export: P0 — GP_TITLE's screens and sprites into the open tree
`sylpheed-export export` reads `dat/GP_TITLE.pak`, enumerates its twelve screen builds, and writes each as one `sylpheed.screen/2` document with its sprite PNGs beside it. `sylpheed-export check` validates that tree against docs/FORMAT.md with no disc in hand — the P0 gate is "validates against FORMAT.md", which is not something anyone can confirm by reading, so it is a program. Two readings from FORMAT v1 turned out to be wrong and are corrected here rather than carried: * The focus sprite does NOT come from the element's `opt ` link. That was measured and refuted upstream, and this export shows why plainly: on the main menu `opt ` chains ptloop01 -> ptloop02 -> ptbtn01, two decorations and then a button. The highlight pairs by sprite NAME instead (ptbtn01.t32 <-> ptbtn01f.t32), which is the convention HANDOFF blesses and which resolves all five main-menu buttons. The raw link is still exported, renamed `opt_link` so nothing downstream mistakes it for navigation. * There are TWO modulate colours in different byte orders, and they multiply. v1's single `#rrggbbaa` could not carry both and silently dropped the alpha that every fade ramps. They are now `tint_rgba` and `fade_argb`, with the byte order in the key name, because getting it backwards is silent and reads as an art bug rather than a parse bug. The exporter takes exactly one authored input: `authored/screen_names.json`, because the disc does not name its builds and "build 5 is the main menu" is a measurement (HANDOFF Q2), not a field. Every name it applies is stamped `name_source: "authored"` with the evidence in `name_why`, and `check` rejects an authored name that has no `why` — so the derived tree stays honest about which of its fields is a decision. Sprites are per screen, not a flat pool: `main_menu` and `extras` both ship a `ptbase.t32` and they are different pictures. Checked, not assumed: * two exports of the same disc are byte-identical; * five mutations of a valid main_menu.json — a broken paint_order permutation, a dangling focus_sprite, a reversed buttons list, a `#rrggbbaa` colour and an invented name_source — are each caught with a specific message. `t` stays raw. Q1 is answered, but the seconds conversion is measured off the running game and its own finding flags the frame-rate measurement as the part worth re-testing; if the game presents at 60 Hz every duration halves. One constant, at P2, in a file that says it is a decision.
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authored/screen_names.json
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authored/screen_names.json
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{
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"format": "sylpheed.screen_names/1",
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"_": [
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"Which GP_TITLE build is which screen. AUTHORED: the disc does not name its",
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"builds, so every name here is a decision. The identifications come from",
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"HANDOFF Q2 (ui-title-build-map.md), which measured four of them against",
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"framebuffer captures of the running game; the exporter stamps the name into",
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"the screen file with name_source: \"authored\" so a reader can tell a",
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"recovered name from an invented one.",
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"",
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"`build` is the index into the pak's list of screen builds -- what",
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"`sylpheed-cli screen --build N` takes -- and is stable as long as the",
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"enumeration rule is. The screen file also records the pak entry index,",
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"which is the stronger locator.",
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"",
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"Delete an entry here the day the RE agent decodes a name field."
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],
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"archives": {
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"dat/GP_TITLE.pak": {
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"2": {
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"name": "press_start",
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"why": "HANDOFF Q2: builds 2/3 are the PRESS (A) BUTTON plate -- a build of its own, composited over the title and faded in a beat later. English of the EN/JP pair. Measured against a live capture."
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},
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"3": { "name": "press_start_jp", "why": "HANDOFF Q2: the Japanese twin of build 2. Out of scope for this milestone; named so it is not mistaken for a screen we need." },
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"4": {
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"name": "title",
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"why": "HANDOFF Q2: build 4 is the English title art. Measured against a live capture."
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},
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"5": {
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"name": "main_menu",
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"why": "HANDOFF Q2: builds 5/8 are the five-button main menu; 5 is English. Measured against a live capture. (An earlier reading called 8 a submenu and was withdrawn -- 8 is the Japanese main menu.)"
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},
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"6": {
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"name": "extras",
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"why": "HANDOFF Q2: builds 6/9 are the EXTRAS submenu, the only submenu inside this archive. Measured against a fresh EXTRAS capture."
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},
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"7": { "name": "title_jp", "why": "HANDOFF Q2: the Japanese twin of build 4." },
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"8": { "name": "main_menu_jp", "why": "HANDOFF Q2: the Japanese twin of build 5." },
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"9": { "name": "extras_jp", "why": "HANDOFF Q2: the Japanese twin of build 6." }
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}
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},
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"unnamed": {
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"dat/GP_TITLE.pak": "Builds 0/1 and 10/11 are a DELTASABER / SYLPHEED A.I. plate that was never seen running -- not in the boot path, not on any title-side screen, not in the attract loop (HANDOFF Q2). They export under their build index rather than a name we would be inventing."
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}
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}
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