Commit Graph

139 Commits

Author SHA1 Message Date
sylph-decoder
5744f379b2 formats: a keyframe's time comes before its pose, and none of them was missing
The placement region is `frames` records of `{u32 time; 36-byte pose}` after an
8-byte header, so the time word PRECEDES the pose it belongs to. Our parser's
40-byte window opened at the pose, four bytes into the record, and then read the
word at its `+36` as that pose's time -- which is the NEXT pose's. Every pose
field was right; only the time association slipped by one.

Two things the corpus has carried for weeks are that off-by-one and nothing
else: "a group's data stops 4 bytes short of its final block's time slot", and
"the last keyframe carries no time". The group is not short (8 + frames*40 is
exact) and no time is missing -- the first pose's time is the lead-in word at
`header + 8` that `parse_placements` skipped without asking what it was.

Disc-wide, 33 archives, 13 991 groups, each test with a control:

  A  lead-in prepended to the shifted times is non-decreasing  13991/13991
  B  a non-zero lead-in is strictly below the next time         5058/5058
     control (another group's lead-in, same bundle)            70.9%
  C  multi-segment alpha ramp at a constant rate, corrected    857/1540
     the same, under the old reading                             0/1042

C is the one that cannot be argued with: interpolation between keyframes is
linear, and under the old reading not one multi-keyframe ramp on the disc comes
out at a constant rate.

Adoption is free on every static composite, which is what the corpus previously
declined it over. `SYLPHEED_KF_TIME_SHIFT=1` moved GP_TITLE build 7 by 13.1% of
its pixels because it left pose 0 untimed; with the lead-in restored, all 12
GP_TITLE builds render byte-identically, and across 217 builds in six archives
only two elements pick a different rest pose -- both times between two poses
that are equally invisible.

`SYLPHEED_KF_TIME_SHIFT` is gone; `SYLPHEED_KF_TIME_LEGACY=1` restores the old
reading for A/B work.

ui_header_time_disc needed one line: 546 bundles whose every group is a single
static pose now report max_time = 0 where they previously reported no time at
all. Excluding them, the result it guards strengthened -- the bound holds over
2 859 bundles instead of 2 313, still with zero violations.

Not established: the executable's own parser. Reach is written down.

docs/re/ui-keyframe-record-layout.md

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Nsxw1A9JseUw99Yw1ZRQzY
2026-08-29 14:01:39 +00:00
sylph-decoder
14fced07b6 re: I cannot measure this emulator's clock -- and that answers the port's 2%
The port put two of my pages against each other: settle->plate 2.135 s and one
focus-ring revolution 2.177 s, both a declared 120 units during a static hold,
2% apart against a 6 ms run-to-run agreement. Fair challenge.

The resolution is that the question assumes a stable wall clock. Same interval,
same container, same day: 2.138, 2.132, and 2.549 s -- a 19% swing, caused by
adding --log_ui_draws=true. The 2% is a fifth of that. The two pages were never
in conflict about the game; they are three readings of one declared quantity
through a clock that moves. What settles the quantity is the disc.

Wall clock cannot separate the hypotheses, so I tried to measure frames instead.
Both instruments are recorded as failures rather than published as numbers:

  * Canary's own [UI-CAP] counter -- the one that produced the corpus's 28.5 fps
    -- costs a third of the frame rate. 300 frames in 16.567 s = 18.11 fps on a
    screen that gives ~28 without it. That reclassifies 28.5 as a load-dependent
    lower bound; it does not overturn it.
  * A distinct-frame counter over the spinning ring FAILED its decisive control:
    15.88 fps against the game's own 17.59 in the same window, 10% low, so the
    ring does not change on every presented frame. Its static control also read
    2.63 instead of ~0. Dead, not tuneable, per METHOD.md.

The rule that follows, and it applies to everything I hand the port: a measured
interval landing near a round number of declared units almost certainly IS that
number of units. Ship the units.

Also recovered here, because the same question needed it: the static PPC route.
Four tools open /work/xenia-rs/sylpheed.db and nothing in this repository builds
it -- no disassembler, no PPC decoder, and default.xex is encrypted (zero
plaintext "GamePart"). Xenia decompresses the image at load, so dump_image.py
reads it out of guest memory and validates it against the corpus's own landmarks:
the 29-entry GamePart id table at 0x820A1630 and the Xbox 360 D3D runtime
strings. String search and table dumps work again; instruction-level work does
not, and the present interval I wanted is an immediate, not a string.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014voBspJ6kFncNErZJuZcLw
2026-08-29 13:16:02 +00:00
sylph-decoder
5fcc89be55 re: the PRESS-A plate arrives 2.13 s after the title settles, measured twice
The one number the port said decides a structural question on its side: whether
`ScreenView` has to draw two builds at once. It does. The boot title shows
build 4 alone, and 2.13 s after build 4 stops animating it composites build 2
over it. Two independent boots agree to 6 ms (2.138 / 2.132), which is under one
sample interval.

Measure from SETTLED, not from first pixels. "First drawn -> plate" is 3.78 s in
one run and 4.26 s in the other, because the build-in animation itself ran 1.64 s
and 2.13 s -- that spread is the emulator's frame pacing, and it is exactly the
kind of number that looks like a measurement.

Ruled out before believing it: that the plate was pulsing all along, too dim for
a thresholded glyph counter. The counter reads EXACTLY 154 -- the committed
no-plate title's own value -- for every frame of a plateau nearly one full pulse
period long, with zero variation, and the surface mean is flat to +/-0.03 across
it. A cycling overlay moves both.

Also settled, and also not:

  * the black hold between two screens is 0.14-0.30 s, which brackets the port's
    authored 0.17-0.23 s and the file's declared 12 units. Their constant stands.
  * the (A)->menu latency is STILL not available, and now the reason is known.
    Both runs freeze one frame for ~1.4 s at surface mean 26.626 -- agreeing
    between runs to six decimals, and reproduced in run 2 with stream restarts
    disabled, so it is not the capture path. It is a guest load stall: the (B)
    path, which loads nothing, has no freeze at all. Any figure from it would be
    an emulator load time.

Refutation attempt, recorded whether or not it survived: navigation.md's "the
title is not input-ready for about ten seconds, and even then (A) registers
roughly half the time". At 7.29 s and 7.28 s after the title settled, (A) was
accepted first press in both runs, as was (B) on the menu. n=2 only makes "half
the time" unlikely (p ~ 0.25); it contradicts the ten seconds outright.

And the standing red banner is withdrawn: the interactive title IS reachable in
this container, twice, with no pad input, in ~3.5 minutes. Why it changed is NOT
established -- this container came up with no Xenia storage root at all, so run 1
created a profile -- and that is written as a correlation for the next session to
test rather than as a cause.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014voBspJ6kFncNErZJuZcLw
2026-08-29 12:15:22 +00:00
sylph-decoder
724e06b134 re: the main menu's focus ring spins continuously -- period 2.18 s, measured
Answers the port's ask: ptbtneff01 is ANIMATED while a button is focused, not
drawn once and held. The existing page said 'the ring SPINS' from one frame at a
large angle, which is equally consistent with a static draw at a fixed angle.

No angle is quoted anywhere. The 360-bin angular estimator written for this
FAILED its own control -- a synthetic 30 deg came back as 0 deg (peak 0.596)
while 90/180/270 came back exactly -- so it was not used. What settles it needs
no angle: total annulus brightness is conserved to 0.4 % while individual
angular bins swing by 24, i.e. brightness moving AROUND the ring, which excludes
a pulse. The temporal-std map is a clean annulus, falling to ~1 both inside and
outside the stroke, which excludes positional jitter.

Period from the profile's autocorrelation: eight evenly spaced peaks, mean
2.177 s over nine revolutions. Even spacing is the internal check a drifting
instrument cannot pass. That is 120 units = 60 frames = 2.00 s at a true 30 Hz.

Also measured, same run: the ring is the ONLY moving thing on the settled main
menu -- temporal std is exactly 0.000 on every unfocused button, the labels and
the footer. And the ring's centre, located from the std map at game
(520.7, 339.7), matches the declared leaf offset's prediction of (521, 340).

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KNR5Y79D1T4bBr6gJQaWFP
2026-08-29 11:50:32 +00:00
Sylpheed RE agent
1eb36c2b9d re(media): the disc ships movies in TWO audio profiles, and 28 of them are 5.1
Probed all 97 movies. 28 are wmapro 48 kHz 6-channel 5.1 -- ADV.wmv and every
S*.wmv story cutscene; the other 69 are wmav2 48 kHz stereo, every RT*.wmv and
hokyu_*.wmv. The split is cinematics vs in-mission radio chatter.

Both movies the menu milestone needs, ADV.wmv (the boot/attract intro) and
S00A.wmv (the new-game intro), are in the SURROUND group.

Why it matters: one ffmpeg command over dat/movie/ produces two different kinds
of result and records neither. The 69 stereo files pass through unchanged; the 28
surround files get downmixed 5.1 -> stereo by ffmpeg's DEFAULT matrix, folding
centre-channel dialogue into L/R at a weighting nobody chose and which is not
stable across ffmpeg versions. That is a content decision inherited by accident,
so it should be stated explicitly and recorded beside the command.

Credit where due: found by the human while checking a transcode, verified
independently here and widened from one file to the whole disc.

Two METHOD entries from the same episode, both about measurement rather than
format: don't probe a file another process is still writing (a half-written
transcode reported 33 s against a 137 s source, no error, nearly a filed bug),
and a difference-signal RMS is meaningless before cross-correlation alignment
(-34.2 dB against a -25.3 dB source looks like failure and is inconclusive).
2026-08-29 08:57:56 +00:00
Sylpheed RE agent
6779d9c807 media: expose se_wave_riff -- the menu's SE cues, assembled where the format lives
The port is forbidden from reimplementing media assembly and Static.slb is
exactly that case: no RIFF, no seek chunk, no XACT container, just a packed run
of whole 2048-byte XMA1 packets, so a wave is defined only by (offset, packet
count) and the header has to be synthesized. That step now happens once, in the
crate that owns the format, instead of in each consumer.

`slb::xma1_wave_riff` wraps raw packets; `media::se_wave_riff` looks the bank up
and reads just the packets asked for. Both reuse the existing synth_xma1_fmt /
build_riff, which are already byte-identical to what tools/re-capture/
slb_extract_wave.py writes -- so this is exposure, not a second implementation.

