This track investigates TNC's menu/HUD system, which is built on id Software's own closed Flash-like binary format (idSWF), asking whether a custom-map menu entry or HUD restyling is possible without an SWF bytecode writer. An earlier pass accidentally analyzed the wrong game's files entirely (a tooling default silently falls back to The New Order when both games are installed), and this pass redid the whole investigation against the real TNC archives, catching and documenting that mistake plus a second one — TNC's UI files are compressed and silently produce plausible-looking garbage if read without decompressing first. Everything here is static format/corpus analysis — the actual, still-open question of whether a new menu entry shows up on screen needs a real in-game test, already queued by a related report and unaffected by this pass's corrections.
Format
TNC has 18 distinct .bswf UI files (idSWF version 31 — a real, later format than the version 20 reported for the other game by the earlier mis-scoped pass). 17 of the 18 are Kraken-compressed; reading them without decompressing first produces data that looks plausible but is complete garbage (wrong magic, nonsense dimensions) — worth flagging as an easy trap for any future tooling touching these files. Unlike the other game, TNC embeds its bitmap/dictionary atlas data directly inside each (larger) .bswf file rather than in a separate sibling file — there is no separate atlas file to re-encode. The header's stage-size field (two big-endian floats) and a following frame-rate field hold corpus-wide once correctly decompressed: 14 files at 1920×1080, 4 at 1280×960, frame value 60 in 17/18 files (one file is a build-specific outlier at 61).
Menu construction
Chapter and DLC content is still plain, patchable decl data (chapter/chaptervariation) resolved through the normal patch-layer mechanism — the SWF layer only supplies named UI containers that compiled game code fills in. The real shell/main-menu file lists 29 named sprite containers (including a _absLeft_devMenu one) and contains zero console-variable-shaped strings in its text pool — the one coincidental substring match was proven by byte-context inspection to sit inside unrelated binary shape data, not a real reference. Per-screen, the number of individually-named "item" slots ranges from 4 to 46 across different screens, which looks more like each screen's own authored instance count than one shared list-length cap — but this is inference from file structure, not a read of the actual bytecode (no disassembler for this format exists in the project).
HUD restyling — two channels, very different outlook
- Standalone icon/texture assets (the low-risk, already-proven channel): TNC's real GUI/HUD texture convention is
textures/guis/.../textures/effects/hud/..., under which roughly 1,700+imageand similarly manymaterialentries exist. A large sample (1,430 of them) was checked and none use virtual texturing — they're ordinary BC-compressed textures, the same pipeline already proven in-game for a weapon skin. - The embedded per-screen atlas inside each
.bswf— this is where restyling actually touches the menu/HUD chrome itself, and it remains blocked: there is no reader or writer for the idSWF dictionary/bitmap-tag structure the atlas data lives in. The archive write mechanics themselves (compressing and writing back into the slot) are not the obstacle — the project's existing archive-writer code already round-trips this kind of compressed entry — only a format-level serializer for the embedded bitmap content is missing, and that is a substantially larger reverse-engineering project than re-encoding a sibling file would have been.
Dev menu — a dead end for TNC specifically
The file the project's existing dev-menu-unlock tooling injects into (debugmenu.txt) is absent from all 24 real TNC archives — the entire "dev menu exists, but the renderer isn't connected" finding documented for the other game simply doesn't apply here; TNC doesn't even ship the target file to test.
Open / needs a live test
- Whether an appended
chaptervariationentry actually appears as a selectable item in the chapter-select screen — the decisive, already-queued in-game test from the related DLC-ownership report, unaffected by anything in this pass. - Whether TNC's localization text tables (a different, encrypted container type than the plain text files the HUD-text-rewrite technique was proven against) support the same byte-length-exact rewrite trick — not attempted this pass.