# Draws one exported screen, either at a moment on its timeline or at the # `rest` pose the export declares. # # TIMELINE is the real behaviour and the default. A keyframe is the start of a # LINEAR ramp toward the next, and the unit of `t` comes from # `authored/timing.json` -- it is measured, not on the disc, which is why it is # authored and applied in exactly one place. # # REST reproduces what the export's `rest` field says, which is what # `sylpheed-cli screen render` draws. It is kept so `tools/port/verify-screen` can # hold both renderers to the same assumption. The two modes DISAGREE on six # elements in this export, and the running game sides with the timeline -- see # `docs/DECISIONS.md`. # # One CanvasItem draws the whole screen in `_draw`, rather than a node per # element. The export's `paint_order` is already back-to-front, so honouring it # is a loop; z-indexing sixteen nodes to reproduce the same order would be the # same information expressed less directly, and would hide a tie behind Godot's # own sibling rules. class_name ScreenView extends Node2D ## Skip `kind & 0x4` template instances that duplicate a plain element. ## docs/FORMAT.md: those are motion-trail ghosts and are not on screen at rest. ## The narrow form of the rule matters -- 174 elements on the disc carry the bit ## with no template to duplicate, and a blanket skip would erase them. const KIND_TEMPLATE_INSTANCE := 0x4 enum Pose { TIMELINE, REST } ## Which pose to draw. TIMELINE walks the keyframes at `time_units`; REST draws ## the export's declared `rest` and is there for renderer-vs-renderer diffing. var pose_mode: Pose = Pose.TIMELINE ## Position on the timeline, in the disc's own keyframe units. `t` is left raw ## everywhere; seconds appear only where `units_per_second` is applied. var time_units: float = 0.0 var units_per_second: float = 60.0 ## Duration of the ramp into a final UNTIMED keyframe -- a shape this export no ## longer contains (866 keyframes across 16 screens, **0** untimed). ## ## 🔴 THE TWO SENTENCES THAT WERE HERE ARE PRE-FIX AND I LEFT THEM WHEN I FIXED ## THE CODE BELOW. They read: *"Authored (`authored/timing.json`): the disc has no ## time slot on that keyframe, so this is the one unknown duration per screen."* ## Both halves are now false — the authored entry was DELETED as progress, and ## the corrected record layout times every pose, so there is no unknown to ## author. The correction lived immediately below while the claim stayed on top. ## Synthetic duration for a group's final UNTIMED keyframe. ## ## 🔴 NEGATIVE MEANS "NOT SUPPLIED", AND THAT IS NOW THE DEFAULT. It used to ## default to **24.0** -- the exact constant HANDOFF ask 2 told this port to ## author and that the port refused, because the file's own ramp is 10 units and ## authoring 24 would run the fade 2.4x too long. The authored entry was deleted ## as progress when the corrected record layout removed the unknown; the default ## quietly put the refuted number back where nobody would look for it. ## ## The branch is kept so an older export still loads, but it no longer INVENTS a ## duration: if a group really does end untimed, the port says so and declines to ## make one up, which is the same choice `black_hold_units` and ## `input_during_transition` make in `authored/timing.json`. ## ## Unreachable on today's export -- 866 keyframes across 16 screens, 0 untimed. var exit_ramp_units: float = -1.0 var _warned_untimed := false ## Focus records this screen draws unconditionally, and the period each loops on. ## ## `{ : { "record_element": String, "period_units": float } }`, ## from `authored/timing.json` `looping_focus_records`, keyed there by ## `/` and narrowed to this screen by `load_screen`. ## ## ⚠️ A LOOKUP, NOT A RULE, and the census is why. The spinning ring is a rule ## (`spin_period_units`) because 16 of 212 elements match its shape and all 16 ## are focus rings. The analogous rule for a pulse -- keyframes varying only in ## alpha, first alpha equal to last -- matches **82 of 212**, including ## `ptcopyright`, `palogo_sqex`, `ptmsg` and every `_eff` fade. It would make the ## copyright notice pulse. Narrowed to focus records it matches exactly one ## distinct element, and a rule justified by n=1 is a special case wearing a ## rule's clothes. ## The one instant a settled screen is posed at, in keyframe units, or -1. ## ## 🔴 Replaces per-element `rest()` while `holding`, where the export gives a ## wide enough window. `rest()` returns each element's last HOLD keyframe chosen ## independently of every other element -- right for anything that ends the ## screen settled, and exactly wrong for a **transient**. The title's ## `ptlogo_back2eff1` is a two-frame flash (0 until t52, 255 at t54-56, 0 by ## t58), so its last hold IS the flash peak and `rest()` leaves it burning. There ## are five of them, and `rest()` draws all five at once. ## ## ⚠️ **Only where the window is wide.