Files
Sylpheed/docs/re/ui-title-paint-order-capture.md
sim e909c7c133 chore: retire the last dead paths and names from the consolidation
Nothing here changes what a tool computes; it changes where tools look.

- tools/re-capture: 33 censuses globbed /work/sylph_extract, a path that has
  existed nowhere since /work became a clone, so they matched nothing and
  printed empty results. They now resolve the disc through a new disc.py
  from $SYLPHEED_DISC and exit loudly without it (the #44 fix, generalised).
  Nine scripts that imported siblings from the retired Reborn checkout or an
  old session scratchpad now import from their own directory. unitgroup.py
  only needs the variable when --pak is not given.
- sylpheed-xex: the loader only ever uses the XEX2 retail key. The dead
  devkit key and a doc comment claiming a devkit fallback that does not
  exist are gone; Project Sylpheed is a retail XEX2, so no XEX1 key either.
- sylpheed-viewer: real_font_rasterizes looked for /tmp/sylph_extract and so
  always skipped. It reads $SYLPHEED_DISC now, and passes against the disc.
- Comments and docs that named xenia-rs, the Reborn repository or /work/*.pe
  as places to look now name sylpheed.db, Canary's ppc_context.h and the
  flat .pe; docs/re/README.md no longer says the native Canary build does not
  run.

Historical records keep their original paths: findings that were measured
against /work/xenia-rs/sylpheed.db still say so.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-09-16 22:30:28 +02:00

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# The title screen's paint order, measured from the guest's draw submissions
**Status:**`CONFIRMED` — the order in which the running game paints the title
screen's sprites, read off the guest's own draw stream. 🟡 the *rule* that
produces that order is still unknown; four candidate rules are refuted below.
❔ two full-screen layers and one rotated effect pair are unidentified.
This closes the measurement gap named in `BACKLOG.md` — *"the next step is no
longer static: it is a per-draw capture of the title screen showing the order the
game submits"* — and it does so without the guest-code read that entry expected.
## What it took: a third RE hook in Canary
Neither existing hook can answer this (`BACKLOG.md` has the detail): `log_draws`
de-dups by vertex declaration, so a screen's sprites collapse into one record,
and the F10 ship capture drops any draw without an `f32x3` position stream —
which is every UI quad. So `log_ui_draws` was added on the Canary branch
`auto/re-ui-draw-order`:
* F10 arms it (shared with the ship capture; `log_ui_draws` is what separates
them), and it writes `xenia_re_ui_draws_NN.log`**every** draw of the next
*N* frames, in submission order, undeduplicated;
* `--ui_draw_capture_frames` / `--ui_draw_capture_max` bound it;
* each record carries the primitive type, index count, VS/PS hashes, every bound
texture's base and dimensions, and **the quad's vertex positions**.
Two traps were paid for on the way, both worth stating because both produced
confident nonsense rather than an error:
* **`counter_` is not a frame number.** It looks like one — the VdSwap packet
increments it — but `GraphicsSystem::MarkVblank()` increments it too, from the
vblank thread. A capture bounded by it ended **after one draw**, having
"covered 6 frames", because six vblanks landed between two draws of the same
frame. The hook now counts VdSwap packets itself.
* **`screenshot` was grabbing a 10-pixel sliver.** The app owns two windows of
class `xenia_canary` — the 1280×745 game window and a 10×10 helper — and the
wrapper took the first match from `xwininfo -root -children`, which lists only
*direct* children of the root and so never contained the real, reparented game
window at all. Every screen classification for a whole session was noise from a
10×10 image; the movie-skip heuristic fired on it repeatedly and drove the
guest into a save-data probe that crashed it. Fixed to take the largest
`xenia_canary` window from the full tree.
## The measurement
Boot to the title screen, arm the capture, decode the quads. The title screen's
steady state is **11 draws per frame**, every frame, identically:
| draw | what |
|---|---|
| 0 | untextured full-screen triangle (VS `0A6D1DD7`, PS `2E372EA2`), positions already in pixels |
| 18 | the UI sprite shader (PS **`E59B2B3D`**), quad lists, positions in NDC |
| 910 | two full-screen triangles sampling a 1×1 texture — a fade/tint pass |
Sprite draws sample **1280×768** texture pages (`fmt=6`, i.e. 720 rounded up to
64), several pages alive at once — so the bound texture does *not* name the
sprite. The **quad's size does**: the disc's decoded sprites have near-unique
dimensions. `tools/re-capture/ui_draw_order.py` converts NDC → pixels and matches
each quad against `sylpheed-cli pak textures` output.
