Files
Sylpheed/docs/re/structures/ui-paint-order-derived-check.md
Sylpheed RE agent 3eba09aae0 re: the port was still being told SE audio is undecodable -- it is not
A resolve-check on HANDOFF's own rows. Q8 read "SE audio is undecodable
from the disc -- no XACT container exists anywhere". menu-audio-cues.md
retracted exactly that ("### Retracting 'cannot be extracted'") and
locates three cues in Static.slb that decode to PCM: d-pad move 0x1ec0
(4 packets), (B) back 0x0ec0 (2), (A) confirm 0x5d6c0 (6), all mono
48 kHz. The retraction landed in docs/re/ and the page the port reads
kept the superseded text -- the fourth time in this corpus.

Writing the rule down has not worked, so there is a tool now.
handoff_lint.py flags every HANDOFF line making a strong negative claim
that links a doc containing retraction language. First run: found the Q8
row, plus one benign false positive (Q3 links a doc whose retraction is
about a sprite count, not about the tie-break -- checked, and HANDOFF
repeats none of the retracted figures). The lint also caught its own bug
first: it reported existing docs as missing because it joined a guessed
repo root, so it now resolves links relative to the file as markdown does.

Separately, EXTRAS's paint-order risk narrows twice more. Of its 15 tied
pairs only 2 overlap, and of those, ptloop01 x ptloop02 are loop*
animations compose skips by default -- so exactly ONE tie can be drawn:
ptframe3 x ptframe4, overlapping 102x132 px. Against live-extras.png that
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 our order, not proof: correlation cannot see a
swap between locally similar art.

15 -> 2 -> 1 -> consistent is now the whole paint-order risk on the five
screens, and HANDOFF says so.
2026-08-29 02:31:37 +00:00

7.4 KiB
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Does the derived paint order reproduce the measured ones? Mostly — and the gap is bounded

Status: checked, with numbers. compose uses a paint order measured from the running game for the builds that have one and falls back to derived_paint_order — a sort on each sprite's layer key — everywhere else. The code's doc comment claimed the derived order "reproduces both measured orders up to ties". That was a hedge with no measurement behind it, and it was stale: there are three measured orders now, not two.

Tool: cargo run -p sylpheed-formats --example paint_order_audit -- dat/GP_TITLE.pak. Output committed at data/paint-order-audit.txt.

The claim holds, and the exception is all ties

build derived == measured inverted pairs of which same-key ties
main menu (entries 5, 8) YES 0
developer splash (11, 14) YES 0
title (entry 4) NO 8 8 — every one

Four of the five measured bundles reproduce exactly. The title's eight disagreements are all between elements that share a layer key, which the sort cannot order and breaks by declaration index.

⚠️ Two of those ties are total occlusions

The tied family is the five ptlogo_back2eff glows, all key 32899:

measured paints: 14, 15, 18, 16, 17
derived  paints: 14, 15, 16, 17, 18

Two pairs flip, and they are not near-misses:

pair overlap
back2eff5 vs back2eff3 82 824 px² 100 % of the smaller
back2eff5 vs back2eff4 152 047 px² 100 % of the smaller

back2eff5 is 1133×280 and fully contains both. Derived paints it on top of two glows it completely covers; the game paints it underneath. So a tie-break by declaration index is not cosmetic — where it is wrong, it can be wrong by a whole layer. The title is unaffected in practice, because it has a measured order.

The port's actual exposure is two element pairs

Per build, counting tied pairs and how many of them overlap (only those can paint visibly differently):

entry the port's screen order used tied pairs overlapping
4 title measured
5 main menu measured (derived agrees exactly) 0 0
6 EXTRAS derived 15 2
10 publisher splash derived 0 0
11 developer splash measured

So of the five screens, one rests on an unverified derived order, and its risk is two overlapping tied pairs — not the 15 the raw tie count suggests. The publisher splash's derived order is fully determined (no ties at all).

🟡 For completeness, outside the port's set: entry 7 (the Japanese title) is the worst on the disc at 37 tied pairs, 16 overlapping.

