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Syplheed-Reborn/docs/re/arsenal-develop-economy.md
Claude (auto-RE) f88f4f6847 re: the Arsenal develop economy, and the save blob's index space (first 32 confirmed)
GP_HANGAR_ARSENAL.pak's screen config points at weapon.tbl (item ids, in the
8-category display order) and strings.tbl (names, descriptions, and a
"Conditions to obtain" block per item). The id run No_Equipment .. Wep_83 is
exactly 54 long -- the save blob's length -- and all 60 conditions blocks are
extracted to a CSV: gates are stage completion, a predecessor item, or an ace
kill; costs run 3000-350000 P, and 20 items cost nothing once gated (which is
why items the player never bought read as Developed).

Predicting the save state from those conditions -- before looking at the blob --
says exactly six items are developable here, and the blob's six 2s sit on those
six, in weapon.tbl order, at indices 1/5/10/12/27/31. With the four obtained
items and the differential's own two transitions that is twelve concordances
over indices 0-31, nothing fitted. Broad Sword SG1 at index 5 needed scrolling
the GUN list to see, which is the only one the first screenshots missed.

The tail is NOT settled and is marked so: the Tomahawk is weapon.tbl index 38
and the screen shows it Developed, but blob[38] = 0, and the other tail 4s
(33/39/45/46/47) land on items the Arsenal shows as locked -- the SPECIAL tab is
entirely empty. A +1 shift does not repair it either. Settling it needs a second
development in a late category, which needs a mission payout.

Also recorded: IDXD string pools dedupe repeated values, so only the first
record of a table can be read from the token stream -- record 2 shows just its
unique values, record 6 no cost at all.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-11 17:38:45 +00:00

7.9 KiB
Raw Blame History

The Arsenal develop economy, and what the save's blob indexes

2026-08-11. The save file's 54-byte blob was shown to be per-item development state by a runtime differential — one weapon bought, two entries moved, 2 → 4 for the item and 0 → 2 for the successor. That named the values. This note names the index space, and in passing recovers the whole develop economy from the disc.

Where the Arsenal gets its data

dat/GP_HANGAR_ARSENAL.pak carries one screen-config record per language whose fields point at the rest:

PATH  = dat\GP_HANGAR_ARSENAL.pak+eng\
WEAPON = weapon.tbl          STRINGS = strings.tbl
WEAPON_CATEGORIES = 8        Detail_Window_Known / Detail_Window_Unknown
ConditionToDevelop = 757,228   WeaponDesc = 734,502   Range = 891,73 …

WEAPON_CATEGORIES = 8 is the eight tabs the screen cycles with LB/RB (GUN, BEAM, LASER, MULTIPURPOSE MISSILE, ANTI-SHIP MISSILE, BOMB/ROCKET, CANNON, SPECIAL). The …= x,y fields are screen positions for that screen's labels — ConditionToDevelop is where the conditions text is drawn, not a condition.

eng\weapon.tbl — the item table (IDXD, schema 0x03c244b5, 66 records)

Its string pool opens with a stage list, then the literal key WEAPONS followed by the item ids in table order:

No_Equipment, Machiene_Cannon_MG1, Machiene_Cannon_MG2H, Machiene_Cannon_MG3,
Machiene_Cannon_MG5H, Broad_Sword_SG1, Swing_Sword_SG2H, Twin_Sword_SG3II,
Frail_GP37, Stiletto_BG1, Dagger_BG2, Rapier_BG4H, Pilum_BP, … , Wep_83,
Wep_84, Wep_85, NullWeapon_Arm1, NullWeapon_Arm2, NullWeapon_Arm3

The ids are grouped by the eight categories in the same order the screen shows them, which is why No_Equipment … Wep_83 is exactly 54 entries — the blob's length.

Each item then has a record: Size, Weight, Range, Power, Speed, Stage, MissionObjective, Dependency, Points. For the first record all of it reads straight out, and it matches the running game exactly:

field disc in-game DATA SHEET for Light Machine Gun MG I
Range D Range Class D
Power E Damage Class E
Speed - Speed Class
Weight 0.3 Weight Class Light
Points 4000 4000 P on the develop row

Caveat, and it is a real one: IDXD string pools store each distinct string once, so from the second record onward every value that repeats an earlier string is absent from the token stream. Record 2 (MG2H) shows only its unique values — 0.4 and 3000 — and record 6 shows no number at all because its cost had already been seen. So weapon.tbl's per-item fields cannot be read from the pool alone; they need the binary node/index region, which is still undecoded (see the module docs in idxd.rs). The prose table below is the practical substitute.

