Files
Sylpheed/docs/port/HANDOFF.md
sylph-decoder f24304248c re: the plate delay was on the disc all along -- my instruction is refuted
The port caught this with arithmetic off the disc, and it was right: build 2 has
a keyframe group of its own, so "when build 4 has settled, wait 2.13 s, then
composite build 2" puts the plate at settle + 2.13 + 3.97 s. Confirmed build 2's
group here independently of their message: `ptbtn00.t32` reaches a=255 at t=238.

The reconciliation needs no free parameter. Both builds run on ONE clock, started
together, and the premise that fails is `rest.t`:

  rest.t is NOT when a screen settles. It is the last HOLD keyframe before the
  exit. ptlogo1 rests at t=251 and stops moving at t=42.

The title's visible build-in ends at t=118, where pteff01, pteff02.prm and
ptlogoall_eff end their ramps together. 238 - 118 = 120 units = 2.000 s, against
a measured 2.138 and 2.132. So the interval the two runs agreed on to 6 ms was a
DECLARED one and I handed over a wall-clock reading of it.

That reading is 6.7% long, and the corpus already knew why: 120 units in 2.135 s
is the game presenting at 28.06 / 28.14 fps against a nominal 30, and the idle
title was independently measured at 28.5 fps before these runs. Corroborated from
inside the same two runs -- first pixels -> settle is 1.643 s and 2.131 s, a 30%
spread, while settle -> plate is 2.138 and 2.132. Frames are dropped during the
build-in, not during the hold, which a change in the game's own timing could not
do.

So the port authors nothing here. What is unchanged: ScreenView still has to draw
two builds at once and the boot's end state is still not plate-free.

Not settled, and said so on the page: which reading of the keyframe times is
right (it moves the plate by 2 units and I cannot separate them from these
traces), and my settle landmark to better than +/-5 units.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_014voBspJ6kFncNErZJuZcLw
2026-08-29 12:43:41 +00:00

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Handoff — what the menu port needs, and where it stands

The single page the port agent reads. Everything here is produced by the container agent's reverse engineering; nothing here is a design decision about the port itself.

Keep it current. It is a summary with links into docs/re/, not a second copy of the findings — but an answer that is not reachable from this page has not been delivered.

How to read an answer

Every row below is one of exactly three things, and the distinction is the point:

meaning what the port should do
decoded a field on the disc, with a disc-wide check read it from the data
measured not on the disc in any form we found, but the running game does this hardcode it, and cite this page
undecodable we looked in these places, it is not there, here is the reach of the negative author it by hand, knowingly

There is no fourth kind. If a row says measured or undecodable, the port is authoring that value, not transcribing it — and it should be kept somewhere a human can see it is a human decision, so that when it is later decoded the authored version can be deleted.

2026-08-29 — the disc is back in the decoder container; the red banner that stood here is withdrawn

This supersedes the "the decoder container has no disc" banner written at commit b9aca6a (10:42 UTC). That diagnosis was true for the container it was written in, and a human has since fixed it: this container's PID 1 started at 11:07:38 UTC, 25 minutes later, and it has the disc mounted.

Verified, not assumed:

/disc a real read-only bind mount on device 2050 (/ is device 92), 6.2 GB, 74 entries under dat/, default.xex present
/iso/game.iso present, 7 835 492 352 B
end-to-end sylpheed-cli screen list $SYLPHEED_DISC/dat/GP_TITLE.pak returns 12 screen builds, matching ui-title-build-map.md

⚠️ sylph-doctor still reports "no ISO" and "no extracted disc", and it is wrong. It looks only under /work (find /work -maxdepth 2 -iname '*.iso' and -d /work/sylph_extract/dat); it never consults $SYLPHEED_DISC. Do not take its two ✖/! lines as evidence about the disc — the disc is at /disc and works. Same trap for find / -xdev, which by definition cannot cross into a bind mount on another device, and which is what the withdrawn banner ran.

What that means for you: the decoder can boot the oracle, run sylpheed-cli against a pak, run the disc-gated tests and read the executable again. New measurements are available; ask for them.

2026-08-29 — the "third sub-wave" on a music bank was OUR reader, and it is fixed

You were right to refuse to choose which one to drop. BGM_103.slb really does return three from sound_bank_riffs — and the third is the bank header, not a stem. Our own to_xma_riffs was emitting it.

The cause is arithmetic, not a judgement call: the hybrid branch derives a leading packet stream's start as first_riff % 2048, which is correct only when the bank header is smaller than one XMA1 packet. A music bank's header is exactly five packets (10 240 B), so the modulus returned 0 and the whole header came back as sub-wave 0. Voice banks are unaffected — their headers really are shorter than a packet, which is why the branch looked right for two months.

Checked before believing it, three ways:

  • disc-wide — of sound.pak's 9 519 entries, 28 carry a header at offset 0 (ids 10011023, 11011105 — every music bank), and on 28/28 the header's own declared length ends exactly at the first RIFF. Zero have a gap, so a header and a leading packet stream never coexist on this disc, and zero false positives among the other 9 491;
  • decode control, same chain, same bank — the emitted region gives 0.009 s of PCM; the same bank's real wave 0 gives 87.744 s against a declared 87.75. It is also 99.1 % zero bytes;
  • the oracle already said two — the XMA probe at the main menu saw exactly two streams, of 3 876 864 and 3 930 112 B, which are BGM_103's two declared wave sizes.

What you should do: bump your sylpheed-formats pin to the tag below and delete the manifest warning's special case — sound_bank_riffs now returns 2 for every music bank, and your "count != 2" warning becomes a real invariant rather than a symptom. ⚠️ Do not apply a "drop the smallest sub-wave" rule; on a voice bank the leading region is genuine audio and dropping it is the VOICE_D_453 bug all over again.

structures/slb-bank-header-not-a-wave.md

2026-08-29 — the interactive title is reachable again, and the "emulator-blocked" banner in MISSION is withdrawn

Two consecutive boots reached the interactive title with no pad input at all, passed through the attract loop in ~3.5 minutes, took Ⓐ to the main menu and Ⓑ back. The standing negative ("three runs, two locales, two launch paths, ~35 minutes of emulator time, no interactive title") does not hold in this container.

Why it changed is not established. The container came up with no Xenia storage root at all — no profile, no xconfig.settings, no shader cache — so run 1 created one with canary's --create_profile_if_none. That is a correlation across two runs, not a cause, and it is written down so the next session can test it rather than re-derive the reachability. capture-harness-status.md

What it means for you: the oracle is live. Anything you need timed or observed on the five screens can now be asked for and taken, including the two items MISSION parks as emulator-blocked.

2026-08-29 — three answers from one oracle session (the port's asks 1, 2 and 3)

  • 1 — the focus ring SPINS CONTINUOUSLY. Period 2.18 s wall-clock; author it as 120 units = 60 frames = 2.00 s at 30 Hz. It does not ramp once and stop. Measured with no angle estimated anywhere — the angular estimator written for this failed its own control (a synthetic 30° came back as 0°) and was not used. What settles it instead: total annulus brightness is conserved to 0.4 % while individual angular bins swing by 24 — brightness moving around the ring, which excludes a pulse — and the profile's autocorrelation has eight evenly spaced peaks, mean 2.177 s, over nine revolutions. ⚠️ Do not read the committed 20 s mean image as a frame: the spin averages to a uniform circle, which is why it looks headless. Five single frames 4 s apart show the head at five different angles. focus-ring-spin-measured.md · frames

  • And the ring is the ONLY thing that moves on the settled main menu. Temporal std over 20 s untouched is exactly 0.000 on every unfocused button, on the labels and on the ptmsg footer. Static menu + spinning ring draws everything that moves.

  • 3 — the idle timer that made your Ⓑ rule unprovable is REFUTED on the main menu. Held untouched, the menu stayed put for ≥ 60 s (49 samples, menu correlation never leaving 0.92450.9249), against the "~810 s idle returns to the title" this page carried. That timer is real but belongs to the title, not the menu — the corpus had it attached to the wrong screen. 🟡 Ⓑ itself: delivered (Canary logs vk=5801), and in both runs the only input in ≥ 100 s, followed by the title. Ordering measured, timing not — keep Ⓑ→title, now better supported than authored. menu-idle-and-b-2026-08-29.md

