# Primary objective — answer everything the menu port needs **Status:** active, set 2026-08-28. This replaces "work the RE backlog" as the agent's primary objective. It does not change what the agent *does* — it is still reverse engineering — it changes what earns attention: an item is worth doing when the menu port is blocked on it. ## Who builds what **You do not build the port.** A separate agent will build it, from what you produce. Your deliverable is decoded, verified, written-down answers plus the reference data that proves them. | | container agent (you) | port agent | |---|---|---| | decodes the disc | ✅ | ❌ — consumes your answers | | measures the running game | ✅ | ❌ — no emulator | | writes `docs/re/` and `docs/port/HANDOFF.md` | ✅ | reads them | | Godot project, asset pipeline, transcoding | ❌ | ✅ | If you find yourself designing an export schema or writing GDScript, you have crossed the line. Stop and go back to the question you were answering. `crates/sylpheed-viewer` is also **not yours to change** for this objective. The Explorer is the human's tool for exploring and verifying the RE work, it keeps its static-data-only rule, and the port does not depend on it. ## The target Someone else has to build this, from your answers alone: ``` developer logo splash → intro video → title / PRESS Ⓐ → main menu → submenus ``` No gameplay, no 3D, no HUD, no missions. If an answer is not needed to put those five screens on a display and let a person move through them with a d-pad and Ⓐ, it is not in this objective. ## What is already answered Do not re-derive these. They are in `docs/re/` and the [disc atlas](../re/disc-atlas.html): * **The screen archive.** `GP_TITLE.pak` holds the whole title-side tree — build 4 the title with animating wordmarks, build 5 the five-button main menu, builds 6/8/9 submenus, and the developer splash as the `palogo` bundle in the same pak. * **Buttons are identifiable as data.** Element kind `0x3002` is a button, `0x0` decoration, `0x10` a primitive; buttons sort top-to-bottom by resting Y; each pairs with an `f`-suffixed highlighted variant. * **The screen vocabulary.** The GamePart id table, 29 entries at `.rdata 0x820A1630`, confirmed by the executable's own factory-registration strings. * **The resting pose rule** — the hold, not the longest dwell — and that a keyframe is the *start of a ramp*. * **Screen composition**, pixel-accurate for the tutorial pause menu and the title main menu, via `sylpheed-cli screen render`. * **The logo splash is not a video.** `logo1`–`logo4` are manifest-bound with no `.wmv` on the disc; the splash is the RATC screen, which already renders. ## The open questions — these are the objective Ordered by what blocks the port earliest. Each is done when its **gate** exists: a written `docs/re/` result with the evidence, and reference data committed alongside it. | | Question | Gate | |---|---|---| | **Q1** | **What is a keyframe time?** Values run 16…269. 60 Hz frames would make the title intro ~4.5 s — plausible and untested. Also: is the ramp linear, or eased? | A measured answer against the running game, not an inference. Everything animated downstream depends on this number | | **Q2** | **Which build is which screen state?** Confirm build↔state for splash, title/PRESS Ⓐ, main menu and each submenu | A table, each row confirmed against a capture of the real screen | | **Q3** | **Paint order for these six screens.** Solved at runtime, unsolved from the file — the declaration table is provably not it | Either a rule derived from the bundle, or six measured orders and a clear statement that no file-side rule was found | | **Q4** | **What does each button do?** Labels are baked into the sprites; no decoded field says which GamePart a button opens | Button → GamePart id, from code or from driving the game. Say which | | **Q5** | **Navigation semantics.** Initial focus, wrap-around at the ends, whether left/right does anything, what B does on each screen | Observed behaviour, per screen | | **Q6** | **The boot sequence, and what drives it.** Order is observable; the *data or code* that sequences it is not decoded. Include the attract loop and what returns to the title | The sequence, plus whatever the game reads to decide it | | **Q7** | **Transitions.** What happens visually between screens — the `pteff00.prm` quads, a fade, a cut — and its timing | Described and timed against a capture | | **Q8** | **Menu audio.