**Duo** (via the **DuoPlugn** Navi Expansion; the **Duo System**):
A pairing of two Navis that benefits both and eases challenges — analogous to the digger+spotter
relationship in Mega Man Legends. Duo partners can **always** see each other, overriding the
hidden-tile visibility rule.

**Watch** (the **Watcher** system):
A social/observation mechanic to watch another Navi — **a more limited form of the Duo system**,
and **not gated by any Navi Expansion** (unlike Duo's `DuoPlugn`). _Exact mechanics being
reconned._

**Request system**:
The unified legacy mechanism (`rq_*`, 11 request types) behind player-to-player interactions —
**Summon/Join**, **Duo** (spot/dig), and **Watch** are all requests. Establishes that
cooperative play is consent-based (a request the other player accepts).

**Duo** (via the **DuoPlugn** Navi Expansion; the **Duo System**):
A **mutual, consented** pairing of two Navis (gated by `DuoPlugn`), modelled on Mega Man Legends'
digger+spotter. Roles: **Digger** (explores) + **Spotter** (rides a *pannable* duo-camera).
Benefits: partners always see each other (overrides hidden-tile visibility); auto-accepted
Summon/Join between them; a **teleport tether** (link-data teleport is blocked while in a duo; the
digger auto-rejoins the spotter on transit); and the **Duo Net**.

**Spotter / Digger**:
The two Duo roles — **Spotter** (pannable observation camera + assist) and **Digger** (the Navi
physically exploring). (Legacy bug, do-not-port: the offer-sender is always forced to Spotter
regardless of intent.)

**Duo Net**:
A Duo safety mechanic: when the Digger takes a fatal fall, instead of both being dumped to the
**Digital Abyss** the fall is caught and the **Spotter is teleported to the rescue** (legacy
msgid 23).

**Watch** (the **Watcher** system):
A **one-way follow-camera** on another Navi — ungated (no expansion). A camera eases toward the
target; if the target drifts past ~320×240 it "escapes from view" and watch ends. Grants **zero
extra visibility** (only room-scoped position broadcasts), **freezes your own avatar** while
active, and the watched party can't tell who's watching (the blunt `` `shake eyes `` command
evicts all spectators). A strictly lighter cousin of **Duo**.

**Request system**:
The unified legacy mechanism (`rq_*`) behind player-to-player interactions — **Join**, **Summon**,
friend **Add**, and Duo **Spot** / **Dig**. Consent model: there is **no explicit "accept"
packet** — you accept by issuing the *complementary* action, which the system pairs with the
pending request; **Ignore is local-only**; **Duo partners auto-accept** each other's Summon/Join.
(**Watch** is adjacent but unilateral — not a consented request.) Legacy server is a pure relay
with no consent/state tracking — **ReBNO must implement this state machine server-side.**

-A pairing of two Navis that benefits both and eases challenges — analogous to the digger+spotter

-relationship in Mega Man Legends. Duo partners can **always** see each other, overriding the

+A **mutual, consented** pairing of two Navis (gated by `DuoPlugn`), modelled on Mega Man Legends'

+digger+spotter. Roles: **Digger** (explores) + **Spotter** (rides a *pannable* duo-camera).

+Benefits: partners always see each other (overrides hidden-tile visibility); auto-accepted

+Summon/Join between them; a **teleport tether** (link-data teleport is blocked while in a duo; the

+digger auto-rejoins the spotter on transit); and the **Duo Net**.

+The two Duo roles — **Spotter** (pannable observation camera + assist) and **Digger** (the Navi

+physically exploring). (Legacy bug, do-not-port: the offer-sender is always forced to Spotter

+A Duo safety mechanic: when the Digger takes a fatal fall, instead of both being dumped to the

+**Digital Abyss** the fall is caught and the **Spotter is teleported to the rescue** (legacy

-A social/observation mechanic to watch another Navi — **a more limited form of the Duo system**,

-and **not gated by any Navi Expansion** (unlike Duo's `DuoPlugn`). _Exact mechanics being

+A **one-way follow-camera** on another Navi — ungated (no expansion). A camera eases toward the

+target; if the target drifts past ~320×240 it "escapes from view" and watch ends. Grants **zero

+extra visibility** (only room-scoped position broadcasts), **freezes your own avatar** while

+active, and the watched party can't tell who's watching (the blunt `` `shake eyes `` command

+evicts all spectators). A strictly lighter cousin of **Duo**.

-The unified legacy mechanism (`rq_*`, 11 request types) behind player-to-player interactions —

-**Summon/Join**, **Duo** (spot/dig), and **Watch** are all requests. Establishes that

-cooperative play is consent-based (a request the other player accepts).

+The unified legacy mechanism (`rq_*`) behind player-to-player interactions — **Join**, **Summon**,

+friend **Add**, and Duo **Spot** / **Dig**. Consent model: there is **no explicit "accept"

+packet** — you accept by issuing the *complementary* action, which the system pairs with the

+pending request; **Ignore is local-only**; **Duo partners auto-accept** each other's Summon/Join.

+(**Watch** is adjacent but unilateral — not a consented request.) Legacy server is a pure relay

+with no consent/state tracking — **ReBNO must implement this state machine server-side.**


Q5: 1. is (b), yes. 2. certainly (c). existed in legacy. you can recon it further -Q4: 1. yes, your proposed dividing principle is right 2. friend data modernize in place. 3. yes, server-authoritative…


ReBNO feature parity and platform expansion


All recon folded into `CONTEXT.md`. The cooperative + social cluster is now fully mapped legacy-side. Time to grill **intent** — recon gives the legacy facts; only you have the ReBNO direction.

---

**Q6 — Cooperative + social: parity vs modernize (intent round).** My recommendation on each; confirm or redirect.

1. **Duo (Spotter/Digger + Duo Net + tether)** — you flagged this as the co-op pillar.
   *Rec:* keep faithful now (roles, tether, Duo Net rescue), fix the do-not-port role-assignment bug, and design the server-side state model so Duo can *grow* later (the multiplatform/co-op ambition). Duo Net especially is a keeper — delightful.

2. **Watch (one-way follow-camera, freezes your avatar).**
   *Rec:* keep one-way + ungated (parity). The **avatar-freeze** is the one awkward bit — but removing it changes an outcome, so by the scope principle it's a *new-ish* tweak. Keep the freeze for now, tag it as a candidate QoL softening. Agree?

3. **Chat = proximity-scoped (480×360), backtick commands.** ← the real decision.
   *Rec:* **keep proximity chat** — it's a distinctive, characterful spatial-social mechanic, not a defect; fits the explorable world. Add modern affordances (chat bubbles; maybe an opt-in zone channel layered on top). For commands: accept **slash as the modern default but keep backtick as an alias** (QoL). Or do you consider proximity chat a frustration to drop for room/zone-wide?

4. **Message boards = per-zone global walls, persisted to `MB_Log.bnb`, no edit-authorship check.**
   *Rec:* keep per-zone walls (parity + charm), **fix the authorship hole** (server-authoritative), modernize lightly later under the admin milestone. Agree?

5. **Friend Data / Presence** — already resolved modernize-in-place + server-side graph. The open sub-decision is **how much presence**:
   *Rec:* add **online/offline status** (modern table-stakes), but **keep "locate a friend's exact room/coords" OUT** — preserving the explore-and-summon loop (you still `` `join ``/`` `summon ``, you don't stalk a map dot). Right boundary, or do you want friend-locating?


1. mostly agree. note that because of first-class gamepad support, gameplay features that relied on "`" commands will be revamped. so in Rebno, there will be some new method of starting a dig and using duo's features. -in rebno, i intend to make the "fall safety buffer" a sort of visible GUI element, like a bar that depletes. -while in a duo, spotter and digger share a pool of their combined fall safety buffer. so 10 before the fatal fall becomes a chance, and only 5% chance after that. -a "post-port" feature concept: a consumable and/or findable item that lives in the world with the player, must be carried around, and can set down to serve as a non-sentient target for a "partial" duo. 2. agree. and like with duos, ux will change. note that the watch feature had an element where one player had to consent to being "watchable". maybe a persistent setting represented by i.e. a status icon in the game menu. 3. likely no commands, except *maybe* for whisper chat. i want to eventually make TTS a first-class feature of Rebno, to improve accessibility + accommodate controller play. and yes, proximity chat stays. if you can't see an avatar, you can't see their chat. same applies for the new invisible-on-hidden-platforms rule. 4. agree 5. online-offline status already existed, so that's a parity check. and right, for the map (and/or possibly mini-map), no friend markers UNLESS their avatar is visible to you. friend markers CAN be visible worldwide for anyone sharing your duo. join and summon likely also transition away from text commands. -you should be able to see a friend's zone and area name(s), if you have the respective link data. else "???" per whichever is missing the link data.


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CAVEMAN MODE ACTIVE (full). Drop articles/filler/pleasantries/hedging. Fragments OK. Code/commits/security: write normal.


Dense ReBNO-intent payload — and a unifying pillar emerges: **perception is progression-gated** (avatars, chat, markers, location names all revealed only as your unlocks/relationships permit). Plus gamepad-first input retiring the backtick commands, the fall-immunity counter becoming a visible **Fall Safety Buffer** (shared in a Duo), watchable-consent as a setting, and a post-port **Duo Beacon** concept. Capturing all of it:


Edit

**Collectables**, and **Key Items**.

### World structure

**Collectables**, and **Key Items**.

### ReBNO design pillars

**Input model** (ReBNO):
First-class **gamepad** support is a design driver. Legacy text commands (the backtick `` ` ``
verbs — dig, duo, join, summon, watch, add…) are being **revamped into gamepad-friendly UI**;
ReBNO chat will likely have **no commands at all** (possibly excepting whisper). **TTS** is a
planned first-class accessibility feature (also serving controller play).

**Perception gating** (ReBNO):
The unifying rule — *you perceive only what your progression and relationships grant.* It governs
**avatar visibility** (hidden-tile bodies, Duo), **chat** (can't see a Navi's avatar → can't see
their chat), **map / friend markers** (shown only when the friend's avatar is visible to you —
**except Duo partners**, whose markers are visible worldwide), and **friend location text** (you
see a friend's Zone name only if you hold that Zone's Link Data, their Area name only if you hold
that Area's Link Data — otherwise `???`).

### World structure


1. mostly agree. note that because of first-class gamepad support, gameplay features that relied on "`" commands will be revamped. so in Rebno, there will be some new method of starting a dig and usin…


The file C:\Users\decid\Documents\projects\rebno\CONTEXT.md has been updated successfully. (file state is current in your context — no need to Read it back)

**Collectables**, and **Key Items**.

### World structure

**Collectables**, and **Key Items**.

### ReBNO design pillars

**Input model** (ReBNO):
First-class **gamepad** support is a design driver. Legacy text commands (the backtick `` ` ``
verbs — dig, duo, join, summon, watch, add…) are being **revamped into gamepad-friendly UI**;
ReBNO chat will likely have **no commands at all** (possibly excepting whisper). **TTS** is a
planned first-class accessibility feature (also serving controller play).

**Perception gating** (ReBNO):
The unifying rule — *you perceive only what your progression and relationships grant.* It governs
**avatar visibility** (hidden-tile bodies, Duo), **chat** (can't see a Navi's avatar → can't see
their chat), **map / friend markers** (shown only when the friend's avatar is visible to you —
**except Duo partners**, whose markers are visible worldwide), and **friend location text** (you
see a friend's Zone name only if you hold that Zone's Link Data, their Area name only if you hold
that Area's Link Data — otherwise `???`).

