A third save, taken in the running game after developing exactly one item
(Light Machine Gun MG I, 4000 P) and declining the mount prompt, moves exactly
three things against the same-state save:
+24 Points 4101 -> 101 and +28 does NOT move, which separates the
pair one save could not tell apart; the
Details panel then reads Points 101 P, so
+24 is the spendable balance
+8 clear ratio 5 -> 6 so the ratio counts collection, not stages
+68 blob[1],[2] 2->4, 0->2 the item bought, and the successor the game
announced as newly developable
One action, two blob transitions, two on-screen events in the same order — which
is what makes 0 locked / 2 developable / 4 developed a reading rather than a
guess, and rules out a plain owned-bitmask (it could not hold the middle state).
Which item each of the 54 indices is stays open: the arsenal id lists in
GP_HANGAR_ARSENAL.pak union to 35, and MG I sits at index 1, not 0.
Also recorded: inside a modal yes/no dialog a 60 ms d-pad tap is ignored (the
list menus accept it), and the develop confirm starts on NO while the mount
prompt right after it starts on YES.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
15 KiB
Save file (savedata) — container ✅ exact, 3 fields named ✅, rest ❔ (2026-08-11)
Status: ✅ CONFIRMED for the container and the chunk layout — parsed off the title's own serializer, not guessed, and verified by a byte-identical round-trip. Points, flight time and clear ratio are ✅ named off the game's own Details panel; the rest is still ❔ and none of it is asserted.
Parser + round-trip check: tools/re-capture/savegame.py
(savegame.py <savedata> --verify re-serializes the parse and asserts equality).
Where it lives
<xenia content>/<XUID>/535107D4/00000001/game01/savedata 545 B payload
<xenia content>/<XUID>/535107D4/Headers/00000001/game01.header 328 B
The header is the Xbox content header, not game data: a UTF-16BE display
string (Game01 07/23/2026 21:08 STAGE02 EASY), the internal name game01, and
the title id 53 51 07 D4. It is what the save-select screen lists.
savedata is the whole save. 545 bytes — there is no second file, so
everything the game remembers between sessions is in here.
Container
'GDHA' <146-byte header> <zlib stream, 78 DA>
The deflated payload is 545 bytes. Two of the GDHA header words are a FILETIME
and a copy of the slot-0 fields; much of the rest is uninitialised memory —
words like 0x828F3DA8, 0xBD4B6200, 0x70D8FD50 are guest virtual addresses
that leaked out of the struct's padding, so the header is not byte-reproducible
and must not be treated as meaningful. The last four bytes of the file are the
zlib stream's own Adler-32, and the same value also appears at header offset
0x8E.
Payload — a chunk stream written by 0x822C00E8
Every element below is read off the serializer, whose writer primitive is
0x821885A8(stream, buf, len):
| bytes | what | source |
|---|---|---|
'GDAA' |
payload magic | addis 0x4744 / ori 0x4141 at 0x822C00F8 |
u32 len, char[len] |
current game phase, here GP_BUNK |
lwz r11,0(save); if < 29, index the GP_* name table at 0x820A5680 |
'GHAD' + 122 B |
the progress block | 0x822BF678, called with save+8 |
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 |
u32 4, "BUNK", 'NETA', u32 |
trailer | — |
The in-memory struct is written field-by-field with no packing changes, so a
payload offset is also the offset in the live save object: the GHAD block is
save+8, the slot table is save+136, and the serializer's next access after
the table is lwz r11,456(save) — exactly 136 + 16*20. That makes this doc a
map of the runtime object too, which is what a live-RAM read would need.
The phase name is ✅ real: GP_BUNK is one of the title's screen ids, and the
.pe carries the neighbouring list GP_HANGAR, GP_READY_ROOM, GP_BUNK,
GP_MOVIE, GP_OPTIONS, GP_MISSION_*. (Note the SHAB string that also
appears in the .pe is a false hit — it is inside the RTTI name
.?AVSCRIPT_COMMAND_PUSHABLE@SilpheedSCS@@. The four-character tags are built
as lis/ori immediate pairs, so they are not in the string pool at all.)
The GHAD block (122 bytes, 0x822BF678)
Ten u32, one u64 (ld r11,40(r30)), four u32, a raw 4-byte field and a raw
54-byte blob. 10·4 + 8 + 4·4 + 4 + 54 = 122, which is exactly what the file
carries — the layout is closed, with nothing unaccounted for.