** Across this export the widths split with ## nothing in between: `press_start` 214, `publisher_logo` 190, ## `developer_logos` 145, `title` 76 -- then `main_menu` 12, `extras` 12, the ## loading screens 8 and 4. A 12-unit "settle" on a menu that builds in until ## t=70 is a gap between staggered ramps, not a settled pose. The bar is 30 ## units: the Decoder's disc-wide census puts the knee there (30 % of bundles ## have a window >= 30, 42 % have one under 10), and this export's own screens ## sit 4x either side of it with nothing between 12 and 46. var settle_instant: float = -1.0 const SETTLE_WINDOW_MIN := 30.0 ## Set when a caller pinned an EXPLICIT instant (`--time=`), which then wins over ## `settle_instant`. ## ## 🔴 Without this, `--time=` was silently ignored on every screen with a settle ## window of 30 units or more, because `pose_at` overwrote the requested `t` with ## `settle_instant` whenever `holding` was true. The flag parsed, the log printed ## the time asked for, and the pose came from somewhere else. ## ## `press_start` is the case that exposed it. Its window is [0, 214] -- the long ## dead stretch BEFORE the plate appears -- so its settle instant is t=107, where ## `ptbtn00` is alpha 0. The plate's only opaque frames are t=236-238. The result ## was that the `PRESS (A)` plate could not be rendered **at any time at all**: ## every instant anyone asked for was answered at t=107, and the screen came back ## empty with `ptbtn00 (transparent at rest)`. ## ## The settle instant is still right for a screen that has ARRIVED and is sitting ## there, which is what it was measured for. It is not right as an answer to a ## question about a different instant. var frozen := false var looping_focus: Dictionary = {} ## Pin the looping record's phase instead of taking it from `time_units`. ## ## 🔴 WHY THIS EXISTS. The pulse is CORRECT -- a thing that pulses does not stop ## because the screen has arrived -- but it rides the wall clock, so a captured ## frame lands wherever the grab happened to fall. `verify-screen press_start` ## returned `over3` **5021, 8919, 5021** on three identical runs: a regression ## detector that answers differently each time teaches its reader to ignore it. ## ## The port is not the thing that is wrong here, so the port's behaviour does not ## change: negative means "free-running", which stays the default everywhere. The ## HARNESS pins a phase so the comparison is deterministic. var loop_phase_units: float = -1.0 ## Element ids whose nested `.rat` leaf the runtime actually draws. ## ## The exporter flags `leaf_carries_geometry` on 15 elements -- a census fact. ## This is narrower on purpose: it is the subset the DECODE covers, and it comes ## from `authored/rendering.json` with its reasons. Two elements are flagged and ## deliberately not drawn (`title_jp/ptlogo_eff2`, `pgloading_loop5`), because ## drawing them would extend a decode past the case it was fitted on and neither ## can be adjudicated here -- `title_jp` has no oracle capture, and the ## consistency harness compares against a renderer that draws no leaves at all. var draw_leaf_for: Array = [] ## Elements the game draws ADDITIVELY, by screen -- `authored/rendering.json` ## The canvas items backing the paint-order runs. See `_band`. var _bands: Array[RID] = [] ## The canvas item the next `_draw_quad` paints into. It is a member rather than ## a parameter because every draw funnels through `_draw_quad` from three call ## sites, and threading a RID through `_draw_leaf` and `_draw_focus` would change ## their signatures to carry a value neither of them chooses. var _target: RID = RID() ## 🔴 THIS USED TO BE `CanvasItemMaterial.new()` AND NOTHING ELSE, so the blend ## mode was its default, MIX. Every band was created, ordered and assigned ## correctly and the screen composited exactly as before: `ptframe1` moved from ## 22.72 to 22.69. That is the failure mode this port keeps meeting -- the change ## ran, produced a number, and the number was WRONG BY BEING RIGHT-LOOKING. It was ## caught only because the measurement predicted a large move and a 0.03 move is ## not one. var _additive_material := _make_additive() static func _make_additive() -> CanvasItemMaterial: var m := CanvasItemMaterial.new() m.blend_mode = CanvasItemMaterial.BLEND_MODE_ADD return m ## Whether this screen replays a leaf's group. See `authored/rendering.json`. var loop_leaf := false ## Pin the LEAF's phase independently of the screen's pose, in units. -1 = off. ## ## Built because a measured value could not be tested. The Decoder's refined fit ## for the `ptloop` sweeps is t=357.7 units, and `verify-capture` passed it as ## `--time=5.9617` -- which poses the WHOLE SCREEN there. The title's own group ## ends at t=269, so that fades everything out and scores 30.97 % against the ## capture. The instant was only ever about the sweeps, whose leaf runs to t=600. ## ## So the fit was untestable: the only way to ask for it also destroyed the rest ## of the frame. This separates the two clocks -- the screen sits at its settled ## pose, the leaf is placed at whatever phase is being tested. var leaf_time_units: float = -1.0 ## While true the screen holds at `rest` and never plays its exit. The ## sequencer clears it to send the screen away. var holding: bool = true var tree: ExportTree = null var screen: Dictionary = {} var textures: Dictionary = {} var skipped: Array[String] = [] ## Structural skips accumulated over the life of the CURRENT screen, deduplicated. ## ## 🔴 `skipped` itself is per-frame and was read by NOBODY. Its own comment says ## "a silently missing element looks like art" -- and for eight milestones ## nothing printed it, so the port could drop an element every frame and say so ## to no one. That is the same shape as the black hold, which was implemented, ## called, and emitted nothing until somebody filmed it. ## ## Only STRUCTURAL skips accumulate here. "(transparent at rest)" is ordinary ## animation -- every element is transparent at some instant -- and reporting it ## would bury the three that mean something under the one that never does. var structural_skips: Array[String] = [] var drawn: Array[String] = [] ## Which button is highlighted, by element id. P1 leaves it empty: initial focus ## was measured as unstable boot to boot (HANDOFF Q5) and picking one is an ## authored decision that belongs to P5. var focused_id: String = "" func load_screen(t: ExportTree, name: String) -> bool: tree = t screen = t.screen(name) if screen.is_empty(): push_error(t.error) return