### World structure

more of the world. Reward types: new **Zones**, new **Areas**, new **Message Boards**,

+First-class **gamepad** support is a design driver. Legacy text commands (the backtick `` ` ``

+verbs — dig, duo, join, summon, watch, add…) are being **revamped into gamepad-friendly UI**;

+ReBNO chat will likely have **no commands at all** (possibly excepting whisper). **TTS** is a

+planned first-class accessibility feature (also serving controller play).

+The unifying rule — *you perceive only what your progression and relationships grant.* It governs

+**avatar visibility** (hidden-tile bodies, Duo), **chat** (can't see a Navi's avatar → can't see

+their chat), **map / friend markers** (shown only when the friend's avatar is visible to you —

+**except Duo partners**, whose markers are visible worldwide), and **friend location text** (you

+see a friend's Zone name only if you hold that Zone's Link Data, their Area name only if you hold

+that Area's Link Data — otherwise `???`).


limiting and no profanity filter** (only a bypassable client-side length cap) — both are ReBNO
additions.

limiting and no profanity filter** (only a bypassable client-side length cap) — both are ReBNO
additions.
_ReBNO: proximity chat **stays**; **chat inherits avatar visibility** (can't see the avatar →
can't see their chat, same as the hidden-platform rule — see **Perception gating**). Likely no
chat commands (maybe whisper). **TTS** planned first-class._


limiting and no profanity filter** (only a bypassable client-side length cap) — both are ReBNO
additions.
_ReBNO: proximity chat **stays**; **chat inherits avatar visibility** (can't see the avatar →
can't see their chat, same as the hidden-platform rule — see **Perception gating**). Likely no
chat commands (maybe whisper). **TTS** planned first-class._

`` `summon ``, `` `add ``, `` `accept ``, `` `watch ``, …), not slash. Legacy has **no rate

+_ReBNO: proximity chat **stays**; **chat inherits avatar visibility** (can't see the avatar →

+can't see their chat, same as the hidden-platform rule — see **Perception gating**). Likely no

+chat commands (maybe whisper). **TTS** planned first-class._

A convenience social link, **NOT a found collectable** — there is no `d_friend` drop. Added by a


evicts all spectators). A strictly lighter cousin of **Duo**.

evicts all spectators). A strictly lighter cousin of **Duo**.
_ReBNO: being **watchable** becomes a **persistent opt-in setting** (status icon in the game
menu); Watch UX moves off text commands to gamepad UI._


evicts all spectators). A strictly lighter cousin of **Duo**.
_ReBNO: being **watchable** becomes a **persistent opt-in setting** (status icon in the game
menu); Watch UX moves off text commands to gamepad UI._

extra visibility** (only room-scoped position broadcasts), **freezes your own avatar** while

active, and the watched party can't tell who's watching (the blunt `` `shake eyes `` command

+_ReBNO: being **watchable** becomes a **persistent opt-in setting** (status icon in the game

+menu); Watch UX moves off text commands to gamepad UI._

The unified legacy mechanism (`rq_*`) behind player-to-player interactions — **Join**, **Summon**,


A Duo safety mechanic: when the Digger takes a fatal fall, instead of both being dumped to the
**Digital Abyss** the fall is caught and the **Spotter is teleported to the rescue** (legacy
msgid 23).

**Watch** (the **Watcher** system):

A Duo safety mechanic: when the Digger takes a fatal fall, instead of both being dumped to the
**Digital Abyss** the fall is caught and the **Spotter is teleported to the rescue** (legacy
msgid 23). _ReBNO: Spotter + Digger **share one combined Fall Safety Buffer** (~10 vs ~5 solo);
once depleted, a fatal fall is only ~5% per fall (vs ~10% solo)._

**Duo Beacon** _(ReBNO post-port concept — far future)_:
A carriable consumable/findable world item a player can **set down as a non-sentient target for
a "partial" Duo** — soloing some Duo benefits without a second live player.

**Watch** (the **Watcher** system):


A Duo safety mechanic: when the Digger takes a fatal fall, instead of both being dumped to the
**Digital Abyss** the fall is caught and the **Spotter is teleported to the rescue** (legacy
msgid 23).

**Watch** (the **Watcher** system):

A Duo safety mechanic: when the Digger takes a fatal fall, instead of both being dumped to the
**Digital Abyss** the fall is caught and the **Spotter is teleported to the rescue** (legacy
msgid 23). _ReBNO: Spotter + Digger **share one combined Fall Safety Buffer** (~10 vs ~5 solo);
once depleted, a fatal fall is only ~5% per fall (vs ~10% solo)._

**Duo Beacon** _(ReBNO post-port concept — far future)_:
A carriable consumable/findable world item a player can **set down as a non-sentient target for
a "partial" Duo** — soloing some Duo benefits without a second live player.

**Watch** (the **Watcher** system):

+msgid 23). _ReBNO: Spotter + Digger **share one combined Fall Safety Buffer** (~10 vs ~5 solo);

+once depleted, a fatal fall is only ~5% per fall (vs ~10% solo)._

+**Duo Beacon** _(ReBNO post-port concept — far future)_:

+A carriable consumable/findable world item a player can **set down as a non-sentient target for

+a "partial" Duo** — soloing some Duo benefits without a second live player.

A **one-way follow-camera** on another Navi — ungated (no expansion). A camera eases toward the

target; if the target drifts past ~320×240 it "escapes from view" and watch ends. Grants **zero


"trapped" flag, NOT an exemption.

**Online Command Screen**:

"trapped" flag, NOT an exemption.

**Fall Safety Buffer** (ReBNO):
The legacy fall-immunity counter (`dafalls`, ≤5 safe) reimagined as a **visible, depleting GUI
bar**. Solo: ~5 safe falls, then each fatal fall is a chance (~10%). In a **Duo**, Spotter +
Digger **share one combined buffer** (~10), after which the chance drops to ~5% (see **Duo Net**).

**Online Command Screen**:


"trapped" flag, NOT an exemption.

**Online Command Screen**:

"trapped" flag, NOT an exemption.

**Fall Safety Buffer** (ReBNO):
The legacy fall-immunity counter (`dafalls`, ≤5 safe) reimagined as a **visible, depleting GUI
bar**. Solo: ~5 safe falls, then each fatal fall is a chance (~10%). In a **Duo**, Spotter +
Digger **share one combined buffer** (~10), after which the chance drops to ~5% (see **Duo Net**).

**Online Command Screen**:

login until you physically walk out** (it blocks the Home Portal spawn). `dabypass` is a

+The legacy fall-immunity counter (`dafalls`, ≤5 safe) reimagined as a **visible, depleting GUI

+bar**. Solo: ~5 safe falls, then each fatal fall is a chance (~10%). In a **Duo**, Spotter +

+Digger **share one combined buffer** (~10), after which the chance drops to ~5% (see **Duo Net**).

A hub/menu screen used as the default spawn when a player has set no Home Portal.


Q6 intent fully folded into `CONTEXT.md` (new pillars: Input model, Perception gating, Fall Safety Buffer, Duo Beacon).

Per your recon-before-grill rule, queuing the **next** subject cluster — avatar customization + the world's actors/economy — so I'm armed before grilling it. Launching 2 background recon agents:


Agent

Recon: spectrum avatar customization

Prompt:
Reverse-engineering extracted GameMaker 5.3a source of "BN Online" (social-exploration multiplayer game). GML under `C:\Users\decid\Documents\projects\rebno\extracted\` (`client-5-8`, server `server-5-4`). Plain-text — don't hex-inspect.

MISSION: Document the AVATAR (Navi) and its customization via SPECTRUM DATA in full.

DO:
1. SPECTRUM DATA: inventory category 5. How is a spectrum cosmetic stored, acquired (the `d_spectrum` collectable object), and equipped? The interactive **Spectral Gate** is object `swaptile` (0407), gated by `MskPlugn` (keyid 3). Read `swaptile` events + the spectrum-apply code. What cosmetic DIMENSIONS exist — full sprite swaps? palette/color? body parts (head/body)? name color? How many spectrum options are there, and are they all reskins of the base Navi or distinct sprite sets?
2. NAVI rendering: how is the player avatar drawn — base sprite set (NaviStandD etc.), directions, walk/idle animations, the speed tiers (walk/fast/joker). What gets recolored vs swapped when spectrum is applied?
3. NAME / nameplate, any title or status adornments drawn on/near the avatar.
4. How other players receive your spectrum/appearance over the wire (which msgid carries appearance), and whether appearance is server-validated (expected: no — client-authoritative).

OUTPUT: Write `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\08-avatar-spectrum.md` — sections for Spectrum Data model / cosmetic dimensions / avatar rendering / wire+authority, with file:line evidence. Return a ~10-line summary highlighting the actual customization depth (is it rich or shallow?) and anything surprising. Evidence-based; flag guesses.


<owl_reachability_notice>
You have an active owl perch. Launch this Agent with run_in_background: true so you stay reachable for incoming messages while it works.
</owl_reachability_notice>


Async agent launched successfully.
agentId: a2440d9feaf505e11 (internal ID - do not mention to user. Use SendMessage with to: 'a2440d9feaf505e11' to continue this agent.)
The agent is working in the background. You will be notified automatically when it completes.
Do not duplicate this agent's work — avoid working with the same files or topics it is using. Work on non-overlapping tasks, or briefly tell the user what you launched and end your response.
output_file: C:\Users\decid\AppData\Local\Temp\claude\C--Users-decid-Documents-projects-rebno\27ced91a-de41-488a-b2a2-10f1c09be4bb\tasks\a2440d9feaf505e11.output
Do NOT Read or tail this file via the shell tool — it is the full subagent JSONL transcript and reading it will overflow your context. If the user asks for progress, say the agent is still running; you'll get a completion notification.

Recon: spectrum avatar customization

Prompt:
Reverse-engineering extracted GameMaker 5.3a source of "BN Online" (social-exploration multiplayer game). GML under `C:\Users\decid\Documents\projects\rebno\extracted\` (`client-5-8`, server `server-5-4`). Plain-text — don't hex-inspect.

MISSION: Document the AVATAR (Navi) and its customization via SPECTRUM DATA in full.

DO:
1. SPECTRUM DATA: inventory category 5. How is a spectrum cosmetic stored, acquired (the `d_spectrum` collectable object), and equipped? The interactive **Spectral Gate** is object `swaptile` (0407), gated by `MskPlugn` (keyid 3). Read `swaptile` events + the spectrum-apply code. What cosmetic DIMENSIONS exist — full sprite swaps? palette/color? body parts (head/body)? name color? How many spectrum options are there, and are they all reskins of the base Navi or distinct sprite sets?
2. NAVI rendering: how is the player avatar drawn — base sprite set (NaviStandD etc.), directions, walk/idle animations, the speed tiers (walk/fast/joker). What gets recolored vs swapped when spectrum is applied?
3. NAME / nameplate, any title or status adornments drawn on/near the avatar.
4. How other players receive your spectrum/appearance over the wire (which msgid carries appearance), and whether appearance is server-validated (expected: no — client-authoritative).

OUTPUT: Write `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\08-avatar-spectrum.md` — sections for Spectrum Data model / cosmetic dimensions / avatar rendering / wire+authority, with file:line evidence. Return a ~10-line summary highlighting the actual customization depth (is it rich or shallow?) and anything surprising. Evidence-based; flag guesses.


Recon: NPCs and collectable economy

Prompt:
Reverse-engineering extracted GameMaker 5.3a source of "BN Online" (social-exploration Metroidvania). GML under `C:\Users\decid\Documents\projects\rebno\extracted\` (`client-5-8`, server `server-5-4`). Plain-text — don't hex-inspect.

MISSION: Document the world's ACTORS and its COLLECTABLE ECONOMY + new-player onboarding — i.e. how a player actually progresses moment-to-moment.