Reach

  • This checks the derived order against the orders measured from the running game; it is not an independent derivation of what the game does. Where no measured order exists, agreement cannot be checked at all — only the tie exposure can, which is what the table above reports.
  • Overlap uses pivot × 2 as the element's size (documented as the sprite's own dimensions for a .t32) at its resting placement, so scaled or rotated elements are approximated.

The tie-break is undecodable from the bundle — searched, with reach

The audit above leaves one question: the layer key orders elements, but what orders elements that share a key? On the title that tie-break decides two total occlusions, so it is not academic.

The game paints the five tied ptlogo_back2eff glows in the order eff1, eff2, eff5, eff3, eff4. Three static structures were searched for anything that reproduces it.

1. The declaration table. Entries 1418 are byte-identical apart from the pivot, which is just half the sprite's own size:

14 ptlogo_back2eff1  00000000 ffffffff ffffffff 00000000 ffffffff 0000004e 0000003c 00000000
15 ptlogo_back2eff2  00000000 ffffffff ffffffff 00000000 ffffffff 00000074 0000005b 00000000
16 ptlogo_back2eff3  00000000 ffffffff ffffffff 00000000 ffffffff 000000aa 0000005b 00000000
17 ptlogo_back2eff4  00000000 ffffffff ffffffff 00000000 ffffffff 00000149 0000005b 00000000
18 ptlogo_back2eff5  00000000 ffffffff ffffffff 00000000 ffffffff 000001fb 0000007e 00000000

2. The T8aD headers. All five carry identical +0x04 (0x8832) and identical +0x08/+0x0A (32899, the layer key itself). They differ only in position and tile count. Searched exhaustively: every offset 0x000x7f, at u8, u16 and u32 width, sorted both ascending and descending —

fields sorting to the measured order 0
fields sorting to the declaration order (control) 64

The control matters: 64 fields can be found that reproduce a known ordering, so the scan is capable of finding an ordering field when one exists. It finds none for the order the game uses.

3. The RATC child order — the bundle's second element list, which is genuinely a different permutation from the declaration table on other screens. For this family it reads eff1, eff2, eff3, eff4, eff5: declaration order again.

The answer

Undecodable from the bundle, with reach. All three static orderings give eff1…eff5; the game gives eff1, eff2, eff5, eff3, eff4. That is consistent with what ui-screen-runtime already concluded from the other direction — the game builds a reordered child list at load time and paints that.

So Q3 resolves as: the layer key is decoded and orders 4 of the 5 measured bundles exactly; the tie-break within a key is undecodable, and a consumer must either use a measured order or accept declaration index as an arbitrary stand-in.


EXTRAS's exposure narrows to ONE pair — and the capture is consistent with it

The 15 tied pairs on EXTRAS reduce twice.

2 of the 15 overlap (only an overlapping tie can paint differently):

[0]  ptframe3.t32  x  [1]  ptframe4.t32   key 32848  overlap 102x132
[14] ptloop01.rat  x  [15] ptloop02.rat   key 32784  overlap 400x180

1 of those 2 can be drawn. ptloop01/ptloop02 are loop* sprite animations, which compose skips unless --animated is passed, so their tie is unreachable in a default render. The real exposure is ptframe3 × ptframe4, overlapping 102 × 132 px at x 584686, y 318450.

The capture is consistent with our order

Correlating our render against live-extras.png:

region correlation
the contested overlap (x 584686, y 318450) +0.9622
ptframe3 alone, outside the overlap +0.8502
ptframe4 alone, outside the overlap +0.9903
whole frame +0.9440

The contested region matches better than the frame as a whole and sits inside the range of regions where order cannot matter. Were our tie-break wrong, that region should correlate worse than its neighbours.

🟡 Consistent with, not proof. Correlation cannot see a swap if the two frames happen to be locally similar. But it is a real check, and it removes the "entirely unverified" character of the one tie the port can actually hit.

So the chain is: 15 tied pairs → 2 overlapping → 1 drawable → consistent with the capture. That is the whole paint-order risk on the port's five screens.