Record remaining engine RE findings

This commit is contained in:
gamer147
2026-07-28 12:25:24 -04:00
parent c045e4f639
commit 93d9f58758
6 changed files with 59 additions and 16 deletions

View File

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