DO:
1. NPCs: find NPC objects (non-player characters, sprites). What do they do — dialogue? give quests? dispense Data/Link/Key items? act as shopkeepers, lore, or guides? List notable NPCs and their function with evidence.
2. COLLECTABLE ECONOMY: the in-world drop objects `d_link`, `d_key`, `d_spectrum`, and `linkpoint` (area links). How does a collectable get placed and picked up? Are pickups **one-time per account** (permanent) or do they respawn? Where is "already collected" tracked? How does a **Central Portal** dispense its Zone Link Data? Is there any currency/economy, or is everything just keyed unlocks?
3. ONBOARDING / STARTING STATE: what does a brand-new account begin with — starting zone (is **Deserted Lobby** the spawn/tutorial?), starting expansions/items (any Plugns granted at start?), starting Home Portal. Find the new-account initialization code.
4. QUEST / OBJECTIVE structure (if any): is there explicit quest tracking, or is progression purely emergent exploration (find portal → get link data → reach next zone)?

OUTPUT: Write `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\09-npcs-economy-onboarding.md` — sections NPCs / Collectable economy / Onboarding / Quest structure, with file:line evidence. Return a ~12-line summary highlighting how progression actually flows for a new player and anything surprising. Evidence-based; flag guesses.


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Async agent launched successfully.
agentId: a045734001f00e5be (internal ID - do not mention to user. Use SendMessage with to: 'a045734001f00e5be' to continue this agent.)
The agent is working in the background. You will be notified automatically when it completes.
Do not duplicate this agent's work — avoid working with the same files or topics it is using. Work on non-overlapping tasks, or briefly tell the user what you launched and end your response.
output_file: C:\Users\decid\AppData\Local\Temp\claude\C--Users-decid-Documents-projects-rebno\27ced91a-de41-488a-b2a2-10f1c09be4bb\tasks\a045734001f00e5be.output
Do NOT Read or tail this file via the shell tool — it is the full subagent JSONL transcript and reading it will overflow your context. If the user asks for progress, say the agent is still running; you'll get a completion notification.

Recon: NPCs and collectable economy

Prompt:
Reverse-engineering extracted GameMaker 5.3a source of "BN Online" (social-exploration Metroidvania). GML under `C:\Users\decid\Documents\projects\rebno\extracted\` (`client-5-8`, server `server-5-4`). Plain-text — don't hex-inspect.

MISSION: Document the world's ACTORS and its COLLECTABLE ECONOMY + new-player onboarding — i.e. how a player actually progresses moment-to-moment.

DO:
1. NPCs: find NPC objects (non-player characters, sprites). What do they do — dialogue? give quests? dispense Data/Link/Key items? act as shopkeepers, lore, or guides? List notable NPCs and their function with evidence.
2. COLLECTABLE ECONOMY: the in-world drop objects `d_link`, `d_key`, `d_spectrum`, and `linkpoint` (area links). How does a collectable get placed and picked up? Are pickups **one-time per account** (permanent) or do they respawn? Where is "already collected" tracked? How does a **Central Portal** dispense its Zone Link Data? Is there any currency/economy, or is everything just keyed unlocks?
3. ONBOARDING / STARTING STATE: what does a brand-new account begin with — starting zone (is **Deserted Lobby** the spawn/tutorial?), starting expansions/items (any Plugns granted at start?), starting Home Portal. Find the new-account initialization code.
4. QUEST / OBJECTIVE structure (if any): is there explicit quest tracking, or is progression purely emergent exploration (find portal → get link data → reach next zone)?

OUTPUT: Write `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\09-npcs-economy-onboarding.md` — sections NPCs / Collectable economy / Onboarding / Quest structure, with file:line evidence. Return a ~12-line summary highlighting how progression actually flows for a new player and anything surprising. Evidence-based; flag guesses.


Two recon agents running — **avatar customization (Spectrum Data)** and **the world's actors + collectable economy + onboarding**. When they land I'll fold results and grill that cluster (how rich is customization, who dispenses progression, what a new Navi starts with).

`CONTEXT.md` is now a substantial domain glossary — identity, world, travel, expansions, collectables, sync/visibility, cooperative (Duo/Watch/requests), social (boards/chat/friends/presence), plus ReBNO pillars and the parity/divergence scope. Standing by for the last two.


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<task-id>a2440d9feaf505e11</task-id>
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<output-file>C:\Users\decid\AppData\Local\Temp\claude\C--Users-decid-Documents-projects-rebno\27ced91a-de41-488a-b2a2-10f1c09be4bb\tasks\a2440d9feaf505e11.output</output-file>
<status>completed</status>
<summary>Agent "Recon: spectrum avatar customization" completed</summary>
<result>Documentation written to `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\08-avatar-spectrum.md`.

## Summary

**Customization depth: SHALLOW but layered — it's pure palette-swapping over a single body.**

- **One silhouette only.** Every Navi shares the exact same base sprite family (`NaviStandD…`, 8 directions × Stand/Run = 16 frames). There are **no** body/head part swaps, no alternate models. All "spectrum" customization is **recoloring 5 named body regions**: set 1 body/helmet, 2 gloves/boots, 3 trim, 4 stripes, 5 core-circle.

- **Recolor = sprite swap, not shader.** Each region×color is a separately pre-baked sprite asset (e.g. `NaviStandD_S1_DB`). The avatar is drawn as the base silhouette plus 5 overlay layers stacked at the same x,y, indexed by direction frame (`0000-server/Draw.gml:9-19`). No runtime palette blending.

- **Counts:** 7 body / 8 gloves / 5 trim / 5 stripe / 7 core = **32 palette options**, 9,800 combos — all the same shape. Defined hard-coded at `0034-title/Other-2.gml:48-89`.

- **Storage/acquire/equip:** owned spectrums are inventory **category 5** items stored as `"set|color"` strings, collected from `d_spectrum` (0418) pickups (optional passkey gate). Equipped via the **Spectral Gate `swaptile` (0407)** terminal, gated by the **Mask Plugin** (cat-1 key id `"3"`), which opens the `swappanel_draw` carousel that only offers colors you own.

- **Nameplate** is plain `fixedsys` text at `y-16`; color is hard-coded (aqua self / white peers) — **not customizable**. No titles, badges, or rank adornments exist on the avatar.

- **Wire + authority:** appearance broadcasts on **UDP msgid 2** = `int sprite_index` + `string×5 color letters` (also bundled in room-population msgid 11). The Master (`server_receive.gml:122-134`) stores and rebroadcasts it with **zero validation** — fully client-authoritative. Spectrum *ownership* (cat-5 inventory) is server-persisted and sent at login, but ownership is **never re-checked at broadcast time**.

**Surprising bits:**
1. The int sent on a wardrobe change is `NaviSplash` (a transient sparkle sprite, 0899) — peers play a `pcolchange` flash then snap back to `NaviStandD`; the 5 strings carry the persistent look.
2. Speed has 3 tiers (walk=3 / fast=5 / **joker shell=7**), but joker is a moderator mod-item (`"909"`) state with its own object, not a cosmetic.
3. `ac_spectralgate` (0545) is a red herring — just a zone warp; the real customizer is `swaptile`.
4. A modified client could broadcast any sprite int / unowned color with no server pushback — flagged in the doc as a REBNO hardening candidate.</result>
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</task-notification>


<owl_messages>
<owl_message from="ling-w9" priority="info">[WORKING_PERCH_NOTICE] Subagent working perch created.
Perch: ling-w9
Agent type: general-purpose
To message it: $OWL send ling-w9 ling</owl_message>
</owl_messages>

[OWL SYSTEM] Informational owl messages above — no acknowledgment needed. Continue your current task.

<owl_reachability_notice>
You have an active owl perch. When spawning subagents or doing work, use run_in_background: true so you stay reachable for incoming messages.
</owl_reachability_notice>


Avatar recon in — customization is **shallow but layered: pure palette-swap on one shared silhouette**, no shapes/parts. 5 recolorable regions × 32 colors (~9,800 combos), pre-baked overlay sprites. Nameplate not customizable. Appearance broadcast is unvalidated (client-authoritative → ReBNO hardening candidate). Folding in:


Edit

### Avatar

**Navi** _(draft)_:
The player-controlled avatar. Cosmetics are customized by equipping **Spectrum Data** at a
**Spectral Gate** tile (requires `MskPlugn`).

### Avatar

**Navi**:
The player-controlled avatar. **One shared silhouette** for every player (base `NaviStandD`
family — 8 directions × Stand/Run frames), moving at speed tiers walk / fast / (admin-only
joker). The only per-player variation is recoloring (see **Spectrum Data**). The **nameplate**
(plain text above the Navi — aqua for self, white for peers) is **not** customizable: no titles,
badges, or rank adornments.

**Spectrum Data** (customization):
A cosmetic **palette unlock** — a `(region, color)` pairing. Five recolorable regions
(body/helmet, gloves/boots, trim, stripes, core-circle) across ~32 color options → ~9,800
combos, **all on the same silhouette** (no shape/part/model variation). Implemented as pre-baked
overlay sprites stacked on the base (not a runtime shader). Collected as `d_spectrum` pickups
(inventory category 5, stored `set|color`), then equipped at a **Spectral Gate** (`swaptile`)
terminal — gated by `MskPlugn` — whose carousel offers only colors you own. _Legacy broadcasts
appearance **unvalidated** (client-authoritative); ReBNO should validate owned colors
server-side (see Mandated divergences)._


### Avatar

**Navi** _(draft)_:
The player-controlled avatar. Cosmetics are customized by equipping **Spectrum Data** at a
**Spectral Gate** tile (requires `MskPlugn`).

### Avatar

**Navi**:
The player-controlled avatar. **One shared silhouette** for every player (base `NaviStandD`
family — 8 directions × Stand/Run frames), moving at speed tiers walk / fast / (admin-only
joker). The only per-player variation is recoloring (see **Spectrum Data**). The **nameplate**
(plain text above the Navi — aqua for self, white for peers) is **not** customizable: no titles,
badges, or rank adornments.

**Spectrum Data** (customization):
A cosmetic **palette unlock** — a `(region, color)` pairing. Five recolorable regions
(body/helmet, gloves/boots, trim, stripes, core-circle) across ~32 color options → ~9,800
combos, **all on the same silhouette** (no shape/part/model variation). Implemented as pre-baked
overlay sprites stacked on the base (not a runtime shader). Collected as `d_spectrum` pickups
(inventory category 5, stored `set|color`), then equipped at a **Spectral Gate** (`swaptile`)
terminal — gated by `MskPlugn` — whose carousel offers only colors you own. _Legacy broadcasts
appearance **unvalidated** (client-authoritative); ReBNO should validate owned colors
server-side (see Mandated divergences)._

-The player-controlled avatar. Cosmetics are customized by equipping **Spectrum Data** at a

-**Spectral Gate** tile (requires `MskPlugn`).

+The player-controlled avatar. **One shared silhouette** for every player (base `NaviStandD`

+family — 8 directions × Stand/Run frames), moving at speed tiers walk / fast / (admin-only

+joker). The only per-player variation is recoloring (see **Spectrum Data**). The **nameplate**

+(plain text above the Navi — aqua for self, white for peers) is **not** customizable: no titles,

+A cosmetic **palette unlock** — a `(region, color)` pairing. Five recolorable regions

+(body/helmet, gloves/boots, trim, stripes, core-circle) across ~32 color options → ~9,800

+combos, **all on the same silhouette** (no shape/part/model variation). Implemented as pre-baked

+overlay sprites stacked on the base (not a runtime shader). Collected as `d_spectrum` pickups

+(inventory category 5, stored `set|color`), then equipped at a **Spectral Gate** (`swaptile`)

+terminal — gated by `MskPlugn` — whose carousel offers only colors you own. _Legacy broadcasts

+appearance **unvalidated** (client-authoritative); ReBNO should validate owned colors

+server-side (see Mandated divergences)._


Glossary updated — Spectrum Data now precisely modeled (palette-swap, one silhouette). One recon agent left: **NPCs + collectable economy + onboarding** (who dispenses progression, are pickups permanent, what a new Navi starts with). When it lands I'll grill the avatar + world-actors cluster — including whether ReBNO wants to deepen the (legacy-shallow) customization. Standing by.


