Decode CDINIT2 card effects

This commit is contained in:
gamer147
2026-07-23 22:58:01 -04:00
parent 85b0e3f66f
commit e7e65cf6bb
12 changed files with 835 additions and 28 deletions

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@@ -685,9 +685,10 @@ The v1 map labels *shapes and tables*; the next increments add *meaning*, cheape
SPINIT closes HMODE's eight-by-fifteen thumbnail-page-to-scene registry, with all 118 scripts and
eight INIT2 sheets resolved. TRINIT closes TRAIN's 21 training/sexual-magic actions: six text
slots, all eligibility/cost/stat/alignment/progress/award families, and 75 event cells joined
through SCINIT and GAMESTART's restored story flags. With RTINIT's used-provider surface closed and
ITMES/SKMES/VIMES/EIMES/CIMES/MAMES joined and INFOMES/MES classified, audit CDINIT's card-generation
registry next;
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. With RTINIT's used-provider surface closed and ITMES/SKMES/VIMES/EIMES/CIMES/MAMES joined
and INFOMES/MES classified, audit BTANINIT/BTANINIT2's battle-animation registry 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