Files
Sylpheed/docs/game/navigation.md
sylph-decoder fe49c70da1 re: the boot shows the publisher first -- the TSV that says otherwise attached late
The port flagged docs/re/data/boot-timeline-2026-08-29.tsv, whose label column
runs splash_dev before splash_pub, as a possible boot-order bug in its tree.

Three cold boots, t=0 at launch, no pad input, and the frames looked at rather
than only correlated: SQUARE ENIX 3.05-7.34 / 1.18-5.78 / 1.19-5.56 s, then a
~0.25 s black hold, then GAME ARTS/SETA/studio anima. Publisher first, 3/3.

The TSV is not wrong about any frame; its t=0 is ~7.7 s into the guest's boot,
so the publisher splash had been and gone before the stream opened. The tell is
in the file: its first twelve rows are byte-identical to four decimals -- one
held frame sampled twelve times -- and those exact numbers reappear in my run 1
at 8.42-10.94 s.

Second trap, new: ADV.wmv opens with its own SQUARE ENIX card, bloomed and below
centre, scoring 0.59-0.75 against live-splash-publisher.png. The classifier
fires splash_pub twice per boot and the second one is a movie frame. The real
splash holds perfectly still and scores 0.93-0.94.

And the dwells are DECODED, not measured: the publisher declares 240 units
(4.000 s) and the developer 195 (3.250 s), against measured 4.30/4.60/4.37 and
3.51/3.50/3.37. Measured over declared is 1.085 on average across six spans --
a 30 Hz timeline at 27.6 fps, which is the presentation rate this corpus has
measured independently three times. The port authors nothing here.

Instrument control run first: 11/11 content, 4/4 plate, the two splash
references rejecting each other at 0.035.

docs/re/boot-order-and-splash-dwell.md

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Nsxw1A9JseUw99Yw1ZRQzY
2026-08-29 14:15:28 +00:00

14 KiB
Raw Blame History

Playing the game: every screen, and how you move through it

Written from the player's chair. What is on screen, what you press, what happens. This is the document you would hand someone who has never seen the game and wants to reach a mission — or who needs to script that journey.

Internal names (ptbtn03, GP_LOAD, build numbers) appear only as footnotes, because they are how we find things, not what the game shows anyone.

Status: filling in. §1§4 now carry what the committed oracle frames actually show; what is still is what no capture answers. This page exists to be filled in by playing, not to look finished.

⚠️ Fill this in from the real game

The oracle is Xenia Canary running the actual title, captured. Not sylpheed-cli, not the Explorer, not any renderer of ours — those are tools for verifying our decoding, they are hypotheses under test, and they have been wrong. A row here with no capture behind it is a guess wearing a table cell.

Describe what you saw. "The cursor starts on the second item" is worth more than any amount of reasoning about the layout data.

Confidence: seen in a capture · 🟡 inferred · unknown.


1. From power-on to the main menu

# What you see What you do What happens
1 SQUARE ENIX in white on black, the two dots in red, after it nothing fades on to the next logo
2 GAME ARTS, SETA and studio anima stacked on black nothing fades on into the cinematic
3 The opening cinematic skips it ends into the title
4 Title screen — the wordmark appears first, with no prompt; PRESS Ⓐ BUTTON fades in 2.13 s later, above the 2006/2007 Square Enix copyright line, and then pulses about every 2.2 s press goes to the main menu
5 Main menu see §2

The order is publisher then developer, confirmed in three cold boots (2026-08-29)SQUARE ENIX for ~4.3 s, a ~0.25 s black hold, then GAME ARTS / SETA / studio anima for ~3.5 s, and both dwells are declared on the disc (240 and 195 keyframe units). ⚠️ There is a third SQUARE ENIX wordmark about ten seconds in — bloomed, below centre — and it is the opening card of the intro movie, not a splash. the three frames side by side · boot-order-and-splash-dwell.md

Both logo screens are still pictures the game draws, not video — neither is a .wmv on the disc. Captures: publisher · developer · title.

⚠️ One Ⓐ skips the cinematic, and it is worth a lot of time: the title arrived at 57 s with the skip against 193 s without it .

