diff --git a/docs/game/navigation.md b/docs/game/navigation.md index 4da9fc19..e45c0be3 100644 --- a/docs/game/navigation.md +++ b/docs/game/navigation.md @@ -7,8 +7,9 @@ and wants to reach a mission — or who needs to script that journey. Internal names (`ptbtn03`, `GP_LOAD`, build numbers) appear only as footnotes, because they are how *we* find things, not what the game shows anyone. -**Status:** skeleton. Most of it is ❔ and is *meant* to be — this page exists to -be filled in by playing, not to look finished. +**Status:** filling in. §1–§4 now carry what the committed oracle frames actually +show; what is still ❔ is what no capture answers. This page exists to be filled +in by playing, not to look finished. > ## ⚠️ Fill this in from the real game > @@ -28,10 +29,20 @@ Confidence: ✅ seen in a capture · 🟡 inferred · ❔ unknown. | # | What you see | What you do | What happens | |---|---|---|---| -| 1 | Publisher and developer logos on black | nothing | plays through 🟡 | -| 2 | The opening cinematic | ❔ can it be skipped, and with which button? | ends into the title 🟡 | -| 3 | **Title screen** — the wordmark animates in, then a prompt | press **Ⓐ** | goes to the main menu ✅ | -| 4 | **Main menu** | — | see §2 | +| 1 | **SQUARE ENIX** in white on black, the two dots in red, `™` after it ✅ | nothing | fades on to the next logo | +| 2 | **GAME ARTS**, **SETA** and **studio anima** stacked on black ✅ | nothing | fades on into the cinematic | +| 3 | The opening cinematic | **Ⓐ** skips it ✅ | ends into the title | +| 4 | **Title screen** — the wordmark, then `PRESS Ⓐ BUTTON` below it and the 2006/2007 Square Enix copyright line at the bottom ✅ | press **Ⓐ** | goes to the main menu ✅ | +| 5 | **Main menu** | — | see §2 | + +Both logo screens are **still pictures the game draws**, not video — neither is a +`.wmv` on the disc. Captures: +[publisher](../re/captures/title-builds/live-splash-publisher.png) · +[developer](../re/captures/title-builds/live-splash-developer.png) · +[title](../re/captures/title-builds/live-title-press-a.png). + +⚠️ **One Ⓐ skips the cinematic**, and it is worth a lot of time: the title +arrived at **57 s** with the skip against **193 s** without it ✅. ⚠️ **The title screen has two states that look identical.** The one that ends the boot accepts Ⓐ. The one the attract loop returns to, after the game has sat @@ -53,16 +64,44 @@ the focused one. | position | label | what it opens | |---|---|---| -| 1 | ❔ | ❔ | -| 2 | ❔ | ❔ | -| 3 | ❔ | ❔ | -| 4 | ❔ | ❔ | -| 5 | ❔ | ❔ | +| 1 | **NEW GAME** | a **DIFFICULTY** prompt, then **SELECT DATA** ✅ | +| 2 | **LOAD GAME** | the save-slot list ✅ | +| 3 | **TUTORIAL** | the lesson list ✅ | +| 4 | **OPTIONS** | the settings menu ✅ | +| 5 | **EXTRAS** | a three-item submenu ✅ | -**To fill in, by looking:** read the five labels off the screen and say what each -one leads to. ❔ Which item is focused when the menu opens · ❔ does the cursor -wrap from the last item back to the first · ❔ does left/right do anything · -❔ what B does here — back to the title, or nothing. +Read off [`live-main-menu.png`](../re/captures/title-builds/live-main-menu.png); +destinations off +[`q4-destinations.png`](../re/captures/menu-nav/q4-destinations.png) and +[`newgame-difficulty.png`](../re/captures/newgame-path/newgame-difficulty.png). + +The screen is the title art gone dim, with the wordmark ghosted behind the list +and a bracket of glowing rule-lines drawn around it. The focused item is bright +white with a **spinning ring** to its left; the others are dim blue. Every item +carries a small dot-in-circle at the left end of its underline — that is on all +five all the time and is *not* the cursor. + +**Moving around ✅** + +| you press | what happens | +|---|---| +| ⬆ / ⬇ | one item, and it **wraps** at both ends | +| ⬅ / ➡ | nothing | +| Ⓐ | opens the focused item | +| Ⓑ | 🟡 back to the title — see the warning below | + +❔ **Which item is focused when the menu opens is not fixed.** Four boots of the +same harness opened on `TUTORIAL`, `TUTORIAL`, `NEW GAME`, `NEW GAME`. Do not +assume the top item, and do not assume the middle one either. + +> ⚠️ **The main menu is the one screen whose footer does not offer Ⓑ.** It reads +> `⊙ : Select Ⓐ : OK` — every submenu adds `Ⓑ : Back`. Measured: **zero** +> red-Ⓑ glyph pixels anywhere in the frame, on two captures, with the same +> detector finding the glyph on `EXTRAS` and `DIFFICULTY` ✅. Ⓑ *was* observed +> returning to the title, but only once, without a capture, and the title also +> returns on its own after ~8–10 s idle — so an observer could not have told the +> two apart. Treat "Ⓑ leaves the main menu" as likely but unproven +> ([the measurement](../re/menu-navigation-semantics.md#-refutation-attempt-2026-08-29--the-main-menus-own-footer-does-not-advertise-ⓑ)). *Internals: `GP_TITLE.pak` build 5; buttons `ptbtn01`–`ptbtn05` top to bottom.