193 lines
11 KiB
Markdown
193 lines
11 KiB
Markdown
# SYS4 Script Format — Reverse-Engineering Notes (hex-first)
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Derived purely from byte-pattern analysis of the 481 DATA1 `.BIN` scripts, before
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any Ghidra work on `AGE.EXE`. Confidence levels flagged per finding. Probe scripts
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live in `tools/probe_*.py`.
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> **UPDATE 2026-07-05 — opcode set solved via Kelebek1's table.** Everything below
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> under "Instruction stream — PARTIAL" is now resolved: code = instructions of
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> `<opcode:u32> + argc*(<argtype:u32><value:u32>)`, length `1+2*argc`; inline strings
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> live after code inside `[0,F8)`, so stop decoding at the first type-2/`0x64` arg
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> offset. 476/476 scripts decode clean (0 unknown opcodes). Header fields F0–F5 are
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> **local-variable counts** (F0=local_integer_1, F1=local_floats, F2=local_strings_1,
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> F3=local_integer_2, F4=unknown, F5=local_strings_2). See `vm-mapping-plan.md` and
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> `vm-map/opcodes.toml`. The tag values below (0x71/0x03/0x8F etc.) are the
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> *opcodes at table targets*: 0x8F=`call`, 0x03=`call-script`, 0x71=`u0041A7B0`.
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## SYS4INI directory and per-game settings trailer — CONFIRMED
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`SYS4INI.BIN` is not only the asset catalog. Its `S4IC` LZSS stream begins with the archive names and
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80-byte file records documented in `asset-resolution-re.md`, then continues with VM-bank metadata and a
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NUL-delimited per-game engine-settings trailer. `tools/parse_sys4ini.py` currently consumes only the
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directory prefix.
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The Himegari trailer contains `SCREENX=800` and `SCREENY=600`; Kamidori's independent SYS4INI contains
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`SCREENX=1024` and `SCREENY=576`. This establishes the authored logical canvas as per-game data. Native
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initialization and the executable's `640x480` fallback are documented in `engine-re.md`;
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fullscreen/display-mode settings are a separate concern from these logical dimensions.
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The same Himegari trailer also contains `USEAPPDATAFOLDER=1` and
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`SAVEPATH=Eushully\姫狩りダンジョンマイスター\SAVE`. AGE's native save-root resolver consumes those
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settings to select `%LOCALAPPDATA%` plus that relative path on modern Windows. Filename patterns remain
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native policy rather than trailer or script strings; see `engine-re.md` under "Save-root resolution."
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## Header — CONFIRMED
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Fixed 60-byte (0x3C) header: 8-byte magic + thirteen little-endian u32 fields.
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Verified across all 481 files.
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```
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off field meaning evidence
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0x00 magic "SYS4422 " (0x53 59 53 34 34 32 32 20) 481/481 identical
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0x08 F0 scenario/script id or flags 98 distinct; 0x5 dominant (252×)
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0x0C F1 = 1 always 481/481 == 1
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0x10 F2 = 1 (457×) or 2 (20×); 4 outliers format/feature flag
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0x14 F3 0x06 (268×),0x04,0x01,0x05... 15 distinct — minor version?
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0x18 F4 = 1 always 481/481 == 1
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0x1C F5 = 2 (319×) or 1 (144×); rarely 3/5 flag
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0x20 F6 = 0x1C always 481/481 == 0x1C (header-size marker)
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0x24 F7 table-1 entry count see below
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0x28 F8 table-1 offset == code-section length ordering F8<=F10<=F12<=EOF
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0x2C F9 table-2 entry count
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0x30 F10 table-2 offset
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0x34 F11 table-3 entry count
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0x38 F12 table-3 offset
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0x3C body dword stream (code + 3 tables + strings)
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```
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**All offsets/counts are in DWORDS (×4 bytes), relative to body start (0x3C).**
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The `0x1C` in F6 is the only *byte* count — it's the offset from F6's own position
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(0x20) back-referenced, i.e. a self-describing "28 bytes of descriptor follow" marker
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consistent with the SYS4/SYS5 family.