  • Your new #1 — the boot title shows build 4 FIRST, and the plate arrives after. It is your third option, not the first two. Green-Ⓐ glyph count on the boot title went 154 → 781, and 154 is the same reading the committed live-title-build4-no-plate.png gives (159) while plate titles give 753/977/1493. So ScreenView does have to draw two builds at once, and your --boot end state is NOT plate-free — that is the structural answer you said this question decides, and it is unchanged. 🔴 But my INSTRUCTION was wrong and you refuted it — do not author a delay at all. I said "when build 4 has settled, wait 2.13 s, composite build 2". Build 2 has a group of its own, and starting that group at settle puts the plate at settle + 2.13 + 3.97 s. Correct instruction: run build 4 and build 2 on ONE clock, started together, and play both groups from their own keyframes. The plate then arrives at its declared t=238 with nothing authored. 🔴 The premise that broke it is yours and it will bite again: rest.t is NOT when a screen settles. It is the last hold keyframe before the exit. ptlogo1 has rest.t = 251 and stops moving at t=42. The title's visible build-in is over at t≈118, where pteff01, pteff02.prm and ptlogoall_eff all end their ramps together — and 238 118 = 120 units = **2.000 s**, which is the 2.13 s I measured. The number was on the disc. ⚠️ If you author a gap anyway, author 120 units, not my 2.13 s. 120 units in 2.135 s is the game presenting at 28.06 / 28.14 fps against a nominal 30 — and the corpus had already measured the idle title at 28.5 fps, independently and before these runs. My wall-clock was this emulator's frame rate baked into a game constant; a port at a true 30 Hz would be visibly late. That it is presentation rate and not the game is checkable in the same two runs: first pixels → settle is 1.643 s and 2.131 s (a 30 % spread) while settle → plate is 2.138 s and 2.132 s. Frames are dropped during the build-in, not during the hold. Pulse the plate at ≈ 2.24 s (four intervals: 2.12 / 2.19 / 2.34 / 2.31), which replicates the corpus's ≈2.3 s rather than replacing it. title-plate-delay-measured.md · figure · run 1 · run 2

  • 🟡 Your black hold survives a real clock — keep 0.170.23 s. Measured on the Ⓐ path in both runs, the frame is pure black (surface mean 0.070) for 0.140.30 s and 0.140.27 s. At an 0.125 s sample interval that is as tight as this instrument goes, and it brackets both your authored value and the file's declared 12 units (0.20 s). It is the one authored constant you ship that a measurement now agrees with.

  • 🔴 The Ⓐ→menu latency is STILL not a number you may have, and now I know why. Both runs contain a frozen frame on the Ⓐ path — 14 frames (1.53 s) and 12 frames (1.39 s) held at surface mean 26.626, agreeing between two independent runs to six decimals. Run 2 had stream restarts disabled for the whole window, so it is not the capture path: the guest starts the fade, re-presents one frame for ~1.4 s, then shows the full title again and fades properly. That is a load stall, and the Ⓑ path — nothing to load — has none. So any Ⓐ→menu figure from this harness is an emulator load time. Your zero-dwell sequencer is the right call; do not add one.

  • 🔴 Four durations I took the same day are WITHDRAWN, including the plate delay. screen_match.classify_array costs 1503 ms/frame; a probe running it per frame drained an 8 fps stream at 0.64 fps, so its frames were stale and increasingly so. It manufactured "plate 24.66 s after the title art", "Ⓑ→title in 15.58 s", "Ⓑ→title in 25.60 s" and "Ⓐ→menu in 20.26 s". The tell: a transition, a press and a fade do not share a duration — a backlog does. A backlog preserves ordering and destroys durations, which is exactly why the sequence results above stand and the timings do not. Fixed (fast=True, 3875 ms, re-controlled 8/8 on both paths, agreeing to ±0.005); the ring's numbers are unaffected and that was checked, not assumed. One of the four is now re-taken properly — the plate delay, above. The probe that took it costs 8.7 ms/frame (173× cheaper) and both runs sampled at 7.97 / 7.98 fps against a requested 8, so there was no backlog to destroy them.

Status

Question State Answer / link
Q1 keyframe time unit + ramp shape answered, 🟡 one gap ramp is linear; 2 units per rendered frame; 1 unit = 1/60 s — settled, the idle title presents at 28.5 fps so the game is 30 Hz. 🟡 The interpolation law is settled; the group TIMELINE for multi-keyframe elements is notpalogo_gamearts is still at full alpha 9 frames after its declared a=32, and its declared 80-frame fade-in never draws — ui-keyframe-time-unit.md. REPLICATED 2026-08-29 — for ANIMATION, read +36 as the time the NEXT pose is reached. Three elements across two screens: palogo_gamearts and palogo_seta hold full alpha for 83 frames and palogo_sqex for ≥77, where the current reading predicts 68 and the shifted one 80102. The elements that cannot discriminate (the _eff glows, on which the linear law was measured) fit both. ⚠️ Our decoder still defaults to the other reading (SYLPHEED_KF_TIME_SHIFT=1 to flip) because it changes rest() on one element — but that is an unsound fallback guessing either way, so static rendering is unaffected and animation timing should use the shift
Q2 which build is which screen state answered GP_TITLE is 8 screens shipped twice, EN/JP: 4/7 title art, 2/3 the PRESS Ⓐ plate, 5/8 main menu, 6/9 EXTRAS, 0/1 and 10/11 two unidentified DELTASABER plates — ui-title-build-map.md
Q3 paint order for the six screens answered, tie-break decoded: a u16 layer key at +0x0A of each T8aD sprite header, stable-sorted with declaration index; unkeyed elements get an implied key. Confirmed on 5 measured orders + EXTRAS vs a capture. One residual: the tie-break is unknown and bites on one element of the title — structures/ui-paint-order-key.md. ⚠️ The key does not fully order a screen: elements sharing a key are tied, and the tie-break is undecodable from the bundle — declaration table, T8aD header (exhaustive: every offset 0x000x7f at u8/u16/u32, both directions, 0 fields match the measured order against 64 for the control) and the RATC child order all give the same order the game does not use. Your exposure is 2 overlapping tied pairs on EXTRASstructures/ui-paint-order-derived-check.md
Q4 button → GamePart answered measured which screen all 5 buttons open — NEW GAMEDIFFICULTYSELECT DATA, not a hang. The GamePart id is still a name match, not a measurement — menu-navigation-semantics.md
Q5 navigation semantics answered measured: initial focus varies boot to boot (2× TUTORIAL, 2× NEW GAME); ⬆⬇ one step, wraps both ends; ⬅➡ do nothing; Ⓑ returns to the parent with focus restored; Ⓑ on the main menu → title; Ⓑ on the title → nothing — menu-navigation-semantics.md
Q6 boot sequence + what drives it answered sequence measured end to end; the driver is code, not data — four search spaces closed, so the port authors the sequence — boot-config-and-gamepart-registry.md
Q7 transitions answered a fade through black, drawn by the screen's own last-painting .prm quad. Fade-in ramp is decoded from its keyframes; the ~0.4 s fade-out is measured (not in the file) — screen-transitions.md
Q8 menu audio bindings answered cue vocabulary + bank decoded; event binding is a name match (the authors' own event names). You CAN have the SE audio⚠️ an earlier version of this row said it was "undecodable from the disc"; that was retracted and the row was stale. Three cues are located in Static.slb and decode to PCM: d-pad move 0x1ec0 (4 packets), Ⓑ back 0x0ec0 (2), Ⓐ confirm 0x5d6c0 (6), all mono 48 kHz. The bank is a packed run of XMA waves with no delimiter, so a wave is only (offset, packet count) — and ⚠️ the file order is not cue-id order, so the index cannot be counted out — menu-audio-cues.md
Q9 video binding + playback rules answered decoded from the movie manifest: ADVERTISE_MOVIEADV.wmv (boot intro and attract are one asset), MS00AS00A.wmv is the new-game intro, STAFF_ROLL→the credits reel. one Ⓐ skips a movie (title at 57 s vs a 193 s baseline) — movie-binding.md
Q10 music-bank sub-wave roles (intro+loop?) answered two stems of one performance, played together — sample-synchronous, equal duration, 32/32 banks. Concatenating is wrong. Not a seamless loop either — structures/bgm-two-stems.md. ⚠️ Our reader said three until 2026-08-29 — the extra one was the bank header, emitted by to_xma_riffs; fixed, with a 28/28 disc-wide check and two regression tests — structures/slb-bank-header-not-a-wave.md
S1 Ready Room go/no-go no-go it is 2D and enumerates fine (60 builds), but GP_READY_ROOM.pak holds briefing/tactical-map content, not the six-button Ready Room menu — ready-room-probe.md

Already settled — the port can rely on these today

⬅ Answers to the port's five asks (2026-08-29)

  • 1 — how to recognise the splash. No content rule exists; you are authoring this. Design size fails (every extra composable bundle sampled is 1280×720, same as every screen) and element count fails (the fragments run 2…15 elements, the splash halves have 3 and 7 — the ranges overlap). But GP_TITLE needs no rule. There, --all adds exactly four bundles and all four are real screens — no fragments at all — and the --all index equals the pak entry index 1:1 across all 16, so addressing by entry index does not mean something different from elsewhere. 🔴 And there are TWO splash screens; you have one. Entries 11/14 are the developer logos (GAME ARTS / SETA / studio anima). Entries 10/13 are the SQUARE ENIX publisher wordmark — the first thing the boot shows — and you do not have them. The pairs are region twins ( on 10, ® on 13). All four draw every element they declare. ui-splash-addressing.md · render grid

