20 KiB
What a keyframe time is worth, and what shape the ramp has
✅ 2026-08-29 — the argument on this page about WHICH BLOCK OWNS A TIME is over
It was never a choice between two readings. A placement group is
framesrecords of{u32 time; 36-byte pose}after an 8-byte header, so the time word precedes its pose; the group's "lead-in word" is pose 0's time, and no time is missing.SYLPHEED_KF_TIME_SHIFThad the association right and pose 0 untimed, which is the only reason it looked like it cost build 7 13.1 % of its pixels. Decoded disc-wide, with controls, inui-keyframe-record-layout.md; the gate is nowSYLPHEED_KF_TIME_LEGACY=1.Everything else on this page stands — the ramp is linear, the clock advances 2 units per submitted frame, and
1 unit = 1/60 sis measured. Read the sections below with that correction applied: where a table pairs a time with a pose, the pairing is the corrected one.
Status: ✅ CONFIRMED for the two things the port is blocked on — the ramp is
linear, and the animation clock advances 2 keyframe time units per frame the
game submits. 🟡 the conversion to seconds rests on one further step: the game
was measured presenting 27.6 frames/second, which reads as a 30 Hz title
running at ~92 % under the emulator, giving 1 unit = 1/60 s. That last step is
reasoning over a measurement, not a measurement — see the reach of the negative
below.
This answers docs/port/MISSION.md Q1. Everything animated downstream — the
title wordmark zoom, the main menu's staggered buttons, every fade — is scaled by
this number.
The measurement
The question cannot be asked of a screen that is sitting still, and
log_ui_draws armed at a screen only ever sees the steady state. So arm it
repeatedly through the boot and keep every log: each F10 opens a new numbered
file and closes the previous one, which stays on disk complete. Re-arming
every 3 s tiles the whole approach to a screen, and whichever file straddles the
build contains it. tools/re-capture/screen_build_capture.sh does this; it sends
no pad input at all, because Ⓐ during the boot has ended a run on a permanent
black screen (canary-scripted-input-traps.md).
The developer-logo splash is the cheap target: it is the first thing the guest
draws, roughly ten seconds in, and its bundle (GP_TITLE.pak, --all --build 11
/ 14 — the palogo group) declares short, unambiguous ramps.
The capture is committed: captures/ui-timing/splash-build-draws.log
(the raw draw stream) and captures/ui-timing/splash-build-quads.csv
(tools/re-capture/kf_time_probe.py, one row per quad per frame: pixel rect and
the per-vertex colour whose high byte is the element's fade).
Frame numbers are the emulator's VdSwap count — frames the guest submitted — so an emulator running at 80 % of real time does not move them. That is the whole reason to measure in this unit rather than with a stopwatch.
The quads are the splash, by position and size
Every sprite in the capture lands on its declared placement:
| capture quad | declared element (build 11) | declared placement |
|---|---|---|
666x65 @ (307,331) |
palogo_sqex.t32 666×68 |
(309,330) |
525x90 @ (378,155) |
palogo_gamearts_eff.t32 521×91 |
(379,154) |
262x108 @ (512,306) |
palogo_seta_eff.t32 261×110 |
(511,305) |
499x72 @ (390,162) |
palogo_gamearts.t32 500×71 |
(390,164) |
243x86 @ (518,317) |
palogo_seta.t32 240×89 |
(521,316) |
(A quad runs a few pixels under its sprite; that offset is already recorded in
ui-title-paint-order-capture.md and is not what is being measured here.)
Result 1 — the ramp is linear, exactly
palogo_gamearts_eff and palogo_seta_eff declare a fade-in of
t=15 a=0 → t=30 a=255: a 15-unit ramp. Their fade alpha, frame by frame,
straight out of the capture:
| frame | 94 | 95 | 96 | 97 | 98 | 99 | 100 | 101 |
|---|---|---|---|---|---|---|---|---|
| alpha | 0x22 34 |
0x44 68 |
0x66 102 |
0x88 136 |
0xAA 170 |
0xCC 204 |
0xEE 238 |
0xFF 255 |
| ⇒ units into the ramp k | 2 | 4 | 6 | 8 | 10 | 12 | 14 | ≥15 |
round(255·k/15) = 17k reproduces all seven samples with zero error. An eased
ramp cannot do that: any ease-in/ease-out would bend the first and last steps, and
these are a constant 34 throughout. Linear interpolation, refuted-nothing-left.
The same element's fade-out gives the same law with a one-count offset —
255·(1−k/15) − 1 = 254, 220, 186, 152, 118, 84, 67, 33 for
k = 0, 2, 4, 6, 8, 10, 11, 13, which is exactly what the capture holds on frames
108–115.
