Commit Graph

6 Commits

Author SHA1 Message Date
Sylpheed RE agent
cbdf09bd90 docs/re: alpha does not break the tie — but it validates the fade decode
The plan was to separate ptlogo_back2eff from ptlogo_back2eff5 (same 1133x280,
declaration 20 vs 18, either side of ptlogo_back2 at 19) by their resting fade
alphas. Carried out, and refuted: both quads come back at alpha FF, and reading
the bundle again, both elements REST at 255 under this project's own max-dwell
rule — back2eff5's longest hold is t=74 at 255, and the 192 I had quoted is a
later, shorter keyframe, not its resting value. The ambiguity stands.

What the colour did buy is worth more than the tie-break: the first check of the
fade/keyframe decode against the RUNNING GAME rather than against another parse.
Every static element draws at exactly the resting alpha the bundle predicts, and
the only two quads whose alpha moves between consecutive frames (88->88/86->87
and 3C->38) are the rotating effect pair and the PRESS (A) glow — the two things
visibly animating on screen. Nothing had confirmed before that the alpha channel
of a keyframe is what drives that throb.
2026-08-19 01:09:25 +00:00
Sylpheed RE agent
45ee8c3a1b docs/re: the loading screen never boots, and no other build explains the order
Two routes closed, both cheaply.

The loading screen was the best discriminator reachable WITHOUT navigation — its
full-screen element is declared 7th of 10, so the two candidate orders would look
completely different. It does not appear during the boot at all: 23 captures
armed across an entire boot are all intro-movie frames, two full-screen quads
apiece. It belongs to a content load, which is behind the main menu, which is
behind the (A) that works half the time.

And a loophole this document had left open is shut: the title's sprites were
matched to build 4 BY SIZE, so the game might have been running some other build
whose table lists them in the captured order. Only two bundles in GP_TITLE.pak
contain all seven sprites, and neither is ascending in the captured order.

Recorded rather than glossed: one sub-order is genuinely ambiguous, because
ptlogo_back2eff and ptlogo_back2eff5 decode to the same 1133x280 and sit at
declaration 20 and 18, either side of ptlogo_back2 at 19. The UI quad carries a
k_8_8_8_8 colour attribute the hook does not log yet, and the two rest at
different fade alphas — logging it would name them apart.
2026-08-19 00:58:46 +00:00
Sylpheed RE agent
68fc072a31 docs/re: a second screen captured, and the two title states pinned down
Two results, one of which closes the navigation problem the last three
iterations kept hitting.

**The title states.** The hypothesis was that the attract-loop title is a
non-interactive presentation that omits the PRESS (A) plate. Half right:

* the state distinction is REAL — a single (A) on the title that ends the boot
  opens the main menu, 2 of 2 in independent runs, one of which never pressed
  F10; the title the attract loop returns to accepts nothing, not (A), START, B,
  BACK, X or Y, across dozens of delivered presses;
* the proposed tell is REFUTED — capturing the draws in both states in one run
  gives 13 quads at identical rects, ptbtn00 and ptbtn00f included. The two are
  identical to the renderer and different only to the guest.

So there is now a reliable route to the menu: first title after boot, one tap.

**The main menu's paint order**, captured with it. Its sprites are GP_TITLE
build 5's, and ptframe1/ptframe2/ptbtn01f land within 4 px of their declared
resting placements — an independent placement check on an untouched bundle.

It does NOT settle the ordering question, and the entry says so: build 5 lists
its background at indices 1-2, so declaration order and "background first"
predict the same sequence here. Same failure mode as GP_READY_ROOM/GP_OPTIONS.
What it does establish is that the title's disagreement is not a decode
artefact — same pak, same engine, one build that follows its table and one that
does not.
2026-08-18 23:10:04 +00:00
Sylpheed RE agent
2477d17885 docs/re: re-refute the time orderings on the right build, and kill a Y-sort
Two of the paint-order refutations were computed with build 7's keyframe times,
and build 7 is not the build the game runs. Re-checked on build 4: both still
fail, on the same element (ptlogo1 paints after ptlogo_back2 though it starts at
t=26 against t=66, and rests at t=42 against t=80).

