Files
Sylpheed/docs/port/BLOCKED.md
Sylpheed port agent 4f767e72f6 port: P3 -- the boot title gets its PRESS (A) plate, and two of the RE agent's numbers do not agree
ScreenView now draws two builds at once, which it never had to before. It is a
second ScreenView in the same SubViewport rather than a subordinate screen
inside one: each build has its own timeline, its own textures and its own hold,
which is the entire content of the finding, and Node2D siblings already paint in
tree order. `paint_order` still means what it meant -- an ordering WITHIN a
build.

The delay is authored in flow.json on the BOOT STEP, not on the `title` screen.
What was measured is the boot title; whether the plate is there when the title
is reached again -- (B) from the menu, or after the attract movie -- is not, and
hanging it on the screen would quietly claim that it is.

REFUTATION, and it is the substance of this commit: the RE agent's authoring
instruction does not reproduce the RE agent's own measurement, and the gap is
3.97 s. The instruction is "when build 4 has settled, wait 2.13 s, composite
build 2". But build 2 has a group and this port plays groups -- ptbtn00 is alpha
0x00 at t=214, still 0x00 at t=236 while it slides 10 px up, and 0xff only at
t=238, which is 3.967 s at 60 units/s. So the plate is first VISIBLE at
settle+6.10 s, while what was measured -- the glyph counter leaving 154 -- is
visibility at settle+2.13 s. Both groups starting together puts it 0.38 s BEFORE
settle; build 2 starting at settle puts it at settle+3.97 s; landing on the
measurement needs build 2's group to start 2.51 s after build 4's, which is not
a landmark of anything.

The measurement is untouched -- it is an observation of the running game and I
have no standing to doubt it. What is refuted is the step that turns it into an
authoring rule. So the port ships the instruction, prints the discrepancy on
every boot, and files the row. Same call as the BGM sub-waves: a port that
quietly picks the number that looks right destroys the evidence, because a
corrected boot looks exactly like a correct one.

Also refuted, and it was mine: BLOCKED.md has said since P2 that "no element's
alpha reverses direction anywhere in this export, so nothing pulses". ptbtn00
reverses -- 0x00 -> 0xff -> 0x00 -- and it was in the export the whole time. The
claim had been checked against the screens P2 happened to be animating. The port
still draws no pulse, because no reading of this group yields the measured
2.24 s: the whole group is 4.47 s and from its first keyframe 0.90 s.

Gate: `--boot --capture=` writes one frame of the composited end state, instead
of the 600-PNG filmstrip that was previously the only boot artifact.
`--screen=title --overlay=press_start` raises the same composite in two seconds
for anyone who does not want to sit through 137 s of Theora.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WM5XL4HfrHuxz8RiMWdCMC
2026-08-29 12:40:50 +00:00

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# Waiting on the RE agent
What this port cannot do until an answer lands in HANDOFF.md. Recorded so it is
not re-discovered every iteration.
**None of these may be guessed.** A value invented here is indistinguishable from
a decoded one a month from now. Where a milestone can proceed with a placeholder,
the placeholder goes in `authored/` with a `why` naming the question it stands in
for, so it is deleted rather than forgotten when the answer arrives.
## Provenance of this page
🟢 **The oracle is live again (2026-08-29).** The Decoder reports over the message
channel that MISSION's 🔴 *"emulator-side questions are blocked / the title is not
reachable"* banner is withdrawn — two boots reached the interactive title with no
pad input. **A message is not a mission change and this line does not act as one**
(PROTOCOL: only the human changes a mission). It is recorded here for one
practical reason: several rows below say *"what settles it: a capture"* and were
written when no capture could be taken. Those are now askable.
Reconciled **2026-08-29** against [`docs/port/HANDOFF.md`](HANDOFF.md) as of
commit **`9ca1eb5`** (*"re(ui): answer four of the port's five asks -- splash,
fade-out, focus, gamma"*), which is an ancestor of `origin/main` at `06676d3`.
Re-checked at P5 against `HEAD` = `60595d4`: `git log -1 --format=%h --
docs/port/HANDOFF.md` still answers `9ca1eb5`, so HANDOFF itself has not moved.
