re: index and cross-references for the record layout and the loading screens

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sylph-decoder
2026-08-29 14:06:10 +00:00
parent 33a15efa3c
commit b28dfedf35
3 changed files with 21 additions and 4 deletions

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@@ -300,8 +300,8 @@ items MISSION parks as emulator-blocked.
| | Question | State | Answer / link |
|---|---|---|---|
| Q1 | keyframe time unit + ramp shape | ✅ answered, 🟡 one gap | ramp is **linear**; **2 units per rendered frame**; **`1 unit = 1/60 s`settled**, the idle title presents at 28.5 fps so the game is 30 Hz. 🟡 **The interpolation law is settled; the group TIMELINE for multi-keyframe elements is not**`palogo_gamearts` is still at full alpha 9 frames after its declared `a=32`, and its declared 80-frame fade-in never draws — [`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md). ✅ **REPLICATED 2026-08-29 — for ANIMATION, read `+36` as the time the NEXT pose is reached.** Three elements across two screens: `palogo_gamearts` and `palogo_seta` hold full alpha for **83 frames** and `palogo_sqex` for **≥77**, where the current reading predicts **68** and the shifted one **80102**. The elements that cannot discriminate (the `_eff` glows, on which the linear law was measured) fit both. ⚠️ Our decoder still defaults to the other reading (`SYLPHEED_KF_TIME_SHIFT=1` to flip) because it changes `rest()` on one element — but that is an unsound fallback guessing either way, so **static rendering is unaffected and animation timing should use the shift** |
| 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`, 0/1 and 10/11 two unidentified `DELTASABER` plates — [`ui-title-build-map.md`](../re/ui-title-build-map.md) |
| Q1 | keyframe time unit + ramp shape | ✅ answered | ramp is **linear**; **2 units per rendered frame**; **`1 unit = 1/60 s`measured**, the idle title presents at 28.5 fps so the game is 30 Hz — [`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md). ✅ **The group timeline is now DECODED too (2026-08-29) and the gap is closed**: a placement group is `frames` records of `{u32 time; 36-byte pose}` after an 8-byte header, so a pose's time is the word **before** it, pose 0's time is the group's lead-in word, and **every** pose is timed — including the last, which nothing could time before. Disc-wide over 13 991 groups with controls; the old reading makes **0 of 1 042** multi-segment alpha ramps constant-rate against 857 of 1 540. `SYLPHEED_KF_TIME_SHIFT` is retired (it had the association right but left pose 0 untimed, which is the whole reason it appeared to cost 13.1 % of build 7). Static renders are byte-identical — [`ui-keyframe-record-layout.md`](../re/ui-keyframe-record-layout.md) |
| 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 ✅ **0/1 and 10/11 are the LOADING screen** — two variants, plain and dressed, decoded from their `pgloading_*` element names (2026-08-29). 🟡 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 0x000x7f 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 **2 overlapping tied pairs on `EXTRAS`** — [`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 — `NEW GAME``DIFFICULTY``SELECT DATA`, not a hang. The **GamePart id is still a name match**, not a measurement — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) |
| Q5 | navigation semantics | ✅ answered | **measured**: initial focus varies boot to boot (2× `TUTORIAL`, 2× `NEW GAME`); ⬆⬇ one step, **wraps both ends**; ⬅➡ do nothing; Ⓑ returns to the parent **with focus restored**; Ⓑ on the main menu → title; Ⓑ on the title → nothing — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md) |
@@ -1174,7 +1174,7 @@ here until 2026-08-28 and is now settled.)