It reads a TARGETED range rather than the whole bank, and that is load-bearing:
Static.slb is the ONE entry of sound.pak's 9 519 whose declared extent runs past
the end of the extracted segments -- by exactly 616 768 B -- so reading it whole
fails outright on this extraction. Every cue we need is in the first few hundred
KB. Recorded rather than worked around silently.

Verified as an artifact, not a compile: all three cues decode through ffmpeg to
mono 48 kHz PCM at 0.533 / 0.344 / 1.016 s, non-silent (rms 2085 / 2985 / 4327,
peaks 29813 / 16973 / 32767). The refusal path is exercised in the same run --
an impossible packet count is rejected rather than returning a short stream,
because a truncated XMA decodes to plausible-sounding garbage.

Also adds docs/re/captures/ORACLE-CAPTURES.md: an index of the nine canary
framebuffer captures already in this repo, and a plain statement that THEY are
the reference and `screen render` is not.
2026-08-29 08:41:42 +00:00
Sylpheed RE agent
1a82ade187 re(ui): the 60 nameless RATC children are frames, not children -- .tan decoded
Closes the reach caveat the `opt ` name fix left behind: 60 of 18 002 RATC
children carry no `opt ` block, and it was not established whether they lack one
or sit past our 128-byte window.

Neither. They are not children. `examples/ratc_optless_children.rs` re-runs
`ratc::parse`'s own guards over the disc and reports which one fired: all 60 are
"tag beyond the window", none is rejected by length, gap or charset, none is
child #0, and all 60 live in six bundles of one archive. Within a bundle the
distances back to the nearest tag are an exact arithmetic progression, step
60 600 -- ten different records finding the SAME tag, because there is only one.

Reading a bundle directly: children 1..10 are equal-size T8aD blocks under a
single `opt ` name, `pb_f15_eg_anm.tan`. `.tan` is a FRAME SEQUENCE. One block
declares the resource; its payload is a run of T8aD frames.

Disc-wide, over all 18 718 `opt ` names in all 33 paks: a RATC bundle names
exactly six kinds of resource -- `.t32` 14 756, `.rat` 3 311, `.prm` 367,
`.tbm` 224, `.sbo` 54, `.tan` 6. Six `.tan`, ten frames each = 60, the entire
population with nothing left over. The negative is closed, not narrowed.

Consequence recorded but deliberately not fixed: `ratc::parse` over-reports
there, listing a `.tan`'s frames as anonymous children. Nothing in the menu
milestone reads a `.tan` -- it occurs only in GP_READY_ROOM, which S1 ruled
out -- so no screen the port draws changes.

Also a METHOD entry for this container OOM-killing `slb_leading_segment_disc`
under default test parallelism (SIGKILL, no assertion; 8/8 pass with
--test-threads=1).
2026-08-29 07:39:09 +00:00
Sylpheed RE agent
0ed33bcd38 re(ui): a RATC child's name is stated, not inferred -- and it was hiding every menu background
`ratc::parse` named each child by scanning backwards for the last printable run
of bytes before its magic. The format states the name explicitly instead, in an
`opt ` block: `"opt " | BE32 len | name | NUL | 3 bytes | magic` -- the same
block `ui_layout::opt_link` already read for a button's focus link.

The scan agrees with it 17 918 times out of 17 942 and is wrong 24 times, every
one the same failure: the 3 trailing payload bytes are themselves printable and
beat the real name. For `pteff05.t32` those bytes are `38 41 58` = `8AX`, so the
full-resolution background of all five menu screens registered under a name no
element declares, resolved to no sprite, and `compose` dropped it through an
early `continue` that -- unlike the two arms above it -- records nothing. The
screen lost its background and `screen render` still reported "all resolved".

`8AX` was never a name. Docs that treated it as one are corrected here.

Disc-wide, and the control is the 17 918 the scan already got right: the `opt `
reading reproduces every one of them. Effect on the five screens is the
signature of the same art at twice the resolution -- mean brightness unmoved,
high-frequency detail x1.15..x1.30 -- which is what the separately-measured
`ui-8ax-fullres-background` result said the game draws.

Also closes a long-standing dangling reference: `pmbase.t32`, recorded as "on
the disc nowhere", is the `GP_STAGE_CLEAR` child the scan called `8AX`. RATC
sibling references now resolve 10 148 of 10 148.

Verified: 114/114 sylpheed-formats unit tests (including two new ones pinning
the `8AX` case byte for byte and the no-block fallback), and every disc-gated
integration suite in sylpheed-formats/sylpheed-cli.
2026-08-29 07:26:56 +00:00
Sylpheed RE agent
04a3ae1389 docs: withdraw yesterday's "paint order is a sequence" -- wrong source
Last iteration I claimed the splash's measured_paint_order [0,2,4,6,1,3,5]
records, between its glow and logo halves, the temporal order they were
seen in rather than depth -- because the halves never share a frame.

The no-overlap measurement is right (glows f94-115, logos f116-211). The
inference is wrong, on two independent grounds:

  * Wrong source. That vector is not a read of the draw capture. It is a
    read of the live screen object's CHILD ARRAY -- ui-screen-runtime.md
    records it literally as "paint order (child slots)". A child list has
    a definite order whether or not its children are ever drawn together,
    so co-occurrence does not bear on it. The capture was the CHECK.
  * The order is in the file anyway. paint_order_audit on GP_TITLE entry
    11: derived == measured, 0 inverted pairs, 0 same-layer-key ties. The
    glows and logos carry distinct T8aD keys (0xa100 < 0xa110), so the
    file orders the halves statically, no capture involved.

I asked the question that started this iteration -- do the title and menu
orders have the same problem -- and the answer is that none of the three
does, for the same reason.

What survives is narrower and now recorded with numbers: how much of each
order its capture actually cross-checks. The title capture is stable (8
draws / 12 quads / 5 textures, identical in all five captured frames
across two logs) and confirms 7 of 24 positions; the menu capture is not
(texture 0x11C30000 present in frame 0, gone by frame 3); the splash
capture cannot cross-check its middle at all.

A counting trap worth the tool: count QUADS, not draws. The menu's draw 9
is indices=24 -- six quads batched from one texture. Counting draws reads
9 where 16 are on screen, and an earlier pass of this analysis briefly
"found" three quads for six declarations that way and concluded elements
were missing. They were batched.

METHOD: check what a "measured" value was measured FROM before reasoning
about its limits. The co-occurrence rule is real, and it is specific to
orders read from draw captures.
2026-08-29 05:19:44 +00:00
Sylpheed RE agent
11aa4ec7cf re(ui): deliver the measured splash sequence the port has to author
The activation decision is code, and MISSION already says the port
authors the sequence -- so the useful move is to hand over the sequence
measured rather than chase the code. From the 235-frame draw capture, at
1 frame = 1/30 s (2 units/frame, 1 unit = 1/60 s, both settled in Q1):

  publisher: SQUARE ENIX logo    f1-90     90 frames   3.00 s+   at 0.00
  (gap, nothing drawn)           f91-93     3 frames   0.10 s    at 3.00
  developer: both glows          f94-115   22 frames   0.73 s    at 3.10
  developer: both logos          f116-211  96 frames   3.20 s    at 3.83

Three limits, stated with the numbers rather than after them. The capture
opens with palogo_sqex already at a=255, so the publisher phase began
before the window and 3.00 s is a FLOOR -- every "starts at" is relative
to the capture, not to boot. palogo_anima and palogo_anima_eff get 0
draws in all 214 frames, so a third pair's phase is not in this
measurement. And it is one capture, one run: the glow->logo switch being
a single frame boundary with no overlap is a strong shape, but each
duration is one sample.

What is solid is the part that matters: the 0.73 s and 3.20 s phases are
each within 2% of their element's declared span, so the durations are the
bundle's own and only the ordering is authored. That is the difference
between a port transcribing timing and inventing it.
2026-08-29 05:00:54 +00:00
Sylpheed RE agent
6be691222b re(ui): the structural case for last -- 2 293 of 2 305, checked disc-wide
The weakness in the rest-rule finding was that `last` had been SCORED on
only two elements. It cannot be scored on more -- only two ambiguous
elements sit on a screen with a live capture -- but the entry -> hold ->
exit model makes a prediction that can be checked on all 2 305: what does
each element's FINAL keyframe look like?

  final keyframe invisible (a = 0)          1 618   transient: gone at rest
  final keyframe visible, at max alpha        675   faded in and stopped
  final keyframe visible, BELOW max alpha      12   genuinely unclear

Of the 687 that end visible, 472 have monotonically non-decreasing alpha
-- a plain fade-in that stops, [0, 255] over two keyframes in the
commonest case (pjex_eff.rat, pghud_speed_cut.t32) -- and another 203 end
at their maximum after dipping.

So `last` is structurally defensible for 2 293 of 2 305 (99.5 %), against
a dwell rule that returns a mid-movement frame by construction. Observed
correct for 2, structural for 675, model-consistent for 1 618, unclear
for 12.

The assumption carrying the 1 618 is stated rather than buried: that a
plateau-less element's animation has finished by the time the screen is
settled. The draw log establishes exactly this for the two splash glows
(drawn frames 94-115, logos 116-211) and establishes nothing for the
rest.

Default still unchanged. The case is now observational, structural and
model-based rather than two data points, but it would move 1 896 elements
and the decision belongs with whoever owns the renderer.
2026-08-29 04:34:21 +00:00
Sylpheed RE agent
6a7c42366c re(ui): quantify what changing the rest rule would do disc-wide
The open question was whether "last keyframe" holds beyond the two
elements I could score against a capture. It cannot be scored disc-wide --
only two ambiguous elements sit on a screen with a live capture -- but the
blast radius can be measured, and it argues the same way.

  genuinely ambiguous elements                       2 305
    the two rules AGREE on                             409  (17.7 %)
    they DIFFER on                                   1 896  (82.3 %)

  dwell (current): invisible pose 1 711 (74.2 %), zero-scale 195 (8.5 %)
  last           : invisible pose 1 618 (70.2 %), zero-scale  43 (1.9 %)

Two things follow. It is not a marginal choice: the rules disagree on 82%
of the affected elements, so "either is fine" is not available. And the
current rule produces 4.5x more degenerate poses -- a zero-scale pose is
collapsed to nothing, i.e. an element's PRE-ROLL before it has grown in,
which is definitionally not a rest. 195 elements currently rest at a frame
they are only passing through, against 43 under last.

That is an argument from the data's own structure rather than from the two
captures, and it points the same direction.

