port: the container agent answers the questions, it does not build the port

Corrects the split I got wrong in b5a1938. The container is for reverse
engineering, now focused on the menu port; a SEPARATE agent builds the port from
its investigation results. My previous version had the container agent writing
the exporter and the Godot project, which is not the intent.

This lands on the research/engineering line that was already in the estimate:
the container agent takes the research half, the port agent the engineering half.

docs/port/MISSION.md is now a list of open QUESTIONS (Q1-Q9) rather than build
milestones, ordered by what blocks the port earliest -- the keyframe time unit,
which build is which screen state, paint order for the six screens, button ->
GamePart, navigation semantics, the boot sequence driver, transitions, menu
audio bindings, and video binding. Each is done when a written result with
evidence exists, not when something compiles. S1, the Ready Room probe, stays
gated at one iteration and a go/no-go.

Most of these are BEHAVIOUR questions -- timing, transitions, what a d-pad press
does at the end of a list -- so the mission and the loop prompt both push hard
on measuring the oracle rather than reasoning from the file.

docs/port/FORMAT.md is deleted. The export schema is the port agent's design and
was not mine to specify. It is replaced by docs/port/HANDOFF.md, the single page
the port agent reads: a status table, what is already settled and can be relied
on today, and the facts that will trip the port up (the WMV3/WMA Pro intro, the
Static.slb size over-declaration, the voice-vs-music downmix, JNGL_001).

The derived/authored idea survives as the thing it always was -- a finding, not
a design. Every answer must be classified DECODED, MEASURED or UNDECODABLE-with-
reach, and never a fourth thing, because measured and undecodable both mean the
port agent is authoring that value and has to know it. Labelling a guess as a
decode would put it into the port wearing the badge of a measurement.

Reverts the Godot install from the RE container, its AGENT.md section, and the
export/ gitignore entry -- none of that belongs on this side of the wall.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Sylpheed RE agent
2026-08-28 17:16:47 +02:00
parent b5a193839c
commit ecbd70f69a
7 changed files with 250 additions and 436 deletions

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# The open export format — v1
The format the disc is converted *into*, and the one the Godot project and any
modding tool read. Versioned: every file names its schema, and a breaking change
bumps the number rather than editing this page quietly.
**Design rules, in priority order:**
1. **A human can read and edit it.** That is the whole point — modding is the
second goal of the port.
2. **Names, never hashes.** If we never recovered the disc's name, say so in the
file rather than passing off a synthetic id as real.
3. **Provenance travels with the data.** Every generated file says where on the
disc it came from and which exporter version wrote it, so it stays auditable
against the original instead of drifting into an unverifiable fork.
4. **Say what is unknown.** A field we could not decode is absent and listed in
`unresolved`, never guessed and never silently defaulted.
## Layout
```
export/ # DERIVED. Regenerable. Gitignored. Never hand-edited.
manifest.json # what this export is: disc id, exporter version, contents
screens/
title/
splash_developer.json
title.json
main_menu.json
submenu_extras.json
sprites/ # PNG, RGBA8, one per T8aD surface
audio/
music/BGM_001.ogg
sfx/…
cues.json # cue name → sound id → bank, straight off the disc table
video/
ADV.ogv
text/en/…
authored/ # AUTHORED. Hand-written. Committed. Survives a re-export.
flow.json # boot sequence + what each button does
paint_order.json # per-screen z-order overrides
cue_bindings.json # which cue fires on move / confirm / back
```
`export/` is wiped and rewritten wholesale. `authored/` is never touched by the
exporter. Godot loads `export/` first and then applies `authored/` over it.
## Common header
Every generated file starts with the same three keys:
```json
{
"format": "sylpheed.screen/1",
"exporter": "sylpheed-export 0.1.0",
"source": { "archive": "dat/GP_TITLE.pak", "entry": 5 }
}
```
`source.entry` is the pak **entry index**, which is the stable locator — not the
display ordinal, which renumbers whenever the enumeration rule changes.
