Commit Graph

835 Commits

Author SHA1 Message Date
Sylpheed RE agent
5e6cf0db92 re: rest() fixed -- a trailing keyframe run is the hold when it is
VISIBLE, not when its pose repeats

The port agent's report was right about the defect and about which
elements it hits, and its proposed condition does not survive the case
the exclusion was written for.

Their test -- the final untimed keyframe has the same pose as the last
timed one -- is also true of pgptitle.rat, whose trailing run is two
identical transparent frames. Adopting it would erase the word PAUSE
again, which a committed capture disproves. What separates the two is
alpha: an exit fades the element out so its last keyframe is transparent,
while an element with no exit ends on the pose you can see. So
rest_plateau now accepts a trailing run exactly when it is visible.

Verified against a capture rather than against another renderer, which is
the point their own report made: ptframe1's rest moves from (620,108)
t=16 to (440,108) t=62; the changed pixels are 10082 in a bounding box of
x 440-839, y 108-577, which is exactly the 400x470 at (440,108) they
predicted; and correlation against main-menu-oracle.png over that region
improves from 0.9596 to 0.9748. The PAUSE wordmark is unchanged across
all three pause builds.

This also closes a question ui-paint-order-key.md has carried for a
while, that ptframe1 and ptframe2 rest at alpha 0 while the capture shows
the menu frame plainly.

One trap cost most of this iteration and goes in METHOD: CARGO_TARGET_DIR
is redirected in this container, so ./target/debug/sylpheed-cli is hours
stale and every render I made against it was old code. Byte-identical
before and after reads as "no effect" when it actually means "you ran the
old binary".

The full disc-gated test suite was still executing when this was
committed; the verification above is artifact-based.
2026-08-28 21:19:00 +00:00
Sylpheed RE agent
dcf2090d0f re: build 4 captured without the plate, and keyframe groups hold rather
than loop

The port agent ranked a plate-free capture of build 4 above any further
static RE, so that came first.

B from the main menu returns to the title and the plate fades in a beat
later, which opens a clean window. Recorded at 20 fps from the press: the
art appears at 1.10 s, builds in to 3.70 s, sits settled and unobstructed
until 5.00 s, and the plate arrives at 5.10 s -- the band jumps from 282
to 3755 bright pixels. Committed the frame at 4.0 s as the reference for
the cyan glow slab they report drawing and the game not having.

Their other sub-question -- whether a keyframe group loops or holds --
falls out of the decoded sweeps plus a measurement I already had, and the
two agree. ptloop01's final keyframe parks pteff03.t32 at x=1521 and
ptloop02's parks pteff03a.t32 at x=-839, both off-screen on a 1280-wide
design; and over 18 s of settled title the centre tiles sit at sd <= 0.01
when a looping group would recross the screen every 7.5 s. So groups HOLD
at the last keyframe. The loop*.rat name is misleading.

Also recorded, in the corpus rather than only in their report: the
rest_plateau bug, with their exact identifying condition -- the final
untimed keyframe has the same pose as the last timed one -- the six
elements it misses on main_menu, and the bracket it drops. That closes an
open question ui-paint-order-key.md has carried for a while about
ptframe1 and ptframe2 resting at alpha 0 while the capture shows the
frame plainly. Same two elements, same cause. Not fixed yet; the change
is in ui_layout's rest().

And a METHOD line I would not have written myself: two renderers agreeing
is not evidence the field is right. Their composite and screen render
matched to 3/255 on main_menu and both omitted two elements the game
draws, because both read one field through one decoder.
2026-08-28 21:05:35 +00:00
Sylpheed RE agent
a72e7c614e re: the last keyframe time is the chunk terminator -- observed, not
assumed

Continuing the pulse's cycle length, which I had called a structural
limit of the format. It is, and now I can show it rather than assert it.

Dumping past what I thought was the final keyframe found an EIGHTH block:
fade 0x00ffffff at the same position, so the glow returns to fully
transparent and the pulse is a closed cycle rather than a one-shot ramp.
That is worth having on its own -- the port knows the animation ends
where it starts.

And the eighth block's time slot contains the four bytes "end ", the
record's ASCII terminator. So the corpus's rule that a group's last block
has no time of its own holds here in a second form: not the next group's
element index, but the chunk terminator. The value does not exist. That
goes into ui-rat-layout.md, because it generalises beyond this record.

The measured 2.3 s would need a final step of about 33 units. I have
written that number down explicitly labelled as fitted to the measurement
rather than read from the file, so nobody later re-derives it as a
decode.

One thing I had half-assumed and can now rule out: the word at +0x004 is
not a keyframe count. It reads 60 here with 8 keyframes and 30 in the
loop records with 3. Unknown, and marked so.
2026-08-28 21:02:14 +00:00
Sylpheed RE agent
2614cb1192 re: the 2.3 s pulse is the PRESS (A) plate, not the title
Closing the residual I left explicitly unidentified last iteration, and
correcting my own claim twice over in the process.

The cheap test first: is the oscillation global? No -- the bottom-right
corner is flat at sd 0.003 and uncorrelated with the whole frame. So a
per-tile amplitude map over an 8x6 grid, which localises it hard: sd 7.65
in the band x 318..954, y 560..672 at lag 2.3 s, against 0.06 on the
wordmark. That band is the PRESS (A) BUTTON plate's rest position.

Decoding ptbtn00f.rat, the plate's highlight variant, gives the pulse
itself: alpha 0x00 -> 0x06 -> 0x4a -> 0x50, held, then back down through
0x4a to 0x06 across t=6..105. A glow that fades in and out, which is
exactly what a press-start prompt does.

So "the title screen loops at 2.2 s" was wrong in both halves. The title
ART is near-static apart from the two decoded sweeps at 7.5 s and 9.5 s;
what pulses is the PLATE, and the plate is build 2, not build 4. REFUTED
carries it under my own name.

Still amber, and said so rather than rounded off: the cycle LENGTH is not
readable. The keyframe group's last block has no time -- that slot
belongs to the next group -- so the declared span is at least 105 units,
1.75 s, against a measured 2.3 s. Consistent with a final block
extending the tail. Not confirmed.
2026-08-28 20:58:49 +00:00
Sylpheed RE agent
1f3dbfebda port: land the loop decode on the handoff, and note the edit trap
Second iteration running where a scripted HANDOFF edit failed its
assertion on rewrapped text, leaving the port's page stale while docs/re
had the finding. Patched by reading the file first, and METHOD now says
to check the commit's file count for a silently dropped edit.
2026-08-28 20:53:33 +00:00
Sylpheed RE agent
3cb9298e5d re: the loop records decode -- and they are not what I measured
Two of my own claims from last iteration die here, and the decode is the
thing that kills them.