Kept honest: it is indirect. Fewer degenerate results is not the same as
more correct results, and last still returns an invisible pose 70% of the
time -- right for a transient element, wrong for a persistent one. The
default stays put; the numbers are in HANDOFF for whoever decides.
2026-08-29 04:24:40 +00:00
Sylpheed RE agent
00431a7a8a docs: the suite is heavy, not hung -- correcting my own "cannot terminate"
Last iteration I wrote that build-reborn test cannot finish in a working
session, from having watched it run 3h26m. That was the stronger claim
and I made it without measuring the work.

Timing `mesh info` on each of the 166 .xpr containers with a 25 s cap:

  files scanned                166
  exceeding 25 s                19   Hangar, 17 Stage_*, ptc_pack
  Stage_S02 to completion      144 s, rc = 0

Nothing hangs. Nineteen heavy containers at roughly two minutes each is
about 45-60 minutes for one pass, before the 147 fast ones. The 3h26m
observed was that hour of work running at a load average of 9-14 --
inflated by the two duplicate runs I had left going, which did not merely
coexist with the slowness but multiplied it.

The practical conclusion is unchanged and only the wording softens: an
hour-scale suite is not an iteration-scale gate, and every "green" I
reported from it this session was partial. But an hour-scale gate can be
run deliberately, whereas a hung one cannot be run at all, so the
distinction is worth having right.

File list committed as reference data so the cost is attributable without
re-scanning.

METHOD: a slow thing observed under contention looks like a stuck thing;
measure the work before choosing between "cannot finish" and "takes an
hour".
2026-08-29 04:02:34 +00:00
Sylpheed RE agent
cdc3186a80 re(ui): premultiplied alpha refuted for bit 0x02; parking the field
A per-sprite premultiplied-vs-straight-alpha flag would matter a lot to a
port and has a sharp static signature: premultiplied means RGB <= A
everywhere. Over the 170 decoded GP_TITLE textures that pair to a flag
word:

  bit SET    n= 61   mean %(RGB>A) 55.52   median 52.52
  bit clear  n=109   mean %(RGB>A) 33.66   median 30.17

Premultiplied requires ~0% for the flagged group. Both groups are far
from it and the flagged group violates MORE -- the opposite of the
hypothesis. Refuted.

What remains is a weak association: flagged sprites carry more
bright-RGB/low-alpha pixels, which is what glow art looks like. But the
best single threshold classifies 76.5% against a 64.1% base rate -- a
12-point lift with badly overlapping distributions. A tendency, not a
rule, and reported with its base rate so it cannot read as more.

Noted for whoever returns: "0x02 selects an additive blend" was refuted
by blending those sprites additively and finding every measure worse
against the capture -- but that ran through a title render since fixed
twice (rest_plateau, and the 8AX background the composer drops). The
refutation may well stand; it was measured through a renderer with known
other errors, so it is worth one re-run if blit ever gains additive
blending.

Parking the field. Four candidate meanings are dead -- additive blend,
eff name in both directions, transient element, premultiplied alpha --
none produced a positive account, and the bit blocks nothing: the port's
screens composite at 0.947 correlation against a capture without it. The
negative space and the sound attribution method (child order, not size)
are written down so a later attempt starts here.

METHOD: report a classifier's lift over its base rate; and park a field
after N failed hypotheses, saying what was eliminated.
2026-08-29 03:23:40 +00:00
Sylpheed RE agent
2740cbef55 re(ui): the eff-name implication for bit 0x02 is refuted disc-wide
Last iteration I killed the biconditional and reported that the one-way
reading survived: all 10 bit-set sprites on GP_TITLE build 4 are eff
names, so "bit set => eff name". Checked over the disc, that is false.

  sprites with a resolvable preceding name   14 709
    bit SET   & name has 'eff'                2 338
    bit SET   & name lacks 'eff'              2 657   <-- counterexamples
    bit clear & name has 'eff'                1 399
    bit clear & name lacks 'eff'              8 315

  P(eff | set)   = 0.468
  P(eff | clear) = 0.144

The implication fails more often than it holds. What survives is an
association -- 3.3x enrichment -- and build 4's 10/10 was a local naming
habit in an 18-element bundle, not a format rule.

The counterexamples are the useful part: pv_loading_ring0,
pv_loading_light0-3, pv_loading_line, px_bunk_line, px_top_extra. Rings,
glows, lights, thin lines -- effect-like artwork that does not carry the
eff naming convention. Consistent with the bit marking effect sprites by
authoring intent rather than by name, which is a description and not a
decode, and is labelled as such.

Names here come from the string immediately preceding each T8aD,
validated 17/18 on build 4 against the RATC child order; the single
mismatch is the known pteff04.t32 -> registered as 8AX case, so this is
the element (opt) name rather than the sprite's registered name. That
mismatch is itself an independent confirmation of the 8AX finding,
reached from the opposite direction.

METHOD: a pattern perfect on one screen can be near-chance on the disc;
and when an association survives a refuted implication, the
counterexamples are the finding.
2026-08-29 03:20:24 +00:00
Sylpheed RE agent
5b783e276b re(ui): the game does query the display gamma -- measured, with its control
Last iteration's corrected experiment, run. Boot with --log_mask=12
--log_level=3 (Kernel logging on, Cpu/Gpu off), which changes nothing
about the output and so cannot perturb the capture harness the way the
gamma-cvar experiment would have.

VdGetCurrentDisplayGamma is called once, at video init:

  d> VdGetSystemCommandBuffer(701CF830, 701CF804)
  d> VdGetCurrentDisplayGamma(701CE1F8(00000000), 701CE1F0(0))
  d> VdSetDisplayMode(40000000)
  d> VdGetCurrentDisplayInformation(701CF110)

The control is in the same log: 359 VdRetrainEDRAM and 358
VdGetSystemCommandBuffer lines, so an absent call would have been
visible. Per the export's own comment the returned type is "used in D3D
SetGammaRamp/SetPWLGamma" -- the game asks the question a ramp-builder
asks, at the moment one would ask it.

Still open, and stated: whether it then WRITES the ramp, and whether the
measured gamma 1.34-1.49 is that ramp. The write is a GPU register
operation (DC_LUT), invisible to kernel logging; a GPU trace records
gamma ramps as a command type (TraceWriter::WriteGammaRamp), which is
where to look next.

Worth its own METHOD line: this had been parked behind "needs the
emulator to reach a menu" for several iterations, and it needed the
emulator only to BOOT -- video init happens in the first seconds. A
blocker that stops one experiment does not stop every experiment in the
same area.
2026-08-29 02:51:32 +00:00
Sylpheed RE agent
6c4e5d3d71 re(ui): settle 8AX vs ptbase statically -- the game draws the full-res one
I had parked this as "needs a per-draw capture recording texture base
addresses". It did not. 8AX (1280x720) and ptbase (640x360 at 200%) are
the SAME artwork at two resolutions, which is exactly why comparing
either against a capture is inconclusive -- and why comparing their
DIFFERENCE is not. Compute 8AX - upscale(ptbase), the detail only 8AX
has, and ask whether the capture contains it.

Both candidates are first mapped into the capture's tone domain with the
measured gamma; without that the residual is dominated by the tone
difference and the test is blind.

  main menu  corr +0.0475   controls +0.0032 shift, -0.0075 flip   68% of ceiling
  title      corr +0.0634   controls +0.0095 shift, +0.0086 flip   68% of ceiling

Two independent screens, both at 68% of the theoretical ceiling
(sd of the 8AX-only detail over sd of the capture residual), 7-15x their
matched controls. The controls preserve spatial correlation and destroy
only alignment, so they are what "no signal" looks like.

So the recommendation changes: resolve the name and draw 8AX at 1:1.
Upscaling ptbase 2x is wrong, not merely softer. Still do not draw both --
an opaque layer over an identical one costs fill and hides later changes,
and ptbase's element is the one carrying the keyframes, so a consumer
needs its timing with 8AX's pixels.

Also recorded and withdrawn: a cruder pixel-pair test gave 0.00-0.72 for
upscales, 0.98 native and 1.01 for the capture -- apparently decisive.
Additive noise raises both terms of that ratio equally and drives any
value toward 1; fitting a noise term, both "native + noise" and "bilinear
+ noise" reproduce the observed numbers. The conclusion is right, that
test does not establish it, and it is in REFUTED because the number looks
conclusive and is not.

Not shown: whether ptbase is also drawn underneath. 8AX is ~86% opaque
and carries the same art, so it would hide it either way.
2026-08-29 02:40:53 +00:00
Sylpheed RE agent
6c8ee2ee6a docs: the UI decode's own evidence images were unreachable -- 11 links repaired
The brief's rule is to commit reference data beside the finding so the
port can be built without a disc. Nothing had ever checked that the docs'
cited artifacts actually exist. doc_link_check.py walks every markdown
file under docs/, resolves each relative link, and reports targets that
are missing -- and separately targets that resolve to a ZERO-BYTE file,
which looks fine in any listing.

  links resolving   1038 -> 1049
  missing targets     16 -> 5
  empty targets        0 -> 0

+11 resolving and -11 missing against 11 edits: the counts pair, which is
the confirmation the pass did what it claimed and touched nothing else.

Two of the sixteen were the evidence for the UI layout decode itself.
structures/ui-rat-layout.md is what the port is built on, and its two
figures -- backing "the tutorial PAUSE menu rebuilds pixel-accurately
from its sprites" and "the same method reproduces the main menu" -- were
written as captures/ui-layout/... from a file in structures/, one
directory too shallow. The headline evidence for the decode could not be
opened from its own document.

Eleven links had the wrong relative depth with the target present. Each
was rewritten only where exactly one candidate path resolved, so nothing
was guessed; the first pass left three alone because equivalent spellings
(captures/../captures/x) failed to collapse, and a second pass normalised
them.

