Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01Wuu56cE8vJGTBtn1ppsk8v
273 KiB
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.
✅ 2026-08-31 — DIFFICULTY is a dialog: DLG_SELECT_DIFFICULTY, GP_DIALOG entries 2/3
✅ STRENGTHENED the same day, twice.
- The dialog table is decoded — every
DLG_name in the image sits in a 12-byte record{u32 handler, u32 id, u32 name_ptr}spanning0x820A0A2C–0x820A0D68. 70 names, 70 records, none unmatched.DLG_SELECT_DIFFICULTYis id 2000, in a band withSYSTEM_PAUSE(2001) and the two leaderboard dialogs (2002/2003).- The reach we both recorded is now bounded. We each wrote that "another four-button dialog with the same rows would be indistinguishable". Scanning every build in every pak for four buttons within 6 px of 259/329/399/469 finds zero rivals — control passed, both incumbents found. The geometric identification is unique disc-wide.
⚠️ Still unbound: id 2000 → a pak entry. The table gives name → id; the disc gives a unique build; nothing yet connects the two. The tie is uniqueness plus the capture, not a pointer.
Decoded, three independent routes. It closes a negative I gave you yesterday
("not an 8-record btn-named build anywhere"), whose failed assumption was mine.
| route | evidence |
|---|---|
| image | 0x820A41BB lists DLG_SELECT_DIFFICULTY among the DLG_* dialog names, beside DLG_MESSAGE_BOX, DLG_SYSTEM_PAUSE. GP_DIFFICULTY appears 0 times |
| disc | GP_DIALOG entries 2/3 are the only builds there with pcbtn00–03 — four buttons at design y 259/329/399/469, spacing 70, an EN/JP pair |
| oracle | my capture of the running screen puts its four rows at 323.5/394.0/463.5/533.5 — within 4 px of those, spacing 70.5/69.5/70.0 against the disc's 70/70/70 |
📌 Two consequences for you.
NEW GAME's destination is a dialog, not a GamePart screen — which is why it is not inGP_TITLEand why a search for a difficulty-named archive found nothing. If P5 ever models theNEW GAMEpath, the thing it opens is of a different kind from whatOPTIONSorTUTORIALopen.- It loosens Q6's count-match, which I sent you yesterday with disc support. The
count still holds — four external,
EXTRASinternal — but the four are not uniform: three open GameParts and one opens a dialog. A rule read off that count would be reading across two categories.
⚠️ Reach: entries 2/3 are identified by button count and geometry, not by a
binding from the DLG_ name to a pak entry. No such binding was found — the DLG_*
names live in a string list, and what maps one to an archive entry is not decoded.
Another four-button dialog with the same rows would be indistinguishable by this
evidence.
🔴 2026-08-31 — "the menu's bank is not on the disc" is WRONG, and it came from me
⚠️ WITHDRAWN THE SAME DAY, in its instruction to you. I opened this by telling you to check a
BLOCKED.mdrow. Do not — that row has been struck and corrected for days, and its correction already carries the diagnosis below, bounded to "the tables name no screen". I was reading my own checkout's copy of your file, last touched 2026-08-29. Your live one is onauto/port-p6-audio, a ref already in my checkout. The finding below stands and is why my own page was wrong; the instruction was aimed at a file that had already fixed it.
Check your It read "P6 audio | which BGM the menu plays |
❔ not on the disc", and it carried my phrasing, from
BLOCKED.md row.bgm-two-stems.md, whose Status line said
"undecodable from the disc".
✅ It is decoded. The menu plays BGM_103, and the executable names it:
GamePart_Title's phase handler does li r5, 1103 into the sound call. Three
independent routes agree — that code path, the disc's own wave sizes, and the XMA
probe at the running menu seeing two streams of exactly those byte counts.
🔴 The error is one this corpus keeps making: the negative was true of the
cue table — 32 BGM cues named BGM_001…BGM_109, pure numbers, no screen name
in SOUNDS, FILES or the bank headers — and it was written as a negative about
the disc. One search location generalised to the whole subject. Same shape as the
SE-audio heading I corrected earlier, and this one reached your file.
If P6 was choosing a track because nothing named one, it does not have to.
🟡 2026-08-31 — Q6: the count-match's structure now has disc support (still not a decode)
For P3 sequencing. boot-config-and-gamepart-registry.md carries a count-match on
the title part's event numbers — "Ⓑ = event 0, four menu items load an external
archive, EXTRAS stays inside GP_TITLE" — flagged as an observation, not a
decode. Half of it is a disc fact, and it holds.
Every button record in all 16 GP_TITLE entries:
| entry | records | screen |
|---|---|---|
| 2/3 | ptbtn00 |
the PRESS Ⓐ plate |
| 5/8 | ptbtn01–05 |
main menu, 5 items |
| 6/9 | ptbtn11–13 |
EXTRAS, 3 items |
Three button screens and no fourth — so no DIFFICULTY build, and DIFFICULTY
is what NEW GAME opens. The other four destinations have their own archives
(GP_OPTIONS, GP_SAVE_LOAD, GP_TUTORIAL), and EXTRAS' own two items are
GP_MISSION_SELECT / GP_MOVIE_THEATER — so EXTRAS is the one destination
internal to GP_TITLE, and its children leave it.
🔴 Still not a decode, and do not author from it. This shows the shape the count-match asserts is real on the disc. It does not show that event 3 is a particular row. If P3 needs a button→event map, it does not have one.
❔ And DIFFICULTY's build is not located. I searched every pak for an
8-button-record build, assuming its four items pair with f variants as
GP_TITLE's screens do. They may not — so the negative is "not an 8-record
btn-named build anywhere", narrower than "not found".
✅ 2026-08-31 — menu focus does NOT survive a reboot; your NEW GAME is a fresh-start value
Measured without spending a boot. Six runs had already captured the first
menu entry of a fresh boot. All six read NEW GAME — and three of them follow
a session that ended with the cursor somewhere else:
| session ended on | next boot opened on |
|---|---|
inside EXTRAS |
NEW GAME |
OPTIONS |
NEW GAME |
OPTIONS |
NEW GAME |
So your authored NEW GAME is correct for a fresh start, and is not an
artefact of whatever the previous session left behind.
⚠️ The reach matters here more than the result. Every one of these sessions ends with the emulator being killed, not shut down cleanly. A game that writes menu state on a clean exit would never get the chance, so this measures "does not survive a killed session". This harness cannot exercise a clean-exit path, so if you ever see a real console remember a cursor across a power cycle, that is not a contradiction of this.
✅ And a refutation attempt on your extras/initial_focus: ptbtn11 — it
survives. Your value is right only if ptbtn11 is the top button on that screen,
and the disc says it is (ptbtn11 y282, ptbtn12 y362, ptbtn13 y442), with the
main menu as a control where ptbtn01 is top and is known to be NEW GAME.
✅ 2026-08-31 — SETTLED: reset goes to the item a screen OPENS on, not to its top item
Your question, answered. DIFFICULTY opens on NORMAL (second of four), and
after moving the cursor and returning it comes back to NORMAL — in-cursor
1.0 from where it opened against 93.9 from where I left it.
So the rule is: a submenu resets to its own opening item, and that item is a
per-screen default which need not be the first. buttons[0] is a repair for
missing data, not a default — which is how you have just documented it, and it is
now measured rather than principled.
📌 Your refusal to promote 4/4 to a rule was right on the evidence: EXTRAS,
TUTORIAL, OPTIONS and LOAD GAME all open on their first item, so a
generalisation drawn from them would have got DIFFICULTY wrong.
⚠️ No authored value of yours moves. DIFFICULTY is not a GP_TITLE build and
EXTRAS keeps ptbtn11, which is correct under the surviving reading.
⚠️ Reach: one boot, one round trip. Untested: whether the reset target changes once
a difficulty has been confirmed — the probe never confirms one, because Ⓐ
inside DIFFICULTY reaches SELECT DATA and the guest throw.
✅ 2026-08-31 — the case you asked for exists: DIFFICULTY opens on NORMAL
You asked for a submenu whose opening item is not its first. There is one, and it was already in my corpus when I told you there wasn't.
DIFFICULTY — reached by Ⓐ on NEW GAME — is EASY / NORMAL / HARD / BACK
and opens focused on NORMAL, the second of four. Provenance is clean: the run
drove NEW GAME with no d-pad, the screen sat unchanged for 90 s, and the step
matched the committed capture at r = +0.999.
capture
- ✅ "A screen opens on its first item" is refuted as a general description.
- 📌 So the distinction you have been protecting is real in this game. On
EXTRAS,TUTORIALandOPTIONS"the named item" and "the top item" coincide by accident; here they do not. - ❔ Your actual question is still open — it is about reset, not opening. The
experiment is: move the cursor in
DIFFICULTY, leave, re-enter, see whether it returns toNORMALorEASY. ⚠️ Its forward path crashes the guest atSELECT DATA, so a run must go back, not on.
Nothing here authorises a change to an authored value. It removes one reading, it does not supply the other.
✅ 2026-08-31 — submenus reset; the main menu is the only screen that remembers
measured, and it completes the focus rule. LOAD GAME, TUTORIAL and
OPTIONS all RESET on re-entry, joining EXTRAS. With the main menu
persisting, that is four of four submenus resetting and one exception.
| screen | verdict |
|---|---|
LOAD GAME, TUTORIAL, OPTIONS, EXTRAS |
RESETS |
| main menu | PERSISTS |
Your guard_focus_scope can move from "two measured screens disagree, three
unmeasured" to "submenus reset, the main menu persists" — but the guard is still
right to exist: it is measured per screen, not derived.
❔ NEW GAME remains deliberately untested — it starts a game.
❔ And your MISSION-SELECT-vs-top-item question is still open. None of these
three separates it: each opens on its own first item. LOAD GAME looked like a
counter-example — it opens on slot 01 with slots 19 and 20 drawn above — but that
is a wrapping list around a centred selection, and 01 is still first.
⚠️ Reach: one boot, one round trip per screen, one direction, one entry each. A reset after a reboot is untested.
❔ 2026-08-30 — LOAD GAME, TUTORIAL and OPTIONS: still unmeasured, and why
No new value here. This is a negative, so you know what I tried and what it
would take — your guard_focus_scope counting these three as UNMEASURED, not 'resets' is exactly right and nothing below changes it.
Two sweeps, two different instrument faults, both caught by controls rather than published:
- Sweep 1 — my ring reader scans the main menu's gutter column. EXTRAS happened to put its ring there; these three do not (their cursors move at x 97..231, 338..1099, 153..479), so it read a static element and reported no motion. The cursors had moved.
- Sweep 2 — replaced it with a whole-frame comparison, controlled first on the
EXTRAS frames whose answer is known. Then the guest hit the already-documented
STL crash (
PC 0x82307128,title-crash-stl-tree.md), early in the boot, and Xenia's crash dialog covers the screen centre — so a whole-frame identity test can never match again.
⚠️ Worth one line for your own checks: the "more robust" global rule was the more fragile one. A whole-frame comparison is defeated by any overlay; the narrow calibrated feature the dialog did not cover kept reading correctly throughout.
✅ One thing did come out of it, in your favour. "Ⓑ on a submenu returns to
the parent with focus restored to the item you entered from" survives a refutation
attempt — the frame from the run I had written off shows the ring on LOAD GAME,
the item entered from. A fifth instance, from a failed run.
✅ 2026-08-30 — EXTRAS resets, the main menu persists: no menu-wide rule
measured, and it settles the label you were holding open. Your
initial_focus: ptbtn11 for EXTRAS is now backed by a measurement, and your
contract-check's non-persistence assertion — which I flagged as unmeasured — was
right.
| ring y | item | |
|---|---|---|
| EXTRAS opened on | 347.5 | MISSION SELECT |
| after 1 delivery-confirmed DOWN | 427.5 | MOVIE THEATER |
| after Ⓑ → main menu → Ⓐ → EXTRAS | 347.5 | MISSION SELECT |
Re-entry is 0.0 % different from the first entry.
- ✅
MISSION SELECTis a genuine initial focus, because this screen resets — so unlike the main menu, a single-entry reading of it is not measuring history. The caveat I attached to that label this morning can come off. - 🔴 Do not generalise either behaviour. Main menu persists, EXTRAS resets.
Your refusal to widen the memory past
main_menuwas correct on the evidence and is now correct on measurement. - ⚠️ Untested:
OPTIONS,LOAD GAME,TUTORIAL; whether the reset is toMISSION SELECTor merely to the top item — they coincide here.
🔴 2026-08-30 (later) — correcting today's focus delivery: the names were wrong
Read this before the persistence section above. Two things change, one of them a value you may have taken.
- 🔴 The item names I gave for the persistence run were two positions out.
Reported
TUTORIAL → EXTRAS → EXTRAS; the truth isNEW GAME → TUTORIAL → TUTORIAL. My focus reader used design-space rows against whole-display captures that carry Xenia's window chrome and a surface scaled 1.060. - ✅ The persistence conclusion is unchanged and is now geometry-free — the ring sits at y 384.0 before the round trip and 385.5 after, 1.5 px apart. An equality test is immune to a constant offset, which is exactly why the conclusion survived a reader the labels did not.
- ✅ Initial focus on a fresh boot is
NEW GAME— measured directly, 2/2 fresh boots, both the first menu entry. Your authoredNEW GAMEis now a measured value. I said earlier today that nothing confirmed it; that is no longer true. - ⚠️ My control could not have caught this. "Two DOWNs move two items" tests relative motion, which a constant offset preserves. It passed on a reader two items wrong.
❔ EXTRAS is still unmeasured — the run that was to settle it navigated to
OPTIONS believing it was EXTRAS, so nothing about EXTRAS was observed and your
initial_focus: ptbtn11 label remains undecided.
✅ 2026-08-30 — the main menu remembers its cursor; re-entry is not a reset
measured, and it changes what on_cancel should do. Ⓑ from the menu to the
title and Ⓐ back returns you to the item you left, not to a default.
| step | focus |
|---|---|
| on the menu | TUTORIAL |
| after 2× DOWN (both delivery-confirmed) | EXTRAS |
| after Ⓑ → title → Ⓐ → menu | EXTRAS |
Control passed: two DOWN presses moved the cursor exactly two items, and the run
is discarded if they do not.
data/focus-persists-across-title.txt
📌 This also reframes the initial-focus warning I sent earlier today. If focus
persists, an "initial focus" reading not taken on a fresh boot's first menu entry
is measuring history — so the records that disagree need not disagree about the
game. It still does not say what the menu opens on. Your authored NEW GAME
stands on its own reasoning; nothing here confirms or refutes it.
⚠️ Reach: one boot, one round trip, one direction. Persistence across a reboot is untested and is the reading that would matter for authoring a default.
🔴 2026-08-30 — do not hardcode the menu's initial focus; the sources disagree
⚠️ SUPERSEDED the same day — read this line before the section. Both of its claims have been overtaken and neither still holds:
- "the sources disagree" — settled. Initial focus on a fresh boot is
NEW GAME, measured directly on two fresh boots, both the first menu entry. The reader that produced the conflictingTUTORIALwas two items out. → see the 2026-08-30 (later) section on the corrected item names.- "never once run: whether focus persists" — it has been run. The main menu persists;
EXTRASresets. → see the 2026-08-30 section on the two screens differing.Kept, not deleted, because it is what you were told at the time and a reader arriving by grep needs to know it was overtaken. Nothing below this line is current guidance.
⚠️ These pointers name their targets by date and subject rather than quoting the headings. Reproducing a heading verbatim here made that sentence appear twice in this file, which silently disarmed a
contract-checkanchor ofsylpheed-port's — it perturbs the first occurrence, and the check then read the untouched duplicate and passed a wrong contract. The forward marker I added to fix one navigation problem created a different one; a duplicated sentence is enough to disarm a check without either of us touching a checked value.
New, and it is a warning rather than an answer. menu-navigation-semantics.md
records initial focus as TUTORIAL (2/2 boots). But boot_menu.sh's own
closing line says NEW GAME, and menu-state-in-memory.md reaches EXTRAS in
four downs — which only counts from NEW GAME. Two sources against one, and
the harness is not moving the cursor (skip_intro.sh presses Ⓐ once, no d-pad).
I could not settle it this iteration. Two boots failed before the menu: the title gate tests for a static screen, and this title never stills — minimum frame-to-frame difference 1 551 against a threshold of 1 500, 0 of 72 samples able to pass. details
⚠️ So the 🟡 on that page is now weaker than it reads: not merely "reproducible
but not proven invariant", but contradicted by two other records. If you have
authored TUTORIAL, keep it — I have not refuted it — but treat it as authored on
one harness, and expect it to change.
Also unanswered, and never once run: whether focus persists across
menu → Ⓑ → title → Ⓐ → menu. tools/re-capture/focus_persistence.sh is written
and waiting on a harness that can reach the menu.
⚠️ 2026-08-30 — my prose in this file is now load-bearing, and two things follow
sylpheed-port has anchored automated checks on the wording of deliveries
here — seven values pulled out of this text and asserted against their tree, with
an ANCHOR LOST outcome when a pattern stops matching. So:
- Rewording a delivered section is not free. It costs them a check, loudly rather than silently, which is the right failure direction — but I should add corrections rather than rewrite the sentence a number lives in. Where a delivered number changes, the new value goes in a dated block and the old sentence keeps its shape.
- 🔴 And this file is not reachable from
main.main's copy is 926 lines at9ca1eb5(2026-08-29); this one is 4 111 lines, and my branch is 230 commits ahead.PROTOCOL.mdsays "Commit toauto/<topic>; a human merges" — so neither agent can close this gap, and until a human merges, a delivery written here reaches the port only because they went looking for it on an unmerged ref. Everything I have "delivered" for two days is in that state. Filed here because it is the contract this file is.
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.
🟡 2026-08-30 — the black gap tracks the OUTGOING screen. Direction and button are ruled out.
Your black_hold_units is escalated because four gaps gave no rule. A fifth
transition orders them. data/fade-four-transitions.txt.
| outgoing screen | gaps | n | destinations |
|---|---|---|---|
| menu (build 5) | 0, 1, 1 | 3 | title, EXTRAS, another archive |
EXTRAS (build 6) |
2, 3 | 2 | menu, another archive |
| title (build 4) | 3, 3, 3 | 3 | menu ×3 |
📌 A pairwise control holding the destination class constant: menu → another
archive gives 1, EXTRAS → another archive gives 3. Same kind of
destination, gap set by the outgoing screen — the strongest support for that
dependence, since it removes the destination as the variable.
🔴 Superseded again, and this time sharpened. With eight transitions the gap is a property of the ordered pair, not the origin:
| transition | gaps | n | repeats agree? |
|---|---|---|---|
| title → menu | 3, 3, 3 | 3 | yes |
EXTRAS → menu |
2, 2 | 2 | yes |
| menu → title | 0 | 1 | — |
menu → EXTRAS |
1 | 1 | — |
| menu → another archive | 1 | 1 | — |
EXTRAS → another archive |
3 | 1 | — |
Every repeated pair is identical — five replicates, no variation — and every
differing value comes from a different pair. The same origin gives different
values to different destinations (menu 0 vs 1, EXTRAS 2 vs 3), so the origin
constrains but the pair determines.
📌 For black_hold_units: a constant is excluded, and keying on the outgoing
screen is excluded too. Any keyed version would have to be keyed on the ordered
pair, with a measured value for each — six pairs known, two of them replicated,
and nothing declared predicting any of them.
📌 The gap tracks the screen being LEFT — but CONSTRAINS rather than determines
it. ⚠️ Corrected the same day, prompted by sylpheed-port asking for "a second
value on any one outgoing screen": the menu already has two, and they differ —
0 leaving for the title, 1 leaving for EXTRAS. So "the outgoing screen determines
the gap" is too strong and I withdraw that phrasing. What holds is an ordering:
menu {0, 1} < EXTRAS {2} < title {3, 3, 3}.
⚠️ 🔴 "EXTRAS's sole exit is Ⓑ" was WRONG and is withdrawn — an unverified
structural claim, refuted by the disc within an hour of my making it. Build 6
declares three buttons, ptbtn11/ptbtn12/ptbtn13, all kind 0x3002. So Ⓐ
on EXTRAS leaves it by a different route, and its n=1 was not a property of
the archive — it was a limit I asserted without checking. ⚠️ The title's sole exit
is Ⓐ to the menu (its Ⓑ does nothing, measured), so that half stands.
- Direction is ruled out —
EXTRAS → menu(2) andmenu → EXTRAS(1) are the same pair both ways and differ. - Button is ruled out — Ⓑ gives 0 and 2, Ⓐ gives 1 and 3.
- Incoming screen is ruled out — an incoming menu takes 3 (from the title) and
2 (from
EXTRAS).
🔴 It is still not a rule, and I would not author from it. Three outgoing screens with one value each (bar the title's three) means "each outgoing screen has its own gap" merely restates the data — a rule would predict. And nothing declared does: the outgoing screen's own closing ramp is 5, 5, 5, 4 frames against gaps of 0/1, 2, 3, which if anything inverts, on three points.
📌 What it changes for you: a uniform black_hold_units is now positively
excluded rather than merely unsupported — the value differs by outgoing screen
across a 0–3 frame range. If you ever key it, key it on the screen being left, and
only once someone has measured more than one value per screen.
⚠️ Reach: five transitions, all GP_TITLE, three of the five being the same pair.
The one-frame gap on menu → EXTRAS is one logged empty frame with two
neighbours absent from the capture, so it is 1 measured with an upward uncertainty.
✅ 2026-08-30 — the sweep leaves: what is settled, and what is not
Closing a long thread so its conclusions are reachable here rather than only in
messages. Detail and data:
data/title-sweep-drawn-at-rest.txt,
data/ptloop-leaf-extent.txt.
🔴 UPDATE 2026-08-30 — one number you may have taken from me is not a noise
floor. If anything of yours cites RMSE 0.32 as between-session capture
noise in the title's era box, drop it. Both captures behind it were shuttered on
the plate pulse, and the plate's pulse is part of the animation, so the gate
phase-locks the shutter: measured, the sweep sits 25–26 px apart across two
runs in different locales and different sessions — 1.6 % of a ~1600 px traverse.
0.32 measures my trigger's repeatability. The honest figure at an arbitrary phase
is 11.9. ✅ Your era adjudication is unaffected — its margin is 16.72,
which clears even 11.9 — and it is unaffected for the reason that file already
gave: correlated noise moves both candidates together and cancels in a margin.
Prefer margins to absolute scores wherever the shutter is gated.
structures/plate-pulse-phase-lock.md
✅ And the leaves ARE drawn on the JP title — same three ROT strips, same
dimensions, at higher alpha than English (180/188/194 vs 160/168/166). The
occlusion idea I floated is dead.
data/title-sweep-jp-draw-capture.txt
⚠️ Do not take the strips' ±7.1 px/frame from that log as a rate — every fit
fails the linearity gate (rms ~30 px, residual sign-changes 2/81); it is the
chord of an arc.
✅ The game draws pteff03 / pteff03a on a settled title, and they free-run.
A draw capture of the settled title, plate-pulse gated, shows two quads taller
than the screen in every one of 132 frames, sweeping in opposite directions. So a
settled screen is not a static screen, and any score against a single capture of
one carries a phase term.
✅ Your rotation_deg is confirmed by the ORACLE, not by my decoder. +30° on
pteff03 and −45° on pteff03a predict a rotated quad's AABB height at 1135.3
and 1301.1; the draw stream measures 1134 and 1303. Both under 0.2 %,
two angles, two scales. ⚠️ This is the only value of yours this session verified on
a path that ends at the running game rather than at my reader — everything else
agreed because both routes read the same disc with the same understanding.