A new candidate is recorded and refuted rather than left implicit, because it is
the kind that gets adopted on partial agreement: painter's order by resting Y
reproduces the captured order to within a single transposition — and is wrong
twice, on ptlogo_tm (drawn before a sprite 63 px higher) and on the background
(drawn first, though its resting Y would sort it fourth).

Also scoped, not walked: the guest-code avenue. The splash item vtable
0x820b30b4 is real (25 slots, three construction sites); RTTI carries no class
names anywhere in the binary; the format tags are fourcc immediates behind a
virtual call, not strings; and the obvious shortcut — searching for the 60-byte
declaration stride — leads to a time-string parser, not the table.
2026-08-18 21:05:39 +00:00
Sylpheed RE agent
102cc344b3 docs/re: the title paint order is build 4's, carries no depth, and is not in the file
Three findings and two corrections, all against the same capture.

Corrections first, because one of them invalidates numbers already written down:

* **the running screen is build 4, not build 7.** `screen info` defaults to the
  largest build; the game runs a different one, and the two disagree on sprite
  sizes (ptlogo1 822x100 vs 919x113 — the capture says 915x115). Every
  declaration index in the previous entry was against the wrong table. The
  conclusions survive unchanged; the indices are restated.
* **the ship capture does NOT skip these UI draws.** This entry justified a new
  hook partly on "it requires an f32x3 position stream, which a 2D quad does not
  have". These quads have one: armed on the title, xenia_ship_capture_01.log
  holds 1150 records of which 965 are the UI sprite shader. The new hook is
  still the right tool — frame brackets, submission order, texture identity —
  but it was justified with a wrong reason.

Findings:

* **no depth in the geometry.** Attribute 0 is k_32_32_32_FLOAT, so every quad
  carries a Z, and every Z is 0.00000. Submission order is the whole ordering.
* **no ordering field in the bundle.** Every word of build 4's declaration table
  dumped (committed as evidence): the unknowns are constant. The placement
  region's per-group lead word — never read before — is 0 for all 24 groups, and
  the region is followed straight by the RATC child stream, so no table hides
  behind it.
* **the batching rule**, which is what makes the order readable: a draw holds
  one or two quads, and a two-quad draw always holds two elements adjacent in
  paint order that share a texture page. The engine flushes when the page
  changes; it does not sort by page (pages alternate).

Reproduced in an independent run — same order, same rects — which is the second
observation the CONFIRMED bar asks for.
2026-08-18 20:16:05 +00:00
Sylpheed RE agent
9da79b92d6 docs/re: the title screen's paint order, measured from the draw stream
BACKLOG's UI-ordering item ended at "the next step is no longer static — it is a
per-draw capture of the title screen showing the order the game submits". That
capture now exists.

The order, in submission order: a full-screen background layer, a rotated effect
pair, a second full-screen layer, ptlogo_back2eff + ptlogo_back2, ptlogo1 +
ptlogo_tm, ptlogo2, ptcopyright, and the PRESS (A) BUTTON plate — declaration
indices 13, 22|24, 23, 0, 11, 1, 28, and then two elements that are not in that
build at all.

Two more candidate orderings die on it (keyframe start time, resting-keyframe
time), and one structural fact reframes the item: the visible screen composites
TWO bundles — build 7 plus the one-element build 2 that is the button — so no
single build's element table can be the paint order whatever its order. The
button's quad lands at (384,551) against a declared rest of (383,550), which is
a one-pixel agreement between the static placement decode and the running game
on a bundle nothing had checked.

INDEX's "the screen's draw list is the bundle's declaration table (back-to-front)"
is demoted in place rather than edited away.

Still open and said so: the rule that produces the order; three of twelve quads
unidentified; one screen only.
2026-08-18 18:57:43 +00:00