Two results, one of which kills an operational hope I had been carrying. THE RECORD IS MUCH BIGGER THAN I MEASURED. Reading 0x82175110 to the end: after the two words, the 8-byte pair, the 184-byte memcpy and the 8 words at +200, it copies 816 bytes at +232, 816 more at +1048, a sub-object at +1864 and a final word at +1876. So the record spans +0..~+1880 = singleton +80..+1960, which means word A is record +0 AND WORD B IS RECORD +1876. That retires last commit's "word B has no known writer": there is no separate store because the whole record is copied out, modified and assigned back as a unit (0x8216FF70 -> compare 0x822C3708, assign 0x82170650, then a worker 0x821700A8 -- note 168 decimal, not hex, which I misread first time -- retrying a commit 0x822C33B8 up to five times). IT IS NOT THE SAVEGAME, by two independent checks: - size: every real save on disk is a 276-byte container deflating to 545 bytes; the record is ~1880. It does not fit. - files: after many sessions the content tree holds only game0N/savedata and game0N/__thumbnail.png per slot plus three Headers/*.header. No second data file exists anywhere under the title id. Also negative: the savegame object is *(*(this+4)) + 304, and the singleton's holder address 0x828F48B0 is referenced NOWHERE outside the accessor, so this+4 is a different holder -- the save block is not a window into this record. => Hand-editing a save cannot unlock the challenge missions. The earlier savegame-editing win does not extend here. WHAT WOULD WORK. The singleton is a static object at 0x828F4070 (0x8216F650: addis 0x828F + addi 16496), so the gate words sit at fixed guest addresses with no scanning: word A = 0x828F40C0, word B = 0x828F4814. Canary maps guest RAM into /dev/shm and the project already reads it live, so writing 0xFFFF / 0x3F there while the title sits on a menu should open all six challenge missions without playing the campaign -- the route to the last 42 EX units. Untested; needs a run.
19 KiB
Challenge / EX missions — the stage set, the GamePart graph, and the kind field
Status: ✅ for the static structure (stage set, GamePart ids, the config-section
switch) and for the unlock mechanism (a bit test against a cleared-stage mask,
whose sole writer is GamePart_StageClear, in a ~1 880-byte progress record that is
not the savegame); 🟡 for the crash mechanism, for word B's writer, and for which
mission consumes which bit.
Method: static only — .pe string/pointer analysis + DuckDB disassembly + disc
records. No emulator run, no gamepad input.
Evidence: captures/challenge-map.txt,
captures/challenge-screen-config.txt,
structures/achievements.md;
examples/challenge_map.rs, examples/challenge_screen.rs.
Why this was worth doing
The Route-B unit harvest is complete for the story campaign (68 of 110 units,
7 115 defaulted-on-disc values) and stalled there: the remaining units are *_EX4 /
*_EX5 / *EX variants that only the challenge missions field. The save's stage
field addresses those stage records — but setting it to 27 boots to the title and
then the emulator exits during the load, while 1–16 all load normally. This note
answers what the challenge missions are on disc and why the stage field alone is
not enough, so the next runtime attempt is targeted rather than another probe sweep.
1. The disc has exactly 29 stage records, in three families ✅
StageResource (schema 0x3c9ae32e) in dat/GP_MAIN_GAME_E.pak:
| ids | count | BackGroundID |
reading |
|---|---|---|---|
S01–S16 |
16 | Lebendorf … PD (real locations) | the story campaign |
S18–S23 |
6 | Original (all six) |
the tutorial missions |
S24–S29 |
6 | Anastasis, Hargenteen ×2, Planet_Lebendorf, Lebendorf, Earth | the challenge missions |
Test |
1 | Earth | developer stage |
S17 does not exist. This matches weapon.tbl's sprite-key set exactly —
stage01…16 + tutorial01…06 + challenge01…06 (recorded in
static screen config) — which is an independent confirmation of the three-way
split: 16 + 6 + 6 + Test = 29.
The Original six carry ~43 tokens each while the story and challenge records carry
51–59, consistent with tutorials having no squadron/route/formation tables.
