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Sylpheed/docs/re/structures/ui-screen-runtime.md
Sylpheed RE agent 2afdb32baf docs/re: SOLVED — the paint order is the screen object's child array at +0x30
The screen object holds a SECOND list of its elements, a reordering built at load
time, and that list is the paint order. It is 24 pointers at +0x30, each the
+0x00 field of one of the 48-byte element records, so both arrays hold the same
objects in different orders.

Checked against the draw capture rather than asserted: the seven elements the
capture can name sit at child slots 0, 6, 7, 13, 16, 17, 22 — strictly ascending,
in exactly the captured submission order. It also resolves the one sub-order no
static field could explain, the pair that decodes to the same 1133x280: slot 6 is
element 20 and slot 7 is element 19, so they paint 20-then-19, DESCENDING in
declaration terms. And the kind=0x4 repeat instances sit immediately after their
template, where the declaration table interleaves them.

Stated as unsolved, because the port cannot read a runtime array: deriving this
order from the bundle. The order is clearly structured rather than arbitrary —
elements sharing a sprite are adjacent and the full-screen effects lead — so it
is worth attacking, but it is not attacked here.
2026-08-19 01:46:00 +00:00

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# The UI screen object at runtime — found in live guest memory
**Status:**`CONFIRMED` for the object's identity and its element array (five
independent field matches against the file, on a running game). 🟡 the remaining
arrays are unidentified. ❔ nothing here settles the paint order — see the
"what this does not answer" section, which is the reason the search happened.
## How it was found, in one step
The item class from the emulator-era splash work has vtable **`0x820b30b4`**, and
`sub_823C2990` allocates its objects at **244 bytes** each
([`ui-quad-class-foothold.md`](../ui-quad-class-foothold.md)). A vtable pointer
is a fixed 4-byte value at offset 0 of every instance, so the objects are
findable in the live guest image without a debugger:
```bash
tools/re-capture/gmem.py find hex:820b30b4 # while the title screen is up
```
Seven live objects, at `0xBCD24D88`, `0xBCD25188`, `0xBCD25388`, `0xBCD25488`,
`0xBCD25588`, `0xBCD25688`, `0xBCD26488` — spaced 0x100 apart, consistent with a
244-byte object plus allocator overhead.
## What they are
Each object begins with **two** vtable pointers (`0x820b30b4`, `0x820b31a4`
multiple inheritance) and then a run of `{pointer, count, capacity}` triplets.
The counts identify the objects immediately:
| object | first triplet's count | which `GP_TITLE` build |
|---|---|---|
| `0xBCD25188` | **7** | builds 0/1 — the loading overlay (7 elements) |
| `0xBCD25388` | **24** | **build 4 — the title (24 elements)** |
| `0xBCD24D88` | **1** | builds 2/3 — the `PRESS Ⓐ BUTTON` bundle (1 element) |
So the three bundles this project decoded statically are all resident, with the
element counts the files declare — including the two-bundle composition of the
title screen that the draw capture inferred.
## The element array
`+0x08` of the screen object is `{ptr, count, capacity}` pointing at an array of
**48-byte entries, one per element, in declaration order**. Verified field-by-file
at five positions on the title build, with no misses:
| index | file says (build 4) | live memory at `+0x10`/`+0x14` |
|---|---|---|
| 0 | `ptlogo1.t32` pivot (451,50) | 451.0, 50.0 |
| 1 | `ptlogo2.t32` pivot (449,46) | 449.0, 46.0 |
| 6 | `pteff01.t32` pivot (320,160) | 320.0, 160.0 |
| 9 | `ptbase2.t32` pivot (320,180) | 320.0, 180.0 |
| 21 | `ptcopyright.t32` pivot (309,10) | 309.0, 10.0 |
Entry layout as far as it is read:
```
+0x00 u32 pointer (per-element data)
+0x04 u32 0
+0x08 u32 flags (0x10081021 on element 0)
+0x0C u32 ?
+0x10 f32 pivot X ← the declaration entry's pivot, as a FLOAT
+0x14 f32 pivot Y
+0x18 u32 0
+0x1C u32 ?
+0x20 u32 pointer }
+0x24 u32 count } the element's KEYFRAMES — 8/8 on elements 0 and 1,