## `screens/*.json`
```json
{
"format": "sylpheed.screen/1",
"exporter": "sylpheed-export 0.1.0",
"source": { "archive": "dat/GP_TITLE.pak", "entry": 5 },
"name": "main_menu",
"name_source": "authored",
"design": [1280, 720],
"elements": [
{
"id": "ptbase",
"sprite": "sprites/ptbase.png",
"role": "decoration",
"pivot": [320, 180],
"rest": { "pos": [320, 180], "scale": [1.0, 1.0], "tint": "#ffffffff" },
"keyframes": []
},
{
"id": "ptbtn01",
"sprite": "sprites/ptbtn01.png",
"focus_sprite": "sprites/ptbtn01f.png",
"role": "button",
"pivot": [42, 22],
"rest": { "pos": [542, 162], "scale": [1.0, 1.0], "tint": "#ffffffff" },
"keyframes": [
{ "t": 28, "pos": [542, 142], "scale": [1.0, 1.0], "tint": "#ffffffff" },
{ "t": 34, "pos": [542, 157], "scale": [1.0, 1.0], "tint": "#ffffffff" },
{ "t": 64, "pos": [542, 162], "scale": [1.0, 1.0], "tint": "#ffffffff" }
]
}
],
"buttons": ["ptbtn01", "ptbtn02", "ptbtn03", "ptbtn04", "ptbtn05"],
"unresolved": ["paint_order"]
}
```
**`role`** is derived from the element kind, which is a decoded field:
`0x3002``button`, `0x10``primitive`, `0x0``decoration`. Anything else
exports as `"unknown"` with the raw value in `kind_raw` — do not invent a name
for a kind nobody has decoded.
**`buttons`** is the navigation order: the `button`-role elements sorted by
resting Y. This is geometric, not a decoded neighbour graph — the disc's real
navigation structure is unknown, and `opt ` is **not** a focus link (that was
measured and refuted). The ordering is right for a vertical menu and should not
be trusted for anything else.
**`keyframes`** carry the on-disc time value verbatim in `t`. A keyframe is the
**start of a ramp toward the next one**, not a pose that is held. The unit of `t`
is not yet confirmed — see MISSION.md §7 — so `t` stays raw and the consumer
applies the conversion in one place.
**`rest`** is the resting pose: the longest run of consecutive keyframes with an
unchanged value, falling back to longest-dwell for groups that ramp throughout.
It is neither the first nor the last keyframe.
**`unresolved`** lists what this file does *not* answer. A consumer that needs
one of these must get it from `authored/`.
## `authored/flow.json`
The part the disc has not told us. Every entry states its evidence.
```json
{
"format": "sylpheed.flow/1",
"boot": ["splash_developer", "intro_video", "title", "main_menu"],
"screens": {
"main_menu": {
"actions": {
"ptbtn01": { "label": "NEW GAME", "goto": "new_game_intro",
"why": "label read off the sprite; target is a guess" },
"ptbtn02": { "label": "LOAD GAME", "goto": "GP_LOAD",
"why": "label read off the sprite; GamePart id 3 from the .rdata table" }
},
"back": null,
"why_back": "no B-handler observed; the main menu may be a root with no back"
}
}
}
```
`goto` may name another exported screen or a **GamePart id** from the
executable's own table (29 entries at `.rdata 0x820A1630` — that table is a disc
fact; which button reaches which entry is not).
## `authored/paint_order.json`
```json
{
"format": "sylpheed.paint_order/1",
"screens": {
"main_menu": {
"order": ["ptbase", "pteff05", "ptframe1", "ptbtn01", "…"],
"why": "hand-authored. The declaration table is NOT the paint order -- a
per-draw capture of the running title paints element 13 first and
elements 0/1 late. Deriving the order from the bundle is open."
}
}
}
```
When paint order is derived from the file, this file is deleted and `screens/*`
gains an `order` array. **That deletion is the measure of progress** — until it
happens, every screen here is a hand-tuned approximation wearing the right label.
## `export/audio/cues.json`
Straight off the disc's own cue index; no interpretation.