2. GP_CHALLENGE.pak is a screen, not mission data ✅
151 entries, 0 IDXD objects — sprites and layout only. So challenge missions are
not a separate data set: they are ordinary StageResource records in
GP_MAIN_GAME_E.pak, reached through a different menu. That is why the EX unit
rosters show up in the same EnumUnit_S<NN> tables the story stages use.
3. The GamePart id table — the game's whole screen graph ✅
.rdata pointer array at 0x820A1630, 29 entries, index = GamePart id:
0 GP_TITLE 10 GP_BUNK 20 GP_STAGE_CLEAR
1 GP_ADVERTISE_DEMO 11 GP_READY_ROOM 21 GP_MISSION_LOG
2 GP_SELECT_STORAGE 12 GP_HANGAR 22 GP_GAMEOVER
3 GP_LOAD 13 GP_ARSENAL 23 GP_DEBRIEFING
4 GP_SAVE 14 GP_PILOT_LOG 24 GP_DIALOG
5 GP_EXTRAS 15 GP_SYSTEM 25 GP_TUTORIAL
6 GP_MOVIE_THEATER 16 GP_DEMO *26 GP_CHALLENGE
7 GP_MISSION_SELECT 17 GP_MAIN_GAME 27 GP_LEADERBOARD
8 GP_OPTIONS 18 GP_SELECTOR 28 GP_TEST
9 GP_MOVIE 19 GP_PAUSE_MENU
The indices are not inferred from position — the image carries the factory
registration text, e.g.
silph::GamePartTask::RegisterToFactory<26, class silph::GamePart_ChallengeMission>::RegisterToFactory is failed!
and <10, … GamePart_Bunk>, both of which agree with this table. So GP_CHALLENGE
is GamePart 26 and GP_TUTORIAL is 25.
4. A mission-kind field selects the stage config section ✅
Immediately before the array above, 0x820A1600–0x820A162C holds the stage-config
key list: BASE_INFO, StageResource, Background, PlayerUnit,
EQUIIP_LIMITATION (sic), MODEL_PATH, NEW_ITEM, LOADING, CHALLENGE,
EXTRA, FILE.
The stage loader picks one of the last three by a field at object + 144, and
the same three-way switch appears at two independent sites (0x82184df0 inside the
all-keys config reader, and 0x82185ed0 in sub_82185E80):
lwz r11, 144(r30)
cmpi r11, 3 ; == 3 -> "EXTRA" (0x820A2160)
beq extra
addi r11, r11, -5
cmpli r11, 1 ; == 5 or 6 -> "CHALLENGE" (0x820A2154)
bgt file ; otherwise -> "FILE" (0x820A2168)
Two further sites (0x82186a60, 0x82186cb8) classify the same field as
{3, 5, 6} versus everything else — i.e. EXTRA and CHALLENGE together are "not an
ordinary story load". The field is initialised to 0 in the constructor
(sub_821783D8, 0x8217851c, alongside +148 = 0 — the stage index — and
+132 = 2, +136/+140 = -1), and every write to it inside this class
(0x82184b10, 0x82185d48, 0x82186ab4) only clears it. Nothing in the image
stores an immediate 3/5/6 into it, so the kind is supplied from outside the class
— by whichever GamePart launches the mission — not derived from the stage number.
4.1 Why the stage-field probe crashes 🟡
That gives a mechanism for the observed failure: patching the save's stage field to
27 selects the S27 record while the kind stays 0, so the loader reads the
FILE section for a stage whose config lives under CHALLENGE. A missing section
then propagates into the load, and the title exits. It fits the evidence (1–16 fine,
every 24–29 the same failure, /dev/shm empty and disk free, so not the resource
trap) but it is not proven — proving it needs a run.
Cheap untried discriminator, no new tooling: patch the stage field to 18–23 (the tutorials). If those also die, the failure tracks "record outside the story range", and the kind field is the likely gate. It has never been tested — only 1–16 and 24–29 were.