false var design: Array = screen.get("design", [1280, 720]) # The export's coordinates are in this space and the viewport matches it, so # a mismatch means the export is not what this project was built to draw. var viewport := Vector2i( ProjectSettings.get_setting("display/window/size/viewport_width"), ProjectSettings.get_setting("display/window/size/viewport_height")) if Vector2i(int(design[0]), int(design[1])) != viewport: push_warning("screen %s is authored at %sx%s, viewport is %s" % [name, design[0], design[1], viewport]) var w: Array = screen.get("settle_window", []) settle_instant = -1.0 if w.size() == 3 and float(w[1]) - float(w[0]) >= SETTLE_WINDOW_MIN: settle_instant = float(w[2]) _load_textures() queue_redraw() return true func _load_textures() -> void: textures.clear() for element: Dictionary in screen.get("elements", []): var paths: Array = [element.get("sprite", ""), element.get("focus_sprite", "")] # The focus record's own elements carry their own sprites -- the ring is # only reachable this way. for fe: Dictionary in element.get("leaf", {}).get("elements", []): paths.append(fe.get("sprite", "")) for fe: Dictionary in element.get("focus", {}).get("elements", []): paths.append(fe.get("sprite", "")) for rel: String in paths: if rel != "" and not textures.has(rel): var tex := tree.texture(rel) if tex == null: push_warning(tree.error) else: textures[rel] = tex # `tint_rgba` is RGBA and `fade_argb` is ARGB -- different byte orders, on # purpose, because the disc spells them differently and a silent swap looks like # an art bug rather than a parse bug. They multiply per channel. static func modulate_of(pose: Dictionary) -> Color: var tint := _rgba(pose.get("tint_rgba", "0xffffffff")) var fade := _argb(pose.get("fade_argb", "0xffffffff")) return Color(tint.r * fade.r, tint.g * fade.g, tint.b * fade.b, tint.a * fade.a) static func _rgba(hex: String) -> Color: var v := hex.hex_to_int() return Color8((v >> 24) & 0xff, (v >> 16) & 0xff, (v >> 8) & 0xff, v & 0xff) static func _argb(hex: String) -> Color: var v := hex.hex_to_int() return Color8((v >> 16) & 0xff, (v >> 8) & 0xff, v & 0xff, (v >> 24) & 0xff) ## The drawn rectangle of an element at a pose. ## ## `pos` is the top-left at 1:1 and `pivot` is the anchor scale grows about, so ## the top-left moves by `-pivot*(s-1)` and the size is the natural size times ## `s`. At 100 % the pivot cancels, which is why it can be got wrong invisibly. static func placement(pose: Dictionary, pivot: Vector2, natural: Vector2) -> Rect2: var pos := _vec(pose.get("pos", [0, 0])) var s := _vec(pose.get("scale", [100, 100])) / 100.0 return Rect2(pos - pivot * (s - Vector2.ONE), natural * s) static func _vec(a: Array) -> Vector2: return Vector2(float(a[0]), float(a[1])) ## The pose of one element at `time_units`. ## ## A group is `pre-roll -> ramp in -> HOLD -> ramp out -> post-roll`, and a ## screen that has arrived sits on the **hold**. So the timeline plays in and ## stops at `rest`, which is the decoders' identification of that hold and ## carries its own `t`. ## ## It is emphatically NOT "play to the last timed keyframe". The exit is not ## only the final untimed frame -- it can be a long run of TIMED ones. The ## title's `pteff02` holds at `t=46` with the 25 % dim quad at alpha 0x40 and ## then ramps to 0x00 by `t=236`; running to the end drops the dim and makes the ## whole screen ~13/255 too bright. That was measured against a plate-free ## capture of the running title, and it is what corrected this rule. ## ## Before the first keyframe the element holds its first pose -- the pre-roll a ## staggered menu needs, with the five buttons starting at t=28,30,32,34,36. func pose_at(element: Dictionary, t: float) -> Dictionary: var frames: Array = element.get("keyframes", []) var timed: Array = [] for k: Dictionary in frames: if k.has("t"): timed.append(k) if timed.is_empty(): # No timed frame at all: the group is a single static pose. return frames[0] if not frames.is_empty() else element.get("rest", {}) # While holding, stop at the hold: past it the group is ramping out, and a # screen that has arrived and is sitting there is not leaving. # `frozen` means a caller pinned an EXPLICIT instant and wants THAT instant, # not the settled pose and not a per-element clamp. Both clamps are skipped. if holding and not frozen: # One instant for the whole screen where the disc gives a wide enough # window; otherwise each element's own hold, which is what this port did # everywhere until 2026-08-29. # 🔴 THIS WAS AN ASSIGNMENT AND THE COMMENT ABOVE SAYS "STOP AT". It read # `t = settle_instant ...`, so from the screen's FIRST FRAME every element # was posed at the settled instant and the build-in was never drawn. The # else-branch beside it always clamped; only this half did not, and the # asymmetry is the whole defect. # # A human on a 140 fps GPU: "the logos just switch, I cannot discern any # animation at all." Filmed and measured with `tools/motion-census`: the # sharp logo's region sat at 0.40549 from unit 7.9 through 28.2 -- the # same value it holds at 45 and beyond -- while its declared ramp is # 15 -> 30. It was already full before its ramp began. # # ⚠️ THE HOLD IS NOT THE BUG AND MUST SURVIVE THIS. The Decoder measured # the game holding one picture for 3.34 s on this screen -- LONGER than # the port's 3.30 -- because `palogo_sqex` declares 205 of its 255 units # as a flat plateau. The deficit was only ever in the ramps. Clamping # rather than assigning keeps the plateau exactly and restores the ramp. t = minf(t, settle_instant) if settle_instant >= 0.0 else minf(t, settle_units(element)) # The exit. The final keyframe carries no `t` -- the disc has no slot for one # -- so it is given a synthetic