**Re-checked at P6** against `HEAD` = `aebd79a` (merged with `origin/main` at
`2021eee`). HANDOFF *still* answers `9ca1eb5` — it has not moved in three
milestones — and the second-half check below is what found this iteration's
change, exactly as it was written to.
🔴 **HANDOFF has not moved, and that is now the problem.** The check above tests
whether *this page* is stale relative to HANDOFF. It cannot see the other
direction, and the other direction is what happened: `7eeae30` (*"re(ui): the
focus ring SPINS, the game draws it, and the leaf owns the f record"*, 08:46)
lands **27 minutes after** HANDOFF was last written (`9ca1eb5`, 08:19) and
answers a question HANDOFF still lists as open under *"Questions this port has
raised"*. Both are ancestors of `HEAD`.
So the staleness check needs a second half, and this is it:
```sh
git log --oneline 9ca1eb5..HEAD -- docs/re/ # RE landed since HANDOFF was written?
```
Anything it lists may already answer a row below. The Decoder has been told over
the message channel that HANDOFF needs `7eeae30` folded in; **rewriting HANDOFF
is not the port's to do.**
⚠️ **The address of HANDOFF.md changed and this page did not notice.** The
previous line here cited `/reborn` HEAD `9a0ca0d`. Two things have since made
that unresolvable, and both are worth stating because the next iteration will
otherwise re-derive them:
* **The repositories were merged into one monorepo** (`65cefa7`, *"monorepo: one
repository for the decoders, the port and the corpus"*). HANDOFF.md is no
longer in a separate `Syplheed-Reborn` repo reached over a mount — it is
`docs/port/HANDOFF.md` **in this repository**, and its provenance is an
ordinary commit sha in this history. A sha from the old repo cannot be looked
up here at all.
* **The `/reborn` mount is now an empty directory.** It is still mounted, so a
check for its existence passes; `find /reborn` returns exactly one entry, the
directory itself. Anything that reads `/reborn/docs/...` fails with `No such
file or directory`, not with a mount error. Do not read it. Read the in-repo
copy and cite its sha.
Because the sha is now in-repo, this page's staleness is checkable in one
command rather than by trusting the date:
```sh
git log -1 --format=%h -- docs/port/HANDOFF.md # newer than 9ca1eb5? re-reconcile
```
## Still open — these block work
| Milestone | Needs | HANDOFF | State |
|---|---|---|---|
| ~~P6 audio~~ | ~~which cue fires on move / confirm / back~~ | Q8 | ✅ **answered 2026-08-28** — the RE agent retracted "cannot be extracted". The waves are located in `Static.slb` by playing them: **move `0x1ec0`** (8 192 B, 0.533 s), **confirm `0x5d6c0`** (12 288 B, 1.016 s), **back `0x0ec0`** (4 096 B, 0.344 s), and ⬅➡ play nothing. Move and back reproduce across two boots. 🟡 that the cursor's wave is the cue *named* `SE_UI_CURSOR` is still a name match, and Ⓐ's wave is not separated between `SE_UI_DECIDE` and `SE_UI_SUB_WIN_OPN`. P6 can now export real audio; the exporter has to grow an SE path. **✅ TAKEN at P6, 2026-08-29.** The three offsets now live in `authored/audio.json` `se.*` — *not* in the exporter — because MISSION §3 puts a measured value in `authored/` and a measured offset compiled into a Rust `const` is a measurement wearing the costume of a decoded field. `sylpheed_formats::media::se_wave_riff` does the assembly. |
| ~~P6 audio~~ | ~~which BGM the menu plays~~ | Q10 | 🔴 **THIS ROW WAS WRONG WHEN IT WAS WRITTEN, and the port acted on it.** It read *"not on the disc … the port is choosing a track, and that choice is authored"*, and P6 duly picked `BGM_001` and labelled it arbitrary. **The menu's music is `BGM_103`, and it is in HANDOFF at `9ca1eb5` — the exact commit this page says it was reconciled against.** Not stale: misread. HANDOFF's negative is bounded and the bound is the whole content of it — the *tables* (`SOUNDS`, `FILES`, bank headers) name no screen; `GamePart_Title`'s `sub_821C5580` carries `li r5, 1103`, cue 1103 is `BGM_103`, and `BGM_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. HANDOFF's own sentence: *"The port does not have to choose a track."* **The lesson is not "re-read HANDOFF" — this page's own staleness check passed.** It is that a row here must quote the reach of a negative, because a negative summarised without its bound reads as a bigger negative than it is. |