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### Section layout (CONFIRMED — 0 ordering violations, 481/481)
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```
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body[0 .. F8) CODE bytecode instruction stream
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body[F8 .. F10) TABLE-1 (F7 entries, 1 dword each) -> read-message boundaries (op 0x71)
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body[F10 .. F12) TABLE-2 (F9 entries, 1 dword each) -> targets of type 0x03
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body[F12 .. EOF) TABLE-3 (F11 entries, 1 dword each) -> targets of type 0x8F
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```
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Every table entry is exactly **1 dword** — a pointer (dword index into body).
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Solved algebraically across the whole corpus: `(F10-F8)/F7 == (F12-F10)/F9 ==
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(EOF-F12)/F11 == 1` with zero non-integer results.
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### The three tables are typed pointer indexes (CONFIRMED)
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Each table points at body locations, and the dword *at* every target is a constant
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tag identifying the pointed-to construct:
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| Table | count/off | Target dword tag | Hits | Meaning (inferred) |
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|---|---|---|---|---|
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| T1 | F7 / F8 | **0x71** | 26,445/26,445 | per-script read-message boundary index |
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| T2 | F9 / F10 | **0x03** | 3,018/3,018 | data/variable entries (operand at +2 large, e.g. addresses) |
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| T3 | F11 / F12| **0x8F** | 72,941/72,941 | instruction/line entries (largest table; operand at +2 huge) |
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100% type purity — not a single target had a different tag. Native
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`read_text_db_find_message_index@0x468f50` searches T1 for the code DWORD coordinate most recently
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snapshotted by op `0x71`; its zero-based entry index and F7 count are the message index/count stored in
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shared `RT.DAT`. Thus T1 is not a generic label table even though every entry is a control-structure
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site. T3 is the big one
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(~73k entries corpus-wide), consistent with it being a per-instruction or
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per-source-line index (a debug/line table). T1 ≈ labels, T2 ≈ a smaller symbol set.
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## Instruction stream — PARTIAL
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The code section is a flat dword stream. Recurring "type/opcode" dwords observed:
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`0x03, 0x55, 0x6E, 0x6F, 0x71, 0x72, 0x8F`. These read as **operand-type tags**
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in a tagged-operand VM rather than raw opcodes, e.g. the repeating shape:
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```
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... <TAG> <value> ... tag 0x02 => string pointer (see below)
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... 0x71 0x00 0x01 0x55 ... label marker + following instruction
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```
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- **First body dword is 0x259 (601) in 301/481 files** — likely a standard
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"script entry" / prologue opcode. Second-most-common openers are small ints.
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- `0x55` appears pervasively as an instruction lead — probably the most common
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opcode (statement / expression separator).
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*Full opcode semantics need the VM dispatch loop in `AGE.EXE` — that's the Ghidra
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task. These tags give a head start on labeling the disassembly.*
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## Strings — CONFIRMED
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- Stored inline in the body as **byte-complement (XOR 0xFF) cp932 / Shift-JIS**,
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packed 4 bytes per dword, NUL-terminated (a `\0` byte, i.e. `0xFF` after XOR,
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ends the string), then padded to the next dword.
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- **Referenced by a tagged operand: the dword `0x02` immediately followed by the
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dword-offset of the string.** Confirmed directly by xref:
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- `MENU.BIN`: `...2 30b...` @0x2A9 → offset 0x30B = `"MS 明朝"`; `...2 30e...` → `"loadmesskip menu"`
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- `SC0030.BIN`: `...2 ef80...` → `"▼G0030 2章マップ021クリア"`; `...2 ef89...` → `"「よし、素晴らしい成果だな」"`
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- Decoder (validated — pulls clean Japanese dialogue):
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```python
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raw = bytes(b ^ 0xFF for b in body[off*4:]) # until a 0x00 appears
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text = raw.split(b"\0")[0].decode("cp932")
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```
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- Scene scripts hold the full dialogue; e.g. `SC0030.BIN` decodes to readable
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story text, choice-branch labels ("本来の分岐", "チェック用"), font names
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("MS 明朝"), and engine directives ("loadmesskip advset", "ADVパート").
