diff --git a/docs/port/HANDOFF.md b/docs/port/HANDOFF.md index c554fad8..5254ec27 100644 --- a/docs/port/HANDOFF.md +++ b/docs/port/HANDOFF.md @@ -3424,7 +3424,18 @@ discovered it after re-exporting. ❔ The sweeps may simply be a small term, and | Q2 | which build is which screen state | ✅ answered | `GP_TITLE` is **8 screens shipped twice, EN/JP**: 4/7 title art, 2/3 the `PRESS Ⓐ` plate, 5/8 main menu, 6/9 `EXTRAS`, and ✅ **pak entries 0/1 and 12/15 are the LOADING screen** — two variants, plain and dressed, decoded from their `pgloading_*` element names (2026-08-29). ⚠️ **Read that in ENTRY space.** This row said "0/1 and 10/11" until 2026-08-29; that is true only of `screen list`'s ordinals, where 10→entry 12 and 11→entry 15. In entry space the splashes are **10/13** (`palogo_sqex`, publisher) and **11/14** (`palogo_gamearts`/`palogo_seta`/`palogo_anima`, developer) — ~~"in entry space 10/11 are the publisher and developer splashes"~~ was **wrong** (2026-08-30): 10 and 11 are one half each of two *different* pairs, not a pair. 🔴 **And this row enumerated only six of the eight screens** — `sylpheed-port` caught that a reader counting it gets twelve entries with no slot for the splashes, in a row already corrected once for an ordinal-versus-entry error. **All eight, verified off the disc** (`examples/gp_title_entry_names.rs`): 0/1 loading plain, 2/3 the plate, 4/7 title art, 5/8 main menu, 6/9 `EXTRAS`, **10/13 publisher splash**, **11/14 developer splash**, 12/15 loading dressed = 8 × 2 = 16. The port caught it; see [METHOD](../re/METHOD.md#mechanics-that-have-bitten). 🟡 which of the two is `LOADING` vs `LOADING2` is undecided; 🟡 the English member of a pair is the one in the first half of the data segment — [`ui-title-build-map.md`](../re/ui-title-build-map.md) | | Q3 | paint order for the six screens | ✅ answered, ❔ tie-break | **decoded**: a `u16` layer key at `+0x0A` of each `T8aD` sprite header, stable-sorted with declaration index; unkeyed elements get an implied key. Confirmed on 5 measured orders + `EXTRAS` vs a capture. One residual: the **tie-break** is unknown and bites on one element of the title — [`structures/ui-paint-order-key.md`](../re/structures/ui-paint-order-key.md). ⚠️ **The key does not fully order a screen**: elements sharing a key are tied, and the tie-break is ❔ **undecodable from the bundle** — declaration table, `T8aD` header (exhaustive: every offset 0x00–0x7f at u8/u16/u32, both directions, **0** fields match the measured order against **64** for the control) and the RATC child order all give the same order the game does *not* use. ✅ **Your exposure is now measured at ZERO PIXELS (2026-08-29).** The 2 overlapping tied pairs on `EXTRAS` are `ptframe3`×`ptframe4` (the other is a `loop*` you never draw), and rendering the screen with that pair swapped changes **0 px** — because the two sprites put ink on ~3 600 pixels each and **share none of them**; the 102×132 "overlap" was a bounding-box artefact. Same on the main menu's `ptframe1`×`ptframe2`. This is blend-independent: layers that never touch the same pixel cannot be ordered wrongly. **Nothing about the tie-break can change a pixel on any of your five screens** — [`structures/ui-paint-order-derived-check.md`](../re/structures/ui-paint-order-derived-check.md) | | Q4 | button → GamePart | ✅ answered | **measured** which screen all **5** buttons open, by pressing each one and reading the screen's own title off the framebuffer. ✅ **In the form you need it: exactly ONE main-menu button opens a `GP_TITLE` entry.** `EXTRAS` → **entry 6** (EN) / **9** (JP). The other four leave the archive: `NEW GAME` → `DIFFICULTY` → `SELECT DATA`; `LOAD GAME` → the save-slot list; `TUTORIAL` → the lesson list; `OPTIONS` → GAME/CONTROL/SOUND/SCREEN SETTINGS. None of those four is a `GP_TITLE` build — so a menu→submenu→back cycle inside this archive is `main menu ↔ EXTRAS` and nothing else. The **GamePart id is still a name match**, not a measurement, and 🔴 the "cheap way to measure it" this page used to point at is a dead route (the guest words are monotonic counters, not a screen id) — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) | -| Q5 | navigation semantics | ✅ answered, ⚠️ **per clause** | 🔴 **This row used to open with a single `**measured**` covering six clauses of different strength, and the port's `authored/flow.json` copied that word into a `MEASURED` provenance stamp for a clause whose evidence cell reads `none`. A bundled label is exactly as strong as its weakest cell.