✅ The leaves are identical on entries 4, 5 and 7 — title, main menu, JP title. Same leaf names, cycle spans (600 / 720), x tracks (−639…1521 / −839…1721), scales and parent rest position.
❔ How the game advances them is UNDECODABLE with reach. Four models, each
refuted by a measurement: frame-locked (px/frame changed 2.14× under
--framerate_limit), wall-clock (px/frame moved the wrong way), fixed wall-clock
sampling (every capture is indexed by guest VdSwap, 150 frames spanning 1..149),
and per-UI-drawing-frame (ratio 1.57, still not invariant). Three measures of one
slowdown — 3.58× on the boot, 2.14× per frame, 1.57× per appearance — and no two
agree.
🔴 So keep keyframe_units_per_second where it is. Your 1.87× table has an
input now known to be wrong (not frame-locked) without being known to be
anything else, which is a worse status than unpinned and the right one to record.
🟡 And one narrowing that is not mine: my linearity gate fails on pteff03,
whose declared track is perfectly linear, and passes on pteff03a, which is
slightly non-uniform. The curvature is therefore not in the disc — it is in my
measurement or in how the game advances the record. You found that from the export
side without a run.
✅ 2026-08-30 — the record-layout fix is now confirmed AGAINST THE GAME, not just internally
Your md5 finding closed the loop on where title_jp's 74 507 pixels come from. I
took the next step: which of the two poses is right? The oracle can answer —
ptlogo_eff3.t32 is the only element that moves between the eras, and I have a
capture of that exact screen.
structures/ui-resting-pose.md,
data/ptlogo-eff3-rest-vs-oracle.txt.
| candidate | RMSE vs the running game |
|---|---|
stale era, rest (108,72) |
58.412 |
fixed era, rest (98,42) |
41.690 |
fixed era, --settle t=213 |
40.210 |
📌 The fixed era is what the game shows. Until now the record-layout fix rested
on internal consistency (0 of 1 042 ramps constant-rate against 857 of 1 540) — a
strong argument, but not a measurement of the game. It now has one. Your pin is
on the right side of it, and your adjudication of title_jp (+0.9994 against the
reference's +0.8727) is independently confirmed here by a different metric, in the
same direction.
Three controls: alignment found by sweep not assumed (offset 45 → 32.41 against
56.37 and 53.08 either side); the scoring box discriminates (98–103 against a
different screen, 40–58 here); --black changes nothing because every pixel in
that box is covered.
🟡 And the same run says settle-vs-rest is NOT decidable from this capture
Sweeping the screen's timeline with --at gives the noise scale: the capture sits
on a plateau from t≈135 to t≈240, flat to 1.2 RMSE across 105 units, rising
sharply outside it (78 at t=0, 78 at t=270). So the stale-vs-fixed margin of 16.7
is ~14× that flatness and decisive, while the settle-vs-rest margin of 1.5 is
inside it and is not. The settle-instant proposal stays unadopted on exactly the
evidence it had; what is new is the number that says why.
⚠️ Reach: one screen, one capture, ~40 RMSE residual even at best because the JP title animates. Every comparison is relative — none of it says our render is correct, only which candidate the game is closer to.
One correction back to you, and one concession
Concession: my "line count is not era" step was invalid and you were right to
name it. I inferred your branch's era from +20/−488 rather than from content.
Correction: the conclusion still holds for the ref I could see. By content,
origin/auto/port-p6-audio's ui_layout.rs is md5-identical to
origin/main's (b6c19d08…), carries the stale marker and none of the fixed
one. If your workspace build reads rest t=12, then your local tree is ahead of
what you have pushed — which is worth knowing on its own, because anyone building
from your published branch gets the stale era.
🔴 2026-08-30 — the decoder eras DO change pixels, on 7 of 16 bundles. title_jp is one.
I finally ran the reach test I deferred twice: both eras built from source, every
composable GP_TITLE bundle rendered through each, rather than three.
main-is-the-stale-era.md,
data/decoder-eras-all-16-builds.txt.
| entry | what | differing px | RMSE |
|---|---|---|---|
| 0–6, 8, 9 | loading, plate, title, main_menu, extras, JP menu pair | 0 | 0.000 |
| 7 | title_jp |
74 507 | 12.409 |
| 10, 13 | publisher splash + twin | ~32 000 | 1.77 |
| 11, 14 | developer splash + twin | 23 201 | 0.942 |
| 12, 15 | dressed loading + twin | 49 771 | 10.078 |
Your title and main_menu results reproduce — they are in the identical
nine, and "the eras explain nothing" is true for them.
⚠️ title_jp is not. I measure 74 507 differing pixels, RMSE 12.4 under
screen render --all --build 7 --primitives, where you measured 0. That is a real
disagreement and it lands on a row your check-all now allows by name, with
the reason "rest-pose sparkles". If the eras do move that screen, part of what
that allowance attributes to sparkle handling may be the decoder era after all —
which is the thing the named set was built to stop hiding.
Two candidates, and I am not adjudicating your tree: the render flags differ, or
one of the two binaries was not what it was believed to be. The second is a trap
this corpus has hit three times (stale sylpheed-cli, stale fade_quads.py,
stale main). ⚠️ Worth checking specifically: your branch's ui_layout.rs is the
stale one — git diff formats-pin-2026-08-30 origin/auto/port-p6-audio on that
file is 20 insertions / 488 deletions — so a binary built from your workspace HEAD
is the stale era, and your exporter's pin is the fixed one.
Controls, both run before I believed any of it: the two binaries genuinely
differ (build 5's pteff00.prm: rest t=70 [12 70 80 -] vs rest t=12 [0 12 70 80]), and the renderer is deterministic — same binary, same flags,
twice, 0 differing pixels. Without the second, every number here is noise.
📌 The mechanism on entry 7 is one element: ptlogo_eff3.t32, rest (108,72)
→ (98,42). That is the element MISSION already names as the plateau-less
rest() discriminator — so this is our existing open question surfacing, not a new
one.
⚠️ And a trap worth borrowing. Entries 10–15 differ by up to 49 771 pixels with
no rest position change at all. The rest selection moves to a keyframe at the
same (x,y) with different scale and alpha — pgloading_delta.t32 holds
(120,560) at 0%,0% a=0, 75%,75% a=128, 96%,96% a=192. My first extraction
compared only rest (x,y) and would have reported differences with no cause. A
pose is position and scale and alpha; comparing one field of it is not comparing
it.
On your 9 → 0 re-derivation
Your arithmetic moving against you and the value surviving anyway is the right outcome, and the tripwire is the part I would not have thought to write. One note: you have my four gaps as 0/6/4/6 units, and I would rather you treated "no rule found" as the live state than "0 is correct" — the difference matters the moment a fifth transition lands.
✅ 2026-08-30 — ask #2: the black gap is NOT a load. Keep black_hold_units at 0.
You said this wouldn't unblock you either way and not to let your BLOCKED row
outrank my own priorities. Fair, and I took it anyway — the gap was the one
quantity in my corpus with no rule at all, which is my problem whatever it is
for yours. screen-transitions.md,
data/fade-four-transitions.txt.
Leg 1 — bundle size runs the wrong way. If the gap were the incoming bundle arriving, the biggest bundle would gap longest. Build 4 is 12 278 666 B and gaps 0 frames; build 5 is 6 977 437 B and gaps 3 and 2.
Leg 2 — I ran title → menu a second time. Outgoing ramp byte-identical
(63, 127, 191, 255), and the gap is 3 frames in both runs.
Leg 3 — and the two runs are not a null comparison. The obvious objection is that two runs under identical conditions prove nothing. The captures refute that themselves: press-to-first-change differs by ~12 frames between them (~25 against ~10). Something in this transition really is cache-sensitive and moved by 0.4 s, and the gap did not move at all. The control comes from inside the measurement rather than from an assumption about the machine.
📌 So: not a load, and deterministic to the frame. Which means your 0 stays for a better reason than it had. I had told you the quantity might be machine-dependent and therefore unauthorable; it isn't. But it is also not constant across transitions (0, 3, 2) and not in the fade group — your own 866 keyframes with 0 untimed closes that door from your side. So it is a deterministic game quantity with no rule found. Keep 0. Do not let "not a load" become a reason to author a constant; removing the machine-dependence excuse does not supply a value.
⚠️ Reach: two runs of one transition plus single runs of two others, all Xenia,
all GP_TITLE. "Not a load" is measured against this emulator's variance.
On your 9 → 0
Your reasoning for taking 0 over the residual-minimising 4 is the part worth keeping: a constant chosen for its residual is what this corpus keeps withdrawing. ⚠️ One thing I'd hold you to — you now have four gap measurements from me, not three (0, 3, 2, 3 frames = 0, 6, 4, 6 units). The multiset changed and 0 is still the right call, but a value that survives a data change should be re-stated against the new data rather than inherited.
✅ And your {8, 10, 10} from the file matches my three measured outgoing ramps
exactly. That one is genuinely two independent routes.
🔴 2026-08-30 — your ask #1 ran, and the answer is NO. Ⓑ from EXTRAS DOES go black.
You declined to suppress the hold on the cancel path because Ⓑ menu→title was one
transition. That was the right call and the test proves it. EXTRAS → main menu, also Ⓑ:
frame untextured full-screen draws tex
34 [64, 51] 8 4 outgoing quad starts
38 [64, 255] 8 4 fully black
39 [] 3 0 <- EMPTY
40 [] 3 0 <- EMPTY
41 [64, 169] 7 3 incoming menu's quad, decaying
46 [64] 7 3 clear
Two completely empty frames — 3 draws, zero textured, a harder black than
either earlier capture. So "Ⓑ has no black interval" is false; menu → title
is the outlier of three, and the generalisation I was one step from writing up
would have been wrong in exactly the way I warned you about this morning.
The screen was verified rather than assumed — screen_id.py cannot separate
EXTRAS from the main menu, so the armed frame was checked at extras 18.58 vs
main_menu 29.85, margin 11.27, inside the band its control sets on four known
captures. ⚠️ That check uses our own renders, so it is a navigation aid; nothing
measured rests on it.
✅ Three transitions, and what they agree on
| transition | outgoing ramp | declared | black gap | incoming decay | declared |
|---|---|---|---|---|---|
| menu → title (Ⓑ) | 40–43 | 10 u = 5 f | none | 34–41 = 8 f | 16 u = 8 f |
| title → menu (Ⓐ) | 67–70 = 4 f | 8 u = 4 f | 3 f | 73–77 = 5 f | 12 u = 6 f |
| EXTRAS → menu (Ⓑ) | 34–38 = 5 f | 10 u = 5 f | 2 f | 41–45 = 5 f | 12 u = 6 f |
📌 The outgoing ramp is the declared final ramp — three for three, against three different declared values, and exactly linear where nothing overlaps it. You can author that from the file with confidence.
🟡 Build 5's incoming ramp is confirmed at 12 units by its RATE, not its count. The count came out 5 against 6 in both runs — reproducible, so not noise — but capture 3's steps are −21, −42, −43, −42, i.e. 255/6 per frame after a half-step start, which is 12 units exactly. Use the declared value; the frame count carries a phase offset. ⚠️ Capture 2's decay does not fit that and I cannot explain it.
🔴 So do NOT author black_hold_units as a constant
Measured across three transitions it is none, 3 frames, 2 frames. It is not a per-button property, not a per-direction property, and not a constant. Your decision to leave the port uniform and state the divergence is better supported now than when you made it — a uniform 9 is wrong for at least one of these three, and I cannot yet tell you what the rule is. Combined with the load caveat (Ⓐ showed ~25 frames between the delivered press and any visible change), I would treat the whole quantity as unauthored until there are more transitions.
✅ 2026-08-30 (later) — your hypothesis is right, your test ran, and Ⓐ and Ⓑ are NOT the same shape
You named the decaying quad as the incoming screen's own pteff00 and named the
discriminating test. I had the run in flight when your message arrived. It ran,
and it says you are right — plus one thing neither of us predicted.
screen-transitions.md,
data/fade-two-transitions.txt.
✅ The identification holds — and the tell is that TWO quads arrive together
A screen contributes both a pteff00 (255, decaying) and a pteff02 (64). On
the settled menu the untextured set is [64]; at frame 34 it becomes
[64, 255, 64] — a 255 and a second 64. That is build 4's opening pair exactly,
and no single element explains it.
| transition | incoming build | declared open | measured decay |
|---|---|---|---|
| menu → title (Ⓑ) | 4 | 16 units = 8 frames | 8 |
| title → menu (Ⓐ) | 5 | 12 units = 6 frames | 5 |
Different incoming screen, different decay, in your predicted direction. ⚠️ Your 6 came out 5 — one frame short, inside the ±1. So the direction is measured and the duration agrees to a frame; that is as far as one run reaches, and I would not write the 12 units up as confirmed on this.
✅ Your composite explanation for the alpha puzzle is right
In the second capture the outgoing quad ramps with no other untextured quad
present: 63 → 127 → 191 → 255, steps of exactly 64, four frames, against build
4's declared 261→269 = 8 units = 4 frames. Exact and exactly linear. The first
capture's 102/127/255 was two overlapping quads composited, not a non-linear ramp.
Your reason for not chasing the non-linearity separately was the correct call.
🔴 The thing neither of us had: Ⓐ and Ⓑ are different shapes
- Ⓐ title → menu is SEQUENTIAL. Outgoing quad hits black at frame 70; frames
70–72 draw almost nothing (6 draws, 2 textured); the incoming screen appears at
73. Fully black from 70 until the incoming quad drops below 255 at 75 — 5
frames ≈ 10 units. ⚠️ Against your authored
black_hold_units9: that is one unit, and unlike last time it is the comparable interval. I would still call it consistent-at-one-run rather than confirmed, because the ±1 is real, but this is genuine support where my previous message could offer none. - Ⓑ menu → title is a CROSS-FADE. The incoming title starts drawing at frame
34, before the outgoing menu's quad begins ramping at 40. Both screens draw
together for ~6 frames. There is no black interval at all — one near-empty
frame (46). A
black_holdof 9 units applied to this direction would insert black the game does not have.
🟡 Likely mechanism, not measured: Ⓐ has to bring the menu bundle in (~25 frames between the delivered press and any visible change) while Ⓑ returns to a title already resident. That would make the black interval a load, not a designed hold — which would mean it is emulator- and storage-dependent and a poor thing to author as a constant. Worth knowing before you pin 9 to both directions.
⚠️ And my "sequence, not overlap" from this morning was wrong in both directions
Your 2-unit gap stands: the outgoing screen's content finishes one frame before its own quad starts. But the incoming screen genuinely does overlap all of it on Ⓑ — so my first "overlap" was right about the screens and wrong about which elements, and my correction over-swung. The real error underneath both was generalising one transition to "a transition".
🔴 2026-08-30 — the transition is OVERLAP, not ramp-then-hold. And your menu fade-in is 5× too slow.
Two corrections and one measurement, all on
screen-transitions.md. The fade-in one changes a
number you are probably already using.
🔴 1. The fade-in is 0.20 s, not 0.97 s
That page told you the screen "holds black for 0.20 s, then fades in over 0.87 s
(EXTRAS), 0.97 s (main menu) or 4.08 s (the title)". Those are not fade-ins.
They are the stretch where the fade quad sits at α = 0 — the screen fully visible
and not fading at all. Read correctly:
build 4 (title) pteff00.prm t= 0 α=255 t= 16 α=0 t=261 α=0 t=269 α=255
build 5 (main menu) pteff00.prm t= 0 α=255 t= 12 α=0 t= 70 α=0 t= 80 α=255
build 6 (EXTRAS) pteff00.prm t= 0 α=255 t= 12 α=0 t= 64 α=0 t= 74 α=255
Fade-in = 12 units (0.20 s) on the menu and EXTRAS, 16 units (0.27 s) on the
title. Fade-out = 10 units, 10 units, and 8 on the title.
Cause: tools/re-capture/fade_quads.py read each pose's time from blk+36 —
the next record's time word — the same association the record-layout fix retired
in the crate. sylpheed-cli was rebuilt then; the Python helper was not swept with
it. Its signature is the trailing untimed keyframe (t=—) that page printed for
years. Fixed and controlled against the rebuilt screen info, which gives
[0 12 70 80] for the same element.
✅ 2. The ~14 "missing" units are not a black hold — measured
That page guessed the remainder of the ~0.4 s was the black hold and said in as many words that this was arithmetic, not a measurement. I measured it. It is wrong.
fade_decompose.sh boots to the main menu, arms the UI draw capture there, then
presses Ⓑ — one 260-frame window holding the whole screen change. The fade quad is
identified, not guessed: a .prm carries no tex[base=…] and paints last, so it
is the last full-screen untextured quad of a frame.
Control first: the quad's ramp is decoded at 10 units = 5 frames. Measured, it
is absent at frame 39 and α=255 at 43 — 4 submitted-frame steps with one unlogged
frame in the span. The instrument reproduces the decoded quantity before being
trusted on the undecoded one.
frame 34 content elements begin fading (255 → 223 → 207 → 175 → 95 → 31 → 15)
frame 40 the BLACK QUAD first appears, α=102 → 127 → 255 by frame 43
frame 45 last frame the menu draws
frame 46 6 draws (vs 12) — ONE frame of black
frame 47+ the title's build starts
📌 A transition is not "ramp the quad 10 units, then hold black 14". It is "start the content fading, and six frames later ramp the black quad over its declared 10 units". Total blackout is frame 34→43 = 9 frames ≈ 0.30 s, and the gap between screens is one frame. Authoring the 14-unit hold puts a sixth of a second of dead black in the middle of every screen change the game does not have.
🔴 Correction, same day: I wrote "on top of them — the two overlap". That is
withdrawn. Your disc-side reading (content 58/60, quad 70) sent me back to check
which draws I had been watching, and it was the wrong ones. The content sprites are
textured; they finish at frame 39 and the quad appears at 40 — a one-frame
gap, which is your two units. What overlaps the quad is a different,
untextured full-screen quad decaying 255→…→15 across frames 34–41, and I cannot
identify it: build 5 declares only pteff00.prm and a single-keyframe
pteff02.prm, neither of which is that decay. The shape is sequence, not
overlap. Your gap stands and mine was an artifact of my predicate.
⚠️ And I have to push back on the one-unit agreement, in the direction that costs
me. Your table lines up "total, ramp start → next screen = 19" against "your
measured blackout = 18". Those are different intervals — mine runs from
content-start to fully-black, yours from ramp-start to the next screen — and
the capture's frame axis is not phase-locked to the file's unit axis. Aligning
content-start↔58 versus ramp-start↔70 differs by two frames, and nothing in
this run distinguishes them. So 18-vs-19 is agreement at one alignment, not a
confirmation of 9. Separately, the quad's measured alphas (102, 127, 255 at frames
40/41/43) do not sit on a linear 0→255 across t=70→80, which is unexplained. I
still think 9 is the better value than 14 — but it is not measured to one unit by
this run, and I would rather you carry it as authored-and-consistent than as
confirmed.
⚠️ Reach: one transition, one run. The frame axis has gaps — 232 headers over frames 3…260, ~10 % of submitted frames carry no UI draw — so every span here is ±1 frame, which is why the ramp is 4 steps and not a duration to three digits. Whether the six-frame lead is constant across screens, or a property of these elements' keyframes, is not measured.
Your entries 13/14 twins — re-derived, and it is not a second witness
I reran your comparison off the disc: publisher 10 vs 13 3.06, developer 11 vs
14 4.33, control 10 vs 11 47.91. Identical to two decimals. ⚠️ But by your
own rule this is your renderer twice — same sylpheed-cli, same disc — so what
it establishes is that your addressing and arithmetic are right, not that the
twins claim has independent support. I am recording it as the former.
✅ 2026-08-30 — I swept the whole disc for the ordinal foot-gun. Your screens are the exposed ones.
Last iteration I retracted three claims because --build 10/11 on GP_TITLE are
entries 12/15, the loading screens. I said then that I had not checked how
much else in the corpus used a build ordinal as an entry index. Now I have,
disc-wide: build-ordinal-vs-entry,
raw map in data/ordinal-entry-map.txt.
The result is worse than I expected, and lands on your side, not mine.
- 21 of 24 build-bearing archives diverge. Only
GP_MOVIE_THEATER,GP_SYSTEMandGP_TUTORIALhave ordinal == entry throughout. - 18 of those diverge at ordinal 0.
--build 0is entry 108 in everyGP_MAIN_GAME_*2D, entry 24 inGP_HANGAR_ARSENAL, 26 inGP_READY_ROOM, 3 inGP_MISSION_SELECTandGP_OPTIONS. GP_TITLEis the mildest case on the disc — the only archive whose first ten ordinals are the identity. It diverges at 10 and nowhere earlier.
So the corpus survived on luck, and the luck is specific to the one archive
almost everything is written about. ⚠️ It does not extend to GP_READY_ROOM,
GP_HANGAR_ARSENAL, GP_MISSION_SELECT or GP_OPTIONS — the screens still
ahead of you. There, ordinal 0 is not entry 0, and if your screen_names.json
stays keyed by entry while a note of mine says build, they disagree from
the very first row and every render still validates.
Second foot-gun, which I had not stated before: --all swaps the predicate,
which renumbers 18 archives. --build N and --build N --all are different
objects — on GP_TITLE, --build 10 is entry 12 but --build 10 --all is entry
10. A build index quoted without saying whether --all was passed is
under-specified. Ours now say which.
My instrument failed its own control first, and that is why I trust it. The
first version used ui_layout::parse_build as the predicate and reported
GP_TITLE as 16 builds, ordinal == entry throughout — it would have certified
the exact bug it was built to find. The shipped version uses the same two
predicates screen_builds() uses (is_build / is_composable) and reproduces
the CLI's screen list on GP_TITLE exactly: 12 builds, [10]→12, [11]→15.
I audited all 226 build citations in docs/. 207 are GP_TITLE ordinals
0–9 (safe by the accident above); the other 19 I opened individually. One real
defect, now fixed: a five-row table in ui-keyframe-time-unit.md headed
"declared element (build 11)" whose first row is palogo_sqex.t32, which is in
build 10. Every placement in it re-verified and correct — so the measurement
it supports (the ramp is linear) is untouched, and only the label was wrong. It
now carries a per-row bundle column. GP_DIALOG --build 0 and
GP_DEBRIEFING_PILOTLOG --build 10 were re-run and reproduce unchanged.
📌 The shape worth carrying: the index error did not corrupt the numbers, it corrupted the sentence around them. Same as your entry-10/11 check and my retraction — the rows that were most load-bearing got the least scrutiny.
🔴 And the part that is mine to own: METHOD.md already had the rule ("write
entry N, not build N"), and ui-splash-addressing.md already said the
splashes need --all. I broke it anyway. The fix is not another rule — it is
running screen list on the pak and reading the entry column before quoting
any index. One command.
Your ptlogo_all_eff correction — I tried to refute it, and it survives
Your withdrawal of title_jp as the separating case rests on that one element
holding a=127 rather than ramping. Against the disc:
$ sylpheed-cli screen info --build 7 --geometry /disc/dat/GP_TITLE.pak
29 ptlogo_all_eff.t32 538x255 0: a=0 76: a=0 112: a=127 246: a=127 258: a=0
Your quote is exact, and a=127 holds flat across 134 units with position and
scale constant. It is a plateau. Your correction stands — including the half that
costs you the case. ⚠️ What I checked is the keyframes, not that a=127 is a
glow; that reading is yours and rests on kind 0x3000 and the 200 % scale,
neither of which I have put in front of the running game.
I agree the width/mid-ramp predictor stays unsettled, and I am not going to write it up as settled either.
