Three facts, none of them the thing being looked for: * the drawing API is enumerable — the renderer accessor the quad emitter uses has exactly 6 callers, four of them sibling quad emitters; * sub_823C2990 is a FACTORY, not the singleton accessor its use in the top-level render function suggested: it allocates 4 bytes plus a 244-byte object from the heap at [0x828E2B14] and runs the chain that ends at the constructor installing vtable 0x820b30b4. So a UI item is 244 bytes; * the 0x823C region holds both the item class and four of the RATC-fourcc loaders, so bundle parsing and item construction live together. And the part worth writing down more than any of them: three iterations have added map without answering the question, and each step has been a plausible next query rather than a decisive test — the shape of a search that can run forever. The decisive alternative is costed instead of started: a Canary memory watch on the UI vertex buffers would report the guest PC that writes them, naming the emitter and its caller outright. That is real emulator work, and it is now a choice to weigh against leaving the paint order unresolved, which costs the port one screen's fidelity and nothing else.
121 lines
5.9 KiB
Markdown
121 lines
5.9 KiB
Markdown
# The guest's UI quad class — a foothold found from the capture's vertex layout
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**Status:** 🟡 `PROBABLE` for the identification below (it is a static read, but
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the layout it matches was *measured* first). ❔ the element walk that decides
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paint order is **not** in this note — that is what the search was for, and it was
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not reached.
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## How it was found
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The runtime capture says exactly what a UI vertex looks like:
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`prim = 13` (quad list), stride **24**, attributes `57@0` (`k_32_32_32_FLOAT`
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position), `6@12` (`k_8_8_8_8` colour), `37@16` (`k_32_32_FLOAT` UV). That is a
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fingerprint a store sequence in the guest must match, so the binary was searched
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for functions that write floats at +0/+4/+8, a word at +12, floats at +16/+20,
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and advance a pointer by 24 (`sylpheed.db`, 15 candidates ranked by how many of
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each they contain).
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The tightest match is **`sub_82250138`** (288 B, three of each store, two
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`addi …, 24`), and it is unambiguous:
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```
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82250150 addi r5, r0, 13 ; primitive type 13 = QUAD LIST
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82250154 addi r4, r0, 4 ; 4 vertices
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82250158 lwz r11, 0(r31) … ; renderer->slot0(4, 13) -> allocate
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82250170 lwz r11, 8(r11) … ; renderer->slot2() -> vertex pointer
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82250188 addi r10, r0, -1 ; colour = 0xFFFFFFFF
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82250194 stfs f13, 0(r3) ; x
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82250198 stw r10, 12(r3) ; colour ← +12, as the capture says
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822501A0 stfs f13, 4(r3) ; y
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822501A4 addi r11, r3, 24 ; next vertex ← stride 24, as the capture says
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822501AC stfs f0, 8(r3) ; z
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822501B0 stfs f0, 20(r3) ; v
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822501B4 stfs f0, 16(r3) ; u
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```
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`prim = 13`, four vertices, colour `0xFFFFFFFF` and stride 24 all match what the
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title screen was measured drawing.
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## What it is (and what it is not)
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Its only caller, `sub_8224FB78` (752 B), is a **constructor**: it stores a vtable
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pointer into `0(r29)`, zeroes a run of fields, sets a colour, and has the emitter
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lay down a default quad. So `sub_82250138` builds an object's *initial* geometry
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rather than drawing a frame.
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The vtable it installs is **`0x820A7264`** — class `ANON_Class_AAFDBF89`, **2
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slots** (`sub_8224FF98`, `sub_8224FB18`). That is the UI quad/sprite class.
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**It is not the element walk.** Following the callers upward:
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```
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sub_82250138 (quad emitter)
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└ sub_8224FB78 (constructor, installs vtable 0x820A7264)
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└ sub_82222E70 (2 260 B)
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└ sub_821A5F10 (756 B)
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└ sub_821A8578 (3 120 B) ← a top-level render function
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└ sub_821A8428 (284 B)
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```
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`sub_821A8578` is not data-driven: it is an **unrolled** run of about thirty
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identical `bl 8217FA08 / bl 821AC450 / bl 82454918` triplets. So it sequences a
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fixed list of subsystems, not a list of screen elements. The element order this
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project is chasing is somewhere else — most likely behind one of those three
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repeated calls, or behind the sprite class's own two vtable slots.
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## Why this is worth keeping
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Two reasons, neither of which is "it looks right":
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* the identification is anchored to a **measurement** — the vertex layout came
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from the running game first, and the search was for code that matches it;
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* it names a concrete class (`0x820A7264`) and a concrete API shape
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(`allocate(count, prim)` then `get vertex pointer`), which is the thing to
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instrument or trace next.
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**Not settled:** everything the search was actually for. No function that
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iterates screen elements has been found, and nothing here bears on the paint
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order yet.
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## Second pass: the drawing API is small, and a UI item is 244 bytes
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Continuing the search for the element walk (2026-08-19). Three more facts, none
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of which is the walk:
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* **The drawing API is enumerable.** The renderer accessor `sub_823C2AC0` — the
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one the quad emitter calls to get its vertex pointer — has exactly **6
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callers**, and four of them (`sub_821D6A40`, `sub_822380B0`, `sub_82234610`,
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`sub_821BC718`, ~160 instructions each) are sibling quad emitters. So the
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number of places in the whole title that can emit a UI quad is small enough to
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enumerate, which is worth knowing before instrumenting anything.
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* **`sub_823C2990` is a factory, not a singleton accessor** — a correction to
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what its use inside the top-level render function suggested. It allocates twice
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from a heap held at `[0x828E2B14]` via `sub_82150EF8`: 4 bytes for a handle,
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then **244 bytes** for the object, and runs `sub_823DE0C0`, which is the head
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of the chain that ends in `sub_823CB2A0` — the constructor that installs
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vtable `0x820b30b4`. So **a UI item object is 244 bytes**, and the "LOGO item"
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class named in the emulator-era notes is what this factory builds.
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* **The `0x823C…` region is the screen/bundle subsystem.** It contains both the
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item class (constructors at `823CB2A0/823CB558/823CBB90`, methods
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`823CE558…823CFD90`) and four of the functions that load the `RATC` fourcc
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(`823CAF10`, `823CABE0`, `823CB1F0`, `823CBEE8`), so bundle parsing and item
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construction live together.
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## Stated plainly: this is becoming a rabbit hole
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Three iterations have added map without answering the question. The searches keep
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landing on *construction* and *emission*, never on the per-frame walk that orders
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elements — and each step is a plausible next query rather than a decisive test,
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which is the shape of a search that can run indefinitely.
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The decisive alternative, costed rather than started: the vertex buffers the
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capture already records (`vb=0x14D10B90`, …) are written by the **guest CPU**
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just before the draw. A Canary memory watch on that range would report the guest
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**PC** doing the writing, which names the emitter and its caller directly instead
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of inferring them. That is a real change to the emulator (the watch machinery
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exists for shared-memory invalidation, not for reporting PCs), so it is the next
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thing to weigh — against simply leaving the paint order unresolved, which costs
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the port one screen's fidelity and nothing else.
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