Decode STINIT map and object placement data
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@@ -749,7 +749,11 @@ The remaining EBINIT unknowns are now the unread `0x7843e` enum and the signed m
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enemy AI appears to live outside the static EBINIT schema. STINIT's separate mixed parser is now complete:
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all 74 sparse stage ids retain their victory/defeat strings, six scalars, fixed-buffer cells, and 1,396
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footer-array copies. AIM/FIELD/DRAWCHP consumers establish the four condition slots, stage BGM, turn limit,
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and turn-limit outcome; the object/enemy/map buffer families remain an evidence-driven follow-up.
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and turn-limit outcome. The next pass establishes target clear turns, performance reward, replay behavior,
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the 20-slot map-texture override list, object type/tile/difficulty fields, and seven required plus five
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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 while retaining four unresolved type-specific parameters by raw
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address. The separate 30-slot enemy-spawn family remains the next evidence-driven batch.
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Once the natural spine and first gameplay loop are trustworthy, broaden in independent tracks:
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@@ -759,8 +763,8 @@ 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 object/enemy/map buffer semantics and other data schemas when their runtime consumers make
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them necessary.
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- Remaining STINIT enemy-spawn and specialized object-parameter semantics, plus other data schemas when their
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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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only provides the execution framework.
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