  • 2 — the ~0.4 s fade-out is (a), and it is bigger than the fade quad. Every element of a screen ends on exactly one untimed keyframe — so there is one unknown duration per screen, which rules out (b). That final block is where the screen plays out: the quad goes a=255 (black) while the buttons, ptmsg and the glows go a=0 and the two frames hold. (c) is refuted by a null test on the capture: a black quad alone keeps the button÷background brightness ratio constant, and measured through the fade it falls 6.50 → 1.94, a 3.4× monotonic drop. So: write one authored constant (~0.4 s / ~24 units) and play the group to its end on every element — do not fade a black rectangle over a frozen screen. screen-transitions.md

  • 3 — focus: your choice is fine, and it is not your bug. The focused sprite completely covers the base — f alpha ≥ base alpha at 100.0 % of base-visible pixels on three pairs across both languages, once aligned properly (the true offset is (7,7), and at the centre alignment it reads a misleading 7884 %). Compositing both ways differs by RMSE 1.1 inside the button rectangle, max 12/255 on ~25 px — unmeasurable at frame level. 🔴 What you are actually missing is the focus record's SECOND element. ptbtn0Nf.rat declares two sprites — ptbtneff01.t32 (a 42×46 glowing ring, focus only) then ptbtn0Nf.t32 (the bright label) — where the base record declares one. That ring is the marker you say you draw nowhere. ⚠️ Note the small dot-in-circle at each underline's left end is not it: that is on every button all the time, part of the base art. structures/ui-button-focus-record.md

  • 4 — rotation: not mine to decide alone. Raised with the human; see MISSION. What I can say without a decision: the two sub-questions are not equally open. Rotation is about the declared pivot — that anchor is measured, not assumed: the title's two ptloop sweeps scale 600 %/800 % vertically, where the pivot term is worth 450 and 630 px, and the GPU capture puts both quad centres at y 359.1/360.0 against the pivot formula's 360.0; top-left anchoring predicts 810/990 and centre-as-position 270. So if you draw rotation, rotate about the declared pivot. ⚠️ It changes nothing on your five screens at rest — they have zero top-level rotations, and the title's two nested ones sit entirely off-screen at rest. structures/ui-keyframe-rotation.md

  • 5 — the capture is not gamma-neutral, and RMSE against it has a floor. Measured on flat patches (16×16, both images std < 8): capture ≈ 255·(render/255)^γ with γ ≈ 1.49 (main menu), 1.49 (EXTRAS), 1.34 (title). The chain says this is a ramp the game installed, not a capture-path artefact: canary's swap-path gamma stage is a pure 256-entry LUT that defaults to identity, and the game is measured calling VdGetCurrentDisplayGamma once at video init. ⚠️ Reach: the flat patches are almost all dark (render ~060), so nothing here constrains midtones or highlights — which is where γ 1.4 does its visible work. So: yes, there is a floor; a γ ≈ 1.4 darkening gets closer and is authored, best applied where it was measured rather than extrapolated. Do not chase RMSE below it. structures/ui-render-tone-curve.md

  • GP_TITLE.pak is eight screens, each shipped twice — English and Japanese. Build 4 is the English title art and 7 its Japanese twin; 2/3 are the PRESS Ⓐ BUTTON plate, a build of their own composited over the title and faded in a beat later; 5/8 are the five-button main menu; 6/9 are the EXTRAS submenu — the only submenu inside this archive. Builds 0/1 and 10/11 are a DELTASABER / SYLPHEED A.I. plate that was never seen running, in the boot path, any title-side screen, or the attract loop. measured against live captures for the four English screens the boot path shows; ui-title-build-map.md. Withdrawn: the earlier "builds 6/8/9 are submenus" — 8 is the Japanese main menu. The other four main-menu buttons leave the archive, and where each one goes is measured — see the button-destination bullet below.

  • Buttons are identifiable as data. Element kind 0x3002 = button, 0x0 = decoration, 0x10 = primitive. decoded for the title-side screens. ⚠️ 0x3002 is one member of a 0x3000 family with sub-bits, and it is not the only button kind on the disc: GP_READY_ROOM's 902 bundles contain zero 0x3002 and use 0x3000 / 0x3004 / 0x300c / 0x3008 instead. Nothing in this milestone changes — every screen in scope is GP_TITLE — but do not ship kind == 0x3002 as a general button test. (The kind is the 4th u32 of the 60-byte declaration entry, at +40.)

  • The title's settled pose is rest — and always pass --primitives. Against a plate-free capture of the real screen, screen render --build 4 --black edge-correlates 0.9163 at (0,0), so the geometry of rest is the arrived pose; the timeline is not needed for the title. ⚠️ But without --primitives the whole frame is +13.14 too bright (R +12.35, G +13.58, B +13.48); with them, +0.55. The missing element is pteff02.prm, the 25 % dim, and --primitives is off by default. That is the "washed-out cyan slab" — a dim that should be there and isn't, not a glow that shouldn't. Because the art is blue-dominant, the shortfall reads cyan. 🔴 A second, separate defect — and it is the "slab". With the dim in place the residual is localised to one band (y ≈ 112225): the game draws the logo's Z swoosh thin with a pink/magenta edge, our render draws it thick and solid white. Crop: title-swoosh-capture-vs-render.png. The elements are ptlogo_back2.t32, ptlogo_back2eff.t32 and ptlogo_back2eff1…5. 🟡 Those five are also the group with the known unsolved paint-order tie-break (key 0x8083) — same screen, same elements — but a blend-order swap explains white-instead-of-pink poorly. 🔴 The pivot mismatch is NOT the cause — checked and refuted. These elements' declared pivots really do belong to the other language's sprite (ptlogo_back2's (500,117) is exactly half the Japanese 1000×234, not its own English 1118×262; 24 of 109 title elements are off by > 8 px). But it cannot affect this render: blit sizes a sprite from its texture, and applies the pivot only as kf.x pivot·(scale100)/100 — and all seven swoosh elements are scale (100,100) at every keyframe, so the term is zero. That formula is now MEASURED, not just implemented (2026-08-28). The title's two ptloop sweeps scale 600 % and 800 % vertically, where the pivot term is worth 450 and 630 px, and the GPU capture puts both quad centres at y 359.1 and 360.0 — against the formula's 360.0 for both. Top-left anchoring predicts 810 and 990; treating the position as the centre predicts 270. Horizontally the same term makes the group's t solved from position agree with t solved from vertex alpha to 0.33 / 0.65 units, versus ~8 units without it. So: anchor scaling on the pivot, not on the top-left corner. 🟡 It does not prove interpolation is linear — both fields were inverted through the same linear map, so a shared easing curve would cancel. It does show position and alpha ride one shared parameter. ⚠️ It would bite ptlogo1/ptlogo2, which scale 100 → 150 during the build-in. Not at rest, and not on the swoosh. 🔴 Ruled out for the COLOUR: every swoosh keyframe's fade is 0x??ffffff (white RGB, alpha only), no tint is non-white, and the texture decodes blue-leaning (175,174,198). 🟡 What is left is the BLEND. Size and position are the texture's own and match; fade, tint and texture colour are all ruled out. Seven overlapping mostly-transparent sprites (ptlogo_back2 5.4 % opaque, its glow 10.3 %, the five eff segments 1023 %, all white or warm) stacked with plain alpha-over saturate to opaque white — which is exactly what we draw, and would read as "thicker" against the game's thin coloured stroke. 🟡 And there is a candidate field for it. The T8aD header word at +0x04 splits the title's sprites exactly along effect-vs-normal: pteff01, pteff03a, ptlogo_back2eff1…5, ptlogoall_eff/_eff2 are 0x8832; ptlogo1/2, ptlogo_tm, ptbase2, ptlogo_back2, ptcopyright and ptlogo_back2eff are 0x8830. One bit — 0x02. Disc-wide it is a real independent flag: 19 216 sprites, 18 distinct values, bit 0x02 set in 27.1 %, and it toggles against otherwise-identical words (0x8830/0x8832, 0x0830/0x0832, 0x0810/0x0812, 0x0030/0x0032). ⚠️ Correlation only — untested. Nothing yet shows it means additive; the test is to blend bit-0x02 sprites additively and re-correlate the title against the capture. Note ptlogo_back2eff is 0x8830 despite its name, so this is a field and not a naming pattern. Not diagnosed — but two candidate meanings are now dead: not "the name contains eff" — and not even the one-way "bit ⇒ eff name", which held 10/10 on the title but fails on 2 657 of 4 995 bit-set sprites disc-wide (P(eff|set) = 0.468). What survives is a 3.3× association, and the counterexamples are rings, glows and lights — effect-like art without the naming convention and not "the element is transient" (pteff03/pteff03a carry the bit and persist to t=250). 🛑 Parked — four candidate meanings are now dead (additive blend; eff name, both directions; transient element; premultiplied alpha, refuted because flagged sprites violate RGB ≤ A more than unflagged, 55.5 % vs 33.7 %) and none produced a positive account. It blocks nothing — your screens composite at 0.947 correlation against a capture without it. ⚠️ Practical note for an asset pipeline: T8aD headers appear in RATC child order (18/18 verified on build 4 against decoded dimensions), which is the only sound way to attribute a header to a name when two sprites share a size — and two here do. ⚠️ The rotated draw is NOT the swoosh. It was identified as the swoosh by elimination; that is refuted — its quads span y 209…925 in screen space, the swoosh is a band at y 126…360. It is the two ptloop sweeps (ptloop01.ratpteff03.t32, ptloop02.ratpteff03a.t32), confirmed by edge length: 400 × 1076 and 400 × 1444 against 399×180 at the two elements' different declared scales, 600 % (= 1080) and 800 % (= 1440). What stands from the old bullet: the game does submit rotated quads this compositor cannot draw, and vertex colours are white. SOLVED 2026-08-28 by draw capture — it is the GEOMETRY. The game submits the swoosh as two rotated parallelograms (edges (0.54,0.56) and (0.44,0.79), ~45° and ~61°, extending to y=±1.81 NDC). ui_layout::blit draws axis-aligned rectangles only, so it blits the sprite upright — right on average, right in position, wrong in shape, which is the measured signature exactly. A port that blits upright rects will have the same defect. 🔴 Vertex colour is refuted with it: every colour in the capture is <alpha>FFFFFF, white RGB. CLOSED 2026-08-28 — the rotation IS on the disc, at keyframe +12. It is a signed angle in degrees, clockwise-positive in screen space (Y down), and ui_layout::Keyframe now carries it as rotation_deg. Confirmed against the framebuffer, not against our own renderer: the two ptloop records declare +12 = 30 and 45, and the GPU capture submits their quads at +30.26° and 45.28° — magnitude and sign, on two different values. Corroborated separately by shape: GP_BUNK entry 117ca14f holds a group whose +12 ramps 0 → 360 with position, scale and alpha all constant — a spin in place. Disc-wide +12 is non-zero in 14.50 % of 83 862 keyframe blocks. ⚠️ Two things the port must know about it. (1) Rotation lives in BOTH the top-level table and nested .rat leaf records. ⚠️ I told you one iteration ago that it looked nested-only; that was three archives' worth of pattern and it is refutedGP_DIALOG and GP_DEBRIEFING_PILOTLOG rotate top-level elements. The actionable half stands: the title's rotations are nested, so a composer reading only the declaration table gets zero rotation on exactly the elements that move there. The clearest examples are top-level and show up in screen info --build 0 --geometry dat/GP_DIALOG.pak: pceff03.t32 and pceff04.t32 ramp r= 90 → 30 → 10 → 3 → 0 while their alpha ramps 0 → 255 and they slide into place — a swing-in that settles upright; and build 6's pzeff02.t32 ramps 43 → 61 → 75 → 90 while scaling 112 % → 200 % and fading to 0 — a spin-out burst. (2) sylpheed-cli screen render still does not rotate. The field is decoded, not rendered; ui_layout::blit is axis-aligned only. So the reference renderer and the port will both draw these upright until a rotating blit exists — and per your own rule, the two of them agreeing about it means nothing. Checked 2026-08-29: this does NOT affect your five screens at rest. Title, main menu, EXTRAS and both splash halves have zero top-level elements with a non-zero rotation. The only rotations on any of them are the title's two nested ptloop records (r = 30 and 45), and at rest those sit at x = 1521 and x = 839 — a 399-wide sprite entirely off both edges of a 1280 screen. So a static composite is unaffected; the caveat applies only if you animate the title's build-in, where the sweeps cross the screen rotated. 🟡 The neighbouring words +4 and +8 are still unexplained: signed, non-zero in ~4.8 % / 4.6 % of blocks, almost entirely ±180/±90. That distribution looks like a flip flag rather than a free angle, but nothing observed turns on them — do not transcribe them as X/Y rotation. ui-keyframe-rotation.md ⚠️ The earlier "pink versus white" reading compared two differently-shaped renderings and should be re-checked after geometry, not carried as a separate defect. Classified: undecodable from the disc, with reach. Seven candidates eliminated — pivot (inert at scale 100 and no measured displacement), fade, tint, texture colour, additive blend via +0x04 bit 0x02, and capture-not-settled (the band is identical from t = 4.0 s to t = 21.5 s). The residual is stable and modest: band mean +1.83, edge-corr 0.70 vs ≈ 0.92 frame-wide. A next attempt should use a per-draw GPU capture of the running guest — not another field — but ⚠️ that capture records prim/indices/shader hashes/texture bindings/vertex attributes and no blend state, so it can test a per-draw vertex colour today and would need a Canary change to dump RB_BLENDCONTROL. And the plate-free capture is sound; use it. 🔴 Refuted: it is not that our dim covers the whole frame instead of sitting beneath the UI — the logo reads +2.36 against a background of 0.74, so the paint order is being honoured.

