Decode STINIT tagged object payloads
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@@ -72,10 +72,11 @@ buffer rather than parallel per-id arrays. Its generated records preserve four m
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six scalars, cells in 29 preallocated buffers, and all 1,396 length-prefixed footer-array copies. Confirmed
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stage field meanings and the evidence workflow live in `docs/name-resolution.md`. The first semantic join
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now assembles the confirmed type/X/Y/difficulty and story-prerequisite buffers into 2,312 object placements
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across 66 stages. A second join assembles all 1,378 populated enemy slots across the same 66 stages,
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including unit/faction, placement, difficulty/story gates, level rules, weighted alternatives, and
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difficulty-specific movement/battle routine sets. Unknown type-specific object parameters and the isolated
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enemy spawn-mode field remain raw.
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across 66 stages. It also exposes 604 reinforcement schedules and consumer-proven tagged payload variants
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for initial factions, teleport destinations, treasure item/count pairs, and card-generation lists; 185
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other type-specific payload cells remain raw. A second join assembles all 1,378 populated enemy slots
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across the same 66 stages, including unit/faction, placement, difficulty/story gates, level rules, weighted
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alternatives, difficulty-specific movement/battle routine sets, and 485 first-clear-only replay gates.
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### Message/string tables (`*MES`)
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`ITMES` (64 KB — item text), `VIMES` (43 KB), `EIMES` (37 KB), `SKMES` (31 KB — skill
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