time `exit_ramp_units` after the last timed # frame and then interpolated like any other. That keeps one code path: the # difference between arriving and leaving is only how far `t` is allowed to # run, not a second kind of animation. # # The whole group plays out, not just the fade quad: on the main menu # pteff00 ramps to opaque black while the labels ramp to transparent and # ptframe1/2 hold. Modelling the exit as a black rect over a frozen screen # was measured and refuted -- see authored/timing.json. var last_frame: Dictionary = frames[frames.size() - 1] if not last_frame.has("t"): if exit_ramp_units < 0.0: if not _warned_untimed: _warned_untimed = true push_error("%s has an untimed final keyframe and no exit_ramp_units was supplied. " % [screen.get("name", "?")] + "Not inventing one: the group ends at its last timed frame. " + "This export predates the corrected record layout -- re-export it.") else: var exit_frame := last_frame.duplicate() exit_frame["t"] = float(timed[timed.size() - 1]["t"]) + exit_ramp_units timed.append(exit_frame) if t <= float(timed[0]["t"]): return timed[0] for i in range(timed.size() - 1): var a: Dictionary = timed[i] var b: Dictionary = timed[i + 1] var t0 := float(a["t"]) var t1 := float(b["t"]) if t < t1: # A keyframe is the start of a ramp toward the next, and the ramp is # linear -- measured, `authored/timing.json`. return _lerp_pose(a, b, 0.0 if t1 <= t0 else (t - t0) / (t1 - t0)) return timed[timed.size() - 1] # Channels are integers on the disc. The running game's own fade lands on # `round(255*k/15)`, so rounding -- not truncation -- is what was measured. static func _lerp_pose(a: Dictionary, b: Dictionary, f: float) -> Dictionary: return { "pos": [_ilerp(a["pos"][0], b["pos"][0], f), _ilerp(a["pos"][1], b["pos"][1], f)], "scale": [_ilerp(a["scale"][0], b["scale"][0], f), _ilerp(a["scale"][1], b["scale"][1], f)], "tint_rgba": _hex_lerp(a["tint_rgba"], b["tint_rgba"], f), "fade_argb": _hex_lerp(a["fade_argb"], b["fade_argb"], f), "rotation_deg": _ilerp(a.get("rotation_deg", 0), b.get("rotation_deg", 0), f), } static func _ilerp(a: float, b: float, f: float) -> int: return int(round(a + (b - a) * f)) # Byte-wise, so it works for both orders without knowing which one it has. static func _hex_lerp(a: String, b: String, f: float) -> String: var x := a.hex_to_int() var y := b.hex_to_int() var out := 0 for shift in [24, 16, 8, 0]: out |= (_ilerp((x >> shift) & 0xff, (y >> shift) & 0xff, f) & 0xff) << shift return "0x%08x" % out ## Where one element stops, in keyframe units: its hold. ## ## `rest.t` when the export gives one. An element whose `rest` carries no time is ## a single static pose, and there the last timed keyframe is the same answer. static func settle_units(element: Dictionary) -> float: var rest: Dictionary = element.get("rest", {}) if rest.has("t"): return float(rest["t"]) var last := 0.0 for k: Dictionary in element.get("keyframes", []): if k.has("t"): last = maxf(last, float(k["t"])) return last ## How long one turn takes, in keyframe units, for an element that spins — or 0. ## ## The rule is STRUCTURAL and narrow: exactly two keyframes, differing in ## **nothing but** `rotation_deg`, by a full 360. The period is the SPAN between ## the two poses. ## ## 🔴 THIS PARAGRAPH DESCRIBED THE PRE-FIX RULE WHILE THE BODY BELOW IMPLEMENTED ## THE CORRECTED ONE. It read: *"with the first timed and the second untimed. The ## period is the first keyframe's declared `t`."* Under the corrected record ## layout every pose is timed, so `b.has("t")` is always true, that rule returns ## 0, and the ring stops spinning — which is exactly the failure the body's own ## comment records and fixes. A doc comment and its function contradicting each ## other, with the doc stating the refuted version. ## ## Its disc-wide check, over this export: **16 of 212 elements match, and all 16 ## are focus rings** — `ptbtneff01` on the five main-menu buttons and ## `ptbtneff02` on the three `EXTRAS` buttons, in both locales, every one of them ## declaring `t = 120`. Zero false positives. That matters because the rule is ## applied on the strength of a measurement taken on **one** button of one ## screen; a rule that also caught something else would be extrapolating from ## that measurement to elements nobody watched. ## ## ⚠️ It is a rule about SHAPE, not a decoded field. Nothing on the disc says ## "this loops". What the disc says is 0° → 360° over `t`; what the RE agent ## measured is that the turn repeats rather than stopping. Those are two ## different sources and the day a loop flag is decoded, this goes. ## The cycle length of a looping focus record, **derived in preference to authored**. ## ## The record header's `+0x08` says where the cycle restarts, and it is not the ## last keyframe's time: the plate's glow ramps 0→80→0 over 105 units inside a ## 120-unit cycle and rests dark for 15. The exporter now carries it as ## `focus.loop_length_units`, so the period comes off the DISC. ## ## `authored/timing.json` had 120 already, from a wall-clock measurement of the ## running game (≈2.37 s). **The two agree**, which is why this is a provenance ## change and not a pixel change — an emulator stopwatch and a field on the disc, ## sharing no instrument, landing on the same number. The authored value stays as ## the fallback and as that second witness. ## ## A DISAGREEMENT IS ANNOUNCED, never silently resolved. Preferring one number ## without saying so is how a measurement and a declaration drift apart for ## milestones without anybody learning that they had. func _loop_period(focus: Dictionary, loop: Dictionary) -> float: var authored := float(loop.get("period_units", 0.0)) var derived := float(focus.get("loop_length_units", 