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