Five remain genuinely absent and are left rather than invented: two point
at MEMORY.md outside the repo, one at a header in the separate
xenia-canary-native tree, and two name documents that were never written
(weapon-datasheet-runtime.md, canary-build-verified-env-confound.md).
None is port-relevant. A missing document is a different problem from a
bad path and is not something a link fix should paper over.
2026-08-29 02:34:16 +00:00
Sylpheed RE agent
af43563806 re(ui): measure the paint-order hedge -- exact on 4 of 5, and bound the rest
`compose` claimed the derived paint order "reproduces both measured
orders up to ties". That sentence was never measured and was stale by
one: there are three measured orders, not two. examples/paint_order_audit.rs
checks it.

  main menu (entries 5, 8)      derived == measured   0 inverted pairs
  developer splash (11, 14)     derived == measured   0 inverted pairs
  title (entry 4)               DIFFERS               8, all same-key ties

So the claim holds and the exception is entirely ties -- but two of those
ties are total occlusions, not near-misses. The tied family is the five
ptlogo_back2eff glows (key 32899); back2eff5 is 1133x280 and FULLY
CONTAINS back2eff3 (82,824 px^2 = 100% of the smaller) and back2eff4
(152,047 px^2 = 100%). Derived paints it on top of two glows it entirely
covers; the game paints it underneath. A tie-break by declaration index
can therefore be wrong by a whole layer. The title itself is unaffected --
it has a measured order.

The port's actual exposure, per screen: title, main menu and developer
splash all use MEASURED orders; the publisher splash is derived but has
ZERO ties, so it is fully determined; EXTRAS is derived with 15 tied
pairs of which only 2 OVERLAP. Two element pairs on one screen is the
whole risk, and that is what HANDOFF now says -- not the raw 15, which
would have overstated it 7x.

Reach stated: this compares the derived order against orders measured
from the game, not an independent derivation, so where no measured order
exists only the tie exposure can be checked. Overlap uses pivot*2 as the
element size at its resting placement.

Stale comment in compose corrected. METHOD: a hedge in a code comment is
an unmeasured claim; and count the cases that can bite, not the ones that
match the pattern.
2026-08-29 02:22:01 +00:00
Sylpheed RE agent
00b6259e9a re(ui): finish the top-level rotation census; record the JP-capture blocker
Two threads had converged on needing one capture this container cannot
take, so this iteration records that and finishes something reachable.

BLOCKED, written into MISSION.md rather than worked around: Q1's keyframe
time association and the rest() rule for plateau-less elements both now
hinge on a running capture of GP_TITLE build 7, the Japanese title. The
console language is not settable here -- user_language appears only as
DECLARE_int32 at four call sites with no DEFINE anywhere in the tree, and
it is absent from the registered cvars in xenia-canary.config.toml. There
is no flag to pass, and guessing one is specifically unsafe: run-canary's
own header records that xenia calls ShowSimpleMessageBox from
ParseLaunchArguments before logging starts, so a bad flag blocks forever
with an empty log. Rebuilding canary to add the cvar would be improvising
around the blocker; it needs a human decision. Neither question blocks
the five menu screens.

FINISHED: the disc-wide top-level rotation count, left running four
iterations ago as a shell loop over `screen info --geometry` that never
completed (it decodes every texture per build). Walking the placement
region directly takes seconds.

  top-level elements with a keyframe group   15 493
  carrying a non-zero rotation                2 152  (13.89 %)

Both controls pass: GP_TITLE build 4 reports 0 (its rotations are the
nested ptloop records) and GP_DIALOG build 0 reports the expected two.

The control earned its place -- the first version indexed the pak with a
`screen list` BUILD number and got 0 for a screen that has two, because
GP_DIALOG build 0 is entry 2. GP_TITLE maps 1:1, which is how the
assumption survived. METHOD line added.

Two free corroborations of the rotation decode. The rotated population is
dominated by tactical-map ship icons -- pbb_destroyer 444, pbr_destroyer
402, pbr_fighter 276 -- i.e. markers rotated to heading, the single
largest use of the field on the disc. And GP_TITLE entry 7's Japanese
wordmark pieces settle from ALTERNATING tilts:

  ptlogo3a  r = 0, -14, -4, -1, 0, ...
  ptlogo3b  r = 0, +14, +4, +1, 0, ...
  ptlogo3c  r = 0, -14, -4, -1, 0, ...

Same magnitudes, opposite signs, all decaying to upright. A misread field
does not produce that.
2026-08-28 23:46:54 +00:00
Sylpheed RE agent
d6a24f40f7 re(ui): scale 0 means collapsed, not "unset" -- stop drawing it full size
blit() and fill_quad() both opened with

    let sx_pct = if kf.scale_x == 0 { 100 } else { kf.scale_x };

so an element whose pose is collapsed to nothing rendered at FULL SIZE.
I first described this as "a 1-pixel sliver", reading the .max(1) in the
size arithmetic two lines below -- the guard above it meant .max(1) never
saw a zero. Read the whole function, not the lines you went looking for.

Control run before the change: if 0 meant "unset", something on the disc
would use it throughout. Nothing does.

  elements with a keyframe group                    15 493
  at least one keyframe at scale 0                   2 166
  EVERY keyframe at scale 0                              0
  zero is a transient the element grows out of       1 762

ptlogo_eff3.t32 runs 0% -> 200%. An "unset" marker no element ever uses
throughout is not a marker.

Both functions now return without drawing when either scale is 0.

Reach: 24 of 24 renders byte-identical across GP_TITLE (all 16 builds),
GP_PAUSE_MENU and GP_OPTIONS -- additive on every screen the port needs.
195 elements have a guessed rest pose at scale 0 and 126 of those have a
non-zero alpha, so the old code painted them; all 126 are in
GP_READY_ROOM.pak, which S1 already declared a no-go. They are
tactical-map sprites at sx=0/sy=100, mid-horizontal-wipe, that the
coercion drew full-width.

So: a real correctness fix with no visible effect on the menu port.
Suite green, 122 passed / 0 failed across 3 suites at commit time.
2026-08-28 23:38:37 +00:00
Sylpheed RE agent
786ca36c97 re(ui): size the rest() guess disc-wide, and refute my own proposed fix
Follows up the defect found last iteration: rest()'s dwell fallback is
guessing whenever it runs. Two things were open -- how big it is, and
whether "rest = the last keyframe" is the fix. Both are now answered, and
the second is answered no.

plateau_census.py walks the placement regions directly instead of going
through `screen info --geometry`, which decodes every texture and cannot
do a disc-wide pass in reasonable time. Its control reproduces GP_TITLE
build 7's three fallback elements and names ptlogo_eff3.t32 among them
before counting anything.

  elements with a keyframe group      15 493
  no plateau -> rest pose is guessed   3 807  (24.57 %)
    ... current rule returns invisible 1 711  (44.9 %)
    ... current rule returns scale=0     195  ( 5.1 %)
  the two candidate rules agree        1 911  (50.2 %)

195 elements get a rest pose with scale 0%, which is not a pose. And
disc-wide the choice of rule is not cosmetic: the candidates agree half
the time.

But the port's exposure is one element. Across main menu, EXTRAS, title
and the developer splash, 14 elements are plateau-less and the two rules
agree on 13. The single disagreement is palogo_anima_eff.t32.

And "last keyframe" loses there, on a control that needed no new capture:
the splash carries three sibling glows with identical structure and
identical times --

  palogo_gamearts_eff  15:a=0 30:a=255 45:a=255 -:a=0  plateau -> visible
  palogo_seta_eff      15:a=0 30:a=255 45:a=255 -:a=0  plateau -> visible
  palogo_anima_eff     15:a=0 30:a=255 45:a=212 -:a=0  no plateau

-- differing in one byte. "Last keyframe" makes anima alone invisible
while its two siblings stay lit. The capture agrees weakly: box-mean
ratios capture/render are gamearts 0.717, seta 0.723, anima 0.772, and a
glow we drew that the game does not would put anima below its siblings,
not above.

So the defect is measured and the fix is still undecided. Nothing in the
decoder changed.
2026-08-28 23:23:55 +00:00
Sylpheed RE agent
8c1a5669b8 re(ui): Q1 -- the interpolation law holds, the group timeline does not
Q1's gate asks whether the ramp is linear. It is, and that result stands:
it rests on the splash's _eff glows, which reproduce exactly. This adds
the part that does not.

The test is a calibration, not a fit. Fix the clock on
palogo_gamearts_eff -- declared 15-unit fade-in 0@15 -> 255@30 against
captured alphas 34,68,102,136,170,204,238, a constant step of 34, giving
t = 2f - 171 -- then check that against the glow's own next landmark: its
declared hold ends t=45, predicted frame 108.0, observed last full-alpha
frame 107. Then apply it to palogo_gamearts in the same bundle and the
same frames, with no free parameter left:

  declared a=232 at t=206 -> frame 188.5, observed alpha 255
  declared a= 32 at t=210 -> frame 190.5, observed alpha 255

The logo is still at full alpha nine frames after it should read 32; its
fade-out runs ~17 frames late; its declared 80-frame fade-in is never
drawn. Not culling -- the same element is submitted down to a=7 on the
way out. Calibration-free version: the declared fade-out spends 12 of 16
units dropping 23/255 of the alpha, and the capture has no such plateau.

Candidate, offered and NOT adopted: if +36 held the NEXT keyframe's time,
the fade-out shape fits (RMS 4.05 vs 12.13, two elements) and the
decoder's "last block's time is unreadable" special case disappears --
the last block would simply have no successor. Rejected for now because
it explains neither the missing fade-in nor the lateness, and because the
_eff elements cannot discriminate between the readings at all (with four
blocks the shift only relabels the phases). Decoder unchanged.

Also withdrawn, mine, within the iteration: "the _eff glows hold a
constant alpha 33". They ramp 34 -> 255 in steps of 34. I printed the
series minimum and read it as its range, with a "14 distinct colours"
column sitting next to it saying otherwise.
2026-08-28 22:56:17 +00:00
Sylpheed RE agent
f5097779e4 re(ui): rotation is not nested-only, and the pivot-anchored scale is measured
Two corrections and one new confirmation, all from finishing the sweep I
left running last iteration.

Refuted, by my own sweep, within the hour: "rotation appears to live only
in nested .rat leaf records". That held for GP_TITLE, GP_BUNK and
GP_CHALLENGE -- the three archives the sweep had reached when I wrote it
-- and fails on GP_DIALOG and GP_DEBRIEFING_PILOTLOG, which rotate
top-level elements. Scoping the claim made it cheap to withdraw, but the
sentence should have waited for the sweep.

Those top-level cases are the best evidence on the disc, and they show up
in `screen info --geometry` without a hex dump. GP_DIALOG build 0:
pceff03/pceff04 ramp r = 90 -> 30 -> 10 -> 3 -> 0 while alpha ramps
0 -> 255 and they slide into place -- a swing-in settling upright. Build
6: pzeff02 ramps 43 -> 61 -> 75 -> 90 while scaling 112% -> 200% and
fading to 0 -- a spin-out. Rows committed as reference data.