0.0)) if derived <= 0.0: return authored if authored > 0.0 and absf(derived - authored) > 0.5: push_warning("focus record %s: the disc declares a %.0f-unit cycle, `authored/timing.json` says %.0f -- using the disc. One of them is wrong and this message is the only thing that will say so." % [String(focus.get("record", "?")), derived, authored]) return derived static func spin_period_units(element: Dictionary) -> float: var frames: Array = element.get("keyframes", []) if frames.size() != 2: return 0.0 var a: Dictionary = frames[0] var b: Dictionary = frames[1] # 🔴 REWRITTEN for the corrected record layout, and it had SILENTLY STOPPED # THE RING. The old rule required "the first timed and the second untimed", # which was true when a group's data stopped short of its final time slot. # Under the corrected layout every pose is timed -- the ring now reads # `t=0 rot=0` then `t=120 rot=360` -- so `b.has("t")` was true, the rule # returned 0, and the focus ring stopped spinning. Nothing reported it: a # period of 0 is a legal "this element does not spin". # # `docs/port/BLOCKED.md` had listed `spin_period_units` among the five things # the layout change touches. I checked `pose_at` and `exit_ramp_units` and # did not work the list. # # The period is now the SPAN between the two poses rather than the first # one's declared time. On the ring that is 120 - 0 = 120 units, the same # number the old rule produced -- which is a small piece of evidence that the # corrected layout is self-consistent rather than merely different. if not a.has("t") or not b.has("t"): return 0.0 for key in ["pos", "scale", "tint_rgba", "fade_argb"]: if a.get(key) != b.get(key): return 0.0 if absf(float(b.get("rotation_deg", 0)) - float(a.get("rotation_deg", 0))) != 360.0: return 0.0 var t := float(b["t"]) - float(a["t"]) return t if t > 0.0 else 0.0 ## The moment the whole screen has arrived: the last element to reach its hold. func settle_time() -> float: var last := 0.0 for element: Dictionary in screen.get("elements", []): last = maxf(last, settle_units(element)) return last ## The moment the screen has finished playing itself out, in keyframe units -- ## the last element's final timed keyframe plus the authored exit ramp. func exit_time() -> float: var last := 0.0 for element: Dictionary in screen.get("elements", []): var frames: Array = element.get("keyframes", []) if frames.is_empty(): continue var timed_end := 0.0 for k: Dictionary in frames: if k.has("t"): timed_end = maxf(timed_end, float(k["t"])) if not frames[frames.size() - 1].has("t") and exit_ramp_units >= 0.0: timed_end += exit_ramp_units last = maxf(last, timed_end) return last # An element is a ghost only when another element on the same screen carries the # same id *without* the template bit -- the template it is a repeat of. func _template_instance_ids() -> Dictionary: var plain := {} for element: Dictionary in screen.get("elements", []): if int(String(element.get("kind_raw", "0x0")).hex_to_int()) & KIND_TEMPLATE_INSTANCE == 0: plain[element.get("id", "")] = true var ghosts := {} for element: Dictionary in screen.get("elements", []): var kind := int(String(element.get("kind_raw", "0x0")).hex_to_int()) if kind & KIND_TEMPLATE_INSTANCE != 0 and plain.has(element.get("id", "")): ghosts[int(element.get("index", -1))] = true return ghosts ## Draw one textured or solid quad, rotated about its pivot. ## ## The rotation anchor in design space is `pos + pivot`: `pos` is the top-left ## at 1:1, so the pivot point sits `pivot` in from it, and scaling about that ## point is exactly the `pos - pivot*(s-1)` rule the placement already uses. ## ## THE GAME DRAWS ROTATION. Confirmed twice by the RE agent, on different ## screens and different elements -- the title's `ptloop` sweeps declare +30/-45 ## and a GPU capture submits them at +30.26/-45.28, and the main menu's focus ## ring ramps 0 -> 360 with everything else held constant, caught mid-spin in a ## capture. The comparison renderer does not draw it yet, so expect a title ## divergence that means "sylpheed-cli is behind", not "the port is broken". ## ## 🟡 The SIGN is an assumption: the decoder documents `+12` as ## clockwise-positive and Godot's 2D rotation is clockwise-positive in a y-down ## space, so this passes the value straight through. Not yet checked against a ## capture at a known angle. func _draw_quad(tex: Texture2D, rect: Rect2, colour: Color, pivot: Vector2, pos: Vector2, rotation_deg: float) -> void: var ci := _target if _target.is_valid() else get_canvas_item() if is_zero_approx(rotation_deg): _add_quad(ci, tex, rect, colour) return var anchor := pos + pivot RenderingServer.canvas_item_add_set_transform(ci, Transform2D(deg_to_rad(rotation_deg), anchor)) _add_quad(ci, tex, Rect2(rect.position - anchor, rect.size), colour) RenderingServer.canvas_item_add_set_transform(ci, Transform2D()) func _add_quad(ci: RID, tex: Texture2D, rect: Rect2, colour: Color) -> void: if tex != null: RenderingServer.canvas_item_add_texture_rect(ci, rect, tex.get_rid(), false, colour) else: RenderingServer.canvas_item_add_rect(ci, rect, colour) ## 🔴 WHY THE DRAWING GOES THROUGH `RenderingServer` AND NOT `draw_texture_rect`. ## ## Godot sets the blend mode on a CANVAS ITEM, not on a draw call, so an additive ## element cannot simply be drawn differently inside one `_draw()`. The measured ## fact is per element (`authored/rendering.json` `additive_elements`), so the ## screen is split into RUNS of consecutive paint-order entries sharing a blend ## mode and each run gets its own canvas item, ordered by `canvas_item_set_draw_index`. ## ## ⚠️ The obvious implementation -- child `Node2D`s with a `CanvasItemMaterial` ## each -- LOSES A FRAME. `boot.gd` calls `view.queue_redraw()` from