```json
{
"format": "sylpheed.cues/1",
"source": { "archive": "dat/tables.pak", "record": "SOUNDS" },
"families": { "SE": [1, 901], "BGM": [1001, 1109], "VOICE": [1500, 7331] },
"cues": { "SE_CURSOR_MOVE": 12 },
"banks": { "12": "audio/sfx/se_012.ogg" }
}
```
Which cue a menu *event* fires is not on the disc as far as we know, so it is in
`authored/cue_bindings.json`, not here.
## `export/manifest.json`
```json
{
"format": "sylpheed.manifest/1",
"exporter": "sylpheed-export 0.1.0",
"disc": { "title": "Project Sylpheed: Arc of Deception", "region": "USA/Europe" },
"video_transcode": "ffmpeg -i ADV.wmv -c:v libtheora -q:v 8 -c:a libvorbis -q:a 5 ADV.ogv",
"screens": ["title/splash_developer", "title/title", "title/main_menu"],
"warnings": ["GP_READY_ROOM not exported -- see MISSION.md §6"]
}
```
`video_transcode` records the exact command used, so a modder who dislikes the
quality can re-run it rather than reverse-engineer what we did.

93
docs/port/HANDOFF.md Normal file
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# Handoff — what the menu port needs, and where it stands
The single page the **port agent** reads. Everything here is produced by the
container agent's reverse engineering; nothing here is a design decision about
the port itself.
Keep it current. It is a summary with links into `docs/re/`, not a second copy of
the findings — but an answer that is not reachable from this page has not been
delivered.
## How to read an answer
Every row below is one of exactly three things, and the distinction is the point:
| | meaning | what the port should do |
|---|---|---|
| **decoded** | a field on the disc, with a disc-wide check | read it from the data |
| **measured** | not on the disc in any form we found, but the running game does *this* | hardcode it, and cite this page |
| **undecodable** | we looked in these places, it is not there, here is the reach of the negative | author it by hand, knowingly |
There is no fourth kind. If a row says *measured* or *undecodable*, the port is
**authoring** that value, not transcribing it — and it should be kept somewhere a
human can see it is a human decision, so that when it is later decoded the
authored version can be deleted.
## Status
| | Question | State | Answer / link |
|---|---|---|---|
| Q1 | keyframe time unit + ramp shape | ❔ open | blocks all animation |
| Q2 | which build is which screen state | 🟡 partial | build 4 title, 5 main menu, 6/8/9 submenus, `palogo` splash — unconfirmed against captures |
| Q3 | paint order for the six screens | ❔ open | runtime-solved only; declaration table is refuted |
| Q4 | button → GamePart | ❔ open | labels are baked into sprites |
| Q5 | navigation semantics | ❔ open | |
| Q6 | boot sequence + what drives it | 🟡 partial | order observed; the driver is not decoded |
| Q7 | transitions | ❔ open | |
| Q8 | menu audio bindings | ❔ open | cue table complete, event binding is not |
| Q9 | video binding + playback rules | 🟡 partial | `ADV.wmv` is the boot intro; new-game intro unidentified |
| S1 | Ready Room go/no-go | ❔ open | probe not run |
## Already settled — the port can rely on these today
* **`GP_TITLE.pak` is the whole title-side tree.** Build 4 is the title with the
animating wordmarks, build 5 the five-button main menu, builds 6/8/9 are
submenus, and the developer splash is the `palogo` bundle in the same archive.
✅ decoded (enumeration), 🟡 the state labels are not yet capture-confirmed.
* **Buttons are identifiable as data.** Element kind `0x3002` = button, `0x0` =
decoration, `0x10` = primitive. ✅ decoded.
* **Menu order is geometric.** Buttons sorted top-to-bottom by resting Y. This is
✅ correct for a vertical menu and is **not** a decoded neighbour graph — the
disc's real navigation structure is unknown, and `opt ` is *not* a focus link
(measured and refuted, see
[`ui-focus-and-effect-elements.md`](../re/structures/ui-focus-and-effect-elements.md)).
* **Highlighted states pair by name** — `ptbtn01.rat``ptbtn01f.rat`. 🟡 a
naming convention that holds for all 54 real pairs, not a decoded field.
* **The resting pose is the hold**, not the first, last or longest-dwell keyframe;
a keyframe is the **start of a ramp**.