Searching for the SHAPE instead of an assumed count found it immediately:
fade words matching 0x??ffffff at alternating strides of 24 and 16, which
is a 40-byte block carrying fade at +0 and tint at +24 -- exactly the
build layout, starting at +0x68. So "a leaf record's keyframes are not in
the build's 40-byte layout" is withdrawn. They are. My scan failed
because I demanded 29 strictly-increasing times, having read the word at
+0x004 as a keyframe count; the records hold THREE.

Decoded, both are horizontal light sweeps. ptloop01 runs pteff03.t32
from x=-639 to x=1521 over t=150..600, which is 450 units or 7.5 s;
ptloop02 runs pteff03a.t32 the other way over 570 units or 9.5 s.

Which refutes the second thing. Last iteration I attributed the measured
2.2 s oscillation to these elements because build 4 declares them --
association, not evidence. A 7.5 s cycle would give about three peaks in
a 22 s capture and I counted eight. So the loops are not what I measured,
the 2.2 s stands as a measurement, and its source is now explicitly
unidentified rather than wrongly assigned.

METHOD gets the general form, because it is what cost the previous
iteration: do not hard-code an expected element count into a structure
scan. Scan for the shape and let the count fall out.
2026-08-28 20:53:08 +00:00
Sylpheed RE agent
7f12f5474b re: the loop record is located, its cycle is still not readable
Continuing the one gap from last iteration -- turning the title's
measured 2.2 s loop into a decoded cycle. It did not turn.

The record itself is found and partly confirmed. ptloop01.rat is an
opt-linked leaf RATC at 0xbb5966 in build 4, placing pteff03.t32, with
0x1e -- thirty -- in the high half of the word at +0x004, which is the
~30 keyframes ui-rat-layout.md predicts for a loop record. Its pivot
fields read 200 and 90, matching exactly what screen info prints for
ptloop01, so this is the right blob and the header offsets hold.

The times are not there. A build's keyframes are 40-byte blocks with the
time at +36; scanning every 4-byte-aligned start across a 0xC0 window for
29 strictly increasing values at that stride finds nothing, in either
loop record. So a leaf record's keyframe layout is NOT the build
placement layout, which is now a line in REFUTED because it is the
obvious first assumption and it is wrong.

The 2.2 s stays measured and the port hardcodes it. What the next attempt
inherits is the record's address, a confirmed pivot, and one layout ruled
out -- which is the useful part of a negative.
2026-08-28 20:49:11 +00:00
Sylpheed RE agent
7a77740feb re: the title loops at about 2.2 s -- and the build-in test I intended
did not work

I set out to do for the title what worked for the splash: measure the
build-in and check it against the declared keyframes. That part failed,
and I am recording the failure rather than the number.

It failed for two reasons, both mine. The title was reached by skipping
the movie with A, which cuts to black and brings the title up on a path
that may not be the normal one. And the visible rise, about 2.7 s, is a
luminance curve -- which screen-transitions.md already establishes is not
the fade quad's ramp. So 2.7 s neither confirms nor contradicts build 4's
declared 16 -> 261, four point oh eight seconds. They are not measuring
the same thing, and I have said so instead of reporting a discrepancy.

What the recording did establish is worth having anyway: the title never
settles. Over 22 s the mean luminance oscillates continuously, peaks at
5.6, 7.8, 10.0, 12.7, 15.2, 17.1, 19.2 and 21.3 s, mean interval 2.24 s.
Marked as about 2.2 s plus or minus 0.4 rather than a precise period,
because peak-picking a low-amplitude signal is coarse.

The mechanism was already decoded and I did not re-derive it: build 4
declares ptloop01.rat and ptloop02.rat, and loop*.rat is a looping sprite
animation rather than a composition. What is new is the period, and that
it runs forever. For the port that matters -- drawing the resting pose
and stopping will look wrong.

Not confirmed, and flagged: that 2.2 s is the loop's OWN declared cycle.
screen info prints the element's placement keyframes but not the frame
count inside the .rat, and I did not open it.
2026-08-28 20:45:53 +00:00
Sylpheed RE agent
945f131427 re: the splash's timing is decoded, and the fade-out matches to 0.03 s
Closing the caveat I left last iteration -- the splash timing was +/-0.5s
because I sampled at 2 fps, and at that rate I could not see ramps at
all, only plateaus.

Re-recorded at 10 fps: the splash FADES, both in and out, rather than
cutting. And the bundles declare it. palogo_sqex.t32 carries keyframes
[15 30 235 239 251 255] and palogo_gamearts.t32 [15 30 190 194 206 210],
each with an _eff glow child on [15 30 45]. Under Q1's 1 unit = 1/60 s
that is a 0.25 s ramp in, a 3.42 s or 2.67 s hold, and a 0.33 s fade out
-- against measured holds of about 3.5 s and 2.4 s and fade-outs of about
0.3 s. The constant 0.35 s offset between declared and measured start is
just that my recording's t=0 is when the WINDOW appears, not when the
guest starts drawing.

So the first screen's animation moves from measured to decoded: the port
reads it off the disc instead of trusting my stopwatch.

It also explains something the capture showed and I had no account for.
The brightness overshoots on the way in -- peaks at 0.8 s, settles by
1.1 s -- which reads as a bloom. It is the _eff glow child, whose
keyframes run 15 -> 30 -> 45, ramping in after the logo and back down
while the logo holds. Mechanical, not a rendering artifact.
2026-08-28 20:39:17 +00:00
Sylpheed RE agent
00ca130363 re: the splash confirmed against the running game, and timed
Closing the amber I raised last iteration: the splash renders had no
framebuffer capture to diff against. Recording the boot from the moment
the window appears, at 2 fps, catches it before the movie.

Both halves match their own render at zero shift, each with the OTHER
half as a negative control: publisher frame 0.9146 against entry 10 and
0.027 against entry 11; developer frame 0.9792 against entry 11 and
-0.033 against entry 10. The EN/JP twins score 0.876 and 0.966, so the
test tells a screen from a different screen but cannot tell a pair apart,
and I have said so rather than implying it discriminates.