nine places ## and none of them reaches a child node, so the bands would paint the previous ## pose. A capture taken with `--script=wait` would have shown that as a plausible ## wrong answer rather than as an error. These items are filled synchronously ## inside `_draw()` instead, so there is no second node to keep in step. ## 🔴 CANVAS ITEMS MADE THROUGH `RenderingServer` ARE NOT OWNED BY THE NODE, and ## the first version of this file did not free them: Godot printed ## `5 RIDs of type "CanvasItem" were leaked` on every exit -- exactly the number of ## paint-order runs on the main menu. A node-owned child would have been collected ## for me; the reason for using the server directly is in `_band`, and this is its ## price. `_exit_tree` rather than `NOTIFICATION_PREDELETE` because the items are ## parented to this node's canvas item, which goes when the node leaves the tree. func _exit_tree() -> void: for ci: RID in _bands: RenderingServer.free_rid(ci) _bands.clear() func _band(i: int, additive: bool) -> RID: while _bands.size() <= i: var ci := RenderingServer.canvas_item_create() RenderingServer.canvas_item_set_parent(ci, get_canvas_item()) _bands.append(ci) var item: RID = _bands[i] RenderingServer.canvas_item_clear(item) RenderingServer.canvas_item_set_draw_index(item, i) RenderingServer.canvas_item_set_material(item, _additive_material.get_rid() if additive else RID()) return item static func _rot_of(pose: Dictionary) -> float: return float(pose.get("rotation_deg", 0)) ## Draw a focus record's own elements -- the spinning ring and the bright label. ## ## The focused state is NOT a sprite swap. `ptbtn0Nf.rat` declares two elements, ## and the parent bundle declares NO element for the record at all, so the leaf ## is the only source of placement for both and there is nothing to inherit. ## The label is 13 px larger per axis than the base and sits at (-7,-7), which ## keeps the two concentric; drawing it at the base position pushes it 7 px ## down-right and off-centre. ## Draw an element's nested `.rat` leaf INSTEAD of the element itself. ## ## Only when the exporter flagged `leaf_carries_geometry` -- 15 elements, where ## the leaf's scale or rotation differs from the parent's. Everywhere else the ## leaf duplicates the parent and the parent wins, which is what this port has ## always done and which `screen.rs` documents for base records. ## ## ⚠️ **The leaf runs on its OWN timeline and the parent's alpha is NOT ## multiplied in.** That is decoded, not assumed, and multiplying is refuted ## rather than merely unsupported: the game's own composed alpha is observable in ## the per-draw capture's vertex colours (`C3FFFFFF` / `B6FFFFFF` = 195 and 182), ## and fitting only those two numbers against the two leaf ramps gives one ## consistent time, t=355 -- leaf A 194.8 against 195, leaf B 182.2 against 182. ## At t=355 the PARENT has expired: its group returns to 0 at t=250 and holds ## there, so `leaf x parent / 255` predicts zero for both quads and the sweeps ## would be invisible. They are drawn. ## ## The check that matters was PREDICTED, not fitted: no x entered it, and the ## same t=355 places the quad centres at 981 and 478 against 992.0 and 467.2 ## measured off the capture -- ~11 px on quads travelling 1 560 and 1 950 px. ## ## ❔ Every observation behind this has parent alpha 0, so "the leaf wins" and ## "the parent is ignored because it draws nothing" are NOT separated. A capture ## during t=100...238 would separate them. ## Returns whether anything was actually drawn, so the caller can fall back. func _draw_leaf(element: Dictionary) -> bool: var any_drawn := false for fe: Dictionary in element.get("leaf", {}).get("elements", []): var rel: String = fe.get("sprite", "") if rel == "": continue var tex: Texture2D = textures.get(rel) if tex == null: skipped.append("%s (leaf sprite failed to load)" % fe.get("id", "")) continue # UNCLAMPED, like the spinning ring and for the same reason: a sweep that # crosses the frame does not stop because the screen has arrived, and # `ORACLE-CAPTURES.md` says these two "move continuously". Held at its own # `rest.t` the leaf sits at x=1521 -- entirely off the right edge -- so # `holding` would delete the sweeps rather than settle them. # A leaf replays its own group where the oracle has measured that it does # -- `authored/rendering.json` `loop_leaf_on_screens`. The period is the # leaf's own last keyframe time, which IS its declared length: these # records carry zero slack, which is also why the loop-length field # cannot tell "loops at 600" from "runs once for 600 and stops". var was := holding holding = false var t := leaf_time_units if leaf_time_units >= 0.0 else time_units if loop_leaf: var span := 0.0 for k: Dictionary in fe.get("keyframes", []): if k.has("t"): span = maxf(span, float(k["t"])) if span > 0.0: t = fposmod(t, span) var pose := pose_at(fe, t) holding = was # 🔴 A SCALE-0 LEAF MUST NOT CLAIM THE DRAW. The Decoder hit this in its own # renderer: its leaf branch marked the element drawn unconditionally, but # the blit returns early on zero scale, so a scale-0 leaf suppressed its # parent and BLANKED the element -- live on all four loading screens via # `pgloading_loop5`, whose leaf is scale (0, 0). # # ⚠️ This port did not have the bug only because `authored/rendering.json` # happens not to list `pgloading_loop5`. That is an accident of a gate # written for a different reason, not a defence, so the guard is here: a # leaf that would draw nothing reports so, and `_draw` falls back to the # parent rather than losing the element. var scale: Array = pose.get("scale", [100, 100]) if int(scale[0]) == 0 or int(scale[1]) == 0: skipped.append("%s (leaf scale 0 -- parent drawn