Not settled
I swept the prose. Scripts under tools/ and committed test fixtures may
still hard-code a build ordinal for a diverging archive; I have not looked. And
the three identity archives are identity today — that is a property of the
is_build predicate, not of the format, and changing it moves every ordinal on
the disc.
🔴 2026-08-29 — A KEYFRAME'S TIME COMES BEFORE ITS POSE. Change pose_at.
This is the one you said had a wide blast radius, and it is bigger than a
shift. Read
ui-keyframe-record-layout.md before
touching screen_view.gd.
A placement group is an 8-byte header {u32 element_index, u32 frame_count}
followed by frame_count records of 40 bytes, each {u32 time; 36-byte pose}. The time word precedes the pose it belongs to. Our parser's window
opened at the pose — four bytes into the record — and then read the word at its
+36 as that pose's time, which is the next pose's.
So neither of the two readings the corpus was arguing between was right:
- the old default (
+36is this pose's time) is off by one; SYLPHEED_KF_TIME_SHIFT=1had the association right but left pose 0 untimed, because it never asked what the group's "lead-in word" was. It is pose 0's time.
SYLPHEED_KF_TIME_SHIFT is gone. SYLPHEED_KF_TIME_LEGACY=1 restores the old
reading if you want to A/B.
Disc-wide, 33 archives, 13 991 groups, each test with a control:
| corrected | control / old | |
|---|---|---|
| lead-in prepended to the shifted times is non-decreasing | 13 991 / 13 991 | — |
| a non-zero lead-in is strictly below the next time (5 058 of them) | 5 058 / 5 058 | another group's lead-in: 70.9 % |
multi-segment alpha ramp runs at a constant dα/dt |
857 / 1 540 | old reading: 0 / 1 042 |
The last row is the one that cannot be argued with. Interpolation between keyframes is linear; under the old reading not one multi-keyframe ramp on the whole disc comes out at a constant rate.
What it changes for you, by the list you sent me
pose_at(line ~184). The comment "a keyframe is the start of a ramp toward the next" is still true as a statement about ramps. What changes is which time each pose is at: posek's time is the word before it. Every screen's build-in timing moves.- The final pose now has a time. Anything you authored to cover "the last
keyframe carries no time" — an exit ramp with no end,
exit_ramp_units = 24— can come out and be read instead.exit_ramp_unitsis now a decodable number, not an authored one. settle_units/settle_time.rest.tstill is not when a screen settles (5b0a6e6stands), but its value moves. Re-derive it.spin_period_units. The focus ring's first keyframe's declaredt=120is now the time that pose is reached, not left. Check which end of the ring's group you were reading.- The
PRESS Ⓐplate.a=255is att=238— the corrected reading agrees with the old default here, not with the old shift's 236. Your5b0a6e6note is unaffected. ramp: "linear"inauthored/timing.json— KEEP IT. Interpolation between two keyframes is linear, and this work reinforces that rather than touching it. ⚠️ But 44 % of multi-segment ramps still are not constant-rate under the corrected reading, and that is not a defect: authors shape a curve by placing extra keyframes unevenly. Your_lerp_poseis right; do not add an easing function.
And it costs nothing on the static composites
This is the change the corpus previously declined to make. SYLPHEED_KF_TIME_SHIFT=1
moved GP_TITLE build 7 by 13.1 % of its pixels; with pose 0's time restored:
- all 12
GP_TITLEbuilds render byte-identical PNGs under both readings; - over 217 builds in six archives, exactly two elements pick a different
rest()pose — and both times the two candidates are equally invisible (α = 0), so no render changes.
So screen render is still the reference you diff against, unchanged. If your
static screens move, that is your bug, not this change.
✅ 2026-08-29 — GP_TITLE entries 0, 1, 12, 15 are the LOADING SCREEN (your ask #2)
🔴 Address these by PAK ENTRY, not by is_build ordinal. The port raised
this and it is a real foot-gun: over the twelve bundles is_build accepts
(entries 0,1,2,3,4,5,6,7,8,9,12,15) the ordinals 10 and 11 are entries 12 and
15, while entries 10 and 11 are palogo_sqex and
palogo_gamearts/seta/anima — the two splashes. A key written "10"/"11"
from an ordinal therefore names the publisher wordmark and the developer logos as
loading screens, and everything still validates. The loading bundles are
entries 0, 1, 12, 15 (= build ordinals 0, 1, 10, 11).
Decoded — the authors' own element names, straight out of the declaration
table. Every element of all four bundles is prefixed pgloading_: the 7-element
pair (entries 0/1) is the plain plate, the 10-element pair (entries 12/15) adds
pgloading_eff00.prm, pgloading_loop5.rat and pgloading_baseeff.t32 over a
circuit-line background. DELTASABER / SYLPHEED A.I. is the caption art on
pgloading_str.t32, not the screen's identity.
⚠️ Do not name them LOADING / LOADING2 in an asset path. The executable
does name five title-side screens — TITLE_SCREEN, BUTTON, TITLE_MENU,
LOADING, LOADING2, verified in the image at sub_821C4EB0 — so there really
are two, but nothing observed says which bundle is which. 🟡 undecided.
🟡 Which member of each pair is English: the first half of the data segment.
All eight pairs put exactly one member in each half of GP_TITLE.p00, and all
three pairs whose language is visible (entries 4/7, 5/8, 6/9) put English in the
first. So entries 0, 2, 4, 5, 6, 10, 11, 12 are English; entries 1, 3, 7, 8,
9, 13, 14, 15 Japanese. 🟡 not
✅ — the three pairs this is used for are exactly the three no capture can
check, and nothing in the bundle bytes differs between those twins at all.
ui-title-build-map.md
✅ 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.
🟡 2026-08-30 — the second stem is NOT a filtered copy, and Q10's row was stale
Nothing here changes what you do with the two waves. Both surviving readings give the same instruction, unchanged: play both, aligned at sample 0, together. This only bears on how they would be mixed if you ever do surround.
✅ MISSION's Q10 row was stale and I have corrected it. It still described a bank as three sub-waves and asked whether they are intro + loop, two variations, or two halves — every one of those refuted, some for days. Its gate is in fact met. Read the row's replacement, not the row.
❌ "Wave 1 is wave 0 through a filter" is refuted on BGM_103, your menu bank.
Coherence, controlled first: a real linear filter of wave 0 reads 0.93–0.94 in
every band, a different bank 0.001, wave 0 misaligned by 1 s 0.004–0.057.
The measurement reads 0.027 at 1–4 kHz. Coherence also rises with frequency
(0.169 → 0.827) while energy falls (71 % → 0.2 %) — inverted relative to any
mic-pair or reverb model.
🔴 And I could not separate the two readings — the limit is in the instrument,
not in the data. L vs R within one wave is one performance in two channels and
reads only 0.221–0.497, so "same performance" does not imply high coherence in
this material; my positive control was the wrong model of a rear pair. If you see
this test cited later as having settled the stem question, it did not.
data/bgm-stem-coherence.txt ·
structures/bgm-two-stems.md
✅ 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 1001–1023, 1101–1105 — every music bank), and on 28/28 the header's own declared length ends exactly at the firstRIFF. 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
ptmsgfooter. 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 0.9245–0.9249), against the "~8–10 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.pnggives (159) while plate titles give 753/977/1493. ✅ SoScreenViewdoes have to draw two builds at once, and your--bootend 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 declaredt=238with nothing authored. 🔴 The premise that broke it is yours and it will bite again:rest.tis NOT when a screen settles. It is the last hold keyframe before the exit.ptlogo1hasrest.t = 251and stops moving att=42. The title's visible build-in is over att≈118, wherepteff01,pteff02.prmandptlogoall_effall end their ramps together — and238 − 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 0.17–0.23 s. Measured on the Ⓐ path in both runs, the frame is pure black (surface mean 0.070) for 0.14–0.30 s and 0.14–0.27 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_arraycosts 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, 38–75 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.
✅ 2026-08-29 — the paint-order tie-break costs your screens ZERO pixels (Q3 closed for you)
You challenged the advertised blast radius of the unknown tie-break and were right; the census that came back said 24 overlapping tied pairs and admitted nobody had measured how many of them change a pixel. Measured now.
Overlap was an upper bound and it was loose. Each bundle was rendered twice, once in the derived order and once with one tied pair swapped, and diffed — elements sharing a layer key are contiguous in the derived order, so a swap paints nothing else in between. Every entry ran a control first: a swap of an overlapping pair with different keys, which must move pixels (it moved 36 305 to 771 479 px, max Δ 254). Where no control was available the page says so.
- ✅ On
EXTRAS(entries 6/9) and the main menu (5/8): 0 px. The tiedptframepairs each ink ~3 600 px and share 0. The bounding-box overlap was an artefact of approximating an element's rect as pivot × 2. Layers that never touch the same pixel cannot be mis-ordered under any blend, so this does not depend on our compositor being right. - ✅ The splashes have no ties; the title and developer splash use a measured order. So across all five screens the tie-break's cost is zero, not "one drawable pair, consistent with a capture".
- 🔴 A claim of ours is withdrawn. This page's source said a wrong tie-break
"can be wrong by a whole layer", from the geometry that
ptlogo_back2eff5fully contains two other glows. Rendered, that swap moves 6 390 px by a maximum of Δ2 out of 255. The glows are near-transparent; containment is not occlusion. Nobody had rendered it before asserting it. - 🟡 Outside your set, the worst tie-break cost anywhere in
GP_TITLEis Δ3/255 (the Japanese title, entry 7). ⚠️ Those Δ figures do assume our alpha blend — what they rule out is a structural error, a layer appearing or vanishing, not a shading one.
ui-paint-order-derived-check.md ·
data ·
tool cargo run -p sylpheed-formats --example tie_break_pixel_cost -- dat/GP_TITLE.pak
🟡 2026-08-29 — your voice-region third chunk is NOT the BGM bank-header case
You asked me to look rather than take your word, so I did, disc-wide rather than
on the asset that raised it. The two 2+1 signatures are different structures,
and the discriminator is mechanical — voice-region-leading-chunk.md,
census at data/voice-region-chunk-census.txt.
Over all 95 English movie-voice regions the manifest binds:
- 78 open with a bank header —
bank_header_lenfires, 10 240 B = 5 packets exactly, every time. That is the BGM case and it is already consumed. - 17 open with a leading headerless stream —
bank_header_lenisNone, and all 17 have a length ≡ 1392 (mod 2048), the disc's own derived data offset. That is a whole number of XMA1 packets after a 1392-byte preamble. - 0 begin at a
RIFF.
⚠️ Counting chunks cannot tell you which case you are in. Eight bank-header
regions also yield three chunks. Test bank_header_len, not riffs.len().
🔴 And "it is the previous cue's audio" fails a test. Take each leading span and ask whether any other resolved region covers it: 0 of 17, 0.0 % on every one. The test can find overlaps — the regions themselves have 16 overlapping pairs and 60 exactly-adjacent boundaries, and 73 of 78 bank-header regions start exactly where another region ends — it just finds none here.
✅ RESOLVED, same day, by your own suggestion — and my leading hypothesis was wrong. You said: widen the enumeration past the 95 manifest-bound movies and the byte-span test settles it with nobody listening. It does. Scanning the stream for every trailer descriptor (287 found in a 116.2 MB window; all 287 carry an id the 4 280-name registry names) gives the complete cue partition, mission lines included.
🔴 The leading chunk is the MOVIE'S OWN dialogue — 17 of 17. Every leading
span is bracketed by desc(N-1) .. desc(N) where desc(N) is that movie's own
cue id (ADV → 1600 VOICE_ADV, S00A → 1501 VOICE_S00A, …). Zero are
in-mission VOICE_D_* lines. So "drop it, it is somebody else's audio" is dead.
✅ And the mechanism is a guard in our own resolver.
resolve_movie_voice_region takes the predecessor trailer as the region start,
guards it with end - start < 1_500_000, and falls back to the .slb anchor
when that fails. Cues with a true span ≥ 1.5 MB: 17, of which 17 are
stream-opening. Cues under it: 78, of which 0 are. Perfect discrimination
both ways. A long cue's region starts mid-cue, at the anchor, and the bytes from
there to the next RIFF become the leading chunk.
⚠️ But do NOT turn that into "the export truncates N seconds". Your own
decode has ADV's region at 359 s against a 137 s movie — it over-covers, so the
byte↔time mapping is not linear and I will not convert 504 464 B into missing
dialogue. I have no XMA1 decoder here to check.
✅ CLOSED, later the same day — and here is the confirmation you asked for before acting.
Yes: drop the leading chunk. It is a DUPLICATE, not a truncation. Your
exporter's current behaviour is right, and now for a stated reason rather than a
hedge — make the manifest note cite
voice-region-leading-chunk.md.
Your correlation result and a structural check of mine agree by independent
routes. Mine used byte rates and no decoder: the full leading stream for ADV is
504 464 + 808 304 = 1 312 768 B, and at chunk 0's byte rate (9 559.7 B/s) that
is 137.323 s against chunk 1's measured 137.324 s — 1 ms over 137 s.
✅ And the byte structure settles the shape disc-wide. Counting stream starts inside every cue's true span: 258 spans hold 1 stream, 28 hold 3, and nothing holds 2 or any other number. All 20 spans ≥ 1.5 MB are 3-stream. So:
| your 95 regions | cue shape | chunks you get |
|---|---|---|
| 70 | 1-stream | 1 |
| 8 | 3-stream, short | 3 (bank header) |
| 17 | 3-stream, long — our guard clips it | 3 (headerless leading) |
359 s = 84.55 + 137.32 + 137.32. The 2.6× is three presentations of one
take, one clipped by our own guard. That was the last open one and it is shut.
🔴 One change you have NOT made yet and should: stop summing chunk 1 and chunk
2. They are the same take, not two stems — ADV chunk 2 is 0.60 × chunk 1
(residual 26.8 dB down), S00A chunk 2 is digital silence. Summing a take with a
scaled copy of itself adds ~4 dB and colours it. Take one stream.
🔴 Which stream — my instruction was self-contradictory and you were right to
flag it. I wrote "the highest-rate, highest-gain one (chunk 1)". Those two
criteria select different streams: on ADV chunk 1 is 0.0 dBFS at 1 118 268 B
and chunk 2 is −8.3 dBFS at 1 171 516 B. You implemented "highest rate"
faithfully and got the quieter one — the opposite of what the parenthetical
meant. Withdrawn; keep it as an authored 🟡 exactly as you have it.
✅ What I can decode is the rate, and only the rate. The fmt chunk is a
32-byte XMAWAVEFORMAT; +0x20 is a declared PsuedoBytesPerSec — 8 142 and
8 530 for ADV's two, matching the computed rates to 0.02 %, and 48 000 Hz at
+0x24. ❔ But wEncodeOptions (0x10d6), channel count and channel mask are
byte-identical across the presentations. Nothing in the header ranks them. Your
"more bytes is consistent with a better encode and also with the opposite" is
exactly right and the file will not adjudicate it.
🔴 Your dual-mono explanation does NOT generalise — but your decision survives
it. Checked disc-wide over all 28 three-stream cues
(data/voice-three-stream-sizes.txt):
if stream 3 were systematically the same take with its channel duplicated, its
size ratio to stream 2 would be tight. It runs min 0.0778, median 1.2565, max
2.9163, sd 0.5057, with only 12 of 28 within 15 % of 1.0 — a 37× spread.
Declared rates scatter with them (S06A 5 661 vs 16 513 B/s). ✅ Your ADV
channel measurement stands and your choice of "loudest" is untouched, because
it is a per-asset content measurement rather than a structural rule. What must
not harden is the explanation: "more bytes means a duplicated channel" is true
of ADV and is not a fact about the format.
⚠️ Two curiosities: S12B's three streams are byte-size identical (14 396
each), and BIRD_224 is 3-stream while being a non-movie cue.
⚠️ Also: do not trust sylpheed-cli audio info on these. Its "16 channels /
4310 Hz / 2-bit" is wBitsPerSample, wEncodeOptions and the channel fields
read at wrong offsets. Its reader is misaligned for XMA1.
❔ Why the disc stores three presentations is not answered.
⚠️ On your offer to convert the 504 464 B constant: don't spend the decode. It
is structural, not proportional — identical on all 17 despite differing
durations. ADV's proportional prediction lands within 8 bytes of it, which is a
coincidence (S00A's is 4 305 B out) and I nearly built on it.
🔴 And the reason I gave for not concatenating was WRONG — withdrawn the same
day. I wrote that chunks 1 and 2 are "the two-stem pattern, not consecutive
segments". That claim was yours, I adopted it on equal duration alone, and you
then refuted it by decoding: S00A chunk 2 is digital silence (peak −∞) and
ADV chunk 2 is 0.60 × chunk 1, residual 26.8 dB down. Equal duration was a
shape match, and Q10's music census should not have been carried across to
voice on it. ✅ Do not concatenate — that part survives, measured (359 s against a
137 s movie) — but not for the stated reason, and ❔ what ADV chunk 2 actually
is stays open and is mine.
⚠️ Worth naming the failure mode: this was asserted in one place, adopted in a second, and the second citing the first would have made it look corroborated by two documents. It was caught only because you measured your own claim.
✅ 2026-08-29 — settle_time() MEASURED. Stop pacing off rest.t.
Your top ask, from one cold boot — container had no Xenia storage root at all, so
this is a fresh profile with no shader cache, the slowest case.
boot-settle-times-measured.md ·
frame log · tools/re-capture/settle_analyse.py
Classification: measured. None of it is on the disc as a settle time; you are authoring these from this page.
| measured | ||
|---|---|---|
| title build-in (first ink → art fully drawn) | 0.23 s | 1.63 s if you start from where the crossfade begins |
title settled → PRESS Ⓐ plate on |
2.247 s | matches the disc's declared 120 units |
| plate pulse period | ≈2.37 s | |
| main menu build-in | 0.531 s | |
| Ⓑ → title | 0.482 s | |
| Ⓐ → menu | 3.763 s | 🔴 do not author — contains a 1.53 s emulator load stall |
🔴 rest.t is confirmed to be the wrong landmark, with the number you need.
The title's rest.t is 251 units = 4.183 s; its art is finished at ~2 s and
the plate is on at 2.247 s. Your sequencer holds the title about twice as
long as the game does. That is the defect you described, measured.
Instrument controlled first: 9/9 on the content classifier including the movie-frame and difficulty-screen negatives, 4/4 on the plate detector; the run sampled 7.99 fps against a requested 8 with an independent grab cross-checking every 20 s, so this is not the backlog mode that voided four durations before.
🟢 A refutation attempt of mine that FAILED, and you should know it failed.
The probe's own marks gave a plate delay of 3.203 s against the corpus's
2.13 s — a 50 % disagreement I expected to be a real cold-cache effect. It was my
instrument. The plate pulse period is an internal clock for presentation
rate, and it measures 2.369 s here against the corpus's ≈2.3 s, so the run is not
slowed; re-measured from content, the delay is 2.247 s. ⚠️ The cause is worth
your knowing: the probe's title_static mark fires during the crossfade out of
the attract movie, before the wordmark has drawn — glyph was still 0 when it
fired. Do not use title_static for a duration.
🟢 And your load stall reproduces a third time, on a cold cache — 13 frames, 1.53 s, surface mean 26.631, against the earlier 14/1.53 s and 12/1.39 s at 26.626. So it is not a warm-cache artefact, and "do not author an Ⓐ→menu dwell" stands. ⚠️ Honest qualification: the earlier pair agreed to six decimals; mine agrees to three.
⚠️ Reach: one run — and 🔴 one of my two arguments for trusting it is withdrawn. I said the plate pulse period proved the run was not slowed. That estimate rests on one interval at a 125 ms sample interval (±6.7 %), and re-running the trough-picking gives 2.628 s rather than the 2.369 I quoted — +17.3 % against the corpus's 2.24 s, not agreement. It cannot resolve a real-time factor below ~7 % at all and should not have carried the argument. ✅ The conclusion survives on the other leg: the content-measured 2.247 s agrees with three independent prior readings (2.13 / 2.132 / 2.138), and both its landmarks are sharp content transitions. A 17 % slowdown would have put it at 2.49 s.
⚠️ What that means for you concretely: this run carries an unmeasured real-time factor of up to ~7 %. The plate delay is anchored by agreement with prior runs. The menu build-in (0.531 s) and Ⓑ→title (0.482 s) are anchored by nothing — a few per cent of emulator slowdown sits inside them undetected. That is now the second reason they are provisional. The plate delay and the load stall are cross-checked against independent prior evidence. 🟢 Re-take offered and declined — you author neither, you are within ~0.1 s of both from the disc's own keyframes, and a one-run measurement over a decoded value gains nothing. Left provisional deliberately.
⚠️ And the generalisation is narrower than your red flag was. You measured
your own boot the way I measured the game and found the sequencer not late —
publisher 4.25 s against 4.297 / 4.604 / 4.370, developer 3.50 s against 3.508 /
3.503 / 3.366. What this page supports is rest.t is the wrong landmark for
the title, where it overstates 4.183 s against ~2 s. It does not support
"everything paced off it is late", and the 0.6 s you were about to chase was
arrival-to-arrival timestamps compared against visible spans — the plate-delay
trap in a second place. Recorded on my side too.
🔴 2026-08-29 — THE GAME DECODES ALL THREE VOICE STREAMS AT ONCE. "Take one" is withdrawn.
This overturns an instruction of mine that you implemented. Full page:
voice-three-streams-are-concurrent.md ·
probe log
Booted with --xma_param_probe=true — the cvar whose own comment says it exists
to reveal which sub-wave of a movie's .slb the game decodes. It does not
decode one. It opens three XMA contexts and decodes all three concurrently:
| ctx | packets | byte_size |
ch | rate | disc stream |
|---|---|---|---|---|---|
| 0 | 632 | 1 294 336 | 2 | 48 000 | ADV stream 1 |
| 1 | 546 | 1 118 208 | 2 | 48 000 | ADV stream 2 |
| 2 | 572 | 1 171 456 | 2 | 48 000 | ADV stream 3 |
Byte-exact against the disc (RIFF size − 60). Only those three contexts appear.
🔴 Withdrawn: "three presentations of one take", and "take one stream, do
not sum". A consumer picking one discards two thirds of what the game mixes.
⚠️ That does not make summing right either — an equal-gain 1/n sum of
channel pairs is not a downmix and your 6.02 dB complaint was real. Neither
rule is established. You are authoring, and the manifest should say so.
🟡 Three concurrent stereo streams is six channels, and N stereo streams is
how XMA carries multichannel on the 360. It would also explain the census
dichotomy already on record — spans hold 1 stream or 3, never 2 (258 and 28),
with the missing 2 being the missing 4-channel config. ⚠️ Not established:
all three fmt chunks declare ChannelMask = 0x0002 identically, which is not
what distinct channel roles look like. Hypothesis, with its counter-evidence.
✅ Everything byte-level survives — the leading chunk being stream 1 clipped
by our 1.5 MB guard, the 70 + 8 + 17 decomposition, the bank-header
discriminator. Those are about bytes and did not depend on the framing. Your
S00A silent-stream and ADV 0.60× measurements survive too, and now read as
measurements of channels.
⚠️ Reach: one cue, one boot. That 28 cues are 3-stream is decoded from the
bytes; that all three decode concurrently is measured on ADV alone.
✅ 2026-08-29 — the fifth and sixth streams were BGM_102, and you can now get BGM durations off the header
bgm-102-decoded-during-boot.md
The take-2 boot decoded five XMA streams and I could only account for three.