Frame 2 of [`captures/title-screen-draw-order.log`](captures/title-screen-draw-order.log),
in submission order ([full table](captures/title-screen-paint-order.txt)):
```
draw 1 ( 0, 0) 1280x720 full-screen layer
draw 2 (-147,-209) 883x1134 ROT rotated effect ┐ two rotated quads,
draw 2 ( 525,-292) 1299x1303 ROT rotated effect ┘ off-screen extents
draw 3 ( 0, 0) 1280x720 full-screen layer
draw 4 ( 64, 115) 1133x281 ptlogo_back2eff / ptlogo_back2eff5 [22 or 24]
draw 4 ( 70, 126) 1120x263 ptlogo_back2 [23]
draw 5 ( 186, 191) 915x115 ptlogo1 [0]
draw 5 (1126, 378) 38x18 ptlogo_tm [11]
draw 6 ( 134, 306) 992x104 ptlogo2 [1]
draw 7 ( 294, 655) 691x18 ptcopyright [28]
draw 7 ( 384, 551) 512x50 ptbtn00 ← build 2, not build 7
draw 8 ( 371, 536) 538x76 ptbtn00f ← build 2, not build 7
```
Bracketed numbers are `GP_TITLE.pak` build 7's declaration indices
(`sylpheed-cli screen info … --build 7`). Sizes match to ≤4 px; the quads run a
few pixels under their sprite (919×113 → 915×115), whose cause is **unmeasured**
— a scale just under 1, or a UV inset.
### Two things fall out of it immediately
**1. Declaration order is refuted per-draw, not just by a framebuffer.** The
background paints **first** and `ptlogo1`/`ptlogo2` (elements 0 and 1) paint
*after* elements 22/23 — an order no reading of the table produces. Reverse
order dies with it: `ptcopyright` (28) is second-to-last, not first.
**2. The visible title screen is more than one bundle.** `ptbtn00` (513×50, the
`PRESS Ⓐ BUTTON` plate) and `ptbtn00f` (537×76) are **not among build 7's 30
elements** — they are the whole of `GP_TITLE.pak` **build 2** (and its language
twin build 3), a one-element bundle: `ptbtn00.rat`, kind `0x73002`, focus-linked
to `ptbtn00f.rat`, resting at **(383,550)**. The capture puts that quad at
**(384,551)**, which is a one-pixel agreement between a static placement decode
and the running game, on a bundle nothing had checked before. So the
screen the player sees is a composite of at least two builds, and **no single
build's element table can be the paint order**, whatever its order. Any rule has
to sequence *bundles* as well as elements inside one.
This also independently corroborates the pivot fix landed earlier the same day:
the full-screen layers cover exactly (0,0)(1280,720), which is where
pivot-anchored scaling puts `ptbase2` at 200 % and not where corner-anchored
scaling puts it.
## Refuted, with this capture as the ground truth
* **declaration order** and **reverse declaration order** — above.
* **keyframe start time** — `ptlogo1` (first keyframe t=26) paints *after*
`ptlogo_back2` (t=112).
* **resting-keyframe time** — same pair: rest t=42 after rest t=126.
* the placement-region order and the RATC child order were already refuted
statically (`BACKLOG.md`); nothing here rehabilitates them.
## Not settled
* **The rule.** Nothing yet found in the bundle orders these draws. What has
*not* been checked against this new ground truth: a depth/priority field inside
the per-element `.rat` record (as opposed to the 60-byte declaration entry,
which was dumped and carries no such field), and whatever sequences the two
bundles.
* **Three of the twelve quads are unidentified**: the two full-screen layers
(one is `ptbase2` at 200 %, the other is `pteff04` or a `PRMD`; the capture
cannot tell them apart because both are full-screen and both sample a page)
and the rotated pair, whose 883×1134 and 1299×1303 bounding boxes match no
sprite because the quads are rotated.
* **One screen only.** This is `GP_TITLE`. A rule needs a second screen with a
background and overlapping foreground; the same hook now makes that a
ten-minute run rather than a static argument.