| 🟡 | **GamePart ids behind the buttons** (Q4) | the *screens* are measured; the ids are a name match onto the executable's class names |
| 🟡 | **the boot transitions in code** (Q6) | both levels decoded — phase at `this+132` (`entry→2`, `2→0`, `2→3`, `3→4`, `4→2`) and state at `this+136` inside phase 4. Phase 0 = splash (`LOGO`), phase 2 = title + `PRESS Ⓐ`, phase 4 = menu. Unknown: what the event *numbers* mean |
| 🟡 | **Ⓑ leaving the main menu** (Q5) | **upgraded 2026-08-29 (later).** The idle half of this objection is **refuted**: the main menu does not self-return for **≥ 60 s** untouched, and the ~810 s idle belongs to the **title**. Ⓑ is delivered (Canary logs `vk=5801`) and is the only input in ≥ 100 s before the return, so the **ordering is measured**; the latency is not (a backlogged probe void). The footer point stands — the main menu is still the only screen not advertising Ⓑ — [`menu-navigation-semantics.md`](../re/menu-navigation-semantics.md#-refutation-attempt-2026-08-29--the-main-menus-own-footer-does-not-advertise-ⓑ) |
| | **builds 0/1 and 10/11**, the `DELTASABER` plates (Q2) | never seen anywhere in the boot path, the title-side screens or the attract loop. A mission load is the remaining candidate and this container kills runs before one completes |
| 🟡 | **which loading bundle is `LOADING` and which `LOADING2`** (Q2) | ✅ the pair is identified — they are the loading screen, decoded from `pgloading_*` element names, and the executable names exactly two. What is open is only the assignment, and nothing observed maps a name to a bundle. ⚠️ The old row here said the pair was *unidentified `DELTASABER` plates never seen running*; that is withdrawn — a loading screen is not supposed to appear on the title path |
(An earlier version of this table called the audio items blocked on "an emulator
whose audio path can be observed". That was wrong — this build already has

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@@ -136,6 +136,7 @@ files, which is how the same ground got covered twice.
| [`structures/stage-mission-tables.md`](structures/stage-mission-tables.md) | The stage table set — phases, routes, sub-objectives and AI parameters | ✅ the table set and how the stage record reaches it, validated across; **`AIParams` disc-wide: 23 objects, one shared 34-profile roster (782 records), loader `sub_8233C368`; `Type`→field-count holds except the two `_Test` templates** |
| [`structures/texture-color-k8888.md`](structures/texture-color-k8888.md) | Texture colour interpretation — `k_8_8_8_8` (32bpp UI/HUD textures) | — |
| [`ui-keyframe-time-unit.md`](ui-keyframe-time-unit.md) | What a keyframe time is worth, and what shape the ramp has | ✅ CONFIRMED from the running game's own draw stream — the ramp is **linear** (a declared 15-unit fade lands on `round(255·k/15)` for all seven samples) and the animation clock advances **2 time units per submitted frame**. 🟡 the seconds conversion (`1 unit = 1/60 s`) rests on a measured 27.6 present-frames/second |
| [`ui-keyframe-record-layout.md`](ui-keyframe-record-layout.md) | A keyframe's time word comes **before** its pose — the placement record, decoded | ✅ CONFIRMED, **decoded**. A group is an 8-byte header then `frames` records of `{u32 time; 36-byte pose}`, so the time precedes the pose; the group's lead-in word at `header+8` is pose 0's time and **every** pose is timed. Disc-wide over 13 991 groups in 33 archives, each test with a control: lead-in prepended is non-decreasing **13 991/13 991**; a non-zero lead-in is strictly below the next time **5 058/5 058** (control 70.9 %); a multi-segment alpha ramp runs at a constant `dα/dt` **857/1 540** against **0/1 042** under the old reading. 🔴 Retires two long-standing corpus claims — *"a group's data stops 4 bytes short of its final block's time slot"* and *"the last keyframe carries no time"* — both of which were this off-by-one. Adoption is free: all 12 `GP_TITLE` builds render byte-identically, and over 217 builds only two elements pick a different `rest()` pose, both between equally invisible ones. ❔ the executable's own parser was **not** found (the 40/60 stride query is weak, not negative) |
| [`structures/ui-composable-bundles.md`](structures/ui-composable-bundles.md) | A screen build is not the only thing `compose` can draw | ✅ CONFIRMED by measurement over the disc, with the artifact to |
| [`structures/ui-focus-and-effect-elements.md`](structures/ui-focus-and-effect-elements.md) | `_eff` glow layers are not focused-state records | ✅ CONFIRMED by measurement over all 965 screen builds on the disc, |
| [`structures/ui-paint-order-key.md`](structures/ui-paint-order-key.md) | The paint order comes from a layer key in the T8aD sprite header | ✅ CONFIRMED on both screens whose paint order has been measured — |
@@ -157,7 +158,7 @@ files, which is how the same ground got covered twice.