| P6 looping | where a menu loop restarts | Q10 | ❔ **still open, and the port shipped the ugly answer on purpose.** No loop-point field has been identified in any bank — `BGM_001` is the one characterised end to end (fades out at 167.663 s into 6.15 s of silence) and nothing suggests `BGM_103` differs in kind. `authored/audio.json` sets `loop: "restart"` — replay from sample 0 — so the listener hears the fade-out and the trailing silence at the seam. **Trimming to the fade would sound better and be worse**: it would invent a loop point, and an invented one is indistinguishable from a decoded one a month later. What settles it: a loop-point field, or a capture of the real menu looping. |
| ~~P5 focus marker~~ | ~~the focus ring's spin PERIOD, and whether it loops~~ | Q1 + *"groups hold"* | ✅ **answered 2026-08-29, and NOT ON `main` YET.** The Decoder pointed at it over the message channel and the pointer resolves: branch `auto/no-disc-and-menu-captures`, commit **`4fa3099`** (branch head `66e74d4`), file `docs/re/focus-ring-spin-measured.md`, frames under `docs/re/captures/focus-ring/`. **The ring spins continuously — period 2.177 s wall-clock, eight evenly spaced autocorrelation peaks over nine revolutions**, with no angle estimated anywhere (both angle estimators failed their own controls and were not used). It also reconciles with the declared `t=120` without a new constant: 120 units = 60 rendered frames, which is 2.00 s at a true 30 Hz and 2.08–2.17 s at the 27.6–28.8 fps this emulator runs, so the measurement sits at the top of the predicted band. 🟡 The Decoder is explicit that this is *consistency, not closure* — the guest frame rate was not measured in the same run. ⚠️ **Do not read `captures/focus-ring/ring-20s-mean-uniform.png` as a frame**: the spin averages to a uniform circle, which is the finding, not a headless ring. **The port has not implemented this yet** — it still draws 0°, which the same corpus says is a pose the game never shows. That is next iteration's work and it is no longer blocked. |
| P3/P5 — the title screen | **does the idle post-boot title show the `PRESS Ⓐ` plate?** | Q2 | 🔴 the port's boot ends on `title` (build 4), which has **no plate**, and P5 has just made Ⓐ the only way off it. Both states are captured — `live-title-build4-no-plate.png` and `live-title-press-a.png` — so the art is not the question; the **sequence** is: build 4 alone, build 4 with build 2 over it, or build 4 *then* the plate after a delay. Behavioural, so the port has no oracle for it. `press_start` (build 2) is already exported and unused. ⚠️ Fixing it also means drawing **two builds at once**, which this port has never done — a change to `ScreenView`, not a line in `flow.json`. Not blocking P5. |
| P5 — Ⓑ on the main menu | **is Ⓑ what returns to the title, or the idle timer?** | Q5 | 🟡 stated in HANDOFF, no capture behind it. The title self-returns after ~8–10 s idle, so one unrecorded observation cannot separate them. `authored/flow.json` implements it and marks it *authored — likely but UNPROVEN*. **Not blocking** — P5 shipped with it — but it is the only navigation rule on that screen with nothing under it. Settled by one run that presses Ⓑ well inside the idle window, timestamped. |
| P6 BGM — the sub-wave count | **is a music bank's LEADING REGION a stem, or a decoder artefact?** | Q10 | 🔴 **HANDOFF and the decoders disagree, and P6 ships the disagreement.** `media::sound_bank_riffs("BGM_103.slb")` returns **three** sub-waves; HANDOFF Q10's census says a music bank is *"exactly two waves of identical duration (32/32 banks on the disc)"*. The third comes from `slb.rs:380` `to_xma_riffs`, whose hybrid branch emits a leading headerless packet region ahead of the `RIFF` waves — and `docs/re/REFUTED.md` already records that region as what makes `BGM_106`–`BGM_109` *"break the two-wave rule"*. Derived at HANDOFF `9ca1eb5`. **The exporter sums all three and writes a manifest warning**, because choosing which sub-wave to drop is a decoding question and MISSION §2 forbids this exporter answering one. So the menu currently plays a sum of three things where the census predicts two. What settles it: whether that leading region carries music. Raised with the Decoder 2026-08-29. |