---
## Correction (same day, next iteration): the running screen is build **4**, not build 7
Everything above was matched against `GP_TITLE.pak` **build 7**, because that is
the largest build and what `screen info` defaults to. The game does not run it.
`screen info --geometry` prints each element's *decoded sprite size*, and the two
builds disagree:
| sprite | build 7 | build 4 (`a60fcb85`) | captured quad |
|---|---|---|---|
| `ptlogo1.t32` | 822×100 | **919×113** | 915×115 |
| `ptlogo2.t32` | 888×93 | **992×104** | 992×104 |
| `ptlogo_back2.t32` | 1000×234 | **1118×262** | 1120×263 |
So the quads come from build 4 — a 24-element build — and the earlier index
mapping was against the wrong table. **The conclusion does not change**, only the
numbers: the paint order in build 4's declaration indices is
```
draw 1,2,4 full-screen layers 9 ptbase2 / 10 pteff04 (not separable — see below)
draw 3 two rotated effect quads ?
draw 5 ptlogo_back2eff(5) 18|20, then ptlogo_back2 19
draw 6 ptlogo1 0, then ptlogo_tm 7
draw 7 ptlogo2 1
draw 8 ptcopyright 21, then ptbtn00 ← ptbtn00 is build 2
draw 9 ptbtn00f ← build 2
```
Declaration order is still refuted (`9` first; `0`/`1` after `18`/`19`), reverse
order still refuted (`21` second-to-last), and the two-bundle finding is
unchanged — build 2 is a one-element bundle holding `ptbtn00.rat` at rest
(383,550), against a captured (384,551).
**Reproduced in an independent run** (fresh boot, a signed-in profile, different
frame numbers): byte-for-byte the same order and the same rects. That is the
second observation the `CONFIRMED` bar asks for.
### The batching rule, which is what makes the order readable
Draws carry one or two quads, and a two-quad draw always holds two elements that
are **adjacent in paint order and share a texture page**. Pages alternate
(`0B2C, 11C3, 0BE3, 11C3, 0B2C`), so this is not a sort by page: the engine
accumulates quads while the bound page stays the same and flushes when it
changes. The paint order is therefore the concatenation of the draws' quads, in
vertex order within each draw.
## Two more orderings refuted, and one non-place to look
**There is no depth in the geometry.** Attribute 0 of a UI quad is
`k_32_32_32_FLOAT` — a float3 — so the stream carries a Z. Every Z in the capture
is **0.00000**, on every vertex of every quad of every frame. The submission
order is the whole of the ordering; nothing is left to a depth test.
**There is no ordering field in the bundle either.** Dumping build 4's whole
declaration table word by word (`docs/re/captures/title-build4-decl-words.txt`):
`+28` is 0 on all 24 entries, `+32` is `0xffffffff` (no parent) on all 24, `+36`
is `0xffffffff` except on the three `kind = 0x4` repeat instances where it is
0/1, `+44` is `0xffffffff` on all 24, `+56` is 0 on all 24. The placement
region's per-group lead word — the one word of that header this project had never
read — is **0 for every group**. And the region is followed immediately by the
RATC child stream (`opt ` + `ptlogo1.t32` + `T8aD`), so there is no table after
it to hold a draw order.
So the paint order is not carried by the file. It is produced by the guest's
screen code, and settling it means reading that code (the splash path noted in
the emulator-era work — `sub_821CC7A0`, item vtable `0x820b30b4` — draws with
exactly the PS hash `E59B2B3D` this capture sees).
## A correction to this entry's own premise
It says the F10 ship capture "explicitly drops UI draws … it requires an `f32x3`
position attribute, which a 2D quad stream does not have". **These quads have
one.** Armed on the title screen, `xenia_ship_capture_01.log` holds 1 150 draw
records of which **965 are the UI sprite shader** (`stride=24 prim=13`,
VS `E0BAFB4F`).
The new hook is still the right tool, for reasons that are about the record and
not the filter: the ship capture writes no frame boundaries, no submission
sequence across frames, no bound-texture identity, and de-dups on a key that
happens not to collide here only because the game rebuilds its UI vertex buffer
every frame. But "it cannot see UI draws" was wrong, and the cost of the new hook
was justified with a wrong reason.