| [`boot-config-and-gamepart-registry.md`](boot-config-and-gamepart-registry.md) | What the game reads at boot — `config.ini`, and which GameParts exist | ✅ `config.ini` selects the language (the disc's only config); ❔ its `[SYSTEM]` is empty so the boot order is not in config; 🟡 24/29 ids bind to a class, `GP_ADVERTISE_DEMO` is never registered |
| [`movie-binding.md`](movie-binding.md) | Which movie plays where — boot intro, attract loop, new-game intro | ✅ decoded from the movie manifest (`ADVERTISE_MOVIE``ADV.wmv`, `MS00A``S00A.wmv`); attract identity confirmed independently by frame matching; 🟡 skippability unsettled |
| [`ready-room-probe.md`](ready-room-probe.md) | S1 — the Ready Room probe: no-go, and not for the reason expected | ✅ it is 2D and enumerates (60 builds), but the pak is briefing/tactical-map content; and `kind == 0x3002` finds 0 buttons there |
| [`ui-title-build-map.md`](ui-title-build-map.md) | Which `GP_TITLE` build is which screen state | ✅ CONFIRMED for title / `PRESS Ⓐ` / main menu / `EXTRAS` against live captures; the archive is 8 screens × EN/JP, and "6/8/9 are submenus" is withdrawn |
| [`ui-title-build-map.md`](ui-title-build-map.md) | Which `GP_TITLE` build is which screen state | ✅ CONFIRMED for title / `PRESS Ⓐ` / main menu / `EXTRAS` against live captures; the archive is 8 screens × EN/JP, and "6/8/9 are submenus" is withdrawn**2026-08-29: the two "unidentified `DELTASABER` plates" are the LOADING screen** — builds 0/1 the plain variant, 10/11 the dressed one, decoded from their `pgloading_*` element names, and the executable (`sub_821C4EB0`, bytes checked in the image) names exactly five title-side screens: `TITLE_SCREEN`, `BUTTON`, `TITLE_MENU`, `LOADING`, `LOADING2`. 🟡 which loading bundle takes which of the two names is undecided. 🟡 the English member of a pair is the one in the first half of `GP_TITLE.p00` — 8/8 structurally, 3/3 where a capture can check it. |
| [`ui-title-paint-order-capture.md`](ui-title-paint-order-capture.md) | The title screen's paint order, measured from the guest's draw submissions | ✅ CONFIRMED — the order in which the running game paints the title |
| [`upstream-baseline.md`](upstream-baseline.md) | A stock-upstream baseline runs Stage 02 crash-free | ✅ CONFIRMED — upstream canary_experimental + only the pad |
| [`weapon-datasheet-runtime.md`](weapon-datasheet-runtime.md) | Weapon DATA SHEET — runtime capture (Route B) | 🟡 first dynamic capture, 2026-07-28. The Arsenal's Gallery Mode panel is a |

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@@ -1,5 +1,21 @@
# What a keyframe time is worth, and what shape the ramp has
> ## ✅ 2026-08-29 — the argument on this page about WHICH BLOCK OWNS A TIME is over
>
> It was never a choice between two readings. A placement group is
> `frames` records of `{u32 time; 36-byte pose}` after an 8-byte header, so the
> time word **precedes** its pose; the group's "lead-in word" is pose 0's time,
> and **no** time is missing. `SYLPHEED_KF_TIME_SHIFT` had the association right
> and pose 0 untimed, which is the only reason it looked like it cost build 7
> 13.1 % of its pixels. Decoded disc-wide, with controls, in
> [`ui-keyframe-record-layout.md`](ui-keyframe-record-layout.md); the gate is now
> `SYLPHEED_KF_TIME_LEGACY=1`.
>
> **Everything else on this page stands** — the ramp is linear, the clock advances
> 2 units per submitted frame, and `1 unit = 1/60 s` is measured. Read the
> sections below with that correction applied: where a table pairs a time with a
> pose, the pairing is the corrected one.
**Status:**`CONFIRMED` for the two things the port is blocked on — the ramp is
**linear**, and the animation clock advances **2 keyframe time units per frame the
game submits**. 🟡 the conversion to *seconds* rests on one further step: the game