5. The challenge screen, its six missions, and the unlock gate ✅
The factory registration sites (0x8280C000–0x8280F800) give id → creator for
22 of the 24 registered parts, and the creators bound each class's code block. So
GamePart_ChallengeMission's methods are 0x82187E60–0x8218CF10 (between
GP_BUNK's creator 0x82187E38 and its own 0x8218CF10). Resolving every string
that range references gives the screen's whole config schema:
MISSIONS · MISSION_ID · RECORD_TYPE · REQUIREMENT · REQUIREMENT_DESC
NORMAL_BUTTON · GRAY_BUTTON · THUMBNAIL · STAGE_DESC · TEXT_STAGE
TEXT_RECORD · NEW_STAGE · "Always" · "Time" · BASE_INFO
The record itself is on disc, in tables.pak (schema 54a10697, one copy per
language — English is entry #64), not in GP_CHALLENGE.pak. It names six missions:
| slot | MISSION_ID |
buttons / thumbnail | record |
|---|---|---|---|
| 1 | TimeAttack |
Button_TimeAttack{,_Gray}, Thumbnail_TimeAttack |
Time |
| 2 | ScoreAttack |
Button_ScoreAttack{,_Gray} |
Points |
| 3–6 | Extra01…Extra04 |
Button_Extra0N{,_Gray} |
— |
GRAY_BUTTON is the locked art, NORMAL_BUTTON the unlocked art — so the screen
always shows all six and greys out what you have not earned. Full dump:
captures/challenge-screen-config.txt.
5.1 The gate is a bit test against a progress bitfield ✅
0x82189870 builds the list, and 0x82189970–0x821899D8 is the availability
decision for each mission:
lookup REQUIREMENT in the mission record ; bl 0x82448C50
absent -> AVAILABLE
== "Always" -> AVAILABLE ; strcmp, bl 0x825EDD20
else n = atoi(v) ; bl 0x825EDCD0
n == 0 -> LOCKED
n < 24 -> bit n of word A
n >= 24 -> bit (n-24) of word B
bit set ? AVAILABLE : LOCKED
Word A and word B are read from a singleton (0x821707C0; the object pointer
lives at the global 0x828F48B0, with a construct-once flag at 0x828F48BC) at
offsets +80 and +1956. So challenge
availability is one bit in a progress bitfield, and REQUIREMENT is that bit's index
— not a stage number, a score, or a difficulty.
5.2 The bit space is CLEARED STAGES ✅
Word A has exactly one writer in the image, and finding it settles the question.
Scanning all 22 callers of the +80 struct copier (0x82175110) for one that stores
to the copy's word 0 gives a single hit, 0x821C1820, inside
GamePart_StageClear (0x821C09D8–0x821C29F0):
if (this+1004 & 0x20000) skip ; already recorded
this+80 = 1
copy local = singleton->progress ; bl 0x82175110, src = obj+80
x = this+84
local.word0 |= 1 << x ; slw r10, r26, r10
if changed: singleton->set(local) ; bl 0x8216FF70 (assign + async persist)
this+84 is the stage number, and two independent uses prove it:
0x821C1760indexes a 20-byte record array with it —this + (x+7)*20, whose records are written as three words plus an 8-byte timestamp, i.e. the shape of the savegame's 16×20-byteSHABtable;0x821C1EECand0x821C1924pass it as the index into the config keySTAGE(0x820A2540) — the debriefing config'spx_deb_stage01…16sprite list.
So word A is a "stage cleared" bitmask, and a challenge mission's REQUIREMENT n
means "stage n has been cleared". The < 24 / >= 24 split then lines up with
the disc's own stage numbering from §1: story 1–16 and tutorial 18–23 sit in
word A, and the challenge stages 24–29 are exactly word B's bits 0–5.
⚠️ Third revision of this claim — the first two were wrong, and how they went wrong is worth keeping. An earlier pass read the split at 24 as "the game's 24 achievements" because
ACHIEVEMENTS_REQUIREMENTShas exactly 24 entries. That is a coincidence: the achievement count and the first challenge stage id are both 24 for unrelated reasons. The achievement work itself stands — theXACHtable, the 1000G self-check, and theXACHIEVEMENT_DETAILS/XAM enumeration are all solid, and are documented in structures/achievements.md — it just does not gate the challenge missions. The lesson: a numeric coincidence is not a join; find the writer.
