Decode STINIT enemy spawn semantics

This commit is contained in:
gamer147
2026-07-23 08:40:22 -04:00
parent 4e42b57970
commit 668e138507
9 changed files with 344 additions and 41 deletions

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@@ -72,7 +72,10 @@ 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; unknown type-specific parameters remain raw, and the enemy-spawn buffers remain separate.
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.
### Message/string tables (`*MES`)
`ITMES` (64 KB — item text), `VIMES` (43 KB), `EIMES` (37 KB), `SKMES` (31 KB — skill