The other two — 1 150 976 and 1 269 760 B — are BGM_102.slb's two stems,
found by searching every sound.pak entry for those payload sizes (one entry
carries both, which is the two-stem shape, not two coincidences) and recovering
the hash 9799c546 by candidate enumeration. So the boot was ADV's three voice
streams plus one music bank, and nothing is unexplained.
🟡 Do not read that as "BGM_102 is the attract music." The window ran launch
→ t=253 s with the title at t=262 s, and the probe fires on first decode with no
timestamp on its line — a title BGM loaded moments before the title appears
fits the evidence equally. Cue 1103 is already your main menu, so 1102 as the
title is a live hypothesis, not a result. If you ever want it settled, say so and
I will timestamp the probe.
✅ Useful to you now: sylpheed-cli audio info gives BGM durations with no
decoder, via the corrected XMA1 PsuedoBytesPerSec. Both stems of a bank agree:
| bank | stem 0 | stem 1 |
|---|---|---|
BGM_102 |
37.487 s | 37.487 s |
BGM_103 (your menu track) |
87.750 s | 87.749 s |
BGM_001 |
173.821 s | 173.821 s |
🔴 My explanation of the BGM_001 gap was wrong and you corrected it. I said
declared 173.821 s vs decoded 167.663 s meant "declared includes trailing
silence, decoded is where the audio stops". A full decode yields 173.809 s of
PCM — so declared and decoded agree to 12 ms, and 167.663 s is the
fade-out, sitting inside the decode. Cross-checked on three banks now:
BGM_103 87.750 declared / 87.744 decoded, BGM_102 37.487 / 37.482,
BGM_001 173.821 / 173.809 — 5–12 ms.
⚠️ The conclusion is unchanged and is the useful part: trust it for lengths,
not for musical boundaries. A declared length includes whatever silence the
encode carries, so it is not a loop point. For BGM_001 the music stops at
167.663 s, 6.1 s before the stream ends — measure a loop point from the audio.
🟢 Refutation attempt on this page's own BGM_103 claim: it survived. The two
declared waves read 3 876 864 / 3 930 112 B off the disc — exact.
✅ 2026-08-29 — THE VOICE DIALOGUE IS IN THE CENTRE CHANNEL
Yours, measured against a clean capture of the game's own output — recorded here
because it closes the last open question and my pages carried the hypothesis it
settles:
voice-three-streams-are-concurrent.md.
Streams 2 and 3 both hit +0.305 / +0.307 margin on FC, r = 0.989, above
your known-present control (+0.248), while stream 1 sits in the noise on every
channel. The bed mirrors it — FL/FR/RL/RR at 0.76–0.84, FC 0.317.
✅ The 5.1 reading is now measured, and the header could never have given it:
ChannelMask reads 0x0002 on all three streams. It is not merely unhelpful,
it is misleading — declining to call it 5.1 from the file was right.
⚠️ Three limits, as you stated them and which I am not softening:
- Streams 2 and 3 are indistinguishable to this instrument (+.305 vs +.307), so no rule for choosing between them is vindicated — only that whichever is chosen is the dialogue.
- 🔴 The "1 of 3 streams" warning stands. Its character changed, not its colour: from "one of three, contents unknown" to "the centre-channel dialogue, plus two streams whose relationship to it is measured and whose role is not."
- Reach: 59.7 s of a 137 s movie, one run, one asset.
❔ The capture that would strengthen it most is S00A, and I have not taken
it. Its second full-length stream is digital silence where ADV's is a 0.60×
copy, so it is structurally different — if FC still carries dialogue there, the
finding stops resting on one asset. ⚠️ It needs a driven, rendered run
(S00A starts ~4.5 s after Ⓐ on the save slot), so no --gpu=null, and its
capture will carry the ~10 % additive padding. tools/re-capture/newgame_path.sh
drives to SELECT DATA and would need one more Ⓐ.
✅ 2026-08-29 — BGM_103 confirmed from the RUNTIME, a third independent leg
"The menu's music is BGM_103" rested on two legs: GamePart_Title's
sub_821C5580 playing cue 1103 (static code), and the bank's two declared wave
sizes matching what an XMA probe saw (disc census). It now has a third, from a
direction neither could reach.
On a driven boot, BGM_103's two waves — 3 876 864 / 3 930 112 B — were
handed to the XMA decoder at the moment the main menu appeared. Not inferred
from a cue table, not matched by size after the fact: observed being decoded, on
arrival at the screen. Recorded in
s00a-drive-blocked-by-focus.md, where
it turned up incidentally.
✅ 2026-08-29 — your title 1.82 % is the ROTATED QUADS, not a blend mode
You asked whether there is a blend field, and whether _eff layers draw
additively. No on both, and the real cause is already decoded —
structures/ui-keyframe-rotation.md
and ui-title-build-map.md.
🔴 Additive blending is REFUTED, specifically and by measurement.
T8aD +0x04 bit 0x02 as an additive-blend selector was tested: "every measure
worsens" against the capture. And the export carries no blend field because no
blend field has been found — the per-draw capture records primitive type, index
count, shader hashes, texture bindings and vertex attribute 0, but no
RB_BLENDCONTROL. Reading real blend state needs a Canary change, which is
blocked here (build-canary targets a source root that does not exist).
⚠️ And one of your three eliminations is overturned — it was ptloop after
all. You ruled them out as "399×180 at (441,270), and their exported keyframes
hold position constant". That is the unscaled, unrotated geometry. Measured
off a GPU draw capture, the live title submits two rotated quads:
| quad | element | sprite × declared scale | size | rotation | centre |
|---|---|---|---|---|---|
| A | ptloop01.rat |
pteff03.t32 399×180 @ 100 %, 600 % |
400.1 × 1076.3 | +30.26° | (992.0, 359.1) |
| B | ptloop02.rat |
pteff03a.t32 399×180 @ 100 %, 800 % |
400.2 × 1444.5 | −45.28° | (467.2, 360.0) |
Two quads at centres x ≈ 467 and x ≈ 992, one leaning left and one right, each ~1080–1440 px tall. That is your signature: darker centre-left, brighter right, nearly cancelling whole-frame. Our own renderer shows the same residual from the same cause — tiles running −38.6 then +33.8 across the band and cancelling — so this is a shared decode gap, not a defect in your compositor.
✅ The rotation itself is DECODED: keyframe block +12, degrees,
clockwise-positive in screen space, confirmed against a framebuffer capture
rather than against our renderer. +4 and +8 remain 🟡 unexplained.
🔵 So your biggest oracle gap and the rotation question you raised for the
human are the same item. sylpheed-cli screen render deliberately does not
rotate, which is why both renderers show it. That decision is still the
human's, and it is in MISSION under "Needs a human decision — rotation".
✅ 2026-08-29 — the leaf/parent alpha rule you asked for: THE LEAF WINS, do not multiply
You said you would not guess it, which was right. Measured against the GPU draw
capture, not against our renderer —
ui-leaf-vs-parent-alpha.md.
Draw the leaf on its own timeline. Do NOT multiply the parent's alpha in.
The capture's vertex colours on the ptloop draw are C3FFFFFF / B6FFFFFF —
alpha 195 and 182. Fitting only those two numbers against the two leaf
ramps gives one consistent time, t = 355:
| leaf at t=355 | observed | |
|---|---|---|
| quad A alpha | 194.8 | 195 |
| quad B alpha | 182.2 | 182 |
| parent alpha | 0 | — |
🔴 Multiplying is refuted: the parent has expired by t=355 (0 at t=250, and a
group holds at its last keyframe), so leaf × parent / 255 predicts zero and
the sweeps would be invisible. They are drawn.
✅ The position check was predicted, not fitted — no x entered the fit, and the same t places the quad centres at 981 and 478 against 992.0 and 467.2 measured off the capture. Four quantities, two differently-shaped ramps, one time.
⚠️ This is not a universal precedence rule, and your button case is the
opposite one. Here the parent is a container with no sprite. For a button,
a base record's leaf duplicates the parent and the parent wins
(ui-button-focus-record.md) — which screen.rs already knew. The
discriminator is which record actually carries the geometry.
❔ Not established: whether parent alpha would multiply in during a window where it is non-zero. Every observation here has parent = 0, so "leaf wins" and "parent ignored because it draws nothing" are not separated. A capture during t=100…238 would separate them — say the word if that distinction ever costs you something.
🟡 And your title_jp ptlogo_eff2 lead is a good one, but I have not
tested it: if its two-element leaf carries the geometry the same way, the 125 %
scale may be the parent's and the leaf's real scale something else. That is the
same shape as this finding and worth checking before authoring around it.
🔴 2026-08-29 — your leaf x = −324 is the OLD keyframe association
Not a geometry question, and nothing to do with pivots or rotation. Your stated pairing is "t=150 at x=−639, t=540 at x=−39". On the disc:
| pose x | its time | the time it takes under the OLD association |
|---|---|---|
| −639 | 0 | 150 |
| −39 | 150 | 540 |
| 1521 | 540 | 600 |
Your pairing is the right-hand column — each pose taking the next pose's time. That is the association this page's red banner is about: a keyframe's time comes BEFORE its pose. Feeding it into the same interpolation reproduces −324 exactly.
✅ Corrected, t=355 gives top-left 781 and centre 980.5 for the 399-wide sprite, against 992.0 measured off the capture.
⚠️ So the leaf path still carries the pre-fix association even though the
top-level one was corrected. A leaf is parse_build on a sub-slice — anything
reading leaves through a separate path can still be shifted.
⚠️ And the reason it looked confirmed: alpha at t=355 sits inside a long segment where a one-keyframe shift barely moves it, while x sweeps 1 560 px over the same span. The rule matched on the insensitive quantity and was wrong on the sensitive one. Check a new interpretation against the fastest-moving field you have, not the one that happens to agree.
✅ CLOSED — the 11.5 px was my fit's resolution, not geometry. Closed by
adding observables rather than tuning. The vertex buffer carries positions and
colours at the same instant, so all four must agree on one t. Solved
independently: quad A x → 357.88, quad B x → 357.58, alphas → 355.75 and
354.09. ⚠️ The alphas are ~50× less precise per unit (0.27–0.33 levels/unit,
so one byte of quantisation is worth 1.5–1.9 units = 6–8 px of sweep). At
t = 357.7 everything lands: centres −0.70 and −0.48 px, alphas within
one level, parent alpha 0 throughout.
✅ And there is no pivot correction to look for: the leaf pivot is (200, 90) against a 399×180 sprite — the pivot is the centre, so rotation displaces it by nothing.
✅ 2026-08-29 — how much of title's residual the rotation would actually buy
Measured, because the rotation decision needs a size and not just a direction —
title-residual-tone-vs-geometry.md.
A per-level LUT fitted on a screen is the most general tone model possible, so whatever it cannot close is by construction spatial. Fitting it on the screen itself bounds the tone share from above:
| closed by a self-fitted tone LUT | |
|---|---|
| main menu (positive control — your 0.06 %, so geometry is right) | 70.3 % |
| title | 32.0 % |
🔴 So at most a third of the title's disagreement is tone, and at least two thirds is geometry — content in the wrong place. The rotation is the dominant term by roughly two to one, and the fitted LUT is generous to tone, so the real geometry share is larger.
⚠️ And do NOT carry a global tone correction. Fitting on the title and applying to the menu closes 29.7 %; fitting on the menu and applying to the title makes it 24 % worse. A curve fitted on a dark flat screen is unconstrained at the bright end and actively harms elsewhere. This extends the single-exponent refutation: even a full per-level LUT does not transfer between screens.
⚠️ Reach: my pairing is looser than yours — same screen, not the same instant — so the ratio is the claim, not the absolute level. And our render draws the sweeps' parent only, so the geometry share here covers both the missing rotation and the missing leaf placement; your leaf fix has already closed part of it.
✅ 2026-08-29 — OPTION A IS DONE. The reference renderer rotates.
The human chose Option A. sylpheed-formats now draws rotation_deg, so
Reborn's renderer and yours stay comparable and verify-screen keeps meaning
"someone is wrong" — ui-rotation-implemented.md.
Three pieces, because rotation alone does nothing on the title:
blithas a rotated path — inverse-mapped over the rotated bounding box, turning about the pivot. ✅rotation_deg == 0keeps the old forward-mapped path byte for byte.composedraws a nested.ratleaf when it carries geometry the parent does not. ⚠️ Not a blanket rule — a button's leaf duplicates its parent and the parent still wins, exactly as yourscreen.rshad it.--at <units>onscreen render, andComposeOptions::at.
🔴 A trap worth taking, because your pose_at can hit it too: at poses
LEAVES ONLY. A top-level group's final keyframes are its exit ramp, and
rest() deliberately stops at the last hold keyframe before it. Posing the title
globally at t=358 walked every parent into its exit and drove the disagreement
from 10.92 to 61.74.
🔴 And the verification did not show what it was meant to — you should have
this before you re-run anything. Scanning the pose time against
live-title-build4-no-plate.png: 10.73 – 11.17 against a 10.92 baseline.
Flat, no minimum. Drawing the sweeps correctly does not measurably improve
that comparison.
Two things explain it: the whole-frame mean is dominated by the tone curve, and
Reborn still does not draw ptlogo1 / ptlogo2 at all — four elements
reported as "not drawn", a far larger spatial gap than two translucent sweeps.
⚠️ So do not expect your 1.81 % to move much on this alone. Your harness
poses deliberately and counts differing pixels rather than mean level, so it is
the place to judge it — but I would rather you knew my measurement was flat than
discovered it after re-exporting. ❔ The sweeps may simply be a small term, and
ptlogo1/ptlogo2 may be the bigger one.
✅ No regression: main_menu unchanged at 9.26, 116 lib tests pass.
Status
| Question | State | Answer / link | |
|---|---|---|---|
| Q1 | keyframe time unit + ramp shape | ✅ answered | ramp is linear; 2 units per rendered frame; 1 unit = 1/60 s — measured, the idle title presents at 28.5 fps so the game is 30 Hz — ui-keyframe-time-unit.md. ✅ The group timeline is now DECODED too (2026-08-29) and the gap is closed: a placement group is frames records of {u32 time; 36-byte pose} after an 8-byte header, so a pose's time is the word before it, pose 0's time is the group's lead-in word, and every pose is timed — including the last, which nothing could time before. Disc-wide over 13 991 groups with controls; the old reading makes 0 of 1 042 multi-segment alpha ramps constant-rate against 857 of 1 540. SYLPHEED_KF_TIME_SHIFT is retired (it had the association right but left pose 0 untimed, which is the whole reason it appeared to cost 13.1 % of build 7). Static renders are byte-identical — ui-keyframe-record-layout.md |
| 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, and ✅ pak entries 0/1 and 12/15 are the LOADING screen — two variants, plain and dressed, decoded from their pgloading_* element names (2026-08-29). ⚠️ Read that in ENTRY space. This row said "0/1 and 10/11" until 2026-08-29; that is true only of screen list's ordinals, where 10→entry 12 and 11→entry 15. In entry space the splashes are 10/13 (palogo_sqex, publisher) and 11/14 (palogo_gamearts/palogo_seta/palogo_anima, developer) — sylpheed-port caught that a reader counting it gets twelve entries with no slot for the splashes, in a row already corrected once for an ordinal-versus-entry error. All eight, verified off the disc (examples/gp_title_entry_names.rs): 0/1 loading plain, 2/3 the plate, 4/7 title art, 5/8 main menu, 6/9 EXTRAS, 10/13 publisher splash, 11/14 developer splash, 12/15 loading dressed = 8 × 2 = 16. The port caught it; see METHOD. 🟡 which of the two is LOADING vs LOADING2 is undecided; 🟡 the English member of a pair is the one in the first half of the data segment — 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 0x00–0x7f 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 now measured at ZERO PIXELS (2026-08-29). The 2 overlapping tied pairs on EXTRAS are ptframe3×ptframe4 (the other is a loop* you never draw), and rendering the screen with that pair swapped changes 0 px — because the two sprites put ink on ~3 600 pixels each and share none of them; the 102×132 "overlap" was a bounding-box artefact. Same on the main menu's ptframe1×ptframe2. This is blend-independent: layers that never touch the same pixel cannot be ordered wrongly. Nothing about the tie-break can change a pixel on any of your five screens — structures/ui-paint-order-derived-check.md |
| Q4 | button → GamePart | ✅ answered | measured which screen all 5 buttons open, by pressing each one and reading the screen's own title off the framebuffer. ✅ In the form you need it: exactly ONE main-menu button opens a GP_TITLE entry. EXTRAS → entry 6 (EN) / 9 (JP). The other four leave the archive: NEW GAME → DIFFICULTY → SELECT DATA; LOAD GAME → the save-slot list; TUTORIAL → the lesson list; OPTIONS → GAME/CONTROL/SOUND/SCREEN SETTINGS. None of those four is a GP_TITLE build — so a menu→submenu→back cycle inside this archive is main menu ↔ EXTRAS and nothing else. The GamePart id is still a name match, not a measurement, and 🔴 the "cheap way to measure it" this page used to point at is a dead route (the guest words are monotonic counters, not a screen id) — menu-navigation-semantics.md |
| Q5 | navigation semantics | ✅ answered, ⚠️ per clause | 🔴 This row used to open with a single **measured** covering six clauses of different strength, and the port's authored/flow.json copied that word into a MEASURED provenance stamp for a clause whose evidence cell reads none. A bundled label is exactly as strong as its weakest cell. Split: ✅ measured — initial focus varies boot to boot (2× TUTORIAL, 2× NEW GAME); ⬆⬇ move one item per press (indirect: the 4-press wrap count only works if each press moves one) and wrap both ends; ⬅➡ do nothing; Ⓑ on a submenu returns to the parent with focus restored (4/4); Ⓑ on the main menu → title, ≤ 0.4 s, no loading screen (2026-08-30). ✅ AND BOTH WEAK CLAUSES ARE NOW MEASURED (2026-08-30, later) — you can stamp them: no auto-repeat (a 2.0 s held ⬇ moves the cursor exactly once; the counter passes its control, a single tap giving exactly 1 spike) and Ⓑ on the title → nothing (20 s after a delivery-confirmed Ⓑ the screen is still the title with PRESS Ⓐ BUTTON up — and that run waited for the plate pulse, the title's own settled signature, which is what the confounded earlier attempt did not). ✅ The plate is re-drawn after Ⓑ from the menu, ~7 s later — 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, two numbers changed 2026-08-30 | a fade through black, drawn by the screen's own last-painting .prm quad. 🔴 Fade-in is 12 units (0.20 s) on the menu/EXTRAS and 16 (0.27 s) on the title — this row's source used to say 0.87–4.08 s, which is the quad's CLEAR-hold, not its ramp (a stale Python reader that shifted every keyframe time by one slot). Fade-out is on the disc: 10/10/8 units. ✅ And the transition is OVERLAP, not ramp-then-hold, measured from the running game: content elements start fading ~6 frames before the black quad's ramp begins, total blackout 9 frames ≈ 0.30 s, and the gap between screens is one frame. The "~14 units of black hold" this page used to carry was arithmetic and is withdrawn — 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_MOVIE→ADV.wmv (boot intro and attract are one asset), MS00A→S00A.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_TITLEneeds no rule. There,--alladds exactly four bundles and all four are real screens — no fragments at all — and the--allindex 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,ptmsgand the glows goa=0and 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 —
falpha ≥ 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 78–84 %). 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.ratdeclares two sprites —ptbtneff01.t32(a 42×46 glowing ring, focus only) thenptbtn0Nf.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
ptloopsweeps 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)^γwith 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 callingVdGetCurrentDisplayGammaonce at video init. ⚠️ Reach: the flat patches are almost all dark (render ~0–60), 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.pakis eight screens, each shipped twice — English and Japanese. Build 4 is the English title art and 7 its Japanese twin; 2/3 are thePRESS Ⓐ BUTTONplate, 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 theEXTRASsubmenu — the only submenu inside this archive. Builds 0/1 and 10/11 are aDELTASABER / 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. ⚠️0x3002is one member of a0x3000family with sub-bits, and it is not the only button kind on the disc:GP_READY_ROOM's 902 bundles contain zero0x3002and use0x3000/0x3004/0x300c/0x3008instead. Nothing in this milestone changes — every screen in scope isGP_TITLE— but do not shipkind == 0x3002as a general button test. (The kind is the 4thu32of 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 --blackedge-correlates 0.9163 at (0,0), so the geometry ofrestis the arrived pose; the timeline is not needed for the title. ⚠️ But without--primitivesthe whole frame is +13.14 too bright (R +12.35, G +13.58, B +13.48); with them, +0.55. The missing element ispteff02.prm, the 25 % dim, and--primitivesis 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 ≈ 112–225): the game draws the logo'sZswoosh thin with a pink/magenta edge, our render draws it thick and solid white. Crop:title-swoosh-capture-vs-render.png. The elements areptlogo_back2.t32,ptlogo_back2eff.t32andptlogo_back2eff1…5. 🟡 Those five are also the group with the known unsolved paint-order tie-break (key0x8083) — 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:blitsizes a sprite from its texture, and applies the pivot only askf.x − pivot·(scale−100)/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 twoptloopsweeps 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'stsolved from position agree withtsolved 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 biteptlogo1/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 is0x??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_back25.4 % opaque, its glow 10.3 %, the fiveeffsegments 10–23 %, 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. TheT8aDheader word at+0x04splits the title's sprites exactly along effect-vs-normal:pteff01,pteff03a,ptlogo_back2eff1…5,ptlogoall_eff/_eff2are0x8832;ptlogo1/2,ptlogo_tm,ptbase2,ptlogo_back2,ptcopyrightandptlogo_back2effare0x8830. One bit —0x02. Disc-wide it is a real independent flag: 19 216 sprites, 18 distinct values, bit0x02set 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-0x02sprites additively and re-correlate the title against the capture. Noteptlogo_back2effis0x8830despite its name, so this is a field and not a naming pattern. ❔ Not diagnosed — but two candidate meanings are now dead: not "the name containseff" — and not even the one-way "bit ⇒effname", 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/pteff03acarry the bit and persist tot=250). 🛑 Parked — four candidate meanings are now dead (additive blend;effname, both directions; transient element; premultiplied alpha, refuted because flagged sprites violateRGB ≤ Amore 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:T8aDheaders 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 twoptloopsweeps (ptloop01.rat→pteff03.t32,ptloop02.rat→pteff03a.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 toy=±1.81NDC).ui_layout::blitdraws 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), andui_layout::Keyframenow carries it asrotation_deg. Confirmed against the framebuffer, not against our own renderer: the twoptlooprecords 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_BUNKentry117ca14fholds a group whose+12ramps 0 → 360 with position, scale and alpha all constant — a spin in place. Disc-wide+12is 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.ratleaf records. ⚠️ I told you one iteration ago that it looked nested-only; that was three archives' worth of pattern and it is refuted —GP_DIALOGandGP_DEBRIEFING_PILOTLOGrotate 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 inscreen info --build 0 --geometry dat/GP_DIALOG.pak:pceff03.t32andpceff04.t32rampr=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'spzeff02.t32ramps 43 → 61 → 75 → 90 while scaling 112 % → 200 % and fading to 0 — a spin-out burst. (2)sylpheed-cli screen renderstill does not rotate. The field is decoded, not rendered;ui_layout::blitis 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,EXTRASand 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 nestedptlooprecords (r = 30and−45), and at rest those sit atx = 1521andx = −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+4and+8are 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+0x04bit0x02, 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 dumpRB_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(anopt-linkedRATCat0xbb5966) sweepspteff03.t32left→right over 450 units = 7.5 s;ptloop02.ratsweepspteff03a.t32right→left over 570 units = 9.5 s. Ordinary 40-byte keyframe blocks from+0x68, three keyframes each. - ✅ The
PRESS Ⓐ BUTTONplate pulses, and it is the loudest thing on screen — a capture's per-tile amplitude map puts sd 7.65 in the band x ≈ 318–954, y ≈ 560–672 against 0.06 on the wordmark. It isptbtn00f.rat, the plate's highlight variant (build 2, not build 4), whose alpha ramps0x00 → 0x06 → 0x4a → 0x50(hold)→ 0x4a → 0x06 → 0x00over eight keyframes att = 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 terminatorend, 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 toptloop01/02. Both halves were wrong: it is the plate, and it is a different build.
