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Sylpheed/docs/re/structures/boot-splash-gap-measured.md
sylph-decoder 1a2f4fdc2d re: the boot splash black gap is ~9 units, measured in draws not luminance
The port found its boot had no black frame between the publisher and developer
splashes and authored 12 units by analogy with the menus' transition quad. On
the boot path that analogy has nothing behind it -- palogo_eff0.prm is a single
static keyframe, so the splash bundles declare no fade quad.

I had agreed with the dismissal that hid the defect: told the residual was
0.03 s against a bound built from two measured ranges plus jitter slack, I said
it said more about the bound than the game. The real gap was 0.2 s.

Measured in the draw stream, which separates true black from a fade tail where
luminance cannot: palogo_sqex is drawn to frame 125 at alpha 7, frames 126-129
submit NO sprite quad at all, and the developer fades in at frame 130 from
alpha 34. Four presented frames, the only such run in the sequence.

Converted with the disc as its own clock rather than a frame rate -- this run
presented at 13.1 fps against 28 elsewhere -- palogo_sqex declares alpha >= 1
for 239.8 units and is drawn in 105 frames, giving 2.284 units per presented
frame, which the title capture independently corroborates at 2.231. So the gap
is ~9.1 units (0.152 s), against the 12 authored; +-1 frame is 6.9-11.4. And
the true black is SHORTER, since both boundary frames still carry picture.

Second finding: the developer splash is ONE composited 525x259 quad at the
bounding box of its three declared logos, none of whose individual sizes is
ever submitted. That is why an earlier pass reported "developer splash: 0
frames".

Declaration sites ruled out: the splash bundles (no fade quad) and the
top-level +0x08 (a family constant, 300/60, slack 12-226 units). The
executable is NOT looked at and is named as the next place rather than
claimed.

Also answers the port's sweep question: +0x08 canNOT settle it, because
ptloop01/ptloop02 have zero slack and a zero-slack record cannot distinguish
"loops" from "runs once and stops". The oracle settles it for the TITLE -- the
sweep oscillates over its whole range and resets hard to the same start, once
in dwell 1 and twice in dwell 2, so it does not park. The MENU is unmeasured
and stays open.

Tooling: GRACE and NOTAP knobs for ui_draw_capture.sh. The script taps A on
"the screen changed a lot", which is also true of a fading splash -- a first
run tapped through the publisher and the developer never appeared. The
instrument was perturbing what it measured.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QsEPXWVaEpyfudtR6re1Pd
2026-08-29 20:36:15 +00:00

5.0 KiB
Raw Blame History

The black gap between the boot splashes — measured in draws, not luminance

Classification: measured. Xenia Canary, ui_draw_capture.sh GRACE=1 NOTAP=1 ARM=early, 2026-08-29. Evidence: boot-splash-gap-draws.csv.

Why this was open

The port found that its boot had no black frame at all between the publisher and developer splashes, and authored 12 units (0.200 s) by analogy with the menus' transition quad. On the boot path that analogy has nothing behind it: palogo_eff0.prm is a single static keyframe, so the splash bundles declare no fade quad at all.

🔴 And I had agreed with the dismissal that hid it. Told that the residual was 0.03 s against a bound built from two measured ranges plus jitter slack, I said it said more about the bound than the game. It did not — the underlying gap was 0.2 s and the port had been missing it since P3. A plausible explanation for a small number is exactly how a real defect stays hidden.

The measurement

Luminance cannot separate the outgoing screen's fade tail from true black. The draw stream can: it says exactly which frames submit a sprite quad at all.

frames what is submitted
2 20 palogo_sqex_eff (685×90) — the publisher's glow
21 125 palogo_sqex (666×65) — the publisher wordmark, fading to alpha 7
126 129 🔴 nothing — 4 frames with no sprite quad at all
130 153 the developer splash, fading in from alpha 34

The gap is 4 presented frames, and it is the only such run anywhere between the first and last sprite of the sequence.

Converting it without a frame rate

The run's presented rate is not usable — measured at 13.1 fps while the title was up, against the corpus's 28 fps for other runs, and it is not stable enough to convert a 4-frame interval.

So the disc's own timeline is the clock. palogo_sqex declares alpha ≥ 1 from t ≈ 15.06 to t ≈ 254.9 — 239.8 units — and is drawn in 105 frames:

2.284 units per presented frame, from the same screen in the same capture. (The title capture, independently, gave 2.231.)

units seconds at 60 units/s
if the gap were 3 frames 6.9 0.114
measured — 4 frames 9.1 0.152
if the gap were 5 frames 11.4 0.190
the port's authored value 12 0.200

The measured gap is ~9 units, and 12 is at or just past the top of the quantisation range. ⚠️ And the true black is shorter than this, not longer: the last publisher frame still carries alpha 7 and the first developer frame alpha 34, so both boundary frames contain some picture that this count treats as black.

A second thing the draw stream shows: the developer splash is ONE quad

The developer bundle declares three logos — palogo_gamearts at (390,164), palogo_seta at (521,316), palogo_anima — and none of their sizes is ever submitted. What is submitted is a single 525×259 quad at (378,155), which is the bounding box of the three. The game composites them and blits the group.

This is why an earlier pass reported "developer splash: 0 frames" — it was matching individual logo sizes that the game never draws.

Is the gap declared anywhere? Not that I can find

  • In the splash bundles. palogo_eff0.prm is one static keyframe (t0 a255). No fade quad, no gap.
  • In the top-level header +0x08. It is a family constant — 300 for every title/splash entry in GP_TITLE, 60 for the loading bundles — and the slack against each bundle's last keyframe ranges from 12 to 226 units (the main menu's is 220, i.e. 3.7 s). It cannot be a declared gap.
  • In the executable — not looked at. The corpus has the boot phase machine at this+132; whether a dwell or gap constant sits near it is untested. That is the next place, and I am naming it rather than claiming reach I do not have.

So the port is right to author this, and should author ~9 units rather than 12.

Reach

⚠️ One boot, one machine. The 4-frame count is quantised and the ±1 frame is the dominant uncertainty (6.9 11.4 units).

⚠️ The units-per-frame calibration assumes the guest's animation clock advances uniformly across the gap, which is the same assumption the rest of this corpus's frame→unit conversions make.

🔴 The instrument was perturbing what it measured

ui_draw_capture.sh taps Ⓐ whenever the screen changes a lot, to skip the attract movie. That trigger is also true while a boot splash is fading. A first run classified the publisher splash as a movie at t = 3 s, tapped through it, and the developer splash never appeared. Two knobs now exist and a boot run needs both:

  • GRACE=1 — the fixed 8 s wait before arming meant an ARM=early capture always missed both splashes, which run at ~1.2 9.5 s of guest time;
  • NOTAP=1 — no input at all.

Reproducing

GRACE=1 NOTAP=1 FRAMES=9000 MAXDRAWS=5000000 ARM=early \
  tools/re-capture/ui_draw_capture.sh 300 /tmp/uicap-boot