Extract and profile STINIT stage records

This commit is contained in:
gamer147
2026-07-22 23:50:43 -04:00
parent 214a1cda9d
commit 5903357260
11 changed files with 475 additions and 57 deletions

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@@ -746,8 +746,10 @@ skill-information visibility. The remaining item/skill work is refinement rather
schema.
The remaining EBINIT unknowns are now the unread `0x7843e` enum and the signed meaning within boss classes;
enemy AI appears to live outside the static EBINIT schema. STINIT's bespoke parser remains a separate
extraction task.
enemy AI appears to live outside the static EBINIT schema. STINIT's separate mixed parser is now complete:
all 74 sparse stage ids retain their victory/defeat strings, six scalars, fixed-buffer cells, and 1,396
footer-array copies. AIM/FIELD/DRAWCHP consumers establish the four condition slots, stage BGM, turn limit,
and turn-limit outcome; the object/enemy/map buffer families remain an evidence-driven follow-up.
Once the natural spine and first gameplay loop are trustworthy, broaden in independent tracks:
@@ -757,7 +759,8 @@ Once the natural spine and first gameplay loop are trustworthy, broaden in indep
- Unit statistics, equipment, inventory, skills, magic, heroine forms, and progression.
- Combat resolution presentation, enemy turns/AI services, and win/loss transitions.
- A full chapter of ADV and the scene types encountered between gameplay segments.
- `STINIT` and other data schemas when their runtime consumers make them necessary.
- Remaining STINIT object/enemy/map buffer semantics and other data schemas when their runtime consumers make
them necessary.
The high-level Phase B direction remains canonical in `docs/remake-architecture-and-roadmap.md`; this file
only provides the execution framework.