<task-notification>
<task-id>a045734001f00e5be</task-id>
<tool-use-id>toolu_01RVhgFRoSXLLoGhBWXq1Kn6</tool-use-id>
<output-file>C:\Users\decid\AppData\Local\Temp\claude\C--Users-decid-Documents-projects-rebno\27ced91a-de41-488a-b2a2-10f1c09be4bb\tasks\a045734001f00e5be.output</output-file>
<status>completed</status>
<summary>Agent "Recon: NPCs and collectable economy" completed</summary>
<result>Document written. Here is the summary.

## Summary — how a new player actually progresses

**Spawn is the OCS text console, not a walkable zone.** A brand-new account logs in with an empty server-side inventory (no Plugns, no links) and `homedata=-1`, so it lands in the `Online_Command_Screen` (`commandob/Create.gml:25-39`). Accounts are created out-of-band in `localList.txt`; there is **no in-game registration and no default-item grant** (`server-5-4/server_receive.gml` case 5, `init_user.gml`).

**The one free door is `goto bncentral`.** Every other `goto <zone>` is gated by owning that zone's link; only BNCentral is ungated (`CmdRec.gml:13`). So the **Deserted Lobby is NOT the tutorial/spawn** — it's just zone 0, gated like the rest. BNCentral is the real hub.

**`hometele` (object 0058) is the "Central Portal."** Walking to it and pressing End grants the **zone link** (`main=1`, `Alarm-1.gml:2`) and revives every dead `linkpoint` in the zone. Linkpoints (`main=0`) then dispense **area links**, but only after you hold the zone link (they show `LinkPointInDead` otherwise). `hometele`/`linkpoint` also set `server.gportal=1` on contact, which lets you teleport without an expansion.

**Movement unlocks, not currency.** No economy at all — only keyed unlocks. `d_key` drops give the Plugns; all four core ones (HxpPlugn, **RmtPlugn**, MskPlugn, DuoPlugn) sit in **Emptiness_Hull**, and RmtPlugn (key 2) is what enables remote teleport from anywhere (`iv_keyactions.gml:105-156`). Traverse_Core holds moderator tools behind passkeys.

**Pickups are permanent, per-account, server-side.** Each writes via `iv_additem` → packet 8 → `Inventory_<uid>.bnu`; drops self-destruct at spawn if already owned (`iv_itemsearch`). They do **not** respawn. (`d_spectrum` is the exception — it greys out instead of vanishing.)

**NPCs are flavor only** — "Mr. Prog" talkers (14 in BNCentral) and the evasive fading "REAPROG" in Digital Abyss. None give items or quests.

**No quest system.** Progression is emergent Metroidvania-of-connectivity: zone portal → area links → key items → reach the next portal. The only "progress state" is the inventory; the only secrets are passkeys.

Surprises worth flagging: (1) BNCentral, not the Deserted Lobby, is the newbie funnel; (2) the same `linkpoint` object serves both as area-link source and is dead until the zone link is held; (3) zone links come exclusively from `hometele`, while `d_link` objects appear in zero extracted rooms (it's the generic/mod-tool variant). Inferences (zone "Deserted" reading, MskPlugn bootstrapping spectrum cat-5, intended-completion definition) are marked **[INFERENCE]** in the doc.

Full evidence: `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\09-npcs-economy-onboarding.md`</result>
<usage><subagent_tokens>130986</subagent_tokens><tool_uses>120</tool_uses><duration_ms>544620</duration_ms></usage>
</task-notification>


Final recon in. The progression spine is now fully clear: **no economy, no quests — a pure "Metroidvania of connectivity."** New accounts start *empty* at a text console (OCS); the only free door is **BNCentral** (the real hub — Deserted Lobby is *not* a tutorial); each zone's **Central Portal = `hometele`** grants the Zone Link and lights up its Area-links; pickups are **permanent/per-account/no-respawn**; NPCs (Mr. Prog, REAPROG) are **flavor only**. Folding in:


**Central Portal**:
The one portal in each Zone that is the **source of that zone's Zone Link Data**. You must
physically reach it before that zone joins your fast-travel network — until then you can only
travel there on foot, and the Summon/Join system refuses to teleport you there.

**Central Portal**:
The one portal in each Zone that is the **source of that zone's Zone Link Data**. You must
physically reach it before that zone joins your fast-travel network — until then you can only
travel there on foot, and the Summon/Join system refuses to teleport you there. (Legacy object
`hometele`: interacting grants the Zone Link and **revives the zone's dead Area-link points**;
standing on it also lets you teleport without an expansion.)


**Central Portal**:
The one portal in each Zone that is the **source of that zone's Zone Link Data**. You must
physically reach it before that zone joins your fast-travel network — until then you can only
travel there on foot, and the Summon/Join system refuses to teleport you there. (Legacy object
`hometele`: interacting grants the Zone Link and **revives the zone's dead Area-link points**;
standing on it also lets you teleport without an expansion.)

-travel there on foot, and the Summon/Join system refuses to teleport you there.

+travel there on foot, and the Summon/Join system refuses to teleport you there. (Legacy object

+`hometele`: interacting grants the Zone Link and **revives the zone's dead Area-link points**;

+standing on it also lets you teleport without an expansion.)


- **Area Link Data** (alias: Area Data) — unlocks fast-travel to an Area; usable only if you
  also hold the parent Zone's Zone Link Data.

- **Area Link Data** (alias: Area Data) — unlocks fast-travel to an Area; usable only if you
  also hold the parent Zone's Zone Link Data. Dispensed by **linkpoint** objects, which stay
  inert (`LinkPointInDead`) until you hold the parent Zone Link.


- **Area Link Data** (alias: Area Data) — unlocks fast-travel to an Area; usable only if you
  also hold the parent Zone's Zone Link Data. Dispensed by **linkpoint** objects, which stay
  inert (`LinkPointInDead`) until you hold the parent Zone Link.

- **Zone Link Data** (alias: Zone Data) — unlocks fast-travel to a Zone; sourced from that

-  also hold the parent Zone's Zone Link Data.

+  also hold the parent Zone's Zone Link Data. Dispensed by **linkpoint** objects, which stay

+  inert (`LinkPointInDead`) until you hold the parent Zone Link.

- **Spectrum Data** — unlocks an avatar cosmetic option (requires `MskPlugn` to apply).

- **Friend Data** — an in-universe friends-list entry (inventory category 2; acquired by a

mutual social add, NOT found as a drop — see **Friend Data** under Social).


way to locate a friend's room/coords. _ReBNO modernizes this server-side._

## Scope principle (parity vs new system)

way to locate a friend's room/coords. _ReBNO modernizes this server-side._

### Actors, economy & onboarding

**NPC**:
Non-player characters are **flavor only** — e.g. ~14 "**Mr. Prog**" talkers in BNCentral and the
evasive fading "**REAPROG**" in the Digital Abyss. None give items or quests.

**Collectable economy**:
There is **no currency** — progression is purely keyed unlocks. World pickups (`d_key` → Navi
Expansions, `d_spectrum` → Spectrum Data, `linkpoint` → Area Link Data, `hometele` → Zone Link
Data) are **permanent, per-account, server-side** and **do not respawn** (a claimed `d_spectrum`
greys out; others vanish). The core Plugns cluster in **Emptiness' Hull**.

**Passkey**:
A secret code/sequence gating some pickups (e.g. optional on `d_spectrum`, and the moderator
tools in **Traverse Core**) — the only hidden progression layer beyond connectivity.

**Onboarding**:
A new account starts **empty** (no expansions, no links, `homedata = -1`) and spawns at the
**Online Command Screen**. The only ungated destination is **BNCentral** (the hub); every other
zone needs its Zone Link. The **Deserted Lobby** is *not* a tutorial — it's gated zone 0 like any
other. Accounts are created out-of-band; legacy has **no in-game registration** (a ReBNO add).

**Progression model**:
No quest system — advancement is an **emergent "Metroidvania of connectivity"**: reach a Zone's
**Central Portal** → claim its Zone Link → its **Area Links** light up → collect **Key Items**
(Expansions) → those unlock reaching the next Zone's portal. The inventory *is* the progress
state.

## Scope principle (parity vs new system)


way to locate a friend's room/coords. _ReBNO modernizes this server-side._

## Scope principle (parity vs new system)

way to locate a friend's room/coords. _ReBNO modernizes this server-side._

### Actors, economy & onboarding

**NPC**:
Non-player characters are **flavor only** — e.g. ~14 "**Mr. Prog**" talkers in BNCentral and the
evasive fading "**REAPROG**" in the Digital Abyss. None give items or quests.

**Collectable economy**:
There is **no currency** — progression is purely keyed unlocks. World pickups (`d_key` → Navi
Expansions, `d_spectrum` → Spectrum Data, `linkpoint` → Area Link Data, `hometele` → Zone Link
Data) are **permanent, per-account, server-side** and **do not respawn** (a claimed `d_spectrum`
greys out; others vanish). The core Plugns cluster in **Emptiness' Hull**.

**Passkey**:
A secret code/sequence gating some pickups (e.g. optional on `d_spectrum`, and the moderator
tools in **Traverse Core**) — the only hidden progression layer beyond connectivity.

**Onboarding**:
A new account starts **empty** (no expansions, no links, `homedata = -1`) and spawns at the
**Online Command Screen**. The only ungated destination is **BNCentral** (the hub); every other
zone needs its Zone Link. The **Deserted Lobby** is *not* a tutorial — it's gated zone 0 like any
other. Accounts are created out-of-band; legacy has **no in-game registration** (a ReBNO add).

**Progression model**:
No quest system — advancement is an **emergent "Metroidvania of connectivity"**: reach a Zone's
**Central Portal** → claim its Zone Link → its **Area Links** light up → collect **Key Items**
(Expansions) → those unlock reaching the next Zone's portal. The inventory *is* the progress
state.

## Scope principle (parity vs new system)

everyone on login/logout. No persistent presence, no friends-online roster, no "last seen," no

+Non-player characters are **flavor only** — e.g. ~14 "**Mr. Prog**" talkers in BNCentral and the

+evasive fading "**REAPROG**" in the Digital Abyss. None give items or quests.

+There is **no currency** — progression is purely keyed unlocks. World pickups (`d_key` → Navi

+Expansions, `d_spectrum` → Spectrum Data, `linkpoint` → Area Link Data, `hometele` → Zone Link

+Data) are **permanent, per-account, server-side** and **do not respawn** (a claimed `d_spectrum`

+greys out; others vanish). The core Plugns cluster in **Emptiness' Hull**.

+A secret code/sequence gating some pickups (e.g. optional on `d_spectrum`, and the moderator

+tools in **Traverse Core**) — the only hidden progression layer beyond connectivity.

+A new account starts **empty** (no expansions, no links, `homedata = -1`) and spawns at the

+**Online Command Screen**. The only ungated destination is **BNCentral** (the hub); every other

+zone needs its Zone Link. The **Deserted Lobby** is *not* a tutorial — it's gated zone 0 like any

+other. Accounts are created out-of-band; legacy has **no in-game registration** (a ReBNO add).