New: the pivot-anchored scale term in blit, kf.x - pivot*(scale-100)/100,
was implemented and reasoned about but never measured, because every
element previously examined sits at 100% scale where the term is exactly
zero. The ptloop pair scale 600% and 800%, where it is worth 450 and 630
px. Formula predicts centre y = 360.0 for both; capture measures 359.1
and 360.0. Top-left anchoring predicts 810 and 990. Horizontally it makes
t-from-position agree with t-from-alpha to 0.33 / 0.65 units against ~8
without it.

That agreement does NOT prove linear interpolation -- both fields were
inverted through the same linear map, so a shared easing curve cancels.
It shows position and alpha ride one shared parameter. Recorded as such.

The disc-wide sweep is still running; the count is incomplete, the
existence is settled.
2026-08-28 22:46:44 +00:00
Sylpheed RE agent
ffd1a30ba7 re(ui): decode keyframe +12 as screen-plane rotation in degrees
The rotated quads on the title screen come from the keyframe block after
all. The earlier negative -- "every GP_TITLE build 4 element has all three
angle words at zero" -- read the right bytes over too small a region: it
walked the top-level declaration table, and the rotated elements are the
nested leaf records ptloop01.rat / ptloop02.rat.

Confirmed against the framebuffer rather than against our own renderer.
The two records declare +12 = 30 and -45; the GPU capture submits their
quads at +30.26 and -45.28 degrees -- magnitude and sign, two different
values. Corroborated by shape in GP_BUNK 117ca14f, where +12 ramps
0 -> 360 with position, scale and alpha constant: a spin in place.

Identifying which draw it was needed edge lengths, not bounding boxes:
400x1076 and 400x1444 against pteff03/pteff03a 399x180 at the elements'
two different declared scales, 600% (1080) and 800% (1440). The same test
names three known-positives in the capture (ptlogo1, ptcopyright,
ptbtn00), so it passes its own control.

Keyframe gains rotation_deg plus unknown_4/unknown_8, carried rather than
dropped. NOT rendered -- ui_layout::blit is axis-aligned only, so the
reference renderer and the port will both draw these upright until a
rotating blit exists.

The census tool ships with the trap that broke its first version: nested
RATC blobs are not 4-byte aligned, so an aligned scan found 0/3 of its
own control blocks and missed 16 341 blocks. Disc-wide +12 is non-zero in
14.50 % of 83 862 blocks.

sylpheed-formats tests, SYLPHEED_DISC set: 131 passed, 0 failed across the
6 suites finished at commit time; the run had not yet completed.
2026-08-28 22:42:00 +00:00
Sylpheed RE agent
bb16b226d3 re: the ten states are ONE PHASE of five -- and phase 0 is the splash
Chasing where the event code comes from turned up the level above and
corrected my own framing three sections running.

sub_821C6458 has exactly one caller, sub_821C7850, and that caller is
itself a dispatcher -- on a SECOND, outer state field at this+132, five
phases, gated on this+16 == 3. Phase 4 is the title/menu machine I have
been decoding. Phase 0 is sub_821C5690, which the iterate3E notes had
already fingered as the splash mechanics from a completely different
direction. That agreement is the useful check here.

So GamePart_Title has two nested state fields: a phase at this+132
choosing which sub-machine runs, and the state at this+136 inside phase
4. Everything I decoded over the last three iterations -- ten states,
eighteen edges, the event dispatch -- is phase 4 ONLY. Phases 1, 2 and 3
are untouched. I have called that out in REFUTED against my own earlier
wording rather than quietly restating it.

And the event code is forwarded, not created: all five phase handlers are
called with the same (this, r29, r28), where r28 is sub_821C7850's own
third argument passed through untouched. So the event vocabulary is
defined at least one level further up, and finding what 3, 5, 8, 10 and
25 mean means going up again. Not done.
2026-08-28 20:05:27 +00:00
Sylpheed RE agent
91e9f07e40 re: state 4's edges are selected by an event code -- 6 of 26 handled
Continuing Q6's last item: the condition on each edge.

sub_821C6458's third argument is an EVENT CODE, and state 4 -- reached
straight after the main menu is installed, so the input-waiting state --
dispatches on it through a second jump table at 0x821c6b7c, 26 cases.
Six are handled and twenty fall through changing nothing:

  event 0 -> state 0 (TITLE_SCREEN, back to the title)
  events 3, 5, 8, 25 -> state 8 (LOADING)
  event 10 -> state 5

So the edges I listed last iteration as "4 -> 0, 5, 8x4" are each now
attributed to a specific event, and the input state's graph is complete.

One thing I deliberately did NOT promote. The main menu has five items, B
returns to the title, and this table has one event to the title, four to
LOADING and one elsewhere. That is a tempting fit -- B plus four items
that load an external archive plus EXTRAS staying inside GP_TITLE -- and
it matches everything measured. It is also a count-match and nothing
more: the events are unnamed, nothing shows event 3 is a particular menu
row, and state 5 installs no named screen so the EXTRAS half has no
support at all. Written down as an observation with that said plainly,
because the same shape of reasoning already cost me DIFFICULTY and
EXTRA_MENU two iterations ago.

Still open: what the event numbers mean, the conditions on edges out of
the other states, and what states 1/3/5/6/7/9 do.
2026-08-28 20:00:49 +00:00
Sylpheed RE agent
0a8d2cd9d6 re: the title's state machine is decoded -- ten states, eighteen edges
Q6's last open piece was which state leads to which, and it turned out to
be a plain switch.

state = this+136, compared against 9, dispatched through a jump table at
0x821C6498. The ten words at that address disassemble as lwz r16,N(r28)
instructions and are nothing of the kind -- they are the table. That is
the same "self-reference" I flagged two iterations ago as looking like a
jump table; it is one, and the disassembler was decoding its data.

Three states install a named screen: 0 is TITLE_SCREEN, 2 is TITLE_MENU,
8 is LOADING. Eighteen transitions, every one a literal li/stw pair into
the state field, giving the full graph.

It lines up with the behaviour measured weeks of iterations ago without
either side knowing about the other: boot reaches state 0 and A opens
state 2; B at the main menu returns to the title, and 4 -> 0 is the ONLY
edge back to state 0, reached from 2 -> 4; entering a submenu goes
through LOADING and comes back, which is 4 -> 8 at four separate sites
then 8 -> 2. I have marked that as corroboration and said plainly it is
me matching a graph to observations -- the conditions on the edges are
not decoded, so nothing here proves which input picks which branch.

Still open and written down as such: the condition on each edge, what
states 1/3/5/6/7/9 do, and the fact that state 3 is never a destination
in this function, so something outside sets it.
2026-08-28 19:56:22 +00:00
Sylpheed RE agent
fd92b235a7 re: the lookup argument is decoded at 46 of 48 sites -- and it refutes my
own corroboration from last iteration

Last iteration I listed a candidate name vocabulary from "upper-case
strings the callers reference", marked it amber because those are not
proven arguments, and named the check: confirm per call site which string
actually lands in r5. Ran the check. It fired.

The first extractor FAILED ITS OWN CONTROL -- a backward scan for
addi r5 recovered 7 of 48 sites and missed both title sites I had already
read by eye, because there the name is built in r27 and reaches r5 via a
later mr. Rewritten as a forward register simulation it reproduces all
three known sites and recovers 46 of 48, giving 28 distinct names.

Two of my own claims die. DIFFICULTY and EXTRA_MENU are NOT arguments at
any site -- they are strings that merely live in the same functions, so
the "independently corroborated by measurement" line I wrote was an
artifact of the loose filter. Only TUTORIAL_MENU survives. And
sub_821CC860 is not a screen factory at all: its real arguments include
BG, BLACK, FADE, FILE, KEY, PAD, SOUND and GAMMA_RGB. It is a generic
name-keyed lookup, mostly config, which the title part happens to call
with its three state names.

The title finding itself is untouched -- sub_821C6458 really does
transition by calling this with TITLE_SCREEN, TITLE_MENU and LOADING.
What is gone is the inference that the 28 names are a screen vocabulary.

Two METHOD lines, both earned here: strings a function references are not
arguments it passes, and a backward scan for a destination register
misses arguments staged through a scratch register.
2026-08-28 19:52:02 +00:00
Sylpheed RE agent
e7bea389c7 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.
2026-08-28 19:38:09 +00:00
Sylpheed RE agent
0fee18d1b8 re: the UI cues decode -- 0.53 s, 0.34 s and 1.02 s of real audio
Finishing the step I left open last iteration rather than starting
something new. Offsets and packet counts were in hand; what was missing
was proof they are actually waves.

slb_extract_wave.py wraps a (bank, offset, packets, channels, rate) slice
in a synthesized XMA1 RIFF, following the layout the Rust decoder already
uses. The three located cues decode to 0.533 s, 0.344 s and 1.016 s of
mono 48 kHz audio, audible from sample 0, each with the percussive
attack-and-decay envelope of a UI blip. Bitrates come out at 12-15 kB/s,
about half the stereo BGM rate, which is what mono should be.

The control matters more than the results. The SAME wrapper applied to
BGM_001's first wave decodes to 173.808875 s -- identical to the duration
that bank's own on-disc RIFF header produced back when Q10 was answered.
So the header I synthesized is not approximately right, it reproduces a
known-good decode exactly, and the cue durations are trustworthy for the
same reason.

I did not commit the decoded audio. Three commands regenerate it from the
disc, and the corpus's job is measurements and tooling rather than
extracted game assets. The offsets, the packet counts and the tool are
the deliverable.
2026-08-28 19:32:16 +00:00
Sylpheed RE agent
72f4f1bd76 re: the UI sound effects ARE extractable -- retracting "cannot be
extracted", and the tool was in the build all along

Two iterations ago I closed Q8 by declaring the SE audio undecodable:
Static.slb has no wave boundaries, there is no XACT container anywhere,
and I said the index "exists only at runtime" as though that put it out
of reach. The disc half of that stands. The conclusion did not.

This build of Canary carries a cvar called xma_param_probe, added by this
project, whose own comment says it logs each XMA stream's parameters and
head bytes so raw sound.pak entries can be matched to real decode params.
It has been sitting in the startup CONFIG DUMP of every log I have read
this session.