[`ui-resting-pose.md`](../re/structures/ui-resting-pose.md). ✅
* **The GamePart id table** — 29 entries at `.rdata 0x820A1630`, confirmed by the
executable's own registration strings. ✅ This is the screen vocabulary; which
button reaches which entry is Q4 and is *not* part of it.
* **The logo splash is a screen, not a video.** `logo1``logo4` are
manifest-bound with no `.wmv` on the disc. ✅
* **Sprites carry their own labels.** No font rendering or localisation is needed
for this milestone. ✅
## Facts the port will trip over
* **`ADV.wmv` is WMV3 video + WMA Pro audio**, 1280×720 at 30 fps, 137 s. Godot 4
plays only Ogg Theora natively. How to handle that is the port's decision, not
ours — but it is not optional.
* **The disc holds 3.3 GB of video.** Only the boot intro and the one new-game
intro are in scope.
* **`Static.slb` over-declares its size** by 616 768 bytes — it is the
highest-offset entry in `sound.pak` and its size field is an allocation size. A
reader must allow a short read there and only there.
* **Voice downmixes to mono, music does not.** The left-channel downmix is correct
for spoken lines and discards half a music mix.
* **`JNGL_001.slb` does not decode.** One bank in 9 519; its payload is not a whole
number of XMA1 packets from any known data offset.
## Reference data
Committed alongside the findings, so the port can be built without a disc in the
loop during development:
* `sylpheed-cli screen info --build <n> GP_TITLE.pak` — the element table, per
build, with pivots, kinds, focus links, keyframes and resting poses.
* `sylpheed-cli screen render` — the reference composite. When the port draws a
screen, this is what it should be diffed against; where they disagree, one of
them is wrong and the disagreement is worth reporting back.
* `docs/re/captures/` — framebuffer captures of the real screens, for anything
that has to be checked against the game rather than against our renderer.

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# Primary objective — a playable menu shell in Godot
# Primary objective — answer everything the menu port needs
**Status:** active, set 2026-08-28. This supersedes "work the RE backlog" as the
agent's primary objective. Reverse engineering continues, but it is now *in
service of* this goal: an item earns attention because the port needs it.
**Status:** active, set 2026-08-28. This replaces "work the RE backlog" as the
agent's primary objective. It does not change what the agent *does* — it is still
reverse engineering — it changes what earns attention: an item is worth doing
when the menu port is blocked on it.
## What we are building
## Who builds what
A Godot 4 project that boots to an interactive main menu using the player's own
disc, through the sequence the real game uses:
**You do not build the port.** A separate agent will build it, from what you
produce. Your deliverable is decoded, verified, written-down answers plus the
reference data that proves them.
| | container agent (you) | port agent |
|---|---|---|
| decodes the disc | ✅ | ❌ — consumes your answers |
| measures the running game | ✅ | ❌ — no emulator |
| writes `docs/re/` and `docs/port/HANDOFF.md` | ✅ | reads them |
| Godot project, asset pipeline, transcoding | ❌ | ✅ |
If you find yourself designing an export schema or writing GDScript, you have
crossed the line. Stop and go back to the question you were answering.
`crates/sylpheed-viewer` is also **not yours to change** for this objective. The
Explorer is the human's tool for exploring and verifying the RE work, it keeps its
static-data-only rule, and the port does not depend on it.
## The target
Someone else has to build this, from your answers alone:
```
developer logo splash → intro video → title / PRESS Ⓐ → main menu → submenus
```
No gameplay. No 3D. No emulator. The success condition is a human pressing a
d-pad and Ⓐ and moving through those screens with the right art, the right
animation, the right music and the right transitions.
No gameplay, no 3D, no HUD, no missions. If an answer is not needed to put those
five screens on a display and let a person move through them with a d-pad and Ⓐ,
it is not in this objective.
**Ready Room is a gated stretch goal.** See §6 — do the probe first, then stop
and report rather than committing to it.