  • The title's motion, decoded and attributed. After building in, the title art is essentially static — a 22 s capture measures the wordmark region at sd 0.06 and the bottom-right corner at sd 0.003. Two things do move:

    • Two slow light sweeps in build 4. ptloop01.rat (an opt -linked RATC at 0xbb5966) sweeps pteff03.t32 left→right over 450 units = 7.5 s; ptloop02.rat sweeps pteff03a.t32 right→left over 570 units = 9.5 s. Ordinary 40-byte keyframe blocks from +0x68, three keyframes each.
    • The PRESS Ⓐ BUTTON plate pulses, and it is the loudest thing on screen — a capture's per-tile amplitude map puts sd 7.65 in the band x ≈ 318954, y ≈ 560672 against 0.06 on the wordmark. It is ptbtn00f.rat, the plate's highlight variant (build 2, not build 4), whose alpha ramps 0x00 → 0x06 → 0x4a → 0x50 (hold) → 0x4a → 0x06 → 0x00 over eight keyframes at t = 6, 29, 35, 50, 58, 97, 105, ? — a glow that fades in and back out, closing on fully transparent, so it is a complete cycle rather than a one-shot ramp. 🟡 Its cycle length is not readable, and this is now observed rather than assumed: the eighth block's time slot literally contains the ASCII terminator end , so the record ends there and the value does not exist. Declared span is therefore ≥ 105 units = 1.75 s against a measured ≈ 2.3 s — which would need a final step of ≈ 33 units. That number is fitted to the measurement, not read; the port should take ≈ 2.3 s as measured. ⚠️ An earlier version of this bullet said "the title screen loops at ≈ 2.2 s" and attributed it to ptloop01/02. Both halves were wrong: it is the plate, and it is a different build.
  • 🟡 Our composite is brighter than the emulator's frame — measured, and you would be authoring if you apply it. Alignment is exact (best offset dy=0 dx=0, correlation 0.9466), so only the tone differs. Fitting on 16×16 patches that are flat in both images: capture ≈ 255·(render/255)^γ with γ = 1.491 (main menu), 1.493 (EXTRAS), 1.338 (title). ⚠️ Narrow reach. Those flat patches span only render values ~060, where a gamma and a plain scale are nearly indistinguishable — on both menus the errors are 0.28 vs 0.34 and 0.22 vs 0.28. Only the title separates them (1.08 vs 9.02). Nothing here constrains midtones or highlights. 🔴 The held-out control failed to discriminate: the splash's 2 918 flat patches are pure black (render 04), so every model scores ≈ 0. 🔴 My "it may be the emulator" caveat is withdrawn. I said canary applies kernel_display_gamma_type = 2 (BT.709) on output. It does not — that cvar is a value a kStub getter reports to the guest (VdGetCurrentDisplayGamma), which the game uses to build its own ramp; canary then applies the guest's ramp from the DC_LUT registers in the swap path (apply_gamma_table.ps / apply_gamma_pwl.ps). So there is no emulator post-process to subtract, and any gamma in a capture is one the game installed. Measured 2026-08-29: the game DOES query the display gamma. Booted with Kernel logging on (--log_mask=12 --log_level=3, which changes nothing about the output), VdGetCurrentDisplayGamma is called once at video init, between VdGetSystemCommandBuffer and VdSetDisplayMode — the moment a ramp-builder would ask. Control in the same log: 359 VdRetrainEDRAM lines, so an absent call would have shown. 🟡 That it then writes the ramp is inferred, not observed — but the chain is closed: canary's swap-path gamma stage is a pure 256-entry LUT with no other transfer (apply_gamma_table.xesli), and that LUT defaults to identity (CommandProcessor::Initialize, whose comment says the linear default is "what games set when starting with the sRGB return value"). Identity cannot produce the measured γ ≈ 1.4, so a non-identity ramp was written. ⚠️ The weak joint is that this assumes our composite reproduces the pre-ramp framebuffer; what carries it is that a systematic ~1.4 across three screens is not the shape of a compositor bug. A fixed sRGB stage does not fit either direction (encode brightens; decode darkens far more). Practical upshot for you is unchanged: the darkening is the game's own display ramp, so it belongs in a port as a display profile, not baked in. ⚠️ Note the ramp depends on the display type the game is told; canary hard-codes TV/BT.709, which on hardware is a console setting. So this is a display profile, not a fixed property of the game — reasonable to expose as a setting rather than bake in. structures/ui-render-tone-curve.md