* @@ -73,26 +112,82 @@ wrap from the last item back to the first · ❔ does left/right do anything · One section each, in the shape of §2: what is on screen, what the cursor does, what each choice leads to, and what a wrong choice shows you. -### Continue / Load ❔ -❔ How saves are listed · ❔ what an empty slot looks like · ❔ the confirmation -prompt and where the cursor starts. +### New game ✅ +Ⓐ on `NEW GAME` does **not** start a mission. It opens **DIFFICULTY** — +`EASY` / `NORMAL` / `HARD` / `BACK`, opening focused on **NORMAL** ✅ — and Ⓐ +there opens **SELECT DATA**, a save-slot picker headed +`Current Storage: Dummy HDD` that asks you to choose a file for the auto-save. +Pick one and a movie plays ✅. +[DIFFICULTY](../re/captures/difficulty-screen.png) + +### Load game ✅ +A vertical list of numbered slots, **8 rows visible**, scrolling as a carousel — +one capture shows the order `19, 20, 01, 02, 03, 04` with `01` focused, so the +list runs past the end and back round to the start ✅. Each row shows +`Difficulty`, `Flight Time` and `Clear Ratio`; a **Details** panel to the right +gives `STAGE`, `Game Status`, `Points` and `Times Cleared`, and an empty slot +leaves every one of those blank ✅. `Current Storage: Dummy HDD` sits along the +top. + +Its footer offers more than the other menus: +`⊙ : Select Ⓐ : OK Ⓑ : Back Ⓧ : Delete Ⓨ : Select Storage` ✅. +[capture](../re/captures/menu-nav/q4-destinations.png) (left panel) + +❔ Still open: the overwrite / delete confirmation, and where its cursor starts. Known: `title → LOAD GAME → slot 01 → YES → READY ROOM → TAKE OFF` reaches flight ✅. -### Options ❔ -❔ Which settings exist, what each ranges over, how a change is applied and -whether it needs confirming. +### Tutorial ✅ +A list of lessons in two headed groups, with a one-line description shown on the +left for whichever is focused ✅ — e.g. `BASIC CONTROLS` reads +*"Learn how to move and attack"*. Opens focused on the first entry. -### Extras ❔ -❔ What is in it — a movie theatre, a gallery, records? ❔ what is locked at the -start and what unlocks it. +| group | lessons | +|---|---| +| **Level 1** | `BASIC CONTROLS`, `HEADS-UP DISPLAY`, `RADAR` | +| **Level 2** | `SUPPLY AND SPECIAL MOVES`, `RADIO ORDERS`, `ADVANCED CONTROLS` | +| — | `BACK` | -### Mission select ❔ -⚠️ **Stage select would not move**: sixteen d-pad presses never left Stage 01 ✅. -Whether that is because only one stage was unlocked, or because the list is -driven some other way, is unknown — worth settling early, since a scripted run -has to get past it. +[capture](../re/captures/menu-nav/q4-destinations.png) (middle panel) + +### Options ✅ (one level in) +`GAME SETTINGS` · `CONTROL SETTINGS` · `SOUND SETTINGS` · `SCREEN SETTINGS` · +`BACK`, opening focused on the first ✅. +[capture](../re/captures/menu-nav/q4-destinations.png) (right panel) + +❔ Still open: what is inside each of the four, what each setting ranges over, and +whether a change needs confirming. + +### Extras ✅ +Three items: `MISSION SELECT` · `MOVIE THEATER` · `BACK`, opening focused on +`MISSION SELECT` ✅. The cursor wraps here too — it is a menu rule, not a +per-screen one ✅. +[capture](../re/captures/title-builds/live-extras.png) + +❔ `MOVIE THEATER` has never been opened. + +### Mission select ✅ — and the "stuck cursor" is explained +The stage list on the left (**8 rows visible of 16**, with a scrollbar), a detail +panel showing the stage's name, a picture, `High Score` and `Best Time`, and a +**Wide Area Space Map** on the right with the named systems on it. The chosen +difficulty is printed top-right. Footer: +`⊙ : Select Ⓐ : OK Ⓑ : Back Ⓨ : Difficulty` ✅. + +⚠️ **"Stage select would not move" — sixteen d-pad presses never left Stage 01 — +is now explained: the other fifteen stages were LOCKED** ✅. A locked row is +drawn *dimmer than an unfocused one*: measured, the labels sit at three distinct +brightnesses — focused **254**, unlocked **183**, locked **104** — and on a save +with the story unlocked the same rows read 183, with the cursor able to reach +**Stage16** at the bottom of the scrolled list. +[the measurement](../re/menu-navigation-semantics.md#-mission-select-the-cursor-was-stuck-because-the-stages-were-locked) · +[locked](../re/captures/mission-select-stage01-only.png) · +[unlocked](../re/captures/mission-select-all-story-unlocked.png) · +[at Stage16](../re/captures/mission-select-ends-at-stage16.png) + +So: if you are scripting a run, **check what the save has unlocked** before +concluding the list is broken. ❔ Whether the list wraps past Stage16, and +whether a locked row is skipped or simply unreachable, is not settled. ### Briefing and Ready Room ❔ ❔ What you read, what you choose, and what finally launches the mission.