5.3 What the six requirement values are ✅/🟡
The record's numeric tokens are 16, 25, 26, 27, 29, with 24/28 already
in the pool earlier (they double as font metrics) and so deduped away if used.
IDXD dedup makes positional key/value pairing unsound in general — but 16 sits
immediately before REQUIREMENT (tokens 96 → 97), the documented value-before-key
adjacency, so the first mission's value is well-supported.
TimeAttack requires stage 16 cleared — the final story mission. That is the
natural gate, and it is what the first reading of these numbers suggested before the
achievement detour talked me out of it.
The other five values are ≥ 24, i.e. challenge stages 24–29: the challenge
missions chain off each other. 🟡 on the exact pairing (which mission needs which),
which needs the record's binary index section rather than the string pool.
🟡 Word B has no known writer. GamePart_StageClear sets 1 << x into word A
unconditionally, which for a challenge stage (x ≥ 24) would land on word A bits
24–29, not word B — so clearing a challenge mission must be recorded by a different
path, presumably one that also stores its Time/Points record. Not yet found.
Negative worth keeping: the requirement text (TimeAttackRequirement,
Extra01Requirement, …) is not in GP_CHALLENGE.pak — building a TextIndex
over it yields 0 entries and its only wordy payload is embedded font copyright.
The config's PATH is dat\GP_CHALLENGE.pak+eng\, a per-language branch, so those
keys resolve through a naming scheme the current loader does not reproduce. Reading
them would say in plain English what each mission asks for — worth one more attempt
via hash::TOC_NAME_SCHEMES.
5.4 Where the mask lives, and one lead refuted
5.5 Both gate words are one record — and it is not the savegame ✅
0x82175110 copies the record at singleton +80 in full: two words, an 8-byte pair, a
184-byte memcpy, 8 words from +200, then 816 bytes at +232, 816 more at
+1048, a sub-object at +1864, and a final word at +1876. So the record runs
+0 … ~+1880, i.e. singleton +80 … +1960 — which means
- word A is record
+0(singleton+80), and - word B is record
+1876(singleton+1956).
That answers §5.3's "word B has no known writer": there is no separate stw because
the whole record is copied out, modified and assigned back as a unit
(0x8216FF70 → compare 0x822C3708, assign 0x82170650, then spawn a worker
0x821700A8 under a lock which retries a commit 0x822C33B8 up to five times).
GamePart_Debriefing uses the same get/modify/set to accumulate saturating career
counters at +200…+224 (the last 64-bit) — the quantities the achievement
requirements test.
And the record is not what savedata holds. Two independent checks:
- Size. Every real save on disk is a 276-byte container deflating to a 545-byte payload. The progress record is ~1 880 bytes. It does not fit.
- Files. After many sessions the game's content tree holds only
game0N/savedata+game0N/__thumbnail.pngper slot and the threeHeaders/*.header— no second data file anywhere.
Also checked and negative: the savegame object is *(*(this+4)) + 304, and the
singleton's holder address (0x828F48B0) is referenced nowhere but inside the
accessor itself, so this+4 is a different holder — the save block is not a window
into this record.
⚠️ So hand-editing a save cannot unlock the challenge missions. That kills the operational hope this section previously carried; the earlier savegame-editing win does not extend here.
5.6 What would work — static addresses for a live write
The singleton is a static object at 0x828F4070 (0x8216F650:
addis 0x828F + addi …, 16496), with the holder at 0x828F48B0 pointing at it. So
the two gate words are at fixed guest addresses, no scanning required:
| word | guest VA | meaning |
|---|---|---|
| A | 0x828F40C0 |
cleared stages, bit = stage id (< 24) |
| B | 0x828F4814 |
cleared stages, bit = stage id − 24 (challenge 24–29) |
Canary maps guest RAM into /dev/shm, which the project already reads live
(tools/re-capture/gmem.py). Writing
0xFFFF into word A and 0x3F into word B while the title sits on a menu should
open all six challenge missions without playing the campaign — and that is the
route to the last 42 *_EX4/*_EX5 units. Untested: it needs a run, and the run
needs gamepad input to reach the menu.