The recording also times the front of the boot, which Q6 and Q7 only had
from the title onward: SQUARE ENIX from about 0.5 to 4.0 s, black,
developer logos from about 5.0 to 7.5 s, black, then ADV.wmv from about
9.5 s.

One trap avoided and written into METHOD. The frames around 9.5 to 12.5 s
show SQUARE ENIX again in cyan, and read from the capture alone that is a
third logo screen. It is not -- it is the intro movie's own opening,
which the milestone-2 notes describe as white SQUARE ENIX plus cyan glow
plus red diamonds. A logo appearing twice may be two different things.
2026-08-28 20:35:10 +00:00
Sylpheed RE agent
91efa66e9c re: the developer splash renders -- screen 1 of 5 finally has a composite
Two pages of this corpus disagreed. MISSION says the splash "is the RATC
screen, which already renders"; ui-paint-order-key.md says it "cannot be
rendered by screen render at all". Running the tool both ways settles it.

screen list --all shows all 16 GP_TITLE entries instead of 12, and the
four the default listing drops are the splash, each half shipped twice:
entries 10 and 13 are the white SQUARE ENIX publisher logo, entries 11
and 14 the GAME ARTS / SETA / studio anima developer logos. Entry 11's
seven elements are the three logos, their three _eff glows and the
palogo_eff0.prm backdrop -- exactly the composition ui-paint-order-key.md
had measured for the splash without being able to draw it.

So the "cannot be rendered" line is wrong and is corrected in place. What
is true is narrower and worth keeping: the splash is invisible to the
DEFAULT listing because is_build wants a .rat child, so anyone who does
not pass --all concludes it is missing. That goes in METHOD -- a default
filter can hide a whole screen and the corpus will record it as absent.

The payoff is for the port rather than for the RE: the first of the five
screens now has a reference composite, which it did not have. Marked
amber on one point -- there is no framebuffer capture of the splash in
this repo, so the match to the running game is by description against the
milestone-1 notes, not by pixels.
2026-08-28 20:29:33 +00:00
Sylpheed RE agent
cc8d4230b6 re: the phase transitions -- and withdrawing yesterday's refutation
because the test probed the wrong state

Nine stores to the phase field this+132, control-gated on the 136 query
returning at least the 18 known ones. Attributed to the handler each
lives in, they give the phase graph: entry -> 2, then 2 -> 0 (splash),
2 -> 3, 3 -> 4, and 4 -> 2 on event 0.

That last edge is the problem with what I did last iteration. The event-0
block sets TWO fields one instruction apart -- stw r28,136(r30) for state
0 and stw r11,132(r30) with r11 = 2 for phase 2. So B from the menu lands
in PHASE 2, the same phase as the boot title, and the test I ran
believing it probed phase 4 state 0 probed nothing of the kind.

So the refutation is withdrawn. Worse for me and better for the idea: A
working on the B-returned title is exactly what the hypothesis predicts,
since phase 2 is the phase that references BUTTON. The hypothesis is back
to untested, now consistent with two observations rather than one, and
what it still needs is the attract-returned title's phase -- which no
test so far has read.

The measurement from that iteration stands, because it does not depend on
the phase: the B-returned title accepts A, so only the ATTRACT-returned
title is inert. I have said so explicitly in the page rather than letting
the withdrawal take the good half down with it.

METHOD gets the lesson: before testing "state X behaves like this", check
your route actually reaches state X. When a transition writes more than
one field, read the whole block and not just the store you were looking
for.
2026-08-28 20:25:06 +00:00
Sylpheed RE agent
ea91c4cbea re: my phase hypothesis is dead, and the input puzzle is narrower than
this corpus thought

Last iteration I proposed that the boot title is phase 2 and the
attract-returned title is phase 4 state 0, and that only phase 2 wires up
A -- a candidate answer to the oldest open question in
canary-scripted-input-traps.md. I marked it untested and named a test
that needed reading this+132 at runtime.

There was a cheaper one. The decoded graph says B from the main menu is
the edge 4 -> 0, so the B-returned title IS phase 4 state 0. If that
state were the inert one, A would not work there.

A works. Control first -- A on the boot title opened the menu -- then A
on the B-returned title opened it too. So phase 4 state 0 handles A and
the hypothesis is refuted, one iteration after I raised it. Recorded in
REFUTED under my own name, and the conditional stated: the edge is
decoded, but which title it produces is my inference.

The test earned something better than it cost, though. That page frames
the problem as "the boot title accepts A, a later title does not", and
that is too broad -- the B-returned title accepts A perfectly well, a
case nobody had tried. Only the ATTRACT-returned title is inert. Whatever
causes it is tied to the attract cycle specifically rather than to the
title having been shown before, which is a much smaller haystack.

Also reproduced in passing: 4 s after B the plate is absent and fades in
after, the same near-miss this corpus has already been caught by once.
2026-08-28 20:21:23 +00:00
Sylpheed RE agent
736f6b471f re: phase 0 is the splash, phase 2 is the title -- and a candidate answer
to this corpus's oldest input puzzle

Continuing Q6 on the phases left unread. Strings each phase handler
references, plus whether it carries its own jump table:

  phase 0  sub_821C5690   LOGO                                    no switch
  phase 2  sub_821C5818   BASE_INFO, BUTTON, TITLE_SCREEN         no switch
  phase 3  sub_821C5EC0   (none)                                  one switch
  phase 4  sub_821C6458   BASE_INFO, LOADING, TITLE_MENU, TITLE_SCREEN

Phase 0 referencing LOGO is a second independent confirmation that it is
the developer splash -- the iterate3E notes reached the same function
from the guest side and named the splash's LOGO items. Phase 2 draws the
title WITH the PRESS A plate, which the archive side had already
established is a build of its own.

Which produces something worth more than either: the title is installed
from TWO places, phase 2 and phase 4 state 0. Same screen, different
code. canary-scripted-input-traps.md has recorded for months, and never
explained, that the boot title accepts A while the attract-returned title
accepts nothing, with the giveaway that a draw capture in each is
identical. Two code paths installing one screen is exactly that shape. I
have written it into that page as a candidate with the cheap test named
-- read this+132 on each title -- and marked it untested, because it is.