eng\strings.tbl — the economy in prose (IXUD, UTF-16BE)

The same pak's string table holds, per item: the internal id, the display name, the description, and a "Conditions to obtain …" block that spells out the gate and the price:

Conditions to obtain Light Swivel Machine Gun MG2H — Completed development of the Light Machine Gun MG1 — Must spend 3000 points to develop

All 60 of them are extracted to captures/arsenal-develop-conditions.csv with the stage gate, the cost and the prerequisite split out. The shape of the economy:

  • gates are stage completion (Complete Stage 1 … 15), a predecessor item (Completed development of the …), or an ace kill (Shoot down the ace pilot in Stage 11/13/14);
  • costs run 3 000 → 350 000 points, and twenty items have no cost at all — they are granted the moment their gate opens (Tomahawk Alpha Rail Gun — Complete Stage 1), which is why they read as Developed in a list the player never spent points in;
  • two items are anomalies worth flagging: Adhesive Mine B2A says "Must spend points to develop" with no number, and ten late entries (Ballista GSH, Designator LH, Smoke Marker Launcher, Bumble UV, Ballista 24 Rocket Launcher, Thrush 220AM, Divider L3GP, Mace GP25H, Thor Gun System, Spitfire BX) have a conditions header and no conditions — cut content or non-player weapons.

What the blob indexes: the first 32 entries, confirmed

Predicting the save state from the conditions and comparing against the actual blob is a strong test, because it is made before looking at the blob. At the captured state (Stage 1 complete, Stage 02 at standby, 4101 P) the conditions say exactly six items are developable — Light Machine Gun MG1, Broad Sword SG1, Dagger BG2, Pilum BP, Hound SMH, Dart 23 Rocket — and the blob's six 2s sit at WEAPONS-order indices 1, 5, 10, 12, 27, 31, which are those six items, in order. Nothing had to be fitted.

blob value item (WEAPONS order) confirmed by
0 4 No_Equipment always available
1 2→4 Machiene_Cannon_MG1 the differential: bought for 4000 P
2 0→2 Machiene_Cannon_MG2H the differential: announced as newly developable
5 2 Broad_Sword_SG1 BROAD SWORD SG1 5000P, below the fold in the GUN list
9 4 Stiletto_BG1 Developed; "Initially Mounted"; mounted as NOSE WEAPON
10 2 Dagger_BG2 DAGGER BG2 5000P
12 2 Pilum_BP PILUM BP 6000P
21 4 Falcon_9AM Developed; "Initially Mounted"; mounted as MAIN WEAPON 1
22 4 Buzzard_10AM Developed; free at Stage 1
26 4 Terrier_SMH Developed; free at Stage 1
27 2 Hound_SMH HOUND SMH 10000P
31 2 Dirt_23_Rocket DART 23 ROCKET 3500P ("Dart" is the localised "Dirt")

Twelve concordances, no contradiction, over indices 031.

What the blob does not index: the tail is unexplained

Past index 31 the same alignment fails, and it fails against the screen, not against a theory:

  • Tomahawk_a_Rail_Gun is WEAPONS index 38 and the CANNON list shows it Developed (it is free once Stage 1 is complete) — but blob[38] = 0.
  • The blob's remaining 4s are at 33, 39, 45, 46, 47. In WEAPONS order those are EMP_Mine_B8E, Sling_75KG, Shield_Doubler, Booster, FireControlSystem — and every one of them is shown as not developed: BOMB/ROCKET lists only DART 23 ROCKET 3500P, CANNON only the Tomahawk, and the SPECIAL tab is entirely empty (all rows dashed). Their conditions agree — Shield Doubler needs Stage 12, Booster an ace kill in Stage 11, FCS Stage 6.

So five 4s in the tail correspond to nothing the Arsenal reports as owned, and one genuinely-owned item reads 0. A single +1 shift does not repair it either: blob[39] = 4 would put the Tomahawk right, but then blob[33] = 4 lands on Arrow_27_Rocket (Stage 2 + 5000 P, unreachable here) and 45/46/47 still land on locked SPECIAL items.

Status: NEEDS-HUMAN / needs the next differential. The value alphabet and the first 32 indices are settled; the tail is not, and should not be written into the reimplementation as if it were. The cheap way to settle it is a second development in a late category (CANNON or SPECIAL) — whichever index moves names the tail directly. It needs points: the balance is 101 P, so it waits on a mission payout.

Evidence