** Which BGM per screen; which cue on move / confirm / back / error. The cue table is complete; the event binding is not | Cue names bound to events, with how you established each | | **Q9** | **Video binding.** Which movie is the boot intro vs the new-game intro; whether playback is skippable and what ends it | Named movies plus the playback rules | | **Q10** | **What are a music bank's sub-waves?** `BGM_001.slb` is three sub-waves — 10 KB, 4.47 MB, 4.67 MB — and we currently **concatenate them blindly** into one 347 s track. Two near-equal halves could be intro + loop, or two variations, or two halves of one piece. A menu that loops its music needs to know which | The role of each sub-wave, established for at least the menu BGM. "Concatenate" is a decision, not a default — right now it is a default nobody chose | | **S1** | ~~**Ready Room probe.**~~ **DONE 2026-08-28 — [no-go](../re/ready-room-probe.md).** It is 2D and enumerates fine, but the pak is briefing/tactical-map content, not the Ready Room menu | ✅ go/no-go written | ## 🔴 Emulator-side questions are blocked — the title is not reachable here **Status 2026-08-29, instrument-verified.** Two open items need a running menu: the gamma control behind [tone curve](../re/structures/ui-render-tone-curve.md), and separating `8AX` from `ptbase` in [8AX](../re/structures/ui-8ax-fullres-background.md). Both are blocked. ✅ **The negative is now solid.** A probe that restarts its capture stream every 30 s and cross-checks itself against an independent grabber every 60 s (9 checks, 8 agreeing to within 2 %) ran **560 continuous seconds from launch at 3.30 fps**: the interactive title's green Ⓐ plate never appeared, while the game rendered throughout. The final frame correlates 0.0145 / −0.0047 / 0.0102 with our title / main-menu / `EXTRAS` renders — attract-movie content. ❔ **Why is unknown.** `live-title-press-a.png` (753 glyph pixels) proves it was reachable from this container on 2026-08-28. Clearing the shader cache fixed a *black surface* but not this. ⚠️ Neither blocked item blocks the five menu screens. See [capture-harness-status](../re/capture-harness-status.md) for the full trail, including three earlier "the title never appears" claims that were withdrawn because the instrument was broken each time. ## 🟡 Needs one more run — a Japanese-locale capture Recorded rather than worked around, per "do not improvise around a blocker". Two questions have converged on needing **one capture we cannot take**: a running capture of `GP_TITLE` **build 7**, the Japanese title screen. * Q1's keyframe-time association. The shifted reading is favoured 26× by a calibration-free measurement, and the only render it changes on the whole disc is build 7 ([`ui-keyframe-time-unit.md`](../re/ui-keyframe-time-unit.md)). * What `rest()` should return for a plateau-less element. The one element that discriminates, `ptlogo_eff3.t32`, is also in build 7 ([`structures/ui-resting-pose.md`](../re/structures/ui-resting-pose.md)). **🔴 The "cannot" was wrong, and is withdrawn (2026-08-29).** It is true that `user_language` is only ever `DECLARE_int32` here, with no `DEFINE` and no entry in `xenia-canary.config.toml`, so there is no flag to pass — and passing an unknown one is specifically dangerous, because `run-canary`'s own header records that xenia calls `ShowSimpleMessageBox` from `ParseLaunchArguments` *before* logging starts. But the cvar is not the only route, and I stopped at the first one I checked. **The language is persisted, and canary's own file is writable.** `kernel_state.cc` builds `XConfig` over `/xconfig.settings`, which exists here at `/sylph-home/re/.local/share/Xenia/xconfig.settings` (6 680 B). `user.language` is a **big-endian u32 at file offset `0x912`**, located by three independent landmarks rather than guessed: | landmark | expected | found | |---|---|---| | `music_volume` (`User+449`) | `0.7f` | BE float at 2727 → `User` base `0x8e6` | | `language` (`User+44`) | `1` = `kEnglish`, the hard-coded default | **1** at `0x912` | | `country` (`User+64`) | United States | `103` at `0x926` | `XLanguage::kJapanese = 2` (`xbox.h:307`). Writing 2 there and restoring afterwards is using canary's own persistence, not patching its code. **🔴 DIAGNOSED 2026-08-29 — the harness, not the game.** `screenshot` costs **10.8 s while xenia is running** and **0.117 s once it is killed** (92×, at a 1-minute load average of 1.80, so it is contention with the emulator). A two-grab polling loop therefore samples every **~41 s**, against a title screen this corpus documents as lasting *a few seconds*. Four runs — two locales, two launch paths, two gamma settings — were all blinking slower than the event. 