instead)" % fe.get("id", "")) continue var pivot := _vec(fe.get("pivot", [0, 0])) _draw_quad(tex, placement(pose, pivot, tex.get_size()), modulate_of(pose), pivot, _vec(pose.get("pos", [0, 0])), _rot_of(pose)) drawn.append(fe.get("id", "")) any_drawn = true return any_drawn func _draw_focus(element: Dictionary) -> void: var focus: Dictionary = element.get("focus", {}) var parent_id := String(element.get("id", "")) for fe: Dictionary in focus.get("elements", []): var rel: String = fe.get("sprite", "") if rel == "": continue var tex: Texture2D = textures.get(rel) if tex == null: skipped.append("%s (focus sprite failed to load)" % fe.get("id", "")) continue # The ring spins, and until 2026-08-29 this drew it at 0 -- a pose the # running game never shows -- because the PERIOD was the missing piece # and a spin rate would have been invented. # # It is no longer invented. `docs/re/focus-ring-spin-measured.md` # measures a continuous spin, period 2.177 s wall-clock, from eight # evenly spaced autocorrelation peaks over nine revolutions, with NO # angle estimated anywhere -- both angle estimators failed their own # controls and were not used. It reconciles with the declared `t = 120` # without a new constant: 120 units is 60 rendered frames, 2.00 s at a # true 30 Hz and 2.08-2.17 s at the 27.6-28.8 fps that emulator runs. # # So the period comes off the DISC -- the element's own declared `t` -- # and what the RE agent supplied is that one turn takes exactly that # long and repeats. See `spin_period_units` for the rule and its check. var pose: Dictionary = fe.get("rest", {}) # An authored loop plays the record's OWN group on repeat instead of # holding it at rest. `pose_at` already synthesises the final untimed # keyframe at `exit_ramp_units`, so a loop is a modulo and nothing else -- # no new machinery and no new constant. `holding` is bypassed for the # same reason the ring bypasses it: a thing that pulses does not stop # because the screen has arrived. var loop: Dictionary = looping_focus.get(parent_id, {}) if float(loop.get("period_units", 0.0)) > 0.0 \ and String(loop.get("record_element", "")) == String(fe.get("id", "")): var was := holding holding = false var lt: float = time_units if loop_phase_units < 0.0 else loop_phase_units pose = pose_at(fe, fposmod(lt, _loop_period(focus, loop))) holding = was var pivot := _vec(fe.get("pivot", [0, 0])) var pos := _vec(pose.get("pos", [0, 0])) var period := spin_period_units(fe) var rot := _rot_of(pose) if period > 0.0: # `time_units` raw, NOT the pose clamped by `holding`: a spinning # ring is the one thing on the settled main menu that keeps moving, # and the whole point of the finding is that it does not stop. # # 🔴 WHICH MADE THE ORACLE HARNESS NONDETERMINISTIC, and I quoted its # numbers for many iterations without noticing. `verify-capture`'s # `main_menu` row read RMSE 13.30 / 13.27 / 13.25 / 13.26 across # runs -- the ring's angle at the moment of capture -- while # `extras`, `title` and both splashes are identical to the digit. # # `loop_phase_units` already pins the LOOPING FOCUS RECORD phase for # the same reason; the spin is a second free-running clock and needs # the same pin. Negative still means free-running, which is what a # player gets. Only the harnesses pass it. var st: float = time_units if loop_phase_units < 0.0 else loop_phase_units rot = 360.0 * fposmod(st, period) / period _draw_quad(tex, placement(pose, pivot, tex.get_size()), modulate_of(pose), pivot, pos, rot) drawn.append(fe.get("id", "")) func _draw() -> void: if screen.is_empty(): return var elements: Array = screen.get("elements", []) var ghosts := _template_instance_ids() skipped.clear() drawn.clear() # The runs are computed from the paint order every frame rather than cached, # because the additive elements happen to be CONSECUTIVE on both screens that # have a measurement and that is an accident of those two screens. A cache # keyed on "the additive block" would be correct today and silently wrong on # the first screen that interleaves. # 🔴 THE AUTHORED MAP IS GONE. `blend_additive` is now emitted per element by # the exporter, decoded from `T8aD +0x04` bit 0x02 -- so this asks the ELEMENT # rather than a table keyed by screen name. # # The map was a transcription of the Decoder's per-draw RB_BLENDCONTROL0 log, # and a name-keyed table can only answer for screens somebody drove the game # to. Checked before the swap, over four screens: of 15 elements the map # called additive the disc agrees with **all 15 and contradicts none** -- but # the disc marks **17 more**, including twelve on `title`, where the map was # deliberately empty. The map was not wrong; it was a subset of what was # observed, and was being read as the whole answer. var order: Array = screen.get("paint_order", []) # 🔴 BANDS ARE PER DRAW OP, NOT PER ELEMENT, and the plate is why. `ptbtn00` is # drawn alpha-over and its own focus record `ptbtn00f` ADDITIVE -- same screen, # same element, adjacent draws, measured off the GPU. One band per paint-order # entry cannot express that, and the first version of this file could not draw # the PRESS (A) plate's pulse at all: both halves went through the base's band. var band_of := {} var band_additive: Array[bool] = [] var prev := -1 for index: int in order: var el: Dictionary = elements[index] var eid := String(el.get("id", "")) var parts: Array = [[index, "base"], [index, "focus"]] if el.has("focus") \ else [[index, "base"]] for part: Array in parts: # Which DECLARATION the blend bit comes from depends on what this # band actually draws: # focus -> the focus record's own sprite (ptbtn00f, additive, # while its base ptbtn00 is not -- the case that forced # bands to be per draw op rather than per element); # base -> the