Files
Sylpheed/docs/re/ui-quad-class-foothold.md
Sylpheed RE agent 5d5680a0d5 docs/re: more UI map, no walk — and say that this is becoming a rabbit hole
Three facts, none of them the thing being looked for:

* the drawing API is enumerable — the renderer accessor the quad emitter uses has
  exactly 6 callers, four of them sibling quad emitters;
* sub_823C2990 is a FACTORY, not the singleton accessor its use in the top-level
  render function suggested: it allocates 4 bytes plus a 244-byte object from the
  heap at [0x828E2B14] and runs the chain that ends at the constructor installing
  vtable 0x820b30b4. So a UI item is 244 bytes;
* the 0x823C region holds both the item class and four of the RATC-fourcc
  loaders, so bundle parsing and item construction live together.

And the part worth writing down more than any of them: three iterations have
added map without answering the question, and each step has been a plausible next
query rather than a decisive test — the shape of a search that can run forever.
The decisive alternative is costed instead of started: a Canary memory watch on
the UI vertex buffers would report the guest PC that writes them, naming the
emitter and its caller outright. That is real emulator work, and it is now a
choice to weigh against leaving the paint order unresolved, which costs the port
one screen's fidelity and nothing else.
2026-08-19 01:23:12 +00:00

121 lines
5.9 KiB
Markdown

# The guest's UI quad class — a foothold found from the capture's vertex layout
**Status:** 🟡 `PROBABLE` for the identification below (it is a static read, but
the layout it matches was *measured* first). ❔ the element walk that decides
paint order is **not** in this note — that is what the search was for, and it was
not reached.
## How it was found
The runtime capture says exactly what a UI vertex looks like:
`prim = 13` (quad list), stride **24**, attributes `57@0` (`k_32_32_32_FLOAT`
position), `6@12` (`k_8_8_8_8` colour), `37@16` (`k_32_32_FLOAT` UV). That is a
fingerprint a store sequence in the guest must match, so the binary was searched
for functions that write floats at +0/+4/+8, a word at +12, floats at +16/+20,
and advance a pointer by 24 (`sylpheed.db`, 15 candidates ranked by how many of
each they contain).
The tightest match is **`sub_82250138`** (288 B, three of each store, two
`addi …, 24`), and it is unambiguous:
```
82250150 addi r5, r0, 13 ; primitive type 13 = QUAD LIST
82250154 addi r4, r0, 4 ; 4 vertices
82250158 lwz r11, 0(r31) … ; renderer->slot0(4, 13) -> allocate
82250170 lwz r11, 8(r11) … ; renderer->slot2() -> vertex pointer
82250188 addi r10, r0, -1 ; colour = 0xFFFFFFFF
82250194 stfs f13, 0(r3) ; x
82250198 stw r10, 12(r3) ; colour ← +12, as the capture says
822501A0 stfs f13, 4(r3) ; y
822501A4 addi r11, r3, 24 ; next vertex ← stride 24, as the capture says
822501AC stfs f0, 8(r3) ; z
822501B0 stfs f0, 20(r3) ; v
822501B4 stfs f0, 16(r3) ; u
```
`prim = 13`, four vertices, colour `0xFFFFFFFF` and stride 24 all match what the
title screen was measured drawing.
## What it is (and what it is not)
Its only caller, `sub_8224FB78` (752 B), is a **constructor**: it stores a vtable
pointer into `0(r29)`, zeroes a run of fields, sets a colour, and has the emitter
lay down a default quad. So `sub_82250138` builds an object's *initial* geometry
rather than drawing a frame.
The vtable it installs is **`0x820A7264`** — class `ANON_Class_AAFDBF89`, **2
slots** (`sub_8224FF98`, `sub_8224FB18`). That is the UI quad/sprite class.
**It is not the element walk.** Following the callers upward:
```
sub_82250138 (quad emitter)
└ sub_8224FB78 (constructor, installs vtable 0x820A7264)
└ sub_82222E70 (2 260 B)
└ sub_821A5F10 (756 B)
└ sub_821A8578 (3 120 B) ← a top-level render function
└ sub_821A8428 (284 B)
```
`sub_821A8578` is not data-driven: it is an **unrolled** run of about thirty
identical `bl 8217FA08 / bl 821AC450 / bl 82454918` triplets. So it sequences a
fixed list of subsystems, not a list of screen elements. The element order this
project is chasing is somewhere else — most likely behind one of those three
repeated calls, or behind the sprite class's own two vtable slots.
## Why this is worth keeping
Two reasons, neither of which is "it looks right":
* the identification is anchored to a **measurement** — the vertex layout came
from the running game first, and the search was for code that matches it;
* it names a concrete class (`0x820A7264`) and a concrete API shape
(`allocate(count, prim)` then `get vertex pointer`), which is the thing to
instrument or trace next.
**Not settled:** everything the search was actually for. No function that
iterates screen elements has been found, and nothing here bears on the paint
order yet.
## Second pass: the drawing API is small, and a UI item is 244 bytes
Continuing the search for the element walk (2026-08-19). Three more facts, none
of which is the walk:
* **The drawing API is enumerable.** The renderer accessor `sub_823C2AC0` — the
one the quad emitter calls to get its vertex pointer — has exactly **6
callers**, and four of them (`sub_821D6A40`, `sub_822380B0`, `sub_82234610`,
`sub_821BC718`, ~160 instructions each) are sibling quad emitters. So the
number of places in the whole title that can emit a UI quad is small enough to
enumerate, which is worth knowing before instrumenting anything.
* **`sub_823C2990` is a factory, not a singleton accessor** — a correction to
what its use inside the top-level render function suggested. It allocates twice
from a heap held at `[0x828E2B14]` via `sub_82150EF8`: 4 bytes for a handle,
then **244 bytes** for the object, and runs `sub_823DE0C0`, which is the head
of the chain that ends in `sub_823CB2A0` — the constructor that installs
vtable `0x820b30b4`. So **a UI item object is 244 bytes**, and the "LOGO item"
class named in the emulator-era notes is what this factory builds.
* **The `0x823C…` region is the screen/bundle subsystem.** It contains both the
item class (constructors at `823CB2A0/823CB558/823CBB90`, methods
`823CE558…823CFD90`) and four of the functions that load the `RATC` fourcc
(`823CAF10`, `823CABE0`, `823CB1F0`, `823CBEE8`), so bundle parsing and item
construction live together.
## Stated plainly: this is becoming a rabbit hole
Three iterations have added map without answering the question. The searches keep
landing on *construction* and *emission*, never on the per-frame walk that orders
elements — and each step is a plausible next query rather than a decisive test,
which is the shape of a search that can run indefinitely.
The decisive alternative, costed rather than started: the vertex buffers the
capture already records (`vb=0x14D10B90`, …) are written by the **guest CPU**
just before the draw. A Canary memory watch on that range would report the guest
**PC** doing the writing, which names the emitter and its caller directly instead
of inferring them. That is a real change to the emulator (the watch machinery
exists for shared-memory invalidation, not for reporting PCs), so it is the next
thing to weigh — against simply leaving the paint order unresolved, which costs
the port one screen's fidelity and nothing else.