🔴 **…and that diagnosis is itself refuted (same day).** The faster probe was built — 3.98 s → **0.29 s** per sample, 13.7×, control-verified at 753/327 — and at 3.99 fps for **420 continuous seconds (1 674 samples)** the interactive title *still* never appeared. Sampling rate was a real defect and not the cause. ✅ So "the interactive title does not appear mid-run without a pad press" is reinstated, now as a dense measurement. ⚠️ Its reach is a **mid-run** window; it says nothing about the boot title. 🟡 Leading hypothesis, unconfirmed: the plate appears only in the **boot** title window and the attract loop's title has none — which is precisely what `title_states_capture.sh` was written to test. The experiment is to start the fast probe from t=0, not attach to a run already in progress. See [capture-harness-status](../re/capture-harness-status.md). **🟡 Still not settled — two runs, and the reason moved again.** *Run 1 (2026-08-28)* reported "title not seen" in 787 s. **That was a broken tool, not the game.** `wait_title.sh` still carried the single-pixel oracle that `is_title.py` was written to replace — a 1280×720 coordinate sampled against the 1279×675 game surface, so it always reads the copyright line. Fixed; it now delegates to `is_title.py`. *Run 2 (2026-08-29)*, with the working oracle and the profile flag the English captures use, **still did not reach the interactive title.** Not one frame in the run showed a single green-Ⓐ glyph pixel, and content correlation against either build-7 render never exceeded **0.22**. The game sat in the attract movie throughout, polling `XamInputGetKeystrokeEx` (601 calls) — i.e. alive and waiting for input, not hung. **✅ The control was run (2026-08-29), and it removes the locale from the picture.** Same flags, same oracle, English locale: **75 samples over 734 s, every one glyph = 0.** The English boot does not present the interactive title either. Canary was alive throughout and polling `XamInputGetKeystrokeEx` (1 801 calls); the frame at 734 s has content but correlates only **0.15** with build 4's render and 0.05 with the main menu, i.e. it is an attract-movie frame, not title art. So the Japanese run was **not** failing because of the locale — neither locale reaches the interactive title in ~12 minutes of no pad input. **🔴 Tried the proven path too, and I am stopping this line (2026-08-29).** Run 3 launched exactly the way `boot_menu.sh` does — `DISPLAY=:98`, `--apu=sdl`, `/dev/shm/xenia_*` cleared, the existing profile signed in — and drove `skip_intro.sh`, the detector that is documented to work. It classified **every one of 20 samples over 604 s as "movie"** and waited them all out, then timed out. A direct check at 604 s confirms it was right: zero green-glyph pixels, `screen_id` = other, warm mean (69,53,40), correlation **0.09** with build 7. The game really was playing attract movies for ten minutes. So: **three runs, two locales, two launch paths, ~35 minutes of emulator time, no interactive title.** Either the attract loop is far longer than the 600–780 s windows tried, or something has regressed since `live-title-press-a.png` was captured (that one came from a pad-driven boot — commit `88b3ce9`, "booting to the main menu and walking it"). ⚠️ **Not worth more loop iterations.** This capture does not block any of the five menu screens, and it has now cost five. It is written down so a later session with a reason to spend an hour on the boot path can pick it up; the locale mechanism, the fixed oracle and the launch recipe are all in place, so what is left is patience with the attract loop, not tooling. The locale is restored to English; `set_console_language.py ja` flips it back in one command. ⚠️ Neither question blocks the five menu screens. Q1's *interpolation law* is settled and only multi-keyframe absolute timing is open; `rest()` differs from its alternative on **one** element across all five screens, and the current answer there is the defensible one. ## 🔵 Needs a human decision — rotation (raised 2026-08-29) The port agent asks whether it should **render** `rotation_deg` (decoded at keyframe `+12`) when `sylpheed-cli screen render` deliberately does not. Its own framing is the reason this is not mine to settle: if the port rotates and the reference renderer does not, then `verify-screen` reports