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.
5.9 KiB
The guest's UI quad class — a foothold found from the capture's vertex layout
Status: 🟡 PROBABLE for the identification below (it is a static read, but
the layout it matches was measured first). ❔ the element walk that decides
paint order is not in this note — that is what the search was for, and it was
not reached.
How it was found
The runtime capture says exactly what a UI vertex looks like:
prim = 13 (quad list), stride 24, attributes 57@0 (k_32_32_32_FLOAT
position), 6@12 (k_8_8_8_8 colour), 37@16 (k_32_32_FLOAT UV). That is a
fingerprint a store sequence in the guest must match, so the binary was searched
for functions that write floats at +0/+4/+8, a word at +12, floats at +16/+20,
and advance a pointer by 24 (sylpheed.db, 15 candidates ranked by how many of
each they contain).
The tightest match is sub_82250138 (288 B, three of each store, two
addi …, 24), and it is unambiguous:
82250150 addi r5, r0, 13 ; primitive type 13 = QUAD LIST
82250154 addi r4, r0, 4 ; 4 vertices
82250158 lwz r11, 0(r31) … ; renderer->slot0(4, 13) -> allocate
82250170 lwz r11, 8(r11) … ; renderer->slot2() -> vertex pointer
82250188 addi r10, r0, -1 ; colour = 0xFFFFFFFF
82250194 stfs f13, 0(r3) ; x
82250198 stw r10, 12(r3) ; colour ← +12, as the capture says
822501A0 stfs f13, 4(r3) ; y
822501A4 addi r11, r3, 24 ; next vertex ← stride 24, as the capture says
822501AC stfs f0, 8(r3) ; z
822501B0 stfs f0, 20(r3) ; v
822501B4 stfs f0, 16(r3) ; u
prim = 13, four vertices, colour 0xFFFFFFFF and stride 24 all match what the
title screen was measured drawing.
What it is (and what it is not)
Its only caller, sub_8224FB78 (752 B), is a constructor: it stores a vtable
pointer into 0(r29), zeroes a run of fields, sets a colour, and has the emitter
lay down a default quad. So sub_82250138 builds an object's initial geometry
rather than drawing a frame.
The vtable it installs is 0x820A7264 — class ANON_Class_AAFDBF89, 2
slots (sub_8224FF98, sub_8224FB18). That is the UI quad/sprite class.
It is not the element walk. Following the callers upward:
sub_82250138 (quad emitter)
└ sub_8224FB78 (constructor, installs vtable 0x820A7264)
└ sub_82222E70 (2 260 B)
└ sub_821A5F10 (756 B)
└ sub_821A8578 (3 120 B) ← a top-level render function
└ sub_821A8428 (284 B)
sub_821A8578 is not data-driven: it is an unrolled run of about thirty
identical bl 8217FA08 / bl 821AC450 / bl 82454918 triplets. So it sequences a
fixed list of subsystems, not a list of screen elements. The element order this
project is chasing is somewhere else — most likely behind one of those three
repeated calls, or behind the sprite class's own two vtable slots.
Why this is worth keeping
Two reasons, neither of which is "it looks right":
- the identification is anchored to a measurement — the vertex layout came from the running game first, and the search was for code that matches it;
- it names a concrete class (
0x820A7264) and a concrete API shape (allocate(count, prim)thenget vertex pointer), which is the thing to instrument or trace next.
Not settled: everything the search was actually for. No function that iterates screen elements has been found, and nothing here bears on the paint order yet.
Second pass: the drawing API is small, and a UI item is 244 bytes
Continuing the search for the element walk (2026-08-19). Three more facts, none of which is the walk:
-
The drawing API is enumerable. The renderer accessor
sub_823C2AC0— the one the quad emitter calls to get its vertex pointer — has exactly 6 callers, and four of them (sub_821D6A40,sub_822380B0,sub_82234610,sub_821BC718, ~160 instructions each) are sibling quad emitters. So the number of places in the whole title that can emit a UI quad is small enough to enumerate, which is worth knowing before instrumenting anything. -
sub_823C2990is a factory, not a singleton accessor — a correction to what its use inside the top-level render function suggested. It allocates twice from a heap held at[0x828E2B14]viasub_82150EF8: 4 bytes for a handle, then 244 bytes for the object, and runssub_823DE0C0, which is the head of the chain that ends insub_823CB2A0— the constructor that installs vtable0x820b30b4. So a UI item object is 244 bytes, and the "LOGO item" class named in the emulator-era notes is what this factory builds. -
The
0x823C…region is the screen/bundle subsystem. It contains both the item class (constructors at823CB2A0/823CB558/823CBB90, methods823CE558…823CFD90) and four of the functions that load theRATCfourcc (823CAF10,823CABE0,823CB1F0,823CBEE8), so bundle parsing and item construction live together.
Stated plainly: this is becoming a rabbit hole
Three iterations have added map without answering the question. The searches keep landing on construction and emission, never on the per-frame walk that orders elements — and each step is a plausible next query rather than a decisive test, which is the shape of a search that can run indefinitely.
The decisive alternative, costed rather than started: the vertex buffers the
capture already records (vb=0x14D10B90, …) are written by the guest CPU
just before the draw. A Canary memory watch on that range would report the guest
PC doing the writing, which names the emitter and its caller directly instead
of inferring them. That is a real change to the emulator (the watch machinery
exists for shared-memory invalidation, not for reporting PCs), so it is the next
thing to weigh — against simply leaving the paint order unresolved, which costs
the port one screen's fidelity and nothing else.