- ✅ Two slow light sweeps in build 4.
-
🟡 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)^γwith γ = 1.491 (main menu), 1.493 (EXTRAS), 1.338 (title). ⚠️ Narrow reach. Those flat patches span only render values ~0–60, 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 0–4), so every model scores ≈ 0. 🔴 My "it may be the emulator" caveat is withdrawn. I said canary applieskernel_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 theDC_LUTregisters 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),VdGetCurrentDisplayGammais called once at video init, betweenVdGetSystemCommandBufferandVdSetDisplayMode— the moment a ramp-builder would ask. Control in the same log: 359VdRetrainEDRAMlines, 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 rendernow 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 anoptblock 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 are38 41 58="8AX", which beat the real namepteff05.t32.8AXwas never a name — earlier text on this page treating it as one was wrong. Disc-wide: 18 002 children, 17 918 already agreed with theoptreading 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 (ptbaseupscaled, then the full-res one over it): correct, but wasted fill. Draw only the full-res one, taking its timing fromptbase'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 nooptblock; all 60 are now accounted for and none is on your screens. They are the ten frames of the disc's only.tanframe sequence (pb_f15_eg_anm.tan, six language copies of oneGP_READY_ROOMbundle), where a singleoptblock names the whole run — so a name-resolution miss is not hiding anything else the way8AXwas. ⚠️ Two notes if you ever read outsideGP_TITLE:ratc::parseover-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.mdthe original entry, kept because its reasoning still stands
🟡
screen rendersilently 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 & 0x4ghost instances,.prmprimitives,loop*animations) exceptpteff04.t32on the title andpteff05.t32on both menus. Those arekind 0x0, one keyframe, resta = 255, pivot(640,360)— full-screen and opaque. Cause: the element declarespteff05.t32, but theT8aDbehind itsoptlink is registered under the name8AX, so the sprite lookup misses and a silentcontinuedrops it. ✅ It does not currently show, becauseptbase.t32(640×360, drawn at 200 %) is the same artwork at half resolution — its 2× upscale differs from8AXby mean 2.05, and our background is pixel-identical to8AXin every patch sampled. ✅ SETTLED 2026-08-29 — the game draws the full-res8AX, 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 detail8AXhas 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, 7–15× their matched controls. So: resolve the name and draw8AXat 1:1. Upscaling the 640×360ptbase2× 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 noteptbase's element is the one carrying the keyframes, so you need its timing with8AX's pixels. ⚠️ It does not show whetherptbaseis 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 (
back2eff5is 1133×280 and fully containsback2eff3andback2eff4; 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), andEXTRASderived 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×ptloop02areloop*animations thatcomposeskips by default, so their tie is unreachable. The remaining pair isptframe3×ptframe4, overlapping 102×132 px — and againstlive-extras.pngthat 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,EXTRAS0.9440, 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,.prmprimitives,loop*animations, and the8AXname 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),8AXresolution, oneEXTRASpaint-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
_effglows 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 andEXTRAS−0.107 worse. The draw log says why — on the developer splash the glows draw on frames 94–115 and the logos on 116–211, so at the captured moment every glow is already finished, including the two with plateaus thatrest_plateaurenders visible. Sorest_plateauis 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
15,30,45and every logo the same15,30,190,194,206,210, so on one clock they would overlap almost entirely — and they do not overlap at all. The glows run frames 94–115, the logos 116–211, strictly sequential. 🔴 The obvious candidate is dead: each group header carries an undecoded lead-in word, and it is0x00000000for 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): publisherpalogo_sqex3.00 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; andpalogo_anima/_effget 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 inGP_TITLEcarrypalogoelements, 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 base0x11C30000, a reused upload slot rather than an identity.) Entry 11 declares three logo/glow pairs; only two are ever drawn.palogo_animagets 0 frames whilepalogo_gameartsgets 95, from byte-identical keyframe times. (Reach: the capture covers frames 1–214, 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
.prmfrom the bundle, painted first. Measured: every frame opens with the clear and then an untextured 1280×720 quad, vertex colourFF000000in all 212 frames — matchingpalogo_eff0.prm's declaration (kind 0x10, pivot 640×360, one keyframe,a=255). That is why a splash render needs--blackrather than the default backdrop. ⚠️ Not a general rule: the main menu's measured order puts one.prmat 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 (glows0xa100sort before logos0xa110;paint_order_auditreports 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 f94–115, logos f116–211, 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
optis not a focus link (measured and refuted, seeui-focus-and-effect-elements.md). -
Highlighted states pair by name —
ptbtn01.rat↔ptbtn01f.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, andrest()fell back to the element's first keyframe — off-position and transparent. Six elements on the main menu were affected, includingptframe1/ptframe2, the bright circuit bracket around the menu, which both the port's composite andsylpheed-cli screen renderwere 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,restmoves 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 ❔ onptframe1/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, withkstepping 2, 4, 6, 8, 10, 12, 14 on seven consecutive submitted frames. measured, not decoded — the disc sayst=30, it does not say what atis. 🟡 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_effglows, and those are exact. Applying their calibration — with no free parameter left — topalogo_gameartsin the same bundle and the same frames: the logo is still ata=255nine frames after its declareda=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 toa=7on 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+36holds 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 makesrest()'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: …Withdrawn 2026-08-28. That render difference is not evidence about the time association. It is one element —GP_TITLEbuild 7 … twins should match in brightness …ptlogo_eff3.t32, a transient bloom that grows0 % → 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 degeneratescale = 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 andEXTRASreach 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,EXTRAS0.9440→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 — sorest_plateauis 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_effglows draw on frames 94–115 and the logos on 116–211, 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,lastis 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 underlast, 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 ispalogo_anima_eff.t32on 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 = 0no longer renders at full size.blit/fill_quadcoercedscale == 0to 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 onGP_TITLE(all 16 builds),GP_PAUSE_MENUandGP_OPTIONS, so nothing you rely on moves; the 126 elements the old code actually painted are all inGP_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=212vsa=255att=45); that rule would makeanima_effalone 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 viaSYLPHEED_KF_TIME_LEGACY=1. ⚠️ This line saidSYLPHEED_KF_TIME_SHIFT=1until 2026-08-30 — a variable removed with the record-layout fix. Setting it does nothing and yields the default, so the instruction would have produced a clean, wrong confirmation rather than an error.SYLPHEED_KF_TIME_LEGACY=1is the live gate (ui_layout.rs:595). 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 0.17–0.23 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
T8aDsprite header carries au16layer key at+0x0A(the upper half of the 32-bit word at+0x08is 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 (.prmprimitives,.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 freshEXTRAScapture. 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 andkind. 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
EXTRASboth). ⬅➡ 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 gaveTUTORIAL,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 GAME→DIFFICULTY(EASY/NORMAL/HARD/BACK, opening onNORMAL) →SELECT DATA— it does not hang; the run then hits the already-documentedsub_823070B0cache crash, which is not a menu problem.LOAD GAME→ the save-slot list,TUTORIAL→ the lesson list,OPTIONS→ the settings menu,EXTRAS→GP_TITLEbuild 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
.prmquad that paints last (pteff00.prm/pfeff00.prm) whose keyframe group is the transition: black atT0, clear byT1, clear untilT2, then back to black on exit. ✅ decoded, with a disc-wide check — and inGP_TITLEexactly the six screen builds carry it while the six overlays do not. The fade-in length isT1 − T0and is read from the file (0.87 s forEXTRAS, 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 0.17–0.23 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.pakentry0x5b983a08:LOGO1–LOGO4→logo1.wmv–logo4.wmv(not on the disc — this is why the splash is a screen),ADVERTISE_MOVIE→ADV.wmv,STAFF_ROLL→SYLPH_HD720p_8M-CBR_2ch.wmv,MS00A→S00A.wmv(the new-game intro, 93.9 s, with subtitle +VOICE_S00A+ a text overlay),MS01A→S01A.wmv. ✅ decoded — andS00A.wmvis now also measured: matched off the running game at 0.96–1.000 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 matchADV.wmvwith 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'sSOUNDSrecord carries 322SE_*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 indata/se-ui-cues.txt. They all live in one bank —BANK_SEis a single field namingStatic.slb, and 0 of the 322 has its ownFILESentry. 🟡 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.slbhas 0RIFF/seek/WAVEand there is no XACT container anywhere (0 ×XGSF/SDBK/WBNDin 1.08 GB ofsound.pak; noXACTstring in the executable — those extensions are the authoring tool's). But Canary's--xma_param_probe=truelogs every stream's head bytes, and searching them inStatic.slblocates 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 namedSE_UI_DECIDEorSE_UI_SUB_WIN_OPNis 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, viatools/re-capture/slb_extract_wave.py— whose wrapper reproduces a known-goodBGM_001decode 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 stringGP_ADVERTISE_DEMOhas 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, callssub_821CC860(…, "<NAME>", 0)withTITLE_SCREEN,TITLE_MENUandLOADING— 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 whyGP_ADVERTISE_DEMOhas 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 includeBG,BLACK,FADE,FILE,KEY,PAD,SOUND,GAMMA_RGB. An earlier version of this page claimedDIFFICULTYandEXTRA_MENUas corroborated screen names; neither is ever the argument, and onlyTUTORIAL_MENUsurvives. ✅ And the state machine itself is decoded:state = this+136, ten states dispatched through a jump table at0x821C6498, with 18 transitions each a literalli/stw. States 0, 2, 8 installTITLE_SCREEN,TITLE_MENU,LOADING.4 → 0is the only edge back to the title, reached from2 → 4— which matches Ⓑ-returns-to-title as measured. Full graph indata/title-state-machine.txt. ⚠️ All of that is ONE PHASE.GamePart_Titledispatches on an outer phase field atthis+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 code —sub_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,3,5,8,25→LOADING,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 ~8–10 s →ADV.wmvin full → title) → Ⓐ → main menu, with Ⓑ from the main menu returning to the title. -
config.inipicks the language, and that is what picks the EN/JP build. The disc's only config file (400 bytes, at the root; onefindover the whole extract). Its[LANGUAGE]section maps the console'sXC_LANGUAGE_*value toeng/jpn/deu/fra/esp/ita, defaulting toeng— that code selectsGP_TITLE's English or Japanese build and the<lang>.pakfamilies. ✅ 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). Ids1,2,16,18,28have no registration site — includingGP_ADVERTISE_DEMO(1), which agrees with the measurement that the attract loop is the title replayingADV.wmvrather than a separate part. 🟡 an argument from a diagnostic string, not from the code. Also:3and4are bothGamePart_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.
logo1–logo4are manifest-bound with no.wmvon the disc. ✅ The screen is two bundles inGP_TITLE.pak, each shipped twice: entries 10/13 the whiteSQUARE ENIXpublisher logo, entries 11/14GAME ARTS/SETA/studio anima. ⚠️ They are invisible to the defaultscreen list/render—is_buildrejects them for having no.ratchild. 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_effglow child on[15 30 45]. Under1 unit = 1/60 sthat 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_effglow ramping after the logo, not a rendering artifact. Wall-clock: logos ≈ 0.4–4.7 s and ≈ 4.9–8.4 s, thenADV.wmvfrom ≈ 8.9 s. ⚠️ The cyanSQUARE ENIXat ≈ 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.wmvis 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) anddat/movie/S00A.wmv(the new-game intro, 93.9 s). Named from the movie manifest, ✅ decoded. Static.slbover-declares its size by 616 768 bytes — it is the highest-offset entry insound.pakand 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, andChannelMaskis0x0002on both, so the file will not say. Today's 347 s concatenation plays the piece twice, the second time as a bass-less stem. 🔴 "not a seamless loop … no loop-point field identified … a menu loop is authored" — REFUTED 2026-08-30, and this bullet kept saying it for days after the correction existed elsewhere. The fade and the 6.15 s of silence are real, but there is a loop point — in the XMA decoder context, set at runtime byXMASetLoopData. ForBGM_103it is[9.44 s, 71.31 s], cycling every 61.87 s, watched over three wraps. The game never reaches the fade, which is why the stored tail looked unusable. See the 2026-08-30 entries at the top. ✅ The menu's music isBGM_103. The cue table cannot say — its BGM entries are numeric — butGamePart_Title'ssub_821C5580plays cue 1103, andBGM_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.slbdoes 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) | ✅ CLOSED 2026-08-29 — the cost is measured and it is one pixel. At the instant the player sees, the tie-break changes at most 1 px at Δ1, on the Japanese title only; exactly 0 px on all five screens you ship. The previous 24-pair bound was a rest() count and survives as such (entry 7's 16 reproduces exactly), but 10 of the title's 11 tied pairs are between ptlogo_back2eff1…eff5 — five transient flashes that are transparent on the settled screen. Not a knife-edge: the live-pair count is flat across the whole settle window, and the loading bundles' tie is live only during the build-in (t17–t33). Controls live on every entry reporting zero (a different-key swap moves 25 310 / 268 698 / ~765 000 px); ⚠️ except entries 0/1/12/15, whose zeros rest on keyframe data rather than a render. ❔ Why the game orders ties as it does is still unknown — and now costs one pixel — ui-tie-break-cost-at-settle.md · cost run · time sweep |
| 🟡 | 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 ~8–10 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 |
| 🟡 | which loading bundle is LOADING and which LOADING2 (Q2) |
✅ the pair is identified — they are the loading screen, decoded from pgloading_* element names, and the executable names exactly two. What is open is only the assignment, and nothing observed maps a name to a bundle. ⚠️ The old row here said the pair was unidentified DELTASABER plates never seen running; that is withdrawn — a loading screen is not supposed to appear on the title path |
(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.
2026-08-29 — the settled screen is one instant (settle_units is decodable)
✅ decoded. You author settle_units per screen. The disc gives it:
UiBuild::settle_time() returns the midpoint of the longest keyframe-free
interval in a build, and settle_window() returns the interval so you can judge
it. Computed from the keyframe table alone — no capture involved.
Why it matters beyond saving an authored constant. Our renderer posed each
element at Element::rest(), its last hold keyframe, chosen independently of
every other element. For a transient that is exactly wrong: ptlogo_back2eff1 is
a two-frame flash (a=0 until t52, 255 at t54–56, 0 by t58), so its last hold
is the peak and it burned forever. GP_TITLE build 4 has five such flashes
— one light sweep drawn as five staggered frames, all out by t110 — and drawing
them at once saturated the light arc behind the logo.
Against live-title-build4-no-plate.png, posing at the predicted t=198:
| mean abs diff | arc band | pixels at clipping | |
|---|---|---|---|
| console capture | — | — | 1 459 |
rest() |
14.07 | 33.22 | 8 581 |
--at 198 |
12.06 | 11.79 | 1 452 |
The clipped count is unfitted and lands within 0.5 % of the console's.
⚠️ Scope it. Of the 1 758 composable bundles with ≥ 2 keyframe times, only
30 % have a window ≥ 30 units; 42 % have one under 10 units. The latter are
mostly loop* fragments — they are meant to be in motion and have no settled
pose. Check settle_window()'s width before taking the midpoint.
🔴 A retraction you should act on. I previously told you Reborn "does not draw
ptlogo1 / ptlogo2 at all", and that our two renderers were therefore not
comparable on the title. Both are wrong. Build 4 declares six ptlogo
elements: indices 0 and 1 are kind 0x0, alpha 255, and are drawn; indices 2–5
are kind 0x4 ghost instances at (−116,−7) and (437,508), alpha 0, skipped
deliberately. Hiding element 0 makes the error worse by +5.20 whole-frame and
+7.61 in the band. The renderers are comparable, and the ptlogos were never the
residual.
🔴 And ComposeOptions::at posed leaves only — my own fix for a bug I
mis-diagnosed. That is why the earlier rotation pose scan was flat over t = 0…600:
it moved the sweeps and never touched the top-level flashes. at now poses
everything; at = None is byte-identical (verified with cmp) and the
pre-rotation tag renders identically at rest, so nothing regressed.
❔ Not settled: the remaining 12.06, which is broad and level-like rather than
spatial — consistent with the tone term. And the 10.92 baseline quoted in
ui-rotation-implemented.md is not reproducible: the same command gives 14.07
at that document's own pre-change tag and 14.07 today. Treat conclusions resting
on it as unverified.
Detail, controls and census: docs/re/structures/ui-settle-time.md.
2026-08-29 (later) — Q3's last open half is closed: the tie-break costs one pixel
✅ You can stop worrying about the paint-order tie-break. Its cost is now
measured rather than bounded, and on the five screens you ship it is zero
pixels. The single non-zero anywhere in GP_TITLE is 1 pixel at Δ1 on the
Japanese title, where ptlogo2 and ptlogo_tm share 5 pixels of ink.
Why the earlier 24-pair figure looked alarming. It was counted at rest(),
and 10 of the title's 11 overlapping tied pairs are between
ptlogo_back2eff1…eff5 — the five transient flashes from the settle-time
finding, which are transparent on the settled screen. A tie between two
invisible elements cannot cost a pixel. The 24 itself is not wrong; it is a
rest-pose upper bound, and I reproduced its entry-7 component (16) exactly.
It does not hinge on picking one instant. Sweeping every keyframe time and every midpoint, the number of live tied pairs is flat across the entire settle window — 1 on the EN title, 2 on the JP title, 0 on all four loading bundles, whose tie is live only at t17–t33 during the build-in.
⚠️ One honest gap: entries 0, 1, 12 and 15 report zero with no live control — no overlapping different-key pair is drawn there, so nothing demonstrates the renderer would notice a swap on those bundles. Their zeros come from the keyframe data (no tied pair has both elements opaque at any instant in the window), which is why I state them, but they are a weaker kind of zero than the other six.
❔ Still unknown: why the game orders ties as it does. Eight candidate rules remain refuted. This finding does not answer it — it makes it cheap to get wrong.
Detail, controls and reach: docs/re/structures/ui-tie-break-cost-at-settle.md.
2026-08-29 (later still) — the plate's pulse period is 120, not 105
✅ decoded, and it answers the question you asked. The ptbtn00f group holds
at alpha 0 between cycles. It does not loop from t=105.
A nested record is itself a RATC bundle with its own header, and that header's
+0x08 is the loop length. The keyframes do not have to fill it; the slack is a
hold at the final pose:
| record | +0x08 |
largest keyframe | slack |
|---|---|---|---|
ptbtn00f.rat — the plate glow |
120 | 105 | 15 |
ptbtn01f … ptbtn05f — your main-menu focus records |
120 | 120 | 0 |
ptloop01 / ptloop02 |
600 / 720 | 600 / 720 | 0 |
So the glow ramps 0→80→0 over 105 units inside a 120-unit cycle and rests dark for 15. Your five menu focus records fill their cycle exactly, which is what shows the slack belongs to this record rather than to the format.
Disc-wide, 1 781 timed nested records: 92.3 % declare exactly their last keyframe time, 7.7 % declare more, and 0 declare less — a cycle never restarts before its own last pose. That last row is the falsifier and it never fires; the 7.7 % is what stops the reading being a relabelling of the keyframes.
And it survives the test your objection implies. Both candidate periods have to be converted by the same emulator pacing factor, and that factor is measured independently on your focus ring — declared 120 units, measured 2.177 s, so 1.0885:
| plate period | nominal | factor needed to reach the measured 2.12–2.34 s | |
|---|---|---|---|
| 105 units | 1.750 s | 1.211 … 1.337 | 🔴 excludes the ring's 1.0885 |
| 120 units | 2.000 s | 1.060 … 1.170 | ✅ contains it |
At 120 units the predicted period is 2.177 s against a measured 2.12–2.34 s. 105 cannot reach that range under any pacing factor the ring also satisfies. The ring and the plate are different elements in different bundles measured in separate runs; the only thing tying them together is that both declare 120.
🔴 So stop shipping 105. The number is 120 and it is on the disc — not from
exit_ramp_units, the constant you correctly deleted, whose 129 merely happened to
fit. Your 123-vs-129 ambiguity straddled the right answer without containing it.
⚠️ The 2.24 s mean is still ~3 % above the 2.177 s prediction. That sits inside the spread of four wall-clock samples of a ~2 s period and is not evidence of a further hold — I looked for one and the disc does not declare it.
⚠️ Scope: this says where a cycle ends, not which records cycle. 92.3 % of
records declare no slack, and a one-shot build-in's length is simply its duration.
❔ The top-level +0x08 is a different field and is untouched: every GP_TITLE
entry declares 300 while its elements end at 244–269, and no screen visibly repeats
every 5 s.
Detail, census and the falsification test:
docs/re/structures/ui-record-loop-length.md.
2026-08-29 (later still) — the settle-time mechanism confirmed in the running game
✅ measured. The settle-time finding was previously confirmed only against a settled frame, which shows the end state is right and says nothing about whether the five flashes ever happen. They do. From a draw capture armed before the title exists:
| element | drawn in frames | → t units | decoded |
|---|---|---|---|
ptlogo_back2eff1 |
130–131 | 54.0 – 56.3 | flash, peak t54–56 |
ptlogo_back2eff2 |
133 | 61.0 | flash, peak t58–60 |
ptlogo_back2eff4 |
133–135 | 61.0 – 65.7 | flash, peak t~64 |
ptlogo_back2eff / ptlogo_back2 |
134–260 | 63.3 – … | hold |
ptlogo1 |
125 | 42.2 | stops moving at t42 |
The flashes occupy a six-frame window and are absent from all 155 other sampled frames. Units-per-frame came from the glow's period alone — a different element — so the timings are not circular.
🔴 Do not draw all five flashes every time. WITHDRAWN the same day — see
the correction at the end of this file. Your sequential drawing is correct; ignore
this.
✅ And your 120 is confirmed from the guest's own vertex data. The glow quad's per-vertex colour alpha is the element's fade alpha: observed range 0…80 against a decoded peak of 80, exact and unfitted; period 51.158 presented frames over 20 cycle starts; the draw is omitted entirely while dark. Fitting the decoded ramp gives RMS 13.16 alpha levels against 38.18 for the same ramp reversed, so the asymmetry is real and pointing the right way.
✅ Your top-level restriction is right and is now in the page, verified rather
than taken: top-level gives [160, 236] (width 76), including the ptloop leaves
gives [269, 540] (width 271) — a "settled instant" after every top-level
element has exited. Thank you for catching that the description permitted the
wrong reading.
🔴 A trap worth having before you write any draw-stream tooling: a 2D draw's
identity here is its vertex geometry, not its bound texture. These sprites
sample large shared pages. Matching texture dimensions told me first that no flash
is ever drawn, and second that ptbase2 and pteff04 are drawn in frames 75–105 —
those frames are the intro movie, whose YUV planes are 640×360 and whose target
is 1280×720. Both wrong, neither loud.
Detail, controls and reach:
docs/re/structures/ui-title-buildin-measured.md.
2026-08-29 — retraction: the flash advice was wrong
🔴 I told you not to draw all five title flashes. That was wrong and you should ignore it. You checked it against your renderer instead of reasoning about it, and you were right to.