a large title diff that means *"the port is right"* — a silently inverted signal. The RE half is answered and is in HANDOFF: rotation is about the **declared pivot** (measured against a GPU capture, not assumed), and it changes nothing on the five screens **at rest**. What needs a decision is which way the divergence gets closed: * teach `ui_layout::blit` a rotating path, so the two renderers stay comparable and the diff keeps meaning "someone is wrong" — costs work in the reference renderer, which is otherwise not on the port's critical path; or * let the port render rotation and mark the title as a known-divergent screen in `verify-screen`, accepting a check that no longer guards the title. Recorded rather than chosen, per "do not improvise around a blocker". ## Known unknowns — say so, do not fill them in Some of these may turn out to be undecodable. That is a valid, useful answer, and it is better than a guess, because the port agent will otherwise have to author the mapping by hand and needs to know it is authoring rather than transcribing. For each question, the answer is one of: * **decoded** — here is the field, here is the disc-wide check; * **measured** — not on the disc in any form we found, but here is what the running game does, and here is the capture; * **undecodable, with reach** — we looked here, here and here, and this is why it is not there. Never a fourth thing. In particular: if Q4 ends as "read the labels off the sprite images by eye", say exactly that — it is then an authored mapping on the port side, not a disc fact, and mislabelling it would put a guess into the port wearing the badge of a measurement. ## The Ready Room probe (S1) — one iteration, then stop `GP_READY_ROOM.pak` is the largest UI archive on the disc, 1 106 entries, and only **6 of its names resolve**. It is also ISL-scripted. That is either a week or a quarter, and one cheap test tells you which. Our screen catalog enumerates bundles by **content**, not by name — `is_build` / `is_composable` read the bytes — so unrecoverable *paths* do not necessarily mean unrenderable *screens*. ```bash sylpheed-cli screen list "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak" sylpheed-cli screen render --build "$SYLPHEED_DISC/dat/GP_READY_ROOM.pak" /tmp/rr.png ``` Report how many builds it finds, whether any composite looks like a Ready Room, and **whether the room is 2D at all** or 3D with a UI overlay — if it is 3D the answer is no-go by definition, not "try harder". **Then stop and write the go/no-go.** Do not start Ready Room work on your own authority. ## Publishing a decoder state the port pins The port's exporter depends on `sylpheed-formats` **by revision**, so a commit of yours becomes part of its build. That creates an obligation that is easy to miss: ⚠️ **A commit reachable only from an `auto/*` branch is not safe to pin.** If the branch is later deleted, or — worse — **squash-merged**, the object is orphaned. Squash creates *new* commits, so `main` appears to contain the work while the pinned sha becomes unreachable, and the port stops building for anyone doing a fresh checkout. Silently, at their build, long after the moment of breakage. **So when you land something the port needs, tag it:** ```bash git tag -a formats-pin-$(date +%F) -m "what the port gets from this state" push-work # --follow-tags publishes annotated tags with the branch ``` A tag is a permanent ref. It survives branch deletion and squash-merge, it is self-documenting in the port's `Cargo.toml`, and it fails loudly at *fetch* if it ever goes missing rather than silently at build. Then tell the port over the message channel that a new pin exists. It bumps deliberately, as its own commit — that is how it stays current without floating, which would only give it staleness it cannot see. `formats-pin-2026-08-29` at `7eeae30` is the first, created because the port had already pinned a commit that lived on one topic branch and nowhere else. ## Handing it over [`HANDOFF.md`](HANDOFF.md) is the single page the port agent reads. Keep it current as you answer questions: it is a summary with links into `docs/re/`, not a second copy of the findings. An answer that is not reachable from HANDOFF.md has not been delivered. ## Out of scope 3D, gameplay, HUD, missions, save/load, localisation beyond English, the Godot project itself, any asset pipeline, and any archive outside `GP_TITLE`, `tables.pak`, `sound.pak` and `dat/movie/` — except for the S1 probe.