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

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@@ -75,8 +75,9 @@ now assembles the confirmed type/X/Y/difficulty and story-prerequisite buffers i
across 66 stages. It also exposes 604 reinforcement schedules and consumer-proven tagged payload variants
for initial factions, teleport destinations, treasure item/count pairs, card-generation lists, and 104
hazard/barrier non-triggering faction gates. Every placement joins its type name and, where populated, its
effect description from OBINIT's 46 definitions; 81 type-specific payload cells on types 11, 17, 26, and
27 remain raw. A second join assembles all 1,378 populated enemy slots
effect description from OBINIT's 46 definitions. OBINIT's state-row mode resolves another 78 initial
object states on types 11, 17, and 26; only three type-27 payload cells remain raw. A second join assembles
all 1,378 populated enemy slots
across the same 66 stages, including unit/faction, placement, difficulty/story gates, level rules, weighted
alternatives, difficulty-specific movement/battle routine sets, and 485 first-clear-only replay gates.