sangokushi-2 · git:20260911.1502f24 · 2026-09-11 · sha256 f318604def901bbb
sangokushi-2 git:20260911.1502f24A
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--- name: sangokushi-2 description: "Sangokushi II (Koei 1990, Japanese, 3-disk set) on the shared MSX: media set and verified origin slot, the province command menu, in-game save flow, media-change pitfalls, and one-call macros for the two verified key sequences. Apply a fact only when the visible prompt matches it." --- # Sangokushi II A turn-based strategy game played from three floppy images. Everything below is an observation from a real campaign state, not a rule of the game: apply it only when the visible prompt matches, and re-verify from the actual screen. ## Media A = `sangokushi-2.dsk`, B = `sangokushi-2-b.dsk`, user data disk = `sangokushi-2-data.dsk`. Catalog names only; no host paths. Verified origin slot `sangokushi2-cao-pi-ready`: scenario 6, beginner, historical, 1 human player as Cao Pi, province 10 awaiting its first command, frame 26865. It is a test origin — after restoring it, save under your own slot prefix instead of keeping the original. ## Province command prompt `(0-19)?` Return with an empty entry reveals the command list; Space and F1 did not. A numeric entry followed by Return selects that command instead. | Number | Visible command | Meaning | | --- | --- | --- | | 0 | 待機 | Wait / finish province commands | | 1 | 移動 | Move | | 2 | 輸送 | Transport | | 3 | 戦争 | War | | 4 | 軍事 | Military | | 5 | 人事 | Personnel | | 6 | 外交 | Diplomacy | | 7 | 計略 | Plots | | 8 | 情報 | Information | | 9 | 開発 | Development | | 10 | 治水 | Flood control | | 11 | 褒美 | Rewards | | 12 | 施し | Relief | | 13 | 商人 | Merchant | | 14 | 徴収 | Levy | | 15 | 地図 | Map | | 16 | 委任 | Delegate | | 17 | 放浪 | Wander | | 18 | 特別 | Special | | 19 | 機能 | Functions | Observed transitions: `1`, Return asks for a destination numbered 1-41; `9`, Return asks which officer should develop the province. Neither alone proves movement or improved land. `0`, Return, `y`, Return advanced the observed campaign from province 10 to 18. Development is a sequence of decisions: `9`, Return; read the officer list and select an officer; capture the resulting amount prompt before entering a cost. One observed province 13 action (officer 5, cost 50) changed gold from 500 to 450 and a displayed province statistic from 20 to 27, returning to the command prompt with the month unchanged. That demonstrates a completed action in that state, not a fixed exchange rate or a universally best officer. Compare the actual before/after resources, then preserve the result before planning another action. Functions submenu cancellation: in one observed province 11 state, the functions submenu `(1-6)?` remained visible after `0`, Return and after Esc. A subsequent Return by itself returned to the same province's main `(0-19)?` prompt with resources and month unchanged. Verify that prompt before sending province commands; do not assume Esc universally cancels. ## In-game save `1`, `9`, Return, then `5`, Return (command 19 機能, option 5) opens the save flow. Swap to the data disk only when the game requests D; follow the slot and name prompts; swap back to B when requested. Emulator checkpoints and the game's own save/load are distinct behaviors to verify separately. ## Media-change pitfall A controlled replay found that switching from B to A during an active campaign cleared the open file state while the game still needed `PACKDATA.DAT`, which was present on B. Replaying the same accepted inputs from the same earlier checkpoint while retaining B reached a readable diplomacy prompt. That is a failure of one media-change sequence, not a rule to keep B inserted at all times: follow the currently visible D or B request when the game asks. ## Reading the screen Bitmap modes (GRAPHIC6 openings and scenes) leave name-table residue: `screen_text` there is not OCR of the visible scene. Read the actual image artifact with `keeper_analyze_image` — the `msx-observe` Skill does the capture and read in one call. A long unattended observer run ending in year 293 is not proof of a victory; no full winning campaign is established. ## Repeated sequences - Ending the current province's commands (`0`, Return, `y` at the province `(0-19)?` prompt) is one call: the `sangokushi-2-end-command` composition Skill presses the verified sequence, waits for the settled screen and returns the observation. This is the verified province 10 to 18 transition. - The save-flow entry is `1`, `9`, Return, `5`, Return at the province prompt: one `masc_msx_press` call with `sequence=true`. The disk prompts that follow are interactive: read the screen and swap media per the visible request; nothing pre-swaps disks.