One query in this iteration failed its own control and I threw its half
away: counting stw rX,136(r30) per phase returned 0 for phase 4, which
has 18, because the operand text has a space the pattern did not allow.
The bctr half passes its control and is reported. METHOD gets the
underlying trap: instructions.function is unpopulated for most rows, so a
query scoped on it silently returns nothing.
2026-08-28 20:15:02 +00:00
Sylpheed RE agent
cae8375b70 re: the menu's music is BGM_103 -- found by accident while chasing Q6,
confirmed three ways

Chasing where the event code comes from, sub_821C5580 turned out to do
two things worth having.

For Q6 it arms the outer gate: li r11,3 ; stw r11,16(r28) is exactly the
value sub_821C7850 tests before dispatching, which answers the "what does
this+16 == 3 gate on" question I left open last iteration. It then passes
r5 = [r27+4], an event read out of a structure, so the vocabulary is
still not enumerable. Of the four callers of sub_821C7850, three pass
constants -- 0, 0 and 5 -- and this one does not.

The accident is a few instructions earlier: li r5, 1103 into a sound-play
call. 1103 is a BGM cue id, BGM_103. That closes a residual I had written
off as undecodable: which bank the menu plays. The cue table genuinely
cannot say, since its BGM entries are numeric -- but the code can, and it
checks out three independent ways. The census says BGM_103.slb is two
waves of 3876864 and 3930112 bytes; the XMA probe at the main menu saw
two stereo streams of 3876864 and 3930112 bytes. Byte for byte on both.

That also corrects me. bgm-two-stems.md said those observed sizes matched
no bank's declared waves and inferred the decoder gets a window rather
than a whole wave. Wrong on both counts -- I had checked only the BGM_0xx
rows of the census because that was the block on screen. METHOD gets it:
check a measurement against the whole reference set, not the part you
happened to be reading.
2026-08-28 20:10:41 +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
82b2f861f0 re: a title-side transition is a screen lookup BY NAME, not by id
Continuing Q6's last residual -- the control flow I left unread.

All three state-name sites in sub_821C6458 compile to the same shape:
load the name, then bl 0x821CC860 with it in r5 and 0 in r6, then hand
the result to sub_82187B78. So a transition is lookup-by-string then
install: sub_821CC860(this+88, this+24, "TITLE_SCREEN", 0). Not a numeric
id and not a table index. That also explains something that had been
sitting unexplained -- GP_ADVERTISE_DEMO having zero xrefs -- because at
this level the screen graph is keyed by name rather than by GamePart id.

sub_821CC860 has 28 callers, and the upper-case identifiers in that
neighbourhood split cleanly into screen names and config keys. Three of
the screen names are corroborated by measurements I took before ever
opening this function: DIFFICULTY is what NEW GAME opens, EXTRA_MENU is
the EXTRAS submenu, TUTORIAL_MENU the lesson list. That is the static
side agreeing with the dynamic side on names neither knew about the
other.

Held at amber deliberately. The 35 strings are what those callers
REFERENCE, not proven arguments, and the list plainly mixes screen names
with things like TEXT_FONT and GAMMA_RGB. Confirming it means checking
per call site which string actually lands in r5, and I did not do that.

Still unread: which state leads to which. The three lookups sit in
different branches and TITLE_MENU's is guarded by a cmplwi/bne, but I did
not trace the branch structure, so the ORDER still comes from measurement
rather than from the code.
2026-08-28 19:46:43 +00:00
Sylpheed RE agent
ab99dedd02 re: the title part's states are named in the executable -- TITLE_SCREEN,
TITLE_MENU, LOADING

Taking the one residual I had ranked as worth doing: sub_821C6458, which
the previous note left explicitly unread.

It is the title part's screen-state function -- 4460 bytes, has EH,
called from exactly one place, sub_821C7850, which sits beside the
creator the registration site points at. Its string references are
TITLE_SCREEN, TITLE_MENU, LOADING and BASE_INFO. Those are precisely the
states measured off the running game, in the game's own words, and
BASE_INFO is this corpus's own marker for a screen-config lookup rather
than a table read.

That sharpens Q6's negative rather than overturning it. The title part
DOES ask for configuration keyed by TITLE_SCREEN and TITLE_MENU, and
config.ini -- the disc's only config -- has no such sections, only an
empty [SYSTEM] and [LANGUAGE]. So the game asks the question, the shipped
disc does not answer it, and the defaults live in code. The port can
transcribe the state names even though it must author their contents.

Marked amber, not green: this is characterisation from string references
and call counts, not a read of the control flow. Two self-references
inside the function look like jump tables, which is what a state machine
compiles to, but I did not confirm that and nothing here shows which
state leads to which.

One refutation recorded because it looked like a find for several
minutes: the {func, func, ptr} triples at 0x820a3b48 read convincingly as
a state/handler table and are nothing of the kind -- the bytes before
them are the tail of a RegisterToFactory diagnostic string and the data
column is zero-filled descriptors. Static-init records, not dispatch.
2026-08-28 19:42:39 +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
f1e78c425c re: S00A.wmv confirmed off the running game -- the movie was never
ambiguous, the sampling was

Continuing last iteration's amber rather than starting something new. The
fix was already named there: stop using 5-second screenshots and record
the display.

Recorded with ffmpeg x11grab at 10 fps and matched every 0.5 s. Across
the 25 consecutive samples from capture 5.0 s to 17.5 s the S00A playhead
is strictly non-decreasing -- 1.0 through 11.0 s, advancing at
essentially real time -- with scores at or above 0.96 and four of them at
0.999 or 1.000 against a runner-up in the 0.78-0.83 range. S00A is the
top match on 23 of the 27 frames carrying signal. So MS00A -> S00A.wmv is
decoded from the manifest AND measured off the game, and the intro begins
about 4.5 s after A on the save slot.

The previous attempt's failure is worth its own METHOD line, because it
did not look like a sampling problem: it looked like weak evidence for
the wrong film. Sparse sampling produced contrast-23 frames, a playhead
that would not join up, and one frame preferring ADV. Sampling does not
weaken a signal gracefully; it turns it into noise shaped like a
different answer.

One aside recorded and not chased: in the S00A 5.5-10 s window, ADV also
scores 0.97-0.99 at its OWN monotone playhead of 33.5-37.5 s. Two films
matching strongly with two consistent playheads is not noise -- it reads
as the boot movie being a trailer cut from the story cutscenes, which
also explains why the sparse run kept flipping between them.
2026-08-28 19:23:57 +00:00
Sylpheed RE agent
66643bae55 re: the new-game path completes, the intro is only weakly identified, and
this container kills long runs

Three results, and the middle one is deliberately not upgraded.