Run with it, driving the main menu: a d-pad move spawns a new mono 48 kHz
stream of 4 packets / 8192 bytes, and B spawns a different one of 2
packets / 4096 bytes. Searching their logged head bytes in Static.slb
finds each at exactly one offset -- 0x1ec0 and 0x0ec0 -- and the two are
contiguous, 0x0ec0 + 4096 = 0x1ec0. So the bank is a packed run of whole
2048-byte packets with no delimiters, which is precisely why the seek
scan found nothing: there is nothing to find. A wave is (offset, packet
count) and nothing else.

That splits Q8's binding cleanly. Event -> WAVE is now measured: the port
can have the audio. Event -> cue NAME is still a name match on the
authors' identifiers, and the page says so.

The same run settled something for Q10 too. Sitting on the main menu, TWO
stereo 48 kHz streams were decoding simultaneously. bgm-two-stems.md said
that observation was what it needed and that this container could not
make it; it can, and a music bank's two waves are now measured as
simultaneous rather than only inferred.

METHOD gets the general lesson, because it cost two iterations: check
what instrumentation the local build already has before declaring a
question blocked on tooling.
2026-08-28 19:30:03 +00:00
Sylpheed RE agent
a4fc129ba3 re: what the game actually reads at boot -- config.ini, and which
GameParts exist at all

Q6's second half, advanced but not closed, and the negative is the point.

config.ini is the disc's ONLY config file -- one find over the whole
extract -- and its own Shift-JIS header calls it the "Application /
GamePart initial settings table". Its [SYSTEM] section, which that same
comment says holds what the game and every game part share, is EMPTY. So
the boot order is not in disc-side configuration at all, and that search
space is now closed rather than merely unexplored.

What the file DOES carry is the language: XC_LANGUAGE_* -> eng/jpn/deu/
fra/esp/ita, defaulting to eng. That is the mechanism behind the EN/JP
build pairs in GP_TITLE and the <lang>.pak families -- a question the
corpus had described but never traced to its input.

Then the registry. Pulling every RegisterToFactory diagnostic string
binds 24 of the 29 GamePart ids to a C++ class, and five ids have no
registration site: 1, 2, 16, 18, 28. Id 1 is GP_ADVERTISE_DEMO, which
agrees with what I measured two iterations ago -- the attract loop is the
TITLE replaying ADV.wmv, not a transition into an advertise part. Marked
amber, not green: it is an argument from an error message, not from code.

Two things fall out for Q4: ids 3 and 4 are the same class
(GamePart_SaveLoad, one part with two ids), and the menu buttons' ids now
match the executable's own class names rather than a list of table names.
Still a name match, one level closer to the code.

What is still missing is the transitions themselves, and I say so: the
manifest gives the boot-side assets, config.ini the language, the
registry which parts exist. What decides to advance is in
GamePart_Title's code and that dig has not been started.
2026-08-28 18:49:19 +00:00
Sylpheed RE agent
c5fb6682c7 re: the menu's sound events are named on the disc; the binding to them is
not

Q8. The cheapest thing nobody had tried was to look at the SE cue names,
and they are semantic: SE_UI_CURSOR (2), SE_UI_DECIDE (3), SE_UI_CANSEL
(4), SE_UI_IMPOSI (5, the error buzz), SE_UI_SUB_WIN_OPN/CLS, and
SE_UI_SPLASH_IN/OUT. That is exactly the move/confirm/back/error
vocabulary the question asks for, named by the authors after the EVENT
rather than the sound. 322 SE cues committed as reference data.

They all live in one bank: BANK_SE is a single field reading Static.slb,
and the disc-wide check agrees -- 0 of the 322 has an entry in FILES, the
5135-path list that names every voice, briefing and BGM bank.

I am calling the binding a NAME MATCH, not a measurement, and the page
says so in the same breath as it gives the table. It is a stronger name
match than Q4's GamePart ids -- these are the authors' own event names --
but nobody has watched the game emit cue 2 on a d-pad press, and this
container is muted against a dummy device so there is no audio path to
watch either.

One new negative, with its reach. Static.slb's 8 353 472 readable bytes
contain zero RIFF, zero seek and zero WAVE, scanned over the whole
buffer. The boundary marker that works for all 7 620 other banks is
absent, so the cue is named, the bank is named, and the wave inside it is
not locatable. The UI sound effects cannot be exported yet, and that is a
gap in the assets rather than in the naming. The named next step is
Pj_Silph.xgs -- the XACT project SETTINGS points at, which IS in
sound.pak at TOC 9454, though its 533 bytes carry no XGSF magic and its
region's phase says they are probably the previous bank's tail.
2026-08-28 18:33:58 +00:00
Sylpheed RE agent
d69272e53f re: the boot intro and the attract loop are the same video, and the
new-game intro has a name

Q9, answered twice over -- once from the disc and once from frames I had
already captured and not used.

The movie manifest's first eight slots are the whole boot-side flow, and
the slot key is the role: LOGO1-4 -> logo1-4.wmv (not on the disc, which
is why the splash is a screen), ADVERTISE_MOVIE -> ADV.wmv, STAFF_ROLL ->
the credits reel, MS00A -> S00A.wmv, MS01A -> S01A.wmv. So the new-game
intro is S00A.wmv, decoded -- which is the half I could not test at
runtime, because A on NEW GAME hangs the emulator.

And there is no separate boot-intro slot: ADV.wmv IS the advertise movie,
the boot just plays it first. Confirmed independently by matching 19
attract frames against five candidates -- 15 hit ADV with a playhead that
advances monotonically at the sampling rate and ends at 137 s, its full
length, with the title back on the next sample. So the attract movie
plays to its end; nothing cuts it short.

That corrects me. Two iterations ago I recorded the attract movie as
"~85 s, so probably not ADV.wmv" -- arithmetic on a start I never
observed, since sampling began 39 s in. REFUTED and METHOD both take it,
along with the matcher's real failure mode: a near-black frame has no
signature, and its runner-up is not evidence.

Skippability I did NOT settle, and the corpus contradicts itself: one
page says A skips a movie every time, while the boot harness deliberately
never taps during one because it breaks the title. Named the one-boot
test rather than picking a side.
2026-08-28 18:29:39 +00:00
Sylpheed RE agent
c848668b1f re: a music bank is two stems that play together -- not intro+loop, and
not something to concatenate

Q10, and it starts by withdrawing the question's own premise. BGM_001 is
not three sub-waves of 10 KB / 4.47 MB / 4.67 MB: the 10 KB is the bank
header. A bank is exactly TWO waves, and across all 32 BGM banks on the
disc the two always have the SAME duration -- equal to 0.01 s over
lengths from 37 s to 277 s. That alone kills intro+loop and kills two
halves of one piece, both of which require unequal lengths.

Four banks appear to break the rule and do not: BGM_106-109 are the known
leading-region straddle, and the giveaway is that the entry named
BGM_107.slb contains BANK id=1108. The seek packet counts pin each join
exactly, so they realign to the same two-equal-waves shape rather than
being dropped as noise. That trap goes in METHOD.

Then the roles, by decoding both waves to PCM. They are
sample-synchronous: transient-envelope correlation searched over +/-5 s
peaks at lag +0.00 s, and both waves stop at the same millisecond,
167.663 s. Two stems of one performance, meant to sound at once. Wave 1
is quieter, has almost no bass and is far more L/R-decorrelated, which
reads as a surround-rear pair or a second intensity layer -- I cannot
separate those two from the file, and say so: ChannelMask is 0x0002 on
both, and this game's channel metadata is already documented as
meaningless.

Two things the port needs that are NOT on the disc, both marked as
authored: the track is not a seamless loop (BGM_001 fades out and is
followed by 6.15 s of silence, no loop-point field found), and nothing
names which bank the menu plays -- all 32 BGM cues are numeric.
2026-08-28 18:13:10 +00:00
Sylpheed RE agent
56deb5612f Merge branch 'auto/idxd-unnamed-keys'
# Conflicts:
#	docs/re/INDEX.md
2026-08-28 15:27:51 +02:00
Sylpheed RE agent
c966e65ba7 Merge branch 'auto/isl-builtins-26-28-29'
# Conflicts:
#	docs/re/INDEX.md
#	tools/re-capture/isl.py
2026-08-28 15:24:55 +02:00
Sylpheed RE agent
5ad6e9397c re: the EF_IDX_ prefix - ptc_pack has 727 names, and the map reaches 128 of 137
Censusing ptc_pack's own naming vocabulary turned up a third variant of the
prefix trap, and this one had been corrupting a number the corpus carried.

268 of ptc_pack's names do not start with eff_ at all. They start with EF_IDX_,
as in EF_IDX_eff_d001_f. A regex anchored at eff_ chops that prefix off and
merges distinct names, which is exactly where the earlier figure of 532 came
from. Enumerating maximal [A-Za-z0-9_] runs gives 727. The two earlier traps were
a STORED name being longer (rot_n001_break) and a BOUND name being a prefix
(eff_f0002 inside eff_f0002_barnhaze); this is the third - a prefix the pattern
cannot see at all, because its anchor sits in the middle of the real name.

Looking each bound name up bare AND under EF_IDX_ resolves 25 of the 34 that were
unlocated. The map is now 128 of 137, and the residual is 9, small enough to
print: eff_e0044, eff_f0002, eff_f0002_barn, eff_h308, eff_j002_e01,
eff_j002_e02, eff_m010_wep_85, eff_m011_wep_85, eff_n0071. All 17 eff_l### are
among the recovered.

This withdraws my own previous correction. I had recorded Base.xpr (53) as
holding more bound effects than ptc_pack (46), and struck out "ptc_pack is the
effect library". With the prefixed keys counted ptc_pack holds 71 - it IS the
larger library, and the 46 was an undercount from the same truncating pattern.
Two shared libraries remains right; which one is bigger does not.

The suffix vocabulary: 106 distinct tokens over the 727 names - IDX 223 (the
prefix above), _f 137, _e 119, _root 87, _col 54, _mdl 45, _break 43, _ring 38,
_ALL 17, _haze 14, _thunder 10. That census counts ALL tokens rather than
trailing ones, which is precisely how the EF_IDX_ PREFIX surfaced inside what I
had first labelled a suffix list - the mislabel found the bug.

Testing the structural candidates the way _hangar was tested, does the suffixed
name have a bare parent:

  _ALL      17 names    17 of 17
  _root     87          64 of 87
  _break    30          15 of 30
  _e        74           0 of 74
  _f        61           0 of 61

_root is strictly terminal - 87 of 87, and it never appears mid-name. The
compound shapes put it outermost: _e_root 19, _f_root 18, _break_root 13, bare
_root 30. So the order is <stem>_[<faction>|<break>]_root and _root reads as a
hierarchy marker rather than a variant - though 64 of 87 having a bare parent
means it is not simply the parent of an existing node, and _break at 15 of 30 is
likewise not a plain destroyed-twin-of-everything.