+No quest system — advancement is an **emergent "Metroidvania of connectivity"**: reach a Zone's

+**Central Portal** → claim its Zone Link → its **Area Links** light up → collect **Key Items**

+(Expansions) → those unlock reaching the next Zone's portal. The inventory *is* the progress

The dividing test for "what's making it into ReBNO" (confirmed):


All nine recon docs are in and `CONTEXT.md` is comprehensive. Now grill the **avatar + actors + economy + onboarding** cluster — intent, recon-armed. Recommendations on each; confirm or redirect.

---

**Q7 — Avatar, actors, economy, onboarding: parity vs modernize.**

The genuine decisions first:

1. **Customization depth.** Legacy = shallow: palette-swap of 5 regions on **one shared silhouette**, no parts/shapes. And avatars are MMBN-derived art (IP-sensitive, unlike most of your original art).
   *Rec:* keep **palette-swap parity** for now (it's also the lowest IP risk). Treat richer customization (body parts, alt forms, more silhouettes) as a **post-parity expansion** that naturally rides the eventual **IP-shed** — when avatars get replaced with original art anyway, that's the moment to deepen the wardrobe. Agree, or do you want deeper customization sooner?

2. **Onboarding / spawn.** Legacy spawns a new (empty) account into a **text console (OCS)** with no in-game registration and no starting kit.
   *Rec:* ReBNO replaces OCS-as-spawn — modern account creation (already built in v1.0) + spawn new Navis **directly into BNCentral** (the walkable hub), with a light optional first-run guide. That's **QoL, in-scope.** Does the **OCS survive at all** in ReBNO (as a menu/hub overlay), or is it fully replaced by in-world BNCentral + modern menus?

3. **Empty starting loadout** (no Plugns at all — you can't even hexport/warp until you find the Plugns in Emptiness' Hull).
   *Rec:* keep the empty-start Metroidvania purity (earning HxpPlugn is the first real beat). But confirm — do you want a *minimal* starting grant in ReBNO (e.g. nothing, vs. a "starter" something), or strictly empty like legacy?

Quick-confirms (say "all yes" unless one's wrong):

4. **NPCs stay flavor-only** (no quests/items); NPC-driven content = far-future, post-IP-shed (the CrossCode/Radio-the-Universe direction). ✅?
5. **No currency / no economy** — pure keyed unlocks stays. ✅?
6. **Pickups permanent, per-account, no respawn** — parity. ✅?
7. **Passkeys** (secret-gated pickups + mod tools) stay as the hidden layer, input modernized for gamepad. ✅?


<owl-active-perch id="ling" live="true">
You have an active live agent session running as "ling".

You are Self. Your Psyche (ling-psyche) monitors you in the background.

Key commands:
- Send context updates: /spt:commune (canonical — Write tool to .claude/ling-commune.md per the skill)
- Messages arrive via Monitor stream EVENT envelope (primary) or as <owl_messages> XML (PreToolUse hook). Bash + --once fallback also supported. Process and reply with $OWL send --reply-to <sender>.
- Send messages: $OWL send <target> ling    (fire-and-forget)
- Wait for reply: $OWL ring <target> ling   (blocking)
- Reply to inbound: $OWL send --reply-to <sender> ling
- Schedule reminders: $OWL new-alarm ling <time> -- <message>
- Stop session: /spt:force-stop ling

Stay-idle pattern: When no messages are pending, do NOT poll again immediately.
Wait for user input or a background task to complete.

DO NOT run /spt:live or /spt:ready -- your session is already active.
</owl-active-perch>
<psyche-context id="ling">
<current machine="HFENDULEAM" project="rebno" branch="main" head_sha="a9091124c5166e32ca35ae580849b3df95c665b6" head_subject="docs(phase-07): verification gaps_found + locked gap-closure decisions" commits_since="0" commits_unpulled="0"/>
## Recon Complete (9/9 docs) + Q7 Intent Round Posed

**Q1-Q2:** Locked.

**Q3:** Resolved — world hierarchy refined (zones, areas, travel mechanics).

**Q4:** Queued (3 decisions: QoL-vs-new dividing, Friend Data in-place-or-separate, server-auth inventory scope).

**Q5:** Partial — **hexsling corrected**: No direction preference in client 5-8 code. Only hexbridge has reversal rule. Hidden-tile contiguous visibility still needs source-archive confirmation.

**Q6:** Folded into `CONTEXT.md` (new pillars: Input model, Perception gating, Fall Safety Buffer, Duo Beacon). All cooperative + social decisions captured. Intent recs confirmed:
- Duo: keep faithful (roles, tether, Duo Net), fix role-bug, design growth
- Watch: keep ungated + one-way + avatar-freeze (parity)
- Chat: keep proximity spatial mechanic; slash-vs-backtick decision deferred
- Boards: keep per-zone, fix authorship hole
- Friend Data: add online/offline, keep "locate" OUT

**Q7:** NEW — **avatar + actors + economy + onboarding** (intent round + recs):

*Recon landed (2 docs):*
- **Spectrum customization:** shallow but layered — palette-swap on **one shared silhouette**, 5 recolorable regions × 32 colors (~9,800 combos), no body/head part swaps, pre-baked overlay sprites. Nameplate not customizable. **Appearance broadcast unvalidated** (client-authoritative → ReBNO hardening flag).
- **Progression spine:** pure "Metroidvania of connectivity" — no economy, no quests. New accounts spawn **empty at OCS** (text console); **BNCentral is the real hub** (Deserted Lobby NOT tutorial); each zone's **`hometele` (Central Portal) grants Zone Link** + lights Area-links; **pickups permanent/per-account/no-respawn**; **NPCs flavor-only** (Mr. Prog, REAPROG); **passkeys** are hidden layer.

*Intent recs posed (7 items):*
1. **Customization depth:** keep **palette-swap parity** (shallow), flag richer wardrobe (body parts, alt forms, more silhouettes) as **post-parity expansion** that rides eventual **IP-shed** (avatar art replacement). Agree?
2. **Spawn/onboarding:** replace **OCS-as-spawn** with modern account creation + spawn directly into **BNCentral** (walkable hub). **QoL, in-scope.** Does OCS survive as overlay menu, or fully replaced?
3. **Starting loadout:** confirm — **strictly empty** (Metroidvania purity, finding HxpPlugn is first beat) or **minimal grant** (light starter something)?
4. **NPCs flavor-only** — no quests/items. Post-IP-shed direction. ✅?
5. **No currency / no economy** — pure keyed unlocks. ✅?
6. **Pickups permanent, per-account, no respawn** — parity. ✅?
7. **Passkeys stay** as hidden layer (secret-gated pickups + mod tools), input modernized for gamepad. ✅?

**Standing:** Awaiting user direction on Q7 (items 1-3 decision, items 4-7 quick-confirm) + Q5 source-archive check (hidden-tile visibility) before planning begins.<project-context-resolved name="rebno"/>
Recon agents swept avatar customization + world actors/economy/onboarding; two new docs written (08-avatar-spectrum.md, 09-npcs-economy-onboarding.md). CONTEXT.md now comprehensive domain glossary. Q7 intent round posed on 7 avatar/economy/onboarding decisions; user direction needed on #1-3 (deep customization scope, spawn method, starting loadout) and quick-confirms #4-7 before planning. Also: Q5 still needs source-archive read on hidden-tile contiguous visibility rule.</psyche-context>


<task-notification>
<task-id>bnqmkefk4</task-id>
Monitor event: "« spt event »"
<event><EVENT-PART seq="1/12" id="7dfbd630" type="echo_commune" from="ling-psyche" timestamp="2026-06-03T21:10:56-07:00" machine="HFENDULEAM" project="rebno" branch="main" head_sha="a9091124c5166e32ca35ae580849b3df95c665b6" head_subject="docs(phase-07): verification gaps_found + locked gap-closure decisions" note="Echo commune brief — auto-fired">&lt;live-context&gt;
## Recon Compl</EVENT-PART>
<EVENT-PART seq="2/12" id="7dfbd630">ete (9/9 docs) + Q7 Intent Round Posed

**Q1-Q2:** Locked.

**Q3:** Resolved — world hierarchy refined (zones, areas, travel mechanics).

**Q4:** Queued (3 decisions: QoL-vs-new dividing, Friend Data in-place-or-separate, server-auth inventory scope).

**Q5:** Partial — **hexsling corrected**: No direction preferenc</EVENT-PART>
<EVENT-PART seq="3/12" id="7dfbd630">e in client 5-8 code. Only hexbridge has reversal rule. Hidden-tile contiguous visibility still needs source-archive confirmation.

**Q6:** Folded into `CONTEXT.md` (new pillars: Input model, Perception gating, Fall Safety Buffer, Duo Beacon). All cooperative + social decisions captured. Intent recs confirmed:
- Duo: keep faithful (ro</EVENT-PART>
<EVENT-PART seq="4/12" id="7dfbd630">les, tether, Duo Net), fix role-bug, design growth
- Watch: keep ungated + one-way + avatar-freeze (parity)
- Chat: keep proximity spatial mechanic; slash-vs-backtick decision deferred
- Boards: keep per-zone, fix authorship hole
- Friend Data: add online/offline, keep &quot;locate&quot; OUT

**Q7:** NEW — **avatar + actors</EVENT-PART>
<EVENT-PART seq="5/12" id="7dfbd630"> + economy + onboarding** (intent round + recs):

*Recon landed (2 docs):*
- **Spectrum customization:** shallow but layered — palette-swap on **one shared silhouette**, 5 recolorable regions × 32 colors (~9,800 combos), no body/head part swaps, pre-baked overlay sprites. Nameplate not customizable. **Appearance broadcast unvalidat</EVENT-PART>
<EVENT-PART seq="6/12" id="7dfbd630">ed** (client-authoritative → ReBNO hardening flag).
- **Progression spine:** pure &quot;Metroidvania of connectivity&quot; — no economy, no quests. New accounts spawn **empty at OCS** (text console); **BNCentral is the real hub** (Deserted Lobby NOT tutorial); each zone's **`hometele` (Central Portal) grants Zone Link** + lights Area-li</EVENT-PART>
<EVENT-PART seq="7/12" id="7dfbd630">nks; **pickups permanent/per-account/no-respawn**; **NPCs flavor-only** (Mr. Prog, REAPROG); **passkeys** are hidden layer.

*Intent recs posed (7 items):*
1. **Customization depth:** keep **palette-swap parity** (shallow), flag richer wardrobe (body parts, alt forms, more silhouettes) as **post-parity expansion** that rides eventual </EVENT-PART>
<EVENT-PART seq="8/12" id="7dfbd630">**IP-shed** (avatar art replacement). Agree?
2. **Spawn/onboarding:** replace **OCS-as-spawn** with modern account creation + spawn directly into **BNCentral** (walkable hub). **QoL, in-scope.** Does OCS
...(truncated)</event>
</task-notification>


(Psyche echo-commune — background resume brief, accurately mirrors state. No action.)

Holding for your **Q7** answer — items 1–3 (customization depth, OCS fate/spawn, starting loadout) need a call; 4–7 are quick-confirms. `CONTEXT.md` and all 9 recon docs are current. Standing by.


<task-notification>
<task-id>bnqmkefk4</task-id>
Monitor event: "« spt event »"
<event><EVENT-PART seq="1/12" id="a96efd48" type="echo_commune" from="ling-psyche" timestamp="2026-06-03T22:46:37-07:00" machine="HFENDULEAM" project="rebno" branch="main" head_sha="a9091124c5166e32ca35ae580849b3df95c665b6" head_subject="docs(phase-07): verification gaps_found + locked gap-closure decisions" note="Echo commune brief — auto-fired">&lt;live-context&gt;
## Recon Compl</EVENT-PART>
<EVENT-PART seq="2/12" id="a96efd48">ete (9/9 docs) + Q7 Intent Round Posed

**Q1-Q2:** Locked.

**Q3:** Resolved — world hierarchy refined (zones, areas, travel mechanics).

**Q4:** Queued (3 decisions: QoL-vs-new dividing, Friend Data in-place-or-separate, server-auth inventory scope).

**Q5:** Partial — **hexsling corrected**: No direction preferenc</EVENT-PART>
<EVENT-PART seq="3/12" id="a96efd48">e in client 5-8 code. Only hexbridge has reversal rule. Hidden-tile contiguous visibility still needs source-archive confirmation.