## What is already answered
## 1. The two halves, and the wall between them
Do not re-derive these. They are in `docs/re/` and the
[disc atlas](../re/disc-atlas.html):
The Godot project **never reads a disc format**. It reads only open formats. The
conversion happens offline, in Rust, and the wall between the two is the point:
* **The screen archive.** `GP_TITLE.pak` holds the whole title-side tree — build 4
the title with animating wordmarks, build 5 the five-button main menu, builds
6/8/9 submenus, and the developer splash as the `palogo` bundle in the same pak.
* **Buttons are identifiable as data.** Element kind `0x3002` is a button, `0x0`
decoration, `0x10` a primitive; buttons sort top-to-bottom by resting Y; each
pairs with an `f`-suffixed highlighted variant.
* **The screen vocabulary.** The GamePart id table, 29 entries at `.rdata
0x820A1630`, confirmed by the executable's own factory-registration strings.
* **The resting pose rule** — the hold, not the longest dwell — and that a
keyframe is the *start of a ramp*.
* **Screen composition**, pixel-accurate for the tutorial pause menu and the title
main menu, via `sylpheed-cli screen render`.
* **The logo splash is not a video.** `logo1``logo4` are manifest-bound with no
`.wmv` on the disc; the splash is the RATC screen, which already renders.
```
disc ──▶ crates/sylpheed-export ──▶ export/ ──▶ port/ (Godot 4)
(Rust, uses sylpheed-formats) JSON + PNG + OGG reads ONLY
+ Ogg Theora open formats
```
## The open questions — these are the objective
* **No GDExtension. No Rust in the Godot project.** If Godot needs something it
cannot read, the exporter's job is to emit it in a form Godot can, not to
bridge the two runtimes.
* **`crates/sylpheed-viewer` is not involved.** The Explorer is the human's tool
for exploring and verifying the RE work. It stays Rust/Bevy, it keeps its
static-data rule, and it is neither a dependency of nor a dependent on the
port. Do not refactor it "to share code with" the port.
* `sylpheed-formats` is shared, because it is the decoder and there must be one.
Ordered by what blocks the port earliest. Each is done when its **gate** exists:
a written `docs/re/` result with the evidence, and reference data committed
alongside it.
## 2. The format is a deliverable, not a dump
The second goal of this port is **modding**. That makes the exported layout part
of the product, not a temp directory:
* **JSON, not XML.** Godot parses JSON natively with `JSON.parse_string`; its
`XMLParser` is a SAX-style API that would need a hand-written binding for every
schema. JSON is also what every external tool a modder might reach for already
speaks.
* **Names, never hashes.** A file is `screens/title/main_menu.json`, not
`0x90822a39.json`. Where the disc's own name was never recovered — the six
`*2D` archives and `GP_READY_ROOM`, see [the atlas](../re/disc-atlas.html) —
emit a stable synthetic id **and record in the file that the real name is
unknown**. A modder must be able to tell a recovered name from one we invented.
* **A tree that means something.** `screens/`, `sprites/`, `audio/music/`,
`audio/sfx/`, `video/`, `text/<lang>/` — organised by what a person is looking
for, not by which archive it came out of.
* **Provenance in every generated file.** Source archive, entry index, and the
exporter version. This is what keeps the export auditable against the disc
instead of drifting into an unverifiable fork.
The schema lives in [FORMAT.md](FORMAT.md) and is **versioned**. Changing it is a
deliberate act with a version bump, not a silent edit.
## 3. Derived vs authored — keep these apart
This is the discipline that matters most, and it is the corpus's own rule applied
to a new artefact.