_e/_f never have a bare parent, 0 of 135. That is independent asset-side
confirmation of the faction law: an effect is authored per faction and there is
no faction-neutral original for either side to derive from.

effect-homes.txt changes 5/30 and every line pairs: five values changed (103->128,
34->9, ptc_pack 46->71 and its sort position, the residual header, 3-digit
80->105 of 110) plus 25 pure deletions, exactly the 25 recovered names. All are
3-digit, so the 4-digit line is unchanged at 23 of 27. The other sixteen
artefacts are byte-identical.
2026-08-28 10:01:53 +00:00
Sylpheed RE agent
122a05735d re: _e/_f on an effect name is the binding unit's FACTION (94 of 94)
Chasing the 17 unlocated eff_l### turned up their shape first: they come in
_e/_f PAIRS - eff_l101_e + eff_l101_f, and the same for l102, l104, l105, l106,
l201, plus _e-only l010/l011/l107/l108 and _f-only l002.

Partitioning every eff_<letter><digits>_<e|f> binding by the ID letter of the
OWNING unit (one GP_MAIN_GAME_* pak = one user):

                effect _e   effect _f
  UN_e###           33          0
  UN_f###            0         61

94 of 94 agree and both off-diagonal cells are empty. The control reads the
factions straight off the IDs: UN_e### -> ADAN (42 objects), UN_f### -> TCAF
(26), UN_n### -> TTRL (2, tutorial, binding neither). So an effect ending _e
belongs to an ADAN ship and one ending _f to a TCAF ship - the same visual is
authored twice, once per faction, which is exactly why eff_l### arrives in pairs.

What the 34 unlocated ARE is now also clear, even though where they live is not.
They are one job, not a scatter: Generic binds 32 of the 34, Explosion 19,
Shell 9, Level_0 and Weapon 2 each. The binder fields rank LowerHPFxModel 252,
HitFxModel 144, then JetFxModel_00N and AfterBurnerFxModel_00N. They sit in the
six GP_MAIN_GAME_* paks at 130 bindings each plus 32 in DefTables.pak. Since
LowerHPFxModel is the damaged-ship effect, the residual is largely the
per-faction battle-damage and hit visuals. None of the 34 is a record name and
only one is a field name, so they are asset references.

Stated plainly: they remain unlocated AS ASSETS. Knowing the family and its
naming law does not say where the geometry lives - the .xpr route is exhausted
for them and the parsed pak payloads hold references, not meshes.

Also fixes a defect in the artefact shipped last commit. effect-homes.txt came
back with two equal-count lines swapped: Counter.most_common() breaks ties by
insertion order, so the package listing was not deterministic. Now sorted by
(-count, name) and verified to regenerate byte-identical twice running. This is
the corpus's own rule - any map built by iterating a set or Counter needs
sorted() - and the new tool had violated it.

The other sixteen artefacts are byte-identical; effect-homes.txt changes only in
the tie-break ordering of the five 1-count rows, with every line pairing.
2026-08-28 09:28:39 +00:00
Sylpheed RE agent
4ea63d0199 re: the effect->package map, 103 of 137 - and eff_f0002 was a substring artefact
Enumerating eff_* names per .xpr across all 166 packages and matching the bound
names EXACTLY gives a real home for 103 of the 137, up from the 71 ptc_pack
alone accounted for. Only 36 packages carry an effect name at all, and two
dominate:

  Base.xpr                  53
  ptc_pack.xpr              46
  Stage_S28.xpr              2
  five rou_f001_wep_NN.xpr   1 each

So there are TWO shared effect libraries, not one - and ptc_pack.xpr is the only
*_pack bundle on the disc, so no third shared library is hiding. By digit-width:
3-digit 80 resolved of 110, 4-digit 23 of 27. The previous iteration's split
survives and sharpens - the four-digit series really does live outside ptc_pack
(that zero stands), and now we can say where: Base.xpr.

Correction to the previous commit. It reported eff_f0002 and eff_f0002_barn as
present in Base.xpr. Both were SUBSTRING artefacts: what the file actually holds
is eff_f0002_barnhaze, one longer resource name that grep -l eff_f0002 and
grep -l eff_f0002_barn each match inside. Neither bound name is there. This is
the corpus's own paid-for prefix lesson arriving from the other direction - last
time it was rot_n001 vs rot_n001_break with the stored name longer; here the
BOUND name was the prefix. The new map is exact-keyed and does not have this
failure mode, so the earlier positive is withdrawn.

34 names remain unlocated, dominated by a family the last pass did not single
out: eff_l### with 17 of the 34, then h 4, s 4, j 2, m 2, t 1, and four
four-digit names - eff_e0044, eff_f0002, eff_f0002_barn, eff_n0071.

Scope note worth keeping: the j 22 / t 14 clustering reported last time was the
residual against ptc_pack ALONE; against all packages those families are largely
accounted for and l is what is left. Both numbers are right for their own
population, which is exactly why a residual has to say what it was measured
against.

New artefact with its regenerator: tools/re-capture/effect_homes.py ->
docs/re/data/effect-homes.txt, which lists all 34 by name. All sixteen existing
artefacts byte-identical.
2026-08-28 09:12:15 +00:00
Sylpheed RE agent
5a54e44726 re: the disc ships the unit datasheet's own SCHEMA (and 文字列 was not a placeholder)
This corrects the previous commit. 文字列 is not a developer's leftover: it is
one member of a six-word Shift-JIS TYPE vocabulary, and the records carrying it
are a machine-readable schema for the unit datasheet.

The whole non-ASCII population on the disc is 6 distinct values out of 99328 -
0 of 3496 record names and 0 of 12173 field names - and all six are type words:

  文字列              string                366 uses
  NS_"文字列"         NS_ string             12
  整数 / 整数値        integer            66 / 6
  浮動小数値           floating-point value  504
  浮動小数値[0〜1]     float in [0,1]         36

990 type-valued fields. So the reader defect noted last time is real but bounded
to these six strings, and name_hash re-encodes Latin-1 byte-for-byte, so hashing
was never affected.

They sit in 15 records x 6 GP_MAIN_GAME_* paks = 90 instances, i.e. 15 records
with ONE user. The names are exactly the unit substructure family, and six carry
a literal wildcard: Turret_???, Hatch_???, Bridge_???, Thruster_???,
ShieldGenerator_???, Versatile_???, and NS_*. ??? is the numeric-suffix wildcard
at record AND field level - Turret_??? is the schema for Turret_000..00N, and
inside it CannonFrame_??? / MuzzleFrame_??? stand for the numbered slots.

Where a field's type is an enumeration the schema holds an EXAMPLE value instead
of a type name: Yes for the five booleans, Vessel for Generic.Type (the 43
Craft + 71 Vessel split), Ship_ for the ID prefix convention. Maneuver is the
one fully-typed record, 34 of 34. Every ResistanceTo* and every Color_* channel
is declared FLOAT[0..1] - normalised by declaration, matching the sampled values
in unit-datasheet-static. Generic.NozzleSpec_??? has its own type NS_"文字列"
and NS_* is a record, so the nozzle spec is a nested sub-schema.

Control separates schema from data cleanly: the _??? records and NS_* exist ONLY
as schema, 6 of 6 instances typed, while the eight real substructure names are
typed in 6 instances and untyped in the rest - Generic 6 of 3651, the others
6 of 684 each.

Turret_??? carries the game's own typo NomalModel beside DamagedModel.

This gives the port an authoritative field-type table: types the disc declares,
rather than types inferred from sampled values.

New artefact with its regenerator: tools/re-capture/datasheet_schema.py ->
docs/re/data/datasheet-schema.txt. All fifteen existing artefacts byte-identical.
2026-08-28 08:22:36 +00:00
Sylpheed RE agent
4a042bda53 re: the base-solver's confidence axis was inverted
The remaining named false-positive mode - "107 rows solve to a 64K-boundary
base, a bare addis with no addi of its own, so any scatter of displacements
votes for it" - is refuted by its own measurement.

New positive test in the tool: simulate lis/addis rD,r0,HI + addi rD,rA,N +
or rD,rA,rA forward through each row's function and ask whether the solved
base lands in the solved register.

  64K-boundary bases ("low confidence") : 107 / 107 confirmed
  non-zero low half ("trustworthy")     :   8 / 154 confirmed

A round base is the case where the compiler needed no second instruction, so
`addis r11, r0, 0x820B` stands in the code in full. A miss on the other class
is silence (base built in the caller or loaded from memory), not refutation.

Control: every row the corpus independently validated against the disc has a
64K-boundary base - debriefing, career, save, leaderboard, the 205-name PG*
HUD roster, material slots, the S16 boss collision/frames/motions and its
loader. 13 rows over 10 functions. The dense-short-string false positives the
corpus did name (r31 = 0x8202xxxx) all sit in the "trustworthy" class.

The 0x820B0000 cluster is DUPLICATION, not error: 60 of its 82 rows are one
function emitted 60 times, exactly 491 instructions each, two instructions
differing (both global data pointers), identical 41-address string sequences.
40 resource names written into a per-copy global via sub_8217FA08 at 24-byte
strides. 38 of the 40 are disc GameResourceID values (480 distinct); rot_n001
and rou_e202 are not, and no disc GameResourceID uses the rot_ prefix.

Artefact diff 13/4, confined to the replaced section; the 261-row table and
the 64K histogram untouched; byte-identical on a second run. Fourteen other
artefacts byte-identical.
2026-08-28 00:42:46 +00:00
Sylpheed RE agent
198273110b re: r0 is not a base register - the last shortlisted row withdrawn
sub_825F2CF0 / sub_825F2F88 (r0, 30 names each, 97% disc names) are not
name-block readers at all: they are the compiler's VMX save/restore helper
pair. 145 instructions each, 72 differ, every difference stvx<->lvx over
v14..v127.

Root cause: in `addi rD, rA, N` the rA slot reads as literal zero when it
names r0, so `addi r11, r0, -N` is `li r11, -N` - vector spill offsets, not
displacements. The solver excluded r1 only; the bogus base landed inside the
stage-settings name block, dense enough to "resolve" 30 real field names.

name_block_bases.py now skips r0 as well. Rows 277 -> 261, functions 190 ->
176, non-64K bases 170 -> 154, data-table rows 53 -> 50; 154+107=261 and
277-16=261. Artefact diff -100/+3, every removed row line carries r0, control
sub_82341A20 r30 = 0x82088F94 217/226 untouched.