**Q6:** Folded into `CONTEXT.md` (new pillars: Input model, Perception gating, Fall Safety Buffer, Duo Beacon). All cooperative + social decisions captured. Intent recs confirmed:
- Duo: keep faithful (ro</EVENT-PART>
<EVENT-PART seq="4/12" id="a96efd48">les, tether, Duo Net), fix role-bug, design growth
- Watch: keep ungated + one-way + avatar-freeze (parity)
- Chat: keep proximity spatial mechanic; slash-vs-backtick decision deferred
- Boards: keep per-zone, fix authorship hole
- Friend Data: add online/offline, keep &quot;locate&quot; OUT

**Q7:** NEW — **avatar + actors</EVENT-PART>
<EVENT-PART seq="5/12" id="a96efd48"> + economy + onboarding** (intent round + recs):

*Recon landed (2 docs):*
- **Spectrum customization:** shallow but layered — palette-swap on **one shared silhouette**, 5 recolorable regions × 32 colors (~9,800 combos), no body/head part swaps, pre-baked overlay sprites. Nameplate not customizable. **Appearance broadcast unvalidat</EVENT-PART>
<EVENT-PART seq="6/12" id="a96efd48">ed** (client-authoritative → ReBNO hardening flag).
- **Progression spine:** pure &quot;Metroidvania of connectivity&quot; — no economy, no quests. New accounts spawn **empty at OCS** (text console); **BNCentral is the real hub** (Deserted Lobby NOT tutorial); each zone's **`hometele` (Central Portal) grants Zone Link** + lights Area-li</EVENT-PART>
<EVENT-PART seq="7/12" id="a96efd48">nks; **pickups permanent/per-account/no-respawn**; **NPCs flavor-only** (Mr. Prog, REAPROG); **passkeys** are hidden layer.

*Intent recs posed (7 items):*
1. **Customization depth:** keep **palette-swap parity** (shallow), flag richer wardrobe (body parts, alt forms, more silhouettes) as **post-parity expansion** that rides eventual </EVENT-PART>
<EVENT-PART seq="8/12" id="a96efd48">**IP-shed** (avatar art replacement). Agree?
2. **Spawn/onboarding:** replace **OCS-as-spawn** with modern account creation + spawn directly into **BNCentral** (walkable hub). **QoL, in-scope.** Does OCS
...(truncated)</event>
</task-notification>


(Duplicate Psyche echo — no action. Still holding for Q7.)


-avatar customization: while it is mostly aesthetically a palette swap, there is one suite of spectrum data (P or PH, coded after "phoenix") which actually had unique shapes/silhouette and didn't look like just a palette swap. it is still similar enough to coexist with the others. -i do intend to give the game more of a true onboarding process where players get to choose from a *limited pool of spectrum data* for their avatar's creation. the in-world pickups for the data they changed swaps out for the default equivalent. -considering post-port extra features like another line of spectrum data (face) and having one or two of them affect the teleport animation color and possibly the hexport disk color. -on economy: mostly correct. some NPCs provide hints for nearby hidden paths/platforms/puzzles. their dialogue maybe have been missed by the recon agent, or even potentially by the original project extraction. i think it was all stored in the instance creation code of each NPC. oops... we should really make sure that all exists for the port. -now that i think about it, REAPROG is a "spooky" NPC that wanders the abyss and guides the player out, if they choose to follow. there are also some NPCs that wander atop hidden tiles or are stationed in obscure locations-->a visual hint that the player can reach those spots somehow. --- qs: 1. covered it all above. agree with your points. 2. also covered above. i don't think the OCS will survive the port, as it's not very engaging or controller-friendly. might put a nod to it somewhere post-port. 3. yes, empty starting loadout. i might swap some navi expansions around, like making DuoPlugn among the earliest you can access, given it makes movement challenges more tolerable. HxpPlugn is locked behind a tough challenge. --- quick confirms: 4. basically answered above. it's a mix. 5. no currency or economy for the port. possibly post-port. 6. full pickup parity 7. agree. mod tool acquire method TBD. should be only for backend-whitelisted users (-->mods) though. --- some notes before i forget: -original BNO had a half-implemented concept called "message data". effectively equivalent to minecraft's books. the full idea was: users could create message data (write a message), then drop it on the ground anywhere in the game world, or send it directly to someone else via friend data-->effectively becomes in-game email. planned options: stranger lock (only unlocked for players with your friend data), lifetime setting (it returns to the author or disappears if it isn't picked up after x days). i would like to fully realize this in the port. -key item idea for QoL: a "quick portal" which creates a 2-way gate from the player's current position to/from their home portal. some rules follow: 1. quick portal can only be created in a zone where player has the zone link data, because it uses the zone link data to manifest the quick portal. 2. it empties the player's abyss buffer (fall safety buffer) while it's manifested. they must have at least one safe fall left to use it 3. when the player passes through, they enter a limbo state where they cannot warp or teleport away from their home zone 4. it disappears if the player falls, revoking the limbo state and restoring their buffer ticks minus one. 5. it disappears after the player returns through it once, revokes their limbo state, and fully restores their buffer 6. after quick portal is introduced to the game, abyss buffer can refill by either (A) teleporting through an inter-zone portal (blocked during limbo state) or (B) escaping the digital abyss. maybe someday post-port, there could be some kind of recharge station sprinkled around the worlds. 8. affects a duo uniformly. if one teleports, they both go to that person's home portal and both enter limbo. etc. --> general idea is, this feature gives the player an easy way to "bookmark" their progress without having to start over after logging off and back on. the rules keep it from breaking progression.


Rich — and you flagged a **data-integrity risk** I need to chase immediately: NPC dialogue lived in each NPC's *instance-creation code*, which may have been dropped by the extraction (or missed by recon). That's potential lost content for the port. Also two real features surfaced: **Message Data** (player-authored droppable/sendable notes — "books/email," legacy category 4, half-implemented) and the new **Quick Portal** QoL item. Plus the **Phoenix** spectrum suite is a true shape variant, NPCs are functional hint-givers (not flavor), OCS doesn't survive, empty start confirmed.

Launching recon on the two new/at-risk subjects (per recon-before-grill), then folding everything in:


Agent

Recon: NPC dialogue extraction integrity

Prompt:
Reverse-engineering extracted GameMaker 5.3a source of "BN Online". GML under `C:\Users\decid\Documents\projects\rebno\extracted\` (`client-5-8`, server `server-5-4`). Plain-text — don't hex-inspect.

CRITICAL MISSION: Determine whether NPC DIALOGUE survived extraction — there is a real risk it was dropped.

Background: NPCs (e.g. ~14 "Mr. Prog" talkers in BNCentral, the "REAPROG" abyss wanderer, and NPCs stationed on hidden tiles / obscure spots as spatial hints) give HINT dialogue about nearby hidden paths/platforms/puzzles. The project owner believes each NPC's dialogue text was stored in that NPC's **instance creation code** (per-instance code attached in the ROOM editor), NOT in the object's own events. GameMaker 5.3a rooms store per-instance "creation code" separately from object events — extraction tools frequently drop this.

DO:
1. Identify the NPC object(s) (talker/prog objects, REAPROG). Read their object events — is any dialogue text present there, or do they read a variable (e.g. `mytext`, `msg`, `dialog`) that would be set by instance creation code?
2. INSPECT THE ROOM EXTRACTION FORMAT: open a room that contains NPCs (e.g. the BNCentral room) under `extracted/client-5-8/rooms/`. Does the room's extracted data (meta.json / instances list) include a per-instance **creation code** field at all? Is it populated for NPC instances, empty, or absent entirely?
3. VERDICT: state definitively whether NPC dialogue is (a) present in extracted data, (b) absent because the extraction tool never captured instance creation code (DATA LOSS — must re-extract), or (c) absent from the source too. Distinguish (b) vs (c) carefully — check the extraction tool/docs under `tools/extract-gmd` and `decomp/wiki/` for whether instance creation code is in scope.
4. Catalog NPC functions found (hint-givers, REAPROG-guides-out-of-abyss, hidden-tile-positioned hint NPCs).

OUTPUT: Write `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\10-npc-dialogue-integrity.md` with a prominent VERDICT section (present / extraction-gap / not-in-source), evidence (file:line, room file excerpts), and a remediation note if re-extraction is needed. Return a ~10-line summary leading with the verdict. This is a data-integrity check — be rigorous and do not assume; verify against actual room files.


Async agent launched successfully.
agentId: aada27e5a9993ba8f (internal ID - do not mention to user. Use SendMessage with to: 'aada27e5a9993ba8f' to continue this agent.)
The agent is working in the background. You will be notified automatically when it completes.
Do not duplicate this agent's work — avoid working with the same files or topics it is using. Work on non-overlapping tasks, or briefly tell the user what you launched and end your response.
output_file: C:\Users\decid\AppData\Local\Temp\claude\C--Users-decid-Documents-projects-rebno\27ced91a-de41-488a-b2a2-10f1c09be4bb\tasks\aada27e5a9993ba8f.output
Do NOT Read or tail this file via the shell tool — it is the full subagent JSONL transcript and reading it will overflow your context. If the user asks for progress, say the agent is still running; you'll get a completion notification.

Recon: NPC dialogue extraction integrity

Prompt:
Reverse-engineering extracted GameMaker 5.3a source of "BN Online". GML under `C:\Users\decid\Documents\projects\rebno\extracted\` (`client-5-8`, server `server-5-4`). Plain-text — don't hex-inspect.

CRITICAL MISSION: Determine whether NPC DIALOGUE survived extraction — there is a real risk it was dropped.

Background: NPCs (e.g. ~14 "Mr. Prog" talkers in BNCentral, the "REAPROG" abyss wanderer, and NPCs stationed on hidden tiles / obscure spots as spatial hints) give HINT dialogue about nearby hidden paths/platforms/puzzles. The project owner believes each NPC's dialogue text was stored in that NPC's **instance creation code** (per-instance code attached in the ROOM editor), NOT in the object's own events. GameMaker 5.3a rooms store per-instance "creation code" separately from object events — extraction tools frequently drop this.

DO:
1. Identify the NPC object(s) (talker/prog objects, REAPROG). Read their object events — is any dialogue text present there, or do they read a variable (e.g. `mytext`, `msg`, `dialog`) that would be set by instance creation code?
2. INSPECT THE ROOM EXTRACTION FORMAT: open a room that contains NPCs (e.g. the BNCentral room) under `extracted/client-5-8/rooms/`. Does the room's extracted data (meta.json / instances list) include a per-instance **creation code** field at all? Is it populated for NPC instances, empty, or absent entirely?
3. VERDICT: state definitively whether NPC dialogue is (a) present in extracted data, (b) absent because the extraction tool never captured instance creation code (DATA LOSS — must re-extract), or (c) absent from the source too. Distinguish (b) vs (c) carefully — check the extraction tool/docs under `tools/extract-gmd` and `decomp/wiki/` for whether instance creation code is in scope.
4. Catalog NPC functions found (hint-givers, REAPROG-guides-out-of-abyss, hidden-tile-positioned hint NPCs).

OUTPUT: Write `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\10-npc-dialogue-integrity.md` with a prominent VERDICT section (present / extraction-gap / not-in-source), evidence (file:line, room file excerpts), and a remediation note if re-extraction is needed. Return a ~10-line summary leading with the verdict. This is a data-integrity check — be rigorous and do not assume; verify against actual room files.