| | `export/` | `authored/` |
| | Question | Gate |
|---|---|---|
| produced by | running the exporter | a human or the agent, by hand |
| contains | what the disc says | what we decided |
| edited by hand | **never** | always |
| committed to git | **no** (see §4) | yes |
| when regenerated | overwritten wholesale | untouched |
| **Q1** | **What is a keyframe time?** Values run 16…269. 60 Hz frames would make the title intro ~4.5 s — plausible and untested. Also: is the ramp linear, or eased? | A measured answer against the running game, not an inference. Everything animated downstream depends on this number |
| **Q2** | **Which build is which screen state?** Confirm build↔state for splash, title/PRESS Ⓐ, main menu and each submenu | A table, each row confirmed against a capture of the real screen |
| **Q3** | **Paint order for these six screens.** Solved at runtime, unsolved from the file — the declaration table is provably not it | Either a rule derived from the bundle, or six measured orders and a clear statement that no file-side rule was found |
| **Q4** | **What does each button do?** Labels are baked into the sprites; no decoded field says which GamePart a button opens | Button → GamePart id, from code or from driving the game. Say which |
| **Q5** | **Navigation semantics.** Initial focus, wrap-around at the ends, whether left/right does anything, what B does on each screen | Observed behaviour, per screen |
| **Q6** | **The boot sequence, and what drives it.** Order is observable; the *data or code* that sequences it is not decoded. Include the attract loop and what returns to the title | The sequence, plus whatever the game reads to decide it |
| **Q7** | **Transitions.** What happens visually between screens — the `pteff00.prm` quads, a fade, a cut — and its timing | Described and timed against a capture |
| **Q8** | **Menu audio.** Which BGM per screen; which cue on move / confirm / back / error. The cue table is complete; the event binding is not | Cue names bound to events, with how you established each |
| **Q9** | **Video binding.** Which movie is the boot intro vs the new-game intro; whether playback is skippable and what ends it | Named movies plus the playback rules |
| **S1** | **Ready Room probe.** *Gated* — one iteration, then stop | A written go/no-go (see below) |
Some things this milestone needs are **not on the disc in any form we have
decoded**, and they must live in `authored/` with a stated reason:
## Known unknowns — say so, do not fill them in
* **Which button does what.** `ptbtn01…05` are sprites with baked-in labels. A
human can read "NEW GAME" off the image; there is no field that says so. The
mapping button → GamePart id is an authored guess until code says otherwise.
* **Paint order.** Solved at runtime, unsolved from the file — the declaration
table is provably not it. For these six screens, author the z-order and mark it
authored. Do **not** let a hand-tuned order leak into `export/` and later get
mistaken for a disc fact.
* **Sound-cue bindings.** Which cue fires on move / confirm / back.
Some of these may turn out to be undecodable. That is a valid, useful answer, and
it is better than a guess, because the port agent will otherwise have to author
the mapping by hand and needs to know it is authoring rather than transcribing.
Every `authored/` entry carries a `why` field. When a later iteration decodes the
real answer, the authored entry is deleted and the exporter emits it instead —
and that transition is the measure of progress.
For each question, the answer is one of:
## 4. Do not commit game assets
* **decoded** — here is the field, here is the disc-wide check;
* **measured** — not on the disc in any form we found, but here is what the
running game does, and here is the capture;
* **undecodable, with reach** — we looked here, here and here, and this is why it
is not there.
`export/` is generated from the user's own disc and **must be gitignored**. The
repository stays a clean-room port: code, schemas, authored mappings and
documentation. Anyone building it supplies their own disc. If you find yourself
committing a PNG of a game sprite or a transcoded video, stop.
Never a fourth thing. In particular: if Q4 ends as "read the labels off the sprite
images by eye", say exactly that — it is then an authored mapping on the port
side, not a disc fact, and mislabelling it would put a guess into the port wearing
the badge of a measurement.
## 5. Milestones, each with a gate
## The Ready Room probe (S1) — one iteration, then stop
Do these in order. A milestone is done when its **artifact** exists, not when the
code compiles.
`GP_READY_ROOM.pak` is the largest UI archive on the disc, 1 106 entries, and only
**6 of its names resolve**. It is also ISL-scripted. That is either a week or a
quarter, and one cheap test tells you which.
