docs/re: the loading screen never boots, and no other build explains the order
Two routes closed, both cheaply. The loading screen was the best discriminator reachable WITHOUT navigation — its full-screen element is declared 7th of 10, so the two candidate orders would look completely different. It does not appear during the boot at all: 23 captures armed across an entire boot are all intro-movie frames, two full-screen quads apiece. It belongs to a content load, which is behind the main menu, which is behind the (A) that works half the time. And a loophole this document had left open is shut: the title's sprites were matched to build 4 BY SIZE, so the game might have been running some other build whose table lists them in the captured order. Only two bundles in GP_TITLE.pak contain all seven sprites, and neither is ascending in the captured order. Recorded rather than glossed: one sub-order is genuinely ambiguous, because ptlogo_back2eff and ptlogo_back2eff5 decode to the same 1133x280 and sit at declaration 20 and 18, either side of ptlogo_back2 at 19. The UI quad carries a k_8_8_8_8 colour attribute the hook does not log yet, and the two rest at different fade alphas — logging it would name them apart.
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@@ -313,3 +313,48 @@ So there is now a **reliable route to the main menu** — wait for the first tit
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after boot, tap Ⓐ once — which is what the second screen's capture needed, and it
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is written into `tools/re-capture/`. Why the attract title stops accepting input
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is still unexplained.
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## Two more routes closed (2026-08-19)
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### The loading screen does not appear during the boot
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`GP_TITLE`'s 10-element loading build is the best *unnavigated* discriminator on
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the disc: its full-screen element `pgloading_baseeff` (640×360 at 200 %) is
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declared **7th of 10**, behind the spinner and the "NOW LOADING" text, so which
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of the two orders the game uses would be plain to see.
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It never shows up. Arming a capture every ~6 s across an entire boot — 23
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captures, `tools/re-capture/loading_draw_capture.sh` — yields **zero** loading
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sprites: every capture is the intro movie compositing two full-screen quads per
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frame. The loading screen belongs to a *content* load (a mission, the hangar),
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which is behind the main menu, which is behind the Ⓐ that works half the time.
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### No other build's table produces the observed order either
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A loophole this document left open: the title's sprites were matched to build 4
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by size, so perhaps the game runs a *different* build whose table happens to
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list them in the captured order. Checked against every RATC bundle in
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`GP_TITLE.pak`:
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```
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entry 4 (a60fcb85) n=24 all 7 sprites present, ascending=False
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ptbase2:9 ptlogo_back2eff:20 ptlogo_back2:19 ptlogo1:0
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ptlogo_tm:7 ptlogo2:1 ptcopyright:21
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entry 7 (b483e6e6) n=30 all 7 sprites present, ascending=False
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```
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Only two bundles contain all seven, and **neither lists them in the captured
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order**. So the disagreement is not an artefact of picking the wrong build.
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### One sub-order is genuinely ambiguous, and how to fix it
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`ptlogo_back2eff` and `ptlogo_back2eff5` decode to the **same 1133×280**, so the
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capture cannot say which of them the first quad of that draw is — and they sit at
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declaration 20 and 18, on opposite sides of `ptlogo_back2` (19). The pair is the
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one place the observed order might still be locally ascending.
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It is resolvable: the UI quad's second vertex attribute is a `k_8_8_8_8` colour
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(`6@12` in the capture's attribute list), and the two elements rest at different
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fade alphas (`back2eff5` ends at α=192, `back2eff` at α=255). Logging that colour
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would name them apart — a small addition to the hook, and worth doing before any
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further ordering hypothesis rests on that pair.
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43
tools/re-capture/loading_draw_capture.sh
Executable file
43
tools/re-capture/loading_draw_capture.sh
Executable file
@@ -0,0 +1,43 @@
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#!/usr/bin/env bash
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# Capture the LOADING screen's draw order. No navigation and no pad input at all:
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# the loading screen appears on its own during the boot, which matters because
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# (A) at the title only works about half the time.
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#
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# Why this screen: GP_TITLE's 10-element loading build declares its FULL-SCREEN
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# element (`pgloading_baseeff`, 640x360 at 200%) SEVENTH of ten, behind the
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# spinner and the "NOW LOADING" text. So it can tell "declaration order" apart
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# from "background first" — which the main menu could not, because its
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# background sits at index 1.
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#
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# F10 arms the capture (unconditionally, since 2026-08-19) and also opens the
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# emulator's menu bar, so each press is followed by a click on the game surface.
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set -u
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export HOME=/sylph-home/re SDL_AUDIODRIVER=dummy DISPLAY=:98
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SD="$(cd "$(dirname "$0")" && pwd)"
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OUT="${1:-/sylph-home/re/loadcap}"
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mkdir -p "$OUT"; rm -f "$OUT"/xenia_re_ui_draws_*.log
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shot(){ screenshot "$1" >/dev/null 2>&1; }
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alive(){ ps -o pid=,stat= -C xenia_canary 2>/dev/null | awk '$2 !~ /^Z/ {print $1}'; }
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( cd "$OUT" && nohup run-canary --mem_watch=false \
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--ui_draw_capture_frames=4 --ui_draw_capture_max=6000 \
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--logged_profile_slot_0_xuid=B13EBABEBABEBABE \
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>"$OUT/canary.stdout" 2>"$OUT/canary.stderr" & )
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sleep 8
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until xdotool search --name "Xenia-canary" >/dev/null 2>&1; do
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[ -n "$(alive)" ] || { echo "EMULATOR GONE"; exit 4; }; sleep 1
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done
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win="$(xdotool search --name "Xenia-canary" | tail -1)"
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xdotool windowactivate --sync "$win"; sleep 1
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for i in $(seq 1 "${PRESSES:-28}"); do
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shot "$OUT/frame-$(printf '%02d' "$i").png"
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xdotool key F10; sleep 1
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xdotool mousemove 900 400 click 1
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s=$(python3 "$SD/screen_id.py" "$OUT/frame-$(printf '%02d' "$i").png" | awk '{print $1}')
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echo "press $i at ${SECONDS}s (screen=$s)"
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[ "$s" = "title" ] && { echo "title reached; stopping"; break; }
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sleep 5
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done
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ls "$OUT"/xenia_re_ui_draws_*.log 2>/dev/null | wc -l
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echo "LOADING CAPTURE DONE (emulator left running)"
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