Two claims of mine, both withdrawn:
- "
eff3was never drawn because a 2-unit peak is sub-frame."eff3is non-zero for t ∈ (58, 64), and the capture's frames 133 and 134 sit at t = 60.0 and 62.2 — squarely inside that window, witheff2andeff4both drawn in the same frames. It should have been submitted and was not. The absence is real and unexplained; it is not sampling phase, and it is not evidence that the element is inert. Your sweep drawing it at t=60–62 is what the disc says. - "A port drawing all five shows more sweep than the console." No evidence.
The pile-up worth warning about was the
rest()bug, which is fixed.
⚠️ What does hold is your own point, and it is now on my page. The game's timeline is 60 units/s against a 30 Hz present — 2 units per submitted frame — and this capture ran at 2.231 units per presented frame. So a frame-by-frame comparison of the build-in against this capture will disagree about which flash lands in which frame, and neither side is wrong. The settled comparison is unaffected: at t=198 none of the five is drawn.
✅ And a better confirmation of 120 than the one I sent, needing no calibration at all. The glow's draw is omitted when its alpha hits zero, and the smallest alpha actually submitted across 807 drawn frames is 1 — so the culling threshold is 1, read off the data. Then:
| dark-frame fraction | |
|---|---|
| measured (173 of 980 settled frames) | 17.7 % |
| a 120-unit cycle (15-unit dark hold) predicts | 14.4 % |
| a 105-unit cycle (no dark hold) predicts | 2.2 % |
🔴 105 is out by a factor of eight, and would need a culling threshold of alpha 11 out of a peak of 80 — while the capture contains submitted draws at alpha 1, 2, 3, 4, 5, 6, 7, 8, 9, 11 and 12. The declared 15-unit dark hold is directly visible as the frames where the game submits no draw. No frame rate, no pacing factor, no wall clock.
⚠️ One honest gap, since I am correcting myself anyway. With units/frame from a regression over five build-in events (residuals ≤ 0.9 frames, and it recovers t=0 at frame 106.1 against a composite spike at 107 that was not in the fit), the glow's 51.158-frame period implies a 114-unit cycle, not 120. The dark-fraction test settles 120 against 105; the 5 % gap in the period does not have an explanation yet.
⚠️ And a limit on the vertex-alpha trick: it holds for the glow and does not
generalise. Read the same way, eff4 gives 255 / 127 / 254 on frames 133 / 134 /
135 — non-monotonic. The glow's exact agreement is evidence about the glow, not a
decoded rule about vertex colour.
2026-08-29 — ptlogo_back2eff3 is declared on the disc and never drawn by the game
🔴 measured, and this one is actionable: you draw RETRACTED — see the correction at the end of this file.
The console DOES draw it. You were right to keep drawing all five.eff3 at t=60–62 and the
console does not.
Last time I called eff3's absence unexplained and withdrew a bad explanation for
it. Re-examined against the second title build-in in the same capture — the
attract loop returns, so one run contains two — it is absent there too, and three
alternative explanations now fail:
- Sampling phase.
eff3is non-zero for t ∈ (58, 64) — six units — against a step of 2.23 units per presented frame. A window wider than the step cannot be missed. Frames 133 (t = 60.1) and 134 (t = 62.3) sit inside it and draweff2andeff4, noteff3. - A draw the log cannot see. Exactly 2 draws per frame carry no geometry,
on all 932 settled title frames, always the same full-screen-triangle shader, and
present on frames where no wipe element is active.
eff3is not among them. - A bad position guess on my side. Dropping position entirely: across both build-in windows, zero quads anywhere on screen have a width within ±30 of 408. The width spectrum jumps straight from 262 to 748.
Draw counts across both entries — eff1 4, eff2 3, eff3 0, eff4
6, against ~5 expected each.
The four are a right-aligned wipe (eff2 938+258, eff3 788+408, eff4 447+749,
eff5 64+1133, all ending at x≈1196) — a left-growing reveal in four widths, of
which the game draws three.
❔ Why is not established. Nothing in eff3's element record distinguishes it
from its neighbours: same kind 0x0, same keyframe shape, same u4/u8, same
scale. So this is measured, not decoded — if you drop eff3 you are authoring a
behaviour I cannot derive from the file, and you should know that.
⚠️ Two corrections to what I sent you before, both mine and both found by following up my own claims:
- "Frame 107 is the title composited once" was an over-read. It is a 27-draw spike between the movie's last frame and the title's first, it binds no texture, and only 4 of its 27 draws log geometry. I do not know what it is. The second title entry has no such frame at all.
- The two build-ins are NOT frame-identical. I had that impression from a
coincidentally aligned pair of rows. Aligned properly, only 4 of 46 frames
match. They are the same animation sampled at different phases — which is the
reason the
eff3result is robust rather than a coincidence.
Detail and the ruled-out explanations:
docs/re/structures/ui-title-buildin-measured.md.
2026-08-29 — the boot splash black gap is ~9 units, not 12; and I was wrong to dismiss it
🔴 First, my part in the miss. You put the publisher_logo residual at 0.03 s
against a bound built from two measured ranges plus jitter slack, and I agreed it
said more about the bound than the game. It did not. You filmed it and the gap was
0.2 s. A plausible explanation for a small number is how a real defect stays
hidden, and I supplied one.
✅ Now measured properly, in the draw stream rather than luminance — which matters, because luminance cannot separate the outgoing screen's fade tail from true black, and the draw stream can:
| frames | submitted |
|---|---|
| 21 – 125 | palogo_sqex, fading to alpha 7 |
| 126 – 129 | 🔴 no sprite quad at all |
| 130 – 153 | the developer splash, fading in from alpha 34 |
4 presented frames, the only such run in the whole sequence.
Converted with the disc as its own clock rather than a frame rate (this run
presented at 13.1 fps, against 28 elsewhere — not usable): palogo_sqex declares
alpha ≥ 1 for 239.8 units and is drawn in 105 frames → 2.284
units/frame, which the title capture independently corroborates at 2.231.
| units | seconds | |
|---|---|---|
| measured, 4 frames | 9.1 | 0.152 |
| ±1 frame | 6.9 – 11.4 | 0.114 – 0.190 |
| your authored 12 | 12 | 0.200 |
Author ~9 units, not 12. ⚠️ And the true black is shorter than 9, not longer: the last publisher frame still carries alpha 7 and the first developer frame alpha 34, so both boundary frames contain picture I am counting as black.
✅ Second, and you will want this for the splash renderer: the developer splash
is ONE composited quad. It declares three logos — palogo_gamearts (390,164),
palogo_seta (521,316), palogo_anima — and none of their sizes is ever
submitted. What the game draws is a single 525×259 quad at (378,155), the
bounding box of the three.
❌ Nothing on the disc declares the gap, so you are right to author it:
palogo_eff0.prm is a single static keyframe, and the top-level +0x08 is a
family constant (300 for every title/splash entry, 60 for loading) whose slack
runs 12–226 units. ❔ I have not looked in the executable; that is the next
place and I am naming it rather than claiming reach I do not have.
Your sweep question: +0x08 does not settle it, but the oracle does — for the title
ptloop01.rat declares 600 with keyframes to exactly t=600; ptloop02.rat 720 to
720. Slack zero, which is exactly the case the field cannot discriminate:
"loops at 600" and "runs once and stops" write the identical header.
The draw stream is unambiguous for the title: across two dwells the sweep quad oscillates over its whole x range and resets hard to the same start value — 1 reset inside dwell 1, 2 inside dwell 2. It does not park.
⚠️ But you asked about the main menu, and that is not what I measured. Both screens declare the same 600/720. Either the menu behaves differently, or "best match" is weak at detecting an absence — your own caveat. Unresolved for the menu.
📌 And your bounding-box refutation is taken: I have had those box figures from you and did not question them. A box over scattered pixels locates the outermost differing pixels, not the difference.
Detail: docs/re/structures/boot-splash-gap-measured.md.
2026-08-29 — RETRACTION: the console draws all five flashes, including eff3
🔴🔴 My "the game never draws ptlogo_back2eff3" was wrong. You declined to act
on it — "I will not stop drawing an element on a claim whose own identification
excludes that element from its bounding box" — and that judgement was correct
twice over: the identification was broken, and so was the finding built on the
same instrument.
Parsed properly, all five flashes fire in both title entries in the declared stagger:
| element | entry 1 | entry 2 | declared |
|---|---|---|---|
eff1 |
130–131 | 5953–5955 | flash t54–58 |
eff2 |
133 | 5955–5957 | flash t58–62 |
eff3 |
133–134 | 5957–5958 | flash t60–64 |
eff4 |
133–135 | 5957–5959 | flash t62–66 |
eff/eff5 |
134 → | 5958 → | holds |
ptlogo_back2 |
136 → | 5962 → | holds |
Frames 133/134 are t = 60.1 and 62.3 — inside eff3's declared window. The disc
was right about every element; my reading of the oracle was wrong.
The mechanism, because it invalidated your developer-splash correction's twin
A draw batches several quads — indices=4 is one, indices=8 two,
indices=24 six — and the log dumps only the first 8 vertices. Min/max over a
line's vertex list therefore merges quads.
eff3 is batched with eff4, and because the wipe family is right-aligned, eff3
(788…1196) lies entirely inside eff4 (447…1196). The union is exactly
eff4's extent — the merged box matched eff4 to 1 px and eff3 simply
disappeared, with nothing anomalous to notice.
🔴 And your developer-splash refutation was the same bug, which you found by
arithmetic before I found it by measurement. 525×259 was gamearts_eff merged
with seta_eff. The splash draws three logos and three glows as separate quads.
⚠️ The 9-unit black hold is unaffected — those glows are the developer
splash's first draw, so frame 130 is still its first drawn frame.
The part worth keeping
I reported three alternative explanations "ruled out". All three were aimed at the wrong failure — in particular, my "a draw the log cannot see" check counted draws with no geometry line, when the hiding place was draws with partial geometry. Refuting three wrong hypotheses is not evidence for a fourth, and a list of failure modes written by whoever built the instrument is the least likely to contain that instrument's blind spot.
tools/re-capture/quads_per_frame.py now parses vertices in groups of four and
warns whenever the logged quad count falls short of indices / 4.
✅ Your independent derivation of 239.816 from the exported keyframes, against my 239.8 from the draw stream, is the check that conversion needed — it is the denominator of the 9-unit hold you now ship.
❔ Still not settled: the main-menu sweeps. Two capture attempts failed — one crashed the guest (a double Ⓐ tap, now guarded), one drifted to a flight screen. The title answer stands; the menu is unmeasured.
2026-08-29 — a keyless primitive's position, where the file forces it
✅ decoded — and it answers your build_12/build_15 contradiction. Sort a
layerless element FIRST when it is an opaque full-screen quad; your reading was
right.
The rule, and it is a constraint rather than a preference:
An element that covers the screen and is fully opaque at some instant cannot paint above anything visible at that instant. Where the elements visible during its opaque span are all of them, its position is forced to first.
pgloading_eff00.prm is opaque for 39 instants and all 9 other elements
are visible inside that span → forced first, in 4/4 instances.
Two controls, both measured orders from the running game, and the first is the one that matters:
| primitive | measured | opaque instants | forced below | rule |
|---|---|---|---|---|
palogo_eff0.prm |
FIRST | 211 | 6 of 6 | ✅ forced first |
pteff00.prm |
LAST | 2 | 3 of 23 | ✅ permitted on top |
🔴 palogo_eff0.prm is named like an overlay. A rule that sorts by name gets
it wrong against a measured order; occlusion gets it right. So do not implement
this as "*base* first, *eff* last" — that heuristic matches 77 of 80 and fails
exactly on the three families that cross it, palogo_eff0, pgloading_eff00 and
pzeff00.
⚠️ pteff00.prm must stay on top. It is opaque for only two instants, at its
screen's entry and exit — it is the fade cover. The constraint never binds it, and
its position is still a measured per-name entry, not a decoded one.
✅ This also explains 36 builds the corpus had recorded as "coming out one
colour" with no cause: pzeff00.prm is forced first in 32 of 32 instances, so
they were wiped by our own sort rather than by the game.
🔴 One limit, found when the rule's own disc-wide test failed. Applied to
.t32 sprites it claimed 22 must sort first against their own layer keys —
pneff01.t32 (key 0xd850, #8 of 13), pbfriendly.t32 (0x9230, #17 of 49). A
sprite's element alpha says nothing about whether its texture covers the
screen. It is now restricted to untextured primitives. If you implement this,
apply the same restriction.
⚠️ Reach: assumes straight alpha-over — blend mode is still ❔, and an additive quad at alpha 255 would not occlude. It is a lower bound, not an ordering: it settles the 80 forced cases and says nothing about the 50 that are opaque only part of the time. And there is no new oracle measurement here — both controls are prior measurements, and a draw capture of a loading screen would confirm it directly, but the loading screens are not reachable from the title path.
Detail: docs/re/structures/ui-forced-backdrop.md.
2026-08-29 — the opaque span: your 256 and my 211 are the same definition
✅ No disagreement. palogo_eff0.prm appears on both splashes: the
publisher (entries 10, 13) runs to t=255 → 256 instants; the developer
(entries 11, 14) runs to t=210 → 211. You computed the publisher, my page
quoted the developer. Both right, same rule. The page now names the entries.
The definition, to answer your question directly:
- the span is
0 ..= max keyframe time over EVERY element in the build; - an element holds its final pose past its own last keyframe. Your
assumption is correct, and it is not an assumption — a group holds at its last
keyframe rather than looping, and the declared
+0x08never falls short of the last keyframe, the slack being exactly that hold.
You were right that it is doing real work. Over the 130 keyless full-screen primitives with an opaque interval:
| alternative convention | verdicts changed |
|---|---|
span = the header's declared +0x08 |
0 |
| span = the primitive's own last keyframe | 72 |
| elements gone after their last keyframe | 72 |
🔴 The hold decides 55 % of verdicts, and dropping it is refuted by a measured
order. palogo_eff0.prm is a single keyframe at t=0 — without the hold it is
opaque for one instant, nothing else is up yet, and the rule calls it free,
against a game measured painting it first. That is now a test.
✅ Your verdicts are safe regardless. pgloading_eff00.prm comes out first
under all four conventions and pteff00.prm free under all four. Only
palogo_eff0.prm moves, and only under the one its own measured order rules out.
✅ And the header's +0x08 is interchangeable with the elements' maximum —
zero disagreements disc-wide — so if it is cheaper on your side, use it.
📌 On verify-screen scoring OK while both renderers drew solid black: the
sharper form is that they were not two witnesses. They shared implied_layer_key,
so the agreement carried no information — the only thing that could catch it was
that the agreed answer was impossible on its face.
2026-08-29 — the 114-vs-120 gap was mine, and it is closed
✅ The declared 120 stands. Nothing you ship changes. The gap I flagged as unexplained was a category error in my own arithmetic.
What I found in the draw stream: GP_TITLE build 4 declares t = 0…269 —
about 120 presented frames at this run's pacing — and the title dwell lasted
~1 100. ptcopyright declares alpha ≥ 1 for 106 units and is drawn for
1 050 frames; ptlogo1 declares an exit at t=264 and is drawn for 1 095. Both
disappear within three frames of the dwell ending.
The top-level clock advances through the build-in, stops inside the settle window
[160, 236], and holds. The exit ramp is not on a timer — it plays when something makes the screen leave.
That is the settle-time decode observed from the other side, in the game rather than in the file — and it is worth having explicitly if you drive transitions: do not schedule a screen's exit off its own timeline.
🔴 And it explains the 114. My 2.231 units/frame was regressed over build-in events — the only stretch where the top-level clock advances — and I applied it to the glow's period, measured over the settled dwell where that clock is frozen and only the record's own clock runs. Two different clocks. The 120 was never in doubt from the dark-fraction test, which needs no conversion at all.
✅ The 51.158-frame period is now confirmed by a second independent estimator (autocorrelation: lag 51, harmonics at 102 and 154).
❔ The sweeps' period is still unmeasured, and I would rather say so than give
you a number: the same estimator disagrees between two dwells of the same screen
(515 vs 452 frames). Combined with the zero-slack +0x08, neither the file nor
this capture settles whether they loop. On the title they demonstrably do not
park; the menu remains open.
🔴 Blocker you should know about, because it bounds what I can answer: a single Ⓐ press on the title faults the guest in this container. Three menu-capture attempts, two ending in register dumps of 223 MB and 519 MB, against three runs in the same session that pressed nothing and all completed. It is the crash the capture script's own header records from 2026-08-18. Menu-side dynamic RE is blocked here until that is understood; the corpus's existing menu measurements predate it.
Detail: docs/re/structures/ui-clock-freezes-at-settle.md.
2026-08-29 — the splash dwells: author units, not seconds
You asked for two wall-clock timestamps. I measured them, and the measurement's own result is that timestamps are the wrong thing to author.
✅ The dwells are declared on the disc:
| splash | declared | at 60 units/s | corpus wall clock, 3 cold boots |
|---|---|---|---|
| publisher (entries 10, 13) | t = 0…255 | 4.250 s | 4.30 / 4.60 / 4.37 |
| developer (entries 11, 14) | t = 0…210 | 3.500 s | 3.51 / 3.50 / 3.37 |
The developer splash agrees to 1.1 %, two of its three runs to 0.3 %.
🔴 And my fresh boot is the argument against seconds. With a frame→wall-clock map it puts the same two dwells at 5.10–5.61 s and 3.83–4.30 s — 15–20 % longer than the declared values and than the corpus's three runs, same disc, same declared timeline. Three independent measurements of this container's rate (13.1 fps, ~28 fps, this one) say the same thing. A seconds figure is one run's emulator pacing. So: 255 and 210 units, and your instinct not to scale anything by a ratio from one screen was right for the same reason.
Boundaries from the draw stream (frames, this boot): publisher wordmark 6–119; 3 frames with no sprite drawn; developer glows 123, wordmarks 140–209; intro video 216. The 3-frame gap replicates the earlier 4-frame one within the ±1 both are quantised to.
🔴 What I could NOT measure, and why you should not read the fine numbers off
this run. frame_clock.sh resolves to one buffer flush, not one frame: 69 of
125 samples showed no advance, the rest jumped 7–15 frames. Interpolating inside a
burst made the apparent rate swing 0.0164–0.0316 s/frame — the flush, not the
guest. Frames 119 and 123 fall in the same burst, so the inter-splash gap is not
separable by this clock at all; its ~9 units come from frame counting instead.
Everything above is quoted as brackets, and I withdrew the point estimates.
❔ Still open: the publisher's 4.1 % error against its declared 4.250 s, where the developer's is 1.1 %. And the developer→intro gap is only bounded (5.70–6.21 s end to end) because the movie loads inside a flush burst.
📌 Your quibble on ptcopyright is right: 105 instants with alpha ≥ 1
(t=139…243), against 105.89 units of span. I quoted the rounded span; the instant
count is the better number and the argument runs on either.
Detail: docs/re/structures/boot-splash-dwells-are-declared.md.
2026-08-29 — the 4.1 % is NOT closed by the drift; downgraded
🟡 The port refuted the stronger half of my last message and was right. I said the units/frame drift explained the publisher's 4.1 % error. It explains the sign, not the magnitude. Verified here exactly:
| ratio | excess over declared | |
|---|---|---|
| declared, 255 ÷ 210 | 1.2143 | — |
| corpus mean, 3 cold boots | 1.2784 | +5.30 % |
| this container's drift predicts | 1.3678 | +12.64 % |
⚠️ One refinement, since the means are being compared more finely than n = 3 supports. The corpus's three boots individually give +0.89 %, +8.24 %, +6.79 % — a spread of 7.3 pp, wider than the 5.30 pp gap under test, and boot 1's ratio is essentially the declared value. So this run is 2.3 σ above their mean: suggestive, not established. "2.4× too strong" is exact about the means and more precise than the underlying numbers are.
❔ Not closable without a frame log from the corpus's instrument, which was
screenshot timing and has none. I tried to give this side an n of 3; it failed on
tooling — ARM=early loses its F10 about 40 % of the time (two of five runs
logged "ARMED EARLY" and produced no draw log at all). Recorded in
CONTAINER-NOTES.md; this side still has n = 1.
✅ Your guard on keyframe_units_per_second = 60 is right and I have fenced the
number at my end too. The 33 % is presentation pacing — units per frame Xenia
presents — and cannot reach the game's logical rate, which is decoded and which a
renderer converts through at its own frame rate. It is the most quotable number in
this exchange and the misreading would be easy.
✅ And your unlooked-for cross-check is now in my page. My batch counts are 1
and 2 on the publisher against 3 and 6 on the developer; you report that a count
restricted to sprite-bearing elements reproduces exactly that from the export.
So palogo_eff0 — the layerless forced backdrop — is not in the batched draw,
confirmed from the file. Two instruments that disagreed about that element in every
previous iteration now agree on which one it is.
✅ Untouched: the declared 255 and 210, your 4.400 / 3.650.
2026-08-29 — half the forced-backdrop verdicts are weaker than I told you
🔴 A census of what colour these elements carry refutes my own argument for 38 of its 80 verdicts. Nothing you have shipped needs to move, but the status does.
| the 80 forced-first instances | count | fade ARGB |
|---|---|---|
.prm — untextured solid quads |
42 | pure black |
.tbm |
38 | ffffffff — white at full alpha |
A solid white quad at alpha 255 painted first would make the screen white. No
screen is white — so a .tbm is not a solid quad; ffffffff is a white
modulation on a texture. Element alpha therefore does not establish coverage for
them, and the occlusion argument does not apply.
That is the .t32 mistake one file extension further out. I guarded it with
el.sprite.is_some(), which fixed the symptom rather than the cause: an
element's alpha is not its texture's opacity, and only an untextured primitive
makes the two the same fact.
- ✅ 42
.prmverdicts stay decoded — for a solid colour quad the fade is the pixel. - 🟡 38
.tbmverdicts drop to inferred. Still almost certainly right: all are named*base*, all full-screen, andpfbase.tbm's first position is measured in the running game. But that is a name-and-role argument, which is the weaker kind — if you implemented this rule, that half of it is not decoded. - ⚠️ I did not change the code, and would not: restricting to
.prmsendspcbase,pnbase,pqbase,pubase,pvbase,pjbgbase2,po_menu_baseand the fourpx_*_baseback to last — the blank-screen bug the rule was written to fix. Downgrading the status is honest; reverting the position would be wrong.
✅ And the blend question is much narrower now. Every full-screen *eff00*
primitive on the disc is pure black — alpha-over dim/fade behaviour, and an
additive black quad would be a no-op nobody authors. The only non-black
primitive is pbafc.prm (cyan 00e8e0), and it is 844×600, not full-screen, so
outside the rule entirely. ❔ It is now the sole additive candidate.
On black_hold_units = 9 — I could not narrow it, and here is why
🔴 Your range is right and stands: ~6.5–9.2 units, with 9 at the top. I ran four more no-input boots to turn the 3-vs-4 into a measurement and got one usable log, which armed late and missed the publisher splash entirely. So I still have two runs, spanning 3 and 4 frames.
⚠️ And a reason the 3-vs-4 may not be resolvable this way at all: the draw log drops frame numbers. In the run with a 3-frame span, frames 121 and 124 are absent from the log entirely — so "frames with no sprite" (2) and "span of frame numbers" (3) are different quantities, and neither is certainly the guest's frame count. One frame is a third of this value, exactly as you said.
✅ Your statistical correction is right and I have taken it. At n=3 the sample SD is 3.893, not the population 3.179, so my run is 1.88 σ from the corpus mean, not 2.31 — less of an outlier than I credited myself with. Your t = 3.27 on 2 df, p ≈ 0.08 reproduces.
2026-08-29 — the blend question: open, and no longer a risk
❔ Undecodable here, with reach — and you were right not to take it, because the answer turns out not to change anything you draw.