Field names below come from the LOAD/SAVE GAME screen's own Details panel, photographed against this exact save (see "Naming the fields", further down).
| off | value in this save | reading |
|---|---|---|
| +0 | 0 | ❔ |
| +4 | 324773 | ✅ flight time, milliseconds — the screen shows Flight Time 000:05:24 and 324773 ms = 5 m 24.773 s |
| +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) |
| +12 | 0 | ❔ |
| +16 | 1 | ❔ |
| +20 | 0 | ❔ |
| +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 |
| +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 |
| +32 | 79 | ❔ |
| +36 | 2 | 🟡 difficulty or stage — the panel shows Difficulty EASY and STAGE 02, and +36/+52/+56 all hold 2, so which is which is not decidable from one save |
| +40 (u64) | 2014400 | ❔ |
| +48 | 0 | ❔ (Times Cleared: 0 is on screen, so it is one of the zero fields) |
| +52 | 2 | 🟡 see +36 |
| +56 | 2 | 🟡 see +36 |
| +60 | 0 | ❔ |
| +64 (raw 4) | 09 15 00 00 |
❔ the trailer's u32 is the same value |
| +68 (raw 54) | see below | 🟡 per-item Arsenal development state, 54 one-byte entries, values only ∈ {0, 2, 4} — histogram {4: 10, 2: 6, 0: 38}. 4 = developed, 2 = developable now, 0 = still locked (evidence) |
The 54-byte blob is the interesting one — a fixed-length array of small enumerated states, 16 of the 54 non-zero (ten 4s, six 2s):
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
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
54 matches no count we have already established (22 stages, 110 units, 126 weapons, ~61 Arsenal entries), so do not assume which list it indexes. The develop differential below identifies what the values mean without settling which list the index runs over — the two are separate questions, and only the first is answered.
The develop differential: one weapon, three fields
2026-08-11, in the running game. The save state loaded from slot 01 (Stage 02, "At Standby", 4101 P) was taken into READY ROOM → ARSENAL → GUN, where exactly one item was developed — Light Machine Gun MG I, 4000 P — the mount prompt was declined so that nothing but the development changed, and the result was saved to the first empty slot (03). Slots 01/02 were not touched.
Diffing the 545-byte payload of slot 03 against slot 02 (the same state saved before the development) moves exactly three things:
| field | before | after | what the screen showed |
|---|---|---|---|
| +8 clear ratio | 5 | 6 | slot 03's Details panel: Clear Ratio 6 % |
| +24 Points | 4101 | 101 | the Arsenal's Points readout, and slot 03's Points 101 P |
+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" |
Everything else — +28, +4 flight time, +36/+52/+56, the SHAB table, the
trailer — is byte-identical. That is what makes the reading of the blob more than
a guess: one action produced exactly two blob transitions, and the game
announced exactly two events, in the same order. 2 → 4 is the item that was
bought; 0 → 2 is the tech-tree successor it unlocked. So the alphabet is a
three-state progression locked → developable → developed, and the blob is the
Arsenal's development state, not a bitmask of owned weapons (a bitmask could not
represent the middle state).
Two things this does not settle, and should not be written as if it did:
- Which item each index is. The index space is 54 wide; the player-arsenal id
lists in
GP_HANGAR_ARSENAL.pakunion to 35 distinct weapon ids, so the blob is not indexed by that list. MG I is at index 1, not 0, even though it is the first row of the first weapon type — so index 0 is something already developed that the GUN list does not show first. NEEDS-HUMAN / needs another differential: develop a second item in a different category and see which index moves. - Whether the +1 on the clear ratio is per item. One data point. If it is per item, the ratio is a collection metric and not a stage metric, which matters because it is one of the three numbers the Details panel shows and it had been read as mission progress.
Evidence: savedata-game03-developed-mg1.bin
(compare against savedata-game02-samestate.bin
with savegame.py), and the screenshots
before ·
after ·
Details panel.
The 16-record SHAB table (16 × 20 bytes)
| slot | a | b | c | FILETIME |
|---|---|---|---|---|
| 0 | 2 | 4101 | 324773 | 2026-07-23 20:07:23 |
| 1–15 | 0 | 0 | 0 | 2006-01-01 00:00:00 |
The FILETIME reading is ✅ confirmed independently: the last two u32 of slot 0
decode as a Windows FILETIME to 2026-07-23 20:07:23 UTC, and the content header's
own display string — written by the game, parsed by nobody here — says
07/23/2026 21:08 (UTC+1). The 15 unused slots all hold 2006-01-01, a plausible
epoch default rather than zero, which is a second check on the same reading.
Fields a/b/c of record 0 are copies of GHAD +36, +24/+28 and +4 — i.e. difficulty/stage, Points and flight time, the same triple the Details panel prints. What the table is a table of is settled in Result 3 below: not saves.
