re: confirm, move and back -- every cue the five screens need is now
located, and two of them reproduce Continuing Q8 rather than opening anything new. The gap that mattered was the confirm cue: a menu needs a sound on A, and I had only cursor and cancel. The fix was where I was counting from. The first run started counting streams at the main menu, so the confirm cue had already fired during boot and showed up as "played before any input". Counting from the TITLE instead attributes it cleanly: the A that advances title -> main menu fires the 12288-byte wave at 0x5d6c0, together with the two stereo BGM stems, which is the menu's music starting. So move (0x1ec0, 0.533 s), confirm (0x5d6c0, 1.016 s) and back (0x0ec0, 0.344 s) are all located and decodable. Move and back came back with IDENTICAL head bytes and sizes on a second independent boot, so the dedup-keyed method is stable and those two are now n=2 rather than n=1. Two honest limits recorded rather than smoothed over. The A press both confirms and opens a screen, so its wave could be the cue the vocabulary calls DECIDE or the one it calls SUB_WIN_OPN -- the port gets the sound the game plays, not a name. And left/right fired no new stream, which excludes a DISTINCT invalid cue but cannot exclude them quietly replaying one of the three already heard, because the probe dedups on head bytes.
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@@ -170,10 +170,18 @@ authored version can be deleted.
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executable — those extensions are the authoring tool's). But Canary's
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`--xma_param_probe=true` logs every stream's head bytes, and searching them in
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`Static.slb` locates the wave exactly:
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**d-pad move → `0x1ec0`, 4 packets / 8 192 B, mono 48 kHz; Ⓑ back → `0x0ec0`,
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2 packets / 4 096 B.** Each matched at one offset only, and they are contiguous
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**d-pad move → `0x1ec0` (4 pkts / 8 192 B, 0.533 s); Ⓐ confirm → `0x5d6c0`
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(6 pkts / 12 288 B, 1.016 s); Ⓑ back → `0x0ec0` (2 pkts / 4 096 B, 0.344 s)** —
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every cue the five screens need. Move and back reproduce with identical head
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bytes across **two independent boots**. Each matched at one offset only, and
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the first two are contiguous
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(`0x0ec0 + 4096 = 0x1ec0`) — the bank is a packed run of whole 2 048-byte
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packets with no delimiters, which is why nothing could be scanned for.
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❔ **⬅ and ➡ play nothing distinct** — no new stream on either, so leave them
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silent (the probe dedups, so this excludes a *distinct* invalid cue, not a
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quiet replay of an already-heard one).
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🟡 The Ⓐ press both confirms and opens a screen, so whether its wave is the cue
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named `SE_UI_DECIDE` or `SE_UI_SUB_WIN_OPN` is not separated.
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⚠️ The order is **not** cue-id order, so the index must be observed per cue, not
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counted. ✅ **The slices decode**: 0.533 s, 0.344 s and 1.016 s of mono 48 kHz
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audio with the attack-and-decay shape of UI blips, via
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@@ -258,7 +266,8 @@ here until 2026-08-28 and is now settled.)
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| | what | why it is stuck |
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|---|---|---|
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| 🟡 | **cue NAME → event binding** (Q8) | the event→**wave** binding is now measured; that the cursor's wave is the cue *named* `SE_UI_CURSOR` is still read off the authors' identifiers |
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| 🟡 | **cue NAME → event binding** (Q8) | event→**wave** is measured for move/confirm/back; that the cursor's wave is the cue *named* `SE_UI_CURSOR` is still read off the authors' identifiers |
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| ❔ | **the other ~319 SE cues** (Q8) | located one at a time by triggering them; only the three the menu needs have been done |
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| 🟡 | **the paint-order tie-break** (Q3) | eight candidates refuted; costs one element's blend on one screen |
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| 🟡 | **GamePart ids behind the buttons** (Q4) | the *screens* are measured; the ids are a name match onto the executable's class names |
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| ❔ | **the boot transitions in code** (Q6) | bounded as code-not-data, not proven. `sub_821C6458` — the substantial function in `GamePart_Title`'s neighbourhood — has **not been read** |
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@@ -8,7 +8,7 @@ event packets bytes channels/rate offset in Static.slb
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------------------------- ------- ------ -------------- --------------------
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d-pad move (cursor) 4 8192 mono 48000 Hz 0x1ec0
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B / back (cancel) 2 4096 mono 48000 Hz 0x0ec0
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(played before any input) 6 12288 mono 48000 Hz 0x5d6c0
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A / confirm (title->menu) 6 12288 mono 48000 Hz 0x5d6c0
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Each head matched at exactly ONE offset. The first two are contiguous:
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0x0ec0 + 4096 = 0x1ec0.
