Record remaining engine RE findings
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@@ -131,6 +131,29 @@ The dedicated view joins 66 named stage definitions to 53 unique rectangles, pre
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groups and 47 nonzero border-context cells, and resolves terrain ids through LAINIT's name, texture-slot,
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area-fill, and layout-class columns.
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Conceptually, MPINIT is the game's master dungeon terrain plan. A mapped STINIT2 row does not identify a
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standalone map resource; it selects an inclusive tile-coordinate rectangle from that plan through
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min/max X/Y bounds (equivalently, an origin plus derived width and height). FIELD makes the active
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rectangle mutable, while STINIT overlays the stage-specific mission content: objects, enemies,
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reinforcements, conditions, BGM, and texture overrides. The left minimap deliberately preserves the
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larger-floor illusion. DRAWMINIMAP reads the mutable current-stage grid inside the active rectangle but
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reads the immutable MPINIT atlas outside it, so nearby authored terrain can remain visible without
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bringing in another stage's enemies or interactable objects. The STINIT2 minimap-origin field chooses
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the vertically packed atlas band shown for that stage; MPINIT itself contains terrain cells, not stage
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adjacency metadata.
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Factions are a fixed four-side tactical convention rather than INIT-defined faction records:
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0=gray, 1=red/player, 2=blue, and 3=green. STINIT assigns a side id to each enemy spawn and initial
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ownership to faction-bearing objects; FIELD assigns deployed party entities to side 1 and copies enemy
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spawn ids into their runtime entity records. The same ids select the active turn, compare allied versus
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foreign entities, represent capturable-object ownership, and index faction bits in terrain traversal
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masks. Generic tactical logic treats equal ids as allied and unequal ids as foreign—there is no
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discovered alliance/diplomacy matrix—so gray is a fourth independent side, not an intrinsically
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non-hostile neutral category. A unit definition is not faction-bound: the same EBINIT unit can be
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instantiated on different sides by different STINIT entries. The separate yellow map flag is a boss
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badge selected by EBINIT's `unit_boss_class`, not a fifth faction or object-owner value; minimap unit
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dots still use only the four faction ids.
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LAINIT defines the twenty shipped terrain ids inside a reserved thirty-row registry. Its sparse
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strings provide seventeen names and five effect summaries; its numeric surface provides
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texture-slot, area-fill, layout-class, required-skill, and ten-column combat-stat data. CALCBTPARAM
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