First: NEW GAME -> DIFFICULTY -> NORMAL -> SELECT DATA -> pick a slot ->
a movie plays, with no crash. The previous run's throw at 0x82307128 is
therefore not inherent to the menu path -- the same six presses got
through it -- which fits the incomplete-cache trigger the corpus already
names. n=1 either way, and the note says so. Worth recording because one
observation had already hardened once into "A on NEW GAME hangs", and it
would have hardened again into "the new-game path crashes".

Second: with the path open, the manifest's MS00A -> S00A.wmv finally got
a runtime test, and it did NOT reproduce the quality of the attract-movie
identification. The first four samples give a clean monotonic S00A
playhead of 2, 6, 9, 13 s and the strongest frame matches at 0.916, but
the run as a whole is not one advancing timeline, most frames sit at
contrast 23-37 where this page's own rule says discrimination is poor,
and one high-contrast frame prefers ADV. So it stays amber: consistent
with S00A, corroborating the manifest decode, not confirming it. A clean
answer needs the 30fps x11grab route rather than 5-second screenshots.

Third, and it bounds the rest: the emulator vanished at ~145 s with no
crash line in its own log, last entries routine MEM-WATCH at 1.15 GB RSS.
Second time this session -- the other was ~50 s into a boot. That is an
external kill on a box with ~1 GB free and swap exhausted, not a guest
fault. METHOD and the handoff's residue table both now say dynamic
experiments here have to fit in about two minutes of guest time, which is
why the DELTASABER plates went unseen again: they need a mission load and
the run never got there.
2026-08-28 19:19:14 +00:00
Sylpheed RE agent
690683df5a re: the title presents at 28.5 fps idle -- the keyframe unit is settled at
1/60 s, and the 60 Hz reading is excluded

ui-keyframe-time-unit.md named its own re-test and nobody had run it: time
300 submitted frames on the IDLE title, where nothing is streaming from
the ISO. Reaching the title is cheap now that one A skips the intro, so
this cost one boot.

Two clean trials: 300 frames in 10.40 s and 10.60 s, i.e. 28.8 and 28.3
fps. That is the same rate as the 27.6 fps measured during the loading
splash, which is exactly the page's own criterion for "the game is 30 Hz
and the unit is 1/60 s". The 60 Hz alternative is now excluded rather
than disfavoured: it needs the emulator at 47% of real time while sitting
idle on a screen the capture says costs 1526 draws over 300 frames, about
five per frame. Nothing there halves an emulator.

So the durations stand as written -- title 4.2 s, main menu 1.1 s, EXTRAS
0.87 s -- and Q1 leaves the handoff's open-residue table. It stays
MEASURED, not decoded: no field on the disc says sixtieths of a second.

One trap, and it nearly cost the conclusion. My first attempt reported
39.5 fps, which sits between the two hypotheses and would have left the
question open. It was a harness bug: I polled the log for a "done" line
rather than for the COUNT of them increasing, so it matched a capture
that had already completed and timed 0.1 s of nothing. METHOD gets the
general form -- a log-polling probe must compare a count, not test for
presence.
2026-08-28 19:11:11 +00:00
Sylpheed RE agent
386a97e2b6 port: audit the handoff -- four stale statements, a broken link, and the
residue in one place

Every MISSION row is answered, so this iteration checked the deliverable
itself rather than opening new scope: an answer that is not reachable
from HANDOFF.md has not been delivered, and I have been editing that page
by surgical replacement for a dozen iterations.

Four things were wrong or stale:

- the Q5 row still said initial focus was 2x TUTORIAL, 1x NEW GAME while
  its own bullet said four boots -- I updated the body last time and not
  the row;
- the Q2 bullet still described the other four main-menu destinations as
  "likely by name -- an inference, not a measurement", which Q4 has since
  MEASURED, and it listed GP_MISSION_SELECT as a main-menu destination
  when MISSION SELECT lives under EXTRAS;
- the Q1 bullet claimed that if the game presents at 60 Hz "nothing else
  on this page changes". That is now false: Q7's declared fade-in lengths
  are keyframe-derived and would halve. The same bullet also missed that
  the transition capture is a SECOND independent measurement supporting
  1 unit = 1/60 s -- the quad is declared black for 12 units, 0.20 s
  under the conversion, and the capture measured the plateau at
  0.17-0.23 s. Recorded as corroboration, not proof, because the plateau
  spans two screens' fades and cannot separate them;
- bgm-two-stems.md linked ../port/MISSION.md from inside structures/,
  which resolves nowhere.

Also named the two videos actually in scope, since "3.3 GB of video, two
files are in scope" is not much use without the filenames.

And added a What Is Still Open section. With every row green the residue
was scattered across eight pages; it is now one table with why each item
is stuck. Two entries share a single unblocker -- an emulator whose audio
path can be observed -- and they are the only ones that would change a
port decision.
2026-08-28 19:02:49 +00:00
Sylpheed RE agent
51096aea44 re: there is no XACT container on this disc -- retracting my own lead and
closing Q8

Last iteration I named Pj_Silph.xgs as the route to the SE cue index, on
the reasoning that XACT keeps cue->wave there. That route is dead, and
the negative is properly bounded: its 533-byte entry is high entropy with
no XGSF magic, +/-8 KB around it has none either, all 1.08 GB of
sound.pak contains zero XGSF, SDBK and WBND, and the executable has no
XACT or .xgs string anywhere. Control run first -- the same scan finds
RIFF in BGM_001 exactly where the bank structure says it should be, so
the scan works and the magic genuinely is not there.

So the .xgs and .slb extensions came from the authoring tool and survived
into shipped data that is not XACT at all. That goes in METHOD as a
general trap: check for the magic before committing to a parser for the
format an extension advertises. Writing an XACT parser would have been
wasted work.

What that leaves for the SE audio is undecodable-with-reach rather than
pending: Static.slb has no wave boundaries, there is no project file, and
none of the sound table's five records carries an offset. The bank is
certainly the right one -- 8 353 472 bytes over 322 cues is 0.84 to 1.01
seconds each at the bitrates the disc uses elsewhere, exactly the shape
of a bank of short effects. Only the index into it is missing, and it
exists only at runtime.