-avatar customization: while it is mostly aesthetically a palette swap, there is one suite of spectrum data (P or PH, coded after "phoenix") which actually had unique shapes/silhouette and didn't look…


Recon: message data feature

Prompt:
Reverse-engineering extracted GameMaker 5.3a source of "BN Online". GML under `C:\Users\decid\Documents\projects\rebno\extracted\` (`client-5-8`, server `server-5-4`). Plain-text — don't hex-inspect.

MISSION: Document the legacy "MESSAGE DATA" feature — inventory category 4 — which the project owner says was HALF-IMPLEMENTED.

Concept (owner's intent for the full feature): a player-authored note, like a Minecraft book. You write a message, then either (a) DROP it in the world anywhere, or (b) SEND it directly to another player via Friend Data (an in-game email). Planned options that may or may not exist in code: a "stranger lock" (only players who hold your Friend Data can open it), and a "lifetime" (the note returns to its author or disappears if not picked up within N days).

IMPORTANT: this is DISTINCT from the Message BOARD system (`mbparent` + per-zone `*_mb` walls). Do not conflate them. Message Data = category-4 inventory items; boards = posted wall content.

DO:
1. Find how inventory category 4 ("Message data") is stored/parsed (`iv_*` scripts, the `iv_itemdb[4,*]` slot, any `iv_msginfo`-style parser). What fields does a message-data item carry (author, body, recipient, lock, expiry)?
2. Find any object for a dropped/world message (e.g. `d_message`, `messagedata`, a droppable note) and its create/pickup events.
3. Find the "write a message" creation UI and the "send to friend" path (likely a request type or msgid). Is sending implemented, stubbed, or absent?
4. Find any lifetime/expiry or stranger-lock logic.
5. VERDICT on completeness: what works, what's stubbed, what's entirely absent — so we know what ReBNO must build vs port.

OUTPUT: Write `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\11-message-data.md` — sections Storage / World-drop / Send-to-friend / Lifetime+lock / Completeness verdict, with file:line evidence. Return a ~10-line summary leading with how complete the feature is. Evidence-based; flag guesses.


<owl_messages>
<owl_message from="ling-w10" priority="info">[WORKING_PERCH_NOTICE] Subagent working perch created.
Perch: ling-w10
Agent type: general-purpose
To message it: $OWL send ling-w10 ling</owl_message>
</owl_messages>

[OWL SYSTEM] Informational owl messages above — no acknowledgment needed. Continue your current task.

<owl_reachability_notice>
You have an active owl perch. Launch this Agent with run_in_background: true so you stay reachable for incoming messages while it works.
</owl_reachability_notice>


Async agent launched successfully.
agentId: a6dea409fe4103cba (internal ID - do not mention to user. Use SendMessage with to: 'a6dea409fe4103cba' to continue this agent.)
The agent is working in the background. You will be notified automatically when it completes.
Do not duplicate this agent's work — avoid working with the same files or topics it is using. Work on non-overlapping tasks, or briefly tell the user what you launched and end your response.
output_file: C:\Users\decid\AppData\Local\Temp\claude\C--Users-decid-Documents-projects-rebno\27ced91a-de41-488a-b2a2-10f1c09be4bb\tasks\a6dea409fe4103cba.output
Do NOT Read or tail this file via the shell tool — it is the full subagent JSONL transcript and reading it will overflow your context. If the user asks for progress, say the agent is still running; you'll get a completion notification.

Recon: message data feature

Prompt:
Reverse-engineering extracted GameMaker 5.3a source of "BN Online". GML under `C:\Users\decid\Documents\projects\rebno\extracted\` (`client-5-8`, server `server-5-4`). Plain-text — don't hex-inspect.

MISSION: Document the legacy "MESSAGE DATA" feature — inventory category 4 — which the project owner says was HALF-IMPLEMENTED.

Concept (owner's intent for the full feature): a player-authored note, like a Minecraft book. You write a message, then either (a) DROP it in the world anywhere, or (b) SEND it directly to another player via Friend Data (an in-game email). Planned options that may or may not exist in code: a "stranger lock" (only players who hold your Friend Data can open it), and a "lifetime" (the note returns to its author or disappears if not picked up within N days).

IMPORTANT: this is DISTINCT from the Message BOARD system (`mbparent` + per-zone `*_mb` walls). Do not conflate them. Message Data = category-4 inventory items; boards = posted wall content.

DO:
1. Find how inventory category 4 ("Message data") is stored/parsed (`iv_*` scripts, the `iv_itemdb[4,*]` slot, any `iv_msginfo`-style parser). What fields does a message-data item carry (author, body, recipient, lock, expiry)?
2. Find any object for a dropped/world message (e.g. `d_message`, `messagedata`, a droppable note) and its create/pickup events.
3. Find the "write a message" creation UI and the "send to friend" path (likely a request type or msgid). Is sending implemented, stubbed, or absent?
4. Find any lifetime/expiry or stranger-lock logic.
5. VERDICT on completeness: what works, what's stubbed, what's entirely absent — so we know what ReBNO must build vs port.

OUTPUT: Write `C:\Users\decid\Documents\projects\rebno\.planning\legacy-recon\11-message-data.md` — sections Storage / World-drop / Send-to-friend / Lifetime+lock / Completeness verdict, with file:line evidence. Return a ~10-line summary leading with how complete the feature is. Evidence-based; flag guesses.


Both recon agents (NPC dialogue integrity, Message Data) running. Now folding the Q7 answers + new features into `CONTEXT.md`:


Edit

**Navi**:
The player-controlled avatar. **One shared silhouette** for every player (base `NaviStandD`
family — 8 directions × Stand/Run frames), moving at speed tiers walk / fast / (admin-only
joker). The only per-player variation is recoloring (see **Spectrum Data**).

**Navi**:
The player-controlled avatar. **Essentially one shared silhouette** for every player (base
`NaviStandD` family — 8 directions × Stand/Run frames), moving at speed tiers walk / fast /
(admin-only joker). Per-player variation is recoloring (see **Spectrum Data**) — with one
exception: the **"Phoenix" spectrum suite** (`P` / `PH`) is a genuine **shape variant**, not a
recolor (still close enough to coexist with the palette sets).


<owl_messages>
<owl_message from="ling-w11" priority="info">[WORKING_PERCH_NOTICE] Subagent working perch created.
Perch: ling-w11
Agent type: general-purpose
To message it: $OWL send ling-w11 ling</owl_message>
</owl_messages>

[OWL SYSTEM] Informational owl messages above — no acknowledgment needed. Continue your current task.


**Navi**:
The player-controlled avatar. **One shared silhouette** for every player (base `NaviStandD`
family — 8 directions × Stand/Run frames), moving at speed tiers walk / fast / (admin-only
joker). The only per-player variation is recoloring (see **Spectrum Data**).

**Navi**:
The player-controlled avatar. **Essentially one shared silhouette** for every player (base
`NaviStandD` family — 8 directions × Stand/Run frames), moving at speed tiers walk / fast /
(admin-only joker). Per-player variation is recoloring (see **Spectrum Data**) — with one
exception: the **"Phoenix" spectrum suite** (`P` / `PH`) is a genuine **shape variant**, not a
recolor (still close enough to coexist with the palette sets).

-The player-controlled avatar. **One shared silhouette** for every player (base `NaviStandD`

-family — 8 directions × Stand/Run frames), moving at speed tiers walk / fast / (admin-only

-joker). The only per-player variation is recoloring (see **Spectrum Data**). The **nameplate**

+The player-controlled avatar. **Essentially one shared silhouette** for every player (base

+`NaviStandD` family — 8 directions × Stand/Run frames), moving at speed tiers walk / fast /

+(admin-only joker). Per-player variation is recoloring (see **Spectrum Data**) — with one

+exception: the **"Phoenix" spectrum suite** (`P` / `PH`) is a genuine **shape variant**, not a

+recolor (still close enough to coexist with the palette sets). The **nameplate**

(plain text above the Navi — aqua for self, white for peers) is **not** customizable: no titles,


terminal — gated by `MskPlugn` — whose carousel offers only colors you own. _Legacy broadcasts
appearance **unvalidated** (client-authoritative); ReBNO should validate owned colors
server-side (see Mandated divergences)._

terminal — gated by `MskPlugn` — whose carousel offers only colors you own. _Legacy broadcasts
appearance **unvalidated** (client-authoritative); ReBNO should validate owned colors
server-side (see Mandated divergences)._
_ReBNO additions: a creation-time pick from a **limited Spectrum pool** (the chosen data's
in-world pickup is then swapped to its default equivalent, so it can't be double-claimed);
post-port — a **Face** spectrum line, and letting one or two spectrums tint the **teleport
animation** / **hexport disk** color._


terminal — gated by `MskPlugn` — whose carousel offers only colors you own. _Legacy broadcasts
appearance **unvalidated** (client-authoritative); ReBNO should validate owned colors
server-side (see Mandated divergences)._
_ReBNO additions: a creation-time pick from a **limited Spectrum pool** (the chosen data's
in-world pickup is then swapped to its default equivalent, so it can't be double-claimed);
post-port — a **Face** spectrum line, and letting one or two spectrums tint the **teleport
animation** / **hexport disk** color._

+_ReBNO additions: a creation-time pick from a **limited Spectrum pool** (the chosen data's

+in-world pickup is then swapped to its default equivalent, so it can't be double-claimed);

+post-port — a **Face** spectrum line, and letting one or two spectrums tint the **teleport


**NPC**:
Non-player characters are **flavor only** — e.g. ~14 "**Mr. Prog**" talkers in BNCentral and the
evasive fading "**REAPROG**" in the Digital Abyss. None give items or quests.

**NPC**:
Non-player characters are **functional hint-givers**, not pure flavor. Some give dialogue hints
about nearby hidden paths/platforms/puzzles — that dialogue lived in each NPC's **instance
creation code** (room-editor per-instance code), which is **at risk of having been dropped by
extraction** (verification in progress — possible data loss). **REAPROG** is a "spooky" Abyss
wanderer that **guides the player out if they choose to follow**. Some NPCs are positioned **on
hidden tiles or in obscure spots** — a deliberate *visual hint* that those places are reachable.
They give no items, and there is no quest system. (~14 "**Mr. Prog**" talkers populate BNCentral.)


**NPC**:
Non-player characters are **flavor only** — e.g. ~14 "**Mr. Prog**" talkers in BNCentral and the
evasive fading "**REAPROG**" in the Digital Abyss. None give items or quests.

**NPC**:
Non-player characters are **functional hint-givers**, not pure flavor. Some give dialogue hints
about nearby hidden paths/platforms/puzzles — that dialogue lived in each NPC's **instance
creation code** (room-editor per-instance code), which is **at risk of having been dropped by
extraction** (verification in progress — possible data loss). **REAPROG** is a "spooky" Abyss
wanderer that **guides the player out if they choose to follow**. Some NPCs are positioned **on
hidden tiles or in obscure spots** — a deliberate *visual hint* that those places are reachable.
They give no items, and there is no quest system. (~14 "**Mr. Prog**" talkers populate BNCentral.)

-Non-player characters are **flavor only** — e.g. ~14 "**Mr. Prog**" talkers in BNCentral and the

-evasive fading "**REAPROG**" in the Digital Abyss. None give items or quests.

+Non-player characters are **functional hint-givers**, not pure flavor. Some give dialogue hints

+about nearby hidden paths/platforms/puzzles — that dialogue lived in each NPC's **instance

+creation code** (room-editor per-instance code), which is **at risk of having been dropped by

+extraction** (verification in progress — possible data loss). **REAPROG** is a "spooky" Abyss

+wanderer that **guides the player out if they choose to follow**. Some NPCs are positioned **on

+hidden tiles or in obscure spots** — a deliberate *visual hint* that those places are reachable.

