The item class's vtable (0x820b30b4) is a fixed 4-byte value at offset 0 of every
instance, so gmem.py finds the objects in the running game with no debugger and
no emulator change. Seven are live on the title screen.
Their first {ptr,count,capacity} triplet identifies them outright: counts of 24,
7 and 1 — exactly GP_TITLE's title build, loading overlay and PRESS (A) BUTTON
bundle. The two-bundle composition of the title screen, which the draw capture
had inferred, is visible directly in memory.
The element array at +0x08 is 48-byte entries in declaration order, and it was
checked against the file at five positions with no misses: elements 0, 1, 6, 9
and 21 carry pivots (451,50), (449,46), (320,160), (320,180) and (309,10) as
floats, matching build 4 exactly, and elements 0/1 carry keyframe count 8, which
is their count in the file.
Stated as the reason this was done and NOT achieved: the array is in declaration
order, which the capture already proves is not the paint order, so the renderer
walks something else or sorts. Three further triplets in the object are
unidentified; the 24-entry one at +0x14 is already ruled out as an index list
(its entries are pointers, not indices). The gain is that the question is now a
data question on a structure that dumps in seconds.
3.8 KiB
The UI screen object at runtime — found in live guest memory
Status: ✅ CONFIRMED for the object's identity and its element array (five
independent field matches against the file, on a running game). 🟡 the remaining
arrays are unidentified. ❔ nothing here settles the paint order — see the
"what this does not answer" section, which is the reason the search happened.
How it was found, in one step
The item class from the emulator-era splash work has vtable 0x820b30b4, and
sub_823C2990 allocates its objects at 244 bytes each
(ui-quad-class-foothold.md). A vtable pointer
is a fixed 4-byte value at offset 0 of every instance, so the objects are
findable in the live guest image without a debugger:
tools/re-capture/gmem.py find hex:820b30b4 # while the title screen is up
Seven live objects, at 0xBCD24D88, 0xBCD25188, 0xBCD25388, 0xBCD25488,
0xBCD25588, 0xBCD25688, 0xBCD26488 — spaced 0x100 apart, consistent with a
244-byte object plus allocator overhead.
What they are
Each object begins with two vtable pointers (0x820b30b4, 0x820b31a4 —
multiple inheritance) and then a run of {pointer, count, capacity} triplets.
The counts identify the objects immediately:
| object | first triplet's count | which GP_TITLE build |
|---|---|---|
0xBCD25188 |
7 | builds 0/1 — the loading overlay (7 elements) |
0xBCD25388 |
24 | build 4 — the title (24 elements) |
0xBCD24D88 |
1 | builds 2/3 — the PRESS Ⓐ BUTTON bundle (1 element) |
So the three bundles this project decoded statically are all resident, with the element counts the files declare — including the two-bundle composition of the title screen that the draw capture inferred.
The element array
+0x08 of the screen object is {ptr, count, capacity} pointing at an array of
48-byte entries, one per element, in declaration order. Verified field-by-file
at five positions on the title build, with no misses:
| index | file says (build 4) | live memory at +0x10/+0x14 |
|---|---|---|
| 0 | ptlogo1.t32 pivot (451,50) |
451.0, 50.0 |
| 1 | ptlogo2.t32 pivot (449,46) |
449.0, 46.0 |
| 6 | pteff01.t32 pivot (320,160) |
320.0, 160.0 |
| 9 | ptbase2.t32 pivot (320,180) |
320.0, 180.0 |
| 21 | ptcopyright.t32 pivot (309,10) |
309.0, 10.0 |
Entry layout as far as it is read:
+0x00 u32 pointer (per-element data)
+0x04 u32 0
+0x08 u32 flags (0x10081021 on element 0)
+0x0C u32 ?
+0x10 f32 pivot X ← the declaration entry's pivot, as a FLOAT
+0x14 f32 pivot Y
+0x18 u32 0
+0x1C u32 ?
+0x20 u32 pointer }
+0x24 u32 count } the element's KEYFRAMES — 8/8 on elements 0 and 1,
+0x28 u32 capacity } which is exactly their keyframe count in the file
+0x2C u32 ?
So the pivot and the keyframe group, which this project reads out of the bundle, are present at runtime in the same order and with the same values.
What this does not answer
The paint order. The array is in declaration order, and the capture proves
the screen is not painted in that order, so the renderer either walks something
else or sorts. Three more {ptr,count,capacity} triplets are present in the
screen object and unidentified — +0x14 (24 entries of 12 bytes, each
{ptr,1,1}, pointing into a densely packed region), +0x24 (2 entries) and
+0x30 (24). The +0x14 one is not an index list (its entries are pointers,
not small integers), so the obvious "draw order table" reading is already out.
What is better than before: the question is now a data question on a live
structure that can be dumped in seconds, rather than a code-reading exercise. The
next probe is to dump +0x24 and +0x30 on the title build and see whether
either is 24 entries in a non-declaration order.