Q8 closes: vocabulary and bank decoded, the event binding a name match on
the authors' own event names, and the audio explicitly something the port
must source or author rather than extract. With this every MISSION row is
answered.
2026-08-28 18:58:06 +00:00
Sylpheed RE agent
43b14d74ac re: the boot sequence is not data-driven -- closing Q6 with the negative
rather than leaving it amber

Q6's second half asked what the game READS to decide the boot order. The
answer is nothing, and the value here is the reach rather than a find.

Four places checked, the order in none of them: config.ini's [SYSTEM] is
empty and it is the disc's only config; the movie manifest carries the
boot-side assets but no transitions; the requested GamePart id was
already shown to exist only as a stack argument in flight, with no
persistent field and no literal store; and the string GP_ADVERTISE_DEMO
has zero xrefs of any kind, so nothing in the code reads the attract
entry of the id table. A transition is a call with an id argument.

Traced as far as it goes cheaply: the RegisterToFactory<0,
GamePart_Title> string is referenced from exactly one site,
sub_8280E148, which also takes the address of sub_821C7D98 -- where a
factory template puts its creator. Marked amber, because that is position
and convention rather than proof, and sub_821C7D98 has zero .rdata
references, which fits a new+ctor thunk and not a state machine. The
substantial function in that neighbourhood is sub_821C6458 and I did not
read it.

So Q6 closes as answered with the driver classified as code rather than
data, which means the port AUTHORS the sequence -- and that is fine,
because the sequence itself is measured end to end and the handoff now
carries it in one line.
2026-08-28 18:53:14 +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
f290d96f92 re: one A skips the intro, and NEW GAME was never a hang
Two corpus claims died in one boot, and both were costing us.

Q9's last row: a movie IS skippable with a single A. One tap ~45s into
the boot put the title up at ~57s, against a ~193s no-input baseline
measured over three boots, and Canary's own keystroke counter went 3->4
so exactly one press was delivered. The skipped-to title is fully
functional -- it draws the PRESS A plate and a second A opens the main
menu. What actually breaks the boot is hammering: the 88-press run in the
traps doc. The scripts' "tapping breaks the title" comment is too broad
and costs every scripted boot two and a half minutes.

Q4's last row: A on NEW GAME does not hang. It opens DIFFICULTY
(EASY/NORMAL/HARD/BACK, focus on NORMAL), then SELECT DATA, and only then
does the guest throw -- at PC 0x82307128, which is inside sub_823070B0,
the cache-manager STL erase this corpus already documents and which has
nothing to do with the menu path. The screen sat unchanged for 90s
because it was a menu waiting for input from a loop that never pressed
anything. That is now a METHOD line: a screen that never changes is not
necessarily hung, and the fix is to look at it and press something.

Also METHOD: never run ps -ef in this container -- all three long-lived
processes carry the entire loop prompt as argv.
2026-08-28 18:45:59 +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
4820865835 re: S1 -- the Ready Room probe is a no-go, and not for the reason the
question expected

One iteration, as the mission gates it, and no Ready Room work started.

The two criteria it named both pass. It is NOT 3D: the corpus already
holds a capture of the running screen and it is a flat six-item menu in
the same visual language as the title. And unrecoverable paths do not
mean unrenderable screens -- content enumeration finds 60 builds in the
1106 entries.

What kills it is something the question did not ask. GP_READY_ROOM.pak
does not appear to hold the Ready Room's own menu at all. Two signals
agree: the four largest builds composite to briefing panels -- a planet
readout, unit markers, direction arrows -- and, much harder, the 902
bundles declare 317 distinct element names of which NONE matches any of
the six labels on the screen (takeoff, brief, hangar, pilot, option,
mission, ready all return nothing). The pak is the briefing /
tactical-map content behind the BRIEFINGS item. If this is ever picked
up, the first job is finding where the menu lives -- GP_BUNK.pak is the
obvious place -- not naming this pak's keys.

The probe also reaches back into something already delivered: kind ==
0x3002 finds ZERO buttons across all 902 bundles here, while GP_TITLE has
16. 0x3002 is one member of a 0x3000 family with sub-bits, and this pak
uses 0x3000/0x3004/0x300c/0x3008. Nothing in the milestone changes --
every screen in scope is GP_TITLE -- but the handoff now says not to ship
that equality as a general button test.
2026-08-28 18:24:48 +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
43dba9d6e0 re: the transition between screens is a fade through black, and most of
its timing is on the disc

Q7. Every title-side screen carries a full-screen black .prm quad that
paints last, and its keyframe group IS the transition: black at T0, clear
by T1, clear until T2, then back to black on exit. Read with the corpus's
start-of-a-ramp rule and Q1's time unit that gives 0.87s for EXTRAS,
0.97s for the main menu, 4.08s for the title -- from the file, not from a
stopwatch.

The disc-wide check is per-pak all-or-nothing rather than the 41% the
headline count suggests, and GP_TITLE's 6 of 12 is the useful row: the
six builds carrying a fade quad are exactly the six SCREENS, and the six
without are exactly the six overlays. GP_DIALOG is 0 of 133. That is
independent corroboration of the overlay finding from two iterations ago.

One piece is NOT on the disc and says so: the fade-OUT length. The fourth
keyframe has no time slot, because a group's last block stops four bytes
short. Measured instead, at 30fps, ~0.4s and the same both directions.

And a warning I earned: the luminance rise after a transition is NOT the
quad's ramp. The incoming screen's own elements animate in after the quad
has cleared -- 1.47s observed against a declared 0.97s. Time the fade
from where the frame is pure black.

Rig: screenshot samples at 0.5 Hz and cannot see a 0.4s fade at all,
which is why an earlier burst called this an instant cut. ffmpeg x11grab
at 30fps instead; both go in METHOD.
2026-08-28 18:05:19 +00:00
Sylpheed RE agent
4dbfa22a0b re: the title menu wraps -- Q5 measured, Q4 driven, and one of my own
method lines withdrawn

Q5, measured off two boots: up/down move one item and WRAP at both ends
on the 5-item main menu and the 3-item EXTRAS alike; left/right do
nothing; B goes up one level and restores focus to the item you came
from (4/4); B on the main menu returns to the title; B on the title does
nothing. The menu opens on TUTORIAL -- the middle item -- 2/2, though a
third recorded run implies NEW GAME, so that one is reproducible rather
than invariant and says so.

