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BFM-decomp/docs/debug-menu-list.txt
Drew T 788f33d523 feat(phase-30 S45 L3-p3): SC02/9 = the Steam Knight boss module — decoded, captured, retro-verified, onboarded; parked = 5
- the gate DECODED from matched C (func_8012832C case 0x300E -> func_80128998 -> streaming
  API with &cdFileLocTable[144]) -> scene arithmetic named the 1ST-BOSS arena -> ONE targeted
  load captured it at 0x801E4C60
- RETRO-VERIFIED: Phase-3's dumps/ram_castle.bin (2026-06-14) holds it at the SAME address,
  same 6,764-B exact prefix — R10 two independent datapoints two months apart;
  bossHp_SteamKnight (0x801E4398) lives inside this module's image
- onboarded md_SC02_009 (id 0x3E, TLO 0x4): BYTE-IDENTICAL first build; fleet 213;
  R22 213/213; tools-health OK; audit-disc UNCLAIMED 6 -> 5, residue 0
- the last 5 (MAIN/7, MAIN/9, SC03/53/54/56) reclassified emulator->STATIC-RE targets with
  decoded leads (memory-map §S45 p3); loc-id map appended to docs/debug-menu-list.txt
- negatives banked: pause menu, memory-box prompt, new-game intro, high/low game, Minku
  spawn (slot-A actor 0x15 = md_MAIN_015 candidate naming)
2026-08-07 15:07:55 -06:00

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# BFM retail debug menu — full AREA/SCENE list (transcribed by Drew from the live menu, 2026-08-07 S45)
# Entry: force gameMode(0x800B99DE)=7 per-frame; see docs/memory-map.md §S45.
AREA 1 CITY
SCENE 1 THE-CASTLE-1
SCENE 2 THE-CASTLE-2
SCENE 3 THE-CASTLE-3
SCENE 4 THE-CASTLE-4
SCENE 5 THE-CASTLE-5
AREA 1 ACTION
SCENE 6 OPENING
SCENE 7 OPENING2
SCENE 9 IZANAI-NO-MORI
SCENE 10 RASEN-IRIGUCHI
SCENE 11 RASEN-NAIBU
SCENE 12 RASEN-TOP
SCENE 14 CASTLE-GATE
SCENE 15 1ST-BOSS
AREA 2 CITY
SCENE 1 CITY-SONO-1
SCENE 2 CITY-SONO-2
SCENE 3 RESTART
SCENE 4 FIGURE-SHOP
SCENE 5 PAN-SHOP
SCENE 6 ITEM-SHOP
SCENE 7 INN
SCENE 8 RECYCLE-SHOP
SCENE 9 KYOUKAI
SCENE 10 SAKABA
AREA 2 ACTION
SCENE 1 MORI-SONO1
SCENE 2 NOROI-NO-MORI1
SCENE 3 MORI-SONO3
SCENE 5 IN-STEAM-WOOD
SCENE 6 STEAM-WOOD
SCENE 7 STEAMWOOD-TOP
SCENE 8 IN-STEAM-WOOD2
SCENE 9 GANRYUU-ISLAND
SCENE 10 BOCHI
SCENE 11 KAZE-NO-TI
SCENE 12 2ST-BOSS
SCENE 13 FUTAGO-FUMOTO
SCENE 14 FUTAGO-B
SCENE 15 FUTAGO-NAIBU
SCENE 16 KOWAI-HASI
SCENE 17 FUTAGO-A
SCENE 18 GEKIRYU
SCENE 19 BOSS-TEMAE
SCENE 20 FUTAGO-NAIGU-B
AREA 3 CITY
SCENE 1 AREA3-CITY-1
SCENE 2 AREA3-CITY-2
SCENE 3 AREA3-RESTART
SCENE 4 FIGURE-SHOP
SCENE 5 PAN-SHOP
SCENE 6 ITEM-SHOP
SCENE 7 INN
SCENE 8 RECYCLE-SHOP
SCENE 9 KYOUKAI
SCENE 10 SAKABA
AREA 3 ACTION
SCENE 1 ISEKI-SONO1
SCENE 2 ISEKI-SONO2
SCENE 3 ISEKI-SONO3
SCENE 4 ISEKI-SONO4
SCENE 5 ISEKI-SONO5
SCENE 6 ISEKI-SONO6
SCENE 7 ISEKI-SONO7
SCENE 8 CENTER-PATH
SCENE 9 PLAZUMA-1
SCENE 10 PLAZUMA-2
SCENE 11 PLAZUMA-3
SCENE 12 PLAZUMA-4
SCENE 13 PLAZUMA-5
SCENE 14 JUMP-ACT-1