Naming the fields — a second save, made in-game (2026-08-11)
The one save on disc could not name anything, so a second one was made. Route,
all with 60 ms d-pad taps, driven by
tools/re-capture/nav_probe.sh (boots
to the READY ROOM, then walks a scripted step list, screenshotting after every
step and stamping every save file's md5 — so the trail says exactly which
keypress wrote a save):
READY ROOM → ↓×4 SYSTEM → A → (≈50 s to load under lavapipe) → SYSTEM MENU
BACK / LOAD GAME / SAVE GAME / OPTIONS / BACK TO TITLE→ ↓↓ SAVE GAME → A → slot list, first empty slot preselected → A →Save game?→ cursor starts on YES → A.
Two traps, both paid for: the SYSTEM screen takes >15 s to load and inputs
sent during it are dropped; and the save confirm starts on YES, unlike the
load confirm which starts on NO — the first attempt sent the load flow's extra
↑ and so pressed NO, writing nothing (the md5 stamp is what showed this).
A third trap, found on the Arsenal run: a 60 ms d-pad tap is ignored inside a
modal yes/no dialog even though it is exactly one step in the list menus. The
Do you want to develop this weapon? cursor did not move until the press was
held ~250 ms (nav_probe.sh's own step() duration). Always screenshot the
dialog and confirm which side the cursor is on before pressing A — the develop
confirm starts on NO, the "would you like to mount it now?" prompt that
follows it starts on YES, so a fixed key sequence cannot be trusted across
two dialogs that appear back to back.
Result 1 — the payload is a pure function of game state ✅
Saving the just-loaded state into empty slot 02 produced game02/savedata. Its
545-byte payload is byte-identical to game01's — same phase, same GHAD
block, same slot table, same FILETIME inside it. Only the GDHA header differs,
and every differing byte is either the container FILETIME at 0x0A or one of the
guest-pointer words (0xBC455680→0xBC474020, 0xBD4B6200→0xBD3B5180,
0x70D8FD50→0x70A8FD50, …). That empirically confirms the "uninitialised
padding" call: those words moved between two saves of identical state, by the
deltas you would expect of heap addresses.
So the payload carries no timestamp, no slot number and no save name — a
save's identity lives entirely in its content header (Game02 08/11/2026 06:55 STAGE02 EASY vs Game01 07/23/2026 21:08 STAGE02 EASY; the __thumbnail.pngs
are identical too). Everything in the 545 bytes is game state, which is also a
second check that the parse leaves nothing unexplained.
Result 2 — the Details panel names the numbers
Highlighting a slot fills a Details panel. Against this save it reads:
STAGE 02 — Declaration of War·Game Status: At Standby·Points 4101 P·Times Cleared: 0 Times·Difficulty EASY·Flight Time 000:05:24·Clear Ratio 5 %
4101, 324773 and 5 are all in the GHAD block, which is what pins Points,
flight time (ms) and clear ratio above. Note Clear Ratio 5 % with
Times Cleared: 0 and one stage finished is consistent with clear ratio =
stages cleared ÷ 20 — the slot list is also 20 entries — but that is ❔.
What one save still cannot decide: Difficulty EASY, STAGE 02 and two other
fields all have the value 2, and Times Cleared: 0 collides with five zero
fields. Separating them needs a save whose stage or difficulty differs, not
another copy of this one.
Result 3 — the 16 SHAB records are not the UI's save slots
The save UI has 20 slots; the payload has 16 records. Slot 0's FILETIME
stayed at 2026-07-23 in a save written on 2026-08-11, and the 20-slot list is
built from separate gameNN files. So SHAB[] is part of the game state,
not a directory of saves. Record 0 is (2, 4101, 324773, 2026-07-23 20:07:23) —
difficulty/stage, Points, flight time in ms, and when — i.e. the same summary as
the Details panel, which makes a per-stage result record the obvious 🟡 read
(one stage finished → one record filled). Falsifiable the moment a second stage
is cleared: SHAB[1] should fill.
What this does and does not unlock
It settles the format. It does not yet settle which field is stage-unlock state, so it does not yet answer the question that motivated it — whether stage progress can be reached without winning missions (mission outcome).
Two differentials have been run. The same-state one named three fields but
could not separate fields that shared a value; the develop one (above) separated
+24 from +28 and gave the blob its alphabet. What is left, in order of what
it would settle:
- A save at a different difficulty — start a new game on NORMAL, save, compare: whichever of +36/+52/+56 moves is the difficulty.
- A save after clearing a stage — settles stage vs. difficulty,
Times Cleared, whetherSHAB[1]fills, and whether the clear ratio steps by 5 %. A save after developing one Arsenal item— done, see the develop differential. Its follow-up is a second development in a different weapon category, which is what maps blob indices to items — but it needs Points, and the balance is now 101 P, so it waits on a mission payout.
Nothing here has been written back to a save. Editing is a separate decision
and needs the user's go-ahead; the round-trip in savegame.py exists so that an
edit could be made safely (parse → change one field → re-serialize → re-deflate
→ re-wrap), and so that a diff of two saves can be read structurally instead of
as raw bytes.
