Implement indexed party roster sort
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@@ -316,14 +316,36 @@ depends_on = []
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[[global]]
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address = "0x6718"
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name = ""
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category = "story-flag"
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name = "selected_party_slot"
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category = "index-pointer"
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type = "int"
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value_domain = "one of {0, 2}"
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usage = "TODO: confirm. Branch-read in 0 scenes / 6 scripts; compared against [0, 2]; writers=['ADDSKILL.BIN', 'CHMENU.BIN', 'DELCH.BIN', 'DRAWCHP.BIN']."
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source = "auto-shape"
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confidence = "med"
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depends_on = []
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value_domain = "0..99"
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usage = "Current/selected slot in the 100-entry party-unit arrays. UNITECH chooses a free slot here before populating it; CHMENU replaces it with the selected sorted roster slot, then uses it to index party_slot_flags, party_slot_character_id, and companion per-slot tables. A natural New Game enters SC0000 with slot 2 selected."
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source = "investigation"
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confidence = "high"
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depends_on = ["0x673c", "0x67a0"]
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[[global]]
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address = "0x673c"
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name = "party_slot_flags"
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category = "data-table"
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type = "int[100]"
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value_domain = "bitfield"
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usage = "Per-party-slot state flags for slots 0..99. UNITECH creates the initial unit by setting slot 2 to 0x13; CALCARR counts slots whose flags intersect 0x6, and CHMENU includes slots with bit 1 set. Exact meanings of the remaining bits are not yet classified."
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source = "investigation"
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confidence = "high"
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depends_on = ["0x6718", "0x67a0"]
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[[global]]
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address = "0x67a0"
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name = "party_slot_character_id"
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category = "data-table"
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type = "int[100]"
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value_domain = "character/unit definition id or 0"
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usage = "Character/unit definition id stored for each party slot. UNITECH writes character id 2 into initial slot 2 on a natural New Game; CHMENU reads this table for every active party_slot_flags entry when constructing its roster."
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source = "investigation"
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confidence = "high"
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depends_on = ["0x6718", "0x673c"]
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[[global]]
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address = "0x671b"
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