| P3 — the plate's ONSET | **does the plate become visible 2.13 s after settle, or does its GROUP START then?** | Q2 | 🔴 **new, and it is a disagreement between two of the Decoder's own numbers.** `docs/re/title-plate-delay-measured.md` (`auto/no-disc-and-menu-captures` at `fb536df`, **not on `main`**) measures the plate *becoming visible* at settle + **2.13 s**, and instructs the port to *"wait 2.13 s, composite build 2"*. Those are 3.97 s apart, because build 2 has a group of its own and the port plays it: `press_start`'s `ptbtn00` is alpha `0x00` at t=214, `0x00` at t=236 (it slides y 560→550 invisible), `0xff` at t=238 — **3.967 s** from group start to full alpha at 60 u/s. Neither landmark reconciles them: both groups starting together puts full alpha 0.38 s *before* build 4 settles (`title` settles at t=261 = 4.350 s); build 2 starting at settle puts it at settle + 3.97 s. Landing on settle + 2.13 s needs build 2's group to start 2.51 s after build 4's, which is neither. **The port ships the instruction, not its own arithmetic**, prints the discrepancy on every boot, and is not choosing. First thing to check, and it is about the instrument rather than the game: is *"title settled"* (the glyph counter first reading 154) the same instant as the port's last-element settle? Raised 2026-08-29. |
| ~~P3/P5 — the title plate~~ | ~~does the idle title show `PRESS Ⓐ`~~ | Q2 | ✅ **answered and TAKEN at this iteration.** `auto/no-disc-and-menu-captures` at `fb536df`, `docs/re/title-plate-delay-measured.md`, traces in `docs/re/data/plate-timing-run{1,2}.tsv`. It is the third case: build 4 alone, then the plate composited over it. ⚠️ The delay is timed from where build 4 **stops animating**, not from where it first appears — measured the other way the two runs differ by 0.48 s against 6 ms. `ScreenView` now draws two builds at once, as a second `ScreenView` in the same `SubViewport` rather than a subordinate screen inside one. The onset question above is what is left. |
| P3 — the plate's PULSE | **what period does the plate pulse at, and which group boundary repeats?** | Q2 | ❔ **open, and the port draws no pulse.** The same finding measures the running plate pulsing continuously — peak/trough intervals 2.12 / 2.19 / 2.34 / 2.31 s, mean **2.24 s**. `press_start`'s group encodes exactly one cycle (`0x00` → `0xff` at t=238–244 → `0x00` untimed), and **no reading of it produces 2.24 s**: the whole group is 268 units = 4.47 s, and from its first keyframe 54 units = 0.90 s. So repeating the group would be inventing a period. The port holds the plate at its settle (t=238, alpha `0xff`), which is what it does on every other screen and what the static oracle capture `live-title-press-a.png` shows. What settles it: which instant the group restarts from. |
| P5 focus ring — implementation | ~~the ring's spin period~~ | Q1 | ✅ answered (2.177 s, `4fa3099`) and **still not implemented** — the port draws 0°, a pose the corpus says the game never shows. Not blocked on anybody; it is queued behind P3's plate this iteration. |
## Answered since this file was last written — no longer blocking
Q1 (keyframe time unit — linear ramp, 2 units per rendered frame, 1 unit = 1/60 s
*measured*), Q2 (which build is which screen), Q3 (paint order — a `u16` layer key
at `+0x0A`, **decoded**), Q5 (navigation: ⬆⬇ wrap, ⬅➡ nothing, Ⓑ up with focus
restored), Q7 (transitions: a fade through black, fade-in decoded, ~0.4 s fade-out
measured), Q9 (`ADVERTISE_MOVIE` → `ADV.wmv` is boot intro *and* attract; `MS00A` →
`S00A.wmv` is the new-game intro), Q10 (a bank is two stems played **together** —
do not concatenate), S1 (Ready Room: no-go).