---
## The refutations, re-checked against the build the game actually runs
The two time-based orderings were first refuted with build 7's numbers, and build
7 is not what runs. Re-checked on **build 4**, both still fail, and by the same
element:
| ordering | build 4 values, in the observed paint order | verdict |
|---|---|---|
| first keyframe time | bg 0, `back2eff5` 62, `back2` 66, **`logo1` 26**, `tm` 98, **`logo2` 26**, `copyright` 138 | not monotonic — refuted |
| resting keyframe time | `back2eff5` 74 / `back2eff` 66, `back2` 80, **`logo1` 42**, `tm` 116, **`logo2` 42**, `copyright` 160 | not monotonic — refuted |
**A new candidate, and its counterexamples.** Painter's order by *screen depth*
would be the obvious runtime rule, and sorting the identified sprites by resting
**Y** very nearly reproduces the capture:
```
sorted by rest Y : back2eff5 117, back2 126, logo1 186, logo2 315, tm 378, copyright 655
captured order : back2eff5, back2, logo1, tm, logo2, copyright
```
— one transposition away. It is still **refuted**, twice over: `ptlogo_tm`
(y 378) is painted before `ptlogo2` (y 315), and the full-screen background is
painted *first* although `ptbase2`'s resting Y (180) would sort it after both
`back2` elements. Recorded because "nearly sorted by Y" is the kind of result
that gets adopted as a rule if only the agreeing five are counted.
## A foothold in the guest code, and what it is not
The remaining avenue is the code, and `sylpheed.db` is in the repository root (`tools/zq.py`).
What is established so far is small, and stated so it is not mistaken for more:
* **The item class from the splash-era work is real.** Vtable `0x820b30b4` is
class `ANON_Class_03A0925F` with **25 slots**, constructed at three sites
(`sub_823CB2A0`, `sub_823CB558`, `sub_823CBB90`, each with a single caller).
* **RTTI carries no names.** All 851 classes in the database are
`ANON_Class_########`; the retail binary has the RTTI structure but not the
type names, so nothing can be found by searching for "screen" or "sprite".
* **The format tags are immediates, not strings.** `RATC` appears as
`addis 0x5241` / `ori 0x5443` in ~10 functions in the `0x82188``0x821B1`
range, always loaded into `r4` before a **virtual** call — e.g. `sub_821881D8`
does `obj->slot1('RATC', &out)`, then passes the result to `sub_82187B78`. So
the container walk is behind an interface, and a plain string search for
`.rat` / `.t32` finds nothing (2 hits disc-wide, both unrelated).
* **A dead end worth recording:** searching for the declaration table's 60-byte
stride (`mulli rX, rY, 60`) finds 49 sites, and the most promising,
`sub_821B4498`, turns out to be a **time-string parser** (`MM:SS.mmm` — it
splits on `:` and `.` and multiplies by 60, then 100). The guest does not
necessarily index that table with a multiply at all.
---
## A second screen, and a second title state (2026-08-18, later still)
### The main menu's paint order
Reached and captured. Its sprites are `GP_TITLE.pak` **build 5**'s (the 16-element
menu build), and every identified quad lands within 4 px of its declared resting
placement — another independent check on the placement decode, on a bundle
nothing had touched:
| draw | quad | sprite | declared rest |
|---|---|---|---|
| 7 | (442,108) 243×281 | `ptframe1.t32` [6] | (445,108) |
| 7 | (582,266) 256×310 | `ptframe2.t32` [7] | (578,267) |
| 8 | (525,594) 224×40 | `ptmsg.t32` | — |
| 9 | (538,155) 211×54 | `ptbtn01f.t32` (focused NEW GAME) [10→focus] | (542,157) |
preceded by five full-screen layers and the rotated `ptloop` pair.
**And it does not discriminate**, which is the honest headline. The observed order
is *consistent* with build 5's declaration order — but build 5 lists its
background at indices 12, so "declaration order" and "background first" predict
the same thing here. It is exactly the failure mode `BACKLOG.md` recorded for
`GP_READY_ROOM` and `GP_OPTIONS`. What it does establish is that the title's
disagreement is not a decode artefact: same pak, same engine, two builds, and one
of them paints in an order its table does not describe.
### The two title states: identical to draw, different to press
The previous entry's hypothesis — that the attract-loop title is a
non-interactive *presentation* that omits the `PRESS Ⓐ BUTTON` plate — is
**half confirmed and half refuted**, and the halves matter:
***The state distinction is real.** A single Ⓐ on the title that ends the boot
sequence opens the main menu — **twice out of two**, in independent runs, one of
which never pressed F10 at all. On a title that the attract loop has come back
to, Ⓐ does nothing — as do START, B, BACK, X and Y — across dozens of presses,
every one delivered and none swallowed.
