Decode stage definition tables

This commit is contained in:
gamer147
2026-07-23 23:36:02 -04:00
parent 35080a086e
commit 796b0e850e
12 changed files with 959 additions and 47 deletions

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@@ -688,9 +688,11 @@ The v1 map labels *shapes and tables*; the next increments add *meaning*, cheape
through SCINIT and GAMESTART's restored story flags. CDINIT/CDINIT2 close FIELD's nine weighted
generation lists and 81 typed card effects, including story gates and item/event/condition/visual
joins. BTANINIT/BTANINIT2 close 122 battle-animation timelines and 202 visual/audio/hit-pulse
effects, with skill and weapon-class selection joined. With RTINIT's used-provider surface closed
and ITMES/SKMES/VIMES/EIMES/CIMES/MAMES joined and INFOMES/MES classified, audit STINIT2's
remaining stage-definition columns next;
effects, with skill and weapon-class selection joined. STINIT2 closes 74 real stage rows (correcting
247 description strings formerly misread as records), six pre/post-clear text slots, progression and
story gates, map/minimap geometry, rewards, and 174 resolved entry/clear/failure transitions. With
RTINIT's used-provider surface closed and ITMES/SKMES/VIMES/EIMES/CIMES/MAMES joined and INFOMES/MES
classified, use live/native observation for STINIT2's sole script-unconsumed `0xedc4d` column next;
never assign one universal meaning to a parameter bank whose meaning varies by provider selector.
2. **Label remaining 2D record tables by their readers** — cross-reference which scripts read each
`rec[sN]` table and infer purpose from context, preserving reserved rows and sparse cells. RECOVER's