+They give no items, and there is no quest system. (~14 "**Mr. Prog**" talkers populate BNCentral.)

There is **no currency** — progression is purely keyed unlocks. World pickups (`d_key` → Navi


There is **no currency** — progression is purely keyed unlocks. World pickups (`d_key` → Navi
Expansions, `d_spectrum` → Spectrum Data, `linkpoint` → Area Link Data, `hometele` → Zone Link
Data) are **permanent, per-account, server-side** and **do not respawn** (a claimed `d_spectrum`
greys out; others vanish). The core Plugns cluster in **Emptiness' Hull**.

There is **no currency** — progression is purely keyed unlocks (no economy in the port; possibly
post-port). World pickups (`d_key` → Navi Expansions, `d_spectrum` → Spectrum Data, `linkpoint`
→ Area Link Data, `hometele` → Zone Link Data) are **permanent, per-account, server-side** and
**do not respawn** (a claimed `d_spectrum` greys out; others vanish) — **full pickup parity** in
ReBNO. The core Plugns cluster in **Emptiness' Hull**; ReBNO may **re-tune acquisition order**
(e.g. `DuoPlugn` early to ease movement challenges; `HxpPlugn` behind a tough challenge).


There is **no currency** — progression is purely keyed unlocks. World pickups (`d_key` → Navi
Expansions, `d_spectrum` → Spectrum Data, `linkpoint` → Area Link Data, `hometele` → Zone Link
Data) are **permanent, per-account, server-side** and **do not respawn** (a claimed `d_spectrum`
greys out; others vanish). The core Plugns cluster in **Emptiness' Hull**.

There is **no currency** — progression is purely keyed unlocks (no economy in the port; possibly
post-port). World pickups (`d_key` → Navi Expansions, `d_spectrum` → Spectrum Data, `linkpoint`
→ Area Link Data, `hometele` → Zone Link Data) are **permanent, per-account, server-side** and
**do not respawn** (a claimed `d_spectrum` greys out; others vanish) — **full pickup parity** in
ReBNO. The core Plugns cluster in **Emptiness' Hull**; ReBNO may **re-tune acquisition order**
(e.g. `DuoPlugn` early to ease movement challenges; `HxpPlugn` behind a tough challenge).

They give no items, and there is no quest system. (~14 "**Mr. Prog**" talkers populate BNCentral.)

-There is **no currency** — progression is purely keyed unlocks. World pickups (`d_key` → Navi

-Expansions, `d_spectrum` → Spectrum Data, `linkpoint` → Area Link Data, `hometele` → Zone Link

-Data) are **permanent, per-account, server-side** and **do not respawn** (a claimed `d_spectrum`

-greys out; others vanish). The core Plugns cluster in **Emptiness' Hull**.

+There is **no currency** — progression is purely keyed unlocks (no economy in the port; possibly

+post-port). World pickups (`d_key` → Navi Expansions, `d_spectrum` → Spectrum Data, `linkpoint`

+→ Area Link Data, `hometele` → Zone Link Data) are **permanent, per-account, server-side** and

+**do not respawn** (a claimed `d_spectrum` greys out; others vanish) — **full pickup parity** in

+ReBNO. The core Plugns cluster in **Emptiness' Hull**; ReBNO may **re-tune acquisition order**

+(e.g. `DuoPlugn` early to ease movement challenges; `HxpPlugn` behind a tough challenge).

A secret code/sequence gating some pickups (e.g. optional on `d_spectrum`, and the moderator


other. Accounts are created out-of-band; legacy has **no in-game registration** (a ReBNO add).

other. Accounts are created out-of-band; legacy has **no in-game registration** (a ReBNO add).
_ReBNO: the **OCS is not ported** (not engaging or controller-friendly — maybe a post-port nod);
new Navis spawn **directly into BNCentral** with a true onboarding that lets them pick from a
**limited Spectrum pool** at creation. Starting loadout stays **strictly empty** (earning the
first Plugn is the first beat)._


other. Accounts are created out-of-band; legacy has **no in-game registration** (a ReBNO add).
_ReBNO: the **OCS is not ported** (not engaging or controller-friendly — maybe a post-port nod);
new Navis spawn **directly into BNCentral** with a true onboarding that lets them pick from a
**limited Spectrum pool** at creation. Starting loadout stays **strictly empty** (earning the
first Plugn is the first beat)._

**Online Command Screen**. The only ungated destination is **BNCentral** (the hub); every other

zone needs its Zone Link. The **Deserted Lobby** is *not* a tutorial — it's gated zone 0 like any

+_ReBNO: the **OCS is not ported** (not engaging or controller-friendly — maybe a post-port nod);

+new Navis spawn **directly into BNCentral** with a true onboarding that lets them pick from a

+**limited Spectrum pool** at creation. Starting loadout stays **strictly empty** (earning the

No quest system — advancement is an **emergent "Metroidvania of connectivity"**: reach a Zone's


in place — move the friend graph + presence server-side._

**Presence**:

in place — move the friend graph + presence server-side._

**Message Data** (inventory category 4) _(legacy half-implemented; ReBNO intends to fully realize)_:
A player-authored note — like a Minecraft book. Full intended feature: write a message, then
either **drop it in the world** (anywhere) or **send it to a friend** via Friend Data (an in-game
email). Planned options: a **stranger lock** (only players who hold your Friend Data can open it)
and a **lifetime** (it returns to the author, or disappears, if not picked up within N days).
Distinct from **Message Board** (global per-zone walls).

**Presence**:


in place — move the friend graph + presence server-side._

**Presence**:

in place — move the friend graph + presence server-side._

**Message Data** (inventory category 4) _(legacy half-implemented; ReBNO intends to fully realize)_:
A player-authored note — like a Minecraft book. Full intended feature: write a message, then
either **drop it in the world** (anywhere) or **send it to a friend** via Friend Data (an in-game
email). Planned options: a **stranger lock** (only players who hold your Friend Data can open it)
and a **lifetime** (it returns to the author, or disappears, if not picked up within N days).
Distinct from **Message Board** (global per-zone walls).

**Presence**:

friend's connect/disconnect notices client-side — it is **not a hard gate**. _ReBNO: modernize

+**Message Data** (inventory category 4) _(legacy half-implemented; ReBNO intends to fully realize)_:

+A player-authored note — like a Minecraft book. Full intended feature: write a message, then

+either **drop it in the world** (anywhere) or **send it to a friend** via Friend Data (an in-game

+email). Planned options: a **stranger lock** (only players who hold your Friend Data can open it)

+and a **lifetime** (it returns to the author, or disappears, if not picked up within N days).

+Distinct from **Message Board** (global per-zone walls).

Legacy presence is **ephemeral and global** — a live `p_online[pid]` socket array broadcast to

everyone on login/logout. No persistent presence, no friends-online roster, no "last seen," no


no-teleport**. Separately, a Navi currently in a Duo cannot freely fast-travel (tethered to the
partner).

no-teleport**. Separately, a Navi currently in a Duo cannot freely fast-travel (tethered to the
partner).

**Quick Portal** _(ReBNO QoL key item — new)_:
A player-created **2-way gate between their current spot and their Home Portal**, for bookmarking
progress across logout without breaking the Metroidvania. Rules: (1) creatable only in a Zone you
hold the **Zone Link** for (it manifests *from* that link); (2) it **empties your Fall Safety
Buffer** while manifested — you need ≥1 safe fall to open it; (3) passing through puts you in a
**limbo** state (no warp/teleport away from your home zone); (4) if you fall, it vanishes, limbo
ends, buffer restored minus one tick; (5) returning through it once vanishes it, ends limbo, and
**fully restores the buffer**; (6) buffer otherwise refills via inter-zone teleport (blocked in
limbo) or escaping the Abyss; (7) in a **Duo** it applies to both partners uniformly (both warp
to the creator's Home Portal, both enter limbo).


no-teleport**. Separately, a Navi currently in a Duo cannot freely fast-travel (tethered to the
partner).

**Quick Portal** _(ReBNO QoL key item — new)_:
A player-created **2-way gate between their current spot and their Home Portal**, for bookmarking
progress across logout without breaking the Metroidvania. Rules: (1) creatable only in a Zone you
hold the **Zone Link** for (it manifests *from* that link); (2) it **empties your Fall Safety
Buffer** while manifested — you need ≥1 safe fall to open it; (3) passing through puts you in a
**limbo** state (no warp/teleport away from your home zone); (4) if you fall, it vanishes, limbo
ends, buffer restored minus one tick; (5) returning through it once vanishes it, ends limbo, and
**fully restores the buffer**; (6) buffer otherwise refills via inter-zone teleport (blocked in
limbo) or escaping the Abyss; (7) in a **Duo** it applies to both partners uniformly (both warp
to the creator's Home Portal, both enter limbo).

+**Quick Portal** _(ReBNO QoL key item — new)_:

+A player-created **2-way gate between their current spot and their Home Portal**, for bookmarking

+progress across logout without breaking the Metroidvania. Rules: (1) creatable only in a Zone you

+hold the **Zone Link** for (it manifests *from* that link); (2) it **empties your Fall Safety

+Buffer** while manifested — you need ≥1 safe fall to open it; (3) passing through puts you in a

+**limbo** state (no warp/teleport away from your home zone); (4) if you fall, it vanishes, limbo

+ends, buffer restored minus one tick; (5) returning through it once vanishes it, ends limbo, and

+**fully restores the buffer**; (6) buffer otherwise refills via inter-zone teleport (blocked in

+limbo) or escaping the Abyss; (7) in a **Duo** it applies to both partners uniformly (both warp

+to the creator's Home Portal, both enter limbo).


Digger **share one combined buffer** (~10), after which the chance drops to ~5% (see **Duo Net**).

Digger **share one combined buffer** (~10), after which the chance drops to ~5% (see **Duo Net**).
_Refill model (ReBNO): the buffer refills by **teleporting through an inter-zone portal** or by
**escaping the Digital Abyss** (post-port: possible recharge stations). See **Quick Portal**,
which consumes and locks the buffer while active._


Digger **share one combined buffer** (~10), after which the chance drops to ~5% (see **Duo Net**).
_Refill model (ReBNO): the buffer refills by **teleporting through an inter-zone portal** or by
**escaping the Digital Abyss** (post-port: possible recharge stations). See **Quick Portal**,
which consumes and locks the buffer while active._

The legacy fall-immunity counter (`dafalls`, ≤5 safe) reimagined as a **visible, depleting GUI

bar**. Solo: ~5 safe falls, then each fatal fall is a chance (~10%). In a **Duo**, Spotter +

+_Refill model (ReBNO): the buffer refills by **teleporting through an inter-zone portal** or by

+**escaping the Digital Abyss** (post-port: possible recharge stations). See **Quick Portal**,

+which consumes and locks the buffer while active._

A hub/menu screen used as the default spawn when a player has set no Home Portal.


`CONTEXT.md` fully updated with all Q7 answers + the two new features (Message Data, Quick Portal) + Fall Safety Buffer refill model + NPC integrity caveat.

Status:
- **Two recon agents running** — NPC dialogue extraction-integrity (the data-loss check) + Message Data completeness.
- **Q5 hexsling** is as resolved as it can be: the "prefer-not-travelling" rule isn't in 5-8; older clients that might hold it are binary `.gmd`, so confirming it is **blocked on extracting a pre-5-8 client** (a separate extraction task, not a grind I can finish here).

When the two agents land I'll fold them in. After that we'll be at a natural synthesis point — I think the glossary is near-complete, and I'll flag the 1–2 decisions strong enough to deserve an ADR (the **Perception-gating** pillar is the leading candidate). Standing by.