `3`/`4`
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are the **same class** (`GamePart_SaveLoad`).
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* "Ⓐ on `NEW GAME` leads to a standing black-screen hang" → it opens
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**`DIFFICULTY`**, then **`SELECT DATA`**. What looked like a hang was a menu
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waiting for input that nobody pressed; the crash that follows is the already
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documented `sub_823070B0` cache throw.
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[`menu-navigation-semantics.md`](menu-navigation-semantics.md)
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* "tapping Ⓐ during the boot movie breaks the title" → **one** tap skips the
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movie cleanly and the title works normally. It is *hammering* (88 presses) that
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breaks it. [`movie-binding.md`](movie-binding.md)
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* "the attract movie runs ~85 s, so it is not `ADV.wmv` (137 s)" → **mine, and
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wrong.** Sampling began 39 s into the movie, so what was timed was its tail.
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The attract movie **is** `ADV.wmv`, played in full.
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[`movie-binding.md`](movie-binding.md)
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* "the boot intro and the attract movie are different videos" → one asset, one
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manifest slot (`ADVERTISE_MOVIE`).
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* "the new-game intro is unidentified" → `MS00A` → `S00A.wmv`, decoded from the
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movie manifest.
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* "`GP_READY_ROOM.pak` holds the Ready Room screen" → its 317 distinct element
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names contain **none** of the six visible labels; it is the briefing /
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tactical-map content behind the `BRIEFINGS` item.
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[`ready-room-probe.md`](ready-room-probe.md)
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* "the Ready Room might be 3D with a UI overlay" → it is **2D**; the pak carries
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zero 3D containers.
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* "element kind `0x3002` is *the* button kind" → title-side only. All 902
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`GP_READY_ROOM` bundles have **zero** `0x3002`; that pak uses `0x3000`,
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`0x3004`, `0x300c`, `0x3008`. `0x3002` is one member of a `0x3000` family.
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* "the transition between menu screens is a cut" → it is a **fade through
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black**; a 0.5 Hz screenshot burst simply samples too slowly to see it.
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[`screen-transitions.md`](screen-transitions.md)
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* "the main menu's initial focus is fixed" → three boots of one script gave
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`TUTORIAL`, `TUTORIAL`, `NEW GAME`.
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* "the title menus drop d-pad presses shorter than ~0.3 s" → **refuted by my
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own data.** The menu **wraps at both ends**; every press registered, and the
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"missing" step was the wrap. See [`menu-navigation-semantics.md`](menu-navigation-semantics.md).
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* "the main menu opens with `NEW GAME` focused" → it opens on **`TUTORIAL`**,
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2/2 boots (🟡 a third recorded run implies `NEW GAME`, so this is reproducible,
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not invariant).
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* "`GP_TITLE` builds 6/8/9 are three submenus" → **8 is the JAPANESE main
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menu**, and 6/9 are the English and Japanese `EXTRAS` submenu. `GP_TITLE`
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holds eight screens shipped twice (EN/JP), and exactly one submenu. See
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[`ui-title-build-map.md`](ui-title-build-map.md).
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* "the `PRESS Ⓐ BUTTON` plate is a state of the title build" → it is **its own
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build** (2/3), composited over build 4 and faded in a beat later.
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* "the RTTI route can name the anonymous classes" → 1 150 vtables: 1 150
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`ANON_`, 0 `rtti_present`, 0 base classes.
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* "the sibling vtable methods name the class" → they cannot.
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* "`xrefs` can name the callers of a vtable method" → no.
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* "the `ind_call` refutation voids existing corpus claims" → damage bounded,
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4/4 caller claims verify. But **`xrefs.ind_call` is a CROSS PRODUCT** — always
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filter `kind='call'`.
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* "`BASE_INFO` marks the 5-slot screen family" → it discriminates
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screen-config from table-read, 9/9 vs 10/10.
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* "a high key count means a rich screen" → `sub_82297550` / `sub_822A2F00`'s 27
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"keys" are coordinate pairs, i.e. a layout table.
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* "`EX_` = the CHALLENGE-mission debriefing" → `EX_` is **EXTRA**, mission-kind
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3.
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* "the `EX_` selection has not been shown" → it has: `[[obj+4]+184] == 3`.
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## Stages, missions and the challenge set
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* "the disc's stages are numbered 1..28" → S01–S16 story, S17 **cut**, S18–S23
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tutorials, S24–S29 challenge.
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* "S24–S29 are story missions" → they are the challenge missions.