⚠️ The title screen has two states that look identical. The one that ends the boot accepts Ⓐ. The one the attract loop returns to, after the game has sat untouched and looped back, accepts nothing — Ⓐ, START, B, BACK, X, Y, dozens of presses, no response. Nothing on screen distinguishes them . If you are scripting: use the first title after boot, and do not press anything during the boot.

⚠️ The title is not input-ready for about ten seconds after it appears . And even then Ⓐ registers roughly half the time, with nothing yet found that predicts which — budget retries. 🔴 Refutation attempt, 2026-08-29 — both halves of that came out wrong on the runs I could test. Two boots, Ⓐ pressed 7.29 s and 7.28 s after the title art settled (5.15 s and 5.15 s after the prompt appeared): accepted both times, first press, no retry, and each went straight on to the main menu. Ⓑ on the menu was then also accepted first press, both runs. ⚠️ Reach: n = 2, so "half the time" is only made unlikely (2/2 has p ≈ 0.25 under it), not excluded — but "not input-ready for about ten seconds" is contradicted outright, because 7.3 s worked twice. Keep the retry budget; drop the ten-second wait. Evidence: run 1 · run 2 · title-plate-delay-measured.md.

⚠️ The prompt takes 2.13 s to arrive, measured twice (2.138 s / 2.132 s). Timed from the moment the wordmark stops animating, not from the moment it first appears — the build-in itself varies by half a second between runs.


2. Main menu

Five options in a vertical stack, roughly centred, with a highlighted state on the focused one.

The focused option carries a small ring to the left of its label, and the ring turns — continuously, about once every 2.2 s. It has a bright head, so you can see it go round. It is the only thing moving on this screen once it has settled: the labels, the bracket and the footer are all completely still (temporal std exactly 0.000 over 20 s). Ⓑ five frames, 4 s apart · the measurement

position label what it opens
1 NEW GAME a DIFFICULTY prompt, then SELECT DATA
2 LOAD GAME the save-slot list
3 TUTORIAL the lesson list
4 OPTIONS the settings menu
5 EXTRAS a three-item submenu

Read off live-main-menu.png; destinations off q4-destinations.png and newgame-difficulty.png.

The screen is the title art gone dim, with the wordmark ghosted behind the list and a bracket of glowing rule-lines drawn around it. The focused item is bright white with a spinning ring to its left; the others are dim blue. Every item carries a small dot-in-circle at the left end of its underline — that is on all five all the time and is not the cursor.

Moving around

you press what happens
⬆ / ⬇ one item, and it wraps at both ends
⬅ / ➡ nothing
opens the focused item
🟡 back to the title — see the warning below

Which item is focused when the menu opens is not fixed. Four boots of the same harness opened on TUTORIAL, TUTORIAL, NEW GAME, NEW GAME. Do not assume the top item, and do not assume the middle one either.

⚠️ The main menu is the one screen whose footer does not offer Ⓑ. It reads ⊙ : Select Ⓐ : OK — every submenu adds Ⓑ : Back. Measured: zero red-Ⓑ glyph pixels anywhere in the frame, on two captures, with the same detector finding the glyph on EXTRAS and DIFFICULTY . But Ⓑ does leave it, and the objection that stood here is refuted (2026-08-29). This page used to say the title "returns on its own after ~810 s idle", so an observer could not tell Ⓑ from the timer. That timer belongs to the title, not to this screen: the main menu was held untouched for ≥ 60 s and never moved. Ⓑ is delivered and is the only input in ≥ 100 s before the return, so the ordering is measured — the latency is not (the measurement).

Internals: GP_TITLE.pak build 5; buttons ptbtn01ptbtn05 top to bottom.


3. The rest of the menus

One section each, in the shape of §2: what is on screen, what the cursor does, what each choice leads to, and what a wrong choice shows you.

New game

Ⓐ on NEW GAME does not start a mission. It opens DIFFICULTYEASY / NORMAL / HARD / BACK, opening focused on NORMAL — and Ⓐ there opens SELECT DATA, a save-slot picker headed Current Storage: Dummy HDD that asks you to choose a file for the auto-save. Pick one and a movie plays . DIFFICULTY

Load game

A vertical list of numbered slots, 8 rows visible, scrolling as a carousel — one capture shows the order 19, 20, 01, 02, 03, 04 with 01 focused, so the list runs past the end and back round to the start . Each row shows Difficulty, Flight Time and Clear Ratio; a Details panel to the right gives STAGE, Game Status, Points and Times Cleared, and an empty slot leaves every one of those blank . Current Storage: Dummy HDD sits along the top.