Q4 by driving: LOAD GAME opens the save-slot list, TUTORIAL the lesson
list, OPTIONS the settings menu, EXTRAS build 6, MISSION SELECT the stage
list. NEW GAME is not tested -- A on it hangs the emulator and this
iteration needed the session. The GamePart ID behind each is NOT
measured: it is the entry of the decoded id table whose name matches the
screen I saw, and the page says so rather than wearing the badge.

And the withdrawal. Last iteration I wrote that these menus drop d-pad
presses shorter than ~0.3s. They do not. Once wrap is measured, every
press count I had is exactly right -- four presses moved four steps
THROUGH the bottom, which lands one above where a non-wrapping menu
would. I invented hardware flakiness instead of testing the ends of the
list. METHOD keeps the withdrawal rather than deleting the line.

Also: label brightness is not a cursor oracle here -- the background art
outshines the highlight on some rows. menu_focus.py reads the focus ring
instead, 254 vs <82, no tuning.
2026-08-28 17:53:46 +00:00
Sylpheed RE agent
df23d7bff0 re: Q3 was already answered in docs/re -- deliver it, and test it on EXTRAS
The handoff had Q3 as "runtime-solved only". It is not: the layer key at
+0x0A of the T8aD sprite header, stable-sorted, is a file-derivable paint
order, already checked against five measured orders and already driving
the compositor for every build on the disc. That answer had simply never
reached the page the port agent reads.

The new evidence is EXTRAS -- the first screen composited from the rule
alone and scored against a framebuffer capture the rule had never seen.
0.9620 at zero shift, against a same-tooling control of 0.9657 on the
screen the rule was fitted to.

Written down with its limit rather than its headline: align_to_capture
correlates edges, and a paint-order change moves blends, not edges, by
=<45/255 on a few per cent of pixels. So the score is evidence for
placement and only CONSISTENT with the order. The sharp A/B needs a
rebuild and is named in the doc instead of being claimed.
2026-08-28 17:39:29 +00:00
Sylpheed RE agent
e21a9ab138 re: which GP_TITLE build is which screen, measured against the game
Q2. The archive is eight screens shipped twice, English and Japanese --
not the "build 4 title, 5 main menu, 6/8/9 submenus" the handoff claimed.
Build 8 is the JAPANESE main menu; 6 and 9 are the EN and JP EXTRAS, and
EXTRAS is the only submenu GP_TITLE holds. The PRESS (A) BUTTON plate is
its own build (2/3), composited over the title art and faded in a beat
later, not a state of build 4.

Confirmed by booting to the main menu and walking it: title, PRESS (A),
main menu and EXTRAS each match their render element for element. Builds
0/1 and 10/11 -- a DELTASABER / SYLPHEED A.I. plate -- were looked for in
the whole boot filmstrip, every title-side screen and the attract loop,
and appear in none of them; the reach of that negative is written down
rather than filled in with a guess.

Two rig traps went into METHOD: the menus drop d-pad presses shorter than
~0.3 s, and a grab 2.5 s after a transition can catch a screen mid-fade
-- which nearly wrote "the returned title has no plate" into the corpus.
2026-08-28 16:55:33 +00:00
Sylpheed RE agent
65b8946c6b re: a keyframe time is worth half a rendered frame, and the ramp is linear
Q1 of the menu port, measured against the running game rather than reasoned
about. The developer-logo splash is the cheap target: it is the first thing the
guest draws and its bundle declares short, unambiguous ramps.

Two results, both frame-exact and both emulator-speed-independent (frame numbers
are VdSwap counts, the guest's own frames):

  * the ramp is LINEAR. A declared 15-unit fade lands on round(255*k/15) for all
    seven of its samples with zero error, k stepping 2,4,6,8,10,12,14. No ease
    can reproduce a constant step of 34 at both ends.
  * the animation clock advances 2.000 time units per submitted frame, over six
    consecutive intervals with no residual, with 1 unit as the quantum
    underneath (one frame in the fade-out advances by 1).

The conversion to seconds is one step further and is flagged as such: 300 frames
took 10.87 s = 27.6 present-frames/second, which reads as a 30 Hz title at 92 %
under the emulator and gives 1 unit = 1/60 s -- the title build 4.2 s, the main
menu build 1.1 s. That reading is not proven, because the rate was measured
while the guest was still streaming from the ISO; the page names the one test
that would settle it and says what changes if it goes the other way.

Committed beside it: the raw draw capture and the per-frame quad CSV, so the
numbers can be re-derived without a disc or an emulator.
2026-08-28 15:56:33 +00:00
Sylpheed RE agent
452625d98d docs/re: the disc atlas -- one map of how the assets reference each other
A reference page covering the four layers (disc media, IPFB archives, container
formats, domain chains) and the three hashes that join them: name_hash for
archive TOC keys (case-insensitive), tag_hash for IDXD records and fields
(case-sensitive), ixud_hash for localised text.

Counts were measured on the retail extract for this page rather than copied
forward from the corpus -- 41 archives, 26443 entries, 166 xpr, 97 wmv -- and
where they overlap with docs/re they reproduce it independently (104 cutscene
slots / 101 movies / 99 / 99 / 22).

It gives the dangling references their own section, because they are properties
of the shipped disc and a port has to survive them: pmbase.t32, SUBTITLE_S12B,
the four boot logos, GP_TEST, the six 2D paks at exactly 0% named, and the 42
provably unrecoverable ISL symbol keys.

Also published as an artifact for reading.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 16:51:45 +02:00
Sylpheed RE agent
761e91de96 viewer: open the whole sound bank, not just the voice half
The library enumerator kept only names containing VOICE or \Briefing\, and read
eng\sounds.tbl unconditionally. So the Explorer could reach 4382 of the 9519
banks in sound.pak: no music, no jingles, no sound effects, and no Japanese
voice at all -- roughly half the disc's audio had no route to the UI.

`slb::list_audio_entries` now returns every named bank with the category its
path implies (Music / Jingles / Sound effects / Radio / Dialogue / Movie voice /
Briefing). `list_voice_clips` is that, restricted to the spoken categories, so
its existing test still guards the old behaviour. The 36 root banks carry no
language component and appear whichever table is read; the window gets an
English/Japanese switch that re-reads the other sounds.tbl, since the table name
IS the selector.