SCENE 15 JUMP-ACT-2
SCENE 16 JUMP-ACT-3
SCENE 17 JUMP-ACT-4
SCENE 18 JUMP-ACT-5
SCENE 19 HOTARU-SW
SCENE 20 TIKA-SUIRO-1
SCENE 21 HOTARU-SW2
SCENE 22 AREA3-BOSS
SCENE 23 HAIKOU-23
SCENE 24 HAIKOU-24
SCENE 25 HAIKOU-25
SCENE 26 HAIKOU-26
SCENE 27 HAIKOU-27
SCENE 28 HAIKOU-28
SCENE 29 HAIKOU-29
SCENE 30 AREADEMO2-3
SCENE 31 HAIKOU-31
SCENE 32 TIKA-SUIRO-3
SCENE 33 HAIKOU-33
SCENE 34 HAIKOU-34
SCENE 35 HAIKOU-35
SCENE 36 HAIKOU-36
SCENE 37 VAMBI-KYOUKAI
AREA 4 CITY
SCENE 1 AREA4-CITY-1
SCENE 2 AREA4-CITY-2
SCENE 3 AREA4-RESTART
SCENE 4 FIGURE-SHOP
SCENE 5 PAN-SHOP
SCENE 6 ITEM-SHOP
SCENE 7 INN
SCENE 8 RECYCLE-SHOP
SCENE 9 KYOUKAI
SCENE 10 SAKABA
AREA 4 ACTION
SCENE 01 F-PALACE-LOBBY
SCENE 02 F-PALACE-SONO2
SCENE 03 F-PALACE-SONO3
SCENE 04 F-PALACE-SONO4
SCENE 05 F-PALACE-SONO5
SCENE 06 F-PALACE-SONO6
SCENE 07 F-PALACE-SONO7
SCENE 08 F-PALACE-SONO8
SCENE 09 F-PALACE-SONO9
SCENE 10 F-PALACE-SONO-10
SCENE 11 F-PALACE-SONO11
SCENE 12 AREA4-BOSS
SCENE 13 F-PALACE-ENTER
SCENE 14 AREA4-CITY-KAJI
SCENE 15 AREADEMO3-4
AREA 5 CITY
SCENE 1 AREA5-CITY-1
SCENE 2 AREA5-CITY-2
SCENE 3 AREA5-RESTART
SCENE 4 FIGURE-SHOP
SCENE 5 PAN-SHOP
SCENE 6 ITEM-SHOP
SCENE 7 INN
SCENE 8 RECYCLE-SHOP
SCENE 9 KYOUKAI
SCENE 10 SAKABA
AREA 5 ACTION
SCENE 01 ARI-NO-SU1
SCENE 02 ARI-NO-SU2
SCENE 03 ARI-NO-SU3
SCENE 04 ARI-NO-SU4
SCENE 05 ARI-NO-SU5
SCENE 06 ARI-NO-SU6
SCENE 07 ARI-NO-SU7
SCENE 08 ARI-NO-SU8
SCENE 09 3D-LIFT
SCENE 10 ARI-NO-SU10
SCENE 11 AREA5-BOSS
SCENE 12 AREADEMO4-5
AREA 6 ACTION
SCENE 01 SORA-NO-TI
SCENE 02 LAST-AREA-2
SCENE 03 LAST-AREA-3
SCENE 04 CALENDER-1
SCENE 05 CALENDER-2
SCENE 06 CALENDER-3
SCENE 07 CALENDER-4
SCENE 08 EDO
SCENE 09 NIWA-1
SCENE 10 NIWA-2
SCENE 11 GND-LABO-1
SCENE 12 GND-LABO-2
SCNEE 13 TOPO
SCENE 14 ELEVATOR
SCENE 15 AREA6-BOSS
SCENE 16 BANE
SCENE 17 NIWA-3
SCENE 18 NIWA-4
SCENE 19 NORIKOMI-DEMO
AREA 7 ACTION
SCENE 01 LAST-BATTLE-1
SCENE 02 LAST-BATTLE-2
SCENE 03 LAST-BATTLE-3
SCENE 04 LAST-BATTLE-4
SCENE 05 ENDING-2
SCENE 06 LAST-SCENE
SCENE 07 ENDING-1
SCENE 08 ENDING-3
SCENE 09 ZEN
# --- Measured location ids (S45 tour; loc = u16 @0x800B9A08) ---
# City interiors: A2=0x2013-0x201A A3=0x2055-0x205B A4=0x207A-0x2080 A5=0x2097-0x209D
# (order: CITY-SONO-1, [SONO-2/RESTART unmeasured], FIGURE, PAN, ITEM, INN, RECYCLE, KYOUKAI, SAKABA)
# ACTION (measured): OPENING=0x3005 OPENING2=0x3006 1ST-BOSS=0x300E MORI-SONO1=0x3014
# STEAM-WOOD=0x301E STEAMWOOD-TOP=0x301F GANRYUU=0x3021 2ST-BOSS=0x3024 GEKIRYU=0x302A
# CENTER-PATH=0x3034 PLAZUMA-1=0x3035 AREADEMO2-3=0x304A VAMBI-KYOUKAI=0x3051
# ENDING-1=0x30A4 ZEN=0x30A6 · village field=0x1010/0x1011 A3-city-exterior=0x1052
# Gaps 0x300F-0x3013 etc. = unlisted scenes (menu skips ids); MAIN/7's gates 0x3012/0x3079/0x3096
# live in such gaps -> static RE, not menu loads (memory-map §S45).