Files
Syplheed-Reborn/docs/re/captures/arsenal-main-screen-layout.txt
Claude (auto-RE) de357ffdc9 re: the screen parse generalises to the ARSENAL, plus kind 0x4 and the component model
examples/screen_layout.rs dumps a bundle's declaration table and placement region
together. It reproduces the tutorial pause menu exactly and reads the ARSENAL the
same way -- 23 elements that match the running game: eight buttons prbtn1..8.rat
at X=242 evenly spaced (the config declares WEAPON_CATEGORIES = 8, and eight
categories are what the Arsenal shows), prexp3.t32 declared SEVEN times at X=726
34px apart (the DATA SHEET rows), prexp1 sliding (726,143)->(1286,143) with
prexp1a parented to it, and prmsg at (151,645).

Two additions to the format:

  kind = 0x4 marks a REPEATED INSTANCE of a sprite -- prexp3.t32 appears once
  with 0x0 then six times with 0x4, each with its own placement. So the element
  name is not a key; the declaration index is.

  A screen composes from named .prt components. GP_HANGAR_ARSENAL.pak has 510
  RATC entries because its config names components (Menu = prmain_scr.prt, etc.)
  and they resolve under the config's own PATH prefix: prmain_scr.prt is absent,
  eng\prmain_scr.prt is present -- the same <lang>+<member> convention the movie
  table uses. A sub-component reads identically: psselect_win1 declares 4
  elements, three parented to element 0.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-11 22:06:00 +00:00

1.9 KiB