The obvious lead is dead. The three stws to +1956 in 0x822AF278 /
sub_822C8748 looked promising because they sit in the save serializer's code region
— they are on a different object. That one is fetched through 0x822CEB30, has a
+2652 flag the code checks first, and stores string pointers at +1956/+2024
(built by 0x822D35F8); a pointer ANDed with 1 << n would be meaningless as a
gate. So nothing in the image stores to this singleton's +1956 field-wise, which
means it is filled by a bulk copy or by a path not yet found.
Two candidates remain and they need different levers: the save (hand-write it) or
the Xbox profile (the emulator's profile data). Note that XEX imports are resolved
by ordinal, so the absence of XamUser* name strings in the .pe is not evidence
against the profile route. +80 at least is handled as a small struct by address
(addi r4, obj, 80 → copy helper 0x82175110, written back via 0x8216FF70), which
is what a serialised value object looks like.
6. The unlock condition, from the strings ❔
Three strings say challenge missions are announced, not menu-browsed:
AVSCRIPT_COMMAND_ATTAINMENT_CHALLENGE_MISSION_CARGO_SCORE— a mission-script command that grants challenge-mission attainment from a cargo score;DLG_CHALLENGE_MISSION_AVAILABLE— the "a challenge mission is now available" dialog;DLG_GO_CHALLENGE_MISSION_MENU— the prompt that takes you to GamePart 26.
So the gate is plausibly an in-mission achievement, not a title-menu state — which is
consistent with Game Status = GAME_CLEAR unlocking nothing (measured, refuted).
Neither dialog key is reachable by xref: they are selected by index through a
config lookup, exactly like the save screen's sprite keys, so there is nothing to
grep back to. Naming the flag needs the challenge-availability check disassembled
from the screen side.
7. What this makes actionable
roster_target against the harvested CSV, with the stage families now named:
| stage | family | roster units not yet read |
|---|---|---|
S27 |
challenge | f003_ArrowHead_EX4, e107_AAFrigate_EX4, e010_Attacker_S_EX4, e011_Attacker_B_EX4, e007_Turret_EX4, e008_TurretPlus_EX4 |
S28 |
challenge | f004_DeltaSaber_A_Player, f001_DeltaSaber_T_EX5(_el), f003_ArrowHead_EX5, f104_Battleship_EX5, f105_Cruiser_EX5 |
S25 |
challenge | e101_SDBattleshipEX, e102_BattleshipEX, e105_CruiserEX, e108_ASFrigateEX |
S29 |
challenge | e101_SDBattleshipEX, e102_BattleshipEX, e105_CruiserEX |
S24 |
challenge | e105_CruiserEX, e106_DestroyerEX |
S10 |
story | e005_ADAN_ElanTypeQ_Margras |
⚠️ The S10 row contradicts "the story campaign is complete." One story stage
still fields a unit that has never been read. Either S10 was never flown (it is the
smallest stage container on the disc — 7 XBG7 resources — so it may be a cutscene
stage that is not flyable), or the completeness claim was one unit optimistic. Flagged
rather than resolved: it costs one ordinary story run to settle.
Remaining coverage: 42 units missing, of which the rosters above account for ~23. The rest are not in any stage roster table and need a different lever.
Reproduce
cargo run --release -q -p sylpheed-formats --example challenge_map -- <disc-root>
cargo run --release -q -p sylpheed-formats --example challenge_screen -- <disc-root>
python3 xenia-rs/zq.py dis 0x82184df0 0x82184e30 # the three-way section switch
python3 xenia-rs/zq.py dis 0x82185ed0 0x82185f10 # the same switch, second site
python3 xenia-rs/zq.py dis 0x82189860 0x821899f0 # the challenge availability gate