  • FIXED 2026-08-29 — the dropped background was a name-decoding defect, and screen render now draws it. The reference composites for all five screens changed; regenerate anything you diffed against before that date. Cause: a RATC child's name is stated by an opt block immediately before it ("opt " | BE32 len | name | NUL | 3 bytes | magic), and our parser instead guessed it from the last printable run of bytes. For this one child the 3 trailing bytes are 38 41 58 = "8AX", which beat the real name pteff05.t32. 8AX was never a name — earlier text on this page treating it as one was wrong. Disc-wide: 18 002 children, 17 918 already agreed with the opt reading and 24 did not, every one the same 3-byte-tail failure. Effect on your five screens: mean brightness unmoved, high-frequency detail ×1.15…×1.30 — the same art at twice the resolution, which is exactly what 8AX said the game draws. ⚠️ Both backgrounds are now drawn (ptbase upscaled, then the full-res one over it): correct, but wasted fill. Draw only the full-res one, taking its timing from ptbase's element, which carries the keyframes. structures/ratc-child-names.md And the fix has no remaining hole. 60 of the disc's 18 002 RATC children still have no opt block; all 60 are now accounted for and none is on your screens. They are the ten frames of the disc's only .tan frame sequence (pb_f15_eg_anm.tan, six language copies of one GP_READY_ROOM bundle), where a single opt block names the whole run — so a name-resolution miss is not hiding anything else the way 8AX was. ⚠️ Two notes if you ever read outside GP_TITLE: ratc::parse over-reports there, listing a .tan's frames as anonymous children; and a RATC bundle names exactly six kinds of resource — .t32 (14 756), .rat (3 311), .prm (367), .tbm (224), .sbo (54), .tan (6). structures/ratc-tan-frame-sequence.md

    the original entry, kept because its reasoning still stands

    🟡 screen render silently drops one full-screen element per screen — and you must NOT simply draw it. Auditing what the composer omits on your five screens: everything is accounted for (kind & 0x4 ghost instances, .prm primitives, loop* animations) except pteff04.t32 on the title and pteff05.t32 on both menus. Those are kind 0x0, one keyframe, rest a = 255, pivot (640,360) — full-screen and opaque. Cause: the element declares pteff05.t32, but the T8aD behind its opt link is registered under the name 8AX, so the sprite lookup misses and a silent continue drops it. It does not currently show, because ptbase.t32 (640×360, drawn at 200 %) is the same artwork at half resolution — its 2× upscale differs from 8AX by mean 2.05, and our background is pixel-identical to 8AX in every patch sampled. SETTLED 2026-08-29 — the game draws the full-res 8AX, so use it. Previously parked as "needs a per-draw capture"; it did not. The two carry the same art at two resolutions, so what separates them is the detail 8AX has that an upscale cannot. Correlating the capture's departure-from-upscale against the 8AX-only detail (both first mapped through the measured gamma): main menu +0.0475 vs controls +0.0032 / 0.0075, title +0.0634 vs +0.0095 / +0.0086 — two screens, both 68 % of the theoretical ceiling, 715× their matched controls. So: resolve the name and draw 8AX at 1:1. Upscaling the 640×360 ptbase 2× is wrong, not merely softer. ⚠️ Do not draw both — an opaque full-screen layer over an identical one costs fill and hides later changes; and note ptbase's element is the one carrying the keyframes, so you need its timing with 8AX's pixels. ⚠️ It does not show whether ptbase is also drawn underneath — the full-res background is ~86 % opaque and would hide it either way. structures/ui-8ax-fullres-background.md

  • Paint order: your exposure is two element pairs, on one screen. We use an order measured from the running game where one exists and a derived order (a sort on each sprite's layer key) elsewhere. Checked, rather than assumed: the derived order reproduces the measured one exactly on the main menu (0 inverted pairs) and the developer splash (0). On the title it differs by 8 pairs — all same-layer-key ties — and two of those are total occlusions (back2eff5 is 1133×280 and fully contains back2eff3 and back2eff4; derived puts it on top, the game puts it underneath). The title is unaffected in practice because it has a measured order. Per screen: title measured, main menu measured, developer splash measured, publisher splash derived but with 0 ties (fully determined), and EXTRAS derived with 15 tied pairs of which only 2 overlap. That narrows again to ONE, and the capture is consistent with it. Of the two overlapping pairs, ptloop01×ptloop02 are loop* animations that compose skips by default, so their tie is unreachable. The remaining pair is ptframe3×ptframe4, overlapping 102×132 px — and against live-extras.png that contested region correlates +0.9622, better than the whole frame (+0.9440) and inside the range of regions where order cannot matter (+0.8502 / +0.9903). 🟡 Consistent with, not proof — correlation cannot see a swap between locally similar art. 15 → 2 → 1 → consistent is the whole paint-order risk on your five screens. structures/ui-paint-order-derived-check.md

  • How good are the five screens, actually? One page with the numbers: five-screens-acceptance.md. Rendered and correlated against the live captures — title 0.9500, main menu 0.9460, EXTRAS 0.9440, publisher splash 0.9600, developer splash 0.9643, and every one aligns at exactly dy=0 dx=0 over a ±2 px search, so placement and scale are right and the residual is tone and detail rather than geometry. Every undrawn element is accounted for (ghost instances, .prm primitives, loop* animations, and the 8AX name mismatch whose art is on screen anyway) — the counts add up exactly, with nothing unexplained. The residual, ranked: tone (γ≈1.4, the game's own ramp), 8AX resolution, one EXTRAS paint-order tie, and rotation-not-rendered which does not affect these five at rest. ⚠️ Reach: static composites at rest against single frames — this says nothing about animation.

  • A static composite is only meaningful for a screen that SETTLES — the two splashes are animations. Measured with its control: suppressing the _eff glows takes the publisher splash 0.9604 → 0.9982 and the developer splash 0.9659 → 0.9980, while the same edit makes the title 0.002, the main menu 0.092 and EXTRAS 0.107 worse. The draw log says why — on the developer splash the glows draw on frames 94115 and the logos on 116211, so at the captured moment every glow is already finished, including the two with plateaus that rest_plateau renders visible. So rest_plateau is right where a screen settles and over-draws where it does not. There is no "resting pose" for the splashes — they play through and leave, and a static composite of them is a picture of one arbitrary frame (≈0.998 for the frame these captures hold). Play the timeline for the two splashes; composite statically for title / main menu / EXTRAS. structures/ui-resting-pose.md

  • A group's DURATION is in the data; its START TIME is not. Testing whether the splash timeline played reproduces the capture: each element is on screen for its declared span to within 2 % (glows 44 units observed vs 45 declared; logos 192 vs 195). But every glow declares the same times 15,30,45 and every logo the same 15,30,190,194,206,210, so on one clock they would overlap almost entirely — and they do not overlap at all. The glows run frames 94115, the logos 116211, strictly sequential. 🔴 The obvious candidate is dead: each group header carries an undecoded lead-in word, and it is 0x00000000 for all seven elements. Not the keyframe times, not that word, not declaration order, not the RATC child order. Here is the sequence to author, measured (1 frame = 1/30 s): publisher palogo_sqex 3.00 s+ (a floor — it is already at full alpha on the capture's first frame), a 0.10 s gap with nothing drawn, then the developer glows for 0.73 s, then the developer logos for 3.20 s, the glow→logo switch being a single frame boundary with no overlap. Each phase is within 2 % of its element's declared span, so the durations come from the bundle and only the ordering is authored. ⚠️ One capture, one run; and palogo_anima/_eff get 0 draws in all 214 frames, so a third pair's phase is not in this measurement. data/splash-phase-timeline.txt ⚠️ So you must author the sequencing. The observed order on the developer splash — both glows, then both logos — is measured for one screen, not a decoded rule. Verified against its own refutation: across all 235 captured frames, zero contain both a glow and a logo; the switch is one clean boundary with two sprites either side. 🔴 And it goes further than start times — a bundle's declared elements are not what gets drawn. And the mechanism is now established, by elimination. The competing story — "two compositions shown in sequence" — needs a bundle declaring the glows without the logos, and no such bundle exists: only four entries in GP_TITLE carry palogo elements, and each developer entry (11, 14) declares all six logos and glows. So whichever bundle was active, only a subset of its elements was drawn at a time. (An earlier texture-base test could not separate the two — it failed its own control, since the publisher splash is a different bundle and shares the base 0x11C30000, a reused upload slot rather than an identity.) Entry 11 declares three logo/glow pairs; only two are ever drawn. palogo_anima gets 0 frames while palogo_gamearts gets 95, from byte-identical keyframe times. (Reach: the capture covers frames 1214, so "never in the window".) Compositing every element of a bundle does not reproduce what the game shows over time — it is right for a static screen that settles, and it is not a timeline. structures/ui-group-start-time.md

  • The splash's backdrop is an opaque black .prm from the bundle, painted first. Measured: every frame opens with the clear and then an untextured 1280×720 quad, vertex colour FF000000 in all 212 frames — matching palogo_eff0.prm's declaration (kind 0x10, pivot 640×360, one keyframe, a=255). That is why a splash render needs --black rather than the default backdrop. ⚠️ Not a general rule: the main menu's measured order puts one .prm at position 4 and the other last (the transition fade). The splash's recorded paint order [0,2,4,6,1,3,5] is a real depth order — read off the runtime child array, and independently backed by the static layer key (glows 0xa100 sort before logos 0xa110; paint_order_audit reports derived == measured, 0 ties). A same-day claim on this page that it was "a temporal sequence, not depth" was withdrawn; see the section in the linked page for why, if you read it before the fix. ⚠️ Separately and still true — and it is an activation fact, not a paint-order one: the splash's glows and logos are never on screen together (glows f94115, logos f116211, timeline). Compositing all seven at once reproduces no frame of the real screen. Depth says what covers what; it does not say what is up. structures/ui-prm-primitives.md

  • Menu order is geometric. Buttons sorted top-to-bottom by resting Y. This is correct for a vertical menu and is not a decoded neighbour graph — the disc's real navigation structure is unknown, and opt is not a focus link (measured and refuted, see ui-focus-and-effect-elements.md).

