Decode STINIT initial object states

This commit is contained in:
gamer147
2026-07-23 09:47:22 -04:00
parent 9c05451369
commit 1a9989b3ce
9 changed files with 98 additions and 30 deletions

View File

@@ -754,11 +754,13 @@ the 20-slot map-texture override list, object type/tile/difficulty fields, and s
forbidden story prerequisites. Generated records now carry a joined `semantic_fields` view and assemble
2,312 object placements across 66 stages. FIELD resolves the universal reinforcement interval/limit and
type-tagged initial-faction, teleport, treasure, card-list, and non-triggering-faction payloads. OBINIT
supplies authoritative names for all 46 object types and descriptions for 34; 81 payload cells on types 11,
17, 26, and 27 remain raw. The separate 30-cell enemy family is also decoded: FIELD/SETEN/ADDEN establish
unit/faction, direct or object-linked placement, difficulty/story gates, level floor/cap/scaling, weighted
selection, and three difficulty-specific movement/battle routine-set ids. The generated view assembles all 1,378
populated enemy slots across 66 stages, including 485 enemies suppressed after the stage's first clear.
supplies authoritative names for all 46 object types and descriptions for 34. Its state-row mode and
FIELD/DRAWOBJ initialization path resolve 78 initial object states on types 11, 17, and 26; only three
type-27 payload cells remain raw. The separate 30-cell enemy family is also decoded:
FIELD/SETEN/ADDEN establish unit/faction, direct or object-linked placement, difficulty/story gates, level
floor/cap/scaling, weighted selection, and three difficulty-specific movement/battle routine-set ids. The
generated view assembles all 1,378 populated enemy slots across 66 stages, including 485 enemies suppressed
after the stage's first clear.
Once the natural spine and first gameplay loop are trustworthy, broaden in independent tracks:
@@ -768,7 +770,7 @@ Once the natural spine and first gameplay loop are trustworthy, broaden in indep
- Unit statistics, equipment, inventory, skills, magic, heroine forms, and progression.
- Combat resolution presentation, enemy turns/AI services, and win/loss transitions.
- A full chapter of ADV and the scene types encountered between gameplay segments.
- Remaining STINIT tagged payloads on object types 11, 17, 26, and 27, plus other data schemas when
- The three remaining STINIT tagged payloads on object type 27, plus other data schemas when
their runtime consumers make them necessary.
The high-level Phase B direction remains canonical in `docs/remake-architecture-and-roadmap.md`; this file