Two defects the decode found, both recorded in
docs/re/structures/sound-pak-contents.md:

* `Static.slb` -- the SFX bank -- declares 616768 bytes more than sound.p04
  holds. Not our extraction: p04 matches the ISO's own directory record, and a
  sweep of every pak on the disc finds this one entry over-running and no other.
  It is the highest-offset entry, so its comp_size is an allocation size. A
  short read is now allowed for the tail entry ONLY; any other overrun stays an
  error, because clamping it would hide real damage behind a half-decoded asset.
  The bank went from unreadable to 514 s of audio.

* the left-channel downmix was applied to everything. Right for voice (mono
  content however stored), wrong for music (a real stereo mix, half of it
  discarded). The caller now decides from the category.

35 of the 36 shared banks decode; JNGL_001 does not, and says so in the player
instead of the panel silently closing. Its payload is not a whole number of XMA1
packets from any known data offset, so it is likely not a plain headerless
stream -- written up rather than papered over.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-28 16:28:20 +02:00
Sylpheed RE agent
b56f1bf1da docs/re: finish the INDEX merge I left unresolved
Commit 56deb56 ("Merge branch 'auto/idxd-unnamed-keys'") shipped INDEX.md with
live conflict markers. My check was worthless in a way worth naming: I ran

  git add docs/re/INDEX.md ; git status --short | grep -E '^(UU|AA)'

in that order. Staging a conflicted file is exactly what marks it resolved, so
the grep found nothing and reported "no unmerged" -- the control passed BECAUSE
of the action it was meant to gate. Both halves of the hunk then went into the
tree verbatim, leaving two competing IDXD rows.

Resolved as a union, which is what it always was:
  * HEAD's "IDXD object/table" row -- the 2026-08-25 record/index-region decode
    -- supersedes the branch's older one-line version of the same row;
  * the branch's "IDXD nameless field keys" row is new and is kept.
2026-08-28 15:55:18 +02:00
Sylpheed RE agent
797765a0b2 agent: move the loop prompt's memory into the corpus, and let it push
The autonomous agent's loop prompt had grown to ~9 000 words of accumulated
findings, refutations and traps. That is a symptom, not a style: it was doing
the job the corpus should do, in the one place that dies with the container.
Three concrete failures followed from it, and each gets a structural fix rather
than a louder instruction.

1. IT REPEATED WORK IT HAD ALREADY DONE.
   The "do not revive" list and the method traps existed ONLY in the prompt, so
   nothing pointed a fresh iteration at them. Extracted verbatim into two
   tracked files:

     docs/re/REFUTED.md  105 claims tested and dead, grouped by subject so a
                         grep for your noun finds the neighbourhood
     docs/re/METHOD.md   the traps already paid for -- controls, inference,
                         searching, reading data, runtime

   Both are linked from INDEX.md, and the loop prompt now opens by requiring
   them to be read. This is the fix for "re-derived something already known":
   the knowledge is now where the next iteration looks, not in a context window.

2. IT FORGOT TO ARM THE NEXT WAKEUP.
   The prompt tried to solve this by shouting at itself in the first line. The
   real fix is to stop asking: `loose` now defaults to a FIXED interval (45m),
   so the harness owns the cadence and a forgotten ScheduleWakeup cannot end the
   run. SYLPH_LOOP_INTERVAL= (empty) restores self-pacing.

3. IT COULD NOT PUBLISH, SO THE WORK ONLY EXISTED IN THE CONTAINER.
   New `push-work`, plus a read-only credentials mount
   (SYLPH_GIT_CREDENTIALS, default ~/.sylph-git-credentials). It pushes the
   CURRENT branch only, refuses anything that is not auto/*, and never
   force-pushes -- so the consolidated line stays a human's decision and a
   confused iteration cannot rewrite history. The loop prompt now requires a
   push on every iteration that commits, rather than at the end of some longer
   arc, which is exactly when a container dies.

The prompt itself drops from ~9 000 words to 85 lines and, more importantly,
stops accumulating: findings go in the corpus, and the prompt points at it.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-28 15:46:59 +02:00
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
b39dd46bdd Merge branch 'auto/slb-loader'
# Conflicts:
#	docs/re/INDEX.md
#	docs/re/structures/slb-data-offset.md
2026-08-28 15:27:46 +02:00
Sylpheed RE agent
465de4b530 Merge branch 'auto/regn-reader'
# Conflicts:
#	docs/re/BACKLOG.md
#	docs/re/INDEX.md
#	docs/re/structures/regn-map-grid.md
#	tools/re-capture/regn_decode.py
2026-08-28 15:26:35 +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
2a731aa8b7 re: the Time/Points record is not on the debriefing path - and a ring drainer matches the message bus
Read 0x821A0AD0, the debriefing, end to end, resolving every call and string in
code order. The word-B bit-setter sub_8219F2E8 is its FIRST call, before anything
else; the function makes 44 calls and references exactly two strings, DEBRIEFING
and BASE_INFO.

No Time and no Points anywhere on this path - not in the debriefing, not in the
bit-setter. Section 5.3's expectation that clearing a challenge stage records its
metric alongside the bit is not supported by the code that clears it. The reach of
that negative: the debriefing function and its directly-called bit-setter, both
read whole; it does not rule out a store deeper inside one of the other 43
callees.

0x8219F670 turns out to be an online-state predicate: 88 bytes, no strings, reads
the singleton, tests bit 1 of [0]+60, and if set passes [0]+64 to 0x824A9C90 and
returns whether the result is 2. A connection or sign-in check, not a record
store.

The useful find is 0x8219F460, 368 bytes and self-recursive, which drains a ring
based at r29+320 with element base +4, capacity +8, head +12 and count +16. Those
are the corpus's documented message-bus offsets exactly - BACKLOG records
sub_82175C20(bus+4, &msg) as a ring-buffer append with capacity +8, head +12,
count +16 - and sub_82175C20 is the very notifier section 5.6 found the word-B
writer calling with bit + 64. So the open question "ring-buffer PUSH, no handler"
now has a candidate drainer with a byte-for-byte matching field layout, reached
from the debriefing.

What is NOT shown is that these are the same ring instance. The push targets
bus+4, this drain targets r29+320. Matching offsets prove a shared container
shape, not a shared object, and the identity needs the two base pointers tied
together.

All seventeen artefacts byte-identical.
2026-08-28 13:07:02 +00:00