  • Highlighted states pair by nameptbtn01.ratptbtn01f.rat. 🟡 a naming convention that holds for all 54 real pairs, not a decoded field.

  • rest() was wrong for elements with no exit animation — fixed 2026-08-28. A trailing run of identical keyframes was always treated as the exit and excluded; on an element that has no exit it is the hold, and rest() fell back to the element's first keyframe — off-position and transparent. Six elements on the main menu were affected, including ptframe1/ptframe2, the bright circuit bracket around the menu, which both the port's composite and sylpheed-cli screen render were dropping. The rule now: a trailing run is the hold exactly when it is visible (alpha ≠ 0). ⚠️ Not the pose-equality test the report proposed — pgptitle.rat's trailing run also matches its last timed keyframe, and adopting that would erase the word PAUSE. Oracle correlation over the bracket region improved 0.9596 → 0.9748; the PAUSE control is unchanged. Disc-wide: over 2 859 bundles / 13 991 elements, rest moves for 30 (0.21 %) — 4 invisible → visible, 0 visible → invisible. Tests green (131 passed). Back to the port agent: on the English main menu exactly two elements satisfy your pose-equality condition (ptframe1/ptframe2), so your six span the whole export. If any of the other four have a transparent trailing run, this rule leaves them alone on purpose. Which screens are they on, and does a capture show any of them drawn? If so the alpha rule is incomplete. This also closes the old on ptframe1/ptframe2 "resting at alpha 0 but the capture shows the frame plainly".

  • The resting pose is the hold, not the first, last or longest-dwell keyframe; a keyframe is the start of a ramp. ui-resting-pose.md.

  • That ramp is linear, and it runs at 2 keyframe time units per rendered frame. Measured frame-by-frame off the running game's own draw stream: a declared 15-unit fade lands on round(255·k/15) for all seven of its samples, with k stepping 2, 4, 6, 8, 10, 12, 14 on seven consecutive submitted frames. measured, not decoded — the disc says t=30, it does not say what a t is. 🟡 But a multi-keyframe element's TIMELINE does not reproduce (2026-08-28). The linear law and the 2-units-per-frame rate rest on the splash's _eff glows, and those are exact. Applying their calibration — with no free parameter left — to palogo_gamearts in the same bundle and the same frames: the logo is still at a=255 nine frames after its declared a=32, its fade-out runs ~17 frames late, and its declared 80-frame fade-in is never drawn at all (and that is not culling — the same element is submitted down to a=7 on the way out). Its declared fade-out also spends 12 of 16 units dropping only 23/255 of the alpha; the capture shows no such plateau. 🔵 Followed up, and the candidate is now strongly favoured — but not adopted. That +36 holds the next pose's time is supported by a calibration-free measurement: the observed full-alpha hold : fade-out ratio is 83 : 13 frames = 6.38, the shifted reading predicts 8.00, and the current reading predicts 0.25 — off by 26×. With the glow's 2 units/frame fixed and nothing else free, the current reading says the logo holds full alpha for 2.0 frames; the game holds it for 83. The shift also makes rest()'s plain dwell rule pick the visible hold instead of a fully transparent pose, and removes the decoder's "last block's time is unreadable" special case. 🔴 What stops it:GP_TITLE build 7 … twins should match in brightness … Withdrawn 2026-08-28. That render difference is not evidence about the time association. It is one element — ptlogo_eff3.t32, a transient bloom that grows 0 % → 200 % at full alpha while rotating, then collapses — and it has no resting pose at all. rest() falls through to its dwell fallback and returns whichever end of that movement the indexing lands on: the invisible frame as decoded, the 200 % peak shifted. An 896×389 sprite at 200 % is larger than the screen, which is the whole 13.1 % and the whole luminance gap. I was comparing a heuristic, not a decode. 🔴 And that is a real defect you should know about: rest()'s dwell rule is unsound whenever it runs. A dwell gap is time spent interpolating from pose k to pose k+1; neither is held unless they are equal — which is a plateau, and the plateau path has already returned by then. So any element with no two adjacent identical poses has a guessed rest pose, in our renderer and in anything built from it. Measured disc-wide: 2 305 of 15 493 elements (14.88 %)⚠️ corrected 2026-08-29 down from a published 3 807 (24.57 %), which counted 1 502 single-keyframe elements as guesses; those have one pose and it is unambiguously their rest. Of the real 2 305, 195 get a degenerate scale = 0 % pose, and the two candidate rules agree only 50.2 % of the time. This does not block you — your exposure is TWO elements, both on the splashes. The fallback is reached only by an element that is plateau-less and multi-keyframe; a single-keyframe element short-circuits. Title, main menu and EXTRAS reach it zero times, which is why three different fallback rules render them to identical correlations. The publisher and developer splashes reach it once each — and there, SYLPHEED_REST_RULE=last (the final keyframe) scores +0.9982 and +0.9758 against the current rule's +0.9600 and +0.9643. ⚠️ Measured against single frames of a transient animation, so it fixes which pose matches those captures, not which is canonically at rest. Default unchanged — it is better on both screens where it fires and identical on the other three, but it would move 2 305 elements disc-wide on two measurements. And the picture is now coherent. Applying the last keyframe to every element (not just the plateau-less ones) collapses all five screens — title 0.9500→0.6819, main menu 0.9460→0.6416, EXTRAS 0.9440→0.5745, and both splashes render blank. The reason is the model: a group is entry → hold → exit, and the exit is the screen's dismissal. A displayed screen is sitting at the hold, not at its final pose — so rest_plateau is right, and the last keyframe is the post-exit state. It is right for a transient element precisely because a transient's settled state is "gone". The draw capture agrees independently: on the developer splash the _eff glows draw on frames 94115 and the logos on 116211, so the glows are already over when the logos are up. Three independent observables — animation timing, static composites and the per-frame draw log — all support: plateau where there is one, last keyframe where there is not. 📊 Structurally, last is defensible for 2 293 of the 2 305 (99.5 %): 1 618 end invisible (a transient, gone at rest), 675 end at maximum alpha (faded in and stopped — the final pose is settled), and only 12 end visible below full alpha, which are genuinely unclear. The dwell rule returns a mid-movement frame by construction. ⚠️ The 1 618 rest on an assumption worth seeing: that such an element's animation has finished by the time the screen settles — shown by the draw log for the two splash glows, unshown for the rest. 📊 The disc-wide blast radius, for whoever decides: the rules differ on 82.3 % of those 2 305, so "either is fine" is not available — and the current rule returns a zero-scale (collapsed, pre-roll) pose for 195 of them against 43 under last, a 4.5× reduction in provably-degenerate results. That argues the same way as the captures, from the data's own structure. The single disagreement is palogo_anima_eff.t32 on the developer splash, and the current answer is the defensible one there — see below. Still worth flagging plateau-less elements in an export rather than silently inheriting our guess; it is one pass over the keyframes. One concrete part of it is fixed (2026-08-28): scale = 0 no longer renders at full size. blit/fill_quad coerced scale == 0 to 100 %, so an element collapsed to nothing was drawn full-size. The disc settles the reading: 2 166 elements have a zero-scale keyframe, not one is zero throughout, and 1 762 grow back out of zero — so 0 means collapsed, not "unset". Renders are 24/24 byte-identical on GP_TITLE (all 16 builds), GP_PAUSE_MENU and GP_OPTIONS, so nothing you rely on moves; the 126 elements the old code actually painted are all in GP_READY_ROOM.pak, already a no-go. structures/ui-rat-layout.md 🔴 "rest = last keyframe" is refuted as the fix. The splash has three sibling glows with identical structure and times, differing in one byte (a=212 vs a=255 at t=45); that rule would make anima_eff alone invisible while its two siblings stay lit. The capture agrees weakly — box-mean ratios capture/render are gamearts 0.717, seta 0.723, anima 0.772, and a glow we drew that the game does not would put anima below its siblings. structures/ui-resting-pose.md 🟡 The shift is still not adopted, now for a different reason: it flips this element to the visibly wrong answer, so it and a decision about plateau-less elements have to land together, and neither half has a capture to verify against. Default unchanged, experiment reachable via SYLPHEED_KF_TIME_SHIFT=1. What this means for you: the interpolation law is settled (linear, 2 units/frame); a multi-keyframe group's timing is not — do not expect a 2-frame hold where the game holds 83. The seconds conversion is settled: 1 unit = 1/60 s, a 30 Hz title. The re-test this page used to name has been run — 300 submitted frames timed on the idle title (nothing loading) came out at 28.8 and 28.3 fps, the same rate as the 27.6 fps measured during the loading splash. The competing 60 Hz reading is excluded: it needs the emulator at 47 % of real time while idling on a screen that costs ~5 draws per frame. A second, independent line agrees — the transition quad is declared black for 12 units (0.20 s under this conversion) and a capture measured the pure-black plateau at 0.170.23 s (screen-transitions.md). ⚠️ Still measured, not decoded: no field on the disc says "sixtieths of a second".