LEAF's sprite when this element draws its leaf, # otherwise the element's own. # That last line is not a detail: `ptloop01`/`ptloop02` are in # `draw_leaf_for`, so what reaches the screen is `pteff03`/`pteff03a`, # and those carry the bit while the parents the old map listed are not # what was drawn. var src: Dictionary = el if part[1] == "focus": var fes: Array = el.get("focus", {}).get("elements", []) if not fes.is_empty(): src = fes[0] elif draw_leaf_for.has(eid): var les: Array = el.get("leaf", {}).get("elements", []) if not les.is_empty(): src = les[0] # Absent means the sprite resolves to no T8aD header -- a `.prm` # primitive has no header and so no blend bit. Alpha-over is the # documented meaning of a clear bit, and a missing header is not a # set one. var add_it: bool = bool(src.get("blend_additive", false)) if prev == -1 or add_it != band_additive[prev]: band_additive.append(add_it) prev += 1 band_of[[index, part[1]]] = prev for i in band_additive.size(): _band(i, band_additive[i]) # Runs left over from a screen with more of them would still hold last # frame's commands and paint over this one. for i in range(band_additive.size(), _bands.size()): RenderingServer.canvas_item_clear(_bands[i]) for index: int in order: var element: Dictionary = elements[index] var id: String = element.get("id", "") _target = _bands[band_of[[index, "base"]]] if ghosts.has(index): skipped.append("%s (template instance)" % id) continue var pose: Dictionary = element.get("rest", {}) if pose_mode == Pose.REST \ else pose_at(element, time_units) var colour := modulate_of(pose) if colour.a <= 0.0: # 🔴 THIS LINE USED TO SAY "at rest" WHATEVER INSTANT IT HAD POSED. # # On the timeline path the pose is `pose_at(time_units)`, not # `rest`, and on the screens where those differ the message named a # pose it had not looked at. `palogo_sqex_eff` on the publisher # splash is `[0:a0 15:a255 30:a212 45:a0]` -- a flash whose `rest` # alpha is **212**. The port skips it correctly at the settled # instant and then reported "transparent at rest" about a resting # pose that is four-fifths opaque. # # ⚠️ That is not cosmetic. The rest-versus-posed-instant confusion is # exactly what made me score a `--pose=rest` frame against a capture # and write up a drift that did not exist (DECISIONS.md). A log line # that erases the distinction is the same error, pre-printed. skipped.append("%s (transparent %s)" % [id, "at rest" if pose_mode == Pose.REST else "at t=%.0f" % time_units]) continue var pivot := _vec(element.get("pivot", [0, 0])) var pos := _vec(pose.get("pos", [0, 0])) var rot := _rot_of(pose) # An element whose LEAF carries the geometry draws the leaf instead of # itself: the parent is a container whose own record has identity scale # and rotation. See `_draw_leaf`. if element.get("leaf_carries_geometry", false) \ and draw_leaf_for.has(String(element.get("id", ""))) \ and _draw_leaf(element): continue # A FOCUSED button draws its record INSTEAD of its base sprite -- measured, # the focused sprite covers the base at 100.0 % of base-visible pixels. if focused_id == id and element.has("focus"): _target = _bands[band_of[[index, "focus"]]] _draw_focus(element) continue # 🔴 A LOOPING record draws IN ADDITION to the base, not instead of it. # # This used to take the same branch as a focused button, and that is why # the authored entry for the `PRESS (A)` plate had to be deleted: it # substituted a dim glow for the plate's own bright sprite and the plate # became invisible at every instant (max 0 against max 252.5). # # The Decoder has since MEASURED the real behaviour -- held at the title # with no input, the plate oscillates continuously for ~23 cycles with no # decay and NEVER GOES OFF, bottoming at 714 thresholded green pixels # against a plate-absent floor of 159. A glow alone cannot do that: its # record ramps 0 -> 80 -> 0. A steady base plus a pulsing glow can, and # the two numbers line up with base-only and base-plus-glow. # # So the base is drawn first and the record over it. `_draw_focus` runs # after, with no `continue`. var loops_focus := looping_focus.has(id) and element.has("focus") var rel: String = element.get("sprite", "") if focused_id == id and element.get("focus_sprite", "") != "": rel = element["focus_sprite"] if rel != "": var tex: Texture2D = textures.get(rel) if tex == null: skipped.append("%s (sprite failed to load)" % id) _note_structural("%s (sprite failed to load)" % id) continue _draw_quad(tex, placement(pose, pivot, tex.get_size()), colour, pivot, pos, rot) drawn.append(id) if loops_focus: _target = _bands[band_of[[index, "focus"]]] _draw_focus(element) elif element.get("role", "") == "primitive" and element.has("size"): # A primitive has no texture; the quad is its declared size and its # colour is the pose's own modulate. _draw_quad(null, placement(pose, pivot, _vec(element["size"])), colour, pivot, pos, rot) drawn.append(id) else: # A .t32 element whose sprite the exporter could not produce. Saying # so is the point -- a silently missing element looks like art. skipped.append("%s (no sprite in the export)" % id) _note_structural("%s (no sprite in the export)" % id) ## Record a skip that is NOT ordinary animation, and SAY SO, once per screen. ## ## It prints from here rather than returning a value for a caller to report, ## because "the caller will report it" is precisely what did not happen: the ## per-frame `skipped` list has been correct and unread since P1. A fact that ## needs somebody else to remember to look at it is a fact that goes unnoticed. func _note_structural(what: String) -> void: if not structural_skips.has(what): structural_skips.append(what) push_warning("element not drawn: %s" % what) print(" 🔴 element NOT DRAWN: %s" % what)