**Cleared at `9ca1eb5`, and previously listed above as blocking:**
| Was blocking | HANDOFF | What the answer is |
|---|---|---|
| P5 — what Ⓐ on `NEW GAME` opens | Q4 | 🔴 **the old row was wrong, not merely stale.** It said "❔ untested: Ⓐ on it **hangs the emulator**". Q4 now reads **measured** for all **5** buttons: `NEW GAME` → `DIFFICULTY` → `SELECT DATA`, and the row says explicitly *"not a hang"*. ⚠️ The **GamePart id** behind those names is still a name match, so `flow.json` cites the destination as measured and the id as a name match. P5 is not blocked here. |
| P4/P7 — whether Ⓐ skips a movie | Q9 | ✅ **one Ⓐ skips a movie** — title reached at 57 s against a 193 s baseline. P4 already took this (`DECISIONS.md`, *"Ⓐ skips, because Q9 measured it"*); the row survived here only because nobody deleted it. |
| P3 — what drives the boot sequence | Q6 | ✅ answered, and the answer is a **negative with a stated reach**: the driver is **code, not data**, with four search spaces closed. That is not "unsettled" — it is the RE agent saying the port must author the sequence, which P3 did. Filed as answered so it stops reading like an open question. |
Also newly available, and useful to P3/P5 when they author the flow: the title
part's transitions are a **lookup by name**, and the game's own screen
vocabulary includes `TITLE_SCREEN`, `TITLE_MENU`, `LOADING`, `DIFFICULTY`,
`EXTRA_MENU`, `TUTORIAL_MENU`. Three of those are corroborated by measurements
taken before the function was opened (`DIFFICULTY` is what `NEW GAME` opens,
`EXTRA_MENU` is `EXTRAS`, `TUTORIAL_MENU` the lesson list). 🟡 **Candidate, not
decoded** — the RE agent is explicit that the strings are what the call sites
*reference*, not proven arguments, and the same list mixes in `TEXT_FONT` and
`GAMMA_RGB`. So `authored/flow.json` may use these as `goto` names — which is
better than inventing names — but must mark them as a name match, not a
measurement.
Three of those are **measured**, not decoded, and so are authored here rather
than exported:
| Authored because it is not on the disc | HANDOFF | Where it lives |
|---|---|---|
| `1 keyframe unit = 1/60 s` | Q1 | not yet written — P2 |
| initial menu focus (not stable across boots; pick one and say so) | Q5 | `authored/flow.json`, `screens.main_menu.initial_focus` — landed at P5 |
| the ~0.4 s fade-out and the 0.17–0.23 s black hold | Q7 | not yet written — P3 |
## The five asks — four answered at `9ca1eb5`
Sent to the RE agent 2026-08-29 and answered the same day. Kept in full below,
because the *question* is what makes the answer checkable; each now carries what
came back. **Only ask 4 is still open, and it is with the human, not the RE
agent.**
| Ask | For | State at `9ca1eb5` |
|---|---|---|
| 1 — how to recognise the splash | P3 | ✅ answered, and the answer is **"no content rule exists"** — design size and element count both fail. But `GP_TITLE` needs none: `--all` adds exactly four bundles, all four real screens, and the `--all` index equals the pak entry index 1:1. 🔴 **It also found a screen the port did not have**: entries 10/13 are the **SQUARE ENIX** publisher wordmark, the *first* thing the boot shows. |
| 2 — is the 0.4 s fade-out the whole ramp | P3 | ✅ **(a)** — one authored constant (~0.4 s / ~24 units), and **play the group to its end on every element**. (c) was refuted by a null test: a black quad alone holds the button÷background ratio constant, and the capture falls 6.50 → 1.94. |
| 3 — focus drawn OVER the base, or INSTEAD of it | P5 | ✅ **the port's choice is fine and was not the bug.** The focused sprite covers the base at 100.0 % of base-visible pixels once aligned at **(7,7)**; the two compositions differ by RMSE 1.1 inside the button rect. 🔴 **The real miss is the focus record's SECOND element** — `ptbtneff01.t32`, a 42×46 glowing ring. That is the ring marker. **This is what P5 builds on; see the refutation below.** |
| 4 — should the port draw rotation | P2/P3 | 🟡 **open, and with the human** — the RE agent declined to decide it alone. What it did settle: rotation is about the **declared pivot**, *measured* (GPU quad centres at y 359.1/360.0 against the pivot formula's 360.0; top-left predicts 810/990). ⚠️ It changes nothing on the five screens **at rest**. |
| 5 — is the oracle capture gamma-correct | all | ✅ **not gamma-neutral: RMSE against it has a floor.** `capture ≈ 255·(render/255)^γ`, γ ≈ **1.49** (main menu, `EXTRAS`), **1.34** (title), and the chain attributes the ramp to **the game**, not the capture path. ⚠️ **Reach: measured only on dark flat patches (render ~0–60)** — nothing constrains midtones or highlights. **Do not chase RMSE below the floor.** |
### Ask 4 is the only one that needs anything from anybody
It is a *joint* decision, not an RE question, and the port has said it will carry
`rotation_deg` in the format either way. Nothing in P5 touches it.