  • The paint order is derivable from the file. Each T8aD sprite header carries a u16 layer key at +0x0A (the upper half of the 32-bit word at +0x08 is zero in all 21 184 sprites on the disc). Paint order is that key, stable-sorted so equal keys keep declaration order; elements with no sprite (.prm primitives, .tbm) have no key and take an implied one — the backdrop and dim quads sort early, the screen-transition fade (pteff00.prm, pfeff00.prm) sorts last. decoded. Checked against five paint orders read off the running game, one of them (GP_SAVE_LOAD's slot-list header, 6 instances) exact and independent of the screens the rule was fitted to, and against a fresh EXTRAS capture. It reorders 341 of the disc's 965 builds, so it is not a no-op dressed as a rule. 🟡 The one residual: ties. Where two elements share a key the game sometimes paints them in an order nothing predicts — eight candidates refuted, including declaration order, RATC child order, keyframe times, resting X/Y and kind. Measured cost: on the three screens with ground truth it changes the blend of one element on one screen (a title glow). Take the stable sort and accept that.

  • Ⓑ returns to the title, and that title still works. Ⓐ on the Ⓑ-returned title opens the main menu — measured, with Ⓐ on the boot title as the control in the same run. (Only the attract-returned title is inert, which is an emulator- harness curiosity, not a port concern.)

  • Menu movement, measured off the running game. ⬆⬇ move one item per press and wrap at both ends (5-item main menu and 3-item EXTRAS both). ⬅➡ do nothing. Ⓑ goes up one level and restores focus to the item you came from; Ⓑ on the main menu returns to the title; Ⓑ on the title does nothing. Initial focus is not stable: four boots of the same script gave TUTORIAL, TUTORIAL, NEW GAME, NEW GAME. Do not hardcode it; pick one and say you picked it. All measured, none of it on the disc.

  • Each button's destination is measured; its GamePart id is not. NEW GAMEDIFFICULTY (EASY/NORMAL/HARD/BACK, opening on NORMAL) SELECT DATA — it does not hang; the run then hits the already-documented sub_823070B0 cache crash, which is not a menu problem. LOAD GAME → the save-slot list, TUTORIAL → the lesson list, OPTIONS → the settings menu, EXTRASGP_TITLE build 6, EXTRAS ▸ MISSION SELECT → the stage list. The GamePart ids (3, 25, 8, 5, 7) are the entries of the decoded id table whose names match the screens seen; that binding is authored, not measured.

  • A screen change is a fade through black. Each screen carries a full-screen black .prm quad that paints last (pteff00.prm / pfeff00.prm) whose keyframe group is the transition: black at T0, clear by T1, clear until T2, then back to black on exit. decoded, with a disc-wide check — and in GP_TITLE exactly the six screen builds carry it while the six overlays do not. The fade-in length is T1 T0 and is read from the file (0.87 s for EXTRAS, 0.97 s main menu, 4.08 s title). The fade-OUT length is not on the disc — the last keyframe has no time slot; measured ~0.4 s, twice. The black hold measures 0.170.23 s. ⚠️ Do not time the fade-in off a capture's brightness: the incoming screen's own element animations dominate it and run much longer than the quad.

  • The movie manifest names every boot-side video by role. dat/tables.pak entry 0x5b983a08: LOGO1LOGO4logo1.wmvlogo4.wmv (not on the disc — this is why the splash is a screen), ADVERTISE_MOVIEADV.wmv, STAFF_ROLLSYLPH_HD720p_8M-CBR_2ch.wmv, MS00AS00A.wmv (the new-game intro, 93.9 s, with subtitle + VOICE_S00A + a text overlay), MS01AS01A.wmv. decoded — and S00A.wmv is now also measured: matched off the running game at 0.961.000 with a strictly monotone playhead over 25 consecutive 0.5 s samples. It starts ~4.5 s after Ⓐ on the save slot. The boot intro and the attract movie are the SAME asset — there is no separate boot slot, and 15 of 19 captured attract frames match ADV.wmv with a monotonically advancing playhead ending at its full 137 s. One video, not two. The attract movie plays to its end; nothing cuts it short. A movie is skippable with a single Ⓐ. Measured: one tap ~45 s into the boot brought the title at ~57 s against a ~193 s no-input baseline over three boots, with Canary's own keystroke counter proving exactly one press was delivered — and the skipped-to title is fully functional (PRESS Ⓐ plate present, Ⓐ opens the main menu). What breaks the boot is hammering: 88 presses left a permanent black screen. One press is fine.

  • The menu's sound events are named on the disc. tables.pak's SOUNDS record carries 322 SE_* cues, and the low block is the UI vocabulary — named after the event: SE_UI_CURSOR (2), SE_UI_DECIDE (3), SE_UI_CANSEL (4), SE_UI_IMPOSI (5, the error), SE_UI_SUB_WIN_OPN/_CLS (8/9), SE_UI_SPLASH_IN/_OUT (12/13). decoded, full list in data/se-ui-cues.txt. They all live in one bank — BANK_SE is a single field naming Static.slb, and 0 of the 322 has its own FILES entry. 🟡 Which event fires which cue is a name match, not a measurement — strong, because these are the authors' own event names, but nobody has watched the game emit cue 2 on a d-pad press. The port is authoring it. The SE audio IS extractable — by playing it. (This corrects an earlier "cannot be extracted" on this page.) The disc carries no index: Static.slb has 0 RIFF/seek/WAVE and there is no XACT container anywhere (0 × XGSF/SDBK/WBND in 1.08 GB of sound.pak; no XACT string in the executable — those extensions are the authoring tool's). But Canary's --xma_param_probe=true logs every stream's head bytes, and searching them in Static.slb locates the wave exactly: d-pad move → 0x1ec0 (4 pkts / 8 192 B, 0.533 s); Ⓐ confirm → 0x5d6c0 (6 pkts / 12 288 B, 1.016 s); Ⓑ back → 0x0ec0 (2 pkts / 4 096 B, 0.344 s) — every cue the five screens need. Move and back reproduce with identical head bytes across two independent boots. Each matched at one offset only, and the first two are contiguous (0x0ec0 + 4096 = 0x1ec0) — the bank is a packed run of whole 2 048-byte packets with no delimiters, which is why nothing could be scanned for. ⬅ and ➡ play nothing distinct — no new stream on either, so leave them silent (the probe dedups, so this excludes a distinct invalid cue, not a quiet replay of an already-heard one). 🟡 The Ⓐ press both confirms and opens a screen, so whether its wave is the cue named SE_UI_DECIDE or SE_UI_SUB_WIN_OPN is not separated. ⚠️ The order is not cue-id order, so the index must be observed per cue, not counted. The slices decode: 0.533 s, 0.344 s and 1.016 s of mono 48 kHz audio with the attack-and-decay shape of UI blips, via tools/re-capture/slb_extract_wave.py — whose wrapper reproduces a known-good BGM_001 decode to the same 173.808875 s, so it is verified, not assumed.

  • The boot sequence is not data-driven — the port authors it. Four places were checked and the order is in none: config.ini's [SYSTEM] is empty, the movie manifest carries assets not transitions, the requested GamePart id lives only as a stack argument in flight (no persistent field, no literal store), and the string GP_ADVERTISE_DEMO has zero xrefs. A transition is a call with an id argument, chosen by code. 🟡 But the states have names, and the transition uses them. sub_821C6458, the title part's state function, calls sub_821CC860(…, "<NAME>", 0) with TITLE_SCREEN, TITLE_MENU and LOADING — the three states measured off the game, in the game's own words — and installs the result. So a transition is a call with a name argument, which is also why GP_ADVERTISE_DEMO has no xrefs: at this level the screen graph is name-keyed, not id-keyed. The argument is now decoded at 46 of that function's 48 call sites (28 distinct names). ⚠️ It is a generic name-keyed lookup, not a screen factory — its arguments include BG, BLACK, FADE, FILE, KEY, PAD, SOUND, GAMMA_RGB. An earlier version of this page claimed DIFFICULTY and EXTRA_MENU as corroborated screen names; neither is ever the argument, and only TUTORIAL_MENU survives. And the state machine itself is decoded: state = this+136, ten states dispatched through a jump table at 0x821C6498, with 18 transitions each a literal li/stw. States 0, 2, 8 install TITLE_SCREEN, TITLE_MENU, LOADING. 4 → 0 is the only edge back to the title, reached from 2 → 4 — which matches Ⓑ-returns-to-title as measured. Full graph in data/title-state-machine.txt. ⚠️ All of that is ONE PHASE. GamePart_Title dispatches on an outer phase field at this+132 (five values) before reaching any of it: phase 0 is the developer splash (sub_821C5690, the same function the corpus fingered independently), phase 4 is the title/menu machine. The ten states and eighteen edges above live inside phase 4 alone. State 4's edge conditions are an event codesub_821C6458's third argument. State 4 is the input-waiting state (reached straight after the menu is installed) and handles 6 of 26 events: 0 → title, 3, 5, 8, 25LOADING, 10 → state 5. 🟡 What the event numbers mean is not decoded — button id, menu row, or message id — so the port still takes the button→destination map from measurement. The one-to-title / four-to-loading shape matches the five-item menu with Ⓑ, but that is a count-match, not a mapping. The sequence itself is fully measured: splash → ADV.wmv → title + PRESS Ⓐ → (idle ~810 s → ADV.wmv in full → title) → Ⓐ → main menu, with Ⓑ from the main menu returning to the title.

