Decode STINIT map and object placement data

This commit is contained in:
gamer147
2026-07-23 00:22:03 -04:00
parent 5903357260
commit 4e42b57970
9 changed files with 328 additions and 31 deletions

View File

@@ -70,7 +70,9 @@ contains only genuine parallel arrays.
STINIT uses the separate mixed shape: 74 sparse `scjump_progress_a` branches load one current-stage work
buffer rather than parallel per-id arrays. Its generated records preserve four mission-condition strings,
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`.
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; unknown type-specific parameters remain raw, and the enemy-spawn buffers remain separate.
### Message/string tables (`*MES`)
`ITMES` (64 KB — item text), `VIMES` (43 KB), `EIMES` (37 KB), `SKMES` (31 KB — skill