+0x28 u32 capacity } which is exactly their keyframe count in the file
+0x2C u32 ?
```
So the pivot and the keyframe group, which this project reads out of the bundle,
are present at runtime in the same order and with the same values.
## What this does not answer
**The paint order.** The array is in *declaration* order, and the capture proves
the screen is not painted in that order, so the renderer either walks something
else or sorts. Three more `{ptr,count,capacity}` triplets are present in the
screen object and unidentified — `+0x14` (24 entries of 12 bytes, each
`{ptr,1,1}`, pointing into a densely packed region), `+0x24` (2 entries) and
`+0x30` (24). The `+0x14` one is *not* an index list (its entries are pointers,
not small integers), so the obvious "draw order table" reading is already out.
**What is better than before:** the question is now a *data* question on a live
structure that can be dumped in seconds, rather than a code-reading exercise. The
next probe is to dump `+0x24` and `+0x30` on the title build and see whether
either is 24 entries in a non-declaration order.
## ✅ The paint order is the screen object's CHILD array at `+0x30`
**Status: `CONFIRMED`.** The question this project has carried since the first
capture — *what orders the elements, given that the declaration table does not*
is answered: the screen object holds a **second list**, a reordering of the
elements built at load time, and that list is the paint order.
`+0x30` is `{ptr, count, capacity}` → an array of **24 pointers** (not 12-byte
records like `+0x14`). Each pointer is the `+0x00` field of one of the 48-byte
element records, so the two arrays hold the same objects in different orders. The
permutation, read live off the title screen:
| child slot | element | | child slot | element |
|---|---|---|---|---|
| 0 | 9 `ptbase2` | | 12 | 17 `back2eff4` |
| 1 | 11 `ptloop01` | | 13 | **0 `ptlogo1`** |
| 2 | 12 `ptloop02` | | 14 | 2 `ptlogo1` (copy) |
| 3 | 10 `pteff04` | | 15 | 4 `ptlogo1` (copy) |
| 4 | 13 `pteff02.prm` | | 16 | **7 `ptlogo_tm`** |
| 5 | 6 `pteff01` | | 17 | **1 `ptlogo2`** |
| 6 | **20 `ptlogo_back2eff`** | | 18 | 3 `ptlogo2` (copy) |
| 7 | **19 `ptlogo_back2`** | | 19 | 5 `ptlogo2` (copy) |
| 8 | 14 `back2eff1` | | 20 | 22 `ptlogoall_eff` |
| 9 | 15 `back2eff2` | | 21 | 23 `ptlogoall_eff2` |
| 10 | 18 `back2eff5` | | 22 | **21 `ptcopyright`** |
| 11 | 16 `back2eff3` | | 23 | 8 `pteff00.prm` |
### Checked against the capture, not merely plausible
The seven elements the draw capture can name occupy child slots
```
ptbase2 0 back2eff 6 back2 7 ptlogo1 13 tm 16 ptlogo2 17 copyright 22
```
**strictly ascending, in exactly the captured submission order**. Two details
make this more than a coincidence of a short list:
* it **resolves the ambiguity** that no static field could: slot 6 is element
**20** (`ptlogo_back2eff`), slot 7 is element 19, so the pair paints
20-then-19 — *descending* in declaration terms. Nothing in the file predicts
that, and the runtime list states it;
* the three `kind = 0x4` repeat instances of each logo sit **immediately after
their template** (slots 13,14,15 and 17,18,19), which the declaration table
interleaves (0,1,2,3,4,5). They draw at α=0 and so never appeared in the
capture, but their placement in the list is consistent with the grouping.
### What this means for the port, stated carefully
The reimplementation cannot read a runtime array — it has to *derive* this order
from the bundle. **That derivation is not solved.** What the order shows is
structure worth attacking: elements sharing a sprite are adjacent
(`ptlogo1`×3 together, `ptlogo2`×3 together, the `back2eff*` family together),
and the full-screen/effect elements lead. So the load-time build is doing some
grouping, not an arbitrary shuffle.
Until it is derived, a reimplementation has two honest options: hard-code the
captured order for the screens that have been captured, or paint in declaration
order and accept that the title screen composites wrongly. The first is what the
evidence supports; the second is what the viewer does today.