| | Milestone | Gate (the artifact) |
|---|---|---|
| **P0** | Exporter skeleton; one screen and its sprites to `export/` | `export/screens/title/main_menu.json` validates against FORMAT.md, and the PNGs open |
| **P1** | Godot renders that screen statically at 1280×720 | A screenshot from Godot beside `sylpheed-cli screen render` of the same build — they should agree |
| **P2** | Keyframe animation | The main menu's buttons slide in. **Measure the time unit first** (§7) |
| **P3** | Splash → title, with the transition | Godot runs the two screens back to back unattended |
| **P4** | Intro video | `ADV.wmv` plays in Godot with audio (§7) |
| **P5** | Main menu: d-pad navigation, focus states, Ⓐ into a submenu, B back | A human clicks through it |
| **P6** | Audio — menu BGM and move/confirm SFX | Sound on the gate in P5 |
| **P7** | New-game intro video after NEW GAME | Plays, then returns to a defined state |
| **S1** | *Gated* — Ready Room. Run the probe in §6 and **stop** | A written go / no-go |
## 6. The Ready Room probe — do this early, it is one iteration
`GP_READY_ROOM.pak` is the largest UI archive on the disc, 1 106 entries, and
only **6 of its names resolve**. It is also ISL-scripted. That could mean a week
or a quarter, and one cheap test tells you which.
**The probe:** our screen catalog enumerates bundles by **content**, not by name
`is_build` / `is_composable` read the bytes. Unrecoverable *paths* therefore do
not necessarily mean unrenderable *screens*.
Our screen catalog enumerates bundles by **content**, not by name — `is_build` /
`is_composable` read the bytes — so unrecoverable *paths* do not necessarily mean
unrenderable *screens*.
```bash
sylpheed-cli screen list "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak"
sylpheed-cli screen render --build <n> "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak" /tmp/rr.png
```
Report: how many builds it finds, whether any composite looks like a Ready Room,
and whether the screens are 2D at all or whether the room is 3D with a UI overlay
— because if it is 3D, this milestone is out of scope by definition and the
answer is no-go, not "try harder".
Report how many builds it finds, whether any composite looks like a Ready Room,
and **whether the room is 2D at all** or 3D with a UI overlay — if it is 3D the
answer is no-go by definition, not "try harder".
**Then stop and write the go/no-go.** Do not start Ready Room work on your own
authority.
## 7. Two decisions already made, and one measurement owed
## Handing it over
**Video: transcode to Ogg Theora.** `ADV.wmv` is WMV3 video with WMA Pro audio,
1280×720 at 30 fps, 137 s. Godot 4 plays only Ogg Theora natively. Transcode with
ffmpeg and **keep the exact command in the exporter's config** so it can be re-run
with different settings. Theora at 720p is not great; if the result is visibly
poor, say so and propose the FFmpeg-GDExtension fallback — do not silently adopt a
dependency. Only `ADV.wmv` and the one new-game intro are in scope; the disc holds
3.3 GB of video and transcoding all of it is not this milestone.
[`HANDOFF.md`](HANDOFF.md) is the single page the port agent reads. Keep it
current as you answer questions: it is a summary with links into `docs/re/`, not a
second copy of the findings. An answer that is not reachable from HANDOFF.md has
not been delivered.
**Screens: `GP_TITLE.pak` is the whole title-side tree.** Build 4 is the title
with the animating wordmarks, build 5 the five-button main menu, builds 6/8/9 are
submenus, and the developer splash is the `palogo` bundle in the same archive.
Buttons are identifiable as data: element kind `0x3002`, ordered top-to-bottom by
resting Y, each paired with an `f`-suffixed highlighted variant. You do **not**
need the undecoded navigation graph to make a vertical menu work.
## Out of scope
**The measurement owed: what is a keyframe time?** Values run 16…269 on the title
build. 60 Hz frames would make the title intro ~4.5 s, which is plausible and
untested. Settle it against a capture before building animation on it — this is
exactly the kind of number that silently poisons everything downstream.
[`ui-resting-pose.md`](../re/structures/ui-resting-pose.md) already establishes
that a keyframe is the **start of a ramp**, not a pose that is held.
## 8. What is explicitly out of scope
3D, gameplay, HUD, missions, the emulator, save/load, localisation beyond English,
and any archive outside `GP_TITLE`, `tables.pak`, `sound.pak` and `dat/movie/`
— except for the Ready Room probe in §6.
3D, gameplay, HUD, missions, save/load, localisation beyond English, the Godot
project itself, any asset pipeline, and any archive outside `GP_TITLE`,
`tables.pak`, `sound.pak` and `dat/movie/` — except for the S1 probe.