## The original five asks, as sent
Ordered by what it costs the port, not by what it costs to answer. Preserved
verbatim; see the table above for what came back.
### 1. How should the exporter recognise the developer-logo splash? (P3, blocking)
The splash is the **first thing P3 draws** and it is not in `export/`. It
declares its sprites directly and has no `.rat` layout child, so `is_build`
rejects it; `sylpheed-cli` reaches it only via `--all`, which the CLI's own help
says **renumbers `--build`**. So the port cannot address it by build index
without the index meaning something different from everywhere else in this
format.
What I need is a **predicate**, not an index: something the exporter can apply to
say "this bundle is a composable screen" that admits the splash and does not
admit the 1 894 two-element fragments `--all` also lets in. If the honest answer
is "there is no such rule, take `GP_TITLE` entries 11/14", that is a usable
answer — I will export it under a synthetic name with `name_source` saying it was
located by entry index and not by a rule.
### 2. Is the ~0.4 s fade-out the whole ramp, or a segment of it? (P3, blocking)
Q7 measures the screen fade-out at ~0.4 s and the black hold at 0.17–0.23 s.
The port needs to know **which quantity that 0.4 s is**, because the last
keyframe of a group carries no `t` and the port refuses to invent one:
* the ramp from the hold to the exit pose — i.e. the missing duration of that
final untimed keyframe; or
* hold → exit → fully black, the 0.4 s covering several keyframes; or
* something the game does independently of the group.
Under the first reading the port writes one authored constant and plays the
group to its end. Under the third it must not.
### 3. Focus: drawn OVER the base element, or INSTEAD of it? (P5, cheap, avoid rework)
`sylpheed-cli --focus` is documented as drawing the focused record **over** its
base. The port **replaces** the sprite. Those are different operations and the
port picked its one without evidence.
Evidence that the port is wrong: rendering `main_menu` with `ptbtn01` focused —
which is how `main-menu-oracle.png` was taken — makes the RMSE against that
capture **worse**, 5.92 % → 7.00 %. The capture also shows a **ring marker**
beside `NEW GAME` that the port draws nowhere. Cheap to answer from a capture
that already exists, and it decides how P5 is built.
### 4. Rotation — should the port draw it, and about what? (P2/P3, needs a joint decision)
`67fa1a1` decodes `rotation_deg` at keyframe `+12` and explicitly does **not**
render it: `ui_layout::blit` is axis-aligned. `ptloop01`/`ptloop02` on the title
declare +30° and −45°, and the framebuffer submits them at +30.26 and −45.28.
A canvas rotation is a few lines in Godot, so the port *can* draw these. But
then the port is deliberately more correct than the reference renderer, and
`verify-screen` — the port's whole verification method — starts reporting a large
diff on the title that means "the port is right". That is a bad state to be in
silently, so I would rather agree it than do it.