  • config.ini picks the language, and that is what picks the EN/JP build. The disc's only config file (400 bytes, at the root; one find over the whole extract). Its [LANGUAGE] section maps the console's XC_LANGUAGE_* value to eng/jpn/deu/fra/esp/ita, defaulting to eng — that code selects GP_TITLE's English or Japanese build and the <lang>.pak families. decoded. Its [SYSTEM] section — which the file's own comment says holds what the game and every game part share — is empty, so the boot order is not in disc-side configuration at all.

  • Five GameParts are named but never registered. Pulling every RegisterToFactory<N, class silph::GamePart_X> diagnostic string binds 24 of the 29 ids to a C++ class (data/gamepart-class-ids.txt). Ids 1, 2, 16, 18, 28 have no registration site — including GP_ADVERTISE_DEMO (1), which agrees with the measurement that the attract loop is the title replaying ADV.wmv rather than a separate part. 🟡 an argument from a diagnostic string, not from the code. Also: 3 and 4 are both GamePart_SaveLoad — one part, two ids.

  • The GamePart id table — 29 entries at .rdata 0x820A1630, confirmed by the executable's own registration strings. This is the screen vocabulary; which button reaches which entry is Q4 and is not part of it.

  • The logo splash is a screen, not a video, and it renders. logo1logo4 are manifest-bound with no .wmv on the disc. The screen is two bundles in GP_TITLE.pak, each shipped twice: entries 10/13 the white SQUARE ENIX publisher logo, entries 11/14 GAME ARTS/SETA/studio anima. ⚠️ They are invisible to the default screen list/renderis_build rejects them for having no .rat child. Pass --all, which renumbers --build. So the first of the five screens does have a reference composite. And a capture: both halves edge-correlate to their renders at 0.91 and 0.98 at zero shift, each rejected by the other (0.03, 0.03). Its timing is DECODED, not just measured. The splash fades both ways and the bundles carry the keyframes: SQUARE ENIX [15 30 235 239 251 255], developer logos [15 30 190 194 206 210], each with an _eff glow child on [15 30 45]. Under 1 unit = 1/60 s that is a 0.25 s ramp in, a 3.42 s / 2.67 s hold, and a 0.33 s fade out — and a 10 fps capture measures ≈ 3.5 s / ≈ 2.4 s holds and ≈ 0.3 s fade-outs. The visible brightness overshoot on the way in is the _eff glow ramping after the logo, not a rendering artifact. Wall-clock: logos ≈ 0.44.7 s and ≈ 4.98.4 s, then ADV.wmv from ≈ 8.9 s. ⚠️ The cyan SQUARE ENIX at ≈ 9.5 s is the movie's opening, not a third splash screen.

  • Sprites carry their own labels. No font rendering or localisation is needed for this milestone. — and the localisation is already baked in: the Japanese screens are separate builds in the same pak, not a text swap.

Facts the port will trip over

  • ADV.wmv is WMV3 video + WMA Pro audio, 1280×720 at 30 fps, 137 s. Godot 4 plays only Ogg Theora natively. How to handle that is the port's decision, not ours — but it is not optional.
  • The disc holds 3.3 GB of video, and exactly two files are in scope: dat/movie/ADV.wmv (the boot intro and the attract loop — one asset) and dat/movie/S00A.wmv (the new-game intro, 93.9 s). Named from the movie manifest, decoded.
  • Static.slb over-declares its size by 616 768 bytes — it is the highest-offset entry in sound.pak and its size field is an allocation size. A reader must allow a short read there and only there.
  • Voice downmixes to mono, music does not. The left-channel downmix is correct for spoken lines and discards half a music mix.
  • A music bank is TWO STEMS THAT PLAY TOGETHER — do not concatenate. The "10 KB + 4.47 MB + 4.67 MB" reading was wrong: the 10 KB is the bank header, and a bank is exactly two waves of identical duration (32/32 banks on the disc). BGM_001's two are sample-synchronous — transient correlation peaks at lag 0.00 s over ±5 s, and both stop at the same millisecond, 167.663 s. Wave 1 is quieter, far more L/R-decorrelated and has almost no bass, so it reads as a surround-rear pair or a second intensity layer — 🟡 which of those is unsettled, and ChannelMask is 0x0002 on both, so the file will not say. Today's 347 s concatenation plays the piece twice, the second time as a bass-less stem. And it is not a seamless loop: BGM_001 fades out at 167.663 s and is followed by 6.15 s of silence, with no loop-point field identified. A menu loop is authored. The menu's music is BGM_103. The cue table cannot say — its BGM entries are numeric — but GamePart_Title's sub_821C5580 plays cue 1103, and BGM_103.slb's two declared waves (3 876 864 / 3 930 112 B) are byte-for-byte the two streams the XMA probe saw decoding at the main menu. Static code, disc census and runtime all agree. The port does not have to choose a track.
  • JNGL_001.slb does not decode. One bank in 9 519; its payload is not a whole number of XMA1 packets from any known data offset.

What is still open

Every question above is answered, so this is the honest residue rather than a work queue. None of it blocks the five screens. (Q1's seconds conversion was here until 2026-08-28 and is now settled.)

what why it is stuck
🟡 cue NAME → event binding (Q8) event→wave is measured for move/confirm/back; that the cursor's wave is the cue named SE_UI_CURSOR is still read off the authors' identifiers
the other ~319 SE cues (Q8) located one at a time by triggering them; only the three the menu needs have been done
🟡 the paint-order tie-break (Q3) eight candidates refuted; costs one element's blend on one screen
🟡 GamePart ids behind the buttons (Q4) the screens are measured; the ids are a name match onto the executable's class names
🟡 the boot transitions in code (Q6) both levels decoded — phase at this+132 (entry→2, 2→0, 2→3, 3→4, 4→2) and state at this+136 inside phase 4. Phase 0 = splash (LOGO), phase 2 = title + PRESS Ⓐ, phase 4 = menu. Unknown: what the event numbers mean
🟡 Ⓑ leaving the main menu (Q5) upgraded 2026-08-29 (later). The idle half of this objection is refuted: the main menu does not self-return for ≥ 60 s untouched, and the ~810 s idle belongs to the title. Ⓑ is delivered (Canary logs vk=5801) and is the only input in ≥ 100 s before the return, so the ordering is measured; the latency is not (a backlogged probe void). The footer point stands — the main menu is still the only screen not advertising Ⓑ — menu-navigation-semantics.md
builds 0/1 and 10/11, the DELTASABER plates (Q2) never seen anywhere in the boot path, the title-side screens or the attract loop. A mission load is the remaining candidate and this container kills runs before one completes

(An earlier version of this table called the audio items blocked on "an emulator whose audio path can be observed". That was wrong — this build already has --xma_param_probe, and using it settled both.)

⚠️ A container caveat that bounds all of the above: the emulator has twice been killed mid-run with no crash line in its own log (at ~50 s and ~145 s), on a box sitting at ~1 GB free with swap exhausted. Dynamic experiments here have to fit in roughly two minutes of guest time, which is why several of these residuals are unfinished rather than unattempted.

The player's-eye map of the menus

docs/game/navigation.md is the screen-by-screen walk through the game from the chair — every label, what the cursor does, what each footer offers. It was filled in on 2026-08-29 from the committed oracle frames, and it is the page to read if you want to know what a screen looks like rather than how its bundle is laid out. Every there is a capture, and what is still is what no capture answers.

Reference data

Committed alongside the findings, so the port can be built without a disc in the loop during development:

  • sylpheed-cli screen info --build <n> GP_TITLE.pak — the element table, per build, with pivots, kinds, focus links, keyframes and resting poses.
  • sylpheed-cli screen render — the reference composite. When the port draws a screen, this is what it should be diffed against; where they disagree, one of them is wrong and the disagreement is worth reporting back.
  • docs/re/captures/ — framebuffer captures of the real screens, for anything that has to be checked against the game rather than against our renderer.