***The tell is not in the drawing.** Capturing `log_ui_draws` in both states
in one run gives **13 quads each, at identical rects**, `ptbtn00` and
`ptbtn00f` included. The two titles are pixel-identical apart from the phase of
the rotating effect. Whatever gates the button is invisible to the renderer.
So there is now a **reliable route to the main menu** — wait for the first title
after boot, tap Ⓐ once — which is what the second screen's capture needed, and it
is written into `tools/re-capture/`. Why the attract title stops accepting input
is still unexplained.
## Two more routes closed (2026-08-19)
### The loading screen does not appear during the boot
`GP_TITLE`'s 10-element loading build is the best *unnavigated* discriminator on
the disc: its full-screen element `pgloading_baseeff` (640×360 at 200 %) is
declared **7th of 10**, behind the spinner and the "NOW LOADING" text, so which
of the two orders the game uses would be plain to see.
It never shows up. Arming a capture every ~6 s across an entire boot — 23
captures, `tools/re-capture/loading_draw_capture.sh` — yields **zero** loading
sprites: every capture is the intro movie compositing two full-screen quads per
frame. The loading screen belongs to a *content* load (a mission, the hangar),
which is behind the main menu, which is behind the Ⓐ that works half the time.
### No other build's table produces the observed order either
A loophole this document left open: the title's sprites were matched to build 4
by size, so perhaps the game runs a *different* build whose table happens to
list them in the captured order. Checked against every RATC bundle in
`GP_TITLE.pak`:
```
entry 4 (a60fcb85) n=24 all 7 sprites present, ascending=False
ptbase2:9 ptlogo_back2eff:20 ptlogo_back2:19 ptlogo1:0
ptlogo_tm:7 ptlogo2:1 ptcopyright:21
entry 7 (b483e6e6) n=30 all 7 sprites present, ascending=False
```
Only two bundles contain all seven, and **neither lists them in the captured
order**. So the disagreement is not an artefact of picking the wrong build.
### One sub-order is genuinely ambiguous, and how to fix it
`ptlogo_back2eff` and `ptlogo_back2eff5` decode to the **same 1133×280**, so the
capture cannot say which of them the first quad of that draw is — and they sit at
declaration 20 and 18, on opposite sides of `ptlogo_back2` (19). The pair is the
one place the observed order might still be locally ascending.
**That plan was carried out, and it does not work.** The colour attribute is now
logged (`col=AARRGGBB` per vertex) and both quads of that draw come back at
**α = FF**. Reading the bundle again more carefully, both elements *rest* at 255
under this project's own max-dwell rule — `back2eff5`'s longest hold is t=74
(α=255, 36 ticks) and `back2eff`'s is t=66 (α=255, **172** ticks). The α=192 in
`back2eff5`'s table is a later, shorter keyframe, not its resting value. So the
alpha cannot separate them and **the ambiguity stands**.
### What the colour did buy: the fade decode, checked against the running game
Every quad's alpha, from
[`captures/title-draw-order-with-alpha.log`](captures/title-draw-order-with-alpha.log):
| quad | sprite | α (two consecutive frames) |
|---|---|---|
| 1280×720 ×2 | full-screen layers | FF, FF |
| 883×1134 / 1299×1303 ROT | the rotating effect pair | **88 → 88**, **86 → 87** |
| 1133×281, 1120×263 | `back2eff?` + `back2` | FF, FF |
| 915×115, 38×18, 992×104, 691×18, 512×50 | `ptlogo1`, `tm`, `ptlogo2`, `ptcopyright`, `ptbtn00` | FF |
| 538×76 | `ptbtn00f` (the PRESS Ⓐ glow) | **3C → 38** |
Two independent things fall out. Every *static* element draws at exactly the
resting α=255 the bundle predicts — the first check of the fade/keyframe decode
against the running game rather than against another parse. And the two elements
whose α **moves between consecutive frames** are exactly the two that should be
animating: the rotating effect pair, and the `PRESS Ⓐ BUTTON` glow, whose throb
is visible on screen. Nothing had confirmed before that the α channel in a
keyframe is what drives that throb.