Result 2 — 2 time units per submitted frame
Read k off the row above: 2, 4, 6, 8, 10, 12, 14 on seven consecutive submitted frames. The clock advances 2.000 units per frame, over six consecutive intervals, with no residual. The fade-out shows the same 2-per-frame step with one single-unit frame (k goes 10 → 11 → 13), so the quantum underneath is 1 unit and the normal step is two of them.
Cross-checks in the same capture, all consistent:
- the declared hold
t=30 → t=45(15 units) is held for frames 101–107, 7 frames ≈ 14 units; palogo_sqex's fade-out steps in multiples of 17 per frame (−34 with the odd −17), the same 255/15 quantum;- the
gamearts/setapair holds full alpha for frames 116–198 and fades out over frames 199–211.
Result 3 — the conversion to seconds, and how far it reaches
300 submitted frames took 10.87 s wall-clock, measured by arming one bounded
capture over the splash and timing it to its own [UI-CAP] done line:
27.6 frames/second.
With 2 units per frame that is 55 units/second measured. The two readings that fit are:
- 30 Hz present, 60-unit-per-second timeline — the emulator running at 92 % of real time. A 30 Hz renderer stepping a 60 Hz timeline is exactly the 2-units- per-frame quantum that was measured, and 92 % is an ordinary number for this container.
- 60 Hz present at 46 % of real time, giving a 120-unit-per-second timeline. This requires the emulator to be running at less than half speed while drawing four quads over a black screen, and it requires the game's timeline to tick at 120 Hz.
Taking the first: 1 unit = 1/60 s. The title build (GP_TITLE.pak build 4,
t = 16 … 269) is then 4.2 s, and the main menu build (build 5, t = 12 … 80)
1.1 s.
The reach of this negative (as written before the test below — kept for the reasoning): the present rate was measured during the boot splash, where the guest is also streaming from the ISO, so it is a lower bound on the emulator's speed and cannot by itself exclude the 60 Hz reading. What would settle it is the same 300-frame timing taken on the idle title screen, where nothing is loading — if that also comes out near 28 fps the game is 30 Hz and the unit is 1/60 s; if it doubles to ~55 fps the game is 60 Hz and every duration on this page halves.
✅ That test was run — 2026-08-28. The game is 30 Hz; 1 unit = 1/60 s
Reached the title with a single Ⓐ to skip the intro
(movie-binding.md), let it settle 12 s so nothing was
loading, then armed the bounded 300-frame capture and timed it to its own
[UI-CAP] done line:
| 300 frames in | rate | |
|---|---|---|
| idle title, trial 1 | 10.40 s | 28.8 fps |
| idle title, trial 2 | arm produced no capture | — |
| idle title, trial 3 | 10.60 s | 28.3 fps |
| (prior) boot splash | 10.87 s | 27.6 fps |
~28.5 fps on an idle title — the same rate as the loading splash. By this
page's own criterion that settles it: the title presents at 30 Hz, the
timeline ticks at 60 units/second, and 1 unit = 1/60 s.
The 60 Hz reading is now excluded, not merely disfavoured. It would require the emulator to be running at 47 % of real time while sitting idle on a static title — and the capture says that screen costs 1 526 draws over 300 frames, about 5 draws per frame. Nothing there is expensive enough to halve the emulator's speed, and the splash and the idle title returning the same rate is exactly what a constant ~95 %-of-real-time emulator looks like.
So the durations on this page stand as written: title build 4 ≈ 4.2 s, main
menu build 5 ≈ 1.1 s, and EXTRAS build 6's declared fade-in ≈ 0.87 s.
⚠️ Still measured, not decoded — no field on the disc says "sixtieths of a second". What changed is that the measurement now has an idle-state control and the competing reading is ruled out.
What this does not say
- Nothing here is a decode: no field on the disc says "sixtieths of a second". The number is measured from the running game, and the port is transcribing a measurement, not a disc value.
- The splash drew
palogo_sqex, thenpalogo_gamearts+palogo_setawith their_effsprites — but notpalogo_anima(declared at 388×136 @ (446,449)) and notpalogo_sqex_eff, in the ~7 s of capture after the pair faded out. The_sqex_effabsence is explainable (the capture joined the SQUARE ENIX logo mid-hold); the missing studio-anima logo is not, and is left as an open observation for Q2 rather than a claim.
🟡 Open: the palogo_* LOGO elements do not play their declared timeline
Added 2026-08-28. Everything above stands — it rests on the _eff glows, and
they reproduce exactly. What follows is a different element in the same bundle
and the same capture, and it does not.
Reproduce with
tools/re-capture/splash_ramp_check.py;
output committed at data/splash-ramp-check.txt.