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@@ -29,3 +29,11 @@ DECODED 2026-08-28 with tools/re-capture/slb_extract_wave.py + ffmpeg's xma1:
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CONTROL: the same synthesized RIFF wrapper applied to BGM_001.slb's first wave
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(offset 14336, stereo) decodes to 173.808875 s -- identical to the duration
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obtained from that bank's own on-disc RIFF header. The wrapper is correct.
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SECOND RUN 2026-08-28 -- independent boot, same probe:
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* d-pad move and B reproduced with IDENTICAL head bytes and sizes (2 of 2 runs).
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* The 12288-byte wave fires on the A that advances title -> main menu, together
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with the two stereo BGM stems (the menu's music starting). Counting from the
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title rather than the menu is what attributed it.
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* Left and Right fired NO new stream -- no distinct invalid cue. (Dedup caveat:
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a press replaying an already-heard wave would also log nothing.)
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@@ -159,7 +159,7 @@ bytes**. Searching those bytes in `Static.slb` finds the wave.
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|---|---|---|---|---|
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| **d-pad move** (cursor) | 4 | 8 192 | mono 48 kHz | **`0x1ec0`** |
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| **Ⓑ back** (cancel) | 2 | 4 096 | mono 48 kHz | **`0x0ec0`** |
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| played before any input | 6 | 12 288 | mono 48 kHz | `0x5d6c0` |
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| **Ⓐ confirm** (title → main menu) | 6 | 12 288 | mono 48 kHz | **`0x5d6c0`** |
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Each head matched at **exactly one** offset. Reference data in
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[`data/se-cue-runtime-offsets.txt`](data/se-cue-runtime-offsets.txt).
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@@ -198,7 +198,7 @@ slb_extract_wave.py Static.slb 0x1ec0 4 # -> Static_0x1ec0.riff -> 0.533 s
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|---|---|---|---|---|---|---|
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| d-pad move | `0x1ec0` | 4 | **0.533 s** | 2 085 | 29 813 | sharp attack, monotonic decay |
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| Ⓑ back | `0x0ec0` | 2 | **0.344 s** | 2 985 | 16 973 | attack, peak in frame 2 |
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| pre-input cue | `0x5d6c0` | 6 | **1.016 s** | 4 327 | 32 767 | peaks in frame 3, long decay |
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| **Ⓐ confirm** | `0x5d6c0` | 6 | **1.016 s** | 4 327 | 32 767 | peaks in frame 3, long decay |
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All three are mono 48 kHz, audible from sample 0, and have the percussive
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attack-and-decay shape of UI blips — not silence, not noise.
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@@ -216,3 +216,40 @@ The bitrates are consistent too: 8 192 B / 0.533 s ≈ 15.4 kB/s, 4 096 / 0.344
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it from the disc, and the corpus keeps measurements and tooling rather than
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extracted game audio. The offsets, packet counts and this tool are the
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deliverable.
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## The three cues the milestone needs are bound — 2026-08-28, second run
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A second, independent boot repeated the probe and pinned the one that was still
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unattributed.
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| event | wave | packets / bytes | runs agreeing |
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|---|---|---|---|
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| **d-pad move** | `Static.slb+0x1ec0` | 4 / 8 192 | **2 of 2** — identical head bytes |
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| **Ⓑ back** | `Static.slb+0x0ec0` | 2 / 4 096 | **2 of 2** — identical head bytes |
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| **Ⓐ confirm** | `Static.slb+0x5d6c0` | 6 / 12 288 | newly bound this run |
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The `0x5d6c0` wave was previously logged as "played before any input", because
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the first run only started counting at the main menu. Counting from the **title**
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instead shows it appears exactly on the Ⓐ that advances title → main menu, along
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with the two stereo BGM stems (the menu's music starting).
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So move / confirm / back — everything the five-screen milestone needs — are
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located and decodable.
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🟡 **What that Ⓐ measurement does not separate.** The same press both *confirms*
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and *opens a screen*, so this wave could be the cue the vocabulary calls
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`SE_UI_DECIDE` or the one it calls `SE_UI_SUB_WIN_OPN`. The port needs *a* sound
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on confirm and this is the one the game plays there; which name it carries is not
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established.
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## ❔ ⬅ and ➡ play nothing distinct
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[`menu-navigation-semantics.md`](menu-navigation-semantics.md) measured that
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left/right do not move the cursor. They also **fire no new XMA stream** — so
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there is no distinct "invalid" cue on the main menu, and `SE_UI_IMPOSI` was not
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observed. The port should leave left/right silent.
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⚠️ **Reach of that negative:** the probe dedups on head bytes, so a press that
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replayed an *already-heard* wave would log nothing. At that point in the run the
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cursor, confirm and BGM waves had all been heard. So this excludes a **distinct**
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invalid cue; it cannot exclude left/right quietly replaying one of those three.
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