Two sub-questions: **is the rotation about the declared pivot** or about the
element's centre or corner? And would you rather `blit` grow a rotating path so
the diff stays meaningful? The format would go to **v3** to carry
`rotation_deg`; that is my side and I will do it either way, since carrying a
decoded field the renderer ignores is better than dropping it.
### 5. Is `main-menu-oracle.png` gamma-correct? (not blocking, but it calibrates everything)
With the background in, the port sits at 5.92 % RMSE against that capture and is
visibly **darker and less saturated** than it across the whole frame. If the
capture path applies a gamma or a colour transform the game does not, then RMSE
against captures has a floor and the port should stop chasing it. If it does
not, something is still missing. The port cannot tell these apart from inside.
## Questions this port has raised
### ~~Does a keyframe group loop, or hold its last pose?~~ — answered
**Answered 2026-08-28 by the RE agent: groups hold.** `ptloop01`/`ptloop02` park
their sprites at x=1521 and x=−839, both off a 1280-wide design, and 18 s of
settled title sits at sd ≤ 0.01. `loop*.rat` is a misleading name — these
animate once during build-in and then rest off-screen.
The port's own error here was different and is fixed: it settled at the last
*timed* keyframe rather than at the hold. See `docs/DECISIONS.md`.
Kept for the record:
Raised at P2 and **unsettled**. The port holds the last timed keyframe, which is
right for an entry animation (the main menu settles at t=80, 1.33 s) and is
proven on the screen P2 gates. The **title** runs to t=269 — 4.48 s — and there
the port's settled pose and the decoders' `rest` disagree badly (max 142/255).
🔴 **REFUTED 2026-08-29, by the port, against its own export.** This paragraph said: *"no element's alpha reverses direction anywhere in this export, so nothing pulses, which removes the obvious reason to expect a loop without disproving one."* `press_start`'s `ptbtn00` reverses: `fade_argb` is `0x00ffffff` at t=214 and t=236, `0xffffffff` at t=238 and t=244, and `0x00ffffff` again on the final untimed keyframe. It was in the export the whole time and the claim was never checked against it — it was checked against the screens P2 happened to be looking at. The reason to expect a loop is back, and the running game pulses this exact element. What would settle it: **a capture of build 4 alone**. The one
live title capture composites the `PRESS Ⓐ` plate (build 2) over it, so it
cannot be diffed against the title by itself.
⚠️ Independently, **both** of the port's modes draw a washed-out cyan glow over
the title logo that the running game does not have. That is a third problem and
it is P3's; it is noted here so nobody reads the loop question as its cause.
Not blocking anything today; raised because the port found them and a guess here
would be believed later.
### ~~`rest_plateau` misfires on elements with no exit animation~~ — fixed
**Fixed 2026-08-28** in `sylpheed-formats`, and this port's pin moved
`8b6dbcf → 5414db3` to take it. The rule adopted is **not** the condition this
port proposed, which was too loose: a trailing run is the hold exactly when it
is **visible**. The port's condition would have erased the word PAUSE on
`pgptitle.rat`, whose trailing run is two identical *transparent* frames.
Kept for the record, since the reasoning is still what found it:
**This one is a decoder bug, not a question**, and it was the highest-value item
on this page for the RE agent. `ui_layout::rest_plateau` excludes a run of
identical keyframes that ends the group, on the grounds that it is the exit. For
an element that **has no exit animation** the trailing run *is* the hold, and the
rule falls back to an earlier run — for a slide-in, the invisible pre-roll.
The condition that identifies the affected elements exactly, with no false
positives across this export, is: **the final untimed keyframe has the same pose
as the last timed one.** Six elements match; `rest()` misses all six.
`ptframe1` and `ptframe2` on the main menu are the visible case, and
`docs/re/captures/main-menu-oracle.png` settles it — the game draws the circuit
bracket that `rest` calls invisible. `sylpheed-cli screen render` is missing it
too, so this is not only a port concern.
The port needs nothing here: it derives the arrived pose from the keyframes and
does not use `rest`. Filed because `rest()` is used elsewhere and because a
capture already proves it.