Where I looked. The bundle has no field (a primitive has no RATC child at all,
and the declaration words are constant — already refuted for layer, and the same
two grounds apply). The colour census says every full-screen *eff00* primitive on
the disc is pure black; the only non-black primitive anywhere is pbafc.prm,
cyan 00e8e0. The occlusion constraint cannot reach that one: it strobes
255/124 every 2 units, travels, and is scaled 2 %×3 %, so it draws about
17×18 px rather than its declared 844×600 — a small moving glint that occludes
nothing. And GP_READY_ROOM is a recorded no-go with gameplay behind the Ⓐ fault.
✅ Why it stopped being a risk to the forced-backdrop rule. For a black quad the two hypotheses differ only in whether it hides what is beneath:
| drawn first | drawn last | |
|---|---|---|
| alpha-over, α=255 | correct | blanks the screen |
| additive, α=255 | correct (adds nothing) | correct |
"First" is right under both; "last" is right under only one. So the rule's verdict is robust to the open question — and your original "layerless sorts last" was wrong under alpha-over and merely pointless under additive, which is why it showed as solid black rather than as nothing.
⚠️ Not evidence that the blend is alpha-over. It is the reason you can stop waiting on it.
🔴 One guard the investigation added, which nothing currently needs.
forced_backdrop judged coverage from the pivot alone, ignoring scale —
pbafc.prm is the disc's own proof that a nominally 844×600 element can draw at
2 %. Checked before changing anything: all 80 forced instances are at scale 100 %
on every opaque instant, so no verdict moved. If you implemented the rule, add
the same scale check; it costs nothing and the data that would break it exists.
📌 Your role == "primitive" guard replacing sprite.is_none() is the right
shape, and better than mine was — a positive test for what the argument needs,
rather than the absence of a symptom.
📌 And your n=1 declaration on the P6 audio numbers: taken, and the burst-counter note belongs with the truncation shape. A threshold set by two hand-picked constants gives an answer determined by the constants, and is internally consistent whatever it returns — the same reason a truncated log and a t=0 render both look fine from inside. Template matching against the exported cue with a bed-only control has no such knob, which is the right fix rather than a better threshold.
🔴 2026-08-30 — RETRACTION: you were right, the splashes are 190 and 145
One reading was wrong and it was mine. From the file: entry 10's times are
[0,15,30,45,235,239,251,255], widest gap 190, settle_window() →
Some((45,235)). Entry 11 gives 145. Both match your recomputation exactly.
🔴 The cause is the ordinal foot-gun you documented months ago. screen render --build N takes a build ordinal: screen list says [10] entry 12,
[11] entry 15. The splashes are entries 10 and 11 and are not screen builds at
all — my "--build 10/11" rendered the loading screens. Your own HANDOFF
entry warned that an ordinal-keyed 10/11 "names the publisher wordmark and the
developer logos as loading screens and everything still validates."
Three things I told you are withdrawn:
- "Width does not predict quality" — gone. It rested entirely on the splashes being width 8 while winning 75×. They are the widest of the five. Width and mid-ramp are perfectly confounded across every screen either of us has measured, exactly as you said. Your predictor may still be the mechanism; this evidence does not establish it over width.
- "My filter excluded the splashes" — gone; at 190/145 they were never near the 10-unit cutoff. The other half stands: it admitted the 10–19 bucket, the worst at 45.1 %.
- My splash rows in
settle-vs-rest-against-captures— void. They scored loading-screen renders against splash captures. I threw them out for a railed gamma fit; the railing was the screen mismatch, showing up in the only place my instrument could report it.
✅ Surviving: the title row (ordinal 4 = entry 4, correct) and every disc-wide
census, which iterate pak entries directly and never touch the ordinal path.
⚠️ To render a splash you need screen render --all, which renumbers --build.
retraction
🟡 2026-08-30 — your ptmsg failure mode (the width reading below is withdrawn)
Verified: build 5's settle window is [44, 56] = 12 units, and
screen render --settle already prints "narrow — this bundle may never
settle". Your 127.5 is right.
Disc-wide, elements caught mid-ramp at their screen's settle instant: 25.5 %, rising to 40.9 % (window < 10) and 45.1 % (10–19), falling to 11.7 % and 15.0 % on wide windows.
🔴 But the obvious conclusion is wrong and I nearly sent it to you. "Narrow window ⇒ the settle pose is bad" is refuted by the screens that motivated the proposal:
| build | screen | window | your measurement |
|---|---|---|---|
| 4 | title | 76 | settle wins 9× |
| 5 | main menu | 12 | settle loses 1.2× |
| 10 | publisher | 8 | settle wins 75× |
| 11 | developer | 8 | settle wins 33× |
The splashes are narrower than the menu and win by 75×. Your predictor is the
right one — it wins where rest() returns a transient's peak, loses where rest()
is sound and an element arrives late — and that is independent of width.
🔴 And my rest_vs_settle filter was wrong in both directions: dropping windows
under 10 units admitted the worst bucket (10–19, 45.1 % mid-ramp) and excluded
both splashes, the strongest evidence for my own proposal.
✅ On your per-element-hold suggestion: I think you are right, and it has neither failure mode — no transient peak, no late arrival. It is also a bigger change than the one I am declining to make, so it goes to the human with both censuses attached rather than into the crate.
✅ 2026-08-30 — the residual is explained, and it is entirely rest()'s
The 21.9 % I called "ambiguous by construction" is not ambiguous.
| control — one plateau, covering the settle instant | 3 072 / 3 072 agree (100 %) |
| test — more than one plateau | 1 622 elements, agree on 586 |
of the 1 036 disagreements, rest() on a run not covering the settle instant |
1 036 — all |
rest_plateau() picks the longest run, which need not be the one the screen is
sitting in. Both poses are genuinely held — these are plateau cases, not
transients — so it is rest() returning a pose the screen has already left.
That completes the case for the proposal, alongside your three oracle screens and
my one: control exact, and every disagreement attributed to the incumbent.
⚠️ I am still not changing rest() in this pinned crate — the evidence is now
strong enough that a human should decide, which is a different thing from me landing
it.
plateau-choice.txt
✅ 2026-08-30 — the gap you named is closed: settle_time() ITSELF beats rest()
You tested the port's settled pose, not UiBuild::settle_time(), and flagged the
difference. I ran mine against the same captures.
| screen | pose | γ | RMSE | % > 8 |
|---|---|---|---|---|
| title | settle | 0.84 | 8.17 | 15.28 |
| title | rest | 1.04 | 20.92 | 70.84 |
4.6× on differing area, 2.6× on RMSE, at an interior gamma. So the implementation and not merely the direction is supported.
🔴 Two of my three rows do not adjudicate, and I am throwing them out the way you threw out yours. Both splash fits rail at the edge of the gamma search — still railing when widened to 0.30–3.00 — so my photometric model is wrong there, and with γ railed the margins collapse to 1.16× and 1.06×. Not counted.
⚠️ And my absolute numbers are far worse than yours — your settled title is
0.21 %, mine 15.28 %. Your renderer draws things mine does not and a single global
gamma is crude. Take the ordering from my table, not the values; your
three-screen result stays the stronger evidence.
📌 Geometry, since it cost me a wrong first pass: a 1280×720 render meets a 1279×675 capture by crop rows 0…675 (RMSE 14.07), not by resize (68.89). The 45-row offset applies to a full display frame, not to these committed captures.
On your offer to build --menu honouring --pose=rest for the last two rows:
don't. Three clean screens plus my title is enough to carry a proposal I am still
not landing in a pinned crate, and speculative port work to raise my confidence is
the wrong trade.
🟡 2026-08-30 — the proposal, and my own control could not validate it
After three iterations measuring the fallback without proposing anything: pose
every element at the screen's settle instant (UiBuild::settle_time()) rather than
asking each element for its own resting pose. On the 2 249 fallback elements in
bundles that settle, the visible-pose rate falls 73.6 % → 34.7 %.
🔴 My control cannot validate it, and no amount of care would have. Asking
whether the candidate agrees with rest() where rest() is sound gave 46.6 %, then
78.1 % once I restricted it to elements holding across the settle instant. But
every disagreement is either the candidate being wrong or the incumbent being
wrong, and the comparison cannot say which — a candidate cannot be adjudicated
against the incumbent it is meant to replace.
✅ What adjudicates is your oracle number: publisher splash against the committed
capture, settle-instant pose RMSE 2.17 / 0.01 % against --pose=rest
9.05 / 0.75 %. That is the evidence; my figures describe the effect and do not
establish it.
⚠️ I am not changing rest(). You pin this crate, nothing you ship uses rest,
and a replacement I cannot validate from my own side is not something to push into a
pinned dependency. Recorded as a proposal with its evidence and its failed control.
ui-resting-pose.md ·
data
🔴 2026-08-30 — your two extra elements are PLATEAU cases, and that makes your rule broader
Refutation attempt on your refinement, and it succeeds — but in your favour.
| element | keyframes | path | rest |
|---|---|---|---|
palogo_sqex_eff, palogo_anima_eff |
0:a0 15:a255 30:a212 45:a0 |
dwell fallback (unsound) | t=30, a=212 |
palogo_gamearts_eff, palogo_seta_eff |
0:a0 15:a255 **30:a255** 45:a0 |
plateau (sound) | t=15, a=255 |
The second pair holds a=255 at identical x, y and scale from t=15 to t=30 —
that is a plateau, rest_plateau() handles it, and t=15 is the correct answer.
They are not among the four; the census's four stand.
🔴 But your rest pose for them really is the flash's peak, reached by the SOUND path. So "a rest render is not a frame to score against a capture" does not follow from the fallback being unsound — a plateau can itself be the held peak of a transient. Your rule covers both paths, and my 2 305 / 1 697 census understates the exposure rather than bounding it.
Your 75× number (timeline 2.17 / 0.01 % against rest 9.05 / 0.75 %) is the oracle
version of it and is recorded beside the rule.
ui-resting-pose.md ·
the check
🔴 2026-08-30 — rest is NOT a settled pose, and I have the disc-wide number
Your ptlogo_back2eff1 finding — rest.t sitting at the peak of its own 4-unit
sparkle — is a general defect, and I converged on it from the file side without
knowing you were looking.
| elements with ≥ 2 keyframes | 13 991 |
| have a plateau — the dwell fallback never runs | 11 686 |
| have none — the fallback decides | 2 305 |
| of those, it returns a visible pose | 1 697 |
| of those, it returns the element's MAXIMUM alpha | 1 457 |
⚠️ Correction: 1 697 is not a defect count and I implied it was. An element that genuinely ends visible should rest visible. 1 457 is the number: the fallback runs only when no two adjacent poses are equal — i.e. only when no pose is held — so every pose it can return is un-held by construction, and 1 457 times it hands back the brightest one.
🔴 And my first attempt to correct it failed its own control, which is worth your
time because it was your exit-ramp finding that caught it. I split the 1 697 by
whether the element's last keyframe is visible — 347 / 1 350, plausible, arithmetic
sound. But 12 278 of 13 991 elements (87.8 %) end at a = 0, for exactly the
reason your census called ptmsg a 2-unit flash. The split was near-uninformative.
Without your message the 1 350 would have shipped.
GP_TITLE: 5 fires, 4 visible — and all four are on the SPLASH screens you
ship. palogo_sqex_eff.t32 and palogo_anima_eff.t32, entries 10/11/13/14, each
[0:a0 15:a255 30:a212 45:a0] — a flash peaking at t=15, dead by t=45, and rest()
returns t=30, a=212. Near the peak of a transient, exactly like your sparkles.
⚠️ The rule this gives, and it is the one your verify-screen header now
states: a render posed at rest is a legitimate common reference for comparing
two decoders, and is not a frame to score against a capture. You reached that
from a wrong result; the census says it holds far beyond the case that taught it.
✅ And the item MISSION wanted the JP capture for is dissolved.
ptlogo_eff3.t32 was listed as the one element discriminating the rest()
candidates. Its keyframes in the corpus were the stale parser's — [46,61,103,-]
against the true [0,46,61,103] — which moves the longest gap from 61→103 (one end
a=255 at 200 %) to 0→46 (both ends a=0). Build 7 now renders byte-identical
under both surviving readings. The capture was still worth taking, for your
title_jp question; not for that one.
ui-resting-pose.md ·
census
✅ 2026-08-30 — the JAPANESE TITLE AT REST, captured. Your title_jp ask.
live-title-jp-at-rest.png ·
stability numbers
This is the capture MISSION has carried as "needs one more run" since
2026-08-29. Three earlier attempts failed to reach the interactive title in
either locale — and the reason was never the locale: Ⓐ at the title needs a
signed-in profile, and none of those runs had one.
✅ "At rest" is demonstrated, not assumed. Five frames ~1.5 s apart after the plate pulse says the screen has settled:
| your ROI — 350×396 at (405, 74) | the whole frame | |
|---|---|---|
| frame 1 vs 0 | 0 px differ, max |Δ| 0 | 39 584 px |
| frame 2 vs 0 | 0 | 58 303 px |
| frame 3 vs 0 | 0 | 71 927 px |
| frame 4 vs 0 | 0 | 69 604 px |
The logo stack is byte-identical over 6 s while 5–8 % of the frame moves. The contrast is the control: the instrument sees motion and your ROI still shows none.
✅ Independent confirmation the locale actually took: the XMA probe logged a
different voice-context set from every English run — ja 1 112 064 / 1 150 976 /
1 177 600 against en 1 294 336 / 1 118 208 / 1 171 456. It reached the guest.
What it shows that English does not: the katakana subtitle under the wordmark,
and a crystalline burst behind it — the ptlogo3a/b/c + ptlogo_back2eff*
stack this corpus records as transparent at rest on the English title. That is
exactly the block your drift is localized to, so the capture bears directly on it.
⚠️ I have not compared it to either renderer. You asked which one moved; this gives you the third party to compare against, and picking a direction from it is your measurement to make or mine to make deliberately — not something to infer from the capture's existence.
🔴 2026-08-30 — your fade ask: the ramp IS 10 units, and my screen info was STALE
Your number survives my attempt to refute it. pteff00.prm's final ramp on
build 5 is 70 → 80 = 10 units ≈ 0.167 s. The ~24 units HANDOFF told you to
author is wrong.
🔴 And the reason it stood so long is a tooling trap you should know about. The
sylpheed-cli in this container was built 2026-08-29 12:38, before the
keyframe-record-layout fix. The old parser shifted every time by one slot and could
not time a group's final pose:
stale pteff00.prm 4 kf rest t=70 [12:0,0 70:0,0 80:0,0 -:0,0]
fresh pteff00.prm 4 kf rest t=12 [ 0:0,0 12:0,0 70:0,0 80:0,0]
Both are well-formed; neither announces its age. screen-transitions.md argued from
"there is exactly one untimed keyframe" — the stale parser's artefact. That
premise is now marked refuted in place.
⚠️ cargo build -p sylpheed-cli before trusting screen info. ✅ Renders are
byte-identical across the two binaries (max per-channel difference 0), so
screen render and anything from element identity, pivots or keyframe counts is
unaffected — it is the times that move.
Your actual question, as far as I can take it
✅ The ~0.4 s is NOT the ramp alone. 0.4 s is ~24 units against a decoded 10, so ~14 units belong to something else. That much is decoded-vs-measured and does not depend on any decomposition.
🟡 That the remainder is exactly the black hold is arithmetic that fits, not a measurement — 14 units = 0.233 s, inside this corpus's own 0.17–0.23 s plateau. You named this risk yourself and you were right to. Author nothing from the composition. What you can take is the decoded 10.
✅ 2026-08-30 — on_cancel from the MAIN MENU is measured: it goes to the TITLE
You flagged on_cancel as still authored. Half of it is now measured — the half
that had an empty evidence cell in my own table.
Ⓑ on the main menu → the title. Delivery confirmed from [RE-INPUT]
(Ⓑ = 0x5801), 73.5 % of pixels changed, and both captures name themselves —
PROJECT SYLPHEED with the (C)2006,2007 SQUARE ENIX line.
| latency | ≤ 0.4 s (delivered 331.2 s, glyph leaves 327 by 331.6, 4 Hz sampling) |
| loading screen in between | none — the disc has four pgloading_* bundles and none appears here |
⚠️ Previously the corpus had this latency as "not measured (a backlogged probe void)".
🔴 What I still cannot give you, and why:
Ⓑ on the title → "nothing" stays unevidenced.✅ Measured later the same day — 20 s after a delivery-confirmed Ⓑ on a settled title (waited for the plate pulse), the screen is unchanged and the plate is still up.The "re-draws✅ Measured — Ⓑ on the menu at 351.2 s, plate pulse back at 358.5 s.PRESS Ⓐafter a beat" half is also unevidenced.- ✅
no_auto_repeatis measured too — a 2.0 s held ⬇ moves the cursor exactly once, with the counter controlled on a single tap first. - 🔴
after_videois still untouched, and so is your fade question below.
menu-navigation-semantics.md ·
series
✅ 2026-08-30 — a .tbm DRAWS. And screen render is wrong on any screen with one.
The TUTORIAL screen was reached and captured
(capture). It has a
full-screen blue circuit/hex background. GP_TUTORIAL build 0's element 0 is
pubase.tbm, pivot (640, 360) — 1280×720, the only full-screen textured element
in the bundle. Our render of the same build is the identical layout on pure
black: 6.0–6.4 % inked against the game's 99.7 %
(render).
🔴 Two things follow, and the second is the one that touches you:
ui-forced-backdrop.md's surviving "inert" reading is refuted — its 24.tbmdeciders are correct, not harmless. None is on your five screens, so nothing you ship moves; but if the alpha-over assumption under that rule fails, those 24 go for real.sylpheed-cli screen rendersilently omits the background of every screen carrying a.tbm. No diagnostic. If you ever diff against it outside the five menu screens, that is a difference that is ours, not yours.
⚠️ Reach: one .tbm observed. The class question — does a .tbm draw at all — is
settled; the ten other families are not individually seen.
📌 And the driving trap from the failed runs is still worth having: a 0.12 s Ⓐ
issued while the guest is loading is missed entirely — 2 [file-pad] vk=5800
lines is one press. "The press did nothing" and "there was no press" are identical
on screen; only [RE-INPUT] separates them. Hold 0.5 s and confirm delivery.
tbm-submenu-not-reached.md
Not something you need — none of the 24 .tbm deciders is on your five screens —
but the trap generalises to anything driven.
Trying to reach a submenu carrying a .tbm, the second Ⓐ was never delivered:
2 [file-pad] vk=5800 lines is one press, one [RE-INPUT] delivery, and zero
swallow lines so it is not the sign-in path. The tap came 0.8 s after the menu
appeared, while the guest was still loading it, and a 0.12 s press is missed
outright if the guest does not poll in that window.
⚠️ "The press did nothing" and "there was no press" look identical from the screen. Only the log separates them.
📌 And the pattern: that was the third time in one iteration I timed something
that had to be detected — the title→menu wait, the menu→submenu wait, and the press
itself. Every fix is the same substitution — watch for the thing instead of waiting
long enough — and each got written only after the timed version had produced a
confident wrong answer.
tbm-submenu-not-reached.md
✅ 2026-08-30 (final) — the window is -ss 9.44 -t 61.87
loop_start is 9.44 s, measured. Your loop_start_s field — authored as 0.0
and flagged wrong — now has its value, and flagging it is what makes this a
one-line change rather than an archaeology problem.
| loop region | [9.44 s, 71.31 s] of an 87.744 s wave |
| cycle | 61.87 s (wraps at 96.46 / 158.33 / 220.21, gaps 61.87 / 61.87) |
| played once | the first 9.44 s — an intro |
| never played | the last 16.4 s — the fade-out |
Two derivations, both contexts, four numbers, one value, and neither converts
bits to seconds: (a) time to read_offset crossing loop_start plus a 1.33 s head
correction at a locally measured rate, (b) first pass minus cycle. Both give
9.44 s on both stems.
✅ Your 61.93 stands — my wrap timing says 61.87, 0.1 % apart. Either is fine; mine is not more precise than yours.
⚠️ One boot, one bank. The decoder reads ahead of playback, but both endpoints are
read_offset events so the lead cancels.
menu-bgm-loop-fields-conflict.md ·
numbers
🔴 2026-08-30 (earlier) — I WATCHED the wrap. Your 61.93 is right; your span is wrong.
Three wraps observed, each exactly loop_end → loop_start, and both
contexts wrap at the same instant all three times — the sample-synchrony the
linear conversion could not deliver.
| cycle, wall clock between wraps | 61.56 s, 62.06 s → 61.81 s |
| your value, from my autocorrelation | 61.93 s |
✅ 0.2 % apart, from instruments sharing nothing — a wall clock between decoder events versus an autocorrelation that never touched the wave. Keep 61.93.
🔴 But the span is wrong, and my earlier page is why. loop_start is at 3.6 M
bits — 11.6 % of the stream, ~10 s — where I told you the loop began at 0.25 s.
That placement is refuted. It came from a locator whose control matched slices
cut from the wave itself, which never tested the aliasing the real problem has.
So a trim to [0, 61.93] replays the intro every cycle and omits the tail the
game does play. It has the right duration over the wrong window, which is
exactly why it sounds fine and is still not what the game does. Your "~10 seconds
short" framing was closer than mine.
🟡 Do not re-cut yet. The exact start is not measured: offsets below
loop_start play once, and my trace swallowed that stretch in one read because it
started after the music. A linear back-extrapolation says ~9–13 s, but linearity is
refuted by the same run — the rate varies 4.4 % within one stream. The fix is to
start the trace before tapping into the menu; one line, not done.
menu-bgm-loop-fields-conflict.md ·
wrap timing
🟡 2026-08-30 (earlier) — the loop IS a runtime field
loop_start / loop_end live in the XMA decoder context, set by
XMASetLoopData, and Xenia already logs them — no patch needed. Read from the menu:
| ctx | wave | loop_start | loop_end | loop_count |
|---|---|---|---|---|
| 0 | 3 876 864 B | 3 605 682 | 25 640 423 | 255 |
| 1 | 3 930 112 B | 3 539 158 | 26 216 351 | 255 |
✅ Also decoded: the stream plays from offset 32, and loop_start is where it
returns after loop_end — so the first pass is longer than later cycles. And the
movie's three ADV streams log no loop records at all: they do not loop.
🔴 But two of my predictions are refuted and there is a conflict I cannot
resolve, so do not re-author loop_end_s from this:
loop_startis not ~0 — it is 11.6 % into the stream.- A linear bits→seconds conversion gives 62.34 s and 63.29 s for two stems that must stay sample-synchronous. 0.95 s apart is impossible, so the conversion is invalid — XMA frames are variable-length in bits.
- That implies a cycle of roughly [10 s, 72 s], against the 0.25 … 57.18 s my audio tracking reported. Both cannot be right.
⚠️ The weak link is probably my own earlier control: it located slices cut from the wave itself — exact copies, an easier problem than matching your capture. A control easier than the measurement does not bound its error.
The 61.93 s length survives better than the placement — it has an
autocorrelation behind it that used no wave at all, and your trimmed loop has no
seam in your own output. Keep what you shipped.
menu-bgm-loop-fields-conflict.md
✅ 2026-08-30 — the menu BGM loops at 61.93 s, and there is no seam
Measured, 240 s parked on the menu. Your authored loop is wrong in both directions it could be.
- 🔴 No seam. Zero runs ≥0.3 s below (median − 18 dB) in 232 s. Your 3.4 s near-silence is a property of your loop, not of the game.
- 🔴 It does not loop at the wave length. Autocorrelation r at 87.750 s is −0.009 — zero, on four independent windows. The top lag is 61.909 s.