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- Non-scene scripts (`MENU`, `ADDEXP`) contain only a handful of control strings —
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consistent with the inventory's subsystem/data-table categorization.
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## Inline integer arrays — CONFIRMED
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Opcode `0x64` operand 2 points to a footer blob in the same body-dword coordinate space as strings. The blob
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is `[count:u32, value0:u32, ... valueN:u32]`; these dwords are stored plainly in the original SYS4 file.
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For example, `HISTORY.BIN@0x13d4` is `[4, 0, 5, 0, 538]`, and its fifteen blobs initialize the backlog UI's
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rectangle, coordinate, and lookup arrays. An op-`0x64` reference lowers the executable-code boundary just
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like a type-2 string reference.
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Native `AGE.EXE` applies a per-context rotate/XOR representation after loading script data and reverses it
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inside the opcode handler. That transformation is not part of the on-disk format: file readers and the port
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must copy the footer's plain dwords, including two's-complement negative values, without applying the native
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memory-cookie transform.
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## Patch-override caveat (re-confirmed)
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49 loose script `.BIN` files in the game root shadow DATA1 copies at runtime and differ slightly in size;
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two additional root-only engine BINs bring the root total to 51. The disassembler should target the **root** copies where present.
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The header format is identical (same magic/layout) so tooling is copy-agnostic.
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## What's solid vs. what needs Ghidra
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**Solid (byte-verified, build a loader now):**
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- 60-byte header, all 13 fields, dword units, section boundaries
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- 3 typed pointer tables (0x71 / 0x03 / 0x8F), 1 dword each, 100% pure
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- String encoding (XOR-0xFF cp932) + reference mechanism (tag 0x02 + offset)
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**Needs the VM (Ghidra on `AGE.EXE`):**
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- Opcode dispatch — confirm tagged-operand model, enumerate opcodes
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- Meaning of F0/F2/F3/F5 flag fields
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- Exact operand grammar per instruction (how many dwords each opcode consumes)
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- Semantics of T1/T2/T3 beyond "label/data/line" guesses
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## Loader — DONE
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`tools/sys4load.py` parses the header, splits the 4 sections, resolves the 3
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tables, decodes inline strings, and emits an assembly-ish listing with strings
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inlined at their `2 <off>` refs (opcodes not yet named — code is chunked by the
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T3 line-index). Importable API (`load()` → `Sys4Script`) plus CLI:
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```
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sys4load.py <file.BIN> full listing
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sys4load.py <file.BIN> --summary header + section sizes + table/string counts
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sys4load.py <file.BIN> --strings decoded string pool
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sys4load.py <file.BIN> --json machine-readable structure
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sys4load.py <dir> --validate re-check invariants across a folder
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```
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`--validate` over all 481 DATA1 scripts: **481 parsed clean, 0 failures, 0 impure
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table tags** — the format spec above is fully machine-verified. This listing is the
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artifact to diff against Ghidra output once the VM dispatch loop is mapped.
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### Observations surfaced by the listing (leads for the VM work)
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- String-display sites look like `<opcode> 0x02 <str-off>` — e.g. opcodes `0x1A7`
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and `0x1A5` immediately precede string refs in `MENU.BIN`. Candidate text/message ops.
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- T3 entries are 3-dword records `[0x8F, 0x00, value]`; T1 labels are `[0x71, 0x00,
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value]`. T3 acts as a per-statement line index (editor metadata) — note scene
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scripts even carry editor annotation strings like `"LABEL"`, `"ループ開始"` (loop start).
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- `0x55` is the most frequent code lead (likely statement/expr separator); `0x09`
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recurs as an operand-type prefix (register/var reference?).
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