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* "the challenge missions have their own maps" → they reuse
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`GP_MAIN_GAME_E.pak`'s stage records.
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* "the challenge `REQUIREMENT` values are 16,25,26,27,29" → the chain is
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16→24→25→26→27→28.
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* "the `Extra0n` family shares one leaderboard metric" → `RECORD_TYPE` is
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per-stage: 3 Time / 3 Points.
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* "stage = filled SHAB count + 1" → refuted.
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* "the first TRIGGER is always the point of no return" → refuted.
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* "`EnumUnit_S14.tbl` might be missing" / "S14's 13 are a manifest omission" /
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"asteroids are exempt from the manifest" → S14's 13 are **dangling
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deployments**. NEEDS-HUMAN: fly S14.
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* "`StageMessageSet_S02.tbl` is not in the pak" → it is.
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* "`S28_p1` has an asteroid volume with no definition" → refuted.
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* "`test_s8p1_asteroid.tbl` is test-only" → refuted.
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* "the settings family has 28 or 29 objects" → 24.
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## ISL / mission scripting
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* "the bytecode is in the `.embsec_` sections" → refuted.
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* "only 31 built-ins take a unit" → refuted.
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* "`sub_8230C398` is the message pump" → refuted.
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* "`bus+8216` is the subscriber registry" → refuted.
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* "the ScriptPhase vtable is ≥200 slots" → 113.
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## IDXD, paks and naming
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* "IDXD record keys are `name_hash`" → record keys are **`tag_hash`**
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(case-SENSITIVE); `name_hash` is case-INSENSITIVE and used for pak keys.
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* "pak TOC order is stage order" / "TOC order is semantic order" → it is not.
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* "the executable holds the asset names" → the image names **no data value at
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all**; that route is powerless.
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* "the image might name a data VALUE" → powerless.
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* "the XPR2 manifest names hash to the DefTables tables" → refuted.
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* "the `DefTables` model names are unreachable" → reachable via the `Enumerate`
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declaration tables (1 413/1 425, 99.2 %).
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* "the `GP_MAIN_GAME_*` unnamed block is undiscovered data" → refuted.
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* "each `GP_MAIN_GAME_*` `Enumerate` object declares something" → refuted.
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* "`GP_HANGAR_ARSENAL` is missing data tables" → refuted.
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* "the `Enumeration` self-index can name objects" → a self-index names
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**records, not files**.
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* "a per-pak prefix might close the 2D blocker" → no.
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* "the `+` paths might name the 2D or `GP_READY_ROOM` keys" → the `+`-dictionary
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route is exhausted, 0 of 1 817.
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* "the `game:\` paths are unresolved" → refuted.
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* "a set-difference over file names can see reuse" → it cannot; **join per
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USER**. Per-pak copies are ×6.
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## Audio
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* "every sound cue resolves to its own `.slb` bank" → the 322 `SE_*` cues do not;
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**0 of 322** are in `FILES`, and `BANK_SE` puts them all in `Static.slb`.
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* "`Static.slb` can be split into waves like any other bank" → it holds **0
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`RIFF`, 0 `seek`, 0 `WAVE`** across all 8 353 472 readable bytes.
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[`menu-audio-cues.md`](menu-audio-cues.md)
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* "`BGM_001.slb` is three sub-waves (10 KB + 4.47 MB + 4.67 MB)" → the 10 KB is
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the **bank header**; a bank is **two** waves.
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* "a music bank's two waves might be intro + loop, two variations, or two halves"
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→ they are **two stems of one performance, played together** — equal duration
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in 32/32 banks, and sample-synchronous.
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[`structures/bgm-two-stems.md`](structures/bgm-two-stems.md)
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* "`BGM_106`–`BGM_109` break the two-wave rule" → they are the leading-region
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straddle; realigned across entry boundaries they obey it.
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* "the cue table names which BGM belongs to which screen" → all 32 BGM cues are
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numeric (`BGM_001`…`BGM_109`).
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## Units, weapons, effects and assets
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* "`Generic` (394) is the unit datasheet" → refuted.
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* "a loadout's `Arm1` names an item" → it names a **hardpoint slot**
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(`Turret_NNN`), 59/59.
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* "`EnumUnit` and the unit datasheet share a vocabulary" → they do not.
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* "the roster is the `Generic.Model` set" → roster 40, `Generic.Model` 46,
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`GameResourceID` 480 — three vocabularies.
