Decode STINIT tagged object payloads

This commit is contained in:
gamer147
2026-07-23 09:07:58 -04:00
parent 668e138507
commit 3210b907f6
9 changed files with 151 additions and 42 deletions

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