Those three fields all hold 2, and "difficulty or stage, undecidable from one save" has been the reading since the format was parsed. Writing saves makes it decidable and the answer is neither. boot_menu.sh boots to the title menu WITHOUT loading anything, and LOAD GAME's slot list renders each slot's Details panel from that slot's payload. Extra slots can be fabricated (copy the directory plus a gameNN.header with its UTF-16BE display string and ASCII name patched), so four probes fit in one boot, read-only. Probed: +36 at 1/3/9, +52 and +56 at 1/9, and +0, +16, +32, +48, +28, SHAB[0].a. Every one left the panel at STAGE 02 / EASY / At Standby / Times Cleared 0. The negative is meaningful because the panel does read each payload -- slot 02 shows 5% clear ratio against the others' 6%, and Points tracked +24 exactly. Two controls: patching a slot header to "STAGE09 HARD" changed nothing (the display is payload-driven, not header text), and the row date follows the container FILETIME. Remaining candidates: +12, +20, +40 (u64), +60, +64, or the phase string. Also here: savegame_edit.py --slot for SHAB records, and boot_menu.sh itself -- nav_probe.sh's boot loads a save, which with probe slots on disc loads a probe, and a dropped d-pad step there put A on TAKE OFF and spent a boot loading a mission. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2.2 KiB
Executable File
2.2 KiB
Executable File