### Does the game sample a scaled sprite at the pixel corner or the pixel centre?
Found at P1, by the only screen it could have been found on. `title_jp`'s
`ptlogo_eff2` is the **single drawn element in the whole export** at a scale that
is not a whole multiple of 100 % (125 %), and `title_jp` is the only one of the
twelve screens whose Godot-vs-CLI diff exceeds 6/255.
The two renderers pick different source texels at a non-integer ratio.
`sylpheed_formats::ui_layout::blit` samples at the destination pixel's **top-left
corner** (`sxi = col * sw / dw`); a GPU samples at its **centre**
(`floor((col+0.5)*sw/dw)`). At 125 % they disagree on one column in five — ~30
pixels above 100/255, strung along thin diagonal edges. At every whole multiple
of 100 % they agree exactly, which is why the other eleven screens are clean.
The port has **not** changed to match: matching would mean reproducing a half-
pixel bias on purpose to make a number smaller. The question for the RE agent,
when it is cheap: **a framebuffer capture of the Japanese title screen** would
settle it outright, and it is the kind of thing a capture answers in one look.
Cost of being wrong either way: a one-texel edge on one glow, on a screen the
English boot path never shows. This is filed, not urgent.
### The pivot is not half the texture on `GP_TITLE`
`sylpheed-formats`'s `ui_layout::Element::pivot_x` is documented as "for a `.t32`
element this is exactly half the decoded texture's dimensions (verified 7/7 on
the tutorial bundle)". Counting it over the whole of `GP_TITLE` as exported:
* **55 of 93** sprite-bearing `.t32` elements match within ±1 px.
* **38 do not**, and several are not close: `ptlogo_back2` is 1118×262 with pivot
(500, 117) where half is (559, 131); `ptmsg` is 223×38 with pivot (123, 19)
where half is (111.5, 19) — the Y matches and the X does not.
This changes nothing today: the exporter emits the **declared** pivot and never
derives one, and the pivot only affects drawing when scale ≠ 100 %. But it does
matter, because scale is genuinely animated here — **177 keyframes** across
`GP_TITLE` are not 100 %, including on the title screen the port must draw at P1.
The question for the RE agent, when it is cheap to answer: **does the running
game anchor a scale to the declared pivot, or to half the texture?** The two
differ by up to 59 px on `ptlogo_back2`, which is visible. Until then the port
follows the decoders and uses the declared pivot, which is also what
`sylpheed-cli screen render` does — so a P1 diff cannot distinguish them, and
agreement between the two is not evidence.
**P1 has now been run and that prediction held.** The port and the CLI agree on
every scaled element across all twelve screens; the question is untouched by it.
It will stay untouched by P2 as well, since P2 animates the same two renderers'
shared assumption. Only a capture answers this.
### Does the focus ring spin while a button is focused? (P5)
Raised 2026-08-29 against HANDOFF `9ca1eb5`. **Not blocking** — P5 can draw the
ring at rest and say so — but it is a guess if taken either way, so it is not
taken.
`ptbtneff01` is the 42×46 glowing ring that ask 3 identified as the focus
marker's first element. In every one of the five focus records it declares
exactly two keyframes:
```
t=120 pos (500, y) scale 100% rotation_deg 0
— pos (500, y) scale 100% rotation_deg 360 (untimed, the hold)
```
A full turn, ending on the untimed final keyframe. The settled answer *"groups
hold, they do not loop"* (2026-08-28, from `ptloop01`/`ptloop02` parking
off-screen) does not decide this one, because **0° and 360° are the same pose** —
a ring that spins forever and a ring that turns once and stops are
indistinguishable by their rest pose, which is the evidence that settled the
other case. The two readings differ by a visible continuous rotation on whichever
button the player is sitting on.
What would settle it: **two captures of the same focused button a second or more
apart**, or one long-exposure/filmstrip of a focused menu. Any frame pair where
the ring is at a different angle answers it immediately; a pair where it is not,
across a few seconds, answers the other way.
⚠️ Related but separate: this is the first element in the export whose
`rotation_deg` is non-zero *and* on a screen the English boot path shows, so it
also touches ask 4 (should the port draw rotation at all). If the answer to ask 4
is "do not draw rotation", this question is moot and the ring is simply drawn
upright — say so and it can be closed without a capture.