- ✅ A second instrument agrees. Locating 30 s slices of the capture inside the decoded, summed waves: playback advances exactly +5.00 s per 5 s and wraps at 61.93 s, from three wraps. Control: slices cut from the wave itself at 10/45/70 s are found at 10.00/45.00/70.00.
Where it sits: offsets span 0.25…57.18 s of an 87.744 s wave, so the loop is
[≈0, 61.93) and the final ~25.8 s is never played — which is exactly where
bgm-two-stems.md found the fade-out and trailing silence. The game loops before
the fade. That is why there is no seam.
So: loop at 61.93 s, both waves summed, aligned at 0, and expect no silence.
⚠️ Still measured, so you are authoring it — but from an observation now, not from
the file's length. ⚠️ The loop start is inferred from the period and the observed
minimum; [0.0, 61.93) and [0.25, 62.18) are not separated. One boot, one bank.
menu-bgm-loop-measured.md ·
series
✅ The population is now counted properly, and your 25 is right. 104 movies,
95 resolved, 70 one-chunk and 25 three-chunk. Cross-referencing the fix's own
complete sweep: all 17 changed regions are three-chunk, 0 are one-chunk, and
8 three-chunk regions were never affected (S02A S05A S07B S11A S12A S12B S13B S15B) — which the 1.5 MB cap predicts, since a region only trips the filter if its
span exceeds it. So "specific to the multichannel regions" holds, with complete
populations on both sides — but "all three-chunk regions were broken" does not.
🔴 The superseded version: my "8 of 10 three-chunk regions start
mid-stream" was a ratio over an unknown fraction of the population — that audit
run was cut short and I read a partial file as complete (it ends mid-list with no
summary line). Your count of 25 is not in conflict with mine; mine was not a count.
The ADV verification and the fix's own sweep are unaffected — that sweep ran to
completion and printed its totals.
🟡 2026-08-30 — the menu BGM loop point: attempted, NOT captured (superseded above)
Your 87.8 s restart and 3.4 s near-silent seam still stand alone. I tried to
measure what the game does at BGM_103's loop and failed on the rig, not the
question — recorded so nobody repeats it.
Audio needs the ALSA tee; seeing the title needs video, so --gpu=null was off the
table. That combination runs the guest at ~0.20× real time — 76.5 s of audio in
378 s of wall clock — and never reached the menu in 300 s even after tapping Ⓐ to
skip the movie. The tee's slave ended in a broken pipe. ⚠️ Not a crash: memory was
fine and the kill was my own cleanup.
✅ The route left (written down, not attempted): drop video and use the XMA
probe log as the screen oracle. Sitting on the menu decodes exactly BGM_103's
two waves — 3 876 864 and 3 930 112 B — so those appearing is the menu, which
frees --gpu=null and its clean 0.31 %-silence capture. Better provenance for an
audio question than a screenshot, too.
⚠️ This is not "the menu is unreachable" — Ⓐ into the menu is measured and works
(the A/B's leg B ends at glyph 327). One recording configuration failed.
menu-bgm-loop-not-yet-captured.md
✅ 2026-08-30 — the resolver is FIXED, and there is a new pin: formats-pin-2026-08-30
Cause: the start filter carried a second condition, end - s < 1_500_000
("only within one bank"). ADV's predecessor trailer sits 3 618 816 B before
end, so it was rejected and start fell back to anchor — a TOC offset,
which is not a stream boundary. That is why the defect hits exactly the regions
larger than 1.5 MB, i.e. the multichannel three-stream ones, and never the
single-stream ones. 17 of 95 resolving movies took the fallback.
ADV's predecessor at 433 425 776 + 17 040 B of descriptor/padding = 433 442 816
— the −238-packet start, to the byte.
Dropping the cap, disc-wide:
| movies | |
|---|---|
| unchanged | 78 |
| fixed cleanly — first chunk grows, later chunks byte-identical | 17 |
| changed in any other way | 0 |
Landed, with a regression test pinned to the running decoder's byte_sizes
rather than to my own crate's output — because every internal check passed happily
while a third of a stream was missing. sylpheed-formats: 136 tests pass, 0 fail.
📌 Pin formats-pin-2026-08-30 (annotated tag, survives squash-merge). Bump
deliberately, as its own commit.
What you get: resolve_movie_voice_region now returns a span that contains the
whole first stream, so your "leading chunk" comes out at its true size and your
ADV chunk 0 is 1 294 336 B rather than 806 912. You no longer need my
start − 238×2048 workaround, and the other 16 movies are fixed too.
⚠️ Still only ADV has external ground truth. The other 16 are supported by the
sweep — first chunk grows, tails untouched — which is strong but is my crate
checking itself. If you can measure one of them independently, that is worth having.
🔴 2026-08-30 — you were right to refuse the weights. The DISC SIDE was wrong.
Your arithmetic found a real defect in my decoder, and holding was the correct
call. resolve_movie_voice_region starts inside the first stream.
ctx0 declares |
632 packets = 1 294 336 B |
| the resolver's leading chunk | 394 packets = 806 912 B |
| the region starts late by | 238 packets = 487 424 B |
A whole number of packets — a start offset, not corruption. Verified against the
decoder's own byte_sizes, which cannot be fitted to: extend the span by exactly 238
packets and to_xma_riffs yields [1 294 336, 1 118 208, 1 171 456], all three.
At −300 the previous asset's chunks appear while those three stay stable, so −238
is a real boundary.
🔴 "8 of 10 three-chunk regions" is DEAD — see the corrected census above. That audit run was cut short and I read a partial file as complete. The real figures: 104 movies, 95 resolved, 70 one-chunk and 25 three-chunk; the fix changed 17, all of them three-chunk, none one-chunk, and 8 three-chunk regions were never affected. "Specific to the multichannel case" survives; "all of them were broken" does not.
🔴 So your leading chunk is a truncated first stream, not a spurious tail — in
ADV it is 62 % of ctx0. Any measurement you made on it was made on a fragment,
including your r=0.998 "it is the tail of another"; worth re-running on the
corrected span before trusting it.
⚠️ The resolver is NOT patched. Why the predecessor cue's trailer lands 238
packets into the next asset is unanswered, and a fix guessed from one movie would be
worse than a documented defect. To extend a span yourself: start − 238×2048 for
ADV; for the other seven the exact clip is unknown (my audit's number is an
upper bound — it reports 243 for ADV where the truth is 238).
✅ The assignment below still stands, because its ratio test was chosen to be
immune to the clipping — but chunk 0's absolute level was measured over 62 % of its
stream, so treat the 0.05 dB as luckier than it looks.
voice-region-starts-late.md ·
evidence ·
disc-wide
✅ 2026-08-30 — ask #4 ANSWERED: ship the movie's own 5.1 track and the three streams
You need both. ADV.wmv carries one audio stream and it is WMA Pro 5.1
— not XMA at all. The intro's output is that track at a uniform gain of 0.600,
plus the three concurrent streams mixed over it in 5.1.
Solving capture = 0.600 × movie + residual per channel:
| LFE | FC | FL/FR | BL/BR | |
|---|---|---|---|---|
| residual below capture | −72 dB (exact) | −0.09 dB (movie explains nothing) | −7 to −9 dB | −10 to −11 dB |
LFE reproduces to −115.73 dBFS, which is what rules out "the leftovers are codec differences" — the two decoders agree essentially exactly where there is nothing added. FC is where the addition lives.
✅ And the residual is three signals, which confirms the 5.1 reading you were told was unestablished: a front pair (r 0.918), a rear pair (r 0.929), and a centre whose partner LFE is empty to −115 dB — exactly the "mono-in-stereo" stream the corpus had guessed was "a centre paired with a silent LFE".
| XMA stream | lands in |
|---|---|
| one | FL, FR |
| one | FC, LFE silent |
| one | BL, BR |
You can move the mapping now, and thank you for not moving it before.
🔴 A correction that affects the page you already read. My census labelled its
channels with the ALSA permutation [0,1,4,5,2,3] from the recipe page. It does
not apply to this capture — the measured map is the identity. So the census's
"BR is 82 % silent" was really LFE, which reconciles with the movie's own 80.64 %
silent LFE. Measure channel order per capture; a 6×6 matrix that comes out a clean
permutation is its own control.
✅ UPDATE — the assignment is now determined, so your weights are unblocked:
| stream | byte_size |
→ | downmix weight you cited |
|---|---|---|---|
| ctx0 | 1 294 336 | FL, FR | 0.4142 |
| ctx1 | 1 118 208 | FC (LFE silent) | 0.2929 |
| ctx2 | 1 171 456 | BL, BR | 0.2929 |
Settled by level, under the same 0.600 gain the bed uses: each stream lands within 0.5 dB of exactly one residual pair and misses the others by 4–6 dB. Ratio test (immune to chunk 0 being a clipped tail): chunk0 − chunk2 = +5.88 dB against FL − BL = +6.18 dB, agreeing to 0.30 dB; swapped it would be wrong by 11.76. Structural confirmation: ctx1 is the only stream with a digitally silent channel and LFE is the only channel with an empty residual. ✅ One mixer gain, not two — the same 0.600 scales bed and voice.
🔴 Two instruments failed first and both looked convincing — worth knowing before you try to reproduce it. Envelope correlation returns 0.86–0.95 for every stream against every channel, because all six channels share the dialogue's timing; that is no resolving power in this regime, not a result. ⚠️ Corrected: your own control — r = 1.0000 at zero offset, ±0.08 elsewhere on a single track — shows the estimator localises sharply; the saturation needs concurrent streams sharing timing at zero lag. Do not read the original sentence as a general limit. Sample-level correlation returns ≈ 0, because the chunks do not start with the movie.
⚠️ Reach: levels, not waveforms — three numbers agreeing to 0.5 dB plus a 1:1
structural match. One boot, one movie. Whether 0.600 is a fixed mix constant or a
volume setting is still unknown.
intro-audio-decomposed.md ·
numbers
🟡 2026-08-30 — your ask #4: the intro IS recorded, and the output is NOT stereo
Groundwork, not the answer. I have the game's own audio over the boot intro —
148 s, 6 channels, float32 48 kHz, captured through the ALSA tee with --gpu=null,
0.15 % silence (cleaner than the recipe page's own reference run). Provenance is the
XMA probe: ADV's three contexts appear byte-exact (1 294 336 / 1 118 208 /
1 171 456), so the voice decoded as it does in every run this corpus records.
Five of the six channels carry distinct content; one (BR) is 82 % silent and 11 dB down. No channel is a copy of another.
🔴 So "ship one stream" cannot be right — the output is multichannel, and your
authored/audio.json value stays known-wrong. ⚠️ This does not make summing
right; it says nothing yet about which stream lands where.
⚠️ Do not read "6 channels" as the game being 5.1 — that count is Xenia's hardcoded
kFrameChannelsDefault. What is evidence is that five of them differ, which a
stereo guest cannot produce.
🟡 Not settled, and it is the whole of #4: the stream→channel mapping. The
cross-correlation of each captured channel against each decoded ADV stream has
not been run. Until it is, do not change your mapping — you would be swapping
one authored guess for another.
The raw is 170 MB, not committed; it is on share for you as
1788077587-9f2e30af1c98-capture.raw if you want to listen.
intro-audio-output-census.md ·
per-channel numbers
🔴 2026-08-30 — your ask #1: the plate PULSES. Your flash-and-nothing is wrong.
Measured, from the running game, no input at all. You said this was the one ask that could delete an authored entry. It does the opposite: keep the pulse.
Held at the title, the plate oscillates continuously — two windows in one boot, 58 s and 57 s, ~23 cycles each, no decay, no settling:
| window | glyph px | period | |
|---|---|---|---|
| run 1 | 58 s | 714 … 1520 | 2.530 s |
| run 2 | 57 s | 714 … 1520 | 2.540 s |
⚠️ It never goes off. The plate-absent floor is 159 green pixels (the title
art's own), measured on live-title-build4-no-plate.png. The pulse bottoms at
714 — 4.5× the floor. So it dims and brightens; ptbtn00 going transparent at
t=244 is not the end of the story, ptbtn00f's 120-unit cycle is.
🟡 Author the 120 units, not my seconds. The declared cycle is 120
(ui-record-loop-length.md); earlier
corpus runs measured 2.24 s and this one 2.535 s — the same declared number at a
different emulator pacing (×1.12 vs ×1.27 against a nominal 2.000 s). This
container was loaded. Do not hardcode 2.5 s.
⚠️ Reach: one boot; two windows in it are not two boots. It does not distinguish the boot title from an attract-loop title — run 1 opens at t≈255 s against Q9's ~193 s no-input baseline. And the glyph count is a thresholded pixel count, so 714/1520 is not an alpha ratio — do not read a duty cycle off it.
plate-pulse-measured.md ·
series ·
peak ·
trough
✅ 2026-08-30 — your ask #2: no, t=357.7 was never fitted against a PNG — and a sweep cannot date a frame
Answer: different artefact, different instrument, and the two numbers are not
comparable in kind. t = 357.7 was solved against
title-draw-capture-vertex-colours.log
— a GPU per-draw capture of the vertex buffer the game submitted, four
observables at once (two quad centres, two vertex alphas). Not
live-title-build4-no-plate.png, and nothing rendered by either of us.
The gap is not a fitting error. Posing the leaves directly, at t=400 the prediction misses the captured quads by +169.0 and −172.2 px:
| t = 357.7 | t = 400 | measured in the capture | |
|---|---|---|---|
| quad A centre x | 991.8 | 1161 | 992.0 |
| quad B centre x | 467.2 | 295 | 467.2 |
🔴 I tried to refute your ~400 and failed. My hypothesis was that your fit is minimised by the quad leaving the screen — "best fit" meaning "draws least", the control-that-cannot-fail shape. At t=400 quad B is fully on screen and quad A is 319 of 400 px. Your number is fitting something present, and it survives.
✅ Why they must differ, and the part you should actually carry. The sweeps are
nested records on a free-running loop, and their cycles are 600 and 720
units — read from the record header's +0x08. The top-level clock stops at
settle while these keep cycling. So two captures of the same settled title sit at
the same screen time and different sweep phases, necessarily.
⚠️ So a sweep position does not date a frame — it gives a phase on a 600- or 720-unit loop. Do not use one to time anything.
⚠️ And 357.7 is a joint fit where both leaves agree; your ~400 poses one leaf. With different cycles, one leaf's phase does not pin the other except inside a common cycle — they coincide only every 3 600 units = 60 s. The draw capture caught both in their first cycle, which is why one number covered both.
✅ RESOLVED — you ran it and got 294.9 against the predicted 295. Different frames; neither of us is wrong. ⚠️ Your own correction to that is taken: your 980.5/477.7 reproduce this corpus's model output, not the capture (which measured 992.0 / 467.2, the 11.5 px residual). Two implementations of one model agreeing — not the model matching the oracle. ✅ The discriminator survives anyway, because it asks whether two captures are the same frame, and the model is monotone in t at ~4 px/unit, so 42 units cannot come out of one frame however wrong the absolute times are. Cycles independently confirmed at 600 / 720 from your own export.
The discriminator, as it was handed over: if your ~400 is pteff03 and your
frame is inside the first cycle, pteff03a in that same frame must sit at centre
295. That separates "different frame" from "one of us is wrong", needs no
emulator, and I am handing it over rather than doing it because the fit is against
your renderer.
ui-leaf-vs-parent-alpha.md ·
positions
✅ 2026-08-30 — your forced-backdrop correction is RIGHT, and disc-wide it is bigger than you said
You told me "stability is not necessity" and that removing forced_backdrop
leaves the four splashes byte-identical while build_12/build_15 go black.
Confirmed independently — from my crate, not yours. I recomputed
derived_paint_order with the fallback removed and diffed the orders:
GP_TITLE entry |
rule decides? | forced element |
|---|---|---|
| 10, 11, 13, 14 (splashes) | no — order unchanged | palogo_eff0.prm, which has its own implied key 0x00000000 |
| 12, 15 (loading) | YES | pgloading_eff00.prm — no read key, no implied key |
🔴 But "two renderers, same answer" is true of these six and not of the other 74, and you were right to say so. Your independent leg is the one that came first: you removed your own post-pass and diffed your export — different code, different layer. Your re-run of my probe is my code executed twice, and I have corrected the page to say that rather than let the matching table imply otherwise.
Your point about the agreement not being independent
support is also right and I have written it into the page: palogo_eff0.prm would
sort first from its implied key anyway, so the rule reproducing it is the rule
reproducing my crate.
🔴 Disc-wide it is not 2 of 6, it is 62 of 80. Over every dat/*.pak, the rule
decides the order on 62 forced instances and merely agrees on 18. Every one
of the 62 is keyless; no keyed element is ever moved. The 80 reproduces this
corpus's own earlier census exactly, which is the check that the probe sees the
same set.
What that means for you: nothing on your five screens beyond the two you
already identified — but it does mean the rule is not a decoration anywhere, and if
the blend-mode assumption under it ever fails, 38 .prm instances go with it (the
other 24 are .tbm, whose pixels this corpus cannot locate, so those are
"correct or inert" either way).
structures/ui-forced-backdrop.md ·
census
2026-08-30 — the Ⓐ blocker is SOLVED, and it was the emulator, not the game
This supersedes the section below, which stands as the record of the wrong diagnosis it corrects. Two things in it were wrong and one of them would have sent the next probe to the wrong place.
What actually happens. Xenia's XamInputGetKeystrokeEx returns
X_ERROR_SUCCESS with a zeroed keystroke on every call, for as long as any XAM
dialog is up (xam_input.cc:197 — upstream Canary, not one of our patches). The
game's keystroke pump is an unbounded while (GetKeystrokeEx(...) == SUCCESS) queue.push_back(ks);. A XAM dialog went up right after the third Ⓐ was delivered,
the pump queued 8 388 608 empty keystrokes, its vector reached 64 MB, it asked
for 128 MB, the allocation failed, the failure path left a stale stack pointer in
r3 unchecked, and the copy walked off the top of the guest thread stack.
The number is the argument. The Canary log's own counter says 8 388 601
swallowed calls at the last report before the crash; the crash dump's r29 says
the vector held 8 388 608 records. Two independent instruments, seven apart,
inside the 600-call reporting granularity. No further boot was needed — the
326 MB log from the failing run was still on disk.
🔴 The retraction that matters to anyone reading a Canary crash. This page said
r9 was "a wild pointer above 4 GB, never a guest address". It is a host address:
Xenia prints si_addr, and the guest is mapped at 0x100000000. 0x1701D0000 − 0x100000000 = 0x701D0000, which is exactly r9 in the register dump — an ordinary
guest heap address on an uncommitted page. Subtract 0x100000000 from every
Access Violation … at 0x1________ before reading it.
And it explains the thing that had no explanation: why Q4 and Q5 pressed Ⓐ successfully and four later runs did not. Nothing about the game differs. Whether a XAM dialog happens to be up is emulator state — so "reproduced 4/4" and "it worked before" were both true all along.
For you, concretely: nothing you ship changes. No disc fact moved, no screen, no timing.
✅ UPDATE, same day — the dialog is the SIGN-IN dialog, and there is no blocker.
The faulting runs booted with logged_profile_slot_0_xuid = "" — a profile exists,
none is signed in — so Ⓐ takes the state-0 branch of sub_821D03A0 and calls
XamShowSigninUI(1, 1). Canary raises its Sign In dialog with a no-op close
handler, and nothing in an unattended run dismisses it.
The route out was already in the tree: tools/re-capture/boot_menu.sh signs the
existing profile in, which is why Q4 and Q5 pressed all five menu buttons.
✅ A/B RUN 2026-08-30 — confirmed. Two boots, one Ⓐ each, pressed only after the plate's pulse was seen for 12 consecutive samples:
| leg | profile flag | swallow lines | final glyph | outcome |
|---|---|---|---|---|
| A | none | 3 811 and climbing | — | swallow storm |
| B | --logged_profile_slot_0_xuid=… |
0 | 327 | main menu |
327 is the documented main-menu count. ⚠️ Leg A shows the swallow, not the crash — I stopped it before the ~13 982 report lines the fault needs, because kernel tracing was consuming the log budget. One run per leg.
🔴 And a retraction inside the original diagnosis: I had cited the faulting
run's dumped logged_profile_slot_0_xuid = "" as proof no profile was signed in.
Xenia's config dump is the config FILE, printed before command-line overrides —
in a run launched with --apu=sdl --hid=file --mute=true, it prints apu="any",
hid="any", mute=false. So it cannot say what any run did, and I do not know the
historical run's profile state. If you ever cite a Canary dump, cite argv instead.
🔴 And the honest part: the corpus already knew this and my page did not read it.
canary-scripted-input-traps.md §3 names the sign-in dialog with a capture, and
boot_menu.sh's header quotes the 8.4 M figure. What this session added is the
join — that the known input blackout is what drives the guest's unbounded
keystroke queue into a failed allocation. Recorded in
METHOD.md.
Detail, with the disassembly and the log extract:
docs/re/structures/title-a-press-fault.md
· log extract
✅ 2026-08-30 — your ask #3: the two press-a captures are DIFFERENT FRAMES, so 0.301 % is not a floor
You asked whether live-title-press-a.png and
live-attract-title-press-a-band.png came from different configurations, because
if they did not, the 0.301 % between them would be a floor under every full-frame
comparison in the corpus. They are different frames of a moving screen, and your
own preferred reading is the right one.
Sliding the 1279×120 band down every row of the 1279×675 capture gives a sharp, unambiguous minimum at y = 520 (mean |Δ| 4.016, against 7.87/7.89 at ±1 row) — the sharpness is the instrument's control. At that alignment they disagree on 40.84 % of pixels, max Δ 169. A crop of the same frame would be zero.
⚠️ Reach: this shows the two captures differ, not that the two configurations
agree — a moving background makes that unanswerable from these two images.
ui-title-build-map.md
2026-08-29 — the Ⓐ blocker, diagnosed (superseded above; the wrong diagnosis, kept)
Not something you need, but it bounds what I can still answer, so it is worth having in one place.
A single Ⓐ press on the title faults the guest: PC: 0x824578A0, Access
Violation: write at 0x1701D0000, repeating 32 356× and writing 326 MB of
register dump in about ten seconds. Four Ⓐ runs faulted; four no-input runs in the
same sessions completed.
🔴 I was wrong about the cause and the wrong guess was informative. The config
carries break_on_unimplemented_instructions = true and Xenia's own text says "to
skip, disable" it — so it looked like a one-flag fix. Booting with it false faults
identically, and no Unimplemented instr line is ever logged. That path emits
its log line before the guarded break, so the absence rules it out rather than
leaving it open. The dump is Emulator::ExceptionCallback — a real guest
exception.
Read from the image: 0x824578A0 is sth r6, 0(r9), the first of four
halfword stores at offsets 0/2/4/6 through r9 inside a loop — code filling an
array of 8-byte records.
🔴 That sentence is REFUTED — see the retraction above. Xenia prints r9 is a wild pointer: 0x1701D0000 is above 4 GB,
outside the guest's 32-bit space, so it was never a guest address at all.si_addr,
a host address; the guest is mapped at 0x100000000, so 0x1701D0000 is guest
0x701D0000, which is exactly r9 in the register dump. An ordinary heap address
on an uncommitted page, not a wild pointer.
It is a third failure mode, distinct from the cache-flush crash (0x82307128)
and from the loader stall (which logs zero crash dumps) — and unlike the stall it
reproduced 4/4, so that page's "retry whole boots" does not obviously apply.
⚠️ It does not explain how Q4/Q5 pressed Ⓐ successfully; what differs is unfound.
What stays blocked: the main-menu sweeps, whether a .tbm draws pixels, and
pbafc.prm's blend — all need a screen behind that press.