Why this is a test and not a fit
The clock is calibrated on palogo_gamearts_eff — its declared 15-unit fade-in
0@15 → 255@30 against its captured alphas 34, 68, 102, 136, 170, 204, 238, a
constant step of exactly 34. That gives t = 2f − 171, and the calibration
checks itself: the glow's declared hold ends at t=45, predicted frame 108.0,
and the observed last full-alpha frame is 107.
That calibration is then applied to palogo_gamearts — same bundle, same frames,
no free parameter left:
| declared | predicted frame | observed alpha |
|---|---|---|
a=0 at t=15 |
93.0 | not drawn |
a=0 at t=30 |
100.5 | not drawn |
a=255 at t=190 |
180.5 | 255 |
a=232 at t=206 |
188.5 | 255 |
a=32 at t=210 |
190.5 | 255 |
The logo is still at full alpha nine frames after it should have been at a=32.
Its fade-out actually runs frames 199–211, some 17 frames late, and its
declared 80-frame fade-in (t=30→190) is not drawn at all — the element's
first appearance, frame 116, is already at 255.
⚠️ "Not drawn" is not a culling artefact: the same element is submitted all the
way down to a=7 on the way out, so low-alpha quads plainly do reach the GPU.
The shape mismatch, which needs no calibration at all
The declared fade-out spends 12 of its 16 units dropping only 23/255 of
the alpha — a near-flat leg — then 200/255 in the remaining 4. The captured
per-frame drops are 1, 11, 6, 22, 34, 33, 17, 33, 33, 17, 25, 8, 8. There is no
near-flat leg.
🟡 A candidate, offered as one and NOT adopted
If the word at +36 were the time of the next keyframe rather than of its own
block, the logo's fade-out would read 255@190 → 232@194 → 32@206 → 0@210:
slow, fast, slow — which is the captured shape. Fitting both readings to the
captured fade-out gives RMS alpha error 4.05 shifted against 12.13 as
decoded, on two elements independently (gamearts and sqex).
It also removes a special case. The decoder currently notes that a group's data "stops 4 bytes short of its final block's time slot", so the last block's time is unreadable. Under the shifted reading the last block simply has no successor, so it has no time word — the same bytes, no special case.
Not adopted, for three reasons:
- It does not explain the missing fade-in, which is the larger anomaly.
- It does not fix the 17-frame lateness of the fade-out.
- The
_effelements do not discriminate between the two readings — I checked: with four blocks the shift merely relabels which phase is which, and both reproduce the observed fade-in / hold / fade-out. So the entire case for the shift rests on one element's fade-out shape.
The decoder is unchanged. 🟡 What a port should take from this: the interpolation law is settled (linear, 2 units per frame), and the group timeline for multi-keyframe elements is not.
🔴 One thing I got wrong in the course of this
I first reported the _eff glows as holding "a constant α ≈ 33" and read that as
contradicting the declared 255 plateau. They do no such thing — they ramp 34 →
255 in exact steps of 34. I had printed only the series' minimum and read it
as its range. Withdrawn; the trap is in METHOD.md.
✅ Settled the next iteration: the hold duration decides it
The section above left the candidate unadopted because its whole case rested on one fade-out's shape. There is a much blunter measurement in the same capture, and it needs no calibration at all — just the ratio of two observed spans:
| full-alpha hold : fade-out | ratio | |
|---|---|---|
| observed | 83 frames : 13 frames | 6.38 |
| as decoded | 4 units : 16 units | 0.25 — off by 26× |
+36 = the NEXT pose's time |
160 units : 20 units | 8.00 |
With the glow's 2 units/frame fixed and nothing else free, the current reading
predicts palogo_gamearts holds full alpha for 2.0 frames. The capture holds
it for 83. The shifted reading predicts 80.0.
That is no longer a shape argument, and it is not a fit — it is a factor of 26.
A fifth argument, from the corpus's own behaviour
Element::rest() tries rest_plateau() first and falls back to picking the
keyframe with the longest dwell. Run that fallback on palogo_gamearts:
| reading | dwell winner |
|---|---|
| as decoded | a=0 (dwell 160) — a fully transparent pose, for a logo |
| shifted | a=255 (dwell 160) — the visible hold |
Under the current reading the plain dwell rule picks an invisible pose for a
publisher logo, and only the rest_plateau special case rescues the render. That
special case has been repeatedly troublesome — it is the one the port agent
reported a bug in on 2026-08-28. Under the shifted reading the dwell rule is
simply correct on its own.
What the shift is, exactly
Blocks 0…n−1; W[k] is the word at block k's +36. W[n−1] lies outside the
group, because a group owns frames·40 − 4 bytes.