Its footer offers more than the other menus: ⊙ : Select Ⓐ : OK Ⓑ : Back Ⓧ : Delete Ⓨ : Select Storage . capture (left panel)

Still open: the overwrite / delete confirmation, and where its cursor starts.

Known: title → LOAD GAME → slot 01 → YES → READY ROOM → TAKE OFF reaches flight .

Tutorial

A list of lessons in two headed groups, with a one-line description shown on the left for whichever is focused — e.g. BASIC CONTROLS reads "Learn how to move and attack". Opens focused on the first entry.

group lessons
Level 1 BASIC CONTROLS, HEADS-UP DISPLAY, RADAR
Level 2 SUPPLY AND SPECIAL MOVES, RADIO ORDERS, ADVANCED CONTROLS
BACK

capture (middle panel)

Options (one level in)

GAME SETTINGS · CONTROL SETTINGS · SOUND SETTINGS · SCREEN SETTINGS · BACK, opening focused on the first . capture (right panel)

Still open: what is inside each of the four, what each setting ranges over, and whether a change needs confirming.

Extras

Three items: MISSION SELECT · MOVIE THEATER · BACK, opening focused on MISSION SELECT . The cursor wraps here too — it is a menu rule, not a per-screen one . capture

MOVIE THEATER has never been opened.

Mission select — and the "stuck cursor" is explained

The stage list on the left (8 rows visible of 16, with a scrollbar), a detail panel showing the stage's name, a picture, High Score and Best Time, and a Wide Area Space Map on the right with the named systems on it. The chosen difficulty is printed top-right. Footer: ⊙ : Select Ⓐ : OK Ⓑ : Back Ⓨ : Difficulty .

⚠️ "Stage select would not move" — sixteen d-pad presses never left Stage 01 — is now explained: the other fifteen stages were LOCKED . A locked row is drawn dimmer than an unfocused one: measured, the labels sit at three distinct brightnesses — focused 254, unlocked 183, locked 104 — and on a save with the story unlocked the same rows read 183, with the cursor able to reach Stage16 at the bottom of the scrolled list. the measurement · locked · unlocked · at Stage16

So: if you are scripting a run, check what the save has unlocked before concluding the list is broken. Whether the list wraps past Stage16, and whether a locked row is skipped or simply unreachable, is not settled.

Briefing and Ready Room

What you read, what you choose, and what finally launches the mission.

Hangar / Arsenal

How a weapon is fitted, how one is bought, what a purchase prompt says.


4. Prompts, confirmations and alerts

The interrupting layer — and the thing most likely to break a scripted run, because it looks like a menu and does not behave like one.

prompt when where the cursor starts notes
Save game? after a mission YES
Do you want to develop this weapon? Arsenal, on purchase
overwrite / delete confirmation saving, loading
"not enough points" or similar refusal Arsenal does it need dismissing

⚠️ A short d-pad tap is ignored inside a prompt. Sixty milliseconds moves the cursor on a menu and does nothing in a dialog . So a script that works through the menus will silently accept the default in every prompt it meets — which is how you end up overwriting a save you meant to keep. Confirm which side the cursor is on before pressing Ⓐ.


5. Flying

Not started, and the game teaches it better than we could: play the in-game tutorials and write down what they say. They are the game's own explanation of its controls, which is exactly the document we want.

To fill in: the control map, and whether there is more than one scheme · throttle and boost · targeting — ⚠️ target select is Ⓐ pressed twice; a sweep that only ever tapped once concluded targeting was automatic, and was wrong · switching weapons · the pause menu and what it offers · what the HUD tells you, element by element · how a mission ends, win or lose, and what you see next.


6. If you are scripting this

Traps that read as bugs but are not, all measured :

  • F10 opens Xenia's own menu bar, and while any emulator UI is up the game is handed an empty keystroke before any pad driver is asked. The controller looks dead and is not.
  • A signed-in profile is required--create_profile_if_none.
  • A trace consumer that exits stalls the emulator, which also reads as a dead pad.
  • Cold boot is slow; ~25 s once the shader and code caches are warm.