** Split: ✅ **measured** — initial focus varies boot to boot (2× `TUTORIAL`, 2× `NEW GAME`); ⬆⬇ move **one item per press** (indirect: the 4-press wrap count only works if each press moves one) and **wrap both ends**; ⬅➡ do nothing; Ⓑ on a submenu returns to the parent **with focus restored** (4/4); Ⓑ on the main menu → **title**, ≤ 0.4 s, no loading screen (2026-08-30). ✅ **AND BOTH WEAK CLAUSES ARE NOW MEASURED (2026-08-30, later)** — you can stamp them: **no auto-repeat** (a 2.0 s held ⬇ moves the cursor exactly **once**; the counter passes its control, a single tap giving exactly 1 spike) and **Ⓑ on the title → nothing** (20 s after a delivery-confirmed Ⓑ the screen is still the title with `PRESS Ⓐ BUTTON` up — and that run waited for the **plate pulse**, the title's own settled signature, which is what the confounded earlier attempt did not). ✅ The plate **is** re-drawn after Ⓑ from the menu, ~7 s later — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) | +| Q5 | navigation semantics | ✅ answered, ⚠️ **per clause** | 🔴 **This row used to open with a single `**measured**` covering six clauses of different strength, and the port's `authored/flow.json` copied that word into a `MEASURED` provenance stamp for a clause whose evidence cell reads `none`. A bundled label is exactly as strong as its weakest cell.** Split: ✅ **measured** — initial focus varies boot to boot (2× `TUTORIAL`, 2× `NEW GAME`); ⬆⬇ move **one item per press** (indirect: the 4-press wrap count only works if each press moves one) and **wrap both ends**; ⬅➡ do nothing; Ⓑ on a submenu returns to the parent **with focus restored** (4/4); Ⓑ on the main menu → **title**, ≤ 0.4 s, no loading screen (2026-08-30). ✅ **AND BOTH WEAK CLAUSES ARE NOW MEASURED** — you can stamp them, but 🔴 +**one of the two flipped since 2026-08-30, and this row sat stale for +several iterations of the same session before this fix (2026-09-12) — read +issue #1's own entries further down this file, not this sentence, for the +current number.** The 2026-08-30 measurement ("no auto-repeat, a 2.0 s hold +moves the cursor exactly once") went through Canary's scripted `--hid=file` +driver, which is *built* to suppress repeat by design — it could not have +shown one either way. Once that driver was patched to emit the same +`REPEAT` keystroke a real controller's driver does, the identical hold +produced continuous repeat: **12 frames initial delay, 4 frames interval**, +at this run's 29.87 fps guest rate. **Use 12 and 4, not "none."** The other +clause stands as measured: **Ⓑ on the title → nothing** (20 s after a delivery-confirmed Ⓑ the screen is still the title with `PRESS Ⓐ BUTTON` up — and that run waited for the **plate pulse**, the title's own settled signature, which is what the confounded earlier attempt did not). ✅ The plate **is** re-drawn after Ⓑ from the menu, ~7 s later — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) | | Q6 | boot sequence + what drives it | ✅ answered | sequence **measured** end to end; the driver is **code, not data** — four search spaces closed, so the port **authors** the sequence — [`boot-config-and-gamepart-registry.md`](../re/boot-config-and-gamepart-registry.md) | | Q7 | transitions | ✅ answered, **two numbers changed 2026-08-30** | a **fade through black**, drawn by the screen's own last-painting `.prm` quad. 