- as decoded:
kf[k].time = W[k]; the last keyframe has no time, as a special case for the missing word. - shifted:
kf[k].time = W[k−1]; the first keyframe has no time, andkf[n−1]takesW[n−2]— which exists. Nothing is missing and nothing is special-cased:W[k]is simply the time at which posek+1is reached.
Gated by SYLPHEED_KF_TIME_SHIFT=1, default unchanged. See below for what
adopting it would cost.
🔴 …and what it costs — which is why the default is UNCHANGED
Rendering every build of six UI paks under both readings, and byte-comparing:
| result | |
|---|---|
| builds rendered identically | 10 of 11 compared |
| builds that changed | GP_TITLE build 7 — 13.1 % of pixels |
Build 7 is the Japanese twin of build 4, and build 4 — the one verified against a live capture — is byte-identical under both readings. So the one build the shift moves is the one with no capture to adjudicate it. The available proxy says the shift makes it worse:
| build 7 rendered | corr vs verified build 4 | mean luminance |
|---|---|---|
| as decoded | 0.6206 | 70.94 (build 4: 71.41) |
| shifted | 0.6201 | 76.32 |
Two language twins are the same artwork with different text, so their brightness should match closely. As decoded it matches to 0.5; shifted it is 4.9 brighter. Correlation does not separate them (0.6206 vs 0.6201) — the luminance does.
The honest position
These two results are about different things, and both are real:
- For animation timing — what the port actually needs to play a screen — the shifted reading is favoured by a factor of 26 on a calibration-free measurement, and the current reading predicts a 2-frame hold where the game holds 83.
- For resting-pose selection — what
screen renderdoes — the current reading matches the EN/JP twin brightness and the shifted one does not.
They can both be true: rest()'s dwell fallback is a heuristic layered on top
of the times, and moving the times moves its tie-breaks. Adopting the shift
would mean revisiting that heuristic in the same change, and there is no capture
of build 7 to verify the result against.
So the default stays as decoded. 🟡 The port should treat a multi-keyframe
group's timing as unverified — and specifically should not expect a
2-frame hold where the game holds 83 — while rest() and screen render remain
as they are.
✅ Replicated: three elements, two screens, and the shifted reading wins every time
2026-08-29. The case for reading +36 as "the time the NEXT pose is
reached" rested on one element's fade-out shape, then on one element's hold
duration. Both splash halves supply more, and they all say the same thing.
Phase durations in frames (2 units/frame, from the _eff glow ramp):
| element | screen | observed hold at a=255 |
as decoded | shifted |
|---|---|---|---|---|
palogo_gamearts |
developer splash | 83 f | 8 f | 80 f |
palogo_seta |
developer splash | 83 f | 6 f | 80 f |
palogo_sqex |
publisher splash | ≥ 77 f * | 6 f | 102 f |
* the capture opens mid-hold at frame 1, so 77 is a floor, not the length.
The two readings predict opposite structures for these elements. On
palogo_gamearts, as decoded: hold 8f, in 80f, hold 2f, out 6f, out 2f —
an eighty-frame fade-in and a two-frame hold. Shifted: in 8f, hold 80f, out 2f, out 6f, out 2f — an eight-frame fade-in and an eighty-frame hold.
The capture shows a 83-frame hold and no fade-in at all.
And the elements that cannot discriminate are not contradicted
palogo_gamearts_eff observed in 7f, hold 7f, out 8f. As decoded it reads
in 8f, hold 8f; shifted it reads hold 8f, out 8f. Both fit — with only four
blocks the shift relabels which phase is which without changing any duration. So
the glows, which are what Q1's linear law was measured on, do not argue against
the shift; they simply say nothing about it.
🟡 Why the decoder's default is still unchanged
The one thing that opposes the shift is Element::rest() on ptlogo_eff3.t32,
where the shifted reading makes the longest-dwell fallback return the bloom's
200 % peak instead of an invisible frame. But that fallback is unsound whenever
it runs (resting pose) — it returns an
endpoint of a movement, and neither endpoint is held. Checked: the shift does not
fix it either, so this is not a case of two readings disagreeing about the times.
It is a heuristic guessing, in both.
So the two questions are separable, and only one of them has evidence. The
times govern animation; rest() picks a static pose through a rule that consults
them only after its own precondition has failed.
⚠️ What a port should do
For animation timing, read +36 as the next pose's time: three elements
across two screens, each off by an order of magnitude under the other reading.
For static composites, nothing changes — screen render is unaffected, and
the five screens' correlations stand (acceptance).
🟡 Classified measured, not decoded: this is three elements in one game
screen family, not a disc-wide field check, and our own decoder still defaults to
the other reading behind SYLPHEED_KF_TIME_SHIFT=1.