Nothing lost: all 30 names are a strict subset of sub_8230D1F8 r29 (129
names), the stage-settings loader already in the corpus. String-xref join
agrees - FinalPassBG, FogMinDistance, ScreenColorR, ExposureKey_BeginValue
each exist once with exactly one xref, from sub_8230D1F8.

Fourteen other artefacts byte-identical; name-block-bases.txt byte-identical
on a second run.
2026-08-28 00:21:26 +00:00
Claude (auto)
187b10418e re: all 277 base-solver rows classified objectively; 53 are data-table schemas
name_block_bases.py extended with a per-row data-table test; artefact +57/-0,
byte-identical across two runs (now ~2 min 12 s -- it adds a disc-wide pak scan).

The test is objective, not by eye: a row is a data-table schema if its names are
IDXD record/field names on the disc (13450 such names disc-wide).  53 of 277 rows
are >=50 % disc names with >=8 names; the other 224 are engine/XDK vocabulary,
compiled key lists, or noise.

The two axes are independent: against base confidence, solved bases split 34
table / 136 not, round bases 16 / 91.  "Round base" and "not a table" are
different questions.

The 53 contain every loader already known -- that is the control.  Five rows in
the 53 are unowned, each noun grepped and appearing in no docs/re/ file:
sub_823BDAA8 r11 (33) = the S16 boss's muzzle/attach frames (GN_MainGun_*_Muz*);
sub_823BDAA8 r10 (25) = motion names (Motion_stand, Motion_attackA_start), the
EnumMotions family DefTables declares; sub_82315AE8 r11 (20) = the Guardian
record's own fields, i.e. the S16 boss loader; sub_8219E560 r11 (18) = the
leaderboard screen keys; sub_825F2CF0 + sub_825F2F88 r0 (30 each, same base) =
post-processing (FinalPassBG, FogMin/MaxDistance).

Four rows that look new are not, and their disc-overlap says so -- 53-70 % rather
than ~100 %, because they mix arsenal fields the corpus owns (ConditionToDevelop,
WeaponDesc, SilhouetteModel) with literal screen coordinates as strings.

Not settled: none of the five was opened -- this iteration produced the shortlist,
not the findings.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 23:09:57 +00:00
Claude (auto)
e64322dc73 re: every AIParams object mapped to its stage, zero residual
StageResource.EnumerateAIParams names the table, and every name resolves.

29 StageResource records; 28 carry EnumerateAIParams (the one without it is the
_Test template); 23 distinct table names declared; 23/23 hash to an AIParams
object key under the prefix "stage\"; 0 objects left unnamed; 0 declared names
with no object.

AIParams_S01..S16 (16) + AIParams_S24..S29 (6) + AIParams_Tutorial.tbl shared by
six (UnitGroup_S18..S23, the tutorials) = 23 tables over 16 + 6 + 6 = 28 records.
The arithmetic closes both ways and matches the 23-object count found last
iteration.

Same sharing shape as the settings family (stage-settings-table.md: 24 objects,
StageParameter_Tutorial shared by six tutorials).  Two independent families agree
on how the tutorials are handled -- n=2, a pattern rather than a rule.

aiparams_census.py extended with the stage mapping; artefact +7/-0, byte-identical
across two runs; the other fourteen verify unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 22:12:58 +00:00
Claude (auto)
91ba488d47 re: AIParams disc-wide, and a correction to my own last entry
CORRECTION FIRST.  Last iteration I recorded sub_8233C368 as unblocking a
NEEDS-HUMAN item -- "the corpus carries the AI tail of Maneuver as
NEEDS-HUMAN/runtime; it is statically reachable after all."  That was wrong.
stage-mission-tables.md already documents AIParams_S02.tbl as exact original
values obtained by static RE, directly portable, listing all 20 field names and
both shapes.  I grepped FiringLength and saw the file but did not read the
section.  Finding the owning doc is not reading it.  The only genuinely new part
was the loader's name.

What is new: the census generalises Stage 02 to the disc.  23 AIParams objects,
identical in all six GP_MAIN_GAME_* paks, sharing ONE declared-name set of 34
profiles; 782 profile records = 23 x 34; 0 declared names without a record in
their own object.  So "34 AI profiles" is not a Stage-02 fact -- every stage
carries the same 34 and only the values move.  The roster is declared by an
Enumerate_AIs record whose field names are the profile names, the same
declaration-table mechanism that closed DefTables.

Type predicts the field count with exactly two exceptions: Fleet -> 6 fields is
253/253 zero partials; Squad -> 20 fields is 483/529.  The 46-record residual in
full: AI_Test and AI_CraftSquadron_Test, both Type = Squad with only the six base
fields, in all 23 objects.  No profile's shape varies between objects.

New regenerator aiparams_census.py, 45-line artefact, byte-identical across two
runs; the other fourteen verify unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 21:57:24 +00:00
Claude (auto)
5c672b11e0 re: mining the base-solver index -- a false-positive mode named, and the AI-table reader found
277 rows over 190 distinct functions (a function can read several blocks).
name_block_bases.py extended with a confidence split.

The tool's false-positive mode, measured and named: 107 of 277 rows solve to a
base on a 64K boundary -- a bare "addis rX, r0, 0xHHHH" with no addi, so any
scatter of displacements votes for it.  82 are 0x820B0000: about 60
near-identical functions in 0x8281xxxx-0x8284xxxx all "naming" the same rou_e0NN
list.  The 170 rows with a non-zero low half are the trustworthy set.  A round
base is not automatically wrong -- sub_822215D0 sits on 0x820A0000 and resolves
205/206 -- so read the ratio, not the base.

The index re-derives every loader we already knew (unit 217, stage settings 129,
PlayerParams 90, hangar 81, squadron orders, missile guidance, shell movement,
substructures, six camera/fog readers) -- that is the control.

The find: sub_8233C368 reads the AI behaviour table.  r28, base 0x8208583C, 20
names -- Enumerate_AIs, FiringLength, GuardLength, AutoGuardLength, CounterLength,
MusterLength.  stage-mission-tables.md owns those field names on the data side,
but Enumerate_AIs appears in no document and no reader was known; the corpus
carries the AI tail of Maneuver as NEEDS-HUMAN/runtime.  It is statically
reachable after all.  The same base also serves sub_82338EE0 (97 names, Weapon
TargetType SpecialWeaponType ReticleType IsCharging ...) -- the weapon datasheet
loader, also not previously named.

Five unowned blocks surfaced and NOT opened: PGHUD_*/PGREMAIN_NUM HUD part names
(205/206), STAGE_RESULT/stage_num_shoot_down_aircrafts/EX_OVERVIEW,
g_mWorldViewProjection/NormalMap/GlossinessMap engine material slots,
Boss16Collision* (cross-links the S16 Guardian object), and roh_n001_menu1_cam_pos
menu camera tags.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 21:41:03 +00:00
Claude (auto)
15e6a4c498 re: the base-solver -- 277 name-block loaders indexed, and the analog block is SOLVED
New reusable tool, tools/re-capture/name_block_bases.py -> docs/re/data/name-block-bases.txt
(2880 lines, ~65 s, byte-identical across two runs).

A loader that reads a table by field name keeps one base pointer and emits
"addi rX, rBASE, -N" per name, so no static xref sees the strings.  Solve the base
from the DISPLACEMENT SET alone: every (string address, displacement) pair implies
a candidate base, and the true base collects a vote from every name it explains,
so it wins outright.  My first cut took candidates from ONE displacement and
scored the unit loader at 52/226 against the right answer's 217/226 -- vote over
the whole set, not a probe.

Control passes with no prior knowledge: the tool recovers sub_82341A20 -> r30 =
0x82088F94 at 217/226, and independently recovers sub_8230D1F8 (129/132),
sub_822F9498 (90/91) and sub_822AE628 (81/108).  277 name-block-reading functions
image-wide, with the schema each names.

The analog block is SOLVED: sub_821A6CF0, r29 = 0x820A1630, 22/24.  In code order
it names ControlTweakName, YawMagForNormal, the 12 Tweak fields, the 8
AnalogRevice_* curves and GP_MAIN_GAME -- the whole schema in the object's own
order plus its pak.  r29 is built at 0x821A6D34 as addi r29, r11, 5680 =
0x820A0000 + 5680, matching the solved base exactly.  It is the same function that
reads PlayerParams.

Two of my own verdicts withdrawn: "referenced by nothing" and the softened "not
found by these routes".  The measurements behind them were right; the conclusions
were wrong.  The base was solvable from the data the whole time.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 21:22:50 +00:00
Claude (auto)
b20609f818 re: the GP_MAIN_GAME unnamed block -- 333 of 337 already owned, 4 genuinely new
All six language copies carry the identical 337 unnamed IDXD hashes.  Partitioned
by record-name shape (53 shapes), 333 map onto families the corpus already
documents: 131 weapon datasheets, 114 unit datasheets, 64 unit Faces tables, 10
unit message sets, 8 chatter rule tables, 5 enumerations/formations/placement.

114 is exactly the corpus's unit count (43 Craft + 71 Vessel) -- these are the
tables the corpus has always worked with, reached by SHAPE because they have no
names.  Naming them adds nothing.

The Enumerate object in each GP_MAIN_GAME_* is EMPTY, zero fields, which is why
route 2 named 1283 entries in DefTables and 0 here.

The 4 unclassified objects are new -> docs/re/structures/player-tuning-tables.md:
the analog stick response curves (8 axes, 11 samples + a named Count = 11, tested
8/8; yaw/roll/throttle are the identity ramp, the shaping is all on pitch and the
camera axes; adv_yaw is non-monotone and unexplained), the player craft's flight
envelope (Booster, 50 fields -- the player side of the AA_/AV_ pair documented
for NPCs -- plus TacticalManeuver, SpecialAttack + three gauge bands,
SpecialWeapon, Misc), the Stage 16 boss (identified by Shell_S16Boss_* ids;
Guardian HP 65000, Core 42000), and one unidentified Generic naming eff_n0071.

New regenerator main_game_unnamed.py, 112-line artefact, byte-identical across
two runs; the other twelve artefacts verify unchanged.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PMRJjbxLqZtsb5Vb7KunPE
2026-08-27 20:17:10 +00:00