🔴 **Fade-in is 12 units (0.20 s) on the menu/`EXTRAS` and 16 (0.27 s) on the title — this row's source used to say 0.87–4.08 s, which is the quad's CLEAR-hold, not its ramp** (a stale Python reader that shifted every keyframe time by one slot). Fade-out **is** on the disc: 10/10/8 units. ✅ **And the transition is OVERLAP, not ramp-then-hold, measured from the running game**: content elements start fading ~6 frames before the black quad's ramp begins, total blackout 9 frames ≈ 0.30 s, and the gap between screens is **one frame**. The "~14 units of black hold" this page used to carry was arithmetic and is **withdrawn** — [`screen-transitions.md`](../re/screen-transitions.md) | | Q8 | menu audio bindings | ✅ answered | cue vocabulary + bank **decoded**; event binding is a **name match** (the authors' own event names). ✅ **You CAN have the SE audio** — ⚠️ an earlier version of this row said it was "undecodable from the disc"; that was **retracted** and the row was stale. Three cues are located in `Static.slb` and **decode to PCM**: d-pad move `0x1ec0` (4 packets), Ⓑ back `0x0ec0` (2), Ⓐ confirm `0x5d6c0` (6), all mono 48 kHz. The bank is a packed run of XMA waves with no delimiter, so a wave is only (offset, packet count) — and ⚠️ the file order is **not** cue-id order, so the index cannot be counted out — [`menu-audio-cues.md`](../re/menu-audio-cues.md) | diff --git a/docs/re/menu-navigation-semantics.md b/docs/re/menu-navigation-semantics.md index 8af4d767..e385f9c6 100644 --- a/docs/re/menu-navigation-semantics.md +++ b/docs/re/menu-navigation-semantics.md @@ -1,9 +1,10 @@ # The title menu — how it moves, and where each button goes **Status:** ✅ `CONFIRMED` (**measured**, by driving the running game) for the -movement rules and for four of the five main-menu destinations. 🟡 the GamePart -*id* behind each destination is a **name match onto the decoded id table**, not a -measurement. ❔ `NEW GAME` deliberately untested. +movement rules and for all **five** main-menu destinations, `NEW GAME` +included (→ `DIFFICULTY` → `SELECT DATA`, not a hang — corrected 2026-09-12, +see the Q4 table). 🟡 the GamePart *id* behind each destination is a **name +match onto the decoded id table**, not a measurement. Answers [MISSION Q5](../port/MISSION.md) and most of Q4. Nothing here is on the disc in any form found so far — the port is **authoring** these rules from this @@ -244,7 +245,7 @@ Measured by driving: focus the item, press Ⓐ, read the screen's own title. | button | screen it opens | evidence | GamePart id | |---|---|---|---| -| `NEW GAME` | ❔ **not tested** | — | — | +| `NEW GAME` | 🔴 **stale row, corrected 2026-09-12** — measured 2026-08-28: `DIFFICULTY` (`EASY`/`NORMAL`/`HARD`/`BACK`) → `SELECT DATA` → guest crash (unrelated cache-manager bug, not a menu fault). The "`NEW GAME` — measured" section further down this same page had the answer already and this table was never updated to match it | [captures](captures/newgame-path/) | `DIFFICULTY`: **no id-table name match** — already tried and refuted (`boot-config-and-gamepart-registry.md`: neither `DIFFICULTY` nor `EXTRA_MENU` survive as call-site strings). `SELECT DATA`: 🟡 `2 GP_SELECT_STORAGE`, a fresh name-guess, same low confidence as every other row here | | `LOAD GAME` | the save-slot list, `LOAD GAME` / `Current Storage` | [`q4-destinations.png`](captures/menu-nav/q4-destinations.png) left | 🟡 `3 GP_LOAD` | | `TUTORIAL` | the lesson list, `TUTORIAL`, Level 1 / Level 2 | same, middle | 🟡 `25 GP_TUTORIAL` | | `OPTIONS` | `OPTIONS` — GAME / CONTROL / SOUND / SCREEN SETTINGS / BACK | same, right | 🟡 `8 GP_OPTIONS` | @@ -262,10 +263,15 @@ it is a name match I made by eye. The port should treat these ids as authored. Worth noting that the ids and the paks are not one-to-one: `GP_EXTRAS` is id 5 with **no pak of its own** — its artwork is a build inside `GP_TITLE.pak`. -**❔ `NEW GAME` was deliberately not pressed.** Ⓐ on it leads to a standing -black-screen hang that ends the run +~~**❔ `NEW GAME` was deliberately not pressed.**~~ **Withdrawn — stale, fixed +2026-09-12.** This line said Ⓐ on it hangs the emulator ([`ui-paint-order-third-permutation.md`](ui-paint-order-third-permutation.md)), -and this iteration needed the session. It is the one destination still unmeasured. +which the very next section of this same page already refuted on +2026-08-28: it does not hang, it opens `DIFFICULTY` then `SELECT DATA` before +an unrelated crash. Kept struck rather than deleted — this is the exact +failure this corpus keeps naming, a correction that landed lower in the +same document than the claim it corrected and never caught up to the table +above. ### 🔴 The "cheap way to finish this" was a dead route — WITHDRAWN 2026-08-29