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* "every unit ID is `UN_<l>###_<FACTION>_<name>`" → the grammar is
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`UN_<letter>###_[<subkind>_]<FACTION>_<name>`.
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* "`_EXn` is the `Extra0n` index" → three different `EX` vocabularies exist.
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* "the only two `_EX5` names on the disc are the AA gun and the DeltaSaber" →
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refuted.
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* "running the tutorial will instantiate the `_Ttrl` weapons" → refuted.
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* "the disc has exactly three `EnumWeapon` tables" → four.
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* "the `wep_NN` package gaps are unshipped weapons" / "`wep_85` is the tip of a
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family" → `wep_85` is the **only** declared-but-unshipped asset (59/0/1/26).
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* "nothing is deployed without being declared" → refuted.
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* "effects are one namespace" → refuted.
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* "the 58 undeclared effect names are missing assets" → refuted.
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* "all five orphan effects are unshipped" → refuted.
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* "`eff_f0002` ships in `Base.xpr`" → refuted.
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* "`Base.xpr` holds more bound effects than `ptc_pack`" → refuted.
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* "the 34 unlocated are a scatter" → refuted.
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* "the 9 unlocated might be under another prefix" → refuted.
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* "`ptc_pack` has 532 names" → 727.
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* "the `_e`/`_f` law is effect-FIELD-specific" → it is the **faction law**,
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564/564.
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* "a disc-wide `.xpr` byte search can show an effect is ABSENT" → it cannot.
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* "`rot_n001` is on the disc" → refuted.
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* "`rou_f004`'s mesh is in `Stage_S28.xpr`" → it is in `DeltaSaber_A.xpr`.
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* "`parent` + `_all` + `_child` is the composite-model convention" → refuted.
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`_hangar` **is** real (59 of 166, 59/59 with a bare twin); `_all`/`_child` is
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not.
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* "`Motion_guard_start` has no damage variants" → refuted.
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* "`CoverArea` bits 2 and 3 are mutually exclusive" → refuted.
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* "the 27 unresolved `NamePlate` values are missing objects" → refuted.
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## LOD, background and misc tables
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* "`EnumLODSet_*` is a per-stage family" → `EnumLODSet_test.tbl` serves 17
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stages; 17+5+1 = 23.
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* "there are 8 orphan LOD tables" → 6.
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* "the orphans are stale copies of `_test`" → refuted.
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* "S25 is absent from the `DefTables` LOD families" → refuted.
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* "`BackGroundID` has no referent anywhere" → it is an **identity**.
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* "`BackGroundPackage == BG_<id>.xpr`" → refuted.
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* "`<X>ID` + `<X>Package` is a convention" → refuted.
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* "`Placement_*` / `RouteTest_*` are unattached" → refuted.
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* "the `AsteroidDefinition` join does not reproduce by hash" → it does.
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* "the 8-value frame is a new finding" → it was already in the corpus.
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## Loaders, config and tuning
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* "the config reader is XML" → INI.
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* "`sub_822F9498` is the unit-definition loader" → it is `PlayerParams`'s.
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* "`sub_822AE628` reads the main-game `Tweak`" → refuted.
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* "`sub_8230D1F8` is a rank table" → it is the stage-settings loader.
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* "`sub_82286BC8`'s key list is new" → refuted.
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* "`sub_825F2CF0` / `sub_825F2F88` read a post-processing table" → refuted.
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* "`Booster` is a new schema" / "`Booster` is the player craft's flight
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envelope" → refuted; nothing selects `Booster`.
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* "the `AnalogRevice`/`Tweak` block is unreachable" → reachable
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(`sub_821A6CF0`, base `0x820A1630`).
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* "a 0-xref string block has no reader" → refuted.
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* "the AI table was NEEDS-HUMAN" → refuted.
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* "the `PG*` HUD names are undocumented" → they are documented.
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* "a base-solver row identifies a FUNCTION" → it does not.
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* "a 64K-boundary base is low confidence" → **inverted**; it is high
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confidence.
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* "the 0x820B0000 cluster is a false positive" → refuted.
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* "a pointer to a function in the image implies a registry" → refuted.
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`.pdata` is not a registry.
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* "the 13 player-facing chatter tables are the WINGMAN tables" → refuted.
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* "the 8 undeclared chatter tables are tutorial chatter" → refuted.
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* "other datasheets ship a schema too" → refuted.
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## Encoding and text
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* "every IDXD string value is ASCII" → 6 non-ASCII values of 99 328.
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* "`文字列` is a dev placeholder" → they are Shift-JIS **type words**.
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